"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."

Sunday, June 7, 2009

TSR's Top Five Basic D&D Modules

There is another top five list over at the Dwarf and the Basilisk about his top five "basic" (but actually classic) D&D modules.

Here are my top 5 TSR Basic Modules:

5. Horror on the Hill - A great meat and potatoes adventure and it has a dragon - that is awesome!

4. Veiled Society - My first urban adventure. This and X3 became by baseline for developing urban adventures.

3. Keep on the Borderlands - My first module. A great illustration of a micro-sandbox.

2. Night's Dark Terror - A great sword & sorcery feel with lost races and unknown horrors.

1. Lost City - Also has a great S&S feel. Lost City is a great example of showing a young DM how to do things. It gives some great ideas and fleshes out some of the levels but leaves a lot of stuff up to the DM and gives lots of areas to develop.

Saturday, June 6, 2009

In Defense of Dogma

The word dogma (Gr. dogma from dokein) signifies, in the writings of the ancient classical authors, sometimes, an opinion or that which seems true to a person; sometimes, the philosophical doctrines or tenets, and especially the distinctive philosophical doctrines, of a particular school of philosophers, and sometimes, a public decree or ordinance.

Source: The Catholic Encyclopedia

The Northern Marches have been specifically designed to do 3 things:

1. Allow for easy scheduling and flexibility in attendance. - It uses Jeff Rients' Triple Secret Random Dungeon Fate Chart of Very Probable Doom to encourage everyone to get back to safety at the end of the session. This is important so that the entire roster of characters is available for the next session. Also, it has been an open game where anyone who is interested is welcome to play. There have been sessions at a local game store to put it in a neutral location.

2. Get back to a "beer 'n pretzel" game where fun is the key. Everyone is aware that it is a game and can enjoy as such. This is not high drama. It is busting down doors and taking monsters' stuff. It is puzzles and traps. The only person that should take it seriously in the least is me and that is because of reason #3.

3. Just as Dwimmermount is James' experiment Northern Marches is my experiment to look at my interpretations of the tenents of Moldvay and Cook's Basic and Expert Dungeons & Dragons. By reading my previous posts about why B/X is my favorite and the comments from the last couple of days I think one can get a pretty good idea of what I believe those tenets to be.

Possible DM Lessons from the Northern Marches

After considering the feedback from players and the comments in the previous post here are a few lessons that I will try to implement:

1) More treasure. I made a post HERE that I knew I was being too stingy with the loot. This may have fed unwittingly into the issue where the party was unwilling to hire retainers or spend money to gather information.

2) Have explicit out of game discussions about philosophy and design instead of have these things discovered in game. I'm still not too sure about this one. I learned how to play B/X D&D without such hand holding. In fact, some of the most memorable sessions were the ones where lessons were learned. But if it is what it takes to get players to learn and appreciate B/X then okay. [EDIT: Not that this is tough to get anyway with this blog which is linked on the campaign website which also contains a bunch of stuff]

3) One thing I have been considering is inserting an NPC party that can play the role of competition and foil. The characters can then see the NPCs hire retainers, buy drinks for sailors, etc. I am still not 100% sure on this one. Does it take away from the party's sense of accomplishment?

Things I am not going to do:
1) Reduce the danger level. The encounters in the Northern Marches have been by-the-book in terms of difficulty and I even took it easy on the party tactically a couple of times.

2) Change my underlying philosophy about B/X and my "gameist" preferences.

Are there any other suggestions? Any comments?

Thursday, June 4, 2009

Feedback From Some Former Northern Marches Players


I have been having a discussion over the last couple of days with two players that had participated in some of the sessions for the Northern Marches. They had stopped participating and I wanted to get some feedback from them as to why. Both of these players are experienced with d20 and were not familiar with B/X and especially my style of B/X. I am really interested in what they have to say as I feel that it is important that everyone have a good time - it's a game after all.

The feedback that I received basically broke down into 3 categories:

1. They didn't like the power level of the characters and the corollary dependance on retainers.

This is strictly a preference issue to me. They prefer the d20 power level and being the heroes. I have told them on various occasions the quote I posted the other day:
Basic & Expert D&D requires a different play-style than later editions. It is not a game of heroes doing superhero things. The power level doesn't ramp up like that. It is a game of exploration and discovery. Imagine if you, yourself, were thrust into a D&D adventure - you would take all steps necessary to ensure that you survived. You would investigate for knowledge of what you were up against, you would make sure that you had all the resources necessary and available to overcome obstacles and you would make sure you had enough muscle to survive. Instead of Superman think Dr. Livingstone.
If they don't care for this style of game then they should not play in the Northern Marches.

As I have mentioned previously, as one goes farther back towards the origins of the game the closer it resembles and plays like a wargame. By this I mean that combat is about resource management. The more hit points, attacks, protection, information and spells you have while minimizing those of your opponent the better off you are. B/X characters are fragile so you need to have as many advantages as possible. Some people don't like that style - that's cool.

2. They didn't feel like they were getting anywhere in terms of the story.

My thoughts on this are threefold:
A. Story? What story?
B. One thing that is perplexing and frustrating to me right now is that the party has not asked any questions and has not done any investigating. They don't ask questions about the who, what, whys of what was going on. The party does nearly everything blind which is very dangerous. I have given out about 4 of my 30 rumours about the ruined castle, 1 or 2 about the abandoned mine, only 1 regarding one of the local rulers and nobody asked what might be in the forest or mountains near the witches hut where they were searching. No one has asked about the paintings or statues in the castle. No one asked where they could get a scroll of protection against undead to get past the wraith.

Not investigating has done a few things: a) it has made things more dangerous and it has been reflected in the mortality rate, b) it has kept a number of nuggets about treasures, mysteries, and history hidden. By asking questions the party could have gotten a sense of being part of a bigger world and a sense that things were going on around them, c) it has also made it more difficult for me. I feel that I am a better DM when I get to react to proactive players. There were glimpses of it when they were getting ready to ambush a bandit to claim the bounty but the party never followed up. I felt I had to keep handing out hooks because there was no direction from the players.

C. Connected with the lack of investigating - in a game where most characters who can use platemail can buy it at the start and where you cannot buy magic items to me there are 3 main uses for treasure (after the XP of course): a) buy information, b) hire retainers, and c) eventually build a stronghold.

As for buying information, I have talked a couple of times about my use of the Retainer Reaction or Monster Reaction tables to handle most social interaction. This does not mean that everything is at the whim of the dice though. There are a number of ways to improve the odds. Spending 25 gp buying drinks for the off-duty captain of the guard will get you a +3 bonus on the roll. When using a 2d6, a +3 bonus makes it hard to really screw up, especially if you have any kind of charisma modifier.

RE the hiring of retainers - it is important in B/X. It just is - see above.

3. "I am more of a roleplayer..."

Honestly, this one burns me a little. Even with my "Gameist" preference I still believe that my style - especially with the low power style of B/X - is very encouraging of roleplaying. Now I don't do a lot of talking in 1st person or, to quote the Pundit, "sitting around talking melodramatically in your character's voice."

As the Pundit also says, "Roleplaying is ANYTHING that you do from the point of view of your character, any in-character action."
From this perspective, I feel that the Northern Marches has the potential for GREAT roleplaying. If you want to roleplay a character instead of roll dice for a piece of paper, put yourself in your characters shoes and figure out a way to overcome the obstacles and figure out a way to survive! In character decisions do not have to be stupid decisions. Again, imagine if you, yourself, were a character in a D&D adventure - you would take all steps necessary to ensure that you survived. You would investigate for knowledge of what you were up against, you would make sure that you had all the resources necessary and available to overcome obstacles and you would make sure you had enough muscle to survive. If you are roleplaying does you character deserve any less? The odds are against you so step into your character's shoes and figure out a way to improve them.

B/X is more dangerous for characters than 3.5. By ignoring this fact and marching into near certain doom is actually poor roleplaying unless your character is a suicidal adventurer with a death wish. Why is it not roleplaying if you have 3 retainers to help protect you? Or if you have to figure out a way to get past the monster that is way too powerful to fight head on?

To me that is smart roleplaying...if I have a character who is doing anything as dangerous as exploring vile dungeons for a living and I put myself in their shoes I would be sure to have lots of help!

Do you feel that the fact that I use the Monster Reaction Table for social interactions makes it not roleplaying? I feel the opposite as I then have to step into the NPC's shoes and come up with a reason for the result. Just because I don't use funny voices doesn't mean I don't have to make in-character decisions for them. In fact it might even be tougher as I am constrained as to the decision I make.

There was also a comment related to the roleplaying one about how the mortality rate was de-motivating. By understanding the points I made above I believe that this issue goes away or they go play a game they prefer.

Tuesday, June 2, 2009

To the Core Addendum

I now understand that that the D&D Insider will contain exclusive material and that the subscription price is about to go up.

From the WotC website:
This month, we kick off a new rollout of exclusive material for the Dungeons & Dragons game that you can only get as a D&D Insider subscriber. This exclusive material won't appear in any core rulebooks or supplements, but it will be totally official...
How can they have official, which I take to understand as core, material that does not appear in your core rule books?

So B/X is my favorite... What about 1E vs 2E?

I surprised Timeshadows in the comments section for my post Why B/X is My Favorite #9 with a comment I made about 2E AD&D. While I am constantly surprised anyone reads my mental vomit here and since things seem quiet in the blog-o-verse, I feel like taking a quick break from why B/X is my favorite to look at why I prefer 2E to 1E AD&D.

While B/X is likely 98% to 99% the same as OD&D, I very much prefer B/X in part because it is much better organized and far more clearly written.

Welcome to reason #1 why I prefer 2E to 1E AD&D.

1. 2E, especially if you are not using many of the optional rules, is very clearly written and simple to understand.
2. It is compatible with all of the previous editions.
3. I am cool with THACO.
4. While I am very anti-splat book, there are numerous options available for those whose preference lean in that direction.
5. Specialist magic-users.
6. Nostalgia - I ran a very successful run with the Temple of Elemental Evil using 2E.

While B/X and 2E are very, very similar, to me they are very different games. I don't know if it is the way they are written or maybe the different play experiences I had with each version but, while B/X is a "game" to me (and one I love), 2E is a "roleplaying game" or nearly a "story game". And I believe there is nothing wrong with a story game so long as the players can have an impact on the story. I have even looked at Burning Wheel and while I found it very interesting and some of the mechanics quite provocative it is too rules heavy for me. Given my love of the reaction roll mechanic in B/X, it shouldn't surprise anyone to know that I don't mind social conflict resolution mechanics - so long as they are simple.

Today my true preference is rules-light games. The extent of the B/X or Savage Worlds rules are about my limit. Even the "basic" rules of 2E stretch my limit a bit. If I were to play a 2E-style game now I would use Castles & Crusades.

Why B/X Is My Favorite #10

10. The Reaction Roll subsytem

I previously did a long post on this one at Reaction Rolls - My Favorite Sub-System

To quote the first paragraph:
One of my favorite B/X sub-systems, and likely the one that I use the most, is the reaction roll as detailed on page B21 for retainers and B24 for monsters. A quick 2d6 and you can determine all sorts of wonderful things. Just about any type of interaction can be determined with this mechanic.

I know many people don't like using randomness to determine the outcomes of roleplaying situations. I have no problem with it.