Thursday, June 28, 2012

Elements of Sword & Sorcery


Want to write S&S adventure for fun and/or profit? After about 30 years of reading the exploits of Conan, Elric, Kane, Fafhrd, the Gray Mouser, Brak, Gath, and countless others, I have come up with a framework of what the genre means to me. Maybe it will help.



·         The genre can just as easily be called Sword vs. Sorcery. A warrior pits himself against wizard-tyrants and blasphemous supernatural monsters. Man vs. Magic - even when the hero is also wielding magic; such as Elric or Kane. Magic is difficult, alien, unreliable, and treacherous - exemplified by Elric's Stormbringer, Kane's Bloodstone, or Gath's Horned Helmet. Sorcerers, priests, and witches tend to be the enemy, rather than trusted allies. The hero learns to depend upon his own strong arm and a sharp blade.

·         Monsters are the exception, not the norm. The hero pits his arm and his wits against soldiers, guards, slavers, bounty hunters, brigands, cultists, assassins, and gladiators time and time again. He clashes with prehistoric beasts from the dawn of time as well as modern predators of every stripe. When there is a conflict with a true monster or demon of the outer darks, it is a pivotal scene where our hero must draw upon desperate resources and sometimes even recruit allies. Otherwise, our hero can deal with any mortal foe just fine on his own.

·         Technology is uneven at best. While the world tends to languish in a barbaric Iron Age, there is often lost and/or alien technology to be found - if not always understood or mastered.

·         This leads to the consideration of other worlds or planes of existence. If there is a demon to be conjured or a nameless horror to threaten the mortal realm, they will come from Outside or Beyond. They must be alien monsters that conform to no natural laws. This allows the writer to go crazy with description and weird detail.

·         The hero's world is usually just like Earth - only different in some mythic or folklore-ish fashion. Most cultures of the ancient or medieval world will be represented - without all the pesky historical accuracy. It is, after all, a "time of legend."

·         Hero is a term to be used loosely. The protagonist of the tale is, more often than not, a thug and an opportunist. He may claim some code or sense of honor, but this only elevates him a fraction above the scum he fights. In a world where life is brutal and short, these adventurers usually can't be identified at a glance from their opposition.

·         Women are generally prizes or femme fatales. They are intended as a goal or as a devious threat - but swathed in gauzy layers of sex. It is rare for a woman to be treated as anything resembling an equal and those characters tend to be the most memorable.

·         Novel-length stories are rare and these adventures were written for publication in pulp magazines. They were short stories and novellas focusing on action and titillation.

Wednesday, June 27, 2012

Why are you here?

I tend to DM games. That's just the way it goes for me. I am in the habit of creating - all the time. The idea of sharing my creations with others who can participate and appreciate the effort...well, that's why I do it. I guess.

One question I would like to be able to ask the majority of the players I've had in my game, from the dawn of time until now, is, "Why the hell are you here?"

If you are here to be entertained by the DM, I don't want you in my game.
If you are here to somehow win at everyone else's expense, I don't want you in my game.
If you are here to run a character that is the greatest in the world, I don't want you in my game.
If you are here to hang out and not really participate, I don't want you in my game.

That may be one of the things I miss the most about my Basic/Expert D&D gaming days: Participation.

Some of you have heard me bitch about this in the past...but, this is my blog and you're gonna hear it again. Why? Because it is damned important.

My job as the DM is to present a fun and engaging gaming environment where the players can make decisions that lead to some sort of heroic adventure. But that is only one half of the covenant. The other half involves having players that are invested in the progress and success of the game to the point where everyone learns at least the rules that apply to their own PC - and where everyone is having fun.

The DM is not responsible for all the fun and involvement of the game. There is one DM - there tends to be four or more players. The DM is not responsible for pushing the game forward all the time. The players should be invested somewhat in the progress of the game. They should have goals beyond attaining next level and accumulating prerequisites for their desired prestige class. Oh - whoops...wrong edition. Sorry.

Why are you here? Are you here to sit and watch the DM tell you what's going on for an afternoon? Are you here to act like a goof and do goofy things regardless of how appropriate or useful they are? Are you here to be the center of attention and ruin the game for everyone else? Go play a MMORPG and leave me alone. I am not running THAT game.

Here's a secret: The DM wants to have fun too.

I am not here to amuse you at my own expense. I am not a performer. I am not getting paid for this. I do this because I enjoy it...most of the time. It is also my belief that everyone should be enjoying the game. Every. One. A good D&D game is a collaboration. If you don't want to learn the rules of the game you're playing - don't play the game. Don't join a Chess Club if you don't want to learn how to castle. If you don't want to learn the rules for arcane spellcasting, don't play a Wizard. No one is being asked to memorize the rulebook from cover to cover - but they are being asked to know when to roll the dice, which dice to roll, and what modifiers to add.

Why do I tend to be the DM? Maybe because I tend to be the only one that wants the job. It is the most difficult role in the game. It is demanding. It is stressful. It is often thankless. Being a player is a breeze. You have ONE character to keep track of. You get to sit and listen to the DM tell you what's going on. You are a member of an adventuring group with other people supposedly there to support you. There is no reason for you to not be paying attention or to not be invested. What else are you there for? No - seriously...what else?

Speak up. Say something. Communicate. Is the game not giving you what you think you want? Tell the DM. Is the adventuring party not working for you? Talk to your fellow players. But, do it outside of the game. When you're running your character, you really need to be running your character. Is your character a wallflower with nothing to contribute? Don't expect to get what you think you want. How is anyone supposed to know? The DM is not there to read your mind.

The DM is not there to kill you. Seriously. There are monsters and traps to take care of that little detail. Pretend otherwise all you want - but I am not that DM. The least you can do is not kill my game in return. Anyone can tell if the game is going well. Anyone can tell if one or more players are unhappy with the game. It isn't hard to consider the other people in the room now and then.

D&D is not a diva hobby. It is not a "dig me" kind of game. It is cooperative. It is participatory. It is a shared experience. If that's not your thing - go find another game. There are a few others out there.

So, I wanna know...why are you here?

Tuesday, June 19, 2012

Save vs. Nostalgia or Die




I think I've finally made a crucial Wisdom check.

I don't miss BECMI D&D.

I miss the people I used to game with in middle school. I miss having only a couple of books and supplements to play from and anticipating each new release with unbridled excitement. I miss not knowing every rule and nuance of the game. I miss the old dining room table we used to play around. I miss those clunky Ral Partha and Grenadier lead miniatures. I miss Lemon-Lime Slice.

You see, I have BECMI D&D right here. All the rest - not so much.

Still, I try again and again to recapture some of the glory and excitement of those early adventures. Those forays into abject wonder that I may never experience again - except through gold-tinted memory. Playing by those same rules today will not produce the same results as when I was a teen. I am not that gamer. This is not that game. Is there no hope?

Yes. And no.

I am running a variant of the Basic-Expert rules because there is still the very real threat of defeat and death at almost every turn. Characters are far more limited than in later editions. This is not an attraction for me only as a DM. I do not crave that level of control - I believe the DM can exert control in any incarnation of the rules. The DM holds all the cards. I want to be just as limited as the players. I want to live by my wits and delve deep into my imagination. I want to be challenged and surprised at least as much as the players.

That's the essence of what I miss. Challenge and surprise - and not necessarily in that order. I want adventure before a game. I want the rules and the dice to be almost secondary to the quest.

I also suspect part of the elusive magic formula to be the players. Roleplayers with some investment in the game - that's what I seek. Players willing to seek out a bit of wonder. Players that can run characters beyond the framework of the rules - to do what the heroes would do, and for the same reasons.

But, in the end, there has to be a compelling world and campaign in the offing. A setting and adventure worthy of the players. The final piece of the puzzle, perhaps. Something to urge the heroes to explore boundaries and possibilities.

After so many years and disappointments, do I have enough magic left?

Saturday, June 16, 2012

Shattered Sky Rulebook - The Cleric



Continuing through my homebrewed BX D&D player's guide, I give you the Cleric class for Shattered Sky.


CLERIC

Militant servants of the gods of humanity, clerics excel in combat and in divine spellcasting. Their first duty is to the preservation and advancement of the human race and adventuring clerics often perform this duty by seeking out new lands and new resources for Humankind. Their faith and devotion grants them divine spells (found in Part 3: SPELLS) and turning abilities.

Clerics in Shattered Sky gain one spell at first level.

COMBAT TRAITS: Clerics have d8 hit dice to represent their standard role as secondary fighter in an adventuring group. To this end, clerics can use any armor or shield, and those weapons seen as acceptable by their deity. This varies from deity to deity and may include certain edged weapons.

SPECIAL ABILITIES: All clerics have the ability to turn certain kinds of monsters, but not all are devoted to the exclusive destruction of the undead. Humanity is beset on all sides by terrible and alien creatures bent upon its destruction or enslavement and some deities grant their clerics the power to oppose these monsters.

Turning

Human clerics in the Shattered Sky setting will have a specific category of turning based upon their chosen deity. Thus, a cleric's turning ability may apply to one of the following monster categories, as assigned by the player at the time of character creation and only be changed if the cleric's devotion changes.

  • Arcane: Creatures formed of, or powered by, arcane energy - such as living spells, animated objects, and many (but not all) constructs.
  • Elementals: Includes any hostile elemental creature or genie - not just the evil ones. Any construct animated by an elemental spirit also falls into this category.
  • Ilfae: The foul faerie creatures of the dark. For the most part, this will not include goblins.
  • Umbral: Vile outsiders from the shadowy lower planes. This includes demons and devils, as well as other creatures of similar disposition and motivation.
  • Undead: As the standard cleric's turning ability.


CLERIC EXPERIENCE TABLE






Spells
 Level

Experience

Hit Dice

1
2
3
4
5
1

0

1d8

1
-
-
-
-
2

1,500

2d8

2
-
-
-
-
3

3,000

3d8

2
1
-
-
-
4

6,000

4d8

2
2
-
-
-
5

12,000

5d8

2
2
1
1
-
6

25,000

6d8

2
2
2
1
1
7

50,000

7d8

3
3
2
2
1
8

100,000

8d8

3
3
3
2
2
9

200,000

9d8

4
4
3
3
2
10

300,000

9d8+1

4
4
4
3
3
11

400,000

9d8+2

5
5
4
4
3
12

500,000

9d8+3

5
5
5
4
4
13

600,000

9d8+4

6
5
5
5
4
14

700,000

9d8+5

6
6
6
5
5

CLERIC TURNING TABLE

Cleric
Level
1
hd
2
hd
3
hd
4
hd
5
hd
6
hd
7
hd
8
hd
9
hd
10
hd
1
7
9
11
-
-
-
-
-
-
-
2
T
7
9
11
-
-
-
-
-
-
3
T
T
7
9
11
-
-
-
-
-
4
D
T
T
7
9
11
-
-
-
-
5
D
D
T
T
7
9
11
-
-
-
6
D
D
D
T
T
7
9
11
-
-
7
D
D
D
D
T
T
7
9
11
-
8
D
D
D
D
D
T
T
7
9
11
9
D
D
D
D
D
D
T
T
7
9
10
D
D
D
D
D
D
D
T
T
T
11+
D
D
D
D
D
D
D
D
T
T

The table above represents the chances for clerics to succeed in turning one or more monsters of their chosen type and of the listed hit dice (hd).

A number represents the target needed to equal or beat on a 2d6 roll. On a success, another 2d6 is rolled to determine total hit dice turned, with a minimum of one creature, no matter how low the roll. A cleric adds any Charisma modifier to the total, if any.

A result of T indicates an automatic success.
A result of D means the creature is destroyed or dismissed to their home plane (in the case of a monster from another dimension).
No effect means the creature cannot be turned by a cleric of that level.

Friday, June 15, 2012

Back to the book

Though I have made it very clear that my Shattered Sky campaign is a hearty mix of BX rules and Pathfinder sensibilities, it is probably the following section that begins to put this truly into perspective for the player.

Yes - that is a character sheet written on an index card. Other stuff can be put on the back.




PART 2: PLAYER CHARACTER INFORMATION


Charts and Tables

The tables given for character abilities, experience, and special class abilities are all presented as close to the D&D Basic rules format as possible. In one small departure, alternating tinted rows have been added to improve ease of reading.

It is worth noting that demi-human classes may rise to 14th level just as their human counterparts. The character classes are balanced internally against each other without the need for artificial level limits.

Level Titles

While Shattered Sky does not use official level titles, a player is welcome to call their player character whatever they like. This writer simply dislikes and disagrees with the majority of the titles given in the rules.

For the purpose of "name level" references, this is the 9th level of experience in every case.

Character Abilities

Roll 4d6 for each ability score and discard the lowest die. Add the remaining three die rolls and apply to any ability desired, in any order, until all six ability scores have been determined.

Ability Prime Requisites

There are none. No class or race requires a minimum score in any one ability. Yes, you can run a weakling fighter or a clumsy thief. You do not receive bonus experience points for having high ability scores - you receive advantages to relevant die rolls and enjoy a potentially more successful character. Those are your bonuses.

Ability Score Adjustments

Ability scores may not be lowered to raise another. If you roll an untenable character, start from scratch and roll another.

Minimum Ability Scores

No player character is required to have any minimum ability score to qualify for a specific class or race. You may run a feeble dwarf or clumsy halfling, just as you are permitted to play a foolish cleric or stupid magic-user. Not every dwarf is of above-average Strength, not even an adventuring dwarf.

Hit Points and Hit Dice

A player character receives the maximum hit points for his or her hit die at first level. Hit points are rolled normally thereafter.

To reflect their intended roles during an adventure, some classes will have a higher hit die than given in the original books. These adjusted hit dice will be listed in the COMBAT TRAITS of the class in question.

Darkvision and Nightvision

Some demi-human races possess the ability to see in the dark or the gloom. Shattered Sky makes no effort to explain why this is so and does not use the concept of infravision.

Darkvision is the ability to see in the dark - like infravision, but without the "infra." Not seeing heat, but simply seeing in the dark - usually in black-and-white, unless noted otherwise. For example, dwarves have darkvision up to 60'.

Nightvision is the ability to see further in dim or gloomy surroundings. Some illumination is required and a character with nightvision can see twice is far in conditions of less than full daylight, allowing full vision up to 60' in torchlight, for example. Note that elves have nightvision - not darkvision.

Some bizarre or otherwise alien monsters may have true infravision. That is the prerogative of the DM.

Strongholds

Upon gaining 9th level, any character can invest in the construction of a castle (clerics and fighters), stronghold (dwarf, elf, or halfling), tower (magic-user), or hideout (thief). See p. SS# for details regarding details of construction.