Without mapping, that's 7200 yards per hour, or roughly 4.09 miles per hour, which is about average human walking speed IRL.
Friday, July 31, 2020
Wilderness as a dungeon
Without mapping, that's 7200 yards per hour, or roughly 4.09 miles per hour, which is about average human walking speed IRL.
Tuesday, July 28, 2020
House rules for AD&D
Source books
Core Rules only. No UA, OA, Survival Guides, or other nonsense.- Stats are 4d6 drop lowest, arrange to taste.
- if you don't like your stats, you must reroll a full set of 6 stats
- Worn Armor refers to armor on the body only. Gloves, Boots, Helmets and others must be worn separately.
- A shirt can only hold 100 gp weight. To carry any more you'll need to carry sacks, backpacks, belts etc.
- Riding a mount allows characters to fight as a cavalry class. Your mount does not gain secondary attacks for you.
- If you fire a ranged missile into a melee, you have an equal chance of hitting any engaged combatant
- Characters must drink an unknown potion entirely to determine its effects.
Phased Combat
Multiple Actions During Combat
If a player wishes to perform multiple actions, then every action is broken down into segments of 6-seconds and added up, to a total of 10.
For example, if a player wishes to move, drink a potion,sheathe one weapon and draw another, and attempt an attack, then first the segment of initiative is added to the distance moved (Movement rate x 1' foot per segment), then any number of segments for extra actions like drinking or switching weapons, then the weapon speed factor is totaled up. If the result is 10 or less, the player is successful in performing all actions. If it is less, the player cannot finish all actions.
Surprise
Initiative
Movement Phase
Missile Phase
Melee Phase
Monday, July 20, 2020
Creating a story with Mythic GME
Saturday, July 18, 2020
Scale is the most important thing in a campaign
The D&D rule books only talk about overland movement in terms of days, and that's only good for macro scale adventuring, or mass army campaigning.
Playing D&D as written feels like playing a Final Fantasy game, where dungeons and towns are the same scale, but you instantly switch to a "world map" scale where your little character avatar is just so much bigger now. Altering time and movement scales removes that disconnect, and allows players to stay immersed through the eyes of their characters, and lets them make decisions naturally, without worrying about metagame issues such as hexes per day or treating time in a city as if it were frozen.
For that matter, combat while adventuring in the overworld shouldn’t be a Final Fantasy style instant switch back to dungeon scale. When players are talking as if they could only see what's through the eyes of their character, the DM can easily narrate that they see some wandering creature in the distance and what that creature might be doing. The players can then make natural decisions about how to approach or avoid, and engage in combat without just standing in front of it and hacking away, but by negotiating the environment between themselves.
Wednesday, July 15, 2020
Turn Sequence vs Gameplay Loop
1. The DM describes the environment.
2. The players describe what they want to do.
3. The DM narrates the results of the adventurers’ actions.
Contrary to this, BECMI describes a "turn sequence", using terminology similar to wargaming. The BECMI books actually use several different turn sequences to describe different activities, but here's an example of the most general one:
ORDER OF EVENTS IN A GAME TURN
1. Wandering Monsters: DM rolls 1d6 (Normally checked every 2 turns)
2. Actions: Caller describes all party actions (movement, listening, searching, etc.)
3. Results: If —
a. a new area is mapped, the DM describes it.
b. an encounter occurs, skip to ORDER OF EVENTS IN AN ENCOUNTER.
c. something is discovered (secret door, item, etc.), the DM announces the results.
d. no encounter occurs, the game turn ends; return to #1.
OD&D actually has no explanation of its game turn. It refers the player to the Chainmail game for the combat sequence and Outdoor Survival game for wilderness travel, and only discusses special considerations that occur while playing. It only explains how to play through an example. AD&D does the same thing, but doesn't make reference to the previous games.
Monday, July 13, 2020
Links
https://harbingergames.blogspot.com/2020/04/if-your-torches-burn-for-only-one-hour.html?m=1
http://steamtunnel.blogspot.com/2009/12/in-praise-of-6-mile-hex.html?m=1
http://monstersandmanuals.blogspot.com/2012/03/contents-of-hexes.html?m=1
Cool resource for random generation, including rules for solitaire games: https://osricrpg.com/wizardawn/
Click a rule set then click “Dungeon Door”
The thing I like best about it is that it tells you the container first, before revealing the contents. It could be 1000 gp, or it could be a poisoned dart trap. Very useful for solo play, as you can choose to take your chances without knowing the result beforehand.
The GoldBox games!
https://www.myabandonware.com/game/unlimited-adventures-20y
Needs the more. All the more
Friday, July 10, 2020
Thoughts on grid squares
In AD&D, three characters can fit in a space 10 feet wide. Technically, this means that 9 characters could crowd together in a 10’x10’ square.
D&D solo as a board game?
So to solve this problem I have this idea, to tie the game more closely to the board. Almost every module comes with an empty map with numbered keys. Instead of moving my characters abstractly through the dungeon, I’ll select an actual 10’x10’ area per character, move them to that location, and see if anything is there. This necessitates moving the characters through an actual space in the dungeon. Then I’ll flip over to the room key and see what is in the space around each character. If they tripped a wire or pit trap, fell into an ambush by a monster, or discovered treasure or secret door, all would be resolved after my characters first moved into the area ‘blind’. If I do not look into the right area, or do not do the right procedure to find the hidden element in a square, then I miss it and lose the treasure, fall victim to a trap, or lose surprise to a monster ambush.
This is contrary to the way live RPGs are played and denies me information that I should “know” before entering an area, but on the other hand it is playable and keeps the fun of discovery for myself.
AD&D has more in depth rules for dungeon crawling than any other edition. The sections on movement and searching, lockpicking, and listening at and forcing open doors are the most helpful here. These procedures are tightly coupled with the time scale, so it’s important to keep an ‘adventuring clock’ to track rounds and turns, or a sheet to check them off as they go by. Accurate tracking of time allows the player to coordinate the characters’ actions in a standard way.
For random dungeon generation, this means not stocking the dungeon until after the player characters have moved through it. This incentivizes checking squares, because to do so otherwise puts me at maximum risk for falling for a trap or a monster ambush.
In the case of traps, if I choose a PC to check a square for traps, and if he hits the chance of triggering the trap, then he detects and avoids it and I can mark it on the square for all PCs to know. If I want the PC to do something else, like check for secret doors, and I roll that he gets hit by a trap, then he falls victim to it.
Saturday, July 4, 2020
Expert rules printings differences
Thursday, July 2, 2020
What is a roleplaying game?
We do this all the time in our everyday lives, but a roleplaying game provides a set of rules to help the referee structure the game, and manage the chances of success and probable outcomes. In most roleplaying games the player(s) will take on the role of a character or person outside of themselves, and state actions as if that character were doing it.
Many different role-playing games reflect different settings, focuses, and styles of play. For example, Dungeons & Dragons concentrates on Medieval fantasy adventures, while Vampire: the Masquerade chooses modern urban Gothic horror, and Apocalypse World focuses on post-apocalyptic science fiction. Some role-playing games are 'rules heavy', and have a lot of rules that strictly define actions and outcomes, while others are 'rules light' and have a simple set of rules that focus on free-form play. Some take their cues from the war gaming hobby and involve a lot of dice rolling, math and combat, while others focus on a more narrative style in creating collaborative fiction.
It is an immersive hobby that can involve the use of miniature figures, battle maps, pen and paper and dice, or could be just one where a group of people get together to create collaborative fiction. However you choose to play a role-playing game, the most important thing is that you and your group are having fun and enjoying this unique experience.
(every other definition of an RPG I've ever seen has gotten too involved with technical details or comparisons with other gaming hobbies, or misses the point entirely.)
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