This is the campaign map from my second D&D campaign, drawn circa 1978. The scale is 25 miles to the hex, so about one day's travel overland for a small band of adventurers. I'm still pretty pleased with the cartography. Some of the place names are borrowed from what I'd been reading at the time. Like there's this bit named after Pern, but its totally unique because its DWARVES that ride the dragons there and there's no thread, or something. I think there's a bit of Earthsea and a bit of Deryni, and of course some Tolkein influence in there. 17 x 22" hexsheet, ink and colored pencils, laminated with contact plastic against wear and spills. Since it's laminated I'd often plot party location below hex level with a dot from a dry erase marker. It's holding together remarkably well except at the folds. This is the second version of this map, the first was all pencil and colored pencils and is tattered from gaming wear and old age.
I just noticed I had placed the Judges' Guild Tegel Manor on it. That was one of my favorite dungeon modules. Astoran, the capital, used their City State of the Imperial Overlord map. The preprints of that map blew us away at GenCon VII, and got a lot of us to pony up for Judges' Guild subscriptions. I lived close enough (70 miles) that I actually got to drive down to Springfield and visit Judges Guild a few times with friends. We'd buy as much swag as we could afford and then hang out if things weren't too busy. I remember a great chat with Bob Bledsaw where we ended with one of those future getting back down for a game plans that never gelled.
NE
NW
SW
SE
Sunday, July 15, 2012
Graph paper fun
Was really glad to see that Kevin McLeod's Incompetech website was still there when I searched for it. His graph paper generators are endlessly useful for anybody doing paper RPGs. I just printed out a couple of diamond sheets to try isometric dungeon drawing. The Cornell note taking sheets are also nice for doing an annotated dungeon map. Hex sheets, squares, choose your size and color... all so handy.
Saturday, July 14, 2012
A Balrog PC class
This one is for Nesbitt the hippy Balrog...
So I was getting that nostalgia game started around 1985 and my buddy says something like "Three brown books, huh? You know that rule on Other Character Types in Men and Magic where it says you can be a Balrog, just starting as a small one? I want to be a Balrog!" and a bit later to answer how he can be around other characters, "He was raised from an egg by a blind druid, so he's somewhat socialized, in a Deadhead sort of way." And I said something like "Ookkaaayyy, I'll work on that," and went off and drew up a playable Balrog class.
It had to grow, it had to at least start out as something that other characters could play alongside, and it had to feel different than a fighter with wings and a big whip, immolation and magic resistance. And as it levels up, the Balrog nature has to become stronger, and make the character less able to be part of an adventuring party.
I just found that sheet of notebook paper while digging through old D&D notes, so here it is.
Power will be obtained from ingesting magic items, hearts of magical creatures and magic-using creatures, and absorbing magical attacks. This is in place of experience points.
Approximate rate examples
Eat a sword +1: 100P
Eat a sword +2: 400P
Eat a cursed potion: 50P, suffer from gas for 2D6 turns, starting after 1D6 turns.
Eat a magical monster or magic user- HD squared x 10P
Absorb a spell - level of spell x level of caster P.
Use of the whip and immolation -- When not striking great blows with the sword, may attack as 2 weapon user for one attack per round, striking once with each weapon. Sword and whip is the habitual form so no penalty for this two weapon combination. Whip does 1D3 and target must make a DEX save versus entrapment for the next round + immolation damage if immolation roll is made. Can alternatively make multiple whip attacks, one per action, instead of using the sword, but counts only whip 1D3 and immolation damage, and only entraps the last one. IMM is the number or higher to roll on 2D6 to immolate each round.
Magic Resistance: BMR is Base Magic Resistance. This is the chance to resist and absorb a spell cast by a first level magic user. Each higher level of caster reduces this chance by 5%. So a 10th level MU casting a web on a 4th level Balrog has 20% chance of the spell being absorbed.
Berserk: This is the percentage change of battle madness setting in for 2D6 rounds when surprised while entering combat, if foes outnumber friends by hit dice estimate at the start of a battle, when hit for 10% or more of HP, etc. While berserk, the Balrog will attack at +2 and immolate at +2, and ignores all wound effects until the berserk state wears off, and only then rolls checks against CON. A berserk Balrog will attack friends if all foes are defeated, until the effect wears off or it is magically calmed.
So I was getting that nostalgia game started around 1985 and my buddy says something like "Three brown books, huh? You know that rule on Other Character Types in Men and Magic where it says you can be a Balrog, just starting as a small one? I want to be a Balrog!" and a bit later to answer how he can be around other characters, "He was raised from an egg by a blind druid, so he's somewhat socialized, in a Deadhead sort of way." And I said something like "Ookkaaayyy, I'll work on that," and went off and drew up a playable Balrog class.
It had to grow, it had to at least start out as something that other characters could play alongside, and it had to feel different than a fighter with wings and a big whip, immolation and magic resistance. And as it levels up, the Balrog nature has to become stronger, and make the character less able to be part of an adventuring party.
I just found that sheet of notebook paper while digging through old D&D notes, so here it is.
Balrog Progression
| Level | A.C. | H.D. | BMR | IMM | Power Required | Berserk |
|---|---|---|---|---|---|---|
| 1 | 7 | 2 | 20 | 10 | 0 | 5 |
| 2 | 6 | 3+1 | 35 | 10 | 1000 | 10 |
| 3 | 5 | 4+1 | 50 | 9 | 2000 | 15 |
| 4 | 5 | 5+2 | 65 | 9 | 4000 | 20 |
| 5 | 4 | 7 | 80 | 8 | 8000 | 25 |
| 6 | 3 | 8 | 95 | 8 | 16000 | 30 |
| 7 | 3 | 9 | 110 | 7 | 32000 | 35 |
| 8 | 2 | 10 | 125 | 7 | 64000 | 40 |
| 9 | 2 | 11 | 140 | 6 | 128000 | 45 |
| 10 | 1 | 12 | 155 | 6 | 256000 | 50 |
Approximate rate examples
Eat a sword +1: 100P
Eat a sword +2: 400P
Eat a cursed potion: 50P, suffer from gas for 2D6 turns, starting after 1D6 turns.
Eat a magical monster or magic user- HD squared x 10P
Absorb a spell - level of spell x level of caster P.
Use of the whip and immolation -- When not striking great blows with the sword, may attack as 2 weapon user for one attack per round, striking once with each weapon. Sword and whip is the habitual form so no penalty for this two weapon combination. Whip does 1D3 and target must make a DEX save versus entrapment for the next round + immolation damage if immolation roll is made. Can alternatively make multiple whip attacks, one per action, instead of using the sword, but counts only whip 1D3 and immolation damage, and only entraps the last one. IMM is the number or higher to roll on 2D6 to immolate each round.
Magic Resistance: BMR is Base Magic Resistance. This is the chance to resist and absorb a spell cast by a first level magic user. Each higher level of caster reduces this chance by 5%. So a 10th level MU casting a web on a 4th level Balrog has 20% chance of the spell being absorbed.
Berserk: This is the percentage change of battle madness setting in for 2D6 rounds when surprised while entering combat, if foes outnumber friends by hit dice estimate at the start of a battle, when hit for 10% or more of HP, etc. While berserk, the Balrog will attack at +2 and immolate at +2, and ignores all wound effects until the berserk state wears off, and only then rolls checks against CON. A berserk Balrog will attack friends if all foes are defeated, until the effect wears off or it is magically calmed.
House rules handout from my '85-89 D&D nostalgia game
I've edited it a bit from the original in the course of typing it up again, but this is the gist of how I ran the campaign.
This game uses the three little brown books, and specified bits of Greyhawk. Some of the monsters and spells from Greyhawk will be introduced as well. I'm leaving out Blackmoor and later additions.
Magic User
Cleric
Thief
period.
All humanoid races can be any class. No level caps. Human society is dominant over half the map, and race relations problems will make up for the tactical benefits of non-human races.
Law: Believes that humanity and human social order is basically a good thing. Neutrality: Neither for nor against the continued existence of humans. Chaos: Inimical to human life.
Actions such as drawing a weapon take up the time of one attack. Some actions, such as rummaging around in a backpack for a potion, will take longer.
Rate of fire with missiles depends on the weapon. Self bows can shoot once per action if the minimum strength requirement for the weapon is met. Otherwise, they take an extra action to load and draw, or are impossible to shoot. Crossbows take a number of actions to load based on their power.
Dexterity modifies a character's initiative, melee, and missile attacks, and defense as detailed in the table below:
For NPCs if CON is not rolled or specified, assume it is a 10.
If runaway impossible, fight on on 1-3, surrender on 4-6.
Skilled aid can add bonuses to the roll. Bad conditions will subtract from the roll.
Roll of 1: Special recovery, get 1/2 back.
Roll of 20: condition worsens, lose additional 1/4 hit points. If reduced below zero by this loss, save vs illness and death on this table:
Roll 1D20:
Under 1/2 CON - character falls only to one hit point, not killed, not crippled.
1/2 CON to CON - Reduced to one hit point, shock to system reduces CON by 1 permanently
CON +1 to CON + Level - Reduce to 1 HP, CON -2 permanently, DEX and STR -1 permanently
Over CON + Level - Death by illness and infection
Healing magic puts the recipient into a trance in which they will heal at 1 pt/turn until the total effect of the spell has occurred. If the healing is by clerical spells, the cleric must closely attend the recipient, maintaining concentration throughout, or the spell stops healing.
Magical healing in one day totalling over the character's CON can overload the character's system. Save vs magic or lose one point of CON for each multiple of CON exceeded. This loss is permanent.
Magic users must roll less than or equal to INT + level to cast spells successfully. Clerics roll vs WIS + level. If failed, the spell is not normally lost from memory and can be reattempted.
A roll of 1 is a critical success. The spell works and is still retained in memory. If unmemorized, no spell is wiped from memory to provide the "slot". If overcast, no damage is suffered.
A roll of 20 is a critical failure. The spell fails and is lost from memory. Unmemorized spells will wipe a same level spell from memory. Overcast spells will inflict double overcasting damage to the caster.
Unmemorized spells: You may attempt to cast a spell you know but have not memorized for the day. There is a -2 penalty per spell level to the roll. Spells to an equivalent number of spell levels will be wiped from memory by the successful cast or a critical failure. Normally this would be one spell of the same level, but multiple lower level spells or a spell of higher level may be burned off for the magical energy.
Overcasting: Spells can be cast beyond the stated limits in the rules. They are cast as a minus as unmemorized spells. The caster will take 1 hit point damage per level of spell if the attempt fails and 1D6 hits per level of spell if the cast works, due to the extreme strain upon the caster's body and psyche involved. First level clerics can cast first level spells only by overcasting.
Preparation: A spellcaster can improve chances of success by using ritual and preparing the spell before casting it. The bonus will be up to 1D6 rolled secretly by the DM. The spellcaster must remain concentrating on the preparation, gaining 1 point per full turn up to the secret limit (turns beyond are wasted), expending 1GP worth of magical supplies per turn per level of spell.
Duration: Spell durations, where imposed by Greyhawk, will apply.
Area effect damage will be a hybrid between doing full damage to everyone in the area and dividing up the damage among the targets. Damage spells such as fireballs and lightning bolts which do not specify that the damage is to be applied to each target will divide the damage among their victims rather than apply their whole damage to each. Dragon breath and other such large area weapons will be applied the same way. Add 2D6 per target in the area over one to the total damage before dividing damage among the targets. So a five die fireball on one ogre does him 5 dice, minus half if saved. A five dice fireball on a group of 6 orcs will roll 5 + 10 dice, but divide the rolled damage by 6 to apply to each orc. The orcs will save individually to reduce damage.
This game uses the three little brown books, and specified bits of Greyhawk. Some of the monsters and spells from Greyhawk will be introduced as well. I'm leaving out Blackmoor and later additions.
Character classes
FighterMagic User
Cleric
Thief
period.
All humanoid races can be any class. No level caps. Human society is dominant over half the map, and race relations problems will make up for the tactical benefits of non-human races.
Alignments
Alignments are the old three value Law, Neutrality, Chaos system, interpreted this humanocentric way, since this is a campaign world with a shrinking human realm bordering on an growing magical one:Law: Believes that humanity and human social order is basically a good thing. Neutrality: Neither for nor against the continued existence of humans. Chaos: Inimical to human life.
Experience Points
Experience points will be given out for monsters killed at a rate somewhat over original canon, and for treasure spent after the adventure on carousing/training/charitable donations/etc. Money saved for a rainy day, spent to gear up, hire muscle or fortify will not give experience points. Magic items will give some experience when used at first. There will be roleplaying, painful lesson, and quest rewards. I have some rules of thumb for calculating XP, but I'm not going to spell out formulas.COMBAT
Damage
- unarmed humans 1D3
- most normal weapons 1D6
- heavy crossbows 2D6
- most monster attacks 1D6
- special monster attacks: as noted in book 2 or by DM fiat
Chance to Hit Modifiers
Melee Weapons
- +1 Two handed weapons
- -1 Small weapons (dagger and handaxe)
- -1 Using two weapons, primary hand
- -2 Using two weapons -secondary (usually left hand) attack
- -2 Unarmed attacks by men & similar
- -1 Improvised weapons
Missile Weapons
- 0 Short range
- -1 Medium range
- -2 Long range
- +1 Crossbows
Situational modifiers
Helmetless men: A.C. averaged with A.C.9, round down (stronger)Attack Roll conventions
To begin with there will be no fumbles but a roll of 1 will always miss. A roll of 20 will always hit, the hit will be for double damage if the attacker could hit on a 19 or less. The 20 will also entitle the attacker to a reroll for a 19 or 20 for an instant kill.Number of Attacks/Actions
Characters who attack on the men attacking table will get to attack once for each level group they have. A level group is the set of levels which all attack with the same To Hit number. Thus a fighter gets two attacks at level 4-6 and three at level 7-9, etc. Fighters and some monsters may strike great blows. If they do so, roll only once to hit and if successful, do the damage of the sum of their normal number of blows. Thus a superhero can strike three times for 1D6 or once for 3D6.Actions such as drawing a weapon take up the time of one attack. Some actions, such as rummaging around in a backpack for a potion, will take longer.
Rate of fire with missiles depends on the weapon. Self bows can shoot once per action if the minimum strength requirement for the weapon is met. Otherwise, they take an extra action to load and draw, or are impossible to shoot. Crossbows take a number of actions to load based on their power.
| Bow | Min. STR to shoot | Min STR to shoot each action |
|---|---|---|
| Shortbow | 3 | 7 |
| Composite Bow | 7 | 12 |
| Longbow | 8 | 13 |
| Crossbow | Actions to reload |
|---|---|
| Light crossbow | 2 |
| Heavy crossbow | 4 |
Initiative
Each character rolls 1D6 and act in the order of high roller to low roller in each combat round. If desired, a group may choose to act together on the leader's roll, the choice being made before any dice are rolled. Dexterity, wound status and situation may modify the rolls. If acting as a group, the modifiers that apply to the most negatively modified character in the group are used.Attribute effects on combat
Strength has the effects tabulated in Greyhawk.Dexterity modifies a character's initiative, melee, and missile attacks, and defense as detailed in the table below:
| Dexterity | Modifier |
|---|---|
| 3 | -2 |
| 4-6 | -1 |
| 7-14 | 0 |
| 15-17 | +1 |
| 18 | +2 |
HIT POINTS, WOUNDS, AND HEALING
Hit Points
Dice as per original D&D, not Greyhawk 4-6-8. Characters have bonus hit points equal to one half of their CON, round up. Monsters are hjit dice listed +5 H.P, unless under one hit die, then bonus is 0-4 based on size. Hit dice will be rolled anew at each level, the new hit point score being used if it is higher than the old.Wounds
There will be no hit location rules in effect but I don't want the okay until you are dead phenomenon so the table below will govern wound effects on the characters. Calculate the threshold values for the character at 1/4, 1/2, and 3/4 of the total hit points.| Fraction HP lost | Effect |
|---|---|
| 1/4 | Roll 1D20: If over CON+Level then character takes a -1 on all rolls, reduce movement rate by one class (3"). Else no effect. |
| 1/2 | Roll 1D20: If over CON+Level then character takes a -2 on all rolls, reduce movement rate to 1/2 normal. Roll again with a second failure resulting in incapacitation for 1D6 turns. If first roll is successful, inflict the penalty given above for 1/4 loss roll failure. |
| 3/4 | Roll 1D20: If over CON+Level then character takes a -4 on all rolls, reduce movement rate two classes (6"). Roll again vs 2D6 turn incapacitation, at end of which, roll again vs 1D6 day incapacitation. If first roll is successful, inflict the penalty given above for 1/2 loss roll failure, without the incapacitation roll. |
| For minor NPCs in large melees the effects are simplified: |
|---|
| 1/4 Roll 1D6: run away on 1 or 2 |
| 1/2 Roll 1D6: Pass out 1D6 turns on 1-2, then -2 on all rolls. Run away on 3 or 4, -2 on all rolls. 5-6 -1 on all rolls. |
| 3/4 Roll 1D6: Pass out 2D6 turns on 1-3, then -4 on all rolls. Run away on 4 or 5 at -6" speed, -2 on all rolls. 6 -2 Keep fighting at all rolls. |
Healing
Natural
1/4 hit points restored per week's rest if CON roll is successful on 1D20.Skilled aid can add bonuses to the roll. Bad conditions will subtract from the roll.
Roll of 1: Special recovery, get 1/2 back.
Roll of 20: condition worsens, lose additional 1/4 hit points. If reduced below zero by this loss, save vs illness and death on this table:
Roll 1D20:
Under 1/2 CON - character falls only to one hit point, not killed, not crippled.
1/2 CON to CON - Reduced to one hit point, shock to system reduces CON by 1 permanently
CON +1 to CON + Level - Reduce to 1 HP, CON -2 permanently, DEX and STR -1 permanently
Over CON + Level - Death by illness and infection
Magical(Clerical)
I'm not running healing as a quick combat tactic in this one.Healing magic puts the recipient into a trance in which they will heal at 1 pt/turn until the total effect of the spell has occurred. If the healing is by clerical spells, the cleric must closely attend the recipient, maintaining concentration throughout, or the spell stops healing.
Magical healing in one day totalling over the character's CON can overload the character's system. Save vs magic or lose one point of CON for each multiple of CON exceeded. This loss is permanent.
Magic
Magic spells will be learned and cast in the basic fashion with spells memorized and cast once, with some allowance for casting unmemorized spells and casting over your maximum number at increased risk for flexibility. A die roll will be required to cast a spell successfully.Magic users must roll less than or equal to INT + level to cast spells successfully. Clerics roll vs WIS + level. If failed, the spell is not normally lost from memory and can be reattempted.
A roll of 1 is a critical success. The spell works and is still retained in memory. If unmemorized, no spell is wiped from memory to provide the "slot". If overcast, no damage is suffered.
A roll of 20 is a critical failure. The spell fails and is lost from memory. Unmemorized spells will wipe a same level spell from memory. Overcast spells will inflict double overcasting damage to the caster.
Unmemorized spells: You may attempt to cast a spell you know but have not memorized for the day. There is a -2 penalty per spell level to the roll. Spells to an equivalent number of spell levels will be wiped from memory by the successful cast or a critical failure. Normally this would be one spell of the same level, but multiple lower level spells or a spell of higher level may be burned off for the magical energy.
Overcasting: Spells can be cast beyond the stated limits in the rules. They are cast as a minus as unmemorized spells. The caster will take 1 hit point damage per level of spell if the attempt fails and 1D6 hits per level of spell if the cast works, due to the extreme strain upon the caster's body and psyche involved. First level clerics can cast first level spells only by overcasting.
Preparation: A spellcaster can improve chances of success by using ritual and preparing the spell before casting it. The bonus will be up to 1D6 rolled secretly by the DM. The spellcaster must remain concentrating on the preparation, gaining 1 point per full turn up to the secret limit (turns beyond are wasted), expending 1GP worth of magical supplies per turn per level of spell.
Duration: Spell durations, where imposed by Greyhawk, will apply.
Area effect damage will be a hybrid between doing full damage to everyone in the area and dividing up the damage among the targets. Damage spells such as fireballs and lightning bolts which do not specify that the damage is to be applied to each target will divide the damage among their victims rather than apply their whole damage to each. Dragon breath and other such large area weapons will be applied the same way. Add 2D6 per target in the area over one to the total damage before dividing damage among the targets. So a five die fireball on one ogre does him 5 dice, minus half if saved. A five dice fireball on a group of 6 orcs will roll 5 + 10 dice, but divide the rolled damage by 6 to apply to each orc. The orcs will save individually to reduce damage.
Coming out of the woodwork on OSR
I've been bumping along thinking about restarting an old school D&D game for some years, never quite passing the energy threshold, but Dungeon Crawl Classics has me inspired, so I'm digging into my old boxes for nuggets of good stuff.
I'll start with a bit of personal history. Skip to the next post for something actually useful.
My history with D&D started in with playing Chainmail first as a very junior tagalong to my school librarian and history teacher Greg Novak at the University of Illinois Conflict Simulation Society - a sprawling game with 10 to 20 players on the thin green carpeted floor of the Knights of Pythias hall. My command was a small batch of men at arms and archers made up from 1/72 plastic Airfix Robin Hood and Sheriff of Nottingham figures.
I was hooked hard. Bought a copy of the rules as soon as possible and was playing in my basement, first using Airfix Romans and Ancient Britons and assorted plastic dinosaurs with paper wings stuck on for dragons and bigger toy soldiers for ogres and giants.
A couple years later, January or February 1975 at the local Winter War convention I bought the little brown box of little brown books from Gary himself if I remember right, discounted a buck to $9. As a youthful veteran of Chainmail, I was very excited to get a game that built on its fantasy appendix, which was the part I played the most anyway. It was both puzzling in its not-quite-fitting together and thrilling with the ideas of doing dungeon crawls and long running adventure campaigns instead of one-off field battles. I set up right away and started DMing games for friends from school, some that had already been wargaming, some not. The first game devolved after some months into the worst sort of powergaming, as I hadn't yet learned to rule out some of the sillier possible interpretations of the rules.
I rebooted with a continental map and the intent to inject a bit more roleplaying and less out of whack stuff like undead pyramid schemes based on not putting a duration limit on potions of undead control combining with the rule about new created undead being under the control of the undead that drained them. The second campaign was a good one, lasted 3-4 years, with a continental campaign map pretty well fleshed out, a reasonably balanced set of rules, my experiments into rules writing in devising a pretty good spell points system for magic, and assorted other houserules, a lot of players and a huge cast of characters, a lot of which died at levels 1-2 and the highest couple of stalwarts lasting to around level 15.
I used all the early D&D add ons in the small format supplements, The Strategic Review, the first few Dragons, and a lot of Judges Guild stuff. I used only the Monster Manual from AD&D, was already set in how I wanted to play and a bit pissed at Gary Gygax's transition from the original "play it however you want" to "play it how I tell you to play it" transition in editorials in the Dragon.
By then I had pretty much burnt out on D&D, had also played En Garde, EPT, Metamorphosis Alpha, Tunnels and Trolls, Traveller, and a bit of homebrew, and fell in love for a few years with Runequest and ran that the last semester of high school and into college, mixed in with a bit of Aftermath, Bushido, Morrow Project, and whatnot.
At the tenth anniversary of D&D I had my first D&D nostalgia twinge and started a little brown books campaign again. I wanted it very simple, but patched to suit my tastes. This game ran every month or two for three or four years, with half a dozen regulars and maybe fifteen or twenty players overall. My next post will be the initial houserules handout for that campaign.
I'll start with a bit of personal history. Skip to the next post for something actually useful.
My history with D&D started in with playing Chainmail first as a very junior tagalong to my school librarian and history teacher Greg Novak at the University of Illinois Conflict Simulation Society - a sprawling game with 10 to 20 players on the thin green carpeted floor of the Knights of Pythias hall. My command was a small batch of men at arms and archers made up from 1/72 plastic Airfix Robin Hood and Sheriff of Nottingham figures.
I was hooked hard. Bought a copy of the rules as soon as possible and was playing in my basement, first using Airfix Romans and Ancient Britons and assorted plastic dinosaurs with paper wings stuck on for dragons and bigger toy soldiers for ogres and giants.
A couple years later, January or February 1975 at the local Winter War convention I bought the little brown box of little brown books from Gary himself if I remember right, discounted a buck to $9. As a youthful veteran of Chainmail, I was very excited to get a game that built on its fantasy appendix, which was the part I played the most anyway. It was both puzzling in its not-quite-fitting together and thrilling with the ideas of doing dungeon crawls and long running adventure campaigns instead of one-off field battles. I set up right away and started DMing games for friends from school, some that had already been wargaming, some not. The first game devolved after some months into the worst sort of powergaming, as I hadn't yet learned to rule out some of the sillier possible interpretations of the rules.
I rebooted with a continental map and the intent to inject a bit more roleplaying and less out of whack stuff like undead pyramid schemes based on not putting a duration limit on potions of undead control combining with the rule about new created undead being under the control of the undead that drained them. The second campaign was a good one, lasted 3-4 years, with a continental campaign map pretty well fleshed out, a reasonably balanced set of rules, my experiments into rules writing in devising a pretty good spell points system for magic, and assorted other houserules, a lot of players and a huge cast of characters, a lot of which died at levels 1-2 and the highest couple of stalwarts lasting to around level 15.
I used all the early D&D add ons in the small format supplements, The Strategic Review, the first few Dragons, and a lot of Judges Guild stuff. I used only the Monster Manual from AD&D, was already set in how I wanted to play and a bit pissed at Gary Gygax's transition from the original "play it however you want" to "play it how I tell you to play it" transition in editorials in the Dragon.
By then I had pretty much burnt out on D&D, had also played En Garde, EPT, Metamorphosis Alpha, Tunnels and Trolls, Traveller, and a bit of homebrew, and fell in love for a few years with Runequest and ran that the last semester of high school and into college, mixed in with a bit of Aftermath, Bushido, Morrow Project, and whatnot.
At the tenth anniversary of D&D I had my first D&D nostalgia twinge and started a little brown books campaign again. I wanted it very simple, but patched to suit my tastes. This game ran every month or two for three or four years, with half a dozen regulars and maybe fifteen or twenty players overall. My next post will be the initial houserules handout for that campaign.
Monday, May 7, 2012
Attack of the Fifty Foot Nord
Played with the setscale command at console in PC Skyrim last night, in my own little remake of Attack of the Fifty Foot Woman.
The basics are easy. Hit a tilda to bring up the console. Type "player.setscale" where 1 is normal size, and the number you type in is the multiple of normal height. Close the console with another tilda and stomp about giant size or run around tiny. If you click on another character or object while in console to get its ID, you can then type setscale 3 to make that object three times as big. I had a couple followers going thanks to the Ultimate Followers Overhaul mod, so I made both of them giants with me for awhile.
Things I learned as a giant:
You may be 40 feet tall and intend to step on real in game giants but if you are low level, they will still clean your clock unless you bump up your hitpoints a lot (player.setav health 1000, for instance) or otherwise boost your combat to match your size. They just won't send you flying like normal when they swing for the bleachers with a club.
Your jump height is proportional to your size, but your fall damage works like normal, so if you are big enough, you can jump high enough to hurt yourself, and that seemingly small downhill jump can be lethal. Its not square-cube law tough, but enough to be dangerous.
Your over the shoulder camera does not reposition with size. If you try archery while at setscale 5 for instance, you'll be shooting while targeting between your character's legs.
Follower "personal space" follow distance does not adjust automatically with size, so while stomping around Whiterun at 10x, if I stood still long, we'd end up as an intermingled clump of giant bodies.
Animation gets a bit wonky when vastly resized. I saw a lot of twitching up and down of my character or followers when trying to stand on rough ground while over about 5x height. Looked like either collision or different ground height of where the right and left foot stood made for instability.
You learn about bounding boxes and hidden limits when resized.
You can't step over the walls of Whiterun even when 100 feet tall. But you can pass through a gate too small to fit under.
You can't walk under a horse when you are 1 foot tall, there is an invisible bounding box for the horse that extends to the ground between front and rear legs.
If you play with setscale a lot going up and down, it can kind of lose track of an assortment of things. My setscale 1 left my character about a head taller than normal size followers. Had to do 0.95 or something to match back up.
Speeds got a bit wonky. I had a spell after returning to normal size of being about double speed, which was kind of fun, and then really slow after being small and then normal sized again. Also had a bit where I'd lost the run animation and walked fast or walked slow instead, overall a bit slower than normal.
Its probably a good idea to go back to a save from before playing with size if you do this on an actively adventuring character and want to keep adventuring.
NPC face tracking means you can get some funny screen shots as people crane up to look at you or look down at you when your size is extremely changed.
NPC dialog can be funnier when you're a giant, as the kid obliviously says "I'm not scared of you even if you are my elder," without noticing you could step on her by accident (well not really, unmodded kids are invulnerable in Skyrim).
setscale 0.1 is tiny but visible. setscale 0.01 I couldn't find my character, but it was at night so maybe there was a half inch tall PC there somewhere.
So a Potion of Growth would need to set size, follower follow distance, camera height, and probably hit points and melee & shooting damage (maybe knockback physics?) to feel right. If possible make you harder for NPCs to hit with arrows and ranged spells when small, easier when large. Then reset it all back and maybe speed too, when it wears off. I don't know what to do about run animation issues though.
The basics are easy. Hit a tilda to bring up the console. Type "player.setscale
Sunday, November 20, 2011
Eggbot DNA Sequence Plot
I wanted a ping pong ball to take to work with DNA sequence on it. An arbitrary FASTA file off of JGI's IMG site provided the data, which pasted into a 3200 wide by 800 tall Inkscape doc, the standard size for the Eggbot. It didn't want to plot as text, so after a bit of doc hunting, I found the Hershey Text which is text as paths. The first ping pong ball was too crowded to read. A couple of iterations of cutting text out, resizing, and rearranging showed that six lines of about 45-50 characters each stretched to almost the full size of the image fit onto a pingpong ball at a readable size.
Here is the result in a grainy computer photo:

The Eggbot kit is from Evil Mad Science and was pretty easy to assemble.
Here is the result in a grainy computer photo:

The Eggbot kit is from Evil Mad Science and was pretty easy to assemble.
Troubleshooting the Eggbot
I set up the Eggbot with my daughter for another session of printing and she immediately started hitting problems. This is what we observed:
The pen would flop to the right and the drawing would all clump up at that side. Starting with the pen swung to the left to compensate and the drawing would clump to the left.
Pen rotation was very jerky.
There were a couple of red lights on the board at the left side with the connector panel for the small wires.
Pen arm rotation seemed to always be to one side when done manually for a number of steps. Positive seemed to be under control, negative flopped more in same direction.
This seemed to align with wiki manual instructions about adjusting the potentiometer for the motors, but that didn't seem to help. It also did not mention the red lights.
Eventually I looked at the physical wiring connections of the motors and found the brown wire at the bottom disconnected, which is one of the wires to the pen arm. Reconnect the brown wire and the Eggbot went back to work like normal.
The pen would flop to the right and the drawing would all clump up at that side. Starting with the pen swung to the left to compensate and the drawing would clump to the left.
Pen rotation was very jerky.
There were a couple of red lights on the board at the left side with the connector panel for the small wires.
Pen arm rotation seemed to always be to one side when done manually for a number of steps. Positive seemed to be under control, negative flopped more in same direction.
This seemed to align with wiki manual instructions about adjusting the potentiometer for the motors, but that didn't seem to help. It also did not mention the red lights.
Eventually I looked at the physical wiring connections of the motors and found the brown wire at the bottom disconnected, which is one of the wires to the pen arm. Reconnect the brown wire and the Eggbot went back to work like normal.
Monday, February 22, 2010
Silly Project Time
A lot of my first forays into a new language or bit of computer tech have been been through personal projects that scratch an itch for my gaming hobby. Wargames and RPGs have a near endless appetite for data munging, presentation, and storage. Generating ship charts for Fletcher Pratt's Naval Wargame was probably my first BASIC project on my dad's Altair 8080, and I got my first lesson in design when Dad looked over my program that took all night to calculate and print out a ship and showed me how to get it down under an hour. I still have some old Runequest character sheets printed out on that daisy wheel printer or photocopied from a printout. Back in the 80s HyperCard was AMAZING for a gamer who'd been struggling with learning a more serious language in off hours aiming at getting a lot less for the hours spent. I built full campaign support spread across a bunch of HyperCard stacks- world map with points of interest hotlinked to town & castle maps and dungeon modules, characters, dice, treasure and encounter generation, record keeping, sound effects recorded on the MacRecorder, and even down the hall dungeon pics in beautiful black and white dithered 640 x 480. I learned a fair amount of Rails experimenting with projects that didn't get as far.
This month I'm going to start another project in this vein.
Game side
Three RPGs have settled on the top of my bookhenge next to the bed. "diaspora" (yes, it is uncapitalized on the cover) is a hard-ish SF game that uses the lightweight FATE system used to such good effect in Spirit of the Century, descended from the FUDGE system. Think Traveller but with a fast and loose system aimed at storytelling. Savage Worlds is another lightweight system that aims to be a GURPS-like modular rulesbase for building games in all sorts of genres, with quite a few different settings using it both from the original publisher, Pinnacle Entertainment Group, and many licensees. The third is Barbarians of Lemuria, Swords and Sorcery Fantasy ala Howard's Conan or Lin Carter's Lemuria stories, done with an interesting, lightweight 2D6 based system.
Project concept
So I'd like to set up a game master's database and probably some character generation and possibly some world generation/political conflict simulation along the lines first sketched out by Tony Bath as mechanics for his Hyboria campaign in the 60s and published in his book by WRG. I'll do it with an eye towards either cloning and revising for different game systems or supporting more than one in each application. Whatever I build, I'll want to be usable on my laptop, accessible from and maybe parts downloadable to my iPhone or an iPad should I get one of those toys. At the moment I'm leaning towards running Barbarians of Lemuria first, so something simple like a character file/generator or a locations/scenario notesfile for that would be the first thing to build.
Technical tinkertoys to build it:
These are aimed more at playing with some various interesting technologies than building a carefully crafted architecture. Boredom is the death of this sort of side project.
Application layer
I'm most fluent lately in Ruby on Rails, so I'll probably start this in Rails 2.3.5, maybe Rails 3 beta for the sake of learning some of it before we'll get into it at work, and try to do some piece in Sinatra to get more familiar with it than my prior couple of hours messing about with it. I can probably just run in development mode on the laptop until I want to give ongoing web access to the phone or a tablet. TDD for ADD D&D?
Database layer
We've talked a bit about MongoDB at work, but have more pressing things to do than explore it, so if I'm going to get to play with it off hours, a game project is as good a place as any. The document database NoSQL approach looks very promising for organizing RPG notes. My previous Rails effort at a D&D campaign bogged down as I realized just what a huge data schema I was biting off as I was working through associations and in the early days of converting the scaffolding to a more friendly UI. MongoDB documents look great for fitting the partly, structured, partly amorphous and evolving nature of RPG characters.
Mobile client
I've wanted to play with writing apps for my phone, and the save a webpage as an app icon trick for apps built out of HTML5-CSS-JS looks like a nice way to do it on the cheap. Maybe build in some AJAX updating and use HTML5 data caching to let it go offline and still be useful. Try out jQTouch or go even lighter weight?
World sim network
It'd be fun to play with node.js too, so maybe that could be the foundation of the automated political simulation metagame that has been knocking around in the back of my head for so long. Get to dust off and use some of my long disused ecological modelling training for something fun. Make each politically modelled faction a process and have them interact by message passing for the sake of learning more about message queues. RabbitMQ just for the hell of it? Could spread node.js political actors around several computers in the house if I want to not bog down the main webserver, and just have it report "world" history by being a subscriber to the messages going back and forth. Does such a project need all this tech? No, it could more easily be a ruby script and some simple storage, but it would be a reasonable excuse to play with some of the tech I've read about or heard described at conferences. My projects at work don't need it right now either. It's probably a separate project and too ambitious to include in this pass.
This month I'm going to start another project in this vein.
Game side
Three RPGs have settled on the top of my bookhenge next to the bed. "diaspora" (yes, it is uncapitalized on the cover) is a hard-ish SF game that uses the lightweight FATE system used to such good effect in Spirit of the Century, descended from the FUDGE system. Think Traveller but with a fast and loose system aimed at storytelling. Savage Worlds is another lightweight system that aims to be a GURPS-like modular rulesbase for building games in all sorts of genres, with quite a few different settings using it both from the original publisher, Pinnacle Entertainment Group, and many licensees. The third is Barbarians of Lemuria, Swords and Sorcery Fantasy ala Howard's Conan or Lin Carter's Lemuria stories, done with an interesting, lightweight 2D6 based system.
Project concept
So I'd like to set up a game master's database and probably some character generation and possibly some world generation/political conflict simulation along the lines first sketched out by Tony Bath as mechanics for his Hyboria campaign in the 60s and published in his book by WRG. I'll do it with an eye towards either cloning and revising for different game systems or supporting more than one in each application. Whatever I build, I'll want to be usable on my laptop, accessible from and maybe parts downloadable to my iPhone or an iPad should I get one of those toys. At the moment I'm leaning towards running Barbarians of Lemuria first, so something simple like a character file/generator or a locations/scenario notesfile for that would be the first thing to build.
Technical tinkertoys to build it:
These are aimed more at playing with some various interesting technologies than building a carefully crafted architecture. Boredom is the death of this sort of side project.
Application layer
I'm most fluent lately in Ruby on Rails, so I'll probably start this in Rails 2.3.5, maybe Rails 3 beta for the sake of learning some of it before we'll get into it at work, and try to do some piece in Sinatra to get more familiar with it than my prior couple of hours messing about with it. I can probably just run in development mode on the laptop until I want to give ongoing web access to the phone or a tablet. TDD for ADD D&D?
Database layer
We've talked a bit about MongoDB at work, but have more pressing things to do than explore it, so if I'm going to get to play with it off hours, a game project is as good a place as any. The document database NoSQL approach looks very promising for organizing RPG notes. My previous Rails effort at a D&D campaign bogged down as I realized just what a huge data schema I was biting off as I was working through associations and in the early days of converting the scaffolding to a more friendly UI. MongoDB documents look great for fitting the partly, structured, partly amorphous and evolving nature of RPG characters.
Mobile client
I've wanted to play with writing apps for my phone, and the save a webpage as an app icon trick for apps built out of HTML5-CSS-JS looks like a nice way to do it on the cheap. Maybe build in some AJAX updating and use HTML5 data caching to let it go offline and still be useful. Try out jQTouch or go even lighter weight?
World sim network
It'd be fun to play with node.js too, so maybe that could be the foundation of the automated political simulation metagame that has been knocking around in the back of my head for so long. Get to dust off and use some of my long disused ecological modelling training for something fun. Make each politically modelled faction a process and have them interact by message passing for the sake of learning more about message queues. RabbitMQ just for the hell of it? Could spread node.js political actors around several computers in the house if I want to not bog down the main webserver, and just have it report "world" history by being a subscriber to the messages going back and forth. Does such a project need all this tech? No, it could more easily be a ruby script and some simple storage, but it would be a reasonable excuse to play with some of the tech I've read about or heard described at conferences. My projects at work don't need it right now either. It's probably a separate project and too ambitious to include in this pass.
Sunday, February 7, 2010
OOTS Avatar

Daughter wanted an Order of the Stick avatar of herself in Halloween sailor costume for use on a web forum and showed me a guide on how to make avatars using InkScape in Rich Burlew's style by David Shaw. After wrestling and cursing awhile with trying to get InkScape going on the old living room Mac (urgh no X11 and couldn't find the Tiger disks), I withdrew to my laptop and got to work there.
A couple of hours of relearning later, the results made her happy.
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