Thursday, November 8, 2018

AD&D: Of Humanoids and Weapon Damage

The Monster Manual was NOT written for AD&D...at least not the AD&D we know now. It has long been established by others more learned than myself that the Monster Manual was more or less a cleaner compilation of the monsters of OD&D. Somewhere along the line, new monsters were added into the mix and all these were mixed together to make the Monster Manual. It was the first of the new AD&D books published (1977) and therefore existed before the other rules to be used in AD&D (added in the following years in the Players Handbook and Dungeon Masters Guide). This is important to remember since this publication essentially bridges the gap between the wargaming roots of OD&D and the later rules of AD&D.

The system could accommodate BOTH wargaming AND role-playing, depending on how you wanted to use it. This is epitomized by the humanoid entries. Looking at the encounter numbers in the NO. APPEARING for creatures like orcs and goblins reveals that these were meant to be fighting forces on a battlefield, not numbers encountered on level 1 of the local dungeon. Everything in the entry suggests a wargame approach, from the numbers of leaders to the weapon breakdowns, to their racial abilities.

The one part of these statistics that has caused me fits in the past is the DAMAGE/ATTACK entry. For example, under ORC it lists the damage as "1-8 or by weapon type." It has taken me many years to realize that this is referring back to the rules in the OD&D rulebooks (later carried into Basic D&D) about two separate systems of damage. In OD&D, all attacks made by player characters did 1-6 points of damage, regardless of the weapon type used. An alternate rule in the Greyhawk Supplement allowed you to cause damage based on the weapon type, with larger, heavier weapons causing more damage than smaller, lighter weapons. In essence, the straight die roll per creature type was meant to be used in wargaming with large numbers of creatures, while the weapon damage alternative was meant to be used in the dungeon setting of AD&D role-playing. This is why, for example, kobolds cause 1-4 points of damage when they obviously normally wield weapons that cause 1-6 points of damage (short swords, javelins, spears, etc.), while ogres cause 1-10 points of damage when they typically use weapons that only cause 1-6 points of damage (clubs, spears, etc.).

I believe that Gygax was working towards revamping the original Monster Manual before he was ousted in 1985(?). The modules he wrote in the early 1980s seemed to be heading in a direction different than the statistics listed in the original Monster Manual. Just look at the monster listings in T1: The Village of Hommlet for specifics on how he was changing the system on the fly (in particular, the zombies in the crypt and the ogre in the dungeon level). I believe he was leaving the wargaming rules behind and heading towards a more unified damage approach that used the variable weapon damage for ALL creatures that used them (specifically humanoids). It's obvious in the Players Handbook that he was already of a mindset of moving away from generic damage values base on creature type (nowhere does it state that the weapon damage ratings are optional).

So, it seems you can use one system or the other, so long as you are consistent. I can't imagine any player agreeing to using a d6 for both a dagger and a two-handed sword, but if you don't use that system, then the monsters also should be ranked according to strength scores and do damage accordingly. This makes ogres a much more formidable opponent! It also makes giants a little less intimidating, unless you double or triple the dice of damage for their weapons based on size. A hill or stone giant might be double base damage plus strength bonus; a frost and fire giant might be triple base die damage plus strength bonus; and a cloud or storm giant would be quadruple base die damage plus strength bonus. This is very similar to how it was done for AD&D 2E. Perhaps some of the 2nd Edition material was stuff that had already been proposed by Gygax after all. We did see some of this development in the DMG, page 15 under the Strength ability description, and in the Strength charts in the front of  Deities & Demigods (which enumerated stats for giants with 19+ Strength).

  • kobolds = 9 STR
  • goblins = 10 STR
  • orcs = 12 STR
  • hobgoblins = 15 STR
  • gnolls = 16 STR (+1 dmg)
  • bugbears = 17 STR (+1 to hit/+1 dmg)
  • ogres = 18 STR (+1 to hit/+2 dmg)
  • trolls = 18+ STR (varies from +1/+3 to +3/+6)
  • hill giant = 19 STR (+3/+7)
  • stone giant = 20 STR (+3/+8)
  • frost giant = 21 STR (+4/+9)
  • fire giant = 22 STR (+4/+10)
  • cloud giant = 23 STR (+5/+11)
  • storm giant = 24 STR (+6/+12)
So a frost giant in the old system does damage as if it were 4 men (4d6 or 4-24). In a weapon-damage-based system, assuming the use of a battle axe and my solution above, that same frost giant would cause 3d8+9 (12-33) points of damage, and strike at +4 to hit as well!

For another example, lets take a typical ogre with 18 Strength. Such an ogre in the old system causes only 1-10 points of damage normally (regardless of weapon). If using a weapon, like a spear, it should attack at +1 to hit and cause 1d6+2 (3-8) points of damage. Note that the minimum and maximum damage were modified by 2 points on the low and high end, giving a greater chance for a median amount of damage. But, if the ogre is instead wielding a two-handed sword, he causes 1d10+2 damage, or 3-12. Now what about a stronger leader ogre with, say, 18/85% strength wielding a bardiche? Such an ogre would attack at +2 to hit and cause 2d4+4 points of damage, or a range of 6-12. Such a creature would likely slay any 1st level character with a single blow!

A typical club-wielding hill giant normally causes 2-16 points of damage in the Monster Manual. Using the system above, that giant would strike at +3 to hit and cause 2d6+7 (9-19) points of damage. As you can see, the average damage value increases dramatically, from 9 points to 14 points! But one must remember that what is good for the players is also good for the monsters if the DM is to remain fair. Otherwise, the DM can tell his players that they will all cause only 1-6 points of damage from now on, regardless of weapon type, modified only by strength and magic! In fact, there is little reason to even have weapon charts in this case, as most people ignore the secondary characteristics of speed factors, length, modifiers versus armor types, etc. (I don't, but I know many that do).

Tuesday, September 4, 2018

AD&D: G3 Halls of the Fire Giant King with Spoilers

Well, after 30 years of playing AD&D with the same people, I have come to the conclusion that they are a strike force to be reckoned with! We've been running module G3 for a few months now and they are STILL no further than 3 rooms in to the 1st level....

I've been trying to play up the danger of the scenario - the hostile environment, the danger of fire, the remoteness of the location, etc. - while keeping them in suspense and entertained. They have done well thus far, only losing about 6 of their dwarven soldiers (1st level fighters all), and several of them have made levels since entering the place (some more than once, since they are new henchmen getting XP for giants, which even halved is amazingly high).

The party set up a safe base located 3 miles from the Halls to the east. The base is hidden from the air, as it is a fissure opened in the earth revealing a section of old dwarven construction destroyed by the volcano erupting decades ago. They secure it daily by casting hallucinatory terrain over the place. The dwarves have taken one side of the fissure for their own. This section also houses the mules (8 dwarven mules + 4 party mules). They have a huge party - three PCs (half-elf druid 12, human magic-user 11, human ranger 10), six henchmen (halfling fighter 6, dwarf fighter 8, human fighter 7, human thief 9, human magic-user 3, human cleric 9), 5 followers (3 druids 2nd level, 2 gnome fighters 3rd level), 2 dwarven sergeants (2nd level fighters), a dwarven healer (fighter/cleric), and 14 dwarven crossbowmen (all 1st level fighters). The dwarves are soldiers from Rockhome sent by the clans to help with the mission to defeat the fire giant king once and for all.

Due to the small folk in the party, their movement rate is 6". With the harsh volcanic terrain, I halved that, so the party is only moving 3" outdoors. This means that their base, 3 miles away, takes about 6 hours to reach on foot. They have set up a forward base at a volcanic ejecta crater about 1 mile north of the halls, which they use when they are readying to enter the dungeons. This provides them enough time to enter the place after prepping spells. Since they cast Leomund's secure shelter as their campsite, they fear little in the night. After a 2 hour trip to the Halls they can merrily enter and slay to their heart's content all day if desired.

They entered the first time and easily took out the fire giant guard behind the tapestry and handled the two ettins without a problem. They approached the throne and handily took down the kings guards and hell hounds, even with reinforcements arriving after the guard at area #1 blew his horn. It was a huge battle taking multiple sessions, but the king escaped through his secret door behind the throne (completely unnoticed by the party who were otherwise engaged in a fight for their lives). They searched around and found nothing, so they pried three gems off the throne and left to recover hit points and spells.

The second foray, they faced the ballista trap, but the cautious PCs knew something was up when the doors were left open. The druid had scouted the place in falcon form and spotted the trip wire. On their return trip, he alerted his thief henchman to disarm the trap while the others waited outside. The attempt failed, but the ballista missiles harmlessly passed overhead and out the front door. They found within more giant guards and a chimera led to the front on a heavy chain. These were slain, as were the replacement guards defending the king. THe king got involved this time, and destroyed the druid's summoned earth elemental, but he could only watch as the party cleaned up the other guards while hedging him out behind a wall of force.

During their recovery period, some of the party went off to train. The magic-user used a crystal ball with clairaudience to keep tabs on the king who was healing thanks to a dark-clothed female cleric of man-size. They assumed that this was one of the Dark Ones they had already encountered elsewhere (drow), and now assumed that he had a pocket cleric casting spells for him (little do they know). The magic-user also saw the details of the king's bedchamber and the Queen consoling him. The druid, cleric, magic-user, and one remaining fighter went on a mission to cause havoc, releasing a polymorphed bulette against the giants' defenses, followed up by a creeping doom spell, before retreating. (See the previous post.)

The next few sessions dealt with the training time and the actions of the others as they defended the safe base from patrols of giants, hell hounds, and armored trolls sent to find them. They remain undetected by the main force, as they have handily eliminated all invaders to their safe base. Recently, they went in for a fourth assault (keep in mind that they have not ventured past the Great Hall very far yet). I had the drow cleric set glyphs of warding in random locations in the front corridor. The players, being suspicious, used a wand of trap detection to locate the presence of the traps, then the druid cast detect magic to sense their location (despite being invisible). He led the party through the glyph mine field and back into the Great Hall which was empty. The party went to the south tapestry and encountered a group of giant guards, both male and female. We did not finish the combat yet, but you can already see that fooling these characters is really hard given the resources at their disposal!

Tuesday, August 7, 2018

AD&D: "That Rabbit's Dynamite!"

As I mentioned in my previous post, the party is adventuring in G3 - HALLS OF THE FIRE GIANT KING. But the tactic they used last session needs some explanation first...

Years ago (real time) we ran a side trek based on a 3.5 D&D adventure set in an abandoned border fort near Reedle (southern Darokin on the border with Karameikos). The party had just completed G1 - STEADING OF THE HILL GIANT CHIEF and they were heading across the mountain pass to follow the crumb trail leading to the frost giants in G2. Once over the mountain pass, they found that Reedle had recently been raided by frost giants and the place was a shambles. In fact, the raiding was still going on and the giants with some winter wolves attacked as the party was passing through. The party helped to defeat/drive off the giants and were asked to locate their base of operations to the northeast.

The party headed off to an abandoned border fort set into a cliff face. Here they fought some giants, and took out some winter wolves. However, inside the lower level of the border fort, the giants had chained a bulette (a nasty creature, also called a "landshark"). The party encountered the bulette and, realizing that they could barely hit it's -2 armor class, tackled it using magic. The party magic-user used her polymorph other spell and turned it into a fluffy bunny! Seeing the future possibilities of a bunny-bulette, the party took possession of the feisty rabbit and kept it in a cage, feeding it carrots and salad fixings. When adventuring, they left the rabbit in the care of associates, henchmen, or followers.

Months passed. The party defeated the giants at the border fort and moved on back to Selenica, which they warned about the giant raids. They hired new henchmen, did some research, leveled up, and took off to adventure in G2- GLACIAL RIFT OF THE FROST GIANT JARL. The bunny was left behind in their base of operation (Quasqueton, located north of Selenica in the forested hills) under supervision of the Darokin guards who were using the outer works they constructed around the entrance as a forward base from Ft. Hobart.

When they completed G2 and teleported to G3, they realized that the fire giants were REALLY close to where they lived, and that the raids were increasing, not only in Darokin, but in Rockhome, Ylaruam, and probably Ethengar to the north. The volcano in the western Altan Tepes range west of Stahl is where I placed the Halls of the Fire Giant King. They would have to take out the fire giants if they were to have any peace in their new home.

Just like the other two sites, they located a safe base from which to carry on their assault. They stocked it with supplies (including their bunny-bulette, tended by one of the druid's followers) over the course of 2 months, petitioned the dwarves in Stahl for help, and had a number of encounters journeying overland (and flying over the mountains in a flaming chariot) to get to their new safe base. Since the base is 3 miles away from the Halls, and the terrain is rough lava rock, the time it takes to get where they need to be takes almost all day. So they set up camp in a crater formed by a huge lava bomb ejected from the volcano. From here it's only a 2 hour walk to get to the Halls. However, on their last foray, they were down three members who were off training (the ranger lord, the dwarven henchman, and the magic-user's apprentice). Those who were left of the main party were non-fighters, so they decided to make a probative strike.

The assault team consisted of the 12th level druid, the 11th level magic-user, and the druid's henchmen (a 7th level fighter and 9th level thief). They all went in invisibly, with the magic-user using knock spells to open the closed doors (they were previously open, but the party destroyed the ballista trap). When they got near the end of the corridor, they took their precious cargo out - the bunny-bulette in the cage! They set the bunny on the floor about 30' from the end of the corridor and then the magic-user cast dispel magic on her own spell (which automatically dispells the effect). Suddenly, a voracious bulette grew from the bunny form (they had not fed it all day) and it smelled the cooking coming from the kitchen and the dead bodies from the day before which the giants simply moved to the side walls of the hall. The bulette came suddenly upon a group of three giant guards standing in the western portion of the Great Hall. The bulette gained 2 segments of surprise on them (but itself was not surprised). It tore into the giants, nearly killing the first one after 2 segments of attacks, and winning initiative on the first round! Bulettes apparently do 3-18/3-18/4-48 points of damage with a claw/claw/bite routine! The party simply stood back (invisible) and watched the mayhem from the corridor. Everyone at the table was laughing hysterically at the situation - and of course, many Monty Python quotes were made about the "vorpal bunny".... By the end of round 3 all three fire giants were literally destroyed and the bulette was untouched. Two hell hounds, that simply barked and snarled at the bulette, wisely backed off. We had to end the session at midnight, but continued to laugh about the situation....

Monday morning, on my way into work, I came to the light at the end of the block and waited behind a silver SUV. The car had a sticker on the rear window with a big pink bunny silhouette and a slogan, "Save the Bunnies!" And I broke out laughing once more....

Wednesday, July 11, 2018

AD&D: Halls of the Fire Giant King at Last!

Well, it's been a long time since I posted anything...I apologize. We've been doing a lot of gaming and rule-testing so I've been very busy. That and the fact that my computer died a while back and I had to upgrade to a new version of Word and Windows.

My party finished the frost giants in G2, slaying the Jarl and allowing his wife to escape with much of the loot from the dragon horde. All were teleported to the fire giant lair. When the party attempted to follow her, they realized they were in way over their heads. So they grabbed what they could from the treasure pile at their feet and retreated from the entrance to the fire giant halls. After that, they agonized over how they were going to get all their treasures back to their base of operations in Quasqueton. We spent the last 5 months or so recovering treasure, henchmen, and training those that made levels at the conclusion of G2. I allowed the players free reign on what to do next and a lot of planning and complaining ensued. They complained about not being able to recover every bit of treasure. They kept coming up with ideas and shooting each other down, thus nothing was accomplished for a long while. In the meantime, the druid gained new followers (2nd level druids) which I made up to be as uniquely unusual as the player character druid. The magic-user took on an apprentice (henchman) to train and have carry some of her myriad magic-items. The thief henchman of the druid reached 9th level (with x4 backstab). Once all that was taken care of, they were asked once more how they were going to proceed.

Well, they all came up with different plans! During their brief stint in the fire giant realm, the druid did an aerial reconnaissance of the terrain, looking for a safe place to make their forward base (by now they were convinced that a safe base existed at all three locations). I presented them with a choice of 3 locations: a crater formed by a pyroclast blown out of the nearby volcano. The crater allowed 360 degrees view of their surroundings and the leaning center hunk of lava rock provided shade and some shelter, but the place was too exposed for their liking. (This didn't stop them from using it as a place to stash their loot until they could return, though.) The other location was a lava tube about a mile south of the giant lair. However, I mentioned the fact that gases seemed to be present in the area (a fact later established by a commune with nature spell). The final location was a fissure about 3 miles to the west, formed from the faulting of the land due to volcanic tumescence. The fault cut through old dwarven ruins located at the bottom of the fissure and also bisected a hot mineral spring which could provide a water source. So the party decided to make this their base.

At this point the party split in half - the ranger, the cleric, the human fighter henchmen, and the dwarf fighter henchman - took 4 mules into the mountains east of Quasqueton seeking the Darokin Pass into Rockhome to seek the assistance of the dwarves in their mission against the giants. The other group - the druid, the magic-user, and the remaining henchmen and followers - took off in the druid's new flaming chariot spell to the safe base to set things up and await the others. The "Rockhome Quartet" took a very long time to make the journey, underestimating the number of encounters, the travel speed, and even their reception among the dwarves. They did encounter a number of wolves and worgs in the western portion of the pass, but not much else otherwise. They managed to push on into Rockhome and to Lake Stahl. From here they took a barge to Stahl city and spoke there with the council of guilds. The Guildmaster of the city played the various clans against each other and in the end the party found themselves accompanied by 2 companies of dwarves, each led by a sergeant, with a healer and guide to get them there safely.

Still, it took the party about 2 months of journeying to cross the distance, including the distance from Stahl into the western mountains to Muspelheim, home of the fire giants. They ran into trouble with some shadows, then a will-o-the-wisp, but eventually made it to the outskirts of the volcanic lands. Once there they encountered a patrol of giants, trolls, and hell hounds, but the druid merely transmuted rock to mud and they all sank rapidly to their deaths....

 Once the party was all together once more, they spent even more time investigating and traveling, since they now moved at halfling speed over lava rock. It would take all day to get to the fire giants even though they were but 3 miles distant. This would leave little time for a return trip to their safe base. So they opted to make the northern crater a stopover camp, and from there entering the lair.

They were unphased by the enormous doors at the entrance and handily took out the door guard and an ettin who heard the horn blast. They moved into the great hall and took down the second ettin without any difficulty. Then they spotted the king on his throne to the east and his giant guards. However, the fire giants were already mobilizing for an attack and I started tracking their movements. As the party started to attack the king and his guards, more giants approached from the northwest corridor and the northern corridor. Separated into three smaller groups, with the spellcasters trapped in the center, the party started a battle that would last two more sessions before ending with the king fleeing through a secret door and all his guards and hell hounds slain. The druid had cast a wall of thorns spell across the north corridor to prevent more combatants from entering as they guarded the northwest corridor and started looking for secret doors. They found none and I kept hinting that sooner or later they would be discovered. They were almost out of spells and had barely entered the place!

After finding a group of giant guards waiting in the southern corridor (alerted by the king who had snuck off to his bedchamber), they hastily erected some walls of ice and beat feet out of the hall altogether. Given that the giants slain were probably worth enough XP for the ranger to make a level, they decided to come back fresh on spells and hit points and try again.

We'll be playing more this coming weekend after I calculate XP. No player character has leveled in the past year; the ranger will be the first of the PCs to actually make a level since the druid made 12th back in June 2017. Heck, it's been several years since the magic-user made 11th level.... They may be surprised to see what the giants have concocted in their absence!

Friday, February 9, 2018

DC Heroes RPG: Module Development

I've been on a superhero kick lately, specifically looking back at Marvel and DC RPGs. My computer is stuffed full of character conversions between these two systems, as well as conversions to Villains & Vigilantes. None of the systems ever seemed detailed enough to cover all the nuances of the characters, or they were just too complex to meld well into a role-playing game. I come from a D&D background, so if the opponent is not killed and looted it just seemed wrong. Also, most dungeon settings are static - they exist pretty much as is until the characters explore them. This is not always the case. I've run adventures in dynamic dungeons, but it's hard for the DM to keep track of the positions of all the creatures and objects that move around. This is better to do with a simple wandering monster random roll and then adjust circumstances to fit the dungeon setting. For example, if a wandering monster is indicated, determine which of the residents in the dungeon could be found in that area and what they are likely to be doing.

In a superhero RPG, though, the situations are NOT static. A hero team can decide to do just about anything (within reason), although the players usually wait for cues from the GM as to what will happen. I find that original characters created to adventure in a scenario are harder to control than pre-made, established heroes in the system. Original heroes generally have no established personalities, especially if the players are using them for the first time. Personality emerges during play, unless you are lucky enough to have a very good role-player in your group. Established heroes are generally easy to play - Superman is a super-powered boy scout with midwestern US upbringing; Batman is a grim and gritty hero with a tragic childhood and years of deductive reasoning; and Wonder Woman is a determined warrior who is secure in her pagan beliefs.

The written adventures should feel like a comic book plot. In other words, there should be interaction with the usual cast of extras (for example, Clark Kent interacting with the staff at the Daily Planet, Bruce Wayne having a soiret or board meeting at Wayne Enterprises, and Wonder Woman would be involved in a military exercise as Diana Prince). Action should NOT be the only thing in the module, although it could be! Combats are too random though, and cannot be easily scripted. Not all eventualities can be pre-determined - there are too many variables, especially with original heroes. Results of the combat are also not all able to be pre-determined. Comic books resolve some combats with ways that are not typical of role-playing games. Most players keep running combat until they defeat the villains (i.e. knocked out, killed, etc). Most comic book battles end with the villain escaping, having an obscure death, being talked out of continuing, or being duped into fleeing the scene. Character interaction is much more involved in the comics.

Also consider that plots are secondary in a role-playing game, but they drive a comic book story. So don't expect a plot to end the way it would in a comic. For example, take the plotline from Crisis on Infinite Earths. The heroes could succeed beyond what happened in the comics and save all the infinite earths from being compressed into one. They could have saved Supergirl and the original Flash from their "deaths." Or they could have failed miserably and the Anti-Monitor could now be lord over the entire universe - an anti-matter universe! The dice determine the outcome of combat, not the players and not the plot. The players' decisions are the next important, because they drive the actions of the characters. Finally, the plot is the least important, although a skilled GM can weave elements of the plot around the character's decisions to make circumstances follow a pre-determined path. The path taken may be different from that plotted by the GM, but in this case the end result is the same. This is the method that works best when writing adventures for superhero RPGs.

Now let's consider one game in particular. I've owned DC Heroes 1st edition for 30+ years. I never played it while it was popular. In fact, I learned the game only after the Third Edition printing, and by then it was obsolete. However, I prefer 1st printings of games. They give me insight as to why certain rules are used and the ideas behind the game design. So I've decided to revisit this version. It is simple to learn, but not so simple to run. The GM is called upon to make a lot of decisions in the game and resolve actions using the examples provided. But the system supports characters from as weak as Lois Lane (Str 2) to as strong as Superman (Str 50) in the same game. Everything is handled by comparisons. There are Acting and Opposing Values which are compared on a chart to see if an action succeeds. Then a second chart is consulted to see how well the Effect Value overcomes the Resistance Value. These values come from the characters Attributes, Powers, or Skills. All these abilities are rated with Attribute Points (APs), and these have a specific relation in the game.

If this version of the game has any shortcomings, it is that the lower-end of the heroes blends into normal humans and you can't expect any villain of the ordinary sort to defeat Superman. However, if role-played properly, Superman rarely if ever uses his full abilities against normal villains. This goes against ALL desires of typical players who seek a fast and effective resolution to most situations. The GM must know his players and steer their choices for characters to play. This is also the reason why it is suggested that the players begin using their own generated heroes before tackling the established heroes. But really, if you are going to play in a DC Universe, don't you want to play a DC hero?!?

Back to writing adventures... Instead of scripting a story like a comic book, you have to reverse engineer a story to become plot points and clue analysis. When making a story with a hero like Superman, you have to think on a grander scale than if you choose to play Batman or the Teen Titans. Most Batman stories occur in and around Gotham, but Superman can fly to the moon and back in a few seconds, could have adventures traveling in the timestream, or even respond to distress signals he picks up from deep space. The same applies to adventures for Green Lantern, who has an entire space sector to worry about! The less-defined a character's powers are in the comics, the more the player and GM have to work together to allow the power to work. Powers like Sorcery, Matter Manipulation, or Force Manipulation are open-ended powers that need a firm but fair GM to direct their use.

An adventure needs to be written with an introduction - this explains the adventure to the GM and the reasons why the adventure exists. It is the module's background history. Each adventure also has a list of recommended heroes, villains involved in the adventure, and any non-player characters involved. Then the meat of the adventure is a series of interconnected Encounters. These do not necessarily occur in order. Unlike a D&D adventure, the plot drives the story, not a location. A hero can visit various locations to get clues to set them on the right path, or the path may be linear with each Encounter leading to the next. Another departure from other games is that the characters are typically static - they don't change, but their actions change or affect people and places around them.

For example, in the first Teen Titans adventure (New Teen Titans #1), the heroes were assembled by Raven to rescue Starfire from the Citadel. Lots of background story happens for the benefit of the reader, but most of that has no bearing on the action of the adventure and is not written into the encounters. The first encounter is essentially the Citadel aliens attacking the United Nations building in New York City. Raven is an NPC in this adventure (as is Starfire). The remaining characters (Cyborg, Changeling, Kid Flash, Nightwing, Wonder Girl) must defeat the aliens and protect the human guards while trying to locate their mysterious ward (Starfire). While the others fight, Raven searches for Starfire, finally locating her in an apartment not far away. This apartment belongs to Grant Wilson and his girlfriend, and they are caring for the injured Starfire when the Citadel arrives to claim her. It is assumed that Raven locates her and teleports ahead after telling the others. Using their various powers they then arrive to help rescue Starfire. Failing that, they have to rescue her from the Citadel spaceship in orbit. This is a linear plotline helped along by the Raven NPC. The 1st encounter is a combat encounter. The 2nd encounter is a role-playing/combat encounter where the villain escapes with a hostage, and the 3rd encounter is a rescue mission on the spaceship with one half the heroes battling the aliens and the other half seeking a way to destroy or disable the spaceship before it can leave orbit. The action continued into issue #2 of the New Teen Titans comic, and the GM would expand the adventure to include that as well. For instance, the 4th encounter would be a role-playing encounter with the Titans returning to the apartment to see if Grant and his girlfriend are alright (followed by restitution by the Titans for destroying the place). The 5th encounter happens poolside at Gar Logan's mansion out in the Hamptons on Long Island, where the Ravager appears (with the Terminator) to attack and eliminate the Teen Titans (under contract from the H.I.V.E.), but several days have passed since their first meeting occurred. Obviously the GM can insert other non-combat encounters in between the action. This final encounter ended in the comics with the death of Grant Wilson (the Ravager) as a result of his powers (Fatal Vulnerability to using his Attributes at full strength). This should still happen, thus making the Terminator even more determined to kill the Titans (since that was his oldest son). It also sets up future adventures with H.I.V.E. as behind-the-scenes villains

The heroes did not change at all, but their actions not only stopped an alien slaver from recapturing an alien princess, it also reunited the team into a stronger version and created one of the Titans' most hated enemies (Deathstroke the Terminator). Subplots would continue from these initial adventures: Cyborg's anger issues with his father, Starfire learning about Earth cultures while dealing with the sadness of her exile, an unresolved past for Donna Troy, and Garfield Logan's unrequited romances. Raven should probably remain an NPC until such time as she confides in the Teen Titans and remains with the group for any amount of time. Starfire can be considered a player character as of the end of the adventure since she would now speak English (absorbed language through extended physical contact with Robin in issue #2).

The final portion of writing an adventure involves determining the rewards for participating in the adventure. Unlike D&D where Experience Points are amassed from creatures killed/overcome and treasure brought back to home base, DC Heroes uses spendable Hero Points to allow the characters to advance and also to be used during the game to soften blows, increase chances of success, and purchase new Powers, Skills, Equipment, and increase Attributes. In essence, Hero Points are Experience Points that assist the character in succeeding during the adventure. Unlike Experience Points they are expendable and the current totals is not reflected in a steady increase in power. This can be confusing to some people. After all, in order to improve the character, one must bank quite a number of Hero Points. However, spending Hero Points is an integral part of play and must be done for most heroes of the non-Superman caliber in order to succeed. Most adventures are written with the "15 Principle" in mind. In other words, the important plot points should be Dice Actions requiring a 15 or better to succeed. Therefore, the OV/RV of such actions are typically slightly greater than the matching hero's abilities. For example, if Cyborg has Scientist Skill of 4 and needs to figure out how to disable a Gordanian Computer, his expected OV/RV would probably be 8/8 in order to require a 15 to succeed. This would likely be a time where the Cyborg player would spend Hero Points in order to succeed at the important task. If he has none left, he is likely to fail, but doubles could come up on the dice to assist with the check. He could also Team Attack the problem with another teammate with Scientist Skill. All these considerations should be taken into account as the adventure is being written. Hero Points are gained for doing heroic things. Encourage the role-playing aspect of the game and discourage players from taking advantage of the numbers to make their decisions for them. Overcoming an obstacle or villain through difficult odds makes for a much more memorable adventure than playing the numbers game and succeeding at every task without risk or emotional investment.

So, unlike D&D or other adventures, DC Heroes adventures are written with a hero or group in mind, taking into account all their abilities and weaknesses to make the adventure fair but challenging. D&D modules are typically written for a group of a range of power levels and success requires cooperative play from all to succeed. Even so, death is a constant threat in D&D, but not really much of a factor in DC Heroes. In order to keep the plot moving in DC Heroes, the GM has to provide clues and hooks to lead the players along the path. How they arrive at the next encounter is not as important as having them get there; also some encounters could be skipped entirely if they figure out the clues ahead of time or are determined to come at the problem from an unseen angle. A good GM changes the plot and outcomes based on these decisions, possibly changing the environment to accommodate a good plan. In D&D, the environment is static and if the PCs don't have the right tool for the job, they may have to come back at a later time.

I prefer to use the actual comics as the bases for my adventures. In the past I have written adventures for new mutant characters in the Marvel Universe based off of X-Men #1, adventures for the all-new X-Men characters based on GIANT SIZE X-MEN #1 and X-Men #94-99. I have also used plots derived from the Manhunters in the MILLENNIUM mini-series for Green Lantern and Green Arrow solo play which was very successful but ended when I lost that player. I have not written much since 2001 since my group disbanded, but I did play in a Hawkman/Atom adventure that I helped to keep alive by role-playing well and helping better define the powers of these Pre-Crisis versions of the heroes. My current projects include writing Teen Titans adventures for the Pre-Crisis Titans based off their final encounter with Doctor Light, and the aforementioned New Teen Titans adventure that follows the actual events in issues #1 and #2. Future possible adventures include a Blue Beetle solo play, and possibly a Justice League of America adventure arc. I recently picked up the Legion of Super-Heroes sourcebooks, but I have yet to read much of their adventures, so I'm not that confident writing adventures for those heroes. I'd like to write a Wonder Woman solo adventure, but I'm still learning her Pre-Crisis history, since all I have to go on are 1970s TV plotlines and the Super Friends. I could do a post-Crisis George Perez version of Wonder Woman, but I prefer the 1980s version to the later versions.

D&D Premises: Heroes vs. Villagers

 I find that most D&D players are firmly entrenched in two different camps when it comes to adventurers: you either believe that adventu...