29 July 2016

Why A Supplement & Not A New Game?

Introduction

The question of why write a supplement and not a new game has indirectly arisen surrounding my latest work "Journeys In The Land Of Khordesh." I wrote it to translate my OD&D campaign, which I began in 1975, into Swords & Wizardry: CoreTM (S&W:C) written by Matthew J. Finch and published by Mythmere Games. I'd like to take an opportunity to address this and another question at this time. [Neither I (Cameron S. DuBeers) nor Wobbly Goblin Press are associated with either Matthew J. Finch or Mythmere Games in any way. --ed.]


Why a supplement? 


Several reasons, actually. Chief among which is the belief there is no real need to rewrite Matt's work just to make a few minor changes to the rules. I'm not exactly of the mind there are too many 1974 retroclones on the market, but I can certainly understand the point of view of persons feeling that way.

Another reason is, given the nature of the works inspiring S&W:C? A supplement adding to and even changing aspects of the game is quite within the spirit of the pioneers of the hobby. Booklets detailing aspects of both co-authors' long-running campaigns were in print very shortly after the original boxed set was released.

Last of all, there is already a well established community of folks playing S&W:C. I flatter myself to think at least some of my house rules may be of use to my fellow gamers. It's nice to see how someone else solved the same problems you have. Some gamers favor complex expansions of the rules, but I and many others just want to nudge the rules a bit to get what we want out of them. My "swap your prime requisite score for any other rolled ability score" adjustment came from a local referee in whose B/X game I played, Alex Johnson. The gaze attack rules were written by Jason Cone and published on his website. Both are simple and straightforward solutions to issues I've had with my campaign. Many of the rules I either made up, based upon similar gaming systems rules, or absorbed through years of play and have long forgotten the source. As such? They are freely offered to other referees in the hope these rulings will help their campaign as they helped mine.


Why Swords & Wizardry: Core and not Delving Deeper?


One of my adult children was interested in participating in my campaign. He had heard bits and bobs of it in his childhood but for reasons unimportant to the discussion neither he nor I were ever able to play a game. So, now he's an adult and is interested in participating in the old man's campaign. In his current city of residence he played for a brief time in a S&W campaign and was already partially familiar with those rules. So, I used S&W:C for that reason.

Why not Delving Deeper (DD) is another question I get asked, often with didn't you write that game? tacked onto the end. Well, yes and no to the latter part. I wrote the initial version submitted to Brave Halfling Publishing (BHP) after BHP broke away from publishing Swords & Wizardry: WhiteBox. The DD rules have passed into the hands of another, Simon Bull, who has done a wonderful job of tuning them up and presenting them as a polished work ready for publication. I am a big fan. So, while it is technically correct I wrote DD? That really only applies to first and second editions of the game. In its current iteration so much of the work is Simon's I really don't consider it "my" work any longer. I think DD is a fine game and I highly encourage everyone to check it out.

As to the why I didn't use DD if I like it so much? That's simple, my son was already familiar with S&W from his brief local experience and I thought it would be easier to get him up to speed with the same rules. Play-by-post can be challenging for a new boot, and he would be in the game with experienced players, so I wanted to ease him into the game as best I could.

Additionally, Matt's Core edition of S&W was much more in line with way I ran a campaign. This is so subjective I'm going to avoid going into more detail because gaming style discussion invariably provokes a fruitless debate. I'm simply not interested in justifying my gaming style to someone who likes a different way of playing. There is plenty of table space for all of us, no need to fight over which is better.


Other random FAQ style bits.


Kordesh? My old campaign was actually referred to as Warhaven and there is still a formidable walled city/fortress by that name in the campaign. Warhaven sounded good to my college-aged self but sounds a bit too fanciful to my older self. So, I changed the name for publication.

Why 2 Elvish Races? That was influenced by Tolkien's elves and for no other reason. I made them short because that's how I always pictured elves.

What about gnomes? The original boxed rules mentioned them as player-character races but basically put in a short aside about them being "shorter dwarves." Taking my lead from the co-author's constant exhortation to make the rules mine, I decided to expand them a bit and differentiate them for their cousins.

Why no evil characters? What kind of evil are you talking about? Morally ambiguous is okay, I allow thieves in my campaign after all. Murder, rape, arson, slaughter of innocents ... basically the whole "murder hobo" mindset is out. I run a basically heroic campaign and don't find refereeing the whole chaotic evil overlord type of character to be fun. And face it: running a campaign is too much work to do if it isn't "fun."

I hope this adequately addresses any questions you may have.

29 June 2016

A Brief Synopsis of D&D Movies

I've posted a similar list but I'm trying to generate a bit of buzz for the upcoming D&D film Dungeons & Dragons: The Hand of Fate (D&D-IV) by Warner Brothers. First, those which came before.

Dungeons & Dragons (2000) aka D&D: The Movie, by New Line Cinema. This film had the potential for greatness with an A-list actor in a major role and quite a few familiar faces. The tone of the movie, however, wandered from serious to slapstick and back again in a rather aimless fashion. A low budget and freshman director were the two major problems with the film. Rumors also speak of increasing friction between Sweetpea Entertainment and TSR's CEO Lorriane Williams.

Dungeons & Dragons Wrath of the Dragon God (2005). A sort-of sequel to the first, this made-for-tv film is my favorite of the lot. In spite of a far lower budget and C-list actors, this film managed to get across the feeling of player-character party on a quest quite well.

Dungeons & Dragons: The Book of Vile Darkness (2012). Another television movie but not set in the same milieu as the first two, D&D:TBoVD takes a rather darker turn. The unknown actors do a reasonable job for most of the film but come across as a Community Little Theatre Group at times. This one is my least favorite, in part for the storyline and in part because it looks as if it were shot on video. When I bought my copy it wasn't even available for retail in the USA.

Which brings us to Dungeons & Dragons: The Hand of Chaos (2017, unconfirmed). What do we know? As Ed Greenwood proudly told us last year, it will be set in his Forgotten Realms milieu. I'm only familiar with FR from the PC games, but know enough about it to know this is an encouraging development. Too bad they couldn't get Greyhawk from Gary's estate but I'm happy for Ed.

Besides a title and setting we also have a possible protagonist, Ansel (Divergent) Elgort. I'm not familiar with this young man's body of work but that is no surprise, I'm neither of fan of YA fiction nor of the movies they spawn. I've seen no hard evidence he is confirmed, only "in talks."

We have a direction, that is, Guardian of the Galaxy (2014) meets Tolkien's Lord of the Rings. Though the studio executive was careful to avoid stating as interpreted by Peter Jackson it would be difficult, to say the least, to convince me he was thinking solely of the books.

We know Courtney Solomon and Sweetpea Entertainment, responsible for the first 3 films, is involved in the production. The director will be Rob Letterman, who brought us Goose Bumps (2015) and Shark Tale (2004). The script will be penned by David Johnson who brought us Wrath of the Titans (2012) and is apparently also writing the DC Super-verse film Aquaman (2018).

Sweetpea Entertainment is joined by Warner Brothers and Hasbro in the film production. Zinc Entertainment, one of the production companies for films II and III, is not listed on the IMDb page.

There you have it. As of today? That's what we know. I'm guardedly optimistic, but I tend to be that way. I know most geeks like to broil things early, before we know much, to give themselves a head start on dissing any fan property. Personally, I'm not attending a movie to figure out ways to hate it. If it gives 2 hours of entertainment, I'd say it was a good film.

10 May 2016

The First Variant

I've been thinking, with all the discussion of what goes into a campaign, about the variants I encountered in the early days of the hobby. First of all, it should be said that folks didn't talk about playing D&D so much as they spoke of playing in Cameron's Shattered Lands Campaign. I think that speaks to the mindset of the rules being a starting point and not some sort of goal to be acquired.

That aside? The first variant I encountered was not a critical hit/miss system or spell points. Those are the ones that I always hear "everyone used." Oddly enough, it would be a long while, almost 10 years, before I encountered either of those in play (and I've never used either so you know at least one old school referee who didn't). It was a home-grown called God Rating (GR).

GR was basically roll high on d20. If you beat a target number you rolled again, receiving a little extra perk for your character. I seem to recall I got another d8 hit points. I've long forgotten the name of the referee who came up with the rule, I only played in the campaign for a short while, but I recall the rule. I played a Ranger in that game, I remember the PC because it was my first 18 Strength fighter-type. He was slain in his first combat by a wild boar but fortunately I was playing 2 player-characters and just kept on going.

19 December 2015

Star Wars (1977) Memories

"We'll be back after these messages ... (followed by ominous orchestral music, then a voice-over states) You are a 'droid that has just been kidnapped by a Jawa (cue the sound of a munchkin and electronic "zap" effect)." (A radio spot I heard when the alarm went off one morning)

This is how I learned of "Star Wars" (1977). I was home from University and had taken a summer job. The school I attended had no cable and an antenna barely picked up the television stations of the two major cities, each about 40 miles distant. So I was pretty separated from television and news, I had time for little besides studying, attending class, and working. I knew nothing of this movie and the commercial did little to pique my interest.

But Newsweek magazine did.

There was an article reviewing this new film that had folks lining up around the block at Grauman's Chinese Theater in Hollywood CA to see it. Accompanying the article were pictures and these most assuredly piqued my interest.

You, gentle reader, are most likely very familiar with SW, later renamed Star Wars Episode IV: A New Hope so I'll forgo the review and simply give you my impression. Cable television was only just coming out of infancy at the time and most non-network (CBS, ABC, NBC) stations were filled with syndicated programming such as Beverly Hillbillies and The Brady Bunch ... and old movies. So I saw a lot of old science fiction movies growing up and, though I enjoyed them a lot, many of them were awful. My biggest impression of SW was "finally somebody gets it!" What was "it"?

My belief that, to truly immerse someone in a futuristic milieu, one must make the universe look "lived in." That, in my opinion, was the strength of the Star Trek (1966) television series and SW. People wore clothes you could envision wearing yourself, not silver lamé jumpsuits with wings, rocket packs, and helmets with antennae sticking out of them. In the Star Wars universe hatch covers were missing, upholstery discolored and ripped ... things looked used. 

This was my impression of Star Wars. It wasn't a horror movie masquerading as sci-fi like many 1950's and 60's science fiction movies. It was lived in world much like our own the viewer wanted to inhabit. You could be a mysterious Jedi Knight, a wily smuggler, royalty, a soldier, a spaceship pilot, and on and on. That's the feeling Star Wars VII: The Force Awakens has recreated in me. I hope it touched you the same way.

17 December 2015

Establishing An OD&D Campaign

Do you want to run an original-style campaign? Here's my advice. This is one man's opinion, perhaps given a little extra weight by the fact this is how I did it in 1975 and it worked for me. This is, by no means, the only way to run an OD&D campaign.

Get a copy of OD&D. The books are available second-hand from a variety of sources, including eBay and used bookstores. New rules sets are still legally available as a reprinted Anniversary Boxed set from Hasbro.

Why not a clone? Emulations of the OD&D rules, called clones or retroclones, are great games and there are good ones available. As good as they are, however, they are still someone's interpretation of the OD&D rules. The reason why this is so should become apparent to the discerning reader after perusing the original booklets. Since the originals are still available, why not go straight to the source if recreating a 1970's experience is your goal?

Don't overthink it! It's a game, written and published by amateurs. Experienced gamers and very intelligent persons, certainly, but still publishing amateurs. I've seen folks dissecting the written text with the fervor of a Bible scholar but the text very often means what the common sense interpretation of the wording says it means. Be wary of the phrase "could be taken to mean" during rules discussions. What follows will likely be a tortured interpretation of a fairly straightforward but poorly worded sentence.

You don't need anything else. There are folks swearing to hell and gone you need "x" to play the game, where x = some other work or reference. You really don't, what you need is imagination. Most commonly cited as "must haves" are the Chainmail rules for miniature warfare and Outdoor Survival board game by Avalon Hill. There are references to both in the OD&D rules but most everything you need from either is repeated in the text or easily done without. If you have them and want to use them? Great! They'll certainly be useful but they are not necessary to your game.

It's all compatible. There are a lot of published works specifically intended for use with OD&D. The various published supplements, material from The Strategic Review and The Dragon magazines, fan work on the internet, published modules, et al. Casting an even wider net? Pretty much anything published for any pre-1983 D&D rules set can be used "as is" or with little modification with OD&D. Going even wider, most FRPG supplements and rules can be adapted to the game. Go wild.

Make a ruling and run with it. There are ambiguities and omissions in the rules. Don't get all in a lather trying to find an "official" word. As referee, decide how it should work and note your ruling for future reference. If it doesn't work well in play, modify or change it as needed until it's a good fit.

Be prepared. Your players will often do the unexpected. The best way to  handle this is to prepare extra material that can be plugged into the session with little trouble. Goblin camps, smaller dungeons of 1-3 levels to serve as the objects of map-based quests or teleport curses, shops, small castles, houses, lists of NPC names, a small stack of NPC character sheets ... all these things will help you "wing it." If all else fails, simply admit to the players you need time to prepare for this latest twist and adjourn the gaming session for the evening.

Borrow. Take inspiration from other rules sets, published adventurers, books, and films. Is there an aspect of a treasured piece of literature you enjoy? The hurtloam of Illearth, for example, sequins from Tschai, the Force from Star Wars, radium pistols from Barsoom, and so on; all can be put into your game if you so desire. Adapt it, try it out, leave it as is or alter to taste. Don't be afraid to tell your players these items are in on a trial basis.

Excise. Don't like the Cleric class (for example) as written? Delete it. Just as you shouldn't be afraid to put something in, don't stress about removing rules. A lot of great fantasy literature revolves around only fighters, or wizards, or wily thieves, so do you really need the other classes? Your choice.

Start small, go big. You don't need a fully realized and fleshed out world to begin a campaign. You need a good general idea of how the world works and what the surrounding region is like but you don't need a lot of detail. Map out the starting hex containing the player-character's base of operations, usually a village or town, and nearby locations of note. These will include humanoid lairs, monsters, dungeons, and other friendly settlements.

11 October 2015

It's Playing Music With Friends

As an amateur musician, I love getting together with my friends once a month and playing some music. What do we play? Selections from a variety of sources, depending upon what we love. Most of us are amateurs on some part of the learning curve though there a few accomplished and even semi-professional players who sit in with us. We hear it all: rock and roll, folk, country, jazz, hard rock, and even tunes we've penned ourselves.

What does this have to do with running a FRPG campaign? Well I'm glad you asked!

We have a growing segment of our community who take the stance a campaign isn't worth the time if it isn't something completely new and edgy. If they aren't completely original then they are passé and shouldn't be spoken of in polite company. As a musician I sometimes derive great joy from learning to play a favorite song (or the favorite tune of someone I really care about) and playing and singing it. It makes me smile, brings me joy, and helps fine-tune my technique. Thus it is with a good fantasy campaign. It isn't about innovation, it's about putting together a game that will bring you and your players joy. As an artistically minded person you won't be able to avoid putting individual touches on your campaign world and your influence on the way your world develops.

I'm certainly no Eric Clapton with a ukulele in my hand. When I received my black belt in TKD Bruce Lee had nothing to fear from me. And I'm no Gary Gygax when it comes to running OD&D. But ... and this is the important part ... I'm okay with that. What I do still brings me great joy and happiness and I'm egotistical enough to believe my running a campaign (or participating in one for that matter) brings the same to others. I can learn from these masters and improve but I'm not going to think for even one second that because my song, kata, or campaign doesn't resemble "the Master's" it is therefore somehow inferior.

Getting together with friends and playing songs you all know and love is fun. It brings a sense of contentment and puts a smile on your face. Getting together with gamers in a well-run campaign, no matter how familiar all the elements are, does the same. We all can't be Picasso but we can all pick up a paintbrush and experience the same joy of creation.

20 September 2015

Fall Down, Go Boom

I just read a very well written and designed falling damage system for pre-1983 D&D. I'd never use it. No, I'm not cracking wise, it's a great rule but just not right for my campaign (please note the last 5 words of the sentence before giving me both barrels). Keeping in mind I like to keep things simple and fast, here is mine.

I researched real life falling damage and learned falls of greater than ~30' usually result in a fatality. Figuring dungeon adventurers are unusually lucky/blessed/divinely favored I doubled that figure to 60' for my rules. Falling damage is figured normally using the usual d6 per 10' fallen rule up to 60'. If the fall exceeds this distance the player rolls d% with any result but "00" resulting in character death. If they make the roll they survive with 1 hit point remaining. Why the survival chance? First of all, there are documented rare cases of parachutists free-falling to the ground and surviving. Second, I generally avoid the chance of absolute failure/success IMC.*

Sure, it makes falls scary. I just felt a high level fighter jumping off a 100' cliff then leaping to his feet, dusting himself off and fighting on was not the tone I wanted to set for my campaign.

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* though I do have them. Touch anti-matter or jump into lava, for example, and you'd best have 3d6 and a fresh character record sheet handy.