Sunday, September 23, 2018

GM Notes - Morgansfort Session 8


The party holes up for the night in the room/house with the crossbow skeleton, spiking the door. In the morning, the group listen at the door and hear some shambling and moans. The four zombies they had turned from the previous day had returned. Mel and Nyphus turned two of them again while the last two had to be hacked to pieces.

After the fight, the group head north back to the room/square with the well. They manage to open the door to the west that was previously blocked before. Pater scouts ahead and finds himself in what appears to be a private family’s tomb. Within the wall lay corpses in burial wrapping. A smaller set of child-sized holes lies empty. Hidden in one of these unoccupied holes Pater finds a small stone seal which when pressed opens a secret door into a hidden passage west. Through the short passage another secret door is found (by Nyphus, I believe). This exit ends up on another north-south passage/street.

The group head north and reach a door where they hear intense buzzing behind. They try western room first that houses dozens of bats which fly down the passage south. The room reeks of guano. Underneath the dung is an intricate tile mosaic of elven designs. A minute after the bats have vacated, the group hears eerie singing down the southern passage coming from an open area. Nyphus investigates and finds an ancient elf chained to the eastern wall within.

The group joins him. The dusty fellow proves to be half-crazed, welcoming them to the great elven kingdom of Nevelainen. He speaks in vague nonsense of a calamity that befell the city long ago and mentions the Les Fourmir or the dead. They try to free him of his ancient bonds, shackles pinned through his forearms. Once removed he disintegrates.

The group head north to the door where they heard buzzing. Upon opening they find four giant ant men and six giant ants. All are eating maggoty fly larvae. The ant men speak in a heavily-accented archaic form of the Common tongue. The group explain they want to leave, but the leader of the ants, an apparent head guard explains he must bring all trespassers before their queen, unless some other arrangement could be worked out (bribe). The ants notice that Br. Karnoff is bound and they ask to trade the prisoner for permission to leave. Nyphus and Mel are fiercely against the proposal both from a sense of morality as well as pragmatically wanting to keep him alive to use as a way to get into the northern slave city of Ravenstone in the north, the seat of the Green Mark, run by the Archbishop Nemesine who Father Thelbain said was blackmailing him. The ant suggests he could take part of the prisoner while keeping the conscious part of him alive. Again, they reject the offer. The leader notices Mel’s necklace and scarab broach, and Renic’s golden earring. An exchange is begrudgingly made.

The group leave the buried city and find themselves toward the bottom of the cliff to the north of Morgansfort, facing the sea. They find a small dry cave and rest a few days to rest and heal, fishing from the sea, and planning their next move. That plan is to head back north to Slateholm to find a ship to take them over the Western Sea to Ravenstone where they hope to infiltrate, expose, or destroy the Green Mark.

Friday, September 21, 2018

GM Notes - Morgansfort Session 7


It is around 11:30 p.m. Father Thelbain acts quickly and has his acolytes clean up the remains of the dead, mute cultist, Brother Malachi. Brother Karnoff is bound and gagged. Before more discussion of Ravenstone and Bishop Nemesine can be had, the Morgansfort alarm bells begin to ring. Fearing soldiers coming to the church to investigate and find a dead cultist, the priest ushers them to the back of the sacristy where he tells them they must leave the fort immediately. He explains that the cultists have ingratiated themselves to the Bailiff Tomandy as diplomats from Ravenstone. If Br. Malachi is discovered to be dead, the PCs will be arrested. Thelbain is also eager to keep his connection to Nemesine via blackmail private as it will mean his de-frocking. He encourages the group to take Karnoff with them which they want to do anyway as a way in to Ravenstone. He gives each of them a healing draught before leading them to the upper level of the Chapel of St. Queril where it meets the northern fort wall.

Thelbain talks his way through a guard tower and follow the inner keep wall around to the central tower. As they make their way above the fort, they see troops below mobilizing and in the distance, strange lights appearing over the Old Island Fortress. Thelbain unlocks the tower door with a special key. Inside they descend a long spiral staircase to the ground floor and beyond until they reach another door of a far older make. Thelbain tells them that they will find a way out of the fort through the cliffs to the north by the sea. It is a way only know to himself, the Bailiff, and the Baronet. Thelbain tells the party the staircase to the passages below heads south. If they turn themselves around and head towards the most northern and western path they will find the way out. The group enter the passage and Thelbain closes the door. The key clicks behind them. They are locked in.

Pater scout ahead down the stairs 20 ft. south, coming to a landing with three stairways branching west, south, and east. The group heads down the western branch. The ceiling did not slope with them. As they descended the ceiling became cavernous above them. They found themselves in a north-south “hallway” with cobblestone flooring and white-washed plaster walls. They realize they are in fact in an underground city. The floor is a road and the walls are buildings. Examining the walls more closely they found a door directly from across the stairs. Pater checked for traps, found none, and opened the door. A crossbow bolt shot out missing Pater and Nyphus at the front, hitting the wall behind them. The “bowman” was a (in-animated) skeleton sitting across from the door with a crossbow aimed at the door which apparently discharged with the disturbance of the door. The room is covered in dust and curtains hanging on the walls. There is no further way forward.

The group head north back in the hall and reach a doorway/gate leading to a 30’ x 30’ octagonal room with a large well in the middle. There are other doors to the west, north, and east. Pater checks out the well and the group are surprised by a giant, fanged skull on a stalk body of vertebrae. The snake-like bone creature begins to sway, hypnotizing part of the party. The group engages in an extended battle. Pater is hit a couple of times and comes close to death before jumping on the back of the spine behind the head. Eventually the group manages to defeat the great thing cutting the head from the spine which clatters to the bottom of the well.

Nyphus “lays hands” on Pater with a loud slap, rebuking him for disturbing the well and reviving some hit points.

The group recognizes the room to be a small, town square and head through the door north. They find another dead skeleton holding a small chest. Inside the chest are two cruets of holy water and a small scarab broach (of protection). Br. Karnoff comes to life and starts mumbling motioning towards the well-room. The party see shambling figures silently approaching the threshold to the well-room from the south. Renic springs into action and charges. Pater fires an arrow. Mel and Nyphus attempt to turn the zombies. Mel’s turning works and four of the foul beasts flee. Mel and Nyphus coat their arms with the holy water and join Renic in bottle-necking the zombies at the door. All contribute, but Renic’s new sword is the bloodiest ending the battle with a pile of a dozen zombie corpses stinking up the room. During the combat Pater tried both the room to the east (blocked/caved-in) and the door to the west (locked/stuck).

Now the party find themselves in an underground city, past midnight with low to mid-levels of hit points, and their spells depleted. They must now decide whether to rest whether to push on to find their way out or hole-up for the night to rest up. Once out, they need to plan a course of action. Ravenstone is far north across the sea. Do they return to Slateholm to find a ship? How do they transport their prisoner (Karnoff) without arousing suspicion? What if he refuses to help them get into Ravenstone?

RPGaDay 2018


August was a bear for me. Between two family vacations, a busy work schedule, and the kids starting school again, I didn’t even try to keep up with RPGaDay. That said, now that it’s over, I still wanted to have a chance to give my answers even if it is after the fact. Last year, RPGaDay helped me kickstart my blog so I feel compelled to participate. No, I should say I feel grateful to be able to participate. This last year has been a fun one returning to the hobby, and this gave me a chance to take stock.

1. What do you love about RPGs?

I love the unexpected possibilities that come from active player participation. As a GM, I like seeing what the players will do with what I set up for them. As a player, I like the mystery of finding out what’s going to happen next. The “storytelling” isn’t as important to me as the experience of engaging with a shared world. It’s not so much what happens as how it happens and experiencing how it feels.

2. What is the first thing you look for in an RPG?

The first thing I look for in an RPG is a sense of wonder and mystery. I want something that sparks my imagination and gives me a solid dose of dream fuel. Part of this means good artwork. Part of it means inspiring elements of the game (adventures, spells, powers) that make me picture myself in that world. Furthering this sense of wonder and mystery, I like there to be as few of rules as possible. I don’t want lots of conditional mechanics stripping the fantasy away with over-explanation and bogging down the game in math and strategy.

3. What gives a game “staying power?”

For me, a system specific to genre, but not tied to any one setting is the key. Middle Earth, Tekumel, and Greyhawk are great, but I’m not fond of being beholden to books of lore that will dictate the parameters of the world. There’s not much staying power when the game is built to be played within one world. Another key component is a system that supports early character levels but doesn’t break at the upper levels of play. This second one is something I’m working on in my game now. A game doesn’t have staying power if you’re constantly making new characters because of nearly guaranteed PC death at early levels. Conversely, if the PCs become unstoppable at high levels, the game’s longevity suffers because it’s no longer a challenge.

4. Most memorable NPC?

From my most recent campaign: the ape-vulture/crow hybrid, Ghazold. He freaked the PCs out, gave them useful information, and later was featured in a past history they found. He’s likely to show up again which is always a sign of a good NPC.

5. Favorite recurring NPC? (Skipped)

ALTERNATE QUESTION: Describe an ambitious campaign idea.

I’m working on a module, or more accurately a twin/double module that’s part hexploration and part underworld. I don’t want to get into too many details, but it will be a dense sandbox within six, six-mile hexes and what lies beneath. The challenge will be to not let it get out of control and go beyond the scope I initially intend.

6. How can players make a world seem real?

Players can make the world real by treating the decisions their characters make with respect and taking the stakes seriously. Speaking in character is helpful, but not strictly necessary. It’s more important to me that they pay attention to the details I’m giving them and attempt to interact with what I put before them. I want them to be curious about the world and ask questions.

7. How can a GM make the stakes important?

An easy answer is character death, but this is too simplistic. The players need to see that there are meaningful choices to be made and that creative solutions will be rewarded. I don’t mean rewarded in the sense of “winning,” staying alive, getting loot and XP. I mean that the world will react to their decisions in a satisfying way. A GM can make the stakes meaningful by having inaction by the PCs mean as much as action. A good example in an adventure context is Deep Carbon Observatory’s use of multiple dire scenarios happening at once. Will the PCs help the kids on the raft about to be washed away or help the drowning cleric with the only key to the church?

8. How can we get more people playing?

This is an interesting question because things seem to be on the upswing. I guess my approach is how to continue this trend. My answer would be to be open and welcoming to anyone who seems interested. You never know who’s always wanted to try playing. The other thing is to be perfectly frank about what the game is and is not. There’s no point in selling them on something that won’t actually be the case when they sit down to play. If the game is complex, be up front about it. If the game usually takes 3-4 hours, don’t tell them it usually takes an hour or two.

9. How has a game surprised you? (Skipped)

ALTERNATE QUESTION: Describe your thoughts on playing a character.

I don’t play as a character that often, but when I do, I want to envision myself as that person and approach the game world with an eagerness to uncover mysteries. I’m not so concerned about who they’ll be in ten levels so much as I am interested in finding out where they’re going to go in the course of their adventures.

10. How has gaming changed you?

When I was adolescent gaming stoked my imagination and gave me an outlet for creative impulses. As an adult getting back into the hobby after 25-plus-year break, it’s put me back in touch with a pre-adolescent enjoyment of playing and pretending. These are sadly things we’re shamed into giving up as we grow older and I think our empathy as people suffers for it.

11. Wildest character name?

I never really had any wild character names myself, and my players are similarly, pretty serious-minded. I’m more amenable to sillier names these days than I was growing up. I think serious play can happen no matter what the names.

12. Wildest character concept?

I’m going to answer this a little differently and give an overall system concept, then give a specific example – both relating to fantasy RPGs. Nowadays, a “wild” concept is a two-character class (Fighter and Magic-User) fantasy system. This is shown in Geoffrey McKinney’s Carcosa and in James M. Spahn’s recent Untold Adventures. It gets rid of the Cleric and Thief classes and basically only worries about balance between those characters who use magic, and those who do not. This concept goes entirely against the popular drive to have set, codified classes with an array of player options to choose from. For me, this kind of pre-packaging boxes you in as a player and squashes your imagination.

As far as a specific character concept, using a two-class game, I would build a type of insane trickster in the spirit and physical mold of 1960s Arthur Brown. You could build him either as a Fighter with specialization in performance, fraud, and thievery; or you could build him out as a Magic-User who uses illusions to shock, influence, and distract. Either way, the concept doesn’t need mechanical benefits to define it. You could play the character as a chaotic, unpredictable loon no matter what their stats say.

13. Describe how your play has evolved.

I’ve become more comfortable with In-Character role play. I’ve stopped feeling guilty for house ruling things. It’s something I always felt bad about as a kid, but I refused to feel bad about now. I used to make up all my own adventures, but as a husband and father of two, I have less time to devote to world building. Because of this I’m much more likely to run a module.

14. Describe a failure that became amazing. (Skipped)

ALTERNATE QUESTION: How do you prepare an extended campaign?

I used to start with a map of a big world area, perhaps even included a couple of continents and a few seas. Now I prefer to start much smaller. I don’t have the time to create large-scale worlds anymore, and it’s more fun to let the players actions and interests dictate what’s around the next corner rather than coming up with numerous cultures, myths, and histories only to have the PCs completely pass by all of your work.

15. Describe a tricky RPG experience you enjoyed. (Skipped)

ALTERNATE QUESTION: What makes you want to GM?

I like coming up with interesting scenarios that stoke my players’ imaginations and engage them in the story. I like freaking people out through creepy, weird interactions that stay with them after the game is over.

16. Describe your plans for your next game.

It’s this Saturday (Sept. 8th, now). The players are leaving the general adventuring area that they’ve been in since the start of the campaign. They’re hitting the road with a specific destination in mind. I asked them if they wanted to do a “time passes” fast-forward through the travelling or if they wanted to play it out. They voiced that they don’t want to skip over the travel, but I know they don’t want to spend the next six sessions hex crawling in the wilderness. Their journey is a straight road north (12 days journey) to a port and a voyage over the sea (12 days sailing). If paced correctly we’ll handle the land travelling portion in the next couple of sessions, a session in the port town, and one session at sea. Now, they may decide to abandon their previous course, so I have a number of obstacles to give them some choices that further campaign events instead of 12 sets of daily rolls for random wilderness encounters. It should be a lot of fun.

17. Describe the best compliment you’ve had gaming.

The best compliment I’ve had is when my players tell me my monsters creeped them out. That’s all I really want.

18. Art that inspires your game.

I could answer this question in 5,000 words by itself. I really like the art in Symbaroum, which although it is realistic has a darker, stranger feel to it than say, 5e. I’ve also seen a lot of public domain art I’ve liked recently, particularly in Blueholme Prentice Rules and Necropolis of Nuromen adventure as well as the older work used in the zine, Wormskin. These last examples have a dark, fairy tale feeling to them rather than the cartoonish drawing style I used to enjoy in classic TSR works.

19. Music that enhances your game.

I’ve tried some playlists this year that I thought would work well featuring Popol Vuh or Goblin, but most of it was fairly distracting. What seemed to work best were well-known fantasy soundtracks (LotR and Conan) or generic Ren-faire music, both of which were so familiar that they could be ignored, just acting as audio wallpaper.

20. Which game mechanic inspires your play the most?

I’ll list two, both of which I have yet to use in my games, but still excite me. The first is the single Saving Throw mechanic of Swords & Wizardry. I was resistant to it at first, but it’s won me over, not only for its simplicity and elegance, but because it allows for me to call for a save without giving away the nature of the threat. This creates more tension and suspense. The second mechanic is the newly in vogue level-less spell system that Lamentations of the Flame Princess is moving towards. I’ve heard some early playtest reports that if not implemented carefully, it’s possible for casters to take over the game at early levels. However, the way that Lost PagesWonder & Wickedness employs it is really compelling in its simplicity and flavor.

21. Which dice mechanic appeals to you?

D6 ability/skill checks. More and more, the Open Doors, Find Secret Doors, Hear Noise, etc. d6 ability/skill check from OD&D is one that makes sense to me. The standard method is that any character has around a 1 in 6 chance to do anything. This is 16.667%. Which in modern d20 terms is roughly a DC of 17-18. Interestingly enough, Basic Fantasy uses 17 as the starting target number for any Ability Roll. This 1 in 6 chance can be altered by an ability bonus, each of which increases the chance for success. For instance, a 1 in 6 chance to open a stuck dungeon door becomes a 3 in 6 chance if the character in question has a high Strength of 16 (+2) to give an additional 33.333% chance. The GM may add an additional modifier in the player’s favor if they explain procedurally how they might use something to their advantage (or a negative mod if something works towards the attempt’s disadvantage). If the player explains that they want to use a crowbar they took off the bandits to help open the door, perhaps they would be awarded a +1 (another 16.667%) to give a 4 in 6 chance.

Different systems use this mechanic with interesting rules to provide more granularity. The old-school Mars game Warriors of the Red Planet has a great idea by having the character get another base +1 to any ability/skill check when they reach 7th level. You could also implement a simple skill system where a character who regularly searches for traps or attempts to track enemies receives a +1 for that skill when they level up. The GM is simply rewarding the player for their character’s repeated attempts in game, representing them getting better at something they’ve done a lot. Lamentations uses a similar skill system for all Specialist (Thieves) skills using a d6 chart for a specific set of skills. Lastly, Basic Fantasy gives a way to scale the challenge when even a 16% chance is too generous. For the truly near-impossible attempts, move up the dice chain from a d6 to a d8, d10, d12, or d20. The modifiers also scale down giving exceptional characters a better shot, but still make the challenge tough.

22. Which non-dice system appeals to you?

Most dice-less systems don’t appeal to me. A couple of story games that I’ve heard about that have piqued my interest are Marshall Miller’s The Warren and Amber Diceless Roleplaying Game. These games are interesting in theory, but I worry that they would end up as rhetorical contests between players. Some people like that kind of thing though so who knows, maybe there’s something for me in it.

23. Which game do you hope to play again? (Skipped)

ALTERNATE QUESTION: What appeals to you about GM-less games?

A couple of things appeal to me about GM-less games. First, no one GM-ing means that there isn’t just one person shouldering the burden of preparing the game. That takes a lot of pressure off. Second, not having to GM means that everyone gets to experience the mystery of what’s going to happen. True, the unexpected is still present in your standard, GM-run TTRPG, but the amount of mystery isn’t the same for the GM who has spent a lot of prep time thinking about the game ahead of time. I have a friend who owns both Gloomhaven and Mansions of Madness, both of which sound really fun.

24. Which RPG do you think deserves more recognition?

I have a few that I’ll mention. First, Warriors of the Red Planet is a terrific game. It’s OD&D on Barsoom with custom classes built to fit the genre and all kinds of self-contained optional rules to flush out a campaign. Next, a game I purchased last year that I finally got my head around is Whitehack. What I love about this system is how open-ended it is. It’s OD&D stripped of the crunchy wargamer bits. It’s a game of negotiation between the player and GM, particularly how it relates to magic. Finally, although they aren’t standalone RPGs in and of themselves, John M. Stater’s NOD magazine series is a thing of wonder. There are currently 34 issues featuring fantasy RPG classes, options, alternate rules, settings, adventures, and the best hex crawls I’ve ever seen. Gabor Lux once mentioned in a NOD review thread on tenfootpole.com that the only bad thing about it was that it might be too much of a good thing – how was anyone supposed to ever use all of it? If WotC hired him to write an adventure book it would be the best Dungeons & Dragons adventure they would have put out in 30 years.

25. Game that had an impact on you in the last 12 months.

I’m not sure if this is asking for an RPG system or an individual session. For the former, there would be too many to name. I’ve come back to the hobby this past year playing catch up, drunk with the incredible games to buy, spending money like a fool. As far as impactful sessions, the first session I ran around this time last year was the first time I had run a game in over 25 years. I was terribly nervous, but after knocking the rust off, I was eager to do it again, as soon as possible.

26. Gaming ambition for the next 12 months.

Last year I started up a regular group and have continued a campaign throughout the year. I also got to play in a superhero game run by my friend. I helped proofread the latest Basic Fantasy module and I was a low-tier runoff winner in the One Page Dungeon Contest.

For this year, my ambitions are as follows:
·       Expand, or at least maintain, my current Basic Fantasy campaign.
·       Run a few games for another local group including some in-laws who are new to TTRPGs.
·       Run or play in a few games online with some of the people I’ve met through Facebook groups.
·       Flesh out my One Page Dungeon entry into a 16-page module and put it up on Lulu.
·       Write and submit a first draft for a sandbox module I’ve started working on for Basic Fantasy.
·       Learn how to play 5e and hopefully sit in a game or two at a local game store.
·       Continue to work on my own house rules for OD&D. I don’t think I’ll finish it this year, but I’d love to have a first draft done and start playtesting it, by as a play-by-post.

27. Share a great stream / actual play.

I don’t have any of my own experience with this yet, but I’ve enjoyed IvanMike1968’s Lamentations from Prussia games and DarkAgeOfRollPlayGame’s Basic Fantasy games he’s run over the last year. I’ve also been enjoying Matt Finch’s Swords of Jordoba OD&D game as well. As for the big, popular streams, I’ve just recently taken to the Adventure Zone. My wife suggested listening to it together during our ride to work, but we only made it part of the way through the first episode. I was initially not into their goofy attitude, but after going back to it, they’ve won me over. I still think they roll too many checks though.

28. Share whose inspiring gaming excellence you’re grateful for.

In terms of creators, there are too many to name. I’m grateful for all the early figures in the OSR (Finch, Marshall, Gonnerman, Proctor, etc.) who paved the way for everything that’s come after. They may not be as well-known as some other folks, but they deserve some kudos. James Raggi and Zak Smith both get a lot of attention, but to my mind, it’s well worth it. They consistently put out really creative supplements you can use piecemeal or whole cloth. Same goes for Patrick Stuart, Scrap Princess, and Zzarchov Kowalski. I’m thankful for even lesser-known creators like John Stater, Richard LeBlanc, Geoffrey McKinney, Norman & Gorgonmilk.

In terms of personal inspiration, I would say my local group of players (Adam, Brandon, Andrea, and Kerrigan) who inspire me to come up with all kinds of twisted things to send their way.

29. Share a friendship you have because of RPGs. (Skipped)

ALTERNATE QUESTION: Who would you like to share this hobby with?

Easy. I’d love for my wife to start playing, even if only occasionally. She’s a voracious reader, including a lot of fantasy works, so I think she would be both good at it and have a terrific time.

30. Share something you learned about playing your character.

I only played once this year in a game so my recent experience is limited. It’s pretty generic, but it was fun to watch my character’s personality develop over the course of the game. I was also able to find the humor (though not silliness) in certain situations which made the heavier parts of the game even more serious.

31. Share why you take part in RPGaDay.

As I mentioned, I had a busy month and I knew I would likely be posting this after the event. It would have been easier to not go back and post anything. Yet something made me want to do it. RPGaDay helped jump start my blog and made me reflect about what it was specifically that was drawing me back into the hobby after such a long time away. I think it helps me take stock of what I want to continue to get out of the hobby and set my goals and priorities.

Wednesday, July 4, 2018

Holmes and the Human Fighting Man

I've been revisiting my copies of Holmes Basic Dungeons & Dragons and Blueholme - both the Prentice and the Journeymanne Rules. This is a version of D&D I only gained awareness of 20 years ago when I bought TSR's Silver Anniversary box set. It's a version I can examine with fresh eyes, unaffected by the fog of nostalgia. Sure, it's familiar in that there's a bunch of Sutherland and Tramp art throughout and the core concepts are the same. And yet, in terms of tone, it's pretty singular.

Caught between OD&D and AD&D, and edited by neurologist, J. Eric Holmes, this rule set is a streamlined reinterpretation of the original rules designed to bring new players into Dungeons & Dragons who didn't have a background in war gaming. To that end, it was incredibly successful, and it provided a nice segue into the advanced game which would come out over the next couple of years.

There are small differences between this compact rulebook and both the original and advanced rules, but again, it's the tone that separates it from the other books. It feels open and mercurial and magical compared to the abstract war gaming instructions of the original rules, and nowhere near as precise as AD&D with its explanations of bell curves and rules for grappling and psionics. In the section titled, "Dungeon Mastering as a Fine Art," Holmes explains how to run the game with simple pragmatic advice to make the game challenging, but survivable. He directs DMs to narrate dramatically, use colorful dialogue, and have characters invoke gods like Zeus, Crom, and Cthulhu when they swear. The spell lists, monsters, and magic items don't feel Basic. They have a Byzantine, Old World faerie-land feel to them. They evoke all kinds of mysterious possibilities. Blueholme's retro-clone version of the rules extends this feel with its whimsical fairy-tale art and tone.

I recently read an old Dragonsfoot post by Geoffrey McKinney about using the Holmes edition as a complete game. There's something compelling to the argument. There are better places to read about Holmes' rules (like here), so rather than go on and on over well-covered territory, I wanted to touch on one particular topic that's I found interesting: Holmes' human Fighting Man.

The Fighting Man is in some ways the base class of any edition. You can tell a lot about the system by how it treats its fighters. Looking at Holmes' Human Fighting Man, it strikes me as curious how unimpressive this class is when compared to the others. The only benefit the Fighting Man has is having the largest hit dice of any class. Although, Rules as Written, you could still roll a 2 on the d8 while your Magic-user rolls a 4 on their d4, though the law of averages who suggest the opposite most of the time.

So what do other classes have that the Fighting Man doesn't? I mean, outside of the fact that they don't cast spells, turn undead, or have special skills.

First, every class has the same attack matrix as the Fighting Man for levels 1-3, which is all that this rule set covers. That means the Cleric, Magic-User, and Thief are equal to the Fighting Man in terms of combat ability. In OD&D, the Fighting Man and Cleric both increased in their to-hit roll at 3rd level. In Holmes, everyone hits an AC of 9 on a 10. Since the Human Fighting Man needs more XP to level up than the Cleric and Thief, it's likely that those two classes will improve their to-hit roll before the Fighting Man. Holmes also does not use the Greyhawk supplement's Strength bonus for attacking or damage given only to the Fighting Man. This means that a high Strength only nets the Holmesian Fighting Man a bonus to their XP. There's only a vague mention that Fighting Men's Strength should make them able to carry more weight. Which makes them mules.

While it is true that Holmes' human Fighting Man can wear any armor, the same can be said for dwarven and halfling Fighting Men, as well as the  Cleric and elves, which can both cast spells as well. It's not a special benefit. The Fighting Man can also use any weapon. This limitation is rendered mechanically meaningless though by the fact that Holmes didn't incorporate Greyhawk's variable weapon damage, so everything does d6 damage (except burning oil, which uses the d8). This means that a Magic-user could do as much damage with their dagger as the Fighting Man deals with their two-handed blade. There is no mechanical limitation to a character's weapon restriction, meaning the Human Fighting Man doesn't get bragging rights for being able to swing everything. Holmes even loses the OD&D Fighting Man's multiple attacks per level against opponents of less than one hit die (Goblins, Kobolds, etc.).

In terms of Saving Throws, the Human Fighting Man is equal to the Thief, a little better than Magic-users on the whole, but not as good as Clerics. Both dwarven and halfling Fighting Men, however, have better Saving Throws than the human version of the class. It's also worth noting that all the demi-human Fighting Men have abilities (infravision, search chances, +1 to hit with missiles, etc.) that their human counterparts don't.

So, after all this, why would you choose to play a Human Fighting Man in Holmes? While I'm not a power gamer, and I dislike discussions of character optimization, the Holmes game world seems stacked against your standard fighters. And yet, in some ways this makes them more heroic.

There is something inherently noble in a character without any special talents or abilities who decides against a life of common serfdom or as a village guard to choose to adventure into the unknown for gold and glory. It may take them longer to advance and progress, but that advancement means more because it was harder fought and wasn't aided by spells, sly tricks, or extrahuman abilities. Any abilities the Holmes Fighting Man has must be based on in game play where trial and error connects with an understanding between the player and their referee.

This is who the Holmes Fighting Man is. Their heroism is one that is earned and based on their deeds, not on a gift package given to them by their god (I need to write a whole post on why Clerics in D&D are OP). It also makes them more challenging to play, encouraging the player to find ways to make their Fighting Man matter to the group outside of combat. This makes the Holmes fighter stand apart from the modern incarnation of the uber-warrior tank. That doesn't exist in Holmes. The Fighting Man's relative weakness is perhaps what provides the Holmes rule set the space to be as magical as it is.

[All this said, I still prefer a little more in the way of game fighter game balance and advocate for something a little closer to the Fighter in BFRPG and S&W, or B/X and OD&D if you prefer.]

Monday, June 18, 2018

What We Are Really Nostalgic For When We Talk About BECMI

With the recent release of a POD copy of the Rules Cyclopedia, there's been a lot of looking back at the Basic D&D rule set(s) that spawned that early 90s compendium. Retroactively referred to as BECMI (for Basic/Expert/Companion/Master/Immortal) these were the Basic D&D rules released as five boxed sets in the mid-80s by TSR, and written by Frank Mentzer. An army of kids grew up with this version of the game, myself included. Although I owned Moldvay's box for less than a day, this was the boxed set that taught me how to play the game. Many of us transitioned to AD&D, but in name only. We may have pulled monsters from Fiend Folio and magic items from the AD&D DMG, but the engine we ran the game on was Basic.

I never bought the RC when it was initially released, and I don't think I'd buy it now. That book, its layout, and its art hold no nostalgia for me. The OSR clones I have now do all the things I want, generally with better organization. I revisited my old BECMI books a few weeks ago and tried to see if they still held the same magic for me. What I found was surprising.

Taken as a whole the BECMI, or RC, rules system is pretty crunchy. There are a lot of rules in this game which increase as characters progress to higher levels, more than I am currently interested in running. It's not just the number of rules either; it's what the rules cover that leaves me cold. Details about hirelings, strongholds, jousting tournaments, weapons mastery - some these are holdovers from 1974, but they have absolutely nothing to do with the reasons I play the game. Also, the packed, three-column layout of these books isn't very reader-friendly and much of the Elmore/Easley artwork hasn't aged well for me.

I can't imagine going back to descending AC, alignment languages, race-as-class, demi-human level limits, pre-AD&D PHB thieves skills, etc. I mean I could go back and it would be fine, but I don't have to, so why would I? Like most nostalgia, what we remember is a freshness that has long since faded, and one we desperately wish to recapture. Looking through these books now makes my remember the childhood bedroom I shared with my brother where I first read them and had my mind blown wide as to the possibilities of the game. As artifacts of my childhood they still hold some charm, but as gaming materials they are of little use to me.

There is one exception. One book among all the sets that transcends nostalgia and still feels like it has relevancy. The Players Manual of Set 1, otherwise known as The Red Box, is perhaps the best introduction to fantasy role playing ever written. It's my belief that when people wax nostalgic about BECMI, Mentzer Basic, or The Red Box, what they're really talking about is this first booklet. The Dungeon Masters Rulebook from the first box, by comparison, is fairly dry, flavorless, and contains little art. The Players Manual, on the other hand, is gold.

The first thing the PM does right is get the new player right into the action. It puts a sword in the reader's hand and has them step into a dungeon. This opening adventure could cynically be called a choose-your-own-adventure railroad, but for people who have never played the game before, this kind of rigid structure is exactly what they need. It also manages to introduce a number of important concepts of the game in along the way in a naturalistic way. By the end of the adventure, you have a pretty good idea of what D&D is about.

The rest of the book fleshes out the rest of the rules need to play. Mentzer's tone is open and familiar. There's no trace of Gygaxian pretension (which I can enjoy as well). You get the sense that Frank is excited for you to play. The organization is genius, and if I'm not mistaken, it marks the first time in a D&D book where each character class is given a spotlight section each complete with an illustration that conveys as much information as the text. The very D&D concept of a Cleric is initially pretty foreign, but Elmore and Easley's illustrations of the mace-wielding holy warrior and the stern, pageboy-cut priest tell you exactly who these people are.

This version of the Basic game doesn't have hieroglyphic mystery of the Holmes edition or the space-disco vibe of Moldvay/Cook/Marsh's B/X (think of Otus' alien dungeonscapes and Willingham's and Dee's flared cuffs). Instead, a very hair metal/chainmail bikini (hello, Clyde Caldwell) atmosphere starts to present itself. Dragonlance's art killed Elmore's work for me, but his art for the Red Box still gets me. The cover painting, of course, is one of the top 10 iconic pieces in the game's history. When we talk of our fondness for Mentzer Red Box, I firmly believe it's that red dragon and the opening excursion into Bargle's hideout that holds sway. Sometimes that's all your looking for.

Friday, June 15, 2018

GM Notes - Morgansfort Session 6

The group starts in the cottage basement of Grelda’s confronting the two tied-up robed men. Nyphus attempts to interrogate the men threatening to kill them, but they are not forthcoming. One of them laughs at the threats, his open mouth revealing a blackened nub where a tongue should be. “Brother Malachi has taken a vow of silence. Permanently,” his partner says. Grelda becomes impatient and disrobes. Now skyclad, she grabs a dagger tied to her waist, cuts her left palm open, makes a few incantations, and thrusts her palm against the forehead of the mute cultist. A gruff, bass voice comes out of Grelda’s mouth. The voice tells the cultists’ story.

They are brothers of The Green Mark. An order devoted in the worship of the demon lord, Shah Gzerohn, intent on bringing him back to this plane of existence. The cult has been making inroads in the old Urdish empire, looking for clues and artifacts to help towards this aim. Over the years the cult discovered the location of their lost temple, obscured within the ruins of the Olde Island Fortress. They were sent by their master, Bishop Nemesine, to the Fortress to retrieve the journal of Mordoch the Mage. The book contains a prophecy in an ancient tongue, unlocking the rites to bring about the demon lord’s return. They have failed in their mission.

During this narration, the other cultist, Brother Karnoff, is praying to himself:

There is no dark – only the light of life – light of the newborn god – his path is paved with the blood of the word – through the blood of the lamb the way is laid open – let the faithful rejoice and prepare for his passing.

Grelda gasps and breaks the connection between herself and Malachi. He collapses. Grelda covers herself and reaches over and opens the cultist’s robe to reveal a tattoo of a green hand on the cultist’s chest. She asks the party if they have the book and they produce it. Karnoff curses. They explain that Thelan, the wizard in Morgansfort, hired them to retrieve it for him. Grelda calls him a fool and says the book would corrupt him and drive him insane. Grelda tells the group that whatever they had planned for the book, they would be best off destroying it.

Just as the group is deciding what to do, the young girl from town, Jyni, descends the stairs. Karnoff hisses in disgust. The party are told that Jyni can commune with the spirits of the dead children in the Fortress and has the makings of a great witch. Karnoff accuses her of harvesting the spirits energies for her own magic. Jyni tells her aunt that are packed and ready. Grelda is leaving the area immediately with her sister, Maien the herbalist, and Jyni. They discovered the Baronette Halden Rathwynn and his men are planning to camp in the boathouse that night and storm the kobolds and goblins in the Fortress early the next morning.

Jyni leaves and one of the barbarians, the woman who seemed to be somewhat in charge, comes down to tell the party that the tribe will head south where it is warmer. They are warned to watch out for slavers. They take the three boats south down the river.

Nyphus takes the book and decides to burn it, taking it outside. It crinkles and smokes oddly as it burns. The witches leave, flying off on the plow, this time with a sled attached to it. The barbarians head south on foot. The group decides to wait in the trees behind the boathouse and watch for the garrison to approach to see what happens.

The group hides in the brush and wait. Within the hour the sun goes down and the garrisons of Morgansfort arrive and begin to quietly (as possible) set up camp for the night. The officers (in silhouettes) enter the cottage to set up a base of command. Perhaps 20 minutes later, two robed silhouettes exit the cottage shake hands with officer shadows. They get into a horse-drawn cart which leaves, heading back up the road to the Fort.

Pater follows the wagon on foot in the shadows ahead of the group who stay clear of the road. Pater follows the cart in, talking his way past the gate who seem suspicious. He catches up and sees the cart heading in to the inner-courtyard of the Fort. While trying to move silently, he slips in the left-behind road apples with a loud splat. He isn’t able to talk his way into the courtyard.

The party regroup at Thelan’s who is in the process of leaving. He seems unconcerned about their failure to bring him the book and their apology of burning it. They go to the Inn and gather their things. Nyphus and Mel go into the chapel by the front. Pater and Renic go up top. Nyphus and Mel confront Fr. Thelbain. He confesses that he has been blackmailed for years by the leader of the Green Mark, the Archbishop Nemesine. Nemesine runs the cult from the Northern city of Ravenstone and keeps his former mistress and child as ransom.

Meanwhile Pater and Renic had crept down the back stairs across the altar waiting at the back door where Mel and Nyphus followed Thelbain. The cultists enter the church. Pater and Renic try to hide, but failing that (Renic), they kill the mute cultist and subdue the other. The group discuss going north to Ravenstone, the seat of power of the cult.

Friday, May 18, 2018

Over Under Sideways Down: My Thoughts on Roll Under Systems

I've recently been looking-at/reading-about a number of games that use a roll under mechanic, specifically Sharp Swords & Sinister Spells, Beyond the Wall, Whitehack, Troika!, Symbaroum, Into the Odd, and the Black Hack. These systems employ a simple core mechanic of rolling a d20 with success found on any number matching the character's relevant ability score or less. Although the simplicity of the mechanic is itself very elegant, I have a couple main issues with using something like this in my games.

First of all, I think these kinds of systems make tasks, whether combat-related or not, too easy. With an average ability score of "10" (on a traditional 3-18 range), this means that PCs are going to be successful 50% of the time on average. You could argue that the current edition of D&D employs mechanics which support an overall 70% success rate, but those feel, to me, to be inflated as well. There is too little chance of failure for my liking. Sure, there are going to be characters with low scores that only give a 30% chance of success (a score of "6"), but there are also going to be plenty of characters who have a 75% chance (a score of "15") at the same thing.

My other main issue with this kind of task resolution is that it stays static throughout the life of that character, regardless of the level of difficulty or PC experience. For those systems which simultaneously use an ability score advancement as characters level up, this can help PCs with low initial scores, but it also opens up the possibility for blessed characters to become unstoppable. Even though I've never been a fan of challenge ratings or difficulty class, the idea that attacking a dragon has the same chance for success as a kobold based on a Strength score is ludicrous.

If I'm not mistaken, this all traces back to (at least) B/X D&D's roll under ability score mechanic for any skill check or task not explicitly covered in the rules. Strangely enough, B/X uses OD&D's 1 on a d6, plus Strength mod to open stuck doors. With mods swinging from -3 to +3 this can give extremely strong characters a likely chance (4 in 6, or 66.6%) of success, yet still giving a 33% chance of failure. Chris Gonnerman (BFRPG author) uses a dice chain escalation of this Strength test mechanic as the challenge increases. Forcing a locked door is a 1 in d10 (plus Strength mod); bending iron bars a 1 in d20 (again, plus mod). This gives the GM more recourse when the player asks to attempt something nearly impossible.

Basic Fantasy also includes an Ability Roll mechanic which I've tested in play. Although initially skeptical, it works pretty well. PCs start with a standard DC target of 17 (on a d20 roll) to accomplish anything non-combat related, applying any relevant ability or situational modifiers. This target number goes down as the characters level up, representing a character's experience at work. I've heard people complain that a DC of 17 is too hard for level 1 characters and that they won't feel that they are even baseline competent. What's interesting is that a DC of 17 in 20 is a 20% chance of success whereas OD&D's 1 in 6 chance is a only 16.67% chance.

The key difference between these two ability test methods is that although the old d6 test has a tougher base chance of success, the ability mods themselves are more significant with each bonus equaling another 16.67%. By contrast, BF's Ability Roll mechanic only gives an extra 5% for each mod. This is the reason Gonnerman still used the d6 mechanic for Open Door/Feats of Strength tests - so that those bonuses would give more differentiation. One downside to the d20 roll is that everything is scaled in 5% increments. For those times you want more nuance, a dice chain of d6, d8, d10, d12, d20, and d100, etc. gives you that flexibility.

Conclusion: I understand why this is such a popular success/failure mechanic. I really do. It's simple to grasp and employ. However, in actual practice, I think it breaks verisimilitude beyond a point I can accept. The d6 (and its dice chain variants) are where I think I'm going to go for any skill or ability check in the future.

GM Notes - Morgansfort Session 14 - Death Frost Doom - Part 2 of 2

So, here stands the final chronicle of my two-year Basic Fantasy campaign. It ended a year ago and I'm just now getting around to fini...