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Showing posts with label end game. Show all posts
Showing posts with label end game. Show all posts

Tuesday, March 23, 2021

Curious Objects: Amulet vs Crystal Balls and ESP

 

 
Nothing to see here!
 
In my experience the go-to anti-scry device in BX doesn't see a lot of love, and I can sort of understand that. Like all "misc. magic" it's not a super likely item to come up randomly. The "Miscellaneous" items' table is never specifically tagged in the treasure types' table, so there is only a 5% chance of rolling on the table at all IF you even successfully roll that there are even magic items in the loot! (Here's a pro-tip: If you really want to find magic items, your best odds are to go kill or rob dwarfs.) Another issue with the item's rarity is that I don't think it gets placed deliberately very often. I think the likeliest scenarios are ones where some plotting NPC has one to stop people from scrying their nefarious schemes. 
 
I would've gotten away with it, too! If it weren't for those meddling scryers!
 
 
The description of the amulet is so brief that it's simplest just to repeat it here in its entirety:
Amulet vs. Crystal Balls & ESP: The wearer of this item is automatically protected from being spied on by someone using a crystal ball or any type of ESP.

A few quick things to note.

  • Protection is "automatic." Not a bonus to a save, not a contested roll. Not "when activated." Automatic. Which is par for the course with these types of items, but useful to keep in mind.
  • Works vs. "any type" of ESP. This includes spells, items, and magical abilities. 

Does "any type" of ESP include clairvoyance? Telepathy? That's probably a DM call.I would be inclined to say yes, but other DMs might feel differently.

Keep in mind that the amulet protects the wearer from this type of magical surveillance, but not the rest of the party. If the wearer is telling a party member the Big Plan, the other character's thoughts are ripe pickings. 

Like a lot of miscellaneous magic items, I see this one as one the PCs would need to think outside the box a bit to get more than simply keeping it on all the time just in case some seer starts crystal gazing. While its utility in the dungeon may be limited, such items in a relatively high magic world might be high demand by merchants, diplomats, and the like. Alternatively, higher level "endgame" PCs might use it themselves in such situations.

Tuesday, July 21, 2020

How Weird are Monsters?

Last night's game (I'm playing, not running) had an encounter that got me thinking. Forgive a brief campaign story for context.

The game is a Savage Worlds conversion of the Rules Cyclopedia. We are playing high-expert level (name level+) PCs. I'm a crotchety mystic (monk). An NPC ally is clearing a wilderness hex for his keep and we're helping out. The MU plans to build her tower nearby and the Elf is eyeing an ancient wood as his realm. At a nearby lake, the cleric has discovered some magic-infused clay under the water that can make clay golems. The trouble? A mysterious swirl (small whirlpool) in the water appears at different spots at different times. We observed a shepherd from a local population suddenly break off from his friends and flounder out into the water only to disappear beneath the surface. The party has decided that whatever it is must be destroyed. I'm personally convinced it's Nixies and the elf might not want to go murdering fellow fae, especially if he wants to be their local lord. Also, if I'm right, the shepherd is not dead. Currently, I'm outvoted.

OK, end of story.

I've talked a lot here not only about various D&D monsters, but also about the kind of world they might live in. This got me wondering about the general perception of monsters and magical beasts in a D&D setting. Not by the players, but in-game for the characters.

Obviously there can be a wide spectrum on this. There can be worlds where it's perfectly normal to have ogres drinking in a tavern. Other settings might not even have demihuman PCs. All of this is perfectly valid.





The question is; how weird is it to run into true "monsters" in your world? At what point does that creature stop being just some critter or fella going about his business and become, well, monstrous? To be sure, there are all sorts of dangerous things in your typical fantasy setting, including people. Combat is almost certainly going to happen at some point, but not necessarily.

The party in my earlier story might well be justified in going straight to combat-mode in some settings, whereas in another world such actions could even be criminal. It's up to the DM and the players to work out which kind of a world they're playing in, so everyone is on the same page.


Tuesday, February 26, 2019

Moldvay Musings XIV, Part B: Item Creation


The second part of this section has to do with making physical magic items. Either reproducing one listed in the books or making a brand-new one. A few guidelines are given but, even more so than with spell research, DM discretion is involved.

Unlike new spells, making a magic item requires a caster of name level. MUs, Elves, and Clerics can all create items, but clerics are somewhat more limited than the others. They can only make items that they themselves could use. Note that this is not the same as cleric-only items. Magic armor would be one example that comes to mind.

It's also worth noting that nothing says the caster has to be the only person involved in the item's creation. Perhaps a jeweler crafts the actual ring or medallion that is to be enchanted to the wizard's specifications.

Another thing to keep in mind is that acquiring the materials required are potential adventures in and of themselves. Minotaur bones, meteoric iron, or a mirror that's held a medusa's reflection are not things one can buy in town.

"These items should be difficult to obtain, and the spell caster will often have to adventure to acquire the items, for there are no magic stores."
-X51 (emphasis mine)

Side Note: I don't know that this line was intended to populate over into all facets of a BX setting, but the idea that a place to buy magic items is by default nonexistent is an interesting one. I know that I have ignored this quite frequently in order to give the players more options when it came to what to spend their money on. I am led to ponder a bit about the scope of the game and what the original intentions were, but that's a much larger topic than the one in front of us. Another time, perhaps.

Back on topic, without getting into the specifics of costs and crafting times it's important to look at them in terms of the investment they represent to the PC spellcaster. This includes money and time.

PCs creating items are going to be out of the normal day to day of the campaign for a while. They aren't going to be dungeon crawling while creating a carpet of flying or a ring of spell storing, but they may need to go on adventures ahead of time to get what they need for the task. Alternately, they may hire lower level PCs (or send apprentices) to get the goods. In fact, that is a great way to run a multi-tiered campaign: where the lower level PCs are in the employ of the higher leveled ones. Or as hooks for low level parties working for a high level NPC.

The investment of money is another factor to consider. Magic items can cost tens, if not hundreds, of thousands of gold pieces to make. The crafting PC would likely need at least one of the following ways to raise the necessary capital:

  1. Have saved a lot of cash from earlier adventures.
  2. Work for a wealthy patron. Possibly royalty or rich merchants.
  3. Plan on selling the item and/or take commissions.
It's also important to note that in both spell research and item creation, there is a 15% chance of failure. This is rolled after the time and money are spent! So the PC's investment is gone either way. An important factor when weighing the costs and benefits.


Finally, it's worth looking at a brief passage on X52:
A spell caster may want to use magic in a way not covered by spells or production: cleansing a defiled temple, opening a gate to another world, setting magical traps, and so on.
This opens up a whole wealth of opportunities within a campaign. Perhaps that party wants to time travel back to when a lich was still a living mortal? Or travel to another plane (not something expressly covered in BX)?  DMs and players alike should see this as a great opportunity to get creative and really give a campaign a distinct flavor beyond "We kill it and take its stuff!"

Wednesday, June 13, 2018

REF: Castle Encounters

Castle encounters is an interesting subsection of the wilderness encounter tables. Despite the name, it’s not for encounter within a keep or castle, it’s for when the PCs stumble through the woods into the territory of the local lord and one of their patrols. It’s another example of how misleadingly compact the Moldvay/Cook rules are to include such a nifty bit of detail.

As the description states, “When characters discover a castle in the wilderness they will be unsure of the type of reception they will receive.” [X59] The encounter assumes A) the DM doesn’t have an attitude/reaction planned for the patrol and B) “the party does nothing either to arouse suspicion or inspire trust.”

The nature of the patrol (heavy or medium horse) depends upon the type of ruler (NPC class), but that’s a minor detail. Although I love the fact that it states “Note that the men listed are only part of the castle owner's forces. The rest of the force should include men and might even include special creatures such as trolls, or combinations such as superheroes mounted on griffons.”


I get chills.

The meat of this section are the possible reactions. Rather than the full monster reaction table, there are three basic possibilities: Pursue, Ignore, or Friendly. There is no CHA modifier (these are professionals), though I would probably allow a re-roll if the players showed some good role-playing.

Pursue: This isn’t necessarily a chase (though it could be). It could be a toll charged. Refusal can result in a fight or arrest.

Ignore: Just as it says. They pretty much give the PCs a “Move along.” It’s important to remember the ‘nothing to arouse suspicion’ caveat earlier here. PCs can act and look pretty suspicious sometimes without really trying!

Friendly: An invite of the keep’s hospitality. A fun tidbit: This can be offered by bad guys “for evil purposes” (!) Awesome.

A final note regarding demi-humans mentions “Elves, dwarves, and halflings are not given on this list, as their strongholds are special cases.” and suggests they would avoid contact. Fair enough, but that might vary from setting to setting.

So imagine the scenario of the PCs cutting cross-country, entering the territory of a 13th level wizard’s tower. It’s late afternoon and a patrol of a half dozen heavy horsemen appear. They are not hostile and even suggest the PCs might wish to shelter at the tower for the evening. The magus is always happy for guests. If they accept, maybe they come to the tower to find a bugbear mounted on a manticore is guarding the gate and lets them and the patrol enter without fuss.

Is the wizard evil? Are the PCs in for a really bad time? What would happen if they refused the offer? Maybe the mage is benign and he could even become an ally or resource for the party. All because they took a wrong turn at that gully and went one hex off-course.

Man, I love this game!

Saturday, April 21, 2018

Endgame, part 6: Elves and Dwarves aka Tree-huggers and Stumpies

I put the last two demi-humans together to wrap this up and because the rules aren't very elaborate with either of them. Like the halfling, elves and dwarves have level limits in BX, meaning there is a point at which (BtB) they aren't really gaining much mechanically from adventuring.

Side Note:

I know this is one of the complaints against race as class, and I don't want to get to deeply into that here, but I would mention a couple of things I've observed over the years. First off, I've rarely (if ever) played or run in a classic D&D game where characters who started at 1st managed to run up against their level caps, even 14th for humans. Second, it's my belief that by the time characters reach those levels, a few more hit points or incrementally better THACO or another spell slot just isn't going to be that crucial. Hopefully PCs involved in the end game at that point are focussed more on the roleplay aspects of being commanders and high priests, etc.

Not to mention that when elves and dwarves hit their cap around 600K XP, the humans are all at about 11-13th anyway. Even if the demi-humans don't level up again and keep adventuring while the wizard is trying for another 400K or so, they'd still be seeing HUGE gains in terms of treasure (coin and magic) during that time.

End of tangent.

Dwarves


The Dwarf Lord follows a very similar model to the fighter's. He builds a stronghold and protects it. At 270K xp to reach 9th, the dwarf should have acquired enough loot for constructing at least along the Tarnskeep level of complexity.  He attracts members of various clans to his territory. There is a lot of leeway given to the DM in how these clans are organized; be it by bloodlines, trades, homelands, or what have you. In keeping with the stereotype, dwarf holds are largely underground and often in mountains or hills. Dwarves will only hire or retain dwarf soldiers, but can hire other races as specialists, etc. One bit on X7 that intrigues me as plot-fodder says: 
"There will be many different clans of dwarves, each gathered under the protection of a Dwarven Lord, but usually only members of the same clan will live together. Dwarven clans are generally friendly with each other and may join forces in times of need, such as when there is a war of natural disaster."
(emphasis mine) 

So the implication is that the clans don't necessarily get along. That's not to say that there is open warfare in the tunnels, but perhaps rivalries or petty feuds? Dwarves are known to hold grudges, after all. 
In some worlds, they have a book full of them!

The "may join forces" line leaves the door open to the idea that they may not. A good leader would need to herd those bearded cats in times of crisis, and that could make for some fun diplomacy sessions.


Elves


Elves can become lords of their lands at 9th level, which takes them 400K XP to reach. This puts them later than everyone except, interestingly, Magic-Users. The assumed stereotype has these sylvan elves creating a base of operations in some spot of great nature beauty and seclusion. An interesting conceit to balance the cost to the PC is that the efforts of beautification (elaborate woodcarving, landscaping, statuary, or what-not) means that even of the elf-hold is not made of great stone blocks, it costs just as much. Like the dwarves, I find the default assumption of demi-humans retreating from human lands and being somewhat insular a definite, though not exclusive, trait of a BX setting. Like the dwarves, the elf lord attracts other elves to his hold, and only hire elven soldiers. 

Elves have the interesting twist that they protect the creatures of the forest around them and, in turn, all the critters are friendly toward them. These animals can even bear messages to and from the elf lord. (!) Does this mean he can talk to these animals innately? Or does he give them a little scroll to carry a la "Game of Thrones" ravens? I say it's up to the DM, but personally, I'd let him speak to them and they can make themselves understood to the recipients via the elf lord's bond with them and his magical nature. 

(I don't know why I went all Rankin-Bass on this post!)

What a wonderful plot device for low level PCs to be at a village and have a fox come out of the woods to deliver a warning from the local NPC elf lord about some imminent threat!

Speaking of magical natures, I should also mention that as a 10th level spell-caster, like the magic-user, the elf lord-wizard is theoretically capable of spell research and magic item creation. So in addition to his duties as a leader among his people he can also play mad wizard in his laboratory, adding to his arcane powers.

Friday, April 20, 2018

Endgame, part 5: Halfings, aka "There's a new Sheriff in Town!"

Down, down to Hobbiton. You go, my lad!

Halflings are an odd one in BX. I've already espoused their general kickassery as adventurers. Their name level/end game scenario is quite different from the human classes', and only slightly less so compared to other demi-humans. A lot of this can probably be chalked up to the Professor's influence on the class' conceptualization. The LOTR/Hobbit overtones are quite strong. Some later TSR products, like "The Five Shires", offer some different takes on halflings, but we're dealing with straight BX for now.

Since the halfling XP chart caps out at 8th, they reach name level ("Sheriff") before anyone else (120K). As Sheriff, they don't get troops or apprentices. If they build a stronghold, they get "a whole community of halflings." Numbers aren't specified, and I assume are at DM's discretion, but it's interesting that the halfling gets by default what fighters need to entice to their lands. It should also be noted that technically, a halfling doesn't need to wait until eighth level. X7 specifically states he can set up a shire "any time a halfling has enough money."

There isn't any overt mention of clearing a hex or getting a title from the local rulers, but since halflings "prefer pleasant communities in fair countrysides," it seems unlikely that such prime real estate would be unclaimed in any civilized territories. Again, JRRT's idea of hobbits having a secluded nature is coming through here.

In terms of gameplay. I suppose a halfling sheriff would get taxes and could hire mercenaries to protect his borders (bounders), but he isn't really set up to do a lot high level adventuring. Unlike the human classes, he isn't going to progress any further (not in BtB BX, at any rate).


I do see some interesting roleplay opportunities when it comes to things like trade and diplomacy. A fertile land producing goods and commodities, which a powerful character protecting its interests could influence a lot of things in the wider world. Assuming you break with Tolkien's isolationist model enough to have the halflings get involved in such matters.

Thursday, April 19, 2018

Endgame, part 4: Thieves in the Night

"Behind every great fortune there is a crime."


I saved thieves for last among the "Core Four" human classes, since he's a bit unusual. For one thing, he reaches name level sooner than any other class (160,000 xp). For another, he doesn't build a stronghold, tower, or castle. He usually sets up shop in an established area. Lastly, exactly how his endgame plays out can vary a lot more than most other classes, depending upon the DM and how the player wants to handle things.

A ninth level thief is not actually all that powerful a PC. With an average of only 18 hit points, limited armor options, and no spells he is not making anyone quake in their boots.Of course he has probably picked up some magic items along the way and made enough money that he owns quality gear, but he still isn't all that intimidating on his own. A name level thief's strengths lie in his ability to operate "off radar." The underground world of crime and corruption is bread and drink to the higher level thief. Dark alleys and shadowy corners are fine for a low level cutpurse or thug, but master thieves need to think bigger.



I've always thought Charisma should have been a prime requisite for thieves. Sure, DEX is nice, but eventually being able to convince and persuade is going to count for a lot more potentially. Ah well, a topic for another time.

Cook says that name level thieves "...a thief may construct a hideout (a fortified house in a city, a cave network, or so forth). A thief who has constructed a hideout will attract 2-12 1st level thieves who have come to learn under a master."

2d6 apprentices is not a lot to work with, manpower wise. However, he's not manning a castle or patrolling a barony, he running a gang of crooks. Sure the gang might one day rule a whole city's criminal underworld, but that's not something most DMs would just hand wave away. They'd play that arc out (as well they should!).

Furthermore, thieves don't need to set up shop in a city. They can be highwaymen, smugglers, spies, or pirates. The Master Thief can arguably adapt to settings or individual player concepts to what they want more so than the other classes. 

To use the pirate example, a sailing ship costs much less than our Tarnskeep example. A small ship might even be crewed by your 2d6 apprentices alone. Not to mention it provides convenient transportation to various parts of the world for the PCs and the thief can sack ships or raid coastal settlements as they go.

Name level thieves need to be smart more than tough, and willing to look at the different ways they can profit from their newfound status in the shady underworld of the setting.





Wednesday, April 18, 2018

Endgame, part 3: Mages, Magical Studies, and Masonry


Magic-Users vary a bit from the previous classes since they don't necessarily have a role in a larger political or religious institution when it comes to reaching name level and building a tower. I like to think that the local rulers turn a bit of a blind eye to wizards laying claim to some lonely hill and starting construction. In truth, there are a couple decent reasons when I think about it:

  1. Wizards aren't (generally) trying to rule over an area. They just want a place to work.
  2. I mentioned in an earlier post how magic in a BX setting is somewhat limited in nature, so it doesn't really do to irritate high level MUs unnecessarily.
  3. Do you really want them doing magical experiments right in the middle of town?
While the wizard's redoubt is traditionally dubbed a "tower," I'm sticking with the Tarnskeep 175K price tag for simplicity. Also, there are other costs a name level MU incurs that we'll get to in a minute. At 600000 xp to reach 11th level (that's right, 11th, not 9th), The MU should be able to afford the place.

First off, I'm going to quote a chunk of Cook Expert's text about name level MUs from X7 and then break it down a bit:
"Magic-users may add more spells to their spell books through spell research. At 9th level (Wizard) or above, magic-users may also create magical items. Both of these activities are explained under Magical Research (p. X51). Upon reaching 11th level, a magic-user may choose to build a tower, provided that money to pay for the construction is available. A magic-user who constructs a tower will gain 1-6 apprentices of levels 1-3."
Spell Research:

So while any level MU can do research, it can get pricey. Page X51 sets it at 1000gp per spell level with two weeks' research. The other party members might find waiting around for weeks at a time as the MU plows through books a bit dull. Sure they can have a town adventure, but then the MU's player is left out, and that's no fun for him. Better to be in a play mode where people are more settled and have the facilities to do proper research. You can still have adventures. How awesome would it be for the wizard to find out that in order to complete the formula, he has to find the lost scrolls of Kalb-Th'arr? Time to go collect your pals and go raid a lost temple!



Item Creation:

Name level wizards can actually craft magic items. This is a time-consuming and expensive process. Having a "lab" and a place to work seems like an obvious choice. The expense of some items is why I leave the price tag for the tower as high as I do. Since a wizard (probably) isn't commanding armies or raising temples, he is probably adding to his knowledge and his magical skills. Not every mage is going to sell magic items, but they might. They might focus on strengthening their own power, or their tower's defenses. In either case, it can get expensive. I can envision some wizards seeking patrons instead, like powerful fighter or local rulers and going the "Court Magician" route. After all, spell research and item creation gets pricey when, "There is always a 15% chance (at least) that magical research or production will fail. This check is made after the time and money are spent." (X51).

Apprentices:

1d6 apprentices is not a huge following, but keep in mind some of these might be up to 3rd level MUs. The idea is that they are there to study and learn from the wizard, not act as soldiers, They still could certainly bolster the defense of the tower. Nothing prevents a wizard from hiring mercenaries, either! (I have a vague memory that one flavor of D&D or clone allowed for the idea that chaotic wizards might attract monsters into the lower halls of his tower, I couldn't find it. EDIT: It was in the Rules Cyclopedia) Apprentice MUs can act as errand runners, too. Perhaps allowing for a split-level campaign where recovering rare materials for the high-level mage is a task for the lower level (N)PCs.


Tuesday, April 17, 2018

Endgame, part 2: Fighters, aka The Lords of the Land.

Fighters are pretty straightforward. First off, the class information expressly states:
“High level fighters usually spend their time training and leading men-at-arms, clearing the wilderness of monsters, and expanding human settlements.” 
So the idea is that the whole “endgame” thing is a big part of what name level fighters do.

Tallyho!

Fighters reach ninth level at 240k xp, which is fairly middle of the road, advancement-wise. Using our earlier Tarnskeep example of a 175k gp price tag, it’s likely the new Lord would have enough scratch to at least start the construction process.

Unlike clerics, BX fighters don’t automatically attract followers to their castles. In fact, only clerics and thieves gain followers by default. Why is this? Well, it seems to me that a cleric’s followers aren’t really his. They are followers of his faith. We’ll talk more about thieves in a later post. A fighter must gather men with the force of his personality (CHA) and by the promise of rewards. If he hires mercenaries and leads them well, he might recruit more easily in the future, but in the end the soldiers will want their pay.

Another fun tidbit mentioned on X7 is that:
“When a fighter reaches 9th level (Lord/Lady), the character may become a Baron or Baroness  and the land cleared and controlled by that character will be called a Barony.”
So the assumption is that the fighter joins the ranks of his homeland’s nobility. (Note: While it’s not really a “BX product,” GAZ1 (Karameikos) does do a pretty nifty job of integrating these aspects of play into the societal/political structure.) DMs can harvest a lot of plot fuel from characters that are not only vested in the current power structure, but under an oath of fealty to serve it!

This also makes a Baron or baroness all the more interested in attracting settlers to their lands in order to collect taxes to help pay for their soldiers. When the crown calls in the banners, a lord that cannot respond might lose their fiefdom!

Monday, April 16, 2018

Endgame, part 1: Castles, Clearing Hexes, and Clerics


Turning on Retro-Scope, I dredged up a post on this topic from that iconic Old-School gaming blog of yesteryear, Grognardia called “on the Loss of D&D’s Endgame.”  Rather than regurgitate it all here in bits and pieces, I urge you to follow the link and give it a read. Mr. Maliszewski has been kind enough to leave the blog online even though it has long been mothballed. It reflects many of my thoughts on the subject. Not to mention James is a far more articulate writer than I.


Once a character reaches name -usually 9th- level (so called because that’s when the character’s experience “title” stops changing and they are referred to by such grandiose labels as Lord, Wizard, Master Thief and so forth), most classes are going to construct some sort of castle, keep, or tower. There are short, but functional rules in Cook for costs, times, and more. But before the PCs can build anything, Cook has a few things to say (from X52):
“When building a castle or stronghold, a character must first clear a hex or local area of monsters, entering the hex with a force of men and dealing with any lairs the DM has set up in the area. (The DM may also require the character get a land grant from the local ruler, if any.)”

So it looks like the PC is going to be busy before the first stone can even be laid. There are critters to clear out! A character might pay some men at arms, or lower level adventurers, to do the dirty work. The bit about the local ruler is not insignificant, either. That’s the sort of thing a DM needs to think about for his setting ahead of time if he plans on getting into this aspect of the game eventually.

As sort of a baseline cost for these posts, I took the description of Tarnskeep from Threshold in the Karameikos Gazetteer and priced out something roughly equivalent. Without getting into all the particulars, a character wishing to build Tarnskeep would be looking at approximately 175,000 gp, including hiring two engineers from the specialists section, and a little under a year in building times.


Not to mention Tarnskeep's owner is a high-level cleric!

I thought we’d look at the human classes first, as they are the most common. Going alphabetically, we’ll begin with the Cleric. The cleric is also the class that’s going to reach name level sooner than most in the XP charts, so it seems as good a beginning as any. (Thieves are a bit unusual, so I’m happy to save them for later).


The cleric PC hits 9th level (Patriarch/Matriarch) at 200,000 xp. Considering that most of a character’s experience is coming from treasure, this means he should have a fair bit of coin to work with. Of course a good bit of it may well have been spent along the way, but he should still be pretty flush.

When looking at the rules for clerics, Cook Expert has several things to say about 9th level. Rather than quote a great block of text, I want to take each point in turn.

“When clerics reach 9th level (Matriarch/Patriarch), they may choose to construct a castle (see p. X52) or stronghold.”

Seems straightforward enough. This next bit is interesting:

“...the cost of building the castle will be half the normal amount due to miraculous assistance from the deity.”

So if you were wondering how those ancient civilizations managed to build such elaborate temples before you dungeon-crawled their ruins, now you know!

Once a keep or temple or whatever is built, it needs to be manned. No worries for a cleric though:

“Furthermore, once the castle is completed, fanatically loyal troops (the "faithful", who never need to check morale) will come to defend the cleric. There will be from 50-300 soldiers (5d6 x 10), from 1-2nd level, armed with various weapons.”

Wow. No morale check for an average of over a hundred soldiers. That is not insignificant in a portion of the game where things like having troops to call on can have a real impact. Never mind wars, take a look at this bit from the castle construction section again:

“When the building is complete, the character may want to clear the surrounding area of monsters. The cleared area will remain free of monsters as long as it is patrolled.”

Finally, there is a section about settlers moving in if areas are cleared and improvements are added as enticements (mills, inns, etc.). This can yield 10gp annually per family of settlers. That will help pay for a lot of the day to day expenses once things are up and running.

So even after looking at a fairly simple clear & build model for just one class, we can already see some of the shifts that this sort of play would lead to in a campaign. I can understand some folks questioning whether this sort of thing would be fun, or just more book-keeping. But I also have to ask, if you’ve run a character all the way up from first to ninth level or higher (after all, you don’t need to start building right at ninth), don’t you think you might be ready to try something different? Of course you could always just start a new campaign or play a different system for a while, but it seems a shame to me to shelve a character that has paid such heavy dues when there is a whole new sphere of play awaiting them. The potential scope and depth of the plot-lines that could unfold. Whether it’s the responsibilities of leadership, political intrigue, or even militarily.

The Endgame: Getting to Name Level (part 0)

Old-school D&D systems in general, and "non-Advanced" versions in particular, have a bit of a reputation for slow advancement and lethality (not necessarily in that order). How many 1st level corpses lie in the Caves of Chaos? How many brothers, sisters, sons, or cousins of the original PC had to take up the mantle before one of them made it to 2nd, or even 3rd (!) level? Some players are frustrated by this, and that's a fair point. The PC that perseveres may one day not only graduate from the red book to the blue, but eventually reach the airy realms of 9th+ level. A world where strongholds and wizard's towers may be built, followers start following, and the PC can move from murder hobo to robber baron.

Of course the party might choose to continue their wandering ways, slaying bigger and badder monsters and taking bigger and cooler stuff. Perhaps they need to gather a bit more hard coin before they can afford that moat for the castle. Maybe they're trying to impress the king so they can receive a title and fiefdom. In any case, a campaign that manages to get to this point is likely to see the dungeon crawl for crawling's sake as getting a bit stale. Players may well be ready for a new kind of challenge.

I confess that I've never run a BX game that got to this level. The closest it ever came was having a couple of Labyrinth Lord PCs reach 5th-6th level by the end of B10: Night's Dark Terror. Back in the day, our 1st edition game saw name level PCs and strongholds, etc. but we were pretty monty haul as kids & teens in the 80s. We hardly explored the political or military aspects that could have been integrated into the campaign.

For the next few posts, I plan on taking a look at the "name level PC" rules in BX, as well as some of the secondary rules associated with this level of play.




Friday, April 13, 2018

The BX setting (part 3)

OK, I am wrapping this up. Seriously!

To finish up my musings about settings for a setting representative of the Basic/Expert game, I wanted to touch on just a few more topics: Resources, Risks, and Rewards.

Resources

For me, and many grumpy old-schoolers, managing your resources is no small part of classic D&D play. Heck, I even created products specifically to make it easier to incorporate into tabletop play. Rules like encumbrance, searching times, movement rates, and light source duration all lead to some real cost/benefit decisions being made: Do we take the time to search every room? How many torches did you bring? Do we hire someone to carry our extra stuff?

Now all these sound more game mechanics-related than setting, but bear with me. A BX world is a place where not only do decisions like those above matter, they matter because it's a world where dungeon crawls are a relatively common thing. Ancient labyrinthine ruins, extensive subterranean caves, mysterious catacombs, they practically flourish in a BX world. Of course this is true for many other versions of D&D, too. The point is the characters live in a world where someone, at some point, decided that it was a good idea to carve out an underground lair that looked like this.


There are weird, even zany places in a BX world. Maybe they are ancient ruins or a mad wizard's tower, but those that decide to brave those places prepare for mapping long corridors, regular booby traps, hidden passages, and foul monsters lurking around corners. Which brings us to...

Risks

Whether it's claw, sword, or spell, PCs face most of their risks in combat. The BX world is one where monsters are real and your character is going to have to fight for his life at some point, if not many times. A BX world allows for the possibility of a dragon flying over your head as you travel the King's Road or for a hill giant to be walking down a city street! This is a fantasy world. 

That being said, most of these creatures are monsters, not NPC or PC "playable" races (BtB at least). But "monster' does not always equal "enemy." A decent reaction roll and the appropriate language slot can result in parley or even friendly communication. 

Combat can be de-emphasized and other aspects of play can be focussed upon, but by default at least the threat of violence is deeply ingrained into a D&D setting. What can give this a more "BX feel?" Well, BX is a fairly lethal flavor of D&D. PCs tend to be fragile with their lower hit dice and -by the book- 0 hit points being dead. Even mid to high level PCs can be killed fairly easily, and morale rolls can lead to the better part of valor being exercised by monster and hireling alike. Compare that to some of the later versions of the game and you can easily picture a world where life can be a bit cheap and those that live by the sword are likely to pick their battles carefully as well as try to squeeze every advantage out of a situation. And once the battle is over, they will be sure to get as much of the spoils as possible to offset the risks.


Rewards

XP for GP. That brief statement tells me this is a world where its inhabitants gain influence and become more competent by getting as much as they can for as little risk as possible. It's not the slaying of the monster, it's the treasure it was guarding. A BX world is a place where foul humanoids have piles of loot stolen from victims or looted from old castles they now infest. Half-rotted coin pouches lie among the bones in the lairs of terrifying trolls and gigantic spiders. And that axe of antique design wielded by the bugbear chieftain? It has a +2 enchantment on it. 

This is a world of coin-filled coffers and magic swords. Of scrolls containing mystic spells or treasure maps. Of idols with a single ruby eye the size of a golf ball. Of dragon hoards, staves of power and magical rings. The DM may not wish to flood his world with  magic items but in a BX world, such things exist and even leaving it to the random treasure charts the PCs will encounter at least some of them. 

Assuming the characters live long enough, it's also a world where lowly murder-hobos and would-be heroes might accrue enough wealth, fame, and connections to become lords (and ladies) of the land themselves. It's not a place where everything is 100% fixed sociopolitically. Maybe there are wars, or dynastic struggles, or rebellions and invasions. Maybe there are young nations that are still growing. The point is even if your PC started as a turnip farmer, he could one day be a knight in a keep with a fiefdom of his own to rule.

Wrapping Up


What does all this mean? Have I answered the question? Well, no. probably not. But I don't think that it's a question that can be answered definitively. What I do think I've accomplished is to work through some concepts of what I think a setting should or shouldn't have to be a good fit for Moldvay/Cook. 

And maybe it's done a bit that for you, too.

Thursday, July 9, 2015

Shelving, but not scrapping

The multi-PC-per-player, high-level campaign is not going to happen any time soon. I still like the idea, but it is complex enough that I will need to spend a lot more time working out the the kinks before I would be ready to run such a beast. Real life distractions are (surprise!) also limiting my time and energy for pursuing such projects. I think I may need to set my GM-ing sites a little lower for now.

Friday, June 12, 2015

Wheels within Wheels

At this point I have a few ideas for how to handle goals and xp/leveling, but that still leaves the question of ways to engage the PCs. I don't want a higher level campaign that's just about killing bigger monsters. I want the players to explore some of the things that are unique to more experienced characters. Specifically, strongholds, domains, political/military conflict, and magical research/rituals.

Strongholds are –in many ways– the simplest of the bunch. A player character selects the site, pays the costs, and waits for construction to finish. The challenges here I see as twofold:

  1. The "primary" PC is paying attention to things like layout and design and paying for it all.
  2. The "secondary" PCs need to worry about things like keeping supply lines open, wiping out monsters that threaten the builders, etc.
Lots of adventure material there, IMO. 

Domains are more for after the stronghold is done, but players need to start thinking about them even before the first brick is laid. I also use "domain" as a catch all for other name level pursuits including thieves' guilds or position within a temple hierarchy. For wizards, it's more likely about figuring out getting supplies for one's tower, as most farmers won't live in the shadow of such sorcerous places. 

Military conflicts are more likely to be tied to larger events in the campaign than player-driven. Of course, ambitious PCs might instigate a border war with their neighbors. These can also be smaller scale skirmishes or turf wars between thieves. Political conflict could be court intrigue, a diplomatic mission, or a machiavellian power struggle within a guild or church. I can easily foresee external plot hooks as well as player-driven cases of these. 

Magical story arcs might stem from wizards researching new spells, priests performing ancient rituals, or the enchanting of items. The Adventurer, Conquerer, King system includes a lot of rules for these, as well as things like crossbreeding monsters (Bugbatbears, anyone?). Secondaries keeping interlopers away as their sorcerer boss is trying to complete a powerful ritual that will create an iron golem sentinel for the tower is worth a session or two I think. 

In addition to all this, I need to lay out some ideas about what might be going on in the larger world that can drive events in the campaign. Wars, evil gods, rampaging demons, who knows?

Tuesday, June 9, 2015

Goal Based XP Awards

Some good ideas offered about my campaign idea on G+ and Dragonsfoot. Here is a little more broad -strokes noodling based on feedback regarding advancement and a player's PCs working toward different goals:

Goal-based XP awards:

PCs are classified as Primary ("Name" level) or Secondary (lower level). Each PC should start with at least one major and two minor goals. Categorizing goals is up to the GM's discretion. Minor goals may include acquiring more powerful magic items, greater wealth, or bolstering one's reputation. Major goals should have a greater level of impact on the character or the campaign. A very few examples include:

  • Successfully researching a spell or enchanting a minor magic item: Minor
  • Acquiring a long sought-after item (magical or otherwise): Minor
  • A primary character completing their hold/tower/abbey/guild: Major
  • Cementing an important alliance or defeating a bitter foe: Major


Unless there is a solid, in-game RP reason, players should consider coordinating their character goals with the other PCs in their group (Primary and Secondary). Goals can change over time. Either the player completes them and picks new ones, or the existing goals alter because of in-game events. Secondary characters level up when they complete two minor or one major goal. Primary characters level up when they complete two minor or one major goal in addition to  ALL of the player's Secondary PCs leveling up.

Monday, June 8, 2015

Campaign Concept for name level


So this is a rough outline of something that occurred to me. It sounds fun on paper, but it would present certain challenges to run.


  • Each player would start with a PC at or near 9th level. If not yet at name level, XP progression would be somewhat accelerated. The idea is the PCs should know what they want to do in the setting.
  • In addition, each player will have several low-to-mid level (≈4-5th?) PCs.
  • Each of the "lesser" PCs are henchmen/followers of other players' high level PCs.
  • The followers are loyal to their boss (the other player's high level character), not their own "main" PC.
  • The main PCs all know and have adventured with each other in the past, but that does not mean they have to be BFFs.
  • Play rotates between the different facets of the campaign from session to session (or even mid-session if there is a lull).
  • To a certain extent, the player of a facet's name level PC drives the story. His or her goals and challenges are (usually) the focus of that storyline, although the followers do have free will and can make their own decisions.
  • There are events in the larger world that will impact on any or all of the facets from time to time.

Determining exactly how a name level PCs pursues their higher ambitions is up to the player. Some ideas/examples:


  • Will the fighter become a lord with a keep and fief? Conquer his own (or someone else's) lands? Maybe he accepts a command in the royal army and becomes a general?
  • Does the thief try to take over a city's guild? Or does he become a bandit king in the wilderness? Does he set up a spy network? Or become captain of a pirate ship?
  • Does the wizard become a court magician? Maybe he builds a tower on some desolate peak?
  • Will the cleric build an abbey? Rise in the church's hierarchy at the main temple? Or will he found his own order?

One of my main concerns with this sort of a setup is that some players might have a hard time separating their characters' loyalties. i.e. possibly working against one of your other PCs. I see it as a neat RP opp, but others may differ.




Friday, June 5, 2015

Changing Gears

The DCC game sort of fizzled, which is too bad because there are many things I like about the system. Spotty attendance coupled with my less than expert grasp of the new rule set were the main culprits.

Lately we've been playing Lady Blackbird. It's a story-based game a friend is running (I'm a shapeshifting goblin). It's a neat change of pace, but I think we are nearing the wind-down point with the system. This naturally turns my thoughts to what I might to run if I take a seat in the GM's chair again.

So –big surprise– I'm thinking about BX/LL. More specifically, I'm thinking about a "name level" campaign, where the PCs start at or near the 9th level range, where all the "endgame" stuff starts to happen.

This is a realm of the game that I rarely get to play with, mostly because I've always pushed for the extended campaign where PCs earn those levels all the way from 1st. Sadly, nowadays that's a level of time commitment that most players (and GMs) our age simply find difficult to manage.

One of the reasons I like the idea of the long slog up the XP ladder (besides being a grumpy SOB of a GM) is the way that all those sessions create a bond between the PC and the larger campaign world. It's hardly a new idea, I know, but it's still true. One of the appeals of higher level play is the idea that the PCs become movers and shakers in the greater world, not just better orc-killers.


To balance these challenges, I may try borrowing from more story-based games and have the players devise "hooks" for their character that are already in play, instead of developing in-game. Again, not a new concept.

The next issue I need to address, for my own preference, is that of higher power PCs. I loves me some low level grinds. I know, I know, evil GM and all that; but the tighter resources present their own challenges in the game. Over the years, I've been guilty of letting lower level/power campaigns make my job easier because the PCs simply couldn't muster the magic or puissance to face harder challenges easily. Nothing's worse than a carefully crafted encounter or puzzle being sidestepped by an unanticipated spell or item in the party's arsenal.

I'm trying to push outside my comfort zone a little by giving the players higher level options and resources. In return, I want them to see beyond the crawl and use those resources on a larger scale. At the same time, I think I may introduce a few house-ruled bits of DCC-inspired weirdness to keep things like spells and magic items from being too easy to depend upon. [evil laugh] But that's a different post.

Wednesday, March 14, 2012

Cash or (in) Charge?


Player 1: "This is nuts! My character has got twenty THOUSAND gold pieces here! That's like Bilbo at the end of the Hobbit! Why would I go off into the wilderness looking to get killed? I can live off room service for the rest of my life here in town!"

Player 2: "C'mon, man! We need a melee tank! If your fighter sits it out, then we're hosed. Besides, why come to game if your PC is gonna just sit in town?"

Player 1: "I'd have fun doing town stuff."

DM: "No offense, but I didn't prep a town adventure, and -"

Players 2-X: "We don't WANT to stay in town, we want the dungeon!"

DM: "CAN I FINISH??… Thank you. AND I'm not going to spend the evening bouncing back and forth between your shenanigans and the rest of the group."

Player 1: " 'Shenanigans'? What are you, eighty-two?"

DM: "Shut up and buy your trail rations."

Player 1: "Oh, all right! I was just saying…"



You know the type. The player whose character doesn't want to adventure. I'm not talking about the one that would rather go one way while the rest of the group wants to go the other, I mean they genuinely feel in-character that their PC wouldn't keep risking horrible death after a certain point. It's not that they are necessarily disruptive to a campaign, but it's a wrinkle GMs have to deal with from time to time. 

It's a fair point, to a degree. Even mid level PCs can have amassed an impressive level of wealth compared to the typical peasant type. Let's face it, most turnip farmers have never even seen a platinum piece, let alone worrying about whether they can exchange all that bulky coin for gems or jewelry to reduce their encumbrance. 

Consider that, in a game like B/X, your typical XP spread is about 80% treasure, 20% combat (kills). So by about 5th level, most PCs will have had over ten thousand gold pieces pass through their hands. That's enough to buy a ship, or a galley (albeit small ones). I imagine if a character got into the adventuring business for the profit, they'd probably be starting to wonder when to cash out before they cash in.

As a DM trying to sustain a campaign, there are a couple of ways you might approach this issue…


  1. Let it happen. If a player thinks his PC wants to retire, let him. There's no point in forcing someone to play a PC they don't want to play. If the other PCs try to convince him in-game to keep going, fine. That's called roleplaying,  and the more the players do amongst themselves, then the less work for you! Of course, if the player wants to bring in another PC, there may be some back & forth about thing like starting level or wealth for the new PC, but if he ends up wimpier than the rest of the party, that's his choice.
  2. Wealth reduction. In other words "Screw the PCs out of their hard stolen loot!" Pickpockets, thieves, taxes, con games, crooked gambling houses, larcenous whores, the list goes on. One way to make a PC want/need to go treasure-hunting again is to TAKE AWAY HIS TREASURE. This can be effective, but too much of this kind of thing can feel like vindictiveness to the players. After all, they battled monsters, they disarmed traps, they slogged through swamps and caves to get that loot, and now some street urchin has just lifted a pouch holding  5,000gp  in gems! Unfair! It will also lead to rampant paranoia while they are in town.
  3. Let the engine do the work. In this case, the 'engine' being the setting. This involves a bit of prep work, but even an existing campaign could have some of these ideas bolted on without a lot of fuss. The main thing is to make is consistent and impartial. This is an idea that I'm just developing a bit to see if it has legs, so bear with me. 

I'm no medieval scholar, and I'm not striving for historical accuracy here, but I think it's fair to say that feudal/medieval life was fairly different than modern times. I'm not talking about things like science and technology, but the way things worked socially and economically. People today talk about the upper socioeconomic echelons of "the 1%", but back in the day, it was a lot less than 1% that could be considered wealthy. You had SCADS of people who were stultifyingly poor. I mean miserably so. The middle class hardly existed and the rich were ridiculously rich. The idea of rising through the ranks of society and "making your fortune" were pretty alien concepts for the time.


Now obviously you can't equate the economics of a D&D fantasy setting perfectly with feudal Europe, but certain truths can be taken into account with both.

  1. That societies are usually designed so that whomever is at the top stays there.
  2. Playing by the rules is not necessarily the best way to gain upward mobility (see point 1)
  3. Those who don't play by the rules had better win.

Now, a fantasy world where PCs can come into a middling size town and sell ancient jewelry, buy a full set of plate mail, and maybe even pay a cleric 1,000 gp for a Cure Disease spell just in case the thief did catch lycanthropy from that weird-looking wolf creature is not an economy where the "lower classes" have NO wealth. However, it doesn't necessarily follow that the jeweler can pay full value in hard coin, or that the armorer doesn't have to turn around and use most of that money for expenses, or that the local temple gets to keep that money. There's always a power structure taking its cut (sometimes more than one). Consider things like guild fees, church tithes, and –of course– taxes. At the end of the day, those townsfolk who took in all that wealth from the PCs might end up with relatively little of it. 

Now PCs tend to be a transient lot, like Bruce Banner in the Hulk, they keep moving from one adventure to the next. 


But, you know, with less of Liv Tyler in a wet shirt offering you a ride.

This means it's a little harder for them gosh-darn revenooerz to catch up and ask you for a 1040-DnD Form, but once you settle down and open a bar or something? Guess who's gonna come a-knocking? Next thing you know, that stack of gold ain't gonna pile up quite so high. Unlike a shopkeeper who is making a few gold here and there over the course of months and years, someone who literally just walks out of the wilderness with bags of cash and set themselves up in a town is likely to pay a premium for that privilege. Oh, sure, you can hide the loot or bribe officials, but even if you don't end up losing most of your nest egg, you're a lot less comfortable than you were. Like a lottery winner who gets a decent (but not humungous) jackpot and decides to quit their job, you can live off your windfall for the rest of your life, or you can live big, but you can't usually do both. And once you aren't idly well-off, you know what you've got? The adventurer's worst nightmare: WORKING FOR A LIVING!!



So what's an ex-adventurer wannabe to do? Simple: Beat them at their own game. 

I don't mean get out your +2 longsword and gut the tax man. I mean, get so STINKING rich that –like in the Count of Monte Cristo– you can buy your way into the power structure and become insulated from the oppression. This is, in a sense, part of the theoretical "End Game" of D&D. The PCs begin to move within the constellations of power, gain titles, political power, and acceptance amongst the "haves." They may not invite you to tea, but they aren't going to push you around either. Whether you're an archmage in a tower, a church patriarch, a crime boss, or landed gentry, you've got a position that gives you leverage. Just climbing to middling only means you'll take a little while longer to fall back underneath. 

You can go the other route as well, and strike out for the wilderness, staking your own claim. This is simply building a new power structure with you on top, and accomplishes much the same end. No one says you can't be benevolent, but at least you aren't relying on the kindness of strangers.

Next time a PC says "Hey, I got a little set aside. It's a lot more than most people have. Why should I keep risking my neck?" Maybe give him a little rope, he'll do the rest. The best part? It's not like the character died, or even lost levels. He can leave it all behind and get back in the saddle, ready for adventure again after his little trip down reality-lane.