I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Tuesday, March 01, 2022
GM's Day Sale 2022 (I) - OSR picks
Saturday, February 26, 2022
My favorite D&D (and OSR) likes and dislikes - what are yours?
Both books are remarkable because of that, IMO; other D&D books would get more extensive with time. Redundant stuff was added and some important content was nearly lost with time (reactions, morale, hirelings, etc.).
However, when I started writing my list of likes and dislikes I realized how extensive the latter is. And these are not details - they are fundamental things about my favorite games. I am still a bit unsure about how to explain this - maybe my "likes" have a bigger weight than my dislikes here. Or maybe "dislikes" are just easier to list - if I were to list my 5e dislikes, for examples, I'd include "too many skills, too many spells, too much repetition and redundancy", but when I write about old school positives I just say "simplicity".
| Pound for pound champion! |
Friday, February 18, 2022
Dark Fantasy Characters is GOLD!
13 RANDOM TABLES FOR DARK FANTASY CHARACTERS!
Dark Fantasy Characters is a collection of tables to inspire the creation of characters. It includes tables meant for player characters, non player characters, or (frequently) both. You can also use this book to generate characters for stories, comic books, etc.
The focus is on dark fantasy tropes: flawed heroes, terrible villains, corrupting magic, ominous ruins and damned wastelands.
This is system-less book, to be used with any game of your choice (except for one table). It is especially suited for medieval dark fantasy games, such as my own (Dark Fantasy Basic).
It includes tables such as:
Names: 100 names plus 20 surnames and particles.
Ability scores: Generate six ability scores by rolling 3d20.
Backgrounds & specialties: More than 80 options to flesh out your charachters.
Dark Secrets, Flaws: Two different tables to give a dark twist to your PCs and NPCs.
Grievous sins: Reserved for the worst of villains!
Monday, February 14, 2022
"Three pillars" as distances and 3P monsters
Back when we were designing fifth edition Dungeons & Dragons, we talked about the game’s three pillars: exploration, social interaction, and combat. By thinking about social interaction and exploration as foundational aspects of D&D, we made sure we were always looking beyond combat when designing the game. Fighting easily draws the most attention in terms of rules and game balance, but the other two elements are just as important in making each game session exciting and unique.
Since "XP for killing monsters" became the norm, D&D has been accused of being "only about combat", for obvious reasons (interaction and avoidance get discouraged if you must fight to earn XP). But XP is not the only issue.
Combat has been somewhat improved in modern D&D, but social mechanics such as reaction rolls have been downplayed. Morale and retreat - two ways getting away from combat - also have been partly forgotten. Exploration become a bit less obvious, with rules for finding traps and hidden doors, for example, being more variable and opaque (i.e., the players do not necessarily know difficult is finding a secret door). Likewise, hexcrawls and navigation ("overland travel") have been a bit de-emphasized or relegated to supplements.
Anyway, back to monsters and combat.
One things that occurred me is seeing the three pillars as distances (or phases).
Sunday, February 13, 2022
Kings of the Wyld by Nicholas Eames (quick review)
As an epic, the book works relatively well, although it has a bit of exaggeration at the climax - which basically brings together all the monsters and heroes in the universe, which is still exciting - and it is immensely derivative of D&D, including orcs, owlbears and others for no apparent reason. The characters have sturdy plot armor, but the book manages to paint some dark corners and dramatic moments in this epic narrative. The book descriptions are quite cinematic and it looks like it would make a good movie.
This is the first of a series of book but the ending is satisfying by itself. I might read other books by Eames to see where it goes. This is his first; an impressive debut.
Wednesday, February 09, 2022
Quick D&D/OSR thought: comparative rolls
But, basically, any roll in which the possibility of success relies on both your skill/power and your opponents' skill/power can be considered an opposed rolls. Which is very common today, but NOT usually the case with old school D&D. Saving throws, moving silently, hear noise, etc., were often used without any regard for the opposition's capabilities. Traditionally, there is no "contest" between move silently and hear noise, for example; these abilities are "self referential", relying solely on the character attempting them.
There are some opposed rolls in old school D&D, but they are often disguised and made complicated for no apparent reason. For example, giving the thief a 5% penalty to pick pocket for each level of the victim beyond level 5 is identical to just adding +1 per level on a d20 roll after level 5. Turn Undead is also a opposed roll between the cleric's level and the undead's HD.
The lesson here, I think, is that because D&D is a "class & level" game, opposed rolls should always take level into consideration. Used in this way, opposed rolls reinforce the "class and level" aspect of the game in a way that "rolling under ability score" does not.
This bothers me, since I happen to like opposed rolls. AND I enjoy aspects from both old school and contemporary D&D. So when I wrote Dark Fantasy Basic, I used opposed rolls, despite fearing it would make the game harder to use with OS/OSR modules.
Friday, February 04, 2022
The strange clerics of original D&D (and B/X, OSR, etc.)
Once you dig a bit deeper, however, you will realize the clerics are completely different from other casters – most importantly because they can choose any spell to memorize, not being limited by a grimoire. However, there are other relevant details.
First, the cleric’s spell progression is very peculiar when compared to the magic-user and the elf. For example, a level 6 cleric gets access to spells of level 3 and 4 simultaneously for no obvious reason. Compare this to the magic-user: despite requiring a lot more XP to level up, the MU does not have access to level 4 spells until level 7.
Second, spell levels few almost arbitrary. Cure Light Wounds (healing 1d6+1 HP) is a 1st level spells, while Cure Serious Wounds (2d6+2 HP) is a fourth level spell. With a 5th level spell, you can raise the dead... or create lots of food.
Then there are deities, which will punish clerics that stray away from their path – or that cast reversed spells, making these kinds of spells a bit less versatile than they appear.
In practice, these things combine to make a more or less coherent whole. Spell levels are all over, but it does not really matter because the cleric can choose any spells every day. The cleric is very useful and versatile, but never a better fighter than the fighter, nor reaching the same destructive powers of a magic-user or elf.
For example, the game allows clerics to research their own spells, but there seems to be no obvious parameters on how to do so, since their spells vary so much in power. It also makes creating new classes who have access to both spell lists a lot harder, for the same reason.