December 22, 2010

Comparing Editions: A DM's Perspective


Recently (and fortunately) I was able to run a 1st Edition session for my usual 4e group. Two guys couldn’t make it, so rather than have them miss part of the ongoing saga we switched to 1e. The guys indulged me and let me run an old Dungeon magazine adventure of mine, Training Ground, that was originally published in 1998.
Mike Ferguson's recent post on the session and his observations about 4e versus 1e inspired this post—consider it a companion post—so kindly go here and read his first. It’s a good post and contains some excellent observations.
Back? Great. I told you Mike’s post was a good one.
I’ve had the pleasure of DMing both editions this year, so I’ll offer my empirical evidence and observation from a DMing perspective. Like Mike, I’ve already talked a bit about the differences between editions (here and here), but DMing one edition a few weeks after DMing another really knocked some things home.
On a side note, their group did well in a brutal, trap-filled and sometimes admittedly frustrating dungeon. At the time I wrote Training Ground I was mourning what I felt was the demise of the old-fashioned dungeon crawl—world-spanning, political adventures seemed more in vogue at the time—so as Mike rightly observed, I definitely channeled Gygax when writing it. Bravo guys.
Back to editions…

1. Combat Length

What Mike said. And his 3-combats-per-4e-session is exactly what I, when DMing 4e, tend to expect. If you squeeze in four, it’s a terrific night.
One extra observation I’ll toss in is the hit point factor. Increased combat options and tactics definitely drag things out a lot, but usually our players know what they want to do when their turn comes. Likewise, I don’t puzzle over the monsters’ next moves that long. This led me to wonder, was it all about the tactics?
After this recent 1e session, I think half the problem is hit points. In our 1e adventure, which was written for 3rd-7th level PCs (about 30 levels total), the final bad guy had 42 hit points. A few good hits and he was gone. I contrasted that to a side fight in our 4e campaign where a goblin underboss had, like, a hundred hit points … and he wasn’t alone. No wonder the damn combats take so long.
I think the 4e monsters have inflated HP totals because some feats/powers or combos can deal a hideous amount of damage, and the designers didn’t want monsters dropping like flies. The result being that during most standard combats the monsters simply have too many hit points. Likewise the characters.

2. 1e PCs can dish it out but they can’t take it

Because we had only three players and it was a tough dungeon, I let the players roll up 7th-level characters. On hindsight, they were very magic item-weak, but still I thought they’d be killers. Wrong, oh so wrong. The fighter had 49 hit points (not too shabby) but the thief had 28 and the magic-user had 20! And that was with me giving them maximum HPs at the first two levels and letting them reroll 1s after that! Yikes. Do you know the difference between a 20-hit point character and a dead character? About four good hits or two good trap hits. In 4e, four hits would never take out a 7th-level guy unless major criticals were rolled.
On the flip side, there tended to be more misses on both sides than there seem to be in 4e. So in 1e, the hits seemed rarer but stung far more for good guys and bad guys alike.

3. I had to resort to a lot of ability rolls

Far too many times I found myself resorting to ability rolls. Was the PC trying to identify a historical name or rune? “Make an intelligence check!” I’d cry. I’ve grown so used to having skills and such to cover these things that 1e seemed lacking.
That said, Mike’s observation about having the players describe what they are doing or where they are searching instead of simple rolling is dead on. It’s the reason I rarely run 4e skill challenges but instead incorporate skill rolls into the action, as I did recently when their characters chased a kenku assassin across some rain-slick rooftops.

In the end, the experience left me craving a hybrid system. Instead of the endless hits, endless hit points, and looooong combats of 4e or the tactic-boring, PC-dangerous combats of 1e, I’d really like something in between. Something where a simple fighter has a few choices in combat, but not so complicated that I, as DM, must ask players exactly what their Flying Dwarven Hammerhand encounter power does or sit back and watch them puzzle over the timing of a combo. Indeed, since the old days I had desired what I called “maneuvers” but now I’ve seen character development take a back seat to players becoming powers obsessed. It’s time to rein things in a bit, I say.
In any case, it was a breath of fresh air playing 1e again, and it reminded me how far the game has evolved (determining the number needed to hit is so much faster now from the old THAC0 days) but also about some of the things I love that have fallen away from recent editions. It’s got me looking forward to more 1e play, both as DM and as player (still re-reading Lost City Mike?).

November 28, 2010

NaClaMomo: Reviewing The Temple of Elemental Evil

For this installment of NaClaMomo, I'll tackle a favorite of mine (alright, yes, they all are) ... that uber-dungeon, The Temple of Elemental Evil. (I'll refer to it as TOEE going forward.) I've already covered The Village of Hommlet here last November, so I'll stick to the additional material.

The Temple was the long-awaited—and I do mean loooong—sequel/continuation to T1 The Village of Hommlet. TOEE has gotten both heaps of praise as well as some criticism over the years, both with good reason. This adventure has had more printings than any other TSR/Wizards adventure before or since, so there must be some "beef" there. Let's take a closer look.

Pros

1. Atmosphere

Holy smoke is there atmosphere here! Loevcraftian imagery abounds. Here is a mere part of the initial Temple description:

The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obscenities they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to hang over the whole area—a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating.

Your eyes play tricks. You see darting movements out of the corner of your eye, just at the edge of vision; but when you shift your gaze towards such, of course, there is nothing there at all. You cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad?

The whole description is, to date, the most evocative description I've seen in an RPG adventure, period. And I've been reading these things for 30 years. Characters entering these ruins can expect a green light to smite the evil within (largely) without mercy.

2. Great backstory

In TOEE, the DM really gets the good stuff. In that I mean the secret history of the Temple makes for a great read, and presents a fully realized background in which the bad guys are evil, strategic, and play things to their own advantage. Iuz and Zuggtmoy are equally insidious, and they compete between themselves, yet each presents a challenge to good-aligned characters

3. It’s almost a complete ecosystem.

Somehow this dungeon combines some six competing factions into what feels to be a living breathing place. Clever players will play those factions against each other.

4. It has some great set pieces.

I love the “zoo” section of the third level. The leucrotta and umber hulk areas, as well as the laboratory and chapel areas are very cool. In fact, I’d easily name the third level as my favorite part of the whole affair, due to the number of unique and memorable rooms.


Cons

1. Production values

Production values were a little lacking in this TSR offering. The book is 128 pages long, but sports a mere 23 pieces of art (about a fourth of them repeats from T1). Some of the maps are also crude; after the great maps in T1 the Nulb and upper Temple maps are a disappointment and the other level maps also feature doors that look scribbled in. I will however give credit to Keith Parkinson for an outstanding cover that faithfully serves me as the best player handout ever (see below)!

2. It’s ponderous.

Enter small room. Defeat humanoids with meager treasure. Rinse, wash, repeat. The seemingly endless rooms of humanoids, especially on the upper levels, can get old fast. Today’s DM is advised to take a black marker to the map and simply strike a number of rooms on the two upper levels for sake of faster, more entertaining play.

Interestingly enough, I think the biggest flaw in Monte Cook’s remake, Return to the Temple of Elemental Evil, was a similar endless similar rooms approach.

3. It’s damn tough

No really. Some clues can prove maddeningly hard. The attrition factor is wicked, and there are a few encounters that are very deadly for their level (such as the earth elementals on Level One). The bad guys are clever. It’s the combination of all three that can prove very deadly indeed. Zuggtmoy’s tactics are very clever, and Gygax, in typical 1st Edition style, isn’t afraid to make use of illusion or charm effects in helping the PCs find their way to an early demise.

One chamber contains a cloak of poisonousness, a super-nasty little item that resembles a black cloak, but if tried on instantly slays the wearer … with no saving throw! Ah, the First Edition days…

4. The Nulb section is lacking.

I’m guessing Nulb would have been T2, had T1-4 actually been released in four parts instead of two. I wish it had been, because perhaps—assuming the existing material were not simply divided up differently—we might have gotten a bit more Nulb.

The Nulb encounter key provides a mere four keyed encounters. And a crude Nulb map. That’s all. The rest is left to the DM to create. I’m all in favor in giving the DM a bit to develop and a hand in shaping the village, especially after the hyper-detailed Hommlet, but after having so very much of the rather tame Hommet described building-to-building and at times with expanded building maps, not getting more out of Hommet’s evil sibling Nulb seems a waste. At least one inner building map (for the waterside hostel for example) would have been much appreciated.


The Temple of Elemental Evil isn’t for everyone, but if your DM is up to the task of filling out things and editing a tad, and the players have a patient for a long haul of a dungeon, the rewards are there to be had. This very old-school gem contains lots of atmosphere, numerous dangerous and interesting encounters, cool magic items, and more villains than you can shake a stick at. All in all, a worthy investment and something that belongs on every DM’s shelf, if only for inspiration.

November 12, 2010

I think this year I’ll start off NaClaMomo with a bang, by giving my humble take on a very unique Gygax classic: S3 Expedition to the Barrier Peaks. We’ll call it Expedition for short. The origins of this adventure harken back to Origins II and 1976(?) and the influence of James Ward's Metamorphosis Alpha, and TSR eventually published it in 1980.

Expedition tickles a special geek spot for me. As I mentioned in a different post, I’m not a huge fan of mixing genres. The result usually ends up—even well done, as in Rifts or TORG—as a chaotic jumble that tends to promote insane characters at the expense of defined atmosphere. Sometimes however, as in the case of Expedition or Talons of the Horned King, the author can present an RPG one-off that really works well. Gygax was no stranger to this, and he admitted to rare gunslinger or tech-equipped characters and penned two Alice in Wonderland-based adventures for good measure. Put simply, every campaign needs a little fresh air once in a while. Expedition provides fresh air in spades.

Pros


1. It’s a big sandbox.
I love sandbox modules. In
Expedition, there’s a whole spaceship to play in! Lots of unique encounters and areas that can test a player’s roleplaying ability, as well as the ability to resist meta-gaming. Sure, the player knows it a ray gun, but would the character?

2. Cool critters aplenty
The starship nodule contains a host of weirdies, from the webbirds to berserk androids to the vegepygmies, not to mention a whole alien zoo! The unique nature of the “dungeon” allows for a host of new creatures without that odd feeling that comes from a standard adventure packed with too many oddball monsters. Adventurers entering this place can’t know what to expect, and neither can the players. That makes for very memorable play.

3. There’s nothing like it.
As mentioned in my introductory paragraph, Expedition is a wonderful breath of fresh air for any campaign that’s grown a bit stale or predictable. The adventure is scaled for higher-level characters, so there’s a great chance that the running campaign has grown long in the tooth and the players need a change, if only for a single adventure.

4. The tech goodies have limits.
Almost all the rayguns and powersuits and such run on charges, so after a while they become useless. Indeed many of the tech weapons found may well see action before the characters even leave the ship, further decreasing the amount of advanced loot the characters retain. The upshot is that the players get a taste of some powerful (and often well-earned) items but there’s little chance they’ll be around for many adventures to come and bedevil the Dm at every turn. Instead, the players are forced to decide when is the best moment to use the really powerful but short-lasting items, which is (IMHO) how it should be.

Cons


1. It’s a big sandbox.
There isn’t much of a mission here. Oh, the characters can try to close the starship doors and prevent further spread of the alien beasts, but that’s a secondary goal at best. Exploration and the possible acquisition of high tech goodies in the main show here. For those that enjoy open exploration, it’s great, but players that require that “I’ve defeated the Big Bad Guy” plot element will be disappointed, unless defeating the froghemoth can somehow qualify.

2. It’s damned deadly
Characters that are unprepared are going to get their heads torn off, either by rampant police robots, or the aurumvorax, or perhaps the dreaded froghemoth. Plus there are several more traditional creatures, such as the psionic-powerful intellect devourer, can present steep challenges if played properly.

Gary Gygax wasn't known for writing forgiving modules, and he certainly doesn’t make Expedition a walk in the park. Oh yes, any party that doesn’t hole itself up and rest in a quiet abandoned living quarters somewhere will certainly pay the price sooner or later. Probably sooner.

3. It’s not for D&D purists
It’s obviously not for those that dislike science-fiction elements in their AD&D game, to be sure. Though one hopes that players, lovable fools that they are, will try anything once.

4. It’s more work than it looks.
Like the D-series (to be covered another day), this module requires some work. There aren’t whole cities to develop here, but certainly the endless empty or near-empty rooms common to earlier TSR adventures are well in evidence here. The top floor in particular can be a snooze fest of abandoned rooms and skeletons unless a creative DM fills in the proper details and atmosphere.

I believe
Expedition to the Barrier Peaks is a very special, one-of-a-kind module. Oft-imitated but never matched, everyone deserves to either run this once or, better yet, experience it as a player.

So what are you waiting for? Obtain this old-school wonder, dig out your ancient 1e DMG, and give it a spin. You’ll be glad you did, if only for the change of pace.

September 22, 2010

Bring on the Beholders

There are a fairly large number of monsters that are both iconic and favorites of mine, yet I've never actually used them in an encounter as a DM.


Often this owes to their power; one doesn't pull a Demogorgon figure out of the box every session, after all, and there's a good reason most players have more experience with kobolds than storm giants. I've also run very few campaigns in which characters got above 8th level (especially in the old days when leveling up was a much more arduous affair), so usually facing powerful monsters simply isn't something the PCs can do.


Still, there's a few critters I've always wanted to use but haven't: beholders, catoblepases, umber hulks, su-monsters, to name a few. Other creatures, such as the purple worm, saw use in my 1st Edition games but not afterward in latter editions. The arrival of Second Edition in particular had a big impact, because giants and dragons got a huge boost (and have been powerful foes ever since).


This past weekend, beholders (yeah, two of them) entered one of my campaigns for the first time. No, the PCs were still low-level. It was more of a foreshadowing encounter, a little something to make the players think ahead and to alert them to the challenges ahead. Little fish in a big pond and all. After a little thought, I decided I wasn't going to be shackled every single encounter by that 3e and 4e "CR" mentality. My current group, as mentioned in my last campaign post, is a very sharp group and they're smart enough to know when to hold 'em and when to fold 'em. And in this case, they kept their heads down.


I can't speak for my players, but for me it was fun to finally plunk the figures down on the mat and play these far-from-the-norm uber-baddies. After a while, one gets tired of kobolds and such!


If you're a DM, I suggest you find that never-used favorite, be they high level or low, and find a way to work them into your game. You might just enjoy it.


Now where did I put that purple worm figure of mine?

July 29, 2010

It's an Open Book

Next month I'll be starting up a new 4e campaign, and I'm pretty excited. I have an excellent group of players (which include several talented RPG authors, editors, and playtesters) and the group really has a wonderful vibe. Now the work begins ... but it's work of the best kind.

I'm creating a continuous campaign, which is to say a number of adventures linked together by a common plot thread in "adventure path" fashion. The campaign will be set in the Known Realms/Áereth setting. The plot is just beginning to come together, though I already have enough material on paper for 2-3 sessions of play. Where shall I "take" my players? Crumbling keeps? Deep caverns? Seaborne vessels? Aztec-style pyramids filled with worshippers of forgotten gods? Decisions, decisions!

It's been a long time since I've hammered out a campaign from scratch. A long time as in years. In my recent time-starved (and player-starved) years I've fallen into a habit of using modules or adventures from Dungeon for a few evenings play. This time is different—I shall create everything from the ground up. It's daunting, and exciting, and it reminds me why I enjoy DMing so much.

Playing the DM Role

At the time I started playing the game (back when dinosaurs still roamed the earth), I purchased a copy of the venerable "blue book" set from a store in New York City (no stores in my local NJ really carried it yet). My friend Brian, brave fellow, was willing to give it a go. Soon we sat down and ran our characters—a fighter (me) and magic-user—through Quasquetan. I still remember the first creature we fought (drumroll) ... a single giant ant.

I didn't exactly have the DM thing down yet, and I basically played while openly rolling up random monsters and treasure (the module left the room-inhabitants undetermined). It didn't matter, we had a ball. Soon thereafter we switched roles, with Brian serving as DM (only), and I did a solo(!) trip through the
Tomb of Horrors. (Yes, that was insane. And my guy was low level, crazier still.)

Perhaps that first experience gave me a healthy fear of being a player (though doubtful, as it was great fun), but I really think my natural storyteller nature drove me to DM. Most of my friends didn't have a great interest in DMing either, so more often than not I found myself in the DM seat. As a result, I've grown most comfortable in that role.

My lack of playing characters, on the flip side, has rendered me rather self-conscious as a player. This year I've played a 4e ranger and much enjoyed it, so perhaps I'm shrugging off some of that. One hopes. But in the meantime the next great campaign project beckons, and I couldn't be more psyched.
If they only knew what I was planning...

May 28, 2010

Getting LOST

The television show LOST has certainly proved to be a thought-provoking effort, and there's gaming inspiration aplenty to be found there. Indeed, though I haven't read the work, Pagan Publishing's Final Flight seems to owe at least a nod to the show.

I don't think an actual RPG based on the show would work unless the players are unfamiliar with the show—in which case it might make for some great investigative/action gaming. (Future post on this perhaps...)


The heart of LOST, beyond its many mysteries and layered plot threads, was the depth of its characters. We were presented with a bevy of interesting characters, all with their own personal strengths and demons, and as a viewer I found myself rooting for most all of them, even as they disagreed with each other, sometimes made stupid (if very understandable) mistakes, and had conflicts.


POSSIBLE SHOW SPOILERS AHEAD - YOU WERE WARNED


****


The conclusion of LOST left many big unanswered questions, specifically the nature and origin of the island itself. Perhaps this was for the best. Like most, I yearn fort real answers and find out the whole story, but mysteries solved are, well, no longer mysterious.


When I was very young I learned a lot of magic tricks, and I still remember my profound disappointment when I learned the secret (which I won't detail here) of the famous linking rings trick. My reaction was along the lines of, "That's it?!? That's how it's done?" Since then, watching the trick is far less magical, as might be expected. In the case of LOST, I'm probably much better off not knowing how the rings link.


The final episode raised many questions even as it answered others. The final scene behind the credits may prove the most haunting yet, though I suspect it was thrown in just to get folks talking and doesn't really imply what some might think.


In that spirit of mystery, I offer a "dirty dozen" pressing questions:


1. What's up with Walt? Clare's baby? It was implied both were psychic/special. Was the polar bear in the comic a mere coincidence? (And speaking of, how did the polar bear get over to the main island from hydra Island? Swim?)


2. If Locke/Samuel was "evil incarnate" why would he become mortal when the stopper was pulled from the pool of light?


3. Why did the Black Smoke spare Mr. Echo, and then kill him later? Why did it appear as a horse to Kate? (Was a horse ever on the island? If not, how could the Smoke take its shape?)


4. Desmond—with difficultly—was able to remove the stopper because he was immune to electromagnetic events (and how did he get that way?); so how did Jack pull off a similar feat? Was it a power bestowed by Jacob?


5. Who was Jacob's surrogate mother? Who was Jacob's real mother?


6. Why were certain people (Miles, Richard, etc.) missing from the final church scene? Why that dizzy blonde Shannon instead of Nadia? (Was this because Nadia never visited the island? But Penny never set foot on the island either!)


7. Why did Daniel Faraday's mother advise Desmond not to gather everyone in the LAX reality?


8. In the LAX reality, Charlie described having an after-life experience but being "saved" by Jack. Doesn't this imply he was ready to move on from the LAX purgatory? (And why were all the other LAX details needed in purgatory, such as the gangsters, Jack's being married and then divorced from Juliet, etc? For closure?)


9. Who made the Latin annotations on the Hatch blast wall blacklight map?


10. Why was Dogen's presence in the temple supposed to protect everyone from the Black Smoke? What was the ash/powder that formed a barrier against the creature?


11. Why could no women on the island, save perhaps Clare and Russo, give birth? Is this condition connected to Jacob's surrogate mother?



12. What's up with all the Egyptian iconography? Why were members of the Dharma Initiative learning heirogyphics (which they were, based on blackboard notes)? Why the Egyptian characters in the hatch countdown device?


Bonus question(s): Why did poor Hurley suffer such bad luck associated with the numbers? How did the Dharma people know to stamp the numbers into the metal?


And the biggest mystery of them all: HERE.

May 10, 2010

So Long, Frank

I'm sorry to hear of the passing of Frank Frazetta, artist supreme. This Brooklyn boy did some of the best paintings around, and I still remember people years ago purchasing fantasy paperbacks just for his cover art. Frank defined an art genre and inspired a generation of budding artists. He died at 82.


Related Posts Plugin for WordPress, Blogger...