Showing posts with label Lost City Campaign. Show all posts
Showing posts with label Lost City Campaign. Show all posts

Monday, January 7, 2013

Helmets Shall be Split in Twain!

Despite a rather busy holiday season so far, I have been keeping both of my main gaming groups going: the Skype-based "home" Labyrinth Lord campaign, and the campaign I run out of  Lift Bridge Books, the local book shop.

The latter group just met yesterday and continued its adventures marauding around in a parallel dimension dominated, on the one hand, by the vast, human-dominated city of Vornheim and, on the other, by a sinister Citadel commanded by a society of Dark Elves.* That gaming group is really picking up steam despite some wavering attendance over the holidays: yesterday our two regular core attendees were there plus two others, making a total of four players plus me.

A photo from a late November meeting of the Lift Bridge Old-School D&D Group.

During the session, one player made a pitch for an extension of the "Shields Shall Be Splintered!" rule, i.e., the "Helmets Shall be Split in Twain!" rule. It would work the same way as the Shields variant, but with only a 2 in 6 chance of working when invoked:

Upon a successful 2 in 6 roll, a helmet may be used to "soak" damage from a single attack, thereby reducing damage to zero. Soaking damage destroys the helmet; it is split in two.


--
* Once the group entered this dimension -- by opening a magical trunk in the underground lair of Zappo the Mysterious -- I had my first chance to use Vornheim, Zak S.'s fucking excellent city gaming supplement. (plans for a review in the near future). For the alternate dimension's Drow-inhabited lands I am mostly cherry-picking stuff from D3 Vault of the Drow.

Thursday, September 20, 2012

Reflections on the Lift Bridge Game and Younger Gamers

In the past I have briefly discussed what it was like to play with younger gamers -- fun! -- and subsequently confessed that despite my interest in playing with members of younger generations, my main mission in reaching out to them as a gamer is to introduce them to the Old Ways, i.e., Labyrinth Lord. Well, I am happy to report that via my Lift Bridge Old-School D&D Group, I am getting my opportunity to do just that.

However, with that mission comes certain responsibilities and special considerations.

My LL Referee's Screen is seeing a lot of good use these days.

Young gamers are fun for me to referee because they really get into the role-playing and the "imagine the hell out of it" spirit that I like to see from players in my games. I always favor players who come up with inventive and entertaining solutions to problems -- like Rolland the cleric assaulting skeletons with his backpack to avoid using a bladed weapon -- rather than the power gamers who just want to "win" at all costs.

However, I faced a tricky situation two sessions ago that, in retrospect, I did not handle very well. Two younger gamers -- not even quite teenagers -- showed up for the public LL game at the bookstore with characters already generated. In fact, their characters were ones they had been campaigning with for some time in a 2e campaign. I was so excited to have them on board, especially given their familiarity (via 2e) with old-school-style play, that I permitted them to use their current characters without vetting said characters very rigorously. Sure, I scaled their PCs down a few experience levels to bring them closer to the party average of about Level 4, but I failed -- until too late -- to realize how many magical items and special abilities they had been granted in their "home" campaign. Not only did these two guys end up having characters who were WAY too overpowered for the party, but I continually had to haggle with them over what powers and items they could and could not use in my campaign. THIS WAS NOT THEIR FAULT -- it was mine. They brought in their PCs and I did not look them over closely enough; otherwise, I could have nipped this in the bud. But I didn't. And after the game, there was some chatter between the older players on the Old-School D&D Group's Facebook page that went a little like this:

PLAYER 1: Should there be an age limit to our group? I've got no prob's with ppl being comfy and having fun. I just feel if there's children in the groups we have to second guess most the game

PLAYER 2: I'm fine with whatever... it only becomes a problem for me when we have to hold back [our adult-themed talk] because of certain people being present who may find it inappropriate. That and when their characters outclass ours. Maybe they should create new characters that fit into our game

PLAYER 3: It's not fun to have to censor yourself. I will say though, I'm totally fine with getting 5k EXP this session.

PLAYER 4: The real tricky part is how do we enforce this now that two kids have joined and we never had any such rule in place before? Anyone know if they're planning on returning?

PLAYER 2: The kids said they wanted to come back but that lady [their mom] seemed hesitant I think.. if they do come back we could just make them create new characters within our game.

PLAYER 4: I was thinking of just not censoring ourselves in hope of turning them away with our matoor language but then I thought about what a monster I was at age 13. Won't work.

PLAYER 2: haha we should anyways

ME: That's the ticket!

PLAYER 1: :) Carter's words should be anuf :p

The two young lads did not return for last weekend's session, though I would not be surprised if they come back sometime in the future. I welcome them but I am attuned to my other players' concerns, especially the power gaming issue. I absolutely plan to make those two re-roll fresh LL characters next time they show up.

As for the blue language issue, that is a quandary. Sure, it is a public game in any case, so I do try to somewhat limit how much I use terms like "the goblin violently sodomizes a corpse" and "you sever his testicles and they roll across the floor, trailing semen" in any case. But gamers will be gamers, and since the majority of the group is in its 20s or older, it may be difficult for us to censor ourselves down to a PG-13 level. We may be able to hit a "soft" R rather than a "hard" R, but that's the most I can hope for I think, at least with this particular crowd. But I know I have a responsibility to set the tone and make all feel welcome.

To our credit, we had a different youngster named Alex show up to the most recent game, and he was a big contributor -- his fighter, Joe, was a heavy hitter in melee and was instrumental in bringing down those skeletal spidergoats -- and I think we were able to say some of our raunchy stuff (I know I used the word "buttocks" a couple of times) without offending his young sensibilities. There is probably a balance to be struck here.

Monday, September 17, 2012

Lift Bridge Game Updates

Lift Bridge Book Shop in Brockport, NY.

As I have previously reported, I am currently running an ongoing Labyrinth Lord game at Lift Bridge Books in downtown Brockport. The open-to-the-public group is really gaining momentum, with four or five regular players at this point. Yesterday's game saw record attendance -- seven players plus myself! -- including two new players who hadn't attended before. Word seems to be getting around.

Given how lazy I have been at keeping up with play reports in general,* it should come as no surprise that I haven't reported the details of that group's adventures. However, Cid, one of the regular players, has done a fine job of chronicling the first three Lift Bridge sessions here, here and here. Thanks Cid!

However, since (real-life bard) Cid has missed the past two Lost City Campaign sessions due to work obligations, allow me to briefly bring you up to date on the party's latest exploits:

7/29 Session
After the encounter with the "corpse-eating ghouls" in the dwarven graveyard between Lupner and Darkoul mentioned by Don Ximen, the group traveled further westward, stopping at the small outpost of Blart for the "night." As they rested, the outpost was attacked by a raiding party of several large fish-men, a regional menace whose lair was known to lie along the northern road leading away from an intersection of four significant underground roadways known to locals as "the Crossroads." After helping the Blartians fight off the fish-men raiders, and looting the bodies, the party set off the next day for "the Crossroads," only a mile away. The group was now within about twelve miles of the sizeable underground dwarven city of Khaz Dargur, yet chose to turn immediately southward, toward the rumored demesne of Zappo the Obscure, a local wizard of some renown.


"Our arcanist, Crimnox, sought to take a diversion from our trog-hunting endeavors in order to find allies amongst the wizards of the deep." -- Don Ximen Fernandez de la Vega

The party made its way southward for several miles, and soon came to where the tunnel opened up into a VAST underground cavern, through which their road progressed along a 12' wide, raised ridge sticking up out of the darkness. They tightened their formation and tied themselves together with long ropes -- all except Jarl the dwarf, who took point and remained unsecured.

They had progressed about a half-mile along the narrow ridge when they were attacked from above by three huge pteranodons! The party made fairly quick work of dispatching these foes. . .

8/5 Session
. . . only to be beset moments later by several amber golems, who moved with uncanny silence and were far harder to destroy than the pteranodons.** But prevail the party did, and then traveled another few miles along the ridge until the road entered an enclosed tunnel enveloped in an arcane darkness their torches and infravision could barely penetrate. Some arcane-looking runes were etched outside the tunnel mouth; Crimnox the Sorcerer was able to read them: You have reached the realm of Zappo. Do not enter here lightly. Of course, the party entered, Jarl, as always, in the lead.

After sneaking around a bit and scouting a couple of different empty chambers, the group made their way south then west into Zappo's cave complex proper, only to be viciously attacked by some skeletal spidergoats at a four-way intersection. This battle raged for some time, and came with great cost: Rolland the fighter was killed during the battle, then reincarnated (via a scroll Crimnox pinched from the dead fish-men in Blart) as a fourth-level cleric!

9/16 Session
The four undead spidergoat skeletons were eventually defeated, in an exciting ongoing melee that included recently reincarnated cleric Rolland doing everything in his power -- attacking with a flaming 10' pole, a lasso, and even a backpack! -- to avoid using his two-handed sword, his former (bladed) weapon. After dispatching the abominations, the group proceeded west then north then west again, into another stretch of passage cloaked in spooky arcane darkness. Entering the dark patch, most of the party (except Jarl and Rolland) fell instantly unconscious, and had to be dragged into the next chamber by their two awake fellows.

That next chamber contained a statue of a wizard, holding a wand aloft. Jarl and Rolland made offerings of gold and psychedelic mushrooms to the statue, and the statue's wand tip glowed and then the statue receded to reveal a downbound spiral staircase hidden underneath. Jarl dragged his companions down these stairs, then he and Rolland waited twenty more minutes for the others to wake up. All awake, they opened a well-polished wooden door with brass fittings at the foot of the staircase and proceeded into the chamber beyond . . .

More to come!

An expert Lift Bridge Books staffer -- also the player of Bobandy the Dwarf.

I want to take the time to thank Lift Bridge Books (especially co-owners Pat and Archie Kutz and store manager Joe Hoffman) for hosting the D&D group and getting the word out really effectively. One of my new players at yesterday's session said his dad saw an announcement of the Lift Bridge Old-School D&D Group in the paper. Way to work the publicity machine!

Thanks Lift Bridge Books!

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* I am still behind by about five session reports for my "home" Labyrinth Lord group.
** We had some new players that session who helped me, through no real fault of their own, to unbalance the party a bit too extremely, thus the amber golem battle was not quite as thrilling as it could have been; more to come on that issue in a separate, forthcoming post.

Monday, June 4, 2012

First Lift Bridge Game a Success!

Yesterday's Labyrinth Lord game at Lift Bridge Books went very well indeed. I had a total of six players: three "old hands" who I've been roleplaying with since the spring, and three wholly new players who saw the promotional flyers at the book shop and decided to drop by. It turned out to be a very lively and fun group.

The new folks confessed to having played some D&D 3.5, but said that they had only played it very briefly -- it "didn't work out." So I walked them through Labyrinth Lord chargen, with much aid and assistance from Cid, Brandon, and Brian, the old hands. The whole group gelled well, a fact which was evident even from the chargen phase. The new players picked up on the rules very quickly and the experienced ones were quick to jump in and guide the newbies through the process. Thanks old hands!

This is the second "startup" LL game I have run in the past few weeks -- as I mentioned in passing here, I ran a short pickup game for a group of five utter RPG neophytes a week or two ago -- and I must say I am extremely impressed with how easy it is to roll up new Labyrinth Lord characters. The way we did it yesterday was:

- roll attributes, 3d6 in order, but with the option to swap two scores with each other. I made this latter accommodation so that players wanting to play a specific character type -- and I did have at least one of those, a delightful player named Rigo who wanted to play a thief or assassin -- could do so.

- choose class.

- determine saving throws and hit points -- I went with maximum hp at first level.

- roll starting gold and buy equipment.

- casters determine spells.

And that's it! Within fifteen or twenty minutes, we were done with chargen and ready to play!

The group -- Lord Elric (Ftr, played by Brandon), Crimnox the Sorcerer (MU, Matt), Don Ximen Fernandez (Bard, Cid)*, Lucius (Halfling Thief, Rigo)**, Jarl Scuttlebeard (Dwf, Brian), and an unnamed cleric (Andrew) -- started in the underground city of Cynidicea, hanging around in a pub called The Cynidicean. A wealthy landowner and mushroom farmer named Sir Roger approached the party for help eradicating a horde of vicious troglodytes that had been terrorizing him and his neighbors of late. The party agreed, and even haggled with Sir Roger to pay them a fee per trog killed, on top of the basic 1100gp reward he was offering.

After Don Ximen hired a porter named Courtney and bought a couple of war dogs from a local breeder, the PCs set off around the underground lake to the far (west) side, stopping once along the way at a rat rancher's place in order to purchase a huge rat. The rancher looked at them funny when he heard they did not want their rat butchered for eating, but sold it to them anyway. Lord Elric led the rat around on an improvised leash, the plan being to use the rat as bait to lure out the trogs into an ambush.

But soon, after a brief encounter with a great albino gorilla that Lucius dispatched with a tossed flaming oil flask, the trogs ambushed them instead. Atop a high, mucky plain, the group split up, Don Ximen, Jarl, and Courtney the standard bearer marching straight at the trog party, while Elric, Crimnox, Lucius, and the unnamed cleric crept sneakily around to the south to flank the trogs' position. The scheme worked; the PCs prevailed despite losing Lucius during the ensuing battle.

After looting the trogs' rather sizeable treasure cache and mounting the four dead trogs on poles and stalagmites, the party returned to the city, to spend some of their loot, dig around for information about the trog warrens, and to return Lucius' body to the local thieves' guild. There they met Lucius' replacement, an as-yet-unnamed assassin, to be played by Rigo at our next session in a couple of weeks.  

Please also see Cid's really terrific in-character session report.
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* Cid, whose love of Bards is well-known, is playtesting a new Bard Class for Labyrinth Lord of his own design. I like the look of it a lot and hope he will eventually make it available on his own site.
** Lucius was classed as a Thief because Rigo wanted access to the thieving skills; but he also wanted to be a halfling, which (of course) I permitted though we made no technical changes to the PC on that basis.

Wednesday, May 30, 2012

Labyrinth Lord at Lift Bridge This Sunday

My public Labyrinth Lord game starts this Sunday, June 3, at 1pm at Lift Bridge Books in Brockport, NY.

Whoever shows up will be starting their adventures in an underground city located underneath a step-pyramid buried in the desert. If you are an RPG'er (or would-be-RPG'er) in the Rochester area, please consider coming by. All are welcome!

Monday, May 21, 2012

Summer RPG'ing Plans

As I stated in a post late last year, local RPG'ing opportunities abound! And with school out for the summer, my work activities are less intense, and my schedule is more flexible, so I can more easily partake of many of these delicious gaming offerings. Here is the rundown:

As Referee

(1) Of course, there is my longstanding "home" (actually Skype-based) Labyrinth Lord campaign, which takes place in the Lands of Ara setting. That group has recently played its 57th session, though my session reports are still lagging a bit behind.


(2) As I've recently announced, I am about to commence an open, public Labyrinth Lord game which will start on June 3 at 1pm at Lift Bridge Books. That group, technically a continuation of a campaign I started in early spring, will be starting their adventures in an underground city located underneath a step-pyramid buried in the desert. But I do not necessarily assume that they will stay underground for long, nor even in the general vicinity of the step-pyramid, for long. In fact, I suspect and hope that sooner or later they will wander into the Lands of Ara proper.


(3) I will return to OSRCon 2012 in nearby Toronto this year, where I will run a homebrewed Labyrinth Lord adventure entitled Keep of the Zombie Master. I will be running that adventure twice during the Con -- I am GM #6421 on the OSRCon event schedule. Event coordinator Chris Cunnington is doing a great job keeping the OSRCon blog updated and bringing together a great roster of guests this year, including James Maliszewski, Ed Greenwood, and Ken St. Andre. Please consider attending this superb event, 10-11 August 10-11, 2012 (Fri. and Sat.) at the Lillian H. Smith library in Toronto.

As a Player

(1) There is the FUDGE-based Star Wars campaign that just got started last weekend.

FUDGE dice, which totally rule.

(2) I also started playing in an every-other-Tuesday evening campaign called The Mordav Initiative, a fantasy setup using a modified FUDGE-type system that Cid, the referee and system creator, is calling Zodiac since it uses the d12 exclusively. The first session took place last week, and it's out of town with a different group than my usual Brockport- and Rochester-based gang.

That's all for now, though one of the other players in the FUDGE Star Wars game has been talking about running a campaign, maybe on Tuesday evenings alternating with The Mordav Initiative sessions. I do not know exactly what he is planning, though he did say he would "kill" to run this particular campaign. So we will see. I will not be able to sustain this kind of gaming schedule come fall, when my teaching duties resume, but right now it is awesome to have the luxury to participate in this many RPG campaigns at once.


Tuesday, April 10, 2012

Hobbits, Balrogs, and Tolkien Purism

I have been thinking about Hobbits lately, for many reasons I suppose. For one, The Hobbit is probably my all-time favorite J.R.R. Tolkien novel.  It is faster paced and funnier than the books of the Lord of the Rings trilogy, and while Fellowship of the Ring in particular stands out as a flat-out awesome fantasy novel, I vaguely prefer the more whimsical yet satisfying (because it stands alone?) "prequel" installment.

My fandom of The Hobbit was reinforced at an early age by exposure to the Rankin/Bass animated film, which I have always loved. Surely the forthcoming two-part Peter Jackson film adaptation, starring personal favorite Martin Freeman, also plays a role in my having hobbits on the brain.

And these guys, who like to eat hobbits:

"Down! DOWN! To GOBLIN TOWN!"

Furthermore, a friend who may be joining the Lost City Campaign* as a new player when it re-starts at Lift Bridge Books in May recently said that he wants to play a hobbit in that game. Yes, he used the word "hobbit" even though we were talking about Labyrinth Lord, without any specific mention of Tolkien.

And then Spawn of Endra came and visited me here in Brockport last weekend, and we got to talking about a really amusing idea incidentally connected with hobbits (which I will post about soon).

All that got me to thinking about my strong preference for the term hobbit over halfling.  I rarely use the latter term at all.

THEN I looked back over the most recent Arandish Campaign session report** and realized that I also consistently use the term balrog for a balrog, not balor or type vi or whatever.

No, I like me my good old-fashioned Tolkien terminology; it looks like I am Tolkien snob (purist?) all the way in this respect. Another friend and current player in the Lost City Campaign (who, it should be noted, lives with a domesticated rabbit named Gandalf) dropped by this evening, and we got to talking about The Hobbit, and he agreed that it is a totally enjoyable novel. See what I mean? ADVENTURE is in the air, and hobbits are a part of it!

"The Greatest adventure is what lies ahead. . . " 

"Today and tomorrer. . . "

"Have yet to be said. . . "
--
* I hereby rename the so-called Brockport Campaign the Lost City Campaign. Fuck all this ABC shit.
** My reports lag four sessions behind the actuality: I am within a few days of posting a report for session 51, and we just played session 55 last Sunday.

Saturday, March 31, 2012

Return of the Lift Bridge


My long-term goal of running a public Labyrinth Lord game is, at long last, coming true. Yes, this May, after my current teaching semester winds down, I am moving my currently-on-hiatus Brockport Campaign back to the original locale I intended for it: Lift Bridge Books. I am certain that three or four of the current players -- the regulars -- will likely make the move there with me, plus I have it on good authority that I may pick up a couple of extra players at that time.  I will likely start the group off right where they left off, in the Underground City beneath the Step-Pyramid of the Cynidiceans.  From there, they can pretty much take off in any direction they wish.

Public gaming rides again!



Friday, January 13, 2012

Session B-1: A Bargain Is Struck

[Note: Following the campaign name first-letter designations mentioned here, I have numbered this session "B-1" to identify it as the first session of the Brockport Campaign.]

Session B-1 took place on 12/4/2011 and included five central participants, playing PCs Jarl Scuttlebeard (Dwarf-1), Thorgald Thorgaldsson (Cleric-1), Korvash (Fighter-1), Mathias (Thief-1), and Yohan (Fighter-1).  A sixth player rolled an elf, Evelyn Rootfoot, then left shortly after the session began.  I allowed the remaining players to keep the elf onboard as an NPC follower.

The party began their adventures together lost in a vast desert, one day's worth of water rations away from a slow death by dehydration.  They had been traveling across the sands by night after their caravan was dispersed in a sandstorm three days past.  Then, on the morning of their fourth day of wandering, they saw this:


Out of desperation for food and water they sought a means of egress to the buried step-pyramid they had discovered. Lo, there was an open doorway on one side. Mathias explored it and found that the door was held open by the skeletal remains of a large humanoid, roughly hobgoblin-sized.

Session B-1 Map.  The lower left corner depicts a side cutaway view of the desert step-pyramid; the pyramid's entrance hallway is shown at the upper left corner. 

Stepping over the skeleton, the group cautiously proceeded down the hall, and found a pressure plate in the floor, and an already-discharged crossbow trap at the end of the eastbound hallway section.  Blocking the door to the outside world open behind them, they headed around the corner, and to the northern stone door.  It opened easily, admitting the PCs into a large square chamber with three central bronze vertical cylinders.  Each 6' diameter cylinder went floor-to-ceiling and had a bronze door on the north side.  The PCs instantly started fooling with these, and found that the cylinders were vertical passageways with ladders leading up into the interior of the three statues atop the pyramid.  They also led down to a messy looking storeroom below.  

Korvash opened the left-hand cylinder door, and darts shot out from the north wall, hitting him.  

After that, the PCs stood to the side of each cylinder door while opening it, a fortuitous strategy: nothing happened at the central door, but the right-hand one, when opened, triggered a floor trapdoor to open right in front of it. 

Looking down through the opened trapdoor, the party saw the filthy storeroom below: debris littered the floor, though there were a few intact crates and barrels at the north side.  Spending a moment to examine the place from above, Thorgald poked a lantern on a stick through the trapdoor hole.  It is then that the group noticed some huge insect-like things hunched down in the debris of the storeroom; three in all.  The PCs pulled out bows and shot the three giant insect-things to death from above.  Then the archers remained up top, near the trapdoor, while the other party members descended the right-hand tube-ladder to the storeroom.

The storeroom contained lots of debris, and a few casks partially full of some kind of oil.  Mathias took twenty minutes to gather the oil into one pot, and got about six flasks worth.  Meanwhile, Jarl the dwarf checked out a long-disused forge in the room's southeast corner.  He inspected the forge for signs of dwarven manufacture or runes, but found none.  He did find, in the ashes of the forge, a golden mask, depicting the face of the old man also represented on one of the pyramid roof statues.  He showed the mask to his colleagues.  There were two doors leading out of the storeroom, east and west, but the PCs decided not to try them.  The group re-convened in the upstairs room.

They decided to wedge the cylinder doors closed, post watches near the open trapdoor, and camp out in and recuperate in the upstairs cylinder room.  Thorgald called upon the benevolence of his deity, Ragnar, to heal Korvash, and then the group rested.  

That night, an old-man-masked individual showed up in the eastern entrance to the storeroom, distractedly tossed some offal or food remains from a slop bucket into the chamber, then turned and left by the eastern door as swiftly as he had come. 

The party decided the next morning to lay in wait for the masked man's return; they assumed he would be back.  So they hunkered down in the downstairs chamber, leaving Yohan above.  Nothing happened that night, but the party decided to wait it out one more day, and on the next night, their third inside the pyramid, the elf and the thief heard the approach of footfalls beyond the eastern door.  They guessed there might be four individuals approaching.  They remained hidden.

The eastern door opened, and in came the masked slop-bucket guy, and the party could see three other golden-old-man-masked guys framed in the open doorway, waiting behind in the hallway.

Evelyn cast sleep and all four masked people slumped to the floor.  

Moments later, the whole party convened downstairs in the storeroom and awakened the slop-bucket maskie.  After a bit of persuasive talk from Thorgald the Priest -- "Hail the Strombringer and the Balancer!" -- the maskie, a Follower of Gorm named Horak, was convinced that the party meant his group no harm.  During a moving explanation of their current woes, Thorgald likened his own deity, Ragnar, with the warrior-god Gorm, and this impressed Horak so much that he offered to take the PCs to his leader, who was nearby.  They went.

Here's where the PCs went to meet the Brothers of Gorm.

After walking south down a long hallway and turning right into a barracks room with multiple Gorm-mask-wearers, the party met Kanadius, Leader of the Brotherhood of Gorm.  After explaining their (pitiful) situation, the PCs were able to convince Kanadius that they could be of service to him as spies or mercenaries in exchange for food and water.  Kanadius agreed, offering them food, water, and safe haven here in the area of the pyramid occupied by the Brotherhood, in exchange for the completion of a task: the party must descend one level further into the pyramid and find out if the "Warrior Maidens," who occupy almost half that level, are forming a coalition with the evil "Agents of Zargon."

The party agreed to this, and that is where we will pick up next session. 

Tuesday, December 6, 2011

First Local LL Game -- Initial Report

Here are a few preliminary details about how this Sunday's local Labyrinth Lord game went. All in all, it was a triumph.


It looks like I will have about five regular players, with one or two others who may drop in and out from time to time. Most of these regulars are veterans of 3.5 and D&D IV play; I have only one truly experienced old-schooler. (More on him in a moment.)

As I said before, I was really hoping to stick to Race-As-Class and other Labyrinth Lord Core Rules conventions, for part of my mission here is to introduce these folks to the mechanics and feel of old-school play, to keep the game as "Moldvay-ish" as possible. In this I was successful: the group conceded to playing LL as writ. Chargen only took one hour, and that time-frame included a lot of discussion about the setting and some gentle guiding of the new-schoolers through the chargen process. Ultimately I had them roll 4d6 (drop the lowest) in order for attributes, then choose their PC's class. All standard LL core classes were available -- even elves!

The session itself was great fun and The Lost City rules! By the end of the session, the PCs had already met their first faction and started negotiating with them, offering to perform a spy mission against one of the other Cynidicean factions in exchange for food and water. They're off!

Full session report to follow.

Related Note: Another Local Game!
That experienced OSR guy I mentioned -- Cid, who ended up playing the party's cleric, Thorgald Thorgaldson, follower of Ragnar -- is starting his own public game at Boldo's Armory, one of the local Rochester area game shops, this coming Sunday. He is running a custom-hacked d20-Lite type system, and setting the campaign in Jeff Rients' Wessex! (From what he says, he literally contacted JR, asked permission to run a campaign in the setting, and apparently received permission plus some background materials and resources from the man himself.) Here is a link to Cid's Obsidian Portal page for the game:

http://www.obsidianportal.com/campaigns/taoks

Cid was such a pleasure to play with that as of now I am planning to sit in on his Boldo's campaign on the opposite Sundays from my own local campaign.  Local RPG'ing opportunities abound!

Sunday, December 4, 2011

Brockport LL Campaign House Rules

As I mentioned the other day, I am starting a new local Labyrinth Lord campaign here in my home village of Brockport.  I hereby dub this enterprise, to be commenced today (six hours hence), The Brockport Campaign.  This campaign's name refers to the physical locale of the game sessions in the "real" world, as well as the in-game port city from which the PCs hail.  Those PCs have ventured many months' travel west of the prosperous sea port, to find themselves lost in a vast desert. . . .


One ancillary benefit of naming the new game the Brockport Campaign is that the names of my three active campaigns follow an easy-to-memorize A - B - C pattern:

A = Arandish Campaign (commenced 1/18/2010 in Eugene, OR, now plays over Skype)

B = Brockport Campaign (commences 12/4/2011, plays live in Brockport, NY)

C = ConstantCon, Tales From The Hotel Kaladarian (plays in HELL)

At any rate, here are the House Rules I plan* to use for the Brockport Campaign:

Brockport Labyrinth Lord Campaign House Rules

Our campaign shall obey the Labyrinth Lord Core Rules plus:

Shields Shall Be Splintered!
Shields provide the usual +1 bonus to AC. However, they may also be used to "soak" damage from a single attack, thereby reducing damage to zero. Soaking damage destroys the shield.

Shields may also be used against any attack that allows a save for half damage, such as a fireball or dragon's breath. In that case, the shield is destroyed, as above, and the save is considered automatically successful, thereby guaranteeing half damage.

For magical shields, each +1 enchantment bonus gives a 10% chance of surviving a damage soak.

Multiple-Turn Searching for Secret Doors Allowed
This deviates from the "one try only" rule as printed in LL p. 45.

Critical Hits and Fumbles
Any time a player rolls a natural ‘20’ on a to hit roll, it is a critical hit. Damage is doubled.

Likewise, if a player rolls a natural ‘1’ on a to hit roll, it is considered a critical failure or fumble. Typically, this means the combatant hurts himself, drops his weapon, breaks his weapon, or just plain falls down – Labyrinth Lord's discretion.

[EDIT: I removed "The D30 Rule."]


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* Note: I anticipate having some veteran players onboard -- I know at least two of my probable attendees have played D&D 3.5 and/or D&D IV at any rate -- so plan to spend a wee bit of time at the top of the first session discussing these house rules and making sure nobody has any strong objections or intriguing suggestions.  For myself, I am really hoping to stick to Race-As-Class and 3d6 in order, for part of my mission here is to introduce these folks to the mechanics and feel of old-school play.  I want the whole thing to be as Moldvay-ish as possible.  So I will resist adding AEC classes as best I can; but I do not want to ruin anybody else's good time either, so we'll see what happens.  I am easily negotiated with.