Tuesday, 25 June 2013

MegaDungeon Crawl Classics 1: First Salvo

Having determined to create a persistent megadungeon setting for Dungeon Crawl Classics (for use in public area games, and perhaps for later publication if there is interest), I have begun to envision exactly what it is that I want.

First off, because this work is to support DCC, I want it to have a strong Appendix N flavour.  To that end, I randomly determined three Appendix N authors to use as “strong influences” on each main level of the dungeon.  I did this for six dungeon levels and three “upper works” levels.  At this point, I had no idea what these levels would represent.

A Sense of Scale

One thing I noticed pretty quickly is that every dungeon area would have a real sense of scale.  Creeping around in narrow rooms and tunnels does occur in Appendix N fiction, of course, but vast expanses – even vast underground expanses – are also pretty common.  So, many regions should include some impressively large areas.  For instance, it became clear that one area would have thermal vents that created a hothouse jungle environment, and that it should probably have some form of “sun” to that it is always lit – even if only from the reflections of deep earth lights upon the high cavern ceiling.

When viewed in this way, it becomes clear that a dungeon “level” is going to be a complex three-dimensional area which may contain many smaller levels or sublevels.  Some of these might exhibit strong influences of other Appendix N authors, so that an area which is similar to the Africa of Edgar Rice Burroughs and Robert E. Howard might also contain a temple not unlike those that Leigh Brackett placed in her planetary romances.

Connectivity

In any OSR megadungeon, connectivity is important, because it is desirable that players can choose their level of challenge.  In a DCC megadungeon, I find that this is even more true.  The gonzo nature of DCC encourages players to take risks, and the play structure must do the same.  Also, as each area will have its distinct features, the players gain an ability to “choose their own adventure”, whether facing the ape-men and dinosaurs of the hothouse level, or seeking lost knowledge among the courts of the shadow elves.

Both obvious and hidden connectivity must exist, and discovering hidden connectivity must be a reward unto itself….it must confer an advantage upon the PCs who discover it.

Cool Monsters

Creating some “standard monsters” for each area is desirable, and is probably necessary to run a large and complex area.  However, these monsters should be non-standard creatures, for the most part, created to match the needs of the dungeon area.  In this way, learning about the inhabitants is a benefit to the players, and is a bonus for long-term play. 

Nonetheless, each area also need cool and unique monsters and NPCs that are one-of-a-kind, and these need not always be adversaries.  Or, rather, some may be potential allies and potential adversaries, based upon circumstances.  La of Opar, in Edgar Rice Burroughs’ Tarzan novels comes immediately to mind. 

NPCs must exist which can become allies, adversaries, love interests, mortal patrons, and rivals. 

Quest For It

Sometimes, the players will just want to kick in a few doors, kill a few monsters, and take their stuff.  This sort of play must be supported.  But Dungeon Crawl Classics is a game built to allow players to “quest for” extras, and there must be cool things in the dungeon that can be objects of those quests.  Not only are there unique objects to be found, and unique patrons for wizards and elves, but there are places where spells may be learned, martial training may occur, stats can be boosted, corruption can be undone, and so on.  Even a Fountain of Youth might be of value if some of the characters are elderly.

Not every treasure in DCC comes in the form of gold and gems.  In fact, the most valuable treasures do not. 

A Unifying Force

Finally, because of all the gonzo directions in which such a dungeon can go, there must be a unifying force or conflict that affects most, if not all, of the dungeon areas.  This conflict or force should exist on a grand scale, so that it cannot be resolved in a few sessions of play.  Best of all are conflicts that cannot be resolved outside of years of play, and that resolution should change the nature of the region forever – perhaps even destroy it.  Read Michael Moorcock, A. Merritt, Poul Anderson, and Fred Saberhagen for ideas regarding overarching conflicts, and how resolving them can change everything.

Nonetheless, players should be given plenty of opportunities to have their characters meddle early on, and their meddling should have consequences, both for them and for the environment.  A unifying force or conflict creates the unity that makes the megadungeon more than just a random collection of sites.  Being able to take sides, and to influence that conflict, makes the game meaningful and fun.


More later.

Revelation of Mulmo reviewed at the Iron Tavern

http://irontavern.com/2013/06/25/review-the-revelation-of-mulmo/

Monday, 24 June 2013

In All Fairness

Here is a post by -C wherein I agree completely:  http://hackslashmaster.blogspot.ca/2013/06/on-fiat-failure-fallacy.html.  This should be mandatory reading for some players trolling around on the InterWebs.  -C could not be more right here if he were hit with a right-hammer.

Way to go, -C.

In other news, the discussion of Quantum Ogres going on at Random Wizard is worth a look:
http://randomwizard.blogspot.ca/2013/06/two-headed-quantum-ogre.html

Saturday, 22 June 2013

Conversions to DCC

Translating anything into Dungeon Crawl Classics RPG is a pretty easy task, overall, with a few caveats.

(1) Watch Spellcasters:  Remember the core rulebook says that NPCs need not play by the same rules as PCs.  Even with that in mind, though, you will probably want to re-imagine any spellcasters in the original work.  

(2) Watch Tropes:  The "weird fantasy" mindset of Appendix N literature, and hence DCC, is very different from the "Mos Eisley Cantina" mindset of WotC D&D and Pathfinder.  You will run into ideas in 3.x and later modules, such as armies of dwarven cavalry, elf paladins, gnome clerics, etc., that simply do not fit with DCC (unless you decide that they do, of course).  You might need to get imaginative with these, and think about what Appendix N authors would have done instead.  In general, you will find far, far fewer of these problems with TSR D&D modules, and the earlier ones cleave closest to the source.

The dwarven cavalry, therefore, may become barbarian tribes, the gnome cleric might become a unique monster or a human, etc.

Watch Treasure:  A good standard rule is:  Change platinum to gold, change gold to silver, change silver to copper, and reduce any copper to 10% of listed value.  You might want to do further reductions.  Make most magic into fine items instead, and make most of whatever magic is left unique.  Magic items with drawbacks are cooler than ones without (i.e., if the players have to decide whether or not benefit X is worth drawback Y, and they are not always certain, you are offering them an interesting decision, and that is great!).

Add Some Weird:  Throw in a couple of things that would not have occurred in a 3.x, 4.x, or Pathfinder module if you can.  Give your DCC conversion its own special brand of weirdness....be it due to unique monsters, unique treasures, or unique opportunities (ex. a chance to learn spells, gain a patron, or improve a character in some way).  

The really cool thing about DCC is that most of this can be done on the fly.  Crawl! has some rules in its magic issue (#3) for easy conversion of OSR spells/casters, that you could probably use as a guideline for later editions as well.  The DCC core rulebook has tables to help make humanoids and un-dead unique....use them!  For the most part, with a few minor modifications (and most of them descriptive) you can convert any D&D/Pathfinder to DCC.  I can do this with a few notes, and standard modifications applied on the fly.

If you have DCC 29: The Adventure Begins, you can pick up DCC 76.5: Well of the Worm while it is possible and you can see directly how I applied these principles to create an official conversion of a Harley Stroh masterpiece.  If enough people purchase it, and enough people ask, perhaps Joseph Goodman will commission other conversions............I know I would be happy to do more.

But I also know that, if you give it a shot, you will soon find that it is pretty easy to do yourself.

Give it a try.


(Cross-posted with slight modifications.)

Friday, 21 June 2013

Pulp Weird Action

Pulp Weird Encounters #1 is now available from Mystic Bull Games.  

The Pulp Weird Encounter Series comprises DCC RPG Adventures inspired by the weird pulp fantasy of the 60's and 70's. 

Issue #1 introduces you to the Tomb of the Squonk and The Silent Army

Tomb of the Squonk: A hideous creature pleads for you to restore his human form in a weird twist on a fairy tale conceit.  (Author:  Daniel J. Bishop)

The Silent Army: Something in the woods has ensorcelled the men of a woodcutters village. They stand silent and foreboding, watching and waiting for something. What did they see, and can you avoid the same fate?  (Author:  Charlie Scott)

I am surprised and pleased by how well the name "Pulp Weird" so fully encapsulates an underlying tone to the DCC RPG - kudos to the fine folks at Mystic Bull who thought that one up!  (I think it was Paul Wolfe?)


New Review & Time Is Running Out & In Other News

New Review:  http://endzeitgeist.com/ezg-reviews-al-5-stars-darkness/

As per, time is running out to extend the range of free stuff as per this post, although you still have a good chunk of time left to qualify to get the free stuff.

In other news, it has occurred to me that a series of one-shots in a public space isn't really what Toronto needs....perhaps what it needs is an ongoing campaign in a public space wherein you can drop in and drop out as you are able to play, centering around a megadungeon, as was the case in Gary's day?  That wouldn't preclude one-shots, but it means that characters would become a greater investment for their players.

Any thoughts?


Saturday, 15 June 2013

The Good, the Bad, and the Unexpected

A Tale of the Road Crew

So, as of today I have been prepared for three outings to play in local game stores in the Toronto Area. 

Last weekend, I ran Harley Stroh’s excellent Sailors on the Starless Sea at Wizard’s Cache.  The venue was loud, as there were three Pathfinder Society games going on in the same space, and the tables were not overlarge.  But six of us crowded around the table, I leaned in to be heard, and we had a blast.  One of the players I had met on Free RPG Day last year, and another I had met online on Dragonsfoot.  It’s always nice to greet people we know, and to be able to put a face to an online persona.

Today, I was at Duelling Grounds at 11 am sharp, to run The Arwich Grinder, a Lovecraft-inspired 0-level funnel that I had written for Crawl! Fanzine.  I waited an hour, but as no one showed up, I called the event and headed home.

At 4:30 pm, I was at 200 King Street East for The Imperishable Sorceress, at an event hosted by Hairy Tarantula, which was supposed to begin at 5 pm.  Because HT had a large turnout for Magic, they moved the rpg events to the basement cafeteria.  If anyone went to the 6th floor looking for the game, I apologize.  As the elevator to 6 was not in service due to construction, you might have felt a little like Arthur Dent looking for the zoning commission plans.  I know I did.

In any event, D&D Next took up the space until 5:30, so there was no event, and if anyone had come looking for it, they went away disappointed.  Again, I apologize if this was the case.  I must admit that, at this moment, my momentum tracker was showing that I was losing the spell duel.

I did use the extra time constructively, and drafted a new wizard spell for a project I am working on.

Yet, as there were still some gamers hanging around talking, and as I’d schlepped my materials all that way…I decided to take the opportunity to proselytize DCC.  I mean, why not?  And, as it turned out, we ended up playing a bit of The Arwich Grinder before George Brown College Security kicked us out of the building (apparently, HT didn’t bother to notify security that there was an event scheduled there after D&D Next.

So, what did I learn?

(1) Never schedule a game on Free RPG Game Day at a store that is not participating in Free RPG Day.

(2) Try to partner with stores that will at least take some action to talk to customers about your event.  If you notice that they didn’t bother to put it up on their calendar board (Duelling Grounds) or discover that they didn’t even notify security that you would be there (Hairy Tarantula), consider a more proactive venue.  Wizard’s Cache was much better in this regard.

(3) Pay attention to what you schedule against.  I received emails from some of the Wizard’s Cache participants about scheduling conflicts, although they were interested in the other events.

(4) Never give up.  Unless you are completely alone in the store, strike up a conversation and try to strike up a game.  You never know where that might lead you.

Through no fault of anyone (except, I suspect, Canada Customs) no swag was available at any of the three events that I set up.  Well, except for some dice that went AWOL at Wizard’s Cache.  However, swag has been mailed, and additional swag has been ordered, so it is to be hoped that the next event will be both more successful and more swag-laden.


So, here is my question for you, Toronto area gamers:  Where would you be most likely to attend an event, and when?  I am thinking that the next events should be Well of the Worm (lvl 1) Tower Out of Time (lvl 2), and Bone Hoard of the Dancing Horror (lvl 2), because, presumably, the same characters can be reused, so that the loot you get from one goes on to the others. 

Thoughts?  Interest?  Other suggestions?

Wednesday, 12 June 2013

A Game of Dungeon Crawl Classics

Saturday June 15th (Free RPG Day) at 11 am, I will be at Duelling Grounds (1193 Bloor Street West) running a playtest of The Arwich Grinder, a 0-level funnel written by myself, and slated to appear in an upcoming issue of Crawl! Fanzine.  All necessary materials will be provided.  

The Curwen Family have lived up among the pine woods on the outskirts of Arwich Village for as long as the oldest village gaffers can remember.   Talk in the village is that they are quiet and clannish – perhaps something odd in their makeup – but when famine hit Arwich hard two winters ago, it was they who  kept many of the villagers alive.  The village owes much to their reclusive neighbours. And now, at last, a chance has come to repay that debt.

At 5 pm, I will be at George Brown College (200 King Street East; 6th floor gym) running The Imperishable Sorceress.  This event is sponsored by Hairy Tarantula North!  Again, all necessary materials will be provided. 

Hope to see you there!

Please be advised that Duelling Grounds is NOT participating in Free RPG Day this year, so if you wish to play in The Arwich Grinder, you may first wish to stop at 401 Games on Yonge Street, which opens early, and is participating.

Friday, 7 June 2013

Games Schedule Update

This Sunday, at 1 pm, I will be running Sailors on the Starless Sea (author Harley Stroh) at The Wizards’s Cache, 333 Bloor Street West in Toronto, just a hop, skip, and a jump from the St. George subway station.  

Find out why villagers are disappearing!  Explore the keep!  Die in droves!  And some of you will become heroes!  All necessary materials supplied.

Saturday June 15th (Free RPG Day) at 11 am, meet me at Duelling Grounds (1193 Bloor Street West) for an opportunity to playtest The Arwich Grinder, a 0-level funnel written by myself, and slated to appear in an upcoming issue of Crawl! Fanzine.  All necessary materials will be provided.

The Curwen Family have lived up among the pine woods on the outskirts of Arwich Village for as long as the oldest village gaffers can remember.   Talk in the village is that they are quiet and clannish – perhaps something odd in their makeup – but when famine hit Arwich hard two winters ago, it was they who  kept many of the villagers alive.  The village owes much to their reclusive neighbours. And now, at last, a chance has come to repay that debt.

Finally, come with me at 5 pm, or meet me, at George Brown College (200 King Street East) 6th floor gym to experience The Imperishable Sorceress, using either your surviving funnel characters or pregenerated 1st level characters.  This event is sponsored by Hairy Tarantula North!  Again, all necessary materials will be provided. 

These events are the first of a series.  Surviving characters can and will be used again!  Come try this great game if you are not already a player.  And, if you are already a player, come and play!

Hope to see you there!