Sunday, June 3, 2012

Starmada Sunday Retrospective: Starmada as War

After responding to a comment on my last post about Admiralty Edition, I spent a little time reflecting on our Starmada experience and realized that, in the latter days of Admiralty, we achieved Combat as War.  We managed to do sufficient planning in design that we had ameliorated the impact of both tactics and luck.  We (and by we I mean mostly Jared, Matt, and I) were indeed out to win the battle before it began, rather than going for a 'fair fight'.  The only thing we needed, which we tried to achieve but repeatedly failed at, was resource management between battles (because that's how you make iterated Combat as War interesting).

Friday, June 1, 2012

Resolving ACKS' Quantum Death

One complaint with ACKS voiced by the Rpgist is the problem of 'quantum death' which results from the way the Mortal Wounds table works.  When you're reduced to 0 HP, you wait until you receive treatment to see just how badly injured you are.  This means that people may burn Cure spells or actions on someone who's very likely splattered everywhere, which is both a waste of resources and kind of silly.  I will be honest in saying that I don't address this part of the problem directly; however, there is a secondary problem, that of description, to which I have something of a solution.  This issue is that when someone goes down with a mortal wound, you as the DM can't very well describe where or how they've been hit until they're treated and the injury is rolled; if you say they got hit in the head and they instead lose an arm, that's no good.  My solution to this is as follows:

Roll the d6 when the person takes the wound, and the d20 for severity when treated.  The columns of the chart, corresponding to the results of the d6, are well-correlated with different hit locations.  Hence, if someone rolls a 6 on their d6 for hit location, you can safely say "Bob's been hit in the head with a spear."  5 is face, 4 is legs, 3 is arms, 2 is lower torso, and 1 is upper torso.

I tested this idea briefly when Joe fell into the 'cube last week.  He went below 0 while being pulled out, so I ruled that it was a mortal wound to the legs and that rather than rolling a d6, he got a 4.  Seemed to work.

Thursday, May 31, 2012

Journal of Gallivan Stoneshield, Part 1

Fouler things can lurk in dark,
Indeed, than you and I.
So trust not words to make their mark,
When comes your final sigh.

Let all your hopes be stone and steel,
Your dreams all do or die,
And when death comes,
Let all your sons drink one for you and I.


- Callon Silvertongue, “The Adventurer’s Creedo”


(This post brought to you by Tim, recording in detail the events glossed over here.  I believe he provides a more-or-less hourly in-game summary, written during the rest turn taken every six turns. - ed.)


The Dardantine Razors, we call ourselves. It’s a foolish notion, to think we are strong, just because we have a name. We barely know each other, and it takes one traitor to remind us all how fragile we can be.

Of the 16 members of our caravan, only Errgumun, Yolanda, and myself survive. Argos the Mage is gone, without a corpse to mark his passage. The elf and I suspect that our magical stupor was his doing, and Yolanda fears the worst. Our employers and hirelings are dead, the goods we were transporting long gone. All we have is what little we carried with us. It may be enough to get back to civilization, but it will be a long time before we again trust a stranger so easily.

It has been two days since we were set upon, and we’ve managed to make it to the town of Deal. The hour is late, but we have found acceptable lodging for the night. No one in town has seen our missing mage, but I’ve instructed the barkeep to let us know if any news comes of him. On our march, we passed an enormous gate in the side of a canyon wall about 3 hours walk from town. Tomorrow we will return to it. It seemed relatively undisturbed, and lost treasures may lie within.

- Galivan Stoneshield, 23rd day of the 7th moon, 612 A.U.
(612 years after Iana’s Unification of Myrmydia)


I hired a young armorer today, to be my squire and receive instruction in the knightly ways. Tormund Smithson will accompany us on our expedition to the stone gate, to map its depths and assist us in fighting off the creatures of the deep. He’s a strong enough young lad, though he seems ill-at-ease in the company of strong warriors such as we. His parents are dead of plague, and he seeks some direction in his life. Perhaps we can provide it.

- Galivan Stoneshield, 24th day of the 7th moon, 612 A.U.

After replenishing our supplies and equipping young Tormund, we made our way south, to the stone gate. The march was long, given the heat and oppressive conditions of the Shieldlands. The gate seems even larger up close, a full 15 feet tall and twice as wide. It is adorned with images of dwarves carving stone and laboring over forges. The gate is flanked by many arrow slits that seem to cover the approach, and the thing itself is made of solid stone. Spires with what appear to be bowls atop them extend from the top of the structure, probably for catching rain. We have decided to dub the ruin the Dwarf Fortress for now.There is no visible way to open the gate, and its stone doors weigh more than even Tormund and I could ever hope to move. We plan to boost Errgumun through one of the arrow slits to scout ahead while the rest of us climb up after him.

- Galivan Stoneshield, 24th day of the 7th moon, 612 A.U.

Yolanda is dying. While we were exploring the ruin, a giant spider came upon Errgumun. In his panic, he called for help, and while Yolanda was able to get to him in time, I found myself harried by an enormous swarm of bats roused by the noise. While I struggled to find my way through the swarm, Yolanda and Errgumun fought and killed the spider, but not before it managed to bite her. She has only a few moments left before the poison takes her. She desires burial with a proper holy symbol of Iana, hers having been stolen by the bandits that ambushed us. We will do what we can to see her wish fulfilled. Tormund, who I instructed to hang back when the fighting began, has helped me to construct a crude litter with which we can carry her back to Deal. We mean to look around this ruin a bit more before we depart, but we will return here after we have had a chance to recuperate from our adventure. May Iana guide our friend’s soul to the Hall Among the Stars, and help us to carry on her works in this world.

- Galivan Stoneshield, 24th day of the 7th moon, 612 A.U.

After burying our brave friend Yolanda--may she rest in peace--Errgumun sold the treasure we recovered from the Dwarven ruin. A priest by the name of Agord wishes to join us on our next trip into the dungeon. He seems well-equipped, and his healing magic could make the difference between life and death in that dark place. He worships the elven sun god, a strange and foreign god to me, but Errgumun assures me that he seems to be a man of character.

After we finished selling our treasures, Errgumun disappeared off to the local tavern to drink and whore. I expect to see him in the morning, but for now, I rest.

- Galivan Stoneshield, 25th day of the 7th moon, 612 A.U.

Errgumun seems to have a acquired a war dog during last night’s adventures. It seems to be trained well enough. At least, it hasn’t bit me yet. After a long hike back to the Dwarf Fortress, Agord, Errgumun, Tormund, and I prepare to enter its depths once more. Errgumun informs me his dog’s name is Monty.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Undead! As we were exploring the dungeon, we came upon a pack of skeletal dogs... they would surely have torn us apart, if not for Agord’s timely intervention. He held his holy symbol aloft, and a burst of sunlight forced them back. I have a renewed respect for the elf god he worships.

Additionally, I discovered a powerful magical artifact amid some old boxes in a dwarven store-room. The sword (which I have not yet named), gives off a cool blue light in the dark, and it is elaborately made, with jewels inlaid in the hilt. I expect it shall be a constant companion through my future adventures.

Ah! Errgumun has just discovered a small room full of levers. I shall go investigate.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Alas, poor Agord. He saved us, but we could not save him... As we proceeded deeper into the dungeon, we came upon a corridor with a sloped floor. We should have known it was a trap. When he stepped on a pressure plate in the floor, grease shot out and a pit opened in the floor. Before anyone could do anything, he had slipped into the slimy embrace of a gelatinous cube. He was immediately paralyzed. He couldn’t even scream as his legs began to dissolve.

I asked Tormund to hold the end of a rope as I tied the other around my waist. He lowered me into the pit, and I attempted to grab Agord by the head, but the cube rose up to try and smite me. By the time I was finally able to grab him and haul him out of the pit, he was already gone. The paralysis stopped him from using the light of his lord to help himself, and there was naught we could do to bring him back, so Errgumun killed the foul creature with his bow. When it was dead, we fished an ornate runed gladius out of the dormant slime. Now we stand on the other side of the pit. A staircase leads deeper into the ruin. Though it pains me to leave him here, we are determined to see what it is Agord died for before we carry him out of this dark place.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Down the stairs were hallways gated with porticulles, a great hall with blind (but friendly) ogres, and a small pack of troglodytes led by their champion, Kirk. We also found a small chapel filled with cave dwellers. We chose not to engage them.

Above the great hall we found some spellbooks and dwarven ledgers and killed some rats. Now we leave this accursed place. We will bury Agord beneath the sand, in the eyes of his shining god.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Errgumun has hired a saucy dwarf named Durgrim. He can certainly hold his liquor. Well kind of. The other day Errgumun woke up in a jail cell with another nightblade. He stole her treasure map while she slept. The very same night, Durgrim went to bed with a local merchant’s daughter. Who knows what may come of this...

I also have a vague recollection of confronting the local priestess of Ashtar, and perhaps... fighting her eunuch guard? But... most importantly... it seems Tormund is not a man.

- Galivan Stoneshield, 3rd day of the 8th moon, 612 A.U.

Wednesday, May 30, 2012

On Mapping

I think I realized how I handled mapping wrong during last session.

The first mistake was giving Tim graph paper instead of blank printer paper.  The second was giving him dimensions of the rooms.  These combined let him generate a more-or-less canonically accurate map with high precision.

For some reason, I get the impression that this isn't how things are supposed to work.  Like PC maps are supposed to be sketchy and iffy, with creating one being an act of artistic interpretation and reading one being an act of intuition and not a little trepidation.  To this end, I think ditching graph paper for players is probably a good first step.  I also think that having a rule of "DM is not permitted to look at player map" would likely help, but that's slightly more extreme.

Thoughts?

Monday, May 28, 2012

Twenty Questions of Interest to My Players

By way of Jeff's Gameblog (yeah, I know I'm behind the times on this one, but it only just became relevant).

What is the deal with my cleric's religion?

Religion on the Inner Sea is much like that of ancient Earth or the Wilderlands of High Fantasy - there are a number of pantheons, all of which think the others are wrong, and which all grant spells to their followers.  There are even localized minor deities who only have power within certain areas (the frog-god of the marshes, for example).  Pick pretty much any ancient historical deity and you're good to go.  In addition, the following deities have been established:
  • Iana - Kind of an Athena-meets-Artemis type Myrmidian deity of planning, strategy, knowledge, and hunting.  Favored weapons are bow and spear.  While primarily worshiped by Myrmidian amazons, there are evidently a few male knightly orders dedicated to her outside of Myrmidia (probably based out of Talas, primarily).  Myrmidian males think that said knights are sissies who should be worshiping...
  • Myr - Ares meets Pan; deity of war and male fertility.  Actually a deified warrior-king, ancestor of all modern Myrmidians.
  • Harmakhis - A Sorosi mercantile deity with something of a dark side; he has several orders of assassins dedicated to his service under the motto "Even death can be bought and sold."
  • Ashtar - Urdukhar female fertility deity with many bladedancers dedicated to her service.  Rival of Iana.
  • Ammonar - Elven sun god, from whom the elves claim their imperial lineage is directly descended.  (Simple guide to elves: nightblades are ninjas, spellswords are samurai wizards, and Ammonar is Amaterasu).

Where can we go to buy standard equipment?

Any town of reasonable size can cover you for most weapons.  Armor can be a bit tricky, and finding horses or war dogs in any number will likely require a trip to Freeport.

Where can we go to get platemail custom fitted for this monster I just befriended?

That's actually well-covered under the combined "prices for large armor" and "commissioning an item" rules.  It might take a couple days, but most large towns should be able to do it.  Whether or not they'll be willing to deal in monstrous armor is another question...

Who is the mightiest wizard in the land?

Across the entire Inner Sea, it could be any of the Talasi archmages or whatever mysterious force rules Dardantus.  Within the Shieldlands, it's likely a high warlock of some chaos cult or other.  In either case, it's not well known.

Who is the greatest warrior in the land?

Within the Shieldlands, it's likely the lord of the Myrmidian outpost of Pike.  There's some speculation that the Dirk of Dirk Hill could give him a run for his money, but since the position of Dirk changes hands so often, and since they're on the other end of the trade road, this speculation has never been tested.  Redjack of Freeport is also a renowned swordsman, and there are a lot of old tales about the toughness of the Judge of Deal.  Finally, there are any number of small-time bandit chieftains out in the badlands who manage to keep control of their cronies and not get eaten by monsters, which takes a fair amount of skill.

Who is the richest person in the land?

The merchant factors of the Caravaners and the Boatmen are no doubt quite wealthy, and it is believed that Redjack has a large stash of hidden treasure from his pirate days.

Where can we go to get some magical healing?

Temples, naturally.  Even in Deal, there are 17 castings of Cure Light Wounds available per day from the temple of Ashtar at 10gp a shot for worshippers, or twice that for those who worship other gods.  Non-magical doctors are also available for hire, and while less reliable than magical healing, they're also much less expensive.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

Again with the temples.  Well, poison will generally kill you straightaway, but disease and curse can both be taken care of at temples.  Level drain isn't a thing; I'm trying out the rule that undead which would drain levels instead apply aging.  Lycanthropy is curable with Cure Disease or belladonna.  Polymorph can be fixed via Dispel Magic, alignment change by Remove Curse, and death or maiming by Restore Life and Limb (incidentally, there is one casting per day of Restore Life and Limb available from the temple of Ashtar in Deal for 500gp for worshipers, twice that else).  The solution to undeath, naturally, is redeath followed by RL&L.  Non-magical healers can also cure disease much more cheaply than clerics, but again with a much higher rate of failure.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

There's no large, regional guild in the Shieldlands, no.  There are a few wizards about in large towns like Deal, and while they may form small local organizations, their level caps out around 4th and they don't have access to long-range resources or high-level spells.  Might still be worth making contact with for help finding sages, getting items identified, and having books translated if you plan to be in one particular town a lot.

Where can I find an alchemist, sage or other expert NPC?

Alchemists and sages are much more likely to be found in Freeport than anywhere else in the Shieldlands, but mage's guild connections might let you find amateurs out in the sticks.

Where can I hire mercenaries? 

Ha!  Where can't you hire mercenaries is a better question.  Even the smallest villages are likely to have a few down-on-their-luck guys with spears looking for easy money.  Now, if you want good mercenaries in quantity, you're going to have to head to Dirk Hill, Pike, or Freeport.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Not in the Shieldlands, no.  Hell, even murder won't get you in all that much trouble most places.  The common folk fear magic, and might not feel particularly kind towards those who use it, but it's more of a "pitchforks and torches" type response than orderly law enforcement.

Which way to the nearest tavern?

Down towards the docks, generally.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

There aren't really any of regional scale presently.  The towns of the Shieldlands are relatively independent, and each is plagued by their own troubles.  Solving those would earn you heroic status in a particular town, and you might be heard of elsewhere, but 'famous' would take some doing.

Are there any wars brewing I could go fight?

Well, there's some rumbling of a bandit lord south of Deal gathering an army...

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

There are some small-scale back-room type operations in Freeport and Dirk Hill, but if you want serious gladiatorial action you'll have to head to Dardantus and fight your way up the ladder.

Are there any secret societies with sinister agendas I could join and/or fight?

Yes, yes there are.  No, I will not tell you who they are, what they want, or where to find them.

What is there to eat around here?

Roast goat and dates if you're feeling fancy, rat jerky and beans if you're not.

Any legendary lost treasures I could be looking for?

They're out there, but I don't know what they are yet.  Fortunately, until you go do research on them, I don't need to.


Where is the nearest dragon or other monster with Type H treasure?

Legend has it that in elder days, when the dwarves lived in the Shieldlands, they had a veritable mountainhome here which fell to a dragon.  The location of the city has been lost, but there's likely a dragon there if you can find it.

Sunday, May 27, 2012

ACKS: First Session Complete

Well, first round of reviews of the first session of ACKS are in:

"More fun than 3.5" - Tom

"More terrifying than that OD&D game I played on the internet once" - Joe

"It's not cursed!" - Tim, about his sword (it's cursed)

Mission accomplished, I think.  Monsters were stabbed, treasure was gathered, PCs were slain (sorry Joe), and fun was had.  In eight hours of playing, the Dardantine Razors managed two expeditions into the dwarven ruins south of Deal with the aid of their trusty henchman (er, woman) Tormond and their pyrophobic war dog Monty.  About an hour was spent before the game finalizing character sheets and hiring, followed by about two hours of adventuring for the first expedition, then an hour of pizza and dividing loot, three more hours of adventuring for the second expedition, and a final hour of more hiring and carousing (note to self - in future, roll once on the debauchery table, rather than once per 100 gold pieces spent.  I think since the PCs decided they were going to bum around Deal for a week, I might have to spread those rolls out, because otherwise that was one hell of a night...).  One thing that this timing analysis leads me to believe is that a 3-4 hour weeknight session is probably very viable, especially if hiring and purchasing is done via internet beforehand.  This pleases me.

Other miscellaneous notes:
  • Clerics and bladedancers may have the best saves except for craftpriests, but you wouldn't know it from the way Joe was rolling...  On the other hand, turning undead turned a "We're screwed" encounter into an easy mop-up operation.
  • Gelatinous cube paralysis lasts a long-ass time.  Far too long for Joe's cleric to save himself from bleeding out.
  • I was pleased with Tim's immediate response to "Well, you've lifted the portcullis, but it doesn't want to stay up." - "We nail it open with iron spikes!"  Now if only they'd remembered to use the ten-foot poles on the gellycube pit trap...
  • Reaction tables - with Diplomacy, +1 Cha, and no weapons drawn, sometimes the ogres are friendly.  Likewise, sometimes the rodents of unusual size lurk around the edge of your torchlight, waiting for either an opportunity to attack or a reason to flee.
  • Dungeon mapping - actually got Tim to map this session.  He found it somewhat fun, I believe.  I might be helping a bit much, but I have yet to develop a precise vocabulary for describing what they see in a mappable fashion.  (See also this post from the future)
  • Gridless combat - ye gods, why did we never do this before?  Worked pretty well, I think.
It's bedtime now, though.  I think Tim's going to write up a journal-style report in exchange for bonus XP; it will likely find its way here.

Friday, May 25, 2012

Mapping Progress, and Thanks

Three levels mapped, one more described fuzzily enough that I could probably wing it (not that I expect the PCs to make it that far in one session).  Time to stock.  This is, I think, the first time I've properly designed an abandoned dungeon; did all the mapping first with the perspective of the original occupants / constructors in mind, and the stocking of completely unrelated creatures comes after.

I'm...  fairly hopeful about this one.  I've been jayquaying to the best of my ability; there are at least two paths between each level, and generally more (challenge to players: find them all!).  I'm looking forward to seeing random encounter / time pressure on the players (in a kind of academic way), and tweaking the stocking tables (and then reusing them as wandering monster tables) is the next thing on my to-do list.  I've got traps and secret doors, but only in places where the occupants would reasonably have put them, and the traps are reasonably supportive of player agency.  I've got a how and why for the dungeon to exist in the setting, and it has links to other dungeons.  I've got a hook to kick the players into the dungeon in search of loot, and while I don't like restricting them to that course of action, I've come to terms with the necessity of a railroady first session premise even in what is ideally (and will hopefully become) a very free sandbox.  I have no idea what classes any of my players are playing yet; the setting and the adventure exist independently of the characters.  It's not tailored to anyone's backstory, or capabilities, or anything else.

In some sense, this is the culmination of the last year or so of reading OSR blog posts.  It's been that long since I last GM'd seriously; I ran Traveller in the spring of '11 (it was actually ending as I wrote my first post), and while I was beginning to use some old-school techniques (particularly small / simple stat blocks, randomness as inspiration, PC death happens, and sandboxing), there were also a lot of new-school things there (skills for everything, little focus on resource management or loot, little focus on player skill, research, or interrogative play).  I've played and seen the problems of high-level 3.x (again) since, and am quite looking forward to the speed and simplicity of both old-school and low-level play.

So, I guess thanks, gentlefolk of the OSR blogosphere, for the advice and for keeping the flame alive.  Also, this one's for you and your crazy stories of 1e in college, dad.