On Saturday, we started a new AD&D game. The group was a natural growth of a small monthly thing I put together by scouting for a DM online. I met up with Chris (Flambeaux) Cain and he ran a couple of OD&D sessions for me and a friend, then a session of Flashing Blades (which I wrote about a couple weeks ago.)
Our group needed to grow--we invited a couple of friends from various circles. One had only played some 3.5 and some 4e, but not very much and not for very long. The other newer player was someone I met while playing some Pathfinder--though his primary experience is in the Savage Worlds system. The original two of us playing with Chris DMing, however, have been playing for years and have experience in a broad set of rulesets.
So, we gathered, we discussed playing Chris's OD&D hybrid, but determined the structure of classes and races in AD&D would be more up the alley of most of the players. None of us had ever played a true AD&D 1e game before--one player learned on 2e and played that for years, and one player had experienced some Labyrinth Lord, but none of us had any real experience with AD&D.
Anyway, without further ado, here's an in character summary of the events. We spent about two hours making characters then something like 1.5-2 hours on this gameplay. Primus is my character, and I'm going to use this as an exercise in writing a slightly stuck up character (roleplaying that 6 Charisma and 17 Intelligence.)
Dramatis Personae:
Frank, a human ranger
Mog, a dwarf cleric
Garen, a human paladin
Primus, a human magic user
From the quill of Primus, first Mage of the West Bend order:
I found myself holed up at a keep in what seemed to be the midst of nowhere—I was drawn there by rumours of wondrous lore and the possibilities of ancient magical presences. Unfortunately, I had spent all my time until this point at the keep, trying to learn what I could by talking to those venturing into the nearby ruins, caves, and such. I made no progress for some weeks.
Today, however, my fortunes changed! Several men, and a dwarf, all of whom I had met previously around the keep, decided to make a foray into the ruins, merely a two hour trek from the keep. I hastily accepted the offer to join their party, and we wasted no time in supplying and preparing to depart this morning.
Garen—a holy warrior—negotiated with a man at arms to have him accompany us in exchange for a half-share of any spoils we would find. Next Garen found a young lad willing to help us by carrying equipment and leading a pony with supplies, oil, lanterns, and so on.
We launched forth and, as expected, reached the ruins within two hours. We were greeted by what can only be described as the walking dead. They were neither man nor corpse, and seemed intent upon finding flesh to feed upon. Apparently, we were to be the main course. My compatriots strung bows, readied slings, and loosed missiles upon these foul undead. I was even able to lob a rock at one or two, causing them to stumble. Needless to say, they did not have a feast today.
Beneath the ground the undead were scouring for scraps we found a spiral staircase, made of stone, with wide and deep steps. Treading lightly, we made our way down, passing a brass plate overhead which simply read “Store Room.” Upon entering said room, we found it to store nothing but air, and the oppressive feeling of being unwelcome. After scouring the room, we made our way out, finding a large room with paintings—lovers at play, happy scenes. The middle of the room was home to a fountain, flowing with cool water, and statues dancing in it. All of us were able to perceive that this room felt more peaceful, and calm. Though we could not determine why, there were half a dozen silver spoons in the fountain. I took one for examination at a later date, and Mog the dwarf cleric took the other five.
Before long we pressed on, eager to find the purpose of this subterranean structure. We moved on and rounded two corners before finding ourselves facing a door with four monstrous giant centipede-like creatures crawling out of it. Quickly the party backtracked, hoping to keep the fight at range, while the link boy helped me pour oil on the ground in front of us and light it, hoping to delay some of the beasts. Two of them pursued us, crawling on the walls of the passageway, and attacked the party. The link boy and I quickly moved back, behind the pony, to let the men with swords do their part.
Within moments, two of the creatures had been slain, and I breathed a sigh of relief just in time to notice that I was trapped in the corner when a door opened. Two more of the walking dead shambled out the open door, ready to tear my flesh from my bones. I slashed at one with my knife, barely wounding one of them, and the link boy landed a sound hit with a torch, igniting the undead, which ran away in flames. The other walking corpse was able to swing with its claw-like hands and drew blood from my shoulder. I was quite staggered, and didn’t see much future for myself.
Frank, the ranger, dashed up the hallway and helped us slay the last walker, whilst Mog, Garen, and the hired man at arms dispatched the last two centipedes. (I must note here that, though it only bought time, it was my own quick thinking that cast oil down and ignited it.)
Harrowed but exhilarated, we retired back to the keep, in order to prepare for our next foray into the ruins! Who knows what we may find? Will the fountain in the tranquil room prove to be some sanctuary? Are there more of such things further into this structure? What manner of foul creatures will we encounter and have to vanquish in order to uncover the secrets of this place?
Showing posts with label damp;d. Show all posts
Showing posts with label damp;d. Show all posts
Monday, February 13, 2012
Monday, February 6, 2012
I'm in a 3e State of Mind
Yes, I'm using Billy Joel lyrics. You wanna fight about it?
I have, several times, recently found myself in a particular mindset or frame of mind about things related to gaming, putting together games, and so on. In fact, I've eaten my own words recently in a G+ discussion about FLAILSNAILS because I interpreted it from what I call a "3rd edition point of view" rather than reading it without preconceptions.
Let me 'splain... I began my delve into the realms of D&D and other pen and paper games in the year 2000--I never picked up an AD&D 2e book, as my library had several shiny new copies of the 3rd Edition Player's Handbook. In fact, nearly twelve years later, I've never even played AD&D 1e or 2e, though I've played in games that borrowed some of their concepts.
I have a friend, whom I game with quite often in person, who started playing in the days of 2e, but has spent most of his time, like me, playing and GMing 3e, 3.5e, and Pathfinder. I don't think this is bad at all--in fact, both of us agree that rules systems matter very little at the table, as long as you have a core mechanic to fall back on and agree that the GM has the final say over rules decisions and tries to keep it as simple as possible.
Now, flash forward to today. I was fascinated when I first heard of the "FLAILSNAILS" concept, but since I haven't had much free time on my hands, hadn't dug into very deeply. (I've played a handful of OD&D / Swords & Wizardry games and loved them, and it's at the top of my gaming priority list to get in on a G+ Hangout game using some form of those rules.)
FLAILSNAILS is, apparently, a super simple concept: GMs advertise their games as FLAILSNAILS friendly and as long as the character being imported is compatible (in the GM's view) it can be used. Easy, right?
Not according to my frame of reference, apparently. I read it as "FLAILSNAILS is a set of guidelines by which you can create a character that can then be imported into a game and then on to another later, as long as the GM running each game is using the compatible rules system." This misinterpretation of a simple way to allow players to play more often stems from a tradition in the 3e (and even 4e) era of D&D gaming that says "Here's the master list of all splatbooks I will allow automatically. Anything not on here must be approved by me."
Oddly enough, that's not how I like to run games. I usually say "Whatever's in the core book(s) is fine; anything beyond that... just show me your concept and we'll find something mechanically that fits." This is readily evident in the Savage Worlds game I'm getting ready to launch in a custom setting. There's no prewritten "splatbook" or "campaign setting guide" that I wanted to use so I told my players to write character concepts based on their understanding of the world and anything not covered in the core Savage Worlds book would be house-ruled in as simple a way as possible.
I love the simplicity of this type of game creation. So why oh why is it so hard for me to let go of 10+ years of the splatbook-heavy mindset?
I have, several times, recently found myself in a particular mindset or frame of mind about things related to gaming, putting together games, and so on. In fact, I've eaten my own words recently in a G+ discussion about FLAILSNAILS because I interpreted it from what I call a "3rd edition point of view" rather than reading it without preconceptions.
Let me 'splain... I began my delve into the realms of D&D and other pen and paper games in the year 2000--I never picked up an AD&D 2e book, as my library had several shiny new copies of the 3rd Edition Player's Handbook. In fact, nearly twelve years later, I've never even played AD&D 1e or 2e, though I've played in games that borrowed some of their concepts.
I have a friend, whom I game with quite often in person, who started playing in the days of 2e, but has spent most of his time, like me, playing and GMing 3e, 3.5e, and Pathfinder. I don't think this is bad at all--in fact, both of us agree that rules systems matter very little at the table, as long as you have a core mechanic to fall back on and agree that the GM has the final say over rules decisions and tries to keep it as simple as possible.
Now, flash forward to today. I was fascinated when I first heard of the "FLAILSNAILS" concept, but since I haven't had much free time on my hands, hadn't dug into very deeply. (I've played a handful of OD&D / Swords & Wizardry games and loved them, and it's at the top of my gaming priority list to get in on a G+ Hangout game using some form of those rules.)
FLAILSNAILS is, apparently, a super simple concept: GMs advertise their games as FLAILSNAILS friendly and as long as the character being imported is compatible (in the GM's view) it can be used. Easy, right?
Not according to my frame of reference, apparently. I read it as "FLAILSNAILS is a set of guidelines by which you can create a character that can then be imported into a game and then on to another later, as long as the GM running each game is using the compatible rules system." This misinterpretation of a simple way to allow players to play more often stems from a tradition in the 3e (and even 4e) era of D&D gaming that says "Here's the master list of all splatbooks I will allow automatically. Anything not on here must be approved by me."
Oddly enough, that's not how I like to run games. I usually say "Whatever's in the core book(s) is fine; anything beyond that... just show me your concept and we'll find something mechanically that fits." This is readily evident in the Savage Worlds game I'm getting ready to launch in a custom setting. There's no prewritten "splatbook" or "campaign setting guide" that I wanted to use so I told my players to write character concepts based on their understanding of the world and anything not covered in the core Savage Worlds book would be house-ruled in as simple a way as possible.
I love the simplicity of this type of game creation. So why oh why is it so hard for me to let go of 10+ years of the splatbook-heavy mindset?
Labels:
damp;d,
game design,
gaming,
mindset,
RPGs,
Savage Worlds
Friday, January 27, 2012
Why Didn't I Think of That?
I have a lot of moments where I say to myself "Self, why didn't you think of that?"
Using Google+ Hangouts as a way to run pen and paper RPGs is brilliant! I am very eager to give this a try.
Some bloggers have put together a site called ConstantCon to help facilitate players and GMs meeting up and setting up games. It really is like the convention game signup sheet--only constant / eternal / perpetual / awesome / never ending. You get the idea.
Check it out at the link below. Also, if you're interested in seeing what games I might end up running in this format, add me to a circle on G+ using the other link here. Please post to me (Limited, + me only) to let me know so I can add you to my gaming circle.
ConstantCon: http://constantcon.blogspot.com/
+Ian Wheat: https://plus.google.com/106423294933249271024
Using Google+ Hangouts as a way to run pen and paper RPGs is brilliant! I am very eager to give this a try.
Some bloggers have put together a site called ConstantCon to help facilitate players and GMs meeting up and setting up games. It really is like the convention game signup sheet--only constant / eternal / perpetual / awesome / never ending. You get the idea.
Check it out at the link below. Also, if you're interested in seeing what games I might end up running in this format, add me to a circle on G+ using the other link here. Please post to me (Limited, + me only) to let me know so I can add you to my gaming circle.
ConstantCon: http://constantcon.blogspot.com/
+Ian Wheat: https://plus.google.com/106423294933249271024
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