Posts Tagged ‘Gygaxian

23
May
12

Megadungeon Mastery I: There’s No Place Like Home Base

So this is what “urban adventuring” looks like!

I’ve been running adventures in my megadungeon, the Château D’Ambreville, for over two years now. In the process, I’ve made many mistakes and learned a number of lessons about why Gygax and his fellow old-school DMs made the decisions they did in setting up their own megadungeons — Blackmoor, Castle Greyhawk, Undermountain and the like. The following series of blog posts will be an attempt to compile those lessons into a usable format.

(While I wouldn’t say that I’ve achieved mastery of the megadungeon format, “Megadungeon Mastery” has some nifty alliteration going for it, so it’s my title and I’m sticking with it.)

NB: Anyone interested in megadungeon creation should check out this theRPGsite thread on megadungeon design, and this Knights & Knaves Alehouse thread providing an exegesis of an original Castle Greyhawk map.

The location of the megadungeon has a dramatic impact on play. Placing the dungeon in, under or adjacent to a major city doesn’t just allow for easy PC access — which is itself no small thing, as it can save time every session that might otherwise be spent on describing travel or making wilderness encounter checks. It also impacts on magics like floating disk, slow poison or raise dead which have a limited window of utility. (Slow poison is infinitely more useful if you have time to carry the victim upstairs to the surface and just down the street to a temple.) Lastly, it makes random encounters with NPC parties more rational — an important goal if you’re aiming for Gygaxian naturalism — as those NPCs can enter the dungeon as easily as the PCs.

Placing the megadungeon out in the wilderness, as with sites like the Temple of Elemental Evil, changes the equation. Now the party has to travel to get to the dungeon, which can soak up time at the table. (It’s often best to gloss over the trip, especially after the PCs have gone back and forth several times, though that does lose the sense of scale and distance involved.) It also makes tracking the in-game calendar of events more complicated; if, like some old-school games, you have different PC parties wandering the landscape, it’s much more likely that their timelines will get snarled up if each session takes days rather than hours of in-setting time. Meanwhile, NPC parties also have to travel through the outdoors to reach the dungeon, which can result in the PCs spending whole sessions tracking down and ambushing NPC parties in the wilderness — or themselves being ambushed by those selfsame NPCs!

(Either way, the dungeon should have multiple entrances, but that’s a matter for another post.)

Having run a megadungeon outside of civilization, I have to recommend putting one’s first megadungeon in a population center instead. There’s already tons of bookkeeping involved in running old-school D&D, and it’s worth keeping the dungeon right under the PCs’ home base in order to reduce that workload.

As to the home base itself, this can be anything from a peaceful village to a Gold Rush-style shantytown to a major city. The nature and scale of the place has a number of immediate effects. Smaller and poorer settlements may be limited in what wizardry and priestly magics are available to the party, and their merchants are less likely to sell unusual items, may have limited quantities of basic equipment, and may not be able to pay a decent price for some of the valuables pulled up from the dungeon. (This may mean lots of side trips to the nearest city, which you may see as an exciting diversion or an unwelcome distraction.) Meanwhile, larger cities are more likely to host rival adventurers to encounter the PCs in the dungeon or beat them to key treasure hoards.

In the longer term, the political impact of the PCs will also vary depending on the environment. Third or fourth level PCs may quickly become big shots amid an isolated rural landscape, while the same PCs may still be second-stringers in the politics of a metropolis. Again, your choice should be influenced by how closely you want your game to hew to dungeon delving as opposed to urban adventures.

27
Jul
11

Stuff to Do on Gygax’s Birthday

Today marks the birthday of E. Gary Gygax, and I want to take the opportunity to acknowledge some of those who are helping make it a memorable one.

The first and most important is you. Your gaming, your enthusiasm, your participation in our community all help keep Gary’s legacy alive. What you’re doing is great – but if you’d like to do a little extra today, here are some suggestions:

  • Leave a testimonial at the Gygax Memorial Fund. Reading these ones that are already there is fun and inspirational too! If while at their site you feel like making a contribution to the Memorial’s effort to build a statue of Gary in Lake Geneva, that’s great too – updates to the site caused the donation button to stop working for a while, but it’s fixed now.
  • Take the world’s hardest Gary Gygax quiz and use the HTML code to share your results! Paul Hughes, editor of the “Cheers, Gary” book produced by the Gygax Memorial, put together this cool test at blogofholding.com. I use the fact that it isn’t legible against the Mule’s black background to conceal the fact that, even using Google, I only got 90%.
  • Play in the Tower of Gygax, an annual event at Gen Con capably organized by Chris Hoffner and Tim Weisser. This year it’s in JW Marriott, room 303, table HQ – it starts Thursday at 8 am, runs late into every night, and is easy to drop into with generic event tickets. Save versus Death aptly describes it as:

 a commemoration of classic D&D as envisioned by Gygax and his contemporaries; a game of wonder and danger whose currency is imagination and improvisation.

  • Visit the Old School Renaissance Group at Gen Con booth #1541. There you’ll be able to pick up “Cheers, Gary”, a book of his correspondence on the EN World Q&A threads and meet Gail Gygax, who contributed an introduction, and also editor and fellow-introducer Paul Hughes who may have some eyeball-kicking posters as well. Sadly not attending the con are Josh Roby, who laid out the book and its cover, and Erol Otus who did the awesome illustration thereof.
  • Plan to attend GaryCon IV, which honors his inspiration the best possible way: four days of old school gaming from Thursday, March 22nd, through Sunday, March 25th, 2012, in the place where it all began: Lake Geneva, Wisconsin. I’ll see you there!

Other people I’d like to thank not named above are Memorial Fund board members Gail Gygax, Jody Mikkelsen, and Jim Ward;  Mike Shannon, the civil designer who has volunteered to draw up CAD plans for the Gygax memorial site, and JP Robson who will be constructing it; Memorial Fund accountant Mike Buttleman; Jason Hurst, the webmaster for http://www.gygaxmemorialfund.com and all-around great guy; and Adjua and Erin at McNally Jackson, and Kim at 360 Digital, who helped us get “Cheers, Gary” printed in time for Gen Con.

And the final thanks, of course, goes to Gary; without you none of this would be possible.

07
Jun
11

The Tower of Gygax Will Make You a Better DM

As I was saying around this time last year, the Tower of Gygax needs DMs to volunteer to run slots during Gen Con. If you are interested in any of the same things I am…

    • having a good time
    • celebrating Gary Gygax’s legacy
    • furthering the old-school reformation
    • making RPGs immediately accessible to those who have never played before, or haven’t in decades
    • promoting what we see as the truest spirit of RPGs to those who may previously only have encountered its dim reflections
    • trying out ideas for how DMs could engage and entertain audiences beyond those  who are participating as players in the traditional sense
    • exploring ways that the RPG industry could provide services and experiences rather than goods and products
    • becoming a better DM

Here I am, earning that remaining one experience point running my Tower of Gygax room at JaysonCon. Unfortunately, my new level title - Courser - is lamer than the one before.

… then I guarantee you will find that stepping up to do this yields enough experience points to level up, and be one experience point away from the next level, in whatever your chosen class may be. You can earn that one missing experience point by running a Tower of Gygax event in your hometown. This is easy if you contribute your own room to the Tower, which is to say that you design an enjoyable deathtrap that will thrill and delight players and spectators, while killing the former at a flexible rate according to the number of the latter who are currently lined up to take their place. Doing so is not required: a big black book of rooms designed by previous DMs, who include luminaries ranging from Frank Mentzer and Tim Kask to Lizard and Mike Mearls, awaits your perusal when you sign up. Also, Tim and I are working on putting together a DIY Tower of Gygax kit, full of rooms and the kind of hard-won expertise that you could other wise only acquire as a ToG volunteer DM. This kit will enable you to not only amaze your friends who couldn’t make it to Gen Con and earn that remaining XP in the process, but also raise money for a good cause – whether that is the Gygax Memorial Fund or your own fundraising project.

If some of the above apply to you, but not the part about becoming a better DM, you should take a couple of generic tickets and come play in the Tower. Those seeking the extra XP that come from participation beyond the pale will find many opportunities to serve in non-GMing capacities like collecting tickets, organizing crowd flow, helping coordinate, and so forth.

Although the Tower vitally needs your DMing or other services, in proper Gygaxian dungeon-design fashion it has not made it easy for you to enter its halls. You may or may not be able to get hooked up via the Tower’s website, which has been inactive for over a year, but why leave it to chance and what seem like entrances but will cave in upon the count of ten? Leave a comment or send an email, and the Mule will ferry you and your belongings to those who can provide you with your quest.

06
Jun
11

Help Recreate Gygax’s Heraldry!

I’ve been doing some volunteer work with the Gygax Memorial Fund, a worthy cause that’s devoted to building a statue in his honor in Lake Geneva. One of the things I’m hoping to put together is some items for the fund to give to donors that would have the Gygax heraldry on them – famously seen on the shield of the fighter in the DMG cover, and also featured in the logo of Gygax Games and the Memorial Fund.

Could someone with expertise in such things help me create a simple four-color version of just the shield heraldry, in a graphic format that would scale well to sizes from mini-keychain to T-shirt? We might also want to try some out that have a linked GG – Tim Kask told me that he’d used this form of his initials as a kind of logo, although I haven’t found any examples – or each of those initials in either lower diagonal of the shield.

Less immediately useful, but by no means are these contributions to be despised: how would you describe this shield in fancy heraldic speak? What is its lineage? What are all the ways Gary worked it into things he worked on?

01
Mar
11

Quick and Dirty Weather Tables

Sometimes you want to know what the weather is like in-game, whether solely for flavor or because it’s relevant to the party’s hex-crawl. Can they see their enemies amid the downpour? Will muddy ground impede their movement? Did they bring cold-weather gear? Could they get caught in a flash flood?

For a long time, I’ve been rolling a couple of six-siders to figure out what the weather’s like. Now I’ve formalized my system in order to pass the savings on to you, the consumer.

* * *

Temperature

Modifiers: -1 to -3 in winter, +1 to +3 in summer

0-: Freezing
1: Cold
2-3: Cool
4-5: Warm
6+: Hot

* * *

Precipitation

Modifiers: -1 in dry season, +1 to +3 in wet season

0-1: Clear skies
2-3: Cloudy
4: Light (drizzle / flurry / haze)
5: Moderate (rain / snow / fog)
6-8: Heavy (thunderstorm / blizzard)
9: To The Max (hurricane / tornadoes)

20
Sep
10

White Box Archaeology: An Especially Deadly Assortment

Purple Worm

It looks like these fellows may be out of their league.

The word “level” gets bandied around a lot in D&D. One use involves deliberate parallelism: character levels and dungeon levels. It’s expected that the monsters on any given level will be a fair match for PCs of the same character level. So when your third-level PCs hit the third level of the dungeon, they’ll encounter 3 hit die monsters that’ll give them a good workout without demolishing them.

And yet this isn’t actually the case.

Part of the challenge of old-school D&D lies in the subversion of this expectation. Sometimes you’ll tackle unexpectedly weak opponents that’ll drain your resources without giving you much reward. And more importantly, sometimes you’ll run into enemies much stronger than you are. At this point, you’d better be ready to get lucky, use up precious one-shot magic items, run away or die.

The Moldvay Red Box deals with this in a relatively tame fashion (p.B29):

“A monster’s level is only a guide, and a monster could be found anywhere in a dungeon, whatever the level. However, as a general rule, it is useful to limit monsters to 2 dungeon levels higher or lower than their hit dice. When monsters are encountered on dungeon levels less than the monster’s level, there should be fewer monsters than normal. And when monsters are met on dungeon levels greater than the monsters’ level, there should be more monsters than normal. EXAMPLE: A 4th level monster might be found anywhere in dungeon levels 2 through 6, but it is not likely to be found on the 1st or 7th levels except one at a time (on the 1st level) or in large numbers (on the 7th level or below).

OD&D is more precise, presenting a matrix for determining which level’s random encounter table you should use. For example, on the second dungeon level, you’d roll 1d6. Roll a 1, it’s a first-level monster. Roll a 2, it’s a second-level monster. Roll a 3 or a 4, it’s a third-level monster. Roll a 5, it’s a fourth-level monster. And if you roll a 6, it’s a fifth-level monster.

And then you get the Monster & Treasure Assortment, at which point all bets are off.

This handy old supplement provides lists of 100 monster encounters at each level from One through Nine, making it quick and easy to fill in a dungeon level. And there’s a broad spread of nastiness available at each level, with some monsters being much stronger than you’d expect to find. Let’s see what over-the-top possibilities can be found here:

Level One: 1 carrion crawler, 1 gelatinous cube, 1 giant black widow spider, 1-2 third-level M-Us, 1-2 third-level clerics, 1-2 third-level thieves, 1 fourth-level fighter

Level Two: 1 wyvern, 1 werebear, 1 owlbear, 1 wraith, 1-4 giant draco lizards, 1 sixth-level M-U

Level Three: 1 troll, 2-5 fifth-level priests, 1-2 seventh-level priests

Level Four: 1 wyvern, 1-2 stone giants, 1-2 werebears, 1-2 trolls, 1-3 seventh-level priests, 1-2 eighth-level fighters

Level Five: 1 eight-HD green dragon, 1 black pudding, 1-3 seventh-level thieves, 1-2 eighth-level clerics, 1 ninth-level thief, 1-4 ninth-level M-Us, 1 eleventh-level M-U

Level Six: 1 seven-HD black dragon, 1 seven-HD blue dragon, 1 Type I demon, 1-4 hill giants, 1-3 frost giants, 1-2 fire giants, 1 nine-headed hydra, 1 black pudding, 1-2 ninth-level fighters, 1-3 tenth-level M-Us

Level Seven: 1 Type III demon, 1 Type II demon, 1-2 frost giants

Level Eight: 1 ten-HD red dragon, 1 Type V demon, 1 Type IV demon, 1 thirteen-headed hydra, 1 purple worm, 1-3 tenth-level thieves, 1 twelfth-level thief, 1-3 tenth-level M-Us, 1 twelfth-level M-U

Level Nine: 1 eleventh-level gold dragon, 1-2 ten-HD red dragons, 1-2 cloud giants, 1 twelve-headed hydra, 1-2 purple worms, 1 giant slug, 1-2 eleventh-level fighters, 1 thirteenth-level M-U

As you can see, there are some freakishly powerful adversaries to be found in the Monster & Treasure Assortment. There are three distinct 6-hit die entries on Level Two. Level Four gives us 9-hit die stone giants, and Level 5 gives us the 10-hit die black pudding, our first dragon, up to four ninth-level Magic-Users and one shockingly puissant eleventh-level M-U!

Clearly this isn’t the modern 4e “fair and balanced” monster table. The old-school dungeon is much wilder and less predictable. When you delve into such a dungeon, watch your back and be ready to run!

20
Aug
10

Random Table: Acolytes of the Adventurer-God

So one of your PCs has become a cult leader dedicated to the divine principle of adventuring into filthy holes in the ground to kill monsters and take their stuff. What personnel benefits accrue?

Step 1: Roll 1d4! This is how many crazed followers show up to assist you with this session’s adventure.

Step 2: The DM rolls one die whose maximum value is equal to or less than your level! (Minimum 1d4, going up to 1d6 at level 6, 1d8 at level 8, etc.) This is the total number of character levels the DM will distribute among the followers. Maybe the levels will be divided up evenly, or maybe they’ll all go to one follower and the rest will be 0-level normal men. Who knows?

Step 3: For each follower, the DM rolls 1d20 twice on the following table! This indicates their key personality traits.

Random Cultist Personality Traits:

1: Ambitious
2: Bombastic
3: Craven
4: Delusional
5: Fanatical
6: Greedy
7: Impulsive
8: Insolent
9: Lazy
10: Mendacious
11: Nosy
12: Obsequious
13: Quarrelsome
14: Reckless
15: Ruthless
16: Scheming
17: Selfish
18: Taciturn
19: Treacherous
20: Wasteful

Now you’re done. Hurrah! Try not to get minion-shanked.

16
Aug
10

White Box Archaeology: More Lakofka Goodies!

Greyharp over at ODD74 has taken Len Lakofka’s Pyrologist and compiled it into a booklet along with additional Lakofka class material from Liaisons Dangereuses—the Hobbit Druid, the Hobbit/Dwarf Cleric-Fighter and the Dwarf Craftsman. The booklet is styled in the manner of the OD&D supplements.

Thanks to Greyharp for putting this together! View his discussion thread on the subject here; it includes links to various incarnations of the PDF.

16
Aug
10

White Box Archaeology: The Gygax Legendarium

I’d like to share my discovery of the “Gygax Legendarium” project on Grendelwulf’s “Axe & Hammer” blog. This long series of blog posts looks at Gygax’s early gaming work, from OD&D to board games. (I actually owned a copy of the “Alexander the Great” board game when I was younger, and I never knew that it was designed by Gary!) The assorted posts at the Legendarium include analyses of Gygax’s published work from Guidon Games and TSR and links to letters and articles he wrote for old wargame newsletters and zines.

There are some real gems in here, such as a discussion of Rob Kuntz’s unpublished OD&D supplement, Kalibruhn. Anyone with a strong interest in OD&D should give the Legendarium posts a thorough read!

12
Aug
10

White Box Archaeology: The Pyrologist

Let’s set the wayback machine to the ’70s, at the dawn of Dungeons & Dragons. For you kids out there, this entirely predates the Internet as we know it; there were no blogs or forums on which to share ideas. Gamers who wanted to broadly disseminate gaming material would submit their work to fanzines, which were compiled on a typewriter, printed via photocopier or mimeograph, and sent out via snail mail.

One such fanzine was “Liaisons Dangereuses,” a Diplomacy ‘zine run by Len Lakofka. As an early D&D player, Len used his ‘zine to print up some D&D material that he and Gary Gygax had written. There are a few gems to be found here, such as the Pyrologist, a new character class appearing in LD #74 (September 1976). The class is a gonzo mess, allowing for Pyrologist/Cleric dual classing, psionic abilities, spells and bonus powers, weapon choices varying by level, and other oddball rules. Well worth looking at for a peek into how idiosyncratic things could get in old-school play!

You can read the original ‘zine here. More recently, an old-school fan transcribed the whole thing up on the forums at The Delver’s Dungeon, a 1e AD&D fan site. The transcription can be found here.




Past Adventures of the Mule

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