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Showing posts with label Gary Gygax. Show all posts
Showing posts with label Gary Gygax. Show all posts

Monday, July 27, 2015

YOU CAN NOT HAVE A MEANINGFUL BIRTHDAY IF STRICT CAKE RECORDS ARE NOT KEPT

It's Gary Gygax's birthday!  The referee may include a preplanned encounter with fondue, a cask conditioned ale, and Gold & Mild cigars.  Alternately, the referee may roll 1d10 for birthday cake:

1. http://www.tasteofhome.com/recipes/hot-milk-cake
2. http://www.tasteofhome.com/recipes/chocolate-truffle-cake
3. http://www.tasteofhome.com/recipes/cream-cheese-pound-cake
4. http://www.tasteofhome.com/recipes/toffee-poke-cake
5. http://www.tasteofhome.com/recipes/pineapple-pudding-cake
6. http://www.tasteofhome.com/recipes/vermont-maple-pecan-cake
7. http://www.tasteofhome.com/recipes/chocolate-banana-cream-cake
8. http://www.tasteofhome.com/recipes/classic-carrot-cake
9. http://www.tasteofhome.com/recipes/chunky-apple-cake
10. http://www.tasteofhome.com/recipes/ultimate-chocolate-cake

In the event of a random cake encounter, the day is usually arranged into three periods (breakfast, lunch, and dinner).  Cake has a 1-in-20 chance of appearing at any of these times.  This may be adjusted according to the referee's game milieu.

Monday, January 27, 2014

Happy Birthday, D&D!

I've seen a couple of sources placing yesterday as Dungeons & Dragon's fortieth birthday, so we'll go with that.  I celebrated by playing D&D on Saturday; the PCs fought some Carcosan Space Aliens, and then nearly died when they found some Space Alien robots.  (Incidentally, since we're almost finished with the Carcosa dungeon, I'll likely be posting my 4e Carcosa encounters within a couple of weeks.)

Happy birthday to D&D.  I'm sure much more eloquent people than I have things to say on the subject (where's Maliszewski when you need him?), so it'll just suffice to say that role-playing games are fun, and thank you for forty years of fun.

Here are some appropriate links:

Happy 40th birthday, Dungeons & Dragons! (Yahoo!)

When Dungeons & Dragons Turns 40 (Playing at the World)

Dungeons and Dragons Turns 40: 10 Awesome D&D Computer Games (PC Magazine)

Dungeons & Dragons turns 40 (USA Today)

All I needed to know about life I learned from “Dungeons & Dragons” (Salon)

Dungeons and Dragons is 40 Years Old (Daily Kos)

And finally, Out of Context D&D Quotes (Tumblr)

Friday, January 3, 2014

Happy birthday to D&D!

A rare late afternoon post: Happy fortieth birthday to Dungeons & Dragons.

Have an article from The Guardian.  Don't eat too much cake or whatever it is you do.

Wednesday, April 17, 2013

Spies for TSR

Nicole brought this short article to my attention, detailing the time TSR employee Colin McComb was tasked with spying on Gary Gygax and determining if he was stealing any materials regarding D&D (this was obviously after his ouster from TSR).

Worth a read.

Tuesday, February 21, 2012

Gaming with Mike Mornard

So Rushputin of Warpstone Pile fame informed me of an article that I had to read.

I was not disappointed.

Blog of Holding has a seven-part series on gaming with Mike Mornard.  That links to the first part, and you can proceed from there.

In addition to some thoughts on old-school gaming, the series talks about Mornard's memories of gaming with Gygax and Arneson, but most importantly, it has this little gem I'd never heard before:
Mike gave a fascinating account of a typical early D&D game, with a peculiar detail that I'd never heard before. Gary never used maps or minis: maps and minis were Dave Arneson's thing. Gary ran games in his office, which was provided with chairs, a couch, and file cabinets. While playing, Gary would open the drawers of the file cabinet and sit behind them so that the players COULD NOT SEE HIM. They only experienced the Dungeon Master as a disembodied voice.
Rushputin and I are all for trying this; I don't know if it's something any of us would do frequently, but the idea of the Game Master as a disembodied voice is intriguing.

Also, it better explains the role and necessity of the party caller.  A caller is helpful in old-school gaming just to keep everybody organized (particularly with a large party), but if the DM can't see the players, a caller is essential to avoid confusion.

Anyway, go read the series, would you please?

Tuesday, February 7, 2012

They Fight Crime!

E. M. Lamb's oft-mentioned The Misses (pictured here with Azathoth tattoo) brought They Fight Crime! to my attention.

It delivers exactly what it promises — two randomly-matched, idiosyncratic characters who fight crime.  Just the thing for random character concepts and unlikely team-ups.

Friday, January 27, 2012

More Money, More Problems

Another interesting thing about old school gaming: money is the driving force for the characters, but money almost causes more trouble than it's worth.

I'm making some dungeons, and I realize that using the oD&D tables from Monsters & Treasure and Underworld & Wilderness Adventures generates stupid amounts of treasure.  Any given haul can easily cause the PCs to generate stupid amounts of money.

We're talking retirement amounts of money.  If you consider that being a peasant costs a few silver a day, then the haul I mention below (16,666 gold pieces) will last you past your natural lifespan, assuming you're human.  Even if you are a little more of a big spender and average a gold piece a day to live in comparative luxury, you still won't run out of your first haul for about forty-five years.

But.  There's a snag.  You're a transient, so you don't really need much, but you're on the road hoping to get rich quickly, a life which serfdom won't allow.

Once you get money, though, several logistical problems emerge.

Let's say, for example, that there are 100,000 gold pieces worth of treasure in a dungeon.  Maybe there are six adventurers, so that's about 16,666 gold pieces per party member.

Good luck carrying that out of the dungeon.

If you're going oD&D, that's ten times more than a character can feasibly carry while moving at a quarter of his movement rate (any sane DM will say you can't move, and even the insane ones say that you'll be moving so slowly that you'll probably be attacked half a million times before you actually get out of the damn dungeon).  If you're playing Weird Fantasy Role-Playing, you're eating into your 167th equipment slot, meaning you're at something like 32 encumbrance points, and that your skeleton probably collapsed under the weight of your loot 11,000 coins ago.

This also assumes that you're totally naked, somehow carrying all these coins in your hands.  This further assumes that you lack enough common sense to know that thousands of coins are heavy.

Well, you think, I'll just make some return trips.  This dungeon isn't going anywhere, so what hurry do I have?  But each return trip to the dungeon is a risk, increasing the likelihood of your horrific and messy death.  If it's among your first delves, you may not have enough equipment to grab all that treasure at first, so you'll have have to make return trips.  To minimize those trips, you're either buying carts and livestock (good luck getting those in the dungeon), or hirelings (better pay well, or else they might just take the money and run, assuming they don't knife you in the back before doing so).

Then, once you've obtained your pilfered tomb gold, are you just going to drop it in a cave and stay there all the time?  No?  Then you need to buy property.  And since you're out and about, you'll need people (or objects or whatever) to guard that property.  And people to manage it.

It's fairly realistic, but at the same time, it almost makes you wonder why you'd risk your life to get it.

It also dampens that initial shock when you think, Wait, how much money did I put in this dungeon?

When you're wondering what in the hell happens when somebody has that much loot, the real answer is that the adventurers will be investing it into future dungeon delves.  So it all balances out.

Anyway, enough rambling.  Referring back to the title of this post, take us out Biggie Smalls:

Monday, January 16, 2012

Awesome Posts I Missed

Here's the typical blogroll for you.

Role-Player Hater has been playing with The Random Esoteric Creature Generator.  Here are the Ingot Snakebeetles and the Squamous Fleshbear.  You're welcome.

Monsters and Manuals had a brief writeup of Utolso Varos, the last city on Earth.  I'm enamored of a campaign with only one human settlement in the midst of a vast wilderness, and since Clark Ashton Smith just had a birthday, it's totally appropriate.

Monsters and Manuals also gives us Project Gutenberg Appendix N, the Appendix N for a hypothetical game he'd like to run based entirely on public domain works.  John Carter, Baron Munchausen, and Doc Frankenstein?  Yeah, I'd play in that.

Hereticwerks gives us the Negamorph (Formless Spawn) for Terminal Space as part of their Mythos Future line.  Notable for giving a little a history of the literary development of the creature.

Along similar lines, Hereticwerks also gives a d30 chart of Lovecraftian backgrounds.  You know how Lovecraft's characters get weird inheritances or eldritch genealogies?  Yeah, this does that for your oD&D game.

You can bet that's getting used.

Friday, January 13, 2012

Some Thoughts on Geoffrey McKinney

So, since I've written a review of Carcosa and a review of Isle of the Unknown, there is some stuff I didn't mention because I hadn't full realized it while reading Carcosa and it didn't really fit into my blurb about Isle of the Unknown.

Geoffrey McKinney has his finger on the pulse of D&D.

This is very specific — I don't necessarily means that he captures any timeless essence of D&D (although, to be fair, he certainly does), or that he betrays a startling grasp of some recent edition.  I mean he truly gets the spirit of the Little Brown Books in a way you don't often see.  This may not be your vision of D&D — hell, I'm not saying it's mine, for that matter — but he definitely understands the exploratory, puzzle-laden weirdness of D&D as codified by Arneson and Gygax.

Understanding those roots are important because they're really the bedrock upon which the hobby is founded.

Plus, he makes magic truly mysterious in a way I've rarely seen in D&D.  Magic is the purview of weird, obsessive forces in World of Darkness and Unknown Armies, but it's all too easy to fall into the trap of "Ho-hum, another magic missile."

It's really something I've been missing in my current delve into D&D, and I'm glad to see it again.

Magic is stranger and more special when it takes the "How far are you willing to go for power?" aesthetic of Carcosa or the "I've been studying one spell for fifteen years at the exclusion of all others so that I am now the absolute master of all trees in this grove" aesthetic of Isle of the Unknown.

Really, it's Unknown Armies for D&D — magic is a strange, idiosyncratic art that pushes those who follow the path away from the common world we know.

Magic envelops you in a cloak of the Weird.

I hope we see more stuff from him in the future, because he's one of those guys on my "Hey, I want to buy your stuff!" list.  At the very least, I hope some of his design philosophy rubs off on the rest of the industry.

Saturday, October 1, 2011

A Dungeon Trick

So I've been having more and more conversations about dungeons recently, and I had a thing occur to me.

I've seen Zak Smith use Super Mario Bros. as an example when talking about dungeons, primarily in the "otherness" of dungeons — there's happy music and blue skies up above, but the dungeon is foreboding, oppressive.  It's a change in mood.

And Super Mario Bros. was pretty unabashedly inspired by Alice's Adventures in Wonderland, itself a known inspiration for Dungeons & Dragons dungeons (and go check out Dungeonland for Gary Gygax's direct adaptation).

Anyway, there's a trick in one of the Mario levels where platforms shape the hallway into one with three paths.  Going the wrong way will cause the character to be stuck in a loop, but going through the passageways correctly will lead to the exit.

(By the way, after some research, I determined this to be World 7-4, though World 4-4 also has one.)

Why not use this trick in a dungeon?  Just make a selection of hallways, and create a puzzle like this.  Here's an example:

We'll say this is D&D.  The characters find themselves in a little village, largely because there's a tomb nearby, and they want to loot it.  The village elder spouts a lot of cryptic stuff — something about all things being true, and false, and meaningless — but he lets slip a piece of wisdom which may or may not stick with the characters, because they're just being polite and convincing him that they're foreign pilgrims who seek to pray in the temple, rather than foreign treasure-seekers who seek to loot it.

Ahem.  Anyway.  The village elder says the following thing, "The adolescent man, he rebels against the teachings of his elders, he seeks to couple with young women, and he seeks to experience the fullness of life.  He seeks the left-hand path.  The adult man, he accepts the teachings of his elders, develops a code of honor, and understands the wholeness of his mind, body, and spirit.  He seeks the right-hand path.  The old man, the wise man, he has walked both paths and returned with the wisdom of the enlightened.  He seeks the middle path."

After another hour of tea and philosophy, the characters finally manage to extricate themselves from the old man's conversation under the pretense of a bathroom break (they just spent two hours drinking tea, after all).  With his blessing, they enter the temple.

As they're walking, they come to a room that looks like this (for that matter, this might be the whole dungeon; solve this puzzle, find the hidden shrine):

This should be easy.
 They prepare their magic and their weapons, the thief takes point, and the group decides to head down the center path...

This time, for sure!

...only to find themselves in another room that looks similar to this one.

They do it again to find...

Is it just me, or do all these rooms look alike?

...another room!

So, they decide to backtrack, but they don't pass through three rooms.  Instead, they find themselves exiting the dungeon.

So, they sit and think.  This is obviously magic, because there is no way for these rooms to bend back on each other.  Finally, one says to the other, "Hey, didn't that old guy say something about left and right?  What was that..."

After some thought, they piece together the parable and return to the dungeon.  This time, they navigate according to the parable, and find that going left, then right, then straight, leads to the shrine.

Ultimately, the dungeon looks like this:

Be jealous of my MS Paint arrows.

Obviously, this structure can be altered.  The magic that makes the dungeon "loop" could also subtly change the rooms so that it is not immediately obvious that the same room has been entered.  More or fewer paths could be given.  The clues could lie in the dungeon itself, or maybe the structure only loops for those who do not hold a "key."  (For another Mario example, in Super Mario 64, the stairs leading to Bowser's Lair appear infinite unless the traveler has at least 70 Power Stars.)

The above images were made using Graph Paper and MS Paint.

Wednesday, August 17, 2011

Roll for Random Monsters

I saw this meme over at Monsters and Manuals, and decided to participate.  No stats provided, as these can be system-less for now.  Maybe I'll write these up eventually.

Apparently, I have an aquatic theme.

Bog Suck Bass
Despite the name, this creature isn't anything terrible special; they're just especially large leeches.  The gnome who first reported them muttered something about "bog suck bass" before losing consciousness.

Brittle Tail Salmon
These long-lived salmon keep to the sea for prolonged periods, only spawning once a century.  These salmon are capable of regenerating from all but the most grievous of wounds.  If caught, a brittle tail salmon can speak, and will answer any question.  However, their tails are quite brittle (as the name suggests), and if the fish is damaged as it is brought aboard, it will place some form of curse on the fisherman before escaping.

Ring Stalker Coral
These intricate, colorful corals form large rings underwater (the largest recorded, in the Sea of Renanos, measured approximately two miles in diameter).  They are named not only for their penchant of forming rings, but for their other behavior.  Unlike other corals, ring stalker corals are not completely calcified, and will slowly gather around prey.  Once in position, they move with great swiftness, attempting to bind and crush prey.  They are intelligent enough to recognize when prey is drowning, and they will attempt to use that to their advantage.

Whisker Coral
The colorful whisker coral is (thankfully) stationary, instead forming something of an underwater hazard.  These corals send out long filaments covered in specialized structures similar to nematocytes.  Supposedly, the sting of a whisker coral is incredibly painful, but few know this because it typically causes paralysis and necrosis of the flesh.  Whisker coral have been noted to paralyze prey, attack it with several "whiskers," and then draw it near the reef for digestion.  This digestion occurs externally, meaning that remains may be found within the vicinity of a whisker coral around the time of a feeding.  Some creatures have formed a mutualistic relationship with the coral, becoming immune to its venom so that they can feed upon the prey it digests.

Friday, August 12, 2011

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