Hello everybody.

Hello everybody.

Hello everybody. I approached this community after listening the Discern Realities podcast. Although I had experience as a GM in the past, above all with the old Ad&D, I have returned to tabletop RPG as a beginner with Dungeon World.

The last podcast I listened to was the 3rd episode where the issue of fighting with several enemies was addressed. I have a question: when a PC make hack and slash to 3 enemies at once does he roll once or three times?

By the way, thanks a lot for your podcast and this wonderful community!

Lowell Francis recently ran DFAE for TGI Thursday on Gauntlet Hangouts (it was really fun!) and he did a nice system…

Lowell Francis recently ran DFAE for TGI Thursday on Gauntlet Hangouts (it was really fun!) and he did a nice system…

Lowell Francis recently ran DFAE for TGI Thursday on Gauntlet Hangouts (it was really fun!) and he did a nice system write-up on his blog. Check it out!

In Dungeon World, if someone takes the extra D6 on a Hack and Slash, and deals enough damage to kill their enemy…

In Dungeon World, if someone takes the extra D6 on a Hack and Slash, and deals enough damage to kill their enemy…

In Dungeon World, if someone takes the extra D6 on a Hack and Slash, and deals enough damage to kill their enemy outright, do you still have the enemy make an attack?

Just wrapped up some deadly times at Dharma Heights!

Just wrapped up some deadly times at Dharma Heights!

Just wrapped up some deadly times at Dharma Heights! An insane fireman raged over the willing and unwilling participants at a yoga retreat gone terribly wrong. Only (known womanizer) Kale survived.

So crispy. So tasty. What a delight. With Gerrit Reininghaus David Rothfeder Yoshi Creelman

Dungeon Crawl Classics — Session 1

Dungeon Crawl Classics — Session 1

Dungeon Crawl Classics — Session 1

Welcome to the Grind House by Kevin Whitaker

Warning: There’s some minor body horror stuff in this post.

You’re no hero. You’re an adventurer, a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long dead secrets.

Those are the first few lines for Goodman Game’s excellent Dungeon Crawl Classics; an old-school-renaissance RPG which aims to bring back the spirit of B/X Dungeons and Dragons, while streamlining away some of the fiddlier aspects by introducing some modern game design principles. The mechanics are mostly great, but I’m less interested in them than I am in the philosophy of the game, as highlighted by that quote. “You’re no hero,” it says; indicating a tonal shift so far away from Dungeons and Dragons as to be jarring. DCC leans hard on that idea, and I knew I wanted to bring it to my table almost as soon as I had read the first few pages.

Most games take it for granted that a character is special. Since 3.0 (and maybe 2nd edition, I can’t remember), Dungeons and Dragons has asserted that even at level 1, player characters are unique; they represent a small fraction of the overall population of the universe in-game, and as such, aren’t beholden to whatever constraints are placed on society at large. Pretty much every other game I’ve played takes this approach, because after all, who wants to play some “normal” who can barely swing a sword.

The knock-on effect of this kind of framing is that games have (as a trend) become less deadly over the years, at least in terms of their mechanics. This makes some sense — if you’re character is special, according to the rules of the game, an easy or cheap death runs counter to that assertion. To prevent that, modern games tend to be designed with character death being fairly difficult to achieve.

Now, I’m not saying characters can’t or don’t die in modern games; my experience is just that games work hard to prevent a deadly outcome, and that’s ok — death is one of the least interesting things which can happen to a character, and it’s often not appropriate for the narrative or game being run. Some people lament how “easy” games have gotten as a result but, the fact is difficulty is a terrible measure of game quality when it comes to RPGs. While roleplaying games have their roots in wargaming, that’s been left behind in large part. Even a murder-hobo-simulator like D&D puts up a mask of narrative; indicating, on the surface anyway, the game is at least as much about story as it is about gutting goblins for treasure.

However, dungeon delving is supposed to be dangerous. These are holes in the ground filled with deadly traps and monsters, after all, and no sane person would ever venture into one unless they had to. This then, is the fundamental shift which DCC presents: your character isn’t some badass born to demigod status; they’re a nobody, with no money, no skills, and no gear; who for whatever reason has no choice but to risk their life chasing after treasures which might not even exist.

To support this mechanically, DCC utilizes the concept of a “funnel;” each player begins the game with 2–4 level 0 characters, most or all of whom are expected to die during the first adventure. Any surviving characters are both wealthier (having looted their comrades for gear), and hardier (having survived the gauntlet). Having never run a game that was so uncompromisingly brutal, I was excited to see if my players would share my enthusiasm.

It turns out, playing “normal” characters like these can be incredibly entertaining and rewarding.

Bringing it to the Table

As I’ve written about before, my group runs short sessions, and this puts some constraints on the games we play. DCC skirts the line of what I’d be comfortable running in a two-hour session, and even then I had to make sure I was as prepared as I could be to get things moving quickly. The first part of this involved familiarizing myself with the rules. These are fairly straight-forward for anyone who’s ever played D&D, or the various games it spawned. There are some key differences, and DCC goes out of its way to keep most of the mechanics elegant, at least for low-level play.

With the rules mostly sorted I got down to some of the other requirements. First, I bought a set of funny dice. DCC utilizes Zocchi dice in addition to the standard set of polyhedrals, which adds to the weirdness factor (something else the game embraces). Next, I generated a whole mess of characters. With the game predicting a high rate of character death, I wanted to make sure the group could quickly add more grist for the mill. While the rules for generating characters in DCC are quicker than D&D, they aren’t nearly as fast as something like Apocalypse World. Thankfully, the fine folks over at Purple Sorcerer Games had me covered with their excellent character generator.

I built out starter-groups of three characters each for my players, then generated a list of 100 additional characters to drop in as others died off. Finally, I resolved to adopt two imperatives from other games: Say “Yes,” or roll the dice, and let it ride. Say “Yes” ensures that I only have to worry about mechanics when there’s a reason to do so — some point of drama in the game that needs dice. Otherwise, the character gets what they want. Let it ride means that once a roll has been made, that same roll can’t be made again until the circumstances change. This eliminates constant re-rolling for things like checking for traps or searching a room.

Prep done, I grabbed a copy of Sailors on the Starless Sea and read through it. This module came highly recommended, and after reading it I agree that the adventure is a great way to introduce people to DCC. It leans heavily on the westernized fantasy style, which is so integral to DCC’s predecessors, while also showcasing a lot of the weirdness which DCC itself pushes. That being said, I wasn’t entirely happy with it. While there’s a lot of good stuff in the module, I wasn’t totally thrilled with the flavor — that is to say, beast-men and haunted castles. Luckily, that stuff is easily resolved with a new coat of paint. Instead of beast-men in a haunted, vaguely European keep, I turned them into demonic ogres in a cursed, vaguely Asian fortress. Instead of a swampy, forested environment, I put the dungeon deep in a mountain pass. This made things just different enough so that my players wouldn’t be too bored with the setting (I hoped). The adventure runs fine without the cosmetic updates, of course; I’m just tired of characters with terrible Scottish accents assaulting ho-hum castles and keeps.

Bring Out Your Dead

I narrated a bit of a cinematic opening to set the tone and provide some background, and then the group of would-be heroes were standing beneath the ruined fortress, its collapsed walls looming above the mountain road. There are three entrances into the ruins, and the group chose the most direct — straight up the road to the gatehouse. Not very imaginative, but it certainly got combat started quickly!

Starless Sea puts two “vine horrors” (undead infected with some kind of evil weed) along the path to assault intruders. Having read through the adventure, I knew these creatures didn’t really make sense; there wasn’t any kind of thematic relationship to the rest of the enemies or plot. There aren’t any other plant creatures deeper in the dungeon, nor does the “plant-body-horror” theme carry any further. What does come up are worms and tentacles, so I did a quick swap. Instead of “vine horrors” I made these creatures “worm horrors;” poor souls who had been killed, filled with writhing, demonic maggots, then left on wheels outside the gate. To amp up the body horror a little bit more, I gave them large gashes across their abdomens which were, in fact, toothy mouths which attempted to spew demon worms onto their foes. I left the stats the same though, since the module was clearly balanced against that. “Balanced” being relative here; DCC states up-front it isn’t interested in the kind of play balancing D&D attempts (and often fails) at.

The fight went fairly well. While most of the characters engaged the creatures directly, one group tried to use the two spiked wheels, which the worm horrors had been spread upon, as weapons. While they were successful in getting the wheels moving, the player rolled poorly to hit anything. So instead of hitting the enemies, the wheels crashed into his allies, killing one of them. One or two more characters died during the normal course of the melee, and two characters ran past the combat all together; hoping to get into the fortress and find the treasure rumored to be there; before anyone else.

Those remaining on the road eventually overcame the undead monsters, looted them, and then headed up to the gate. Before they did so, however, I let the dead characters make Luck checks to see if they actually survived. One of them did, and was reduced to 1 hit point, and took a -4 penalty to all their rolls. I actually missed an important bit of the rules here; along with the -4 penalty, DCC also requires a character who’s had a brush with death to take a -1 to a stat. This is something I wouldn’t discover until after the next session, which means several more characters weren’t properly penalized for dying. Not that it mattered — most of this group were going to end up dead, anyway.

The Way is Shut

While the main group had been fighting the undead, the two opportunists; a vagrant and a jester; slipped through the gatehouse and made their way to a tower (the rumored site of the treasure). Now, there was a trap in the gatehouse; two demons who were to drop the portcullis down on the party; but they could of course see what was happening on the road below, and weren’t going to give up the chance to trap the main body of the group. The vagrant and the jester quickly found their way to the tower, and set about trying to open the closed door.

In the meantime, the main group entered into the gatehouse, and the demons above sprung their trap. The portcullis slammed down, killing two more of the party. They then rang a bell and retreated along the battlements to the tower. One of the PCs trapped under the gate made their Luck check, while the other was one of those poor fools who had already been dead on the road. He stayed dead — no second chances!

By the time the main group had made it through the gatehouse, the two who had raced ahead had just about gotten the door to the tower open. Most of the main group went to go and help, while one player’s group instead set off to investigate a mysterious well in the middle of the courtyard. Her group had heard rumors about the well, and she wanted to see if they were true. On their way there, the characters stumbled across a hidden cache in the ground. Now, the module states that character’s shouldn’t be able to find this secret unless they specifically search the courtyard, but I wanted to give this group the opportunity to find it for two reasons; 1) there was an elf present (elves get a bonus to finding secret doors) and 2) I wanted to communicate to the players they should expect things in unexpected places. Now, we can argue over whether a stone slab counts as a door, but I think the other point stands.

The stone slab covering the cache was too heavy for anyone in the group to lift on their own (the rules called for a Strength check of 30; the average strength bonus in the group was +0), so the characters called out to their fellows across the yard to come help. In the meantime, one of the characters already at the slab continued on to investigate the well.

About the time the lucky treasure finders were calling to their companions, those party members had burst through the door of the tower, only to be confronted with a small hoard of demons, led by an elephant-headed champion. Roll for initiative, please.

Tower of the Elephant

Confronted with half-a-dozen enemies, one group of characters broke and ran toward the treasure discovered in the courtyard. The rest stayed and made an attempt to fight it out. They managed to score a few solid hits on both the champion and one or two of his underlings, but in the end, even eight or so level-0 characters were not really a match for these creatures. The champion cut several of the characters down himself, and the other demons picked off a few more.

Just as before on the road, two characters slipped past the fighting and into the tower itself. There they found a prisoner (a replacement character for someone who had lost all of theirs to the demons), and two more demons to fight. With the champion focused on those outside, the characters in the tower actually managed to best their opponents; each coming away with a few less hit points, but a few pieces of loot for their trouble.

Outside, things were a different story. There was now only one character left fighting the demonic champion, and he (wisely) decided to make a run for it. The champion and the remaining demons decided to let him go; instead focusing on the group across the courtyard. These characters had managed to get the treasure cache open (finding a few weapons and some treasure), but were now basically stuck in the hole with the demons approaching. The final character, who had gone to investigate the well, decided to try and goad the demons into charging her. She rolled spectacularly, and one of her adversaries charged pell-mell for her, only to end up falling down into the well. She couldn’t do that for all of them, however, and was soon faced with a spear-wielding demon.

Long story short — all of these characters met their grisly end at the point of a spear or the blade of an axe. The remaining characters (the three in the tower and the one who had fled), made their way back to the gatehouse and retreated to town. Not the most heroic end to their first outing, but certainly a pragmatic one.

Lessons Learned; Things to Improve

Thus ended my first session of Dungeon Crawl Classics, and my first session of any OSR game. The group really enjoyed themselves, even though only 4 of the 17 characters we began with managed to survive. The players had all entered the game knowing the characters might not survive, and that a total party kill was a possibility, so no one was upset about the outcome.

I think as a system DCC accomplishes a lot of what it sets out to do, at least at low level. There’s a refreshing elegance to a fantasy RPG which doesn’t rely on skills. If the characters wanted to do something; say take a reading from a tarot deck, or try to identify a particular undead horror; they just make an attribute roll against a difficulty the GM assigns. There was no fiddling around with finding the right skill to roll. This reminds me a lot of games like Dungeon World, where actions are abstracted to keep the game moving.

I’m also impressed with how DCC walks the line between being deadly, and being fair. The game very rarely feels like its cheating the characters, even though almost any roll can be the end for them. I say rarely, because there are some places where it might be a bit more lenient. For example, many of the characters began with 1 hit point. That guaranteed death from a single hit. While I understand the nature of the funnel is to be deadly, this might be a bit too unforgiving. Of course, players could potentially side step this problem by playing more carefully, but it might also be good to start characters with the maximum possible HP (which is only 4, anyway).

Which brings me to the first thing I need to better at; emphasizing non-combat options. I began the game by trying to stress that combat was not the best, or surest, way to victory, and that characters advanced by overcoming obstacles; not just killing them. Looking back, I needed to do a better job at this. While several of my players had been through funnels before, we tend to play more narrative games, where death isn’t an imminent threat. This, in turn, caused several of them to overestimate their character’s abilities.

The second thing I need to do better at is handling splitting the party, and dropping hints that overcoming things as a group is more likely to succeed than overcoming them individually. The first point is important because our sessions are so short; when one character in a group of three goes off to do their own thing, and there are five groups of three characters; things slow down considerably. The second is important because had I done a better job, say, of letting the characters know that the champion was the lynchpin of the second combat, they might have all ganged up on him.

The remedies for these problems are pretty straightforward. For level-o play, I should probably make each group of characters move as a unit; that way we aren’t splitting more attention than necessary when one player wants their characters to split off from the party. Secondly, I just need to describe things better in the moment to help the group focus.

So that’s it. The players might have left several characters dead on the field, but they’ll be back next week with some fresh “recruits,” ready to wade into the depths of the fortress to rescue or avenge (and loot!) their fallen comrades. The next report shouldn’t have as much preamble as this one, either, since I won’t be too worried about setting up what DCC is about.

What are your thoughts on DCC, or the way I ran this adventure? Drop me a comment to let me know, and in the meantime, I’ll see you next week!

https://medium.com/@kwhitaker81/dungeon-crawl-classics-session-1-598564ff9d1d

https://medium.com/@kwhitaker81/dungeon-crawl-classics-session-1-598564ff9d1d

Got my copy of Perseverant by Ben Dutter. Looks great! Impressively fast turnaround on the KS, too!

Got my copy of Perseverant by Ben Dutter. Looks great! Impressively fast turnaround on the KS, too!

Got my copy of Perseverant by Ben Dutter. Looks great! Impressively fast turnaround on the KS, too!

Just in case some of you are not members of the PBTA G+ group… this little free thing just came out…..

Just in case some of you are not members of the PBTA G+ group… this little free thing just came out…..

Just in case some of you are not members of the PBTA G+ group… this little free thing just came out…..

https://drive.google.com/file/d/0B_dDnQ_810l9YTRxQldLaVlXc1U/view?usp=sharing

Joshua Fox and Becky Annison have made two Lovecraftesque scenarios that previously appeared in Codex available on…

Joshua Fox and Becky Annison have made two Lovecraftesque scenarios that previously appeared in Codex available on…

Joshua Fox and Becky Annison have made two Lovecraftesque scenarios that previously appeared in Codex available on the Black Armada site!

Originally shared by Joshua Fox (Rabalias)

We just posted two new scenarios, taken from the Gauntlet’s Codex (which you can get the full edition of by backing their patreon at https://www.patreon.com/gauntlet – highly recommended):

Ex Nihilo, in which a crew of renowned scientists and a washed-up celebrity astronaut fly into the heart of a black hole.

Pizza Time!, in which the bizarre and lurid tales told by the staff at an ageing chain restaurant may contain more than a grain of truth.

Check them out!

http://blackarmada.com/lovecraftesque-downloads/

April Gaming Highlights (so far!)

April Gaming Highlights (so far!)

April Gaming Highlights (so far!)

I’m having a really great month of gaming. I’m presently running two games, The Sprawl by Hamish Cameron and AW 2E by Vincent Baker and Meguey Baker, and I’m playing in a short campaign of Monster of the Week by Michael Sands. Here are some thoughts on each…

The Sprawl

We just wrapped our first mission in our new series of The Sprawl, and it was pretty great. We’re playing in a cyberpunk version of New Orleans, where the wealthy live in antebellum homes preserved in carefully managed arcologies, and everyone else lives in a city smashed against the side of a titanic levee. The team’s first target was Vianne Dubois (who I imagine looks like Thandie Newton), a performer who uses a retroscape AR system to recreate a smoky jazz club called The Purple Lotus.

I continue to be impressed with The Sprawl’s Directives method of gaining XP. The mission directives provide a reward for arriving at each critical step of the mission, but the playbook directives (often) provide a reward for disrupting that mission in some way. It creates a really fantastic tension, and within that tension is a huge amount of story. When I say The Sprawl is in a “corridor” rather than “on rails,” this is what I’m getting at. Fundamentally, the characters are moving from point A to point B, but there are a lot of interesting things happening on the sides, too. You can engage with those things on the side, but no matter what, everything is pushing you to point B. The difference is simply in what point B looks like when you get there.

Anyway, great fun so far. Thanks to my players: Maxime Lacoste Phillip Wessels steven watkins Michael G. Barford and Christo Meid

AW 2E

Apocalypse World is going pretty well so far. Our apocalypse is a world wracked by powerful, mercurial storms. And not just real-world storms, but crazy shit like columns of fire, swirling funnels of shrapnel, and chain lightning. Our survivors are a small caravan of folks who move within a mountain range in order to get shelter from these storms. They camp for a week, maybe two, before another storm comes and they have to pack up and move to the next side of the mountain.

My favorite thing so far about this series is the weird ecologies and culture that have developed because of these storms. We have mutant bears called “feast beasts,” so-named because of the bony, spiky protrusions on their backs, upon which smaller animals get impaled during the storms. We have a community of storm riders who use special gliders to catch the updrafts, and are always floating overhead, scouting the area below for supplies. Our own caravan, which is always gaining new members and leaving others behind, has developed a series of almost funereal rites related to the storms that mark these changes in the group’s composition. It’s all very sad and frustrating and beautiful.

Thanks to my players on that series: Jennifer Erixon, Steven, David LaFreniere and Phillip.

Monster of the Week

I’ll have more to say about this one on Episode 97 of The Gauntlet Podcast, particularly about my character and how I have chosen to play him, but for now, just a few stray thoughts:

-Michael is doing a really terrific job running the game. It’s the first time he has run MotW, and the first time he has run something for the Gauntlet. Combined with the normal sorts of jitters that come with GMing (along with the fact that I am a player in the game) and this could have been a fucking disaster. But it’s not! Far from it, in fact. He’s got great GM instincts and is totally cool and collected. I’m impressed.

-The players are doing a nice job exhibiting GGG behavior. Everyone seems genuinely interested in making sure everyone else gets plenty of screen time or are otherwise staying involved in what’s going on. It’s a small thing, but I appreciate it (I’ll have more to say about this on Episode 97, too).

-We have a romance between two elderly characters! First of all, just having two senior citizen characters is pretty rare in and of itself, but the players are going in further to develop a romance between them. It’s very sweet, but never cloying; they have a genuine passion for one another. I’m enjoying watching it unfold.

Thanks to everyone involved in that one: Michael X. Heiligenstein Gerrit Reininghaus Horst Wurst and Johannes Oppermann

Is there any point to humans as a fantasy species?

Is there any point to humans as a fantasy species?

Originally shared by Robert Bohl

Is there any point to humans as a fantasy species? Is there anyone who finds them exciting? If so, what’s your favorite thing about them?

https://en.wikipedia.org/wiki/Human_(Dungeons_%26_Dragons)