Being in the Main the Mouth of Olde House Rules

Tuesday, October 5, 2021

A Playable Druid for Pits & Perils...

Druids, those mysterious priests of nature have an enduring place in gaming history, and Pits & Perils is no exception, although in that game they appeared in the so-called enemies section as something encountered, but never played.  Well Robyn's pushed long and hard for a playable version, and others were asking as well, so we just had to make it so.  Now grab your books, turn to page 32, and add playable druids to your game...

The druid class is a rarity, being one of a few charged with advancing the order's cause from outside their secretive ranks.  As such, they sometimes fall in with adventuring parties, especially those with elves and/or others sympathetic to their beliefs, for many still observe the old ways.  That said, those lucky enough to attract their kind get the benefits of both a cleric and magician, although the adventuring kind is a magician variant first and foremost.  These come ready with the following abilities:

(1) Druids advance as magicians, but get spell points like a cleric, although unlike their sorcerous counterparts, enjoy access to all available spells immediately...

(2) Being nature-based, their spell selection is limited as shown:

Ally (plants/animals), Bolt, Calm, Cure, Find, Form, Heal, Mist, Ruin, Stun, Vine, Ward

(3) At 1st level (Initiate), druids can speak with plants and animals.  This requires no spell points, although a roll might be needed, for this is an appeal, not a command.

(4) From 4th level (Ovate), they heal as a cleric, restoring the maximum by level.

(5) Upon reaching 7th level (Versifier), the druid can receive a prophetic vision once per game day.  This involves a trance lasting 1d6 rounds during which the player asks the referee a single question about a single person, place or thing, and gets the answer in a vision which must still be interpreted.  This grants unprecedented knowledge.

(6) At 9th level (Master), they can work the Form spell at will without spell points.

Adventuring druids are limited to 9th level, although their special abilities definitely put them on par with their peers.  If the campaign permits, they might even be allowed to ascend to the rank of Arch-Druid (10th level), whereupon they retroactively get spell points like a magician and may spend all of them to reincarnate per the basic rules.  Achieving this station demands a vacancy and a specialized quest which may or may not involve the rest of the party, after which they transition into a powerful non-player figure. 

Our adventuring druid is a powerful addition to any campaign, although just enough that the referee might need to adjust for this.  But if their setting seems right for the old ways, they could be just what the campaign ordered.  And that's it is, a fully playable druid for Pits & Perils, although it's never really complete until you, the reader, put your own stamp on things the old-school way.  Until then, here's hoping nature smiles on everyone...

Tuesday, September 7, 2021

In Defense of the +1 Doohickey...

I've read some criticism lately around the supposedly trite, formulaic +1 sword (and its numerous equivalents, obviously).  Magic is wondrous, and bonus-granting stuff, although useful, squanders much of its potential.  Now this is a reasonable critique, and I'm hard-pressed to disagree.  Magic could always use a little wonder, and it's easy to get lazy when putting together your latest edition of (insert game-x here).  But ever the devil's advocate, I've decided that maybe our friend, the +1 sword, needs a little love too.

Clearly, bonus-giving items are a form of advancement.  Combat isn't everything; but it happens often enough that entire classes are devoted almost exclusively to battle.  For these characters, adding +1 to their attack rolls is a huge payday.  Or put another way, that +1 doohickey is only boring until it saves your life.  And these items are understated enough to blend with the user's normal kit, which makes the sexier stuff stand out more...

That's right.  Magic stands in contrast to the ordinary; and when everything's uniquely magical, nothing is.  And the divider shouldn't be just normal vs. magical either.  We need steady shades of gray between the so-called low stuff that nudges rolls and high magic capable of trapping souls in mirrors.  Incidentally, the former largely falls to fighters, while the latter goes to wizards, for whom overtly magical displays are expected.

Now I get it.  People aren't calling for the abolishment of +1 magic swords, only warning against over-reliance.  How about a ring of protection that grants +1 vs. poison and sings a song in the presence of tainted food and drink?  That's what they're after, and I'll happily agree.  Let magic be magical.  But I'll add that the largely invisible, bonus-granting stuff has an important place as the workhorses of the magical world, a necessary one; and perhaps we need this to preserve what makes magic - and the characters using it - truly special...

Tuesday, August 3, 2021

Reviews (and Indoctrination)...

Ok, so last week I read a review of Chronicles I: Roman Silver, Saxon Greed, our first published scenario for Barons of Braunstein.  Spoiler alert: while they kind of liked it, they felt it was too lethal because they thought Barons of Braunstein was too lethal.  That last part came as a surprise because no one's ever accused our old-school titles of being particularly deadly, quite the opposite.  Pits & Perils has a nice little cushion...

In Barons, it's literally impossible for a new character to die from the first successful attack made against them.  Not even with max damage from a greatsword.  Not even using the lethality provisions in Appendix II.  Now spending LUCK carelessly can change all that, but a thoughtful (read: restrained) use of said resource still leaves them a bit tougher than the average OD&D upstart.  And herein lay the confusion.  The reviewer in question assumed that Barons was basically an OD&D retro-clone because really, aren't they all?

Now I'm not slamming this person, who I happen to like and respect.  But all of this does speak to the primacy of D&D and the success of the OSR.  And it definitely speaks to how the old-school renaissance has maybe (unintentionally) indoctrinated us to assume that certain approaches are universal.  Lethal gameplay?  Dungeon crawls?  OD&D is classic - but it's far from the sole blueprint, especially when adventuring in historical settings.


Open-ended gameplay?  Strategy over builds?  Aren't these old-school as well?  This debate has been done ad nauseum, so I won't do it again except to say that aspiring to the early days of the hobby doesn't necessarily imply OD&D's approach - or rules.  But this is a totally forgivable impulse given that much of the OSR really is a cloning experiment - and it's not confined to rules either.  OD&D casts a long shadow over pretty much everything...

Case in point: our module features a realistic interior setting.  Suffice to say, it's not some fantasy dungeon where you can go room to room killing enemies without consequence, a fact we emphasize in the book.  Our reviewer called it a dungeon crawl - but is it?  Should we label every interior area a dungeon - much less a crawl?  Modern spy games are full of such places, as are historical ones where the term has no meaning.  The reviewer went on to suggest that our adventure fails because it can't be approached this way...

Full-on fighting or dull silence are the only choices - and the danger of the game, already addressed here and rightly put to bed, is seen as a bug, not a feature.  But is this bad design or just poor strategy?  I think it's a failure of the imagination, as the players have abundant choices once they climb outside the box.  Everything's on the table, whether recruiting locals to swell the party's ranks or staging lightning-fast raids.  If a frontal approach isn't possible, maybe they need to try something else instead.  This is never even considered. 

Again, indoctrination at work.  The OSR is great; but some quarters emphasize a mere fragment of its many possibilities, until every interior is a dungeon and door-to-door murder the only solution.  Now this is true for some, where gold equals levels; but soon enough, every problem becomes a nail to be pounded by a metaphorical hammer, and we forget that old-school could be so much more.  Especially the historical side, where reality reigns...

Tuesday, July 6, 2021

Booking the One-Minute Round...

Classic D&D prescribed one-minute combat rounds.  So does that mean it took a whole minute to swing a sword?  No way.  One round - or so the story goes - consisted of multiple thrusts and parries, meaning each attack roll was (at least potentially) the culmination of several such actions.  Abstracted to be sure; but we were good with that because the game was so damned awesome we didn't care.  Nowadays, six-second rounds (or thereabouts) are preferred, but it wasn't always so, and I blame books and wargaming:

Ok, so books.  Fantasy has long been a literary genre; but anyone born after 1970, and certainly after 1980, might not appreciate just how little of it there was outside the pages of books.  Dragons and wizards were difficult and expensive to render, so movies generally avoided them (with notable exceptions, obviously).  At any rate, the genre wasn't mainstream by any stretch of the imagination.  But we had literature.  From vintage storybooks to pulp barbarians to Tolkien (among others), books gave what the mainstream couldn't...

And books are abstracted much like those combat rounds.  Consider this:    

Thorgir cut through a jungle of writhing limbs and snarling faces.  His blade drew sweeping, gruesome arcs and still the things came, eager to kill or die in a suicidal last attempt.  

The above isn't blow-by-blow.  Fiction isn't photorealistic, except when it is.  But the best writing lets the reader's imagination do some of the heavy lifting.  Poor Thorgir is up to his ass in foes; and one can easily imagine the blood flying with each swing.  Wargamers raised on the tales of Howard and Tolkien were doubtless predisposed to accept this.  Now I know that books are still a thing.  I'm not an old man yelling at clouds just yet.  But modern hobbyists have access to entire channels devoted to fantasy, so expectations may differ.

Fine, but what about wargaming?  I'll only suggest that when one figure on the tabletop equals ten (or more) troops on the battlefield, you aren't rolling for each one.  This is D&D on a grand scale.  One round equals many blows from many combatants, each performing a melee of enormous scope - and with longer combat rounds to match.  D&D's first generation was likewise programmed to accept this, especially since characters were also seen as far more disposable.  Anyway, as more individuality crept in, so did changes to the rules...

Characters got more hit points.  Clerics got more spells.  A stab at survivability in service to an ongoing narrative became the standard as more non-wargamers signed on.  Add the inevitable influence of movies and television, where each strike is captured in precise detail and - huzzah - one roll of the dice equals one attack in a blow-by-blow narrative.

Of course, it's not so simple.  Back in 1978, we were already narrating attack rolls in rich detail, so the shift was probably inevitable because players, being human, became attached to their characters.  Even so, we can't discount the way in which popular media influences expectations.  Movies, television - and now computer games - have greatly changed how we consume fantasy; and it's hard to imagine this hasn't made a difference.  But young or old, the mainstreaming of fantasy is a good thing, and our hobby only better for the trend...