Playing Like it's 1973
We wrapped up the Second Season of Ravenloft: Masque of the Red Death, and we can now get started on a project that I have been really looking forward to; our own world! If Gothic Earth has taught me anything, it is that it is incredibly easy to create your own spaces. not to mention that it is more interesting to DM because I'm not even sure what is out there.
The biggest change to this game will be the ruleset. It is no secret that there are things in AD&D that I just don't like anymore, and through talking to some of the original players I have found the basic source materials that AD&D was based upon and use that instead. So, we'll be using mostely original Dungeons & Dragons and homebrew it on a need to basis. I want a game that is more Dave Arneson than Gary Gygax, but less tongue in cheek.
I am shooting for a classic game where the players don't know the rules. The more I examine systems, the more I notice the players basing decisions on game facts rather than their own imaginations. I've done my best to weed this kind of metagaming out of their thinking; you know, not limiting them to the character sheet. Is it too late to bring back that sense of wonder and amazement after 30 years of AD&D? I think so.
Monday, April 30, 2018 | | 2 Comments
Are Thief Player Characters Still Relevant?
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| Albrecht Dürer - Cupid the Honey Thief. 1514 |
It's not that I think that the entire skill system is bad for the game, I just feel that systems like Pathfinder and modern D&D have allowed it to take center stage. It controls too much! People have gotten too reliant on them, and use the skill system to bypass fun parts of the game. It alters the flow, speeding it up, and I feel that it interferes with immersion.
To make a long story short, specifics can correct the problem of mechanical interference, but that doesn't mean that we should completely scrap the NWP system; and then we have the thief class. A skill based class that relies upon them to function.
In a game where the traps are specific, we know how they function and the players can locate them with tools or equipment, and come up with a plan which may or may not result in disarming them, where does the thief fit into this?
- Thieves are more expendable.
- They can figure out the hidden workings of advanced traps.
- They do more for the team than just disarm and locate traps.
Handling Checks
In my last post, I suggested that we try to stick to specifics as much as possible. The DM listens to the plan, and translates the odds of success to the d%; however, there are times when the players are going to have to make checks. In times like these, I prefer the d20. It is fast, fair, and usually in the player's favor.
d% Thief Checks
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| via: Pinterest |
As a player, the thief skill system doesn't work at early levels of play and offers no challenge at higher levels. The best games are when you are gambling with your character's life. As a player, if something is dangerous, I'm not going to even attempt it unless I've got at least a 70%. If things get desperate, I may attempt it at 50%, but never below that. If something has no risk, I will just sit there and roll dice until we all get bored or it works . . . hours and hours later in game time. That sucks, and that isn't playing the game.
I know that there is a huge population of gamers who think that the NWP system is broken, but I don't feel that it is, of course, the way that I design my games I enforce no reliance upon the system to use it. It can allow a user to bypass an obstacle, or make a section easier if you are successful, but play doesn't stop because of a failed check; that is a symptom of bad design. It all boils down to percentages, the d20 just uses increments of 5%. If a character has a DEX of 15, with a -2 to his ability check, he's got a 65% of succeeding. That is actually lower standards than I would normally allow for a dangerous task that will kill me if the dice say no.
PLAYER'S OPTION: SKILLS & POWERS
It was this book that got folks prepared for 3e. It focused on a reliance on skills over the traditional game. It even stripped the class system that we all loved in favor of building some character class that made it even slower to roll up new characters, and caused players to stop play to look at the weird rules in this thing. I hated it. I'm still not a fan.
Regardless if you like the book or not, it did say something interesting . . . if you could find it. It suggested turning thief skills into NWP. How stupid is that? I mean, it goes against years and years of tradition! Besides, thief players aren't going to want to sacrifice NWP slots on skills that they used to have from the start of the game, right?
RAVENLOFT: Masque of the Red Death
This boxed Campaign setting actually predates the Skills & Powers book, but it had lots of mechanics which were unique to it. It isn't a medieval fantasy game, this one takes place in our world during the 1890's. It altered all of the classes, but the most affected were the Thieves.
All of the characters had been depowered, there are no super-heroes in this game, what makes them playable is the skill system, however, this still isn't a skill based game. You aren't going to find the Pathfinder like rules which are overly strict, you pick your skills which define your character, and you play. The skills are passive. You still use specifics over rolling the dice, but I digress.
Thieves are no longer a class. While the other classes still use skills, the class that is dependent upon them is called Tradesmen. If a character doesn't use magic, and can't be defined as a soldier, they automatically become Tradesmen, thus, this is the dominant class.
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| via Pinterest |
As a fan of thieves, this method works great! I always preferred to play against the grain. I never played The Greymouser type thieves, I could probably count the times that I've used Pick Pockets on one hand, and I never started building it up until I was satisfied with my other scores. It just sat there, ignored. In this system, I don't have to pick it at all! I can replace it with some other skill that I want instead, something useful to me and how I want to play my character.
But wait . . . didn't I just say that Skills & Powers was stupid?
It is. It provides very little motivation to play-test the ideas held within it, however, this system has been play-tested at my table, and it works. It works amazingly well! Masque of the Red Death, to myself and the other members of the club, made D&D fun again. Its higher level of challenge changed not just how we game, but how we see the game itself.
- Thieves are all different
- Thief skills work from the start
- The challenge is consistent, regardless of level
- The thief skill system does not place limitations upon the system as a whole
But Percentages gave more to the game than yes or no answers
As a player, I was always torn. I like rolling my own results, but sometimes I wanted the DM to keep the actual results a secret from me. I wanted to simulate thinking that I'm moving silently but not really being sure if I am or not. As a DM, these thoughts were amplified, but I was stuck because I couldn't figure out how to simulate the event without taking away player agency. This system actually allows that.
Either the DM can translate the d20s into percentages, or tell the player who succeeded their check that they believe that they have found a route which is possible to move silently and hide in shadows, then get confirmation that they still want to do the action or not. If they do, then the DM rolls the percentile check to see exactly how quiet they are.
The point is that no matter what we do, we've taken the traditional Thief Skills System, which was closed and set in its way, and changed it into a Skill System which allows the player and the DM to open it up when they want to.
THE DOWNSIDE OF THE SYSTEM
- Players can no longer get a 95% chance of success
- A perceived penalty imposed on low ability scores
- Player's who do want to play traditional thieves hate this
- A psychological loss of control
- Requires a talented DM to function
- Cleaner Character Sheets
- The Level Cap has been removed
- Custom Characters without breaking the system
- Fast and Easy NPCs who are competent without cheating
- Creating Hirelings that grow with the game and aren't static
- Easier to level up (and level down)
- Rewards Imaginative Play
- Skills can be given to Races without weird limitations
Before closing, something needs to be addressed. Since the players are spending slots on abilities, should they get more slots to spend? The answer is no. They still get the same amount. This is balanced by the abilities themselves being useful as soon as they are chosen.
Unmodified skill checks do place caps on abilities. DEX of 18 = 90%, and on the low end, 9 = 45%.
The 3d6 method of STAT Generation prefers to give results in the 11-13 range, which gives you some good numbers that are fun to gamble with, 55%-65% but aren't fixed in my games, they go up and down. If you choose, the Thief Ability Table found in the 2e DMG can be used in conjunction with this system if you need to lean on it now and then. Since the system is open, we can change the difficulty level of a task as we see fit.
Most of the time, it really doesn't matter. The core Thief System is a nitpicker. Either the thief can pick a lock, or he can't. The players can decide to break the door, spend a spell opening the door, or ignore the door and walk away from it. Who cares if the Thief picks a lock? Why impose that restriction at all?
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Wednesday, June 21, 2017 | Labels: Ability Scores, Mechanic Series, NPC's, pc classes, Proficiencies | 9 Comments
9335 BATTLESYSTEM Skirmishes Review
Monday, March 06, 2017 | Labels: Reviews | 0 Comments
2400 Dark Sun Campaign Setting Review
Monday, February 27, 2017 | Labels: Reviews | 3 Comments
Thoughts on RAVENLOFT Masque of the Red Death setting, product MCA2, and sad news
I had a whole month to prep, and I used it all. I've got a large body of work over here, but I am happy with it all. It should give me time to figure things out. I've got many elements to it, it is layered nicely, but we'll have to see how it plays. It will definitely be a challenge for everyone at the table, a test of everything that we've learned so far. It has exploration, physical conflict, amazing treasure that will make things easier for the party, but not required to succeed if they miss it. A great mystery that should unfold nicely. I'm excited! I like this! I wish that I could play it, which is a really good sign.
Its been a couple of weeks since I've chatted you up, and I do have some stuff to say, so lets get to them!
I stumbled across an article about "Masque of the Red Death" (I didn't save it, and I no longer know where it is, but the writer summed Gothic Earth up to a simple game. Something that you play for a session or two and then beat it, like it is a video game, and this is so far from the truth that it annoyed me. Maybe I see something in it that others don't. I will admit that sometimes I get frustrated with it, because it can be very demanding, the setting isn't complete in any way shape or form, if I get lazy it always shows, and because of the technology of the 1890's, the flow is different from sword and sorcery, and from time to time I'll admit that I miss that; But, this setting offers a lot more than fighting the Red Death, as a Dungeon Master who enjoys a more literary style, and as a huge fan of the Ravenloft Setting, this is the perfect medium for both. You aren't confined to the default AD&D setting in any way, it allows the DM and players the freedom to come up with their own mechanics, it excepts a very broad variety of styles, but in a challenging way that keeps things fun and spontaneous. Things that players take for granted in standard fantasy are really tested here, it isn't just me that caters to the setting, and nurtures it, the players are actively doing it as well. We like the idea of turning all of the magic into rituals; giving it that occult feel. I expected the players to buck the system, but they don't. They see it as an additional challenge, and really put thought into using it.
Going into it with the expectation that you are going to save the world from the Red Death is akin to going into Forgotten Realms with the expectation of getting rid of the Red Wizards of Thay and expecting everything to be peachs and cream. The Red Death, to me, is more like Sauron in the Lord of the Rings, but worse, because the Red Death doesn't consolidate his power into a tower that you can storm, but what the two do share is that neither have an actual face. They aren't flesh and blood characters, they are horrifying ideas. One can't assault the Red Death. To whatever it is, even a 30th level wizard is a pawn on his game board.
As a DM, Masque of the Red Death allows me to really focus on, and properly showcase monsters found in the MM. Give them the perfect stage to really delve into what makes them tick. Up until we all sit around the table and I start describing the world, it is the monster that is the hero of the game. I really like that.
We are still playing Dungeons & Dragons, but with a lot more thought put into it than a fantasy game typically requires, and for those of us who have a real appreciation for gothic horror, the setting allows us to get a lot of bang for our buck. It challenges us to rethink what table top role playing can be, but allows us to use a system that we are comfortable with. I've been playing this setting for many years now, and still don't think that I've scratched the surface of it's true potential.
I would gladly pit Masque against the other commercially successful settings that D&D offers, and point out that it is just as open and full of possibilities as any of them. I'm not sure why it didn't get the acclaim and attention that it deserved, perhaps it was just bad marketing or just to much of an indy kind of an idea for people. Those of us who did give it a shot absolutely love it! It was well worth learning the new mechanics and changes that it demands. On paper it does look barebones and incomplete, but once you get going it becomes apparent just how wonderfully different that this is, and how well it compares with similar products. I've played Call of Cuthulu, but I prefer this medium. It allows for more surprises and twists then CoC does, and since it is still Advanced Dungeons & Dragons, it offers much better support and idea generation.
Before closing, I would also like to make a retraction. Somebody, I'm sorry, I forgot who exactly, pointed out that the XP Calculator was updated in the Monstrous Compendium Annual Vol. II; a book that I have ignored for years as just more monsters that are more trouble than they are worth, but I after picking it up and looking at it, this book is moving off of the annex shelf and over to the main one. Not only does it have a great XP Calculator, but I find that the Random Encounters are much better than those found in the 1st Edition DMG, which I had been using and was never all that happy with. I completely forgot that that appendix was back there! It is also worth noting that rediscovering this appendix made my life much easier during my prep marathon, so thank you :)
The game starts on Saturday, wish me luck! Also a bit of sad news. Another player has lost a parent, a shout out to my brother Bigfoot. If you need anything, brother, we are here. Our thoughts are with you, always.
Friday, February 03, 2017 | Labels: rants | 0 Comments
Do It Yourself: Wood Dungeon Master Screen
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| Rip using old screen |
Next was the decoupage. I used the outdoor formula of Mod Podge. The jar I bought cost around $8. If you have a really small budget you can use Elmer’s glue and a touch of water and do the same thing. I wanted the heavy duty outdoor stuff because there’s always the potential for something wet to get spilled at the table and I wanted it to be able to withstand just about anything. Figure out how you want your pages put on each panel before you start so you can get an idea for lay out before you’re stuck with it. Then, remove the picture/sheet, lay down a thin layer of Mod Podge over the whole surface, place the paper down on the glue making sure you smooth it out well as you go and get rid of any bubbles. You can even use a credit card to smooth it down if necessary. I also roll my pages “backwards” before laying them down so I know the edges won’t roll up on me. Once the page is down good, cover it with a thin layer and cover the whole side of the panel. Allow to dry for a good 15-20 minutes before adding another layer to it. I only did a couple of layers and mine is sealed pretty damn well. Allow your panels to dry in a warm, dry place before continuing. I had a short time frame for mine, and once my middle two were just barely tacky to the touch I put the pictures on the backs of those panels. This proved to be slightly problematic during the curing process, but luckily with the panels being thick enough I was able to stand them up so they could cure.
Final thoughts-I do have some more ideas for it to make it better. My oldest made the suggestion of adding brass corners to the panels. With the warmth of the wood stain, brass looks amazing against it. I did find some decorative brass corners online for about $2.99 for a pack of 4. They screw into place, and I think they would totally set off the whole thing. I also have a couple of magnet strips to add to the tops of a couple of the panels. On one of the Instructables I found ages ago, a guy had done that to one he’d built and I think it’s brilliant. Rip’s always trying to find ways of getting his stuff a little better organized at the table and out of the way. With the magnet strips he could put paper clips on the top of a map/character sheet/NPC card/etc. and then tack it to the panel. Easy peasy. The last and final thing I’d like to do I have to wait until the weather gets warmer, and that’s to spray a clear coat over the whole thing to completely and totally seal it in. I want to make sure this thing is close to indestructible.
Tuesday, January 03, 2017 | | 5 Comments
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