Showing posts with label 1E/2E/Retroclones. Show all posts
Showing posts with label 1E/2E/Retroclones. Show all posts

Wednesday, September 4, 2013

Theater of the Mind in Practice

In my experience, there are two kinds of battles that are suitable for Theater of the Mind
(1) Fights with many combatants milling around one fixed point of reference. 
(2) Fights with one enemy combatant moving between several fixed points of reference. 

Fights with several enemy combatants moving between several fixed points of reference aren't really suitable for TotM.

If You Have One Fixed Point of Reference

If you’re running a fight around one fixed point, the main opportunity for environmental interaction obviously must come from that fixed point. A good example of this kind of fight is the DDN in-house playtest where the party and the orcs are fighting around a flamethrower contraption. From what I've seen, players find it satisfying to destroy or mangle the fixed point of reference; again, the playtest fight offers a great example of this. So it’s best to make that fixed point something that’s in effect a barrel of dynamite with multiple brightly colored fuses just waiting to be lit, or an extremely expensive and fragile vase that somebody doesn’t want to see broken.

If You Have One Enemy

If you’re running a fight with a single enemy (usually a boss type), then there are a couple different things to keep in mind. 

First, the single enemy can use terrain features like he would his minions. For example, he can use the terrain to as blockers: the archetype is probably the teleporting mage that moves from alcove to alcove in order to keep out of sword reach of the fighter. The enemy might use the terrain to heal himself somehow—I just played through kotr on my iPad, and the final battle is fresh in my mind. The enemy might use the terrain to inflict damage—I’m always reminded of the examples back in one of the 2E supplements where an enemy has about ten loaded heavy crossbows mounted in a line as the PCs charge in and he moves between them inflicting some pretty serious damage in the first couple rounds of combat. 

Second, if there is really only one enemy, it’s a safe bet that either he or the players will find themselves on the run at some point. So you will want to decide beforehand whether the fixed points of reference will aid or stymie escape, and also what avenues for escape are actually available.

The Sniper: Exploration with Combat Elements

There is another kind of TotM battle that probably has a fancy name of which I am unaware: I like to call it "exploration with combat elements". In this type of fight, there are enemies present either taking pot shots at the PCs, or threatening to. I don’t use strict timekeeping for this kind of fight; instead, I just ask everyone what they’re doing and update the NPC actions whenever it feels appropriate. 

Usually this kind of fight is actually a built-in clock against which the PCs must race while attempting to complete some other task. For example, if the players are attempting to fend off a pitchfork mob while working to free a prisoner from jail, they have to contend with the occasional stone or hunting arrow shot in their direction, but the real purpose is to remind the players that they have a finite amount of time to complete the exploration task before the mob loses its temper and decides to burn the jail down with them in it.

Final Thoughts

The last thing to keep in mind about TotM is that there’s no shame in deciding that this particular battle has gotten too complicated for TotM, and just throw together a sketch so everyone’s on the same page again. For that matter, there’s no shame in keeping a little sketch behind the screen for you keep tabs on who’s where doing what to whom, especially if there are things happening off camera that you need to keep track of.

Monday, January 14, 2013

Prepping for 2nd Edition-Style Play

What's influencing me right now: Hack & Slash Series on Set Design,

Courtney's blog series (linked above) is pretty excellent.  You should go read it before you read what I have to say.

Gone and read it?  Good.

A Slightly Different Playstyle

Our group plays on a virtual table top.  We use Skype voice for out-of-character talk, and we use text messaging for in-character talk.

So we're a little different than a true old school game at the DM's kitchen table. In particular, playing over text is a lot slower than playing in person.

To compensate, I key locations such that players can explore in as few steps as necessary. I'm shooting for a mid/late 2nd Edition-style game, completely in line with the example play found at the beginning of the 1995 Player's Handbook.

Microsoft OneNote

Another difference between traditional tabletop games and my own is notetaking applications.

Hopefully you're at least passingly familiar with EverNote or OneNote.  If not, then let me tell you: this shit is the bomb.  These programs keep high-word count notes ready to go at a moment's notice, available from any PC or other device connected to the internet. I can mark things up to my heart's content, then go back later and undo the markings. I can drop stuff in from the web and trust that it'll be easily available when the players go off in an unexpected direction and I've got to wing it.

Personally, I prefer OneNote over EverNote, but both applications get my hearty endorsement and recommendation.

An Example Location: Demonspore 

Awright, let's take one of Courtney's examples and see how it would look in my DM notebook.

Since brevity isn't really a virtue here, I write things clear enough that an idiot could look at my notes and know what's up. Ideally each bit of content is complete enough that I can copy & paste it while nursing a can of beer in my other paw.  I tend to use nominal phrases--ones that can easily be prepended with expressions like "you see" or "you hear".

So, after spending a few minutes on the Demonspore example from Courtney's blog, here's the fruit of my labors:


I use bold to indicate what's immediately obvious, yellow for monsters, and underlines for monster stats. Usually I include a good amount of information about how to role play the NPCs, but in this case I'm just going with what's in the module.  The arrows do double duty as break points in player exploration, and as dividers for DM-only content.

Example Play

The following example uses the same cast of characters (Helen, Roy, and Jenal) as my earlier post on initiative.

DM: You move quietly up the passageway.  Soon you see a massive portcullis of wooden beams, bolted together with iron, barring both the path and the river. The central part of the portcullis has longer bars than the rest of the gate, descending into the river itself.  Also, the air is filled with the unpleasant smell of rotten fish.

Helen: How far off is the gate?

DM: Not sure. Check the map. ... Okay, it looks like you're 60' away. It's at the edge of your infravision.

Jenal: Where's the smell coming from?

DM: Are you going to spend time looking for the source of the smell?  What's everyone else doing?

Jenal: I'm looking for the source of the smell. Quietly. Not moving any closer to the gate.

Helen: Are there any guards?

DM: You haven't spotted any.

Helen: I'm going to creep forward cautiously, looking for any kind of guards.

Jenal: There might be traps...

DM: Roy?

Roy: I'm... just watching the tunnel. Making sure nothing comes up behind us.

DM: [Rolls some dice. Jenal is pretty far away to get to see the buckets, so he gives the thief a Hear Nosie check to see if he traces it. The check fails.] Helen sees a bumpy, slouching figure just behind the gate, sitting on a stool with its back against the wall. Jenal, you can't see any obvious source of the smell from here. It seems to be coming from up the tunnel.

Jenal: You mean in the direction of the gate?

DM: Yes.

Helen: Just the one guard?

DM: It looks like there's another one behind the first.  They're about man-sized.  As you watch, a long tongue flicks out from one of their mouths, splashes into the water, and retracts with something wriggling and silver stuck to it.

Jenal: Are the guards close enough to the gate for me to stab them through it?

DM: One is, the other is not.

Jenal: Great, then I'm slowly moving up to the gate.

DM: All right. Everyone else?

Roy: I've got my bow out and I'm ready to attack as soon as Jenal does.

Helen: Same.

DM: Okay, then. [Rolls a Move Silently check for Jenal.] You creep up to the gate within 20' of the creature--it looks like a giant anthropomorphic toad, squatted back on a stool with its large eyes looking lazily at the ceiling.

Jenal: I slip my dagger into its throat, as quietly as possible.

DM: No attack roll is necessary.  Roll your damage.

Jenal: Got a 7...

DM: [Rolls to see which of the toad-men is affected.] Jenal, your dagger slips into the creature's throat membrane, and you manage to create a long running gash on its front side with your attack. The thing gargles and burbles, but isn't dead yet. The other creature behind it jumps up and grabs its spear. It is within 10 feet of the gate, just out of sword reach. [At this point the DM pauses and writes down the creatures' next actions.]

DM: Okay guys, we're going to rounds now.  Actions?


Friday, January 11, 2013

Surprise in Combat

Who's influencing me right now: Gary Gygax, Cyclopeatron

Here's a house rule from Mr. Gygax that I hadn't heard before.
    * 1d6 for surprise. 1=1 round. 2=2 rounds. 3 or more=no surprise.
 I would extend this rule for rangers:
    * 1d6 for surprise. 1=1 round. 2=2 rounds. 3=3 rounds. 4 or more=no surprise.
This looks like it would fit nicely into our houseruled initiative system.  The only hitch I can see is that I like to  sometimes give automatic surprise to the player who jumps the gun.  In that case I would roll it like so:
    * Non-Rangers: 1d2 for surprise. 1=1 round. 2=2 rounds.
    * Rangers: 1d3 for surprise. 1=1 round. 2=2 rounds. 3=3 rounds. 
And that should do it.

Thursday, January 10, 2013

Brawling & Grappling in OSRIC

Who's influencing me right now: Roger SG Sorolla.

Roger over at Rolls, Rules & Rolls just re-posted these rules. I hadn't seen em before.


It occurs to me that they're ready made to drop into an OSRIC game.  The attacker rolls to hit against AC 5 to AC 15 (DM's call; depends on the nature of the target) and compare the difference with the amount by which the target made their save vs. aimed magic weapons.

The rules for attacking into a brawl are the same for shooting arrows into a melee--in OSRIC, the attacker randomly determines their target. Speed saves are Saves vs. aimed magic weapons. I use 2nd Edition monsters, so size differences work unchanged.

Good stuff!

Sunday, January 6, 2013

AD&D Initiative... SAVAGED! (Example Play)

What's influencing me right now: Savage Worlds, Hackmaster Example Play.

Earlier, I outlined an initiative system that used the Savage Worlds card draw instead of the traditional d6 or d20 dice roll. Now I'm going to present an example of how such a system would look in actual play.

As you may recall, the order of initiative should look something like the picture below, with jokers and 2's going first, and aces and jokers going last.


The Three Heroes

Helen: 1st level fighter.  Elf.  Likes chocolate, hates furry things.

Roy: 1st level fighter/magic user.  Elf.  Likes killing, hates delays in the action.

Jenal: 1st level thief.  Elf.  Likes shiny things, hates goblins.

The Adventure

On their way to the mysterious Temple of Mystery, our intrepid heroes discover a mossy cave with tiny footprints leading in and out. Intrigued, they decide to investigate...

DM: As they descend into the cave's twisting depths, the heroes' infravision renders them colorblind.  Everything is shades of gray--gray cracks in the wall, gray dirt on the floor, and gray footprints in the dirt.  The footprints lead straight ahead for fifty feet until--(here the DM rolls some dice)--the heroes are stopped dead in their tracks by the sound of high-pitched cheering and squealing from somewhere up ahead.

Jenal: Can we see where they're coming from?

Plot Armor: Negating a Hit

Who's influencing me right now: Zak S., Courtney Campbell, Paizo

OSRIC, like First Edition before it, is best played with about 5-6 players, all of whom had better be A-OK with high player character turnover.

Our group has only three players.  All of whom are less than OK with high character turnover.

So, in addition to the usual death & dying houserules, I'm considering the following rule to boost PC survivability.

Draw a Card From Paizo's Critical Hit Deck to Negate a Hit

A character who is not critically wounded may, at any time, choose to draw a card from the Critical Hit Deck in order to negate any hit point damage they might have received from the hit.

Instead of hit point damage, the hit inflicts a critical wound equal to the status effect indicated on the drawn card.  This status effect will persist until the character has taken one full week of non-adventuring bed rest.

Saturday, January 5, 2013

AD&D Initiative... SAVAGED!

What's influencing me right now: Savage Worlds.

AD&D initiative isn't horribly complex, but it is different than what my players are used to.  And it's got a bit of a learning curve--simple enough once you've internalized the design ethos, but wonky during the learning process.

Unfortunately, I'm stuck gaming over a VTT, and some of my players have some learning problems that are  going to prevent them from making a smooth transition from "new school" initiative to the older method.  Without being able to explain things person-to-person, I'm not confident our group will be able to make the transition.

Heck, I'm not even sure I would be able to keep things straight once I get a couple of beers in me.

To keep our group from falling apart during our transition from 3.x to OSRIC, I've decided to hack into Savage World's initiative system.  Sure, it's kind of weird to people used to d20 initiative rolls, but it's got a few things going for it too.

The Advantages of Savaging Initiative

First, it's easy to play on roll20.net.  Just deal cards and count 'em down over voice.

Second, it's a smooth replacement for AD&D initiative.  Initiative occurs in a different order every round.  Players can declare their actions before drawing initiative.  Initiative can be be improved/reduced depending on what actions a player declared.  Spellcasting can be interrupted.

And finally, when it comes right  down to it, I suppose I actually kind of like Savage World's initiative.  It gets tense when you deal initiative face down and count down the initiative, not knowing who is going to get to act first.

The Rules

Before each round begins, players must declare what their characters are doing in the round.  Once the actions are declared, players will draw from a standard deck of playing cards— jokers included—which is reshuffled each round.
  • Draw two cards and choose the best if you are attacking with a weapon with a maximum damage vs. medium creatures of 5 or less, or if you are casting a spell with a casting time of 2 segments or less. 
  • Draw one card if you are attacking with a weapon with a maximum damage vs. medium creatures of 8 or less, or if you are casting a spell with a casting time of 5 segments or less. Also draw one card if you are closing with the enemy or taking other non-combat actions.
  • Draw two cards and choose the worst if you are attacking with a weapon with a maximum damage vs. medium creatures of 9 or greater, or if you are casting a spell with a casting time of 6 segments or more.
Characters with high or low dexterity scores should subtract their Surprise Bonus from the max damage of their weapons for the purpose of determining how many cards they should draw.  Characters deemed to have the advantage of surprise improve their initiative draw by one step, drawing four cards and choosing the best if they were already eligible to draw two.

Initiative occurs in the following order: Joker-2-3-4-5-6-7-8-9-10-Jack-Q-K-A-Joker.  In case of a tie, clubs beat hearts beat spades beat diamonds.  The DM will count up the cards in order.  It is the player’s responsibility to speak up when their card is called.  No one goes out of order under any circumstances.

If a character has multiple attacks that round, they all occur when the character's card is called.

A character casting a spell with a casting time of less than one full round may be interrupted any time before his or her card is called.  The spell takes effect when the character's card is called.

A character casting a spell with a casting time of one full round or greater may be interrupted any time before the round in which the spell is completed.  The spell takes effect at the beginning of the round in which it completes.

If a player draws a joker, he or she may act twice in a round: once at the beginning and once at the end.  On their second action, the player who drew a joker may take any action, provided it is different than the action taken at the beginning of the round.  For example, a character who attacked with a longsword could then cast a spell at the end of the round, but could not make a second longsword attack.   A character spending the entire round casting a spell does not benefit from drawing a Joker.

Sometimes, a player will wish to alter his or her action during the round, and do something other than what was declared.  If the change is minor (for example deciding to attack the orcs instead of the trolls because another player has already wiped the trolls out) then the change can be made without penalty.  Major changes (for example, deciding to cast a spell instead of attacking the troll) are not allowed.