Monthly Archives: April 2010

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This Is How I Roll

I finally found a reason to like the weekly monster/treasure/spell type post so popular on OSR blogs. They make excellent jumping off points for quick posts when when I’m blogging from my phone on the subway on the way to a Labyrinth Lord game….

In this case, Zack at rpgblog2 asks about house rules:

How Closely Do You Follow The Rules As Written? In general, do you find yourself houseruling heavily? Do you tend to let such houserules be emergent from play, or clearly codified at the start? As a player, how important are playing the with Rules As Written to you?

I currently have only one game going, and I’m using Swords and Wizardry core rules.  I like the simplicity of S&W but need few more options than what’s in the S&W whitebox. Also, if my son decides he wants to read the rules, he has a better chance of understanding them than LL reading LL off the bat.

I use individual initiative, replaced elves with goblins as pcs, don’t use clerics (magic users can learn heal and cure spells) and all pc hit point rolls are max. Some of the above has more to do with my own fantasy prejudices, obviously. Even back in the day, when I was a more active GM I didn’t usually replace any core system. I think most games have it close to right for whatever setting or theme they are trying to create.

As a player I am fine with deviations and on the fly changes, too. Whatever is fun.

When I write gaming stuff, I try not to assume a specific system. The rules are different at every table, so I don’t make anything hinge on a specific mechanic. Initiative, especially. I just stuck to the rules I am writing for and assume the GM can handle any adjustments.

That said, I do like to stretch things a bit when I can and bring things to the game that go beyond rules as written.For example,  I am toying with an idea that would require the DM to figure out how a mortal might become a god if the written and house rules don’t cover that.

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Project Z

In about a week I should find myself with enough time to begin seriously tackling my summer projects. I’ve been kicking around an idea for an adventure module for B/X/Clones/AD&D for levels 4-7. I’m going to blog the process of putting this together (writing for retroclones and OSR fantasy will be the primary focus of this blog).

Inspiration

I’ve been reading Tales of the Dying Earth by Jack Vance, as have many other of late. In his stories, magic is deadly, rare and something highly sought after. Although the exploration of a wizard’s tower is a commonly used trope, I’ve decided to set the adventure in the ruined tower of a very high level arch-mage. The magic he has brought to bear in his domain is far beyond that which the party has access to or has likely encountered. This isn’t to say I’m building a deathtrap. This isn’t going to be one of those see if you can survive adventures, but I do want the players to feel like they are a bit out of their league once they get inside.

Level

Players will be around levels 4-7. Those levels are the “sweet spot” for characters to encounter what I consider to be classic monsters: manticores, sphinxes, minotaurs, medusae, young dragons, basilisks, etc.

Monster Choice

I want to take classic monsters and twist them as much as I comfortably can and still make them recognizable and interesting. I have some specific ones in mind, and I hope I can reinterpret them in memorable ways that make a DM want to use them in other adventures as well. In recent basic/expert games I’ve played in recently, there’s been far too much player knowledge for my tastes. Any DM or adventure writer who isn’t seriously mixing things up nowadays is likely contributing to a deadly version of the game (deadly to fun, not the PC’s).

Randomness

This will be a quasi-sandbox module. There are 3-5 major NPC’s who might influence or combat the party. Each of them will have multiple motivations and attitudes toward the party that the DM can choose or roll for randomly. So someone who helps the party in one run-through might be the villain in another. There are multiple possible events that could change the direction or end-game for the party.

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Why Creeping Doom

From the Advanced Edition Companion to Labyrinth Lord:

Creeping Doom
Level: 7 Duration: 4 rounds per level Range: 0
When the caster utters the spell of creeping doom, a mass of centipedes, insects, and arachnids is called forth. The swarm occupies a volume of 20′ square, and can be commanded to swarm any target within 80′. The swarm moves at 10′ per round, and will consist of (1d6+4)x100 individual bugs, each of which deals 1 point of damage and then dies. If a swarm occupies the same area as a target, as many bugs attack as the creature has hit points. The remaining swarm may be commanded to attack a new target in range. If the swarm moves beyond 80′ from the caster, 50 of their number wander away. An additional 50 wander away per 10′, so that if they are 100′ away, 150 have been lost.
Now that, friends, is a spell.
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