The most useless RPG advice ever

“If you want that, you really should be running a different game.”

That’s not advice. That’s just stupid. You might notice that it’s always “a different game”, never any actual specific game.

This is not helping. Never suggest this to anybody if you can’t recommend a specific system and explain why this might potentially be an interesting game to take into consideration for the campaign in question.

Failure is always an option

Yesterday there was a post on Mythic Fantasy about the idea that “combat is a fail state” is nonsense. Sadly it’s not possible to comment there directly without a Google Account, but now Necropraxis also picked it up so let’s make this a proper discussion.

“Combat means that the players have failed” is wrong, I agree with that. But I think this is just an oversimplification resulting from years of careless repetition, about an actually significant observation.

As I see it, it’s not that “combat means the party failed their task of stealing treasure undetected”. For ease of use by people who assumed everyone already knew what they were talking about, critical details were no longer mentioned in the ongoing discussion of the subject. But what I think it really means is that “unprepared combat in an environment not of their chosing means the party failed their task of maximizing their odds of survivial”. Combat is always an option. It’s a tool in the toolbox and one of the original classes was specifically made for this job. But swords are only one tool and not meant to be used alone. You don’t just walk through doors, put your hands into holes, make a lot of noise, and see what happens. Because then the opponents prepare for a fight and pick a battlefield of their choice. When this happens and the players chose to stand their ground and fight under the conditions their enemies want them to, then they have failed.

If they die in a fight that isn’t stacked in their favor, then they have nobody to blame but themselves. They have plenty of options to scout the environment and the numbers and positions of potential threats, to plan for retreats and set ambushes, to protect themselves with spells and potions, and to prepare a battlefield by setting or clearing onstacles. If they don’t make use of these tools, they failed in playing the game right. Which they might not know, so it is one of the GM’s duties to show the players that these options do exist and to set up dungeons in which they can be applied. You don’t need to tell them what to do in a fight, but to players who are not familiar with such games, it is not obvious that your allowed options are not restricted to their character sheets.

And also: Just because something is stupid doesn’t mean it isn’t fun. There are lots of reasons why players might want to create situations they know could have been avoided. I think most of us don’t play for a score, but for excitement. RPGs are not meant to be an optimization exercise but an adventure.

Wilderness Adventures for characters of level 4+?

Common wisdom appears to have it that parties in B/X transition from pure dungeon adventures at 1st to 3rd level to the wider world of wilderness adventures after reaching 4th level. The Expert Set adds rules for characters of 4th to 14th level and rules for wilderness adventures. And of course B1 In Search of the Unknown and B2 The Keep on the Borderlands are the most classic dungeon adventures and X1 The Isle of Dread was the first D&D hexcrawl. So obviously it must be true. Basic characters stay in the dungeon, Expert characters expand outdoors.

But I’ve come to wonder whether this really is the intention behind the way rules are split between the Basic and Expert Set. My suspicion is actually that the choice to split the rules into multiple sets was done with the intent to introduce both players and GMs to the rules gradually and not overwhelm them with everything at once. Which I think might have been a pretty good choice. The original Basic Set was a total of 60 pages. The Rules Cyclopedia comes to 300. That’s a lot of stuff to digest in one go before you feel confident that you know what you need to start playing. If you want to teach the basics of the game, you do need the dungeon, but outdoor adventures are indeed something that can, and perhaps should, wait for a bit later. Once everyone who is completely new to the game has got the hang out of the basics. By putting level 4 to 14 into the next set, the amount of spells that players (and GMs) are exposed to is much easier to overlook and you also get a collection of monsters that for the most part wouldn’t be absurd to face for a new beginning party. (Looking at you here, Dragon.)

I suspect that the separation of content was done as a teaching aid, primarily for GMs. It’s not so much that adventures change at higher levels, but that GMs can expand once they have become familiar with the basics. When you look at the Expert Set it says that “now” new paths of adventure are open, but does not do so in the context of character level. It is “now” that the GM has access to these expanded rules of the game. The Rules Cyclopedia does not touch upon this whole subject at all, from what I was able to tell.

Another strong piece of evidence, as I see it, are the modules B10 Night’s Dark Terror and X1 The Isle of Dread. Terror is a Basic module for characters of 2nd to 4th level while Isle is an Expert module for characters of 3rd to 7th level. Both begin at Basic levels and continue up into Expert levels and they are both wilderness adventures. The creators of these modules clearly did not write under the assumption that “you have to be this high” to go on adventures in the wilderness.

The greatest thing that D&D forgot

Now this is not going to be a big, or even any, revelation to many people who are reading sites like this, but over the last weeks I’ve been doing more research on great adventure location design, which led me many times into dead ends because of the same single preconception the people writing have about D&D as a roleplaying game. So here you have it from my mouth:

Early D&D* was an exploration game, not a combat game.

I think this is probably the single most important aspect that distinguishes oldschool roleplaying from “modern games”. With AD&D 2nd Edition it’s a bit muddy, but we can safely say that 3rd to 5th Edition and Pathfinder are all combat games first that have some additional rules for non-combat situation tacked on to them. But with oldschool games, the situation is really very different. Combat is something that can happen, but the whole game is build in a way that you really don’t want it to happen. Except if it is for dramatic reasons, of course. Stopping a major villain and slaying a terrible monster is great. But the rules as a whole are all set up to make combat a bad thing for the characters.

Combat provides very little XP, except when it opens the way to treasure that gives the party a lot of XP. Getting access to the treasure without combat is always preferable. Combat is the primary pressure put on players to not spend too much time in dungeons rooms and not simply dealing with obstacles by destroying them. Because both these things attact potential combat. Encumbrance exist to slow characters down, which means they take longer to explore the dungeon and are less capable of escaping from a fight. Encumbrance only is a bad thing if players don’t want to fight.

Combat also is deadly and gets characters killed, even if the party wins a fight. But combat also isn’t necessary. Any time the party encounters living things in a dungeon and there is no good reason why those creatures and NPCs are hostile, the rules have a reaction roll to determine how they react to the party. And the creatures attacking on sight is the least likely reaction. The next most unfriendly reaction in the Basic Set is “Hostile, possible attack”, which I regard as being most sensibly interpreted as “attacks if provoked by the party’s actions”. There is a chance that a monster actually reacts friendly and the next most positive result is that the monster leaves or considers offers. Because the monster does not want to risk a fight with likely dadly consequences either. And if a fight breaks out, there is also the Morale check, which is used to determine whether monsters who are taking casualties decide that they would rather abandon the fight than risk now even more possible looking death.

The whole game is set up so that combat hold almost all risk and no reward for the players and that even their oppponents prefer not to fight. Combat is what happens when an encounter ends in catastrophy.

D&D being a game of exploration instead of combat also explains the majority of traditional spells that keep getting carried on by each new addition even though they seem to be pretty much useless. They are useless in a combat game. But hold portal, levitate, and speak with animal all make so much sense in an exploration game.

* That is pre-Dragonlance, 1974-1984.

We’re gonna need a bigger mule

In a discussion about henchmen and retainers I mentioned that oldschool D&D characters at higher levels would need to bring pack animals with them to get all their treasure back to civilization and gain XP from it, which means also people to care for and guard them while the PCs are going into dungeons. Not having played higher level games with XP for treasure myself yet, I got curious how many animals you’d actually should plan for.

In B/X, a mule can carry up to 4,000 coins of weight. Assuming that’s mostly gold and the rest is 1 platinum coin for every 10 silver coins, this is worth 4,000 XP. Which isn’t bad, but given the amounts of XP needed to advance at higher levels it’s actually not that much. People always say that that characters at higher levels advance really slowly, which I would take as perhaps something like 10 extended expeditions to a distant dungeon far out in the wilderness. To me, 30 sessions to level up would qualify as a snail’s pace. On average, characters from 8th level onward need 120,000 XP to reach the next level. Divided by 10 that’d be 12,000 XP per adventure or 3 mules. For every PC in the party!

Send mules!

What about bags of holding? While certainly useful inside a dungeon and to carry home treasure at lower levels, these no longer make any real difference at higher levels. 10,000 coins for the weight of 600 sounds really nice, but at these levels you’d need a dozen or so of them to stash all your loot from a single adventure. For every bag of holding you can reduce the needed number of mules by two, but whether you travel with 10 or 20 of them hardly makes any difference for the logistics involved.

I also calculated the average dragon hoard and came up with enough coins to load 15 mules. But potentially (and statistically almost impossible) it could be as much as 60 mule loads.

Then there’s also the interesting matter of food. Mentzer Expert gives us a weight of 70 coins for 1 week of rations. Which is virtually nothing compared to mail armor having a weight of 200 coins. One of the PCs can carry all the food needed by a 10 head party for a one week return trip all by himself and barely experience any encumbrance at all. Though you have to consider that this is the weight of 100 daggers. Perhaps it’s not the weights that are too low but the carrying capacity of characters that’s too high. But that’s another topic.

Let’s do the same calculations for Lamentations of the Flame Princess, which uses a much simpler encumbrance system that I find highly preferable. It makes the common mistake of assuming that mounts walk twice as fast as people, while really they just can carry a lot more stuff at the same speed, but I’ll let this slide for now and go with severely encumbred mules traveling 12 miles per day: Under these conditions the animal can have an encumbrance rating of up to 25, which is 125 items. When packed by a professional animal handler this increases to 150 items. (As nice as the system is, the distinction between encumbrance rating and items carried is an unnecessary nuisance.) 100 coins are one item, which gives us a total of 15,000 coins or 15,000 XP. That is a lot more than in B/X, almost four times as much. But with 10 adventures to reach the next level, that’s still one mule for each party member.

It looks very different when you look at food. To feed 10 people for 7 days you’d need to carry 70 items and the maximum number for an armored character is 20 items. You’d really want to bring a pack animal for that and not haul it around yourself. Letting a mount carry 8 times as much stuff as a person at the same walking speed seems a bit much to me. I don’t think a group of heavily loaded soldiers will be moving much faster if they all put their backpacks on a single mule.  I think for my own campaign I rather go with the average common pack goat carrying twice as much as a Strength 10 character, a riding deer three times as much, and a small hadrosaur ten times as much. Yes, you wouldn’t need a lot of these giant lizards to haul your loot, but on the other hand you can ride into town on a dinosaur.

But as you see, adventuring without retainers at higher levels is not just impractical but close to impossible. To gain meaningful amounts of XP from adventures, you have to approach them as large scale expeditions. In addition to animal handlers you’re also going to need guards and loyal henchmen who keep watch over them while the PCs are away from the camp. And once you have that whole gang together, there’s no need to not travel in sstyle. Get a bunch of servants and cooks as well.