DCC RPG: Tables, Tables, and Tables

DCC RPG Limited Edition CoverOver the weekend Erik Tenkar posted about why he liked Dungeon Crawl Classics and noted it certainly wasn’t the neverending spell tables. This spurred another post from Wayne Rossi on his blog about DCC RPG, tables, and the Pareto principle. Both good posts which led to two different conclusions – one person finding magic in the game and the other turned off by the tables.

Tables

Dungeon Crawl Classics RPG does have a lot of tables. Tables for spells, tables for critical hits, tables for fumbles, tables for mercurial magic, tables for disapproval, and so on and so on. Tables are an integral part to DCC RPG. Tables bring the randomness. Tables occasionally bring the “over the top” results. Tables are what help keep DCC RPG players on their toes.

When I first heard about DCC RPG and all the tables I was pretty skeptical too. In fact, I ended up with the DCC RPG rulebook because I kept hearing great things about the art in it. I initially bought it for the art, but then after reading it thought the game sounded like a lot of fun. After playing in a one-shot online, I was hooked.

The focus of Wayne’s articles is on the spells and accompanying tables. From where I sit I am less concerned with applying Pareto principles and more interested in whether the spell tables add fun to the game for me.

Closer Look at Spell Tables

For sake of discussion I am going to limit my post to the spell tables, but a lot of my comments will likely be applicable to many of the tables in DCC RPG. But let’s take a look the spell tables.

I think the tables are *where* DCC RPG gets it magic from. The spell tables lead to the unpredictability of the game. This unpredictability creates the feeling of the unknown. This unknown is what sparks the magic for some of us who have been playing RPGs for a long time.

Let’s take the magic missile spell. Depending on edition of D&D, we all know magic missile is going to automatically hit and do 1d4+1 points of damage. As the caster’s level goes up, the more missiles the caster unleashes. That is how the spell works today, it is how it works tomorrow, and how it will work the day after that.

When we were new to the game, that in and of itself was enough to be new and treading that line on the edge of the known. As decades have gone by, magic missile gets a little stale. Our wizards have cast it hundreds of times with the same results.

Enter DCC RPG. Now magic missile has a unique table covering the possible results. Now my wizard casts magic missile. I roll a quick 1d20+caster level+intelligence modifier and I step into the unknown again! Now my magic missile could do anywhere from 1 point of damage to 4d12+ caster level of damage to multiple missiles causing 1d10+ caster level of damage. The result changes each time! Magic missile suddenly has become fun again due to this unpredictability.

Each spell has its own table, because each spell is unique in its results. Trying to apply a single table to every spell would ultimately end up being too generic in the long run and steal from the power of specific spell tables.

Each spell table in DCC RPG is interesting. Actual play in my groups indicates that rolling random results on spell tables has everyone at the table anxiously awaiting the result. Will the spell fizzle? Will it do some trivial amount of damage? Or will it be a battle changer and finally swing the tide the party’s way? These are questions asked each time a spell is cast. I think this recurring unknown is what gives DCC RPG its magic.

Tables With Purpose

A table for the sake of having a table is not a good thing. But the tables in DCC RPG are there with a purpose. A purpose of adding randomness into the game. Randomness that adds to the unknown. Unknown that aims (and succeeds in my opinion) to rekindle that magic we saw in the game so many years ago.

Interview: Zach Glazar of Lesser Gnome

Whisper & Venom KS ProgressOver on the Kickstarter site there is a particularly interesting project coming into the final stretch. The project is Whisper & Venom from Lesser Gnome. Whisper & Venom is an RPG Adventure boxed set, complete with 28mm metal miniatures. The boxed set will contain a guide to Whisper Vale, an adventure sourcebook, a full color hand-drawn, two-sided poster map by Alyssa Faden, a set of polyhedral dice, more and more minis nearly everyday – all in a 12”x9” box! The boxed set will also include cover art from Jeff Dee and interior art from Lloyd Metcalf.

Whisper & Venom has well exceeded its initial funding goal of $5000 and many new miniatures have been added. The most recent update to the project talks about more stretch goals and if funding surpasses $20,000 support for Pathfinder proper!

Earlier this week The Iron Tavern caught up with Zach Glazar, the head gnome behind Lesser Gnome. He graciously took the time to answer several questions to tell The Iron Tavern a little more about the Whisper & Venom project and where they are headed in the final week of the Kickstarter.

Interview With Zach Glazar

Questions from The Iron Tavern are bolded and prefaced with IT and Zach’s responses are prefaced with ZG. The art used with this post are all examples from the boxed set and used with Zach’s permission. Enjoy!

IT: Obviously the big thing on your plate right now is the Lesser Gnome Kickstarter for Whisper & Venom. Can you tell us a little more about that?

ZG: Of course I can and I am delighted to do so.

Whisper & Venom is my attempt to bring a truly deluxe adventure boxed-set to the small press market that is written in tribute to the ones I was so obsessed over in my, now long ago, youth. I had always wanted an adventure module that came with everything. Every extra that I could never find, let alone afford, all in one box that had amazing art, poster maps with stunning cartography and all the unique figurines included in the text.

I was never able to understand why such an obviously flawless idea wasn’t the standard way every module came. As an adult fascinated by economics I understand completely why, but I still wanted it.

goblin_townWell with 11 days to go I am pretty close. The cover of the box (and main booklet) is a commissioned acrylic painting by Jeff Dee, the vast majority of interior illustrations were done by Lloyd MetCalf in pen and ink, the poster map is nearly completed by Alyssa Faden and four different and well-known sculptors are working on (and have largely completed) a small army of adversaries for the box…some of which have been selected by backers of the project via a surveys.

It took a great deal of effort to get to this point but it also took a great deal of money. Having brought all these elements at this state of completion during the funding period would, of course, have been impossible without significant investment. I wanted the best people available to me to be involved in Whisper & Venom and it was my number one priority that they be paid in full the instant I received an invoice.

Oddly, I now find that having taken that level of risk has added value to the project beyond the value of simply having top artists. It is very much an indicator of how serious I am in delivery which has become a major concern for a majority of the backers I interact with on Kickstarter.

Your question stated that the Kickstarter for Whisper & Venom was the big thing on my plate. I will start by saying that you are almost correct. The truth is it is the only thing on my plate and has been for at least 3 months and will not end until at least December. This whole experience has been one of the best of my life, which is a good thing, because it is also been my whole life.

Long planning and financial investment has gone into Whisper & Venom and it is my top priority. I am a very lucky gnome in that personal flexibility with career and family choices has allowed this focus. Anyone who reads this that has done a big Kickstarter project while having full-time family and occupational responsibilities is elevated to near superhuman status in my eyes.

IT: I have seen you describe Whisper & Venom a boutique adventure boxed set. Tell me more about that description for this product.

ZG: Well I enjoyed the early development of Whisper & Venom a great deal and wanted to be able to do the whole process over again. I certainly did not think I would make any money out of it (I still don’t, though defraying my costs would be a plus). I just wanted to make a product that others might want to buy. At the time ‘others’ consisted of literally dozens of potential customers (this was before Kickstarter).

druid1Small press publishing for any hobby market is already hard to maintain as a going concern. The barrier to entry is pretty low and there are some great products available for free. So with so many products (some really great, others were great by virtue of being free) it was hard to imagine having anyone even noticing a product in a such a crowded space. This is doubly true when price sensitivity is such that a 20 page supplement might look great and be priced $1 and still be considered too expensive.

The other option was to stand out with quality (meaning first class accessories and artwork in print). I love the feel of a new book or boxed game and sometimes just being in a box or in hardback makes willing me take the chance on something that, had it been identical in every way but offered only as a PDF, I would not have looked twice.

I consider myself to be a good writer, but I am a slow writer who pores over every sentence. This is hardly the ideal path to producing anything in volume on a regular basis. Rather than put myself in a position in I was not ideally suited, I made an early decision to produce high-end retail quality products and take the time to do so. It would be available when it was done and it would not be designed to compete purely in a price sensitive market.

Just like a boutique.

So rather than write around 2000 words per night I would instead invest heavily in time (it turned out heavily in money as well) researching all the little details that are necessary to have a game that you could only pick up off the top-shelf, so to speak.

It helped a great deal that, as anyone who knows me or has interacted with me at a con can verify, I am an uber-consumer of small press RPG products and what is being produced now is exactly what I would buy without question.

Go with what you know I guess :).

IT: The metal miniatures seem to be the focus for the stretch goals for the Kickstarter. More minis are awesome! But what about for those of us more interested in the adventure and the regional setting? Anything lined up in the coming days as you close into the home stretch?

ZG: I am glad you asked and you have not been the only one ask that question.

Well the quick answer is no they are not. Circumstances have made it appear that way but early this week that will change significantly.

whisper_venom_collageI just got good numbers on different sizes of larger prints of the poster map as one example. The upcoming backer survey will tell me which way backers want to see the map improved, but the map upgrade is the not the first non-mini related stretch goal since the $7000 mark.The numbers worked out that at that point so that I could add mid-range dice (vs. what I will charitably call “Dice”) In addition to the map there will be a side quest adventure designed to be completed in one session that shares the setting but not the focus of the main storyline. There is a reason I am careful about adding content stretch goals and it is cost. If it has text and is included in Whisper & Venom then it will be available in a high-quality printed version. I know many people use PDF files, but I do not (I buy them though, many times out of solidarity with the author).

Other non-miniature stretch goals that I have done the legwork on already but cannot move forward with yet require a higher level of funding (or higher number of backers at specific levels) before I can commit to them. These include: Laser etched polyhedral d10 dice (I am close on these), monster cards that include new art (once again I am close here as well), a stapled book of the art depicting individual locations in the adventure (like the Tomb of Horrors from 1E) and possibly a map booklet of the adventure locations.

Why so many miniatures when I had all that great stuff? There is a solid reason that is not directly financial. Miniatures, in my mind, are important to have visible early for two reasons. First, the ones I have commissioned are really cool. Not having enough miniatures locked in early is a deal breaker for a large swath of backers. Second, a large percentage of the ones you have seen, even if only teased, are already sculpted or in process. The ones that are unlocked are, with a single exception, finished.

Second the written estimates that guaranteed a certain price point were slower in coming than I expected.  No amount of civilized emails or phone calls could make them appear (two of the most important ones took literally daily phone calls for a over a week to even get a response). I know better now, but back around Christmas I never thought three months would not be enough time for a final estimate and guaranteed production dates on everything.

Forced to overestimate some basic costs I had to use what I was able quantify. Although this project is not about profit, for me at least, I have a responsibility to not go broke either. The largest expense in making custom miniatures is the sculpting and that had already been paid for and the remaining production costs of those are well-known enough by me to maintain financial integrity while guaranteeing on-time delivery.

As it stands I have a meeting with a supplier Tuesday and a backer survey is being sent out no later than Monday which both give me a final answer on what is possible and then lock in everything so I can plan accordingly.

restless_undeadSo more of both types are on the way with the bonus of being able to combine some of the ones I had to delay with the already announced minis. Even better for the project, things have shown a consistent positive daily funding rate, gaining either backers or increased pledges while losing very few existing backers, with no signs of changing. Projects do better at the end, especially when they have realistic AND quality stretch goals, which I feel we do.

I do want to say something regarding the survey that I put out to backers. I am completely serious about letting people who have pledged money having a real say what goes into the final product. I do not investigate (or care) what pledge level backers are at when the survey gets sent out for a vote. So if anyone is even thinking of backing, I encourage them to do so now even if only for $1. Just a buck gets you the link to the feedback and voting that ultimately decides the rewards.

IT: Kickstarter projects have had some large success, large failures, and everything in between. A lot of people are getting more nervous of backing things due to delays on delivery. Why is your project different?

ZG: Easy. It is already paid for by me. Except for actual production expenses everything is that is directly related to the text (art is a big part of this) or to pre-production (Sculpts on the minis for example) has a receipt. In two cases I have funds in the bank explicitly to pay the balance on in process components.

As to fulfillment I have the same answer, if it could be done before I hit the launch button on the project, it was done. If the project ended today it would ship early. Judging by everything I know right now it will wind up in the funding range I expected by next Friday. If that is how it goes the rewards will arrive complete and on time. Barring Felicia Day tweeting every nerd on the internet with a twitter account and begging them to back Whisper & Venom, I am confident I have the ability to ensure on-time delivery. (Felicia, I know you read the Iron Tavern so please tweet away and I will figure something out 🙂 ).

Some things are not possible to plan (health problems for example) but I am willing to assume as much of the risk on this that I can. Simply stated, if you have not received anything at all from me by mail at the end of January of 2014 I will give you a refund. I am asking for a lot from backers simply on faith I can do this. I feel that I owe them at least a commitment to get you what I said I would and a public admission of what will happen should I not follow-through.

I can’t guarantee you will like the product (though my confidence is high in that regard) but you will get something from Lesser Gnome by then. Even if I have to mail a second packages at my expense, you will get at least one significant parcel on time.

I have backed a lot of projects. When I do back them I always select a reward that is shipped. Of the nearly 70 I have backed- two are famously late but I know they are coming, 37 are (or were) a couple of months late and three were out and out fraudulent with one more on the brink of being number four.

I am not going to allow my project to be like any of those, I value my reputation more than I value the level of money we are talking about here.

If anyone is considering backing and they would like to ask me any specific questions I encourage you message me through Kickstarter. I always have time to answer these kinds of questions.

Also, If you have been burned by a Kickstarter project recently but find Whisper & Venom interesting, once again feel free to contact me so you can get a better feel for my judgement and planning.

IT: You have Alyssa Faden working with you on this project. From the previews of the regional map the work looks great. How has it been seeing your world brought to life with her maps?

ZG: It does look great. It will look even better at 42″ x 30″ on a table, or in my case, in a frame.

Exciting, yet also a little humbling. Which is the case with all my visual professionals- Jeff, Lloyd and Alyssa have taken my imagination and made it unbelievably vivid and unquestioningly better.

ColorMapPreviewAlyssa’s contribution is a special case for me on a personal level. Fantasy cartography has always been my personal obsession since my first copy of Darlene’s World of Greyhawk Map. As a kid, I loved knowing just enough of a story to have a foundation in a setting and then using that foundation as a basis for imagination. I would spend hours staring at large maps imagining events in the far off corners. Quests, wars, pestilence and much worse would go through my mind as I imagined complete histories and cultures in my head for hours on end.

To put it another way, places only alluded to in games or novels have always seemed the most interesting. Couple that with a stunning representation of such a places on a map and I still think about those elements 20 years later.

Thus, the poster maps and module gatefold maps are two of the most viscerally nostalgia inducing items for me. I knew what I saw in my mind and thought it was interesting enough visually to justify hiring a professional to get it made. After Alyssa graciously accepted a commission from me, I was nervous giving her anything that would convey what I was thinking in a manner that she could use.

I should never have worried. It was all there in her first draft map I saw. All there but better in both logic and form than what I started with in my own mind. Alyssa made the Whisper Vale very real and very beautiful. If anyone ever needs a map I am confident that you could not get a better piece of art than what get from her.

She has the added virtue of being super cool as well 🙂

IT: Whisper & Venom appears designed for the old-school gamers at its heart, though compatible with any fantasy system. Will the setting be truly systemless or will their be a default system used for stats in the product?

ZG: That has turned out to be a subject where I was surprised a bit by a few gamers with very strong opinions. The answer is long, but I want potential backers to know exactly where I am coming from. Before you read my answer I think it is fair to point out that I like almost every role-playing game I have ever sat in on, so my opinion on the merits of any single system reflect that i.e. I am elastic about some things and not wedded to any single system.

Whisper & Venom is truly a tribute to the feel of older rule-sets and during the early drafts I did indeed use the rules I was most familiar with while preparing the most basic elements of its design. Very early on I intentionally switched gears and wrote it to be rules light- trusting the GM to use whichever mechanics they think is best for their game.

I believe we have one of the smartest, most literate and fastest thinking pool of devotees of any hobby that doesn’t involve differential equations or building robots. Couple that fanbase with the fact that fantasy role-playing has been around longer than I have (which feels like a very long time nowadays 🙂 ) and the result is a pool of game masters that share some pretty robust skills.

Whisper & Venom is compatible with any system in the sense that it has a series of interesting locales, non-player characters, story possibilities, and new opponents that have been depicted by professional artists. The hard part of running a game, in my mind as a GM, is completed already for you in Whisper & Venom. I haven’t meet a GM yet that could honestly say they could not improvise anything into something useful with a modicum of effort. They may prefer not to for a variety of valid reasons, but to make any scenario playable is completely within their abilities.

Whisper & Venom is not something I would feel comfortable recommending for any tournament style play or for use in a role-playing association. There is no final reward, single-solution puzzle or best way to accomplish anything laid out in its pages. Additionally, as it has its own regional setting, it would not have important recognizable elements that make those kinds of things a shared experience.

The adventure portion was designed with older systems in mind simply because those are the style with which I am most familiar. I am confident it will work just as well using any system with minimal adjustments. Even stripped of any rule mechanics it still provides maps, figurines, setting information and non-player characters with short written histories.

The vast majority of you truly do not NEED system specific rule guidelines in any adventure product- I really believe that. I did, however, intentionally design it as a low to mid-level adventure to minimize the complications involved with high level spells or feats.

That being said, while I did the bulk of the writing I wrote it using modern simulacrum rules- specifically Labyrinth Lord and OSRIC. The playtest sessions used the same. Combat tests were done with 3e and DCC as well.

When I lock in the final stats in July after backer content is evaluated and included; the numbers I will include and reference will be for Labyrinth Lord. I do this simply because I know the rules can be downloaded for free.

A conversion section, at the very least, will be included. If I am at a slightly higher total funding level a week from today than Kicktraq is showing I can expect, I do more than just Conversion tables. I am 100% prepared to invest a significant amount of money to hire an experienced, published freelance professional to do a total overhaul of all the encounters in Whisper & Venom for Pathfinder.

IT: Tell us a little about your gaming history? How did you get your start in gaming? What games are you playing today?

ZG: My age put me dead center in the peak years of TSR’s pop-culture popularity.

My Mom bought me the Moldvay Basic D&D Box Set from a Sears catalog. Followed by a great deal of games and accessories from that era. I didn’t own too many different rule sets, especially after I settled into 1st Edition AD&D, but amongst my friends we had a huge number of classic RPGs. One of my true highlights was when I got a week of detention in grade school for carrying a copy of Eldritch Wizardry on the playground; I was incredulous about it but it was during the time when D&D was dangerous. Right-thinking moms in our town tried to curtail us from playing but we played all the time.

thopas_paintedBy the time I was in 7th grade we had moved to a smaller town and there were fewer players. Which was bad, but the worst was having no game store. So my rate of acquisitions was slowed considerably. What I did have though was time and all the core rule books which I read like novels. I am a Tolkien fanatic though and we did play a great deal of MERP.

In High School we branched out to other game genres. Traveller was popular for awhile, as was Twilight: 2000. War games were a fascination of mine, but nobody would even try to play those with me. Even now at conventions specifically meant for games from that era I never see Star Fleet Battles at a table. The closest I got in that regard back then was Battletech.

From there it was PC games pretty exclusively. No FPS games; instead it was games like Bungie’s Myth or  X-Wing vs. Tie Fighter. Not finishing Planescape: Torment is a black mark on my otherwise solid nerd resume.

I tried to play Games Workshop games but I was too poor. Everyone who was playing was ten years younger and could field armies worth as much as my car. So I quit and haven’t been much of a fan of their stuff since (except Blood Bowl).

Then I got a career in politics and lost my mojo during the whole d20 era. I bought the 3e books and played a few times but the nature of my job isolated from like-minded nerds. The only game my co-workers played was golf and the attribute that mattered to them was charisma.

Then WoW was released and I thought “I have a couple of free hours a week maybe that would be fun”… 3 years later I logged off.

Now I mostly play RPGs at conventions but I make a point to try everything offered that I hadn’t played before. My wife thinks its funny but people do ask me very pointed questions about ruleset preferences. The answer is that if I was to choose now from the actual older rule-sets I would lean toward the Moldvay/Cook BX Sets or the amazing BECMI sets by Frank Mentzer.

I have played a ton of newer simulacrum varieties and updated FRPG sets at conventions or one off get togethers including: Labyrinth Lord; OSRIC; Adventurer, Conqueror, King; Dungeon Crawl Classics; Astonishing Swordsman & Sorcerers of Hyperborea; Swords & Wizardry and others I am sure I have forgotten.  Dungeon Crawl Classics is my current favorite of these types of games but it is also the last one I played. When I play another round of AS&SH I will probably decide that one is my favorite until I move on.

I have played but I am no expert with: Pathfinder, HackMaster and the newest editions of the worlds most popular fantasy role-playing game. I like them very much and I own them all but have yet to give them their due. Of those systems, I am the most interested in Pathfinder.

My most recent gaming achievement was becoming the Circus Maximus champion at the North Texas Role-Playing Game Convention a few weeks ago. The trophy just arrived and sits where my wedding pictures used to.

So yeah, I like games.

IT: Gnomes, gnomes, gnomes. Why gnomes and why Thopas?

ZG: I will turn the tables on you on this question.

Cars, Cars, Cars. Why cars and why Ferrari? 🙂

Honestly, it because of my life long good friend John Hammerle. He is the other gnome in Lesser Gnome (he finally found a use for graduate school literature classes and has edited most every sentence of Whisper & Venom). As kids he started playing a gnome illusionist. As this is a family friendly website I will simply say he played that illusionist in a style unbefitting a civilized person. Foul, greedy, secretive and incredibly lusty- he was John’s complete opposite.

thopasHe was also a party favorite that became an NPC who popped up in all kinds of games. Finally he had a second career in World of Warcraft that to this day seems surreal. It was so bizarre seeing other people’s reaction to him. He would get the most unusual private messages that ran the gamut from sexual to sinister, all while being played by a guy who doesn’t even swear. The same guy who hates telephones, has no use for twitter, prefers books to people and only goes to social functions when his wife makes him.

So when I started writing Whisper & Venom, as a way to pass some downtime in the hospital, I wanted to add an NPC that would be memorable. However, I did not want one who was central to the story or whose actions were necessary for any part of its enjoyment. Most importantly I did not want an NPC that had a role as a moral compass or benevolent sage that nudged players in certain directions.

The only moral Thopas has is amoral.

Go with what you know 🙂

Wrap Up

The Iron Tavern wants to thank Zach for taking the time for this interview. If the Whisper & Venom project looks interesting to you, stop by their Kickstarter and check out their various patronage levels. There is still eight days left as of this post!

Review: The Revelation of Mulmo

The Revelation of Mulmo CoverAuthor:  Daniel J. Bishop
Publisher:  Dragon’s Hoard Publishing
Art: David Fisher
Price: PDF $5.00 – at RPGNow
Pages: 76 (incl. cover)

The Revelation of Mulmo was released several weeks ago from Dragon’s Hoard Publishing. The module is written by Daniel Bishop and comes in at 76 pages, including the covers. The adventure includes descriptions of 60 locations which consume the first portion of the book. The book’s appendix has a large section on patrons, including invoke patron checks, patron taint, spellburn and more. The module is intended for 3-8 4th level Dungeon Crawl Classics characters.

The Revelation of Mulmo is a site-based adventure location making it possible to drop into an already existing campaign world. The adventure also has the potential to return a fallen party member back from the dead. This can be a handy hook for a DCC RPG campaign where death typically isn’t resolved in a quick raise dead or resurrection spell.

The adventure takes place in a fallen elf-hill from battles decades past. Due to temporal oddities some lingering denizens of the hill still think this conflict is in progress. This temporal effect is sure to toy with the characters passing into the elf-hill as well!

The module includes one good, strong hook to get characters vested in the adventure. A creative judge can surely come up with some other hooks to get characters involved. Patrons can make the most unusual of requests sometimes in exchange for their favors!

The elf-hill itself is a rather large expanse of rooms and encounter areas to be explored. The module includes many new creatures fitting in with the DCC RPG mantra of creatures should be mysterious. A few new magical weapons are sprinkled in as well.

A magical sword called Alemourn in the module is a particular favorite. Without revealing too many details, it is another example of how I think magical weapons in DCC RPG should be. Magical weapons in DCC RPG should be something more than just a +1 weapon. The sword grows in power under a some unusual conditions. A fine example of how I think magical weapons should work in this game.

As noted above the appendix includes new patrons for DCC RPG. The patron write-ups do include invoke patron check results, patron taint options, patron spells, and spellburn examples. The patron spells do need written by the judge for their game, but the titles should help get the creative mind moving.

Several maps are included in the module showing the various levels, including very helpful exterior and interior side views. I always find these useful, as while some layouts are quite clear in the designer’s mind, that does not always translate well to the reader without illustration.

The Review

This thing is big and chock full of bits! 60 room descriptions, patrons, magic items, new and twisted creatures, and spells; there is a lot of information here. Compared to many other DCC RPG adventures I have read and reviewed this module is much longer in length and with a lot more material within.

I like this brings another option to the table for returning a fallen character back to the living. While DCC RPG does not have the “easy button” for bringing a character back from the dead, it does encourage question, planar travel, and any other number of Appendix N oriented quests to do just that. Sometimes a judge does not have the time to write their own quest to allow a player to bring a character back. Having another option added to adventures allowing such a thing is a good thing for time starved judges.

The adventure itself is interesting and sure to keep characters on their toes as they make their way through the elf-hill and the encounters within. The toying with time and temporal shifting is interesting and adds an element to the adventure to keep things uncertain and mysterious.

This is not the first adventure by Daniel Bishop that I have reviewed at The Iron Tavern. One thing I can count on in his adventures is the use of a mechanic in a fun and interesting way. An example from this module is the use of spellburn to power a certain effect or ability of an object. I do not want to reveal too much, lest spoil the adventure, but I like how he takes DCC mechanics and works them into an adventure in a way not first thought of.

While this module contains a lot of material for the DCC judge, I fear it may also be its downside. The trend in DCC RPG modules has been short and sweet. Even in my shorter two hour sessions over a VTT (Roll20 and G+ Hangouts), we can make our way through a typical DCC RPG adventure in three or four sessions. I suspect this one would take several sessions longer.

Perhaps it is just the trend already set that biases me towards the shorter modules, but I do have some concern my players would start to become a little weary of the adventure as we carried across many sessions. That isn’t to say any part of the module is “slow” or “boring”. Just I have found attention spans for longer modules is shorter in my DCC RPG games. I think DCC players might expect “bite-sized” adventuring.

I admit, my review is based only on a read through and not an actual play through of the adventure. So the length of adventure comments should be taken with the grain of salt. Sometimes the play through reveals things not expected!

Regardless, there are plenty of items to work with in this adventure. Whether tweaking it to run a little shorter, stealing certain gems from the module (hello 24 random skulls!), patrons, spells, or even just some of the new and unusual creatures. So even if I end up not running this module in its entirety, there are numerous pieces I can use from this adventure that I feel it still has value.

The artwork within the module was done by David Fisher. There are a lot of interesting art pieces inside the module. The color cover of the module with red eyes looking over the party from behind is certainly enough to draw one in!

The Revelation of Mulmo is another impressive module from Daniel Bishop. I continue to enjoy the material he produces for Dungeon Crawl Classics RPG as he explores various reaches of the DCC RPG essence and system!

What do you think?

So what do you think about long modules versus short modules for Dungeon Crawl Classics RPG? Do you want to see more longer modules like The Revelation of Mulmo or would you rather see some shorter ones?

Natural Disasters in Campaigns

F5_tornado_Elie_Manitoba_2007_justin1569

photo by justin1569 at en.wikipedia

My home state of Colorado is currently on fire, which has me thinking about using natural disasters in campaigns. (Yes, I’m struck by the irony that my house is 6 miles away from the site of the Black Forest fire and I’m sitting here pondering how to use that in a game…) Though I’ve played through at least one module (Second Darkness from Paizo) that involved a tsunami of some variety and read a Kaidan adventure that involved a blizzard (Frozen Wind from Rite Publishing), I’ve not really seen many adventures that use them. Wonder why?

Natural disasters offer some interesting hooks GMs and designers could leverage in a variety of ways. They might encounter people fleeing the site of a crisis. Perhaps there are first responders (knights, clergy, mages, etc) charging to face the crisis head on. It might be as simple as a royal decree declaring some area off limits due to a crisis.

And though these may be created by Mother Nature herself, nothing says they couldn’t be created by some deity or wizard or elemental force blowing off steam. The God of the Sea might have been offended by a king and choose to wipe away some city or town along the coast out of spite. Or two wizards may battle it out and destroy the environment in an area to the point where tragic drought drives people from their homes in droves. Maybe a rift between the planes allowed a chaotic elemental force into the world and it’s on a rampage…

The possibilities are truly endless. And as we see in our own world, disasters seem to occur regularly on scales both big and small.

Natural disasters might include things like tsunamis, hurricanes, water spouts, or floods; blizzards or hard freezes; volcanic eruptions, lightning-sparked fires and droughts; thunder storms or tornadoes. And if that’s not enough, you can also add at least two of the classic biblical plagues – disease or pestilence – to the mix. Plus, there are always the man-made variety of disasters such as genocide, slash and burn, arson, war, mass poisoning, acts of terrorism, and so on…

Here are ten different ways you can think about working a disaster into your game. The party…:

  1. …passes a group of people on the road fleeing the site of a recent disaster.
  2. …overhears some people talking about a recent disaster in a crowd or tavern.
  3. …is passed on the road by a small group of heroes heading to the site of a recent disaster to help.
  4. …hears a town crier announcing that the area of a recent disaster is now off limits by royal decree.
  5. …notices a sudden evacuation of wildlife escaping a local disaster.
  6. …comes across the site of destruction from a recent (or ancient) disaster.
  7. …feels the impact of a nearby disaster while traveling (local tremors, strong winds, torrential rain, etc.).
  8. …runs into a staging area where people have gathered to treat the wounded after a local disaster.
  9. …can see the effects of a nearby disaster at a distance (smoke, volcanic eruption, storm clouds, etc.).
  10. …is stopped on the road by local authorities preventing them from entering an area affected by disaster.

For some reading on ancient disasters, here are a few articles:

We don’t lack for disasters to use in our campaigns, only the reasons and will to use them!

(Please keep a good thought for the people affected by the fires in Colorado and disasters elsewhere this summer. It’s going to be another rough season I’m afraid.)

Brian “Fitz” Fitzpatrick is a Software Engineer who manages (or is that mangles) Game Knight Reviews and tinkers with writing game materials via his Moebius Adventures imprint. When he’s not writing about gaming, he’s actually gaming or at least thinking about gaming in some capacity. During the non-writing, non-gaming time he’s likely trying to keep up with his wife and two daughters or wrangling code for a living!

Origins 2013 Report

Origins LogoFinally starting to get back to normal after attending Origins 2013 in Columbus, Ohio this past weekend. I had a really good time this year and consider it another successful year for Origins. I am going to hit a few of the highlights for me and also note a couple of things I think Origins could improve upon.

Online G+ Group Reunion

I have been running a Dungeon Crawl Classics game online since late summer of last year. We’ve had a very stable group and the group continues to meet every week even now. From this same group I spent about two months plays in a Dungeonslayers game before my scheduling became a little more complicated.

Months ago we decided we would meetup at Origins in person. We actually pulled this off and I was able to meet several folks I had only known virtually and game with them pretty much the whole weekend. That really added to the experience of the con this year for me. I had a great time playing games and running games for them as well as just general socializing and hanging out. We had folks from Georgia, Michigan, Pennsylvania, and Indiana by the time the whole weekend was done!

The Gaming

I actually did not play in any official events this year. Instead it was all gaming in the open gaming areas or at the Geek Chic tables by the Big Bar on 2 when we could get them. I ran two Dungeon Crawl Classics RPG sessions (The Waystation  and The Tower Out of Time). Both sessions went very well. I had seven players for the Saturday afternoon session!

I also played in a DCC RPG game one of my friends ran, the 13th Skull. That one nearly ended in a TPK only two hours or so in, but a well rolled Invoke Patron by the elf fixed that for us! We ended up successfully completing the module in amazing success!

One person from our “reunion” ran Gamma World 4e. That was a late night game and was a good time. I am not sure I fully get Gamma World or that it is the game for me, but I still had a very fun time at the session! And another person ran Basic Fantasy RPG. Had a lot of fun with that. We generated our characters at the start of the session with 3d6 in order which can lead to some interesting characters to play. Quite enjoyable!

The Dealer Hall

There were of course many trips through the dealer hall. I was pretty conservative, but did pick up a few things.

  • 8 DCC RPG 3.x modules from the Buy 1, Get 3 Free booth
  • Chessex Factory 2nd Battlemat (smaller than my megamat)
  • A 12-sided hit location die to determine scarring in DCC RPG
  • 30-sided die that doesn’t roll all the way across a con table from Lou Zocchi
  • A 7-sided die from the same
  • a d20 to replace one I apparently lost during the con

Picked up some souvenirs for the kids on Sunday when I toured the dealer hall with them.

The Origins Experience

While I had a great time at the con and the Origins staff always seems to pull it off and run a smooth event, I do have a few suggestions to help put some folks minds at ease.

Communication

First, communication! The Facebook group is pretty active, use it to help get information out there. People get nervous when things are handed out at the last minute or when registration opens after Gen Con’s does. If you can’t get things opened sooner, at least communicate with folks on these types of things. It just helps people feel more confident in the preparedness of the con.

This year the lines were short, I picked up my badge with no issue and friends running events had no issues. But prior to the con folks were wondering how prepared the Origins staff was. The end result is things went smooth – you have the hard part done, now just communicate to people so they aren’t left wondering or doubting!

DungeonslayersOpen Gaming Area

My group was planning on relying heavily on the open gaming area this year for a lot of our games. We wanted to play with each other and trying to get big groups through the registration process all at the same table can be problematic. We all purchased full con badges, so we paid our money – we just wanted to have a more flexible schedule and easier time playing games together.

The open gaming area this year was small – thirteen tables I believe. A friend posted a pic of the area on Wednesday before I got there and was pretty worried about how our plan was going to work with so few tables. There were certainly plenty of areas to have more tables throughout the con.

Now in the end, it did not work out too bad. We found a table when we needed one, though one was a little cramped, but it work out. I think the Geek Chic table area in the Big Bar on 2 helped with some of this, but we could only get those tables for 3 hours at a time. Regardless, put out some more tables so finding a spot to game with friends at the last minute is not something to be too worried about finding space for.

Costume Contest versus Open Gaming

On Saturday I was running a game in the open gaming area, along with a lot of other folks. And then the costume contest rolled in. The costume contest was held in the open gaming area. Not in one of the vacant ballrooms right next to the open gaming area, but in the open gaming area. Folks crowded around our table, it was too loud to hear what was happening even when leaning in to the table. This was not a well thought out idea!!

DCC on Geek Chic TableWe ended up moving our game into one of the empty ballrooms. Luckily that was much, much quieter and things worked out for us. No idea what happened to all the other open gaming folks that were there at the time.

But don’t set aside an area for open gaming and then schedule other events (loud events) to happen right there in the area.

Day Passes

There was a fair amount of controversy on this one. For several years the con has offered day passes or family passes that allowed access to the dealer hall for a low price of $10 or $15. That was available this year, but only on Saturday.

Please, please reconsider this. Let it be available on all days or at least on Saturday and Sunday. I like to bring my wife and kids for a walk through the hall. We always spend money there, souvenirs for the kids, jewelry for my wife, etc.But Saturday is often booked with gaming for me, making Sunday the better day to bring them up for a walk through the con.

This year my wife could not make it and luckily I could do actual con badges for the kids who were 9 and younger who were free. But this won’t always be the case. This will generate lost sales in the dealer hall as far as my family is concerned. If I need to spend $20 on a badge just to let them tour the dealer hall it isn’t happening.

Positive Origins Experience

Despite some of my complaints above, the con was a great time. The staff I interacted with was friendly and waiting in lines was minimal. So for me it was another successful Origins convention for me. I do hope the convention staff will take a look at some of the comments above though as I think they have the hard part done and simply improving communication and listening to some of the feedback would help Origins thrive.

Looking forward to next year already!

DCC RPG Podcast: Spellburn

SpellburnFor the past several weeks I have been working on a “secret project”. The time has come that I can reveal what I have been working on, a Dungeon Crawl Classics RPG podcast called Spellburn!

A few weeks ago I was contacted by Jim Wampler, the art director for Gygax Magazine and a Save or Die podcast host. He asked if I was interested in a trial run as a podcast host. My DCC RPG articles here at the Iron Tavern and G+ activity had identified me as someone excited about DCC RPG. The other partner in this was Jobe Bittman. Jobe’s name keeps popping up in various RPG circles, one of the more recent times for his winning of the Mystery Map competition Goodman Games held last year.

Jim and Jobe already had a solid framework in place. They had a website up and running and arranged to have us under the fold of Wild Games Productions. I readily accepted the offer of a trial run and a few days later we were recording the pilot episode of Spellburn. We had a great time and we seemed to gel together as a trio of hosts quite well.

With the first episode in the can, I earned a place as a host on the podcast! The first episode is currently available from the website and will be available from iTunes as soon as it is approved. Be sure to check out the site as we continue forward. We also have a forum over at osrgaming.org. The second episode has been recorded and will be released soon.

I am looking forward to working with Jim and Jobe as the podcast continues! If you are a fan of DCC RPG or old school gaming in general, be sure to check out an episode.

Origins 2013 Prep

Origins LogoOrigins Game Fair is this coming up weekend in Columbus, Ohio. The dates are from June 12-16 and it takes place in downtown at the Greater Columbus Convention Center. This is a local con for me. Sometimes I only make it out for a day or two and other years I make it out for the whole convention.

This year is a year I will be spending a lot of time there. I have a multitude of folks from some of the online gaming campaigns I enjoyed this year on G+ coming into town for the con. There are literally people arriving from the north, south, east, and west to all meetup face-to-face for some gaming fun this year!

I was going to prep some Swords & Wizardry and run some of that system, but I had some last minute real life stuff pop up and I ended up defaulting back to Dungeon Crawl Classics for the games I am prepping. I will be running The Tower Out of Time at least once. I am also planning to run The Waystation from Purple Duck Games. I will likely read through Portal Under the Stars for a quick funnel to run for those that have not played it or read it too closely from DCC RPG rulebook.

I have access to The Tower Out of Time as part of the DCC RPG World Tour. Goodman Games has a system setup where judges that run a certain number of games can earn themselves some pretty cool swag. Judges for these events also get some swag to hand out at their tables as well. The box of player swag arrived late last week, so I am all set for Origins!

I still have a few more things to prep before the show is upon us and I am running out of time! The blog will likely be a little quiet towards the latter part of the week.

If you are interested in crossing paths while at Origins, be sure to follow my Twitter handle. I find Twitter a great tool for impromptu meetups at cons. I will also announce any last minute games I run (likely of the DCC RPG variety as noted above).

G+ Event Banners Redux

At the end of March I posted six banners for G+ Events (they work well for Facebook cover pages and Twitter banners too). Recently G+ updated and increased the size one could use for G+ event banners making the ones I posted at the end of March unusable.

Bigger banners for events are cool! So here is a new set of banners for use in your G+ Events that work with the new larger size.

To use these banners for your own events right click and save the image to your own computer. When creating your G+ Event you can choose Change Theme and select the Upload option. Drag the uploaded image to the box or browse to the location you downloaded the map banners to.

Enjoy!

G+ Event Banner 1

G+ Event Banner 2

G+ Event Banner 3

G+ Event Banner 4

G+ Event Banner 5

G+ Event Banner 6

G+ Event Banner 7

G+ Event Banner 8

 

 

Map: Old School Blues

It is Thursday! Time for a random table! Er, well – today I am posting up a map instead. I have a few more weeks worth of random tables planned, but today I am taking a break and posting up a map. It has been several weeks since I have done a map post.

All of the maps I have posted here (and over at G+) have been hand-drawn maps, typically caves and other underground structures. I have been doing several map commissions recently which have been a lot fun. And I have also done a few tavern-style maps which has been an interesting twist from the typical cave or dungeon look I have been doing.

Today I branch out a little bit and worked up a map in Gimp in “old school blue” style.

I find these blue-style maps sort of interesting. I mean really, they are pretty simple. Many of the hand drawn maps I have been doing include much more interesting terrain features than one would find in some of these “old school blue” maps. The nostalgic chord these “old school blue” maps strike is pretty deep though. Something about them just conjures up memories of many a long night spent delving into the depths of the unknown.

This map has been left unnumbered and I have not populated it with anything. Let your imagination roam with this one!

This map is free for personal use and released under the Creative Commons CC-BY-NC-SA.

Shrine of Srisatha

D&D Old School Blue Map

Swords & Wizardry House Rules

Swords & WizardryI should be finishing up the S&W adventure I am writing for Origins 2013 in Columbus, Ohio in a few weeks, but instead I find myself putting my initial house rule document together for Swords & Wizardry!

I have mentioned Swords & Wizardry on this blog before, but as many know it is a retro-clone that hones in on the Original D&D brown booklets. It does a lot to clean them up and smooth over some of the rough edges without adding a plethora of rules to the system. While I own the OD&D booklets, it is nice to have a system that is readily available to new players in either physical or electronic format.

I have gone back through the rulebook in prep for my upcoming game to take my first shot at house rules and my own clarifications for the system. Some of the items below are house rules and some are just clarifying a particular option that will be in use for games I run. The house rule document is a living and breathing document and will certainly morph as actual play continues.

So here we go…

The S&W House Rules

Character Stats

Ability Scores:  Roll 3d6 six times. Arrange the results as the player sees fit. If character seems utterly hopeless, consult the GM for possible options.

Hit Points:   Roll your hit die twice, take the highest result.

Character Classes

Assassin:   The assassin may add their level as bonus damage on a successful backstab. This bonus is added after damage is doubled, tripled, or quadrupled.

Fighter:  The multiple attack ability gets better as the fighter advances in level. At 5th level the fighter gains one additional attack against 2HD creatures for each level he exceeds 5th level. At 10th level the fighter gains one additional attack against 3HD creature for each level he exceeds 10th level by. At 15th level the fighter gains one additional attack against 4HD creatures for each level he exceeds 15th by. At 20th level the fighter gains one additional attack against 5HD creatures for each level he exceeds 20th level by.

Equipment

Shields:  The character may opt to sacrifice their shield to absorb all damage of a successful melee hit against them. This destroys normal shields, rendering it useless.

The shield can be used in a similar fashion against damage causing spells and breath weapons. If the spell or breath weapon grants a Saving Throw the shield can be sacrificed to automatically succeed at the saving throw. Spells that do not normally have a saving throw allow one for half damage. Use of the shield in either fashion destroy a normal shield, rendering it useless.

Magic shields can also be used in this fashion. When used in this manner the shield has a 15% chance of not being destroyed. For each +1 modifier above +1 the shield has an additional 10% chance of not being destroyed (i.e. a shield +3 has a 35% chance of not being destroyed).

Combat Encounters

Ascending AC:   Ascending AC will be used from the GM’s side of the screen.

Combat Order:   Combat order will be used as described in the S&W Complete rule book. The alternative methods are not being used.

Fumbles:  Fumbles will be used. Rolling a 1 on a d20 attack roll causes a -1 to hit until one round is spent recovering (i.e. not attacking).

Criticals:   A critical hit grants a +1 bonus to damage for that attack.

Movement in Melee:  Moving past a combatant in melee results in a free attack on the person moving by the occupied square. A person bearing a shield is able to prevent someone from moving by them in combat.

Ranged Attacks into Melee:  A miss when firing into melee may result in striking a friend in engaged in melee with the initial target. Roll another 1d20 against the friend’s AC to determine if damage is dealt. Spending one round aiming negates this penalty.

Retreating from Melee:   The enemy gains a free attack against the person trying to leave melee.

Death and Dying

Death:   A character at 0 hit points or lower continue to lose 1 hit point per round. A character dies when they reach their character level in negative hit points. (i.e. a 5th level character dies at -5 hit points.)