Saturday, April 30, 2011

Z for Zappo the Wondrous

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]

Zappo the Wondrous is an NPC from my current campaign, a 3rd level Magic-User the party recently rescued from the depths of Stonehell Dungeon. He has an interesting background and a slightly unusual spell selection, so I thought I would share him with you as the conclusion of my April A-Z Blog Post Challenge.

Zappo the Wondrous
Human Magic-User Lvl. 3
Alignment: neutral
STR 5, DEX 11, CON 9, INT 16, WIS 13, CHA 8
HP: 8
AC: 9
Weapons: quarterstaff (1d6 dam.)
Armor: unarmored (base AC 9)

Zappo, a native of Achelon, trained under a wizard who himself trained with legendary recluse Elzar the Horrid. This is where Zappo picked up his Stickyfoot spell, and rumor has it he possesses a transcription of the Troglodyte Stench Burst spell as well.

Zappo's current spells (those in his field spell book) include: Shield (1), Sleep (1), Levitate (2), and Stickyfoot (2).

Friday, April 29, 2011

Y for Yeti

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]


The Yeti is one of my favorite D&D monsters, perhaps because I grew up in the Pacific Northwest and was, for years, scared of bigfoot (also called the sasquatch). I always felt that yeti (or abominable snowmen) were Himalayan cousins of the North American sasquatches -- a snow-adapted version of bigfoot.

So in celebration of the awesomeness of the yeti, I offer a deadly undead variant, statted for Labyrinth Lord:


Yeti, Undead
# Encountered: 1d6 (2d4)
Alignment: chaotic
Move: 90’ (30’)
AC: 6
HD: 6
Attacks: 2 (claws)
Damage: 1d6 / 1d6 plus paralysis
Save: F6
Morale: 10
Hoard Class: XXI
XP: 820

The Undead Yeti possesses all ghoul defenses and capabilities, including paralysis.

[Special Thanks to Peter Regan, editor of Oubliette Magazine, for his Zombie Monster rules in Oubliette Issue #4, crucial to the creation of this monster.]


 The shocking truth finally comes out!

Thursday, April 28, 2011

X for X-Factor

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]

No, I am not referring to the Marvel Comics title of the same name, but rather the more general definition of the term "X-Factor," to wit:

"a hard-to-describe influence or quality; an important element with unknown consequences"

To me, this concept describes something fundamental both to my own approach to RPGs and to the old-school gaming style in general. Sure, most RPGs (old-school or no) use dice or some other form of randomizing element, but what I am talking about here is a real COMMITMENT to playing the dice as they lay, and also incorporating the ideas, suggestions, and surmises of the PCs into the fabric of the ongoing campaign in significant, consequence-changing ways.


Play the Dice as they Lay. This is an x-factor by which many old-school DM's swear. There seems to be something about randomness for old-school gamers, so much so that many of us advocate strongly for allowing the dice, not DM fiat, to have "final say" in a great many game situations. Of course the DM is still "god" or the final rules arbiter, but I think many of us in the OSR favor adapting ourselves to the result of the dice rather than "fudging" or overruling the dice.

A personal example of this would be my own recent efforts to stock the DMG Dungeon map. Prior to engaging in that project just over a month ago, I had literally never before randomly stocked a dungeon! I grew up in the age of pre-packaged adventure modules and usually played those; even when I created my own adventures and dungeons, I usually deliberately chose which monsters to place where. Of course I used the wandering monster tables, but only for actual wandering monsters; I never initially stocked a dungeon using them!

But as that random stocking project has unfolded, I have quickly realized how FUN random stocking is! Holding oneself to the outcome of a series of die rolls, then creating a justification / back story for the monsters, traps, and treasures one randomly gets, is hugely satisfying. It tests the very ability I prize most in a referee: the ability to respond creatively to x-factors on the fly. This is a skill I work to keep sharp for myself, and random dungeon stocking has been a terrific way to keep myself inventive and flexible around an unforeseen set of x-factors. In fact, I am so sold on the virtues of random dungeon stocking that I plan to utilize the technique for the adventure I am writing for play at OSRCon this year, The Tower of Death.

The d30 House Rule. Another place where I have surely introduced a big x-factor into my ongoing campaign is by having decreed a "nightly d30 roll" house rule, i.e.:

"Once per session each player may opt to roll the referee’s d30 in lieu of whatever die or dice the situation normally calls for. The choice to roll the d30 must be made before any actual rolling has occurred. The d30 cannot be rolled for generating character statistics or hit points."

This house rule, which I believe originates with Jeff Rients but that I picked up from Carl's Mutant Future game, introduces a fairly powerful x-factor into the game, especially in the hands of inventive players. As my own experiences with Uncle Junkal's charm person ability and the party's remarkable Hobgoblin Camp Raid make clear, allowing a nightly d30 roll by each player (and me as GM) can seriously disrupt "game balance," if one were into preserving such a thing. I am not. I play these games to have fun and to engage everybody's imagination as much as possible. To me, the inexplicable, out-of-the ordinary, and downright miraculous all have a place at my game table -- I want to be awed, surprised, and caught off-guard. So do the players. So we all equally submit to the randomness of the dice, and all have our chance to "beat fate" with a lucky d30 roll once per session.

Players as x-factors. I think that clever, imaginative players are the best possible x-factors, the most invigorating elements that keep me on my mental toes as a DM. Indeed, when I hear the phrase "an important element with unknown consequences," the first thing I think of is my group of players. I can never anticipate how they might respond to narrative hooks, NPCs, or campaign developments, and I like that very much. Refereeing PCs is like the old saying about herding kittens -- I could try to "control" them, but they would always slip away from my corralling, would always behave according to their own desires rather than mine. No, I can keep certain balls in play, and hope that the PCs will run with some of them, but they are always free to (and frequently do) act according to their own whims and take off in directions completely unforeseen by me. Like the dice, my players become an x-factor I must creatively and flexibly respond to, quite often on the fly. And this is where some of the most satisfying moments in the game happen for me. I LOVE what my players throw into the mix, and I look forward to new surprises from them every session.  I can't reveal specifics of course, because the campaign is still mid-stream, but some of the coolest narrative developments in the Arandish Campaign so far have emerged from the ideas, surmises, suggestions and actions of the players.  And "huzzah" for that -- it is exactly as it should be!

Long live x-factors!

Wednesday, April 27, 2011

W for Wereshark

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]

I love sharks, and am justifiably terrified of them.  So what's not to love about the wereshark?  Here is a version statted for Labyrinth Lord:

Figurine painted and photographed by Ben at The Quiet Limit of the World.

Wereshark
No. Enc. 1d4 (1d4)
Align: Neutral
Move: 120' Swim 180'
AC: 2 (8)
HD 8 
Att: 1 (bite)
Dam: 2d10
Save: F6
Morale: 10
Hoard Class: XX

The dreaded wereshark is the result of a form of lycanthropy that allows the creature to assume great white shark form at will, so long as it is in darkness. Thus the wereshark has a great white shark form (see LL p. 95) and a human form. The first AC number listed above is for its shark form, the AC in parentheses for its human form.  As a lycanthrope, the wereshark can be affected by magic or silver weapons only (see Lycanthrope, LL p. 85).

[Inspired by the "Wereshark" entry on p. 82 of the Monster Manual II by Gary Gygax.]

Tuesday, April 26, 2011

V for Vampire

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]

As regular readers know, I am a huge fan of vampires, and have accordingly decreed that the typical Arandish Vampire is much more powerful than the "standard" D&D vampire. I have little to add to my prior comments about the role vampires play in my D&D game, but I want to take this opportunity to explain which pop-cultural (and specifically, cinematic) vampires have been most influential to me.

Being a Generation Xer who came of age in the 80's, the first truly scary vampire I remember seeing on film (or, in this case, on TV), was Mr. Barlow, "the Master" in Tobe Hooper's 1979 mini-series adaptation of Stephen King's 'Salem's Lot. That sonofabitch is SCARY looking, and when he first popped up in that jail cell sequence, he scared the crap out of me.


At the time, I was of course aware of Bela Lugosi's famous 1930 portrayal of Dracula, but I found the Salem's Lot vampire much more frightening and believable: less human or "civilized" than Lugosi and much more like a bald, rat-like, animalistic bloodsucker. Nasty!


As a young lad I did not know that Hooper's depiction of Mr. Barlow in Lot was an homage to the ORIGINAL cinematic vampire, Count Orlok, portrayed by Max Schreck in F.W. Murnau's classic silent film Nosferatu (1922).


Today, as an "adult" and a professional film scholar, I would nominate Schreck's performance in Murnau's masterpiece as the best embodiment of a screen vampire ever. So creepy, especially in the "Death Ship" sequence:



 Still images hardly do this scene justice -- it's how Schreck moves across that deck that really conveys his uncanny "undeadness."

To conclude, I would be remiss if I did not mention the second-greatest vampire portrayal ever, and surely the best one of the sound cinema era: Klaus Kinski as Count Dracula in Werner Herzog's 1979 remake of Nosferatu.

 Bruno Ganz as Harker and Klaus Kinski as Dracula.

 "Listen! The children of the night make their music!"

Note the overarching trend here: bald, ratlike vampires = scary!

I know how this guy feels!

Monday, April 25, 2011

U for Undead Stirge

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]

Special Thanks to Peter Regan, editor of Oubliette Magazine, for his Zombie Monster rules in Oubliette Issue #4,  which were instrumental to the creation of this monster.

Stirge, Undead
# Encountered: 1d10 (3d12)
Alignment: chaotic
Move: 60’ (20’)
AC: 8
HD: 2
Attacks: 1 (blood sucking)
Damage: 1d3
Save: F2
Morale: 12
Hoard Class: none
XP: 29

An undead stirge cannot fly, but instead hops from place to place like a grotesque cricket. It does NOT get the +2 to hit granted to living stirges. Undead stirges have all the usual undead immunities.

A successful attack by an undead stirge deals 1d3 damage, and the stirge is then considered attached to its opponent, draining blood for 1d3 damage per round until the victim dies or the undead stirge is destroyed.

"I'm coming to kill you, Barbara!"

Saturday, April 23, 2011

OSRCon and Running Convention Games

As I indicated in this post, I am planning to run monthly open-to-the-public Labyrinth Lord games in my local game store (or perhaps more likely bookstore) starting later this fall. This is a new deal for me; I have only ever run at-home games with players I have known well. But I truly believe that James Maliszewski is spot-on correct when he says that "what we need are more gamers who are willing to share their hobby with interested newcomers. [. . .] Rulebooks and intro sets and websites can only get you so far; what’s really needed is face-to-face interaction with people actively involved in the hobby." So I am going to become an OSR activist, taking the Old Ways to new (to me and hopefully to old-school D&D) gamers. I am going to become an emissary of Labyrinth Lord and, through it, of the OSR more generally (gulp!).

No sooner did I make this pledge than something amazing happened: I saw an ad for OSRCon in my print copy of Fight On #11. I fairly quickly decided that, since I live only three hours south of Toronto, I have no excuse not to attend OSRCon on August 12-13. Furthermore, clearly I should run a couple of Labyrinth Lord games there. Time to start getting my public-DM'ing feet wet!!


The game I am running at OSRCon will be straight LL, no AEC, with only two house rules:

(1) Multiple Round searching for secret doors allowed, and

(2) Shields Shall Be Splintered!

I will provide Pre-Generated PCs to all participants, and will be running a homebrewed Level 3-5 adventure scenario called The Tower of Death. I will run one game during Session One on Friday and one during Session Three on Saturday. My LL games are designated "Table 5" in OSRCon's online schedule.

I plan to treat each of my two Labyrinth Lord sessions as a stand-alone experience, that is, new players may join the second day's session without prior knowledge of the first day's game and I will NOT assume continuity between the two days' games. Yet if a critical mass of players from the first day's session come back for the second one and want to "continue" deeper into the same dungeon, and the new players consent, I will strive to work that in.

To prepare myself for this event, I am gathering some advisory resources relating to running convention / FLGS games. Some of these include:

+ Jeff''s recent advice on running games at local game stores.

+ Cyclopeatron's list of 9 Ways to Enhance Game Immersion seems timely and quite applicable to the convention game environment.

+ "One-Off Con Adventures" guest editorial by Tim Kask in Fight On! #10.

+ "Adventuring at Conventions," also by Tim Kask, in Knockspell #5.

Are there any other ideas, blog posts, or articles about running convention games that I should be aware of? Please respond in comments.

Note: As a participant in and representative of OSRCon, I want to urge all my readers to look into the event details via the OSRCon website and blog, and PLEASE consider making the trip up to Toronto to play some frikkin' GAMES! In addition to my Labyrinth Lord game, it looks like James M. will be there running Dwimmermount (!!) and there are sessions featuring Pendragon and Expedition to the Barrier Peaks as well.

OSRCon registration is only is $20 CDN until July 1.

http://www.osrcon.ca/
http://osrcon.wordpress.com/