Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Friday, December 13, 2024

50 Years of Dungeons & Dragons -- Play!

 And so, as others have mentioned, we come to the end of the first 50 years of Dungeons & Dragons.

How to celebrate, you ask?

Play.

Play Dungeons & Dragons.

Play your favorite iteration with your family, friends, or strangers.

Play and have fun.

What about how those other folks over there are playing Dungeons & Dragons?

Doesn't matter.

But...

NO. It does not matter.

You play your Dungeons & Dragons.

And if you and your family, friends, and strangers are having fun?

Then you are playing it right.

And don't let anyone tell you otherwise.

Play.



Wednesday, January 25, 2023

[Announcement] James Mishler Games Extended Hiatus & End of the OGL Sale


UPDATE: With Hasbro's apparent change of heart, I am at this point reconsidering removing my products from DriveThruRPG. That will depend on further developments. I will not be satisfied that this is all irrevocably resolved until they release OGL 1.0b, properly adding the term "irrevocably" and properly excising the term "authorized." At that point I will consider everything properly finished to my satisfaction for the protection of all OGL products. 

In any case, I still have to wait and see what shakes out with Labyrinth Lord and Shadowdark and other games and Open Licenses and whatnot before I decide how to move forward.

Until then, the 23% off sale continues as planned. Barring another reversal of Hasbro's decision, my existing products will remain available until further notice.

After much consideration, I have decided that the simplest course forward after the OGL Debacle is to simply purge James Mishler Games of all products, go on hiatus, and return when the whole situation clears up.

I have no desire to publish new products for game lines that might be forced to disappear overnight.

I have no desire to support games that were designed to support earlier versions of games that Hasbro still owns.

Don’t get me wrong; I still love BX Dungeons & Dragons and Advanced Dungeons & Dragons and the Labyrinth Lord/Advanced Labyrinth Lord games that were developed to support those lines.

I will never stop playing them… probably in the Advanced Labyrinth Lord format, as that is closest to how I originally played the game.

But I cannot support them anymore.

Dan Proctor is working on a new edition of an OGL-less Labyrinth Lord. I will always support Dan with his endeavors.

Kelsey Dionne is working on an updated OGL-less Shadowdark RPG. I will always support Kelsey and her work.

If possible, I will support both games with published products.

But my current product lines are going away.

I am not going to wait until Hasbro decides what to finally do with “OGL” 2.0-whatever. I have no desire to follow all the malarky anymore. They are going to do whatever they want to do, right or wrong, moral or immoral, ethical or unethical, legal or illegal, fans, long-term viability, and simple common sense be damned.

I’m just done.

The JMG End of the OGL 23% Sale Off resumes on Friday, January 27th, and will run through Friday, February 24th. 

The sale might end sooner if Hasbro puts out the new “OGL” before then.

Everything comes down that weekend. 

Everything.

All my products on DriveThruRPG. Everything, including all maps. Everything will be deleted from their system. I’m just going to purge it all and start anew.

I will have something new. A placeholder, to keep JMG active on the site.

But otherwise, everything will be completely gone. 

This is the absolute last chance to buy anything JMG from the OGL era. 

This will be your last chance to download anything you have bought.

I will also be deleting all my Dungeons & Dragons, OGL, Labyrinth Lord, and Shadowdark-related entries on my personal and company blogs. Gone.

I will return to blogging sooner than later, and once things shake out for the new Labyrinth Lord and Shadowdark and other Open License Games, I will return to publishing. That might be three months, six months, probably a year on the outside. I will be happy to support them and other RPGs that pique my interest and have a true Open Gaming License

I will never support Hasbro or Dungeons & Dragons again. 

They get nothing from me. Nothing. Nada. Nix. Niente.

Not so much as a bent copper.

No more print books, no more classic PDFs from Wizards. No collectibles. I will not go to the movie, and I will not watch the streaming show.

I have been a hard-core Dungeons & Dragons fan for more than 40 years. My entire adult life, my career, was chosen because of the love of games that was inspired by Dungeons & Dragons. I met most of my friends through games. I met my wife because I got a job in gaming.

For 40 years, I have been a walking, talking advertisement for Dungeons & Dragons.

But no more.

Dungeons & Dragons is dead to me.

Long live Open Gaming.

Long reign the Age of the ORC.

Sunday, November 27, 2022

The Power of RuneQuest: Shaking the Pillars of Heaven

Back in the day, I dipped my toe into RuneQuest 2 a few times before I went whole hog into RuneQuest 3, the Avalon Hill Edition.

I was introduced to RuneQuest by a gaming acquaintance ca. 1982 or 1983; we played a few times, and I thought it was neat, but it did not dislodge Dungeons & Dragons from being my go-to game. Nor did the Avalon Hill edition do that, though it was close for a brief time in 1984 to 1986, and the reason RQ3 did not take over my gaming time was mostly that I could not get enough friends to play it. 

I think the main reason was that it was very lethal for the kind of gameplay that we were all used to, being the hack and slash dungeon delvers that we were. Of course, everyone loaded up on weapon-enhancing spells and disruption and eschewed wasting magic points on healing. And so, everyone would die quickly, even moreso than in our D&D games. Thus, we would return to D&D

These days I’m getting into replacing my old game collection that has been lost, bit by bit, over the years. Some items I’m just going to have to get in PDF, as the collector’s prices on many of them are just ridiculous. One game that I never really collected, however, was RuneQuest 2nd Edition. A situation I’ve chosen to rectify, so I can do some deep dives into the origin of the game. And as far as official Chaosium publications, I have more or less finished that collection in PDF format.

And what a fascinating lot the corpus of the official publications makes. RuneQuest 2nd Edition, the game that challenged the primacy of D&D in many places at the time, the game that further inspired new levels of “realism” in game play across the nation, consisted, in its entirety, of:

  • 1 Rulebook (available in hardcover, softcover, and a boxed set)
  • 3 Scenario Pamphlets (Balastor’s Barracks, Apple Lane, and Snake Pipe Hollow)
  • 3 Source Pamphlets (Trolls and Trollkin, Creatures of Chaos, and Militia & Mercenaries)
  • 6 Sourcebooks (Cults of Prax, Foes, Gateway Bestiary, Plunder, Runemasters, and Cults of Terror)
  • 1 Hexcrawl Adventure Book (Griffin Mountain)
  • 4 Adventure/Source Boxed Sets (Borderlands, Troll Pak, Pavis, and Big Rubble)
  • 3 Solo Adventures (SoloQuest, Scorpion Hall, and Snow King’s Bride)
  • 1 Companion Sourcebook (RuneQuest Companion)
  • 14 issues of Wyrms Footnotes (the official RuneQuest magazine)
22 products, plus 14 issues of Wyrms Footnotes.

Twenty-two official products were published between 1978 and 1983. That’s it.

By that time TSR had released more than 40 adventure modules alone, not including the various editions of Dungeons & Dragons and a slew of Dragon Magazine issues and a cartoon series and… and everything else. 

Now, some of these are considered among the greatest adventures ever written – Griffin Mountain and Pavis/Big Rubble especially come to mind. And too, RuneQuest was also compatible with Stormbringer, Call of Cthulhu, Questworld, Superworld, and the other various products published by Chaosium.

And then in 1984 Avalon Hill, at the time one of the largest and most influential boardgame companies in the game industry (not including the big consumer publishers), decided to break into the RPG business and felt that licensing RuneQuest was the way to go. That publishing RuneQuest would give them the leg up they needed to give TSR and Dungeons & Dragons a run for their money.

I know in the end it didn’t work for them. There were many problems with the launch. They eschewed Glorantha for a generic Fantasy Europe, which upset a lot of the existing fan base. They changed the system in ways that upset a lot of the existing fan base. They also launched three completely different RPGS at about the same time – RuneQuest, Tom Moldvay’s Lords of Creation, and Richard Snider’s Powers & Perils.

Now that was a fascinating trifecta right there. Perrin, Moldvay, and Snider. The combination of stars being in the right place to bring together so much talent all at the same time, to release three amazing games from three amazing talents at the same time, and to essentially fail with all three games at the same time… that was something.

But sadly, fail they did. But RQ3 still brought out some memorable products. Glorantha: Genertela, Crucible of the Hero Wars is still the definitive, easy-to access source for running a Glorantha campaign in Genertela. Dorastor: Land of Doom provides a proper realm of evil campaign setting in a way no one has really yet matched. And RuneQuest Cities is the ultimate edition of the classic Midkemia Press Cities sourcebook, a must-have for anyone running city-based campaigns.

Altogether, from 1984 to 1994, Avalon Hill released 29 books and boxed sets for RuneQuest (I really, really miss boxed set RPGs). They also had Heroes Magazine, a 10-issue run supporting all three RPGs plus their various board games.

From 1979 to 1994 there were, as official products, 51 booklets, books, or boxed sets, plus 24 magazines, dedicated (or partially dedicated to) RuneQuest.

I can’t even conjecture how many products TSR published in that time frame.

And yet, RuneQuest somehow managed to shake those pillars of D&D heaven.

One factor that I have not touched on yet is the fanzine factor.

RuneQuest fans apparently had a very strong fanzine tradition. Foremost among those was none other than Gregg Stafford, the creator of Glorantha. Whereas TSR sought to crush such works like they were playing corporate whack-a-mole, Chaosium apparently allowed them to flourish.

It is this aspect of RuneQuest I need to start looking into next… after delving into all the official works, of course...

Tuesday, June 7, 2022

How to be the Best Dungeon Master for Dungeons & Dragons -- Part 02: Done-in-One Dungeons

This series will explore the various tips and tricks I have learned over the years on how to be the best Dungeon Master you can be for Dungeons & Dragons -- or best Labyrinth Lord for Labyrinth Lord, or best Castle Keeper for Castles & Crusades, or best Judge for Dungeon Crawl Classics – whatever your favorite flavor of game. But before I can really talk about all that, I want to make sure we are all on the same page as to what, exactly, being a Dungeon Master is all about.

The way this is going to work is, essentially, on each article I am going to go through the various stages of gaming as I did, back when I first started, and build up from there with how that relates to the subject at hand. So, we are going to start with how I started – being the Dungeon Master right out of the box. 

I received the Dungeons & Dragons Basic Set for Christmas 1981 (the Moldvay set). I’d had no prior experience playing Dungeons & Dragons, let alone running a Dungeons & Dragons game. But that is where I had to start, as I was the first kid in our group to get the game, and to get the other guys to play, I had to run the thing.


Fortunately, Moldvay Basic was designed to be easily accessible to the young player and the novice Dungeon Master. Holmes Basic, the set that had been released in 1977, was an introductory set designed more for the then-current “youth” market of Dungeons & Dragons players – college students. Moldvay trended its design even younger, to the high-school crowd. I was at the time all of 12 years old and midway through 7th grade, though I had a 12th-grade reading level (or so the tests said).

I’m not going to say reading and understanding Moldvay Dungeons & Dragons was a breeze, but it was fairly easy to comprehend, at least, compared to what I much later read in Holmes and the Original Dungeons & Dragons sets. There were only a few minor issues I had with getting started, mostly due to the various, sometimes confusing rules on variable weapon damage and monster hit dice. But as far as the rules went, things were fine.

It was when it came to actually how to combine it all and run the game that I had issues.

Fortunately, the Basic Set had three things that helped with that.

First, Part 8: Dungeon Master Information, was very carefully designed to literally walk the novice Dungeon Master through the process of creating a dungeon environment wherein their players would adventure. To be honest, I took to this section like a drowning man to a life vest and have never really looked back. It was this section that really first got me started on the path to a “Build it as you Go” Dungeon Master, and I’ve mostly really built upon that foundation. 

More on that later, but suffice to say, the systems provided in Part 8 are the building blocks of everything you need to know about building a dungeon, or, as Moldvay refers to it in the book, creating a “Scenario.” Here are the basics:

A. Choose a Scenario
B. Decide on a Setting
C. Decide on Special Monsters to be Used
D. Draw the Map of the Dungeon
E. Stock the Dungeon
F. Filling in Final Details

Second, there followed an example of dungeon design in the book itself, the classic Haunted Keep scenario, which showed the prospective Dungeon Master how to design a dungeon. It gave the example of one tower and left the other tower for the novice Dungeon Master to design, as well as any subsequent dungeon levels beneath the Haunted Keep. It also provided a Sample Dungeon Expedition and finally, a section on Dungeon Mastering as a Fine Art

Some months later I would find much of the same material, expressed in much richer phrasing and with much more embellishment, and in a far more disjointed manner, in the words of Gary Gygax in the Advanced Dungeons & Dragons 1E Dungeon Master Guide. And these words, too, I took to heart and further built upon what I learned from Moldvay Basic and Cook Expert. Bult it was that original combination of Moldvay and later Cook that really got things started.

Third and not least, there was the adventure module that was included in the Basic Set – Module B2: The Keep on the Borderlands, with the Caves of Chaos

But there’s where things kind of went off the rails for me.

You see, while Moldvay Basic included Keep on the Borderlands, the module was not designed with Moldvay Basic in mind

At all.


It was originally developed whole cloth by Gary Gygax as an introductory adventure to be included in the Holmes Basic set, and Holmes Basic was designed to be used in combination with Advanced Dungeons & Dragons.

So, with B2, I went from the simple dungeon design system of Moldvay Basic, which revolved around building a small dungeon of perhaps three levels, to this grander (though in retrospect, still very small) miniature “Campaign Setting” that included a home base, a small wilderness, and a “dungeon” that did not at all follow the rules I had just read.

After all, the Caves of Chaos is not a proper dungeon, it is more of an “area with numerous dungeons” – 13 distinct dungeon areas, to be exact. Some of them are connected by secret corridors, but all are still distinct, and there is no “1st Level” of the dungeon, let alone a “2nd Level” or “3rd Level.”

I looked at the module and thought to myself, “OK, what the heck is THIS?”

And so, though I quickly got the Cook Expert Set, I ended up fumbling around with the Caves of Chaos for some time. Then, shortly thereafter, I picked up Module B1: In Search of the Unknown, by Michael Carr. B1, too, had been designed for use with Holmes Basic as an Introductory module, and was replaced in the Holmes run by Module B2, written by Gygax. B1, however, had been written exclusively with dungeon exploration in mind, and not worried about tying it all together with Advanced Dungeons & Dragons style play.


Where B2 provided the novice Dungeon Master with some general advice, B1 was designed to also help the novice Dungeon Master further develop dungeon design skills. Frankly, B1 would have been a better choice for inclusion with the new Moldvay Basic Set, but as the change had been made in the Holmes Set, it continued with the Moldvay Basic Set.

With that all said, I feel that if you want to get some of the best advice on creating dungeon scenarios from the start, you need to pick up the Moldvay Basic Set and module B1: In Search of the Unknown. They are both available in PDF format:
Reading the advice in these two books, primarily in Moldvay Basic, will give you an excellent start on designing the best Done-in-One dungeon adventures you can for Dungeons & Dragons.

To recap, I started out with Moldvay Basic’s “Scenario Design,” plus some advice from In Search of the Unknown, and some confusion from Keep on the Borderlands.

By now you are probably wondering how this all ties in with the idea of the “Done-in-One” or “One-Shot” adventure, right? Well, the above provided the groundwork for my own ability to develop and design dungeons. From there, over the years, I absorbed further advice and accumulated a vast number of resources to use to build these dungeons – from the Dungeon Masters Guide, from the works of Judges Guild, from the works of Midkemia Press, and, as time went on and I accumulated more official TSR modules, used as further samples of dungeon design.

And here now is where the Done-in-One/One-Shot really starts to come into play.

In retrospect, while I never quite grasped the design trends in those adventures, I now understand the design philosophy that stood behind those TSR modules.

Much talked about in more recent years but missed by a generation of players who didn’t get their start in college play in the mid to late 70’s -- but instead in the early 80’s -- was the effect that modules designed for Dungeons & Dragons Convention Tournaments had on the direction of the game, and the play and design philosophy of that whole second generation, not to mention the very game itself.

When TSR first started publishing Dungeons & Dragons, they honestly didn’t quite grasp what they had, or rather, what their market desired. They were almost all old-school wargamers, so had a lot of experience in building their own scenarios or adapting historical scenarios and designing their own war game campaigns. 


This is how the concept of the campaign got started in Dungeons & Dragons – both Dave Arneson and Gary Gygax ran their Dungeons & Dragons games like they had run their war game campaigns previously, as a series of inter-connected battles to fulfill the goals of an overall war. The main differences were that each player played a single character rather than played a side (or portion of a side); the focus was on a “mega-dungeon” and surrounding lands rather than a series of nations; and there was no “end point,” as the game could go on and on and on, with each player bringing in new characters to meet new challenges.

And that was the default assumption, such as it was, that was provided to players in Original Dungeons & Dragons – each Dungeon Master would create a “tentpole” mega-dungeon or series of related dungeons and build out from there.

And many did, as witness the records from campaigns such as the Rythlondar Chronicles, the Arduin Campaign, and similar classic campaigns – and entire alternate versions of Dungeons & Dragons that grew alongside them -- from the early days of Dungeons & Dragons.

But alongside this grew a whole other, different style of Dungeons & Dragons play – the Tournament scene. TSR and local game groups would run Dungeons & Dragons tournaments at local and regional game conventions. Each tournament would consist of one to four rounds; and advancement from round to round required the player and/or party to earn a certain number of points from performing certain specific actions during the adventure. Each game during a round would be run using the exact same adventure for each party of players, to evaluate them all equally.


Most Dungeons & Dragons Tournament rounds ran for 4 hours or thereabouts, and so the party had to, ideally, be able to complete the adventure within that time frame. Thus, each adventure designed for each round had to be a relatively short, self-contained adventure; no open-ended mega-dungeons, no wild and wooly sandbox wildernesses, as were so common in everyday play back in the day.

The Tournament adventures were essentially an entirely new sort of dungeon – the direct ancestor of the concept of the “Done-in-One” or “One-Shot” dungeon design.

Meanwhile, as TSR produced the Little Brown Book expansions, choosing to concentrate on rules, other companies, such as Wee Warriors, Judges Guild, and various others, discovered there was a market for pre-made adventures. Not wanting to lose out in that game space, TSR decided to publish their own modules. As they were already short-handed, they decided to primarily use what they already had at hand – the adventures from the Dungeons & Dragons Tournaments they had run at Gen Con, Origins, and other conventions.

Of the 33 Modules release by TSR from 1978 to 1982, 15 of them were originally Tournament modules, including 4 of the 8 modules released in 1978 and 5 of the 9 modules released in 1979 and 1980 (10 of the 17 modules released in those three years were written by Gary Gygax, and half of those were his Tournament modules).


This also tied into the emphasis of the new edition of Dungeons & Dragons -- Advanced Dungeons & Dragons, the creation of which, among other goals, was to properly standardize the game so that every Dungeon Master and every player, wherever they originated from, would all be playing the exact same rules when they went to a convention and played in an Official TSR Advanced Dungeons & Dragons Tournament. Tournaments were going to be a BIG thing for TSR; they even founded the Role-Playing Gamers Association (RPGA) to run their tournament system…

Suffice to say, when new players such as myself went out to find official TSR modules to run or to use as inspirational material, we found mostly Tournament Modules. That, or modules that were, for the most part, designed around the same kind of philosophy, as they had to fit the same format (16 to 32 pages) and, in the case of the Advanced Dungeons & Dragons modules, had an even further emphasis on the Tournament style of play.

Thus, rather than emphasize the classic “Tentpole-Mega-Dungeon-Sandbox-Campaign” style of play that was original to the game, these modules reinforced the new style – short, sweet, to the point adventures that could be run in a single evening – or even a 4-hour event slot at a convention tournament.

And this design philosophy became the core design philosophy for many players and designers to this day. The “Daystar Revolution” of “Story Game” design introduced with Tracy and Laura Hickman’s Ravenloft and Desert of Desolation series, followed by the Dragonlance series in 1984, did little to change this emphasis. It merely transformed it from a single Done-in-One to a series of related Done-in-Ones on a “Story Path.” 


Over time, this further mutated to the “Adventure Path” style game, which now dominates in both Dungeons & Dragons 5E and Pathfinder 2E. The core difference here is that each “module” contains a subset of “Done-in-Ones” rather than a single “Done-in-One,” and all those “Done-in-Ones” are tied to the story within the single module, which are tied to a macro-story known as a “Campaign,” which is not really the same thing as a classic “Campaign.”

Suffice to say, the Done-in-One still dominates adventure game design to this day. There are exceptions but Done-in-One is the rule. Often, each Done-in-One today is designed to be done in two hours to better enable play at local game shops as part of “Adventure League” style play and the new timeframe of player availability (thus being a feature, not a bug).

We now have the broad background of who, what, where, and why Done-in-Ones are the core design element of most modern adventure design. Let’s move on to the "how" of Done-in-One design.

Let’s look back at that design outline provided in Moldvay Basic:

A. Choose a Scenario
B. Decide on a Setting
C. Decide on Special Monsters to be Used
D. Draw the Map of the Dungeon
E. Stock the Dungeon
F. Filling in Final Details

Now let’s break that down:


A. Choose a Scenario
The “scenario” is, in this outline, the MacGuffin, the device that serves a as a trigger for the plot – in the case of a dungeon module, the “Why in the Hells are we going into this gods-forsaken place to begin with?” that every character asks themselves before going into the dungeon. Moldvay gives a list of 10 suggestions; I have included some relevant TSR Modules in parenthesis after each:

1. Exploring the Unknown (B1, B2, B4, C1, C2, D1, I1, S1, S2, S3, S4, T1, X1)
2. Investigating a Chaotic Outpost (A1, A2, B2, C1, D1, G1, G2, G3, S2, S3, T1)
3. Recovering Ruins (B1, B3, C2, I1, S1, T1, X2)
4. Destroying an Ancient Evil (A4, B2, B3, C2, D3, I2, N1, S1, S2, S4)
5. Visiting a Lost Shrine (C1, D2, WG4)
6. Fulfilling a Quest (D1, D2, D3, G1, G2, G3, S2)
7. Escaping from Enemies (B4, N1, X3)
8. Rescuing Prisoners (A1, A2, A3, B3, S2, X2)
9. Using a Magic Portal (EX1, EX2, Q1, X2)
10. Finding a Lost Race (B4, D2, D3, X1)

You can see that many of these modules hit two or more of these possible scenarios. From this we can realize Rule #1 of Done-in-Ones:

Rule #1: There should be multiple reasons for the adventurers to be exploring the dungeon, this way every player’s character has a chance to get something out of the adventure.


B. Decide on a Setting
Here you decide where the MacGuffin is set. This will give you a general idea of what your map is going to look like and the kind of monsters, non-monster challenges, and specific kinds of treasures that will be most likely found therein. Again, many official TSR modules riff off of two or more of these setting ideas. 

As an exercise, you should refer to the list of modules at the end of this article and, if you do not own them yourself, refer to the list of classic TSR modules on Wikipedia. Read each module or go to each module description and see if you can find therein which combination of settings each module uses. This will give you a grounding in the classical Done-in-One style settings, which usually evoke a grounded concept of adventure setting common in myth, legend, and literature. 

1. Castle or Tower 
2. Caves or Cavern 
3. Abandoned Mine 
4. Crypt or Tomb
5. Ancient Temple
6. Stronghold or Town

The setting needs to be evocative – it is not just background or flavor text the setting is part of the adventure. If you have any experience with those modules, you will innately sense the importance of those locations and where they were as much as what and who were there. You might not remember the treasures you won in the Tomb of Horrors, but you remember the Green Devil Face! You might not remember exactly what monsters you slew, but you will never forget Castle Ravenloft

The Where is just as important as the Why. That brings us to Rule #2 of Done-in-Ones:

Rule #2: Don’t sell the adventure setting short! The setting of an adventure is as much a part of the adventure as the reason for being there and the monsters and treasure to be found.


C. Decide on Special Monsters to be Used
Now you know the Why of the adventure and the Where of the adventure, you can figure out the Who of the adventure – as in Who the player characters are going to encounter and interact with, for better and for worse. Plus, of course, any Special Treasure they might have with them.

Note that the Why and Where do not have to drive the Who – after all, dungeons do not necessarily need to make sense. But these major, significant monsters are going to be the primary encounters in the dungeon – whether or not they are necessarily the deadliest or more numerous, they must somehow be the most interesting, even if they are just orcs or apes. Here are some samples of the Special Monsters from classic dungeons:

A1: The Aspis insect-men
A2: The weird Boggles
A3: The NPCs
A4: The Myconids
B2: The Minotaur and the Evil Clerics
B3: Loads of new monsters
B4: The Cynidiceans
D1: Lots of strange creatures
D2: Kuo-Toa
D3: Drow
G1: Hill Giants
G2: Frost Giants
G3: Fire Giants
And so forth…

The G-Series especially made Giants SPECIAL. They were no longer just random encounters in an underworld or wilderness; they had entire societies and personalities. A3 and B4 focused on strange and interesting non-player characters, both as enemies and potential allies. B3 and D1 introduced the players to what were probably wholly new and strange monsters to their experience. This all brings us to Rule #3 of Done-in-Ones:

Rule #3: Make the core monsters Special. This does not mean tough or difficult or even numerous; make them unusual and memorable.


D. Draw the Map of the Dungeon
Now that you know the Why, Where, and Who, you can get started on the thing that brings them all together – the dungeon map. Now, this is where things are going to be different depending on which edition and variation you play. 

“Classic” dungeon maps, for OD&D to AD&D 2E and most clones, often have larger dungeons with many empty rooms; even the Done-in-Ones often had empty rooms, or spare rooms, and so forth. 

“Modern” dungeon maps, for 3E through 5E, the number of rooms in a dungeon is often equal to the number of encounters of monsters, traps, specials, treasures, and/or a combination of the four. 

If you are designing a “Modern” dungeon with very few rooms, go to E below first, to determine what other monsters, traps, specials, and treasures you want in the dungeon, then come back here.

Next you must decide on how big you want your dungeon. In a Done-in-One dungeon, you don’t need a large number of rooms, but in a Classic game you still want some red herring rooms and empty rooms to cause concern and for potential random encounters. 

The basic rule of thumb for a Classic style map is to determine how many groups of the Special Monsters you want, then multiply that by three to four to determine the size of the dungeon. Many of those rooms will be stocked, randomly or by design, in the next section with monsters, traps, specials, and treasure.

For a Modern style map, similarly you must first determine how many groups of the Special Monsters you want; you start with that many rooms. Add rooms for the other monsters, traps, specials, and treasures you add from step E. Then you then probably want only one additional room for every three or four rooms you have already accounted for, and likely, you will combine them with other existing rooms for “suites.”

You then combine the Why, Where, and Who to design the dungeon map in a fashion that will be conducive to play. Done-in-Ones need to be relatively tight and focused, but still need some dead-ends, switchbacks, and wide-open spaces, which should be designed based on the Where of the dungeon. Even in a narrow mine, make sure there is plenty of space to get around; if you make the locations too narrow, with any bottlenecks, you can slow down combats, and even in Classic style games, too many combats can take up too much time. But you also don’t want to go Jaquaysing the dungeon so much that the party gets lost or off track. You have to walk that careful balance between a linear railroad and a non-linear Jaquays-style open dungeon.


This is not easy. You will fail often. You have to learn by experience just how much space to use in a Done-in-One. It often varies based on your players game style. Don’t let failures stop you. This is how you will learn. Party didn’t get to the end of the dungeon in five hours? Cut out a few rooms next time or tighten up the encounters. Party breezed through the dungeon in two hours? Add a few rooms, add a few monsters, add a special puzzle or statue. Design, fail, learn, repeat. This leads us to Rule #4 of Done-in-Ones:

Rule #4: The design of a dungeon in a Done-in-One is a fine balance between the Linear and the Non-Linear. You will have to learn to walk that line. Do not be afraid to fail.


E. Stock the Dungeon
This is the heart of dungeon design – the What to add to the dungeon to make it about more than just the MacGuffin and the Special Monsters. This is where you must remember that even a Done-in-One dungeon is more than just a simple linear adventure in more than just physical dungeon design. This is where you fit in the B Story, the C Story, the D story, and so forth. Moldvay provides a series of tables and suggestions for generating the following random items:

Monsters – 2 in 6 rooms should have a Monster, and 4 in 6 of those should have some Treasure.
Traps – 1 in 6 rooms should have a Trap, and 3 in 6 of those should have some Treasure.
Specials – 1 in 6 rooms should have a Special item or location.
Treasures – 2 in 6 rooms should be Empty, and 2 in 6 of those should have some Treasure.

Of course, these are all designed around the Classic style of play. As mentioned in D, above, Modern games require fewer rooms, especially empty rooms, and much less treasure (insert sad whomp-whomp sound here).

You can plan these all out, especially if you have a very strong theme for your dungeon, but I’ve found it is often more fun to let the dice decide. Most editions and systems have random tables appropriate to the levels for monsters and treasures, and at least guidance if not random tables for traps and specials. Make sure not to overload the rooms – just as with keeping a balance in dungeon design between Linear and Non-Linear, you need to maintain a careful balance in numbers of monsters and traps and their danger versus expected party power. 

Unlike “real-world style” “non-balanced” Campaign Adventures (more on that another day), Done-in-Ones really need to be designed around the Monster Points, XPL, HDE, CL, EL, or whatever level of monster-versus-party balance is inherent in the system. Which brings us to Rule #5 of Done-in-Ones:
 
Rule #5: The additional threats in Monsters, Traps, and Specials in a Done-in-One must be balanced out not only with the reward of Treasure and the completion of the MacGuffin, but they must also be balanced out with the expected number and levels of the player-character party. Like designing the physical dungeon, this is a process that can only be learned through trial and error. Do not be afraid to fail!


F. Filling in Final Details
I’m going to end this with a quote directly from Moldvay:

Once the rooms have been stocked, the DM can fill in details about the corridors (such as traps or regular patrols of monsters). The DM should also "stock" the dungeon with some normal items, smells, sounds, and so forth. Inhabited and empty rooms could be given whatever normal furnishings would be common in the dungeon. The DM should be careful not to use too much nor too little detail; some detail will help the players imagine the areas that they are exploring, but too much detail is often just boring.

-- Tom Moldvay, Basic Dungeons & Dragons, p. B52 

Remember that you are designing a Done-in-One, not a mega-dungeon, not a masterpiece – simply a dungeon adventure that can be played in one session of about two to four hours. Don’t make it all too much, but also, don’t make it all too little.
 
As a Dungeon Master, you will know you have a well-designed Done-in-One adventure when you have designed enough of them, run enough of them, and re-designed enough of them, such that your players more often have a lot of fun than not. We’ll follow this not with a rule, but with an aphorism…

Aphorism #1: You will be the best Dungeon Master at designing and running Done-in-One Dungeons & Dragons adventures when your players tell you that you are the best Dungeon Master.

Follow these design steps, and you will be well on your way to being the best Dungeon Master you can be when designing and running Done-in-One adventures in Dungeons & Dragons.

For some further great advice on creating Done-in-One adventures and running them at conventions, thus returning full circle to the origins of the Done-in-One, check out this article by Tim Snider on Savage Afterworld.

Right click and open in new tab to embiggen

Next Monday: Part 3: Sandbox Campaigns Part 1

Monday, May 30, 2022

How to be the Best Dungeon Master for Dungeons & Dragons -- Part 01: Record Keeping

I’ve been the Forever DM seemingly… forever. I received the Dungeons & Dragons Moldvay Basic Set for Christmas in 1981, and as I owned the set, ended up running our group’s first game… and most games in the 40 years ever since. In that time, I’ve come up with a few methods and tricks that apply to being the best Dungeon Master, Labyrinth Lord, Castle Keeper, Referee, Judge, or what have you, that can be used by anyone to improve their game. These methods are applicable across all editions of Dungeons & Dragons and its various OSR clones/simulacrums, and most other role-playing games, as well.

A lot of Dungeon Masters have their own various core methods, but for me, the core practice – the foundation upon which all else rests – is record keeping.

I’m going to shout that out loud for those in the back – RECORD KEEPING.

This is “DM Rule Zero.” If you don’t keep accurate records of your game – whether it is a one-shot or an extended campaign – you are trying to fail. Even with eidetic memory, you need to keep records, as you as the DM are not going to be the only one who needs to reference these records.

The first element of record keeping as a DM is to record player character information for use during a game session. Yes, this takes precedent far above any adventure module or campaign records. If you can’t keep player character information straight during a session, you are going to have errors that will creep into every aspect of your game session and campaign.

The original model for this is the Advanced Dungeons & Dragons Dungeon Masters Adventure Log. This book has the basics that you need to keep track of characters during a session. For some editions and systems, of course, you might need more, though there is enough room in the various columns and rows to include pertinent information for most games.


Sometimes with a one-shot or a series of murderhobo sessions I’ll just grab a notepad and write down name, race, class, level, AC, hp, and Dexterity, and maybe pertinent detection abilities/skills if I roll them secretly. But for campaign play, you are going to want to keep those records, and something more fully fleshed such as the above becomes necessary.

In addition to keeping the player character information for the session, you also want to keep a separate list of the monsters defeated and treasures won, as in my experience the party’s “treasure keeper” often goes… astray (let us be kind, and simply say, “astray”). This is to double-check against the player’s record and for ease of calculating experience points at the end of a session (or more dangerously, after several sessions when the player characters return to home base, if you wait till then to give out XP and divide treasure).


As you can see on the sheets, there is also space for marching order, listings for who carries light sources, and unusual events. All important information during a session, and at times, after a session, when continuing on with the session as part of a campaign.

Unfortunately, Wizards of the Coast has not released the Dungeon Masters Adventure Log in PDF format. I have created my own version of the logs for use with Labyrinth Lord, but they are useable with any edition of Dungeons & Dragons and the various other clones: Advanced Labyrinth Lord Adventure Record Sheets.

In addition to the player character records, you need to keep overall records of the session. Depending on the depth of the session this might be a few lines to a few pages of information. These further notes on locations visited, non-player characters encountered, overall events, and information learned will be vital for campaign play down the road – you can never count on your players remembering this information for you, so if you keep good notes, your players will think you are some sort of genius! 

Evil genius, to be sure, but still a genius…

A quick-and-dirty murderhobo character list.
Names have been omitted to spare the guilty...

And if you are running a multi-session adventure module, this will be essential for each subsequent session, to pick up and run from where you left off. This information should be kept in chronological order, later to be dispensed out to the various locations where the permanent campaign record is kept (see below). A simple notepad works for this kind of record keeping, or, if you have a good tablet or laptop and you are a quick and efficient typist, whatever notepad or word processing system you have available.

I should note here that this record keeping, especially when using a tablet or laptop, should never, ever get in the way of the flow of the game. I find that using electronic devices, especially on the part of the Dungeon Master, can be very distracting and take players “out of the game.” Never interrupt the suspension of disbelief in the game to tap away at notes! Make a few notes on a piece of paper, then wait until you are at stopping point to take five and write your notes while everyone else is hitting the restroom or the refrigerator.

Keeping good session records is vital in order for all other record-keeping to work together when running a campaign. Here’s where things get down to the nitty-gritty with each Dungeon Master and their campaign style.

I myself generally run a Hexcrawl Sandbox-style campaign. This means I already have a lot of information at hand about the small and large aspects of the campaign setting. I have records of what is in each (or most) hexes; a procedural system for generating new encounters and locales in un-marked hexes; and notes on the overall campaign world politics, economics, cultures, history, etc.

I find that running a campaign in this fashion takes a lot of the burden off my shoulders for maintaining the campaign setting at large. While it takes a fair bit of work for set-up, the pay-off is in how easy it makes the actual day-to-day running of the campaign. 

But, of course, it also requires keeping of extensive notes. I’ve kept by campaign notes and marked the changes in the situation on the ground in many different ways over the years. Back when I first made my notes, they were either handwritten on legal pads (never, EVER pull those pages out) or typewritten, 3-hole punched, and placed in a binder. In either case, I always left plenty of room beneath each entry for changes, ranging from the destruction of a lair of gnolls to the building of a new keep (or even the destruction of a village or an orphanage, of course, for Murderhobos on Campaign).

Once computers became available, I was able to simply keep my record in WordStar, or WordPerfect, or Word, and change them with a new iteration as events developed. I still try to keep no more than two to four hexes on a discrete page, for ease of printing and bringing with to the game session (I am a bit of a Luddite, so have only recently adapted to the idea of bringing along a tablet with my files).

For keeping notes on the campaign setting, I use three basic methods: the Gazetteer, the Glossography, and the Cyclopedia

The Gazetteer lists entries, in Hex Number order, of every settlement, stronghold, ruin, lair, or singular geographical feature denoted on the map in a hex. 

The Glossography is an alphabetical listing of everything else too large to fit in a single hex; usually this includes larger geographical features (river, mountain and hill ranges, forests, etc.) and large-scale political entities that control multi-hex sites. 

The Cyclopedia is for game system information – new races, classes, spells, monsters, treasures, encounter procedural system, and any other non-locale/non-geographical information pertaining to the campaign.

I usually have all three together in a single file, a Campaign Codex of sorts. I keep these in Word, change them at need, and of late, rather than printing them out, simply make a PDF and load that onto a tablet for each session.

The main facet of campaign record keeping that then crops up is a Change List, which should be kept for each entry that is changed, listing what has changed and why. This is where those session notes, above and beyond the player character records, come into play.

So, if you have a Hex entry as such:
Hex 1342: Bonebreaker Gnoll Clan, lives in abandoned dwarf mine. 1 Gnoll Chief (magic +1 battle axe), 12 Men, 14 Women, 17 Young. Treasure in sacks totals 1,320 cp, 452 sp, 5 gems (10 gp each).
You might list the site post-player party encounter as such:
Hex 1342: Abandoned Dwarf Mine, formerly home to the Bonebreaker Gnoll Clan.
April 5, 4322: The Brotherhood of the Burning Torch raided the then-resident Bonebreaker Gnoll Clan, slew 1 Gnoll Chief (his magic +1 battle axe went to Bombur the Mighty) and 12 Gnoll Men. 6 Gnoll Women were slain, 8 Gnoll Women and 17 Young were put into the care of the Temple of Law in Grandtown for conversion. Party recovered treasure in sacks totaling 452 sp and 5 gems (10 gp each). Thurn the Thrifty (N male Human Thief 3) perished in the battle and was buried in the depths of the mine with his equipment plus 1,320 cp found with the treasure of the gnolls.
Include these Change List entries in the respective Gazetteer or Glossography entry, plus in a running Campaign Timeline entry.

One note: You should always save any electronic versions of your campaign notes in a new iteration with each major update. Simply “Save As” and change the campaign session number and/or the date to the current session or date. That way you have older iterations of your notes to remind you of where things stood at that time (also, it helps if your file become corrupted, you have older data saved). Your campaign file folder should look something like this:

Heroic Greyhawk Campaign Codex Session 01 220507
Heroic Greyhawk Campaign Codex Session 02 220514
Heroic Greyhawk Campaign Codex Session 03 220521
Heroic Greyhawk Campaign Codex Session 04 220528

And so forth… You can also keep sub-folders with copies of character sheets, maps, images, supplementary materials, and so forth, all organized around the Campaign Codices.

This sort of campaign record keeping is applicable across all sorts of campaign structures and is essential for keeping your campaign on track.

Between keeping proper track of the player characters during a session, whether a murderhobo one-shot or campaign session, and updating your campaign records after every session with the session notes, you will find it easier to be the best Dungeon Master you possibly can be.

Next Week: Running a Done-in-One Session or Pick-Up Game.

Saturday, May 28, 2022

The One True Way to Play Dungeons & Dragons

Players new and old are having some difficulties these days deciding how to get their Dungeons & Dragons game on. It is all about Old School versus New School. Edition Wars. The OSR is fractured. Hither and Yon we hear of “Gaming Cults” and “Cults of Personality” gathering.

Which rules would Arneson want us to play? Which rules would Gygax want us to play?

What about Holmes or Moldvay or Mentzer or Cook or… whoever have you.

Where, oh where, can I find the One True Rules so I can play Dungeons & Dragons the Right Way?

This is simple, people.

There are no rules, only rulings.

If you and your friends are playing a game and having fun, you are playing it right.

No more, no less. Anyone who tries to tell you different is either trying to sell you something or stroking their ego.

If you play Dungeons & Dragons* and have fun – you win!

* Or any other role-playing game, whether with one page or a thousand pages of rules.




Saturday, March 16, 2019

[Advanced Labyrinth Lord] Ransoming Player Characters

One factor in adventuring that has long been forgotten in Dungeons & Dragons, even through to Labyrinth Lord, is the possibility of ransoming captured characters. While the idea of ransoming captives is an old one in gaming, likely originated in and used to this day in RuneQuest, it was apparently only mentioned briefly by Gary Gygax in D&D in the module B2: The Keep on the Borderlands. There, he mentioned that, “Organized  tribes can optionally be allowed to take player characters prisoner, freeing one to return to the KEEP to bring a ransom back to free the captives. Set the sums low – 10 to 100 gold pieces (or a magic item which the ransoming monsters would find useful) per prisoner.”

Ransoms are actually part of the original DNA of the game. In OD&D, brigands, bandits, nomads, pirates, and buccaneers all kept prisoners for ransom (or to sell as slaves). Historically, ransoms were actually the way many such groups – as well as nobles – got cold, hard cash to add to their treasuries. And so, ransoms – or at least, the potential for them – are going to be added back into campaign. This enables player characters to have a third “out,” so that combat does not always end in death or retreat.
 

Of course, not all creatures are willing or even able to take on prisoners with the hope of gaining a ransom. Most humanoids have long come to the understanding that in exchange for taking a pass at a fine dinner of man-flesh they may earn themselves a significant treasure – but not all have learned this, nor do all care. Under no circumstances will a humanoid or monster take prisoners for ransom if the player characters have slaughtered their young or elderly, defaced their places of worship, or otherwise caused such pain and consternation that the treasure gained would never outweigh the desire for revenge. Also, humanoids never take their ancient racial enemies prisoner for anything less than torture and sacrifice – goblins never give quarter to dwarves, nor orcs to elves, nor kobolds to gnomes, except as  ruse to capture them for torment and worse.

Human scum – bandits brigands, nomads, pirates, and buccaneers especially – are always interested in taking prisoners for ransom. They have no desire to battle to the death, and they find it a very lucrative trade. Nobles usually only take other nobles or wealthy merchants for ransom; others are enslaved or killed out of hand. Slavers are more likely to take prisoners to sell, unless the captive is very wealthy, while berserkers and cavemen take captives only to torture and/or eat. Pilgrims generally turn dangerous adventurers over to local authorities (if Lawful) or keep them to sacrifice at their unholy shrines (if Chaotic). Druids keep interlopers prisoner until it is time to light the Wicker Man; dervishes release their enemies back into the desert, though without equipment or even clothing, to let the wastelands be judge, jury, and if needful, executioner.

Other monsters and monstrous races may take prisoners to keep for ransom if they are intelligent, capable and willing to work with two-leg creatures, and greedy for treasure. Vampires, medusae, manticores, dragons, lycanthropes, satyrs, and centaurs are all likely to take prisoners for ransom. Most other monsters are either too inimical to humans and demi-humans, too hungry, too disorganized, or just too stupid to recognize the possibilities to taking prisoners for ransom (these others are more likely to take prisoners for their larder or for torment).

Creatures of lesser intelligence and non-discerning temperament such as humanoids will usually ransom anyone for 10 to 100 gp, regardless of social class or station (they will keep all equipment and treasure found on the character, of course). But be sure that the messenger they send back to civilization hurries – they are not known for their patience, and sometimes their lust for entertainment or hunger will get the better of them!
 

Humans and intelligent monsters are more likely to try to suss out their prisoners and find out just how much they are worth – a noble is obviously worth more than a mere peasant, a 5th level son of a duke is worth far more than a 5th level mercenary, and magic-users and clerics are often worth as much as a noble to their guild or temple! In such cases they will usually set the ransom at 100 gp per level of the character, more if of noble family or wealthy connections, less if of poor or modest means.

Failure to pay the ransom in the demanded amount of time ensures the wrath of the captor. Humanoids and monsters either eat or enslave the offenders, while humans are more likely to kill or sell their captives into slavery. And of course, in the case of captors of thoroughly Chaotic sort, there is no guarantee they will honor the deal even if they are paid the ransom!

On the player character’s part, in order to even take advantage of the opportunity for ransom, they must set up a ransom with someone back in civilization – someone close and readily accessible, someone that they can trust to pay the ransom when demanded. Player characters with families can usually count on them to pay a ransom if it is within their means, or even if they have to borrow heavily to do so – provided the character is on good terms with their family. Black sheep need not apply.

Characters who belong to guilds or similar organizations – temples, mercenary guilds, wizard guilds, thieves’ guilds, and the like – can count on these organizations to come to their aid, again, provided their fees are up to date and they are in good standing. Ion any case, the character, unless he has the fund on deposit, will be required to pay back the ransom paid, with interest, and is beholden to the family or organization even moreso until it is paid.

So, as players, please remember this third option! Not all battles need to be to the death. You now have the option of living to fight another day – and seeking revenge on those who captured you and ransomed you! 

Monday, March 27, 2017

[New Spell] Investiture of Eternal Guardianship

Investiture of Eternal Guardianship
3rd-level transmutation
Casting Time: 8 hours
Range: 10 feet
Components: V, S, M (gems worth at least 10,000 gp, which are consumed in the casting; plus, a single solid object of any value made of any material as the focus of the spell)
 
You transform a living creature into an immortal guardian of a single place; an intelligent creature must be willing (not under any sort of magical duress). So long as the creature so affected does not leave this place, it will not age or die of natural means, though it can be killed normally. It also need not eat, drink, breathe, or sleep (though it may do so if it wishes). It heals normally, even without eating or drinking, and it need not sleep during its long rest, merely rest. The creature also never advances in levels or hit dice, and gains no experience points while thus enchanted. The creature can learn new languages, and can learn new knowledge from willing teachers or from books, though none of this can cause it any improvements in abilities or statistics.
 
I know he aged, so the comparison isn't quite perfect, but it is apt...
The area the guardian tends and must remain in may be no larger than a sphere 10 feet in radius per level of the caster; thus 20th-level caster allows for a sphere up to 200 feet in radius. Often the area the guardian must reside within is smaller, as set by the caster during the casting of the spell, perhaps a single room or cavern or small system of rooms or caverns, and the border is delineated by some design or motif, such as differently-colored bricks or stones, a painted line, a fence, or even a hedge of shrubs.
 
The creature innately knows where the boundary is, and never willingly passes the boundary, knowing it can mean instant destruction. Low-intelligence creatures cannot reason beyond their fear of the boundary, while intelligent creatures might determine that there is no ill effect… within their natural lifespan. Should the creature ever be forced to leave the defined area that it guards, for any reason, the spell ends, and it instantly ages all the years that have passed since the spell was cast. Should it age past its natural lifespan, its body will wither, turn to dust, and the dust will blow away.
 
The creature knows of any being that passes into its guarded area; by concentrating for a round it can view the being(s) remotely, as though present and within 10 to 30 feet. When so concentrating it can also hear the being(s) clearly, as though it were present, though it only understands any languages it already knows. If it is intelligent, it may also speak to the being(s), as though from the air or, perhaps, from some appropriate bit of décor within the area. The creature can always see clearly within its area as though it were perfect daylight, even through magical darkness.
 
Casting dispel magic on the creature or the entire area is inefficacious; the spell can be dispelled only by casting dispel magic (or other such spell) specifically, intentionally, and directly on the singular item that acts as the focus of the spell. This focus item cannot be removed from the area of effect; any attempt to do so merely causes the item to disappear from the hands or pockets of whomever attempts to remove it and causes it to reappear elsewhere within the area of the spell. The spell is also dispelled if the object is ever destroyed (thus the object is usually of some strong metal). Note that the object cannot be enchanted against destruction, nor with any other magical ability; the item detects as magical, while the area and the enchanted creature do not detect as magical or enchanted.
 
If the focus item is destroyed, or if the spell is dispelled, the guardian creature does not age instantly, and merely continues aging as normal, no longer having any benefits of the spell.

At Higher Levels. The spell cast with a 3rd-level spell slot only affects beasts, oozes, and plants. The spell affects low-intelligence (Intelligence 6 or less) elementals and monstrosities when cast with a 5th-level spell slot. A spell cast with a 7th-level spell slot affects higher-intelligence elementals and monstrosities, as well as low-intelligence aberrations, celestials, dragons, and fiends. A spell cast with a 9th-level spell slot affects high-intelligence aberrations, celestials, dragons, and fiends, as well as fey, giants, and humanoids.
 
Designer Note. I thought of this spell while playing the other day, wondering just how certain living creatures guarding a treasure remained alive and whole after centuries of being locked away in a dungeon with no "natural ecology" on which to survive...