AD&D, But the “A” is Not What You Think, Part 2

I love D&D 5E. I love all of the editions for different reasons. There are even mechanics in the much maligned 4E that I thought would be interesting to bring back. It begs the question, though- if 5E is so awesome then why is there such a push for OSR? (*Old School Revival.)

Say what you wish about 5E, but its days are coming to an official close in the coming years.

I love D&D 5E. I love all of the editions for different reasons. There are even mechanics in the much maligned 4E that I thought would be interesting to bring back. It begs the question, though- if 5E is so awesome then why is there such a push for OSR? (*Old School Revival.)

I think the easy answer is that the more the game evolves into new editions, the more some of us OGs miss simpler times and familiar record keeping. I know a lot of people in all walks of D&D fandom think it’s all or nothing when it comes to a favorite edition. I’ll talk more about this sometime down the road. My purpose here is not to engage in the infamous Edition Wars, but to see what a mash-up of editions might look like.

When last we left our heroes…

We talked about character creation. Every edition has something to contribute. 4E had a really interesting book that many probably overlooked. The 4E Player’s Strategy Guide was underrated. I forgot to mention it in the previous article, but it really was a good way to bring people into the game.

I thought the 3E/3.5 Dragon Compendium (Paizo) offered up a lot of interesting class options, especially the Savant. This class offered an opportunity to sample all of the main core classes (Cleric, Fighter, Thief, Wizard.)

Equipment:
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The most extensive equipment guide for any edition was probably 3E. I don’t necessarily think every single lantern and wagon wheel needs an entry, but there were some neat pieces of gear and mounts for players to explore.

Armor:
Again, my first choice is 3E/3.5E. There were a lot of variations and piecemeal armor sets. I think with a few minor tweaks, the armor table for amalgam would be complete as a revision of 3.5E.

Weapons:
No surprise here, I’m going with 3.5’s weapons list. No lie, I miss having the exotic weapons in the game, quirky though they were. I also miss all of the Monk and Samurai weapons in the game. Oddly, I would fix the Bastard Sword and Katana back to their 2E glory days. Also, the amalgam weapon list would have to be adjusted to include Weapon Speeds to go with the hybrid initiative system.

Spells:
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Okay, I’m sure the pitchforks and torches are coming out for this. I actually liked the 2nd Ed AD&D spells. Specifically the Priest’s Spell Compendiums and Wizard’s Spell Compendiums. I also enjoyed creating spells in 2nd Ed.

For a bit of added excitement, (and I may have to move to an undisclosed address after this,) I think the 4E casting options work a little better than the old, tired, fire-and-forget spell system. Don’t get me wrong, healing surges can stay dead. I don’t think every spell should be re-castable every round. But wouldn’t it be great to recast spells like, Magic Missile and maybe Fireball more than once per combat without burning slots for Utility Spells? How about Cure Light Wounds?

Certain spells that take more than a turn or two would continue to take some kind of spell slot. Obviously V, S, M components would have to stay in the game unless negated by Feats. I know some of these concepts might be daunting to new players, but I think with time and a little game time experience, it could work. Playtesting might indicate otherwise.

I think some special treatment needs to be given to Clerics’ Turning Undead and Healing. (Again, healing surges are still dead.) While turning should stay a separate ability from spellcasting, what if Clerics or Paladins could burn a spell slot to recover or enhance a turn attempt? Or maybe treat healing like a turning attempt and have some (not ALL) healing be recoverable per round/rest period/day? OR even burn turning to heal more?

Feats are a nice multitool for casters to gain a little advantage with spells. IF/F we altered casting to make some spells re-castable, how to cover things such as casting a low level spell at a higher level? Do we follow the 4E model of every single spell has a table with damage bumps? Burn a higher level slot and scale the damage?

How about changing the die type for damaging spells? So instead of 2d4 Magic Missile damage, we cast it as a 5th level spell and now it does 2d10? But it still recharges… Hmmm.

More dice? Bigger dice? OR both?

More to come. Combat is on my list of things to cover next time. Thank you for being here. I appreciate you.

AD&D, But the “A” is Not What You Think. (Part 1.)

I realize that not everyone is going to see eye-to-eye regarding the “best” elements of each edition. I certainly don’t want to start another round of Edition Wars. Trust me. Nobody wants that. I’m going to put out my opinion and if you have a better take on it, great.

How about “Amalgam” Dungeons & Dragons?

I was recently listening to Table Top Taproom you YouTube. Tom wasn’t engaging in Edition Wars, but he was talking about the various editions of the game over the years and his experiences with them. It got me thinking. What if we merged the best parts of all editions?

Now, I realize that not everyone is going to see eye-to-eye regarding the “best” elements of each edition. I certainly don’t want to start another round of Edition Wars. Trust me. Nobody wants that. I’m going to put out my opinion and if you have a better take on it, great.

I’m going to list various key elements from the game and which edition they would best come from (in my opinion)

Attribute Generation: AD&D 1E. So many diverse options! You almost always had stats that were super happy. Unearthed Arcana- love that book so much. We could even relabel the methods to make them sound more exciting and modern. I.E. 3d6 in order is now Hardcore, 4d6 drop the lowest is now Standard. Reroll 1’s is now Gentle and so on.

Races: I feel like they’re all the right answer here. 5E had the most amazingly diverse selection of any game. Oddly enough, the races resembling those in World of Warcraft is kind of a fun idea. [Actually a 3.5E Setting Sourcebook from Sword & Sorcery/Arthaus/(White Wolf.)] The only things I think should be avoided are attribute penalties and races as classes (As in Basic or B/X.)

I know races have become a touchy subject in the community and I don’t want to specifically point out any keepers or omissions. I think there needs to be a lot of leeway for the DM and the setting writers to include or exclude whatever they see fit. Personally, I have about a dozen I would recommend and I’ll work with just about anything after that. I believe WotC has some other ideas they’re going to implement down the road.

Classes: Okay, this is actually a tough call. Honestly, my favorite version is the Player’s Option: Skills & Powers in AD&D 2E. However, point buy doesn’t work for everyone- especially new players. So in to remedy this, I would recommend a return to AD&D 2E with Kits. New to the game? Here’s your basic class.

I know there are D&D fans who would probably pillory me for suggesting that insanity, but there’s a method to my madness. The beauty of Kits was the ability to plug-n-play character options. Samurai? Make a Warrior, add Samurai. Benefits are always an upward gain on top of the class. Very few penalties/adjustments to the base class. Good times.

I would also go so far as to roll in the Sage, the Shaman, and the Warlock as either base classes or sample builds in the PHB. For pretty much everything else there are kits. Of course, sourcebooks and 3rd party supplements would expand the base class list. Artificer, Blood Hunter and Gunslinger are floating around out there, too. Psionics are always a hot topic in any edition. (I still have nightmares from 1E AD&D psionics…)

I think it would also be fun to really dig into classes such as Monk. Let them create their own martial arts options/maneuvers from a menu as they progress. Give them weapon katas outside of the usual martial arts d6 damage salad.

The things to be avoided here would be any return to Prestige Classes, Epic Tier Classes, etc. I’m also not a big fan of Subclasses, although it’s pretty much what Kits are. The only noticeable difference between Kits and 5E subclasses are that Kits only modify the base class. Subclasses are a branch choice that alters everything about the character thereafter.

Advancement: I’ve always been an Experience Point guy. Milestones work, too. Honestly it’s not a big deal to me. Do what works for you and your group.

The main reason I mention advancement is because we have the issue of attribute gains and/or Feats. Feats are a sticky wicket. I like the 5E choice of attribute gain OR a Feat. I feel like Feats overwhelmed the game in 3rd/3.5E. They’re a great game mechanic in moderation.

I also think +1/+1 Attribute bonuses or +1/Feat every other level would be pretty okay. I like it when the players have something to look forward to at pretty much each level. Otherwise TTRPGs suffer the same fate as MMOs where some levels feel very grindy. Like, why bother? Maybe it’s time to spread the level bonuses a bit more evenly?

Skills: Here’s where we turn the entire thing sideways. I like 5E for skills. The only exception to class building is Rogue/Thief skills. Everyone gets access to Stealth. Overall skill advancement would work the same as 5E. Less record keeping is better.

Weapon Skills: My craziness continues. Any character may pick ONE weapon of choice and earn a +1 To Hit with said weapon. However, Fighters/Warriors get Mastery. This would track with Proficiency bonus. +1/+1 at first level. The rest of this mirrors the weapon mastery from Basic D&D including additional attacks. Now fighters are a really awesome character choice.

I also think allowing fighters to choose a fighting style early on would be of great benefit to the class. Sort of similar to the way 5E has it. You can be a sword and board tanky type, a great 2H weapon fighter, dual wield dps like a champ, a polearm warrior, or possibly a generalist soldier/commander.

Rangers would probably get to keep their free dual wield, but it wouldn’t be as amazing as the Fighter version. Feats would modify the varying degrees/forms of weapon mastery.

Feats: Okay, I picture rabid players showing up at my door with torches and pitchforks. I would actually espouse the idea of allowing an extensively edited version of 3.5E feats. There are some pretty worthwhile feats that have been since removed that I’m sure many of us would like to see again.

Again, not trying to restart the Edition Wars. Your mileage may vary with this homebrew. I’ll continue the rest of the conceptualizing in the next article. It’s a lot to wrap my head around. I’ve also realized while reading back through this that much of what I’m talking about sounds similar to Pathfinder. We may be exploring that further down the road, too.

Thanks for stopping by. Have a great day! I appreciate you.

Does the Number of Books Matter?

I strongly considered Basic D&D, literally just Basic as opposed to OSR or all of the variations on OSR. I considered Pathfinder 2E, but the rulebook is pretty hefty and there are so many character options. And last, there was good old 5E. So many options, but what would work best for me?

I submit to you 4 systems, one dungeon.

I’ve wrestled around with what system I want to write in as my primary game system for fantasy dungeon crawls. I mean, technically I could pull out more than four. Open Legends, Mythras, ICRPG, Bare Bones, FATE, and more all got pulled up as possibilities. But I was determined to go with what I know best.

My latest dungeon effort, one room at a time on my blog here, The Catacomb of the Wolf Lord, is done with Dungeon Crawl Classics. I strongly considered Basic D&D, literally just Basic as opposed to OSR or all of the variations on OSR. I considered Pathfinder 2E, but the rulebook is pretty hefty and there are so many character options. And last, there was good old 5E. So many options, but what would work best for me?

So much source material to choose from.

My meager Pathfinder Second Edition collection. But is it good for dungeon crawls?

One thing I love about D&D 5E is that it is probably the single most expanded upon RPG in the history of games. I thought I had a lot of 3E monster books from various publishers. Some folks in the community call it “bloat.” Regardless of what it’s called, there are hundreds of variations on classes, monsters, spells, etc. Given the amount of options, I decided to go for something a little simpler.

Let’s be clear, though. The amount of options isn’t as negative as the Old Grognards Society might have you believe. The massive amount of options is less daunting as long as the DM and the group agree on what can be used or not used. At some point, there just comes a point when the group agrees this far and no farther. The same applies to homebrew.

Too much material sort of my issue with PF2E, but not the only one. Paizo has printed some seriously impressive books, especially monsters, for Pathfinder 1E. PF2E has three bestiaries to date. Their conversion of 1E source material has been fantastic so far.

Recently Paizo announced a new title that would be 5E compatible. PF2E sales are not as stellar as maybe they could be according to some. If I were going to try to make some cash on DriveThruRPG from this dungeon, maybe PF2E isn’t the way to go? I’ve also never been a fan of the Pathfinder’s campaign world. It’s okay, just not my jam, maybe.

DCC has a whopping two books of official content, not counting modules, zines, and Lankhmar. Basic D&D has surprisingly few monster books as well. T$R was pretty good about not flooding the market back then. Of course, back then it was presumed DMs were creating their own homebrew monsters. Third party companies weren’t going bonkers with anything but modules as far as I remember. DCC is pretty much built for modules.

It’s not so much quality over quantity.

DCC Annual Vol 1.
So far the only major DCC sourcebook of note.

There are other factors at play. Sure DCC is extremely homebrew friendly and pretty easy to publish modules for it. Sure it’s familiar from the 3E D&D days. (Yes, I’m enamored with it as of late.) It’s got a lot going for it!

What D&D and Pathfinder both need (IN MY OPINION) is a narrowing. At its very core of any game is a basic set of stats, abilities, weapons, spells. The wheel can only be reinvented so many times over, right?

DCC offers that exact notion that rules can be narrowed. I’m not spending endless hours as the GM trying to dig through classes, subclasses, feats, skills, and so on. DCC is pretty basic Fighter, Thief, Cleric, and Wizard. The races are classes unto themselves. Nothing complicated.

I can go nuts (re)creating monsters, spells, items and even demigods all I want. Goodman seems cool about everything. But DCC isn’t bloated, either. The field is wide open like back in the Basic D&D days. Which is not to say the Internet isn’t absolutely thick with expansion material. But the DCC Core and Annual are all I’m using, plus whatever I can borrow, steal or create on my own.

D&D Basic is inspirational for DCC because of its classes, spells and weapons. Races were still considered classes in DCC and the monsters translate from Basic to DCC freakiness pretty well.

The best part is I can look at all the other books for PF2E and D&D 5E for inspiration. Outright plagiarism is not cool. NEVER EVER directly copy something and claim it as your own. It’s not fair to other creators.

The only two Basic D&D books I will ever use. These are reprints because my original Rules Cyclopedia fell apart after years of service. You can still get these titles from DMsGuild.

Borrowing concepts and abilities from other games is legit. Out-and-out plagiarism is not.

However- you can re-skin, change abilities, reorganize and rename creatures any time the situation dictates as long as you’re doing most of the above at the same time. An Orc by any other name is a Klurg, hailing from the far desert, with orange skin and wielding a khopesh made of solid obsidian. (Steal at will, I don’t mind.) Orcs in my campaigns typically behave like Star Trek Klingons, anyway. You can be original without doing all of the legwork over and over. (Remember that whole thing about reinventing the wheel?)

I see DCC has a Werewolf Lord, so why not a Wolf Lord? They compete with one another. One represents nature in three different aspects. The other represents the horrible abomination of man and nature. This will be fun! Clerics and Wizards will both benefit.

Thanks for stopping by!

The homebrew potential in DCC is immense. Plus it can always convert to other games quite easily. ICRPG is an easy conversion. D&D 5E and PF2E are also possible with a little time. I think the in-depth systems are awesome for more serious role-playing where DCC is great for beer-n-pretzels dungeon crawls.

Game on, family! See you soon. Hope you’re having a fabulous week.

Big Day Yesterday

I love that some of the older playable races are once again featured and revised. We see the presence of the Aasimar, Eladrin, Genasi, Goliaths, and Shifters. Yay!
We also get to play around with several anthropomorphic races such as the Tabaxi (Cat people,) Harengon, (Bunny folk,) and Tortles (Turtle folk.)

Mordenkainen’s Monsters of the Multiverse dropped finally.

Unless you picked it up as part of the holiday gift set or acquired it digitally from D&D Beyond, the book finally made an appearance on the 17th. I’m excited to do more of a detailed review later. Right now I’m excited by what I’ve seen at first glance.

Big changes to the way we create characters on the horizon from what I can see here.

Gone are the days of ability score bonuses or penalties for different races. You may either increase a single attribute by +2 and another by +1 OR do +1, +1, +1 across three different attributes. There are still no penalties. Long gone are the days of the frail elf or puny halfling. Why shouldn’t a fairy have an 18 STR? Seems really logical.

I really like the included racial traits. It’s a grab and go as opposed to an ala carte situation as was originally rumored. (*People who’ve had the book since January are mocking me right now.) I’m happy for that because it takes some of the confusion out of character creation.

Bunnies and turtles and Gith, oh my!

I know most of the races presented are from other books, but I wanted to call attention to a couple of things. I am absolutely thrilled to see certain races which I’ll get into in just a moment. Not to sound racist irl, but I think there are also some very questionable choices in their selection of in-game PC races.

I love that some of the older playable races are once again featured and revised. We see the presence of the Aasimar, Eladrin, Genasi, Goliaths, and Shifters. Yay!

We also get to play around with several anthropomorphic races such as the Tabaxi (Cat people,) Harengon, (Bunny folk,) and Tortles (Turtle folk.) Of course everyone’s favorite bird races are represented as well with the Aaracokra and the Kenku. That’s all well and good. I love cat girls and bunnies. (I’ll be the first to admit I’m a bit of a furry sometimes. Lol!)

That’s where my love affair with the various races pretty much ends. Minotaurs are in Dragonlance and are kind of a tip of the hat to WoW’s Tauren. Okay. We get Orcs and Goblins in other games, sure. Why not?

But then we get into territory that I think is going to be omitted or at least discussed heavily in my campaign. Bugbears? Hobgoblins? Lizard Folk are known in my campaign for being involved in a lot of very bad stuff. Yuan-Ti are likewise considered bad news if encountered.

And the Gith?!? Even if they weren’t overpowered, are considered “monsters” in the classic sense of the word in my world. I’m sorry, but I don’t believe every monster race in the books should be welcome in every civilized fantasy society. Not every inn in the game has to look like the famous Mos Eisley cantina from Star Wars.

I don’t know about other DMs and what they allow necessarily. I’ve been in games where certain races are pretty much TOS (Terminate On Sight. Thanks G-Unit.) Duergar, Kobolds, Bugbears, Hobgoblins and anything reptilian would be shot on sight or chased away from human, elf, or halfling settlements. No, it doesn’t have to be that way in every campaign and there certainly could be a rare outcast from Gith or Bugbear society, but in most games I’ve been in, it would be hella rare.

*DISCLAIMER* Please note! It is NOT okay to treat people like crap in the real world for any reason. Please be kind and understanding when it comes to race, gender, sexual preference, age, and any other form of diversity in the real world! It’s okay to explore some concepts in fantasy, but keep it on the table. The real world is tough enough without us making life harder on ourselves.

Please do whatever you want in your campaign. My opinion is just that- an opinion. What I do in my games may vary dramatically from what others allow/disallow. Whatever is most fun for you and your group? Do THAT!

The rest of the book, the monsters- are phenomenal!

What makes Mordenkainen’s Monsters of the Multiverse stand out are the particularly nasty creatures contained therein. I’m not going to list off all the monsters here. I’m sure there’s a Table of Contents posted online somewhere.

What I will say is that I’m stoked to see some of the things from older supplements find their way into 5E. We get a huge spread of demons, devils and fiends to torment the PCs with. A lot of the undead types are throwbacks to other editions. Elementals play a huge role in the Multiverse.

I’m most impressed with the interplanar monsters from the Fiend Folio making a comeback. I used to use some of these creatures back when and I’m excited they’re officially back. Bodak, Draegloth, Froghemoth, Howlers, Leucrotta, Quicklings, and Rutterkin are statted out and ready to go again. I couldn’t be happier about it.

It’s also nice having some of the quick reference blocks like Bard and Warlord as examples. Being able to insert an Archdruid or any other premade NPC stat block at a glance is a nice touch. We can always go back and alter specifics later. I like having things like this handy when players put me on the spot.

I’m hoping Planescape or something similar is on the horizon.

I would really like to see WotC do more with the various planes and planar travel now that this book is in hand. I’m happy to see many of my old favorites such as the Astral Dreadnought and the Giff back again. IIRC the Giff were actually first featured in Spelljammer, but I might be wrong? I don’t normally do a lot of plane-hopping in my games, but this really does bring back that Manual of the Planes feel.

This also makes me question whether Spelljammer may actually be worth a look now. Originally I said, “No” when I saw Spelljammer. If the delivery on the Spelljammer books are this excellent in quality, I might reconsider at least enough to pick up the monster book.

So much going on here and elsewhere. So much goodness!

Thank you for stopping by. I had more I wanted to discuss, but the new Mordenkainen book really stood out today. Heck, I’m probably not getting back to 5E until summer, but now I’m excited to DM again. Have a great week!

I appreciate you!

Laughable Old Grognard Moments.

I’m still pretty committed to keeping things positive and this is by no means a jab at anyone in the RPG community. I’ve heard a few things recently that make me chuckle in a way that only some of us older gamers can really relate.

Y’all kids make me laugh.

I mean that in the nicest way, of course. I’m still pretty committed to keeping things positive and this is by no means a jab at anyone in the RPG community. I’ve heard a few things recently that make me chuckle in a way that only some of us older gamers can really relate.

Btw, when I say “kids,” I really mean some of you younger Players and Game Masters that are in your 20s and 30s. Again, not dissing on anyone, it’s all good clean fun. Some of us just don’t remember the glory days of D&D as well and it makes me laugh.

Someone on YouTube said, “When a cleric switches domains, they might lose touch with their deity for a session or two.”

Ravenloft 2E. The campaign setting so potentially brutal it nearly required a change of underwear.

This comment had me rolling on the floor. Anyone remember getting dropped into Realms of Ravenloft (*Not just the module with Strahd) as a cleric from somewhere else? Or a paladin? Congratulations! Your cleric just became a second rate fighter and your paladin just became a fighter with a holy symbol that meant absolutely nothing! Rangers and druids didn’t have it much better.

See, Domains in Ravenloft (*The setting not the specific geographical domain Ravenloft, where Strahd lived,) didn’t have a standard pantheon of deities and demigods per say. The Mists were controlled by an unknown element (*Who we always suspected might be the Old Gods of R’lyeh, but could never confirm due to IP reasons.) The Mists were renowned for grabbing adventurers from other realms such as FR, Greyhawk, Dragonlance, and elsewhere, and dropping them off in a suitable realm where they could be tempted toward evil. The Mists would also rarely spit adventurers back out if they proved to be too incorruptible.

The healing magic in Ravenloft… Let’s just say the healing you wanted you weren’t getting and the magic healing you received was usually at a terrible cost. Remove Curse? That ain’t happening. Raise Dead? If you did have access to it, did you really want to see what happened? Eesh.

Dragonlance has been teased.

Picture of my copy of the AD&D 1E Dragonlance hardcover.

Oh, y’all thought Ravenloft was tough on clerics? At least they had clerics. OG Dragonlance didn’t even mention clerics!

It got better. Mages had to make a critical choice of which Tower of High Sorcery to serve. Spells were limited accordingly. Oh, and Tiamat’s illegitimate sister was on the list of things you could possibly run into at high levels. Paladins and cavaliers had it kinda rough, but not really. (Knightly orders ftw.)

Races played a huge role in old DL. I’ll be curious to see what they do in the new WotC paradigm of warm and fuzzy races everywhere. I will say Minotaurs, Wild Elves and Kender were pretty friggin sweet, though. (Love my Kender thief.) We’ll see what happens.

Someone mentioned they hadn’t been born when the last edition of Spelljammer was new.

Old Spelljammer. Let’s bring back audio cassette tape adventures while we’re at it. (Yes, that really happened.)

Okay, I’m old. I graduated high school in 1990. Spelljammer was first released in 1989.

I was not the first kid on the block to avoid this thing. I remember the Forgotten Realms comic even mentioned it. Great comic series, incidentally. The group in the comics actually had access to a ship with a spelljamming engine.

Despite all advertising efforts, I just couldn’t get into it. For me, sci-fi is its own separate entity. If I wanted to do space fantasy, there’s always Star Wars or Rifts. Nowadays we have Starfinder.

I go back to the notion that there’s nothing wrong with Spelljammer per se. It’s just not my cup of tea. It’s worth a shot, just like Strixhaven and Candlekeep Mysteries. Maybe it will turn out better in 5E. Who knows?

What puzzles me the most about 5E right now is-

Why did they choose to bring back Spelljammer and Dragonlance? Why not Al Qadim or Dark Sun. For crying out loud, they brought back Dark Sun in 4th Ed. It wasn’t that bad.

Or better yet, Greyhawk, Birthright, Oriental Adventures and Mystara are completely untouched by the newest editions. Why not? Are all these old campaign worlds a tough sell for the Mighty Matt Mercer? (Yeah… Old Grognard still poking at Matt. Sorry, kid.) What? They can’t be reimagined for today’s audiences but Spelljammer can? What’s next? Chronomancy?

Here’s a deep thought: If 5E spawned as many or probably several more homebrew campaign worlds than even 3E, why not tap into one or two of them? I mean, there are literally hundreds if not thousands of homebrew campaign settings and ravenous hordes of fans looking to become the next Ed Greenwood or Keith Baker. Why won’t WotC tap into a literally untapped landscape of campaigns with no real IP attachments or potential lawsuits?

Food for thought, anyway. I hope you’re having a great week so far. Take care. Thank you for being here.

Fantasy TTRPGs- Starting a Dungeon

Dungeon crawls. Why do they exist and who would build such a thing?

Giving the dungeon, and the module, a backstory.

Whether I’m creating a typical five room dungeon or a massive underground mega sprawl, the first question that always comes to mind is: why? And the why actually goes both ways. Why would anyone in their right (medieval fantasy) mind want to build the complex, possibly underground at all? Furthermore, why would a group of characters want to go into a dank underground complex full of terrible traps and drooling, slobbering monsters?

Now, not every dungeon adventure the party is going to face is necessarily underground. It could be a hedge maze, an old manor, a shipwreck, or something even stranger. The question always remains, why is it there?

Who built it and for what purpose?

Not every dungeon is built for a reason. Some occur naturally. But every dungeon is inhabited for a reason. (Or worse, abandoned for a bigger reason.) I mean, every creature needs a home, right? Even drooling, slobbering, scary monsters gotta live somewhere.

But a true dungeon, a real stereotypical fantasy underground complex, springs to life with a legitimate reason of some sort in mind. I find it important to decide on a cause before I start construction so I know what the centerpiece of the place is going to be. Bear in mind, a truly huge dungeon would take thousands of man hours and gold coins or lots of magic in order to build it safely. Guards and traps are extra, of course.

Then we come to the who. Sometimes it’s obvious from my GM/DM’s perspective that said BBEG or villain needs a cool lair. Sometimes (Out of character) I need a particularly deadly place to stash some epic loot the party might need some time down the road. Other times yet, it’s just for flavor, like a sidetrack or incidental.

The builder’s in-character motive always comes to mind as well. Maybe it’s a tomb full of stone soldiers constructed in memory of a forgotten general. Perhaps a power mad necromancer needed a secluded place to build his golem in peace. (Darn villagers with their torches and pitchforks…) It’s possible a well meaning group of beings long ago wanted to seal away a gate to their realm. It could be the lair of an innocent Ancient Red Dragon that just wanted to keep it’s modest filthy lucre mountain safe before he can donate it to the orphans. Maybe a group of well meaning good samaritans wanted to seal something truly horrific away forever and throw away the key. Still another reason might be to bury a powerful artifact away from those who would abuse its power.

These are mere examples. We could go all day and night coming up with cool reasons to build a dungeon. The history and lore should play an important role in the next step: getting the player characters in the door. To be continued…

Fantasy TTRPG: The ‘Why’ of Dungeon Crawling.

One of my favorites is the group stumbles onto the thing completely by accident through a buried entrance or random hole in the ground. “While doing your character’s business off the trail, he stumbles into a hole and plummets 30 feet into (dungeon room number 1.)”

I like to give players a reason for their character to enter the spooky underground maze of despair and certain doom.

Picking up where we left of yesterday. Why would anyone in their right mind enter an underground complex full of locked doors, deathtraps, and horrifying foul creatures of every sort? Okay, beyond the motivation of, “We’re perpetually angry thieving murder hoboes looking for the filthy lucre mountain to steal.”

What is the hook of the dungeon going to be? What can I put out there to get at least one player, if not the whole group motivated to go traipsing down into The Lair of the Vampiric Devil Dragon? What logical reasons could there be for wanting to cheat death? Okay, aside from it being a fantasy game.

The two most basic kinds of motivation: Intrinsic or Extrinsic.

We’ll start with the complicated reasons- the intrinsic kind. Maybe the group wants to rescue someone. Maybe the lost component of someone’s backstory lies within. Perhaps the lich that built the place is someone’s great grandfather. In extreme cases, it might be to keep some really frightening thing from ending the world. Whatever the intrinsic reason is, it’s something motivated by the characters themselves.

By comparison, extrinsic reasons are pretty simple. The group has a reason to believe wealth, fame and fortune lie within. They’ve been promised a great reward for braving the depths and retrieving the MacGuffin. Gold and magic items top the list of extrinsic motivators.

There’s always basic curiosity and dumb luck.

All of us veterans know some hooks by heart. For example: a ragged looking wizard stumbles into the inn with a map in his hand. He falls over dead in the middle of the group’s table, dropping the map in the unsuspecting rogue’s lap after muttering something about an ancient curse.

One of my favorites is the group stumbles onto the thing completely by accident through a buried entrance or random hole in the ground. “While doing your character’s business off the trail, he stumbles into a hole and plummets 30 feet into (dungeon room number 1.)”

Last, there’s always basic curiosity. Rumors abound at the inn about a miner’s discovery of a door covered in an ancient, unknown dialect. The cleric’s order recently unearthed a series of forgotten vaults underneath their oldest temple. Why is the humble town of Tristram suddenly under siege by hordes of demons and undead? Who lives in the Death Fortress on Skull Island? There might be some sick loot in the old ruins at the top of the hill.

Whatever the reason, good luck to you and your players. Thank you for being here. I appreciate you!

Is OSR Really Better?

I’ll be gettin wheeled into the old gamer’s home with my notebooks, mechanical pencils and dice in hand some day. I don’t care which edition we play.

Why can’t we love all the editions equally?

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Old School Rules, or Old School Roleplaying, whichever you prefer. It’s really just throwbacks to older editions of D&D, usually First Ed AD&D or Basic/ BECMI. I get it. I had to buy a new copy of the D&D Rules Cyclopedia a couple of years ago because mine wore out.

I love all the editions equally. Well, okay… Maybe 4th Ed is just something I have a lot of respect for. It shares a lot of similarities with WoW, which I also still have a lot of regard for. Good times were had. I created a lot of neat stuff for that edition.

Then there’s 5E. We all love the Fifth Edition stuff. A lot of folx got their first taste of roleplaying through this edition. Unfortunately, some people also got turned away from the latest edition.

The Old Grognards are going to be coming at me with torches and pitchforks.

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I can just hear it now, “How dare you compare the greatness that was White Box D&D with this fruity Fifth Edition of the game? Grr blargh! It’s not even the same game we had back in my day… (Old Grognard noises.)”

To which I always reply, it is- but it’s not the same game. It’s all D&D. Apples and oranges are both still fruit. But the flavor is much different. With a new edition of the game around the corner in about a year and a half, a lot more people are going to be seeing eye to eye with the OSR and Pathfinder purists.

After all, Pathfinder began because some people didn’t want to let go of the goodness that was 3rd Ed D&D. Since then, it has grown into its own separate yet marvelous empire, but its humble roots are in D&D. Pathfinder isn’t OSR, but many of the players of each share a sort of quiet respect for one another.

Old School has its place.

I love Dungeon Crawl Classics by Goodman Games, which also shares a great deal with both BECMI and 3rd Ed. I also still do get the urge to go back to when my entire character fit on one side of one page in my wide rule notebook. Heck, we didn’t even need character sheets back then.

Maybe that’s why so many minimalist games have caught on in recent years. My favorite is probably ICRPG. The whole idea that your whole character can fit on a 3″x 5″ Index Card appeals to many of us. The rules are so simple, too. (I swear Runehammer did not put me up to this.)

Whether it’s nostalgia for simpler times or an easier game, OSR has gotten super popular. I won’t ever say “better” because it’s all a matter of preference. I would show up for any of the above. I have quite the PF2E collection, too. It’s all a game to me, and I love RPGs. Please, do what makes you happy!

Thanks for being here! Regardless of what game you play, you’re always welcome to stop by. I appreciate you!

Yes you. Really!

One Roleplaying Game Fits All?

Trying to make one system of RPG rules fit every genre and campaign is like mashing a round peg into a square hole. It fits, kinda.

“Any system can do anything you want it to do.” — from TTRPG Twitter.

I’m leaving the name off of this because I’m not trying to cause problems in the community. This person is technically correct. But in the interest of discussion, I will say there is a larger continuum to consider here.

From a tactical or strategic wargame perspective, no. Absolutely one system doesn’t work for everything. Typically, many RPGs don’t translate well to wargames/miniatures warfare. Ironically D&D came from the miniatures game Chainmail, which was a wargame. But if one tries to run epic naval battles with D&D 5E, for instance, it’s going to come up short on a mechanical level. One could just as easily create an entirely new game in the amount of time it would take.

Mashing the medium round peg into the medium square hole.

Why are we trying so hard to make D&D work for literally everything?

When it comes to RPGs, yes one can make any system work for just about any game. Yes, you can play virtually anything from stone age fantasy all the way through supers in space with D&D 5E. It’s possible because roleplaying doesn’t require some of the crunchier nuances that wargaming requires.

The whole thing comes down to how much time one wants to spend converting the game to work for one genre to another. How many hours does it take to rework D&D 5E into Call of Cthulhu in the 1920’s? Would it be easier just to buy another game? Would it be easier just to grab a set of more generic, universal core rules to do the same thing?

Yeah, it’ll fit with enough force.

Some game systems hold up to being manipulated better than others. D20 is the most common and debatably popular system as a core on and off for the last 20+ years. But it’s not always the fastest or most efficient when it comes to converting it into specific niches. For example Mutants & Masterminds looks almost nothing like D20 Modern, even though they’re both based on the same SRD/OGL.

I fall back on FATE and FUDGE for a lot of the quirky one shots or mini campaigns I come up with for certain niches because the conversion is relatively idiot proof. Their dice mechanics are simple and flexible for everything, especially combat. Character creation is pretty much the same from one genre to the next with a few minor adjustments. (FATE Horror and any game with supers takes a bit of tweaking.)

I will say that DriveThruRPG and similar websites offer a ton of options when it comes to generic systems. I’ve found a lot of gems such as Fantaji and GMD Core on there. Savage Worlds, the system that Deadlands RPG runs on, is also available. It is a good, crunchy generic system that has been adapted to fit several campaigns in multiple genres. That’s also where I discovered ICRPG which is exceptionally adaptable.

Time to get out the left handed monkey wrench.

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So, it’s either spend potentially hours or days converting a d100 or d20 RPG into whatever genre or game you want. Depending on the complexity of the game one desires, the amount of crunch the players are going to want, and the specific mechanics for some settings (horror, for example.) OR one can simply grab a generic core system and have the whole thing knocked out in an hour or two with some minor adjustments on the fly. Some games are intended to scale into one size fits all.

At then end of the day, it’s a matter of how much time you as a GM and your players want to spend haggling over character traits, historical data, combat mechanics, scale, and dozens of other factors. Personally, I like to get the right tool for the right job. If a preexisting game covers the bases, I’ll grab it and use it. Your mileage may vary.

Thanks for being here. I appreciate your support. Have a fabulous weekend!

Let’s Talk About D&D Edition Wars Part One.

I promise I will not intentionally raise anyone’s dander with these articles. Truth is, all editions of the game have their loveable strong points.

This is right up there with Star Wars vs Star Trek in terms of internet forum “debates.”

Let’s face it, debating on the interweb is like running on a treadmill backwards. No matter how far you think you’re getting, you’re still not going anywhere. You’re better off whizzing on an electric fence.

But seriously, debating politics would be more effective. We’re still here talking about D&D editions, but I’m having fun today. Have you seen BECMI? It’s what I grew up running. It’s a good basic edition of D&D, possibly the simplest definition of any RPG anywhere. It’s a solid game.

‘Twas a sad day when they took the “A” out of AD&D.

Advanced Dungeons & Dragons was arguably one of the best editions of the game ever created. It built upon the basic game and had all kinds of awesomeness going for it. It also had more professionally written modules than pretty much any other game I’ve ever seen. (*Professionally as in by the folks at T$R.) It also had a really nice combat system, a few class options that never came back, and some of the best RPG sourcebooks ever written. When most people talk about Old School Roleplaying, this is what they mean. Good times.

2nd Ed AD&D might be my other favorite edition of the game. The initiative system in this game is probably my favorite way of doing initiative that has never been duplicated except maybe in Castles & Crusades by Troll Lord Games. This edition removed some of the classes from the previous edition, but introduced Kits. Kits were fun.

Later 2nd Ed gave us some of the greatest RPG sourcebooks ever written. Encyclopedia Magic and the spell compendiums for priests and mages were amazing! I keep mind easily

*Side Note: If you keep your eyes open, sometimes you can score C&C Player’s Handbook for free.

Then 3rd Edition and the OGL happened.

I own more books for 3rd Ed and 3.5 than the rest of my collection combined. I love 3.5. It also had the best computer program. The world of third party source material would see a golden age. Very good times indeed.

I think some of the best campaigns and campaign worlds hatched from 3rd Ed. I just received my copy of Iron Kingdoms RPG recently. IIRC, that started in 3rd Ed, skipped an edition, and picked up steam again in 5th. (See what I did there? Steam? LOL!)

3rd was also where Eberron started. I remember submitting my pitch to WotC. The anticipation on announcement day was so thick and I was on pins and needles the whole time. Alas, I did not make the grade. My campaign world may never see the light of day. Who knows?

3rd is also where D20 Modern and a few dozen other spinoff d20 based games came from. The most notable is probably Pathfinder. Personally, I think PF came about because 3rd Ed fans didn’t want to let the edition go. Although it might be a D&D spinoff, it’s still an outstanding RPG.

Mutants & Masterminds is another d20 based game that arose from those days. It has also evolved considerably from its humble roots into one of the most famous superhero RPGs of all time. It really shows how much mileage was possible from the OGL.

My favorite d20 based games were conversions of other classics. Boot Hill, Deadlands, 7th Seas, Traveler, and even World of Darkness joined the d20 revolution. One could probably look on Spycraft somewhere in that mix, too. I was sort of Top Secret S.I. only modernized. We also got a d20 Star Wars, which was amazing to run. (I miss that game so freakin much.)

Dungeon Crawl Classics started out as third party modules for 3rd Ed. It grew into its own rulebooks and campaign world. Even though it has more of that OSR vibe going for it now, it was an old school riff off of 3rd Ed back then.

We’ll talk more about Third, Fourth and Fifth editions later. Have a happy and safe weekend! See you soon.

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