Showing posts with label Old School Essentials. Show all posts
Showing posts with label Old School Essentials. Show all posts

Friday, December 30, 2022

A Vance A. Study in OSE NPCs

In the last post about OSE, Vance A. commented that the Old School Essentials had character generators, specifically for NPC, Travelers, and so on. He didn't know how the distribution went, so I took a shot to figure it out. 

Before I dive into that, I would like to take a moment to thank Vance and anyone else who took the time to comment. I find that comments and shares are far better than a random like or emoji that I get elsewhere. Comments let me in on the mind of the readers and they are a report of the reception of posts I share. I love the comments, thank you very much.  

The best tool seemed to be the Retainer Generator. I set it to 0 percent chance for normal humans and asked it to generate 10d10 characters at 1st and 10d10 3rd level characters. I will repurpose them for my upcoming campaign and other projects, so I didn't burn electrons for nothing. 

I used my NPC breakdown sheet as a tally sheet. 

01-02 Acrobat (5)

03-04 Assassin (7)

05-06 Duergar (4)

06-15   Dwarf (2)

16-25    Fighter (7)

26-30 Half-Elf (3)

31-32    Half-Orc (0)

33-38 Halfling (0)

   39   Knight (7)

40-50 Theif (8)

   51      Svirfneblin (4)

52-73    Magic-User (10)

73-74    Illusionist (4)

75-80    Barbian (3)

   81      Bard (18)

82-92      Cleric (6)

   93  Drow (0)

   94         Druid (10)

95-97 Elf (0)

   98   Gnome (1)

   99   Paladin (2) 00   Ranger (10)


And you know what I discovered? Random is random. 


I generated 111 characters and this is just not enough to detect anything but the most basic trends. Certain classes and races seem more popular than others. However, judging by the 18 Bards I rolled, I could just be ascribing a personal point of view to a small series of choices. 


It was an interesting experiment in Random.


While this generator was meant for retainers, the resulting characters seem just fine for PCs. I'll be using them for that and more. You can check out all of the OSE generators at this link



Monday, December 26, 2022

Divine Donative - Bartering for Lives

For some strange reason, in all of my years of playing D&D, not one of my players has expressed a wish for the reincarnation or resurrection of a dead character. Not even the player of the deceased character. In fact, on the few times, one character has wished another character back to life, the player of the risen character has expressed some remorse at returning to the land of the living. 

I think I know why. Very often player characters in my campaigns ascend to a beloved NPC state. In other words, they retire. The story hasn't ended for them, but the adventure has. 

One idea that I am trying with my next campaign is "Divine Donative", an offering to a church, temple, or another group that ensures resurrection or reincarnation should something befall the character. Many of the rules in D&D are geared toward such a transaction such as an oath of poverty which requires donations. There is even a list price for the casting of such spells, so why not pre-payment as insurance. 

Hit x amount and you get free services. It stands to reason that if the character or party is funneling huge sums of money into an organization, there should be an immediate benefit.  At low levels, it's a bed for the night or minor healing. Later, after pounds and pounds of silver have been diverted to the organization, another life. 

We don't know what happened.
We think he liked rabbits.
Now for the fun bit. Usually, characters die from player burnout. They get bored or goofy and do something stupid to get killed. This moment of death could be an opportunity for a side mission. Everyone rolls up new characters and campaigns to recover the body. It's a nice little break and offers a chance to be something different than normal.  

Then there is the possibility that they pre-paid for services they do not want. But it's a contract that must be fulfilled. 

Off the church leaders go to save one of their most beloved patrons, and upon their return to the land of the living, this guy doesn't want to leave the temple grounds. He wants to tend a garden rather than scalp orcs. 

And if push comes to shove, maybe he or she refuses to come back as a human. All of a sudden, the party picks up a wolf or dog or cat as some sort of guardian. While the players wouldn't control such a beast, having one makes them special. 

Over time, if the characters donate enough, a willing person could be given some sort of magical jar that could be opened in a time of great need for the ultimate healing right on the field of combat. Think, a Pheonix Down from Final Fantasy. 

While I wanted to try this idea for end-of-life situations, the concept really should appear more in my campaigns. If characters are in some sort of guild or association that they support, that support should be two ways. Especially if the character is on track to be an epic hero of many storied deeds. People should be jumping out of the woodwork to support them. Even lowly fighters may belong to some sort of veterans group which could prove a small benefit if support. 

My idea isn't to just fork stuff out to the players as much build continuity with the campaign world beyond what the players are directly experiencing. If the party has a Bard or a Magic User, they probably have associations that need answers, which the PC might have. This would create a series of barter situations that the characters could grant favors and call them in later. Rather than present the party with a list of spells and costs, I should have them intervene if they can so as to curry favor with some group or another... or they could pocket the cash. 

I really like the idea of swapping this for that instead of a list of prices and services. It may take a bit to flesh the whole idea out, so I'm sure I will revisit it as time goes on.  

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. You can also try Wordlographer before you buy.  

Sunday, December 25, 2022

A Missing Bit from Old School Essentials - NPC characters

I noticed a tiny item missing from Old School Essentials: percentages of characters appearing. 

And... it immediately became obvious why this was missing. The original DMG was super weird about it and since OSE has many more character types, the whole thing goes sideways quickly. 

In the DMG, page 175 has a breakdown of an NPC for encounters of all dungeon levels. It lists all of the characters in almost alphabetical order and assigns a chance percentage to each. The table assigns a value of 9 for total party size and of those nine, 2-5 are classed characters. The remaining men are henchmen or men-at-arms. 

So, if one makes a table of characters found in Old School Essentials, you end up with three different tables. The first table would be for the basic rules, the second table would be advanced rules with race as a character class and the third table would be paired back to just the advanced character types, where race is something else. 

I love this quick table so I want one for OSE and I guess that means making one myself. I like it. 

But there is a hitch. The basic rules don't match my DMG because it has races as classes. Looking at the DMG does provide some guidance. It's ordered by class with subclasses appearing next. The table clearly shows that Fighters should be the most numerous characters in a party, followed by Magic Users, Clerics, and finally Thieves. All other classes have a tiny chance of appearing, between 1 and 3% each. 

But I am working with race as a class so there are no subtypes. There are a couple of ways to get a good list. If simply ballpark the numbers, a party should look like this: 

4 Fighters + 2 Magic Users + less than 2 Clerics + 1 Theif. Every other type has a tiny chance of appearing. Hmm, that is rather odd, but I can make it work. 

Instead of using the named class as a grouping, I am going to use my Pure, Square, and Semi models. A pure is someone who uses only uses magic to get stuff done. A Square is just like a Pure, but they use their muscle instead of skills or magic. Semis are someplace in between, using magic to supplement their skills or strength. Restating class as type, I end up with: 

5 Squares + 2 Pures + 2 Semi, all classes/races appear as one of these three classifications. This is interesting because it equates Thieves and Fighters, and separates Clerics from Magic Users from them. It is different but also allows Clerics to meet the standard of a "Fighting-man" while still being magical.  

Basic OSE has Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, and Thief.  I would group them like this with the following breakdown: 

5 Squares: Dwarf, Fighter, Halfling, and Theif, 
2 Pure: Magic-User
2 Semi: Cleric, Elf. 

That looks nice. I would order my list like this: 

01-13    Dwarf
13-36    Fighter
36-41    Halfling
42-50    Thief
51-71    Magic-User
72-86    Cleric
87-00    Elf

For Advanced OSE with race as class, we end up with a different list. 

5 Squares: Acrobat, Assassin, Duergar, Dwarf, Fighter, Half-Elf, Half-Orc, Halfling, Knight, Theif, and Svirfneblin.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard,  Cleric, Drow, Druid, Elf, Gnome, Paladin, and Ranger. 

Before assigning percentages, we'll create the same list with race as the class removed. It's easier to edit that way: 

5 Squares: Acrobat, Assassin, Fighter, Knight, and Theif.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard,  Cleric, Druid, Paladin, and Ranger. 

This one breaks down as: 

01-02    Acrobat
03-04    Assassin
05-06    Duergar
06-15    Dwarf
16-25    Fighter
26-30    Half-Elf
31-32    Half-Orc
33-38    Halfling
   39      Knight
40-50    Theif
   51      Svirfneblin
52-73    Magic-User
73-74    Illusionist
75-80    Barbian
   81      Bard
82-92    Cleric
   93      Drow
   94      Druid
95-97    Elf
   98      Gnome
   99      Paladin
   00      Ranger 

This one honors the original DMG list, but weakens both races and healing magic. I really had to mess with the numbers and it needs to be adjusted to specific campaigns. In my campaign, Half-Elfs are the default race while Half-Orcs and Drow are exceedingly rare. Those last two are literally 1 in 10,000 for NPCs. So, could totally monkey with the specific percentages. It's a good starting point for random NPC but bad for pretty much every individual campaign world.

The second list breaks down a little nicer than the first: 

01-08    Acrobat
09-10    Assassin
11-33    Fighter
  34       Knight
35-55   Theif
56-73    Magic-User
74-75    Illusionist
76-77    Barbarian
   78       Bard
79-94    Cleric
95-96    Druid
97-98    Paladin
99-00    Ranger 

And ultimately, I want the second list to generate some characters. So I roll a 2+1 for total of three characters. 77, 58, and 47 

We'll meet these three new characters in my next post. In the meantime, I have put together a couple of downloadable. The documents contain the lists above, plus a blank duplicate so you may enter your own probabilities. The 8.5x11 and A4 are two-column layouts and the A5 is just a single column as a Google doc. If you prefer, I have them in PDF, 8.5x11, A4, and A5

Merry Christmas! I hope you enjoy. 

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. 

Tuesday, December 20, 2022

Expanding the View - The Town of Manteva

I am continuing to work on this town, I think I have a name: Manteva. I am looking at some old maps of Italy and this one jumped out at me. Maybe it's misspelled, I don't know. 


We are looking at the southeastern edge of the town. I stopped the game in order to come up with some ideas for the flavor and layout of the town. I wasn't planning on a walled village, but it looks nice. 

Walls present some problems for generated maps. Computers are good at detecting collisions, but poor at the layout. Comparing this map to my last post, you'll notice some changes. First, there needs to be dead space around the walls, guard houses, and towers, otherwise, those bits don't work correctly. Providing cover to the enemy is bad, as is providing kindling for fire inside the walls. So, most of the trees have been pushed away from the structures. 

Stores, taverns, and inns should be near an entrance. Coopers and stables are good businesses to have near the gates. I like the Roman idea of bathhouses and outhouses, so this town has a couple. Furriers and smiths also appear near the gates. 

More interior to the town are market houses. These buildings have living space and shop space in the same structure. There is a public barn used for foodstuffs near the entrance. More than a few blocks contain public or private gardens. It looks like farmland, but really these would be a bit decorative and limited to herbs and small eatables like tomatoes. 

Since this is a fantasy town, the characters will find more than a couple of stationeries. Stationery shops sold books and paper. They were "stationary" because they didn't move on market day. The goods were too fragile. In addition to these types of establishments, there is also an Illuminator who would do the art for books. As a hidden feature, these shops are great for Clerics and Magic users. 

I've been labeling these so I can go back and populate each structure with a description. I can't wait to finish this town and move on to the next. 

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. You can also try Wordlographer before you buy.  

Thursday, December 8, 2022

Refined House Rule Armor Class in Old School Essentials

Facial hair is impressive, 
but does not
 contribute to defenses

I have thrown a bunch of ad hoc rules at D&D over the years. And my favorite and most workable is Armor Reducing Damage. In Unearthed Arcana, they had a suit of field plate armor that acted like a limited pool of hit points. I don't necessarily like giving the characters a way to purchase hit points. 

What I do is slightly different. I offer damage reduction based on how low the AC is, to a practical limit of AC 2 for non-magical armor. 

The AC scale is 9 to 2 for damage reduction.  

AC 9 - No armor, no damage reduction. 
AC 8 - Only a shield, no damage reduction. 
AC 7 - Leather armor, -1 to damage. 
AC 6 - Leather armor  + shield, -1 to damage.
AC 5 - Chainmail, -2 to damage
AC 4 - Chainmail + shield, -2 to damage
AC 3 - Plate armor, -3 to damage
AC 2 - Plate armor + shield, -3 to damage
AC 1 or lower, no further damage reduction except for magical armors which can reduce damage to -4. 

The damage reduction is a property and advantage of armor over speed, toughness and/or magic properties. A wolf or dragon does not receive a damage reduction because they probably don't have armor. An orc or horse in armor or barding does receive damage reduction. 

Wearing all of the armor
helps a lot. 
In exchange for this reduction of armor, the character must be fully dressed, meaning they have all ancillary parts of their armor for it to reduce: ie helmets, boots, greaves, bracers, gloves or gauntlets, etc. Having all parts covered simply removes the possibility of a light hit (a dagger or a punch) from doing harm. 

There are two weapons that are unaffected by this reduction - Long Bows and Crossbows. These arrows and bolts have so much mechanical advantage they simply won't bounce. They do skip off angled bits which is represented by a poor damage roll, not the quality of armor.  

There are two corollary rules to this. 

Each type of armor is made up of the lesser armor types. What this means is, chainmail is made up of a layer of leather armor plus the mail. Plate armor is composed of chainmail and leather. The end result is, your character's investment in an expensive suit of armor means you also have a functional lesser suit of armor in addition to the full set. Plate armor can be worn as plate, chain, or just leather. Also, you can save time by only suiting up to your comfort level. This can also come into play for retainers and followers, giving a soldier an ability to suit up in layers quickly. 

There are many stories where the hero only suits up to the first layer and fights to defend his page or squire as they suit up. This injects a bit of drama and heroism. 

History is full of examples where soldiers wore what they thought made sense at the time, say the undergarment but not the protective metal cover. Of course, what makes these commentaries notable is the soldier won or lost a battle seeming based on what they had on. 

Harald Hardrada's troops got caught wandering without their mail shirts but were also completely surprised by a massive army bearing down on them with no warning. 

Several times gladiators were pressed into service as soldiers in the Empire's legions. It could go either way. In the Year of the Four Emperors, the gladiators had the advantage of the heaviest armor but made a poor showing when thrust into traditional set-piece battles. However, in urban settings, they were dangerous in combat. Later, Marcus Aurelius pressed gladiators into the role of soldiers. The Empire was decimated by a plague so there was no lack of legionnaire standard armor for them. Or they served in a role where armor wasn't a factor. 

Numerous times, the legionaries got ambushed while wearing only their tunics but were holding heavy pickaxes and turf cutters. They destroyed heavily armored enemies. If there was one thing legionaries were more practiced in than sword fighting, it was using tools to make camp. 

Even power armor has limits, 
say if your feet leave the ground

This has an interesting social side effect on D&D which also has a good history at the table. Padded or studded leather, banded and ring mail are transitional types of armor that cannot be broken down like chainmail and plate types. They are all one piece with metal bits attached directly to the cloth or leather. They aren't layers and don't come apart. They have a place and are very descriptive of a specific type of character. A barbarian or cleric would be expected to have the heaviest but cheapest armor available, ring or banded types. A Thief or an Assassin looks like a ruffian, but never a guard. 

Back to the corollary rules for armor. I run with the idea that a person wearing armor is unencumbered in combat or movement until "one more thing" is added. Don't wear a backpack in armor. Don't walk in mud in armor. Don't let peasants jump on your back in armor. Don't get hit with a mancatcher or take a pilum to the shield. All of these will immediately encumber a character in armor in rather disastrous ways. 

When reading through those examples of historical battles involving mismatched armors, the side that moved smartly won. 

I have tried a couple of rounds of combat first level characters using the Old School Essential rules.. Damage reduction increases the loiter time of first level characters while not eliminating death. This is give combat an epic feel as one Fighter with 8 hp and plate armor can survive 1 good hit (more than 4 or 5 hp damage) or 2 average hits (3 or 4 hit points of damage) and a whole series of weak blows. 

When facing heavier damage, say 2d8 hp from a serious bite, the same 8 hp Fighter (or Dwarf) in plate is more likely to survive due to damage reduction but is by no means assured of it. An average roll would be 9 hp of damage reduced by 3 leaving just 2 hp left. On the other hand, reducing 15 points of damage does nothing. 

It is an interesting mechanic, if anything it can make your fighting types much tougher. You can try out Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. 

Wednesday, November 30, 2022

New Project - New Direction

In my last post, I spoke about a book. This book will be the kernel of how I present my campaign world to others. When people start new campaigns, they compartmentalize the world to limit the scope of what the DM has to present to the players. For example, they start with a small town and perhaps a dungeon or keep then expand to larger ideas. It is a good bit of advice for gamers, however, there has always been an inclination to have a roadmap to a larger world and events.  Maybe you don't start large and go larger, but making a whole world (a good-sized continent) does require some sort of roadmap. 

In this case, I am starting with a massive idea and breaking it into chunks that might not be obvious from the outset. The main idea of this campaign setting is romanticism. The Peninsula of Plenty has many locations, cities, towns, kingdoms, and other places that will be described in detail by an in-universe author name Magarven the Mad.

Magarven, although crazed, has a pretty good handle on what is happening in his world. It is an era of peace and prosperity at the largest level, which does not preclude mysteries and conflict at a local level. For the most part, this campaign world has left the medieval age behind. He has stumbled on the idea of describing what is happening with imperfect information. Or more correctly, information he has not validated but wants to be true. He is operating from his ego over his guts. He wants fame for bringing knowledge to the masses. He doesn't see any possible harm because he believes this one volume of books accurately describes the world. It does but only poorly.  

You might guess correctly that I am a history major. This process occurred in various parts of the world back in the 18th century and peaked in the mid-1800s. It spread from Europe to Russia and to both North and South America. This was not exactly a peaceful era, but romantics often portrayed it as such. This was really not a good time to take a romantic perspective or a good place to evoke powerful emotions. Emotion and feelings took precedence over logic and facts, which had a dreadful effect on historiography and the natural sciences of this era. People were basically making their own rules and creating their own version of history which was radically different from reality. As all of this was taking place, things were falling apart. 

In writing as he does, Magarven is actually sending people with torches and weapons to marvel at the wonders of a world made of powder kegs. 


While akin to a hexcrawl, it places the characters in civilized danger. There are patches of wilderness here and there but the real problems lay just outside of cities and towns. Obviously, many of the bits of wilderness and hinterlands were left empty on purpose and as a result, play off of the wildness found in the so-called civilized bits. 

In this world, it would not be too surprising for a country fair to cover up a coven of witches or a massive clambake ending with a sacrifice to a dragon. A vampire could be the mayor of an idyllic village. Or a lonely abandoned boathouse is a gateway to the underworld. 

Monday, November 28, 2022

New Project - Meet the Author

I have started a new project, a deep dive into my campaign world. My campaign setting is a small part of a single continent. I never saw much need to expand it much further. What it lacks in size it makes up in depth. 

Virtually all of the races found in the D&D game books appear in this one place. However, some are just visitors to the main continent. 

I have many oddball characters running around. One of them is Magarven the Mad. He is a Drow in the same vein as 1e. He is obviously evil (or chaotic) and were it not for his flaws, he would be dangerous. Early in his life, he made a name for himself as an adventurer. He loves fame. He will do anything in pursuit of it, including casting himself as a heroic explorer. 

The reason I mention him is, he is the author of a handbook to my game world. In reality, I am modeling this book on many of the works produced in the 1800s by romantics touring Europe in search of something... romantic. Except, this Handbook is written by a madman. 


This project will be a two-parter: The Handbook of Lore and Background written from an in-universe perspective, plus the second matching book of adventures and events that DM's can plug into their world. The Peninsula is divided into many nations and city-states, so a game master is free to carve out a tiny piece of their map to plunk one or more of my bits. 

As you can tell, Magarven (and myself) have grandiose plans, as this book is "Volume One". As I work on this, I will share little bits of lore and perhaps a mini-adventure or two. 

I plan on making it my first item for sale on DriveThruRPG. As a flesh out bits, I will share them now and then. If it seems well received, I might even attempt to do a print copy instead of PDF. 

Let me know what you think. 

New Game, Same Players

 Twenty-eight days. Soon to be twenty-seven.  It's gonna go fast, maybe one will be done before I post.

I have a new game, Old School Essentials, a newish take on the old B/X rules. There have been a few changes, such as invalidating the statement "comes with 31 illustrations, charts, and tables". There are a lot more than 31 illustrations, plus a twist on the old rules to incorporate ThAC0 and/or ascending armor class which limits the charts to just essentials.  

Well, the artwork is fantastic, so I guess I can take the good with the bad. I might not miss my to hit charts and tables. 

I can see it already, this should be almost exactly like B/X but I want to try it out on myself before I inflict it on my players. You know, to look smooth and polished. 

I diced up a half dozen characters, plus one because I can't properly count. I made one of each of the basic characters and one extra cleric. And hit my first hitch. Clerics don't heal at the first level. Do I homebrew that away or keep it? 

I can hear my hypothetical Players grumbling, so I think I keep it as written. I can already picture the first session. The players will dodge and juke every hook and line I offer them. They break into cliques and small groups to go their separate ways. 

The Magic User and Elf will get together and exchange spells because that is what spell casters do. The clerics, realizing they aren't the healers will beg and borrow (but not steal) from the party to get the heaviest armor they can while arming themselves with the standard maces and slings.  The Fighter, the Thief, and the Halfling will wander the town in search of a tavern or inn. 

They will stymie me, the DM, as they avoid the town square where the local lord has criers searching for adventurers. They will also avoid the large Inn in the square where they could meet one of the town guards who would clue them into the threat the town faces. For the same reason, they will avoid the temple, the wandering priest, the wash women, and the boy with the lost dog. 

This is what Players do. I've been a DM for 40 years. I am used to it. They will, on the outskirts of the town wander into the last place serving booze and food and the one I expected them to find as I was presenting moot hooks. 

It's called The High-backed Booth, a magical place that I took from reality. It's a former tavern turned into a Church, just like the one on Transit Road in East Amherst. When you're forced to improvise, it's best when you don't try too hard and just use reality. The world is strange, so why make stuff up? 

In my world, The High-backed Booth is fused with history and magic. It's run by Elder Bruegel, named after the painter. In this magical place, he is the proprietor and priest of the church. The church seems to hold chance, risk, games, and luck in high esteem,. No particular deity is worshipped. In fact, in place of prayer and ritual, storytelling rules The High-backed Booth. The odder the circumstances, the more random or unlikely the story, the better. The congregants pray and worship in the telling of stories.  

The building is as real as it gets, it has a waddle and daub upper floor on firm timber stilts. The lower level has temporary walls made of hay bales. Of course, these hay bale walls are lined with heavy tall wooden booths. The building changes over time as the hay is removed, but not its character. Or characters. 

On this evening, the party finds a strange occurrence happening at The High-backed Booth. Elder Bruegel is there of course, as he always is, but he is pandering to a guest of high importance. The wizened man sits at the center of attention. The drinkers and the worshipers mutter indignantly about him as he is silencing stories with games of chance. They call him the "Game Master". 

It doesn't get more meta than this. Having dodged all of the obvious hooks and lines, the Players will sit at the table with the Game Master and engage in drinking, food, and games in the hopes of receiving easy cash and prizes. 

Every Player wants this for their Characters. Soon, reality and storytelling become muddled as the Players and the Characters take the same bait. It's a card game, played with a strange deck. At first, it seems normal enough, but then it becomes obvious that these are Tarot Cards. After every round, the winner takes one of the Major Arcana in sequence. It replaces one of the Minor Arcana they would receive in the deal. As the Arcana are swapped, the tone of game becomes more serious. 

It's a race. The Fool and The Magician eventually lead to the Judgment and The World in the hands of the Game Master. In fact, the Game Master has been playing with nothing but trump cards for a while all of the Players and Characters only have one or two. And then the final hand is dealt.  

"We are done, you must perform," the Game Master says quietly. 

After a rather anticlimactic silence, the characters all have the sensation of falling. It's not fast or sudden, just a slow transition to the wet, muddy ground. If the Players are hooked, and enrapt with the story so far, I might stand up and slowly tip one chair backwards and gently lower the Player to the floor to demonstrate what is happening.

When they stand up, they are still at the table. All of their chairs sank backwards in the mud. The table, the chairs, and everything they own are between a cluster of willow trees to the north...

and a magical fountain to the south...


As I said before, why make stuff up while improvising? Reality is the best hook and sometimes, it comes with pictures. 

East and west are paths leading to strange buildings, and the players can't resist a good hook provided by the Game Master. They gather up their things, drink the last of their beer from the table, and wonder where the cards and chips went before taking to the path to adventure. 


If you liked this introduction to adventure, perhaps you would be interested in the books that spawned it: 

Old School Essentials Characters, Magic, Monsters, and Treasures on DriveThruRPG. 

Monday, November 21, 2022

Sensory Overload!

 I don't do unboxing videos because I am super impatient. Let's just hop to the first box of prizes. 


It's a t-shirt! 

Next: 


They're a pair of boxed Old School Essentials sets! They were due to be delivered last Friday, but Buffalo got nailed with a couple of feet of snow. I am actually glad they were delayed because I wouldn't have shoveled at all. I would have been rolling characters and planning my next campaign. 

I love the look on Tori's face. 
It says, "Can you believe this crap?"

When you have 1 1/2 dogs worth of snow, starting sooner is better than waiting for later. This is what is called Heart Attack Snow. One shovel load has the heft of several thousand unpainted figures. Not those modern 3d printed figures, but the classic 1970s lead figures. 

Which leads to the next unboxing... 


I picked up a used Elegoo Mars 3d printer. I had it in my hands last week, but knowing that a snow staorm was coming, I wisely left it in the basement until I could get things cleaned up. There are several other pieces to this setup, which I didn't pull out of the box. It also came with a DIY curing tank. 

It's a good thing that it's a three-day week because I will be very, very busy this weekend. 

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. 

Tuesday, April 5, 2022

How Ability Rolls Came to My Table

Even dusty old thieves   
are cool.
It's been a bit since I posted, so let's have an update. The counter to the right displays 25 days or 209 if you jumped into Old School Essentials' Kickstarter. I find myself putting stuff away lately rather than reading or gaming, which obviously decreases my post count. 

In my last post, I talked about table trouble. This one could have been called "Theif Envy", but the concepts are one and the same and tie back to OSE. 

I used to alternate between D&D and Star Frontiers campaigns (links go to DriveThruRPG). The idea of rolling against a skill is baked into Star Frontiers but is an add-on to D&D. Thieves have an array of skills that no one else has. Sure races have percentage skills for detecting doors and sloped passages, but a dwarven Thief character is like no other. 

It makes other class players envy those skills. 

Now I actually remember when the idea of rolling for certain actions came to my table. The party was at the last door in the dungeon and had plenty of warnings that the exit door would be trapped. The Thief took the lead and easily detected the dart trap in the oversized, dragon-shaped door handle. Then THE PLAYER got cocky. 

"I'll detect for poison!" he shouted. 

"You found some!" I shouted back. 

It was too good to pass up. I made him roll against his constitution score. He failed and was paralyzed. The party escaped, dragging the butt hurt Thief behind them, but as they closed the door on the dungeon, I could not close the door on "ability rolls". 

Oh, man. What a can of worms. Not because it's hard, but because it's so easy. Like being pelted with dice. 

Perversion is too many die rolls
in a role-playing game.

"I'll roll for this..."

"And I'll roll for that..." 

The one thing that could have stopped this from happening was a simple and clear acknowledgment of the player's humor vs. the character's intent. There was no way that character was that stupid. Or funny for that matter. Every other social encounter this character and player had was decidedly taciturn or even sour. 

I shouldn't have let it happen, but I happen to like this style of play... To a degree.

If a character needs to do something that can be described easily and doesn't invoke any sort of fantastic ability, the die roll itself is suspect. As much as some people can be funny like the aforementioned thief, some people's reactions to situations can be just as good. 

When the player of the Fighter hears a threat from an opponent and puts on their game face, the perfect, bone-crushing game face, he or she shouldn't roll for anything. They are not intimidated and perhaps turnabout happens where the mouthy NPC has all of his buddies fail a morale check right from the start, leaving the Fighter and the Mouth to work it out. 

You see how that's different, right? A morale check is hardcoded into the rules. But an ability check isn't. What would I have a Fighter roll against for bone-crushing aggressiveness? 

No idea. 

In all cases, I believe the characters should be able to do whatever they want when they want. It might not work out, but you know, I let them try. Unless someone proposes a task that maps directly to an ability score, I don't want the roll. 

A trivial example is leaping on or off horses. I'm not rolling for that because 99.99999% of the time, the action is merely flashy and not necessary. The times when it's necessary, eating a face full of dirt is better than what would happen. 

A not-so-trivial example is when the party or player comes up with the perfect plan, one that seems to have no flaws or problems and is delivered with confidence and flair? So long as all of their assumptions are correct, what is a roll going to do to improve the situation? 

Nothing at all. 

I can give a hysterical example of not rolling. I had a Magic User with a fly spell that he used all of the time. He got his hands on a ring of delusion, which he believed was a ring of flying. 

"Oh, shit," muttered the rest of the party. 

In talking this out with the DM, we decided that it was really a ring of double delusion. Not only did my character believe it was a ring of flying he would also be deluded into forgetting that he cast a fly spell to make it work. So the ring appeared to be a ring of inconsistent flying. 

This was preferable to making a saving throw against the ring's influence. We kept track with a token, when I cast my one and only fly spell or invoked the ring's power, I handed over the token to the DM. Without the token, any attempt to fly would fail, usually with disastrous results. 

My character would suggest ariel solutions to every problem even if it wasn't reasonable to fly at all. Again, this is a ring of delusion after all. 

In Old School Essentials, you generally have a 1 or 2 in 6 chance of pulling some random activity for a skill that isn't quantified. That's a great compromise because usually, these events don't map at all to a skill. 

Thursday, February 24, 2022

Old-School Essentials Fantasy RPG Box Sets - Kickstarter

I've been sidelined by real-life lately, but I had an alarm set for this Kickstarter project. This one is the Old-School Essentials Fantasy RPG Box Set. I missed it the first time around a few years back but managed to score just one book from one of my favorite local gaming stores, Iron Buffalo Games. 



As much as I wanted to go all-in on this Kickstarter project, I had to limit myself to the $100 level. If this set is anything like the last set, it's going to be excellent! 


I love the digest size of these books. They have a nice solid feel with a good text size for my aging eyes. Having picked up some of the PDFs, I knew that a physical book would frame the artwork better than any home-printed copy. 

This post reminds me, I must review the OSE Rule Tome, Iron Buffalo Games, and my new HP Printer. I'll be looking to post on those in the near future, as real-life permits. 

Tuesday, February 15, 2022

Antiquity Tuesday - Coinage and Brilliant Minds - February 13th

I've always wanted to write about the subject of coinage in D&D, but haven't had time to do the research until recently. And not half the research I wanted to do. 

But from what I have, I can lead with the chart from the e1 PHB:


If you are playing a game based on D&D, this chart should be familiar to you in some form or another. Two weeks ago, I wrote about what a Roman soldier would carry and got into the coin-based encumbrance system. That led to a follow-up post from Ian Borchardt on Mewe that he graciously allowed me to post here. And this morning, I spotted a post from Stephen Wendell about "Holmes on a Coin’s Weight", which covers a realistic treatment of the mass of coins. 

OSR style games really went out of their way to make a system that while idealized, is actually excellent enough to hold up for decades and decades. It's actually amazing. 

But what about Antiquity Tuesday?

One of my favorite historical personages is Diocletian. He lived from 242ish to 311ish and brought about the Crisis of the Third Century. Yes, the 3rd Century was chaotic enough that we don't know the exact years. Whole books exist about the Crisis of the Third Century, but one of the crises was the triple problems of coins, inflation, and prices. And Diocletian actually failed to fix it. But he tried. And it was a hell of a try. 

Just like in AD&D, he decided the issue could be resolved with a simplified system of just 5 coins. The system was based on a silver coin worth 100 denarii. There is some variability in these values and please forgive me, but I don't trust this table in name or values. Take it as a guideline: 

aureus 1,200 denarii 
argenteus  100 denarii
nummus (a silver-washed coin) 25 denarii 
bronze radiate 4 or 5 denarii 
copper laureate 2 denarii 

What is interesting about this order or valuation is that bronze appears as a valuable metal. Both brass and bronze are alloys of copper, and that meant that bronze age implements had an innate value due to the material that they were made of. 

When compared to the AD&D valuation, we still have five coins, but electrum and platinum appear on Mr. Gygax's list. Electrum is an alloy of silver and gold which would have been more valuable than just silver and platinum wasn't discovered by Europeans before the 1600s. They may have known about it but it wasn't described until it was discovered in the New World. 

What I find wonderful about these two lists is that both are meant to be simply used. And they are perfectly logical for the system each is attached to. 

Unfortunately, Diocletian was unable to resolve Roman's economic problems, which were many. After he reformed the coinage, he call back tons, literally tons of old coins and replaced them with new ones. The Romans understood market forces, a lack drove up prices, and a dearth dropped them. What they didn't get was the variable value of coins themselves. To a Roman, a coin was a coin, was a coin. 

I bought my first PBH for $9. Used. 
This replacement was priced $15 and
I actually paid $50ish. Uhh. Inflation.

Parallel to this, Romans understood the dangers of debasement which is why Diocletian replaced so many coins. And this was also the very reason that other emperors debased coins in secret. They knew it was playing with fire. And Diocletian believed he fixed it but he didn't call back nearly enough coins to fix a centuries-old problem. 

But this was not lost on Mr. Gygax, debased coins or washed coins show up a couple of times in modules like B2 Keep on the Borderlands

A possible explanation for this lack of vision on Diocletian and every other emperor who monkeyed with the coin system was the hands-off nature of minor transactions. Roman grew in both space and time. Diocletian was trying to fix hundreds of years of bad coins on top of not seeing the effects of how Romans used coins on a day-to-day basis. As regions were absorbed into the Empire, so was their coinage. Who cared if people bought bread with denarii-based coins or some old copper from a defeated enemy? A coin was a coin. Fixed and constant. 

He had no idea what a battle he was fighting. But Diocletian didn't accept the failure of logic or reason. He decided that the actual problem was the merchants. Those evil little price gougers were running up the prices. So he tried to put a stop to it. He penned the "Edictum de Pretiis Rerum Venalium" or "Edict Concerning the Sale Price of Goods" or when we are placing blame, "The Edict of Diocletian". 

This is one of those seminal works, like the Domesday Book. It is a list of maximum prices allowed for 1200 goods or services in denarii communes or "common coins". Unsurprisingly, it looks suspiciously similar to a gamer: 


Brilliant minds work alike. This is a totally workable system... except Diocletian had to abandon his because it simply didn't work in his world, unlike Mr. Gygax who built from the ground up. If only Diocletian could have wiped the slate clean, I bet his system would have worked as well as Mr. Gygax's. 

What is awesome about Diocletian's cataloging of items is it reveals how people in antiquity thought. We know the Romans like to have 8 soldiers together carrying 3 pilums or 3 caltrops. But when it came to quills, they wanted to have a set of 4 in a leather box. We also know that most wines were of the same value when fresh, but worth somewhat less as they age. What is notably missing from Diocletian's list is weapons. No one bought a weapon, they paid for the services of an armorer who made weapons. Oddly, sharpening a sword, an axe, and a spear appears under several different categories of services. There is a difference in the task depending on the object. 

It really is amazing that someone would think of such a system several different times for completely different purposes. For the Romans, it was life and death. For us, it's a game.