Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Thursday, June 16, 2011

Play Report - Kingdoms of Kalamar Session II

Last night was the 2nd session, and it went well, though I was startled how, in practice, just how linear Ver'Kusi/Ovini's crypt really was. Yeah, I know, it's just a crypt, but it was the subject of a fair amount of ribbing and "chugga chugga" remarks last night. Fighting a shadow and 6 zombie dogs shut them up right quick though.

Learning that Dak'Wi lived nearby and was Ver'Kusi's closest friend in life, the party decided that the best course of action would be to go and speak with him. The half-elf mage, having cast his spell for the day and enjoying a few drinks with his charmed gnome friend, stayed behind in the inn, but a red headed traveling swordswoman tagged along with the party to make up for the loss.

Approaching Dak'Wi's farm, the party noticed that it looked to be a bit lusher and better maintained than some of the neighboring farms. It seemed that this old man was a superior farmer as both clerics of the Mule opined . . . at great length . . . while referring to statistical analyses and charts that they both had stashed, presumably, in the sleeves of their robes. The rest of the party had learned, by this point, to stuff cotton in their ears at such junctures and soldier on quietly.

As they crested a small rise, they found Dak'Wi himself waiting for them while mounted on an older looking horse, waiting to meet them before they got too close. Undeterred and determined to embark on a preliminary recon, one of the clerics broke off and began to circle the house, muttering to himself while everybody else treated with the old man.

Where the negotiations with the gnomes had been rife with intimidation (a six foot tall paladin with hand on the hilt of his long sword towering over you with overt exclamations of disapproval and readiness to slaughter you out of hand), negotiations with Dak'Wi were, in comparison, remarkably polite. When informed of the situation, that hostages had been taken and that, it seemed, his old friend was at the root cause of it, Dak'Wi was sympathetic and said that, indeed, the two had been adventuring companions many years ago. Ovini/Ver'Kusi, he said, was quite good at getting his hands on treasures and of doing so quietly and stealthily, and that from time to time, he would do so even if it meant taking it out of the hands of its rightful owners. Indeed, he does know that Ovini came away from their time with the gnomes quite a bit richer, but he had learned well before then not to ask about such mysterious windfalls. That it was stolen is not overly surprising.

However, what had this to do with him? Dak'Wi, as was clearly apparant by his plain dress and simple home, had none of the treasury himself and he had buried his friend with all his worldly posessions not 6 months ago. If it were not for the assiduous politeness of the Paladin and others, the situation would have devolved into a bloody conflict next. It was clear that the only thing for it was to enter the crypt and reclaim the treasury to return to the gnomes, loathe though they might be to disturb the rest of any man. In the end, Dak'Wi agreed to lead them to the crypt as long as they promised not to disturb his friend's rest any more than was neccessary in order to protect the lives of the innocents.

While this conversation went on, the fellow who had wandered around the house and been largely ignored since he was assumed to be sick or insane found himself behind the house and spotted a few shapes moving at the edges of his vision, seemingly observing the house. Unsure of their purpose, he scrawled a message in the dirt on the ground warning the figures away from the place, that the old man was insane and dangerous. He then proceeded to rejoin the group.

About this time, an older, grizzled outdoorsman approached and seemed more interested in speaking with the old man's horse than any of the humans. In the end, he learned from the horse that these were adequately ok folks and so he decided to join them on their little adventure. (Another new player)

The old man led them to the edge of a small thicket of trees and said that the crypt was straight ahead, no more than a few minutes' walk. He would not be going with them as he had long ago retired from adventuring life. After all, as he pointed out, he had left no traps and there were no monsters there when h e first buried his friend 6 months ago, so it should be perfectly safe. Needless to say, their short walk was interrupted by a large, monstrous spider, which despite my best efforts, didn't even manage to bite a single one of the jerk PC's. The creature was dispatched handily by an angered paladin who seemed eager to be gone from this place. A quick scamper up the tree revealed the spider kept no treasure.

The crypt was easily found, and after several minutes of checking for stonework traps or hidden doors (the dwarf) or mechanical traps (the gnome thief er . . cleric, yeah that's the ticket!), the party bashed at the door to remove the lead and, with great glee, the two clerics of the Mule put their engineering skills to work and removed the doors from the hinges rather than letting the gnome attempt to unlock them. Inside, they discovered that the place was a little larger than they had anticipated. It was clear that this was obviously the burial of a person faithful to the Raiser, complete with the standard accoutrements as the first two rooms attested. The third room, though, gave them pause . . .

Realizing they had found the sarcophagus of Ver'Kusi and his 6 faithful hunting dogs, the party employed not just a little meta-gaming knowledge and prepared for a fight. The paladin, after glaring at the sarcophagus for a minute, declared that it was evil and dangerous. Nevertheless, he was the one to pry the lid off and look inside. There, indeed, was the gnomish treasury, along with a decaying corpse with the words "May the Gods forgive me." carved into the coffin, and two leatherbound books. Realizing there was nothing else for it, the paladin reached in and took the sword, and was immediately attacked by an evil undead Shadow.

The group squared off against the shadow while one of the clerics of the Mule tried to flee, but his escape was cut off by six zombie dogs that had risen from their coffins to attack. In a feat of uncharacteristic heroics, or merely suicidal tendancies, the cowardly cleric threw himself bodily at the dogs in a bid to buy time for his companions. And was promptly devoured for his trouble.

The battle was long and hard fought, but in the end, the group emerged victorious without too many injuries. They removed the treasury as well as the two books and brought them back to town to discover that the gnomes had already brought the hostages back in anticipation of the trade. Despite the fact that a significant portion of the treasure was missing, the gnomes determined to leave without further pressing the claim as the paladin reminded them that they had been taking hostages and he was prepared to start shortening gnomes by a head if need be. It was decided that the missing portion be considered weregild in compensation for the inconvenience suffered by the families of this town and that the gnomes would leave in peace, never to return the next morning.

Afterward, the learned members of the party examined the two books. The first was a plain, leatherbound folio with a brief account of adventures that Ovini and his friends had near the Obakasek Jungle, hot on the trail of a rumored treasure cache, complete with map, but they were turned back by humanoid tribes and a druid who did not take kindly to their pilfering ways. The other was a higher quality book with a rune or pictograph of some sort on the cover. Much puzzeling over it revealed that it was an historical symbol, but of what nobody could say, and the half-elf magic user was able to chime in and say that it appeared to be High Elven pictographic writing. What it said he had no clue.

Saturday, February 20, 2010

Review: Castles Forlorn





This isn't so much of a review as it is a retrospective, but I've been unable to come up with a better term that isn't a direct steal from Grognardia, so here we are.


While I don't get any time any more to DM (working 12 hour days can do that to you), I do get to play in a semi-regular weekly game, and for the last two years of real time, our group has been deeply embroiled in TSR's Castles Forlorn module. It's not exactly a great secret that AD&D2nd edition's tenure as the current D&D game represented a profound dearth of good modules. TSR seemed incapable of bringing out modules of the same quality as T1, the G and D series, and pretty much any of the 1st edition modules that truly created the shared experience that was AD&D 1ed. Dungeon Magazine certainly had a few that were noteworthy, even great, but it was hardly a suitable patch for a gaping hole in the time.




So, consider my surprise when, from the player's seat, I found myself dropped directly into one of the huge boxed set adventures that can so easily go so very wrong, from Ravenloft of all places, a campaign setting whose published modules are notoriously bad at times, and finding that not only was it good, but great. I'm going to talk about this module from the perspective of a player, since that is how I have experienced it first, and in the interest of full disclosure I should say that our GM had stitched a number of other modules into the main, most notably the otherwise horrifically bad Feast of Goblyns, one of the first Ravenloft world modules. I've only lately been able to look at the insides of the module books themselves, and I'll talk about that a bit too.


In short, this is adventure appears to be a standard gothic horror type story that Ravenloft made its life's blood on and threw so many gamers into fits because of the heavy handedness of it, with a time travel aspect thrown into the works. Yes, time travel. And it works. At its core, the module is still the story of one of the Dark Lords, the system breaking big bad guys, that rule parts of the Ravenloft world, one Tristane apBlanc. His story is appropriately angsty without ever seeming to go over the top or into the realm of the hokey like so many of the others did. In the end, the main villain here amounted to little more than a colossal prick damned to an eternity locked up in his own ironic prison. All pretty par for the course up until reality itself breaks around the castle and three separate time periods begin to coexist in the same location.


Wandering through the castle, the players stumble upon certain points within the place which will trigger a switch in time between three points in history representing a spread of about 300 years. Clever players will realize pretty quickly what's going on (as a reference, it took the group I play in about 3 game sessions to realize what was actually happening, and a great deal longer to figure out a way to use it to our advantage). In the end, you get a couple of different things. First, you get about three times the dungeon for the price of one as the castle is significantly chnaged between time periods and requires exploring in each to learn enough about what is going on in order to deal with it. Second, and this is more interesting I think, it provides the opportunity for players to "get at" the story of what has happened in this place from a number of different angles and force them to work at piecing it together themselves. What you learn in one time period may shed a differnet light on what happens in a previous time, or a future one.
Yes, this kind of setup will definately throw Old Schoolers into an unhappy place. After all, what has "story" got to do with D&D? In the end, though, I think that what you get is an excellent Middle School style module with a strong balance between the gothic story that gives purpose to the place, but not too much heavy handed material that forces the players to conform to a pre-determined sequence of events (see Ravnloft II: Gryphon Hill for the most egregious example). In the end, it's a huge location based module that hands the DM a place, a story of what has happened in the past, what's going on at the moment, and then sets the players free to deal with it, or to just walk away if they so choose.
There are, though, a number of flaws within the whole product, though. First, and primarily, the presence of a story that many, if not most, would find overwrought and dull. Yes, the story is a little romantic (in the literary period sense of the term, not the genre sense) and melodramatic, but it's believable enough that it doesn't really get in the way. For the most part, it's merely an excuse for the place to exist rather than an integral part of game play.
Second, I have no idea what analytical geniuses playtested this module, but it could have used some more help in that regard. Ostensibly, Castles Forlorn is intended for characters of 4th - 6th level. Truly, PC's of that level range are more than likely going to be slaughtered in short order in this place if they are not tremendously careful to the point of impotence, one of the primary reasons that it took 2 years of real time for us to finish this module. One of the primary foes is the Goblyn, a very excellent creature that I recommend for use everywhere, but one that can easily take a lower level party apart in a matter of moments. The main villain here is even more powerful and posed a significant threat to a party of level 7 and 8 characters. This particular issue, though, can easily be fixed by shoehorning other modules into the periphery of this one. A few side adventures orbiting about the main one will give the PC's a bit more XP and resources that will better prepare them for diving into the heart of this monster.
Thrd, and most damning of all in my opinion, is a truly bad case of Elminster Syndrome. Relatively high level NPC's who are single handedly capable of resolving all the issues at hand lurk about the corners of this module, and they don't do so for no good reason. Players are going to sit back and ask why in hell the 12th level + druid and her cohort of other high level druids haven't just plowed the castle into the ground by now and destroyed the evil that infests it as they could so so very easily, and the text itself provides no real answers on this matter. To its credit, though, the module does not throw the PC's into the role of supporting cast to sit back and watch as more powerful and more important NPC's do everything, nor do the NPC's fall into the equally aggravating role of "quest givers." Perhaps the only solution here, really, is to decrease the levels of notable druids, or merely to push them into the background more.

Wednesday, January 13, 2010

The Lord's Blade

The Lord's Blade - for its original name and wielder have been lost to time - appears to be a bastard sword of good quality, inscribed with runes the length of the blade along either side of a deep blood groove. The cross guard and pommel seem to be plain, unadorned brass, the hilt wrapped in plain leather the last time this sword surfaced. Closer examination by a competent smith, however, reveals that the blood groove is, in fact, no such thing. While most weapons of this type are constructed of a single bar of steel stock formed into a blade and sharpened, this blade is constructed by 6 thin strands of unalloyed iron welded together and overall clad in a hardened steel jacketing. The result is a bastard sword weighing a full 20% more than a typical blade (12 pounds instead of the typical 10 pounds), but which is of exceptional balance and craft. The runes are deeply incised and no scholar has yet been able to translate them without the aid of magic. If a suitable spell is utilized, they can be translated thus: By this symbol I swear this oath, and by this blade I maintain my oath, that leadership is service.

If subjected to a detect magic spell or effect, the weapon radiates a strong aura of magic of indeterminate type. All efforts to elucidate the abilities of the weapon - whether by Identify or Legend Lore spells, or by some other method - fail unless the oath is taken. If someone capable of wielding the blade holds it in both hands and, under the blessing of a Priest of either Light or Dark, speaks the oath, that person will become bound by the oath and all powers of the Lord's Blade will be apparent to him.

*First, due to its exceptional balance and craft, the speed factor is reduced by three whether wielded one handed or two. Further, the sword has a saving throw of 5 against all types of normal physical damage whether due to extreme stress, fire, lightning, and etc. Extremely powerful magics can overwhelm this. Both of these bonuses are inherent to the blade itself and are not magical.

*During combat, it functions as a +2 weapon in all regards.

*In the hands of an acknowledged leader (whether a king, emperor, baron, or merely a mercenary captain), the sword confers a +4 bonus to Charisma. This bonus does not affect the physical appearance of the wielder (i.e., it does not make them handsomer), but improves their ability to command and influence those around them.

The Lord's Blade, while certainly a very powerful magic item, is a tremendous curiosity throughout Thylia, for though its oath would appear to be at odds with an evil world view, it will serve an evil warrior as faithfully as it would the staunchest Paladin. It is believed in some circles that the weapon possesses some level of intelligence or ego, though this has never been proven or even evidenced. Currently, its whereabouts are unknown.

Tuesday, November 10, 2009

Fear and Insanely Brave PC's

Last time, I talked briefly about fear and horror in RPG's (D&D specifically) since it was so close to Halloween. Since I rarely am not thinking about horror stories (both movies and books really), and since I watched the excelent Dracula and His Brides the other night, I've further refined my thinking on this in terms of RPG's.

One of the most difficult realities to face when trying to run a horror campaign, or a campaign with horrifying elements in it, is that players tend to treat their characters as if they were absurdly brave. Of course, compared to the average inhabitant of any world, PC's truly are brave. It takes real courage to face down the average monstrous threats from bugbears to orcs, from kobolds to great wyrms, and most of the inhabitants of the Monster Manual: the average peasant runs in terror while the PC's stand their ground. Which is entirely appropriate in most instances. After all, most of us really do have the itch to play a heroic character seeking glory and riches (or maybe just riches).

But there are times when such courage becomes a little ridiculous. Whether you're actively trying to frighten the players/characters or they simply should be frightened, most likely the players simply are not. It's frustrating even if you manage to build up an unsettling atmosphere that it becomes just like any other action centric session once the veils are torn away and the center of the mystery is unveiled.

The comment (singular) from the last post recommended treating it like a horror movie, at least in part: turn the players into a passive audience for short times. This I cannot agree with. Simply put, this is a role playing game, not a horror flick. Part of, perhaps the main part of, the fear rests in the choices the players make, or are forced to make. It's about looking at your list of choices and knowing that there isn't a "good" choice and a "bad" choice, merely choices and few, if any of them, wholly worthy of the risk or likely to repair the problem(s) at hand. You've killed a vampire and taken his powerful magic item from him, but the local powers that be (a pack of wolfwere bards who run the nearby city and university) are in front of you and want that item. You don't know what they'll do with that magic item, but you can only assume that it will be nothing good, but keeping it from them means a fight and there's nothing at all you can do to stand up to them, at least for the moment. What, precisely, do you do here?

Is that horror? Or is that not? I'm not entirely sure, honestly, but it's something that certainly horrifies me, the thought of trying to do something good (yes, for the most part I, as a player, tend to create and run characters motivated a little less by the money and more by the thought of improving the world in some small way) and instead having merely transitioned the danger/evil from one place to another, or even worse, increased the danger inadvertaintly. Of course, the danger here is in pushing it too far and refusing the players any level of success instead of simply moderating or corrupted success. After a certain point, it feels pointless and the fun gets drained out of it all.

This is also, incidentally, where I believe the concept of fear and horror checks rests. These little "tools" for the DM out of Ravenloft the setting are there to tell the players how their characters feel. While certainly useful at times, it tends to be something with all the subltety of a hammer. They can be useful to be sure and can, in some cases, give cues to players who like to get into the swing of things to have a lot of fun, but most often they feel contrived and more like something that overrides player choice in favor of a "desired result." Something that results from too much faith and emphasis on plat rather than story as well.

One of the best methods for putting a little fear into players that I've found is in the monsters. No, not in finding stronger and more terrifying monsters, but in using them properly. Nothing puts a crimp in players' styles quicker, at times, than a monster that refuses to "play fair" by simply standing there and dying politely. More than likely, the monsters have plans and goals and are going to act to further them even when, or especially when the players aren't ready for them. Moreover, monsters don't play fair and limit themselves to attacking "military targets. Wanna upset a player? Take an NPC that they've become attached to, who has sheltered them or provided aid in some way, and have a frustrated opponent who can't strike directly at the players kill them or turn them instead.

Another great tool is monsters that "violate" the PC's, or do something just "wrong" enough the get past the character/player filter. I love Goblyns (spelled with a "y") for this. Nothing says scary like a moderately tough humanoid that will eat your face off the first chance it gets (literally). And for added fun, see what you get when you add just a little bit of low level telepathy or instant communication as they did in Castles Forlorn.

There have to be better ways of communicating genuine horror if not actual fear than turning the players into an audience and perfuse purple prose.

Tuesday, September 29, 2009

Specialist Wizards

In the comments here, James M. talks about why he dislikes 2nd editions take on specialist wizards. Rather than clutter up the comments over there too much, I'll throw this up here.

I dislike 2e's specialist wizards for two reasons. First is the creation of a universal spell list that lumps both MU and Illusionist spells into a single collection. In 1e, there were spells -- illusionist spells -- that no MU could ever cast, regardless of their ostensible school. I think 2e misreads the meaning of the schools and attempts to over-rationalize them at the expense of flavor and mystery, which is what having separate spell lists for each class did.

Second, and more damning, many of the specialist wizard types exist for no other reason than to fill out a schema. No effort is made to make each specialist type unique. Instead, each type gets an identical bonus for its favored school and cannot cast spells from one or more "opposed" schools. It's in my opinion the triumph of categorization over substance, a kind of "spreadsheet" mentality where everything has to fit in a nice little box according to an outside rationale.

I don't think 2e specialist wizards (or specialty priests for that matter) are unholy abominations and I fully understand the reasoning behind their creation. However, I think they sacrifice too much uniqueness on the altar of simplicity/rationality and, given the choice, I'd rather stick with the original presentations.


While I can sympathize with James' point of view, I can't really agree with it. In my eye, the 1e (or OSRIC since it's effectively the same) Illusionist is no more mysterious than anything else. Nor is it particularly distinct. To me, it looks just like any other magic-user/wizard/arcanist/whatever-the-hell-we're-calling-them-now: a unique spell list is but a distinction without a difference. Honestly, what fundamental difference is there between an Illusionist and a Magic-User in the PHB other than a somewhat exclusive spell list?

Contrary to James' point of view, I think the designers understood the idea of spell schools and spheres perfectly well and that the real objection, here, is that all of 2nd edition's specialists are, at their core, pretty much the same thing. They get the same bonuses and penalties, they chose from a largely identical spell list except for banned and favored schools. In essence, they were as similar as two law school students, one who focused on criminal trial law and the other who focused on corporate finance law. In exchange for sacrificing a certain level of general knowledge (i.e., they do not have the breadth of comprehension that a genarlist does), they gain a depth of knowledge in their chosen field that gives them an edge both in the lab and in the field. In the end, though every one of them works with magic of a different sort, they all belong to the same archetype and class - the hermetic/academic spell caster - and, in my mind, do not at all need to be differentiated more than that. That way lay the dreaded realm of the third edition where every fine nuance on an archetype required it's own unique base class (in some cases there or four base classes) and any number of prestige classes.

Of course, I don't object to the idea that the spell lists are too much the same. Too often, it seems that, for the most part, the spells one wizard carries are virtually identical to just about any other out there. Can't tell you how many times the later 2e modules had every single wizard NPC carry magic missile, even if the evocation school was forbidden them. Personally, I think it might be very interesting to try a campaign in which all wizards are specialists (no such thing as a generalist in this world) and they are able to learn and cast spells ONLY from their favored school: a necromancer, therefor, would cast ONLY necromantic spells. There would be a short list of universal spells, the likes of Read Magic, Detect Magic, and so on, but otherwise, all spells would be the exclusive domain of the specialists.

Now, I'm not at all opposed here to the concept of adding truly unique specialist types. As much as Vancian casting works for D&D, I think the possibility of magically endowed characters who do not utilize recipie like spells is an intriguing one. I've simply never seen an adequate example of it that would work along the lines of the D&D game (or any version of it). Maybe a simple short hand for an elementalist would be to utilize the vancian system, but to remove the "spell book" aspect and have them function more like clerics. Their spell list would be a conglomeration of both clerical and magic-user spells that would fall within that element (i.e., both burning hands and flame-strike would be a part of a fire elementalist's spell list). Instead of a holy symbol or spell book, they would be carrying a fetish or medicine bag type of object which would act as a focus for the magic.

I don't know, I'm ust spitballing here. The entirety of D&D seems built around the concept of Vancian magic (with good reason) and it's difficult to go outside of that boundary without venturing into other realms.

Friday, September 25, 2009

Drow Part II

Disclaimer: I don't have the monster manual entry (or Monstrous Compendium entry, or the like) right in front of me, so I'll likely get something about the TSR standard Drow marginally wrong. I don't really care, it's not my purpose to dissect every little nitpicking aspect of that version of the "evil elf."

First and foremost, Drow are elves, biologically speaking (and in terms of rules mechanics) and do not have a small swathe of special powers and spell like abilities at their disposal. A Drow is, from the perspective of the rules, just an elf out of the player's handbook/monster manual. And, while we're here, might as well get this out too: there are no biological divisions between high elves, sylvan elves, wild elves, gray elves, Kheebler elves, shoe making elves, or elves with purple polka dots. An elf, is an elf, is an elf. Any such differences are socio-cultural, not biological or genetic.

Many generations ago (that's elf generations for those keeping score) the elf race was united and ruled from great cities that stood as beacons of civilization in the wilderness. At the time, the elves were the pinnacle of sentient life and, via various paths, began to explore not only the physical world around them, but the multiverse itself. Despite the popular view of elves as an inherently magical race, these early individuals eschewed magic in most forms, finding the reliance on outside sources of power and of easily lost or removed tools dangerous and demeaning. Instead, they preferred the innate power of the mind, of psionics, a tool that relied upon and enhanced the personal power of each.

At some point, the elves made contact with the Illithids - likely via Probability Travel or some similar means - and were horrified by what they found. The Mind Flayers proved a frighteningly accurate mirror to the elves' own ambitions and values, and to their credit, many elves turned away in revulsion and retreated from their cities to lead more ascetic lives. However, a small minority saw in the Mind Flayers not the terrifying prospect of what the elves were becoming, but an admirable role model. They argued in the public forums that these entities were to be revered as a realization of true potential rather than reviled.

For their crimes, these individuals were hunted and slain wherever they were found, but what remained of elven authorities were unable to locate the core faction of these Drow as they were termed. In reality, the Drow used their powerful psionics to pull a portion of the material world into a pocket dimension which their incensed bretheren (having long ago abandoned entirely the practice of psionics) were entirely unable to locate and enter. Whatever safety the Drow had created for themselves, however, was barbed in that each of them bears the mark of that realm standing a full foot taller than most of their more normal bretheren with pale, nearly white skin and preternaturally blue eyes. Occasionally, there have been those displaying faintly reptilian features and habits.

Their motives are mysterious, but assumed to be nefarious and hostile by most civilized persons who know of the Drow's existance. Typically a Drow within the Prime Material World can be found at the center of a web of intrigue and influence, rarely acting on their own or in the open for they are unwelcome in all places.

Professionaly, the Drow overwhelmingly pursue a career in psionics, finding that they have a natural aptitude for it, especially telepathy and clairsentience: they are masters at the art of gathering and using information and controlling those around them. Infrequently, they combine such power with theivery or martial combat. Only occasionally will a Drow take up the study of arcane magic and will never take up the worship of deities or divine, faith based abilities. Truly, the only thing that the Drow worship is themselves.

And now, just because I can, I include this picture, which is the quintessential Drow.

Friday, August 28, 2009

Magic Item: The Way Stone

I have a feeling that this is far less original than I think it is, but I can't find it anywhere in my books that I have access to at the moment. I'm sure if I'm just copying from a sourcebook that I only remember fuzzily, they'll tell me.

The Way Stone

These devices are simple in both form and function. A flat bit of knapped flint pointed on one end, these devices are easily mistaken for arrow or spearheads from a technologically primitive tribe, though a detect magic spell will reveal a minor enchantment of divination. To use, one must simply hold them in the palm of one's hand and name a desired and known location. The stone will spin to point in the direction of that location.

Successful use of the stone is based upon how well known the desired destination is:

*Location known intimately to user (having physically visited for a period no less than 4 hours) - 95%

*Location known in passing (physically passed through on at least one occasion, but did not stay) - 85%

*Location described in detail (as from one who knows it intimately or from a text) - 75%

*Location known only vaguely or by reputation (have heard of location, but do not know any details about it) - 50%

*Location known only by legend or heresay (true existance unsure) - 10%

A failure indicates 50% of the time that the stone simply does not function and 50% of the time the stone will point to a random, incorrect location.

Note that the stone does not indicate passable routes, only the direction in which a point in space is situated. Thus, if asked to point in the direction of the center of the planet, it will point straight down and not at the location of a tunnel that will eventually lead to the center of the planet.

A very few (5%) of these devices will, in fact, point not to a location, but a passable route to reach that location. In the case of common towns, cities, castles, etc., the stone will likely point to a nearby road that will take the user towards their destination. If no road exists, or the "best" route is a direct, overland route, the stone will point in that direction. Asking the location of mythological locations, or locations that are not entirely within the confines of the Prime Material plane will likely generate a prosaic response similar to a Divination spell: helpful, but likely not direct or straightforward.

Wednesday, August 19, 2009

Illithid of Thylia Part II

Rather than just edit the previous post like any normal human would, I'm going to make this a follow on post.

For the most part, the Illithid remain an unknown quantity in Thylia. Typically living in deep, subteranean caverns, it is rare for the mind flayers to step foot upon the surface of the world, though from time to time, explorers have stumbled upon one of their outposts and lived to tell the tale. What is known to the surface world is based almost entirely on wild stories that grow more lurid and less true with every telling and the academic observations of a handful of sages lucky enough, or mad enough to have gotten their hands upon the body of one of these creatures and some of their belongings: Petras is one of the more widely known "experts" on the subject and occasionally will hire the foolish and greedy to venture beneath the surface of the world to collect samples for him.

In truth, the Illithid are the first sentient species to inhabit the place now known as Thylia, or at least the remnant of it since it is almost certain that their current form is not their original for it is the driving motive behind all of Illithid society to drive their race to physical and mental perfection via targeted modification. Having had practice for many thousands of years, the mind flayers have grown exceedingly skilled at biologic and genetic "artistry" as they would term it. Potential changes are proposed and discussed by a council convened once every century where further and alternate courses of research are explored. When a desired change is fully agreed upon, it is implemented in young Illithid and undifferentiated spawn (a viscous and vile slime kept in great vats by tenders capable, with electric stimulation, of spawning half-power Illithid in 1d2 weeks and grow to full strength over the course of 1 year) where its effects upon the population can be carefully monitored. Eventually, the modification will breed into the population as a whole and the original form left behind.

Long ago, a mind flayer exploratory party discovered the mortal races infesting the sunlit realms and found in them not vermin or food (though they found the brains of these creatures to be particularly appatizing), but a blank genetic/biological canvas upon which to paint their will: a collection of simple, uncomplicated DNA strands compared to the vastly denser Illithid genetic code providing a perfect experimental test-bed to be used without compunction. It's unclear how many test subjects are kidnapped from the surface and how many are purpose bred, but it is almost certain that the humanoid and demi-human races have all been affected by the experiments of the Illithid lurking beneath their feet.

Monday, August 17, 2009

Illithid of Thylia

From "Illithidia: An Examinatory Journal and Summary" by Petras, Scholar and Hedge Wizard:

"Cold, alien, and methodical." Such are the only descriptors that can, academically, be reasonably applied to the little known, almost mysterious, beings known as the Mind Flayers, or Illithid in their own parlance. Those who tell the stories about them, though, tend to add such descriptors as "evil, malignant, horrifying, etc." either out of ignorance, or desire for enhanced narrative interest. Indeed, outside of certain academic circles, very little is known about these entities which is, I'm certain, a result both of the sedentary lives of typical peasants and the difficulty of returning with objective observations from survivors of actual encounters.

From a simple anatomical standpoint, the Illithid are wholly alien and otherwordly compared to native species of Thylia. Vivisections of those few living individuals brought back by enterprising adventurer capatalists reveal few familiar anatomical structures within the Illithid, though I have tentatively identified pulmonary and cardiac systems: however, even these seem entirely divergent in form and function than those found within standard humans and humanoids. For instance, I have found no emotional center within the cardiac system of the Illithid I've examined as one would expect in a human or, say, an elf: the whole seems to be decentralized and independant of other systems. Indeed, these beings show marked differences in basic form even one from the other so much so that it is possible to identify, potentially, two sub-species of the larger whole.

Of motives or intellect, little can be said of these creatures even though the learned are cognizant of some of their actions. Those with first hand experience of the lairs of the Illithid report laboratories similar to those kept by the learned and wise of the cities. Test subjects of various sorts kept confined in cages, tables for vivisection and examination, various delicate tools (extremely fine knives, hooks, probes, and other unidentifiable tools), and other such academic apparatus dominate as well as, on occasion, the apparant results of their experiments in the form of misceganated conglomerate beings: humans with the limbs of wild animals, horribly and purposely mutated persons presumably captured from the surface world, and hybridized creatures somewhat akin to the bizaare owlbear familiar to our world. The Illithid seem to be experimenters, creators, and changers, but to what purpose none can say as they do not speak of themselves nor reveal their thoughts in any intelligable way to the remainder of the academic community.

Whatever their intent and purpose, one must admire the artistic flair of the Illithid's creations and ponder what, if any, entities now living upon the surface world have been touched by thier hand.

Thursday, August 6, 2009

Assassins and Archetypes

One of the greatest strengths of D&D, I think, is the class system. No, it doesn't have ten thousand options for not only fighters and wizards, but "beguilers" (whatever the hell those are), knights, barbarians, warlocks, battle mages, etc. But that's not the point, nor the intent of the AD&D class system (and the D&D system from the little brown books and BECMI as well really). Instead, Gary Gygax's conception of a "class" was less of a packet of customizable character powers and abilities to help some poor dateless wonder realize his fantasies of playing a super cinematic character, but as broad archetypes, instead. Thus, a fighter isn't a job description, it's a category denoting "those who fight with armor and weapons in a martial manner" instead. A magic-user/wizard/mage is "one who uses arcane spells" and not a title. A thief - often the butt of grognardian displeasure because, of course, why does one need to belong to the thief class in order to steal? - is not so much one who steals as "one skilled in subterfeuge, stealth, and non-direct means."

Within these categories, the possibilities are numerous. Within the category of "fighter" for instance, lies the characters of an ex-soldier, Robin-Hood, a raging berserker, a swashbukling romantic hero, a town guard seargeant, or simply a degenerate thug. Likewise, the cleric category can encompass anything from Brother Cadfael to a frenetic ideological zealot. This is why I don't really like the multiplication of entities when it comes to classes. Simply put, they're just not needed, or they draw a distinction where none should be (i.e., why is it that all barbarians after UA are really berserkers? Isn't "barbarian" a cultural and social distinction instead?).

That's why, in the end, I don't see the need for an entire class devoted to the assassin. In the end, isn't an assassin merely one who kills for money? Why can't a member of any class perform that function? As it is, the class seems merely to co-opt part of the function of the thief class, but not as well. Ostensibly, a professional hired killer and a spy (two archetypes for the price of one?), but I simply do not see the need for this in the core rules say what you will about maturity, tone, of juvenality. The removal of the assassin from the core PHB in 2nd edition was, in my mind, a moderate improvement along these lines.

But what about the ranger, druid, bard, and paladin? Aren't they the same issue?

Yes, they are. And no, given the model of archetypes that I think Gary was following, I don't think that they're all together neccessary or needed within the core rules of the game. Each of their niches can be filled about as well by one or more of the other classes and good role playing as these extra classes can. Hell, the 2e PHB actually denotes the druid as a type of specialty mythos priest, but then goes out of its way to make it virtually impossible to replicate it via the guidlines given for special mythos priesthoods, so go figure.

In my mind, the only truly neccessary classes within the archetypal fantasy framework of AD&D are the Fighter, the Cleric, the Magic-User, and the Thief. All else is gravy.

Of course, one could take this argument far enough to say that there shouldn't be any classes at all and characters are entirely defined by what they do, but then it just wouldn't by D&D would it? We'd be off playing GURPS or something like that and there's no need to insult anybody by going there.

Thursday, July 16, 2009

Evil is Petty

Following on from good men doing evil for the greater good, I'm moving towards one of my favorite, touchiest topics in terms of good and evil.

One of the commonest mainstay fantasy fiction (and sci-fi fiction for that matter)is the Evil Overlord. So common, in fact, that he has his own list that's moderately famous around the internet. Typically, the control vast armies of evil (draconians, orcs/goblins, insert evil monster of the week here) and are hell bent on conquering the world and molding it in their own image, but spend a great deal of time brooding in their tent or castle like Achiles until the heroes of the story (in our case, the PC's) are ready for the confrontation. It's a concept that's at once familiar and comforting to our inbred sensibilities, that a face can be put on evil, that there's an apparatus it has built up around it. The ability to name and identify the evil and, more specifically, to identify it as "that one over there" is empowering for most people, not only because it builds up the image of a confrontable font of darkness, but it's pseudo-exoneration of those who would oppose it, even if only in principle.

The industrial sized, world threatening, archetypal evil lord is such a common image and device that I'm sure everybody here could name at least half a dozen of them, even excluding Morgoth/Melkor, Sauron, and Hitler (as a literary device, really, and not neccessarily the real life figure).

At a game level, the concept is tremendously convenient since it allows us to build everything around a single, larger conflict. Dark Lord McScarypants is threatening Utopiaville and all kingdoms of sweetness and light in a bid to conquer the world and oppress the innocent and kick little puppies on the street. It's up to the heroes to stop him! Everything else just writes itself into that framework and there's really nothing wrong with it.

When we try to break out of the stereotypical molds of games, we tend to do away with the conspicuous Dark Lords and replace them with "the Big Bad Evil Guy" or BBEG as he's commonly referred to on the mind numbing gaming forums. This guy is a bit like a demoted evil overlord. He gives us the convenience of an identifiable source of evil, or at least of the identifiable troubles, but he's somehow less hokey than the overpowering overlord ruling from his thrown of skulls and clotted blood in the land of shadows somewhere over that direction, but could you maybe look into this strange influx of goblins we seem to be having before you run off and take care of that? More conveniently, with the redefinition of "campaign" as a 1 year start to finish story by the newer editions of D&D, it's something that gives a strong focus to the game. The players are there to investigate the machinations and doings of some evil being who is causing troubles locally or globally or whatever. Over a 1 year time period, sandbox play really isn't that great and, it seems, that D20 type D&D requires a stronger focal point than simply wandering around and looking for adventure. The big bad(s) are a narrative tool, just on a slightly less cosmic scale.

As comforting and convenient as that all is, it ignores some specific and overt realities: and how I do love reality for inspiration. The issue is that evil is petty. Evil is, for the most part, small, relatively contained, and self-interested. World spanning and archetypal evils like that are relatively rare. Far more common are small things, like wife beating, child abuse, murder of local political opponents, and so on. Open up the news today, and you'll find an example of just what I mean. For the record, I find that particular news item extraordinarily unpleasant and the punishment leveled against the girl far insufficient.

For every Morgoth, there are ten Sharky's. For every Hitler inaugurating genocidal campaigns against hated ethnicities, there are a thousand Cheyenne Cherry's throwing kittens into hot ovens just to hear the cries of pain and fear it makes before dying. And more often than not, these evils are motivated almost entirely by self-interest and not some Moorcockian esoteric concepts of law and chaos, good vs. evil. The evil priest lurking at the outskirts of civilization sacrificing innocents in the hopes that his dark master will grant him immortality in the form of undeath as a lich or vampire or specter. A man who rapes and murders a woman who, in town council, blocked one of his pet projects.* A woman who bathes in the blood of her handmaidens in order to preserve her youth and beauty. These kinds of people are memorable simply because they are realistic and believable and because their crimes are far more personal than any plotting and scheming dark lord.

Why am I talking about this? Simply because, hand in hand with "all politics are local" goes "most evil is petty, small, and local." While there might be vast, brooding evil intelligences out in the game world, plotting the overthrow of order, the downfall of light, or whatever, far more effective game villains are of the smaller sort. These kinds of opponents tend to stick in players' minds when they are encountered and, as I said within the Bernardo Gui post, force the players themselves to confront something that is challenging or difficult for them.





*I'm very clear here that such topics are not always suitable for all games, nor am I encouraging those who don't want to deal with such unsavory topics to every include them in their games, nor should such topics EVER be treated lightly.

Thursday, July 9, 2009

Bernard Gui Was Lawful Good

James Raggi over at LotFP has put up a series of articles over the last week about alignment. Here's the latest in the series. What's interesting is that the articles are not the standard dithering over defining what Lawful Good and Chaotic Evil really mean as if the definitions in the books weren't already clear, but about larger, farther reaching ramifications, such as what a being of evil incarnate might be like when the evils perpetrated by ordinary humans (even in the name of good) are so heinous as to turn your stomach. A demon or devil, even a relatively low level example, would be evil on a level unknown to lowly humans.

I wanted to get into some of the smaller, closer to home aspects of alignment. How a normal mortal might operate within the framework of the nine-point dual axis (i.e., AD&D alignment system) alignment codification and still break from a 1970's conception of right and wrong and morality: which is not to say anything disparaging against such conceptions, merely that good and evil within the framework of D&D seem to be largely judged from the paradigm of a 1970's educated man, which makes perfect sense since it was written and largely written for 1970's educated men.

My first object lesson is Bernardo Gui, born 1261, died 1331, and arguably the most famous member of the Medieval Inquisition (as VERY distinct from the infamous Spanish Inquisition which he had absolutely nothing to do with). It's remarkable how few people know Bernardo outside of the near caricature by F. Murray Abraham and Umberto Ecco in The Name of the Rose: you see, Umberto disliked the Church in general and the Inquisition in particular and it bled into his writing (which I'm sure he'll be the first to tell you is open to the audience's interpretation) and when the movie was created, it was decided that there was a need for a stronger antagonist than an old monk who hated laughter during the climax, thus was born the enhanced antagonism of Abraham's Gui.

In reality, the man quite literally wrote the book on how the Papal Inquisition was supposed to conduct and comport itself as well as its overall purpose: Practica Inquisitionis Heretice Pravitatis or "Conduct of the Inquisition into Heretical Wickedness." The work discusses the purpose of the Inquisition, describes its "targets" (including a very good description of the Cathars and why they are designated heretical by the Church of the time), and the methodology of accusations, interrogation, indictment, and punishment by members of the Inquisition. Gui did, indeed, advise the use of torture as a method to extract information from accused persons, an act that almost anybody in the Western World would consider irredeemably evil. During his tenure in this position, Gui obtained about 900 convictions, but only turned over a mere 42 to the state for execution. He was very reticent to see the people brought before him executed arguing convincingly that such would be considered a failure of one of the most important purposes of the Inquisition: the detection and rehabilitation of those persons who had strayed from the "correct" teachings of the Church. More common and preferred forms of punishment and rehabilitative therapy included pennance, joining an aesthetic monastic order for a time, a long pilgrimage, flogging, or simply time in the stocks. Killing somebody in this situation would be effectively damning them to hell, something that was to be strenuously avoided as the Church truly believed itself to be in the business of helping to save souls, not condemning them. Thus, execution was reserved for only the most vile and unrepentant heretics.

In the end, and within the context of his historical setting, I would argue that Bernardo Gui would fit in well within the Lawful Good alignment, despite what we would view as reprehensibly evil methods, much of which could be attributed to a Medieval sense of jurisprudence really. Which brings me to my point, at last; while it's certainly great to play D&D within the moral framework of modern folk, there's a lot to be said about opening up to a different moral paradigm. To continue within our example of the Inquisition, how would the players themselves interact with such a person? Upon realizing that torture was being used as a method to seek out and identify heretics (or, perhaps, slightly easier on our modern sensibilities, hidden evil moles), what would the party's attendant Paladin do? The party may be asked to perform tasks for such an inquisition and to abide by its regulations.

Travelling this way is difficult to do without getting hokey and over simplified, but done right, it challenges more than just the technical and role playing skills of the players, it challenges the players themselves. A little narativist in a way? Sure, but even the oldest and grognardiest of games can benefit from some of the better lessons of the White Wolf and Hickman/Weiss revolutions. Dealing with good and evil on a more than just lip service level, forcing players to confront some of their own personal demons within the game, is, in my opinion of course, one of those good lessons. It's another layer of challenge beyond disarming traps, killing monsters with clever tactics, and hauling treasure out from under the nose of a sleeping dragon. How, as a player of a Lawful Good character, do you work within a game world where not only is slavery and martial interrogation (torture) are not only accepted and acceptable functions of society, but are so widespread as to be near universal?

Wednesday, June 17, 2009

A Discussion: The Commodification of Fun

This is meant to be the introduction to a discussion. It's hardly original, I guess, as James Mal over at Grognardia has talked about this before (he called it "brandification" if I recall and I'm a little too lazy to go digging through his prolific writings to find the exact articles while I'm supposed to be earning a paycheck) and James Raggi over at LotFP has his truly infamous I Hate Fun article that links in here, and I'm sorry if I missed others as I know it's been a topic of discussion around here for a long time.

I suppose that this concept is at its most prominent in the WOTC advertisement and talking points about their new 4th edition, though as far as I can tell it's been somewhat pulled back lately, but it was very prominent with 3rd edition and 2nd edition as well. The powers that be at TSR and then at WOTC realized that selling modules to 1 out of 7 gamers (or, lets be generous and say 1 out of 4) just wasn't a good way to "grow the brand" and make money hand over fist. If only 25% of your targeted audience was going to be shelling out cash for your product, then you were essentially doomed to a niche of the niche market that is gaming. Not only that, modules have somewhat limited replay value: once you've played through The Tomb of Horrors once you won't be too surprised by the sphere of anihilation in the devil face.

The solution? Well, the solution for TSR/WOTC was two-fold. First, and most famously, was to publish books aimed not just at the DM, but at every player at the table. "Holy shit a complete book about elves with two hundred pages of elf specific mechanics and material?! I have to get one of those!" I don't, honestly, have a problem with this. Whatever your opinion of the quality of the material, I don't think anybody would begrudge the publishers the desire to sell something to more than just the DM. Not only that, it's this, I would argue, that kept D&D alive for some time and propelled it to being even more acceptable today than ever before even to the point of a prime time commercial advertising D&D.

Second, and this is where I take umbrage, there arose a trend towards "official" materials for games. Official expansions to already existing worlds, the thing that utterly destroyed Forgotten Realms, almost in a literal sense as WOTC had to rain down an apocalypse on the setting in order to divorce itself from what had come before. Official expanded rules, officialy sanctioned methodology, and on and on until the coup de grace came when it seemed that WOTC attempted to convince us to buy official fun by convincing us that previous versions of the game were truly "unfun" (a word I have grown to absolutely despise over the years).

Lest I paint myself into a rhetorical corner here, I'm going to say now that I don't think that this is a phenomenon unique to those money grubbing bastards at T$R or the Coastal Wizards. If anything, it started with the Gary himself. I remember a Sage Advice column (I think it was Sage Advice at least) where he responded to a letter about alternate rules or house rules or something saying that anybody who wasn't playing AD&D according to the letter of the rules set down in the three core books simply wasn't playing the same game. Somebody, I'm sure, will remind me of the exact verbiage at some point. What I remember most about the whole thing was thinking what a pompous jackass the man was and if this guy was really the same one who had written about taking the rules and making them your own.

I suppose, in retrospect, that I understand what he was getting at in less than politic language, and even agree with him to a certain point, but it sparked a moment of worry that here was the creator of the game engaging in delineating the difference between official D&D/AD&D and "that other stuff" and going so far as to say that alternate rules not printed by him fell into the later category. In a strange sort of way, I think that Gary spelled his own doom at TSR in that way.

So now comes the question. Has D&D, the enjoyment of that game . . . has "fun" . . . become commodified? Become dependent to a greater or lesser extent upon continued purchasing of official published material? Is it to the detriment or benefit of the game at large? Where do these lines get drawn?

My inclination is to say that, in regards to the current incarnation of the "official" D&D game (i.e., fourth edition), the answer is yes most assuredly. More strongly so because WOTC's "expanded core" concept. It was just as true in 3.x when, in order to accord with whatever character concept somebody had, new material was continualy published to further refine and define these concepts to the point where a knight and a samurai weren't just variations of fighters, but were unique and individualized classes and, in the case of the samurai, several unique classes.

Is it a benifit or a detriment? This I don't have a real answer for. On the one hand, I will decry the vast majority of the schlock published over the last several years by WOTC as exactly what it is: bird cage liner. However, at the same time, I seriously doubt that D&D would have survived today in a continually published form if not for the books we today call crap and the money grubbing bastards that distribute them in expansion pack games.

Or am I just a lunatic?

Your thoughts?

Tuesday, May 19, 2009

Two Shield Rules

According to that AD&D rules (and the BECMI and 0D&D rules for that matter if I recall correctly), shields provide a flat +1 bonus to AC (or, -1 if you want to get technical). The only difference between shield sizes is in the size and weight of the thing, and how many attacks per round it can defend against. This is all fine and good, but I find that, in the end, it adds a level of monintoring and book keeping that drag out what would otherwise be an exciting combat: how many attacks has Bob's fighter faced this round?, and do multiple attacks from a single create (a claw/claw/bite say) count as one attack, or three? and so on. In the end, it seems to get in the way of the goal of fast and clear combat rounds and ends up dragging things out.

In that light, I propose the following two possible rules.

Option The First: Ignore the different shield sizes. There's only one shield size and it weighs X number of pounds and provides only a +1 bonus to AC. Period. It's a level of abstraction I'm willing to accept in the quest for simplex resolution even if it does bring up interesting questions about why a shield built by a halfling would be the same weight as one built by an ogre, and why a halfling wielding an ogre's shield would only receive a +1 bonus rather than benefiting from the much larger proportional coverage, but in the spirit of the rule, I can simply ignore those issues and forge on with getting to what's more interesting, the adventuring.

Option The Second: Various sized shields provide various degrees of defense:

*A small shield weighs in at 5 pounds and provides a +1 bonus to AC.
*A medium shield weighs in at 10 pounds and provides a +2 bonus to AC.
*A large/body shield weighs 15 pounds and provides a +3 bonus to AC with no special rules attached to it.

This provides a reason why somebody would carry another sized shield other than weight and eliminates the need for tracking how many attacks have been made against a particular character (or, heaven forbid, which of the 25 goblins each with his own shield has faced one attack, two, three, or four in a given round). It also, as I see it, makes carrying a shield even more desirable and the tradeoff between carrying a two-handed weapon at the cost of a single point of AC a little more interesting: do you carry that two handed sword and go through enemies like a farmer mowing wheat, or do you pick up a long sword and a large shield for that added defense?


Truth be told, I much prefer the second option. It adds just a bit of complication to the rules and strips out at the same time a needlesly complicated bit of ruling that slows things down when they need most to move quickly.

Tuesday, April 28, 2009

Inherently Evil

The morality system of Dungeons and Dragons (in most of its incarnations) has been the source of lively debate since . . . well . . . pretty much ever. Put ten gamers into a room together and you'll have ten different views on how the alignment system "should be" interpreted, which version of the alignment system is "best," whether or not Gary Gygax was, indeed, taking controlled substances when he thought that this would be a good idea for a game, and at least three black eyes. Many, if not most, blogs even peripherally about D&D have long series of articles discussing the "true nature of alignment" and how it works and such a discussion has even made it over to the pop-culture repository of "knowledge" called TVTropes.org. It is, in my opinion, one of the best articles about the D&D style alignment system ever. A great many gamers decry the whole exercise and call it a straight jacket or some bizarre, ill-conceived attempt to shoe-horn a morality system into the game that wasn't needed.

The topic has gotten some play within the blog sphere: here and here for instance.

Whatever side of this discussion you fall on isn't important here, and I'm not going to weigh in entirely about it. The truth of the matter, though, is that it (the alignment system and its attendant assumptions) tend to pose some difficult questions for modern gamers, especially considering modern ethical and moral sensibilities. Specifically, the concept of an "always chaotic evil" or even "often evil" type monsters. Orcs, goblins, hobgoblins (my personal favorite humanoid), kobolds, and etc. were, if I recall the history of the game correctly) designed specifically as a a sequence of incrementally more powerful targets for the PC's to kill and loot without attendant guilt complexes. They were, in short, evil races and could be slaughtered with aplomb. Of course, no plan or mechanic, however ingenius, survives contact with gamers.

The concept of an entire race or species (and I've honestly been confused as to whether we're to consider the various non-human sentients in the game a species or a race, or if there's a difference in the first place) as being objectively inferior and identifiably and demonstrably inherently evil is one that truly grates against modern sensibilities. After all, such excuses have been used in our own world to justify some of the most horrific acts in history and it's natural that those of us raised in this world would be recoil from such a thought. Or course, that didn't stop many of us from assuming that anything in the game with a written XP total was there for us to kill and acting accordingly. According to Dave Kenzer himself, the humanoids in the new edition of Hackmaster are going to hearken back to this understanding, that they are all evil and the players have a right if not duty to slaughter them wholesale and further, that upon reading the descriptions of said monsters in the Hacklopedias (their version of the Monster Manual) that you'll actually want to.

One of the natural responses to the quandry is to create a rational for why such and such a race is evil. Orcs, for example, might be magically created things little more than self-replicating automata. A disease, almost, on the land. James over at Grognardia has reportedly taken this angle with his Dwimmermount campaign (linked above, see the comments) where orcs at least are the result of genetic tinkering by one of the precursor races that bestrode the world like giants in the long dark history of the world. This angle is great for Dwimmermount since blaming one of the older races who are already a part of the campaign for the horrific humanoids rampaging through the world and preying upon the innocent does not multiply entities at all. In fact, orcs in Thylia share a similar niche, though I feel with a particularly dark twist.

Of course, the LOTFP article linked above takes a different tack, playing with the uncertainty of players and characters as to what place in the metaphysical and moral place in the world humanoids occupy. The suggestions to play up this uncertainty is delightfully evil in and of itself and I plan on having child goblins and kobolds around to trip up the players' certainties.

I've never really had a problem with a race of beings being evil. It just doesn't bother me on the same level as it does others, I suppose seeing as I don't view "Good" as objectively superior in any way within the context of the game. Of course, within the game itself, "Good and Evil" are semantically loaded terms anyway as they both seem to coincide with, respectivly, what our modern society considers morally laudable and morally reprehensible, but I consider that to be terms of semantic limits: sometimes you just can't escape using a word that has strong associative meanings. However, within the context of the game world, good and evil are neither superior nor inferior in any way, they just are.

This isn't moral relativism, because evil is still evil, if that made any sense.

Tuesday, April 21, 2009

The Hagli'mesh

Climate/Terrain: Cold boreal forest and taiga south of the mountains and dwarven kingdom, never found in remnants of old empire and kingdoms of south
Frequency: Very Rare
Organization: Solitary
Intelligence:non- to exceptional
Treasure: NA - See below
Alignment: Chaotic Evil
No. Appearing: 1
Armor Class: 2
Movement: 9
Hit Dice: 6
THAC0: 15
No. Attacks: 1 (smash) or 1 (throttle)
Damage Attacks: 1d6+6 (smash) or 1d4+6+Level Drain (throttle)
Special Attacks: Level Drain, Move Silently/Hide Shadows
Special Defenses: Standard per undead, Immune to Ice/Cold attacks
Magic Resistance: Nill
Size: Small
Morale: 20 Fearless

Hagli'Mesh appear as small elf children, twisted and deformed and pierced by long ceremonial flint blades. They walk with a twisted and stumbling gait, but are suprisingly graceful when required.

Combat: Hagli'Mesh are capable of moving silently through the forests and hiding in shadows as a thief level 6. They will often use this to approach a party undetected and ambush them for maximum effect due to their slow movement rate. Due to their twisted forms, they are unable to charge or increase their spead above Movement 9.

Hagli'Mesh attack by slamming their fists into foes and scrabbling at the throats of their victims. Due to their great strength, they are capable of inflicting significant damage. If an attack succeeds by more than 5 on a d20, the creature has managed to get a grip on his victim's throat and will begin strangling the poor creature the next round, causing 1d4+6 damage per round and draining 1 life energy level per round until the creature is slain or its grip is broken via a successful bend bars roll.

They are immune to mind affecting spells as are all undead and are further completely immune to ice or cold attacks.

Tactics depend largely upon the intelligence of the individual Hagli'Mesh. Those that have completely lost their minds during their transformation will attack with mindless brute force until either they or their opponents are dead. Those with greater intelligence will fight as appropriate, using ambush tactics, hit and run attacks, and others, but will never relent in its quest to see its victims dead short of its own destruction.


Habitat/Ecology: The semi-nomadic elf tribes wandering the taiga and boreal forests south of the mountains leave in their wake small shrines to the Hagli'mesh, an elf word with no literal translation into common or, seemingly, any other language. The word refers both to a physical structure and, only in whispers, a being. Constructed of a mastodon or mammoth hide stretched over the ribs or tusks of the animal, or in rare cases a thin lattice work of saplings, individual Hagli'mesh shrines can easily be mistaken for the dwelling of local forest sprites or supply cache, but woe betide those who invade the sanctity of such structures.

Within such a structure, there is a small humanoid corpse pierced by a long flint or obsidian blade and propped up in a pose resembling what humans call a "scare crow." Closer examination by a knowledgable individual will reveal that the figure is, in fact, a slain elf child (no more than 25-30 years old, equivalent to a 12 year old human child)with various grave goods strung about his neck in the form of a necklace of berries, fruits, dried meats, cakes, and other food stuffs. Only very rarely is anyting of monetary value discovered by the unscrupulous.

Throughout the region, elf tribes typically remain in one area, living in semi-permanent buildings constructed of hide and mastodon bone, for anywhere between 50 and 100 years. After such time, they pack everything onto their sledges and pack animals and migrate in cyclic patterns throughout the forests and taiga. Before leaving, however, the child of the most materially prosperous family is sacrificed by driving a ritual flint blad through the boy and covering him in a fresh Hagli'mesh structure. Left unattended and unmolested, such a structure and its sacrificial offering are torn down by local wolves or other wild animals within only a few days.

Such sacrifices are offerings by the elves to return some of the prosperity that the land has given them, and no elf would dream of refusing to offer their own child willingly in such a ritual, though they are not beyond acts of great "generosity" at times, giving away large amounts of their material wealth at strategic moments to ensure the survival of their own children. Most times, nothing goes wrong, but occasionally, some individuality is left to the sacrificed child, enough for it to grow angry over its condition and to rise again and wander the wood at night, enacting its hatred and loathing of life on any creature within its grasp . . .

Monday, April 20, 2009

The Book of Common Prayer

No, not that one, but inspired by it certainly.

One of the greatest advantages of the cleric class (if not the single greatest advantage) is their ability to gain any spell in the cleric spell list without having to resort to spell books, scrolls, or other "memorization media." This means that every cleric - assuming he has access to the appropriate sphere and level - can cast a healing spell, and the prayer spell, and all the rest, which is a startling advantage over magic users who must build their inventory of spells over time as they adventure. Their only limiters on spells are the requirements for rest every day and daily devotions in order to regain spells. It's also presumed that the cleric is required to further the cause of his ethos/god or otherwise stay true to his supposed religion, but this is ignored frequently enough that it might as well be optional.

Whether or not this disparity is "fair" is not my concern here. What's more interesting to me is the number of minor problems this issue can introduce.

First, it leads to a major issue if the DM wants to introduce new spells for the cleric from other sources, especially midway through a campaign. This can get especially dangerous if the ref isn't careful and doesn't make sure that the floodgates stay closed, thereby letting in a flood of spells into the game that he didn't want to begin with. In all fairness, while it might be great fun for me as the DM to throw a cleric with the "Spittle" spell at the group, it's not wonderful to then turn arond and tell the party clerics that not only can't they have such a spell (for it is evil in its own way) but that they can't go outside the bounds of the PHB to begin with.

Another major issue as I see it is that it leads to a disconnect between the cleric character and any possible organization of the religion he serves - i.e., the tribal teachings of the shaman, or "the church" as it were for geographically broader faiths. Just what attachment does an adventuring cleric of Pelor have with the church of Pelor anyway? What are his duties to the hierarchy if any? What penalties will he suffer for failing to oblige by them?

There's also the issue of holidays, fasting days, feasting days, and the religious calendar at large, though that is entirely the province of the DM and unique to each campaign.

My solution is the introduction of a holy cannon for each sort of priest in the campaign. Each individual religion will have its own holy texts (i.e., its own bible) which all of their clergy will be required to be familiar with. In it are the teachings and stories of the god, the history of the church if appropriate, and tellings of the miracles performed by the faithful. For the spellcasting members of the clergy (i.e., those with PC classes in Cleric, Druid, or any other class that features spell casting) these texts serve as essential tools without which they find the performance of miracles increasingly difficult: for every 24 hours period without their cannon, a cleric/druid character faces a cumulative 5% chance increased spell failure chance. These texts contain all of the spells available to cleric characters out of the PHB for the first three levels. At such time as a cleric character would be able to cast 4th level spells, he must make a pilgrimage to a suitable stronghold of his faith and present himself to the authorities there to make a reckoning of his career thus far and plead his case for access to the greater mysteries of the faith. Only if the authorities (an abbot or high priest or whatnot) are satisfied by the accounting will the priest be granted access to more complete sacred texts and permitted to copy from them. The whole process requires a week per spell level gained (i.e., gaining access to 4th level spells requires 4 full weeks of prayer and copying. Thus, replacing a lost or stolen cannon will require a significant investment in time and effort.

A priest may, of course, add spells gained upon his travels to his cannon, but such may cause difficulties when returning to the church for reckoning as spells outside of the cannon may be considered blasphemous. Unscrupulous priests may even pay for completed texts rather than subject themselves to the scrutiny of their superiors.

Monday, April 6, 2009

The Heartwood Staff

The origin of this item is completely unknown. It is speculated by the more poetic of sages that it may have come into existence concurrently with Thylia (the world) itself, or may have even been used to create the world through some unknown power. Such speculation, however, is mere flight of fancy as those who know more about it than mere heresay, the druids, guard its secrets assiduously.

The staff is approximately the size of a standard quarterstaff and appears unadorned and unremarkable. It has been rumored that some of the greatest events of history have been precipitated by the staff being carried by an individual who simply did not know what he held in his hand. A detect magic spell will not reveal any magical dweomer, nor will an identify spell yield any usefull information. Legend Lore, on the other hand, may provide some leads for further investigation.

The primary powers of the staff are as follows:

1) The current custodian of the staff functions as if he were a 5th level druid. However, during such time, he must abide by the restrictions of the druidic faith or all such power is lost. One who is already a druid functions as if he were two levels higher.

2)At any time, the staff can provide the function of a Combine spell functioning for any druid or sympathetic creature touching the staff. The duration of this effect is limited only to however long each creature in the effect remains in contact with the staff and can be initiated with one round's concentration.

3) Thrice per day, the staff can be called upon to create the effects of the Weather Control and Plant Growth spells at 20th level effect with area of effect centered upon the staff and its custodian.

4) Once per week, the staff can summon a Nature Elemental (see Monstrous Manual Annual Compendium volume IV for details). The elemental will set about returning the surrounding 1 mile of terrain to a completely natural state, removing all traces of civilization for 24 hours. This power involves the completion of a 1 hour ceremony on the part of the custodian.

5) Once per century, the staff may be used to initiate a major climatological or ecological shift of staggering proportion upon Thylia. For example, a vast desert can be made to bloom and be verdant as a jungle - permanently or until the staff is used to restore the original state. Such use, though, causes an equal and opposite reaction elsewhere in the world (GM determination). The change is not instantaneous, but may take the entire thousand years to complete. Use of this power subjects the custodian immediately to artifact transformation per below. Use of this power requires an 8 hours ceremony and must involve the entirety of a druidic circle of no less than 10 individuals.

Minor powers (see Book of Artifacts or AD&D 1e DMG):
4 x I
2 x II
3 x IV

Curse/Artifact Transformation: There are two modes of transformation. First, upon using any of the primary powers, the custodian must make a save vs. paralyzation or immediately renounce his current occupation, change alignment to True Neutral, and seek out training as a Druid (any PC becomes an NPC for this purpose as the character is no longer under his player's control, but that of the staff itself).

The use of the 5th primary power invokes a 2nd transformation, this one automatic. Upon successful completion of the ceremony and the inauguration of the desired change, the custodian is immediately subsumed by the staff and absorbed entirely to reside within it forever.

If the staff should come into the hands of a non-druid and this becomes known to ANY druid, representatives of the order will arrive almost immediately and demand that it be turned over to them. Quick and polite compliance will earn the respect of the order, perhaps even a reward. Failure to comply will gain the party a very powerful enemy. Currently, the Shadow Circle (a covert sub-group of the Druidic Order who believe that civilization itself is a crime against the Balance) seek the staff for their own agenda. They will stop at nothing to acquire it and, in their eyes, use it to restore the Balance.

Wednesday, April 1, 2009

Hackmaster Isn't D&D

Well, first off, I'm going to apologize for this entire article. It is being written while under the influence of about half a dozen over the counter cold and allergy medications and if, at some points, it descends into incomprehensibility more than my usual, well, that is the reason. Mainlining a Benedryl and Claratin cocktail is, upon reconsideration of the act, a bad idea.

I've been thinking a lot, recently, about Hackmaster, especially in light of their upcoming 5th edition. OK, not really a 5th edition at all, but that's what it's colloquially known as other than Hackmaster Basic (HMB), and the conclusion that I came to is that Hackmaster just isn't D&D. Now, a lot of people are going to shout at me and say, rightly, "well no shit, you idiot, of course it isn't D&D!" but I think that a lot of people seem to forget that in some ways. There are so many who, in my experience, seem to look at Hackmaster 4e (i.e., the first edition of Hackmaster to actually hit shelves and not just be a joke in the comic book) as the continuation of the grand tradition of AD&D, and in one sense it really is: hell, its skeleton practically is AD&D.

The thing is, though, that in the translation between the two, it feels like it's lost something. I'm not talking about the addition of parody leading to what can be a less than serious game from time to time. After all, some of the greatest game sessions I've ever been in have devolved into a massive case of the giggles between half a dozen people when somebody actually suggests, with a straight face, trying to trick the warren of wererats by donning fake ears and noses. D&D at its heart revels in good (and bad) humor.

No, I think that what it's lost between 4e and 1e (and especially 2e and 0e) is simplicity and clarity. Hackmaster, in attempting to replicate the High Gygaxian prose of the AD&D books and inject a little extra comedic flair (partially because of intent, and partially because of directive from the evil coastal wizards) and the somewhat arcane presentation, a level of obfuscation and overt intricacy of the rules that, in my mind, detracts from the game on a certain level. I'll single out the skill rules and doubly so the training and advancement rules. I consider myself an educated, informed, and relatively intelligent man, but trying to understand those particular rules creates the same feeling as listening to somebody try to explain the rules of cricket to me: an overwhelming urge to hit somebody with a baseball bat.

Yes, yes, I know I just too recently talked about how I was ok with the whole proficiency system in 2nd edition, a system that drives so many grognards and old schoolers to distraction, but let's get real here, yeah? The proficiency system is a coating of whitewash to gussy up a fence; the Hackmaster skill system is Escher and the training system is Escher on crack. That is, to me, the allure of 2nd edition, that it seemed to restore a lot of the open simplicity of 0ed, but kept on a lot of the additions that I loved from AD&D. It stripped out the High Gygaxian which, though very entertaining to read, was inhibiting when it came to quick comprehension (hardly a drawback some would argue).

All that said, though, I still enjoy playing Hackmaster and would love to get a game of it together at some point. However, it loses or abandons the absolute core of what D&D is in my mind: pure simplicity of rule sets that are open enough for individualization and creation. Hackmaster is just too arcane (intentionally so) and too obtuse for me to confidently screw around with to the extent that I would want. It does have a number of things in it that I'd love to import to 2nd edition (varied AC per shield size for example) but for the most part, it's a different game.

It will be very interesting, though, to see what is made of Hackmaster Basic when it comes out. For those of you who don't know this already, Kenzer has released an excellent little preview in their most recent issue of Hackjournal, specifically a preview of the Mage class and a long list of Q&A answered by none other than Dave Kenzer himself. The class looks promising, to me. Clearly worded and with less obtrusive Gary Speak, but retaining the fondness for complication of its predecessor. For $3, it's definatelly worth the price of the PDF, plus it comes with a few excellent little magic items including the Chainmail Bikini of Strangulation and the Bag of Holding: Spectral Varient.

Friday, March 27, 2009

The Cleric and the Faith Part V: No, There Is No God Margaret

This is not atheism, but a universe in which no deities actually exist. There are no gods, no powers, nothing that watches over you but the terrifying things that go bump in your nightmares. Humans - and demi-humans - are alone, and are the height of advancement both social and technological (we're not playing the evolutionary levels game here). No devils, demons, daemons, or angels. There are no outer planes, inner planes, or alternate planes.

Oh sure, people still huddle together in the dark and worship things, but in the end, there's nothing there to hear them. This is it.

Of course, this creates a game that's a lot darker and more grim than your average D&D game. People who become badly injured tend to stay that way for a good long time, if they recover at all. People who get sick stay sick, or merely die due to lack of modern medicine. Of course, main casualties are the entire Cleric class, along with Druids and Paladins. Rangers take a glancing blow as they lose their ability to cast some cleric spells at higher levels, but that honestly doesn't bother me at all. In the interest of "balance" I suppose they could be given a few magic user spells to compensate, but in all honesty I don't see the need.

I'm growing more and more enamored of the whole concept, really, though I think it'll end up looking pretty damn terrifying in the end. Something not really suitable at all to standard D&D concepts of rascals with hearts of gold seeking adventure and fortune and so on. Not sure how that bothers me, but it does just a little. D&D always managed to have a positive, almost happy spin on things in my view and I'm not sure I can slice that out without killing some part of the game.