Whew, it's been a while since my last post! Holiday hustling and catching up on all three previous seasons of Vikings before the premiere of season 4 took up most of my free time. Not much in the way of gaming has happened in the past few months either.... My gaming group is on hiatus due to a serious illness in their family which affects them all.
That being said, I've been spending a lot of time thinking about older versions of D&D. My group was in the process of making new characters for an experiment. We are going to sample the same adventure in all the major D&D systems used over the last 30 years, from Basic Moldvay D&D all the way through to D&D 5.0! I've converted the module T1: Village of Hommlet into each system and the players will be using 3rd level characters to try each system. We're essentially looking for parts of the system that work, and trying to eliminate those that don't. In the end, we will likely adapt the parts that work into a stitched golem-like version of D&D agreeable to all.
In the process of looking over Original D&D, I noticed that there is a trend evident in the campaigns that continued through the AD&D line. Originally, the big-bad villain in the dungeons were dragons - the apex dungeon opponent. Against low-powered heroes with d6 hit points or so these were the epitome of danger and evil. However, as power-creep advanced through the editions, those low-level characters soon sneered and took out those sleeping dragons, pelting them with missiles from afar, or blasting them with spells and magic items while remaining out of range of their breath weapons. The dragon was no longer scary as players had learned all the nasty abilities of the dragons and all the ways they could foil them.
AD&D seemed to add in the material from the GREYHAWK and BLACKMOOR supplements, as well as the adversaries from the ELDRITCH WIZARDRY supplement. Along with this came a switch in the final adversaries of the game. Demons became the end-game opponents, with demon lords pulling the strings of the villains throughout the campaign. This is evident in the modules written by Gygax and Kuntz - the demoness Lolth in the GDQ modules, the demoness Zuggtmoy in the T1-4, the demon Kerzzit in WG5, the demonspawn Iuz who reigned in Greyhawk, etc. The GORD novels by Gygax climaxed with a demon-war. Demons were all the rage (and this may have negatively impacted the opinion of the game).
When Gygax was ousted, the Forgotten Realms and Dragonlance campaigns came to the fore and dragons were once more set up as the endgame villains, along with undead and villainous gods. This is evident in the FR with Bane and the Zhentarim, the Red Wizards of Thay, and Takhisis in the DL campaigns. Demons were removed from the equation (banished, if you will, back to the Abyss). However, they kept creeping back into AD&D 2nd Edition until they could be contained no longer and reappeared with a vengeance at the end of that game version in the Planescape campaign. Of course, by this point, dragons were beefed up to be on an even level with demons, and AD&D had introduced more fiends in the form of devils and daemons. Still demons held the imagination and thrill in the game.
Third edition kept demons, but by expanding on the power of the characters, they were diminished in their power. With psionics removed in 2nd edition onward, and relegated to a game add-on that most DMs did not deal with, demons became just another run-of-the-mill creature to be encountered at mid-level and higher. I did not dabble much with 4th edition so I can't speak on the role of demons or other high-level antagonists in this game. 5th edition seems to have made demons somewhere between gods and dragons on the scale of power, but I'm not entirely sure they still have the same impact as 1st edition and earlier demons had on the imagination.
It's a shame that I won't be able to explore multiple levels of each version of the game. There simply isn't enough time in the day to do each system justice without having lived through the years of the various changes in D&D. If I could have been a better DM in the earlier years, I'm sure that I would still be running my first group through numerous adventures over the years. I'm happy with my 1st edition group but I'm quickly running out of material and options for them. Original D&D had an endgame, let's call it "retirement," which really does not apply to later editions. Having adventures beyond 14th level means leaving the Material Plane behind and adventuring in a realm of pure imagination belonging to the the DM. Most of us don't have the time or energy anymore to put that imagination to work. I just hope I can continue to challenge and entertain my players for many years to come!
Friday, February 19, 2016
Tuesday, October 27, 2015
Middle Earth for Basic/Expert Rules
I spent some time today on the Dragonsfoot forums for B/X D&D and found someone's post which struck a creative chord in me. The piece of genius that sparked this whole train of thought was that Tolkien's elves are CLERICS, not MAGIC-USERS!! This revelation was startling to me, since I've been trying to resolve the issue of clerics in a Middle Earth campaign for many years. Here's my take on the subject:
MIDDLE EARTH D&D Campaign
This conversion attempts to reconcile the books by J.R.R.
Tolkien and the ruleset of B/X Dungeons & Dragons for use as a role-playing
game experience.
Classes of Middle
Earth
- Fighter: a fighting man using only weapons and armor; ex. Boromir, Faramir, Riders of Rohan
- Magic-User: a man using magic (sorcery); ex. Grima Wormtongue, various lesser sorcerers of Mordor
- Thief: a man using stealth, guile, and wits; ex. Bandits in Bree, scouts of Ithilien
- Elf: a demi-human elder race, fluent in the divine magic of Iluvatar; ex. Galadriel, Elrond, Legolas
- Ranger: a semi-divine race of humans with elven blood; ex. Aragorn, the Dunedain
- Hobbit: a demi-human race of comfort-seeking simple folk; ex. Bilbo Baggins, Frodo, Sam Gamgee
- Dwarf: a demi-human race of greedy miners and builders; ex. Gimli, any of the company of Thorin Oakenshield.
Note that there are no clerics in Middle Earth. The elves
are semi-divine (have divine grace) and serve as the healers and defeaters of
the undead in this world. Therefore, elves in Middle Earth are both Fighters
and Clerics (not magic-users), although they may use any magic items of Elven
origin (unless corrupted). They should also have the ability to Turn the undead
as per clerics. Instead of having one god, they worship all the Ainur equally.
The elven version of ‘the afterlife’ applies to elves only, and has them
sailing west to Valinar, the Lands of the West. I believe that those of elven blood (the line of Numenor) would also be welcome in the West. What happens to the souls of those who are not elves? This is unknown.
NOTE: Characters such as Gandalf, Saruman, and Radigast are
actually members of an immortal race descended from the gods (Ainur) and as
such have internal powers of magic that mortal characters cannot achieve. Only
those taught magic by masters of sorcery may cast spells, and this is mostly
considered to be ‘dark magic’. The disciples of Sauron were known to be sorcerers
of some power (he himself was known to be a Necromancer). As such, the Wizards
(or Istari) are not available for Player Characters, and only the lesser
sorcerers are allowed (most with dark origins).
Rangers are descended from the line of Numenorean Kings (and
so have some elven blood) which allows them to tap into the divine magic of the
elves. They achieve spell casting abilities more slowly, but are otherwise more
like Fighters than Clerics. Rangers can never cast higher than 3rd
level cleric spells (Aragorn himself was known to be a healer of lesser power, and was
able to speak with the dead and compel them into service based on their past
oaths). Not all those descended from the line of Numenor were spellcasters;
thus most were considered Fighters only. I see these rangers as having increased surprise capability, wilderness survival skills, access to low-level cleric spells (1st - 2nd, maybe 3rd level spells), and the ability to speak the elven language for free.
It is important to note that player characters are
considered to be “better than the norm” and all those who seek adventure are,
in some way, considered unusual for their kind (Bilbo, for example). Therefore, descendants of
Numenor would be most likely to be human player characters (Fighters, Rangers, Magic-users), while the rest of humanity are
considered un-classed Normal Men, Fighters or Thieves. Therefore, in order to be a true king, one
must have elven blood or heritage (i.e. be descended from the line of Numenor),
so only that line may advance past 8th level in Fighter. This is important - since the Stewards of Gondor could never rightfully claim kingship as a result (no Lord title). A
Magic-user (sorcerer) may rival the power of the Istari, but will never surpass their
magical abilities (since they are supernatural beings of immortal-level power).
It also explains why Gandalf or Saruman are never seen carrying around or
referencing a spellbook of any kind. A soft cap for all characters would be 14th
level (the end of the Expert Rules), as most adventurers do, eventually, seek to settle down and live the
good life. Since training is not an issue, large sums of treasure mean little
other than to allow a means for characters to live in comfort the rest of their lives.
Elves should be considered immortal - able to die only by mortal wounds or by grief (or loneliness). An elf is able to will themselves to die (which they refer as going to the Halls of Mandos). If they grow weary of the struggle between light and darkness, they can opt to leave Middle Earth and journey West (to heaven). This would be some good explanation of why they are unaffected by some undead attacks. Not sure if the raise dead spell works on elves in B/X D&D, but it would also tie in to this theme since they are spirits cloaked in flesh, not beings with souls. They will, however, diminish in time, losing their power as the bloodlines of men come to rise in power. There would be much magic lost to the world.
One additional thing to mention is the creation of items of power (magic items). Apparently, magic items in Middle Earth are created by highly skilled artisans and develop a character (or taint) of their creator. Those items created by the elves (and even the master dwarves) are considered magical since they are imprinted with the psyche of their creator. Sauron learned his ring-crafting from the elves and used sorcery to pervert the nature of the rings to obey his will (thus corrupting them through the One Ring which held much his own psyche, and is probably the reason why he was able to achieve the things he did as a disembodied spirit after being defeated). The dwarven Arkenstone was probably imprinted with the greed of a dwarf for treasure, and so it amplified and magnified it to the point that the possessor became overcome with greed and selfishness (and this was probably not helped by the fact that it spent so long with the dragon Smaug). So, effectively, the creation of magic items has more to do with psychic impression than magic. Magic-users, who do not possess great skill in crafting can still enchant items, but they must be made by a master craftsman first and then laboriously worked on and instilled with magic by the sorcerer so desiring such an item. Magic items can also be corrupted through psychic connection with dark magic (as the Palantiri were by Sauron). I would allow an Elf character to create a magic item (and use any magic item created using elven magic) simply by crafting it (spending time and money, and perhaps imparting it with some spell ability of a generic nature). This would explain all those elven blades, mithril armor suits, elven cloaks and ropes, etc. This way ANYTHING made by the elves is considered magical unless no time or effort was put into its creation. I'm tempted to make there be an Experience Point cost (as in later D&D versions), but this might be too far from the B/X D&D paradigm.
Most of the monsters in the D&D books would not be used, unless the DM decided to simply use Tolkien's Middle Earth as a backdrop and place whatever he desired to use. Some monsters would probably be known by different names, or have different abilities. For instance, trolls in Middle Earth turn to stone when struck by the light of day. Creatures from Greek Mythology would be unknown here, as would most lycanthropes (werebears excluded) unless the DM had a slightly altered version of these. Other creatures like the Giant Eagles, or the intelligent crows of Saruman, may need some other explanation. The creature in the lake by the entrance to Moria is unknown in D&D terms. So too the Balrog in Moria - which is a demon of fire in the books - and should probably be considered an "immortal" like the Wizards.
Thursday, September 17, 2015
My Preliminary AD&D Dogma Rules
AD&D Dogma is a variant of play that uses no variants. It follows the books TO THE LETTER - inconsistencies and all! Dogma rules were applied in some other campaigns somewhere else - I simply adapted them for my own use and have never actually used them in play....yet! I want to use these rules for my next campaign! Original Dogma rules were for OD&D, but I have adapted them here for the rules-heavy AD&D version of the game.
[EDITED on 9/22/2015 to reflect re-reading of character creation rules in the DMG. Edits are in bold italics]
The following abbreviations apply to this document:
Advanced Dungeons & Dragons Dogma Rules
Each character will be rolled up using Method I in the DMG (4d6 drop the lowest, arrange to taste). A character MUST be used unless it cannot qualify for ANY class. All racial minimums must be met in order to be of the race selected, otherwise the character is human by default. All minimum stat restrictions must be followed as per the PHB Ability Score Tables. Character age categories will be applied up to the starting age of the character (cannot drop below minimums or increase above maximums). Hit points will be rolled using the appropriate Hit Die type – all rolls are final (even rolls of 1). Starting money will be rolled randomly for each character who is then responsible for equipping the character BEFORE the game begins. Only those items listed in the PHB are allowed to be purchased and no haggling or bargaining will be done with vendors at this stage of the game. Pets purchased will be the sole responsibility of the owner and will be considered to be trained ONLY if the character is willing to spend additional money (confer with the DM for cost). Do not worry about backstory or history or even why the characters are there....all that can be expanded upon once they achieve 3rd level. It is recommended that a quick, short nickname be used for the character until they reach 3rd level since the mortality rate is extremely high. Party balance is also not too much of an issue if the party consists of enough players. One player character per person; henchmen limited by Charisma. Only Player Characters are able to gain full XP.
Any and all powers and abilities of race and class are to be noted on the character sheet. All weapon proficiencies and languages are to be noted as well. Only those races and classes in the PHB are viable, using all supplemental information found in the MM for halflings (AC bonus vs. giants, +3 to hit with slings and bows). Multi-classing is permitted as per the rules provided in the PHB. All level limits will be strictly enforced as per the PHB rules.
Hirelings and henchmen can be hired on before play commences; the DM will inform characters of wages and require rolls be made before play begins, assuming the community is large enough to support such activities. NPCs can be added to the party as full members only if all players agree. All alignments of NPCs are strictly confidential (magic may be used to determine compatibility, but reactions may be modified accordingly as a result).
Characters will begin in the World of Greyhawk campaign setting and should select a patron deity from the list of Greyhawk Deities and Demigods (clerics are REQUIRED to do so). No substitutions permitted. Party member alignments should be similar or within a reasonably restricted portion of the alignment graph. Party members of diametric alignments should have a good reason to exist in the same party. Obviously, a party cannot be composed of a paladin and an assassin. Likewise, party members should not worship deities that actively oppose each other (Hieroneous & Hextor, St. Cuthbert & Iuz, etc.). All characters are assumed to be linked in some manner; interparty squabbling and in-character drama should be reserved for a normal campaign, not dogma. Survival requires cooperation!
Play will be conducted by the DM in an educational manner – all rulings will be explained per the rules as they occur. The party is expected to have one mapper, one caller, and one note-keeper; these responsibilities should be performed by different players. Responsibilities are listed below:
CALLER: shall make group decisions known to the DM but should NOT force his or her own agenda on the party; rolls initiative and surprise for the party; keeps track of the marching orders and makes changes as necessary; keeps track of weapons in hand and light sources for the party. This should be (but is not required to be) the character with the highest Charisma (de facto party leader).
MAPPER: shall keep track of the party’s progress through a dungeon/ wilderness using graph/hex paper going only by the DM’s description (note that the DM will NOT correct the map except for grossly inaccurate or obviously wrong interpretations). This should be a character with a high Wisdom.
NOTE-KEEPER: shall keep track of all party resources and treasures found, track encumbrance for mules, note movement rates for all party members/mounts/pack animals, and generally keep the information gathered by the party in the course of their adventure. Magical treasures located must be indicated as to who is using/holding said items, whether or not they have been identified, and any resulting effects of their usage. This should be a character with a high Intelligence.
Magic-users will have all spellbooks detailed before play begins. Each magic-user must list spells in the spellbook, other spells known due to intelligence, and spells that cannot be learned due to a failed roll. Each spell level uses a single tome; spellbooks are assumed to be left in a safe location while the party adventures; if the magic-user wants to take the book(s) with them, they must account for their safety, encumbrance, etc. All spells will function EXACTLY as listed in the PHB with supplemental notes provided in the DMG. Contradictory explanations will be ruled by the DM, with an eye towards consistency.
The DM will remain absolutely Neutral during the campaign. No benefits, boons, or fudging will be done for either side in a conflict. All rulings will be made fairly and with an eye towards “reality” within the ruleset provided in the DMG. Players may challenge a ruling only once; a ruling, once made, is final. The DM reserves the right to rule differently in different circumstances.
Players will have the choice of selecting one of 4 pre-made modules to begin play:
• T1 The Village of Hommlet (located in the southern portion of the Viscounty of Verbobonc)
• N1 Against the Cult of the Reptile God (located in the southern portion of Sterich)
• U1 The Sinister Secret of Saltmarsh (located on southern shores of Keoland)
• DM78 Citadel by the Sea (located on the Wild Coast near the Pomarj)
Each module leads into a larger campaign which will be revealed as the module concludes. Experience points will be given out when the characters return to a safe location with their treasure and only after treasure has been divided and play assessed by the DM. Performance ratings will also be noted with XP totals and it should be known that superior play will receive the higher XP totals. If a player knows the module in question and uses the knowledge to their benefit, they will politely be asked to leave the session. If the player has played the module already and can act as if they have not, they may receive an experience bonus or upgrade in their XP performance rating as a reward.
Players who lose their characters in the course of play will be asked to roll up a new character given the same rules. All replacement characters must start at 1st level (see below). They will be introduced to the party as soon as possible, given whatever circumstances the party happens to find themselves in. Any party members killed lose all rights to their former possessions – the items become party property to be dispersed among the members as they see fit (does not count for XP). If the average party level is ever 3 or more levels higher than 1st level, then the new character will be increased in experience points until they are at the minimum XP to be one level below the average party level. Such characters will not have any magic items and enter play with double the standard starting money -- no exceptions. Deceased characters of 1st to 3rd level will NEVER be raised/resurrected/reincarnated.
It is assumed that play will continue until the characters withdraw from the dungeon. Each adventure is considered to consist of a single day of play. It may be several days before the party concludes the module. Therefore it is incumbent on the players to return to a safe place before the end of the session. This may or may not be applicable or possible in all situations, but should be followed as a general guideline for awarding experience points. Should a player be unable to attend a session, that player’s character will NOT be able to join the party. Should a player be unable to attend a session which continues from a previous session, that player should understand that the character will only receive XP as a henchman (1/2 normal share) and performance will be averaged with a Poor rating for any missed sessions in which their character is involved. Should any player miss more sessions than they have played in, their performance will be evaluated by the group. Those players who are unfortunately unable to make a regular commitment may be asked to leave the group until they can make the time to participate. If a player misses the previous session and is in attendance after the fact, the DM may allow the character to enter the dungeon by himself to “catch up” to the others, or allow them to play a henchman until the party returns to the safe location (and thus earning FULL XP for the henchman during this period). Performance ratings are averaged over the number of sessions played, regardless of how much experience was earned in each session. Performance ratings are used to calculate the number of weeks required to train for gaining levels.
Cheating will NOT be tolerated. Cheating is defined as purposely altering numbers, stats, lists, etc. for personal or party benefit, fudging dice rolls, and/or using the rules to gain an unfair advantage over others in the game. Abusive behavior will likewise NOT be tolerated. No player has the right to tell another player how to play their character. However, breaches in alignment and erratic behavior will be warned against before any action is taken by the DM. Helpful suggestions, even if innocently provided, can become irritating if constantly done. Temper tantrums will NOT be tolerated at the table. Deaths occur frequently in dogma rules and should not be taken as a failure by the player or maliciousness on the part of the DM. The dice will dictate most circumstances and random rolls are just that – RANDOM. Nothing in AD&D is guaranteed so long as the outcome is dependent on a random dice roll. Players who have a problem with this will be directed to find their fun elsewhere.
Dramatic role-playing is requested but not obligatory; some players have trouble getting into character. Regardless, all actions, once stated, will be considered to have begun. All statements should be made using a 1st-person voice. Stating “We should do this” is much different from “I do this.” The latter is the correct form to take during play unless the players are discussing among themselves their best course of action. The caller should always speak in “active voice” for both his own PC and all other characters. Do not get hung up on details – allow the game to progress naturally and fluidly. Taking too long to come to a course of action will cause an actual delay in the game, as the characters are assumed to be arguing among themselves just as the players are. Such delays will result in more random Wandering Monster checks, or may cause nearby monsters to investigate the cause of all the noise! Descriptions assume that the party has a light source – it also assumes that all the characters are viewing the same thing. If this is not the case, your character cannot act on knowledge they could not possibly have (i.e., a human reacting to what a demi-human is seeing with infravision, or a character in the back rank around the corner preparing to face off against a monster at the front rank, etc.).
The game is filled with hidden things (invisible items, traps, secret doors, subtle slopes, etc.). Some characters have better than normal detection abilities. However, it slows the game down if these abilities are used every turn. It also leads to prolonged adventure downtime, which leads to boredom. A dungeon need not be scoured for each and every copper piece, and some hidden things will likely be missed by the party. Do not feel that you have to search every 10’ square of the map to be successful. Experience is not based on these actions, but rather overcoming obstacles and gaining treasure. These should be the foremost goals of any adventuring party.
DICE ROLLS – All dice will be rolled openly and only when requested. Do not assume that a roll made prior to being asked will be accepted…. Any die that rolls off the table will not be counted. Any die that lands crookedly off a book or in a crack will have to be rolled again until a valid number is achieved. Hiding rolls will not be tolerated. All dice used should be clearly marked and easy to read across the table by anyone. If dice used by a player do not conform to this standard, they will be asked to use dice provided by the DM. All rolls are final, regardless of the outcome, unless a situation exists in which the number rolled is invalid. The DM has the right to invalidate any roll made at the table (within reason) and only if the situation merits.
[EDITED on 9/22/2015 to reflect re-reading of character creation rules in the DMG. Edits are in bold italics]
The following abbreviations apply to this document:
- PHB = Players Handbook
- DMG = Dungeon Masters Guide
- MM = Monster Manual
- DM = Dungeon Master
- NPC = Non-Player Character
- XP = Experience Points
Advanced Dungeons & Dragons Dogma Rules
Each character will be rolled up using Method I in the DMG (4d6 drop the lowest, arrange to taste). A character MUST be used unless it cannot qualify for ANY class. All racial minimums must be met in order to be of the race selected, otherwise the character is human by default. All minimum stat restrictions must be followed as per the PHB Ability Score Tables. Character age categories will be applied up to the starting age of the character (cannot drop below minimums or increase above maximums). Hit points will be rolled using the appropriate Hit Die type – all rolls are final (even rolls of 1). Starting money will be rolled randomly for each character who is then responsible for equipping the character BEFORE the game begins. Only those items listed in the PHB are allowed to be purchased and no haggling or bargaining will be done with vendors at this stage of the game. Pets purchased will be the sole responsibility of the owner and will be considered to be trained ONLY if the character is willing to spend additional money (confer with the DM for cost). Do not worry about backstory or history or even why the characters are there....all that can be expanded upon once they achieve 3rd level. It is recommended that a quick, short nickname be used for the character until they reach 3rd level since the mortality rate is extremely high. Party balance is also not too much of an issue if the party consists of enough players. One player character per person; henchmen limited by Charisma. Only Player Characters are able to gain full XP.
Any and all powers and abilities of race and class are to be noted on the character sheet. All weapon proficiencies and languages are to be noted as well. Only those races and classes in the PHB are viable, using all supplemental information found in the MM for halflings (AC bonus vs. giants, +3 to hit with slings and bows). Multi-classing is permitted as per the rules provided in the PHB. All level limits will be strictly enforced as per the PHB rules.
Hirelings and henchmen can be hired on before play commences; the DM will inform characters of wages and require rolls be made before play begins, assuming the community is large enough to support such activities. NPCs can be added to the party as full members only if all players agree. All alignments of NPCs are strictly confidential (magic may be used to determine compatibility, but reactions may be modified accordingly as a result).
Characters will begin in the World of Greyhawk campaign setting and should select a patron deity from the list of Greyhawk Deities and Demigods (clerics are REQUIRED to do so). No substitutions permitted. Party member alignments should be similar or within a reasonably restricted portion of the alignment graph. Party members of diametric alignments should have a good reason to exist in the same party. Obviously, a party cannot be composed of a paladin and an assassin. Likewise, party members should not worship deities that actively oppose each other (Hieroneous & Hextor, St. Cuthbert & Iuz, etc.). All characters are assumed to be linked in some manner; interparty squabbling and in-character drama should be reserved for a normal campaign, not dogma. Survival requires cooperation!
Play will be conducted by the DM in an educational manner – all rulings will be explained per the rules as they occur. The party is expected to have one mapper, one caller, and one note-keeper; these responsibilities should be performed by different players. Responsibilities are listed below:
CALLER: shall make group decisions known to the DM but should NOT force his or her own agenda on the party; rolls initiative and surprise for the party; keeps track of the marching orders and makes changes as necessary; keeps track of weapons in hand and light sources for the party. This should be (but is not required to be) the character with the highest Charisma (de facto party leader).
MAPPER: shall keep track of the party’s progress through a dungeon/ wilderness using graph/hex paper going only by the DM’s description (note that the DM will NOT correct the map except for grossly inaccurate or obviously wrong interpretations). This should be a character with a high Wisdom.
NOTE-KEEPER: shall keep track of all party resources and treasures found, track encumbrance for mules, note movement rates for all party members/mounts/pack animals, and generally keep the information gathered by the party in the course of their adventure. Magical treasures located must be indicated as to who is using/holding said items, whether or not they have been identified, and any resulting effects of their usage. This should be a character with a high Intelligence.
Magic-users will have all spellbooks detailed before play begins. Each magic-user must list spells in the spellbook, other spells known due to intelligence, and spells that cannot be learned due to a failed roll. Each spell level uses a single tome; spellbooks are assumed to be left in a safe location while the party adventures; if the magic-user wants to take the book(s) with them, they must account for their safety, encumbrance, etc. All spells will function EXACTLY as listed in the PHB with supplemental notes provided in the DMG. Contradictory explanations will be ruled by the DM, with an eye towards consistency.
The DM will remain absolutely Neutral during the campaign. No benefits, boons, or fudging will be done for either side in a conflict. All rulings will be made fairly and with an eye towards “reality” within the ruleset provided in the DMG. Players may challenge a ruling only once; a ruling, once made, is final. The DM reserves the right to rule differently in different circumstances.
Players will have the choice of selecting one of 4 pre-made modules to begin play:
• T1 The Village of Hommlet (located in the southern portion of the Viscounty of Verbobonc)
• N1 Against the Cult of the Reptile God (located in the southern portion of Sterich)
• U1 The Sinister Secret of Saltmarsh (located on southern shores of Keoland)
• DM78 Citadel by the Sea (located on the Wild Coast near the Pomarj)
Each module leads into a larger campaign which will be revealed as the module concludes. Experience points will be given out when the characters return to a safe location with their treasure and only after treasure has been divided and play assessed by the DM. Performance ratings will also be noted with XP totals and it should be known that superior play will receive the higher XP totals. If a player knows the module in question and uses the knowledge to their benefit, they will politely be asked to leave the session. If the player has played the module already and can act as if they have not, they may receive an experience bonus or upgrade in their XP performance rating as a reward.
Players who lose their characters in the course of play will be asked to roll up a new character given the same rules. All replacement characters must start at 1st level (see below). They will be introduced to the party as soon as possible, given whatever circumstances the party happens to find themselves in. Any party members killed lose all rights to their former possessions – the items become party property to be dispersed among the members as they see fit (does not count for XP). If the average party level is ever 3 or more levels higher than 1st level, then the new character will be increased in experience points until they are at the minimum XP to be one level below the average party level. Such characters will not have any magic items and enter play with double the standard starting money -- no exceptions. Deceased characters of 1st to 3rd level will NEVER be raised/resurrected/reincarnated.
It is assumed that play will continue until the characters withdraw from the dungeon. Each adventure is considered to consist of a single day of play. It may be several days before the party concludes the module. Therefore it is incumbent on the players to return to a safe place before the end of the session. This may or may not be applicable or possible in all situations, but should be followed as a general guideline for awarding experience points. Should a player be unable to attend a session, that player’s character will NOT be able to join the party. Should a player be unable to attend a session which continues from a previous session, that player should understand that the character will only receive XP as a henchman (1/2 normal share) and performance will be averaged with a Poor rating for any missed sessions in which their character is involved. Should any player miss more sessions than they have played in, their performance will be evaluated by the group. Those players who are unfortunately unable to make a regular commitment may be asked to leave the group until they can make the time to participate. If a player misses the previous session and is in attendance after the fact, the DM may allow the character to enter the dungeon by himself to “catch up” to the others, or allow them to play a henchman until the party returns to the safe location (and thus earning FULL XP for the henchman during this period). Performance ratings are averaged over the number of sessions played, regardless of how much experience was earned in each session. Performance ratings are used to calculate the number of weeks required to train for gaining levels.
Cheating will NOT be tolerated. Cheating is defined as purposely altering numbers, stats, lists, etc. for personal or party benefit, fudging dice rolls, and/or using the rules to gain an unfair advantage over others in the game. Abusive behavior will likewise NOT be tolerated. No player has the right to tell another player how to play their character. However, breaches in alignment and erratic behavior will be warned against before any action is taken by the DM. Helpful suggestions, even if innocently provided, can become irritating if constantly done. Temper tantrums will NOT be tolerated at the table. Deaths occur frequently in dogma rules and should not be taken as a failure by the player or maliciousness on the part of the DM. The dice will dictate most circumstances and random rolls are just that – RANDOM. Nothing in AD&D is guaranteed so long as the outcome is dependent on a random dice roll. Players who have a problem with this will be directed to find their fun elsewhere.
Dramatic role-playing is requested but not obligatory; some players have trouble getting into character. Regardless, all actions, once stated, will be considered to have begun. All statements should be made using a 1st-person voice. Stating “We should do this” is much different from “I do this.” The latter is the correct form to take during play unless the players are discussing among themselves their best course of action. The caller should always speak in “active voice” for both his own PC and all other characters. Do not get hung up on details – allow the game to progress naturally and fluidly. Taking too long to come to a course of action will cause an actual delay in the game, as the characters are assumed to be arguing among themselves just as the players are. Such delays will result in more random Wandering Monster checks, or may cause nearby monsters to investigate the cause of all the noise! Descriptions assume that the party has a light source – it also assumes that all the characters are viewing the same thing. If this is not the case, your character cannot act on knowledge they could not possibly have (i.e., a human reacting to what a demi-human is seeing with infravision, or a character in the back rank around the corner preparing to face off against a monster at the front rank, etc.).
The game is filled with hidden things (invisible items, traps, secret doors, subtle slopes, etc.). Some characters have better than normal detection abilities. However, it slows the game down if these abilities are used every turn. It also leads to prolonged adventure downtime, which leads to boredom. A dungeon need not be scoured for each and every copper piece, and some hidden things will likely be missed by the party. Do not feel that you have to search every 10’ square of the map to be successful. Experience is not based on these actions, but rather overcoming obstacles and gaining treasure. These should be the foremost goals of any adventuring party.
DICE ROLLS – All dice will be rolled openly and only when requested. Do not assume that a roll made prior to being asked will be accepted…. Any die that rolls off the table will not be counted. Any die that lands crookedly off a book or in a crack will have to be rolled again until a valid number is achieved. Hiding rolls will not be tolerated. All dice used should be clearly marked and easy to read across the table by anyone. If dice used by a player do not conform to this standard, they will be asked to use dice provided by the DM. All rolls are final, regardless of the outcome, unless a situation exists in which the number rolled is invalid. The DM has the right to invalidate any roll made at the table (within reason) and only if the situation merits.
Monday, September 14, 2015
AD&D - Party Setback in G2
We had a very tense session last weekend! The party is on level 2 of the Frost Giants module G2, having made their way through the ENTIRE Glacial Rift to end up in the caves beneath the mountain. They made their way cautiously around the open areas, exploring every dead-end chamber and tunnel. They were ambushed by the ice toads (who posed little or no problem) and located the "map of the Jarl's Caverns" in the hand of the dead frost giant by the collapsed tunnel. They even wanted to excavate the tunnel using transmute rock to mud spells (I discouraged this, saying that the rock above was too unstable) as their dwarf henchman could attest.
So they went to the boulder-blocked area off the main entry chamber (marked STOREROOM on the map). Moving the boulder aside (3 fighters with strength spells on them!), they entered the tunnel leading into the lair of the 2 white dragons. They came upon the male dragon as it was turning the corner to see who invaded its lair. The ranger thankfully was not surprised. At the urging of his wife, he readied the ring of spell storing (taking off his gloves to do so) and the others were oblivious but alerted to some danger ahead. Due to the shape of the entry tunnel, only the front line (ranger and dwarf fighter henchman) and the lantern-bearer hireling could see what was happening. The others were aware that there was danger (from the ranger's warning), but not what they faced.
The first round of combat went poorly. The dragon, spotting intruders, breathed at the entry tunnel. That spelled the end for the 3 hp hireling lantern-bearer who froze in place as a "corpse-icle." The others made their saving throws. The ones in the hallway behind were also affected by the frost since the bulk of the area of the cone would have splashed into the tunnel. I gave them bonuses to their saves based on distance from the corner (starting at +2, then +4, and +6 to those in the back ranks. The druid, just outside the tunnel, was too far away to be affected by the breath weapon.
Needless to say, I decimated the hit points of the party. Since everyone saved, they were all alive but very hurt, some in single digits. Then the ring of spell storing released the fireball which blossomed on the dragon. The dragon failed its saving throw by 1 and took full damage (+1 damage per die) which was 11d6+11 damage total!! The rolls were poor, unfortunately, and the dragon was left alive, but extremely pissed!
The next round the party decided to retreat, leaving the cleric, ranger, and dwarf fighter in the front to handle the dragon. The magic-user and thief backed out of the tunnel, followed by the halfling fighter. They all huddled behind the boulder while the druid cast a healing spell on the magic-user. The dragon moved into the entry way to attack those that burned him. It could not attack yet since it had to cross the distance first. The others took defensive postures while the cleric cast a pitiful cure serious wounds (5 hp!) on the ranger to bolster his health.
On the third round I rolled randomly to see what the dragon would do. He opted to breathe again (ugh). The cleric was casting a flame strike at the dragon. Initiative was rolled and the party lost (big time). The dragon breathed again, rearing up to strike those directly in front, so the splash back was less severe than before. The fighter and dwarf were instantly killed (dwarf saved but was only 7th level, and the ranger failed his save with a 3). The cleric, whose spell was disrupted, was barely hanging on with 6 hp left.... The others looked on in horror as their friends died (and party morale took a nose-dive).
The cleric attempted to withdraw from combat, but the dragon stretched out his neck and chomped down on the hapless cleric who fell to -3 hp. A blast of magic missiles on its head did the dragon in the following round but the damage had already been done. Two members of the party were dead, a 3rd was dying, and the hireling was thoroughly frozen. The party moved in to tend to the dead and dying when the magic-user spotted the SECOND dragon approaching!
The magic-user quickly set up a wall of force to completely block the entryway while the djinn was summoned forth to carry the dead. They immediately retreated and had the djinn move the boulder back into place. The party retreated back to the glacier to do some healing. Unfortunately it was late and we had to stop, but the mood was somber in the room.
Unfortunately, the party has to retreat back to the safe base cave off the glacier. The other dragon, after finding that it could not exit the cave the normal way, decided to give chase on the surface (a tunnel leads to the surface through the northwest ceiling). This is going to be ugly. The dragon's mate is pissed and will likely circle the glacier looking for the party to surface. If they are smart they will go invisible - if not, they will likely perish to the other dragon! Oddly enough, they took on 2 mated dragons in a similar situation on their way off the glacier the last time (random encounter roll). They took some damage from one breath weapon before resorting to the fireball tactic. Of course, the rolls were much better then....
The dwarf henchman has died 3 times before and lost a lot of Constitution as a result. The ranger will be losing hit points due to Con loss when he is raised. Both will have to wait a week before returning to the front lines - two very heavy-hitting fighters who will be sorely missed. It's likely that the party will have to retreat back to civilization, a long trip that they can ill afford to make, especially with an angry dragon flying about and who knows what else lurking in the snow-swept mountains. I sincerely hope that no one fails their resurrection survival percentages! That would seriously disrupt player morale!
So they went to the boulder-blocked area off the main entry chamber (marked STOREROOM on the map). Moving the boulder aside (3 fighters with strength spells on them!), they entered the tunnel leading into the lair of the 2 white dragons. They came upon the male dragon as it was turning the corner to see who invaded its lair. The ranger thankfully was not surprised. At the urging of his wife, he readied the ring of spell storing (taking off his gloves to do so) and the others were oblivious but alerted to some danger ahead. Due to the shape of the entry tunnel, only the front line (ranger and dwarf fighter henchman) and the lantern-bearer hireling could see what was happening. The others were aware that there was danger (from the ranger's warning), but not what they faced.
The first round of combat went poorly. The dragon, spotting intruders, breathed at the entry tunnel. That spelled the end for the 3 hp hireling lantern-bearer who froze in place as a "corpse-icle." The others made their saving throws. The ones in the hallway behind were also affected by the frost since the bulk of the area of the cone would have splashed into the tunnel. I gave them bonuses to their saves based on distance from the corner (starting at +2, then +4, and +6 to those in the back ranks. The druid, just outside the tunnel, was too far away to be affected by the breath weapon.
Needless to say, I decimated the hit points of the party. Since everyone saved, they were all alive but very hurt, some in single digits. Then the ring of spell storing released the fireball which blossomed on the dragon. The dragon failed its saving throw by 1 and took full damage (+1 damage per die) which was 11d6+11 damage total!! The rolls were poor, unfortunately, and the dragon was left alive, but extremely pissed!
The next round the party decided to retreat, leaving the cleric, ranger, and dwarf fighter in the front to handle the dragon. The magic-user and thief backed out of the tunnel, followed by the halfling fighter. They all huddled behind the boulder while the druid cast a healing spell on the magic-user. The dragon moved into the entry way to attack those that burned him. It could not attack yet since it had to cross the distance first. The others took defensive postures while the cleric cast a pitiful cure serious wounds (5 hp!) on the ranger to bolster his health.
On the third round I rolled randomly to see what the dragon would do. He opted to breathe again (ugh). The cleric was casting a flame strike at the dragon. Initiative was rolled and the party lost (big time). The dragon breathed again, rearing up to strike those directly in front, so the splash back was less severe than before. The fighter and dwarf were instantly killed (dwarf saved but was only 7th level, and the ranger failed his save with a 3). The cleric, whose spell was disrupted, was barely hanging on with 6 hp left.... The others looked on in horror as their friends died (and party morale took a nose-dive).
The cleric attempted to withdraw from combat, but the dragon stretched out his neck and chomped down on the hapless cleric who fell to -3 hp. A blast of magic missiles on its head did the dragon in the following round but the damage had already been done. Two members of the party were dead, a 3rd was dying, and the hireling was thoroughly frozen. The party moved in to tend to the dead and dying when the magic-user spotted the SECOND dragon approaching!
The magic-user quickly set up a wall of force to completely block the entryway while the djinn was summoned forth to carry the dead. They immediately retreated and had the djinn move the boulder back into place. The party retreated back to the glacier to do some healing. Unfortunately it was late and we had to stop, but the mood was somber in the room.
Unfortunately, the party has to retreat back to the safe base cave off the glacier. The other dragon, after finding that it could not exit the cave the normal way, decided to give chase on the surface (a tunnel leads to the surface through the northwest ceiling). This is going to be ugly. The dragon's mate is pissed and will likely circle the glacier looking for the party to surface. If they are smart they will go invisible - if not, they will likely perish to the other dragon! Oddly enough, they took on 2 mated dragons in a similar situation on their way off the glacier the last time (random encounter roll). They took some damage from one breath weapon before resorting to the fireball tactic. Of course, the rolls were much better then....
The dwarf henchman has died 3 times before and lost a lot of Constitution as a result. The ranger will be losing hit points due to Con loss when he is raised. Both will have to wait a week before returning to the front lines - two very heavy-hitting fighters who will be sorely missed. It's likely that the party will have to retreat back to civilization, a long trip that they can ill afford to make, especially with an angry dragon flying about and who knows what else lurking in the snow-swept mountains. I sincerely hope that no one fails their resurrection survival percentages! That would seriously disrupt player morale!
Wednesday, September 2, 2015
Name Level Druid - Almost there....
I've been running my 1st edition AD&D game since January 2000. It has taken 15 loooooonnnngggg years to get the party druid to 11th level (just shy of 12th by about 750 xp). "What?", you say. "Why so long?", you ask. Well, we've been on and off a few times - medical emergencies, family matters, holidays, etc. We haven't had a good long run of consecutive games since the beginning of the campaign. Also , it's hard to give out Experience Points when the party insists on going to the furthest reaches of my campaign world to scour dungeons for treasure (which they rarely found). Add to this the number of level drains we had in the Desert of Desolation and you can see why it took so very long to get to this point.
Now, due to a Libram of Silver Magic, the magic-user is an 11th level Wizard and the druid is about to become a name level Druid of 12th level! This means that all the end-game stuff I've been putting off for so very long has to be designed NOW!! The ranger just made 9th level, which means he'll be seeing followers after he makes the next level. The cleric is also 9th and can get followers whenever she decides to settle down and build a church. I'm gonna be a busy DM for the next few months I can tell!
I've been agonizing over the druid hierarchy for a little over 2 weeks now. I'm not sure how to proceed since the player wants to keep playing in the group while enjoying all the perks and responsibilities of being a name-level character. I don't blame him - he's waited 15 years to play with the "big boys" and now that he has all this firepower, he can't wait to use it on something. The endgame material Gygax built into the game to basically force the characters to retire at or soon after name level is causing the druid grief. He wants to forego the followers (who he sees as nothing more than useless in a high-level dungeon setting) and doesn't want the Archdruids to boss him around. I see this as more of a role-playing opportunity to link him into the world and the grander scheme of things. But, of course, the anarchistic player wants his own rules and wants to do his own thing. And here I thought I had purged that "must win at all costs" mentality from him a while ago. Sigh.
The hierarchy seems to be divided into a local group and a world group. The local groups each have their own Great Druid and are separated by geographical regions. The world groups is headed by the Grand Druid who has his own Druids and Archdruids to attend his needs. The local groups seem more preoccupied with the defense of nature on the small scale and the tending to the flocks of worshipers. The world group seems more focused on defending the world from catastrophic changes and elemental disasters. I can work with the world group, since this is the route the adventures are taking. However, the Grand Druid selects his candidates from the ranks of the eligible Druids of the local groups, taking the best and brightest if you will. Now, I consider the player character's Druid to be one of these elite types who has been watched for a while. Ever since the Hierophants directed the PC druid to Haven to help out Princess Argenta (B3) I've been planning to make a big deal of how he's been groomed and watched to become a member of the worldwide druids. It seems to be what he's interested in as well. However, I see his initiation as a servant of the Grand Druid being blocked by the necessity that he has to first prove himself in combat. Should I allow him to bypass the local group first and go directly to the Grand Druid's entourage? Perhaps. But he will have to FIND the Grand Druid first. I don't suppose he should be easy to find or easy to get to. After all, he has an entire WORLD to watch over and may not even be humanoid!!! It would be interesting to have a treant as the Grand Druid. I'll have to look into this. Otherwise, I could see an elf or human occupying the spot - like a crusty old Radagast in the Hobbit movies. Perhaps the Grand Druid is a nomad - living off the land and carrying only those things he truly needs with him. He would be followed by his attendants, of course, and might show up in the darnedest of places! This could be a means of getting the characters out of the Karameikos/Selenica rut they've been stuck in for the past few years. Geez, there are so many other places to see in Mystara and they keep going back to the same two cities....
Now, due to a Libram of Silver Magic, the magic-user is an 11th level Wizard and the druid is about to become a name level Druid of 12th level! This means that all the end-game stuff I've been putting off for so very long has to be designed NOW!! The ranger just made 9th level, which means he'll be seeing followers after he makes the next level. The cleric is also 9th and can get followers whenever she decides to settle down and build a church. I'm gonna be a busy DM for the next few months I can tell!
I've been agonizing over the druid hierarchy for a little over 2 weeks now. I'm not sure how to proceed since the player wants to keep playing in the group while enjoying all the perks and responsibilities of being a name-level character. I don't blame him - he's waited 15 years to play with the "big boys" and now that he has all this firepower, he can't wait to use it on something. The endgame material Gygax built into the game to basically force the characters to retire at or soon after name level is causing the druid grief. He wants to forego the followers (who he sees as nothing more than useless in a high-level dungeon setting) and doesn't want the Archdruids to boss him around. I see this as more of a role-playing opportunity to link him into the world and the grander scheme of things. But, of course, the anarchistic player wants his own rules and wants to do his own thing. And here I thought I had purged that "must win at all costs" mentality from him a while ago. Sigh.
The hierarchy seems to be divided into a local group and a world group. The local groups each have their own Great Druid and are separated by geographical regions. The world groups is headed by the Grand Druid who has his own Druids and Archdruids to attend his needs. The local groups seem more preoccupied with the defense of nature on the small scale and the tending to the flocks of worshipers. The world group seems more focused on defending the world from catastrophic changes and elemental disasters. I can work with the world group, since this is the route the adventures are taking. However, the Grand Druid selects his candidates from the ranks of the eligible Druids of the local groups, taking the best and brightest if you will. Now, I consider the player character's Druid to be one of these elite types who has been watched for a while. Ever since the Hierophants directed the PC druid to Haven to help out Princess Argenta (B3) I've been planning to make a big deal of how he's been groomed and watched to become a member of the worldwide druids. It seems to be what he's interested in as well. However, I see his initiation as a servant of the Grand Druid being blocked by the necessity that he has to first prove himself in combat. Should I allow him to bypass the local group first and go directly to the Grand Druid's entourage? Perhaps. But he will have to FIND the Grand Druid first. I don't suppose he should be easy to find or easy to get to. After all, he has an entire WORLD to watch over and may not even be humanoid!!! It would be interesting to have a treant as the Grand Druid. I'll have to look into this. Otherwise, I could see an elf or human occupying the spot - like a crusty old Radagast in the Hobbit movies. Perhaps the Grand Druid is a nomad - living off the land and carrying only those things he truly needs with him. He would be followed by his attendants, of course, and might show up in the darnedest of places! This could be a means of getting the characters out of the Karameikos/Selenica rut they've been stuck in for the past few years. Geez, there are so many other places to see in Mystara and they keep going back to the same two cities....
Tuesday, July 7, 2015
D&D: Nature of the Planes
I've often wondered about how a plane can be infinite and size and yet bounded such that it is coterminus with another plane. I prefer to think of a plane as just that - a surface. Wrap that surface on a sphere and voila, seemingly infinite in size but having defined beginning and end. Move one way long enough and you arrive back where you were. The same could be said for the inside of a sphere.
I've pondered how I would like to see a planar structure in B/X D&D and I believe I finally have a solution - BUBBLES!
Imagine a large bubble of some thickness - this is the Prime Material Plane. The bubble is so large that it seems infinite. The interior of this bubble is filled with Ether which separates the Prime plane from the other Inner Planes. The Ether also permeates the Prime Plane and all the Inner Planes. At the core of the Ether is a large bubble split into six chambers - like bubbles blown into a single bubble. The upper bubble is Positive Energy, the lower bubble is Negative Energy, and the middle ring comprises the Elemental Planes of Air, Water, Earth, and Fire. The Positive and Negative Energy planes have vortexes that erupt out from their central surfaces, piercing the Ether and Prime Material Planes and continuing beyond. Like a giant electromagnet, the Positive Energy plane spews forth energy into the multiverse and the Negative Energy plane sucks in the energy (again, think of the magnetic lines of force around a planet with the Energy planes functioning as poles of the magnet) They function as the Planar Axis (Axis Mundi?) and all rotates slowly around this axis.
Outside the Prime Plane Bubble is a vast expanse of nothingness filled with stars and a staggeringly large variety of planets and asteroids. This is the Astral Plane. Nothing can exist physically within the Astral Plane - there is no air to breathe, no gravity, no pressure, and nothing to draw sustenance from. From the Astral Plane, the Inner Planes can be seen through the Prime Material Membrane as a swirling galaxy of various colors with a brilliantly glowing top and dark, shadowy bottom.
The Astral Plane contains bits of matter left over from the creation of the Prime Material, or portions of the Prime Material Plane that have been lost to the void of the Astral Plane over the millennia. These form planets (more spherical "planes") of various sizes and qualities. Those that are vibrant spheres filled with positive energy and conducive to life are considered to be Planes of Law; those that are filled with negative energy or cannot support life are considered to be Planes of Chaos. Others might be Neutral Planes with a mix of both energies.
Planes in AD&D are said to be made up of layers. These layers could be planets in a single star system. So the Seven Heavens could be represented by seven planets, each with its own unique environments and perhaps all joined together by a network of gates. The Abyss in AD&D is said to be made up of 666 layers. This could be presented by an asteroid field, the remains of a planet of demons which they destroyed in a great war but still inhabited by them. The River Styx could be a wormhole vortex joining all the negative energy Outer Planes, and only Charon knows how to navigate it safely - all others who fall into the vortex are lost and may end up sucked back to the Negative Energy Plane.
Travel through the Astral Plane is done as a disembodied spirit or soul. Mental energy thus determines the speed of travel here. Most travelers only move through the Astral Plane to get to another destination on the Outer Planes. Some few decide to remain in the Astral Plane and explore the place. The Gith reside in the Astral as disembodied psychic images, and may decide to attack those who invade their realms. Many outer planar creatures can move through the Astral Plane as well, and may be encountered here in non-corporeal forms. A new body is created by the soul or spirit when they arrive on an outer plane out of the native materials. This body resembles the one the soul or spirit had on the Prime Material Plane, but may have some strange alterations based on the plane they travel to (like glowing eyes, mineralized flesh, or what have you). When the body is destroyed, the soul/spirit is sent back to its home plane where it may die from the shock (saving throw or Constitution check, not sure which should apply). A silver cord connects a traveler to its home plane so long as it is still alive. A dead traveler without a cord is lost unless it worshipped some Immortal in an outer plane. Such a traveler is then reeled in to the outer plane where that Immortal dwells. Thus, a living being has not only a silver cord but also a connection to whatever faith they follow in the Afterlife. Such souls/spirits are used by the Outer Planar Immortals in some way to empower them.
The Astral Plane is nearly infinite in size, but may be just another bubble. The Astral space is the void within the bubble between its furthest boundary and the Prime Material Plane, sparsely filled with Outer Planes. Each "multiverse" could thus be a system of these nested bubbles. Related planes are all connected by a network of gates. A Manual of the Planes could list all the gates, how they are activated, and where they lead - a most potent artifact if found! The Ether Cyclone and Psychic Wind defined in the AD&D rules could be places where the Ethereal plane touches the Astral Void via vortexes through the Prime Material Plane. Within the Prime these are invisible and have no effect, but they are openings through the bubble membrane that resemble violent tornadoes in reverse within the Ether and violent blowing nebulae in the Astral - in essence these are locations where Inner Plane materials are being fed into the Astral Void to help populate it with matter and energy. Obviously, these vortexes meander over the surface of the Prime Plane Bubble and their position might be detectable to those with the proper spells. Such an alignment of a vortex through a homeworld on the Prime could portend dire times for that world, but can only be seen by those with the proper sight (some magical detection, ability to see into the ethereal or astral planes, etc.).
When Outer Planar creatures are slain on the Prime Material Plane, they are returned to their home plane, more or less intact (but they may lose the ability to travel astrally for a while, thus trapping them on their home plane). Inner Planar creatures are essentially disembodied spirits that have no Outer Planar connections. They are immortal for all intents and purposes. They cannot freely enter the Prime Material Plane without a gate or magical summons. When they are destroyed on the Prime Material, they reform in their native Inner Plane. This explains why magic-users need such large volumes of pure elements to summon forth an elemental creature - they need it to form their bodies!
I'm sure there are some nuances that I'm forgetting, but that structure should be enough to provide challenges for planar adventures for some time to come. I need to determine the nature of Immortals and better define which creatures should be considered immortal. I see demons as evil spirits existing in the Outer Planes - they have no material forms of their own but instead form bodies from their environment when necessary. This explains their varied appearances since they can alter what form they take based on their power.
What exists beyond the Astral Plane? Perhaps a Dimension of Madness where the Old Ones dwell, constantly trying to invade the multiverse and infest it with their powers. Or perhaps demons are natives of that place and have begun an invasion into this reality. Every campaign has an ultimate evil that all the mortals and immortals should fear and be wary of....
I've pondered how I would like to see a planar structure in B/X D&D and I believe I finally have a solution - BUBBLES!
Imagine a large bubble of some thickness - this is the Prime Material Plane. The bubble is so large that it seems infinite. The interior of this bubble is filled with Ether which separates the Prime plane from the other Inner Planes. The Ether also permeates the Prime Plane and all the Inner Planes. At the core of the Ether is a large bubble split into six chambers - like bubbles blown into a single bubble. The upper bubble is Positive Energy, the lower bubble is Negative Energy, and the middle ring comprises the Elemental Planes of Air, Water, Earth, and Fire. The Positive and Negative Energy planes have vortexes that erupt out from their central surfaces, piercing the Ether and Prime Material Planes and continuing beyond. Like a giant electromagnet, the Positive Energy plane spews forth energy into the multiverse and the Negative Energy plane sucks in the energy (again, think of the magnetic lines of force around a planet with the Energy planes functioning as poles of the magnet) They function as the Planar Axis (Axis Mundi?) and all rotates slowly around this axis.
Outside the Prime Plane Bubble is a vast expanse of nothingness filled with stars and a staggeringly large variety of planets and asteroids. This is the Astral Plane. Nothing can exist physically within the Astral Plane - there is no air to breathe, no gravity, no pressure, and nothing to draw sustenance from. From the Astral Plane, the Inner Planes can be seen through the Prime Material Membrane as a swirling galaxy of various colors with a brilliantly glowing top and dark, shadowy bottom.
The Astral Plane contains bits of matter left over from the creation of the Prime Material, or portions of the Prime Material Plane that have been lost to the void of the Astral Plane over the millennia. These form planets (more spherical "planes") of various sizes and qualities. Those that are vibrant spheres filled with positive energy and conducive to life are considered to be Planes of Law; those that are filled with negative energy or cannot support life are considered to be Planes of Chaos. Others might be Neutral Planes with a mix of both energies.
Planes in AD&D are said to be made up of layers. These layers could be planets in a single star system. So the Seven Heavens could be represented by seven planets, each with its own unique environments and perhaps all joined together by a network of gates. The Abyss in AD&D is said to be made up of 666 layers. This could be presented by an asteroid field, the remains of a planet of demons which they destroyed in a great war but still inhabited by them. The River Styx could be a wormhole vortex joining all the negative energy Outer Planes, and only Charon knows how to navigate it safely - all others who fall into the vortex are lost and may end up sucked back to the Negative Energy Plane.
Travel through the Astral Plane is done as a disembodied spirit or soul. Mental energy thus determines the speed of travel here. Most travelers only move through the Astral Plane to get to another destination on the Outer Planes. Some few decide to remain in the Astral Plane and explore the place. The Gith reside in the Astral as disembodied psychic images, and may decide to attack those who invade their realms. Many outer planar creatures can move through the Astral Plane as well, and may be encountered here in non-corporeal forms. A new body is created by the soul or spirit when they arrive on an outer plane out of the native materials. This body resembles the one the soul or spirit had on the Prime Material Plane, but may have some strange alterations based on the plane they travel to (like glowing eyes, mineralized flesh, or what have you). When the body is destroyed, the soul/spirit is sent back to its home plane where it may die from the shock (saving throw or Constitution check, not sure which should apply). A silver cord connects a traveler to its home plane so long as it is still alive. A dead traveler without a cord is lost unless it worshipped some Immortal in an outer plane. Such a traveler is then reeled in to the outer plane where that Immortal dwells. Thus, a living being has not only a silver cord but also a connection to whatever faith they follow in the Afterlife. Such souls/spirits are used by the Outer Planar Immortals in some way to empower them.
The Astral Plane is nearly infinite in size, but may be just another bubble. The Astral space is the void within the bubble between its furthest boundary and the Prime Material Plane, sparsely filled with Outer Planes. Each "multiverse" could thus be a system of these nested bubbles. Related planes are all connected by a network of gates. A Manual of the Planes could list all the gates, how they are activated, and where they lead - a most potent artifact if found! The Ether Cyclone and Psychic Wind defined in the AD&D rules could be places where the Ethereal plane touches the Astral Void via vortexes through the Prime Material Plane. Within the Prime these are invisible and have no effect, but they are openings through the bubble membrane that resemble violent tornadoes in reverse within the Ether and violent blowing nebulae in the Astral - in essence these are locations where Inner Plane materials are being fed into the Astral Void to help populate it with matter and energy. Obviously, these vortexes meander over the surface of the Prime Plane Bubble and their position might be detectable to those with the proper spells. Such an alignment of a vortex through a homeworld on the Prime could portend dire times for that world, but can only be seen by those with the proper sight (some magical detection, ability to see into the ethereal or astral planes, etc.).
When Outer Planar creatures are slain on the Prime Material Plane, they are returned to their home plane, more or less intact (but they may lose the ability to travel astrally for a while, thus trapping them on their home plane). Inner Planar creatures are essentially disembodied spirits that have no Outer Planar connections. They are immortal for all intents and purposes. They cannot freely enter the Prime Material Plane without a gate or magical summons. When they are destroyed on the Prime Material, they reform in their native Inner Plane. This explains why magic-users need such large volumes of pure elements to summon forth an elemental creature - they need it to form their bodies!
I'm sure there are some nuances that I'm forgetting, but that structure should be enough to provide challenges for planar adventures for some time to come. I need to determine the nature of Immortals and better define which creatures should be considered immortal. I see demons as evil spirits existing in the Outer Planes - they have no material forms of their own but instead form bodies from their environment when necessary. This explains their varied appearances since they can alter what form they take based on their power.
What exists beyond the Astral Plane? Perhaps a Dimension of Madness where the Old Ones dwell, constantly trying to invade the multiverse and infest it with their powers. Or perhaps demons are natives of that place and have begun an invasion into this reality. Every campaign has an ultimate evil that all the mortals and immortals should fear and be wary of....
Wednesday, July 1, 2015
Managing Mileage in D&D and AD&D
I'm a huge fan of game maps, especially those made to resemble actual terrain in the real world. But everyone has their own interpretations on how movement is carried out on outdoor maps and the scales used to represent these wilderness areas. In Greyhawk, the overland movement rate for a 12" base move is 30 mile per day and, conveniently enough, the scale on the map is 10 leagues (30 miles) per hex. Therefore, along normal flat terrain, a normal person with no great load can move 1 hex/day of travel. Movement rates in BECMI D&D are calculated at move rate divided by 5 in miles per day. This means a base 120' movement rate per turn translates to 24 miles/day. Lo and behold, the large scale map hexes are suggested to be 24 miles across! The Dungeon Master's Guide has about the same scale/movement as the Greyhawk rules on movement, but this is much more generalized (using hexes of between 20 and 40 miles in width for large scale movement).
Normally, this wouldn't bother me much. I would just use whatever scale is more advantageous in each system. But I've been looking over all the maps for my Thuin/Sturmgard conversion and realized that I used some weird scale based on what "looked best" on the hex map, without consideration for daily movement. This was more or less because all the movement rates I was using at the time were for overland movement through a forest in winter (very slow, especially on foot). All my maps are drawn with the large scale hexes at 16 miles/hex, and all the small hexes at 2 miles/hex. I was only mapping a portion of a continent so I only needed a reduced scale. However, neither of these numbers jive well with the movement rates for AD&D or D&D (and no wonder since the map was drawn in the period between 1st and 2nd edition AD&D).
So now I want to convert my original map into a more manageable scale to keep with the mapping conventions of BECMI D&D - Large scale hexes = 24 miles, small scale hexes = 8 miles. This will drastically alter the feel of the map but is well within reason. I was toying with the idea of using 1st edition for the larger map scale - after all, the campaign was originally written using 1st edition rules - but I find I enjoy the simpler versions of D&D more and more with age. I'm not terribly concerned with the scales and mileage, but I have to redraw the maps.... and that's a pain in the ass!
I find it interesting that neither system clearly defines the length of a "day of travel." I always assumed that it would be 8 hours, but that may not be true. Given the movement rate of a normal human being as 3 mph, and scaling that to a 12 hour period with 2 hour-long breaks total for the day, and you get the 30 miles/day movement rate of 1st edition. The same could be said for D&D but using a roughly 2½ mph movement rate. Either way, it seems that roughly 10 hours equates to the total movement time allotted for a "day." Forced marches would increase this number as usual.
Terrain such as mountains, hills, forest, swamp, and jungle slow movement, sometimes drastically. It all depends on the rules being used; Greyhawk, DMG, or BECMI. Again, the method of map drawing really means a lot here. Some forests are flat expanses of trees, well-spaced to allow movement through at little reduction of speed. Other forests are twisted tangles of thick vegetation with lots of exposed roots, and muddy paths lined with thorn bushes or ferns. Some are thick jungles that have to be hacked through in order to move. I knew that I wanted the Sturmgard to be mountainous forest with lots of elevation changes but blanketed with old-growth trees of varying types - pines, spruce, fir, oak, birch, sycamore, beech, etc. - similar to Carpathia or southern Germany. Obviously, the line between deciduous and coniferous woodlands happens in the boundaries of my map, very close to the base town in fact. Also the higher elevations have more conifers naturally. The heart of the forest is deciduous, with some willows and cedars in the moisture rich river valleys. My concern is that a large scale map will be unable to show all the small lakes, streams, elevation changes, and other interesting aspects that could occur in an 8-mile hex.
My current map (at 2-mile hexes scale) has quite a number of interesting areas that all occur in about the same 24 mile hex, and at least 2-3 major features that would all fit within an 8 mile hex. Perhaps I can make a third scale map that represents a scale of 1 mile hexes for fine detail of specific regions. After gaming in the same world for about 10 years, we added a lot of details to the map simply by adventuring, something that is lost on the large scale maps. Well, I needed to update the world in any case, so I guess now would be the time to do that! Now I also need to come up with a scale to map communities - and I'm favoring the "Hommlet" style of planning communities.
Normally, this wouldn't bother me much. I would just use whatever scale is more advantageous in each system. But I've been looking over all the maps for my Thuin/Sturmgard conversion and realized that I used some weird scale based on what "looked best" on the hex map, without consideration for daily movement. This was more or less because all the movement rates I was using at the time were for overland movement through a forest in winter (very slow, especially on foot). All my maps are drawn with the large scale hexes at 16 miles/hex, and all the small hexes at 2 miles/hex. I was only mapping a portion of a continent so I only needed a reduced scale. However, neither of these numbers jive well with the movement rates for AD&D or D&D (and no wonder since the map was drawn in the period between 1st and 2nd edition AD&D).
So now I want to convert my original map into a more manageable scale to keep with the mapping conventions of BECMI D&D - Large scale hexes = 24 miles, small scale hexes = 8 miles. This will drastically alter the feel of the map but is well within reason. I was toying with the idea of using 1st edition for the larger map scale - after all, the campaign was originally written using 1st edition rules - but I find I enjoy the simpler versions of D&D more and more with age. I'm not terribly concerned with the scales and mileage, but I have to redraw the maps.... and that's a pain in the ass!
I find it interesting that neither system clearly defines the length of a "day of travel." I always assumed that it would be 8 hours, but that may not be true. Given the movement rate of a normal human being as 3 mph, and scaling that to a 12 hour period with 2 hour-long breaks total for the day, and you get the 30 miles/day movement rate of 1st edition. The same could be said for D&D but using a roughly 2½ mph movement rate. Either way, it seems that roughly 10 hours equates to the total movement time allotted for a "day." Forced marches would increase this number as usual.
Terrain such as mountains, hills, forest, swamp, and jungle slow movement, sometimes drastically. It all depends on the rules being used; Greyhawk, DMG, or BECMI. Again, the method of map drawing really means a lot here. Some forests are flat expanses of trees, well-spaced to allow movement through at little reduction of speed. Other forests are twisted tangles of thick vegetation with lots of exposed roots, and muddy paths lined with thorn bushes or ferns. Some are thick jungles that have to be hacked through in order to move. I knew that I wanted the Sturmgard to be mountainous forest with lots of elevation changes but blanketed with old-growth trees of varying types - pines, spruce, fir, oak, birch, sycamore, beech, etc. - similar to Carpathia or southern Germany. Obviously, the line between deciduous and coniferous woodlands happens in the boundaries of my map, very close to the base town in fact. Also the higher elevations have more conifers naturally. The heart of the forest is deciduous, with some willows and cedars in the moisture rich river valleys. My concern is that a large scale map will be unable to show all the small lakes, streams, elevation changes, and other interesting aspects that could occur in an 8-mile hex.
My current map (at 2-mile hexes scale) has quite a number of interesting areas that all occur in about the same 24 mile hex, and at least 2-3 major features that would all fit within an 8 mile hex. Perhaps I can make a third scale map that represents a scale of 1 mile hexes for fine detail of specific regions. After gaming in the same world for about 10 years, we added a lot of details to the map simply by adventuring, something that is lost on the large scale maps. Well, I needed to update the world in any case, so I guess now would be the time to do that! Now I also need to come up with a scale to map communities - and I'm favoring the "Hommlet" style of planning communities.
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