Let's roll some dice, watch some movies, or generally just geek out. New posts at 6:30 pm ET but only if I have something to say. Menu at the top. gsllc@chirp.enworld.org on Mastodon and @gsllc on Twitter.
It’s been a minute since I’ve written about D&D, and it’s going to be a little while before I do so again. (The next couple weeks of posts have been written.) So, I wanted to get back on track. I’ve talked about how I prefer to play D&D, and why that drove me from the game for a while, and in that post I discussed puzzles a bit. This expands on that.
I like puzzles.
Acrostics, sudoku, crosswords, Wordle . . . you name it, I love to solve them or write them. I also like to be challenged, which means if I always succeed, I lose interest. I’ve noticed that many players don’t like puzzles, and that many who do like them will get frustrated unless they always succeed. That’s fine, of course; play what you like, but it’s part of why I stopped playing altogether, and even now am just running games. I seem to be in a small minority among the nerd circles I frequent. Crafting puzzles is as much about finding the right level of difficulty for the group as it is about the logic of its design.
I think I found the basis for a puzzle that many people can enjoy. I present to you the Cistercian numbers.
If you have a group that doesn’t like hard puzzles, then simply writing a number can be the puzzle itself. To make sure you get it write (intentional typo, because I think I’m funny), here’s a converter care of @dCode_fr. If you have a group that likes hard puzzles, this can throw a wrinkle into the mix. If they need to calculate or otherwise decode a number, make them read the puzzle, or write the answer, in this system. You could also provide a hint that the characters must add the appropriate markings in the order in which they appear in the Arabic numerals (i.e., if the number is 12, add the horizontal line running left first, and then the one running right second — 10 than 2). Perhaps a Cistercian clock could be counting down, so that you don’t know how much time you have. That would probably require some software engineering on your part, but if you can code and you like puzzles, why not?
Okay, I know I burdened you with a lame unboxing just 5 days ago, but this is a good one. This is without a doubt the nicest collectable I now own. Behold, the unboxing of a 1st Edition D&DWilderness Survival Guide with James Ward’s signature in the inner cover.
I’ve done a lot of lists on this blog. A lot of people have done lists of the greatest D&D mods*** ever. So, I’m going to do a list of my favorite D&D mods. One comes from 3rdEdition D&D (“3e”), but the rest come from 1st Edition D&D (“1e”). However, unlike most people, I’m not going to attempt to give you an objective analysis as to why these are the best mods. This is a purely subjective topic, and I’m not one to deny my lizard brain nature. I fully admit that the reason a mod is going to appear on this list is emotional in nature. Still, you should consider running them in whatever system you’re using. If for no other reason, you’ll witness the inspiration for your favorite adventures. In terms of the 1st Edition D&D (“1e”) mods on this list, these were the pioneers.
*** I once used the word, “mod,” for what others call adventure or module and 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. 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.
I left RPGs in 1982 due to the Satanic Panic. I returned in 2005 during the days of 3e. The first homebrew campaign I ran started with an adaptation of this mod. For what it’s worth, several of the players told me they enjoyed it quite a bit. It was nothing groundbreaking, so my sentimental attachment can get it only so high on this list, but it was very good, and it was written by one of the best DMs in the business.
Starts with a puzzle, which we got right, and I’ve had to change ever since. Then you’re given three paths to take, each of which leads you to one of three magic weapons you’re tasked to retrieve. These three weapons have maintained their iconic status in every edition of D&D since. There are more puzzles, both direct and logical (easily modified for repeat players), and some iconic monsters. The mod was the first one I played or ran that made great use of hindering terrain. Acknowledging that aspect of the writing, I was particularly proud of my conversion of the kelpie encounter to 4th Edition D&D.
D&D didn’t get me into mythology. Mythology got me into D&D. I wasn’t terribly familiar with Central American mythology, and even less familiar with other aspects of the culture. According to Jeff (who I spoke with through Facebook), Harold was the one that did research on the cultural aspects of the mod. He did a decent job, sprinkling in appropriate imagery and language. I used his work as a springboard to provide even more immersion. As I mentioned previously, I acquired sound files of Nahuatl phrases, both common and specifically used in the mod. I love this mod so much, I own two physical copies, one of each version. I’m always prepared to run it.
I loved Star Trek. I loved D&D. If it weren’t for the next entry on my list, this would be my favorite adventure ever. It was hard for me to run as a kid because there are a lot of rooms to prepare, and it was essentially a hack-and-slash dungeon crawl, but what a “dungeon” it was. Malfunctioning androids and robots, strange natural creatures from other worlds, but also an intellect devourer, a mind flayer (with what effectively amounted to a phaser), and a bulette to keep it grounded in fantasy. Love it.
This is my favorite mod ever, in no small part because of the artwork of Jeff Dee, which always makes mods more memorable to me. However, the mod’s content stands on its own. As a competition mod, it was designed to kill off everyone to assure that there was a clear winner at the end of the adventure. Sure, there were hack-and-slash encounters amounting to nothing more than resource drains, but there were also puzzles, which I love. The tower itself had a clever theme, with each level (before the last) representing a different element: air, earth, fire, and water. The water level has a nice twist to it as well, and the earth level has one of my favorite monsters from mythology.
By the way, this arrived today.
It’s not in the best of shape, but you should expect that from something so old. Note, though that it was reasonably priced, and I haven’t found any coffee stains yet. Will this make it into the top 5? Probably not, but I hear it’s really good, and it’s next on my scheduled mods to run after Keep on the Borderlands.
There are a bunch of other mods I love, but I’m not going to make a top 50 list.
Who wants to do me a solid? If you have a #3e or #5e#DnD game this weekend, give me a tally of how many times each #spell was cast in a session (ignore spells not cast of course). DMs probably have no time for this, but a player should (if not surfing the net between turns). 🙂
— Rob Bodine, #Attorney by Day, #Nerd by Day & Night (@GSLLC) March 23, 2022
Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
Yesterday, I spoke out against dawdling, and how 1st Edition D&D dealt with it. Here’s an adventure idea that takes that to the ultimate level.
Someone posted an encounter idea on Facebook. The gist of it is an adventure where the PCs are asked to retrieve an item at an adventure site. They arrive at their destination, and it’s littered with dead bodies. The wander through the entire site towards the room where they know the object is kept. When they get there, they run into another party. They have the item and are drinking some brandy in celebration of their accomplishment. In other words, another party got there first. How do you handle it?
Honestly, I don’t care because I think the opposite scenario is better.
My Scenario
The PCs’ benefactor hires them to retrieve the item. When they agree, the benefactor hands them the bottle of brandy and says, “This is for when you succeed in finding the staff. It’ll make it easier for you to get back to me.”
That makes it sound like the brandy has magical properties, but all the benefactor means it that it gets you drunk. This is a flimsy way to try to get the PCs to get drunk once they’ve accomplished their task, but it’s not critical. Moving on, allow the party to do what they expect. They arrive at the site, fight off the creatures, and retrieve the item. Ideally, they’re the ones drinking the brandy, and that’s when the other party arrives. The party face asks, “Did you really think your benefactor was the only one that hired parties to retrieve such an important item? There are several of us.”
Coming out to Play
Obviously, absent miraculous role-play, the other party attacks a (hopefully drunk) party. When the PCs have dispensed with the other party, the adventure pivots to something like the movie, The Warriors. The job now is to avoid as many fights as possible against rival adventurers (as well as the occasional wandering monsters) while returning the item to the benefactor.
There’s a reason I prefer my scenario. First, the PCs get what they signed up for. They were told they were going to infiltrate, for example, a mind flayer necromancer’s stronghold, and that’s what they got. It doesn’t mean they can’t be surprised by what they find there, but it’s what the players were anticipating.
…
Second, I’m going to assume that the scenario I rejected doesn’t consist of just one fight, but instead, several planned challenges on the way home. However, if the spirit of the twist is respected, those challenges on the way home are one adventuring party after the other. Repeatedly facing five to six classed humanoids will quickly get boring. Keeping the bulk of the adventures in the stronghold has a potential for far more variety of challenges. Lastly, the rejected scenario’s “dead time” consists of just walking through a dungeon following a map, noting the already looted corpses along the way. That’s also boring. In my scenario, the “dead time” is still very much alive; it’s just a different kind of action. The PCs must use skills and logic to avoid those fights. Maybe that’s boring for some players, but it’s not as boring as the rejected scenario, and it’s a great change of pace for those who enjoy it. It also doesn’t handwave a part of the adventure that’s generally handwaved (returning home), which means the players are given more to do. This is a general idea that can be tailored to your adventure’s mission and, if necessary, to your RPG’s genre and setting.
While I’m sure this has been done before, I don’t recall having seen it.
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.
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.
Follow me on Twitter at @gsllc Follow Mike Schley @schley
Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
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
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.
Last week, I discussed spell components. The conversations I had across Facebook and MeWe led me to a follow up post, and then down a rabbit hole to today’s topic.
4th Edition D&D (“4e“) didn’t track spell components for powers, and rituals had a set cost that didn’t even list the material components. Material spell components were abstracted, so a ritual caster could remove a specified number of gold pieces from the character sheet and assume the material components were available. Based on my linked posts, you’d think I’d have a problem with this, but I didn’t. In 4e, there were no go-to spells or rituals. Everything was balanced so that players chose their suites of powers based on the type of characters they wanted to play. Tracking material spell components (or casting times as in 1st Edition D&D) was unnecessary; characters were already greatly diverse. That kind of variety made for far more interesting combats, even if most of table were playing the same classes. In 4e, there was no place for the question, “What classes are you guys playing?” It didn’t matter. You could play what you wanted without affecting the game because everyone was different even if they were the same. As someone who played a ton of 4e, I never understood the claim that all classes played the same. Even within classes, they played differently.
Rituals weren’t used very often in my experience, but I think that was the result of adventure writing rather than an inadequacy of the ritual system. In fact, I wrote a Dungeon Crawl system for 4e, and on the now-defunct loremaster.org added a post on how to convert rituals to spells (or “near-spells”). Here’s a PDF that was the basis of that post. It’s not the final draft, so it may have some rough edges.
Nothing Is Certain Except Death and Taxes
As good as that was, 4e screwed up in a different but analogous way. When it came to feats, almost every class had go-to feats. In fact, there were feats that were go-to for most classes. This was known as a “feat tax.” Durable, Implement Expertise, Improved Initiative, Toughness, Weapon Expertise, and Weapon Focus immediately come to mind. This wasn’t nearly as large a sin of game design — other players generally don’t notice which feats a player has chosen — but for what it’s worth, 5e does a much better job with feats. I have trouble selecting 5e feats because a large number of them are valuable no matter what class I’m playing, so I know I’m going to make different choices than other players.
Modern games seem to have defeated the death part.
As I said in the prior posts, game designers need to pay better attention to whether their systems lead a majority of players to make the same choices. 4e proved that you can design a game of diverse characters in such a way that it doesn’t devolve into an exercise in accounting, and simultaneously broke that rule.
A couple of days ago, I posted about some things I found while continuing to unpack. One thing I found deserves its own post: the program for our first synDCon gaming convention (2010). When we decided we were going to put on a convention, we had a meeting of at least 20 people at the Cracker Barrel in Chantilly, Virginia. This took place after one of our Living Forgotten Realms game days at the now defunct Game Parlor. Only seven people decided to come on board as owners, with two quickly moving to Arizona before we could even get started, and then two others flaking out. It was basically Vic, Cassandra, and I doing everything.
Front Cover
The cover art and Gamers’ Syndicate logo were both designed and illustrated by Erik_Nowak, and he also designed this program.
Welcome Statement
I remember a meeting when there were just five of us. We had to decide who would be the number one person: the Convention Coordinator. I didn’t volunteer because I didn’t want to be too pushy, but no one else wanted to do it. This was typically unnecessary nerd angst on all our parts, because in the end it didn’t matter. Everyone had to work hard (until they flaked out), and no one was really the boss among us.
Pages 2 and 3
I’m proud of two things. First, look at that first page, and continue to examine the ones that follow. Even when we had seven planned owners, everyone was almost exclusively a 4th Edition D&D player. Nevertheless, our relatively small convention had a ton of variety in what was run. There were card games, board games, RPGs, and miniature war games. Within the RPGs, we had a ton of variety as well, and there were games run specifically for beginners. We also had a “synDCon special,” which was written by Erik and D. Hunter Phillips.
Pages 4 and 5
The second thing of which I’m proud was my idea (<patting myself on the back>). We had staggered slots. Instead of the typical 8am-12pm, 1pm-5pm, 7pm-11pm schedule for RPG games, we added in slots at 10am-2pm and 3pm-7pm as well. Again, for a small con, the fact that this worked out so well was remarkable. Many people took advantage of the opportunity to sleep in, try our Dungeon Delves for a couple of hours, sit in on a seminar or author book reading, or try new systems at the beginners’ tables. Another great idea of mine was to allow only 5 seats per game in presale despite tables seating 6 players. This made it far easier to sit players that didn’t preregister or wanted to change tables. No one had a problem with it, but a lot of people appreciated the flexibility.
Venue Map
This was a nice hotel, and it was conveniently located near a Metro stop (our public rail transportation system). And being who I am, I especially wanted a site in Maryland so that we could register for a federal trademark if it ever came to that. 🙂
Pages 8 and 9
Okay, yes, we definitely emphasized Living Forgotten Realms, but I’m still happy with how much Heroes and Rokugan and Pathfinder Society we had (these are living campaigns for the RPGs Legend of the Five Rings and Pathfinder respectively).
Pages 10 and 11
Note well, though, that there was more going on than the program states. We had a board game room, and open play for both card games and miniature war games. Saturday night, my cousin and I, a.k.a., Wet Paint, performed for a crowd of beer-drinking gamers some hits of the 80s and 90s. That’s when we played together, so our song set came from those decades.
Only Mike and I are Wet Paint. Matt James was an interloper. He’s considered a member of “Trail Mix,” which is anyone that’s ever played with us.
Seriously, for a small, first-time convention, look at how much variety we had. I loved it, and I never saw it with conventions this small. We also had seminars featuring authors and game designers. Being in the DC area, we actually knew a lot of those people, so it was relatively easy to get them here. This, in turn, allowed us to do this . . . .
Pages 12 and 13
We received a small amount of support from most of these companies, and others were actually present. Our prize for the first person to buy a convention badge was a ticket to GenCon. GenCon gave those away to conventions all the time; no inside track was necessary. However, we also had, for example, a member of Green Ronin participate in a seminar and run the (then-new) Dragon Age RPG, and Rob Hobart (AEG), the head of Heroes of Rokugan, ran a seminar and (I think) a few games.
I touched up this image of the back cover to delete some handwriting. Pay no attention to the fields of ecru.
We chose a great venue, and synDCon 2010 was a four-day convention. Yep, four days. Just like the big guys. Monday was a holiday, and adding that day to the schedule didn’t increase our costs noticeably. Of course, by cost I mean financial cost. My feet were sore (which is why I was sitting for the Wet Paint performance), and I ran, at best, on four hours of sleep a night, with only two on performance night. I’d say it was a success considering that we got hit with a snowstorm right before the convention, scaring off a lot of people.
The following year, we moved synDCon 2011 to mid-April to make sure we’d have better weather, but we had late snow that year. It wasn’t as bad as the previous year, but it still affected attendance. Infuriating. However, synDCon 2011 was an official convention within the circuit of competitive Munchkin published by Steve Jackson Games. In fact, we may have done that for synDCon 2010. I really don’t remember at this point. I just know we had a great time both years. Unfortunately, it’s too hard a thing to run with, for all practical purposes, two people running the entire show and Mother Nature chasing us around with snowstorms. This isn’t to say that there weren’t a lot of other people that did a lot of work. We had a lot of help, with a few people being organizers for Living Forgotten Realms, Pathfinder Society, and Heroes of Rokugan, and we still had decent numbers. However, in the end it falls on the organizers, and there were only two of us. Both Vic and I would rather not have a convention than do one half-assed, so we didn’t have a third one.
Would I like to bring it back? Yes. Do we have the financial means to do so? Probably. Do I see enough people getting on board to make the workload manageable? No. There are very few people I could trust to see it through, and I’m not getting any younger.
Here’s something interesting I never knew. The 3rd Edition Deities & Demigodshad a printing that included an appendix for adjustments to 3.5 Edition. As you may recall from my past writings, Deities & Demigods is one of the books I later regretted selling off, but I got lucky in that it was gifted to me by James. After reading the linked article, I thought, “Hey, maybe I actually have the 3.5 update printing.
Yep, I do.
In the ultra-rare instance that I’d ever play 3.5e again, I wouldn’t likely make use of it, so … how disappointing, eh?
Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to, nor endorsed, the contents of this post. (Okay, jackasses?)