Vin Diesel on D&D and Riddick

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Showing posts with label 1E. Show all posts
Showing posts with label 1E. Show all posts

Monday, 18 February 2013

Dreamation Convention Schedule Now Up

Posted on 08:36 by rajrani
The schedule for this weekend's Dreamation convention in Morristown, NJ is now posted. Here's what I will be running:
  • Thursday, 8:00 PM: R155: AD&D 1st Edition; "Steading of the Hill Giant Chief"
  • Friday, 2:00 PM: W465: Ogre Miniatures; "Last Sub Out of Bristol"
  • Friday, 8:00 PM: R222: AD&D 1st Edition; "Glacial Rift of the Frost Giant Jarl"
  • Saturday, 8:00 PM: R304: AD&D 1st Edition; "Hall of the Fire Giant King"
  • Sunday, 10:00 AM: W772: Ogre Miniatures; "Last Sub Out of Bristol"
Hope to see some folks there!
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Posted in 1E, appearances, Conventions, Ogre-GEV, RPG, Wargames | No comments

Tuesday, 22 January 2013

Wizards of the Coasts PDFs Now Available

Posted on 04:53 by rajrani
Well, the rumors and speculation have turned out to be true; Wizards of the Coast has teamed up with Onebookshelf to make pdf's of a bunch of their older products available.

Their items are available both on the main RPGNow.com site as well as the new DNDClassics.com site, which was set up specifically to accommodate the new WotC material.

There seems to be a smattering of items from all versions but 0E, and everything's in pdf format right now, but I'm assuming there will be new things added to the site all the time. There are both books and modules included, and B1 In Search of the Unknown is currently available as a free download to get the ball rolling.

No idea if people who had previously bought access to the pdf's will somehow be granted access, but UPDATE: Apparently if you previously purchased pdf's through OneBookShelf, your previous purchases are honored with the re-release. That's a terrific bit of news. It's a huge step forward for WotC, and they've certainly kept one promise made early on in the 5E development process. I'll be interested to see what new things get added.
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Posted in 1E, 2E, 3E, 4E, RPG, WotC | No comments

Wednesday, 14 November 2012

WotC To Publish New AD&D Material, Encourage AD&D Campaigns

Posted on 06:54 by rajrani
I'll confess that I've never been a particular fan of the A1-4 series of modules. I fully understand that they've got an excellent reputation among many of my colleagues in the OSR, but they just never did much for me. I don't particularly dislike them; I just don't gush over them.

That said, I found the following to be of extreme interest (in the advertising blurb for the upcoming hardcover version of the Slavers modules, due from Wizards in June 2013):

Against the Slave Lords is a hardcover collection of four classic Advanced Dungeons & Dragons adventure modules that form a series -- A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords -- complete with original black-and-white interior art.
Added to the collection is an all-new fifth adventure -- A0: Danger at Darkshelf Quarry -- that you can use to kick off an AD&D campaign that pits a group of adventurers against the evil Slave Lords! Module A0, designed for levels 1-3, sets the stage for events that unfold throughout the remainder of the "A" series.
While it's neat to see another famous old-school work being republished, what struck me was in the second paragraph:
"you can use to kick off an AD&D campaign"
Wizards of the Coast is not only republishing old material, and is not only publishing new material for a version of the game that is ostensibly out of print, but is actively giving encouragement and assistance to DMs who want to start up a campaign using those out of print rules!

The implications of that simple fact are enormous. I think it signals a shift in their corporate attitude away from "the latest version of the rules is the only one we'll even acknowledge". It also demonstrates their lack of confidence in the ability of 4th Edition to carry the flag until 5th Edition is ready for the public (which is now scheduled for 2014). That means they have all of 2013 to play around with previous  editions, and more than that, continue reaching out to the fan bases of those previous editions.

An official micro-revival of AD&D? Bring it on! And if you should want to play a mountebank or a mystic when you take on the slave lords in Highport, boy have I got a book for you!
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Posted in 1E, RPG, WotC | No comments

Monday, 22 October 2012

13 Days of Halloween: Day Four

Posted on 09:00 by rajrani

PYRE WRAITH

FREQUENCY: Rare
NO. APPEARING: 1 (or 11-20)
ARMOR CLASS: 2
MOVE: 9”
HIT DICE: 3+1
% IN LAIR: 100%
TREASURE TYPE: U
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Pyre wraiths are a unique combination of undead and elemental formed from a specially constructed funeral pyre or cremation fire. They are usually imprisoned in a funeral urn, whence they are incapable of escaping. However, if freed, they will lash out at any living beings in the vicinity, in a blind rage at their undead status. They are usually encountered singly, but in a crematorium or columbarium, they can be found in large numbers.

Pyre wraiths are able to cast fireball and fire charm once per round. Although they appear as some sort of fire-based elemental, they are, in fact, undead creatures and thus are immune to the usual mind-affecting magics as other such creatures. They are immune to fire-based attacks, although cold and water based spells do double damage. Only weapons of +1 or greater enchantment can harm them. They appear as pillars of fire, lashing out with tentacles of flame; any flammable substance or object struck by a pyre wraith must make a saving throw vs. (normal) fire or burst into flames itself. Clerics turn them as if they were shadows.
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Posted in 1E, monsters, RPG | No comments

Tuesday, 3 July 2012

How Do You Like Your Stat Blocks?

Posted on 10:06 by rajrani
I've been giving some thought lately to just how stat blocks should best be handled. Now, I'm the sort of DM who always plays with a copy of the Monster Manual (or should I say Bestiary) close at hand, so I always have the full entry of any monster right with me as needed. Normally, when I'm writing a dungeon just for myself, all I'll include are hit points and any variable data as needed (sub-types, variable hit dice or armor class, etc.).

But sometimes I do like having a little more information, and have been fiddling around with some ideas. Some examples:

A) Four wererats in rat-man form are here (15,16,16,17 h.p.) armed with long swords and 12 darts each. If they are able, they will warn the inhabitants of area #17 of any intruders.

B) Four wererats in rat-man form are here (3d10 HD; 15,16,16,17 h.p.; AC 6) armed with long swords and 12 darts each. If they are able, they will warn the inhabitants of area #17 of any intruders.

C) Four wererats in rat-man form are here (3d10 HD; 15,16,16,17 h.p.; AC 6; DAM per weapon; DEF immune to non-magical or non-silver weapons; ATK can shift into human, giant rat, or rat-man form) armed with long swords and 12 darts each. If they are able, they will warn the inhabitants of area #17 of any intruders.

D) Four wererats in rat-man form are here armed with long swords and 12 darts each. If they are able, they will warn the inhabitants of area #17 of any intruders.
Wererats: 3d10 HD; 15,16,16,17 h.p.; AC 6; DAM per weapon; DEF immune to non-magical or non-silver weapons; ATK can shift into human, giant rat, or rat-man form.

Now, these examples go from most stripped-down to most elaborate. A is what I use mostly for myself, B has the bare minimum information I need (on the general rule that I'll remember which creatures have special abilities and thus need to be looked up), C has the full-blown stat block in-line with the text, while D has the stat block called out and indented.

Obviously, these aren't an exhaustive set of examples; many more ways exist of getting the needed information in front of the DM (one, listing all of the relevant stats of the monsters at the back of the module, is something I've always just despised for some reason-- I'd much rather have the book open).

What do you think? What's your preferred way of seeing monster stats in a module, and why?
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Posted in 1E, ADD, DMing tricks, RPG | No comments

Monday, 2 July 2012

More On the 15 Minute Workday

Posted on 15:02 by rajrani
One of the issues that I don't recall ever seeing Gygax discuss is the so-called fifteen minute work day in D&D. That is, the tendency of players to do only as much exploration, combat, etc. as they can without depleting their resources much, if at all, and then retreating in order to recharge, get new spells, regain any lost hit points, and then return. Taking on dungeons salami style*.

I think I've figured out why this particular tactic might never have come up in the original Lake Geneva campaign. There was too much competition.

Bear in mind that the original LG campaign was a cloud, not a party. There were dozens of adventurers, all competing for gold and glory in the dungeons beneath castle Greyhawk. Now, consider this advice from the DMG:
Generally, time passes day-for-day, or turn for X number of real minutes of active play. Players who choose to remove their characters from the center of dungeon activity will find that :a lot has happened while they were away", as adventures in the wilderness certainly use up game days with rapidity, while the shorter time scale of dungeon adventuring allows many game sessions during a month or two of game time. Of course, this might mean that the players involved in the outdoors someplace will either have to come home to "sit around" or continue adventuring in wildernesses and perhaps in some distant dungeon as well (if you are kind); otherwise, they will perforce be excluded from game sessions which are taking place during a period of game time in which they were wandering about in the countryside doing other things. This latter sanction most certainly applies to characters learning a new language, studying and training for promotion in level, or off someplace manufacturing magic items.

Given that sort of philosophy in the application of game-time, I can really see that someone venturing into the dungeons, taking 3 h.p. of damage and casting a spell, and then returning to hit the next room at full strength, would rapidly be overtaken by other adventurers who were more willing to take risks and push the limits of their resources. Otherwise, after returning to the dungeons after a couple of days' rest and relaxation, one might well find the section of dungeon originally intended for exploration had been sacked by others.

Having that happen once or twice might well make even the most cautious of adventurer become just a tad more... adventuresome.
__________
* One slice at a time. ;-)
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Posted in 1E, Game Design, RPG | No comments

Saturday, 28 April 2012

Average Healing by Level

Posted on 14:36 by rajrani
Just a quick number-crunching exercise today. This is the average amount that a cleric and druid can heal, in a day, assuming they get the 2 bonus 1st level spells for a high wisdom score and memorize the maximum number of Cure Light/Serious/Critical Wounds spells. Some of the variations are interesting, because even though the druid's curative spells are higher level than those of the cleric (cure light wounds is a 1st level cleric spell, but a 2nd level druid spell), they still get more of them at certain experience levels.

LevelClericDruid
1140
21814
31818
42318
52323
62333
73337
84347
96447
109057
119578
1299105
13109131
14136162
15157n/a

Useful when calculating group effects on large numbers of figures. (Like in mass combat... ahem.)
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Posted in 1E, ADD, RPG | No comments

Wednesday, 25 April 2012

Harold Johnson on the Mythology Behind Tamoachan

Posted on 08:05 by rajrani
Over at ENWorld, someone posted a question about one of the figures in the venerable Greyhawk module C1 The Hidden Shrine of Tamoachan. Greyhawk scholar Allan "Grodog" Grohe then consulted one of the original authors of the module, Harold Johnson, and got the following in reply. I thought it was a fascinating look into the background of one of the classic modules of the early 1980's, and deserved to be repeated.
Allan, It's been a while since I checked my source materials, but I'll look for them. When I wrote Hidden Shrine of Tamoachan (that should have been Tamoanchan, but the "n" was dropped by an editor proof), I was fresh out of college with a raft of mythology resource books and recently published research articles. I will attempt to find the source material. For what it's worth, the names were drawn from my research of gods and demigods of Olmec, Toltec, and Incan societies. I used the names to inspire the creation of several of the monsters - for instance Xilonen is known as the Hairy Mother Goddess of Maize and hence the polyp, Xipe was a cannibal war god who wore the flayed skins of his victims, and the gibbering mouther was modelled after -Tlazoteotl- the earth mother also referred to as the Gibbering Mother, described as a being that was all mouths and eyes in my resource material. I justified my almagam of mythologies under the model used by Greco-Roman gods where neighboring pantheons were adapted and adopted by the ruling society and often identified as the same god using an ancient name. If at the core of all mythology is a shared pantheon of gods, their names and spheres of influence will change with each new dominant society. Mezo-American mythology has many differently named gods that share identical spheres of power. I also adapted the scholarly theory that many gods were once heroes and rulers and historically dominant figures, whose stories and deeds were mythologized as they receded into the vague mists of the past until they transformed these heroes into gods - in a manner similar to the deification of the pharoah. From that point of view - some of the ancient beings of power who may have been viewed by the common folk as gods, were no more than a fantastic beast who gained legendary status. As a DM, you should not confuse physical, mortal beings as gods, though the common people in the game world often do. Gods are a principal or essence of a sphere of power and as such a physical shell is most likely a champion of the god in question, a possessed servitor, or a physical avatar - which is no more than a single hair or finger of the actual being worshiped as a god. At best these creatures are demigods or heroes, sharing god blood, servitors possessed by a fraction of the god's power, or they are merely awe inspiring creatures of legendary status. I'll let you know what my source materials say about these creatures as soon as I find it.
Allan, I have yet to dig into my files in the garage, I have only looked online and in my active files in the house. This is what I have determined thus far. Xilonen, Xipe, Kalka-killa, and others in the tomb are not the gods, only representations of the gods used by the priests of Zotz. They are only creatures/monsters. Most of the names relate to specific gods in the Olman pantheon however. Kalka-Killa, Chitza Atlan, and Nanahuatl were made up names derived from actual deity and Mezo-american site names, but did not relate to a specific name. Kalka-Killa was derived from a couple Incan deities - Mama-Quilla and Ka Ata-Killa - both are Moon Goddesses. In the references I located, they are listed next to the Crabman in Inca statuary. Since the zodiac sign for the moon is Cancer, the Crab - I was inspired to make this representation a giant hermit crab. Chitza Atlan is essentially the guardian of the dead, sort of the mesoamerican equivalent to Charon the boatman. At best, he is a demigod. This centaur mummy is not actually a centaur, but a taxidermical contrivance stitching the torso of a man to the body of a horse. Technically, it should not even be an equine body, since the mesoamericans did not possess horses, so it is more likely a llama or large white tail deer body (or moose or buffalo). Nanahuatl was a blank faced creature that was to represent the every man, but was essentially a variation on the doppleganger. This is at best a lesser god and at worst a common monster. By the way, Zotzilaha really means "cave of the bats" and referred to the home of the Zotz or Camazotz which by mythological description fit our more Anglican depiction of a vampire. Camazotz may be one creature, but more likely it represented a type of legendary monster race, like the harpies or original gorgans which were a finite number of individuals. In Mesoamerican lore Zotzilaha may be the birth place/parent of Camazotz. I will keep looking for my original source documents to see if there is a greater clarification, but for now I think this should satisfy your gamer's query.
(Reposted with permission.)

EDIT: Additional information from Harold Johnson can be found here.
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Posted in 1E, RPG, World of Greyhawk | No comments

Gary Gygax Defends D&D on "60 Minutes"

Posted on 05:49 by rajrani
From a 1985 episode of CBS's venerable news magazine "60 Minutes", with Gary Gygax in a particularly dapper sweater...

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Posted in 1E, Derp, RPG | No comments

Monday, 9 April 2012

Is a Samurai Just a Fighter in Funny Armor?

Posted on 09:48 by rajrani
This past weekend I posted about how I might approach an "oriental adventures" rules supplement, essentially saying that, where the OA book published by TSR was jargon-heavy and skewed more historical (and was heavily weighted towards Japan), I would skew mine more towards Samurai and Kung-Fu movies, and would try to make it more accessible to an English-speaking audience with a limited knowledge of historical Japan and China (and that I would balance it more between the two cultures).

The post generated a lot of good discussion and links, but regular GG commenter (and player in my campaign) Hamlet made the following observation (quoted here in part; go to the original to see the whole thing):
"...all you really need is a pamphlet covering the basics. A glossary of terms, a few pages describing culture and honor and the like, which can be done for Japanese, Chinese, Indian, assorted "other" cultures of the region...

"...for the most part, you have everything you need to run a campaign of samurai and ninja already in the core books. The PHB only needs a very light reskinning, which can be done in a matter of a few pages, to fit the bill. Fighters are now called Samurai or Bushi or whatever. Ninja would probably be thieves or multi-classed if demi-humans"
I found this a very interesting approach, and wanted to highlight it as a counterpoint to my original post. Is a new class beyond fighter (or cavalier) really needed to play a samurai, busei, or kensai? Or can you do it with just a new list of armor and weapons? What's a wu jen other than a mage with a different list of spells? Do ninjas need to be a class of their own, or, as Hamlet posits, can you just use the existing 1E thief (or perhaps assassin) class, wear a mask and hood, take a proficiency in shuriken, and be done with it? And do you really need an honor mechanic?

Any thoughts?
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Posted in 1E, Game Design, RPG | No comments

Friday, 6 April 2012

How I Would Approach Oriental Adventures

Posted on 21:00 by rajrani
I was as thrilled as anyone in 1985 when I got my copy of Oriental Adventures. And instantly a group of NPC adventurers from the West showed up in my Greyhawk campaign for a few sessions, then faded away. I put an OA adventuring party in my Castle of the Mad Archmage, just to spice things up, as well. But on the whole the published OA book was kinda... meh. And I think I know why.

First, it's filled with terms that nobody either recognizes nor understands. Quick! Which of these lives in the water: hai nu, hsing-sing, con-tinh, or bisan? No offense intended to anyone, but the names of the monsters are largely gibberish to dumb Americans like me, and I think that went a ways towards making them less approachable and ultimately less used. Yes, there are goblin spiders and gargantuas (Godzilla and King Kong), but they're a distinct minority.

Now, when you come to the character classes, it gets much better, but there are still things left to be desired. You know what a samurai, a ninja, a yakuza, and a ronin are. Wu jen? Yeah, I can internalize one more class name, and I think I've heard that somewhere else before. Shukenja? Is that the cleric analogue or something else? Sohei? Um... is that the cleric analogue or something else? Is a bushi a fighter? Are there even "just fighters" in an OA game?And a kensai is something like a cavalier, right? But isn't that what a samurai is supposed to be? And why are they all Japanese?

This guy was a Wu Jen, right?
There's points one and two: make it accessible to dumb Americans like me. And make it broader than just medieval Japan.

The good news is that this work is largely done, although not in game format. There are two distinct genres of film that could be mined here: chanbara and wuxia. They are, respectively, samurai movies and kung-fu movies, and they have very distinctive tropes that identify them as such. Any setting or set of rules that would attempt to portray an oriental-based fantasy game would need to have those genres firmly in mind, because they define "eastern" fantasy as Conanesque "Swords and Sorcery" and Tolkeinesque "High Fantasy" define Western fantasy.

And that's point three; it shouldn't just be Dungeons and Dragons with new classes and spells. It should be oriented (pun intentional) towards the specific cultural tropes that define chanbara and wuxia. Where swords and sorcery has its standard themes of a morally apathetic universe, barbarian outsider vs. corrupt civilization, and small-scale stakes, and high fantasy has its themes of universal good vs. evil, everyman-evolving-into-hero, and familiar-world-with-a-twist setting, we see chanbara as exploring the theme of duty vs. morality, the code of bushido, and "invented tradition" that goes beyond the historical model. Wuxia is quite distinct from this, featuring the xia code (roughly a Chinese equivalent of chivalry or bushido), personal loss leading to personal growth (usually through intense martial arts training), and a setting that is at its core corrupt, requiring the administration of law and justice to be handled by heroes because such things are beyond the vast corrupt and distant bureaucracy of government.

Actually a fair representation of Wuxia-style film. No joke.





The point being that there's a huge well of well-established mythology (in bonus visual format) there that's at least somewhat accessible to dumb Americans like me. It's obviously not going to be historical, but it's exciting and accessible. Like Excalibur or Conan.

I should point out that Bollywood also provides a similar framework for yet a third genre of Indian-based non-European fantasy; complicated love triangles (often including long-lost relatives), unrepentant villains who are villains for the sake of being villains, and a self-conscious mixture of action, comedy, and Broadway-style dance numbers. Well, maybe that last doesn't have too much application in gaming...
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Posted in 1E, Game Design, RPG | No comments

Tuesday, 14 February 2012

Magical Magpies

Posted on 21:00 by rajrani
Several attempts have been made to produce a runecaster class, or rune-carver, or something similar. Most have fallen short, to my estimation, because of something inherent in the traditional (A)D&D magical system. That is, magic-users are not differentiated by the means used to produce their spells. Where differentiation exists (in sub-classes such as the illusionist and, in the case of Adventures Dark and Deep™, the savant), it is in the emphasis of the outcome of the spells that are cast.

Pro tip: If you ever see a non-RPG book that talks about a
"blank rune", throw it in the trash. There ain't no
such thing.

For instance, magic-users in AD&D have spells such as explosive runes, clerics have glyph of warding, etc. Some spells require gestures, others incantations, others material components, and most a combination of the three. Magic in the (A)D&D world is not divided by method, but by result. Thus, a magic-user can use runes in one spell, swallow a live carp for another, and rely on words alone for another.

Because of this, one must be very careful when attempting to come up with new sub-classes of spell-casters. My own Necromancer class fits, if I may say, very well with the current system because it doesn't presuppose a brand new system of magic, but merely comes up with a new class whose uniqueness is defined by the spells to which they have access. The same with the witch sub-class; it's a sub-class of cleric, but it doesn't try to create a new system of magic to obtain its effects; it finds its uniqueness in the spells that the class is allowed.

It could certainly be a valid approach to simply fold those new spells into the existing classes, and define sub-types of spell-casters not by class delineations but simply by limiting their spell lists (in the case of magic-users, this is easily done by simply not making certain spells available due to in-campaign limitations, in the case of clerics, it is done by tailoring the spell lists of priests of different deities or faiths).

In the case of Advanced Dungeons and Dragons (and Adventures Dark and Deep™), that's not the design decision that was made, but it's certainly a valid way to go. It's one of the chief reasons, I believe, that subclasses like the chronomancer, rune-caster, and so forth don't really ring true. What's needed is not a new type of magic, but a unique emphasis on results.
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Posted in 1E, ADD, Magic, RPG | No comments

In Defense of Gender-Based Ability Limits

Posted on 09:06 by rajrani
Q: How many feminists does it take to screw in a light bulb?
A: THAT'S NOT FUNNY!

So there's been a bit of a brou-ha-ha over at the WotC website, because they included gender-based ability limits in one of their online polls, asking whether or not it should be kept. Well, the Politically Correct excrement hit the atmospheric agitator, and then Wizards was forced to backtrack and say that it was all a joke, they never would THINK of including gender limits on ability scores because it's obvious that anyone who would dosuchathingisamisogynisticbastardwhoprobablywantstokockwomynonthehead
withaclubanddragthemintoacavebytheirhairandblargwarbleaaaaaarrrggg...

Ahem. I have a slightly different take on the subject.

Aside from the fact that I find Political Correctness stupid and insipid, taking a look at the actual rules for gender limits in Advanced Dungeons and Dragons (as opposed to blindly flailing about, protesting something of which one is wholly ignorant) yields some interesting results.

Page 15 of the Players Handbook gives us the horrible, horrible gender limits in Character Race Table III: Ability Score Minimums and Maximums. The first thing that jumps out at me as I look at the list is that humans are conspicuously absent. [Edit: It is mentioned in relation to exceptional strength for fighters.] What!?!? You mean this isn't some sort of attempt by the Patriarchy to imply a disparity (or superiority, which is NOT the same thing) between men and women? Well, no. It only applies to dwarves, elves, gnomes, half-elves, and halflings. Heck, even half-orcs have identical maximums for males and females down the line.

Looking at the ability scores themselves that are affected, we see... strength. That's right, all of the five other ability scores have exactly the same maximums for males and females. Dwarven and half-elven women have a maximum strength of 17. Elves 16. Gnomes 15. Halflings 14 (and male halflings can only have a 17 strength).

That's it. That's what all the hooplah over the last 30+ years on this subject has been about. Not that the rules imply that women are somehow inferior/weaker/whatever compared to men, but that the strongest female elf isn't quite as strong as the strongest man. And just how "quite as" is that? Well, the exact percentage depends on how you roll ability scores in the first place. But to take 3d6 (because it's easy), that means that there's a 0.46% chance that you'll have a character with an 18 strength. That's one person out of 200 with an 18 strength. We're talking the rarefied upper atmosphere, here. There's a 1.85% chance that it'll be 17, and 4.63% that it'll be 16. And just assuming that there's a 50-50 split among character genders (a more than generous split), that means there's a 0.23% chance that you will have to lower an 18 strength, a .83% chance you'll have to lower a 17 strength, and a 2.32% chance you'll have to lower a 16 strength. Get the picture? The odds that this will even ever come up are miniscule!

So I have no sympathy for those who say that gender-based ability limits are somehow unfair, or misogynistic, or whatever. First, they don't even apply to non-fighter humans. Second, they only apply to strength, (in which, in the real world, the strongest men really are stronger than the strongest women). Third, the odds of it actually applying are incredibly small. Fourth, IT'S ONLY A GAME, PEOPLE! Stop trying to turn it into some sort of Politically Correct statement of principals! Yeesh.
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Posted in 1E, Grognardish Grumpiness, RPG | No comments

Thursday, 9 February 2012

The re-release of the 1E books...

Posted on 19:05 by rajrani
... has had at least one positive benefit. WTG Carmen!
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Posted in 1E, RPG, WotC | No comments

Saturday, 28 January 2012

This Should Make a lot of OSR Folks Happy

Posted on 15:01 by rajrani
From today's Upcoming Products seminar at D&DXP:
Any plans to rerelease the other products for 1E and 2E and other editions, either in print or electronically?

We are looking at making a lot of that older material available to you, but we want to make sure we do it right for you guys and for Wizards. We'll have more news on that.
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Posted in 1E, 2E, RPG, WotC | No comments

Thursday, 19 January 2012

On the Reissue of the 1E Core Books by WotC

Posted on 15:30 by rajrani
James Raggi says it better than I ever could.

Bastard.
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Posted in 1E, 4E, RPG, Whimsy, WotC | No comments

Sunday, 8 January 2012

How D&D is Like Doctor Who

Posted on 19:25 by rajrani
One of the truisms about Doctor Who is that your favorite Doctor is almost always the first one you ever saw on a regular basis. So, in my case, I happen to think Tom Baker completely embodies the character, and it's no coincidence that growing up in the 1980's, his was the only version of Doctor Who I was exposed to for years on television (PBS here in the New York City area, followed eventually by Peter Davidson and Collin Baker, but not until the stamp had left its mark). I think the same thing can be said, to some extent, with D&D.

In my own case, I first dipped my toe into D&D during the White Box days, but really glommed on to it as AD&D. I played 2nd edition, but 1st was always my true love, RPG-wise. That hasn't changed.

What occasioned this observation was the latest episode of the Dreadcast podcast, "Momanatrixs Old School Woes", which describes the reaction of someone who was first exposed to D&D through 4th edition (gads... it's even hard for me to accept that there are people playing who've only picked up the game in the last 4 years) after playing a couple of sessions of 1E/OSRIC. Some of her pithy observations (do listen to the whole thing; it's only 15 minutes and a valuable insight into what is clearly a generational rift D&D-wise):
“I don’t know where I am without a map. Why is there no map?

“These guys are around here somewhere, you’re somewhere over here, so what do you want to do? I’m like, I don’t know, how, how far or how close? I don’t know.”
“Like, I play a druid, and I don’t really have, like, that many… I have barely any… like, spells that I can do in combat. They’re mostly out-of-combat spells. … And that, I’m fine with that, for the most part, that’s okay. But, like, I have this long list of spells, and I don’t have, like, there’s no, like, cards that I have. I have no idea what they do, I have to, like, just look through the book every time? Or am I just supposed to memorize this, like, long list of spells that I have?”
“Yeah, because I like to… what I like to do is I like to pay attention to everything that’s going on, and then when my turn comes around, I’ll be, like, oh! Well, since I’m right here, and this is right here, and I have this spell that can do this to this many people, in this area, of this distance, then I can plan it all out. But now in this game, it comes to my turn, and I’m like, I don’t know what’s going on. And I have to ask, like, five questions before I can even decide what I’m going to do, and I… it makes me feel, it makes me feel dumb.”

At the end of the podcast, they invite commentary, so I'm going to provide some. First off, I would point out that the use of miniatures and battle mats is not limited to 4th edition. It is entirely possible to do so with 1st, or 0E, or 2E, or 3.x. However, running an RPG without recourse to visual aids such as miniatures is a skill unto itself, and it is entirely possible that the DM in question was a little overly vague in his descriptions, or capricious in his adjudication of combat. Obviously I have no way of knowing, but the lack of minis and a battle mat isn't a design flaw of 1E. Heck, we're told that 4E doesn't have to be played with miniatures (good luck with that, though).

As for the spells, well, you need to look up spell descriptions in 4E, too. I don't really see the issue with having to look up the spell description in a book, but as was mentioned in the podcast itself, the descriptions of specific spells could be put onto 3x5 cards if that's easier for you (and I think such a thing was actually done for 1E way back when). But those cards aren't standard 4E issue, either; you need to look up the descriptions in a book either way. Plus, I'm not an expert on 4E spell descriptions, but I don't remember them being any more explicit in terms of effects than the descriptions in 1E.

As for druids not having so many combat-oriented spells, I might disagree. Looking at the 1E spell list for druids, I see all sorts of spells that can be used in combat. But then again, I don't define "used in combat" as "deals out lots of damage to enemies". And that begins to pry open something of the disconnect, I think.

If you listen to the podcast, it becomes clear that it's the ambiguity of older school games that flummoxes the player. She wants everything laid out, "cut and dried". The problem, of course, is that doing so doesn't just cut down on DM caprice; it also limits creativity on the part of the players. So for every time the DM can't say "it's a cloudless day, so you can't use your call lightning spell", there's going to be a time when you can't use stone shape to cause a piece of wall to fall down into the pool of acid, splashing it on the ogre shaman while your thief swings over on the flower stems that were made bigger thanks to a plant growth spell. As a confirmed old school player, I prefer ambiguity that allows for more creativity, rather than certainty that requires conformity.

Having every possibility spelled out in the rules limits creativity in the game by definition, because it takes away from the ability of the DM to either create or respond to situations that the designers of the game never anticipated. Or, taken to the opposite extreme, it forces the rules to become so bloated in their attempt to cover every possible contingency that the game becomes unplayable. 

I find it very interesting that someone whose first introduction to D&D was 4E finds it so difficult to adapt to the tropes and expectations of 1E. Specifically that her objections stem from the fact that not everything is laid out with definitive rules covering it. I've said that I think 4E is much less a role-playing game than it is a skirmish miniatures game, and I predict that Angela would find a game like Malifaux or Heroclix exceedingly to her liking, much more so than a game that encourages extra-rules activities on the part of the DM and players such as 1E.
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Posted in 1E, 4E, Doctor Who, RPG | No comments

Tuesday, 6 December 2011

Kicking off a Campaign

Posted on 10:56 by rajrani
I probably just gave my regular players a heart attack with the title of this post, but I'm referring to the general ways and means of starting new campaigns. A new campaign doesn't necessarily have to be in a new campaign world; many's the time I've started a new campaign in Greyhawk, for example.

The question for the GM becomes one of information flow. Just how much knowledge should the players have about their starting locale? Especially in a sandbox style campaign, starting the players with zero or next-to-no information means they are going to be flailing about blindly, with no way to make an informed choice about where to go first. This can be frustrating to both players and the GM; the players because they feel completely helpless, and the GM because they players are more than likely not going to randomly stumble on the neat things he has carefully designed for them to encounter.

Starting the players with little or no information can be difficult to justify in-game as well. If the player characters have grown up in a particular village, why don't they know the layout? The prominent NPCs? The fact that there's a ruined tower just over the ridge to the north? The name of the king?

In the original DMG, Gary Gygax gave some excellent advice on the subject:
As background you inform them (the players) that they are from some nearby place where they were apprentices learning their respective professions, that they met by chance in an inn or tavern and resolved to journey together to seek their fortunes in the dangerous environment, and that, beyond the knowledge common to the area (speech, alignments, races, and the like), they know nothing of the world. Placing these new participants in a small setlement means that you need do only minimal work describing the place and its inhabitants. -- A&D Dungeon Masters Guide, p. 87
This setup neatly solves the problem of the player characters not knowing much detail about their starting point; since they come from a "nearby place" they could very well not know anything about the actual starting village or town.

The question still remains of just how much information should be given, and how. Do you, as the game master, prepare a handout, complete with rumors, maps, and lists of deities from which to choose? Or do you more severely limit the information available to them, dictating that "there was only one temple in the village you grew up in, and so Thor's your deity"?

I don't think that generosity with information concerning some of the broader brush-strokes of the campaign is a bad thing. As a matter of fact, I think that the players can find themselves more invested in a setting about which they have some knowledge, rather than the whole being a gray and misty cipher beyond the 10-mile-radius around their immediate starting locale. Does having the World of Greyhawk maps hanging on your wall ruin the mystique of having a campaign set in the Flanaess? If not, then how does handing a continent-scale map of your homebrew campaign do so? I don't ask this with any specific answer in mind, but invite speculation and discussion in the comments.

Personally, I find the campaign really gets going after the third or fourth session, when the players have a good sense of who's who, what a few of the plots are that are happening in the campaign (at least in their little corner of it), and so forth. I'm wondering if there's a way to jump to that point without simply handing the players a list of rumors and NPCs, which feels less than right to me somehow.
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Posted in 1E, Campaign Design, RPG | No comments
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