Wednesday, October 19, 2011

My Own Sword and Sorcery Game

In a recent post, I spoke of my wish to design my own version of D&D; however, not for general consumption, but only for my own use. I now realize that what I really want is my own Sword and Sorcery game.

I make this distinction because while a quick look at the Appendix N (from the AD&D Dungeon Master's Guide) will show that D&D is strongly rooted in the traditional roots of Sword and Sorcery (i.e. Robert E. Howard, Fritz Lieber), it also tries to be rooted in the genre of High Fantasy (J.R.R Tolkien being the most obvious example listed in Appendix N). In fact, I believe this is D&D's greatest appeal; however, it is also it's greatest limitation.

While it is cool that players can "make their own game" by simply omitting aspects of the game they do not wish to include; I suspect that the willingness to do so is more apt to be found amongst those that enjoy the OSR. Furthermore, I believe, and this is merely opinion, I believe that with the publication of AD&D, TSR began moving its fan base away from the idea of "it's your game, do what you want", and more towards, "this is the official way you should play". This is, as I said opinion only, but consider the old house organ magazine of Dragon back in the day and the regular feature "Sage Advice" in which any questions of "what's the official rule here?" were answered. I don't mean to be repetitive, but there was a definite drive towards making things "official".

It is damn hard to be "official" and all encompassing with a game like D&D, for it involves the tropes of Sword and Sorcery, High Fantasy and at times even a splash of Historical Fantasy and Sword and Planet. I believe as the game progressed towards the late 80's there was a drive to be more High Fantasy then anything else.

All of this is fine, but it's not the game I want. So fine, I'm a firm believer in the OSR (even if I don't solidly play in the OSR sandbox), so I am free to do what I want. Don't like the Cleric class? Nix it. Don't want Players running magic-users? Don't let them. Don't want hordes of cannon fodder monsters running around? Fine, then throw out the Monster Manual and make your own creepy-crawlers. All of those decisions are easy.

It is even easy enough to make crunchy rules decisions. Don't like alignment? Don't use it. Think Wisdom is a silly attribute? Don't use it. etc. etc. etc..

It comes to a point though when you have to ask yourself: am I still playing D&D? It's okay if the answer is no. My answer is No. I find it liberating. I am now free to do whatever I want.

In another recent post, I listed my ten favorite rpg products.
Now that I am free to do whatever I want, why not combine all of the elements I like from those products and make my own game? The first non game changing rule I would make is my game will be grounded in Sword and Sorcery, minus all the high fantasy. It will be markedly low fantasy. I'm simply going to mash together everything I like and make it work.

This will be fun. Now if I only actually had time to game. *Sigh*

Sunday, October 16, 2011

My Own Dungeons & Dragons

Gaming is keeping me awake tonight. Not the actual playing of a game; unfortunately, but the wishing that I were and more to the point, the idea of what my personal D&D game would be like.

One thing I appreciate about the OSR and the OGL is the opportunity that both grant fans to design and use their very own personal "perfect" version of the world's most popular role playing game.

I'm not planning on pushing forward yet another clone. There is nothing wrong with the substantial number of clones out there that are available to fans; however, I don't feel the need to offer up what would be my personal "perfect" game.

The "what" that game would be is keeping me awake. First, I would pair down the races to one: human. I think having so many, and in some case too many race options eliminates the weirdness of the alien or the other.

Second, I would restrict the classes available to Fighter and Thief. Magic-user would be a class reserved for NPC's, most often the villains. This would give it more of a traditional sword & sorcery flavor. Magic would be less common, and when encountered, it would most often be feared. Magic items would always be suspect.

Clerics have just never jived with me as a class. I'm not down playing the importance of religion in the game, but too often clerics are just a convenient traveling medic/turner of undead. Some clerical magic I would keep, but I would convert it as magic-user spells.

Having only two class options, I would adapt the concept of Character Kits from 2nd edition AD&D. I would use a simple skill system that allows each character to be different.

Third, I would not have a monster manual. Monsters would not be as common as they are in the typical D&D game and when they were encountered, they would be truly monstrous. I would not have too many repeat appearances of monsters. I would strive to make each monster unique. Alien. Other.

I have many more specific rules changes, but those are for another time. Now, I'm off to sleep.

Friday, October 14, 2011

John Carter Trailer 2012 -- Official Movie Trailer | HD



I am probably the 100,000,000th person to share this, but I am stoked about this movie. Here is hoping that this does for Burroughs, what the latest Conan movie did not do for Howard.

Thursday, October 13, 2011

Random Encounter #1: The Door to Hell

With this post I am attempting to make this blog live up to its namesake of Random Encounters. With this series of posts, I will present persons/places/things that can randomly be inserted into games. This, being the first, I've decided to go with an encounter inspired by a natural phenomenon from the "real" world that has always intrigued me: The Door to Hell located in Turkmenistan.

The Door to Hell in Turkmenistan was created three decades ago initially by a mining accident that released dangerous gases. Thinking that those gases would burn off in a matter of days, fire was set to them. It has been burning for 35 years.

It would be interesting if as part of the back-story of the crater, it too had been burning for a similar number of years. With this in mind, the players could seek out old-timers that were there when it started burning. The genesis of the flame could be mundane or mysterious as the Dungeon Master sees fit.


The Door to Hell is a location based encounter. It is easily placed randomly, or as a planned location in a desert environment.

It is possible, and may be more effective, if the characters have heard rumors of it.

As the picture shows, it is a gaping maw of fire. It began burning years ago. There are various reasons: perhaps a craft of alien origins wrecked and ignited it, or it may have been caused by a magical mishap, it could be a direct opening to the elemental plane of fire, or, as its namesake suggests, it could very well be the Door to Hell.

Adventure Seeds:
The ideas below are just adventure seeds, the doorway could be used as local color as well.

As a low-level encounter, it is doubtful that the characters would have the means to directly enter the doorway, so adventures at this level would have it as background noise; however, having knowledge of its location, the characters could return when they have means sufficient to explore it further.

The characters could come across it and find a cult of desert dwelling clerics that firmly believe the crater to be either a door to Hell or a portal to the elemental plane of fire. The cultist could be right.

This cult has kidnapped some victims from a nearby oasis, and plans on sacrificing them by tossing them into the pit. Thus, this could be a simple "rescue the prisoners" encounter; however, what happens if the players are not successful in their rescue? Perhaps there is a an astronomical convergence and if the cultists are successful, then something "bad" will be released. The "bad" could be an elemental that is not happy about being on the prime material plane, or it could be a demon or devil that the players are not powerful enough to deal with. The being may or may not be controlled by the cultists.

As a mid-level adventure, the characters could have been sent by a higher level magic-user that wants something from the door that will enable him to make a powerful item.

The item could be a ruby that is deep within the crater that would be valuable for making the elemental item the mage has in mind.

The players could be granted temporary or, items with limited charges, or expendable items - such as potions- that will allow them to enter the doorway. Of course, there are bound to be denizens, elemental or nefarious in nature, that call the Doorway home.

Perhaps the doorway is nothing more than a mundane crater that continually flames from the gases that have been put to torch. It may still have attracted creatures from the elemental plane of fire that now claim it as home. It may have been set fire for a reason. Perhaps it is a doorway that leads to a "Lost World" in the spirit of Edgar Rice Burroughs Pellucidar. An advanced elder race calls this Hollow Earth home and set the crater to flame three decades ago when their Utopian realm was threatened with discovery by a band of adventurers. They are not happy to be "re-discovered". While their realm is Utopian for them, it is not for the race of primitive humans (or elves, or dwarves, or halflings) that they keep enslaved.

As a higher level adventure, it could be much the same as the mid-level adventure, but now the characters may all ready have magics of their own that allow them to enter the doorway.

It could be a level of a mega-elemental dungeon. There are other levels dedicated to each element and there are sub-levels dedicated to various lesser elements. As a level of a mega-dungeon, it could be a door way to the first of the Nine-Hells that just happens to connect directly with the Prime Material Plane. It may also be a smaller dungeon as the lair of an ancient Red Dragon that is as much Elemental as it is dragon. It may also be the home of an exiled Demi-God of Fire. The demi-god might also be a member of an elder race from beyond the stars that crashed here three decades ago and is yearning to return home.

Tuesday, October 11, 2011

Ten Favourite RPG Products

If I had time to game, I would be using one of these, my all time favorite RPG products. Some are games, some are supplements:

10. Star Trek: The Next Generation Role Playing Game

Known as LUGTrek by those who played it (LUG short for Last Unicorn Games), this was a simple set of rules with a character creation system that I loved. A series of templates were used and were over laid upon the basic character to create the hero wanted for the game.

The system wasn't perfect. Somethings were glitchy; for instance starship battles were long and drawn out and just about anything was solvable with a creative use of skills and technobabble. However, I ran a year long campaign with this that everyone had a blast with.

I don't think I would ever run it again, although I have considered it, but when I did play this game, I had a blast.

9. GURPS Fantasy Folk (3rd edition rules)

This is a great book stuffed full of lots of cool factoids and adventure seeds. I owned many GURPS supplements, but this is the only one that I used as much as the main GURPS rulebook. My D&D races were and are heavily influenced by this book. I can't recommend it enough just as a source of good ideas.



8. Tunnels & Trolls (5th edition)

Tunnels & Trolls 5th edition is a game I love, but every time I try to get people to play it, there is always that "one guy" that sneers and bitches so much that it isn't worth the effort. Consequently, every time I am lucky enough to join in as a player in T&T, it never lasts.

Simply, I love this game. I choose 5th edition, for it is the edition I own. It is easy to learn, plays fast and the only solid rule is use common sense. It is the ultimate old-school game, in my not-so-humble-opinion.


7. GURPS (3rd edition)

I've played lots of roleplaying games in my day, and a lot of those games were played with the third edition of Steve Jackson's GURPS. I went through a phase in the late 80's and early 90's where I wouldn't play anything unless I could run it with GURPS. I was, in fact, a GURPS Snob.

I had lots of the world books and supplements, but used very few of them. Honestly, I found GURPS to be most useful when I was converting other games and supplements for use with it.

I fell out of love with GURPS, and can't honestly see myself using it again, but man I got a lot of mileage out of this baby. My copy is so beaten, it barely stays together.

6. Birthright
While I was never a fan of the 2nd edition AD&D rules, I spent a greater part of the 90's running my fantasy campaigns in TSR's Birthright setting. I initially picked it up in a bargain bin at a book store, and was so impressed with it, I couldn't wait to run it. For the next six years, all of my D&D campaigns were in the realm of Birthright. When WotC came out with 3rd edition, I converted my BR campaign to 3rd (only to later discover that there was a thriving on-line BR Community that had done the work for me). I even once ran BR with GURPS 3rd edition (again, GURPS Snob).

I still have a fond spot in my heart for BR and have been tinkering with a FUDGE version of the game off and on for years. Someday...


5. FUDGE

Speaking of Fudge, I've never actually played this system, but have been tempted to so many times. I've lost track of how many different Fudge campaigns I have planned and never played.

It is such a simple system. It is easy to learn and has my favorite price: FREE!

Someday I will play this game. I must. I promise myself.







4. Death on the Reik

Of all the pre-packaged adventures I have ever run, this is my all time favorite. Death on the Reik (DotR) was originally written for the first edition of Warhammer Fantasy Roleplay.

It is the ultimate sandbox adventure. Early into it, the characters come into possession of a trading ship and become traders. Along the way, they can go anywhere, but they are hounded by cultists, Skaven, vampires, and come across some pretty cool places to explore.

It is part of the mega-campaign called "The Enemy Within", but is my favorite part of the whole campaign. I've played many miles with this book and have many memorable campaign moments.


3. Advanced Dungeons & Dragons Dungeon Master's Guide (1st ed.)

I love this book. While first edition may not be my "go-to" edition of the game that is dear to my heart, this guide is my "go-to" reference. I have referenced Gygax's big-book-of-everything even when I'm not playing D&D. For instance, are you playing a science fiction game and your players are stranded on an alien planet with only horse-like creatures for transportation and you need to know how long it will take them traveling overland to reach civilization? Look here. What if there is a monsoon? Look here. Need trappings for an abandoned temple they found? Look here.

This is such a use full book and even if a game master doesn't find it as use full as I do, it is hard to deny the influence this one tome has had on every edition of Dungeons & Dragons, and just about every other fantasy RPG that came after it.

I chose this cover, for this is the one I have in my collection. I also go against the grain of the norm, and find this cover to be my favorite.

2. Warhammer Fantasy Roleplay (1st edition)

The past ten years of my gaming life have been dedicated to both 1st edition WFRP and 2nd edition. I own the controversial 3rd edition, but have never played it.

This game is genius. What would you get if you took D&D, crossed it with Call of Chtulhu and really hyped up the violence level to the point that combat is deadly and should be avoided? What if that game had a really cool character advancement system where the characters advanced through different careers versus "leveling up"? What if that game had a solid Sword and Sorcery vibe versus a Tolkienish Fantasy realm? What game would it be? Answer: This guy.

I currently play 2nd edition, but the first edition is still one of my favorites; namely, it is my favorite because everything needed is in one book: character creation, game master material on running the game and a monster manual. I love gaming products where everything needed to play is in one volume.

WFRP is a game I will always return to.

1. Dungeons & Dragons
And when I say "Dee and Dee" I'm sayin' any version that came before 1989. This bad boy pictured to the left is the first version of D&D I owned, and was the first RPG I owned (but not the first I ever played - that distinction goes to The Fantasy Trip).

When I was playing in the early 80's, me and my buddies made no distinction between "Basic" D&D and "Advanced" D&D. We also didn't care what version of D&D "Basic" we played with either. Meaning, we gleefully used the Moldvay "five basic sets: Basic, Expert, Companion, Masters, Immortals" and combined them with AD&D.

Our games were a mash of all the available rules. We used Classes and Races, but ignored level limits, and race/class restrictions. We used the Immortal rules to advance our characters to godhood. We got our hands on The Expedition to the Barrier Peaks and had laser weapons alongside vorpal swords. It didn't matter to us, it was all D&D.

When I play the Grand Daddy now, I tend to use Chris Gonnerman's Basic Fantasy Role Playing Game (BFRPG), but in my heart, I'm still playing this game and I'm still 12 and in wonder.