One of my favorite modules was X2. It was so rich in detail and called back to Poe and Clark Ashton Smith that I immediately wanted to plug it into my AD&D campaign. Well, it didn't work out so well. The theme of Castle Amber was too... "weird" for my normal campaign. It was the one time my players demanded a "redo". Their main characters had crossed the mists and as they explored the castle, they became disenchanted with this setting as their characters were way too out of place in it.
I agreed. We rolled up a new set of characters, restarted the scenario and began playing the module as if the prior events never happened. My players were so good at role playing, they willingly ignored the details they gleaned from the last adventure and let the action replay itself again for their new characters.
We were actually playing two different campaigns, alternating between them as the mood struck us. This must have been 1995 or 1996. We were still using the original AD&D books with Unearthed Arcana. When we switched from our main AD&D campaign to the world of Castle Amber, we took it to the extreme.
I allowed the use of Tome of Magic, I would quietly play Love and Rockets Body and Soul alternating with Glen Danzig's Black Aria.
Being older, I'd place a bottle of wine on the table, which few of us knew how to use properly, and old candle sticks or bottles with candles jammed in them for effect. Incense was burned and dinner or light snacks were had as we gamed.
On top of that, I produced a set of feelies for the players. They were old maps, journals and letters based on the action of the module.
We never completed the module, because the players found the land of Averoigne to be so enchanting. If I could collect up those players again, we would totally go back to Averoigne.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Sunday, July 28, 2019
Saturday, July 20, 2019
Quick Update - Back End Work and Musings of How I Came to Be Here
Not much to report today. I am doing a little back-end work on the website now that I have users coming in again. I recently added links back to my pages on Facebook, MeWe, and Pluspora and I need Google Analytics data. The last year has been wild and I really let things go.
Let me tell you where this journey began. In June of last year, I was finishing up a long term subbing post when I broke half a dozen or so ribs. My normal favorite summer activity is a local amusement park, Darien Lake. I was off of work for about 9 weeks in the middle of summer and couldn't ride a single roller coaster.
I spent a few days laying on my back trying to decide what to do that day. My choices were sort of limited to sitting, laying down or standing. I had no patience for drawing or painting owing to the profound lack of sleep. Standing is Darien Lake's wave pool was soothing but nerve-racking because there was a serious danger of drowning when the waves started up.
I decided to write a book. The first thing that popped into my head was something for D&D. I had some old character sheets lying around from a decades old campaign. In that campaign, I had 3 players write "chemist" under non-weapon proficiency. Three different bids to get their characters TNT or at least gun powder.
Yeah, no. That did not fly.
Then I realized that I actually had a bunch of great ideas for non-weapon proficiencies. In the previous semester at school, I found a great book called Everyday Life in Early America which seemed to mirror my thought process. People have skill sets. A weapon proficiency is the ability to use a weapon, a specific item, with a specific set of skills. A profession is more than a singular skill but less applicable to adventuring.
D&D and AD&D does not call these extra abilities skills, they are called "non-professional skills" meaning that they have nothing to do with the character's current class. But they aren't really quantified.
I quantified those abilities in Zero to Hero: Uncommon Commoners. I built a list of 50+ different professions from history, broke them into three categories and then defined what each could do.
One of my pet peeves from D&D is the lack of a "shared world" from outset of a game. I had people looking at characters' sheets and declaring that their ranger couldn't swim, but had a recipe for dynamite. Yeah, BS. What do you mean a ranger can't swim? That isn't a skill I want you rolling against. If I'm gonna kill you, it won't be with a bunch of die rolls to see how long you can tread water.
By allowing someone to select from this long list of professions, characters gained depth. And a smidgen of hit points and a whole set of ancillary skills which were had some semblance of the reason assigned to them. It stands to reason that a trapper can set a trap, a farmer knows a bit about cobbling junk together to get stuff done and cook can identify plants and build a proper fire.
The ability to make a rutabaga pie isn't going to buff your character, but it could make for interesting role play. On other hand, some tools are killing machines. But there is a reason why they aren't used as weapons. It's very hard to do carpentry or woodcutting after someone has killed a person in plate armor with your axes.
Some of these skills are immediately pertinent to characters. If my cleric was a chef, why don't I use knives in combat? Because that is something you choose to forego, it doesn't mean you can't throw knives at a bulls-eye. Can my wizard use a small hammer (1d4) because he is a former mason? Sure, but he has to give up one other weapon.
These professions add to each character, without overly unbalancing a game.
Well, this is much more than I meant to post, but this is why what is happening on the back end of my site. If I mean to keep producing products, there has to be some data tracking to see what other think, which I will put into some of my future works.
Typical view when your ribs are screwed up |
I spent a few days laying on my back trying to decide what to do that day. My choices were sort of limited to sitting, laying down or standing. I had no patience for drawing or painting owing to the profound lack of sleep. Standing is Darien Lake's wave pool was soothing but nerve-racking because there was a serious danger of drowning when the waves started up.
I decided to write a book. The first thing that popped into my head was something for D&D. I had some old character sheets lying around from a decades old campaign. In that campaign, I had 3 players write "chemist" under non-weapon proficiency. Three different bids to get their characters TNT or at least gun powder.
Yeah, no. That did not fly.
Then I realized that I actually had a bunch of great ideas for non-weapon proficiencies. In the previous semester at school, I found a great book called Everyday Life in Early America which seemed to mirror my thought process. People have skill sets. A weapon proficiency is the ability to use a weapon, a specific item, with a specific set of skills. A profession is more than a singular skill but less applicable to adventuring.
D&D and AD&D does not call these extra abilities skills, they are called "non-professional skills" meaning that they have nothing to do with the character's current class. But they aren't really quantified.
I quantified those abilities in Zero to Hero: Uncommon Commoners. I built a list of 50+ different professions from history, broke them into three categories and then defined what each could do.
One of my pet peeves from D&D is the lack of a "shared world" from outset of a game. I had people looking at characters' sheets and declaring that their ranger couldn't swim, but had a recipe for dynamite. Yeah, BS. What do you mean a ranger can't swim? That isn't a skill I want you rolling against. If I'm gonna kill you, it won't be with a bunch of die rolls to see how long you can tread water.
By allowing someone to select from this long list of professions, characters gained depth. And a smidgen of hit points and a whole set of ancillary skills which were had some semblance of the reason assigned to them. It stands to reason that a trapper can set a trap, a farmer knows a bit about cobbling junk together to get stuff done and cook can identify plants and build a proper fire.
The ability to make a rutabaga pie isn't going to buff your character, but it could make for interesting role play. On other hand, some tools are killing machines. But there is a reason why they aren't used as weapons. It's very hard to do carpentry or woodcutting after someone has killed a person in plate armor with your axes.
Some of these skills are immediately pertinent to characters. If my cleric was a chef, why don't I use knives in combat? Because that is something you choose to forego, it doesn't mean you can't throw knives at a bulls-eye. Can my wizard use a small hammer (1d4) because he is a former mason? Sure, but he has to give up one other weapon.
These professions add to each character, without overly unbalancing a game.
Well, this is much more than I meant to post, but this is why what is happening on the back end of my site. If I mean to keep producing products, there has to be some data tracking to see what other think, which I will put into some of my future works.
Thursday, July 18, 2019
Unreview - The Gardens of Ynn
When I found this title, I fell in love with the concept of a procedurally produced adventure. I meant to write a review of The Gardens, but I never could capture the core idea. What struck me most was the author's (Emmy Allen) desire to break out of her writer's block. Wow. That was an amazing idea and the end result is spectacular.
Anyway, I have collected up 3 reviews of The Gardens of Ynn and added a bit of commentary on each review.
The Gauntlet Blog, called the book "evocative" and praises the use of all five senses in the area descriptions. (Edit - You can also read part 2 here.) The Gauntlet takes the point of view of White Hack players, which is a step removed from typical D&D. This perspective enhances the review as it leaves the typical D&D archetypes out. While I don't play White Hack, Fraser Simons' review of The Gardens makes me wonder if I should.
Bryce over at Ten Foot Pole, stress the Gothic Horror aspect while digging right into the mechanics of how to use this setting. Bryce is right that this is a setting book as opposed to an adventure, which something that the reader could overlook, something that Emmy Allen took a moment to confirm in Ten Foot Pole's comment section.
d4caltrops calls The Garden "elegant". d4 praises the binary aspect of "go deeper/go back" to control where the adventurers go in The Garden. Even better, he suggests easy ways to use this book as a means of transport for your characters. Talk about taking a great idea and making it better.
I was surprised to see that no one commented on the artwork of this piece, which I totally enjoyed. Its Gothic simplicity is wonderful. I love this style of art.
You can pick up The Gardens at DriveThruRPG for just a couple of bucks. You can also go and add the three blogs above for free. Why not do both?
Anyway, I have collected up 3 reviews of The Gardens of Ynn and added a bit of commentary on each review.
The Gauntlet Blog, called the book "evocative" and praises the use of all five senses in the area descriptions. (Edit - You can also read part 2 here.) The Gauntlet takes the point of view of White Hack players, which is a step removed from typical D&D. This perspective enhances the review as it leaves the typical D&D archetypes out. While I don't play White Hack, Fraser Simons' review of The Gardens makes me wonder if I should.
Bryce over at Ten Foot Pole, stress the Gothic Horror aspect while digging right into the mechanics of how to use this setting. Bryce is right that this is a setting book as opposed to an adventure, which something that the reader could overlook, something that Emmy Allen took a moment to confirm in Ten Foot Pole's comment section.
d4caltrops calls The Garden "elegant". d4 praises the binary aspect of "go deeper/go back" to control where the adventurers go in The Garden. Even better, he suggests easy ways to use this book as a means of transport for your characters. Talk about taking a great idea and making it better.
I was surprised to see that no one commented on the artwork of this piece, which I totally enjoyed. Its Gothic simplicity is wonderful. I love this style of art.
You can pick up The Gardens at DriveThruRPG for just a couple of bucks. You can also go and add the three blogs above for free. Why not do both?
A little pointed mocking...
Oh, my wife so doesn't get it. My sister found a picture of me from 1985 and shared it with my wife. This was the result:
I could have been any one of the kids on Stranger Things. Well, except Barb because I was the DM and if I went missing, someone would have looked for me by 8 pm, Saturday evening.
Wednesday, July 17, 2019
Save vs. Facebook... failed.
Well, this is the end. I failed a save vs. Facebook, broke down and created a fan page for These Old Games. You'll be seeing updates there all the time, I'm sure. Come follow me there.
One of my favorite methods of getting updates out there, aside from MeWe is Old School RPG Planet. If I recall correctly, it was created in response to the decommissioning of Google+ and is a return to blog based connections for gaming. It is an excellent resource for all gamers.
Facebook was not my first choice, that would be the Old School RPG Planet blog roll followed by MeWe, second, but it seemed inevitable.
One of my favorite methods of getting updates out there, aside from MeWe is Old School RPG Planet. If I recall correctly, it was created in response to the decommissioning of Google+ and is a return to blog based connections for gaming. It is an excellent resource for all gamers.
Facebook was not my first choice, that would be the Old School RPG Planet blog roll followed by MeWe, second, but it seemed inevitable.
Subscribe to:
Posts (Atom)