Wandering Monsters #ADnD #DnD #RPG #1e #3e #4e #5e

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They have more claim to being here than your PCs do.

I left D&D in 1982 due to the Satanic Panic and didn’t return until 2005, so my recollection of 1st Edition D&D (“1e”) isn’t precise. When I returned during the days of 3rd Edition D&D (“3e”), rolling for wandering monsters wasn’t a common mechanic (though I occasionally saw it in published mods). Without appreciating why it was used in 1e, I simply thought that the use of wandering monsters was stupid. If you have a cool monster on hand, use it. Otherwise, it’s a waste of a perfectly good encounter. On the other hand, if your wandering monster is the same creature that the PCs are facing from time to time in the planned encounters, then they add nothing to the game, so don’t waste time on them. That could make the game tedious. Now that I’ve reacquainted myself with 1e, I realize their point: They’re designed to discourage dawdling.

Hurry Up!

Searching for secret doors, examining magic items, counting your loot, and sleeping are time-consuming activities. DMs are expected to keep track of time so that, when a given interval of time has passed, they know to roll for wandering monsters. These random encounters often didn’t result in any treasure and drained valuable resources from the party, so they weren’t something that the PCs wanted. However, they didn’t make the game tedious because 1e combats were quick. So, the concern I mentioned above that they may not add anything to the game isn’t a serious one. Their primary effect was to drain resources, which, as I’ll discuss in the next section, serves a couple of connected purposes.

This isn’t something that goes over well with modern gamers. Modern gamers (and legacy gamers that have moved on) tend to explore every single room and grab every single piece of treasure they can. Anything less than complete is seen as a failure. I’ll give you a specific example. When discussing playing experiences with Lost Mines of Phandelver, the adventure from the Dungeons and Dragons Starter Set for 5th Edition D&D (“5e”), players that failed to obtain the Staff of Defense would always be frustrated when others discussed it. Several of them that I knew would play the mod again with a character specifically designed to make use of that staff. Players would also take note in that adventure (and others) of forks in the road (so to speak), always promising to double back so that they covered the entire complex. Because of this mentality (I’ve been guilty of it myself), the D&D Adventurers League living campaign changed its rules such that every player could take a magic item found in the game even if there was only one. Everyone wants everything, so that’s what’s given despite how little sense it makes.

But Why Shouldn’t You Dawdle?

If this is what makes you happy, that’s fine, but my problem with this approach to the game is that it discourages immersion in the game world and can’t possibly work unless the risk of character death drops so low as to be negligible. As to the first point (which is a tangent from my main thesis), the logic of the game world becomes inconsistent. I can suspend my disbelief and accept a dragon that breathes a cone of cold, but I can’t accept the notion of a Rod of Cancellation spontaneously generating multiple copies of itself because multiple characters want it. The latter just doesn’t make sense, and no attempt is made to make sense of it. There’s no drain of resources to make it happen. There’s no need to visit the local archmage to make copies of it. It just happens.

As to the second point (now we’re back on track), a game where I know the DM will never kill me bores me. A game where I’ll get killed if I don’t think things through logically is far more fun. Sure enough, I’ve rarely seen character death in 5e. In fact, I saw far more character death in 4th Edition D&D (“4e“), and 1st-level 4e characters are intentionally durable. The more gamers become unwilling to suffer even the smallest of setbacks, the less we see them, which is why I stopped playing. There’s none of that in 1e. Can your characters survive? Sure, especially if you send the henchmen and hirelings in first. As I’ve been told, PCs can survive an entire campaign even despite the save or die mechanic (which I still don’t like). However, if you truly immerse yourself in the game, you’ll see that some actions are downright stupid and should get your characters killed. Game mechanics like wandering monsters discourage such stupidity, and as a consequence reward true immersion in the game world.

Your mission is to save the noble, not to grab an extra 5 copper pieces. Once you’ve got the noble, get the hell out of there. If this were a scenario in the real world, and you went for the coppers, your friends at your funeral would be discussing whether to submit your story to the Darwin Awards committee.

Be smart. Get in; get out.

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How to Succeed When Rolling a Natural 1 #StarWars #RPG #TTRPG

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Sundays now are lazy days for me. I either post something silly or other people’s work. Usually both. Today, it’s a mashup of two great things.

Does the roll actually matter?

Star Trek >> Star Wars.

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The Dinosaur Cat @FatCatArtRu #Caturday #5e #DnD #TTRPG #RPG

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Combining my love of cats with my childhood obsession with dinosaurs? Yes, please.

The original (as far as I can tell) image can be found here: https://imgur.com/gallery/IL4e9mp. The accompanying text notes that it can be used as a beastmaster ranger’s animal companion. The user apparently creates a lot of homebrew content for 5th Edition D&D.

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My Permanent Maps @schley #ADnD #DnD #RPG #1e #4e #5e

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My favorite 1st Edition D&D (“1e”) adventure is C2: The Ghost Tower of Inverness. Also up there in the ranks is C1: The Hidden Shrine of Tomoachan. I’ve converted both mods** to 4th Edition D&D (“4e”) and 5th Edition D&D (“5e”). I’m always eager to run either one, and because I’ve done so multiple times, I made (and saved) maps for them.

** The last time I used the word, “mod,” for what others call “adventure” or “module,” I received an odd amount of pushback. One person even accused me of lying that it’s what I called them growing up, as if there could possibly be a motivation for something like that. I grew up in Montgomery County, MD, and every single person I gamed with called it mod. Some still do. We also occasionally used the terms adventure and module, but the point is that “mod” was the standard term. Your regional dialect, or even your specific gaming group, may have a different experience. I don’t care. I shouldn’t have had to write this aside, but if I didn’t, I might receive the same pushback over something that shouldn’t matter at all.

Ghost Tower

Dungeon Tiles were released during the 4e era, and I had tons of them. So much, in fact, that I had enough to spare. So, when I created the Dungeon Delves for synDCon 2011, I decided to take some of those Dungeon Tiles and permanently affix them to foam core. I’ve since used these for 5e as well. In other words, I’ve made good use of them. While unpacking recently, I discovered them. SPOILER ALERT! These cover only the Ghost Tower itself and a few iconic encounters along the four paths that lead you to it. Here are a couple of images of them.

The Earth Level

The Fire Level with a Friend

For the other encounters, I can always use these. I bought a set.

Hidden Shrine

With Hidden Shrine, I took a different approach, though not until 5e. I bought the hi-res images of the maps directly from their creator, Mike Schley. (You can see his work at https://mikeschley.com/.) I printed almost every room and hallway in the entire dungeon to cardstock (in color) so that I could use them as Dungeon Tiles. They’re exactly the correct size for minis. I also have several sound files containing phrases in Nahuatl that are either common (e.g., “Hello.”) or specifically used in the mod. They further helped set the mood. Here are some samples.

A Couple of Rooms

The problem with both of these mods is that they’re designed for competition. Each is designed for a set number of pre-generated PCs, 3 for C1 and 5 for C2 (though I created a 6th for C2), and the risk of death was unreasonably high — even by 1e standards — so that there would be one clear winner at the end of the convention. With both adventures, you can probably solve the “unreasonably high” problem (if you think that’s a problem) by having a normal party size.

In the foreseeable future, I plan to play only 1e, but I’ll make use of these maps nonetheless. “Theater of the mind” (i.e., gaming without maps) doesn’t bother me — it can be quite convenient at times — but I’m a huge fan of using maps. They help with the immersion that I often discuss, and they correct mistakes I make as DM in describing the surroundings. That doesn’t mean my 1e games won’t otherwise be theater of the mind. To me, that’s an inseparable part of the 1e experience. At least for now. 🙂

We won’t be breaking out the tape measures.

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An Answer to a Question: LUC and PSI @ZachBurrell10 #DnD #RPG #FASA #StarTrek

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I’m waaaaay ahead on my blog writing, so this post, written on 2/18/2022, relates to a tweet from 2/11/2022, and is being published (assuming I don’t move my schedule around) on 3/3/2022.

The FASA Star Trek RPG (“STRPG“) is one of my two favorite RPG systems, so of course I had that one on the brain. STRPG was a d100, skill-based system, where players collected skill points based on their Star Fleet Academy (or other) training, and placed them into various skills. Their ability scores were also based on d100, so ability and skill checks were treated the same way.

The ability scores in STRPG had a one-to-one relationship with those of D&D, but STRPG added two extra skills: PSI (psionics) and LUC (luck). As you know, D&D has had different ways of dealing with psionics, none of which involved a separate ability score. In 1st Edition, a minimum Intelligence of X gave you a 1% chance of having psionic talents, opening up a new system of mechanics. I never played 2nd Edition, but from 3rd Edition forward, psionics became a class feature. If you took a psionic class, you had psionics. Otherwise, you didn’t (though some magic did psychic damage). Ergo, I didn’t respond with PSI. D&D couldn’t really use it.

LUC is a different story. There’s room for it in D&D. In a reasonably balanced system, LUC was a way of giving the PCs an advantage over the NPCs. There are other ways to do that (e.g., 3rd Edition action points, inherent mechanics), but a LUC score wasn’t a bad choice. If all roleplaying and dice rolls failed the PC, they could request one more shot at success with a LUC roll. If they rolled less than their LUC score, they succeeded despite those failures. Of course, it was up to the gamemaster to define what that success was, which could be partial rather than total. Considering how focused modern gamers are on player agency, I suspect that a LUC ability score should appeal to many of them.

BTW, if you’ve never read my blog before this post, I’ve probably left you in suspense.

For the record, my other favorite RPG system is 4th Edition D&D.

If I fail my LUC check, my love of 4th Edition could start a nuclear war.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to, nor endorsed, the contents of this post. (Okay, jackasses?)

In case the tweet is ever deleted, here’s a screenshot of it.


Our Personalities and Our Criticism of Games @Linnaeus #DnD #RPG #4e #5e

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A couple of weeks ago, after I had already queued up about 13 posts for publication over the next two weeks, I ran into this tweet.

I thought it was interesting, especially because at least half of it applies to me. As I said yesterday, my professional life is filled with attention to detail. It’s also filled with conflict — not fist fights or public shaming, but disagreements over large amounts of money. In addition to that, my childhood was filled with conflict — not disagreements over large amounts of money, but fist fights and public shaming. I don’t want any of that in my gaming (which, by the way, explains why I’d much rather play cooperative games than adversarial ones, or at least team games rather than “everyone for themselves” ones).

Well, not exactly. I want my characters to have disagreements (of both types). What I don’t want is for players to disagree to the level that it creates unnecessary stress. Modern gaming seems to have far too many arguments among players and GMs. GMs want to enforce rules, and players want to “win D&D.” While I’m more than happy to admit that my childhood instincts are often to blame for this, I’m not just talking about conflicts involving me. I see this in others as well, meaning it’s not all my fault. Conventions aren’t brawls, but if you’re looking for it, you see how frustrated we get with each other. Many gamers tend to keep it to themselves, but a careful observer can spot it, and a good GM avoids it.

That’s why I’m looking forward to revisiting 1st Edition D&D (“1e”). There are a few mechanics that remove some of the tension that I’ve experienced. For example, before a group of unsuspecting PCs open a door to a room, the unsuspecting goblins inside are going about their business, moving from one side of the room to the other to stack boxes or whatever. Where they’re all standing at the very moment the PCs open the door is a matter of random chance, and in 1e, it’s understandably determined by a die roll such that the distance between the parties when the encounter starts is random. That makes things even more interesting. Note well that 1e does this without removing player agency. The player’s character sheet has, for example, ability scores that modify the rolls. Moreover, I say “unsuspecting” to make the point that in some cases the players do suspect danger and can act through role-play that adjusts these circumstances. To me, that’s ideal, however . . . .

This places me in a paradox. I don’t want to have to remember lots of rules, but I want lots of rules to avoid conflicts. I’ve often noted that one of the primary decisions game designers face is deciding whether an aspect of the game is determined by the role of the die or a discussion with the GM. I’ve also noted that the opinions expressed on this blog are sometimes unfair to game designers. Maybe I just don’t know what I want. But I’ll say this: When in doubt, force a roll. First, that’s why we’re all here: to roll dice. Second, as I noted above, forcing a roll doesn’t remove player agency. The luck of the roll is modified by the build of the character. Players are still making their impact known. They’re just forced into a position of having to accept that roll based on a rule known, and applied fairly, to all involved.

Returning to the point of this post, I understand that some of you will disagree with my general point even if you agree with my specific example. That’s fine. You have different personalities, so different things bug you, but that’s a subjective standard, not an objective one. It’s an opinion, not a fundamental truth of game theory. I think that’s what Linnaeus was saying, and if so, I agree. This is about our personalities, and that’s no small point. In a sense, edition wars are culture wars. When we complain about the choices made by the game designer, we’re indirectly attacking those that prefer those choices. I thought the mantra was supposed to be “first and foremost, games are about having fun.” Just have fun, and let others do the same.

I did not expect this post to tie into the stupidity of edition warring, but I don’t regret it.

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Memory Failure #DnD #RPG #4e #5e #TTRPG

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Here’s a short thought inspired by the Metaverse.

Someone on Facebook asked, “As a DM, what rule do you most often forget?” My answer is easy for 5th Edition D&D: I never award inspiration. I’ve done it maybe two or three times, and only then because people asked me to do it. It’s a silly thing. Someone like me should constantly be thinking about rewarding character concept-driven role-play, which I believe is the primary purpose of the mechanic. In 4th Edition D&D, the analog to inspiration was the Action Point (“AP”), and I never forgot to award that because it was rewarded based solely on how many encounters you had. Every other encounter, you received an AP. Most players were on top of that and automatically gave themselves the AP.

6,140 Erasing Memory Stock Photos, Pictures & Royalty-Free Images - iStock

In all editions of all games, my forgetfulness manifests itself primarily through running a PC. If my character sheet gets too complicated, I forget to use abilities, feats, spells, etc. My professional life is all about attention to detail. When I’m playing a game (or writing about one), I want to relax, focusing on acting out a distinctive character concept rather than my character’s mechanics. Ergo, I try to keep my character’s mechanics as simple as possible, venturing into complexity only when it serves the character concept.

That’s it. Just a thought.

What do you forget?

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Edition Wars! @ansonmount @WilliamShatner #DnD #RPG #4e #5e #Pathfinder #Shadowrun #TTRPG #StarTrek

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Going forward, Sundays are lazy for me. I either post something silly or other people’s work. Usually both. Today, it’s explaining myself, then picking a fight.

I’ll start. From left to right:

1st Edition AD&D and 4th Edition D&D
Anson Mount’s Christopher Pike and William Shatner’s James Tiberius Kirk

You give it a shot. In the meantime….

I never said I wasn’t a dick.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?) Shadowrun and Pathfinder are also trademarks, but I have no reason to believe their lawyers are jackasses.

Grids and Operational Spacing #RPG #TTPRG #DnD #4e

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In 4th Edition D&D, the sizes used for creatures were Tiny, Diminutive, Small, Medium, Large, Huge, Gargantuan, and Colossal. I know that wasn’t for everyone, but I liked that. A lot. I liked that level of distinction and didn’t find it confusing or hard to memorize. In fact, in the game system Vic and I are developing, we added “Vast,” which is obviously larger than Colossal. Each of these sizes has corresponding space they take on the battle map. 

Tiny 1/8 square**
Diminutive 1/4 square
Small/Medium 1 square
Large 4 squares (2 x 2)
Huge 9 squares (3 x 3)
Gargantuan 16 squares (4 x 4)
Colossal 25 squares (5 x 5)
Vast 36 squares (6 x 6)
Medium Space (Full Table)

As I said, I liked this system a lot, but I’ve toyed with a new terminology that requires some extra abstraction. Also, to be mathematically consistent, the top row (Tiny), should be 1/9 square, but I’m probably the only person who cares about that. Besides, that’s about to be adjusted.

Note #1: I wrote a long post justifying my position with a lot of math. It referenced exponential progression and irrational numbers. I trashed all of that in favor of just giving you my conclusion.

Note: This post isn’t intending to solve a problem. It’s just introducing terminology that expresses what most people already do intuitively, but tweaks that a tiny bit.

This should be an easy exercise for you. Imagine an encounter consisting not of a bunch of medium sized creatures fighting each other but rather of platoons of troops in a mass combat, or perhaps jet fighters in a dogfight, or starships flying at incredible speeds. Despite covering very different ground within game, the dining room table and battle map are the same size. Ergo, a 1-inch square adjusts its meaning depending on the size of the combatants and/or the distances they cover.

The terminology I use to reflect this adjustment is “n-space.” We generally run our games in Medium-space (because Small/Medium-space is too wordy), which means “one square represents the area a Medium creature needs to operate,” and other size categories are represented relative to that. For an encounter involving a larger base unit, we use, for example, Large space, which looks like this.

Tiny 1/64 square = 1/26 squares 64 creatures/square
Diminutive 1/16 square = 1/24 squares 16 creatures/square
Small/Medium 1/4 square = 1/22 squares 4 creatures/square
Large 1 square = 12 squares = 1/12 squares 1 creature/square
Huge/Gargantuan 4 squares = 22 squares (2 x 2) 1 creature/4 squares
Colossal/Vast16 squares = 24 squares (4 x 4) 1 creature/16 squares
Large Space (Full Table)

You’ll notice a few things. First, the 1 creature/square entry now applies to Large creatures, which is the definition of “Large space.” Second, if you reverse engineer the math, you’ll see that 16 Tiny creatures (not 8 or 9) would occupy 1 square in Medium space, because they’re now (properly in my opinion) treated as taking half the space of a Diminutive creature. Finally, you’ll see that Huge and Gargantuan objects are lumped into the same category, as are Colossal and Vast objects. Again, unless you want me to show you some exponential progressions and irrational square roots, you’ll have to take my word for it, but rest assured there are still Huge creatures, so you don’t have to throw out your Huge minis and that Colossal red dragon you paid hundreds of dollars for on eBay. Their size remains relevant in Medium space.

If we didn’t pair Huge creatures with Gargantuan ones, we’d have to say, “12 Huge creatures fit in every 7 squares in Gargantuan space,” or “1.7 Huge creatures fit in 1 square in Gargantuan space.” No one wants that.

Well, if my goal is to simplify things, I haven’t yet met it. That table is still a lot to take. Fortunately, in Large or larger spaces, we don’t need to worry about the low-end cases, and in Large space, we probably don’t have to worry about the high end case either. This is because no one cares how many pixies fit on a starship (“A bunch; that’s how many!”), and a trebuchet isn’t going to fit in a pixie’s treehouse. We also don’t need the column explaining the math. So, here are the additional, easily-digestible tables you’ll need:

Tiny1 creature/square
Diminutive1 creature/4 squares
Small/Medium 1 creature/16 squares
Tiny Space

Tiny4 creatures/square
Diminutive1 creature/square
Small/Medium 1 creature/4 squares
Diminutive space

Small/Medium 4 creatures/square
Large 1 creature/square
Huge/Gargantuan 1 creature/4 squares
Large space

Large 4 creatures/square
Huge/Gargantuan 1 creature/square
Colossal/Vast1 creature/4 squares
Gargantuan space

Large16 creatures/square
Huge/Gargantuan  4 creatures/square
Colossal/Vast1 creature/square
Vast space

They’re nearly identical tables with three entries each, but with shifted labels. Your starship minis can be the same size as your human minis. You just need a few minis representing mobs or swarms of things (which you all have in your collection), and you’re good to go. Of course, this is what we’re all doing anyway. With just the slight tweak of how Tiny creatures are represented, and grouping larger creature sizes together in spaces larger than Medium space, I’m just introducing a terminology to define it. If this were explained in an RPG sourcebook, you could provide even less justification than I’ve done here. Most people want only the rules; they don’t need the math to justify it.

One last note: I could imagine adding Enormous space and Immense space as categories to a system like Star Trek or Star Wars because Vast space would be cosmic in size. I’m not sure that’s necessary, but if such a choice were made, it could work. Those two terms have the benefit of using a different first initial, allowing each size category to be expressed as a single letter without confusion. For that reason, Cosmic space wouldn’t work. It would create an ambiguity when referenced with Colossal space.

What do you think? Is treating a 3 x 3 creature differently from a 4 x 4 creature really that important when sieging a castle? 

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Identity Theft #StarTrek #StarWars

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This identity theft is both meta and not.

It’s not a joke . . . or is it?

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