I’ve always been hesitant to use charm spells or effects against my players. First, players don’t like to lose control of their characters. And second, I don’t like players to lose control of their characters. As a referee, I have enough other entities to manage, without needing to run the PCs too.
I’ve been reading Demonspore recently though, and every shroom has charm person memorized. Shrooms are also supposed to be evil geniuses, so they should fight deviously and use all their powers to maximum advantage. If I want to run this module honestly, I need to decide how to consistently manage monsters that charm.
Here is my first idea. If a PC becomes charmed, I will give them a short brief regarding their new priorities. No more than a few sentences. Maybe I’ll write this down beforehand, or maybe I’ll just vocalize it. Then, the player will be responsible for taking actions in line with the brief. My only power as a referee will be to disallow actions that seem to contravene the brief. Attempting to twist the words of the brief, within reason, is permitted (and even encouraged) as that provides space for player skill and also models the idea that the PC’s nature is rebelling against the control. XP for particularly good adherence to the brief may be in order, but if I go that route I would like to find a way to do it that is not too subjective. Maybe something like 100 XP, with -10 XP for each time an action is disallowed by the referee? With negative XP possible?
I wonder how other people handle charm person, or other similar effects (geas, quest, etc).
|Image from Wikipedia.|
The Catacombs of Paris are another example of a real-world labyrinth (I first came across them here). Many levels deep, and (supposedly) millions of dead interred. Maps derived from real structures, in my opinion, have a sense of verisimilitude that is hard to get from purely invented maps (though maybe that is at least partially a placebo effect). See also this post at Aaron Steele’s blog on St. Paul’s Catacombs.
Also mentioned on Dragonsfoot. Map here (very atmospheric, but not really ready for RPG prime-time). (Thank you, user Grim, for that link.) Perhaps usable as a player handout, if one were to create a separate referee map (though the French might take players out of the game if this were used in a fantasy setting).
One thing that struck me when reading Bone Hill was how Lakofka writes about saves. For example, in the description for room BA:
Any person on the ladder below the falling individual will also be knocked off unless a save is made (rolling one’s dexterity or less on a d20).
And then again:
8c: The trapdoor from above is iron reinforced and barred 50% of the time. The trapdoor down to level b is made of iron and is wizard locked. If it is opened for more than 10 seconds it will cause a trap to activate. One person moving rapidly can easily get through before the trap is sprung. A second person must roll Dexterity or lower on a d20 with -2 on the roll, a third save vs. Dexterity with no penalties or modifiers, a fourth save vs. Dexterity at +3, on the roll, and a fifth person will not succeed at all.
What is this save vs. dexterity? Clearly, in the older games, a save is something broader than the mechanic associated with the per-class saving throw table. A save is any kind of check used for a last chance escape. And it has something to do with abilities, at least in this example, but it also has something to do with experience (for saves that use the level-based table in the core rulebooks). Saving throws are explained narratively in many different ways, and this changes based on the ruleset in question. Some samples:
Basic (Moldvay) B26:
A saving throw represents the chance that a special attack may be avoided or will have less than the normal effect.
Expert (Cook/Marsh) X24:
As characters advance in levels of experience, saving throws become easier to make.
2E PHB (page 89):
Saving throws are measures of a character’s resistance to special types of attacks–poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level; Dexterity and general mental fortitude aid in honing combat senses. Experience makes saving throws easier.
Ibid. (page 100):
More often than not, the saving throw represents an instinctive act on the part of the character–diving to the ground just as a fireball scorches the group, blanking the mind just as a mental battle begins; blocking the worst of an acid spray with a shield.
The d20 system uses three saving throws, all based on the capabilities of the character rather than the threat to be avoided; fortitude (modified by constitution), reflex (modified by dexterity), and will (modified by wisdom). From the SRD:
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score.
Swords & Wizardry WhiteBox (page 32):
From time to time, a spell or some other kind of hazard requires you to make a “saving throw.” A successful saving throw means that the character avoids a threat or lessens its effect. Each character class has a saving throw target number which gets lower and lower as the character gains levels.
Labyrinth Lord revised edition (page 54):
All characters and monsters can make”saving throws” to avoid the full effects of spells or certain attacks. Characters and monsters will have a number for a saving throw category, and when affected by a type of spell or attack which requires a saving throw, the player or Labyrinth Lord will roll 1d20.
LotFP uses saves by class and level (the save numbers are included on the experience progression charts), but saves are also adjusted by ability score bonuses and penalties. I couldn’t find a simple description of the idea behind saving throws in the Grindhouse rules, but they seem to be B/X-based with a little d20 SRD flavoring (the ability adjustments).
So: by level, by ability, or by level with ability modifiers? That is the question. And as for most things related to D&D, there is already an extensive conversation about this on Dragonsfoot. After reading Bone Hill, my initial inclination was to do away with the saving throw tables, on the basis that the numbers are a major portion of a character record, and a more minimal character sheet (all other things being equal) is better. One less set of numbers to keep track of. However, one of the posts in that Dragonsfoot thread makes an important point:
This seems like it would create too much of a focus on ability scores, making those with low stats much worse than before and those with high stats better.
I think that is absolutely the main problem with doing away with the saving throw tables. Using an ability-centric mechanic for saves makes abilities more important, and we all know where that leads (bonus inflation, min/maxing, heavier chargen, etc). Also, there is a certain feeling to Dungeons & Dragons, and the saving throws, with all their baroque categories, are part of that. Having a specific save against death rays says something about the expected tone of the game. On the other had, the downside to using level progression saves is the power curve: high level D&D play can sometimes feel like playing superheroes, and while some people might like that, I don’t think most people come to D&D looking for that kind of experience. I suspect (though I am not sure) that that is part of the reason why James Raggi recently wrote that he might do away with the level system if LotFP gets another edition.
After all that comparison and analysis, I will leave you with this: a simple “save vs. dexterity” to partially avoid dragon breath, “save vs. constitution” to survive poison, or “save vs. wisdom” to shake off a charm spell seems mighty attractive. This does, however, make ability scores more important, and I generally dislike that. (This is not an either/or proposition, obviously. The two styles of saves could be blended in various ways and with varying levels of complexity.)
These old modules are much more like local settings than stories. The area detailed is about 16 by 28 miles, based on the wilderness map. That’s approximately 14 six mile hexes. The module starts out talking about the Lendore (also known as Spindrift) Islands, which was slightly confusing to me, until it became clear that it was set in Greyhawk. Indeed the cover does say “This module may be incorporated into an existing campaign or used in conjunction with THE WORLD OF GREYHAWK (TM) Fantasy World Setting.” I missed that because I am used to products trumpeting their brand association with setting logos. Moving on. It contains the following locations:
- Dweomer Forest. With a temple to a god of chance. This is an example of a cleric’s stronghold with followers, and is presented as a source of information, cleric spells, and a place to sell magic items.
- Bald Hill. Farmland and a thieves’ lair (orcs).
- Guardian Peak, Lark Hill, Low Point, Reddy Forest. These areas are mostly a source of potential henchmen: Tolvar (magic-user), Locinda (half-orc thief/fighter), Martin (ranger), and Volcifar (assassin). Aside: my next character is totally going to be named Volcifar; that is the coolest name I have seen in a while. I like the fact that potential henchmen are placed like treasure to be found. It reminds me of finding new party members in video games. I wish my players were more interested in hirelings and henchmen.
- Pebble Hills, Tri-top, Kelman Woods, Spring Glade. A dire wolf pack and a small gnoll village of six stone huts.
- Bone Hill and the Dead Forest. Ruined castle inhabited by several different factions of monsters. Lakofka explicitly calls this a symbiosis, which I find interesting, as dungeon factions are usually assumed to be competitive.
- Restenford town & castle. Every building in the town is keyed, as is every room in the castle. This resource alone is worth the price of admission. You could rename the town and drop it into any campaign setting. The castle and dungeon of the title are an added bonus.
Interestingly, not only are most of the evil demihumans (the bugbears and gnolls) presented as having females and young, the demihumans are explicitly placed in a family setting. There are more children in the gnoll village than adults (six male adults, three female adults, and eleven children). The same is true of the bugbears in the castle ruins. Certainly an example of Gygaxian naturalism, and little care is taken to protect delicate sensibilities regarding potentially fighting demihuman young.
The module says that the town has 315 inhabitants. I’m not counting, but it looks like all the village inhabitants are placed and detailed, most with stats and alignments. Speaking of which, a surprising number of them are chaotic neutral. Lakofka must have known that this was asking for trouble so he includes this (page 17):
The garrison is provided to maintain some degree of order through the town, as you will note the town is mostly chaotic neutral in nature. Chaotic neutral does not equate with brawling, meleeing, spells in the streets, and open mayhem. Be sure you are clear on the meaning of this alignment and that your players understand it as well.
There is also this gem:
DM Note: Only the Baron knows the exact location of the family treasure, and how it is guarded.
This is particularly interesting in light of James Raggi’s true objective of the keep post. I don’t think I need to summarize that argument here other than to say that most of the same points apply (other than the one about the title).
Enough about the setting. L1 also got me thinking about a particular rules subsystem, on which the next post will be focused.
I added one of those perma-pages to the top of this blog to keep track of my RPG collection. That list is still not quite complete, especially regarding things I only have in PDF. As I say there, I’m not a collector, I’m a player. I don’t care about rarity or value, other than to be irritated if something is hard to get (grumble Tegel Manor & Caverns of Thracia grumble grumble). I would love to have hardcopy of the 1974 rules also, but I can’t justify the current market price (despite what I paid for my copy of the Rules Cyclopedia, which, let me tell you, was probably more than I should have).
I’ve been acquiring things rapidly over the past few months, since I came back to the hobby and discovered the OSR. Prior to this summer the only tabletop RPG product I owned was the 4th Edition core rulebook set (seriously), which I bought in 2010 on a lark to see how the game had changed (not having played almost at all since 1999). Hopefully the purchases will slow down soon, or I will run out of allocated shelf space.
A few more items are on their way in the mail:
- L2 The Assassin’s Knot (reading L1 Bone Hill right now)
- G1-2-3 Against the Giants
- D1-2 Descent into the Depths of the Earth
- D3 Vault of the Drow
- Q1 Queen of the Demonweb Pits
- T1-4 The Temple of Elemental Evil
- Lost City of Barakus
- Tomb of Abysthor
- Stormbringer (third edition)
- Advanced Adventures Compendiums 1 & 2
As you can probably tell, I decided that I wanted to read the classic TSR modules that were mostly before my time. I should probably take a break to give myself some time to read all this stuff, huh? 🙂
There are also a few upcoming releases that I am really looking forward to though:
- Carcosa (LotFP edition)
- Mines of Khunmar
- Dwimmermount Codex
Unfortunately, I think that Carcosa is the only one coming out soon. The Swords & Wizardry version of Rappan Athuk under development is also interesting, though I’m not sure how I feel about a 1000 page megadungeon in a possibly faux leather cover. It seems almost… decadent, somehow. (I have similar feelings about the Tome of Horrors Complete.)
This Open Friday: Adventure Use post at Grognardia suggested many items to investigate (as have many of the posts in the retrospective category). Here’s my current list of other things to look into when I have space on the queue:
- I6 Ravenloft (I love haunted house modules)
- B2 Keep on the Borderlands (seems to be THE classic)
- B4 The Lost City
- Pathfinder GameMastery Guide (based on this review)
- Iridia 87 (for the Free City of Haldane)
- DL1 Dragons of Despair (for Xak Tsaroth)
- REF5 Lords of Darkness (lots of undead adventures)
- Warhammer Fantasy Roleplay (after reading SBVD)
- Warhammer Fantasy Roleplay, The Enemy Within Campaign
- City of Brass by Necromancer Games
- DA2 Temple of the Frog (Arneson TSR fantasy module with super-science!)
- GURPS Dungeon Fantasy (curious because of this blog)
- GURPS Goblins
Unlike many of my blogland compatriots, I’m not much of a gamer. That might read strangely, coming from someone interested enough in D&D to write this blog, and play RPGs at all (especially as a referee, given the time required). But it’s true. I don’t play board games and haven’t played any video game extensively since Final Fantasy XII. I find myself getting bored by most games other than D&D, and most of the time I would rather be reading or at the gym.
I don’t really have gamer ADD either, though I am a bit of a perfectionist and because of that sometimes feel the urge to start a new campaign from a blank slate. Even now I’m working on my next campaign in addition to the campaign I am currently running.
I haven’t played any tabletop RPG extensively other than D&D. I played a few White Wolf games in the 90s during high school, but no real campaigns. I owned several of the books, but have since sold them. I had a brief experience with RIFTS and hated it. I read most of the Nobilis book because it came highly recommended by a friend, but never played it. Cool ideas, but two high-powered for my tastes. I tried Ars Magica once, but the chargen took longer than the one or two sessions we ended up playing.
What’s the point of this? Following the ongoing OSR commentary, I’ve actually had my interest piqued regarding several other game systems. Specifically, the Stormbringer domain hack, over at Hill Cantons, Small But Vicious Dog (D&D mashed up with Warhammer), and the Lovecraft-inspired work at Secret Antiquities. Not to mention the continuing retrospectives of older games at Grognardia. SBVD is one of my favorite products that I have seen come out of the OSR, and I have zero experience with WFRP. I’m not sure if I would actually like to play them, but I think I would like to read them, for historical knowledge if nothing else. I’m sure they would also be a good source of ideas, even if I only continue to play D&D. Here are the games I am considering:
- Elric! or Stormbringer
- Warhammer Fantasy Roleplay
- Call of Cthulhu
- Burning Wheel (recent, I know, but still looks interesting)
- Some other Chaosium games
- Chivalry & Sorcery
- Gamma World
- Spirit of the Century (also recent, I think)
However, I don’t really know where to start. Most or all of these games have multiple editions, and the first edition is not always the best. I’m really interested in classic versions, not cleaned up new school editions. So, readers, where would you recommend I begin? Any suggestions regarding versions to seek out or avoid? For Gamma World, I would probably start with Mutant Future, based on how much I like Labyrinth Lord, but for the others I’m really not sure. Which game would you pick to investigate first, for someone who doesn’t currently own a single RPG product that is not D&D or a retro-clone?
In 1974 D&D, the assumed campaign setting is an expanse of chaotic wilderness with isolated domains controlled by powerful NPCs. High-level PCs might also at some point aspire to roll back part of the wilderness and carve out their own domain (rather detailed rules for doing this, including prices for components of strongholds are given in The Underworld & Wilderness Adventures, pages 20 through 24). The assumption is that a dungeon will be located nearby the town where PCs start, and will occupy those characters for (at least) their first few levels. The overland wilderness is considered too dangerous for small parties of low level adventurers. A method is given for determining the residents of strongholds once the adventurers have graduated from dungeoneering (TU&WA pages 15 and 16). These articles contain a method for generating wilderness settings
I want to place the dragons now because they’ll likely distort the social map. Few people want to live next-door to a dragon.
I think this idea of power centers can profitably be the guiding principle for wilderness setting design.
- Undying lord or knight and undead court
- Faerie enclave (elves, gnomes)
- Dragon lair and hunting grounds
- Vampire lord and flock
- Cursed location (ancient battlefield, ghost town, cemetery)
- Source of super-science (crashed space ship, ancient technological ruins)
- Dangerous ground (radioactive wasteland, wild magic zone)
- Strongholds (inherently lawful, if sometimes despotic)
- Dungeons (Entrances to the underworld, sources of chaos)
- Powerful chaotic monsters
- Features of the environment that influence nearby residents
This begs for a nice collection of tables that could be plugged into a system similar to The Wilderness Architect, but I’m not feeling all that creative right now, so I will leave that as an exercise for the reader (and maybe a future post).
(Take the quiz here.)
This is what it came up with for me:
Rogue with bardic and sorcerous tendencies. Human with half-elf and elf coming in a close second and third.
I think this actually got me pretty well, despite the ability score inflation. All but one score are above average. Seriously?
I Am A: True Neutral Human Rogue (4th Level)
True Neutral A true neutral character does what seems to be a good idea. He doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he’s not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Rogues have little in common with each other. While some – maybe even the majority – are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don’t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes ‘fake it’ well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXX (11)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XXX (3)
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XX (2)
Barbarian - (0)
Bard ------ XXXX (4)
Cleric ---- (-2)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-25)
Ranger ---- (-2)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXX (4)
Wizard ---- (0)
That’s right, -25 paladin.