Showing posts with label Opinion. Show all posts
Showing posts with label Opinion. Show all posts

Monday, March 31, 2014

On the OSR Thief and Hate

“I’m a musician you see. I call myself a repercussionist.”

Excerpt From: Brust, Steven. “Tiassa.” Tom Doherty Associates.

It seems everyone tries to "fix" the OSR thief via Houserules at least once. Why? It's because in a skill light system the OSR thief clings desperately to the deplorable skill system. All the things wrong with skill systems are evident right here at the beginnings of the game. The "new" editions expand and perpetuate the problems found here. Scaling, balance and the "all" you can be good at symptoms originate right here in Greyhawk Supplement I. The thief is that fine line example of mechanics that defines a class. It's existence is a self fulfilling prophecy leading to greater and greater specialization and limitation.

Everyone can attack, anyone can kick in a door or listen. Other classes stand out. MUs have spells. Clerics support via healing and buffs not to mention the Turn undead feature. Fighters are tougher but the thief stands apart. The thief has a handful of specialities that only they excel at. After several months playing OSR, I hate calling for or making in secret a hide in shadows roll. Why, because the Thief excels at this. As a former 4E DM this a wierd statement to make I know. Why do we have this mechanic? Defenders of OSR point to the Grey Mouser as the reason. I get it, I really do. We all have a hard time facing up to our sacred cows. As you can see below there are several proposed ways to nix this trend.

http://smolderingwizard.com/2014/03/29/a-different-take-on-the-thief-the-rogue-for-swords-wizardry-whitebox/

http://nilisnotnull.blogspot.com/2013/05/thieves-evolved.html

http://forum.rpg.net/showthread.php?713543-OSR-The-thief-in-a-skill-free-system

None of these really fix the issue though do they. They just move the problem around. I have a similar issue with Turn Undead but that's an article for another day. So what do we do about this? We can eliminate the thief. We can Houserule the thief as above or similar. Is there another solution?

Thief Skills

  • Climb Walls
  • Pick Pockets
  • Pick Locks
  • Disable Traps
  • Hear Sounds
  • Hide in Shadows
  • Move Silently

Thief Special Abilities

  • Backstab
  • Read Magical Writings
  • Read Normal Languages

The above skills are all things that another class can do, but the Thief "does them better". Why? It's part of their background and training. While his fighter was playing with pointy bits, her MU was nose deep in books, and my cleric was on his knees the Thief was slogging it out in alleys, running for their life and being subjected to Oliver Twist style training. So is it really as simple as a matter of background? Can we sum everything a Thief is as a sneaky underhanded fighter? Is that not just the ideal of a modern day rogue? I don't think so. At the core of the Thief is the idea of an expert. Someone who isn't the best fighter. They are the epitamy of the jack of all trades. The person that picks up these little tid bits of real world, practical hands on knowledge and combine them into surprising results. Now how do we demonstrate this with out creating the skill system above? I think this comes down to luck.

Solo: I call it luck.

Kenobi: In my experience, there is no such thing as luck.

- Star Wars, George Lucas

Make Your Own Luck

Thieves make their own luck via their knowledge. Typically, when a PC kicks in a door, listens, or hides etc. the DM or Player rolls for success. This is done in one of two ways, roll a d6 and compare to a table or roll 3d6, 4d6 or more under a given stat. In the case of the Thief, why not roll an extra die and remove the highest result. Thus when rolling 3d6, instead roll 4d6 and remove the highest die. For example a roll of 1,3,4,5 would remove the 5 and yield an 8. This represents their improved ability. This coupled with any DEX abilities gives them a huge advantage, reflecting their ability. The only "skill" off their list they aren't better at is then Listening. Gone is the need to track individual % for each skill. The harder the task or less likely to succeed the more dice are rolled. Want to pick pocket the Liche of Unholy Doom roll 7D6 and drop the highest result, if less than DEX success!

Leave the special abilities as they stand and roll on.

Wait A Minute

Isn't this method switching one set of skills for another? In a way yes it is. It's balanced against what other players can do, but still gives Thieves a leg up. It doesn't reflect increased power as a Thief levels. Neither does a fighters ability to open doors, a dwarf's ability to detect stone work, or an elves ability to detect secret doors. Rolling that extra die could level just as back stab or turn undead does, but it doesn't need to.

The only other method to keep the Thief not already mentioned is to add mini games, like lock picking and trap disarming. How you indicate a thief is better at these tasks is up to you, though the suggestion of unjamming is workable.

I close having added my take on the senseless enterprise of trying to fix what can not be fixed, and may not even be broken.

 

Thursday, March 20, 2014

Regarding Appendix N

Appendix N was a section of the original DMG that showcased the works that inspired E Gary Gygax and Dave Arneson during the creation of the D&D game. The below works are where I draw inspiration and help to show case the fantasy tales I enjoy. Feel free to share your own, as a DM it helps to know the type of stories your players like. Also feel free to comment on the things from my list you don't like.

Books

  • Lord of the Rings, Unfinished Tales - JRR Tolkien and Christopher Tolkien
  • Sword of Truth - Terry Goodkind+
  • Kingslayer Chronicles - Patrick Rothfuss
  • Harry Dresden Files - Jim Butcher
  • Vlad Taltos aka the Viscount of Adrilanka - Stephen Brust
  • The Last of the Renshai - Mickey Zucker Reichert
  • Dragon Lance Series - Margaret Weis and Tracy Hickman
  • Dune Series - Frank Herbert
  • Complete Book of Swords - Fred Saberhagen
  • The Noble Dead Series - Barb and JC Hendee
  • Disc world especially the Watch books - Terry Pratchett%
  • Complete Works of William Shakespeare
  • Complete Works of Edgar Allan Poe
  • Outline of History Part 1 and 2 - HG Wells
  • Harry Potter Series - JK Rowling
  • The Stand; Wizards and Glass - Stephen King
  • Anita Blake and Merry Gentry Novels - Laurell K Hamilton*

*Contains graphic sex scenes some readers will want to skip but most well thought out modern vampire and fairy tales; if you can over look the softcore porn aspects.

+Contains adult themes like torture, murder, attempted rape and modest sexuality.

%A satirical representation of the modern world set in a fantasy setting.

Movies - if I included everything this would be a long list indeed

  • Excalibur
  • Season of the Witch
  • Dragonslayer
  • Conan the Barbarian
  • 13th Warrior
  • Beowulf (Both the animated/cgi version and the Scandinavian version)
  • Earthsea
  • Beastmaster
  • Hawk the Slayer
  • Dragonheart
  • Hobbit Animated
  • Last Unicorn
  • Monty Python
  • Gladiator
  • 300
  • King Arthur
  • Mummy and Mummy 2
  • Constantine
  • Stardust
  • Underworld
  • V for Vendetta
  • Pitch Black
  • Hellboy
  • Both Clash of the Titans
  • Pirates of the Caribbean all but the last one
  • Kingdom of Heaven
  • Van Helsing (though not what I expected when it was announced)

Monday, March 10, 2014

Falling Behind - My Failings as a 4E DM

This is a ramble.

I set myself a goal. I made it a week and now I find it slipping through my fingers. Why is that? I am taking a hard look at myself. I work 60 hours a week. I am running an OSR campaign. I write, badly. I paint. I am raising five children. A few years ago I ran two campaigns with four children, a less busy job and started this blog and ran my forums. If I could do it then why am I struggling today?

My 4E campaigns ended two years ago. I called it quits after spotty attendance. Why did I have spotty attendance? I started focusing on combat and story and not on player agency. My first campaign with this group was all about player agency. I would throw out scenarios, missions, events to see what the players would do. Once they made choices I would interpret those choices thru the lens of the world and react. The players loved it. They rose to the challenges. I loved the stories that came about. 4E was really hard to challenge the players, we had a few character deaths along the way and one near TPK. For the most part every PC that started the campaign finished at level 30.

The second go round was less effective. I now believe players were getting bored with 4E. The long combats take there toll. I stopped the campaign in the high 20's, tired of the epic slog fest and crazy prep work. The end of the campaign nearly destroyed the world and I felt the story had run its course. I thought I was tired of magic items, broken characters and the players' lack of desire to set their own goals. Really, I was writing a novel and they were just playing the battles I dictated and adding flavor to the heroic characters. They were improv actors with me directing. I hated it.

My solution was to create a sandbox environment with short quests. I based it around Frandor's Keep but ran in 4E. The campaign was fun, but the long tactical nature of 4E hadn't gone away. I used two hit minions to speed it up but it still didn't fix the issue. We could only get thru a few encounters. The second problem soon reared its head. In creating short quests I hadn't restored enough player agency. Instead of choosing their fate, I had dictated the PCs remain near the Keep and take quests from a list I prepared each week. This was to let me do prep work I told myself. Additionally, I offered the chance for PCs to roll play on the forums with each other and the NPCs. This worked well and sparked some enthusiasm until work forced me to go out of town for several months. I tried to keep up from the hotel, but long hours and an odd schedule made play by post difficult. Following on the heels of that we discovered my youngest son is severely autistic. We tried to play for several more months but as he grew older and stronger it became more difficult. My game grew infrequent and so did players attendance. Rather than let it die, I called for a hiatus. The hiatus was supposed to be temporary. It died. Two years went by. I lost touch with most of those folks. I miss the game, I miss them. I found Hack&Slash. I went aha!

Today, my youngest is taller and wider than this older brother. He has never said a word in his life. I remember the terrible twos from my other children's childhood. Imagine that going on for four years with a child of 100 lbs. It's not the ideal environment to play D&D. Luckily, my family is very understanding. My wife especially. We have always gamed together. We played 3.5 and 4E together. She is running a halfling thief now. Mostly she is chasing the young one about, taking him for rides, and occasionally adding her gaming experience to the plans of the players. Without her the game, my blog and my job wouldn't be possible. OSR is fast combat. Thanks to a lot of folks on the web, I now run a game chalk full of player agency.

I still haven't answered the question have I? Why I am falling behind? Here it is, I look at my posts and say they're not good enough. I have stopped writing eight posts now. They are sitting there glaring back at me, accusing me. Writing the First Age material I pulled an old draft of my novel. Re-reading bits of it, I noticed how much better I think and see the world and how horribly I portray that when I put pen to paper. It's all so clear in my head. I can think about two subjects at once and see the connections but when I try to explain that connection it falls apart. Why? Because I know the world. I don't need to explain A and B to make the A&B connection make sense. The interesting bit is the A&B connection. Well I hope it is. I had been dragging my heels this week because I feared none of this was interesting to anyone but me. Then I got the two comments on my blog. Someone is reading. Those 8000 visits aren't just friends and family. That is surprisingly invigorating. I feel driven to catch up. Watch out world!

What keeps you writing? What keeps you going when your players play with their phones while your talking? How do you deal with the groans when you mention adventure hook?

 

Saturday, March 8, 2014

On Answering a Ten Question Troll Poll

Slacking a bit this week and to get myself back on track while I work on finishing my three half done posts. I will answer Random Wizards Trolly Troll's Top Ten Troll Questions for Your Game.

(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no?

No, heretical I know. I have too many sub-races and background based on Races not being classes.

(2). Do demi-humans have souls?

Yes, but not human souls. Dwarves souls are hung amongst the stars and elves fade to the Feywild.

(3). Ascending or descending armor class?

Ascending. Sue me.

(4). Demi-human level limits?

Absolutely.

(5). Should thief be a class?

Yes, roguish is a character personality, thief is a character class.

(6). Do characters get non-weapon skills?

No. Player skill. If you want to roll to do something roll 4d6 under your stats.

(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

Yes, but only after 6th level.

(8). Do you use alignment languages?

Yes. Even Mordor had the black speech.

(9). XP for gold, or XP for objectives (thieves disarming traps, etc...)?

XP for gold, bonus XP for playing to flaws, player voted MVP and most damage by inventive means

(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?

They all have there place and niche they fill. If I picked the most creative and complete edition of any game it would be Hackmaster 5E. Right now I want rules light, fast combat, exploration and out of the box problem solving so we are playing Sword and Sorcery.

Bonus Question: Unified XP level tables or individual XP level tables for each class?

Individual XP and death that resets to 1st level unless a protege is in play.

Saturday, February 15, 2014

Old School Renaissance

 

Next seems to be looking to old school games like LL, OSRIC, BX, AD&D, Swords and Wizadry to revive some of the things that were missing from the 4E experience, at least for me. I noticed something when 4th Core debuted and captured my attention. Player agency was severally lacking in my game. I believe the skill system and skill challenges had turned some of my players into little automatons. They stopped thinking about what their characters wanted and started focusing on getting the next bread crumb to get to the next fight. This was probably my fault as much as theirs. 4E focus on combat encounters and skill challenges, led me into the trap of designing adventures for the characters rather than for the players. Instead of trying to challenge my players I was focusing on challenging the characters. Not just in combat, but in skills and even story.

 

This realization has lead me to wonder what is the use of skills in the game. I find my self agreeing with Courtney on Hackslashmaster.blogspot.com This site is chocked full of great advice. Both On general RPG design and On adventure prep ideas. The DM/GM aids are fantastic and easily plundered. As soon as I get a chance I will pick up his NPC booklet. Also check out his Patreon http://www.patreon.com/hackandslash. This writer deserves the shameless plug after all he has contributed to the web over the years. Spend a few hours reading thru his blog with edition-less eyes and you can see a lot of his points.

Another must read is the Alexandrian.net, though I can't support all his ideas his node based adventure design is brilliant (http://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach). There is a lot of other great posts here but his commitment to 3.5 isn't my style. Been there done that I suppose, boxes of mags and books in my garage piled beneath the 4E stuff.

My campaign is off and running seven players, a few hirelings and four sessions of the most fun I have had in years. If you burnt out on tactical combat, lame threats and too much rolling instead of thinking, look thru some of these sites and go back to roots of the game, I understand WoTC reasoning now. Next might not be the right design but the their instincts are. The future of D&D is in the past, OSR.

Some more things I have been reading: