Saturday, 12 November 2011

Starting Equipment Kit Cards

In my last few runs of the One Page system, I could feel time dragging as players (some completely inexperienced, some very savvy) waded through the equipment list to select stuff. I want to get it down to 15 minutes or so. Sure, I could use pre-gens, but part of the reason to have super-simple character options is to give the experience of rolling up a character.

This is just the six standard packages of adventuring gear I let characters start with for free, in card format.  I see this as making set-up much quicker. The cards make it obvious that the job is to distribute all the standard adventuring gear and backups among the party.

Weapons, etc. coming up next.

Wednesday, 9 November 2011

Why Does A Dungeon Look Like A Dungeon?

Everywhere from the Zork logo to Hirst Arts adventure scenery, the standard architecture of a "dungeon" - meaning, underground medieval fantasy adventure setting - is:

  • walls of regular or irregular gray stone blocks, anywhere from shoebox size to two or three times that
  • wooden doors fitted with iron hinges and reinforcing bars
  • floors of gray flagstone
  • torches in wall sconces

More on CRPG dungeons
It's shorthand for our conception of what a fiendish antique maze stretching many, many levels underground would look like. But what does it really represent?

Certainly, high medieval castle architecture used those big stone blocks for aboveground walls, as we see from Alnwick Castle in Northumberland and similar fortresses. When delving into earth, it might also be a good idea to reinforce the walls with stone, right? Except if the idea is just to reinforce and insulate and make it look neat and nice, then your typical medieval cellar made do with much smaller, brick-like stonework, as seen in this undercroft in Norwich.


Or the stonework might be plastered over, or it might be made of bricks, or packed earth might suffice.

Another problem for the "dungeon look" comes when, digging down, you hit bedrock. Granted, in agricultural plains this might not happen for a hundred feet or so, but castles, wizards' towers, and other such dungeon-toppers tend to be built on hills with rock not far below. In that case the dungeon tunnels are best dug directly into the rock, faced and decorated by planing the rock itself. There's no need to emulate the look of Garden State Brickface by carving fake mortar crannies into the stone.

Could it just be that the big-block idea comes from artists who wanted to draw fewer lines in their medieval settings? Maybe, but there's another reason an architect might want to divert those hard-to-move, yard-long stone blocks from building the important castle walls to facing the underground cellars.

If you are keeping prisoners down there - you know, in your dungeon - then it's important to make the blocks big, so it's hard to get past them to the diggable clay beyond.

So the answer to "Why does a dungeon look like a dungeon?" may very well be: "Because it's a dungeon..."

Tuesday, 8 November 2011

Prison World

Shades of Penitentiary parts I-III and every other prison movie I could think of short of Jailhouse Rock, all leavened with Ye Olde Generick Dongeon Fantasye. Just think of it as StoneWhatTheHell.

Some entries are part bold italic and part not; the bold italic is the part that survives if the prison is merely a historic ruin being occupied by something else.

Sunday, 6 November 2011

Do Split the Party

Another Adventure Gaming Society club Saturday and a group of four players - no repeat visitors - rolled up characters to enter the freewheeling Mad Archmage's castle using One Page rules. In which it was revealed that sometimes splitting the party is a good idea. How? Read on ...

Saturday, 5 November 2011

Followers: Your PCs are Adventurers

Followers - henchmen and hirelings - represent the sort of people who would follow a rootless adventurer into danger, and the limits on them in the One Page system reflect this.

One principle I'm following is that player characters have the class of "adventurer" modifying their role as a fighter, wizard, priest or whatever. NPCs are not playing by the same rules as PCs; they don't get experience the same way, shouldn't develop a raft of hit points on the basis of 30 years of scholarly research, may have skills and talents that adventurers never have the time to develop. So, I ended up limiting PC background skills so that adventurers don't become the craft mavens, alchemy brewers, and whatnot of other systems. You are adventurers, you pay other people to do that. If you were brought up as a beekeeper you might be able to get a discount on beeswax, but you're a failed beekeeper so your time is not best spent running a hive.

Likewise, when it comes to leading small armies around at 2nd character level, you won't really get a horde of hundreds following you unless you're backed up by some larger assurances. Maybe you're a captain in a governmental army, or the son of a duke. Maybe you're a bandit leader who started out as a rootless adventurer, with only a few henchmen and hirelings, but your successes, and your ability to offer a steady and relatively risk-free living, attracted more and more men.

The nuts and bolts of recruiting will be covered in the One Page village and town supplements. I see those as a way to codify some of the generic assumptions of what you can get in small and large campaign settlements.

Thursday, 3 November 2011

Mythic World

Back to the 36 chambers ... where titans clash and argonauts sail.

Tuesday, 1 November 2011

Liches: Superbia

Closing out the season of sinful undead, we awake from Samhain revels to find the biggest undead, liches, and the biggest sin of all - the original sin of Adam, Eve and Satan - pride. "Ye shall be as gods."

"Lich" is an old Anglo-Saxon word meaning "corpse," and the transition to a gaming creature seems to have been through the writings of Clark Ashton Smith and other pulp scriveners who resurrected the hoary term to describe the sorcerous, shriveled walking dead.

coolminiornot.com
As Von noted way back when I started this series, liches fit the bill of the free-willed undead best, because they are the only ones to explicitly and always choose their condition. Their aspiration to immortality and godlike power itself have earned them the sin of superbia, pride. One might imagine that because they have reached their undead state through arcane sorceries, they have found a way to transfer their consciousness beyond the theological soul. They are therefore an unparalleled threat to divine justice; when destroyed, they merely cease to exist, and their sins will go unpunished.

How does the lich get that way?  Following the idea of the lich as magical cyborg, it endures a seven-step ritual of replacing the parts of its spirit and soul with sorcery. It's possible to meet with a wizard at one stage or another of this transformation, a true fractional lich (as opposed to the curiously named demilich, actually more powerful than a full lich). These horrible rituals include self-mutilation, trepanation, and worse...

1. The wizard gives up the eyes, the windows of the soul, replacing them with icy burning sockets having full-spectrum vision to 120'.
2. The wizard gives up the breath, the door of the soul, replacing it with a magical voice that causes fear as a full-blown lich does.
3. The wizard gives up the brain lobe of Memory, the treasury of the soul, replacing it with a gem containing an intangible and infinitesimally compact library of lore. This ensures that the lich will retain super-genius intelligence and spell knowledge without the need to consult books.
4. The wizard gives up the brain lobe of Reason, the throne of the soul, replacing it with another gem containing a distillation of the wizard's own methods and rationality. This gives absolute self-control and resistance to enfeeblement, polymorph, and insanity.
5. The wizard gives up the brain lobe of Instinct, the foundation of the soul, sacrificing it utterly. This gives resistance to charm and sleep, and indeed freedom from all desires save those for knowledge, power, and the suffering of others.
6.The wizard gives up his or her soul, replacing positive energy with chill negative, and gaining the paralyzing touch ability, death magic immunity, or possibly even more dreadful powers of the Negative Planes.
7. Finally, the wizard surrenders his or her life, and the body begins to decay, replacing magic-user levels, hit points, and other stats with monster hit dice and stats, and acquiring the remaining resistances.

A contradiction in the lich-as-written may also contain the key to turning it. How does the lich's pride and vanity square with its appearance as a moldy old skeleton clad in rags? Surely if it is motivated by pride, the lich will find some way to keep up appearances. For example:

1. The lich casts a continual illusion, appearing as an attractive ideal of the being it was (or never was) in life.
2. The lich wears an iron mask, armor of fearsome construction, and mailed gauntlets to hide its skeletal state.
3. The lich has embalmed its bones in a waxen compound, creating an eerily lifeless similitude of dead-eyed face and cold hands.
4. The lich has opted for skeletal glory, studding its bones with rich metals, enamels and gems.
5. The lich appears as a skeletal horror, but has cast an illusion on itself, so that it sees itself as fair and youthful, its dank surroundings as a pleasure garden.
6. The lich has simply subjected itself to permanent invisibility.

Turning the lich consists, first of piercing or dispelling the illusion, then presenting the sacred symbol while subjecting it to mockery, to dethrone its sin of pride. Difficult, yes, but you didn't think you'd get away with just a d20 roll to fend off the king of the undead?