Thursday, June 24, 2021

Never Let Your Friend Copy Your Magic Homework

My magic-user player found his first scroll a few sessions ago. I knew that Old-School Essentials - by the book - does not have rules for copying spells. The magic-user receives one spell per level, and that's that. If they want more, they must spend money and time on research.

However, the new Advanced Fantasy rules contain optional rules for spell books, including a rule that allows a magic-user to attempt to copy a spell scroll with a chance of success dependent upon their INT score:

A very advanced table (from the OSE Advanced Fantasy Player's Tome)

I like this table. It has a good B/X "mechanically unrelated to other parts of the game but feels right anyway" quality to it. I didn't love the price of failure, though. If the M-U fails their roll to copy the spell, they can never learn it again.

It's ok, but it also doesn't present much of a choice. I guess for spells that you really want the choice is "do I risk it or wait to level up and use my class benefit to obtain it?" But, for most spells, the choice is do I risk trying to copy the spell and fail or ... never get the spell at all? Wait until I research it? I think there is an even better way.

Treat the price of failure as the scroll itself. If you fail your roll, it doesn't copy to your spell book and the spell scroll crumbles to dust. Now your choice becomes "do I risk losing the scroll to possibly copy the spell and get to use the scroll later, or do I refrain and guarantee that I have the scroll for my next adventure?"

This has the added benefit of explaining why magic-users don't lend out their spell books for others to copy very often, besides the hand-wavey "because magic-users are selfish and greedy." If you lend out your spell book and your pal fails their roll, the spell gets erased from your book. Not good!

Monday, June 14, 2021

Attending the Old School, Part 5

As my players explored their base town of Fourtower Bridge over the last few sessions, they began to interact with the sandbox that I had stocked. I still remember years ago when I watched Matt Colville's video on creating a sandbox. It blew my little mind. It's such a simple idea: take various dungeons and other adventure modules and seed them across a small region for your players to discover. But, for some reason, I never considered doing it on my own. I was brainwashed by the campaign or "adventure path" style of running a game. Probably all of those Dragonlance books I read as a teenager!

Luckily, I broke that habit quickly when I returned to pen-and-paper RPGs a few years ago, mostly thanks to Colville's video. Even when I played primarily 5e, I stocked a sandbox for my players to explore. I made a few different choices this time around ... but, before we get to those, a recap:

Dramatis Personae

Flynn, Level 3 Thief
Russell, Level 2 Fighter
AncinLevel 2 Magic-User
ChadwickLevel 3 Cleric
JaqLevel 1 Elf (another new player!)

Notable Events
  • The party spent three days in town resting and healing up. Chadwick learned how to create holy water, Flynn joined Silar's guild, and Moira introduced then to Jaq Turntleaf - an elf who could guide them to the crystal caves
  • After a quiet travel day, the party decided to try to get some rest before descending into the dungeon. However, an encounter with a full-size roc in the forest changed their minds.
  • Chadwick loudly introduced himself to a group of kobolds, who provided some dubious information in exchange for the party letting them leave with their gathered purple moss. Russell escorted them out.
  • Ancin and Chadwick investigated a slime-themed corridor and got surprised by a pair of gelatinous squirms lurking on the ceiling. Jaq and Flynn killed one with arrows from down the hall, and Ancin put the other to sleep.
  • Chadwick barged into a room labeled Master of Dissolution and stomped on a giant rat carcass, which drew the ire of the three monstrous larvae feasting on its guts. Ancin put them to sleep, but not after they paralyzed Chadwick.
Referee Insights

Astute readers may have noticed that my players have entered a new dungeon: the Incandescent Grottoes. The first few rooms have been great fun so far. But how did they get there?

First, and probably most importantly, they had motivation. Since we're playing Old-School Essentials almost exclusively by-the-book, finding treasure is by far the quickest way to level up. This already puts the players in the mindset of engaging with the setting more. They're not looking for the "story" so that they can earn milestone XP. They want to know where the loot is!

Luckily for them, I have seeded the region with several loot-filled dungeons nearby. Quelle coïncidence! Here is my local hex map:

A box of sand (Hex Kit and tile set from Cone of Negative Energy)

Nothing fancy. I'm not even sharing this map with them - it's just for my reference. I used the arrival of a new player - Jaq - as an opportunity to give them a guide who knew the location of the Oak and the Grottoes. That meant no need to hex crawl or search. Just a day's journey, point-crawl style, to introduce some time and resource management complications.

Ok, so there are dungeons nearby. How do the players find out about them? Actively, not passively - my NPCs don't have floating question marks over their heads. They can either talk to NPCs to hear rumors through conversation, or they can head to the inn and buy the bar a round to get the rumors flowing!

Inspired by this post on rumors at Delta's D&D Hotspot, I decided to lean into rumor-gathering as a game mechanism: spend a night buying rounds at the inn (spending 3d20 gp/night) and automatically learn a rumor. I like this because it gives a way for players to quickly find leads without going from NPC to NPC waiting for someone to give them a "quest."

Now, it doesn't prevent NPCs from asking for things. Those requests will just be more organic; no need to shoehorn quests into normal conversations to keep the game moving.

During their first stay in town, they learned one rumor from the bar (using the "buy the bar a round" mechanism) about night tomatoes that grow under the Old Oak. Chadwick also learned a rumor from Moira the Holy through conversation: she believed he could find the gold teeth of St. Orlo in the Grottoes. They chose to pursue the latter for now, and I can't wait until they discover that the gold teeth are in the mouth of a troglodyte.

Monday, June 7, 2021

Attending the Old School, Part 4

Base towns are a staple of old school play: Hommlet, the eponymous Keep on the Borderlands, or Helix from Barrowmaze. They provide necessary elements in the old school gameplay loop, serving as a place to sell treasure, level up and heal up, gather rumors, and obtain goods and services. 

However, despite having clear procedures for the other core game modes (combat, dungeon adventuring, and wilderness adventuring), the OSE (and therefore B/X) rules curiously omit procedures for spending time in a base town despite specifically calling out designing a base town in the Referee's Tome:

When do you use the base town that you designed? (screenshot from the OSE SRD)

Last week, my players finished up their first adventure and returned to town. While running their time in town went fairly well, I felt the absence of the game structures that I had enjoyed during my previous sessions. I wanted a procedure for returning to town. So, I made one!

But, before I get to that, a quick recap of my last session:

Dramatis Personae

Flynn Four-Fingers, Level 2 Thief

Russell, Level 2 Fighter

Ancin, Level 1 Magic-User

Chadwick, Level 2 Cleric

Notable Events

  • Back in the mortal world, the party returned to Chyde's tomb to pilfer a few more things now that his ghost was in the Fairy Realm. However, still suffering from the floating effects of the green slime, Russell decided to go ask the dancing skeletons if they knew how to end them.
  • Amaranda and Brigforwith had no idea how to end the effects, but they did implore Russell to help them find whoever had violated their son's tomb! Russell promptly excused himself to go "find the perpetrators," and the party quickly made their escape back out through the wormhole.
  • As the only party member not floating, Chadwick tied a rope around the others and pulled them back to town like balloons, clearly enjoying his time in control of their movement.
  • Upon returning to the town of Fourtower Bridge, the party divided up their treasure and paid the local sorceress (Mistress Hecuba) to dispel the floating effects. After resting, they introduced themselves to a few more townsfolk, including the thief Silar and Moira the Holy.
  • Moira told them of a rumored relic lost in the "crystal caves" to the west - the gold teeth of St. Orlo - that she would love to have as a part of the shrine she's building. They decided that it sounded like a good lead on more treasure and that they would set off in search of these caves next week!
Referee Insights

As mentioned above, we wrapped up Winter's Daughter during the first 30-45 minutes of the session. You can read more about my thoughts on that adventure overall in my collaborative blog post with Wandering Wombat. I used the dancing skellies as a bit of pressure to keep the party moving, though I allowed them to go back and get more loot from Chyde's tomb - they had earned it!

Since Winter's Daughter does not include a base town, I had to find my own. I ended up mashing together the town of Fourtower Bridge from the blog Paths Peculiar with bits of Lankshorn from the second issue of the Dolmenwood zine Wormskin as well as a few tweaks of my own. I seeded the town with rumors for the adventures The Hole in the Oak, The Incandescent Grottoes, and The Waking of Willowby Hall. The party seized on the rumor for the Grottoes, so that's where we'll be heading next.

As the party returned to town and began all of the typical things that one does in a fantasy town, I couldn't help but notice how the OSE rules lacked a procedure for this part of the game. I missed having that to fall back on, so I created my own:

Between Adventures (PDF)

I had a very specific goal here: to outline a procedure for time spent in town that looked like it belonged in Old-School Essentials or B/X

I didn't aim to create an exhaustive list of downtime activities or to define all of the possible actions a faction could take. That's not really the spirit of the system. OSE provides a simple foundation that gives the referee plenty of room to make it their own. That's the charm of it.

These procedures do assume a pretty specific type of game, one where adventure rarely happens in town. You gather rumors, travel into the wilderness, find an adventure site, explore it, and then return to town with loot. Rinse and repeat.

However, the concept of "scheming factions" does give the referee the option to add some ticking clocks like approaching armies or impending disasters. For instance, one of my schemes is that of the rival party from Willowby Hall, who will eventually bring Bonebreaker Tom smashing through town. I plan to elaborate on scheming factions more in a future post (edit: HERE).

I will use this procedure as my party moves on to their next adventure. It mirrors what they did naturally, so I expect it to be pretty seamless. But, it will help to give me some structure to fall back on as I run the game.

Sunday, June 6, 2021

A Dialogue Regarding Winter's Daughter

A comment on my second "Attending the Old School" post mentioned that another OSR-focused blog - Wandering Wombat - had written up a very similar post about the impact of reaction rolls during their second session of Winter's Daughter mere days after my own. I had read Wombat's blog and responded in jest that the two of us should collaborate on a Winter's Daughter retrospective.

Later, I reached out to Wombat on a whim and, lo and behold, we decided to actually write up a look back on our experience with Old-School Essentials and Winter's Daughter together!

It turns out that we came to the adventure from a very similar place: both using it as a first adventure for groups new to the OSE rules. Our dialogue below focuses on our experience as referees with the adventure - how we approached it, our challenges while running it, and the elements that really made it a joy to run as a referee.

The jerk who kept Princess Snowfall-at-Dusk from her beloved (art by Erol Otus)


How much experience did you and your players have with Old-School Essentials before this adventure?

eegag: Absolutely none. One player had played some Basic D&D as a kid, but even he came from more of an AD&D background.

wombat: Also none. I have two players who are recent converts - they have only played a 13 session run of "Blades in the Dark" before this game. My other two players are more experienced in general (AD&D, 5e, and other games) but not with OSE/Basic.

What house rules did you use, if any?

wombat: Hah! Isn't it the definition of Old-School to tinker? We've got a couple. The main one is encumbrance. We do (10 +Con mod) slots. Over that you are encumbered. Our magic users are also using Wonder&Wickedness magic (no spell levels, 1 cast per character level per day). Since we've introduced a couple of extra systems (herbalism from Cthonic Codex, Hunting from Into the Wyrd and Wild) but nothing else fundamental. I think that is one of the strengths of OSE (and basic D&D in general) - The absolute core of the game is a really simple fallback, but specific situations can be covered by an rule if necessary.

eegag: You are right about house rules essentially being part and parcel with the old school approach! For that very reason, I wanted to start by playing Old-School Essentials by the book, to make sure I gave the core rules a chance before ignoring anything (decades of wisdom be damned!). So, we did not use any house rules or even OSE Advanced Fantasy rules.

That said, after completing Winter's Daughter we have already decided to move to slot-based inventory. I also think any of the other bolt-on systems mentioned by Wombat above would work perfectly well in this adventure. As mentioned, the OSE chassis can take quite a lot of modifications and still run smoothly.

What level(s) were your Player Characters when they started the adventure?

eegag: I granted my players 2,000 xp upon character creation. This meant that my thief, cleric, and fighter all started at 2nd Level, and my magic-user was still at 1st Level. I don't believe this is necessary for the adventure - it isn't particularly deadly. I did want to impress upon my players the differences between classes when it comes to experience requirements, and help them understand the system a little more in general by leveling up before we even got started.

wombat: 1st level. This was the first D&D adventure for my current players. They had noticed immediately how fragile they were even though I gave max HP for the first level. The first encounter outside was with a talking beast (bear & deer) and they were very careful not to antagonise. The first real combat with the holy artifacts was a real wake up call - survivable but serious! I think this makes a really great introductory adventure. Yes there is some danger, but not if the characters are clever.

eegag: Yeah, it really does hit a sweet spot. If I run it again, I will not grant any bonus XP to start.

How many sessions did the adventure take?

eegag: 3 and a half. This included character creation, a scene setting up the inheritance plot hook, and the introduction of a new player after the first session. It's easily a 2-3 session adventure, even with a fairly methodical party.

wombat: 2-3. 2 for the actual adventure, and 1 for character creation. We used the "Beyond the Wall" character creation system of playbooks. It gave the character's a joint history and a home base town. It's a little time consuming, but everyone was excited and eager for the next session. I gave the players the option of 1 of the three hooks (Dreams, Inheritance, Plunderers) and they choose the Inheritance.

The actual "dungeon" took 2 sessions (voice+text, 3 hours) and the players were very focused. I could easily imagine 3 sessions if they had explored the side chambers or had more encounters.

Did you make any changes to the adventure as written?

eegag: A pair of minor changes:

  • I thought that the stone coffers in the family crypt deserved a bit of treasure, especially since the dancing skeletons will attack if the party disturbs them. I turned Brandywith's ash staff into a minor wizard's staff and placed two gemstones on the eyes of Emaline's mummified cat. My party only found the staff.
  • By the time they reached the Fairy Realm, 3 of my 4 players were covered in green slime. I had the effect wear off while in the Fairy Realm, but it returned once they came back to the mortal world.

wombat: The initial encounter (Drune Sacrifice) I changed to be "over", so our magic-users were fascinated with the magical residue of a ritual that gave hints... I also made the "floating slime" time limited (d6 turns) and wear off when entering the Fairy Realm.

Otherwise as written.

eegag: Interesting that you changed the old encounter to be more like the new encounter without necessarily knowing of the new encounter beforehand!

Did any of your Player Characters die? How?

wombat: No, but it came damn close! In the first chamber with the "angry holy items" everyone was wary of the whispering voices, except for our Witch's Apprentice who accused right back and walked in.. and was mobbed by all 4. She only survived thanks to being literally covered by the Knight (who survived thanks to shield and heavy armor).

After that they got serious about marching order, and trying not to antagonise anything!

eegag: Even with the bonus XP to start, we had our fair share of close calls as well. My party's weakest member - the thief with a -2 CON modifier - was also the only non-Lawful player. This meant that the holy objects went straight for him when they attacked. He was incredibly lucky to survive that encounter. My party's slow fighter also got surrounded by guards in the Fairy Realm and had to pull out a few tricks to keep the pursuit at bay long enough to get back home.

How much treasure did your players carry back to town?

eegag: 6,300 gp - they got the jewelry from the dancing skeletons, Chyde's bracelets and candlesticks, about 20 items from Snowfall-at-Dusk's jewelry boxes, and a couple of other small items. Additionally, the Fighter took Chyde's enchanted sword.

wombat: Wow, I was a little generous perhaps? The players were very careful not to plunder the tomb (belongs to their family! Although the Freezing Mirror was taken. The main reward came from the jewelry box - they were given the box as a reward for reuniting the pair (Princess was "encouraged" by the other elves) as well as fur coats and a necklace each. The most prized reward was a bottle of Fairy wine (which for us was a multiple dose "healing" potion).

eegag: My players got really spooked by the freezing mirror. Once they unfroze those who had been paralyzed, they kept their distance. I had hoped that they would haul it out or, better yet, use it as a weapon!

What room or encounter did you find the most difficult to adjudicate?

wombat: Most of it was a breeze to be honest. There were clues lying around, there was a very strong "fairytale logic" that the players latched onto and used to their advantage. Chyde had to "give directions" though as the players got the impression that the "fairyland" was somewhere else in Dolmenwood.

eegag: I had some trouble in the Fairy Prison. I didn't know how to handle their interactions with the bored guests other than very basic responses. It was hard for me to convey what was really going on there - that they had been waiting for ages. And then, when my thief stole Snowfall-at-Dusk's jewelry, how would they react? Of course the guards immediately responded, but I had the guests stand by confused as they watched the guards chase the party out of the tower. They were just kind of ... there in the background.

Looking back I suppose I could have made a reaction roll for them, but since they weren't the primary participants of the encounter I didn't consider it at the time.

What surprised you the most about how your players handled a particular challenge?

eegag: I did not expect them to engage as much as they did with the dancing skeletons. Because I used the inheritance plot hook, the fighter and thief appealed to the skeletons as their ancestors, and with the help of positive reaction rolls won them over. As a result, that encounter really moved the whole adventure along - literally, as some of the PCs went on a floating dancing tour of the burial mound's main rooms. All of this came from an encounter that I had expected might just end in a Turn Undead attempt!

wombat: Ha! You and me both. The Skeleton couple were the MVPs of the adventure. My players got the names of the dogs out of them as well - they supposed that the parents of Chyde would know what he called his dogs. So after a funny social scene/impromptu ball, the players had the names and had promised to take the Skeleton couple to visit their descendants.

eegag: Yep, although my skellies didn't outright give them the name, they took them to see the mural of their son and the players took it from there.

Do you consider the adventure easy to run? What made it easy (or difficult)?

wombat: This was a breeze to run. Maps on the front/back inside covers, the layout of the rooms (lists, bolded words, etc) made it easy to describe what was visible and adjudicate what the results of interaction were. Also the "fairytale logic" inherent in the plot made it easy for the players to pick up what was going on.

eegag: Incredibly easy, one of the easiest I've ever run, and definitely the easiest that wasn't a one-page dungeon. The pacing, especially with the new Whything Stones scene, made it feel like the adventure moved itself forward. For such a short adventure, it's packed with a great mix of curiosities, puzzles, encounters, and loot, all while maintaining a consistent internal logic (or, like you say, the inherent "fairytale logic.").

Would you make any changes to the adventure if you ran it again? If so, what?

eegag: I would keep the minor changes that I made this time, and I would probably add some reference to cold iron within the burial mound itself (perhaps a cold iron dagger held by the footmen statues has "elfbane" engraved on the hilt).

One bigger change that I considered has to do with the original "Whything Stones" encounter. I quite like the new version. It hints toward spooky goings on without interrupting the pacing of the adventure and it's a better choice in this context. However, the Drune arriving and beginning a sacrifice (from the old version) could serve as a very interesting random encounter if the party has explored the tomb for more than a few hours. I'd only add that, however, if you were exploring the larger Dolmenwood setting as an ongoing campaign.

wombat: Hmm. I would make more of the Elfin celebration - all those nobles and knights sitting eating and making small talk. I think I'd give more names (I had "The master of ceremonies" as the main point of interaction) and have them make requests of the PCs. I mean - bored, jaded Elves looking for distraction!

I almost would want to change the location of the portal to fairy... perhaps add another staircase in the chamber with Chyde? Not 100% sure though.

But other than that, I LOVE this adventure and want to try a few more by Gavin Norman to see how they compare.

eegag: Ah, I like your Master of Ceremonies idea. That could have helped me handle the bored guests and really show that boredom to the players (as the MC requests some entertainment because he has run out of ideas or whatever).

I think Winter's Daughter can be easily tweaked for any table, but it doesn't require any changes at all to be a ton of fun. At the moment, Mr. Norman has the Midas Touch. My party is headed to the Incandescent Grottoes next, and I can't wait!