Friday, October 29, 2010

Classics Appendix N

In the original Appendix N, and in personal appendixes N from various OSR blogs, contemporary and modern fantastic literature dominates the reading list. Given the selection you'll find in a bookstore's fantasy section, that's not surprising, but I wonder what an Appendix N would include if limited to pre-1900 literature?
  • Arabian Nights
  • Beowulf
  • Voltaire's Candide
  • Chaucer's Canterbury Tales
  • Cervantes' Don Quixote
  • Stoker's Dracula
  • Grimm's Fairy Tales
  • Spenser's Faerie Queen
  • Goethe's Faust
  • Gilgamesh
  • Machen's The Great God Pan
  • Swift's Gulliver's Travels
  • Homer's Iliad
  • Dante's Inferno
  • Ovid's Metamorphoses
  • Malory's Le Morte d'Arthur
  • Homer's Odyssey
  • Edgar Allan Poe's short stories
  • Wagner's Der Ring des Nibelungen
  • The Song of Roland
  • Stevenson's Treasure Island
A D&D campaign drawn from this Appendix N would have a distinctive flavor, although you could find a basis for many of the traditional D&D tropes in those pages.

Wednesday, October 27, 2010

Just arrived!

Three Hearts and Three Lions hardcover book UPDATE: jacket design by Edward Gorey.

Tuesday, October 26, 2010

What do hit points represent?

Talysman posted a meditation on hit points on Sunday.

I've always understood hit points to abstract not merely bodily intactness, but also stamina, luck, concentration, and so forth.

On page 18, Men & Magic defines hit points as "the number of points of damage the character could sustain before death. Whether sustaining accumulative hits will otherwise affect a character is left to the discretion of the referee." The description for Cure Light Wounds says the spell "will remove hits from a wounded character[....] A die is rolled, one pip added, and the resultant total subtracted from the hits points the character has taken." That would seem to establish a very narrow definition of hit points indicating a capacity to survive wounds, and not a measure of stamina, luck, etc.

However, a few other passages in the LBB's hint that hit points may sometimes reflect more than wounds. The description for wights says they "drain away life energy levels when they score a hit in melee, one level per hit. Thus, a hit removes both the hit die and the corresponding energy to fight, i.e. a 9th level fighter would drop to 8th level." The wight description is interesting for two reasons. First, it could be read in conjunction with the Cure Light Wounds description ("will remove hits") to mean that Cure will "remove hits" inflicted by the wights, and therefore restore the drained level* caused by those hits. Second, the wight description links "hits" with "energy to fight".

Hit dice dictate the number of creatures affected by Sleep. Sleep does not wound the targets, so that too indicates hit points/dice measure something in addition to the capacity to survive wounds.

Perhaps the most direct reading is that hit points correspond directly to the capacity to sustain wounds, but it's possible to understand some passages to mean that hit points/dice sometimes represent other concepts. I tend to favor the latter reading. Practically speaking, an experienced combatant may to some extent be able to mitigate wounds (maneuver to take a bruise to the shoulder instead of a slash to the ribs), but they'll certainly be better conditioned both mentally and physically to the rigors of battle in terms of stress, fatigue, and concentration.

* Although page 35 of Underworld & Wilderness Adventures says "energy levels can only be regained by fresh experience, but common wounds can be healed with the passage of time".

Friday, October 22, 2010

This game is fun

"...it was more important to start playing and to play regularly than it was to get everything completely right. [...] the players all said that they had a wonderful time and they would very much like to continue. It could be that the inadequacies of the session were entirely in my head or, at least, invisible to the players."
Yes, indeed. I'm sure Evan ran a good session. One of the things I've learned over the past few months, though, is that this game is fun. Even if the DM isn't at his best during a particular session, or isn't as prepared as he'd like to be (and who ever is!), the game is still fun. Friends, dice, and dungeon crawling is a hard to ruin recipe. That realization has helped me relax and enjoy myself as a referee.

Why all weapons do d6 damage

Spot on.

Thursday, October 21, 2010

Alignment = the Flow of Capital

I stumbled across an older post from Sham, which immediately caught my imagination. He says:
Adventuring characters gain experience through the wealth they extract from the underworld. As detailed in The First Fantasy Campaign by Dave Arneson, adventurers in the initial version of what was to become D&D were required to spend their plundered gold pursuing certain motivations in order to gain experience from it. Gold allows experienced adventurers to bring order to the wilderness on the surface through the construction of strongholds. The forces of Law desire the plundering of gold from the clutches of Chaos in the underworld that they might spread the will of man across the land.
My imagination went to a slightly different place with this idea than Sham took it. He went in a metagame direction (XP), while my thinking was more economic. Both approaches are slightly different aspects of the same thing, and lead to similar outcomes.

 The more gold in man's economy, the more the domain of Law expands, thereby encroaching on the domain of monsters. It's habitat destruction.

 Most monsters of low and medium intelligence have no use for gold. Their "societies" are anarchies where the strong dominate the weak. They have little use for abstract currency, since their economy is based on barter—barter of goods, or the barter of favors and promises.

However, some intelligent monsters recognize the dangers posed to their habitat by man's expansionism. These monsters, particularly dragons, hope to stymy civilization by removing currency from the human economy (i.e.—hoarding treasure). They do so directly and by employing lesser agents, such as orcs, goblins, and kobolds. Goblins have no interest in gold, but they desperately want the favor and protection of a dragon or his mid-level ogre operative.

Low level adventurers are just as much cogs in the System of Capital as goblins. This is even more evident if you use the carousing rules in your game—characters acts as hoses, syphoning gold from the dungeon to the economy. Even neutral, primarily self-interested adventurers are therefore agents of Law.

Law versus Chaos is all about the flow of capital. Dragons are economic terrorists, who want the flow running away from Men.

Wednesday, October 20, 2010

In defense of coin-weight encumbrance

The OD&D method of using coins as a unit of measurement for encumbrance is not intuitive for players. A player has reasonable references for what 10 pounds feels like—like a 12-pack of soda cans—but the weight of 50 or 100 coins is less familiar. But D&D is all about choices. A henchman died while finding the treasure? You really should return his body for proper burial. But the body weighs 1750 coins—1750 coins you could otherwise carry out of the dungeon. That plate mail doesn't just slow your movement, it's 750 coins you won't bring out of the dungeon. (It looks like an OD&D coin conveniently weights about a tenth of a pound—four times the weight of a U.S. half-dollar coin.)