tag:blogger.com,1999:blog-65573487718307103622024-03-20T03:16:02.420-07:00Blood or TreasureStripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.comBlogger31125tag:blogger.com,1999:blog-6557348771830710362.post-81648572000465090412024-01-30T11:09:00.000-08:002024-02-05T12:00:15.252-08:00Better Shown Than Told<p><span style="font-family: Averia Serif Libre;">The OSR is a tiny parasol held aloft by a giant elephant; it's too small of an umbrella term to cover everything. That's been obvious for a long time. </span></p><p><span style="font-family: Averia Serif Libre;">Members of the OSR are divided between those who most enjoy <i>fantasy <b>role-playing</b> games</i> and those who best like <i>fantasy <b>adventure</b> games</i>—or <i>"classic" adventure games (CAGs)</i> to avoid an unfortunate acronym. </span></p><p><span style="font-family: Averia Serif Libre;">Whenever a B/X player asks the difference between an RPG and a CAG, I always say the same thing: </span></p><p><b><span style="font-family: Averia Serif Libre;">It is better <i>experienced</i> than <i>explained;</i> better <i>shown</i> than <i>told</i>.</span></b></p><p><span style="font-family: Averia Serif Libre;">I could spend months waxing and waning about all the subtle nuances contrasting the play-styles, but the reader's time would be better spent <i>playing</i> and <i>running</i> games. (Here's a perfect Discord server to do just that: <a href="https://discord.gg/PWfgBss" target="_blank">OSR Pick-Up Games</a>.)</span></p><p><span style="font-family: Averia Serif Libre;">That said, there are differences in the play-styles beyond a preference for a rules-light B/X or the more complete rules set of AD&D. </span></p><p><span style="font-family: Averia Serif Libre;">While the <a href="https://bloodortreasure.blogspot.com/2021/">Eight Mantras of OSR Gaming</a> apply to <i>role-playing</i> games, not <i>adventure</i> games, the fourth mantra remains true: </span></p><p><b><span style="font-family: Averia Serif Libre;">4. The OSR is a mindset, not a rules set.</span></b></p><p><span style="font-family: Averia Serif Libre;">The <b>mindset</b> of those at the table is perhaps the most noticeable difference between the RPG and CAG styles. </span></p><p><span style="font-family: Averia Serif Libre;">More specifically, CAG games are of a mindset where "rulings not rules" isn't safe to assume, and I think t</span><span style="font-family: "Averia Serif Libre";">hat's a core difference any member of the OSR who enjoys RPGs will appreciate knowing ahead of time when playing CAGs.</span></p><p><span style="font-family: Averia Serif Libre;">Both are fun, interesting, and challenging mindsets, so rather than write about games, I prefer to run and play them. However, for more discussion on the topic, try the Classic Adventure Game server: <a href="https://discord.gg/xakPP2V8yB">https://discord.gg/xakPP2V8yB</a></span></p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-22390546112484647072023-12-01T18:30:00.000-08:002023-12-01T18:30:39.855-08:00 The Life and Reproduction Cycle of the Medusae<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYdJKsRlUpCvpLurH3uI-qrcUqjf0eBJjx7RHvO88CIa4VaqhQ0G1ODWp6WcKuCH60ZtcNWIyVNveJXaqMOtbYd41fUq5DM9PWic3rMwXqrwqgmcPmxttZMs_WAIlyrc_8ttbjkoiXwmDcXIICO5aXHvWgxtFwU6ydrcK8bQ6HeWw3xnvxhvztMA_TF5Ps/s720/83f4bfbe-6fa6-4629-b346-ceab4d7206ac.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="540" data-original-width="720" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYdJKsRlUpCvpLurH3uI-qrcUqjf0eBJjx7RHvO88CIa4VaqhQ0G1ODWp6WcKuCH60ZtcNWIyVNveJXaqMOtbYd41fUq5DM9PWic3rMwXqrwqgmcPmxttZMs_WAIlyrc_8ttbjkoiXwmDcXIICO5aXHvWgxtFwU6ydrcK8bQ6HeWw3xnvxhvztMA_TF5Ps/s320/83f4bfbe-6fa6-4629-b346-ceab4d7206ac.jpg" width="320" /></a></div><span style="font-family: Averia Serif Libre;">Medusas who die of old age regenerate by turning into stone. They are "reborn" with an infantile body when they crack through their own petrified statue's hollow head like an eggshell. </span><p></p><p><span style="font-family: Averia Serif Libre;">Incubation lasts a year and one day, the same to reach full maturity. Infant medusas are called "nagas" because they resemble a tiny human head on a serpentine body. Their face and skull is covered in scales. </span></p><p><span style="font-family: Averia Serif Libre;">They grow rapidly into "newts," sprouting arms from a human torso at two weeks. Buds form all over the newt's scalp and quickly grow into writhing snake tails. These tails grow eyes and develop the snake heads during as they mature into adolescence. </span></p><p><span style="font-family: Averia Serif Libre;">An adolescent medusa is called a "snipe." It's important to note that medusas don't develop their petrifying gaze until adulthood, though a snipe's gaze can stun. The last thing it develops before its petrifying vision is the menacing rattle at the end of its tail. Until the medusa becomes an adult, it must feed its ravenous hunger by constantly hunting for fresh meat—which explains a medusa's penchant for archery. Unlike adults, adolescents must sleep.</span></p><p><span style="font-family: Averia Serif Libre;">To "hunt snipe" means to search for an adolescent medusa's den. A dangerous quarry, snipe are cunning and alert. They often set traps and defenses around their lair. With a lethal aim, they attack with envenomed arrows from the shadows. This is origin of the word "sniper"—one who shoots victims from a great distance.</span></p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-58869590798548520352023-10-21T23:35:00.015-07:002023-11-12T10:44:59.944-08:00 Lair of the Medusa: A Random Level 4 Dungeon Part 2<div style="text-align: left;"><span style="font-family: Averia Serif Libre; font-size: 11pt; white-space-collapse: preserve;">It's fun to roll a B/X dungeon! It really gets the creative energy flowing. One doesn't even need a map!</span></div><p></p><div style="text-align: left;"><span style="font-family: Averia Serif Libre;"><span face="Arial, sans-serif" style="font-size: x-large; white-space-collapse: preserve;">L</span><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">ast post, I rolled a 25-room level 4 dungeon on the table in the <b>Basic Set</b>, p. 52. </span><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">The </span><b style="font-size: 11pt; white-space-collapse: preserve;"><span style="color: #38761d;">monsters</span></b><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;"> were rolled using a 20-sided dice on the table in <b>Rules Cyclopedia</b>, p. 94. (</span><span style="font-size: 14.6667px; white-space-collapse: preserve;">I rolled a 12 three times, resulting a lot of medusae!)</span></span></div><div style="text-align: left;"><span style="font-family: Averia Serif Libre;"><span style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></span></div><div style="text-align: left;"><span style="font-family: Averia Serif Libre;"><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">The <b><span style="color: #ffa400;">treasure</span></b> will <i>not</i> be rolled randomly. Instead, the dungeon will be designed to raise six, level-4 characters to level 5 once cleared. Cash and m</span><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">agic items will be designed and placed accordingly.</span></span></div><span id="docs-internal-guid-35117361-7fff-6c34-ae0a-890c96b42d2f"><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><br /></span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">As for placing cash treasure; six PCs going from level 4 to level 5 require 8,000 xp each or 48,000 xp total. </span><span style="font-size: 11pt; white-space-collapse: preserve;">We want them to level about every five sessions, so we want the dungeon to take about five sessions to clear, and 5 rooms a session is a good, general, rough estimate—thus the 25-room dungeon design.</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><br /></span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: x-large; white-space-collapse: preserve;">T</span><span face="Arial, sans-serif" style="font-size: 14.6667px; white-space-collapse: preserve;">his post, I'll begin writing an <b>outline</b> consisting of </span><span style="font-size: 14.6667px; white-space-collapse: preserve;">one sentence describing the dungeon as a whole, the </span><span style="font-size: 14.6667px; white-space-collapse: preserve;">name of each entry (e.g., "1. Entrance"), and </span><span style="font-size: 14.6667px; white-space-collapse: preserve;">one to three sentences</span><span style="font-size: 14.6667px; white-space-collapse: preserve;"> describing every entry other than empty rooms. As I haven't drawn or selected a map yet, I'm going to be very sparse on the physical details of the rooms.</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span style="font-size: 14.6667px; white-space-collapse: preserve;">This is <i>not</i> meant to be evocative text! This is just an <i>outline</i> of the most <i>essential</i> information; GM notes. After I finish the outline, I'll re-write all the text to bring it alive in the reader's mind.</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span><span style="font-size: 14.6667px; white-space-collapse: preserve;">Below are the first six entries.</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></div><hr style="font-family: "Averia Serif Libre"; text-align: left;" /><h1 style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9jbTqDgSrkfjPq-I328funhl0Roy6JnbIuIJ14kvztsvYIh9wHG_nDKhPzAyyIiHN4d3XNu-gvrAf9TOp7utiZbc72KTbOQe5iNCYFXLan-yEqUt0gi-n7oQ_ia3J8qI5U490qRxs4EYcf17ejNkPi3JKYxX-HYxx-B0AXxObvGj1_vkR4vaPHBQoUyE6/s1280/mask_by_darksideofhyde-d5xtk17.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><br /></a></div><span face="Arial, sans-serif" style="font-size: x-large; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space-collapse: preserve;"><font color="#ff9900" face="IM Fell English SC">Lair of the Medusa</font></span></h1><div style="font-family: "Averia Serif Libre"; text-align: center;"><span>Areas 1-6</span></div><div style="font-family: "Averia Serif Libre"; text-align: left;"><span><br /></span></div><div style="font-family: "Averia Serif Libre"; text-align: left;"><span>This maze of stone corridors and chambers lays 100' beneath an ancient ruined temple of toppled columns and smashed statues.</span></div><br /><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><b>1. Entrance<br /></b></span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #1</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">, </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #1<br /></span><span style="font-size: 14.6667px; white-space-collapse: preserve;">At the center of this round pit of stairs, surrounded by skulls and bones, is a bronze statue of a warrior holding a decapitated medusa's head in one hand. [Beneath the bones circular bronze plate. Anything stepping on the plate or touching the statue takes 4d8 electrical damage. Pressing both eyes of the medusa's head will cause the pit to descend 100' into the ground revealing dungeon's the hidden entrance—an impassible stone door. The round elevator will raise in one week. By that time, whatever is on the platform has died, thus all the bones.]<br /></span><span style="font-size: 14.6667px; white-space-collapse: preserve;"><span style="color: #ffa400;">Treasure:</span> a small chest of 8,000 gp hidden beneath a floor tile at the foot of a medusa statue. (Treasure Map I leads to it.)</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><br /></span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><b>2. </b></span><b style="font-size: 14.6667px; white-space-collapse: preserve;">Mirrored </b><b style="font-size: 11pt; white-space-collapse: preserve;">Antechamber<br /></b><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Empty #1<br /></span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Mirrors, mirrors, all around; not what you'd expect in a medusa's lair. [These 7'-tall medusa wear porcelain masks that prevent the living from turning to stone.]</span></div><p style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><br /></span></p><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><b>3. Petrified </b></span><b>Chimera<br /></b><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Empty #2, </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #2</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> <br /></span>In the center of this opulent mirrored statuary is a roaring <b>chimera</b> standing on its haunches that will come to life if the medusa who petrified it is slain—potentially blocking the exit from escape. <br /><span style="color: #ffa400;">Treasure:</span> Gold and silver decorations worth 8,000 gp.</div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><br /><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><b>4. Pit Trap<br /></b></span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #2<br /></span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">An illusionary floor in the center of this round chamber hides a </span><span style="font-size: 14.6667px; white-space-collapse: preserve;">cylindrical abyss </span><span style="font-size: 11pt; white-space-collapse: preserve;">50'-wide and 100' deep. It can be bypassed by walking behind the statues surrounding it. </span><br /><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><b>5. Mirrored Walls and Floor<br /></b></span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Empty #3</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><br /></span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><b><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">6. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #1</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Medusa × 2)<br /></span></b><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">These two 7'-tall <b>medusae</b> wear <b>white porcelain masks</b> and are <b>extremely narcissistic</b>. Trapped in the labyrinth for ten centuries, these immortal women have writhing serpents for hair and scaly green skin beneath their revealing satin dresses. </span><span style="font-size: 14.6667px; white-space-collapse: preserve;">They constantly preen their snakes and scales and can hardly look away from their own reflection. [The four <span style="font-size: 14.6667px;">medusae each have a class;</span> magic user, cleric, fighter with a bow, or thief. Their class reflects the enchantments on their masks, jewelry, and equipment.]</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></div><div style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span style="font-family: Averia Serif Libre; font-size: 14.6667px; white-space-collapse: preserve;">Each is convinced she is more beautiful than the other.
They ask the players to be the judge . . .
"Who is the more beautiful sister? Surely this is an easy test of your veracity."</span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: left;"><span style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></div><div style="font-family: "Averia Serif Libre"; line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: center;"><img border="0" data-original-height="963" data-original-width="1280" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9jbTqDgSrkfjPq-I328funhl0Roy6JnbIuIJ14kvztsvYIh9wHG_nDKhPzAyyIiHN4d3XNu-gvrAf9TOp7utiZbc72KTbOQe5iNCYFXLan-yEqUt0gi-n7oQ_ia3J8qI5U490qRxs4EYcf17ejNkPi3JKYxX-HYxx-B0AXxObvGj1_vkR4vaPHBQoUyE6/s320/mask_by_darksideofhyde-d5xtk17.jpg" width="320" /></div></span>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-61122608609989645152023-10-18T21:04:00.008-07:002023-10-22T19:51:25.142-07:00 Lair of the Medusa: A Random Level 4 Dungeon Part 1<p><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;"></span></p><div class="separator" style="clear: both; text-align: center;"><span face="Arial, sans-serif" style="font-family: Averia Serif Libre; font-size: 11pt; white-space-collapse: preserve;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrjPVUbGqmv2tRMAm1SL6YbQrSJ-WAyfUdQhpG67Q-Mg-oRTyU1dyqo0Qf2YtyqBlCH_kBWr5q_8n7gYyxAfVmKor9X0GqscRcU7YqEmluaewnpgvaSsWDoTReQM_c5fHELFWv1YcZoJyc5Xiqn6zgsajhDZBwUUFlvpREQaUA5tBjZ-Ev_OUxsRZgP5nr/s539/20230219_192724.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="539" data-original-width="364" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrjPVUbGqmv2tRMAm1SL6YbQrSJ-WAyfUdQhpG67Q-Mg-oRTyU1dyqo0Qf2YtyqBlCH_kBWr5q_8n7gYyxAfVmKor9X0GqscRcU7YqEmluaewnpgvaSsWDoTReQM_c5fHELFWv1YcZoJyc5Xiqn6zgsajhDZBwUUFlvpREQaUA5tBjZ-Ev_OUxsRZgP5nr/s320/20230219_192724.jpg" width="216" /></a></span></div><span face="Arial, sans-serif" style="font-family: Averia Serif Libre; font-size: 11pt; white-space-collapse: preserve;">It's fun to roll a B/X dungeon! It really gets the creative energy flowing. One doesn't even need a map!</span><p></p><p><span style="font-family: Averia Serif Libre;"><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">This 25-room level 4 dungeon was stocked by rolling on the table in the <b>Basic Set</b>, p. 52. </span><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">The </span><b style="font-size: 11pt; white-space-collapse: preserve;"><span style="color: #38761d;">monsters</span></b><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;"> were rolled using a 20-sided dice on the table in <b>Rules Cyclopedia</b>, p. 94. (</span><span style="font-size: 14.6667px; white-space-collapse: preserve;">I rolled a 12 three times, resulting a lot of Medusa!)</span></span></p><p><span style="font-family: Averia Serif Libre;"><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">However, the <b><span style="color: #ffa400;">treasure</span></b> will <i>not</i> be rolled randomly. Instead, the dungeon will be designed to raise six, level-4 characters to level 5 once cleared. Cash and m</span><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">agic items will be designed and placed accordingly.</span></span></p><span id="docs-internal-guid-35117361-7fff-6c34-ae0a-890c96b42d2f" style="font-family: Averia Serif Libre;"><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">As for placing cash treasure; six PCs going from level 4 to level 5 require 8,000 xp each or 48,000 xp total. If we want them to level in three sessions (knowing it will likely take five), that would require 16,000 xp per session, or about 2,700 xp per session individually. </span><span face="Arial, sans-serif" style="font-size: 14.6667px; white-space-collapse: preserve;">Players are unlikely to find it all, and some PCs need more xp to level than others, so we'll add a little.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></p><hr /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 14.6667px; white-space-collapse: preserve;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space-collapse: preserve;">Lair of the Medusa</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">1. </span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #1</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">, </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #1</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">2. Empty #1</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">3. Empty #2, </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #2</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">4. </span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #2</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">5. Empty #3</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">6. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #1</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Medusa × 2)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">7. </span><span face="Arial, sans-serif" style="color: #9900ff; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Special #1</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">8. </span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #3</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">9. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #2</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Medusa × 1), </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #3 </span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">(8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">10. Empty #4</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">11. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #3</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Hell Hound × 1), </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #4</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">12. Empty #5, </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #5 </span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">(8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">13. Empty #6</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">14. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #4</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Medusa × 1)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">15. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #5</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Troll × 2)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">16. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #6 </span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">(Harpy × 4), </span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><span style="color: #ffa400;">Treasure #6</span><span style="color: #f1c232;"> </span></span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">(8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">17. </span><span face="Arial, sans-serif" style="color: #9900ff; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Special #2</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">18. </span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #4</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">19. Empty #7</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">20. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #7</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Rust Monster × 1)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">21. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #8</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Gargoyle × 2)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">22. </span><span face="Arial, sans-serif" style="color: #38761d; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster #9</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> (Werewolf × 2)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">23. </span><span face="Arial, sans-serif" style="color: #9900ff; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Special #3</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">24. </span><span face="Arial, sans-serif" style="color: #9900ff; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Special #4</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">25. </span><span face="Arial, sans-serif" style="color: red; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap #5</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">, </span><span face="Arial, sans-serif" style="color: #ff9900; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure #7 </span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">(8,000 gp)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><span style="display: inline-block; position: relative; width: 100px;"></span></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space-collapse: preserve;">Results:</span><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"> </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Monster: 9 (36%) </span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Trap: 5 (20%)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Special: 4 (16%)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Empty: 7 (28%)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">Treasure: 7 (28%)</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-weight: 700; vertical-align: baseline; white-space-collapse: preserve;">Total Treasure:</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;">56,000 gp</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;"><b>Notes: </b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;">The above process, including typing, took 45 minutes (10:30 p.m. to 11:15 p.m.)</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;"><br /></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span face="Arial, sans-serif" style="font-size: 11pt; white-space-collapse: preserve;"><b>To be continued! </b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">Next time, I'll write a sentence describing the dungeon and one sentence describing each room, trap, treasure, and encounter.</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"> </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">A trap and treasure in the first room. Ooo, I wonder what it is!</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">Multiple Medusae in the early rooms, then a Hell Hound guarding a treasure vault. Wonder what's in there . . . </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">A Medusa, two trolls, and four harpies are all together in the same region, it would seem. That dynamic should prove interesting to detail. </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">In a different area, a rust monster, two gargoyles, and two werewolves all nearby; another interesting combination.</p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">At the exit—or alternate entrance—we have another trap and treasure. Hmm . . . I wonder if it could be similar to Room 1 . . . Maybe to gain entrance, you have to leave the treasure alone? Or, maybe you have to take the treasure, springing the trap, and revealing the entrance . . . </p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><br /></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">Tune in next episode! </p></span>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-86051776057183737662023-10-17T20:26:00.002-07:002023-10-18T16:28:03.029-07:00On Killing Monsters and Taking Their Stuff<p><span style="font-size: x-large;"><b>"T</b></span>he <a href="https://bloodortreasure.blogspot.com/2021/12/the-eight-precepts-of-osr-gaming.html">OSR</a>" is like a tiny parasol held aloft by an elephant. It's too small of an umbrella to do any good. </p><p>However, it's all I have to work with right now! </p><p>What I consider <b>an "OSR encounter" is one that challenges the player's imagination, creativity, role-playing, and critical thinking skills.</b> The <i>less</i> it has to do with <i>rules in the books</i> and <i>rolls on the table</i>, the <i>more</i> "OSR" I consider the encounter. </p><p>As a B/X player, that's what I'm seeking when the GM introduces an encounter. Yes, sprinkle a few pitched battles in there sparingly, but in a game that's billed as OSR<i>,</i> <b>I don't want to roll a d20 back and forth</b> for an hour of play, let alone two, maybe even <i>three</i>. It's usually boring if not tedious, but it can be <i>grueling</i> when the dice are disagreeable. </p><p>Yes, we want to kill monsters and take their stuff by attacking in combat. Yes, we want to explore a maze of corridors using the procedures detailed in the books. However, if that's <i>all</i> we wanted to do, we would be better served by a more robust rules set such as AD&D or a later edition.</p><p><b><span style="font-size: x-large;">L</span></b>et's examine a common example of a dungeon encounter that <i>can</i> be fun, but I don't want to <i>dominate</i> my time at the table: </p><hr /><p>There is a platoon of six goblins with shields and spears at the edge of your torchlight in this 10'-wide hall. One shouts, "Death to the day-dwellers!" and readies his javelin. </p><hr /><p>A little "fluff" combat, especially in a level 1 starter adventure, is okay—but just throwing dice at the bad guys until their hit points run out is an insipid grind, especially for the initiated OSR player. Rolling dice can be fun, but isn't intellectually challenging, and that's something I want in a table-top fantasy role-playing game. </p><p><b>Basically, designing an "OSR encounter" is an exercise in making it <i>not just combat</i>. </b></p><p>Perhaps the most <a href="https://goblinpunch.blogspot.com/2016/02/osr-style-challenges-rulings-not-rules.html">well known example of an OSR</a> encounter is "There's a moat with crocodiles. How do you cross?" Yes, you can fight the crocs, but it can be more fun to come up with all the different ways to get over the moat <i>other than</i> "I hit them with my sword." </p><p>Part of the fun in the OSR is in thinking of things like, "I hunt for wild boars in the woods to use as bait to lure the crocs out of our way."</p><p>In <a href="https://www.lulu.com/shop/michael-curtis/stonehell-dungeon-down-night-haunted-halls/paperback/product-1v8vy2zz.html" target="_blank">Stonehell Dungeon</a>, one of the first "patrol of humanoids" encountered is a handful of kobolds. They're a great, memorable OSR encounter. </p><p>They have mining equipment like pickaxes and hammers. They have no intensions of attacking the players—they just want to pass. Simple as that.</p><p>Sure, the players can attack and kill them all. Or, they can devise countless other ways to have a great deal more fun with them. For example, at the price of a few measly trail rations, they make good guides. Only a fool would make enemies when they could make allies!</p><p><b><span style="font-size: x-large;">A</span></b>s another example—only half as a joke—this one is a <i>great </i>OSR encounter from <a href="https://www.drivethrurpg.com/product/425543/The-Caverns-of-Steel?1892600" target="_blank">The Caverns of Steel</a>:</p><hr /><p>"Three steel crustaceans challenge the party to a dance off, by pointing at them with a claw and then doing a little dance. If you win, you get a loyal metal-crab follower." </p><hr /><p>It's too silly for my table. I'd never actually use it, but it's great example because it shows how a good OSR encounter relies entirely on the player's imagination, wits, and strength at role playing. </p><p>A bad GM will screw this up by making it a contest of CHA rolls or whatever. Ouch. That's the exact opposite of what I seek in an OSR encounter. </p><p>For B/X players, the OSR is "rulings not rules." We "play worlds not rules," and, "The answer isn't on the character sheet." It's a test of the players' skills and creativity, not of their characters. </p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-68781027121938095672023-10-17T18:51:00.015-07:002023-10-18T21:06:45.189-07:00Two Tips for OSR GMs<p></p>Though I've been an active game master for more than 30 years, I don't like to give GM advice for several reasons. There's so much of it already out there. Everyone has their own opinions. What works for some tables, doesn't for others. I digress. <p></p><p>That said, I have two suggestions for experienced <a href="https://bloodortreasure.blogspot.com/2021/12/the-eight-precepts-of-osr-gaming.html">OSR</a> game masters of the B/X persuasion . . .</p><p> </p><p><b>1. To become a better game master, <i>play the game.</i></b> </p><p>Yes, being a good GM takes practice, but <i>playing</i> will increase an experienced GM's skill more than running. You'll find things you like and things dislike about the game you're playing and apply that knowledge to your own. </p><p>A "forever GM's" skill plateaus; often, they don't even realize it. If you've been running games and "almost never get to play" for years now, it's likely that you're a "forever GM." </p><p>Forever GMs usually—but not always—run at least a "pretty good" game. However, they're never <i>"great"</i> and they all judge their own ability as far better than it is in reality. </p><p>Forever GM's are the "only childs" of game masters. Don't be a forever GM.</p><b><div style="text-align: right;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHc-41YX88QZJytRS563ut7m3Zctyw-UXASJ7tKJO6FKF6iOioQX3hnDAiU9i7m7JU600CQcLceWGW51iYPrvrJwnSM7TAynaXHsrtcOgaVfZbe8PX7KAJgzy3m8cPF9MQkun1GU6aNyp42IiMAGCuBRv52uTQROhmRi5OwPKlr-oliB2qu3TO49HgRkNo/s520/Stock%20the%20Dungeon%20B52.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="1" data-original-height="520" data-original-width="520" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHc-41YX88QZJytRS563ut7m3Zctyw-UXASJ7tKJO6FKF6iOioQX3hnDAiU9i7m7JU600CQcLceWGW51iYPrvrJwnSM7TAynaXHsrtcOgaVfZbe8PX7KAJgzy3m8cPF9MQkun1GU6aNyp42IiMAGCuBRv52uTQROhmRi5OwPKlr-oliB2qu3TO49HgRkNo/s320/Stock%20the%20Dungeon%20B52.png" width="320" /></a></div>2. Roll a B/X dungeon straight out of the book.</b> <div><br /></div><div>If you've never <i>actually </i>went through the whole process from beginning to end of rolling a random dungeon from page 52 of the 1981 Basic Set (or page 47 in 1983's Basic Set), you will learn things and you will be inspired. I promise. <p></p><p></p>When I start writing a dungeon, if I don't draw my own, the first thing I do is <a href="https://donjon.bin.sh/fantasy/dungeon/" target="_blank">generate a map</a>, or select a blank one from somewhere like <a href="https://dysonlogos.blog/maps/" target="_blank">Dyson Logos' blog</a>, or <a href="https://paratime.ca/friday.html" target="_blank">Paratime Design</a>. A dungeon with around 25 rooms should suffice. <p></p><p>I number the rooms if they're not already, then roll on the chart from page B52 for each one in order. Yes, chances are, 1 in 3 rooms are empty; that's because the game emphasizes exploration. Empty rooms help create a cadence or rhythm to the game that is part of the B/X dungeon crawl experience. </p><p>I then roll for all the monsters and treasures. Here's where I gather all the stat blocks and rules mechanics for my GM's notes. </p><p>After that, I go through and write three sentences or so for each room. I try to describe the various NPCs and treasures with one sentence each, no more. Short, concise, sentences help me to actually <i>finish</i> the process. Once I'm done, <i>then</i> I'll get creative! </p><p>That whole process shouldn't take more than a day or two of casual effort. After that, you have the rough ashlar for a B/X dungeon that you can chisel into your own unique design using your creativity.</p></div>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-76787188307412429342023-03-11T23:07:00.013-08:002023-03-11T23:45:35.147-08:00Shadowmist Vale: Cave of Grundar the Terrible<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPlkiGZfnCppdqd0yeASDZXUqASEFokreCT8GsOM_xUm5IdCqLG4zfbfEmhMENPSxjJAamcgZpNgOUZ4n7f0-UHkiCbqpFJBcjY17mneofEnxyb5EOn-8vMsZfshZvHSD8eQf30TRcWlYUeUgIxWGpWFf06e_4Xe6v0YsNJS_eoxypwCU0vYu_L-PVLw/s1920/Screenshot%203-11-23.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPlkiGZfnCppdqd0yeASDZXUqASEFokreCT8GsOM_xUm5IdCqLG4zfbfEmhMENPSxjJAamcgZpNgOUZ4n7f0-UHkiCbqpFJBcjY17mneofEnxyb5EOn-8vMsZfshZvHSD8eQf30TRcWlYUeUgIxWGpWFf06e_4Xe6v0YsNJS_eoxypwCU0vYu_L-PVLw/w640-h360/Screenshot%203-11-23.png" width="640" /></a></div><div><br /></div><div>Up late working on <b>Grundar's Cave</b>, what's currently the 11th adventure in my grim-dark fantasy campaign, <i><b>Shadowmist Vale</b></i>. It's a third-level dungeon with some bugbears and goblins, a troll, and, of course, the titular hill giant.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: left;"><b>Grundar</b> the Terrible, in my imagination, looks like a bearded, 12'-tall <a href="https://en.wikipedia.org/wiki/Lobo_(DC_Comics)">Lobo from DC comics</a>. He wields the wicked <i>Greataxe +2, Ochiron's Demise.</i> Its black blade casts <i>Continual Darkness</i> on hit, turning its victim's eyes into pools of blackness and blinding them. It can only be recharged by killing a friend or family member. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">In another cave in another hex, there's a related hill giant, nicknamed <b>Grunt</b>, who's blinded and scarred from a stroke of his evil brother's greataxe. PCs who cast <i>Continual Light</i> on his eyes, curing him, could gain a powerful ally.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">A sulfurous miasma hangs about the cavern like an ochre haze. Hot Springs bubble and steam. The opaque greenish water is scorching hot, but it’s not boiling. Air bubbles rise from below.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Careful! There are water weirds swimming in them!</div><div class="separator" style="clear: both; text-align: left;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA6Y-ecveIzYVPe1wW6yBPm9ImtOKzU7ISa1oQ3ULBWmt-tKsrPBdGCn39LIAUdgxCvFnwiEd33zIP0IjkHQQXUO7Em8GqLKKgBimjtggxDKECNNFZJU5QlVmffVeM21AMh2ck7l6zMfZtkOGn-jCl3b6L_ncczcoxeHTyCPUCuCLghE7PVEExEAhzpg/s540/Water%20Weird%20CC79.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="510" data-original-width="540" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA6Y-ecveIzYVPe1wW6yBPm9ImtOKzU7ISa1oQ3ULBWmt-tKsrPBdGCn39LIAUdgxCvFnwiEd33zIP0IjkHQQXUO7Em8GqLKKgBimjtggxDKECNNFZJU5QlVmffVeM21AMh2ck7l6zMfZtkOGn-jCl3b6L_ncczcoxeHTyCPUCuCLghE7PVEExEAhzpg/s320/Water%20Weird%20CC79.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #999999;">Creature Catalogue p. 79</span></td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;">In <b>Room 3</b>, there's <b>Vorkha the orc Thief</b> who's stolen <b>Gauntlets of Ogre Power </b>and a Sword +1 from <b>Room 11</b>, the giant's treasury. She's soaking wet, having swam from the pit in <b>Room 7</b>, where her two accomplices, the gargoyles <b>Crong and Razaad</b>, are too afraid to follow her through the secret escape route. They can't gather the courage to swim underwater or to sneak past the bugbear guards on the precipice in <b>Room 6</b>. So, they sit locked in terrified indecisiveness.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><b>Shadowmist Vale</b></div><hr /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Other than the <a href="https://bloodortreasure.blogspot.com/2020/05/what-is-undercrypt.html">Undercrypt</a>, the dungeon in the center of the wilderness map, I haven't talked much about <i>Shadowmist Vale</i> on my blog. I currently plan for my first release to be titled <i><b>Shadowmist Vale: The Road to Ebonshire</b></i>. The mini-campaign will feature at least 15 adventure locations for players to "explore or ignore," as a friend says. Some of the locations are sizable dungeons; others are small spots. <b>Ebonshire</b> is a free city-state in the 6-mile hex flower. Though it is self-governing, it stands in the long shadow cast by castle <b>Black Gate Castle</b>, abode of the fearsome and shadowy <b>Lord Gulthor</b>.</div><br />I've moved and re-named the locations on the map so many times, and some of them are placeholders, but here's the map as it is currently:<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ3ZVRen9P3fhtMH7iujByVokHICZi1igwrbTBHHEXjoBAbhI2TtKPhN31OqPRF41-LaC_kB_DtE8H5YXmbXdSLv-ECLPeAzrZxSzU4PiJykNtEdtROvAUqM2BUQ4FbWvNfbMA488V9V50Rw8Ty5SkeZUBImm09CrXns8zKybFPgTs0brvFGxPgEh1Uw/s1890/Shadowmist%20Vale%20007.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1890" data-original-width="1752" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ3ZVRen9P3fhtMH7iujByVokHICZi1igwrbTBHHEXjoBAbhI2TtKPhN31OqPRF41-LaC_kB_DtE8H5YXmbXdSLv-ECLPeAzrZxSzU4PiJykNtEdtROvAUqM2BUQ4FbWvNfbMA488V9V50Rw8Ty5SkeZUBImm09CrXns8zKybFPgTs0brvFGxPgEh1Uw/s320/Shadowmist%20Vale%20007.jpg" width="297" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #999999;">A hex flower of 6-mile hexes</span></td></tr></tbody></table><br /><div><b>Grundar's Cave</b> yawns open in the foothills of hex 17.04, just north of what I'm calling the Dark Forest for now. It's a placeholder name, like a lot of them. </div><div><br /></div><div>There's nothing I like about my map. It's just for my planning purposes. The finished map, I expect, will share some similarities with the <a href="https://mystara.thorfmaps.com/cm2-twolakes-vale-1/">GM's Map for the Barony of Twolakes Vale</a> from <i>CM2 Death’s Ride</i>.<p></p></div><div><br /></div></div>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-84594498338466572082023-03-03T20:55:00.029-08:002023-03-09T10:12:38.670-08:00DragonStrike as an OSR Campaign<p>Everyone loves Games Workshop and Milton Bradley's 1989 fantasy board game, <b>HeroQuest</b>, but its younger sibling, TSR's 1993 fantasy board game, <b>DragonStrike,</b> is mostly remembered for the campy VHS video included in the box. DragonStrike deserves a better legacy <b>because it's a better game</b>—take it from a guy who was the target audience of both at the time they were released.</p><p>HeroQuest's dungeon furniture and plastic miniatures were <i>far</i> superior to anything DragonStrike had to offer. <a href="https://en.wikipedia.org/wiki/Gary_Chalk">Gary Chalk's</a> wonderful artwork put anything of DragonStrike's to shame (with the exception of Robin Raab's endearing battle map art).</p><p>None of that made it a <i>better game</i>, though.</p><p>Simply put, HeroQuest isn't even a role playing game. It's a straightforward hack-and-slash dungeon crawl—but it's really not that great of one. It's fun for three or four games, but it gets repetitive. I imagine modern dungeon-delving games like <a href="https://en.wikipedia.org/wiki/Descent:_Journeys_in_the_Dark">Descent</a> provide more sustainable entertainment.</p><p>Not only is DragonStrike an RPG, it's a good one. I've talked about it before: <a href="https://bloodortreasure.blogspot.com/2020/06/tsrs-dragonstrike-in-1993.html">TSR's DragonStrike in 1993</a></p><p>It's a rules-light system that encourages players to speak and act in character, and to interact with the world in anyway they can imagine. It encourages the game master to adjudicate the outcome fairly and generously. By my definition, that's an OSR role-playing game!</p><p><br /></p><p><b>DragonStrike's Design</b></p><p></p><hr /><p></p><p>Whereas HeroQuest had a single quest book that contained the map and adventure, DragonStrike's Map Book and Adventures Book were separate. The digest-sized (6" × 8.75") Adventures Book had 32 pages and 16 adventures. The Map Book was magazine-sized (8.5" × 10.75") and staple-bound paper; it had no cover. Each quest in the Adventure Book had a one-page map in the Map Book.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDnPoc6MK1RIYiOHHQOhjPx38agWYp-gWTRM9MfjSSdCnSOSVGsj3fq5Bja_VmjMCMyU-pn1A0uUij4WgMc7GdVWG-nXMToKJZayo05haMj5utN9t-gZ8xobUiEBKN_vPvzWspz7QMy0N6duJVgKaIUf7MCSe_4lgspY72AWS98G3ggn2zUqaFN-ZMAQ/s1755/Adventure%20Cover%20Contents.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1275" data-original-width="1755" height="232" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDnPoc6MK1RIYiOHHQOhjPx38agWYp-gWTRM9MfjSSdCnSOSVGsj3fq5Bja_VmjMCMyU-pn1A0uUij4WgMc7GdVWG-nXMToKJZayo05haMj5utN9t-gZ8xobUiEBKN_vPvzWspz7QMy0N6duJVgKaIUf7MCSe_4lgspY72AWS98G3ggn2zUqaFN-ZMAQ/s320/Adventure%20Cover%20Contents.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Adventures Book cover and contents.<br /><br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2rZ57M0EQP1UYXwI3ftSSiLA46cdfsyA5nvNsY8mqboVtrkMSst7ZB99vaMcvSwZb1tAVEdXREQAw93yRNJgbMZ6VAhOKjqibRDvNekzF6xJ5-VVt6OVjIPdAO8AZqe6b6kGVet3cg90tBoRF_UmoKj7fv-eJscAGy93BOFffy57-rIMS_ouZ-Lsl-Q/s1560/Image2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1140" data-original-width="1560" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2rZ57M0EQP1UYXwI3ftSSiLA46cdfsyA5nvNsY8mqboVtrkMSst7ZB99vaMcvSwZb1tAVEdXREQAw93yRNJgbMZ6VAhOKjqibRDvNekzF6xJ5-VVt6OVjIPdAO8AZqe6b6kGVet3cg90tBoRF_UmoKj7fv-eJscAGy93BOFffy57-rIMS_ouZ-Lsl-Q/s320/Image2.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Map Book, first quest.<br /><br /></td></tr></tbody></table>It's set up to be played exactly like a regular Dungeons & Dragons adventure module. The GM, called the "Dragon Master," even had a tri-fold stand-up screen. The adventures were played on one of four boards: a castle; a cave; a city; and a wilderness map.<div><br /></div><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx4sgUZGMSq2ubpUPy2t-CTUbyWBbphzQIFpivUn33uXlh9FnmavLCNlGaS0pw237lrvsQe1kB2EuM7ZO64P9ogBE8k3r8fzJXkg1eN0nG0tcgVZTUBqm3XcB9-LP1-JSyLimDKVvJxlzq2J6kLhMTomyt1X7D-KK2FM81mGVhrtJecIE-6SC06UM1Pg/s2205/castle%20board%20small.jpg"><img border="0" data-original-height="1941" data-original-width="2205" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx4sgUZGMSq2ubpUPy2t-CTUbyWBbphzQIFpivUn33uXlh9FnmavLCNlGaS0pw237lrvsQe1kB2EuM7ZO64P9ogBE8k3r8fzJXkg1eN0nG0tcgVZTUBqm3XcB9-LP1-JSyLimDKVvJxlzq2J6kLhMTomyt1X7D-KK2FM81mGVhrtJecIE-6SC06UM1Pg/w200-h176/castle%20board%20small.jpg" width="200" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX6hDwBzvAm7qt5BIY7PNTF52iprmsPgn5vM2k1kmvcyr3hKauT2NPZRfNCJSIXvce1SzEL-2gcexgFUcPqMrnCgHM_mpndFdMx6BxsyTpjyYgdvqaf6XjYX1xbblrkH6mtg9MTfLPxwPkFHwrcLMhHtp7jJhNpOis4Snu23uokj43AMSBbs9BVrFFyw/s2205/Cavern%20Board%20small.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1941" data-original-width="2205" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX6hDwBzvAm7qt5BIY7PNTF52iprmsPgn5vM2k1kmvcyr3hKauT2NPZRfNCJSIXvce1SzEL-2gcexgFUcPqMrnCgHM_mpndFdMx6BxsyTpjyYgdvqaf6XjYX1xbblrkH6mtg9MTfLPxwPkFHwrcLMhHtp7jJhNpOis4Snu23uokj43AMSBbs9BVrFFyw/w200-h176/Cavern%20Board%20small.jpg" width="200" /></a></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirGPrtZVFilhw4wDWmfWw-dqoMPqJSW0O1aSwWy0AKtskJdcprlINuZtSdQWEi-k-y2PosG7yDCnvxEWVMhFHE3cn2flU2SN7pVMqXJaodS3hn1vihwDSFkwfXG27Ye2_oZHa3bWXqCbDTPjg3wEB9v8Kvwd2UjIFJqFvDtScz-bcdN7E70O0wzmwjpg/s2205/town%20board%20small.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1941" data-original-width="2205" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirGPrtZVFilhw4wDWmfWw-dqoMPqJSW0O1aSwWy0AKtskJdcprlINuZtSdQWEi-k-y2PosG7yDCnvxEWVMhFHE3cn2flU2SN7pVMqXJaodS3hn1vihwDSFkwfXG27Ye2_oZHa3bWXqCbDTPjg3wEB9v8Kvwd2UjIFJqFvDtScz-bcdN7E70O0wzmwjpg/w200-h176/town%20board%20small.jpg" width="200" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiwa50AbbqQzRICD1Vdg7HnmieirUU_8S70cKQZGPFOpGwIMJfpBhkyGIkC_WD3Z1DcS4FB07XbmMgHwhSrdweXfVwCHWtFchJI40sDvDf7DcUl9UJlsjAKIdhvMFwvUTSed07xSEsz1w7BWQ6AUWccaXTBvx66kw5BDaBkGDiLCGCiEir9UF4V5taJg/s2205/valley%20board%20small.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1941" data-original-width="2205" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiwa50AbbqQzRICD1Vdg7HnmieirUU_8S70cKQZGPFOpGwIMJfpBhkyGIkC_WD3Z1DcS4FB07XbmMgHwhSrdweXfVwCHWtFchJI40sDvDf7DcUl9UJlsjAKIdhvMFwvUTSed07xSEsz1w7BWQ6AUWccaXTBvx66kw5BDaBkGDiLCGCiEir9UF4V5taJg/w200-h176/valley%20board%20small.jpg" width="200" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>I recall so fondly playing what was essentially Dungeons & Dragons on those four game boards. I wrote and ran so many adventures. Ah, those were the good ol' days! </p><p><br /></p><p><b>DragonStrike as OSR Adventures</b></p><p></p><hr /><p></p><p>As written, DragonStrike's adventures are a little too straightforward for the OSR. If the OSR is "problems without prescribed solutions" like the mantra says, then converting DragonStrike into OSR adventures might simply require writing them as if players have complete freedom to do as they wish. </p><p>"The OSR is the <i>players</i> story, <i>not the GM's</i>," is another OSR mantra. Rather than a single <i>goal</i> like "slay the dragon," an OSR adventure should consider the many predictable <i>motivations </i>the players might have. Instead of "Save the princess in the dungeon," we simply state, "There's a princess in the dungeon." Players might set her free, ransom her, kill her (e.g., they are the Duke's paid assassins), or leave her to rot. We don't write the plot; that's the players' job. </p><p>For example, let's take the first adventure for a party of 2-3 players, "<b>Against the Giant</b>:"</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxsXZvgZHCdeCkGSgWog6OR4-06_-E28wLv-9eC1ms_RqgA1QAv_3If1AN8CJl4vSaasqXFfmkOMPwpOr91m0lM2jYTr2x6gSePmaKc7dndyCNQR94nHBsRvo_knHgAgImzcDV_p52jUbDWoyzH-jPUtGxD41kgWz1g-dcgD7YlW1UDHuoWU_ksjFrug/s2387/Against%20the%20Gaint%20Adventure.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2387" data-original-width="1725" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxsXZvgZHCdeCkGSgWog6OR4-06_-E28wLv-9eC1ms_RqgA1QAv_3If1AN8CJl4vSaasqXFfmkOMPwpOr91m0lM2jYTr2x6gSePmaKc7dndyCNQR94nHBsRvo_knHgAgImzcDV_p52jUbDWoyzH-jPUtGxD41kgWz1g-dcgD7YlW1UDHuoWU_ksjFrug/w463-h640/Against%20the%20Gaint%20Adventure.png" width="463" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Page 3 of the Map Book on top; pp. 6-7 of Adventures on bottom.</td></tr></tbody></table><br />The Adventure Book says, "Put the giant in [a cavern chamber]. This is <b>Grunt</b>. If questioned, Grunt has but one response: 'Fee, fie, foe, fum! I smell the blood of hero-scum! Grunt kill you now.'" </div><div><br /></div><div>Yikes. That's not going to cut it in the OSR by a longshot. We could re-write it to say something like: "Grunt the hill giant reaches under his bearskin tunic and scratches between his legs as he lounges near the fire." Short descriptions are best; the most important part of the game is the back-and-forth between the GM and players.</div><div><br /></div><div>We need to give Grunt a <b>motivation</b>, and we need that motivation to be anything other than "kill the players." The story says, "Grunt plans to raise an entire army of creatures, which will march upon our lands." This must be a smart and charismatic giant. It's usually evil wizards who try to raise humanoid armies. </div><div><br /></div><div>Elsewhere, it says there's <b>an orc who stole a trove of powerful magic items</b> from Grunt. Right there we have an easy motivation: Grunt wants his stuff back. We also have some opportunity to add some intrigue and diplomacy. Why does a giant have powerful, orc-sized magic weapons and armor? Why is an orc stealing them from him?</div><div><br /></div><div>These questions need to have interesting answers, because this how we give players reasons to use diplomacy rather than swords. If "just kill the orc and take the stuff, then kill the giant," is the best answer this whole scenario, then this will be a simple hack-and-slash. That's the antithesis of the OSR. Choice becomes an illusion as players lose agency. Maybe they don't want to kill the monsters and take their stuff. </div><div><br /></div><div>The story says the giant is raising an army and has orc-sized magic equipment, so it's probably a payment to the orc's chief to fight for him. This nameless orc thief must have a motivation to make sure that doesn't happen.</div><div><br /></div><div>All we know about the orc is that he or she has stolen the some radical magic equipment: <a href="https://www.youtube.com/watch?v=COP4u-VRxqI">Gauntlets of Ogre Power</a> are a bad ass treasure! Let's give our thief an identity and motivations. </div><div><br /></div><div><b>Vorkha the orc Thief </b>knows what will happen if her small tribe of orcs goes to war with Lord Narran: they'll be slaughtered. She's sabotaging the negotiations by stealing the giant's payment to her chief. Lets make her sympathetic to humans; she's known their kindness. She's also greedy as a dwarven miner and not afraid to take what she wants. She's not a warrior, but she'll fight to the death if players try to take her spoils. She'd rather have gold than the magic junk she can't use; but she suspects the set is very valuable.</div><div><br /></div><div><b>Gargoyles</b> inhabit the cave as well; two of them just down the hall. In DragonStrike, they are an interesting encounter: "The gargoyles here are chatty cowards who fight only if attacked." They have an empty chest also stolen from Grunt. They think there's treasure in it. (Quite a coincidence, but the book doesn't expound.)</div><div><br /></div><div><b>Crong and Razaad</b>, gargoyle brothers, have just been given the slip. They helped Vorka steal the equipment in return for whatever else they found. They found the chest, which Vorkha convinced them contains gold and jewels. In reality, it's trapped and full of worthless junk, but they don't know that. They're simply waiting on her to come back from scouting ahead for trouble. Spoiler alert: she's not coming back. </div><div><br /></div><div>There is a <b>troll</b> and another <b>orc</b> in a chamber with a treasure chest. There's a small band of <b>bugbears</b> with a treasure chest as well. The book doesn't say those are stolen, so we can infer they've met with Grunt and have accepted his payment for their services. Let's say the troll is Grunt's lieutenant and the orc is his sergeant. They'll need identities and motivations, but we're drawing near the end of this exercise. </div><div><br /></div><div>The bugbears are visiting and have just accepted payment. In the book, they ambush, so we can infer this truce with the giant and his other henchman is a new and uneasy one. They're just waiting for an attack. Let's say the door is barred from inside. </div><div><br /></div><div>The <b>two orcs guarding the entrance</b> (room G), crossbows ready, are on watch for intruders. They rotate one out every six hours. If they detect intruders—a certainty if they're carrying torches and talking—one will run to the giant's chamber. The other will shoot his bow down from above.</div><div><br /></div><div>Grunt's <b>treasury</b> has three more lockboxes in it suggesting there are three more factions yet to arrive. That can make for all sorts of interesting future encounters. As is, it's a great place to put a lot of treasure, and that's what <i>all</i> players are after!</div><div><br /></div><div><p><b>To Be Continued . . .</b></p><p></p><hr /><p></p><p>That's all the book gives us for "Against the Giant," but it's more than enough to create a fun, exciting, and interesting OSR adventure. </p><p>If all 16 adventures were converted, it would make quite an OSR campaign. There's the "good" king Halvor and the "evil" wizard Teraptus (a play on <i>S2 White Plume Mountain's</i> Kerpatis), not to mention the titular red dragon, Darkfyre.</p><p>If I get time, I'll re-write "Against the Giant" and upload it as a PDF. Who knows, maybe I'll convert some other DragonStrike adventures in the future.</p><p>Until next time! </p></div>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-50955747187616953362023-02-25T21:55:00.000-08:002023-03-11T21:08:57.414-08:00BoT's Third Anniversary<p>Happy birthday, Blood or Treasure! </p><p>Another year of OSR. It's been a fun hobby. </p><p>The <a href="https://discord.gg/PWfgBss">OSR Pick-Up Games</a> Discord server hit 1,000 memebers! Yay! </p><p>Last April I published my entry for <a href="https://tenfootpole.org/ironspike/?p=7911">tenfootpole's contest</a>, <i>Wyvern's Roost</i>. It won a "No Regerts" (silver star) award, I'm proud to say! </p><p>A few excerpts from the review: </p><p>"A delightful romp in a simple lighthouse, its got some decent imagery and nice interactivity. A B/X adventure, in the most laudable sense of the phrase."</p><p>"What’s notable, here, is this being a Level 1 adventure with a Wyvern, a Troll, and a Vampire . . . with only the Wyvern being an outright obstacle. And that leads to a wonderful tone, the kind most of us enjoy, where you’re not just hacking shit down but, rather, scheming and talking to the people inside."</p><p>"What this is is a great example of a B/X type adventure that is short. It feels like a good adventure, and like a good BX adventure."</p><p>Wyvern's Roost is available here: <a href="https://www.drivethrurpg.com/product/392795/Wyverns-Roost">https://www.drivethrurpg.com/product/392795/Wyverns-Roost</a></p><p>My hope is that by this day next year, I'll have published my mini-campaign <i>Shadowmist Vale</i> to wild success and acclaim. I can dream, right? </p><p>Here's to another year of OSR!</p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-60146483624871092672022-09-12T19:58:00.005-07:002022-10-09T21:30:57.511-07:00Magic Item Monday: Necroscope<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj78prTwRB42nMHd8WBEicj5OF5xQIGPHl3P0oYAP5jhdE-ekZWHAUQi7AoxEwR9aK1ChUhDCVLUmyD8jzISwzILXnNL_7OZeYJZ58I1TUCWS8KU9wEZkidbCS6tR4uc_45oQQjwzDRIQCpnJ_wzRwUoV06hMB5eokC3Uv4siNmmLunxE_cocyh99XGAA/s736/ff73326a01e35f4bd4e0cef0898f102a.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="492" data-original-width="736" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj78prTwRB42nMHd8WBEicj5OF5xQIGPHl3P0oYAP5jhdE-ekZWHAUQi7AoxEwR9aK1ChUhDCVLUmyD8jzISwzILXnNL_7OZeYJZ58I1TUCWS8KU9wEZkidbCS6tR4uc_45oQQjwzDRIQCpnJ_wzRwUoV06hMB5eokC3Uv4siNmmLunxE_cocyh99XGAA/s16000/ff73326a01e35f4bd4e0cef0898f102a.jpg" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>This palm-sized magnifying glass's ivory handle is engraved with skulls and funerary masks. Any corpse examined through the glass appears as if alive moments before its death, even if its flesh has completely rotted away and only brittle bones remain. The object is not magical, nor are its properties divinely granted leaving sages utterly perplexed.</p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-75508594508122792402022-08-29T04:40:00.001-07:002022-08-29T10:01:37.084-07:00Magic Item Monday: Rug of Concealment<p>This rectangular, rose-red flatweave rug is so worn, sun bleached and threadbare that it barely manages to cover the 5' × 8' patch of floor beneath. However, anything placed under it seemingly disappears so long as the rug can cover it wholly. Even if a treasure chest sits on the floor below it, the rug will appear to lay flat on the ground. It could cover a corpse, but a person would have to lay down in order to be magically concealed. The rug won't muffle sound or hide light, nor will it offer protection from damage; a teacup beneath the rug will shatter under foot. If it is disturbed, including by anything beneath it, whatever it covers will reappear.</p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-60725698415323479132022-08-09T12:25:00.003-07:002023-03-11T21:08:39.689-08:00One Rando's Thoughts on Using Lycanthropes<p><a href="http://campaignunderdeconstruction.wordpress.com/">Beoric</a>, with whom I have never shared discourse and don't know from Biblical Adam, made a comment I appreciated <a href="https://tenfootpole.org/ironspike/?p=8131#comment-15597">on one of Bryce Lynch's reviews</a>: </p><blockquote>There are 3 reasons to use a lycanthrope in a module:<br /><br />(1) they are hidden, and the challenge is to figure out who is a lycanthrope;<br /><br />(2) the risk of the curse of lycanthropy, which drives play if somebody might have been infected;<br /><br />(3) you want a regenerating combat opponent and the party is too low level for trolls.<br /><br />“Wererats in the sewers” defaults to (3), and is overdone and not that interesting to begin with. The curse has been sufficiently nerfed in 5e that it is really not much more than an inconvenience, so (2) is no longer a serious option.<br /><br />That leaves (1) as the only remaining option that has any potential to be interesting at all. Which clearly should not take place in a sewer, since you need sufficient non-lycanthrope humanoids around for the lycanthropes to blend in. You could have an encounter with wererats in a sewer, disguised as public works workers or some such, but if *everyone* is a wererat in disguise then no wererats are really in disguise.<br /><br />It will necessarily have a strong social element. The Thing is a better example of this than most werewolf fiction.</blockquote><p style="background: rgb(255, 255, 255); border: 0px; color: #333333; font-family: Georgia, "Bitstream Charter", serif; font-size: 16px; margin: 0px 0px 6px; padding: 0px; vertical-align: baseline;"></p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-12840552650284827412022-06-20T08:05:00.003-07:002023-03-11T21:08:15.407-08:00The Death of the Old School: Skill Systems<div style="text-align: left;">The following is an excerpt from an excellent article, "A Historical Look at the OSR — Part II," written by Keith Hann and published here: <a href="http://osrsimulacrum.blogspot.com/2021/02/a-historical-look-at-osr-part-ii.html">http://osrsimulacrum.blogspot.com/2021/02/a-historical-look-at-osr-part-ii.html</a></div><div style="text-align: left;"><br /></div><h2 style="text-align: left;">The Death of the Old School—Skill Systems<br /></h2><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibfKHIc0W3M_CLzWJHdSAok5FojAz6jkAUbE9vPVWG3y5pJ6cDjTZ3c5yrb7x12XMJn_80Wp_0BrSGIBwK3E24set7OW15WmUMPlFxNDbKaFK3ICSFYYVks81lLdZRCzkpbc6opf-IGkbjZea_S8unE1hkvHsf8afAQ6KfNjX9k7TyJHwoDjSOOpQVEQ/s320/Nat%2020.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="318" data-original-width="320" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibfKHIc0W3M_CLzWJHdSAok5FojAz6jkAUbE9vPVWG3y5pJ6cDjTZ3c5yrb7x12XMJn_80Wp_0BrSGIBwK3E24set7OW15WmUMPlFxNDbKaFK3ICSFYYVks81lLdZRCzkpbc6opf-IGkbjZea_S8unE1hkvHsf8afAQ6KfNjX9k7TyJHwoDjSOOpQVEQ/s1600/Nat%2020.png" width="320" /></a></div>More relevant for our purposes than <i>Unearthed Arcana</i> is the other hardback rules volume of 1985: <i>Oriental Adventures</i> (OA). Following close on their heels was the 1986 duo of the <i>Dungeoneer’s</i> and <i>Wilderness Survival Guides</i>. Collectively, the effect of the sudden appearance of these four new rules-laden hardbacks six years after the last official AD&D rules release, plus the clear shift in module design in 1984 and <i>Dragon’s</i> insistence that all material going forward would use the UA rules when relevant,[2] eventually led players to refer to this late period of 1st edition’s life as 1.5 edition (or 1.5e).[3] A major element of this new quasi-edition was that the three non-UA books all fielded D&D’s first (non-thief) skill system: the non-weapon proficiency (NWP) rules.[4]</div><div><br /></div><div>System-wide skill systems (as opposed to those associated with a single class, like skills for the thief, which debuted in 1975's <i>Supplement I: Greyhawk</i>) were an early game design innovation. They first showed up in 1976 in FGU's <i>Bunnies & Burrows</i> game, but are better known to most through their implementation in Chaosium's popular BRP rules system, starting in 1978 with <i>RuneQuest</i>. Skill systems have some core downsides. They add more rules to the game, imposing a comprehension tax that makes it take longer to learn (and to leaf through the book during the game when you're in search of a rule). And, as with any character option added, they make characters take longer to create, as players want to go through everything available and make informed choices. All the same, there are numerous games that utilize skills well, and if done well they can provide a useful means of differentiating characters and defining their capabilities: this is not an article claiming that there is no role in game design for skill systems.</div><div><br /></div><div>But to understand why they matter from a specifically old-school perspective, it's important to realize that, when a player wanted to do most anything in the game prior to this point, they usually had to negotiate with the DM for how to do it: was it possible, if so what would it entail, how long would it take (for time was a vital currency in old-school play) and finally, how would it be resolved mechanically (e.g. roll 1D6, 2D6, 1D20; Gygax favoured percentile). A player would a) in general have to describe what they were doing (even if often this was just a very brief description), and b) tend to leave things that were assumed to be outside their grasp to NPC specialists (“why would I know anything about alchemy?”). Tasks were arbitrated on the fly by the DM, with those that came up often enough typically given answers that progressed to the status of house rule. Each group could handle things in their own preferred fashion. With skill lists, even if optional, players tend to look to these as official implementations and want to use them in that fashion, greatly reducing the scope of rulings.</div><div><br /></div><div>Skills also almost inevitably shift the playstyle to what one might call button-based gameplay. Players no longer feel the need to describe what they’re doing, because the relevant skill check (or its kissing cousin, the attribute check) allows a shortcut. To pick one example, every old-school ruleset back to OD&D had a basic X-in-1D6 roll search method for secret doors, but this existed side by side with a narrative approach to actually finding the door that could entirely obviate the need for a roll; see p. 13 of <i>The Underworld & Wilderness Adventures</i> and pp. 97 and 99 of the 1st edition DMG for a good example. As time went on, the roll aspect came further to the fore, while the narrative angle retreated to the background. B/X was happy to run with a declaration of intent followed by a roll (p. B21 and B60), as was Mentzer, largely ignoring the narrative element. Eventually we wound up with a universal application of “I make a Search check”, with the narrative element abandoned entirely.[5] This broad tendency is so powerful that even with there being a caveat right in the rules of “X roll shouldn’t take the place of roleplaying or logic”, you still have people just shortcutting to rolls, because people are naturally lazy.[6] To return to the question I opened with, "what sort of gameplay does this rule create?" Here we see a mechanic slowly but surely changing the face of play.</div><div><br /></div><div><br /></div><hr /><div>[2] “The Transition Starts Now,” <i>Dragon #99</i> (July 1985). </div><div><br /></div><div>[3] The first reference to 1.5e I can find is from 1995, in the rec.games.frp.dnd usenet group. </div><div><br /></div><div>[4] I'm not including the 1st edition DMG's Secondary Skill system here. This system, which gave a character a pre-adventuring career (e.g. farming, sailor, teamster, hunter, trapper), and a broad knowledge base derived from this, featured no rolls or special abilities. It was "up to the DM to create and/or adjudicate situations in which these skills are used or useful to the player character." This system would be featured as an option in 2nd edition as well, alongside the NWP system. </div><div><br /></div><div>[5] The common OSR approach to secret doors, as epitomized in Matt Finch's influential <i>A Quick Primer</i>, largely follows the AD&D and earlier approach, but as we have seen, it was not the only method used in old-school play and there has been some pushback against Finch's depiction as overly reductive or even anachronistic. See <a href="http://thealexandrian.net/wordpress/3924/roleplaying-games/rules-vs-rulings">this Alexandrian article</a> for a 2009 example of such. </div><div><br /></div><div>[6] Another good example of such includes the D&D/AD&D thief, whose skill-based set of abilities lent itself well to button-based gameplay ("I search for traps"—*rolls*). See also <a href="https://llblumire.co.uk/the-skills-you-didnt-know-you-had/">this article</a> on "hidden skills" in B/X, and <a href="http://grognardia.blogspot.com/2008/12/building-better-thief-part-i.html">Grognardia's</a> overview of the thief's role in D&D. At the same time, for those who find the traditional OSR interrogative approach to be an exercise in <a href="https://forum.rpg.net/index.php?threads/we-need-a-cool-insulting-name-for-this-kind-of-gming.127858/">pixelbitching</a>, cutting to the chase with a simple mechanical solution can be very freeing. Similarly, placing the burden of estimating risk vs reward and the mechanical execution thereof on DMs relied on the DM being good at doing that on the fly, and many were not, easily leading to frustrated players and relief at having something codified by professionals (though one look at the procedures in the <i>Survival Guides</i> made it clear that professionals did not always get it right). Again, we’re largely speaking of how approaches can differ and change, rather than always contrasting right vs. wrong.</div>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-51652516482089496052022-04-16T08:48:00.003-07:002023-03-11T21:08:04.932-08:00Solo B/X Game<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBHPGK7xLsiSH3M9oJ6GsKJdjXdhytK950WTI30-1oz04sW2yNS-wuv8ld3SoPR7IfCRzTJfwYRDXgiXzoDGTCrGdz5NISI3ZOmrjSVwDShkMjhOjTutW9UORaQJ4iP6GCtiTDGRDNT4oj-rYOq-eq1ekLoGSaVxqW6dHrq817mFkxb7aNTiYC79Jvg/s756/10x15%20a%20000.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="476" data-original-width="756" height="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBHPGK7xLsiSH3M9oJ6GsKJdjXdhytK950WTI30-1oz04sW2yNS-wuv8ld3SoPR7IfCRzTJfwYRDXgiXzoDGTCrGdz5NISI3ZOmrjSVwDShkMjhOjTutW9UORaQJ4iP6GCtiTDGRDNT4oj-rYOq-eq1ekLoGSaVxqW6dHrq817mFkxb7aNTiYC79Jvg/s320/10x15%20a%20000.png" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div><br /></div><p>If you know me from the <a href="https://discord.gg/PWfgBss" target="_blank">OSR Pick-Up Games</a> Discord channel, you know I've been talking about doing a play-by-post hex crawl for a long time. This is it! </p><p>It integrates the full version of Wyvern's Roost (not released) which includes surrounding lair dungeons/caves.</p><p>Very early stages. No title yet!</p><p>The form/layout is inspired by <a href="https://www.drivethrurpg.com/product/315851/BX6-Grave-of-the-Green-Flame-BX-RPG" target="_blank">Grave of the Green Flame</a>. </p><p>However, I've spent my whole life playing game books (like <a href="https://www.projectaon.org/en/Main/Books" target="_blank">Lone Wolf</a>) and <a href="https://en.wikipedia.org/wiki/Choose_Your_Own_Adventure" target="_blank">Choose Your Own Adventures</a>, not to mention my first D&D (BECMI/Black Box) included a solo adventure as well. It's how I learned to play D&D as a child!</p><p>Heck, it's also how I learned Pathfinder/D20!</p><p>Growing up and throughout my adulthood, I have always loved all the different styles of solo games, and there were a lot of them. </p><p>I hope to make one that's really fun, really simple, and really interesting to play, not just once, but repeatedly!</p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-87942587719837974252021-12-31T18:14:00.003-08:002023-12-17T14:49:24.716-08:00 The Eight Mantras of OSR Gaming<p>Considering <a href="https://lithyscaphe.blogspot.com/p/principia-apocrypha.html" target="_blank">several</a> <a href="http://www.lulu.com/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-3159558.html" target="_blank">sources</a> and my own experience running and playing games on the <a href="https://discord.gg/PWfgBss" target="_blank">OSR Pick-Up Games Discord server</a> for the last two years, I have created a list of the (currently) eight mantras of OSR-style gaming I most frequently hear and repeat:</p><hr /><p style="text-align: left;"></p><blockquote><p style="text-align: left;">1. Imagine the Hell out of it.</p><p style="text-align: left;">2. The OSR is rulings not rules.</p><p style="text-align: left;">3. Play worlds not rules. </p><p style="text-align: left;">4. The OSR is a mindset, not a rules set.</p><p style="text-align: left;">5. The OSR is problems without prescribed solutions.</p><p style="text-align: left;">6. The answer isn't on the character sheet. </p><p style="text-align: left;">7. Combat is a fail state. (I dislike this one. It's become dogma.)</p><p style="text-align: left;">8. The OSR is the players' story, not the game master's.</p></blockquote><p style="text-align: left;"></p> <hr /><div><br /></div><div>Here's to another year of OSR gaming! </div><div><br /></div><div>— Stripe</div>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com1tag:blogger.com,1999:blog-6557348771830710362.post-58255856653368417052021-10-28T15:18:00.003-07:002022-02-18T13:00:01.713-08:00Raven Familiar<p>Black, glossy feathers. A cunning stare. A raven. It knows its master's name and its master's name for it. If commanded, it will fly to his home, wherever it understands that to be. It flies without stopping 50 miles in an hour.</p><p>For a master who shows plenty of appreciation in the form of treats and baubles, it will also fetch small objects no heavier or bulkier than a silver teaspoon. It will sometimes steal shiny trinkets and secret them in places only it can find. Of course, anything it steals, it justifiably owns. It takes payments and trades, but never gives.</p><p>Like all ravens, it keeps watch for danger. It can take high perch and caw, wretchedly, upon the approach of anything a natural raven would find worthy of scorn, like huntsmen, lumberjacks, and riders. It also caws at restless spirits to tell them to return to the realm of dead.</p><p>It detests Mother Nature, her children, and her worshipers. It greatly prefers the roofs and steeples of the city. It eats whatever it wants and is not afraid to make itself an uninvited guest. It never defiles its own nest or makes a mess when perched on its master's shoulder or forearm, but it enjoys targeting those who annoy it.</p><p>It will defend its master with beak and talon inflicting 1-3 points of damage. A flying raven gains a bonus of + 2 on its first "to hit" roll against any one opponent due to its speed. It has three hit points, but those come at the expense of its master's maximum. If its master dies, so does it.</p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-5004300900203388502021-09-04T12:40:00.003-07:002021-11-11T16:19:45.595-08:00Presto's Hat of Conjuration<p>Usable once per day, any non-living object the conjurer can imagine may be pulled from this hat so long as he can recite a magical poem describing what's desired. It takes one round to recite the poem while waving one's hand in a circular motion around the up-turned hat. The inside of the hat will begin to glow with mystical energy. </p><p>The poem must be spoken aloud in a firm voice. It must consist of at least two verses that rhyme. The use of nonsense words such as "abracadabra" will increase the likelihood of backfire or failure. The conjurer may only use a specific poem once in his lifetime. It must come from his or her own inner creativity; repeating a poem heard or read elsewhere will automatically fail to produce any effect.</p><p>On the next round, the conjurer reaches inside and pulls out whatever the hat delivers.</p><p>Whatever is pulled from the hat vanishes into thin air 2d12 hours later.</p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-53148344068316520432021-05-29T18:06:00.010-07:002023-03-11T21:07:30.858-08:00Durance Vile of the Storm Giantess Or: Not a Review of G2—Glacial Rift of the Frost Giant Jarl<p><b><span style="font-size: x-large;"></span></b></p><div class="separator" style="clear: both; text-align: center;"><b><span style="font-size: x-large;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYiOEJoXp26Tqmwtn5pqDkcgzAQVdFJeGUTlnneKn2Ho4BIXljkf3Sopg4mDVRX0Z1VlL0EbEEKtOBrVmlcxvcdYetejImlG6MB1hn99aPsPsditmgdwrs4mF0K-LaFIrywJWZG-tbmPjw/s1646/Frost_Giant_jarl.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1646" data-original-width="1273" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYiOEJoXp26Tqmwtn5pqDkcgzAQVdFJeGUTlnneKn2Ho4BIXljkf3Sopg4mDVRX0Z1VlL0EbEEKtOBrVmlcxvcdYetejImlG6MB1hn99aPsPsditmgdwrs4mF0K-LaFIrywJWZG-tbmPjw/s320/Frost_Giant_jarl.jpg" /></a></span></b></div><b><span style="font-size: x-large;">T</span></b>onight, I read <i>G2—Glacial Rift of the Frost Giant Jarl</i> by Gary Gygax and I have some time to reflect on it after eating homemade tacos for supper. <div><br /></div><div>They were great.<p></p><p>I'm writing an ice cave dungeon. For my sake, my players' sakes, and for the betterment of the dungeon, I think it's important to familiarize myself with the archetypes of the genre.</p><p>G2 was published in 1978 and is what I personally consider <i>the</i> ice cave dungeon archetype. I've never ran nor played it, but I've read it thoroughly and I'm very glad I did. It was a quick, easy read. Took no effort. Would recommend. </p><p>This post is <u>not</u> a review of G2. I'm just deconstructing Gygax's design choices to compare and contrast what I have planned for my dungeon. I want take inspiration from his genius while examining his choices from a modern Old School Revival perspective.</p><p><b><span style="font-size: x-large;">G</span></b>2 is a two-level frost-themed cave dungeon designed for nine, ninth level AD&D characters. It can stand alone, but it's a direct sequel to <i>G1—Steading of the Hill Giant Chief.</i> </p><p>Forces of the frost giant jarl are attacking human lands and the players are <b>tasked</b> with killing him. Gathering information is a stated objective, but it's largely window dressing. The <b>reward</b> <b>is looted treasure</b>, none of which is very extraordinary.</p><p>For an <b>entrance</b>, the dungeon features several obvious cave mouths in the sides of a canyon, much like <i>B2—The Keep on the Borderlands'</i> Caves of Chaos. The ravine's floor is hostile territory. In the caves, there's a whole lot of frost giants and some monsters they keep as pets, such as a mated pair of white dragons. Other encounters include giant humanoids attending the jarl's court.</p><hr /><p></p><blockquote><p><span style="font-size: x-large;">"</span>As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below.<br /></p><p>Any treasure taken is to be kept by the party; this is their reward for the perils they must face.</p></blockquote><hr /><p></p><p>Rocked back in my chair listening to music, I enjoyed reading the module in all its Gygaxian glory. </p><p>Of course, I would hate running G2 out of the book at the table without notes, but that's true with every classic I've perused. Currently, I'm running <i>T1—The Village of Hommlet</i> on the <a href="https://discord.gg/6vqF25E" target="_blank">OSR Pick-Up Games</a> server. Information I need to find <i>quickly</i> is utterly buried in tangled paragraphs of convoluted sentence structures.</p><p>Reading Gygaxian <i>at my leisure</i> is a groovy trip, but I'd like to strangle him when using his work as reference tool <i>at the table</i>. </p><p>I mean no disrespect to those who wrote the words upon which the foundation of my hobby rests, but we've come a really long way in the layout and "usability at the table" aspects of adventure design. </p><p><span style="font-size: x-large;"><b></b></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: x-large;"></span></div><span style="font-size: x-large;"><b>G</b></span>2 is a bloody <b>hack-and-slash</b> dungeon crawl, no big surprise since it's labeled a "tournament module." That's as dire a warning as a rattlesnake's tail to the OSR. "Combat is a failure state" has become dogma, but we can all agree we're not at the table primarily to roll a 20-sided dice back and forth. Excessive combat can become a tedious grind.<p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4hJK1LG5WQFZIzSR9NZJwV_lW0CwciLRegqoCkNqEOLuQ9HtV1r-wb_YFyykpo06Mc5DXK6aCgFLBrAG1ZSUMeib6FAdH2GI8hL3kSyMAuGRgGDQ-frTnOr3hmz4-JbSgI59uo7N7w-5B/s566/Rooms+1-2.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="378" data-original-width="566" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4hJK1LG5WQFZIzSR9NZJwV_lW0CwciLRegqoCkNqEOLuQ9HtV1r-wb_YFyykpo06Mc5DXK6aCgFLBrAG1ZSUMeib6FAdH2GI8hL3kSyMAuGRgGDQ-frTnOr3hmz4-JbSgI59uo7N7w-5B/s320/Rooms+1-2.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Kill monsters, take their stuff</td></tr></tbody></table><p><b></b></p><div style="text-align: justify;">Having no personal experience with what challenges an AD&D party of nine, ninth-level characters are capable of facing, I'm guessing the players are meant to battle their way through this chamber-by-chamber. Most rooms are basically, "Here's some monsters standing around looking at the walls. Some of them have treasure. This is how they'll fight the besieging players."</div><p></p><p style="text-align: justify;">"The OSR is problems without prescribed solutions," so goes the mantra, but <b>puzzles</b> are traditional and I take them as an exception to the precept. It should be optional, but I like at least one puzzle in a dungeon. It doesn't have to be suitable for a five year old to solve, but I also like my puzzles <i>fairly</i> simple.</p><p>In the puzzle category, I suppose we could count a treasure chest with a combination lock, but if so, that's the lowest bar. Don't move the wrong disk or a needle shoots out. Meh. </p><p><b>Role-playing</b> opportunities would be far more rife if players were given the necessary tools for political intrigue. For example, there's a fire giant with no prescribed motivation other than "kill the invading players." He'll parley, but this is basically just "surrender or die." If the players had a peace treaty from the king if he betrayed the jarl or something, it might have been a fun encounter that didn't just lead to more slaughter.</p><p><span style="font-size: x-large;"><b>E</b></span>very dungeon needs <b>treasure</b>. This is especially true in the OSR where the mechanics of character advancement are usually measured by troves of looted treasure found while exploring (e.g., GP=XP) as opposed to killing or combat. In a B/X dungeon, I'd expect less than 10% of XP to come from combat.</p><p></p><div style="text-align: left;">We don't need a lot of explanation as to why the treasure is there, but we need <i>something</i>. That something is often what hooks OSR players to enter the dungeon in the first place. </div><p></p><p style="text-align: justify;"></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguZ_HrA6Uxv0nNMko3ZEGAqiKDew7OR44iHgMHkC8-1ICYcApze8_fs60H_ICe4RVfxIf74gdW5SIhcNmQaBsScRLTTAqza_xNcurmMcYuZtaR-x192SPiLA8_a3Q0jrisDjBwZo4f8dCY/s561/G2+Stone+Giants.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="213" data-original-width="561" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguZ_HrA6Uxv0nNMko3ZEGAqiKDew7OR44iHgMHkC8-1ICYcApze8_fs60H_ICe4RVfxIf74gdW5SIhcNmQaBsScRLTTAqza_xNcurmMcYuZtaR-x192SPiLA8_a3Q0jrisDjBwZo4f8dCY/s320/G2+Stone+Giants.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">"They will fight only if attacked . . ."</td></tr></tbody></table>The treasure's theme is mainly "what the visitors brought to the jarl as fealty." Visiting giants and ogres and trolls and other "big humanoids" are seeking the jarl's aid and protection from the human kingdom.<p></p><p>This is genius. It's so simple, but it checks all the boxes. </p><p>"Funhouse dungeons" are monster menageries with little to no logic for their location of appearance. They can be fun, but not every dungeon is a funhouse. The presence and combination of some monsters need a little bit of explanation. </p><p>We need it for player agency. Players need to know whether to <i>expect the absurd</i>, or if <i>reasonable assumptions</i> can be made. </p><p>"Why is a Fire Giant in an ice cave?" That question, for example, deserves an answer. Gary gives us a great one that can be used several times throughout the dungeon. It pulls double duty for also being a good explanation for lots of treasure other than GP=XP. </p><p><b><span style="font-size: x-large;">A</span></b> good word for the ineffable, sublime quality of game play that's not combat, not role playing, not a puzzle, and not exploration escapes me, but it's of vital importance to the OSR. It can include those aspects of play, but they're not what's essential. "The whole is greater than the sum of its parts."</p><p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGRX59DBndNDj8THusu8m9BBV4xHh6ywLYRp1NqKnK5gWYsMzHnfog1KJ47vtks43RwBAg41_w6ntztmXhZZqbmOQqbZClD6g8YWBEJxaFEDplbgnb1DV5L6O6XBsVKrkLN4oUQpbZFgA-/s557/G2+Storm+Giant+Prison.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="252" data-original-width="557" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGRX59DBndNDj8THusu8m9BBV4xHh6ywLYRp1NqKnK5gWYsMzHnfog1KJ47vtks43RwBAg41_w6ntztmXhZZqbmOQqbZClD6g8YWBEJxaFEDplbgnb1DV5L6O6XBsVKrkLN4oUQpbZFgA-/s320/G2+Storm+Giant+Prison.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Storm Giantess' Prison<br /></td></tr></tbody></table><p></p><div style="text-align: justify;">In that vein, there's a <b>storm giantess</b> "damsel in distress" whom the wicked, mustache-twisting frost giant jarl is wooing by force. </div><p></p><p style="text-align: justify;">I love it. I would would run this "durance vile" as the centerpiece of the adventure. The whole thing would revolve around her. I'd call it "Durance Vile of the Storm Giantess." </p><p>Imagine a Valkyrie, proud and noble—but she's 20 feet tall. A storm giant woman who towers over her lowly captor not just in physical stature, but in every other category of might and status as well. The players let her out and she is going to absolutely <i>curb stomp</i> him. What a great ally. </p><p>So much potential for interesting role playing and fun.</p><p><span style="font-size: x-large; font-weight: bold;">O</span>SR is a mindset. It's a style of play. An OSR dungeon crawl is not simply a series of pitched battles. In fact, that might be the antithesis of an OSR dungeon crawl.</p><p>G2 was not at all designed for OSR play. With a little help—perhaps reimagined as a stealthy political intrigue and rescue mission—it could easily make a make for a great time in OSR fashion.</p><p>However, I didn't read G2 to offer a critique. I read it for inspiration. For that, it delivered in spades. </p><p>I'm looking forward to using all the inspiration I gained from reading this classic masterpiece. </p><p>Maybe someday I'll get to run it! </p><p>Thanks for reading!<br /><br />—Stripe</p></div>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-9916739503967395472021-02-25T21:56:00.001-08:002021-08-19T08:51:28.008-07:00One Year Anniversary<p style="text-align: left;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW9RHMEOs-bZIk-vFcAk4kpxT_mdokAyStKMSyusMCpLdyp6mxwynzKbPSHZzG86gCGwkO_v6tgIDAvM7f7XjC4BnHIV1T54p0iXnzPDzV7zNzQ-t7I0VJTbA_8siwjI_S_DMylXXP7hvr/s680/0mpzna4dzb431.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="680" data-original-width="660" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW9RHMEOs-bZIk-vFcAk4kpxT_mdokAyStKMSyusMCpLdyp6mxwynzKbPSHZzG86gCGwkO_v6tgIDAvM7f7XjC4BnHIV1T54p0iXnzPDzV7zNzQ-t7I0VJTbA_8siwjI_S_DMylXXP7hvr/s320/0mpzna4dzb431.png" /></a></div><div style="text-align: right;"><br /></div>Got about five minutes left to post. <p></p><p>Play-testing a dungeon. It's going really well. The <a href="https://discord.gg/PWfgBss" target="_blank">OSR Pickup Games discord server</a> is flourishing. </p><p>Here's looking forward to another year! </p><p>—Sharpe</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhyphenhyphenHJDe6wMNa4g_AgXP0Qv8F8hyUszfZjGf9OSaoajD6daV_oNbw2XqwPwgIza29VN8XoME4yRa69ox6azTHi30rpWai7mJ6izfvv87lgNH-CkLEdxcP82FA633f6MIaIdwnJDlMXzFYNn/s1920/Feb+25.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhyphenhyphenHJDe6wMNa4g_AgXP0Qv8F8hyUszfZjGf9OSaoajD6daV_oNbw2XqwPwgIza29VN8XoME4yRa69ox6azTHi30rpWai7mJ6izfvv87lgNH-CkLEdxcP82FA633f6MIaIdwnJDlMXzFYNn/w640-h360/Feb+25.jpg" width="640" /></a></div><br /><p><br /></p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-51449575963641302072021-01-24T09:39:00.002-08:002021-08-19T08:51:35.397-07:00Ring of Stigmata<p><b></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkyN0tC_2eh0wvqWJU4SqLQ-E9r9WFRE2fRfmGnkrZpqA7VumQdJC3jpcckp4vnWfNX2OTvtuI0zTeg4lMwLP7vKTHOxSbA8N742M0mIX9LN4nrrPKsbT6oBFM8DhxtweQsg-QJmQzkHWP/s550/Nail+Ring.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="533" data-original-width="550" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkyN0tC_2eh0wvqWJU4SqLQ-E9r9WFRE2fRfmGnkrZpqA7VumQdJC3jpcckp4vnWfNX2OTvtuI0zTeg4lMwLP7vKTHOxSbA8N742M0mIX9LN4nrrPKsbT6oBFM8DhxtweQsg-QJmQzkHWP/s320/Nail+Ring.jpg" width="320" /></a></b></div><b>Ring of Stigmata:</b> A rusty carpenter's nail bent into a coil, the tip of which is twisted around its square head to form a crude center stone. Once per day, it can cause a victim within 60' the stabbing pain of having a nail driven through any or all of their hands and feet. The agony of crucifixion ruins concentration and causes victims to drop whatever they are holding. Timed right, it can make victims think they stepped on an object sharp enough to puncture their sole. The pain is severe, but lasts only an instant. Left lying on the ground, it acts as a caltrop, but does no actual damage. The first time it's used, the wearer will suffer the same affliction as the target. The wearer must then also save vs. Poison or contract tetanus: 1d4 weeks of incapacitating muscle spasms.Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-89694059647916084562021-01-19T18:50:00.010-08:002023-03-11T21:10:29.349-08:00A Year in Stonehell Dungeon<p><span style="color: #ffa400; font-size: x-large;">I</span>'ve served a lot of time imprisoned in <a href="https://www.lulu.com/en/us/shop/michael-curtis/stonehell-dungeon-down-night-haunted-halls/paperback/product-1v8vy2zz.html?page=1&pageSize=4">Stonehell Dungeon</a>'s subterranean corridors. The last nine months of my stint was as Dungeon Master. Before I started running it, I was thrice a player at different tables, the first of which was also my first OSR experience ever. I've now ran it as an open-table game for twenty five sessions.</p><p>I've served my time in Stonehell Dungeon.</p><p>People ask me how well I like Stonhell Dungeon. They also ask about my experience running an open-table. Perhaps someday I'll make a post about game mastering for an ever-changing pool of thirty players (so far), but this post is mainly about <i>Stonehell</i>.</p><p>However, running it as an <i>open-table</i> dungeon has a <i>profound</i> influence on my opinion. It colors my every sentiment, both good and bad. </p><p>There's a lot of both; good and bad. </p><p>I chose from between three ways to start my campaign. In order of my personal preference back then: <b>Keep on the Borderlands</b>, <b>Barrowmaze</b>, and <b>Stonehell</b>. So, Stonehell was my third choice. </p><p>I tried the <b>Keep </b>first. Its dungeon, the Caves of Chaos, was just a tad too vanilla and too simple for my taste. If Gygax had <i>at least</i> given <i>names</i> and a line of description to his characters in the town and castle—or even just the most important ones—it would probably be our campaign's home base today. Alas, he did not. </p><p><b>Barrowmaze </b>was a little too verbose for me to disseminate before my attention span faltered. Right or wrong, I felt like I had to read it all to run it, and I just didn't want to invest that much time and effort. Not back then, starting my first OSR campaign, anyway. <br /><br />With <b>Stonehell</b>, I didn't feel I had to read <i>anything</i> to run even the first session of it. At the same time, I knew I could run it drunk, sleepy, and distracted—not uncommon states of mind for an evening beer-and-pretzels game over the Internet. That level of ease of use at the table is hard to beat.</p><p>I wanted something simpler than Barrowmaze, but not so simple as KotB. Stonehell struck that perfect balance. It was <i>just right</i>. </p><p>But it wasn't just right for running as an <i>open-table</i> game.</p><p>Treasure was way too "feast or famine." To mitigate some of that, I used a "silver standard" (1 sp = 1 xp; book prices in silver), effectively multiplying all treasure's value by ten. I also wrote a +1 weapon into practically every haul. Beyond that, I added a lot, no different than every DM's review of Stonehell I've ever read. </p><p><span style="color: #ffa400; font-size: x-large;">T</span>he core issue I have with Stonehell Dungeon as an open table is that there isn't enough bait to entice players to explore the levels. </p><p>Without deviation, players—myself included—were compelled to go <i>deeper</i> rather <i>broader</i> lacking any good reason not to do so. Stronger monsters as gatekeepers doesn't cut it; even the most inexperienced dungeon crawler expects the risk to increase with the reward as one goes lower in the dungeon. </p><p>I can say both as a player and as a DM, it's my opinion that the dungeon is not well designed for a straight-down approach, and I don't mean because of challenge. </p><p>The experience is rather bland. Take the stairs from 1A to 2A and there's not even much of a scenery change. Same with 3A. It doesn't <i>feel</i> like you're delving deeper. Monsters get a little harder, but like I say, that's just not enough on its own to do it.</p><p>Since it wasn't designed with enough bait on the hook to get players to explore levels <i>horizontally</i> before descending, it should have been better designed <i>vertically</i>. Delving to lower levels should have been more mysterious, or threatening, or . . . <i>something. </i></p><p><span style="color: #ffa400; font-size: x-large;">F</span>rom my perspective as a player, and from what I've learned running Stonehell, Barrowmaze does a far better job for an open-table game. I've played about five sessions in Justin Hamilton's Sunday night Barrowmaze campaign on the <a href="https://discord.gg/PWfgBss" target="_blank">OSR Pick-Up Games</a> Discord server. </p><p>I could <i>immediately</i> tell I chose poorly when I picked Stonehell over it. </p><p>It has several "barrows," each that serve as a mini-dungeon. Explore the overworld a little, breach a barrow, plunder its gave goods, maybe solve a puzzle or whatever, then go home. End of session. </p><p>That is an ideal setup for an open-table. You hit all your bases almost every game with few lulls of exploration "filler" sessions between scores. Perfect!</p><hr /><p><span style="color: #ffa400; font-size: x-large;">W</span>hat does this mean for my current Stonehell campaign?</p><p>If you can't tell, I'm dissatisfied with Stonehell for an open-table campaign, so let me come right out and say it. It's an amazing masterpiece, wonderfully written, easy to use at the table, and filled with a ton of fun and interesting things for players . . . but it's ill suited for our campaign. I've had a ton of fun game-mastering Stonehell Dungeon, but I'm ready to move on to something different. </p><p>As a year-end review of our campaign, let's get it out of the way first: out of twenty five plus sessions shared by about thirty players, three were pretty bad. One of those was really terrible: the night we got lost exploring on the second level, but nothing really exciting happened. Blech!</p><p>By far and wide margin, most nights were "pretty good." You know, nights where everyone had fun and shared some laughs and we were glad we all played. Good times. </p><p>However, six or seven sessions were truly epic. They were the type of session I can say, "This is why I play D&D."</p><p></p><ul style="text-align: left;"><li>Ingrid the Dragon Slayer losing her arm in the battle against the giant undead cobra, the heroics to save her, and the tragic death of our campaign's first dwarf just steps from the exit. </li><li>Keri the Kingslayer earning his title while fighting beside his comrades against the orc chief and his tribe. </li><li>The intense battle with the water weird in the enchanted fountain that no one ever revisited the whole rest of the campaign. </li><li>The existential room where the doll was first discovered and later encounters with it. </li><li>The rise and fall of the party's alliance with the Neanderthals and all the bloodshed it caused. </li><li>The heartbreak of the "TPK minus one." The slow, agonizing death of every PC and hireling <i>while ascending the stairs to the exit</i> . . . with the greatest treasure trove ever plundered from Stonehell in their grasp. Ouch. </li><li>The ire of the medusa Lachesis and the illusions of her sorcerer. The courage the party showed when defying both. The victory of their first clash. The vengeance they won. </li><li>Storming the barbican in a wild, full-frontal assault. Not only surviving, but taking it. All the courage, wit, and luck that epic feat required.</li></ul><p></p><p>I'm terrified I'm going to forget someone, but off the top of my head, I can recall very fondly characters played by Erika, CC, Josie, RandomWizard, Rosencrantz, King, KingPenta, Pralec, StarBorneHero, Lukas, Graytung, directsun, Modest Mace, and Ragnar. That's only fourteen, so I'm sure I've left someone out! Sorry! Remind me!</p><p>Overall, it's been a <i>fantastic</i> campaign. I've had so much fun, so little stress, and met so many great players who, through time, I've learned are interesting people I'm very glad to know. </p><p>The good news is, most of the complements I've heard my players give Stonehell are archetypal features of any good megadungeon. The aspects of our campaign to which they seem most attached can be transplanted seamlessly as we move forward. </p><p><span style="color: #ffa400; font-size: x-large;">I</span>t's my hope <a href="https://bloodortreasure.blogspot.com/2020/05/what-is-undercrypt.html">The Undercrypt</a> will be a fun, interesting and challenging multi-level dungeon designed specifically to be played as an open table. That means having several challenges that can be resolved in a single session.</p><p>I've been saying it for a few weeks now, but I'm still writing town, which for us will take the shape of the Keep on the Borderlands.</p><p>Stonehell will remain in our campaign world. It will physically replace the Caves of Chaos for which it shares a striking geographic resemblance.</p><p>The Undercrypt will be located on the same overworld map in the area designed for DM use, the Cave of the Unknown. </p><p>Players can choose where they want to go on a session-by-session basis. </p><p>I hope to see many returning faces after our month-long hiatus. I'm also excited to meet many more new people in the year 2021!</p><p>Looking forward to playing again soon! </p><p><br /></p><p>— Richard "Stripe" Sharpe</p><p><br /></p><p><br /></p>Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com1tag:blogger.com,1999:blog-6557348771830710362.post-72293776199389580132021-01-13T16:46:00.000-08:002023-03-11T21:10:38.670-08:00TSR's DragonStrike in 1993<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHnOBSyQxw2hqTjiZ9m6ZR0tXqfmkIUZd31QGGlkK9x1o9nIuoCcppt2n1QVDayLBvzdg03gsrqxGqZL6ofuwN0o_XmaycLIdb45JeH0W9SDrUsC2cOS5KPnBLiGJE9f1TDeQl7xC8kiX9/s1600/Dragon+Strike+Instructions.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1210" data-original-width="1600" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHnOBSyQxw2hqTjiZ9m6ZR0tXqfmkIUZd31QGGlkK9x1o9nIuoCcppt2n1QVDayLBvzdg03gsrqxGqZL6ofuwN0o_XmaycLIdb45JeH0W9SDrUsC2cOS5KPnBLiGJE9f1TDeQl7xC8kiX9/s320/Dragon+Strike+Instructions.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">DragonStrike Instruction Booklet</td></tr>
</tbody></table>
<span style="color: #b45f06; font-size: x-large;">R</span>ecently, I read mention of <b>DragonStrike</b>, describing it as a <b>flaming disaster</b>. No doubt, financially, it probably was just that; we're talking about early-1990's <a href="https://en.wikipedia.org/wiki/TSR,_Inc." target="_blank">TSR, Inc.</a>, here. That corporation no longer stands and memories of it mingle with controversy.<br />
<br />
<b>I loved DragonStrike as a 12-year-old child in 1993</b> and so did my friends. DragonStrike, along with <b>HeroQuest ('89)</b>, is what got me into table-top role-playing games. Here I am, 27 years later, still running games—an open-table Stonehell using B/X, currently!<br />
<br />
As a card-carrying member of the target age group for that product during the time it was released, I thought DragonStrike was awesome. Wonderful. Amazing. And, I'll be happy to objectively defend it as a great product.<br />
<br />
It's anecdotal, of course, but it did a <i>far</i> better job at getting my young friends and I to play D&D than the <b>Black Box ('91)</b> or <b>Rules Cyclopedia ('93)</b> edition<b>. </b>The <b>AD&D 2nd Ed.</b> Players Handbook ('89), Dungeon Master Guide ('91), and Monstrous Manual ('93) were also on the shelves. <a href="https://en.wikipedia.org/wiki/Dragon_Mountain_(Dungeons_%26_Dragons)" target="_blank">Dragon Mountain</a> ('93) looked so cool!<br />
<br />
But I digress.<br />
<br />
DragonStrike was a fantasy board game <u>and</u> a <i><b>100% complete role-playing system</b></i>.<br />
<br />
That's right, DragonStrike was a role-playing <i>system</i>. It was a <i>good one</i>, too.<br />
<br />
However, before discussing DragonStrike, one must first recognize its predecessor, the <i>far</i> more successful and popular HeroQuest fantasy board game. If it weren't for HeroQuest, there would be no DragonStrike. DragonStrike, like DragonQuest ('92), were both attempts to cash in on HeroQuest's success in 1990 and '91.<br />
<br />
My God, <b>I loved HeroQuest</b>. Those miniatures! The little dungeon furniture! The pure and simple, almost platonic experience of a dungeon delve! It was very similar to a <a href="https://en.wikipedia.org/wiki/Roguelike" target="_blank">Rogue-like</a> video game in board-game form.<br />
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HeroQuest was a fantasy boardgame, like DragonStrike, but it was <u>not</u> a role-playing game. One picked a character (Barbarian, Dwarf, Elf, Wizard) and chose a name, but the player wasn't making anything but tactical decisions. If HeroQuest is an RPG, then so is the video game <a href="https://en.wikipedia.org/wiki/Gauntlet_(1985_video_game)" target="_blank">Gauntlet</a> ('85).<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLJF1jM84y1_KrTEHkakyqFk4mWy6gXMRkCqu5HD9UQ9kNEsi3JBEiLH5ntl1zdq1mrJnMpftaScdT2bGa4BHnFjHH9SfW2mgkZFz2KBgyPhw7byPQwDKkpIwZpt6rk5YEL2DouT4Tg0l8/s1600/Dragon+Strike+Rules.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1208" data-original-width="1600" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLJF1jM84y1_KrTEHkakyqFk4mWy6gXMRkCqu5HD9UQ9kNEsi3JBEiLH5ntl1zdq1mrJnMpftaScdT2bGa4BHnFjHH9SfW2mgkZFz2KBgyPhw7byPQwDKkpIwZpt6rk5YEL2DouT4Tg0l8/s320/Dragon+Strike+Rules.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">DragonStrike Instruction Booklet, pp. 20-21</td></tr>
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<span style="color: #b45f06; font-size: x-large;">T</span>he DragonStike rule book told players to <b>imagine the fantasy world</b> of around their characters, represented by playing pieces on the board, and to <b><i>interact</i> with it</b>. That included <b>speaking in-character</b> with monsters and non-player characters. That's where I draw the the thin, fine line between "RPG" and "not-RPG."<br />
<br />
Furthermore, players were told to <b>try anything</b> they wanted <b>to solve problems</b>: swim the river; swing across the pit; push the burning candelabra onto the table and hope it catches fire.<br />
<br />
This is the heart of OSR to me: don't let the rules constrain your imagination. On paper, the rules are very simple, but they work just fine in actual game play. We had fun playing!<br />
<br />
We were doing all the OSR stuff in all the OSR places. DragonStrike had four colorful, well-made game boards: a castle; a cave; a city; and an outdoors map that included a rocky high place, a forested area, a plains area, and a river with a bridge crossing it.<br />
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The castle could be used for any standard dungeon delve area, like a tomb or whatever. I even used it as a sewer. The city board was wonderful! We played out many town-based sessions in it, even including ones <i>with no combat—</i>pure role-playing<i>.</i> Tons of escort missions, fetch quests, and seek-and-destroy missions in the wilderness. All that said, we probably used the cave board the most.<br />
<i><br /></i>
<span style="color: #b45f06; font-size: x-large;">Y</span>es, there was a cheesy, campy <b>VHS video</b> packaged in the box with the game. It's mocked decades later by people who never played the game and weren't the target market audience anyway, I'll wager.<br />
<br />
I recognized it as childish and comical at age 12, but (thankfully) the video was a completely separate part packaged with the game, <b>not at all required to play</b>. DragonStrike is <u>not</u> at all a VCR board game like, say, <a href="https://bloody-disgusting.com/news/3427321/remember-horror-vhs-board-game-nightmare/" target="_blank">Nightmare ('91)</a>.<br />
<br />
I never showed it to my friends, partly because it was so silly, but more because I just wanted to get right to playing the game, and play it we did! We all had a blast!<br />
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<br />Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-12046529068521849242020-06-06T12:27:00.000-07:002021-08-19T08:52:08.814-07:00The Caller Isn't Captain<span style="color: #b45f06; font-size: x-large;">I</span>nstead of <b>captain</b>, I'm going to liken the spot of <b>caller</b> to the party's <b>communications officer</b>. If this were a Vietnam War movie, the caller would be the soldier with the <a href="https://en.wikipedia.org/wiki/Field_telephone" target="_blank">telephone backpack</a> calling in to headquarters during a battle.<br />
<br />
The <b>caller's primary goal</b>—the entire purpose of there even being a caller position in the first place—<b>is to move the fun and action forward.</b> To go from "talking" to "doing." The caller does so by <i>quickly</i> and <i>concisely</i> relaying the party's actions to the GM.<br />
<br />
"Quickly," meaning <i>promptly</i>. For example, if the party comes to a door, the caller should <i>immediately</i> (no prompt needed) say, "Thief listens at the door. If he hears nothing, Fighter tests it. If it's stuck, Fighter kicks it down. We're all standing in formation, ready for combat."<br />
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A door is routine. The caller should already know the party's actions <i>from several past examples</i>. There's no need to ask anyone what they do, because we've <i>already done this many times</i>. The caller is <i>stating the obvious—</i>not making "command decisions."<br />
<br />
As for picking the correct path, that should fall under the routine as well, or it should have been previously discussed, perhaps with the party's mapper. If there's truly a fork in the path with no significant difference, then the caller simply picks one or the other; not because he or she is "in charge," but because <i>discussion would only slow down play</i>.<br />
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In regard to special challenges like a symbol puzzle (or whatever), the caller should quickly "<a href="https://www.sparknotes.com/lit/flies/central-idea-essay/what-does-the-conch-symbolize-in-lord-of-the-flies/#:~:text=The%20conch%20represents%20civil%20discourse,Jack%20treat%20it%20with%20care." target="_blank">pass the conch</a>" to the appropriate player of a character who's best suited for the job. <b>The best callers</b> are those who<b> help the DM</b> make certain <b>everyone</b> gets a chance for as much <b>time in the spotlight</b> as possible.<br />
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Once a good "standard operating procedure" is established in a session (often during the phase where marching order is determined), that should take care of most common dungeon situations. If a caller thinks the party should take special care ("We look up at the ceiling for giant spiders"), then by all means tell the GM, <i>but any player can voice such concerns.</i><br />
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From one caller to another, it's a numbers game: <b>the more rooms the players toss, the more treasure they'll find</b>, and that's our entire goal in the game: get treasure.<br />
<br />
A good caller knows the difference between <i>minutia</i> and what's <i>critically important</i> to the players' survival. Discuss <i>only the latter</i>, and even that should be brief. Make your <b>plan without over-analyzing</b> the situation (often resulting in "analysis paralysis"), then execute it <i>without second guessing</i> yourselves in the middle of doing so.<br />
<br />
The best callers do all of that with one thing in mind: <i>move the fun and action forward</i> as quickly as possible. Let's not just talk about it; <i>let's do it!</i><br />
<br />
All this talk about the caller not being the party leader by default isn't to say that the caller should't strive to be such! The best callers <i>are</i> good leaders!<br />
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However, the <b>best leaders</b> do <u>not</u> have to be the caller!<br />
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<b>"Leader" is a social position, not a delegated power.</b><br />
<b><br /></b>
<b><br /></b>
<span style="color: #b45f06; font-size: x-large;">H</span>ere's bonus tip from one caller to another: sometimes, the dungeon is set out like a puzzle—but the pieces are spaced far apart. <i>Don't spend too much time on one piece.</i> Sure, give it a good once-over, but be quick to move on and <i>leave it for later</i>. More often than not, later in the dungeon, it becomes apparent where that piece fits in the puzzle.<br />
<br />
For example, the classic stone statue missing a head. You can search it up and down, pull all its fingers, set a freshly-disembodied orc head atop its shoulders—do ALL the THINGS—and never figure out why its there. In fact, it may not even have a reason! Maybe it <i>is</i> just junk! Then, down on the next level, you find a statue's head. Now you know where it goes, but there's no way you could have "solved" the "puzzle" earlier.<br />
<br />
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<span style="color: #b45f06; font-size: x-large;">T</span>he name of this blog is <b><span style="font-size: large;"><span style="color: red;">Blood </span>or <span style="color: #f1c232;">Treasure</span></span></b>. That's the metric by which I weigh every decision I make as caller: <b>risk or reward?</b><br />
<br />
As a caller, I found myself asking, "Blood or treasure? Will this course of action ultimately result in chance of harm (<i>blood</i>)—which I do <u>not</u> seek—or will it lead, directly or indirectly, to <i>treasure?"</i><br />
<br />
Of course, everyone knows that sometimes we will have to fight or face danger to win our treasure. In that case, the answer to the question, "Blood or treasure," is "Both."<br />
<br />
That, dear readers, is the <i>best</i> answer!
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<br />
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<br />Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-24055545343655194592020-05-18T21:23:00.000-07:002023-03-11T21:44:39.525-08:00What is 'The Undercrypt?'<span style="color: #b45f06; font-size: x-large;">T</span>here are a number of reasons why I'm running an <b>open-table Stonehell campaign</b> right now.<br />
<br />
Stonehell is dead simple to run. I want to meet new people and game during the summer, but I won't have a whole lot of time for RPGs—nothing like I do in the winter. Running Stonehell with B/X requires essentially <i>zero</i> prep work. As close to it as it's going to get.<br />
<br />
Stonehell is highly popular among the OSR—I knew it would (eventually) draw plenty of players to an open table. Since I don't have an OSR gaming group, I'm throwing a wide net. The more the merrier!<br />
<br />
As I've said before, I took more than a year off from game-mastering to play in OSR games. Now I want to get back into running games. At the same time, I've always wanted to both game-master a <i>published module</i> and an <i>open table</i>, neither of which have I done before.<br />
<br />
Running an open-table Stonehell campaign with B/X checks all those boxes!<br />
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<span style="color: #b45f06; font-size: x-large;">T</span>he last reason I'm running Stonehell is because it will be an inspirational experience for the town-and-dungeon adventure module I'm writing, <b>The Undercrypt</b>. It's basically "Stonehell, plus a town, plus a hexmap," much like Keep on the Borderlands and The Village of Hommlet. Barrowmaze is probably similar on paper, from what I've read—but at 260 pages, it's way bigger than my plans.<br />
<br />
The Undercrypt is a <b>multi-level dungeon</b>. It's the underground tombs and catacombs <b>beneath an ancient, sprawling cemetery</b>. It's set up just like Stonehell—four 30' × 30' quadrants to a level. Four pages to a quadrant: two pages to set it up, one page for the dungeon map and tables and one page for the key. Four levels is 64 pages.<br />
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The <b>hexmap is of the necropolis </b>the Undercrypt lies beneath. It's really big. It has a pond, a garden, a cedar grove; slough; a hedge maze; a statuary; a public columbarium; pool and fountain; hundreds of mausoleums, obelisks and cenotaphs; multiple different grave yards with thousands of tombstones and markers; a ruined cathedral . . . all sorts of stuff. I don't know how big the hexes will be, but certainly not <a href="http://steamtunnel.blogspot.com/2009/12/in-praise-of-6-mile-hex.html" target="_blank">six miles</a>. Perhaps 60 feet.<br />
<b><br /></b>
<b>Town</b> (actually a <a href="https://en.wikipedia.org/wiki/Manorialism" target="_blank">manor</a>) carters to travelers passing through to bury their dead. People from all over bring their dead to the necropolis. There's a legendary <b>hero-saint</b> buried in the Undercrypt. As long as he rests there in peace, <b>no undead will rise</b>.<br />
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There is no one "scripted" event that threatens his rest, but players have the opportunity—for example, if they rob his sarcophagus. It's on level 1. It's not particularly challenging to reach and isn't specifically guarded. He's interred with his sword +3, plate armor +2, and shield +1. Oh, and magic rings. And a medallion with artifact-level power. None of it is said to be cursed—unless you count the fact that if stolen the whole place will descend into infernal hell.<br />
<br />
<b>Bandits</b> stalk through the wilderness near every road waiting for a pomp funerary procession to bushwhack. <b>Grave robbers</b> perch among the tombstones waiting like vultures. There's an invasion force of <b>pig-faced orcs</b> pouring through a portal deep within the caverns below the Undercrypt. The black banners of an infamously-ruthless <b>mercenary company</b> fly above the tents of a camp not far from town. <b>Cultists</b> and <b>necromancers</b>—not all of whom wear black hooded robes and wield kris daggers—seek to usurp the Undercrypt's arcane and esoteric secrets.<br />
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The <b>hero-saint's militant order</b> guards the necropolis, but their number are few and thin—especially with the goblin war raging on the borderlands. No one is allowed to enter the necropolis without permission—and that's only given for funeral services. The punishment for trespassing is harsh. The punishment for grave robbing or tomb raiding is death.Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0tag:blogger.com,1999:blog-6557348771830710362.post-97540714258392712020-05-15T11:45:00.001-07:002020-05-15T12:12:13.112-07:00Stonehell Claims its First<div style="text-align: right;">
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<tr><td class="tr-caption" style="text-align: center;">Ingrid the One-Armed Dragon Slayer <br />
by her player, Josie</td></tr>
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<span style="color: #b45f06; font-size: x-large;">L</span>ast night's session is why I play Dungeons & Dragons!<br />
<br />
One of the most well-known areas of Stonhell Dungeon is what I call <b>the morgue</b>, rooms 27 and 28 in quadrant 1A: a straight hallway with doors lining the walls. Each door leads to a 10' × 10' crypt. Inside <b>each crypt</b> is a <b>monster roll</b> and a <b>treasure roll</b>. The monsters are weak—especially with a Cleric, and we had <i>two</i>—but it's a grind. The 1d6 treasure roll is 50% nothing, but a '1' results in 1d6 × 1000 dungeon bux—that's a whole lotta dungeon bux! They've cleared half the crypts and made a fortune from <i>great</i> treasure rolls.<br />
<br />
However, at the end of the hall is a <b>big scary door</b>. Behind that door is your average "evil temple with evil altar." Skulls and stuff. But, <b>no real danger</b>.<br />
<br />
As a player, I was let down by that. So, as a DM, you better believe I put a monster in there—<b>a giant rattler</b> stylized as being undead. I gave it enough venom for <b>one "save vs. death" strike</b>—and it landed.<br />
<br />
<b>Ingrid</b> the Dragon Slayer <b>took the hit</b>. She <b>failed her save</b>. Black and purple veins of rot started spider webbing outward from the horrific wound on her left arm. She was doomed. The dice said she had an hour of game time to live.<br />
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Ingrid's player took the death roll pretty well, but we all knew how much she liked her character and the players weren't ready to submit to the dice's fate yet. "Can we <b>chop off the arm</b>, Walking Dead style, and <b>save the character</b>?"<br />
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"She'd bleed out," was my reply.<br />
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One of the players offered that the instantaneous use of a Cure Light Wounds spell could "cauterize" the wound without healing hit points (similar to how it canonically cures paralysis without healing). <b>Iver Swiftaxe</b>, the Dwarf, would perform the surgery with a single swift stroke of Ingrid's own sword, "Dragon Cleaver."<br />
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As the rest of the party battled the snake, they performed the field surgery. <b>It worked.</b> The amputation cost eight (max damage) of Ingrid's nine remaining hit points. She was incapacitated but alive.<br />
<br />
Just then, the entry doors the players had previously spiked closed started to rumble. A bunch of failed wandering monster checks were attacking <i>from behind!</i> The <b>party was surrounded</b>, caught between a <b>giant undead snake</b> and a squad of <b>nine orcs</b> bursting through the doors!<br />
<br />
<b>Kesshut</b> the Magic-User's <b>Sleep spell</b> made quick work of the flanking orc horde; eight of nine dropped and the last fled. Our swordmaster (F3), <b>William</b>, rolled <i>tremendous</i> damage on two attacks and <b>hacked off the rotten snake's head</b>.<br />
<br />
If you know the room, you know <b>the quadrant's greatest treasure is hidden there</b>. They were stuffing their pockets, bags, sacks, pouches, and backpacks full of coins. More than 20,000 xp worth of treasure to be divided between the six players. <b>Everyone</b> <b>would level</b> once; half would hit the one-level-per-delve limit with hundreds of xp wasted (<b>Bolek</b> the Acolyte went 1,118 over!). Now that's a haul!<br />
<br />
They picked up the limping one-armed Dragon Slayer and started to make their way out of the dungeon, thoughts of the riches, fame, and power all this treasure would buy! The exit wasn't far! Just through the now-empty dragon cave, then past the sign and up the stairs—then home free.<br />
<br />
There was only one problem. The dungeon wasn't finished with them.<br />
<br />
Ever feel like the dice are supernatural arbitrators? I rolled a wandering monster literally right directly in front of the exit. <i><b>Snakes!</b></i> The save-or-die kind!<br />
<br />
There was no way around them, only through. They fought well, but <b>Swiftaxe got bit</b>. His saving roll failed him. <b>The evil serpent god would have its victim!</b> He went down fighting, defending the rest of the team. So close to the exit, it was a bittersweet victory when the last snake was defeated.<br />
<br />
With heavy hearts, they all escorted Swiftaxe to Snorri Broadshoulders, the NPC dwarf in the nearby dwarven statuary (Room 19). Swiftaxe would be laid to rest with full dwarven honors. Everyone said their farewells.<br />
<br />
Missing their dwarven comrade, the party ascended, finally, back to the surface.Stripehttp://www.blogger.com/profile/03956310256102950543noreply@blogger.com0