Showing posts with label magic-users. Show all posts
Showing posts with label magic-users. Show all posts
Friday, July 5, 2019
Setting-up a Medieval Fantasy Wargames Campaign
In a previous post, I made the point that Dungeons & Dragons (original) is an approach to setting up medieval fantasy wargames campaigns. Back in the day, folks within the miniature war-gaming hobby would share their rules for how to resolve individual combats. In addition to that, they would also sometimes share rules for how to string together a series of table sessions into a coherent war campaign. In these documents, they would not focus on rules for the wargames themselves -- they assumed they were writing to wargamers who already knew such rules and probably already had their own house rules as a local, hobby, gaming group. Instead, the focus was on how to make the games link to each other, reasonably, in order to game a "realistic" war campaign, and not just individual, disparate battles.
As I thought about these things while writing that post, I began to imagine what their pamphlets might have read like if Gygax and Arneson had written them in a more colloquial style that showed very clearly that they were talking to other wargamers about what had worked for them, what they had found to be fun. Because that was in fact what they were doing. It is just that it can be lost on many of us when we come backwards to the pamphlets from complete-rules-style RPG books rather than forward from their actual wargame hobby context. I offer my imaginings, below. The actual work would be a bit more detailed, but still short enough. I leave a lot that would be fleshed out as parenthetical summaries of what I imagine they would include in the actual text. Who knows, maybe someday I'll write this whole thought experiment up?
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Dungeons & Dragons, or
How to Set-up a Medieval Fantasy Wargames Campaign
These booklets are a set of ideas for how to turn an ordinary wargames campaign into a Sword and Sorcery wargames campaign! As with any suggestions for setting up a wargames campaign, these brief booklets give some ideas and descriptions of what has worked for us in our own campaigns. Experiment with it and have fun. Always make it work for your local group.
As with any wargames campaign, you will need to assign sides. In simple fantasy, it is usually good enough just to have "good guys" and "bad guys." But, following Anderson and Moorcock, and hints at such in Tolkien, we have named our major sides "Law" and "Chaos." Monsters, fantasy figures and characters in general fall along such lines. Of course, brute beasts don't fall along any particular line and characters may choose to "opt out" and remain neutral. (Here would follow the list of fantasy creatures by line up, or what would come to be called "alignment.")
Choose rules for resolving combat and figure out a way to factor in the fantastic. We recommend Chainmail, especially with its fantasy supplement and man-to-man rules. We tried to make combat rules and fantasy creatures match up by having monsters and characters act equivalent to a certain number of figures in a typical wargame battle. We talk in terms of "hit dice," to make sense of this. Since we assume that you are already an experienced wargammer (since you are interested in reading pamphlets about setting up an entire campaign), we trust that you are familiar with this way of thinking of these things, so you get the point. But, real quick, here is an Alternative Combat resolution to consider (here they present the "Target-20" method they introduce by means of the "Alternative Combat" tables and the concept of "Armor Class" borrowed from naval wargaming).
Okay, now here is a fun new idea: what if players not only played as "generals" over armies, but actually played individual characters within the game-world? Characters can fall into different "classes," much like then different classes of troops in a typical wargame. Make sure they are different from each other, with clear cooperative properties, so that they can work well together as a Sword and Sorcery style adventuring party.
Here are some ideas for character classes: Start with the proverbial fighting-man. Next would be magic-users. Gygax doesn't much like the idea of magic-users being playing characters, since they are usually the bad-guy in Sword and Sorcery. However, some players may want to play chaos. And you could have "good" magic-users in your campaign. So you may want them to be a character class as well. Also, we had someone who wanted to play a "Van Helsing" type character, so we introduced the "cleric." They are kind of like a crusader. They can force undead to check morale (usually, as they are "undead," they would not check morale). We call this "turning." Clerics also have some of their own kind of spells that are a bit more religiously miraculous, like healing.
Don't forget standard fantasy races such as elves, dwarves and hobbits. Give them descriptions that match what you like from fantasy you have read and that you would like to incorporate into your campaign. Here is what we've done. (Here would follow race descriptions.)
Here is another cool idea: when you play as a general of armies, you usually start with a point-buy system for hiring your starting armies. Then, through play, you can gain more points to buy more troops, thus increasing your army, etc. Well, we thought of a cool way to make this work with players playing characters at a one-to-one scale. We call it "experience" and we measure it in "experience points." Just as armies have tactical goals, Sword and Sorcery characters have the goal of treasure extraction and "looting." So we have developed a way of matching the value of a treasure safely extracted by a character to a character's "experience points." Successful victories also grant some experience. These experience points then accumulate and grant the character advancement in the game-world. We use the term "level" to describe this game-world advancement. Each time a character gains a level they gain in the respective capacities and advantages of their particular class, just like armies growing more powerful in a regular wargames campaign. Here are some ideas. (Here would follow the tables for advancement, XP, HD, spells, etc.)
Now here are some ideas about how to incorporate magic-users and their spell-casting abilities into a wargame context that keeps things fair but still "wonderful." You will find your own way to work this stuff out for your campaign. (Here is where spell lists and descriptions would go.)
Oh, and to make sense of non-combat related eventualities, Arneson borrowed from Naval Wargaming the mechanic of "saving throws." Much like determining how much hull-damage a ship has taken from, say, an underwater mine, you can use saving throws for resolving how much damage a character takes from, say, falling down, drinking poison, or being hit by a magic-user's fireball! We have also found it useful for determining if a character or creature has been affected by a spell or not. As characters advance in level, eventually their chance to save increases as well.
Another thing that we discovered to be really fun is what came to be an emphasis on the more exploratory aspect of the game. Since we have allowed a 1:1 correspondence between player and in-game character, we can set up scenarios where characters explore an unknown, usually interior and often underworld environment. Think of this in terms of Stratego or Battleship, but even more complex and fascinating as the players will need to map a potentially elaborate underworld setting. This could be maze-like or labyrinthine. Or you could have secret spaces only discovered when they have circumnavigated it.
There are a lot of possibilities here. You can set up standard things from Sword and Sorcery that often fall outside the purview of standard wargames. For example, you can have tricks and traps and puzzles that the players can solve by means of their characters interacting with the environment. Really the sky is the limit here.
We have found that the combination of the 1:1 scale and an emphasis on underworld exploration has been absolutely amazing in giving our campaigns a real Sword and Sorcery feel!
Here are some ideas for monsters. We take advantage of the use of Hit Dice to represent relative fighting power and ferocity. Other natural and magical capacities can then be factored in. We describe below what we have developed for ourselves. Again, look at our examples and then work out what would work best for you in your campaign. (Here would follow the monster list and descriptions.)
Here are some ideas for treasure. Look to our examples and work out things for your campaign. (Here would be the tables for deterring treasure, magic items and their descriptions.)
Many wargames campaigns are "map campaigns," and that is what we suggest here. The scope of the game is infinite, but just for starting out we recommend a map of a local area with several opportunities for treasure hunting in dangerous and "underworld" environs, perhaps with one big dungeon nearby. This dungeon would comprise many subterranean levels that the players can easily begin exploring before branching out into the wider world.
Start with at least three levels to this main dungeon (in case they decide to go pretty deep from the start). As they explore, you can continue to add more levels to the dungeon and expand your map to include wider kingdoms and wildernesses -- even a whole fantasy world, eventually, if you want to.
Oh, and if you find your players suddenly want to strike out into the wilderness for an off-hand adventure, Arneson has found it really fun and easy to use the Outdoor Survival board (Avalon Hill). Here are some ideas for random encounters and what to do with some of the symbols on the board in order to render them a bit more like exploring in a medieval fantasy wilderness. (Here follows the suggestions for castles, random encounters, jousting, etc.)
Be sure to keep things fresh. This is fantasy so go crazy! For example, players might think that they have "cleared" an area only to see that a bunch of orcs or goblins have made their home there -- perhaps, very thankful for their newly cleared-out digs!
Most importantly, keep it fun and make it your own. Let us know what you come up with! We always improve as referees by hearing about what other referees are doing with their local clubs.
Fight on!
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If you have a medieval fantasy wargames campaign that sounds like something inspired by the above -- no matter what mechanics you are using for resolving encounters -- you are playing "original" Dungeons & Dragons. So, again, I will say:
Fight on!
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Saturday, September 1, 2018
Armor Class, Movement, and fiddling with the archetypes
Why would I buy a two-handed sword if it still just does 1d6 damage?
Because, although you cannot wield a shield with it, it acts as a shield itself.
Why would I wear anything less than full armor class 2 as a fighting-man?
Because decreasing armor class increases encumbrance and thus slows movement.
AC, Encumbrance, MV table
AC
|
Limit
|
Move
|
9
|
900p
|
12”
|
8
|
800p
|
12”
|
7
|
700p
|
12”
|
6
|
600p
|
9”
|
5
|
500p
|
9”
|
4
|
400p
|
9”
|
3
|
300p
|
6”
|
2
|
200p
|
6”
|
We use the four M's for our combat round cycle:
Missle
Magic
Mêlée
Move
If your MV rate is better than that of an opponent, you might get an extra attack during the movement phase of the round.
Formula: difference greater than 3 = success. Difference 3, opposing check on 1d6, +1 to the party with the higher rate. Equal rates, opposing check on 1d6.
But I'll throw in a bonus side affect for you: you get to be a fighting-man that looks like Conan the Barbarian.
Recall that I allow both shields and helmets to decrease AC by 1. They just can't do so cumulatively such that you would go below your class limit.
I'll even throw in something extra for you: ring mail costs and functions the same as leather. So you can wear a big ring-mail shirt, a horned helmet and wield a two-handed sword and function at armor class 5. (Or look like the above picture: no helmet but shield and regular sword. Whatever. You get the point.) You get the benefit of attack during movement phase. You are welcome.
Why can't elves wear regular armor?
Recall that, because of the nails the crucified the King of Heaven, all iron is hallowed, stopping all (non-clerical) magic.
But elves can wear bronze armor, it costs and functions the same as chainmail. Most magical armor is ancient, thus already made of bronze.
Then why couldn't magic-users wear, say, at least leather armor?
Silly. Don't you remember that, in order to cast spells, magic-users must utter the words of power and engage the somatic gestures that resonate the spell across planes? Armor would weigh down and block the somatic resonance. Everybody knows that.
Fight on!
Monday, July 23, 2018
Cantrips
I am one of those D&D (original) players that looks askance at "new-fangled" things like "cantrips."
I was reading an excellent post on the new spells of the Greyhawk supplement by Delta and, especially his point about spells that seem to weak, I thought: maybe this is what "cantrips" could look like in original edition play.
I think it adds to the Sword and Sorcery vibe and feel. I think it sets up good role-play opportunities at low-levels. I think it solves the "my magic user can only cast one spell" whine. (I disagree with the sentiment but it is sometimes easier to throw a bone than argue a point).
I'll list the cantrips and their descriptions. Then I'll give a little commentary and ask for your thoughts.
Cantrips
I nerfed "explosive runes," in terms of damage, to make it fit into the "zeroth level" spell that a cantrip is supposed to be.All magic-users cast cantrips without spell books or memorization; # cantrips per day = # memorized spells capable of caster; additional cantrips cast at cost of memorized spellExplosive runesRunes explode; destroy parchment; 1d6 damage; Duration: caster negates at will; MU detects 1:2, negates 3:4Hidey-holeInvisible, immovable inter-dimensional space exact size of caster; duration: caster’s lvl + 1d6; + Prestidigitate: Hang rope in air = Rope trickIgniteCombustion equivalent to ignited tenderMagic mouthUp to 25 word vocal message issues from target object upon designated trigger conditionPrestidigitatePerform any number of the following:Catch arrowCard trick (also: win gambling until discovered)Cups & ballsDetach digitDis/reappear (small object)Escape bonds (requires speech and sight of bonds)Float pen (or similar object) b/w handsHang rope in air (+ Hidey-hole = Rope trick)Link ringsRestore cut-ropeMesmerizeCharm willing subjectPyrotechnicsAlter shape and color of fire or increase and color smokeRead personDivine side, class, race, relative life-energy (normal/heroic/superheroic, etc.), close relations, core motive or goal of willing subject by means of one or more of cartomancy, scrying, palmistry, numerology, etc.SuggestAgree with or to any one complete statement or command that does no obvious harm; successful save negates; Duration: 1 weekVentriloquyVoice issues elsewhere; Range: 6”; Duration: 2 turnsThieves: Prestidigitate; Mesmerize; Read person; Suggest
"Hidey-hole" lets a magic user hide for protection or snooping, but is not as powerful as invisibility as it is immovable.
"Ignite," and "Pyrotechnics," have always seemed like something all magic-users ought to have, automatically, without needing to burn a spell. Gandalf setting the pine cones on fire in the Hobbit gave me the inspiration for describing ignition as being like burning tender (so, more than just a spark, but not kindling and certainly no explosion!). And pyrotechnics in general is a Gandalf-thing.
"Magic mouth," and "Ventriloquy," and why not?
Okay, so I know what you are thinking. "Prestidigitate"? How lame? Who needs it? I see this as a part of the Sword and Sorcery feel. The new magician is invited into the court of the over-lord -- he wants some proof he has a real magician and the magic-user doesn't want to burn a memorized spell to prove himself. Some prestidigitation should do the trick. But, isn't all this just slight of hand? Is any real magic used? You decide. But I like the idea that a magic-user could join rings and use that as something really handy in a pinch! Gygax said, in the intro to D&D "and the magic is real." So there you go.
Okay, so, I know what you are thinking. "Willing subject?" Who would willingly submit themselves to a magic-user's whim with "Mesmerize" and "Read person." Well, judging from the real-world, quite a few raise their hand when the illusionist says, "can I get a volunteer." Imagine a Sword and Sorcery setting: the magician has been invited in to prove himself. He does some prestidigitation and impresses everyone in the court, even the high-lord. So, charmingly, he says, "Great Lord, would you like me to do a reading for you?" How could he refuse? He looks at the lord's palms, he lays out his tarot cards, and he finds out some choice information. That night, he reunites with the party, camping out in the woods out of sight and ear-shoot. He delivers the information they need to seal the attack. (Or did he? Well, the party will find out soon enough!)
"Suggest," allows for a kind of Obi-Wan-Kenobi "these are not the droids you are looking for" kind of effect.
Thieves, a la the Grey Mouser, can pull of some of these cantrips as well. Is his prestidigitation just a trick, while the magic-user's is real? I don't know. Why don't you ask him? I feel sure he will tell you the truth.
So, what do you think?
Fight on!
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