Showing posts with label D&D dad. Show all posts
Showing posts with label D&D dad. Show all posts

Wednesday, 29 April 2020

Old RPG Words That Make No Sense

Progress in RPG design and play is held back by the words we use that don't make any sense.

Hit Points.

So many RPGs have some version of "hit points" whether it's called hits, hit points, health, vitality, or whatever, it is expressed as a representation of how much damage a character can take. Video games have copied this idea for years, and you see your little digital bonhomme getting wailed on while a bar or a number  of hit points gets smaller. Why not? It's there in the name, right? Hit points, those are points you use up getting hit, right?

Someone is hoping the undead giant is almost out of hit points

Except it's not right. Not really. Hit points have almost always been an abstraction expressing something else entirely. I've talked about the problem of damage before, but in terms of Dungeons & Dragons and many games using hit points, there is no damage until the hit points are gone. Hit points represent the ability of a character to postpone the inevitable through skill, experience, luck, or script immunity. They represent an ability for a hero to keep fighting when everyone else would be done. They are more a measure of endurance than damage capacity.

This idea is further confused by the old-school rates of healing where characters only got one hit point back per day of resting. Something ridiculous when characters can easily get to a place where they have 20 or 30 hit points. If they are healing, then they must have been hurt, right? Except that is not how it works. A character is just as effective at one hit point as they are at full hit points. Because they are not hurt unless they are at zero! In the old days if your character went below zero they were dead! Not just wounded, but killed. Luck finally caught up with them and took her due. It wasn't long before rules developed for going into negatives where a risk was involved, but not immediate death.

Fast forward to the last few years. Two different innovations double down on the idea of hit points as an abstract that expresses endurance. The first is the death and dismemberment tables that came out of the Old School Renaissance (OSR) Blogs. The idea was if your character went below zero hit points they had been wounded and could be badly hurt or even dead. Rolling on the tables got you a result that your character had to live with. Maybe they lost a limb, or an eye, and it had ongoing mechanical effect on the character. After a while they could look pretty rough. Eventually a character could even be forced into retirement by accumulating too many, "old war wounds." I'm a big fan of the death and dismemberment tables. Partially because they reinforce the concept of how things work, but also because they add a real element of risk to fighting to your last. Players with characters who can be brought around in a moment to fighting condition with no consequence are not going to have any good reason to surrender, if there is no consequence to negative hit points. The idea that the table might give them a reason to play as if getting wounded is something to be afraid of encourages more realistic role playing.

Oops! You interrupted her short rest.
What's the worst that could happen?

The other innovation is the idea of short and long rests. I think the first game I saw this idea in was Barbarians of Lemuria, where a few hit points could be recovered by taking a breather and a quick drink and full recovery required night's rest. This same approach made it into a few different small press games, and the latest edition (the so-called 5th edition) of D&D. By explicitly recovering hit points through short and long rests the D&D, and any other RPG, rules are making hit points endurance. There is nothing wrong with this approach. I like it. It's cinematic and makes for high-speed pulp-fiction action! That's all great! It allows players to accomplish more by giving them more significant choices about how they use the two resources they have, time and hit points.

The problem is the thing is still called, "hit points," and we generate them by rolling, "hit dice," when these two things are expressions of endurance. It doesn't really matter where the name hit point came from. It may be a hold-over from the war games the designers of the early versions of D&D were playing and using to inform their first RPGs. Maybe someone thought it sounded cool. The fact is, it doesn't fit and is actually misleading. All the grognards and legacy players are already composing their comments about how wrong I am and how the word doesn't matter because obviously we all know what it means.

Except we don't. Many players think the fast recovery of hit points through rest is unrealistic because you can't walk of a sword thrust to the abdomen. If we expressed it as endurance and described combat with point loss as close calls, bangs, jams, bruises, and numbness in the limbs it would be easier to get more people all in on the concept. The other problem is new players. RPGs have exploded, in no small part to the efforts of Wizards of the Coast to make D&D accessible and easy to grasp. Words like hit points get in the way of that because they suggest the character is getting hit when they lose hit points. Why set them up to fail? Why not call it what it is? Because of tradition? Meh, there are more new players now than ever before. Because someone can tell them? People are learning to play from the books and watching actual play on you tube. Terms matter in both of these cases because that is how the new players will interpret what is happening in the game. I'm not the first to come to this conclusion. The Neo-Classical Geek Revival (NGR) fantasy RPG has used the term "Luck" for these points for years.

Someone is rolling on the death and dismemberment table!

The waters are muddied further by the idea of weapon damage. When D&D was first created, almost everything on two legs had single digit hit points. Humans were all assumed to be zero level with, at most, three hit points. That means that first hit was probably taking them down. A dagger could do it, but a two-handed sword had a better chance of ending a generic cultist or town guard in one shot. Fighting fantastic monsters the assumption was they were magical or huge beasts that could actually be hit more than once with little effect. Calling it hit points under those circumstances could have made sense to the people running and playing those first games. It might even still make sense to call the ability of a dragon to keep fighting hit points now. I'll concede that point. Still, for the sake of having a consistent expression it is better to have magical creatures with endurance than characters with hit points for the reasons I outlined above.

So if a weapon doesn't do damage to a character, what does it do? The way I run it at my table is attacks remove hit points. no one takes damage until they go down. Monsters snarl in pain at flesh wounds, enemy shields buckle under the assault, or they are beaten back as they lose their hit points. I've run it like that for a couple of years now. For example, "Your shield arm is still vibrating from the blow and you lose (rattle-rattle) four hit points." It seems cleaner to move this to something like, "Sparks fly as the bugbear's axe crashes against your sword and you stumble back a step. You lose (rattle-rattle) 7 endurance."

It's visceral, it keeps everyone in the fiction, and it shows the player what they still have in the tank to finish the fight. Then they choose how far to take it. Can they push through and find a place to hole up for long enough to get their wind back? Has the alarm gone up and they are facing a running fight until they can win or get out? Endurance is no less exciting, or dangerous with the addition of a death and dismemberment table. It's also still all close enough that converting old modules and third party adventures on the fly should be no problem for a referee/game master.

I run a hugely modified version of the original Black Hack rules. I call the threat to endurance, "attack dice," and it seems to work well. The attack die represents the combat ability of a given character or monster when they attack. It's logical, accurate, and it works well in play. I like to run for new people and experienced players alike. Everyone seems to like it so far.

Belkar Bitterleaf, of the Order of the Stick

These old words, hit points, have the baggage of old assumptions based on their wargaming routes and new assumptions based on what the words mean. For ease of adoption of current gamers, the words are used. They are a short hand that no one will question. Because no one questions the short hard, the baggage follows us to new games that arguably, would be better off without them. There are a host of D&D clones and D&D-ish games out there thanks to the Open Gaming License. These new and different games all put some kind of a spin on the tabletop RPG experience. The publishers of D&D might fear losing their current base by changing too much, but small press publishers have more freedom to break new ground. That's why most of the best innovations in game mechanics, campaign settings and game art come from the small press publishers.

If we take advantage of this freedom, and we dump hit points, hit dice, and damage, what is next? What other words make no sense? Levels, maybe? There are character class levels, spell levels, dungeon levels... How many different things do we need to describe with the same word?

Character level seems sacrosanct. The concept of leveling up is ingrained in western culture thanks to video games borrowing their framework from D&D.  If characters get levels, then everything else needs to find a better word.

Dungeons could be described in terms of floors: Floor one, two, etc. That makes sense and translates well enough to real experience. I don't go to an office on the fifth level of the building, I go to the fifth floor. This seems easy enough to change and will not make it more confusing, at least.

When we talk about spells, we are talking about power. Each level a magic wielding character ascends gives them access to more spell casting power. If spells were described in terms of power, it would make more sense for a level five wizard to finally gain access to power three spells like fireball! Power one, power two... or is it first power spells, second power spells, etc? Regardless, power is a suitable replacement.

As designers and runners of games, many of us do our best to trim the fat of game mechanics so our games run fast and smooth. We should be doing the same with the terminology. If we don't we are leaving a barrier in place for no reason other than that's the way it has always been done without asking if it's the best way to do it.

I'll be trying these out in in my home game and any D&D type games I run online this summer. I'll see how it works out. If you try it, let me know how it works for you. Does it change anything?

What?
I have the Warrior Princess Prestige Class so these arrows used up temporary hit points.
I'm still at full HP!

Sunday, 7 January 2018

Running 5e D&D for Newbs!

I ran a game last night for a group of people new to tabletop RPGs because one of their kids got 5e for Christmas and they asked me to show them how it's done. One of the dads was also dying to play Since his older brother enjoyed it so much when they were kids.

Character generation was SLOW with so many new people and only two Players Handbooks. My girls are experienced old-school gamers but had never played 5e so even they needed to be walked through it. I was glad my eldest had decided to roll hers up ahead of time so she could help the boys with their characters.



The game itself went well! I had a few plot hooks laid out on the rumour table for after the party got into town. They spread some gold around the tavern and talked to the locals until they got an idea of what was nearby and decided to tackle an old-school dungeon crawl a couple of days from the town.

Not all of the parents were playing. At one point one asks: "So you're grave robbers now?"

The table answers: "No, were saving this stuff from the goblins!"


My daughters adjusted well to the new system. They used their heads well and got everyone thinking outside of the box and how to work as a team.

Darkvision came into play in an interesting way. They knew the goblins had it and were afraid of alerting them with their light so they had the stealthy gnome rogue scout ahead so they could avoid stumbling into ambushes.

They played it smart pretty much the whole time. They were cautious and avoided traps. They played their fights out with sound tactics and busted out spells and spell like abilities at good times. They also found the secret door with player skill rather than rolling dice.

They talked about how much fun they had had after the game and the little guy who got D&D for Christmas talked his parents' ears off the whole way home and then some.

For me it was a tonne of fun helping some more people into the hobby and satisfying to have my tomb/dungeon cleared out in a single session. These intro games are a blast and always surprising!





Tuesday, 12 December 2017

"My Kid Wants D&D, What Do I Do?"

Either Wizards of the Coast have done a good job promoting the latest edition of Dungeons & Dragons or Stranger Things got it into everyone's head, because a bunch of people have asked me about getting D&D for their kids this Christmas. 

"You know about this stuff, Dave. Where do I even start?"

Good question! If you've never played a tabletop Role Playing Game before, guiding your child into the hobby could feel like anything from confusing to terrifying. Luckily, I have your back!


There are actually a lot of games that give you a great RPG experience. Some of them are even specially designed for young people. Despite that, I'm going to suggest starting with the fifth and current edition of Dungeons & Dragons for a few reasons. Everyone who has contacted me has had their kids ask for "D&D" by name. They want something that says "D&D" on it. As the former kid who received a Tandy COCO II from Radio Shack instead of a Commodore 64 for Christmas like everyone else, I'm telling you it's best not to disappoint them with an almost what they asked for. (Don't worry, my parents don't read my blog. Their feelings are safe!) The other thing is D&D has always been something of a lingua franca of roleplaying. Because it is so ubiquitous in the hobby almost everyone has some experience with it and can relate what they are playing to it. It's also the most popular game so it's easy to find other people to game with. The last reason is they've went to a lot of trouble to make it easy for new players to pick up the game without someone helping them through it.

 The best place for a new player to start is The D&D Starter Set box. It has a stripped down version of the rules with a set of sample characters to play and one of the best starting adventure campaigns ever! They can open the box on Christmas, read through it, choose someone to run the game and be playing as early as that evening (although Boxing Day is probably a more reasonable expectation). Everything necessary to jump in and actually play is in the box, including the funny dice. It's carried by some book and gaming stores, but it's also available to order on Amazon and Chapter's Indigo.


Each player controls a character who is an avatar in the shared, imaginary world of the game. One person is going to need to take the role of the referee who adjudicates the rules, runs all the people in the game not played by the players, and presents the problems and situations for the players to solve with the resources of their characters and their wacky ideas. This referee is know as the Dungeon Master or DM. The series of adventures in the box helps a new DM get the hang of running all these things with a great advice and explanations.

The adventure, called The Lost Mines of Phandelver, has a series of locations that the players can interact with in any order they like as they figure out what is going on in the campaign area. This is important because it introduces the idea of player choice to everyone playing. The fact that the players can do pretty much anything they want is what makes a tabletop RPG so much better than a video game. 

Everything in the D&D Starter Set box

To continue playing after they are done with what they get in the box they will need more rules. The Basic Rules are available online for free with a guide for both the Players and the Dungeon Master. These will allow them to create new characters and adventures of their own that can keep them going for years. As much as I love how the ease this creates for entering the hobby, I think it is worth spending some more money on a hard copy of at least the Player's Handbook. Dead tree books are easier to reference at the table than tablets and you can roll dice on them without scratching a screen. 


The Player's Handbook for D&D has all the rules and offers all the possibilities needed to create characters to suite the imaginations of the players in straightforward steps. It's fairly easy to get. Most book stores carry it and you can get it on Amazon or Chapters in a couple of days.

At this point you are up to nearly $60 in stuff, but if you are sure your kid is going to love it and you want to spend money on things that fit neatly on a shelf, there are a couple more things you can look at right away.

The first is not made by the D&D people, but one of their competitors. It's compatible with D&D and has a great deal of value beyond the adventure itself. Broodmother Skyfortress is an adventure in the first half of the book with all kinds of options to tailor the adventure to their taste. It is amazing! The second half is full of advice on how to create campaigns, settings and run adventures. The advice is super useful to a DM new or experienced. The other wonderful thing is the Jack Kirby, 1960s comic book style art is a nice contrast to what you get in the D&D products and might help them think outside of the box. It's from a publisher in Finland called Lamentations of the Flame Princess but is also available in a few days on Amazon.


After that you might want to look at the Monster Manual or Volo's Guide to Monsters for them but it's not necessary. Save them for a birthday!

Some other things you'll need right away are pads of graph paper, pencils and a stack of character sheets printed out!

To make playing easier you could look at player tokens or miniatures. Painting miniatures is a whole other part of the hobby that comes with its own costs and entry hurdles. If people ask me about that I'll do another post, but for now I'll give you some resources for paper miniatures. These can be printed out on a home printer and used as needed to help the players keep track of where everything is when they are playing. They aren't necessary, but I found with my girls that when they were younger (6-8) having miniatures helped them engage with the game.

Paper minis slid into plastic slotabases. They could have as easily been glued to some cardboard. 

One of my favourite sites for these is Eddnic's Fantasy Paper Minis. They can be printed and folded to create all kinds of monsters to help run encounters! It is possible to find these with some time spent on Google or Pinterest with a simple search for "fantasy paper miniatures" if you have the time. If you don't you can buy PDFs of different printable miniatures for a few dollars (a good use of someone's allowance maybe?) and download them from DriveThru RPG. I'm a fan of the Disposable Heroes and Trash Mob Minis. 

Click image to see more detail. 
These are the characters from the web series JourneyQuest and film The Gamers: Dorkness Rising. :)

After that they'll want more dice. To keep them for stealing all the normal dice out of your boardgames you should probably buy them a set or two at some point. This is another thing that there is no rush for. You can buy them in comic shops and order them online. I know a guy with an online dice store that can get you a great deal with free shipping (not in time for Christmas)!

If you are wondering about the benefits of RPGs as a hobby for children, it is a social game that helps develop problem-solving skills, creative thinking, imagination, vocabulary, math skills and teamwork. There are all kinds of benefits so if they want to do it there's no downside. After 35 years of gaming I have no regrets for the time spent. My involvement in RPGs has allowed me to meet some incredible people and is a part of some of my longest lasting friendships. 



Friday, 13 October 2017

Rules for Pets in the Black Hack

The longer I run David Black's stripped down old/new school D&Dish retro clone called The Black Hack, the more I find myself writing rules to suit the situations my players create and modify the game to our taste. The more I add and change the more I find myself with what looks like the beginnings of a great RPG that straddles the old school and new school well enough to function as a great little introductory fantasy RPG. That might fuel some posts for later, but for now here are the rules I created for running pets and animal companions in the Black Hack.

My players for my Keep on the Borderlands campaign went into the woods to see if they could find the dragon they heard about and only found the crazy hermit and his lion. They killed the hermit and then they tracked down the lion so they could use a Charm Monster potion on it. The warrior character treated it well and fed it more than the hermit did while they had it under control. I gave the player in control of the warrior a Charisma roll when the potion expired to befriend the lion. I figured with a 6 Charisma I was safe and the lion would just run away.

That's when they rolled a critical and the lion became their pet. Now I have rules for how pets work in the Black Hack. These are the expanded and polished version of what I sketched out during that session so they could use their lion right away. They've worked well so far. If your players force you to make up rules for pets you can use these ones!

There is a Moebius image for every blogpost!

Creature companions/pets have three attributes besides their regular DMG, HD and HP: Action, Sense and Loyalty. The ACT and SEN attributes are based on the creature’s HD. ACT is 10 + HD  to a maximum of 16 and SEN is 10 + HD + (roll 2d6 and choose the lowest one) to a maximum of 18. LOY is a usage die and depends on how well trained and well treated the pet is before bad things start happening. A faithful dog that has been with the character for a few years will have LOY of d8 or even d10. A pack animal that was recently purchased will have a LOY of d4.




ACT is used for physical tests like dodging falling rocks or combat. SEN is used to notice something, track or any test that depends on the animal’s senses. LOY is tested any time something bad happens, such as the beast is wounded, mistreated or neglected when hungry. If the LOY result is a 1 or 2 on a d4 the animal will attempt to run away.


Pets and creature companions can play different roles during combat. One option is to attack independently using their ACT attribute. If used this way they risk damage from opponents if ACT rolls are failed. Another option is for them to fight with the character that owns them and add a +1 to their effective HD for the purposes of fighting powerful or multiple opponents. Pets could also harass and distract a single opponent to create an opening and allow the character that owns the pet to get Advantage on an attack. It depends on circumstances, but creativity should be rewarded.


Pets get one action or attack, the same as the characters. Their damage based on HD already reflects the results of using all their natural weapons.


Here’s an example notation of a lion that was charmed using potions and then became a pet:
ACT 15 SEN 15 LOY d8

DMG 1d10 HD 4+1 HP 18

This way all the rolls stay player facing while they roll against the stats their pets have when they take some kind of action. The loyalty die allows whoever is running the game to keep things from getting too out of hand. If the pet is being overused they can call for more loyalty rolls.

Let me know what you think in the comments. Especially if your try them out too! 


Tuesday, 28 February 2017

Moulding Young Minds and Other Madness

This post was supposed to be the third session report of my D&D campaign with my daughters but I'll be combining several weeks of play into this post to bring you all up to speed and talk about a few of the developments.

We're still using The Black Hack by David Black along with the legendary D&D Module, B2 The Keep on the Borderlands. I've made changes to both since we started but the biggest change is the expansion of the group.

I volunteered to watch my friend's son while she took her daughter to the clinic one evening and since it was D&D night, after supper I asked him if he wanted to play. Carter had never even heard of Dungeons and Dragons so I described it as "like a video game, but everything happens in your head." He thought that sounded cool so we rolled up a character. He decided on a Warrior named Dabber. When he rolled four for his Charisma he asked if his character could be missing an eye with a big scar and loose flap of skin. I was a little worried I'd need to draw that so I suggested a scar with a metal plate nailed into his skull to hide his empty socket. Carter thought that was a great idea and we were off!

The Black Hack Character Sheet for Dabber, the Warrior played by Carter, 9

Getting him to the rest of the party was easy enough, he simply followed the trail of corpses in the goblin cave to the supply room where the girl's characters were finishing up a short rest. Their rest had been interrupted early on by some hobgoblins coming through a secret door, but they were ready to go. They accepted their new party member since he was a bad-ass looking warrior and the Conjurer was tired of getting wailed on in combat.

It didn't take them long to find the seat of power for the goblin caves. I swapped out the original chieftain, honour guard and mates for a goblin queen and her retinue in her nest. I described it like something out of a HR Giger painting and they ate it up. The kids loved the large, bloated queen with her chain-mail stretched across her heavy body, swinging her great-axe at them while shouting in goblin. The large black eggs stuck to the walls and floor where goblins hatched as full-sized and functioning adults was alien and great scenery for them to work with as they moved around the room fighting the queen's honour guard.

They managed to kill the queen and ran through the last of the honour guard after she surrendered. Not much for mercy, these kids. My daughters also argued over who got to stab the goblins that fell to the Sleep spells because they both wanted to do it.

That was also the session where they started chanting, "One, one, one!" while rolling important hits in hopes of encouraging a crit.

With their huge treasure hall they were able to buy better armour and spend a month at the Keep trying to learn the Goblin and Giant languages from some people they found who were willing to teach them for a fee. They made their Intelligence tests at the end of the month and each added the language they had studied to their respective character sheets. Then they made another delve into the goblin caves only to find a giant spider had taken up residence in the common hall.

Apparently Carter talked about D&D and how much fun he had non-stop for a week. Since it worked out for everyone's schedule I offered to take him and his older sister on Wednesday so they all could play. Hailey was a little wary since Carter's excited descriptions made zero sense to her, but since my youngest, Pascale, was playing she said she'd try it out.

Hailey rolled up a character with both a high Strength and Dexterity. She decided to play a Thief like Pascale's character but wanted to use a giant, two-handed hammer. Since weapon damage is by class in The Black Hack and I had thrown out the weapon restrictions on day one anyway, I saw no reason to say no to her idea. Erie started tiptoeing around the caves with a giant hammer on her shoulder.

Erie, the maul-wielding Thief played by Hailey, 10

The group spent time bribing the ogre (now that they could talk to him) for safe passage and using their sneak attack on the hobgoblins that they found behind the secret door in the store room. My oldest, Chloe, thought it was hilarious that the hobgoblins had looted all the stuff from the goblins that the party wasn't able to carry in the previous session.

They tangled with the Hobgoblin Queen and ended up in a huge fight since coming in the back door allowed the bad guys to raise the alarm. The crazy fight stretched over several rooms and took the better part of the session. Two characters where knocked Out of Action, but the cleric's spells held out long enough to get them on their feet again and good rolls left them no worse for wear. Dabber ended up going toe-to-toe in an epic battle with the Hobgoblin Queen. She was immense and had as many hit points as the ogre from earlier that they were afraid to fight as a group. He held her off in her throne room until the rest of the party was able to mop up everyone else and pitch in.

Old Wojeb, the NPC Cleric they like having around even though his
abysmal strength and occasional cowardice make him kind of useless.

The kids poked around the room until they found all the treasure, but didn't even bother opening the doors to the rookery, or searching for the secret door into the complex. They were all satisfied with the crazy combat and wanted to get their characters back to the keep to sell their loot and heal up.

The next session they went back in through the goblin caves to get back into the hobgoblin lair to chase down the rumour about a captured merchant. They decided they weren't going to chance sneaking past the ogre's cave now that tow of them had chain-mail and they weren't paying the ogre any more money. Instead they drew him out into the open where they delayed him with a wand of web they had and filled him full of arrows before closing for melee. Some good rolling kept the party safe from thrown boulders and they took him down. They stripped of his outfit in the hopes of getting some gold for the bear pelts he was wearing.

This time they found the rookery. My 13-year-old felt pretty silly about not finding it or the secret door the first time. They destroyed the eggs and made their way into the armoury. They found out that telling the guards they had killed the queen was a bad idea but won that fight too.

Olys, the Conjurer played by Chloe, 13

They wanted to tap and scratch at every wall in the hopes of finding secret door but also wanted to be stealthy and sneak around. When I pointed out it was impossible to do both they decided on stealth.

The funniest part of the session is when my oldest decided to bluff the goblins preparing the hall for a feast into believing that they had paid the queen for the return of one of the prisoners and had gotten turned around in the caves. My youngest was trying to goad her sister into casting Sleep instead, "I don't think it's very heroic to lie to them."

Snekava, the Thief played by Pascale, 9

They pulled it off and got directions to the prisoners. A short battle and a running fight later and they were high-tailing it out of the ravine and heading for the Keep.

So far they've cleared out the goblins, the ogre and crippled the hobgoblins. It should be interesting to see where they go next. At this point they still trust the chaos priest spy at the Keep and have promised to come and get him to help them if they ever find any chaos altars, worshipers or relics.

As far as the rules go, I found the 4D6 HD for the Sleep spell was hugely overpowered when spell slots are only lost on a bad roll. I decided to use the LotFP version with only 2D8 HD affected by the Sleep. It's working out much better.

When we started I used the ablative armour with the recovery on short rests. I found it worked OK, but I slowly phased it out in favour of the damage reduction optional rule, starting with shields first and eventually moving to all the armour as damage reduction. The damage reduction solves the shield problem and speeds things up a bit. The monsters still get extra hit points from armour because hitting for zero damage is not fun!

The party is shaping up! They only have a handful of low-powered magic items, but they are well equipped now that two of them have plate mail and everyone else has exactly what they need. The Conjurer has added a spell to her spell book and the party has a townhouse rented inside the walls of the Keep for the next month. They are building relationships with the NPCs in the Keep and getting a feel for the Caves of Chaos. The characters are second and third level and they've all had a couple of stats increase while leveling.

All four are having the time of their lives and can't wait to play again!



#DandDwithKids

Tuesday, 24 January 2017

Bloodthirsty Children!

It turns out my daughters have something of a bloodthirsty streak. My ruthless little gamers are quickly becoming the scourge of the minions of chaos!

In my last post I talked about running the first ever campaign for my daughters. We're using The Black Hack with the old D&D module B2 The Keep on the Borderlands. This post is the first in a series of campaign play diaries of my daughter's first RPG campaign.


The first session went well, with the girls getting the lay of the land in the keep and interacting with the odd characters there. They spent some time asking around about the area and collecting rumours about The Caves of Chaos to the northeast. Unfortunately for them they picked up plenty of false rumours, including the one about "bree-yark" meaning "we surrender" in goblin. Random tables are a wonderful thing. Thanks to a critical success with their roll to find information, they managed to get some decent directions to The Caves of Chaos on top of their bundle of rumours, so they were able to find the valley without much trouble.

They had some luck on their first foray into the valley with all the caves and I rolled no encounter on their way in. The girls had heard there was magic armour in the southern caves so they started by sneaking into the entrance to the goblin caves.

They crept through the rough tunnels with care, avoiding one group of goblins walking through the halls by ducking down a dead-end passage. For all that sneaking around, when they found the goblin guardroom they decided to walk in with their weapons drawn and say: "Hi goblins! What's going on?"

While I loved that they strutted in there liked they owned the place, the response from the six goblins was negative. One pointed and shouted, "Bree-yark!"

At first the girls were excited, "They surrender? Wow!"

"No, not so much. They leap to their feet and charge at you with their spears raised," I said. "Looks like 'bree-yark' means attack or something like that."

Snekava let fly with an arrow and one-shotted the leading goblin in the face.
As the goblins closed, Wojeb whipped his rapier around like toddler going after a pinata. Most of the goblins went for Snekava and with three twenties, she was tasting the stone floor by the end of the round.

Snekava is even sneakier at level two!

It was looking bad for the group as the not so hand-to-hand characters tried to turn the tide back in their favour when Olys decided to use that Sleep spell she had prepared that morning. With that action the fight was over, but a failed intelligence check meant that Olys expended her spell slot for the day.

They placed Snekava on the table in the guardroom and Wojeb set about patching her up while Olys stabbed the crap out of the sleeping goblins with her dagger. Despite their desire to continue they realised they were not in any position to handle another fight. They looted the goblins and left the caves. They were lucky again and I rolled no encounter on their way out of the caves.

Once back at the keep they were pretty bummed about their poor performance in the caves. I've set the adventure in the old Grand Duchy of Karameikos. The Keep is on the Duke's Road just before it passes into the Black Peak Mountains. This information is relevant because it means the chapel in the keep is part of the Church of Karameikos. The party cleric is from the old Church of Traladara and was sent north to tend the old Traladaran shrine in the fountain square of the keep. The reason he is adventuring is he was given no funds for his mission and living in the keep is expensive.

The party managed to find a Traladaran priest who is staying at the keep. He was friendly and willing to heal Snekava for free as a favour to his fellow cleric. He also convinced the party of the dangers of touching any artefacts or altars of chaos. They promised to return to the keep and get him if they found anything like that in the caves. He was interested in their adventures and talkative. He was also surprised and grateful to learn about the old Traladaran shrine.

The next day they headed back to the caves with vengeance on their minds. They approached the goblin cave through the tree cover and spotted an ambush near the cave entrance. They used their longbows and made short work of the four waiting goblins.

They did better with the first guardroom this time and found the reinforced door to the hobgoblin lair. They heard what sounded like monsters too big and numerous to handle on the other side and decided to return, "When we're more experienced."

They found the second guardroom and entered with an actual plan this time. With no armour besides her shield, Snekava was finished with her bow and ready to mix it up with her sword from now on. They started the battle strong. Since the goblins were on alert, the goblin squad leader kicked over the water barrel and made for the hidden door with a large jingling sack.

Once it was clear the goblin was summoning help through the door, Olys decided it was time to use her sleep spell again. She rolled close to maximum on the 4D6 (twenty-one!) for the hit dice (HD) put to sleep. There are no restrictions on what creatures are affected by the spell in The Black Hack. That meant the Ogre coming through the door folded up like a cheap lawn chair and went to sleep along with the goblins.

They thought that even sleeping, the ogre was too big to kill outright, so after dispatching the goblins with their daggers, they left him alone and walked past into the lair. With no limit to their time, they searched all the nooks and crannies of the ogre's caves. Between his treasure and the gold the goblins had to pay him to fight, the girls hit the motherload!

They raced back to the keep, again with no encounter on the way out.

Once back at the keep they spent some money on better equipment, purchasing leather armour for Snekava and chain mail for the cleric. They basked in the glory of their success and partied in the keep's tavern, The Duke of Cups. I decided this was an effective milestone, having experienced both failure and success. They also had bested the ogre. They were thrilled when I told them they had levelled up!

Olys specialises in conjuring cans of whoop-ass!

The levelling process for the Black Hack was a blast with the kids. They rolled up the improvements to their characters with gusto! Cheering for each incremental bonus gained to their stats and hit points. My oldest, Chloe, actually managed to roll over her 17 intelligence so now Olys, her Conjurer, is a magical force to be reckoned with.

As far as first games go, it was a good one. The girls are hooked and it looks like my Wednesday nights are booked solid until the end of the winter.

Mechanically, I made a change to shields. They absorb damage every round, with small shields soaking 1 hit point of damage and large shields taking 2 points. The rest of the armour I left the same. It doesn't make a huge difference but it is nice for the shields to continue to be useful throughout all the fights. Otherwise, players could have their characters drop them after the first round. It also means characters will continue to use shields at higher levels when armour seems like not much of a big deal.

The other thing I'm considering is cutting the power of the Sleep Spell. At 4D6 hit dice it is always going to wipe a small group of opponents. There should be less certainty when it comes to using magic so I might use the 2D8 hit dice from the Lamentations of the Flame Princess version of the spell in the future.

#TheirFirstCampaign

Thursday, 19 January 2017

Their First Campaign

I've gamed with my daughters in the past. So far we've played a few one-shots to try out or playtest games aimed at kids.

I tried to get them into D&D with the Mentzer Red Box a few years ago. Both of them loved the images and the ideas in the book. The youngest didn't really have the attention span for it at the time and the game died out after the first session. D&D is not much of a solo game.

My oldest (12) has been pushing me to play again so I asked my youngest (9) this weekend how she felt about trying D&D again. She was super-excited to play!

We made their characters Sunday evening. The level of engagement this time was on a completely different level. When they were younger I was using the art to draw them in and help find out what they'd like to play. This time around we talked it out. Part of that came from their maturity level and part of it came from my decision to use The Black Hack as the rules for our campaign. It has no pictures and the rules are so simple all we needed to talk about was class-based concepts and what they wanted their characters to be able to do.

They responded well to starting with rolling the stats to find out about their characters and learn what they were good at. From there we looked at the four classes, what they could do and which ones would be complemented by the strengths and weaknesses of their characters. We also talked about what each class excelled at.

The short one liked the idea of a sneaky character who does things quietly and carefully, so she was keen to play a Thief despite her character's low Dexterity. Fortunately The Black Hack allows for two stats to be switched around during character generation and she didn't care if anyone liked her character, so she traded her DEX and CHA around to get herself a grumpy thief to play.

I barely started to ask the tall one what she wanted to play when she exploded: "Conjurer!"

This girl wants to play a wizard. I think it comes from reading her the Earthsea trilogy when she was little. She rolled a 17 Intelligence for her character so no stats were swapped.

Names came next and after some talk about naming fantasy characters we ended up with Snekava the Thief and Olys the Conjurer.

Snekava the Thief "...because she's so sneaky!"
While the girls shopped for their equipment I rolled up a henchman to help support their characters and avoid the TPKs that come with a party of two. Wojeb the Cleric (AKA Ol' Wojeb) came out of a low STR and CON but relatively high WIS. He can't carry much more than a torch and a shield but his hit points are high enough he should make an effective meatshield.

For the campaign I think I'll start with B2 The Keep on the Borderlands. It's a good spot for it and the Caves of Chaos allow for all kinds of different approaches to dealing with its monstrous inhabitants. Besides, it's an iconic adventure with sandbox elements that I ran recently in 5th edition so there's little for me to do in terms of prep.

The iconic Keep on the Borderlands
As for the larger world, I'm not sure what I'll do for that. I'm considering setting it in the old D&D Known World setting on Mystara. I've already done all the work of sprinkling my favourite OSR and classic D&D adventures throughout the setting. I've also subbed out chunks of the setting with cooler stuff from the Hydra Collective. For all that, the world has a history that makes suspension of disbelief easy to achieve. No matter what I do, it's all new to them, so exploring it will blow their little minds!

As far as system goes, I chose The Black Hack for a few reasons. I've already seen that it's simplicity makes it attractive as a way to bring beginners into D&D style gaming. I also like how it uses some of the modern gaming mechanics like usage dice and advantage/disadvantage. I want my girls to benefit from the old school, but I don't want them trapped there! I also like how damage by class makes weapon restrictions irrelevant so I could let them use whatever weapons they wanted without messing up the game balance. The biggest thing that made me want to use it for my daughters is the level advancement. Every level they'll roll for each statistic to see if it increases. This kind of obvious character improvement is going to make levelling that much more exciting and keep them engaged in the campaign. It also means low stats are not a big deal since they are more likely to increase than high ones.

We've decided on Wednesday evenings for our games since my wife is out that night and both of the girls are home. I'm looking forward to campaign play with the girls. I can't wait to see what they discover about their characters as they change and grow through play!