13 June 2012

Module editing

Why no posts lately? I am concentrating my free time on getting Manse on Murder Hill ready to ship. I have gotten a lot of valuable feedback from my reviewers, but the changes required need careful consideration.

I still hope to publish Manse before the summer is out (probably August).

Luckily, there is no shortage of OSR-related blogging going on right now.

26 May 2012

Tech reviewers wanted

Fellow, OSRers! Let me your ears! Or eyes, rather.

My adventure, Manse on Murder Hill, is ready for a technical review. By that, I mean that I am looking for feedback on the quality of the adventure based on the following:

  • Does the adventure hang together in a logic way?
  • Are the motivations of the villains plausible?
  • Are the mission objectives for the party clear?
  • Is it interesting? Would you want to play as a PC? Would you DM it?
  • Does the adventure seem well-balanced? Too much treasure? Not enough?
  • Are the traps too difficult for beginning level characters?
  • Do the maps make sense?
  • What is missing that you expected to see?
  • Are the any rules mistakes? I am targeting the core Labyrinth Lord rule set.

While I am happy to get reports about grammar mistakes and layout issues, I plan to focus on that aspect of production after this phase. I have additional art from Stuart Robertson to add plus coming up with a layout I can live with.

I plan to release the PDF of this adventure for free through RPGNow.com. If there is interest, I may print up some hardcopies to sale. I would like to this adventure to be judge against all the other TSR entry-level modules. I would consider this project a success if some people consider Manse a missing B-level module.

If you are interested in helping in this project (and getting a nod in the module credits), please email (joe.johnston@gmail.com) me. I will share the draft with you.

Thank you for reading.

28 April 2012

just for the information design alone....

Roles, Rules, and Rolls: Final OPD Entry: Well, here is my final entry to this year's One Page Dungeon contest. I really want to thank all the commenters on the previous post ...

Where be dragons?

In both Labyrinth Lord and basic D&D, dragons appear in the monster section of each rulebook. Dragons are an extremely nasty monster, even for experienced players. Can you even use them against a low level (1-3) party?

The weakest dragon type is a white dragon. Here is a quick refresher on its stats:

AC: 3
HD: 6
D:  1-4/1-4/2-16

Let's start with hit points. If the expected value of a 1d8 is 4.5, the average white dragon will have 27 hp. That hp amount is not out of bounds for a party of 6-8 well-armed 1 level players (q.v. the orge or minatuar in the Keep on the Borderlands). Three attacks per round isn't, by itself, a show stopper for beginning characters. Carrion crawlers/Carcass Scavengers get 8 attacks per round. However, the bite of a white dragon is pretty vicious with an expected value of 9hp. That's a death sentence for all classes by very harty dwarves and fighters.

But we haven't gotten to the really terror of dragons: their breath weapons.

If you have forgotten (and readers of this blog almost certainly have not), dragon breath weapons cause as much damage as the creature's remaining hit points. Even those that make their saving throws will take half that damage. If this weren't enough, note that breath weapon attacks are area attacks, that is, one attack affects everyone with a certain area. Yikes!

The Moldvay rules explicitly state that all dragons will use their breath weapon as their first attack! So, our average white dragon will spew a 80'x30' cone of frosty death for 27 hp of damage on the first round it attacks. Against our first level party, none of the affected PCs will survive. No first level character can have more than 11 hp. Assuming every PC saves, the breath weapon charitably does 13 points of damage.

Total party kill, indeed.

But there is an out: dragon age.

The Moldvay rules state that the dragon stats given are merely average values. Young dragons will have 3 fewer HD, while older ones have 3 more HD.

So the young white dragon will have 3 HD and, on average, 12-15 hp.

Now the breath weapon is slightly more survivalable. The 12 hp version of the draon will still kill all players who fail their save and most of the non-fighters who make theirs. That's pretty grim! But what is perhaps worse is that the drgaon still have vicious claw/claw/bite attacks. These attacks are not affected by age.

Our young dragon's bite IS worse than its bark/breath.

So should low adventures include dragons? I wouldn't rule them out. The Lake Geneva boys knew that dragons would be a challenge for new players. However, I can't think of a better "end boss" for a campaign. I suggest dragons would make a poor choice for wandering monsters though.

20 April 2012

Weird West Miniatures

The Talented Mr. Stuart Robertson has a launched a project to create miniatures for his Weird West RPG. It needs to be funded. The amount isn't all that much if enough people kick in some dough.

I have done my part. There are great perks for contributing, not the least of which is a set of lead figures.

16 April 2012

Anticipation is making me wait

«IT TAKES TOO LONG TO LEVEL!!!»

Who hasn't heard this refrain from their players or even themselves.

In B/X and AD&D, experience points from adventuring must be divided equally among the surviving members of the party. But to survive, especially at the lower levels, you need a fairly large party (6-10). Even if you weight retainers and NPCs less than PCs (as I do), that's still A LOT of kobolds, goblins and orcs to smite before even the humble fighter can see level two.

Let's make the math simple. An orc is worth 10XP. Fighters need 2035XP to get to level 2. A solo PC fighter will need to slay or banish 204 orcs to level. TWO HUNDRED AND FOUR ORCS mano-a-mano.

But since the survival rate of one fighter against this many orcs is vanishingly small, let's group 10 fighters into a party. That means to that the party must face 2040 orcs for each member of the party to become veterans.

That's nuckin' futs.

While I tip my hat to those players with copious spare time to do it the right way, I propose GRADING ON A CURVE.

Perhaps we could cut the XP requirements by a quarter or a half? Said another way, perhaps we could double the XP value of monsters? Would that really wreck the game?

I don't think so.

Let's evince some Vancian detachment from our PCs. Let 'em level quicker, play high level modules sooner and retire quicker so that we can play other PCs. That's not such a bad plan, is it?

Share your thoughts in the comments below or mouth off on your own blog. XP: slow and steady or petal to the metal?

15 April 2012

Dwarf and Retainer

Too many interruptions from life have impeded my OSR blogging of late. However, a few notes.

I am pleased that Grognardia's Dwimmermount kickerstater raised %300 of their original goal. $50K is a lot of money to be throwing around. I wonder if this is on the radar of WotC. I suppose it doesn't matter.

I see that Jeff Dee has a series of kickstarters too. I wish to bring more attention to these, as I like to see the original art work restored.

While I love to look at AD&D modules for ideas, I really do not like the ruleset. There is way too much to track in an AD&D game for my tastes. I realize I am not in the majority here. I continue to marvel at the simplicity of the Moldvay '81 rules, which Labyrinth Lords mostly copied (and improved upon: Plate Armor really should be expensive!)

I am late to the party, but I recall seeing a round of discussion on OSR blogs about initiative. In my world, initiative happens at the start of combat only. Then, each side alternates. Is this realistic? Nope, but it is simple. So far, I have had no complaints.

I hope to find more goodies in my Dragon expedition, but I still have tax stuff to deal with. Where is my +4 Battleaxe vs. Bureaucracy when I need it?