B/X spells don’t disrupt adventuring?

One often lamented thing about D&D is that many potential adventure situations can’t really be done because there’s a simple single spell that can solve the whole problem. And with 3rd Edition this is definitely the case. Continual Flame? Detect lies? Zone of truth? Teleport without error? What the hell were they thinking?! Any time you have an idea for a spell because “wouldn’t it be neat if you could do that?”, you really have to stop and think how this would affect the obstacle it deals with in the long term. Teleport without errormeans the party will never have to prepare for the return trip out of the dungeon or back to civilization. Any time they face real difficulties they can instantly go to a city or castle of their choice with a single spell. Are you looking for a traitor? Get all the suspects together and have them say “I am not a traitor” after the cleric rested and prepared detect lies. This is such a problem that seemingly every second high level dungeon has magical interference that blocks teleportation and every villain wears an amulet of mind shielding. It’s a ridiculous situation and probably contributed a good deal to 3rd Edition and Pathfinder adventures being overwhelmingly linear combat. And to make matters worse, these games let you very easily make scrolls of all spells you know and even wands with 50 charages. One knock spell isn’t a disaster. A wand that holds 50 knock spells is an entirely different story, though.

So this week I went through the spells in the Basic and Expert sets again to see at which character levels certain kinds of obstacles become easily negated with spells. And to my surprise, B/X is actually doing really well in this regard. There are a few spells that are really extremely useful but they are few in number and even those are not making obstacles completely redundant.

Read Languages

With this spell a 1st level wizard can read any unknown script and language. While it says “any code”, I assume this to mean that it can decode any cipher but still will give you only a literal decryption but not tell you the meaning of secret code words and phrases. While you can read any written texts it doesn’t give you the ability to write in languages unknow to you so you can’t use it to communicate across language barriers. Two wizards who both have the spell prepared could do it if they can make their intention to do so clear, but even then it lasts only for 20 minutes.

Detect Evil

This spell lets a 1st level cleric sense “evil intentions, or evilly enchanted objects”. Since there is no evil alignment in Basic it can not detect that. The spell only provides a feeling of evil but no specific thoughts and it’s explicitly stated that GM has to interprete what evil intentions means in the specific campaign. This spell is not “find the guilty one”.

Continual Light

This spell allows you to make a torch that lasts until dispelled. Or lost or stolen. I’m not really happy with parties not really having to bother with lamps or torches (or only keeping some as emergency backups) from 3rd level on if a wizard gets this spell but it’s not a real disruption of actual major obstacles.

Continue reading “B/X spells don’t disrupt adventuring?”

Dungeon Mapping in Online Campaigns

Last time I was talking about giving an XP bonus to players who write session reports to encourage them to keep other players who weren’t present up to date with the campaign. Another important aspect of tracking important information that other players will know is the making of maps.

I am not a fan of miniatures in RPGs as I find them to get players into a chess game mode in which they think mostly about moving pieces around and less of actual people and monsters being in wondrous place. (One of the big reasons I quit d20 games.) But when playing online, and especially with changing groups and many people who aren’t native English speakers (or speak quite different variants of English) I find having a map that shows the layout of the area and the position of characters a necessity. It just would get too confusing.

I did make some huge dungeon maps for roll20 using lots of different textures and adding light effects, but while these provide some nice visual cues about the environment it still feels a lot like a miniature game. And from a practical perspective making these maps is a huge pain in the ass. I think in a sandbox game where preparation of dungeons will often happen just between sessions,it just won’t be possible to use such a work intensive method. Last summer I experimented with making premade tiles drawn in the style of Dyson Logos, but that also turned out really fiddly and again you’re drawing attention to the map. So I think what I’ll be doing instead is using simple sketches of black lines that indicate where walls and floor obstacles are and not attempt to show any details on the map. Players will have to remember the description of the room to know what objects they could make use of. But instead of the ugly plain white background of Roll 20 I will try to find some nice parchment or stone face textures onto which the floor plans will be scribbled.

Looks great enough in Thief.

Also, I will disable the square grid. When you knew nothing but d20 games for twelve years it might seem an obvious necessity, but I don’t think even in those a grid is really needed. If you really need to know exactly the distance a character can move in roll20 you can just use the ruler tool and don’t need to count squares. I think using a grid is a big factor that makes players eyes glued to the map and think of combat as a math problem and it’s one that is easily removed.

Now a fun sounding element in oldschool dungeon crawls is players making their own maps as they are progressing through a dungeon, which might be not too accurate. And when the party loses the map or has to flee taking a shortcut through unmapped terrain based on what they assume their current path is leading them back to should be quite exciting. But if you upload a regular dungeon map into roll20, there is no need for the players to make maps, unless you are always covering the map up again when the players move on to the next area. Which doesn’t really seem ideal. I think what might be a good approach is to do what old videogames did and cut the whole map into small areas divided by doors. When the party moves through a door the view changes to a different map. Roll20 can do that without real problem. As the GM you keep a complete map of the dungeon level with clear identification of each area so you always know which map you have to make visible to the players. The only problem is when fights happen to move between areas. But with a simple sketch map you should be able to just draw a few lines that show the rooms beyond the edge of the current map without it looking completely crappy.

A while back the Angry GM wrote about a nice system to make mapmaking not a chore for the players while still keeping the dungeon layout and architecture interesting. At it’s core it comes down to each area having only one exit in each direction and no branching paths unless the intersection is its own separate area on the map. This way the players really only need to make an annotated flowchart of which doors connect to which areas. This is many times simpler and more convenient than having the players translate verbal descriptions of measurements and directions into squares on a grid.

The biggest practical challenge is that the players would not be able to just give the map they made to someone else. This requires scanning or photographing the scribbled map,uploading it,and then sharing the link with the other players. Though by this point this isn’t a huge obstacle anymore. However, if other players are to continue the mapping they still have to transfer the whole map from the image to their own paper. I think this should be managable.

But how do you get players to diligently upload their map after each game so the party can still use it if the player isn’t there the next time? I think I just use the same incentive again: +10% XP bonus for every player who does. Just like writin reports of their expeditions, drawing maps is part of the explorer’s profession. Some very engaged players might regularly get a +20% boost, but using the B/X level progression this is still not going to give them much of a noticeable advantage over other players.

Session Reports and Incentives

Because technical reasons are probably going to delay the start of my (now long) planned Ancient Lands sandbox campaign until early summer, I still spend a lot o time on refining ideas and getting better prepared to running such a thing myself.

One special consideration  when running a game online with changing players is to keep everyone updated on what’s been happening so far. I could write a summary of each session myself, but that wouldn’t be very fun and it’s always difficult to get players to read anything between games. Having the players write the reports makes it easier for me and should be more fun to read for the other players.

How do you motivate players to write such reports when they are notoriously lazy about doing homework for the game? In this particular case I have the situation where the PCs are going to be explorers who are searching for knowledge about the supernatural. Collecting information and sharing them with other explorers of the (hopefully) constantly changing party is at the center of the campaign. And as such it feels not just justified but also really appropriate to give additional experience points to players when they write reports about their adventures and make their discoveries accessible to others. Fighters don’t get XP for fighting and witches don’t get XP for casting spells. Through the system of XP for treasure, everyone gets XP for being successful finders and retrievers of treasure. And compiling and organizing their discoveries on paper is certainly an activity that should increase  characters ability to find and secure treasures.

I think I will go with giving a bonus of +10% of the last session’s XP to every player who posts a report of that game. Doesn’t matter if there’s multiple accounts or how good those reports are. I believe once you get players to write about their exciting adventures to tell other players who weren’t there, they are not going to half-arse it just for a few XP. The only difficulty is to get them motivated to start, and if there’s one thing that motivates players it’s XP. Not free XP, but earned XP! And the way XP and level advancement works in Basic, 10% extra is not actually going to make much of a difference. Every now and then a player who always writes reports will reach the next level one session before the other players but the next two or three times it might very well again be at the same time. But still, +10% is +10% percent and players are greedy.

You’re a Hero, Willy!

Or “I hate rat quests”.

As I mentioned previously, my attempt at building a sandbox for LotFP had hit a wall and I went all the way back to square one to go on a spirit journey and find out why my campaign never turn out as I imagine them. And it really comes down to me accidentally locking all the good content that is meant to be the main feature of the setting away until the PCs have become powerful enough heroes to be able to face them. Looking back it was incredibly stupid, but… Well, there is no real but. It was stupid. It happens, and I believe it’s a pretty common mistake people make. I’ve seen it often enough and warned other people about it. Why I still did it I have no clue.

In my previous post I talked about finding what it really is that the Ancient Lands are about and what needs to be part of every adventure and dungeon in the campaign. But even with that knowledge I was still struggling with coming up with ideas for dungeons that characters at 1st to 4th level could explore without running into unbeatable and highly lethal opponents. And I think I found the solution for that as well.

I took the first step towards oldschool gaming and laid the groundwork for my current worldbuilding when I first looked into the E6 variant for Dungeons & Dragons 3rd Edition, which basically comes down to PCs and NPCs being capped at 6th level but monsters keep all their abilities. It allows you to play low powered campaigns without all the 4th to 9th level spells while still being able to play with the rules system you’re already familiar with. It got decently popular and saw great praise, but the one big question the original creator left open, somewhat on purpose, was what it means to be 6th level? Is a 6th level character a legendary one in a million hero, or is he still just as impressive as a low mid-level character in a 20 level D&D campaign and there are hundreds like him all over the place?

When I switched to B/X based rules and leaving the terrible d20 system behind, the question still remained. B/X has 14 levels instead of 6, but like OD&D and AD&D 1st Ed. it has this idea of adventuring being 1st to 9th level and the game then turning into something else. Nine levels plus a handful of legendary figures of world fame beyond that seems like a good yardstick to find the appropriate class level for NPCs based on their powers and accomplishments. But I still was thinking in the categories of low-level, mid-level, and high-level characters. And that was the source of all the problems. A low-level character is a guy with inferior equipment who goes on rat quests in noob dungeons. Whether a character reaches mid-level by 8th, 5th, or 3rd level doesn’t matter. You’re still forcing the players to begin by spending a good time doing things that are “safe” and for “ordinary people”. The whole concept of D&D is extraordinary people doing extremely lethal things, and in LotFP even more so!

Again, like so often, I blame 3rd edition for putting this stupid idea into my head and it did it with the idea of NPC classes. NPC classes are similar to ordinary character classes but are weaker and have fewer abilities, but they still let NPCs go from 1st to 20th level. And that’s just stupid. It’s not just the 20th level commoner that is stupid. Even the 5th level expert or the 7th level adept are stupid. Why do you need a carpenter that has more hit points and fights as well as a 4th level fighter? Why is that powerful orc spellcaster not a sorcerer or a cleric? Even just the harmless looking 2nd level warrior town guard or 3rd level expert blacksmith fly in the face of the idea that PCs are extraordinary people. 6th level PCs are noteworth people and 1st level PCs are noobs who barely can keep up with the plot relevant civilians.

That’s bullshit and I established quite some time ago the paradigm that in the Ancient Lands any NPC without a proper name is automatically a level 0 character. NPCs who are not noteworth warriors or spellcasters are also 0 level and have 1d6 hp and +0 to attack. But even with that I still had that meme in my brain that proper adventures start only once the players have fought their way up to mid-levels. (Basically the content of the first scene in Inception.)

Understanding how I went all wrong very quickly solved my problem with not having any content that can appropriately scaled to 1st level parties. I am just taking a lot of content that I had planned to be suitable for 4th or 6th level parties and adjust the monsters so 1st level parties won’t be instant-splatted. And when you’re playing in a B/X context that’s actually not that hard. Most pretty big monsters are not that well protected and often meant to be encountered in groups of sometimes considerable size. I am still very much in love with the idea of the Nameless Dungeon and to adapt it to the Ancient Lands it will be inhabited by shie, a custom fey creature with 4 Hit Dice. My logi went: 4 HD is meant for 4th dungeon level, whicb is meant for 4th level parties, so if the dungeon is full with them the party should be at least 5th level before getting anywhere near it. But that’s actually not needed. A dungeon build around the shie does not have to have lots of rooms with groups of shie in them. It can still be about them if the players only rarely run into one or two individuals. Or take for example the famous Steading of the Hill Giant Chief: To have an adventure about hill giants you don’t need a party that is able to fight 20 hill giants at once. The most famous giant story is Odysseus and his men in the cave of th cyclops. Only one giant that had the heroes outmatched all by himself. Foreshadowing that the master of the cave is a giant can make exploring a cave full of goblins and giant rats still a giant adventure.

No more “Mr. Kimble I don’t like this Noob Dungeon…” There is no Noob-Dungeon!