Sunday, January 29, 2012

Swords and Wizardry - Game 1

(OK so that was a little longer than the next day, but...)

After character generation was done, it was time to delve right in for the remainder of the evening...

The Gloomy Ruins

After character generation and tequila-chicken fajitas(yummmm!), I wanted to make the most of the remainder of the evening so set-up exposition was kept to a minimum.

It's always dangerous living in a small village on the frontier but some years are more dangerous than most. For one village, the danger seems to follow an established predictable pattern: The village will suffer from increased attacks by monsters and humanoids, historically coming out of the Gloomy Ruins located a day to the north. Once word of this reaches more populous, civilized lands the adventurers come. Some come for glory, some for gold, some for lost or forbidden lore, and even on rare occasion some just to do the right thing.

The party was one such group, their specific motivations left up to them to determine, who now approached the small valley containing the ruins. Near the center of the valley was a hill with the ruins resting on top. The ruins were scattered and old, with many stones so worn it was hard to tell pieces of once worked stone from boulders. But the keen stoneworking eye of Minden the dwarf was not easily fooled, and she was able to distinguish both form and function at just a glance. Here was once a curtain wall, here's keystone so this was the gate, now these are flagstones and interior walls, so it was determined the ruins were once a keep of some kind.

(DM's Note: This was a clever, above ground, non-dungeon use by Sally of the dwarf's stoneworking sense/ability. And to be completely honest one that hadn't occurred to me when giving a description of the ruins until she said "But I can tell as a dwarf, right?" And so she could...)

A quick scouting showed there to be to entrances leading below ground. A worn spiral staircase in the exact center of the keep, and a landslide or quake exposed cavern on one side of the hill (appraised as definitely natural by Minden) from which a cold mist flowed at ground level. After a short debate it was decided by the party that the cave might lead too deep too quickly and so the stairs would be explored first.

The very worn spiral staircase led to a series of worked stone chambers with a serious goblin problem. Most of the combats were pretty straight forward. The players were understandably cautious given their low levels (and hit points). But despite that the combat rounds ticked by pretty quickly. Part of it is the limited options and rules to be sure, but I think the Holmes style Dex based initiative helped. Everyone knew the fixed order among the players and just had to insert the monsters at another fixed point per encounter. With his plate mail armor Dominus the cleric was easily able to stand toe-to-toe with the two fighters Minden & Frauk. But surprisingly the most effective at combat was the shortbow sharpshooter Leila the halfling thief. With her racial and dex bonus giving her a +2 to hit it was a pretty big deal at these low levels. It did come with a side effect though: impatience. At one point when the melee fighters had blocked all her other shots (I am not allowing people to shoot through friendly occupied squares) we got the quote of the night:

"Well if I can't fire past them at those goblins, I shoot the hostage."

(The hostage being a goblin from the very first encounter who had surrendered. His actual hostage status was in doubt. Dominus considered him a "convert", a couple others a hostage, and the rest just a delayed but inevitable casualty)

The lone hobgoblin leader encounter would give us the first party fatality, and a rather brutal one. The dice just wanted Frauk dead. The hobgoblin got surprise, a natural 20 critical, and double damage critical result. And so Frauk went from unharmed to dead in a single round (I decided since he hadn't had the cash for a helmet that the hobgoblin's flail had a Gallagher-like effect on his head...) The party took his death pretty well, with cheers and laughs all around. The ease of character generation meant that Russel had his replacement fighter Burdonk (ruled a captive of the hobgoblin) ready to go before the party was done refining the map & going over all the goblin (and Frauk's) equipment for anything of possible utility.

Once out of goblins, the party came across 4 possible exits from this area: another spiral staircase leading down, a 3' by 5' crack of unknown length in the side of one hallway, and two barred doors marked with crude skulls. There was a fair amount of discussion of which to take, no one seemed happy with any of the choices. I took this to be a prime example of Zak Smith's saying: Scared players are thinking players.

In the end it was decided to take the stairs where yet more goblins were found. The dice decided the party was pretty exhausted though, for the goblins almost killed them all. I am using rules where unconsciousness starts at zero hp, and death once you are below your level in negative hp. So for the 1st level party that gives us the pretty narrow range of 0 to -1. As luck(?) would have it three party members ended up only unconscious, forcing Jänx the magic-user to enter melee before the last of the goblins fell. Deciding it was time to retreat the party fled back to the nearby village...

Overall I was quite pleased with the first delve. I had forgotten what "lean times" these early levels could be in this kind of game. Resources are definitely scarce, whether it's spells, money, or equipment. Nothing went to waste, the party scavenged everything (even poor Frauk) and equipped or drug out everything their weight allowances would let them after being forced to prioritize it by value. A marked change from the previous high-level Pathfinder game where I expect a few small fortunes were left behind to rot towards the middle/end levels.

Next game is coming up on February 25th so hopefully another post soon afterwards.

Friday, January 27, 2012

Blog Repurposed for Swords & Wizardry campaign

Well after basically 2 years it's obvious I'll never be a prolific blogger of the OSR. At least not my own thoughts & insights on it.

So since I have this thing just laying around here anyway, I'm going to use it for the S&W game I'm running. I'll post session recaps here for the benefit of players who miss a game (cough...Chris!...cough), theoretical new players who need to "catch up", and anyone else who might be interested.

Swords and Wizardry (the) Rules!

After much deliberation I decided on the 4th printing of Swords & Wizardry Core as the rules set. I've got quite a few retro-clones on my shelves, and others I considered included: S&W Whitebox, S&W Complete, Labyrinth Lord (both with & without AEC), OSRIC and probably a couple more. Ultimately I decided that Whitebox was just a little too sparse in the class department (translation: I felt the game needed thieves) while LL+AEC/S&W Complete/OSRIC had too many classes (and rules and spell lists...) Labyrinth Lord by itself was a strong contender for a while but I decided that I didn't want to go the "race as class route", not that there's anything wrong with it but it just didn't feel right.

Swords & Wizardry Core 4th printing (is there some established convention to abbreviate that? I guess I'll just use S&W from here on out) seemed to hit several personal sweet spots:

A single saving throw
Thief class
Variable class hit-dice & variable weapon damage dice

But it was page 28 of the rules that pushed S&W to the top of the pile. As soon as I saw the "Option 2 (Blue Book Method)" at the top of the column, I knew any game that went to the trouble of including Holmes specific initiative rules was the game for me.


Random Characters

Character ability scores were generated by straight 3d6 rolls, six times, in order. This being quite a departure from the 4+ year pathfinder game that the group had been used to I did throw them a couple bones:

1. everyone got 2 sets of 6 scores and got to choose the "best" one
2. another expression of Holmes-fondness made me include that set's rules for slighting a non-prime requisite ability (which one depended on class) 2 or 3 points to raise a prime requisite by 1 point.

In the weeks leading up to the game I'd generated several sets of ability scores both with dice and online via InvisibleCastle. The results were all over the place, and so were these characters. When the dice and the groans finally fell silent we ended up with:

Minden the Dwarf Fighter (Sally) - With a 13 Str and 16 Con this one was an easy choice, the only blemish was the AC detrimental 8 Dex which was rectified by choosing to sport a shield.

Leila the Halfling Thief (Amber) - Rolled with a 15 Dex and a 14 Int this character quickly turned into a 17 Dex and 10 Int natural Thief choice.

Dominus the Cleric of Awesommnus (Wade) - Wisest of all the characters (with a 13) this was the natural Cleric, a hit-point enhancing 16 Con and 140gp roll allowed plate mail made him a decent back-up tank as well.

The last 2 characters fell pray to the curse of average-ness (actually last 3 characters since Russel's first character was a fatality and his replacement ended up in the same situation). All their ability scores rolled between 9 and 12 with the exception of a Charisma. Not high enough for any bonuses to rolls or XP, what would become of these characters?

Jänx the Magic User (James) - With a 12 Int he knew four 1st level spells and picked Magic Missle, Shield, Charm Person, and Sleep

Frauk/Burdonk the Fighting Man (Russel) - Ability score wise these two characters were almost identical. But while the late Frauk was a ringmail & warhammer close combat charging melee tank, the replacement Burdonk was a leather wearing longbow armed dandy with a rapier for close-in work (called it a piercing short sword mechanically).

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Well this post is already pretty long and I haven't even gotten into the first delve yet. I think I'll stop here and later today or tomorrow post again with the actual details of the first expedition underground including: tragedy, triumph, hostage killing! Please tune in...

Saturday, April 23, 2011

Urnyvor the Random !

Well after a week of "bloggers block" an idea hit me while reading a post about Solo Dungeons at the blog of Scott Malthouse:

I could generate and (hopefully) chronicle the life of a T&T Solo character! With a little assistance from the dice rolling programs over at Invisible Castle and a random name generator so was born Urnyvor the Random!

First off, we need 6 stats. Three d6 in order, true Olde Skool, gave us the following:

ST = 11
IQ = 3 (ouch!)
LK = 14
CON = 6
DEX = 11
CHR = 9

Urnyvor the Random is a human so those stats are all going to stand unmodified. With the lowest possible IQ and a markedly unhealthy CON I don't know how many posts we'll have about him, but there's only one way to find out. He does manage to get a net Combat Ads of +2 from his LK of 14 and average other scores. I think that Warrior obviously is the only type he stands a chance at...

So let's get him equiped. For Gold he's got 120G.P. to spend:

Leather armor (50GP)
Buckler (10GP)
Short sabre (40GP)
Pack & clothing (5GP)
50' Hemp rope (5GP)
10 Torches (1GP)
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Total cost=111GP (9GP remaining!)
(Total weight=665)

So now just a few finishing touches. Urnyvor's height is 6'4" and his weight is 200lbs.

I think it is only fitting that his first solo adventure be Buffalo Castle, and to make it easy I can even run him through it online. Next post, how he did...

Friday, April 15, 2011

To all the games I've...liked before?

So I was looking over yesterday's post this morning and after sleeping on it that list seems a little short. Surely I played more games than those back in the proverbial day?

After giving it some thought I came up with a few more that meet criteria #1 and #2 but just not 3. So I guess I liked a few games but just not enough to keep them or want to track them down again. What games you ask? Well let me tell you...

Gangbusters (yeah, yeah, yeah, yet another TSR boxed set game)
Aftermath!
Chill
Villains & Vigilantes
Twilight 2000
Champions 1e
Marvel Superheroes

I'll probably post about why these games came up short at some point I think.

Thursday, April 14, 2011

Olde Skool scope?

So what is an Old School game to me? Where do I draw the line? Perhaps thinking (or at least typing) out loud will help me figure it out.

1. It definitely is a game that I played prior to around 1985. About that period I entered an rpg "dry spell" for various reasons & by the time I came back to rpg's the market was filled with hellish things like AD&D 2e & Vampire: the Masquerade that I disliked then & despise now.

2. I think I'll limit my definition to games I played & enjoyed. No use wasting breath/keystrokes on negativity.

3. For the purposes of this blog I think I'll also limit myself to games I still own, or want to own again because I foolishly got rid of them.

4. Retro-clones that emulate a game that fits the above three criteria, again that I either own or want to own

So what does that give us:

0e D&D/Homles Basic/Swords & Wizardry Whitebox
GDW's Traveller
Tunnels & Trolls 5th/Monsters!Monsters!
Boot Hill
Star Frontiers
Gamma World (1e & 2e)/Mutant Future
Top Secret
Call of Cthulhu (and by association it's descendant: BRP)
Paranoia

I am sure they're more, but those spring to mind first. As you can see I was quite the TSR boxed set whore for a while there since that makes up over 50% of the list. So now I have some parameters, which means I should have some topics to post about.

I hope...

A writer, writes...

And by extension a blogger, blogs.

Of course I'm not doing much of either am I? If I were the type of person who made excuses I'd point to my helping to raise a toddler and an infant, working full time, and efforts towards a degree.

But what's the point of that? How about I just make a real post instead!

Wednesday, July 7, 2010

Need an alphabet?

Well it's been quite a while, and that's all I have to say about that...

My diametrically opposed friend Teo (in terms of gaming preferences) sent me this link:

http://www.alphabetsynthesis.com/

A damn interesting concept (and website) useful not only as a tool to make your own alphabet but also to raid for ideas/examples from the archive if you're lazy (like I probably am).

One use that immediately springs to mind is to use it in a game like Gamma World when the characters are illiterate (or more accurately post-literate). You could show them signs/labels typed up in a unique font and let them try to figure out what they mean...

GM shows players handout with the word Restroom on it in unique font
"Oh! Oh! We have seen that one before! It means well or water source we think right?"