5/15/19

Rules Light


   I read this on Twitter. Someone said, Fuck narrativist and rules light.

   At first I thought it was just plain stupid. Then, I thought about it some more. Why in the world would anyone prefer to have more rules? “Rules heavy” feel like snail mail. I am forty-seven years old, and I don’t want to sound overly dramatic here, but I have probably lived way more than 50% of my life; I’m sorry, but I neither have the time nor the energy to flick through the pages of four books to look up charts and tables and modifiers and argue about special nighttime mounted engagement rule number 284-G. But – apparently – lots of people my age still avoid rules light. Why is that? Masochism?

   Most men are what you might call hardware buffs: we love our building blocks, and it is how we interact with the world around us. Whenever my dad or my uncles are anxious or stressed, they build (or repair) something.

   In the microcosm that is gaming, “building blocks” translate into rules, while the rest translates into lore. Crunch or fluff, aye. But the word fluff in itself is slightly pejorative.

   “Fuck narrativist and rules light.”

   Seriously?

   Role-playing games began as rules light, and narration had a prevalent place in it. Alas, to quote Mike Mornard’s review of Dave Arneson’s True Genius, “mechanics have won” over the years. Modern gamers love their mechanics. Look at Gloomhaven’s tremendous success. And yes, I enjoy playing it, but Gloomhaven is 99% crunch. And let’s not forget that good, steady mechanics enable organized play: you couldn’t have the Adventurers League with just a 56-page booklet. It would quickly devolve into the Arguing League.

   The late ‘80s saw the advent of rules-heavy games. The new trend was realism. Think HârnMaster here. HârnMaster was remarkably painful, in my humble opinion. I seem to remember writing down the words “grievous cut” several dozen times on my 5 or 6 or 7 consecutive character record sheets. That’s the memory I have associated with Hârn. I kid you not. The flow of that game was impeded every two minutes by the GM looking up some chart or matrix or table of armor or listing of critical wounds or diseases or fumbles... I have dermatitis and gingivitis and migraines and joint pain in real life; I really DON’T need infections or muscle tears when I try to escape into a fantasy world! Gimme a break, Doc, will ya?

   If this were The Voice or something like American Ninja Warrior, the crunch would be the performances, scores and / or judges input, while the fluff would be those short bios shown right before every contestant’s performance.

   I love Ichabod Ferndweller, and I love Viari. I don’t know what level they are, or how many hit points they have – and I don’t really care. I do not love Eldar Phantom Titan number two, even though Eldar Phantom Titan number two single-handedly destroyed over fifty units of Dark Vengeance Chaos Cultists. Who cares? You like someone for their “fluff,” not for their crunch. Capt’n Crunch is the only exception I can think of.

   I checked out one streamed game of Gloomhaven and didn’t even watch for an hour. It is super boring. Who wants to see four guys manage their 10 cards and select the lowest possible initiative count so that the Tinkerer is given ample time to heal the Cragheart before the Archers attack. Picture that for a solid three hours. Pure crunch is un-streamable because it is almost unwatchable.

   I no longer bring the books with me on Game Day. I prep the game using the books (at home), and then the books remain at home. I only need my cue cards – but I can tell you an entire story with just your roll of a d20.

   You needed 15 to hit, but rolled a 14? It doesn’t mean you slashed wide and completely missed. Your blade might have ricocheted off the rim of your opponent’s buckler and then violently scraped against the left side of his or her helm, throwing up dazzling sparks, but not causing him or her any real bodily damage – but it was very close indeed.

   Narrativist is easy; you just need to be a little flexible and a little forthcoming. You can do it.

   Long live narrativist and rules light.


3/26/19

A First-Level Game


   This was a nice first game of 2019 and a smooth introduction for three new players in the group – which brings the grand total to a whooping 10 players. Of course I won’t be able to ever run a game with all ten characters, but the lineup will change constantly, and it is also a solid fix to the problem of those who
   a) cancel at the very last minute
   b) forget there was a game
   c) arrive three hours late

   It was a nice first game of the year for several reasons: there was no alcohol involved, no weed, very little food, and a limited amount of useless talking on subjects not at all related to the game. What I call The Four Pillars of Not Playing were almost completely absent. It was awesome. We even finished the adventure ahead of time, which has never happened since I kicked off this campaign of First Edition AD&D back in July of 2014.


   Four strangers who don’t know each other suddenly find themselves stranded in a drifting Water Node inhabited by grey oozes, giant caterpillars, and maybe a few Tritons or Deep Ones. Landa, the third-level cleric of Istus, has already played several games. The three other “strangers” are a Gnome thief, a Human druid, and a Human monk. The monk is actually one of the pregen characters from last summer’s Caves of Chaos extravaganza. Vincent loved this character and decided to keep it.

   In the Water Node, the party came across Huthak the barbarian, who had been lost for weeks in a network of underground caves and lakes. They also encountered a mule, an 8-year-old boy, and a 10-year-old girl (NPCs). Nobody knew how or why they ended up in this place.

   The players were sharp, focused, and everyone role-played their character to a tee. They cared for the children and even the mule, and moved around freely in this strange dungeon. The party was never huddled in a tight knot like I have seen so many times. It was fluid (Water Node pun unintended) and quite refreshing.


   The monk and the barbarian fought a pair of giant caterpillars. The cleric was targeted by an obliviax and had no choice but to eat that disgusting moss. The thief and the druid had to deal with two grey oozes.

   The thief also inspected the bizarre doors that stood right in the middle of the room, apparently leading to nowhere. No traps were detected, but as soon as he poked his head inside one of the doors, the thief vanished, and a tall, imposing knight in full plate armor appeared, wielding a huge two-handed sword. Greyhawk buffs will recognize this fell crest.


   Let’s just say that the party had a brief encounter with the elusive leader of... that. It was fun and spooky. A double banishment was cast upon the cleric and the monk – the second- and third-level characters in the group. Landa nailed her Save, but Dalmas the monk ended up in Hell for maybe 30 seconds. A very cool devil with a punk-rock attitude took pity on him and quickly sent him back – even forgetting to fill up the appropriate paperwork!

Standard

non - incident

statement


short form

6757049

I hereby declare and assert that nothing of significance

happened between I, ________________, and the Office of the

Monarch of the Dominion of Hell, any of its branches,

subsidiaries or affiliates.


               Initials _______             Clerk’s Initials _______



   The knight approached the barbarian and struck him down with one swing of his two-handed sword. The cleric stepped in and was also slashed by the knight, but did not go down. Even the 8-year-old NPC threw a rock at the knight and hit with a surprising roll of 19! On round four, the cleric brought the barbarian back up to 3 HP. The party needed its tank, badly.

   The druid sneaked behind the knight with a torch, setting his black cape on fire. The knight pivoted, took a swing at the druid, and dealt 8 points of damage, which left the druid with 2 HP.

   By then, the barbarian was back up, and he rolled an excellent To Hit with Landa’s guidance. The knight collapsed in a rustle of armor and shield. It was a short but eventful clash. The monk was shook after his 30 seconds in Hell.

   Nobody dared to touch the two-handed sword or the shield.

   The monk searched the knight thoroughly (apart from sword and shield) and found two gems, a few silver pieces, and a cursed coin in the knight’s right boot. The coin probably contributed to the evil knight’s demise – and now Dalmas is stuck with that double damage curse... If the hidden coin had been a good magic item, the players would have been furious if they missed it. “You searched the guy, but you didn’t tell me you took off his gloves and boots.”


   When Landa entered the “doors to nowhere” along with the two kids, the thief reappeared with a strange magic item in his hands. Each in turn ventured into that pocket dimension. Some saw the exit, while the others saw a mystical cache of floating magic items. They ended up grabbing three of those items before everyone could finally “see” the exit (WIS check) and get out. The thief picked up a Mind Flayer Ray Gun; the cleric picked up a flower-shaped morningstar +4; the monk got himself a Diabolical Flying Carpet (how appropriate!)

   The druid’s high WIS prevented him to see the items as he saw the exit on the very first try. As for the barbarian, he is not allowed to use magic items – not until level 5.

   First Edition, baby.

   Landa is now level 4. Dalmas is now level 3. Barbarian, druid and thief are level 2. The stage is set for the next adventures. Ten players. My feeling is that 2019 is gonna be intense.


1/22/19

Getting It Right


   Last August at the end of my big birthday game, Landa, the Elf cleric of Istus, and Ockná, the Hobbit bard, were cut off from the rest of the party and stuck in a nexus chamber. They had to choose between five teleport exits: Irongate, Rel Astra, Fellreev Forest, the Valley of the Mage, and the Elemental Plane of Air. They didn’t know it was Irongate or Rel Astra, but they saw a picture of every possible destination, and a big, crowded city looks way less risky than the Elemental Plane of Air. Each destination had its own specific challenges and dangers, but the Elemental Plane of Air was definitely the most challenging / dangerous of the five.

   In a city like Rel Astra or Irongate, they could have located a College of bards and a temple of Istus, along with rangers and guides to escort them back to their home turf around Phostwood. But no.

   They gleefully hurled themselves into the Elemental Plane of Air.

*

   Brother Thomas, the cleric of Boccob, and the two magic-users, Klynch and Heir, were trapped in another section of the dungeon, and they also faced a dilemma. They had to choose between four destinations / encounters: negotiating with two gauths, walking into the unpredictable Shadow Door, passing through a rift hole, or heading right into the Sanctum and clash with 27 cultists. Again, each option had its own specific challenges and threats – but the frontal assault on 27 cultists was by far the riskier path.

   They charged the 27 cultists.

   Yep.

   One cleric, level 5, two magic-users, levels 4 and 6, and one fighter NPC, level 3, against 27 cultists, levels 1 to 3. There’s no denying it: it was a ballsy move.

   But wait. Hold your horses.

   Every year I work my ass off to build interesting, demanding, hellacious terrain like this abandoned witch tower, or that room with stairs and platforms and various nooks and crannies to climb or hide or fight into…



   Players never do what you expect them to do. I get it. Role-Playing Games 101. But how come they’re always super careful and super hesitant to dive into the madness when there is beautiful terrain on the table, and so damn bold and fearless when all I have is a paper map and pieces of blue foam for cultists? What gives?


   This Sanctum with the 27 cultists had 198 HP worth of baddies to dispose of, and would deal between 68 and 170 points of damage due to 34 magic missiles.

   In comparison, the abandoned witch tower only had 45 HP worth of orcs inside of it, and that cool dungeon room with the undead dragon had 165 HP.

   Seven players didn’t even approach the witch tower – we just made lots of smoke effects around it with the ranger’s e-cigarette. And all seven players remained huddled together in the center of the elaborate dungeon room – where there was nothing – for the entire scene! They were a party of seven, with three fighters, and the entire room had 165 HP; two years later, a group of four, with but one fighter, charges 27 cultists with 198 HP.

   Go figure.

   My next big game with lots of terrain, I’m gonna tell the guys, If you want to go crazy and charge the enemy, now is the time to do it! You jump into the god damned Elemental Plane of Air when I don’t have anything prepared, and you charge 27 cultists when all I got is an ugly white map and 20 pieces of foam – and I’m all for it. Fearless is the way to go in D&D. Just don’t forget to be fearless and ballsy when I put 100 hours of hard work on the table for your sole enjoyment.

   Go ahead. Charge. Scatter around. Climb that wall. Tumble down those stairs. Look into that dark hole. Pull that lever. Touch that strange crystal ball. Think of it as if it were a bunch of cultists. You can do it.

   We can’t say it enough: getting it just right is hard. The magic formula for a perfectly balanced game simply doesn’t exist. Role-playing follows a changing, chaotic recipe with fickle, temperamental ingredients.

   Now, I still have to run a solo game for the barbarian, because he was cut off from Landa / Ockná and from Heir / Klynch / Brother Tom. If I offer him the choice between a wrestling match with Demogorgon in a lava pit and bargaining with two hobgoblins, he’s gonna wrestle Demogorgon, right?


12/23/18

Corporate Role-Playing Games


   This is called “Go,” and it is a Chinese game. There are no extensions, no patches, no DLC and no booster packs. It’s just the board – a 19×19 grid – and those black and white stones. That’s it.

   And it’s great.



   This game has endured for twenty-five hundred years without a Second or Third or Fourth or Fifth Edition, and without Twitch.

   What am I getting at, you ask?

   When I was thirteen years old, my dad put me up in a private school, and the other kids there had expensive pastimes like alpine skiing or tennis or bike racing with 10 speed Carbolite Peugeot bikes. Luckily, there was also a D&D club. I chose role-playing games because it wasn’t as expensive a hobby. Three core books – yay!

   Lots of things have changed since.

   There was this little debate on Twitter about a year ago: Was it possible to play D&D for free? At first, I thought it was a joke. Of course you can play D&D for free – or any other role-playing game, for that matter.

   Spend Money Regularly to Stay Engaged in Your Hobby is a blatant marketing model, and it is contrary to almost everything Gygax and Arneson envisioned in the very beginning. Granted, these guys were no businessmen – not in the corporate sense, that is. We must remember how Gygax, in the beginning, was opposed to the idea of published adventures. In his own vision of D&D, you were supposed to stay engaged with the hobby through your very own creative process and imagination. The merchandise line itself was named Products of Your Imagination.

   Imagine that.

   I’m still running First Edition AD&D. To be frank, I feel both satisfied and guilty at the same time. Satisfied, because those consecutive editions are nothing but an attempt at making more money. Guilty, because I clearly don’t do anything to “help my hobby,” as they say.

   Then again, where does that notion of helping your hobby even comes from? Is my dad helping chess in any way? He still plays with his old chessboard and pieces from the sixties – and he only ever plays with his friends and a few neighbors. My dad really isn’t helping the hobby of chess.

   I don’t think the hobby of chess needs any help from anyone.

   Now, there is a major difference between role-playing games and Dungeons & Dragons. Role-playing games are like chess – they don’t belong to anyone, and don’t need any help. Dungeons & Dragons, on the other hand, belongs to Hasbro, and Hasbro’s purpose is to make money. Thus, D&D needs help. It’s weird, I know.

   Imagine how weird it’d be if chess belonged to Hasbro and suddenly needed “help.”

   People buy stuff. It’s what they do. It’s their voice. When they’re happy, they buy. When they’re unhappy, they buy something else. If they agree, they buy, and they buy differently if they happen to disagree. That hasn’t changed. People keep buying.

   What’s actually changed is: small ain’t beautiful no more.

   Or rather, because of the Internet, small can sometimes get blown to stratospheric heights, like Matt Colville’s Strongholds and Followers. a simple homebrew idea put up on Kickstarter that suddenly collects over two million dollars. In this case, small is so beautiful it becomes HUGE.

   But then, “small” business people feel threatened by smaller bloggers or non-profits. That, also, is contrary to Gygax and Arneson’s original vision. Someone told Jeff Berry that his amazing blog was “a detriment to their business interests.” Man, oh man.

   There are way too many business interests in this world and definitely not enough genuine people like my friend Jeff / Chirine ba Kal.

   If you remove the Internet from this equation, it’s 1980 all over again: every Dungeon Master developing his or her own campaign, some DMs sending their work over to Dragon Magazine and crossing their fingers – and once in a blue moon, a lucky one like Lawrence Schick (White Plume Mountain) seeing his creation published.

   Nowadays, anybody can be Lawrence Schick, write his or her own White Plume Mountain, and sell it. Unless you put your stuff online for free, that is – and then you become a detriment to somebody else’s business interests…

   And is there really more variety now?

   Maybe, maybe not.

   When White Plume Mountain came out in ‘79, everybody played that adventure simultaneously. Same thing with Expedition to the Barrier Peaks, one year later. At one point, every AD&D character I came across in the club owned a blaster rifle, wore a suit of powered armor, or wielded the sword Blackrazor. Party #1 and party #2 and party #3 met at the Green Dragon Inn, and it ended in a Star Wars gunfight. Everyone had had the chance to explore a spaceship; an entire friggin’ fleet had crashed in Western Flanaess.

   Most of us still play the same adventure at the same time in 2018. Think Tomb of Annihilation.

   Sly Flourish said to Chris Perkins that he shouldn’t spoil the ending of Tomb of Annihilation in his streamed game. To which Perkins politely replied, “But you can always change the ending!”

   Well, yes. And now we’re back to square one, aren’t we? Or rather, we’ve come full circle. It’s your homebrew game. Like in 1980.

   Corporate is the new norm. Anything that was original and one-of-a-kind becomes corporate sooner or later. For instance, Person of Interest told the story of one man and his offstage efforts to change the world all by himself, or at least make it a better place – with no government oversight, no sponsors, and no investors. Wisdom of the Crowd was a corporate rehash of Person of Interest.

   Same thing happened with The Mentalist. This guy was gifted, knowledgeable, very charismatic, and always did his own thing on his own terms. Bull is nothing but a corporate retelling of The Mentalist.

   Everything geeky has now become something corporate and (most of the time) entirely unrelated. Google searches are fascinating.

  • Greyhawk” is a consulting firm
  • Palantir” is a technology company
  • Orthanc” is a medical imaging server

   Take the next fresh new thing, and turn it into a corporate thing.

   Role-playing games aren’t any different. D&D once was an edgy, fresh new thing. Arneson and Gygax didn’t intend for this hobby to perpetually need its player’s influx of cash.

   Irreconcilable conundrum?

   It’s a blessing, in fact. Cheaper than Peugeot bikes, remember? Anyone can role-play. And I really do mean anyone. Pick up a few dice or one of those dice rolling apps, choose a system – Tri-Stat, Black Hack, whatever – and start a game. The wine remains the same, even though they keep pouring it into a different container every ten years or so. Companies are containers. Big corporations are bound to be nothing more than scattered footnotes in the checkered history of tabletop role-playing games.


12/2/18

The Truth About Maps


   Maps are a universal staple of tabletop role-playing games. Everybody loves maps. But I recently came to the realization that maps are, in fact, almost useless. And here’s why.

   For four years now, I have been running a First Edition Advanced Dungeons & Dragons campaign set in Greyhawk, 150 years before the Nyrond / Great Kingdom split. After fourteen game sessions and 9 different adventures, the player characters still don’t own a map of their region – and they don’t seem to need one. The ranger knows how to get from point A to point B most of the time, and even my own “DM’s map” is nothing more than a sketch made in 2015, onto which I keep adding details and numbers as the campaign progresses.

   One cannot even compare my lousy DM sketch to the gorgeous map of the Sword Coast people use when they run 5E. But honestly though, I don’t think I need much more than this little sketch. If the PCs ever leave the area and head for Rauxes, Irongate, or Greyhawk, I’ll just make another sketch, and continue the story.


   In The Lord of the Rings, the heroes don’t have maps – they have guides, which is much more reliable. Gandalf knows a shortcut to get from Rivendell to Lothlórien. Aragorn knows the way from Lothlórien to Edoras. Gollum knows how to get into Mordor without going through the Black Gate...

   “Hold your horses,” I can hear someone say. “Tabletop role-playing games stems from Tolkien and Robert E. Howard – and these books had maps!”

   Sure, I say. There’s no denying it: we are a visual generation. The Lord of the Rings have beautiful maps, but they’re meant for the reader. Aragorn himself don’t have these maps, and never will. What kind of mapping do people in a medieval world really have access to? Think about it. Drawing accurate maps is a hard thing. Even good old Italy is a misshapen blob on most medieval maps – and Italy is a rather straightforward peninsula! If they couldn’t even get Italy right, what about the rest?

   Even Florida (and that is after the end of the Middle Ages) is fucked up on some sixteenth-century maps. Florida is even simpler than Italy, and they still couldn’t get it right until 1820!


   If I ever provide my players with a map of Rel Mord and its surroundings, it’ll be full of hilarious mistakes and wildly inaccurate, believe me.

   And what about those beloved dungeon maps? As Dungeon Masters, do we really need such maps or could we possibly do without them? The Caves of Chaos, that is okay. The Tomb of Horrors, alright. But what about sprawling megadungeons like the Tekumel Underworld or the Underdark – who needs a complete and accurate map of that?

   In my First Edition AD&D game, I no longer map my dungeons. I build interesting rooms and passages – bottleneck locations where fighting is bound to occur, and that’s it. The only other thing I need is an intuitive chart of what that labyrinthine complex might look like. A “dungeon flowchart,” if you will.

   The Three-Tiered Room is a complete diorama, and so is the Obelisk Chamber. The Duergar Throne Room and the Shrine of No Spells both use the same basic terrain, only with different bits and accessories. The Duergar Maze and the Deep Lakes don’t have fixed, pre-assigned terrain. And all remaining areas can be described orally. I don’t need a map.

   “You went through eleven different rooms, nine of them smallish and all of them empty except for excessively thick dust and a few pieces of decayed furniture. No secret doors and no scattered bones anywhere.”

   “Can you map these rooms for us?”

   “You go right ahead and do it yourselves. The nine small rooms are more or less clustered around the two larger rooms, separated by various short passages.”

   Players 1 and 2 come up with two very different maps. Roll INT checks. “Maybe the cleric was a little muddled. There is a slight stench in the air; spores, maybe, or weird unseen fungi... Anyway, the thief appears to be right. His map is fairly accurate. Now, what do you want to do?”

   If the players should ever decide to lure the Duergars away from their Throne Room and ambush them in some corridor where they can take them two at a time, no problem. I can whip up any stretch of corridor with modular dungeon walls. “You made enough noise banging shields together for five minutes – the Duergars are coming. You already see five or six of them. Do you prefer a straight corridor, a T-shape, or one with a 90-degree angle?” The Duergar Maze sector certainly has at least one straight corridor, one T-shaped passage, and many 90-degree angles. I’ll build whatever I need. What I don’t need is a complete blueprint of that rather large maze.

   Again, maps are a universal staple of tabletop role-playing games, and that ain’t going to change anytime soon. Everybody loves maps – and that includes Yours Truly. Because a beautiful fantasy map is like a beautifully painted Tiamat or Orcus figure: it’s pretty nice to have, but you can run memorable games and campaigns without it.


9/15/18

The Crazy Birthday Dungeon Dive


   If you’ve been reading this blog for a while, you’ll remember the megadungeon which required so much effort for my players to schematically map. You can read that post, The Great Halloween Dungeon Dive, in the archives, November 2016.

   In the real world, it’s my birthday. And on my birthday, I like to go big.

   In the game world, the valiant PCs are venturing back into “their” dungeon, because what’s the use of owning a unique map of a multilayered labyrinth if you don’t actually explore additional levels of it here and there?

   Last time, in The Dark Pillar (June 2017 in the archives), the party had to touch one of seven runes in order to “lock in” their next destination inside the megadungeon. At that point, there was only one character left standing: the cleric. So, he selected a rune at random..................

   This time, the party passes through the same old portal, but they appear in a chamber they’ve never seen before: a peculiar L-shaped chamber with remnants of ancient, torn down walls, and three large patches of black moss. The group immediately has to start making Saving Throws. Both magic-users fail to save vs Spell (ironic, I know) and lose all of their memories from the last 24 hours. The cleric of Boccob, Brother Thomas, also becomes amnesic. But that’s not all. The magic-users, the barbarian, and one NPC start experiencing a sudden, powerful thirst – and they are irresistibly drawn towards a lone cask further away in the L-shaped room, close to a pair of dark archways. Those who are not amnesic, or amnesic but not thirsty, try to keep the others from reaching that cask – it can’t be anything good in there, can’t it?

   One of the magic-users, Klynch, has an intelligent +3 dagger named Guthzan, and this cool 620-year-old weapon has seen a lot of dungeons and monsters. Telepathically, it says to its wielder, “Obliviax, also known as Memory Moss. To regain your memories and spells, you need to consume a tiny bit of the moss itself.

   Klynch runs to the nearest patch of black moss and starts to chomp away. But it’s the wrong obliviax, and now he’s stuck with the cleric’s memories and healing spells.

   Meanwhile, the barbarian drinks from the cask while Landa, the cleric of Istus, tackles a thirsty NPC to prevent him from drinking. That is when a rust monster comes bolting in through one of the archways at the other end of the room. After drinking from the cask, the barbarian fails to save vs Polymorph, turning into a huge orc chieftain! That orc runs towards the rust monster and expertly grapples it to prevent it from getting to his (armor-clad) friends.

   The rust monster manages to hit the orc-barbarian’s great axe and the Hobbit bard’s chainmail. The axe is ruined, but the +2 chainmail saves. Brother Thomas refuses to attack the rust monster with a precious +3 mace that he brought back from Hell, so the bard casts shillelagh on his own instrument, transforming a guiterne into a magical wooden axe. With that axe, the bard strikes the rust monster.

   The second magic-user, Heir, drinks from the cask, but since he wears a Circlet of Proof Against Petrification and Polymorph, he’s fine.

   Brother Thomas had had enough of that damn cask and topples it single-handedly with an excellent STR check.

   Klynch drinks from the cask even though it’s now on the floor: he’s still thirsty as fuck, and urgently needs to wash down the vile taste of the obliviax. He successfully saves vs Polymorph, thus remaining his good old freckled, redheaded self.

   Then, a gauth shows up in the central archway – dispelling the two walls of stone masquerading as floors in the second half of the L-shaped room. PCs, NPCs, rust monster, toppled cask – everything and everyone falls down into a pit below, except for Brother Thomas who wears a Ring of Mary Poppins – I mean Feather Falling.


   Inside the pit they are greeted by giant ants, and something else emerging ever so slowly from a gaping cave-mouth.

   “Is that an otyugh?”
   “I recognize the stink...”

   In the adjacent pit, two NPCs are confronted with a fire elemental and a moving wall of fire. Now it’s kicking into high gear – and really feels like old-fashioned AD&D.


   No magic missiles nor lightning bolts available, since the memories and spells of the two magic-users are still trapped inside the two remaining obliviaxes. Anyway, gauths can reflect spells back towards their casters, so it’s probably better this way. The barbarian – the orc chieftain, if you prefer – fires arrow upon arrow at the gauth, hitting home most of the time as barbarians are wont to do. The gauth’s eye-rays cause serious wounds on both Brother Thomas and the barbarian, and telekinesis on one of the NPCs (look for a flying dude somewhere in the next pics). After round four, a comically arrow-studded gauth retreats behind the wall, and human cultists come forth in lieu of their master. They start casting magic missiles down on the party.

   The otyugh is locked in savage combat with Brother Tom while Klynch, Heir and Landa are busy finishing off those pesky giant ants.

   And where is the bard in all of that? Well, he drank his Potion of Spider Climbing and got back out of that pit to collect pieces of the Memory Moss. Oh, and now he’s singing too – a special, enchanted song that can conjure up a wolf and a panther. Those magical beasts appear out of thin air six rounds later, just as the bard prepares to fling the pieces of black moss into the pit for his hapless friends to snack on. He commands the wolf and the panther to run along the top of the dividing wall between the pits, in order to attack the cultists and the gauth at the other end.


   Brother Tom is down to single-digit HP and has to heal himself with the three cure light wounds kept in his Ring of Spell Storing. The otyugh is still swinging, and the orc-barbarian steps in with his spare battle axe. “Damn rust monster!”

   The bard spider climbs back down into the pit and suddenly feels like he’s being touched inappropriately. It’s a stunjelly – appropriately voiced by Kevin Spacey.


   The wolf and the panther surge through the central archway and simultaneously jump right onto the cultists. Screams of terror and pain are heard.

   Heir gobbles up exactly the right piece of obliviax, instantly regaining his own memories / spells. Brother Tom swallows the remaining piece of moss, and gains Klynch’s magic-user spells. The cleric can cast magic missile? Welcome to the Twilight Zone!


   After they finish off that otyugh and the last giant ant, the party can finally breathe a little. They no longer hear anything coming from beyond the archway upstairs. Several cultists may be dead, but the bard’s wolf and panther are nowhere to be seen, either.

   Klynch heals some of his wounded comrades – and actually contemplates switching classes and becoming a cleric. The party breaks down a small wooden door in the corner of the pit, right next to the otyugh’s cave; they enter the corridor beyond, except for the barbarian. With one NPC to back him up, our favorite orc chieftain climbs towards the archway where gauth and cultists were last seen. It’s a ballsy move.

   Glyph of warding – ouch! Barbarian and NPC both take 10 points of damage. And there are more archways back there with (maybe) more glyphs of warding. They hesitate...


   Of all the PCs and NPCs who entered the corridor past the wooden door, any nonhumans are teleported into a room with churning, billowing cloud walls, and an old stone sarcophagus in the center. The other characters are transported into a room with extremely high walls and a colossal statue of a wildebeest in the center.

   The cloud walls apparently allow someone to perceive scenes from the past – or maybe other planes of existence. After a while, Landa sees a clear image of the Cat Lord standing alone in a forest glade, holding a shovel and trying to retrieve some lost treasure. The PCs pry open the mysterious sarcophagus to reveal an old skeleton, a broadsword, a shield, and two javelins.


   In the other location, the Humans soon discover that the room in which they stand will shift ever so slightly whenever they are all near the same wall. Plus, there is an exact, upside-down replica of the big wildebeest statue on the ceiling, about 120 feet above their heads. Only, there is an exit up there – a corridor. Heir casts spider climb and starts making his way up. The room keeps shifting some more as he climbs further up the wall. Soon the entire room becomes slanted enough for the other three characters to “climb” that same wall as if it were nothing more than a 30-degree stone ramp. They keep climbing and the room keeps shifting towards a perfectly horizontal position, with one colossal statue at each end.


   When Heir is just 10 feet away from the “ceiling,” and the rest of the party about halfway, five cultists jump inside the room from that lone corridor – and their added weight suddenly slams the whole room back into a vertical position. Everyone falls headlong à la Wile E. Coyote, except for the feather falling Brother Tom.

   Heir drops from a height of 10 feet and only takes 3 HP of damage. The two others take 12 HP of damage each after a 59-foot fall. Klynch – the party’s healer, for now – is out cold at 0 HP. Martigan the NPC fighter is at -4 HP.

   While peacefully feather falling towards the action, Brother Tom casts stinking cloud on 4 of the 5 cultists. Heir then casts his fireball at the same spot, engulfing all 5 cultists and creating a brand new kind of D&D stench: the carbonized stinking cloud!


   Two of the cultists fail to save vs Spell, and die. The three survivors attack Heir. One cultist charges him with a dagger while the other two cast 4 magic missiles.

   In the “nonhumans’ room,” two more cultists emerge from the eerie cloud walls, accompanied by a displacer beast. They attack the Elf cleric, the Hobbit bard, and a Dwarf NPC. For some reason, the displacer beast avoids striking the Elf...

   And this is where we had to hit pause. Yes, it sucks, and I hate to be Captain Buzzkill. It was 5 PM on a Sunday, and the FLGS was closing – we were literally last out the door.

   Regular readers know that I no longer build my games on the traditional paradigm, with the boss fight at the end, Hollywood-style. It doesn’t work for my friends and I anymore. Our circumstances have changed since the eighties. Many, many times, we didn’t even get to that boss fight. Nowadays my game design model is, 1) introduction; 2) boss fight; 3) role-play + puzzles + lesser fights.

   In this game session, we sailed through two and a half of those three stages. What’s left is a little fighting, and some role-playing.

   The party did pretty well, all things considered. The session ended with everyone still standing except for Klynch and one NPC. The risk management in the opening scene made a real difference. That chaotic polymorph cask / obliviax / rust monster trio could have caused much more harm. When I play-tested it at home, it ended with the two clerics in their undergarments, chain or splintered mail gone, and Brother Tom turned into a hobgoblin. Klynch had been polymorphed into a troglodyte, and Martigan into an orc. The bard was amnesic, without any spells, and his short sword +2 was gone. Landa was also amnesic. It was fun.

   The unremitting mayhem was quite different in the actual game – the cask only polymorphed one PC, and the rust monster only destroyed a single, non-magical weapon, and no armor whatsoever!


   The player characters remained within 8 squares of each other 95% of the time. When they fell into the twin pits they all fell on the same side. Good for them – they didn’t have to fight the fire elemental; bad for me – I built the whole left side of that wicked room for nothing. But it is part of a DM’s job: the players never do what you expect them to do. Role-Playing Games 101.

   Stay tuned for the conclusions – plural, aye, since the party is now split in three!


8/7/18

Return to the Caves of Chaos


   July 29 was a big role-playing day for my friends and I. An entire afternoon / evening of old school tabletop gaming. It had been literally years since we last played anything longer than a six-hour game. We had twelve hours to game on July 29. So I thought, by Crom – an entire adventure must be prepared, right?

   Wrong.

   Twelve hours is nothing. Well, almost nothing. The guys selected pregen characters. We did a little intro. They met a few important NPCs. Then the dungeon exploration began: one hunting drake, one zombie, two ghouls, a group of evil adventurers, seven goblins and nine skeletons. That’s it. And then the big finish – a clash with the High Priest and his acolytes. But it was forced, and not the best part of the game. In my opinion, the best part was a weird and complex clash with a group of rival (and evil) adventurers. This picture shows the very beginning of it. A Jason action figure was added just for fun. But no. Undead Masked Storm Giant will be encountered some other time, maybe.



   I ran the classic module The Keep on the Borderlands. I had prepped everything – the characters inside the Keep, a little smuggling intrigue underneath the tavern, nasty things in the forest, plus an entire side quest for each and every entrance to the Caves of Chaos (except the owlbear’s and the ogre’s.) And of course the Chapel of Chaos itself, complete with beautiful high priest and acolytes figures from Otherworld Miniatures in the UK.

   The party didn’t even peek inside the owlbear’s lair or the ogre’s cave. They entered through “E” and never looked back. They explored a lot, fought some monsters, but didn’t go near the kobolds nor the orcs. I didn’t even take the trogs, hobgoblins, orcs and kobolds out of my miniatures container. When one of my friends, hungrier than the others maybe, said, “It’s seven, guys. Pizza time?” it hit me: we wouldn’t have enough time to go through even half of what I had prepared.


   Actually, I had to shortcut the whole thing in order to bust out my 4′ x 2′ Chapel of Chaos and play that big climactic finish. After squaring off against a group of slightly evil adventurers and acquiring some cool magical items, the party found a “secret” secret door that was not on any map, and reached the Chapel right away. It was already 9:45 PM when we started that big set-piece encounter.


   Anybody can run a good old First Edition Advanced Dungeons & Dragons game. But nobody can erase thirty-five years of wargames and board games and video games. Ergo, your good old First Edition AD&D session will be much closer to World of Warcraft than the First Edition AD&D you remember. The only way you could really do this is with three players who just woke up from 35 years of suspended animation. If you happen to know such guys, let me know – I’m curious to give this experiment a worthy try.

   The Chapel of Chaos proved to be an anticlimax. The party put everything – and I mean, everything – on the Dwarf. He wore the Elven Brooch of Hiding From Undead, drank the Potion of Haste, and was the recipient of an obscurement spell cast by the druid. The Dwarf patiently advanced in those crooked tunnels, hacking enemies that couldn’t see him and needed to roll 20 in order to hit. The other PCs followed in the Dwarf’s footsteps, shooting a few arrows or darts, but mostly they admired the Chapel of Chaos and drew excellent charcoal renditions of the obelisk, gargoyles and Altar.

   The monk went a little crazy when he used his newfound Sandals of Jumping to leap past the giant tentacles pit and come face-to-face with two of the acolytes. That part was memorable, and honestly quite reminiscent of pre-Splinter Cell, pre-World of Warcraft, old-school Dungeons & Dragons.


   You know that feeling? When one character (usually the thief) breaks away from the rest of the party and just goes completely bananas? Good times.

   I did not remember how long these classic modules took. What we played on July 29 was nothing but a very rough outline of The Keep on the Borderlands. Playing through the entire adventure would take us something like 50 hours of gaming. Hours that we simply don’t have.

   Still, this special event was pretty darn cool. Next up: it’s my big annual birthday game at the FLGS, with 7 players and lots of guaranteed mayhem! Remember last year, when the party went to Hell – literally?