Monday, 30 July 2018
Sunday, 22 July 2018
Extending the Dice Chain
In the core rules for Dungeon Crawl Classics, the dice chain runs from d3 to d30, as follows:
This is an extension of die pips as follows:
This setup is perfect for most actions within a Dungeon Crawl Classics game, but what if you want to extend the dice chain to something really epic? Note that the additions to the chain here are reserved (in general) for beings so powerful that they are almost beyond mortal means to resist.
My goal was to include the d50, while maintaining a sense that the increases scale upward in a way that grows, or stays the same. There should never be a smaller increase between one step and the step before it.
My extension is therefore
indicating an extension of
If I can come across a d80, I will slot it between the d64 and the d100, so the increase smooths out to
d3-d4-d5-d6-d7-d8-d10-d12-d14-d16-d20-d24-d30
This is an extension of die pips as follows:
0-1-1-1-1-1-2-2-2-2-4-4-6
This setup is perfect for most actions within a Dungeon Crawl Classics game, but what if you want to extend the dice chain to something really epic? Note that the additions to the chain here are reserved (in general) for beings so powerful that they are almost beyond mortal means to resist.
My goal was to include the d50, while maintaining a sense that the increases scale upward in a way that grows, or stays the same. There should never be a smaller increase between one step and the step before it.
My extension is therefore
d40-d50-d64-d100
indicating an extension of
10-10-14-36
If I can come across a d80, I will slot it between the d64 and the d100, so the increase smooths out to
10-10-14-16-20
Either way, may the Dice Gods help you if you ever run into anything using these extensions!
Sunday, 1 July 2018
Running Convention Games
I am relatively new to running convention games, although I
have run games in public venues going back to the 80s. My conventions are, thus
far, limited to OSRCon in Toronto, Gary Con (two years now), Odyssey Con in 2017,
and Nexus Game Fair in 2016. There are many folks with more experience in
convention games than I have, but if you are looking for a relative newbie’s
insights, read on.
Choose Your Own Adventure
When planning convention slots, choose adventures that you
know well. Obviously, you also want something that will fit into your time
slot(s). If you run an adventure that normally takes six four-hour sessions to
run, and plan to run it in a three-hour slot, you’ll have to prune ruthlessly.
You might consider another adventure. Or a longer slot. Or both.
The adventure should be one with a sense of completeness as
a short story. It might also be useful as a chapter of a larger tale, but if it
doesn’t come to a satisfying conclusion you’ve missed the mark. That conclusion
need not be fun. It can be horrifying. Entire worlds can be saved or lost. It
just has to be a definite end, that shows some motion from where the session
started.
There are a lot of great Dungeon Crawl Classics adventures
to choose from. But I am going to suggest that you branch out – convert your favorite
non-DCC adventure. Write your own! One of the best things about Appendix N
fiction is the wide range of authorial voices – add your own authorial voice to
the games you run!
(And if you don't want to do that, anything written by Daniel J. Bishop should be given preference......lol.)
The Play’s the Thing
It doesn’t matter if you flub a rule. It doesn’t matter if
you forget that there was something the PCs should have encountered, or a
condition that would have made it easier or tougher for them. If you forget a
rule, you can ask the table. Maybe someone knows. If not, just make a ruling
and keep the game moving. If it takes more than a minute of flipping through
the book, don’t.
There are four things that can help you here:
- The Dice Chain: Use it. If you need to give a bonus or a penalty, and you don’t have time to look the “by the book” modifier up, just use the Dice Chain.
- Luck: If you aren’t certain, use a Luck check. You can modify it with the Dice Chain, where smaller dice are more likely to succeed and larger dice are less likely. Can’t decide which target the monster attacks? Ask who has a lower Luck.
- Ready Reference Books: They are free, if you print them out yourself, but the Lulu printed ones are beautiful. Every judge should have one.
- Purple Sorcerer Free Tools: Make PCs easily. Print out their spells. Print out your NPC’s spells. It will save you time in the game, and keep the action flowing. At the start of the game, don’t make the players pay for what they want to carry. Just tell them: If you want specific equipment, write it on your sheet now. Unless they are zero-levels, they can probably afford it. If they are zero-levels, skip this step.
Setting up the Table
The first year I ran games at Gary Con, my son accompanied
me but did not preregister for games. He noted that there were many games
seeking players, but no way to guess what was being played without going up and
talking to anyone. Because of this, I now print out cardstock signs that
identify game and system. I have picked up a metal table stand, not unlike
those used for the “Table Full”/”Players Needed” signs for this purpose.
For my second Gary Con, I had a scale version of the DCCTournament Gong arch 3D printed. I assembled it at each game, to help make it
seem more like an event. Whatever you can do to stand out is a good thing.
I have also picked up a bag of plastic "gold" coins to use as Fleeting Luck tokens.
My dice bag includes black d20s of various sizes, including one which is fist-sized. I use it for dramatic effects.
During the Game
I like to walk around the table, in part to give people a
chance to hear me, and in part for effect.
Reward player creativity, but don’t assume that every crazy
idea will work. If every crazy idea works, all you end up with is a collection
of crazy ideas. Select the crazy ideas that seem possible to you, rather than the crazy ideas that seem unlikely methods to bypass engagement with the game. When in doubt, call for Luck checks.
Reward engagement. Help the quieter players engage by addressing them directly.
Your style of running games? When in doubt, that’s what you
should do.
Disagree with anything I wrote here? You should include your own ideas in the comments, for others to benefit from. And you should do whatever you think best. I'm just some guy with my own ideas.
A Few Other Important Considerations
Make sure that, when you schedule your games, you give
yourself time to hang out with others and enjoy the convention.
If the opportunity arises to play in a game run by Doug
Kovacs, do it.
The odds are good that, sooner or later, you will get a
chance to play in a game run by Brendan LaSalle. Do it. If you can buy Brendan LaSalle an after-game beer and just shoot the breeze, do it!
I have yet to get into a Brinkman, Stroh, or Curtis game.
Pity me…but, if you get the chance, make sure you take it. At the very least,
you can rub my face in your good fortune!
Finally, when you are a player, jump into the weirdness.
Play your character(s) with gusto. Have fun, and help to make if fun for
everyone. Encourage others to do the same. You aren’t playing with gusto to
dominate the table, but to draw everyone else out.
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