Showing posts with label old school gaming. Show all posts
Showing posts with label old school gaming. Show all posts

Friday, September 6, 2013

Conversion question

Timothy over at The Other Side (an awesome blog by the way, check it out.) Was talking about this.

I was going to answer in his section but I thought I would answer it here, since I feel inspired to do a little bit of work even though it is a billion degrees outside.  (Granted the sun has gone down so I am much happier, yet I still feel a bit sick and blah blah blah.)

He question was: So when looking for a OSR supplement, adventure or add-on do the clone rules matter to you?  And also:
What are your experiences? Do you ignore S&W's single save when using the Tome of Horrors with Basic Fantasy?   Do you convert on the fly?

The first thing I want to tackle is his first question, which I will do a bit of a disservice to by asking this question.  Why only do OSR supplements?  I get he is asking about the old school idea, and most of what I run is old school, (More 2E than anything, yet I have run 1E and a 0E once or twice) And when it comes to them, I convert if I need to.  Or I just take it, squint at the numbers and fudge something here or there.

But coming back to my question, why only OSR stuff?  There is something to be said for the OSR.  It is a great thing and I love it.  Yet, there are some good things from things not in the OSR.  Some things from 3E and even 4E are interesting.  Yeah, you need to convert them and that takes some time, but I wan to put in time into a campaign that I will be running, therefore, why not put the time in to convert some of the cool ideas from the newer editions? Heck, there is the Pathfinder mega campaign of Rise of the Runelords that I want to try to sift through and take out parts I like.  I just got another big book called The Shackled City Adventure Path.  Why?  Because it takes place in a volcano! That is why.  If you are knowledgeable with the rules of the system you are using and running, then anything is grist for the mill.  Anything can be converted.  There are some things in 4E I have taken a shine too, and there are even things in all of the player's packets of D&D Next that I want to take and cannibalize for my own mutant version of 2E.

Do I ignore things, yes.  Sometimes you have to.  Anything from 3E and upward has feats which I don't like, you can either make them some nifty ability the creature has, some special training that the NPC has or just ignore it if it is something rather silly like Power Attack.

I try not to convert on the fly anymore, since the last time I tried that, my gaming group met up with a goblin with three arms and I have not been able to live down the "sassy hand" gesture.  (LONG STORY!)

Of course, this is just my way of doing things.  your mileage may vary.

Monday, July 30, 2012

I am a middle of the road gamer...

Well, first off, I am feeling better than I did a week ago.  Not sure what is happened to the game tonight.  But, that is for later.

Two things have sort of been spinning around in my head.

One is the fact that I am both an old school and new school gamer.  And, there is nothing wrong with that.

What do I mean by this?  Well, the best way I cam describe it is thusly:

An old school gamer is content with starting off in some mega-dungeon then into the frontier, building up xp and treasure until they are high enough to raise an army and carve out a niche for themselves in the wild frontier.

A new school gamer wants to start off at first level with a complex backstory and a desire make the campaign his own from the start.  That the plot revolves around them.  That they are not merely part of the show, they ARE the show.

There is nothing wrong with either approach, and I think that I have been switching back and forth between the two camps for awhile now.  And, I have to say I think I need to realize I like bits and piece of both.

I was reading a few posts by Blackrazor about his musings on exploration, starting here.  It got me thinking about the old school movement.  Also, I have played in some of Evan's G+ Nightwick Abbey games as well.  The game was always fun.  And, it was mostly exploring, trying to survive and then getting the hell out with treasure.

Then, there are the games I have heard of in some actual play podcasts.  Most of these are 3E or higher and they are either more interaction with people with small planned out encounters or long encounters with powers and abilities that make me think I'm listening to a superhero game.  I have also played in a smattering of 3E and 4E games.  And, there is something to be said for having powers and being able to do amazing things.

I think that there is a middle of the road here.  That there is something that can be done to accommodate both the new and old school groups.  I'm not positive how as of yet, but it is something I am pondering.

I know I had a part two here, yet it has gone...oh well.  I'm sure it will come back to me at some point.

Tuesday, January 31, 2012

Post 100!

Yeah, I know it is a little silly to be celebrating one hundred posts.  But hey, it is a milestone of some sort.  Won't be doing another celebration until 200,and maybe not even then.  But, one hundred is always something that is big IMHO.

So, two game session reports that I have to tell you all about.

The first was last nights foray into 4E territory.  It wasn't horrible.  It did sort of feel like I was playing a video game at times, especially with the combat.  Yet, I have been reached the point where I am over the edition wars.  I don't mind trying a 4E game and maybe doing a small campaign.  Yet, I don't know how it would last over a long campaign.  I could be wrong.  It was fun to blow off some steam and just hit things with magic missile.  (I asked to use the Errata of 4E, magic missile is much weaker, yet it always hits.)  Yes, I am playing a mage.  I will say that, unlike the old school gaming, yes mages can use their magic every round.  But, there is a part of me that thinks this detracts from the game.  Magic users of all kinds have been characters that are smart, will see how the battle is playing out and help with a spell they know, and this also goes to what they memorize beforehand, keeping in mind that they might not run into something that could be hurt with the standard magic missile spell.

Granted the DM running the game thinks mages in previous editions are weak, "Fighters can fight all day and mages blow their wad and have to sit in the back and cower."  I disagree with this and he and I won't see eye to eye on this.  That is his opinion and he is more than welcome to it.  I am not trying to say my opinion is better than his.  In 4E, he has a great way to allow wizards and fighters to be on par with each other.  In the older editions of D&D, you need to play the characters differently.  (Or not.  You could wade into combat, fight off your spells and then use your staff or dagger to great effect.)

Now, I am going off on a tangent.  Back to the 4E game.  We fought goblins, collected their ears and are starting to make a name for ourselves.  I look forward to seeing where this goes.

The other game, I just finished running.  It is my own game using the LotFP rules.  Very old school feel to it.  We don't know what happened to the fighter from the last session, so he slept throughout most of the game.  The cleric and the mage were made aware of bandits coming into the storm cellar of the Gallow's Inn.  (I put up a link, this is not what I used, but was inspired by this guys blog post of the inn.)  They blew open the doors to the room with the sarcophagus with kindling and flour.  Then, blew up the emerging thing inside said sarcophagus.  (It was an undead priest of an evil deity.)  And a note to my players, I am sure you can keep in game and out of game information separate.  They then were rewarded with coin from the offering in the sarcophagus and the two were able to con the innkeeper not only into not kicking them out, but offering them rooms.  Two of the bandits escaped with their lives, the third was  cousin to the innkeeper and was killed "by accident" by the innkeeper.  His ear was later collected for the bounty.  And, then the two PCs, along with a new NPC fighter by the name of Cooper, left for the town of Garret's Loop.  And, they wait for the next session.

Two incidents, one from each of the games, comes to mind as showing how different the two rule systems are for 4E.  (If it sounds like I am bitching about 4E, I am not.  Just this came to me and I thought I would write down these two thoughts.)

In the 4E game, while we were going through the tunnel fighting goblins, we came across a wooden platform two goblins were on.  They started to throw little fire pots at us.  I wanted to use my scorching burst on the platform.  Against a target, there is a d20 roll against the targets Reflex.  Yet, it is a wooden post.  Even with my bonuses, I didn't even hit a DC of 10.  So, the burst didn't do anything.  Ok, cool.  We did destroy the goblins anyway, but it would have been cool to set the thing on fire.

In the LotFP gam, my players wanted to set a door on fire and explode it with flour.  No rules, none to really look up.  I just used what I know about particles in the air, like aerosolized flour, when it meets fire.  It goes BOOM.  So, the door burst into toothpicks, the stone was scored and the PCs were far enough away that it didn't cause any damage.  The second time, when the PC mage tried to blo the lid off the sarcophagus and the undead thing was coming out, he panicked, threw the lantern and ran.  He was sent flying and hit the other PC and an NPC.  He took a little damage.  Everyone thought it was great!

One system, many many crunchy rules that are adhered to.  One system, fewer rules and ones that can be changed or ignored as per the DM's desire.  IMHO, I like the system with less rules more.


As for what I am working on, cause I did mention in a previous post that I would tell you about it on this one, well I guess:

This is a real Frankenstein type of game:

-Using Raggi's skill system, LotFP with some of my own ideas thrown in.
-Zak's stat, race and maybe even his class ideas.  (Still fiddling with this part.  Mostly with special abilities)
-The 1E stat caps.  Ex. being a female elf can't have higher than a 16 Str.
-2E THAC0
-2E Skills&Powers for some customization
-3E idea of skill points (you get so many a lvl, but it would be MUCH lower.)
-1E/2E secondary skill role (It would help to roll this and then figure out if the PC gets another pip in one of the skills.)
-2E weapon proficiencies
-1E spell lists, for every class.  So, there would be a seperate Illusionist class.  And, yes 1E spell casting, so priests and druids need to mem a spell.

This was just an idea I have been tinkering with.  I think I would use most of the 2E combat, though have to fiddle with that as well since there are MANY optional rules.

But, one thing I will use for this game system/game...which might or might not every come to fruition, is if a caster is knocked below zero hit points, your spells are wiped from your mind.  Combat is something that should be DEADLY, and even if you knocked unconscious, there is going to be some kind of trauma.

I will keep you all informed on if I will continue with this whole system idea.

Friday, November 18, 2011

Long time, no post...

Hey all...

I am sorry for the delayed post.  I have recently gotten a job that has been sucked up a majority of my time.  Even cut into my gaming a little.

No, the podcast hasn't faded yet.  But, it might be another week or so before we get one up.  Holidays and family always trump gaming and podcasting, IMHO.

There are a few reasons I have decided to come to the blog today.

First, is to tell you about Zak's cool Type V idea.  I just finished looking over it.  It has a bunch of very cool ideas.  I will probably steal a few in my own quest to try and make a DIY ruleset.  Don't agree with everything, but there few nitpicks over a majority of good ideas.

The second and third reasons are to tell you about some podcasts out there.

One is Fear the Boot.  The episode linked I listened to last night and it has me thinking about many things game related.  Mostly about encumbrance and gaming in general.  I highly recommend listening to their backlog--yeah it is massive, they have been doing it for years.

The other is a neat little podcast I'm listening to about OD&D. Here is the link.  Just started listening to it.  Also, gets me thinking about looking over the original Holmes game and how far and how different the game has become over the years.

Hope to be posting again soon...

Friday, November 4, 2011

Just a quick post...

Though I have not talked about him ChicagoWiz's blog was pretty good.  I say was because he has ended his blogging.  He has set up something on his last post, see the link above, with his words of wisdom and thoughts on these games that we play.  I for one, will miss him.

Also, it is kinda interesting to see that he went on for three years.  I wonder how long this blog of mine will go on.

Makes you think...

Friday, September 16, 2011

GAMING...again!!!

I have been able to get my group of players together for a 2/2.5E D&D game.  They have rolled up characters and I will try to keep those readers who want updated.  I am also going to try and get my Obsidian Portal site up and working again.

The characters are:

A female human ranger who was pulled from another campaign.  Her name is Miriya, she is looking for a book for the woman who pulled her from the other dimension.  She feels a little obligated, since the woman saved her from the nasty death of a gnoll stew pot.

A female tiefling that was raised by humans, who were slain in a violent war in the North.  She is a priestess of the moon and a bard.  Her name is Dissidria.  She seeks to know about her past.

A male human paladin that fell, turned from the path of the paladin and has taken on the ascetic life of a monk.  His name is Thomas "The Penitent Guardian" Girvan.  He strives to continue the path of upholding the good of his goddess without the stiffness of the paladin code.

A male human thief that is skilled at escaping from dungeons.  His name is Anthony "The Ferret" Steward.  He has found himself in trouble with the law by helping the former paladin.  He now finds himself chained to the paladin, at least for the moment, and is being dragged to the Temple of Theran, Goddess of Light and Healing for the rest of his penitence.

The final member is a drow male.  (In my world, the drow aren't anathema.  They aren't trusted, yet not enough to be killed on sight.) Phryinid'Dris, a wizard who has become embroiled in something that might be to much for him

More will be written up later...

Friday, August 5, 2011

This is not a flame war...I swear/Faerun

My friend, and when I say that I don't mean a guy I've been talking to online for ten years I mean I know this guy in real life, has a blog that he just started.  And he and I have gone back and forth about Heroes vs. Adeventurers.  I'm gonna stop now with going back and forth with him, cuase that is not what this blog is about.  It isn't about how I have a better opinion.  I'm just giving mine.  I also think he and I can continue our little debate--which I know will never really end--in private.

I have been reading more than a few articles and posts put up by this guy.  I think he makes quite a bit of sense.  I have stolen many tables from him.  Same with this guy as well.  I love looking around the blogsphere of the OSR and finding crunchy and not-so-crunchy bits of information and wisdom to use in games.  Sometimes these are contradictory, yet mostly they work.

In fact, because of something I read at Jeff's Blog, I think I'm going to put up an idea or two I have been kicking around.

First off, you need to know I cut my teeth on 2nd ed.  I came to gaming later than most of the old school guys.  I got a taste of it in college, yet not enough to want to try more.  But the first actual campaign I played in was 2nd edition.  I know that is on the outskirt of the OSR, it is mostly OD&D and 1E, yet I still think it is better than anything WotC put out.

Second, I both love and hate Faerun.  I love it because it was the place of the campaign.  I love some of the locations, some of the NPCs and the fact I have access to maps of the region.  I hate the high magic of it, the Uber-powered NPCs, the way some of the realms are set up and the glut of novels that have made every reader an armchair DM who thinks they know the world better than I do.  (They might, but that is besides the point.)

So, here is what I am going to do to my beloved/hated Faerun.  I'm sending down a cleansing balefire and wiping out the world and starting over.  I might allow the gods a saving throw, yet that is pretty much it.

I want to use the map of Faerun and maybe the cities, and a few of the gods.  Yet that is all I'm doing.  The magic level is going to be cranked way down.  (I'll use a pipe wrench of Gond if I have to.  He is staying, regardless of who else does or doesn't.)

Why you ask?  Why do all of this?

Two reasons:

I want to.

I can.

Granted all of this is going to be a massive undertaking in and of itself trying to repopulate cities and making up my own NPCs, not to mention facing some of the weepy stares of and mewling cries of "What did you do to MY game setting?" But, hey, this is my game and I can do what I want.

And, now I am off to start those rolls for the gods.  Hmm, this should be fun...

Thursday, August 4, 2011

Hero vs. Adventurer

A buddy of mine has started his own gaming blog here.

He also got me thinking about Heroes and Adventurers.  Read my comment at the bottom of his blog, unless he deleted it.  (Which I seriously doubt he will.)

The brass tacks of his post are Heroes are people like John McClane and Bruce Lee, guys that can do epic level stuff.  Adventurers are guys who have a little training under their belt, maybe a serviceable weapon or two and brave the dark and creepy passageways of catacombs and tombs to find loot.

Continuing from my little post, I think that Heroes are fine and dandy.  Your own PC can grow to be like him.  Yet, Bruce Lee wasn't always a kung-fu master.  John McClane was a cop for 11 years before the events of the first movie (thank you wikipedia.)  The thing is that Heroes are what the PCs should be after they have gained a few levels.  By the time they are 8-10th level in my mind and in my games (which I must confess, have never been able to get a game going that long to have characters get that high.) is when the characters become Heroes.  Until then, they are Adventurers, guys that need to crwl through the muck, deal with the hordes of kobolds and rats and a few wolves.  Survive long enough and you can be a Hero.

My friend's blog also made it apparent he wanted to start the game out as a Hero.  He wants to play something larger than life.  That is fine with me.  Just not something I can really grok myself at least wanting to start off.

Yeah, everyone wants to be cool and have powers.  But, to me that means you should go play super hero games.  A fantasy rpg means you are an Adventurer for a long time, getting yourself up that ladder of experience until you can go toe-to-toe with a vampire or lich.  That is when you are a Hero!  Now you can start being the cool guy.  Until then though, until you have worked for it, you are an Adventurer.

Wednesday, July 13, 2011

Ideas, ideas, ideas

Last night, I was listening to The Game's the Thing.  I got it from Zak and while I listened, I pulled out my box set of the original Lamentations of the Flame Princess.  (Not the Grindhouse edition, which I want to get after hearing Raggi pitch it.)  I had already decided to use the small modules that he included in the box set.  (Tower of the Stargazer, which is brutal if played by idiots.)

Here is the thing, when I first got the box set, I thought it would be a neat little collection to have.  I might pull it out and look at it, yet I was getting it as a collectible.  Once I started looking through it with an eye towards game design though, I was won over by this thing!  It is an amazing little set of rules.  It is real old school, with a few modern twists.  The Specialist to replace the thief/rouge is the biggest one with ascending armor class being the other.  I devoured the books and was amazed at how elegant and simply, without being simplistic, this game system turned out.  I am not itching to run a game of this for my group.

Though, there are some who have a philosophy counter to the very nature of LotFP.  A few of them believe that their characters are heroes.  That nothing can hurt them and they are better than the rest of the world around them.  Not so in LotFP.  Your character isn't a powerhouse.  Your PC is a guy with a sword, spells or an attitude of wanting to go out and find "adventure."  And, typically, that adventure turns into delving into a dark and forbidden place, where things lurk in the dark that would make H.P. Lovecraft shudder.  S/He isn't better than anything out there, and most stuff out there can kill you easily.  So, why play at all?  For the challenge of it.

I can even link it back to the podcast I released yesterday.  (By the way, if you haven't listened yet, keep your volume down a little.  We were recording really loud I think.)  This idea of set challenge ratings and encounters is something that would never survive LotFP.  In this game, you a small guy/girl who can't hack it as a potato farmer and instead picks up a sword, or a book of spells, or a holy symbol and goes out and tries to survive in a  world that is trying to kill you.  Or, to be blunt, doesn't care if you live or die.

Ok, I hear those of you reading this thinking, so why are you talking about this and yet you put in the 4E label on this blog?

Well, I'll tell you.

First, there is something else you need to know.  I love Vornheim (also, a contest I am trying to do.)

So, imagine my surprise when I look to a game blog a guys writes about called re-skinning Vornheim.  Here is the link, and this guy's idea rocks!

What can we take away from this?

1. Vornheim is cool.
2. LotFP is an amazing and brutal system I want to play.
3. Even 4E can be cool, if done right.

And, as a last minute thought, I might also try and do a full review of LotFP in my next blog.

Monday, July 11, 2011

The Temple update

Got home to late to give you all a Temple of Elemental Evil update.

The party consists of a bladesinger, a cavalier, a cleric of Moradin and a thief.  (Next time, I will give you their names.  I am a bad player in that I don't know how to spell the names of the two elves, the bladesinger and the thief, nor the dwarf.)

 We are deep in the water node, have collected three of the four gems.  We had just finished clearing out a lair of Vodyanoi.  To get around, a majority of the party had been staying in the bladesinger's bag of holding while the priest walks through the air using an airwalk scroll he found awhile back.  (This is not the best idea, yet until recently, it was the only thing that worked.)

We get to an island, are attacked by lacedon.  Fourteen of them.  The bladesinger by this point has Fly up and is hovering away from us, waiting for the right time to strike.  This doesn't occur until the dwarf and my cavalier are grappled and being dragged into the water.  The thief is barely surviving, lucking out on the paralysis because she is an elf.

It was almost a TPK.  The bladesiger pulled out a shield that is cursed, calling all undead to him.  The lacedon turned from us and moved into the water, where he used a lightning bolt to great effect.  Being greedy adventurers--plus wanting to look for the water node gem, we dove into the atoll that was the lacedon's lair.  The bladesinger and theif using the Fly spell as a way to buzz through the water at speed and get out in a round or two.  The bladesinger was attacked by a sea hag and is still under the effects of it.  After fleeing, we get to the middle of the water node and Jaroo, the druid from Hommlet appears.

(A bit of a side not needs to be put up here.  In our game, the DM has larger machinations going on with Hedrack.  The temple decided to attack Hommelt, we as the adventurers thought it was a good idea to go in and try and strike from within.  While we were dealing with the nodes, Hedrack attacked the refugees of Hommlet, killing Burne and many others.  Jaroo was taken prisoner and sent into the water node.  We only know about the attack because the DM wanted to give us a glimpse of what was going on off screen of the "main adventure.  I approved of this.  Yet, it was exposition.  I think it would have been kinda fun to try and play some of the NPCs in this battle with humanoids, Hedrack and a red dragon.  Yes, we know going in we will probably lose.  Yet it was just a thought.  Maybe I will try something like that myself in one of my upcoming campaigns.  More than anything, it was would a way to keep the players engaged in the game itself.)

With Jaroo hurt and without equipment, we escaped the node and went back to the maid node room.  Jaroo went off as a sparrow to try and find spell components while we waited in an dome of opaque force.  We were attacked by two blue skinned ogres (not ogre magi).  My cavalier went out to fight them while the thief attacked from inside with arrows.  I was able to get one of the ogres down to half his hit points before two things happened.  One, the ogres started to hit me with their two handed swords causing major damage.  It wouldn't have been to bad if the second problem didn't crop up, the thief started to hit me instead of the ogres.  She was firing into melee and our DM was being very hardcore.  Which I do approve of again.  (Look, in my opinion, if you fire into a melee, there is a chance you will have some friendly fire.  I know other editions did things to "remedy" this.  I'm not bashing them for saying, that is silly in my opinion.  Combat should be deadly and a little unpredictable.)

Jaroo returned soon afterwards and we entered the water node, falling into the vast ocean again and stopped for the night.

Monday, June 27, 2011

Random thoughts while I can't sleep

I know, it is past 4 in the morning.  I can't sleep yet.  Far to much to do.

I am still working on a fantasy novel of mine.

I'm working on a 1st edition campaign that I hope will rock people's socks off.

And, currently I'm listening to the RFI podcast, which can be found here.

Some of my thoughts...
I am loving this guy's blog.  I'm finding so much stuff from his blog to put in that my campaign folder has reached over a hundred pages.  I just now found a god that he has been referring to again and again and again.  After finding it, I love it and it is going into my campaign.

I like RFI.  I also like the others, Save or Die and THACO's Hammer.  All of these are great podcasts, mine is a pale imitation at times.  (Yes, I will be getting a podcast up soon.)  Something I like about them is they get me excited about gaming.  About wanting to run a campaign.  It could also be a bad thing when I get a campaign going, yet that is the nature of the beast.

And, I really, really, REALLY want to run a 1st edition AD&D campaign.  This is the campaign I am working on right now, been working on it for some time.  It will still need a bit before I finally get around to running the dang thing, yet that is also the nature of the beast.

And now, I am going to try and go to sleep.

Wednesday, June 8, 2011

DCC and 1st edition

If you haven't heard yet, Goodman Games has a beta of their Dungeon Crawler Classic rules, get it right here.

I have looked over the beta a few times and I like most of what they have.  This is not the heroic AD&D, this is gritty and harsh.  I fucking love it!  I plan on trying to get some guys together for a short game or two.  But, it has already burrowed its way into my head.

Luck is involved in this game.  Thieves need it for a boost to skills.  Fighters get it for extra boost to a weapon.  Wizard and Clerics get it for helping get through spell checks.  This is an amazing little rule that I have added it to the 1st edition AD&D game I am working on.  I need to change a few things, but hey, it happens.

Also, another thing I am adding is the way magic works in DCC.  Two things happen in DCC.  One is whenever a magic user learns a spell, something weird and/or bizarre can happen.  Wind could shoot out from the wizard, tiny demons could spill out and surround the caster for a few rounds or it could be harder for him to cast the spell.  Also, there is a mechanic called corruption.  Arcane magic is dangerous again.  This is something I have been looking for, to make magic strange again.  Clerics have their own deal as well.  I highly recommend this game after just skimming it.

However, a warning, this is not a complete set of rules.  This is just a beta.  You take characters from 0-3, (YES, you have to start at lvl. 0), in a short campaign.  The rules come out in November--I already have my copy pre-ordered.  I am looking forward to it.