Showing posts with label dwimmermount. Show all posts
Showing posts with label dwimmermount. Show all posts

Tuesday, August 8, 2023

Into the Megadungeon: Mysteries

The first episode of Ben Laurence's new podcast, Into the Megadungeon, was just released and features your truly talking about my own experiences creating and refereeing a megadungeon-centric RPG campaign. Feature episodes will feature others who've done the same and I'm very interested in what they have to say on the matter. 
Notes to the episode can be found here, though they're geared more toward newcomers to the topic than the old hands I expect to be the majority of Grognardia's readers.

Tuesday, July 18, 2023

Into the Megadungeon

Ben Laurence over at Mazirian's Garden is working on a podcast called Into the Megadungeon that will explore the ins and outs of refereeing a megadungeon-focused fantasy roleplaying game campaign. The first episode will be released on Tuesday, August 8, and will feature yours truly talking about both my Dwimmerount megadungeon of old and the Vaults of da-Imer megadungeon that I'm slowly constructing as part of Dungeon23

Additional episodes will be released on biweekly basis. Ben intends to produce 10 episodes as part of the first season of the podcast, with each episode featuring a different referee who's created and refereed a megadungeon campaign for an extended period of time. I have no idea how long he can keep the podcast going – I doubt Ben does either – but I think it's a worthy topic and I look forward to listening to the episodes as they're released.

Thursday, December 22, 2022

Dungeon23

An old mantra of this blog has long been that "roleplaying games were born in the megadungeon." By this, I simply mean that most of the earliest examples of what we would today recognize as RPGs were played in the context of exploring an immense, subterranean locale filled with monsters, magic, and mysteries – Dungeons & Dragons, Tunnels & Trolls, and Empire of the Petal Throne, to cite just three examples, all assume that much of a campaign's action will center around delving into the depths. Obviously, roleplaying games can (and should) include so many more activities, but there's something satisfyingly primal about braving the mythic underworld and returning to tell the tale.

To be worthy of the name, a megadungeon shouldn't merely be vast in size, it should also contain enough to hold the players' attentions for a long period of time. Unlike smaller, more focused "lair" dungeons, like those typically found in published adventure modules, a megadungeon is a sprawling, rambling thing that isn't about any one thing, nor is it possible to "clear" it. Instead, it's a place to which the characters can come again and again over the course of weeks, months, or even years without ever fully exhausting. A megadungeon can thus be the centerpiece of a campaign, in the way that Castles Blackmoor and Greyhawk were in their respective campaigns and the Jakállan Underworld was in the earliest TĂ©kumel campaign.

I was reminded of all of this for two unrelated reasons. First, as you'll know, I've been working on a science fantasy RPG I'm calling The Secrets of sha-Arthan. When I first conceived of the idea a year and a half ago, I called the project The Vaults of sha-Arthan. The Vaults of the title are megadungeons by another name – deep, ancient labyrinths reputed to contain the secrets of the deific Makers. From the beginning, I knew I wanted to develop one of these Vaults as the basis of a sha-Arthan campaign and have been slowly poking at the idea ever since.

Second, Sean McCoy, the creator of Mothership, proposed something that's come to be known as Dungeon23. The idea quite simple: create one room each day for a megadungeon throughout the entirety of 2023 and then share the results. I thought this was a great idea, if only because it took what might otherwise have seemed like an insurmountable endeavor and broke it down into a much more manageable form. Since I was already contemplating the development of one of the Vaults of sha-Arthan for use in a campaign, Sean's idea struck me as worthy of an attempt.

So, among other things, 2023 will see me attempt to flesh out the Vaults beneath the ancient city of da-Imer one room at a time. Since I already have a lot of ideas of what that fabled underworld might contain, I'm pretty confident that I'll be able to keep up the pace for a while. Of course, this is a marathon, not a sprint. The real test comes after a few weeks or even months, after the novelty of the exercise begins to wear off and the realization that a year is a long time to commit to a single project.

I'll undoubtedly have a few more thoughts on this, as I work on it over on my Patreon. For now, I only wanted to say publicly that I intend to pick up the gauntlet Sean has thrown on the ground. Wish me luck.

Thursday, November 24, 2022

Computer God

Something I've observed is that, if you look at the totality of a creator's work, you'll sometimes notice patterns in their creations. By "patterns," I mean subject matter or themes that keep cropping up again and again. Sometimes, this is done deliberately, with the creator explicitly embracing this, while at other times, it's done subconsciously. There are plenty of exceptions to this, of course; not every creator is given to this behavior. Indeed, one could make a reasonable case that the best creators are those whose works are genuinely varied in their subject matter or themes. 

Yesterday, I posted a story about an "AI agent" that had supposedly become very adept at playing Diplomacy. In reflecting on it, I realized that one of the reasons the story so intrigued me is not simply for its connection to a game I enjoy, but because it connects to a recurring subject within my own creative endeavors: computers as gods. I was suddenly struck by the fact that, without my specifically intending to do so, I'd been playing around with this idea under a variety of different guises. Clearly, it's something that has fired my imagination, hence the prevalence of it in my works to date.

The initial intention behind my Dwimmermount campaign setting was to create a setting for D&D that was outwardly fairly ordinary and traditional but with a secret science fiction background. Part of this background is that the gods of the Great Church were, in fact, artificial beings created by technological advanced Men in the ancient past and whose civilization was ultimately destroyed as a consequence of their hubris. None of this was ever revealed in the course of the campaign, but it provided the intellectual frame by which I understand the setting.

In my House of Worms TĂ©kumel campaign, the characters have spent a long time, both in game and in the real world, interacting with several strange cultures of the mysterious AchgĂ© Peninsula. Among the many ways these cultures differ from those of the characters' homeland of Tsolyánu are the gods they worship. One of the most important is called Eyenál, who is generally depicted as a war god. Some months ago, while interacting with a device of the Ancients, the characters learned of the existence of "ANL/1043," described as being "a 301st generation strategic agent" – in short, Eyenál is some sort of artificial intelligence, possibly charged with TĂ©kumel planetary defenses.

Likewise, in the Secrets of sha-Arthan, I've imagined many different artificial beings created by "the Makers" whose ruins are scattered across the True World. Some of these beings are mere automatons without much in the way of individual will or intelligence, while others are closer to Men. Others still possess vast and alien intelligence utterly unlike that of any other intelligent species. Some of these direct and guide cities or even entire nations, ruling them as gods, though, of course, few on sha-Arthan understand this. 

In each case, knowledge of the true nature of the gods as artificial beings is largely unknown within the setting. Naturally, I know the truth and occasionally the players (as opposed to their characters) catch on to what's really going on. The reaction has been universally positive, so far as I can recall. I distinctly remember the revelation about Eyenál being met with pleasure by several of the players, who felt it provided a clever and unexpected re-interpretation of many of the details they'd already collected about the AchgĂ© Peninsula and its history. 

I presume regular return to the subject of artificial gods is rooted in my lifelong love of science fiction. Stories of "computer gods" or, at least, computers viewed as gods are commonplace in the genre. I wonder, though, if there's more to it than that and, if so, what it is. Clearly, I'm trying to grapple with something through the vehicle of my imagination, though I'm not yet sure what it is. Regardless, I find it fascinating that I continue to revisit this idea and wonder if others find that they return to the same ideas over and over within their own creations.

Sunday, November 18, 2012

Rats!

This weekend, I pulled out my copy of the 1981 version of the Dungeon! board game -- I wrote an article about the game and interviewed its creator, Dave Megarry, a few weeks back, actually -- and sat down to play with my family. We had a lot of fun and it brought back fond memories of my first having played it in late 1979. As long-time readers of this blog no doubt remember, Dungeon! was my gateway to the hobby, which is why I'm encouraged that Wizards of the Coast has recently re-released the game. I think that, as it was for me, this game could serve as an entrée to the hobby for a new generation of gamers.

Anyway, when playing, I chose to be a Hero, one of four adventurer types available for play. "Hero" is, of course, a callback to the old Chainmail-derived OD&D level title (another type is a "Superhero") and, along with Elf, it's one of the weaker options. To compensate for its lesser degree of combat prowess, the Hero also requires less gold to amass in order to achieve victory -- a mere 10,000 gold pieces compared to the Superhero's 20,000 (or the Wizard's 30,000). Consequently, a good strategy if you're playing a Hero or Elf is to stick to the upper levels of the dungeon, where the monsters are weaker.

So, when my Hero was poking about on the 1st Level, what did he encounter?
Best of all? The giant rats were guarding exactly 250 gold pieces. What terrible game design!

Comments on this post can be made here.

Friday, October 5, 2012

Open Friday: Level of Setting Detail

The first published setting for Dungeons & Dragons I remember seeing was probably The World of Greyhawk, which was long my model of the "perfect" level of detail in a published campaign setting. Its entries are short -- a paragraph or two at most -- and provide just enough information to inspire the referee while not leaving him without a net, so to speak. In recent years, I started to become a lot more enamored of the terseness of Judges Guild's Wilderlands setting material, but, on reflection, I realized that something a wee bit closer to The World of Greyhawk might have greater utility. That's why I'm very fond of the format Rob Conley adopted in Blackmarsh last year, which seems to offer a happy medium between the two approaches.

Here are some examples of what I'm talking about (taken from the gazetteer of the area around Dwimmermount):
2806 Elphame
Population: Unknown; Alignment: Neutral; Ruler: Linwa Nirmalan, Elf 8, N; Resource: Market
Elphame is the elven “capital” in the north, a secluded, fortified settlement closed to most outsiders. Its precise population is unknown, owing to the secretive nature of the elves, but is reputed to be in the hundreds.

2911 Gloris
Population: 300 Men; Alignment: Lawful; Ruler: Mayor Gillet Hodemer, 0-Level, L; Resource: Farm
Gloris is a small community whose inhabitants make their living by farming and trading with the friendly goblins of the nearby Makrono Marsh (see above).

3413 Ghaz Droonan
Built into the side of a mountain, the mighty dwarf hold of Ghaz Droonan stood for centuries as an example of the great works of the sturdy Children of the Earth. All that changed when a plague of unknown origins swept through its halls and exterminated its population. The source of the plague has never been determined and a foul miasma lingers still, discouraging any dwarf from ever returning.

3627 The Outyard
The Outyard is an immense subterranean complex hewn out of the Thunderhome Mountains (see above) and populated by giants. In Thulian times, the giants were kept at bay, but, in recent decades, they have become more active, raiding the settlements of Men and dwarves.

4004 Castle Greenholt
Population: 200 Men; Alignment: Neutral; Ruler: Nycaize Ouyquant, MU 7, N
Caste Greenholt is home to a powerful magician who has set himself up as protector of the Greenholt Forest (see above). Some believe this is because the forest hides a secret of the Great Ancients, while others believe he entered into a pact with the elves of Elphame (2806). Whatever the truth, the magician and his men do their best to prevent anyone from entering the forest without his permission.

4221 The City Out of Time
Whether this city even exists is open to debate among scholars. Legends claim that, on certain nights -- naturally there is debate as to which ones -- an ancient city filled with treasure appears for a short time before disappearing again. Legends also claim the city has magical guardians that slay any who attempt to make off with its treasure.
So what do you think? Is this too little detail? Too much? Just right? If these don't hit your personal sweet spot, what does? And how would you change these entries to make them more in line with your own philosophy of setting detail?

Thursday, October 4, 2012

Multi-Level Mapping

When I first entered the hobby, I was greatly taken by the cross-section illustration of "Stone Mountain" (aka Skull Mountain) presented in the D&D Basic Set rulebook edited by Dr J. Eric Holmes. Indeed, it's not unreasonable to say that, for over three decades, Stone Mountain has been my mind's eye vision of what a "megadungeon" looks like. For those of you somehow unfamiliar with this illustration, here it is:
There's a similar, though, in my opinion, less interesting, cross-section in Tom Moldvay's 1981 Basic Rulebook that looks like this:
A much better cross-section appeared in another Tom Moldvay effort, The Lost City, and it looked like this:
What I like about these cross-sections is the way they provide context for a dungeon by showing how all the various levels interrelate with not just one another but also the surrounding environment. I think that's key to presenting a compelling tent pole dungeon for long-term campaign use.

Much as like these cross-sections, they do have one problem: they're very stylized. That is, they're more art than map. That's fine for helping one to visualize the dungeon as a whole but it doesn't provide the nitty gritty details that are vital to ensuring that all the dungeon's pieces fit together properly. That's why I had Tim Hartin put together several images where all the levels of Dwimmermount were piled on top of each other to show how they connected. Here's one that shows seven different levels (1, 2A, 2B, 3A, 3B, 4, and 5):
Here's another that shows four different levels (5, 6A, 6B, and 7):
Doing this was incredibly helpful, since it revealed a couple of minor errors in the cartography -- places where the connections between levels didn't quite work out as they were intended to. While easily fixed and relatively minor in nature, neither of us would have noticed the errors if we hadn't undertaken this exercise. More than that, I got a different perspective on ten dungeon levels than a cross-sectional illustration might provide. I still think cross-sections are useful tools for referees and players alike, but they do have limitations, no matter how attractive and inspirational they may be.

Thursday, September 20, 2012

Rival Adventurer Detail, Take Two

After reading through the comments to my previous post, I went back to modified the description of the rival adventuring parties slightly:
Party #1 (0 Experience Points): The Five Delvers
The Delvers are a new adventuring party based out of Muntburg. Driven by equal parts curiosity and greed, they are not adverse to aiding other adventuers.

Asceline (Level 1 Neutral Female Thief) AC: 5 HP: 4
STR 10 INT 15 WIS 12 CON 13 DEX 17 CHA 13
Pick Locks: 17% Find/Remove Traps: 14 Pick Pockets: 23% Move Silently: 23% Climb Walls: 87% Hide in Shadows: 13% Hear Noise 1-2
Equipment: Sword, Dagger, Leather Armor, Backpack, Waterskin, Lantern, 4 Flasks oil, 1 Week Iron Rations, 10' Pole, 50' Rope, Thieves Tools
Personality: Asceline is bold to the point of foolhardiness. Her charisma makes her a natural leader.

Fortin (Level 1 Neutral Male Fighter) AC: 4 HP: 8
STR 13 INT 12 WIS 12 CON 11 DEX 9 CHA 9
Equipment: Chain Armor, Shield, Sword, Dagger, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 10' Pole
Personality: Fortin is the “strong and silent” type; he keeps his opinions to himself and does what he is told.

Rique of Tyche (Level 1 Lawful Male Cleric) AC: 5 HP: 6
STR 7 INT 12 WIS 13 CON 13 DEX 13 CHA 13
Spells: None
Equipment: Mace, Leather Armor, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 10' Pole, Wooden Holy Symbol
Personality: Like many clerics of Tyche, Rique is addicted to danger. He sees exploring Dwimmermount as a reward in itself.

Lorenz (Level 1 Neutral Male Fighter) AC: 2 HP: 5
STR 14 INT 12 WIS 12 CON 5 DEX 14 CHA 12
Equipment: Plate Mail, Flail, Dagger, Short bow, Quiver of 20 Arrows, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 50' Rope, Small Sack
Personality: Lorenz considers himself Asceline's “protector” and will do anything to keep her safe.

Thonyn (Level 1 Neutral Male Magic-User) AC: 9 HP: 3
STR 10 INT 16 WIS 13 CON 14 DEX 7 CHA 9
Spells: 1-Charm Person
Equipment: Dagger, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 50' Rope, Vial of Holy Water
Personality: Thonyn is the least trustworthy member of the Delvers; he would betray his fellows if he felt he could gain magical power as a result.
Is this enough detail for the referee to hang his hat on? Or should there be more information about the party and the individuals who makes it up?

Monday, September 17, 2012

Rival Adventurer Detail

I've written about rival adventuring parties several times in the past. I've come to believe that this is an aspect of old school play that was lost over the years. Whereas OD&D in its various forms and even AD&D 1e included lots of examples in their rulebooks and adventures to reinforce the notion that rival adventurers were a common "hazard" of dungeon exploration, I can't recall a single example of such a thing from 2e on, though I'm sure that those with better memories can (and will) correct me on this point. That's why, when I started the Dwimmermount campaign, I made a specific point of creating NPC adventurers whom the player characters could encounter. At least two parties of these NPCs had an impact on the development of the campaign.

Over the last little while, I've been writing up these rival adventuring parties, along with some new ones, and I've found myself wondering just how much information a referee needs to use an NPC adventuring party, which is admittedly part of a larger problem of just how much detail is needed for any element of an adventure module/setting. I myself require very little detail. My personal notes are usually quite spare -- mostly words or phrases intended to jog my memory. In fact, I make up a lot of details on the spot, since this saves time and gives me more flexibility in play. I can't begin to remember the number of times I've changed my mind about things because of the roll of the dice, player decision, or even just whimsy.

However, I realize that not every referee plays like me. So, I'm trying to strike a good balance between too much and too little detail in presenting NPC adventurers. Here's an example of one such party, written in a very minimalist style:
Party #2 (2,035 Experience Points): Typhon's Fists
Jehan of Typhon (Level 2 Lawful Male Cleric) AC: 4 HP: 8
STR 12 INT 12 WIS 14 CON 12 DEX 11 CHA 14
Spells: 1-Cure Light Wounds
Equipment: Chain Mail, Shield, War Hammer +1, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 10' Pole, Wooden Holy Symbol, 2 Small Sacks, 3 Stakes & Mallet, Steel Mirror

Ondart (Level 2 Lawful Male Fighter) AC: 1 HP: 12
STR 15 INT 14 WIS 12 CON 9 DEX 13 CHA 9
Equipment: Plate Mail, Shield, Sword, Dagger, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 10' Pole, Potion of Healing

Helouys (Level 2 Lawful Female Fighter) AC: 3 HP: 8
STR 16 INT 9 WIS 8 CON 11 DEX 12 CHA 11
Equipment: Plate Mail, Two-Handed Sword, 3 Daggers, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 50' Rope, 2 Flasks oil, Potion of Heroism

Genevote (Level 1 Neutral Female Magic-User) AC: 9 HP: 2
STR 11 INT 15 WIS 15 CON 9 DEX 9 CHA 8
Spells: 1-Magic Missile
Equipment: Dagger, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 50' Rope, Vial of Holy Water

Enjorran of Typhon (Level 2 Lawful Male Cleric) AC: 5 HP: 9
STR 14 INT 11 WIS 18 CON 10 DEX 6 CHA 5
Spells: 1-Protection from Evil
Equipment: Chain Mail, Shield, War Hammer, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 10' Pole, Wooden Holy Symbol, 2 Small Sacks, Scroll of Cure Light Wounds

Yurain (Level 2 Lawful Male Dwarf) AC: 1 HP: 8
STR 17 INT 9 WIS 10 CON 11 DEX 12 CHA 11
Equipment: Plate Mail, Shield +1, Sword, Light Crossbow, Case With 30 Quarrels, 6 Torches, Backpack, Waterskin, 1 Week Iron Rations, 10' Pole
As you can see, there's not much here beyond basic details. The NPCs have names but no descriptions, classes and equipment but no personalities or backgrounds. Likewise, the party itself has a name ("Typhon's Fists") but no details or agenda. Is that enough? For me, it is. The only things I  hate coming up with on the fly are game stats and, even then, it's not hard so much as something I don't enjoy, especially when you're dealing with mid to high-level NPCs. That's why I keep some pregenerated ability score arrays, names, spellbooks, etc, at hand in case I ever have to make up a NPC on the spot who requires more than a name and a vague personality. Other referees might feel differently, though, which is why I'm curious what these referees might add to this collection of game stats. What additional details are necessary to make these NPCs broadly useful should they be encountered as the result of a roll on the wandering monster chart?

Tuesday, September 4, 2012

OSRCon: Dwimmermount, Session 2

I'd intended to post the second of my OSRCon 2012 reminiscences sooner, but better late than never, I suppose. On the morning of the second day of the con, I ran Level 1 of Dwimmermount for a different group of people, including several fellow bloggers: Brendan S, Ramanan Sivaranjan, and Steve Connor, in addition to four others.
As with my previous session, all the players generated their characters on the spot, using the LBBs + Supplements. I really enjoyed this aspect of the session, both because it's fun to see newcomers try and make their way through the original edition of Dungeons & Dragons for the first time and because it's such a delightfully fast process. Generating OD&D characters at the table takes 5-10 minutes tops, even less if you streamline equipment selection through the use of utilities like this one. (That link leads to a blog post by Brendan Strejcek that, at the time, I somehow didn't connect with him, so it led to the amusing situation in which I recommended its use to its creator without realizing it).

One of the great aspects of rolling up characters at the table is that it helps players get into the proper spirit of things. I'm not, by nature, a high lethality referee (if my old school cred card hasn't already been revoked, this ought to do it), but I also don't shy away from killing off characters if that's what the dice dictate. Experience has taught me that this is a lot easier for all involved if characters are created using 3d6-in-order and character generation is kept simple so that rolling up a new one mid-game isn't an arduous affair. Plus, it leads to characters like this being played rather than discarded as untenable:
A joy unique to con play (and, to a lesser extent, Google+ hangout games) is watching different people explore the same stretch of the dungeon. The differences in play style and approach become readily apparent when you play sessions temporally close to one another, as I did at OSRCon. Whereas the Friday night group was rather cautious, even timid (with the exception of Ken St. Andre's berserker magic-user), the Saturday morning group was much more bold. Indeed, they seemed to relish poking, prodding, and generally trashing Dwimmermount in order to determine how everything worked (or didn't, as the case may be).
The differences between the two groups highlighted for me that dungeons (and adventure modules in general, I suppose) can't be used in just one way. Everyone approaches them from their own perspective, which makes the task of producing a "definitive" version of them difficult -- especially since I find that I adapt my own presentation of Dwimmermount (and even its contents in some cases) in response to the actions and expectations of the players. To one group of players, a room whose description -- if it has one -- reads "Former guardroom; wooden debris" is something quickly passed through and forgotten, but to another it's a source of endless fascination, investigation, and experimentation. For the latter group, I often make up details on the spot, details that, if I like them, eventually become permanent parts of the dungeon for future adventurers to find, should they ever make the effort of looking for them.
The other thing that stands out about the second Dwimmermount group is that they actually ventured down into one of the second levels of the dungeon (there are two). I purposely had the players in both groups generated 2nd-level characters in the hopes that, not only would they survive longer, but they'd be better positioned to take on lower levels. So, I was quite pleased when this group did so, since, fond as I am of the 1st level, I've run it a lot over the years, whereas the lower levels are much less well explored, even by my home group. Indeed, there's a lot of the dungeon no one has ever visited.

A final difference between the two groups is that the Saturday group discovered a pretty valuable magic item hidden behind a secret door -- a tome of clear thought. In my mind, I had confused the tome with the manual of puissant skill at arms, thinking that, instead of granting a +1 bonus to Intelligence, it increased the level of the magic-user who read it. Consequently, upon being discovered, the two magic-users diced for possession of it and then elected to leave the dungeon for a time to give the winner a chance to read it thoroughly. The rest of the group healed and re-equipped and they returned with a 3rd-level magic-user in their party. Aside from my obvious screw-up, this was interesting to me, since most con groups don't bother with leaving the dungeon for any length of time, instead forging ahead regardless of the cost. I found it a smart decision and so saw no reason not to allow it. Plus, it gave me a chance to use my dungeon restocking tables.

It was another good session and a reminder of the unique joys of playing with strangers, something I hadn't done since I was a youth, back in the ancient days when it seemed like D&D games broke out spontaneously whenever three or four kids were in the same place for any length of time. I highly recommend the experience, particularly for referees.

Thursday, August 16, 2012

OSRCon: Dwimmermount, Session 1

Last Friday, I ran the first of two sessions of Dwimmermount at OSRCon here in Toronto. I'd done this the year before and, from that experience, I knew what worked and what didn't. One of the things that worked was doing all the mapping myself. I brought with me a dry-erase map to which I added details as the players explored the first level of the dungeon. I'm frankly terrible at giving out reasonably accurate map descriptions anyway -- I often wind up correcting the maps of my players out of shame -- so I felt this would save a lot of headaches at the table and ensure that things moved along at a brisker pace.

Last year, I used pregenerated characters and gave the players an objective for the four-hour session, like "Find the rumored dwarf cemetery on Level 1" or "Locate the portal to Areon on Level 3," thinking this would provide some useful focus. This year, I abandoned both, allowing players to create characters on the spot and to wander about with whatever purpose they made for themselves. I think both decisions were wise, particularly generating characters at the table, since many players had never used the OD&D rulebooks before and it gave them a chance to handle and peruse them not as artifacts of a hoary past but as, well, RPG books that are meant to be used. I did allow players to create 2nd-level characters, since I wanted them to plausibly be able to explore the second levels of the dungeon if they so desired (both groups did).

My Friday night game had two "celebrity" players: Greg Gillespie of Barrowmaze fame and Ken St. Andre, creator of Tunnels & Trolls. Greg's presence was well known to me in advance and I really looked forward to having the chance to play with him, while Ken's appearance was quite unexpected. Shortly after I arrived at the con, Ken walked up to me -- he must have recognized me from my blog photos -- and asked if he could snag a seat at my game. I was more than a little surprised at this, since I was running D&D -- "That Other Game," as Ken calls it -- and didn't think he'd be very interested. Ken assured me he was interested, although he did express disappointment that I wasn't running "my" game, by which he meant Thousand Suns. I explained to him that attendees at OSRCon expected me to run Dwimmermount and he again asked if he could play. I said yes, knowing full well I was likely in for a ride, since Ken is well known for his impish personality, as well as his dislike of D&D and its rules.

In total, there were eight players at Friday's session and their characters consisted of a good mix of fighting men, magic-users, and clerics. There was a single elven thief, who was slain by a poison dart trap. He was replaced mid-game by a dwarf henchman (also a thief), who proved to be an unreliable scout, often claiming to have spotted no monsters up ahead when he really had. Needless to say, this led to chaos and hilarity at times. Two other characters ought to have died: a fighting man reduced to exactly 0 hit points but who was saved by the immediate application of a black sludge found in an alchemy lab that turned out to be a potion of healing and a 83 year-old magician who'd been carrying a slept gnome on his back. When a kobold spear struck the magician, his player asked if the gnome might have been struck instead. Quick recourse to the oracular dice yielded an affirmative and the MU lived to explore further.

Lots of things stand out about this session, most notably how cautious players become when they're playing in an avowedly "old school" dungeon. Likewise, there was a lot of creative spell use, particularly of charm person, which enabled the characters to take control of orcs on Level 2A and use them as guides, as well as cannon fodder. With the exception of the player of the dwarf thief and Ken St. Andre (about which I'll say more in a moment), the players worked very well together, forming a fairly cohesive team that not only relied on one another but worked to each others' strengths. Consequently, they managed to explore quite a lot of two levels in four hours and, I hope, had a good time doing so.

I called Ken "impish" above and that may be something of an understatement. Though the other players all created their own characters, Ken asked that I create his. I gave him a magic-user and that was probably a big mistake, since he continually balked at not only his spell selection but the very nature of D&D's magic system, attempting at many turns to get me to modify it to make it more like that of Tunnels & Trolls. When he saw that this was getting him nowhere, he took a different tack, turning his magician into a bloodthirsty combatant, leaping into battle and wielding his dagger with reckless abandon. Fortunately for him, the dice favored him and he didn't die, despite his foolhardiness. Later, he killed an orc, flayed it and wore its face as a mask, hoping to disguise himself as a monster. The tactic didn't quite work as he'd hoped, but neither did it hinder him, so he seemed content.

I can't deny that, in retrospect, I feel a little bad at how things unfolded with Ken. He and I have corresponded by email for a long time and I suspect he felt that, given our familiarity with one another, it was perfectly reasonable that he play as he did. He later remarked, on Saturday's panel, that he thought me a very good sport for the way I persevered under his constant barrage of wheedling. Of course, he also said that he felt it was the job of players to "give the referee opportunities to change his mind," but I wasn't in the mood to do that on Friday. The other players handled the situation well and didn't complain, even though it was clear at least a couple of them weren't pleased with what they, quite reasonably, perceived as a disruption. What saddens me most, I think, is that they've probably got a far worse opinion of Ken than they ought, but, given the circumstances, I don't blame them at all for feeling that.

All in all, I think my first Dwimmermount session this year was solid, but not as good as I'd have hoped it would be. On the plus side, I got the chance to meet a number of local folks interested in old school gaming and that's a victory no matter how you view it.

Monday, August 13, 2012

OSRCon Photos

I'm still recovering from OSRCon, which ran last Friday and Saturday, but I thought it'd be worthwhile to post a few photos from the convention in the meantime. I had a blast, as I did last year. It was great fun to have the chance to play through Dwimmermount with a new batch of gamers (about which I'll talk at greater length soon), as well as to hang out with fellow guests Ed Greenwood, Ken St. Andre, and Lawrence Whitaker.

Here are a few of the highlights, with brief commentary:
This is from my Friday night session of Dwimmermount. I had seven players, including Ken St. Andre, who's off-camera to the left. I have to admit I was more than a little floored -- and intimidated -- when Ken asked if he could sit in on my game, given that I was running "That Other Game" (as he calls D&D). Needless to say, the session was extremely memorable and deserves a post of its own.
This is a shot of the map I draw on a dry-erase mat so as to speed up mapping during the sessions. We used miniatures mostly to identify marching order and the like, but I also think it added a bit of visual interest to play.
This is my Saturday morning Dwimmermount session, which also had seven players, including Brendan and Ram.
 Saturday afternoon saw a panel, on which Ed Greenwood and Ken St. Andre sat, telling tales of their early days in the hobby. I found this particularly interesting and I dearly wish there'd been a recording of it.
Here's me, looking typically goofy, on the same panel, seated next to Lawrence Whitaker.
Me, looking goofy again, along with my betters.
Ken St. Andre, proving that old school gamers aren't wimps, does a one-handed push-up right after the panel has ended.
On Saturday afternoon, I was lucky enough to play in a Forgotten Realms adventure refereed by Ed Greenwood. Ed really knows how to run a game and hold his players' attention. Much like my experiences with Ken, this is really deserving of a post of its own.
All in all, OSRCon II was a great success. We all owe a big debt of thanks to organizer Chris Cunnington and to the fine folks at the Lillian H. Smith library for making this happen once again. I know I'm already looking forward to next year.

Tuesday, August 7, 2012

Never the Same

OSRCon is this coming weekend and, like last year, I'll be running a couple of sessions for folks interested in exploring my Dwimmermount megadungeon. I really enjoy doing this, because it's great fun to see how players who've never had the chance to delve into this megadungeon react to its inhabitants and mysteries. It's also great to see how I react to new players.

 In the four years since I created Dwimmermount, I've played with quite a few different groups of players. There's my home group, of course, but there are also gamers I've met at OSRCon and through Google+ (where I'm still running sessions biweekly, when real life doesn't prevent me from doing so, as it did recently). Though there are some players who carry over from one group to another, there are also a lot of new players, so they're experiencing the dungeon for the first time. So, not only are its chambers and monsters and traps fresh to them, they're also bringing with them different expectations about what Dwimmermount is like -- and those expectations color the way the interact with the dungeon. Those expectations also color the way I present the dungeon.

You've probably all seen this photograph of Gary Gygax's map and key to the first level of his Castle Greyhawk dungeon, right? What's noteworthy about that photo, aside from how labyrinthine Castle Greyhawk appears to be, is that Gary's key is incredibly sparse by the standards of published dungeons. I suspect (never having had the pleasure of playing with him) that Gary probably used that key as a starting point for describing Castle Greyhawk rather than as a definitive presentation of the dungeon itself. It's a combination of snapshot and mnemonic device to aid him in his refereeing. And while I am sure that many details of Castle Greyhawk remained the same no matter who Gygax was running through it, I also suspect that some details changed, or were at least presented differently in response to how his players reacted to what they encountered.

To the right you'll see a small portion of my horribly scrawled original notes for Dwimmermount. They're what I used when I first started to run the dungeon for my home group and they're still what I use when I run the dungeon at cons or on Google+. You'll notice that they don't contain a lot of information, often not even game stats. So you'll see "Junk" or "7 Orcs" rather than anything more extensive. I'd be lying if I said I wrote my key in this way for a principled reason. The truth is I was lazy and figured I'd add details later, as needed. After all, what was the point in writing up an exhaustive description of a room that contains only debris -- especially if the players never explored the room at all in play?

This has had two interesting side effects. Firstly, I never run Dwimmermount the same way twice, at least not exactly. The key says that Room 62 is an "audience chamber" with "throne, etc." and nothing more. In play, I always expand upon this description, adding as much detail as I think the current players desire. So, I'll almost always say that there's a wooden throne upon a dais in the room, along with some other trappings of authority, like rotting tapestries and the like. How much more I say beyond that depends on how interested my players seem to be in the room and its contents. In some sessions, I've described the throne in great detail, talking about the carvings upon it, as well as its current state of repair. In other sessions, it's the tapestries that get this kind of treatment, while in others still I may make note of something else entirely, like some broken spearheads in the corner of the room or a shattered shield. In each case, though, my description is based on my perception of the players' level of curiosity and interests. My various descriptions are probably all consonant with one another, but the words I choose to use vary, often considerably, from group to group.

Secondly, the process of converting my key into something useful as a published product has proven a far more irksome one than I had ever imagined. Mind you, I'd anticipated this problem years ago and so have no one to blame but myself. But the point remains: translating sparsely worded notes into something that not only makes sense to others but is thoroughly usable by them is harder than it looks, particularly when one has, as I have, come to appreciate firsthand the benefits of sparseness. Having run many levels of Dwimmermount numerous times with groups of different gamers has taught me to find liberation in a certain degree of vagueness, as it gives me flexibility to tailor the dungeon to whoever is currently sitting at the table with me.

Though I have no proof of this, I have begun to suspect that a sparse (and flexible) key is the sanest way to run a megadungeon, unless one is possessed of a uniquely powerful memory. With so many rooms on each level, many of which will be empty or at least without any contents of significance, does it even make sense to have highly detailed descriptions? I think the same can often be said of many rooms with inhabitants or other contents of significance. Needless to say, the process of turning my own megadungeon into a form for others has been -- and continues to be -- a learning experience.
The Art Gallery on Level 3A: The House of Portals ©2012 Eric Quigley

Friday, June 29, 2012

Open Friday: Homages

On one of the levels of Dwimmermount, there's the following:
44. Blue RoomDevoid of almost any contents, this room is completely tiled -- walls, floor, and ceiling -- in dark blue. In one corner can be found a small scarab-shaped brooch. The brooch is non-magical but does have some strange, curving symbols written on it that utterly elude even spells like read languages to decipher. The brooch might fetch 100 gp to a dedicated collector of the arcane.
I wrote that as a small and (I hope) unobtrusive homage, one of several scattered throughout the dungeon to people and games I like and admire. This practice is a long pedigree, with many old school products doing similar things.

So today's Open Friday question is a little more open-ended than usual: Do you like such homages in your gaming materials? If not, why not? Do you use them yourself in things you're writing or running? What are some examples of which you're particularly proud?

Monday, May 7, 2012

Ghouls About Town

The ever-amazing Russ Nicholson just completed a piece of artwork for Dwimmermount, depicting two ghouls -- technically, ghasts -- from the colony of them that infests levels 2A and 3A of the dungeon. Unsurprisingly, he did a superb job and I look forward to seeing what else he creates for me in the weeks to come.
©2012 Russ Nicholson

Tuesday, April 17, 2012

"Very inspirational"

It's not every day that you get an email from Erol Otus saying that the subject material of his latest illustration, which you provided, was "very inspirational." I'm over the moon.

I won't say what -- or who -- is depicted below, since that'd spoil the fun of finding out, but I will say that I'm extraordinarily happy with the way it turned out.
©2012 Erol Otus

Friday, April 13, 2012

Sample Dwimmermount Page Spread

Things are progressing rather nicely with regards to Dwimmermount. With just a little over a day till the end of the Kickstarter, pledges have topped $40,000, which is four times the original goal. This means that, not only will there be a thirteenth level of the dungeon in the final product, but there will also be an illustration booklet after the fashion of those TSR included in classic modules like Tomb of Horrors, Expedition to the Barrier Peaks, and Hidden Shrine of the Tamoachan.

I'll have more to say about the illustration booklet soon, but, right now, I wanted to share with a very small sample of the layout to be used in the final product. Adam Jury, the very talented guy who made Thousand Suns look like a million bucks, is once again working his magic and the result is one I like one very much. Nothing you see here is final, including the text, but it ought to give some idea of the approach we've adopted, including the use of sidebars to highlight important information. As the layout is finalized, I'll be sharing additional peeks, but I was so pleased with how things are already progressing that I wanted to show it off.
You can see two more sample pages over at Adam Jury's blog.

Tuesday, April 3, 2012

Dungeon Restocking and Rival Adventuring Parties

It was Dave "Sham" Bowman who first introduced me to random dungeon restocking -- the idea that, when characters return to the dungeon after having left it to rest and re-supply, there is a chance that formerly cleared-out rooms might again be occupied. Both Stonhell and Barrowmaze make use of a table that Sham presented for use with his Dismal Depths megadungeon. The table looks like this:
Roll 1d6
1 Monster
2 Monster and Treasure
3-6 Empty (1 in 6 chance of concealed treasure)
I really like this table because it mechanizes the process of keeping a megadungeon "alive," which is, I think, a key feature that distinguishes it from smaller, "lair" type dungeons. When I started work on Dwimmermount, I decided that, in addition to this table, I needed another one. The reason was that, while Sham's table is great for determining whether or not a room that once held six orcs whom the PCs slew has been re-occupied in the interim, it says nothing about the occupied rooms the characters haven't yet explored.

Why would that matter? Well, one of the premises of the Dwimmermount campaign was that the Thulian mountain fortress had been shut off from the world for several hundred years beforehand. The PCs are, for various reasons, the first outsiders to successfully enter Dwimmermount since the fall of the Thulian Empire. However, they wouldn't be the last. Once word got out that the PCs had done the seemingly impossible -- returned alive from the megadungeon and with loot -- it'd only be a matter of time before others followed in their footsteps. Thus was born the Rival Adventuring Parties table.

I roll on the Rival Adventuring Parties table every time the PCs return to town, but, unlike the restocking table, I roll once for every room the PCs didn't visit, modified by +2% -- it's a percentile table -- for every time they left the dungeon to return to "civilization." The table looks like this:
Roll d%
01-80 No Change
81-90 Evidence of other adventurers (e.g. footprints in the dust, used torches, broken weapons, etc.) is found amidst the room's other contents
91-100 One (1-3) or more (4-6) dead adventurers from a rival party is found in the room. If the room is trapped in any way, the dead adventurers' bodies provide clues as to the nature of the trap(s) therein. If not, their deaths can be attributed to the nearest monsters in other rooms/areas.
101-110 As 91-100, except that any monsters in the room have their numbers reduced by one-half.
111-120 As 81-90, except that any monsters in the room have been slain and their treasure (if any) looted.
121+ A rival adventuring party is currently in the room. If there were any monsters in the room previously, there is a 50% chance that they have been slain and their treasure looted, as in 111-120. Otherwise, the rival party is currently engaging them in combat.
Needless to say, I've never been religious in my use of this table, but I do use it. At least three rival adventuring parties were encountered by the Fortune's Fools PC group (two good-aligned and one evil) and their encounters with these rivals led to some interesting developments in the campaign that my players still talk about. Personally, I love rival adventuring parties and think they're an important part of any megadungeon-centric campaign, which is why I've included several already statted up for use in Dwimmermount, along with the tables I use for quickly generating them.

Monday, March 19, 2012

Google+ Gaming Thoughts

So, last Friday saw another expedition of backers of my Dwimmermount Kickstarter descend into the depths of my megadungeon. This time, the trio -- the expected fourth player didn't show -- explored Level 2A: The Laboratory, which is an area of the dungeon that my own players only very briefly visited. Considering that, once again, the party had no clerics amongst their number, I have to hand it to Keith, Josh, and Steve, for how far they managed to venture into the level before one of their number sustained sufficient wounds that they decided to retreat to the surface. Of particular note is the way that the magic-user, whose highest ability score was his Intelligence of 12, spent most of the evening stabbing orcs with his dagger. He successfully took down three orcs all by himself, which is why, by the end of the night, we were calling him "the Orcslayer."

Steve wrote a post on his blog where he recounts his experiences from his perspective. He also includes a rather nice little graphic that I've reproduced below, but do visit Steve's blog for a fuller explanation of what it all means.
With three Google+ gaming sessions under my belt now -- I'm still a tyro compared to guys like Jeff and Zak -- I have to say that I'm enjoying it a great deal. A big part of my enjoyment comes from introducing new people to Dwimmermount, people with whom I'd probably otherwise never get the chance to play. I'm having a blast seeing how different groups engage the monsters and obstacles I've placed in the dungeon.

I'm also pleased that, while lacking the immediate physical connection that comes from face-to-face gaming in my dining room or basement or at a con, Google+ still feels "real." We all roll dice and use pieces of paper to take notes and record information. About the only thing that we aren't using old fashioned methods for is mapping, mostly because I think it'd be tedious to do so via video chat. Luddite that I am, it makes me happy to know that we don't have to completely abandon the outward accoutrements I associate with roleplaying games even when playing with people separate by great distances. That alone means that I'm likely to continue doing this each week, even after the Kickstarter campaign has reached its end (and thank you again to everyone who's contributed).