Sunday, July 24, 2022

Two Vicars and a Myrmidon Walk Into a Tavern...

For every little typo and copywriting error, for every bizarre and mercurial choice found in the old D&D tomes, there is someone out there who thinks it is both 

  1. intended that way, and 
  2. better because of it.

Don't get me wrong, I love delving into the material for new insights, but sometimes someone just wrote down the wrong number, or picked one at random. Even TSR's brightest minds had deadlines to meet.

However, today I'm going to try to pitch the idea that the B/X level titles are secretly pretty awesome. I'm going to talk about how level titles are horribly misunderstood, and then demonstrate how they are an extremely useful tool for both the DM and the players. Hopefully by the end of this article you will be excited to use them when creating and running your own B/X D&D campaign!

Yep, I'm talking about these.

Tuesday, July 12, 2022

Evolution of the Previous Campaign's Hex Map

Note: This entire post was an old draft I've had sitting around since early 2020. I went ahead and took a few minutes to finish it and post it. At the time I wrote it, I was still running the game and used the map below. Even though I'm doing a (sort of) different thing now, I thought this would still make a fun postmortem, so I've gone ahead and edited it a little and posted it.
 
Current Version of Regional Map

It has taken me almost three years of tinkering, remixing, and revising in Hexographer to get the map pictured above. Even now, I make monthly tweaks to the map, and large swaths of it are still a work in progress. This is the map that I used as of the most recent session of my campaign, but the story of how I got here is a long one.

Saturday, June 25, 2022

Descending Back to Basic

Before starting the previous campaign, I did a lot of playtesting by running one-shots for my friends before eventually settling on using Old-School Essentials with the optional rule for ascending AC. During this time I actually went through a couple of different systems, making minor tweaks as I went. The timeline went something like:

Swords & Wizardry -> B/X -> Basic Fantasy RPG -> Old-School Essentials

For the new campaign, my intent is to go back to B/X as our core system. The biggest change will be going back to descending armor class, which I haven't done since our earliest playtests. My players were 5e babies back then, and either didn't understand descending armor class, or thought it sucked. My reason for going back to it for the new campaign is twofold:

  1. Virtually every player falls into one of two groups: either they get super into the rule set, learn how it works, and will completely understand and adapt to it; or they won't pay any attention at all, and just constantly ask me "how that works again" at every turn, no matter how easy I make it. For the former players, if I change to descending armor class, they'll quickly adapt to it and not have any issues. For the latter group, they'll always ask how it works, but they'd do that anyway, even if I made it as simple and modern as possible. So the reality is that it doesn't really matter which one I use, the same players are going to 'get it' and the same players are going to 'not get it'.
  2. OSE does ascending armor in a really weird and frustrating way. Outside of OSE, the easiest way to convert back and forth between the two is to subtract one of them from 20 to find the other, since you are rolling a d20 to attack. It makes AC 3 becomes AC 17, it makes a +1 to hit stay a +1 to hit, and so on. This makes it so that an unmodified roll will hit the same ACs in both directions. For whatever Gygaxforsaken reason, OSE has AC 3 become AC 16. This seems like a minor, innocuous change at first, but it actually has some pretty frustrating ramifications. First of all, Normal Man now has a -1 to hit instead of just rolling a d20 straight. This feels weird and bad, because the entire to-hit matrices of D&D are so clearly and evidentially scaled to what a normal man can do. It's true that this means you don't have to give the level 1 players a +1 to hit (and that's possibly why OSE does it), but they'll still get a bonus at higher levels and they'll likely have a bonus or penalty to Strength/Dexterity even at level 1, so an extra +1 hardly makes a difference. Secondly, this makes monsters attack bonus really ugly and inelegant. Instead of monsters getting a +1 to hit for every hit die they have, they get... a +1 for every hit die beyond the first one. So instead of a 3HD monster getting a +3, they get a +2. This, more than anything, is the big deal breaker for me, because it makes converting modules a gigantic hassle when it really doesn't have to be.

That was quite a rant and I could keep going, but the bottom line is that OSE adds ascending armor class as an optional rule, but implements it so incredibly poorly that I can't in good faith recommend using it. It caused more than a few headaches when I was bouncing between modules from all sorts of different systems -- something that wasn't an issue running descending armor class, or even running BFRPG (Basic Fantasy only uses ascending armor class, but gets it right).

Seeing as we are back to descending armor class, I don't really see a great argument against using B/X. My personal 3-ring binder will have those Moldvay, Cook, and Marsh books in it, and I'm going to be telling my players that we're playing 1981 Basic/Expert Dungeons & Dragons. However, the OSE books are staying at the table for people to reference, because at the end of the day, there's not really any difference, and my players will only be using the rulebook to create new characters and level up. At least that's the idea, but that requires a nice little handout of house rules to really make it work. Fortunately, that's next on the agenda.

Sunday, June 12, 2022

The Adventure Continues

My last post on this blog was on January 25, 2020. A few weeks after that day, I had my last in-person session before my state went into full lockdown. For a few months, our group transitioned to online play, but eventually we stopped playing when our lives went back to normal. I've recently decided to reboot the campaign, and have been working on it for the past few months. The goal is to provide a small pamphlet of house rules with all the information they will ever need on it. The good news is that it's coming along nicely, but the bad news is the document keeps growing. At a certain point you have to stop and ask yourself if you're just rewriting the entire system from the ground up. Right now I think my answer is still "no". I'm still using the same classes with all the same abilities, saves, spells, restrictions, etc. So at the very least, the core rulebook will be used for new character creation and level up.

The current goal is to write a document that covers everything the players would ever need to know. So instead of flipping through large rulebooks, they can flip through a small handout, only needing the rulebook to create a character or level up. Ideally, the players wouldn't need to reference anything, and can just ask the occasional question, with the rules being simple enough to remember most of the time. But if they need to look at something, I'd rather it be a short handout than a lengthy book that gets passed around.

Right now my primary focus is getting the rules solidified so we can start playing within a month or so. As soon as we start playing again, I'll start posting more content here. This new campaign is going to be a radical departure from anything I've done in the past, and I'm excited to share some of the details.

Saturday, January 25, 2020

Equipment Guide For New Characters

To help expedite the character creation process, I have a short handout that I give my players so that they don't waste too much time 'shopping' with their newly created character. Here is that handout:

Equipment Guide For New Characters

 A few notes and clarifications about this handout:
  • The pages briefly mentioned in this handout reference the Old-School Essentials Rules Tome, which is currently what I'm using as a rulebook at the table.
  • I use a silver standard in my games, so for vanilla B/X I recommend reverting the random silver coins to gold.
  • Originally, I used the average starting wealth of a level 1 character as a budget, but over time I made modifications to keep the items varied for the different classes.
  • Each character starts with everything underneath "All Classes" in addition to everything listed under their class. You get both, you do NOT choose between the two.
  • Wherever it says "OR", you must choose between the options provided. You cannot mix and match between them in any way. You get everything before, after, or between the "OR" on the entry.
  • For each class, you still roll for a small amount of money. If players are really adamant on purchasing a specific item before starting play with the character, I generally will let them shop a bit first if they have enough silver.
  • Every class has access to a ranged weapon, with the notable exception of the Fighter (unless you count the hand axe). I decided not to start the Fighter with a good ranged option so that they would be encouraged to engage in melee, but this is subject to change soon because...
  • I recently downgraded the armor from chainmail to leather on all of the classes here. I did this because it was causing some minor problems in the game I was running (I might talk about this in a future blog post). In a more traditional, vanilla B/X economy, it's likely that at the very least Fighter and Dwarf should start with chainmail, if not Elf and Cleric as well, so I'd recommend those changes.
  • The inventories are far from optimized for a level 1 character. The point of this is to encourage scavenging in the dungeon as the players progress. Yes, your hand axe isn't the most optimal weapon for your character, but it creates a feel good moment when you kill a monster with it and take his sword for your own. Then you can come up with some more creative uses for that hand axe later on.
Like all my content, it's a living a document and is always subject to change based on actual play. It was updated to add coin weight based on a session from just last night. I will post updates whenever I make future changes.

Tuesday, September 3, 2019

Everyone is an Adventurer

The very first time I ran B/X for my group of friends, I gave a handout to each player with some basic guidelines to get everyone thinking in the right mindset. Here's the handout: The Super Hexcrawl World Player Guidelines.

I don't use this handout anymore, but much of what is written on it is still applicable to the current campaign, most notably the very first bullet point, "Everyone is an adventurer." I wanted this to be the very first thing that anyone who played in one of my games read. This sentence is as fundamental of a concept to the core game as Hit Points and Armor Class are.

There are plenty of role-playing games where your character can have a wide range of motivations, from political aspirations to becoming a gourmet chef. I've always been of the opinion that Dungeons & Dragons doesn't lend itself terribly well to things outside the scope of exploration, dungeon crawling, and combat. That isn't to say that you can't have a D&D campaign with a heavy focus on political intrigue or espionage, just that there are plenty of other games out there that may be better suited for those styles of play.

Upon hearing about Basic D&D for the first time many players will inevitably ask, "What if my character doesn't care about accumulating wealth?" This bullet point nips that question in the bud right away, by telling the player that their character must have a desire to plunder treasure, because that is simply the game we are playing. It is a game about collecting treasure, and it is a requirement that your character be interested in doing that. There is no "what if"; your character can ONLY be someone who is interested in collecting treasure.

The same goes for risking life and limb traveling through a hostile overworld to reach dungeons -- when you create a character, your character must have some predisposition to explore dangerous environments. It's a game about exploring dungeons, so creating a character that isn't interested in dungeons is antithetical to the game. This is never more true of any edition of any role-playing game than it is of Moldvay's Basic, where there aren't any rules pertaining to anything outside the dungeon whatsoever. Without the addition of Expert, the entire game is the dungeon.

That's why "Everyone is an adventurer" is paramount. It's not to say that characters can't have other hopes or aspirations -- by all means, learn how to cook on your downtime, and once you've saved up enough gold to open your own gourmet restaurant feel free to retire. What the character thinks or believes is entirely up to the player, and can change on a whim. The only requirement is that the character has to be someone who spends most of their time breaking into crypts and ancient ruins to steal forgotten fortunes, because that's what the game is fundamentally about.

Sunday, August 11, 2019

Old School Adventurers in the Frozen North

Hello there! I love basic D&D. That's why I've been running a monthly game for it.

1981 Moldvay Basic

I've been playing roleplaying games for about 20 years, and a lot of that time has been spent behind the screen, running games for other people. For several years now I've been consuming massive amounts of OSR content, and working on an expansive, potentially endless campaign. I've ran multiple playtests with friends both in person and online, and revised and changed the game based on their feedback. Although the exact system and house rules have changed over time, I always end up coming back to B/X with a smidgen of houserules.

Earlier this summer I decided it was finally time to get a semi-regular game going. I recruited my friends, some of which are huge fans of OSR and Basic D&D, and some of which have never played an edition older than 5th before. We have been meeting every 2-4 weeks to play, and the plan is to continue this campaign indefinitely. I'll be using this blog to talk about my experiences at these sessions, as well as going over my thought process at the table.

I've always wanted to start a blog where I post the OSR content I've created, but I dislike the idea of posting things like rules, encounters, and systems without having first tested them at the table. There are a lot of really great OSR bloggers out there, but there is also a fair amount of armchair dungeon mastering going on. That is to say, authors who have never and will never playtest the content they publicly release. There can still be some value to this content if it leads to getting the brain juices flowing, but more often than not I've found that a lot of this content, even some of the more popular stuff within the community, doesn't really hold up to scrutiny when playtested.

I don't say this as an attack on any particular OSR content creator, but rather to stress my primary goal going forward with this blog: all gameable content released on this blog will have already seen at least minimal playtesting in actual games prior to being posted here. In just a few months worth of sessions, I have already made a massive amount of changes to all the work I've done based on feedback and playtesting with my group. At this point, pretty much everything I've produced whole cloth has become a living document under constant revision.

Whether my content ends up getting cribbed for your own game or simply inspires you to make something entirely different from scratch, I hope this blog will prove to be a useful tool for those in the D&D and OSR communities.

- AJ Forrest (pseudonym)

When can a B/X Cleric Raise the Dead?

Quick question for anyone reading: when can a cleric raise someone from the dead in B/X? At first, this seems like a simple question. Raise ...