In Honor Of Gary Gygax, 1938-2008

It was thanks to Gary Gygax that I have most of my current friends, so in his honor we played Basic D&D last night, kicking it truly old skool. The group rolled up the following party (3d6, in order):

Happy Brandybucke Halfling N (Paul)
S:12 I:6 W:10 D:16 C:12 CH:16 Lvl 1 HP3 AC2 Short Sword

Obediah Elf N (Dan)
S:17 I:10 W:10 D:11 C:8 CH:12 Lvl 1 HP5 AC4 Battle-Axe

Steve Magic-User N (Mike)
S:9 I:11 W:9 D:11 C:11 CH:11 Lvl 1 HP4 AC9

Cleric of Doom C (Wendy)
S:12 I:10 W:16 D:5 C:6 CH:14 Lvl 1 HP4 AC5 Mace

Joe Shakyhand C (Doug)
S:12 I:10 W:11 D:13 C:14 CH:14 Lvl 1 HP 2 AC9 Bow

As is traditional, the group met in an inn: The White Cow, in the town of Stonebridge. After inquiring as to the entertainment available in the viscinity (greased-pig wrestling, goat racing, drinking, dicing, and fornication), the party was approached by a loquacious local wanting to know if such a (relatively) heavily armed group was planning on trying to rescue the missing heiress, Lemunda the Lovely, rumored to have been kidnapped by bandits and worth a pretty penny in ransom. Local folk have speculated that the bandits that have been preying on the caravans that pass through town may be holed-up in the… dun Dun DUN! Haunted Keep, though opinion is that they’d be pretty crazy to do so since it’s well-known that the ruins are….dun Dun DUN! Haunted!

The group, recognizing a plot-hook when it hits them in the head (all except Mike who kept blathering something about “evidence”) agreed that they would go take a look, particularly when they found out that the keep was easy to find, being visible from the road through the hills to the South. In the morning they set out.

A fine mist descended as they approached the ruins, concealing their approach, and they beheld the ruins of a keep. Two towers and a gate-house between remained standing, the rest was a burnt-out over-grown rubble. After reconnoitering the vicinity, but seeing no signs of habitation, they decided to approach the West Tower entrance. Joe Shakeyhand found no traps, and heard nothing… not that he had much chance of either as a 1st level Thief, and so they entered. Spookily, the door didn’t creak when they opened it, indicating it had been recently oiled or at least well used. After a short corridor, there was another door, which they opened after the Thief did his stuff, and gained surprise on five bandits, standing around the room and arguing with each other.

Noticing that there was an alarm horn on the wall, the intrepid adventurers made good use of their surprise round. The Cleric of Doom charged into the room and crushed the skull of an unsuspecting bandit; and Obediah the Elf hacked another into two pieces with his mighty battle-axe. Happy Brandybucke missed, and Joe–after determining that there were no rules to prevent him from firing into melee past his companions crowding the door–let fly with an arrow and also missed.

In the first actual round, the party won the initiative, and dispatched another bandit, and on their action one of bandits ran to grab the alarm horn from the wall, while the other–cursing his luck that the morale check wouldn’t happen until the end of the turn–attempted to stab the Cleric of DOoooom… coming up with a roll that wouldn’t have succeeded even if she were naked as the day she was born. He then failed his morale check, and booked it down the corridor.

Once again the party won the initiative, and before the hapless bandit could draw a breath to sound the alarm, the party descended upon him like wolves. A quick mace to the skull followed by an arrow to the throat, and he breathed his last. The final bandit, running away down the corridor, had the misfortune to run straight into Steve’s dagger, and expired.

A search of the room revealed a pair of statues (noticed but unexamined as they charged in for battle) of a man and a woman, both rather buck-toothed, and three exits doors besides the one they came in, one on each wall. The party decided to take the large brass-bound horn, both as a precaution and as loot, and examined the remaining doors. The North door opened onto an East-West corridor, with an alcove on the far side and an open door, through which Joe glimpsed a goblin. Nothing was audible at the West door, but they heard laughter and jeering of three or four people through the East door, and proceeded through, happening on a group of three bandits engaged in tormenting a large (fist-sized) spider in a wooden cage. The fight was brief and bloody, as Obediah smote one so hard (getting 5 times the damage needed to dispatch him) that the DM ruled he got an attack on the guy standing right behind–who he also hit and dispatched instantly. A quick mace to the head followed by an angry Hobbit to the groin, and that was it for the bandits. That bandit had a gold earring, which the party pocketed. After some arguing with the cleric, she decided not to release the fist-sized spider.

At this point we decided to break for the night.

XP for the session: 10/bandit = 80 xp / 5 PCs = 16 xp each.
Treasure for the session: 1 brass-bound horn (10 gp), 1 gold earring (20 gp)

Elves and Espers

So we’ve just started a new campaign, GMed by me, using stripped down D&Dish rules that I’ve dubbed Elves and Espers. In a nutshell, the idea is: What if you projected the fantasy world of old-skool D&D forward thousands of years into a science-fiction-y future? Cyb-Orcs with force swords! Dwarven Espers! Pointy-eared Elven Scientists analyzing things with imps bound into “pentacorders”!

Elves and Espers has a wiki, with the rules so far all written down and everything. Check it out.

Elves and Espers is intended to sit somewhere along the Retro/Stupid axis of Jeff Rient’s Threefold Model. So far, I think I’m hitting it about right, but I’m hoping you all will let me know.

Scenario Breaker Rolls

Jeff’s Gameblog: a handy tip for CoC keepers, and others Annotated

tags: rpg

More importantly, a fair number of those Spot Hidden rolls were scenario breakers. That is to say, if you didn’t find the door leading to the ghoul catacombs (or whatever) the adventure was effectively over. Here’s how that would work out in actual play, at least when I ran CoC:

Player: My Spot Hidden is 45%, I rolled a 63.
Keeper: Well you find the secret door that leads to the rest of the adventure anyway.
Player: Then why did I roll?
Keeper: Uh…

Then he goes on with a brilliant piece of advice for dealing with these: make the consequence of failing the roll a success, but a success that has a price attached. (Go read the post, it’s short.)

I know, I know, standard advice to GMs making scenarios is not to even bother putting in any rolls where missing the roll causes the scenario to fall apart…but that has perverse consequences. Your players will eventually notice that no matter how low their skill is with any kind of information gathering, they’ll never miss the crucial clues that move the plot along. It takes a particular kind of hard-core GM to trash a night’s entertainment, or kill a party, on the basis of a single botched die-roll or crucial skill that nobody bothered to take. So they’ll either a) stop emphasizing those skills (the munchkin approach), or b) take them anyway, because they’re in character (the role-player approach)…but the skills will still be deadweight, so in effect you’re punishing the role-player for being less of a twink.

If you follow Jeff’s approach, those skills become valuable again–how valuable depends on just how much you’re willing to screw them over on a missed roll, but it’s easily enough to make it so that they want to succeed without your having to hand them everything on a silver platter just to keep them from hitting a dead-end.

If this ever makes it to market, I’m so there…

Browncoat Gamers Rejoice! « The Samurai Gunslinger Annotated

‘Joss Wedon’s “Firefly” series will get its own massively multiplayer online game (MMOG).’

Theory, Shmeory

Jeff’s Gameblog: I got your threefold model right here, buddy!

RPG theory time, kiddies! Ron Edwards closed the GNS worship section of the Forge, so someone has to pick up the slack. As we all know, every good RPG theory has to divide all games into several vague categories. My categories are Retro, Stupid, and Pretentious. Any RPG worth playing will fall into one or more of these categories.

A long time ago I used to participate in the rec.games.frp.advocacy group on Usenet, and one of the things that discussion circled endlessly around–to the point of diminishing returns, and eventually nauseam–was theories of what roleplaying games were about, and in particular one theory called The Threefold Model. (The Threefold Model basically pictured rpgs or sometimes players as occupying a triangle, where the vertices were Drama, Game, and Simulation, and that’s about all I’ll say about that for now.) In the end R.g.f.a became several long flamewars, thus fulfilling its original purpose (in the Usenet hierarchies .advocacy groups were where they tried to shunt neverending flamewars like Mac vs. PC so the main groups had a better signal to noise ratio), but leaving people who wanted to talk seriously about RPGs in more abstract terms without a real place to do it. As Usenet sank and the Web rose, several forums attempted to fill this need, at least for certain subsections of the audience, one of the most notorious being The Forge. (Notorious because of the prickly personality and heavy hand of its owner and chief moderator, Ron Edwards, and a cliquishness that really rubbed a lot of people the wrong way.) GNS was the name of Ron Edwards’ own theory, about which the less said the better, but at least it inspired the model in Jeff’s Gameblog that I linked to above.

“John Carpenter’s Ski Resort” or “The Blob That Came in from the Cold”

Good heavens, it’s another recap! This one happened so long ago that I don’t even remember the date of it. Elyssa had been playing with our group for several sessions now, but the only GM she’d played with was, well, me. And that’s Just Not Right, so Josh put together a one-shot for an evening when we were short a few players.

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Gaming Summary, 6/24/07

Sunday night’s gaming session was somewhat sparsely attended…infants, illnesses, and summer in general are taking its toll on the group. But with new members now, we have enough that we can muster a game even without a full complement. This week’s game was something of a sequel to a session from April, 2006 (wow, that was a long time ago), a space-themed horror story, also known as “the one that turned out not to be Space Pirate Amazon Ninja Catgirls.” However, only one member of Sunday’s group was around for that earlier session….

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Turning on Comment Authentication

To try to stem the rising tide of comment spam on this blog, I’ve turned on comment authentication. That means you’ll have to get a “TypeKey id”:https://www.typekey.com/t/typekey/register?lang=en-us before you can comment, but all you need to do that is visit the above link and fill out the form.

Gaming Summary, 1/14/07

Hello? Anybody in here? Bleah, look at all the dust in here. Cobwebs, too…is that a dead mouse in the corner? Yuck. You’d think it’s been months since anybody posted a recap here. Well, I say, let us not be slaves to inertia! Let apathy no more rule the day! We have gamed, and I shall boldly recap! Onward!

This particular session was another one of Josh’s trippy one-shots, where…well, see for yourself.

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