Feeds:
Posts
Comments

Following an epiphany, I’m playing RPGs with the kids again, and enjoying it like never before.

It all started with a podcast.  I have listened to several explanations for the resurgent popularity of “Original D&D” (or “OD&D”) in its various incarnations from the 1974 pamphlet to the ’83 Basic Set (the “Red Box Set” that was this author’s first experience with RPGs and which lends its name to this blog), but have never really seen the point beyond basic nostalgia.  The original systems’ oft credited “simplicity,” in my view, was marred by the clunky inconsistency of rules which seemed to have “grown in the telling” (much like the game’s central source material).  And don’t many, many modern indy games offer a cleaner simplicity?

Then I listened to Canon Puncture’s Game Advocates episode in which Tavis Allison advocates for OD&D (Canon Puncture episode 99).  And finally, my penny dropped.  Tavis explained (and I’m probably going to mangle his reasoning here) that Gary Gygax and Dave Arneson’s Original D&D was fundamentally different from the editions that followed in one important respect: in OD&D, the adventure is meant to be improvised.  All later editions, in contrast, encouraged DMs to either use published adventure modules or to plan out the adventure ahead of play.

The charm of OD&D, then, is to embrace the random, sometimes nonsensical results of the random encounter rolls (and the equally-important reaction rolls) as keys for improvising the story in play.

I never liked the random monster encounter tables: at first, because they produced random results with no thematic or narrative connection (and later because random encounters can just slow the game down and frustrate players, but that’s another matter).  But Arneson’s intention was that these random inputs serve as inspiration for generating story on the fly, both the back-story and current events.

Example: The player-characters are travelling through a forest.  Random monster: Unicorn.  Reaction roll: Hostile.  Now, DM and players alike ask themselves: why is there a unicorn here, and why is this intelligent and noble creature feeling hostile towards us?  Maybe… maybe she is searching for her kidnapped offspring, and she suspects the group of being the kidnappers!  Yeah, cool!  Okay so, who did steal her foal, and for what purpose?  Let’s say… there’s an evil baron in a nearby castle, who ordered his huntsmen to bring him a unicorn for some black magic which he intents to perform!  What is the baron’s big plan, and what is this black magic supposed to accomplish for him?  Etc.  There: from two rolls of the dice, the group has brainstormed the framework for an interesting adventure.

What does this have to do with me gaming with my kids?  I always said I want to play RPGs with them more, but always got hung up on the pre-planning: either I didn’t have time, or didn’t think I had any good ideas.  But after having this realization, I just decided to wing it.

“Want to play D&D?”

“Yeah!”

“Okay, sit down, I’ll get my things!”

We played.  We improvised.  It was awesome.

In fact, it is working out better than any of my pre-planned sessions.  Kids love to have input to the story, and will grab ideas and run with them (in all directions!).  Instead of me worrying about how to steer them towards the next planned scene, I’m saying “Yes! And…”, and running right along with them.  The action is faster-paced, the players are more engaged, and I’m way less stressed.  Three thumbs up!

So, in the end, you don’t need to use the OD&D rules in order to embrace random-table-driven improvisational play.  I’m actually using a 3.5E hack for 6-year-olds that I’ve just developed.  That’ll be the subject of my next post.

Good gaming,

-Johnny

 

Maybe this was an obvious one, but… yeah, bad-guys have to be prepared.

When GMing with Sorcerer’s Relationship-Map method, you (the GM) don’t decide who the main villain is; that comes out through play.  You start with lots of NPCs who each have their own motivations and plans, and who will each try to influence, recruit, help or hinder the PCs accordingly.  As the story develops, one (or more) of the NPCs will naturally end up opposing the PCs or trying to harm them.

My problem is: twice now in the current game, an NPC that had the potential to develop into the main villain has ended up dead.  In their very first interaction with the PCs.

I’ve been statting up these NPCs as if they were some-what experienced PCs, which I see now was not the right approach.  These are ambitious and dangerous people who already have a number of enemies.  They should each be walking around with the equivalent of a couple of Glocks, a kevlar vest and six body guards.  With a bullet-proof limo idling out front.

The prepared bad-guy was practically built into the dungeon-crawl model of play.  A whole maze of mooks, lieutenants and guard-dogs stood between the heroes and the villain.  In the new democratic world of R-map play, I will have to be a little smarter.  Or at least, my antagonists will have to be.

-J

As the GM, what you need in your hands for the next session is a list of Bangs and a pile of “Assets” (NPCs, monsters, demons, locations and items).  Here’s how you get there.

1. Review Player-Characters’ actions in the previous session.  What do you think they’ll do next?

  • List any new Assets you will need to support what the players (probably) want to do.
    Just list them for now.
  • Think up some more Bangs that you can use to add pressure to their current situations and plans.
    • List any new Assets that you’ll need to support those Bangs.

2. Think about each important NPC in turn (including PCs’ demons). Continue Reading »

I foresee the possibility of armies clashing in our Elric campaign, so I did a little reading on The Forge as to how to handle that.  Here are the relevant threads: How would you do mass combat? Armies in Conflict .  And here’s what I gleaned:

Overview

Remember that Sorcerer is not a Simulationist system, and your goal in “playing out” mass combat should not be to simulate the battle.  The conflict between individuals and their demons (and Demons) should remain the focal point of any clash of armies.

The most dramatic way to play this out is for the principal characters to meet on the field and decide the outcome of the battle between themselves (a-la The Illiad). Continue Reading »

Future Badness

Hmm.

If this Elric game goes well, maybe for my next turn in the GM’s chair I’ll run an Apocalypse World hack in the same setting.

That would be…

-J

Elric PC: Mosun Akao

Third of three character sketches of the player-characters.

Mosun Akao of Lormyr (human)

Human, Lormyrian, late 40s. A sea trader and a secret priest of Law.

As a sea-trader, Mosun visits many Young Kingdoms, ferrying all goods via Imrryr in accordance with imperial decree. This vocation gives him the freedom of movement to search the Bright Empire for his son Tarin, who was kidnapped by slavers ten years ago (at the age of 5). The ex-priest of Law also takes the opportunity to spread the worship of Elgis of Law – secretly so, in Melnibone.

History

Mosun Akao was a Lormyrian priest of Law. His mentor, Rumon, is the high priest of Elgis in Lormyr. When his son was kidnapped, Mosun and Rumon Contacted a demon of Law for help, but it attached many pre-conditions to its aid. Mosun grew impatient with the Law demon’s demands, and secretly Contacted a demon of Chaos instead. Continue Reading »

The second of three character sketches of the player-characters.

Lord Hibbukal of Khanjar’a

Exalt-Surgeon.  Younger brother of Duke Sendric.

Hibbukal is a frighteningly brilliant man who tends to arrogance.  He sees the incestuous decadence that afflicts Melnibonéan society and believes that the empire can only be saved by a near-death experience.  Only an ex-sanguination, perhaps brought on by a barbarian invasion, can wake Melniboné from itd deathbed and inspire the renewal it needs.  He believes that his destiny lies in going abroad, advising some human king and fomenting and aiding an uprising.

History

Born with a voracious intellect, Hibbukal studied medicine and surgery as well as sorcery.  In his twenties, he fell under an extended illness.  His body wasted and many expected that he would die.

His father Duke Arandur had been secretly grooming Hibbukal to be the next Duke, but after two years of illness, shifted his favour to Hibbukal’s brother Sendric.  Meanwhile, Hibbukal came to suspect that he was host to a demonic parasite, but needed supernatural aid to heal himself.  The family summoned a Chaos demon (“it had five arms and a face that was almost all mouth and all teeth – opened up to be almost the whole size of its face, like a predatory fish”), but the demon refused to help one so weak.  Thus spurned, Hibbukal secretly researched demons of Law.  He learned that house Jifar’a was the custodian of a forbidden tome of Law sorcery, The Book Of The Inverted Eye.  He entreated his brother Sendric to steal it for him. Continue Reading »

Follow

Get every new post delivered to your Inbox.