Showing posts with label Barrowmaze. Show all posts
Showing posts with label Barrowmaze. Show all posts

Friday, February 7, 2014

Dungeon Master M.O. - what works for me (longish so sue me)

A discussion on G+ prompted me to think about what has worked and what hasn't for my online play via Hangouts (thanks to +Claytonian JP  for the idea).  I've run lots of DCC this way, and sprinkled in some Dungeon World-y bits, with a couple of mutants and a black streak of Carcosa.


  1. Keep it to less than 5 people, DM included, if possible.  In an OSR game with lots of henchies, or a 5 person funnel, this can get pretty wild and hard to keep track of with more. If you happen to like a VTT like Roll20.net this can really bog down when everybody's moving their little icons.  In that case, you better just scrap the icon thing altogether, although it does have benefits (dice, chat stuff). I think Roll20'd be better if users could save personal macros, which (fuck if I know) they might be able to do, but I never think of it - even when I was dropping the fee every month.
  2. Keeping track.  I go right across the little name bar at the bottom.  Divide one piece of paper into columns corresponding to player.  Then...
  3. For each player, have them introduce their characters by name and occupation (for funnels), or by name and class and a blurb.  Nothing too elaborate, just enough for me to jot down in the player's column the name and class and (possibly) Luck score, just in case.  If the Wizard is evil or something, and Chaotic, then I make a note of it.  Dogs and familiars and companion animals go in the column.  Henchies don't get a Luck score, but I try to get a feel for how fast I want them to die (men-at-arms and cultists may as well paint a target on the front, unless they are particularly fun or you can and will do a funny voice)
  4. I like games in which resource management is an issue, especially torches and lanterns.  One, when the lights go out naturally or on purpose due to water or wind or darkness spells, and only the demihumans can see and the random encounter roll says the cultists are herding a group of undead your way, well, a brief pause can motivate players. Do you want to relight the torches?  Hunker down and ready for combat in the darkness?  Gygax said that no meaningful campaign can happen without time tracking - I use the Labyrinth Lord one that's out there with the little check boxes but there are more elaborate ways.  Two, I mean, that shit costs money and my dungeons are generally stingy as all hell.  Your guy is gonna work his ass off for full plate in this thing and I'm gonna soak you for gold like a Cathayan Silk Trader.
  5. I try to keep it to 1 night = 1 delve and back to town, unless multiple delves happen owing to briefness/serious casualties/need for more flasks of oil.  This usually turns into about 5 or 6 good encounters in 3 or 4 hours of play.
  6. I try to keep the game calendar and the real-world calendar aligned, and the weather in the game is for the most part what my weather looked like today.  This saves me a couple of charts and shit, and if a guy Spellburns 25 hit points, we all know when he'll be back to full strength - I ask that the players remember this stuff and be honest (I have a vague memory for this stuff and like to say O PODRICK YOUR STRENGTH IS STILL LOW SINCE YOU BURNED IT ALL ON THAT COLOR SPRAY LAST WEEK, RIGHT? MINUS THREE TO YOUR ATTACKS HURR HURR HURR)
  7. Never forget to check for wandering monsters!  Even if it's a little old school, the clatter of dice every other turn or when Frilbo and Dergolips the Elf bump into the empty cask or when PCs (i.e. players) are arguing, I mean, that's magic.  That's motivation, right there.  Unity, as one stand together.  No quibbling and/or pouting.  There are some schools of thought that say "ITS AN ART!  THE DM SHOULD PLAN ALL THE ENCOUNTERS!"  I say, and you can quote me, fuck that.  
  8. If I have a group of folks I trust and that are good roleplayers, I'm almost always inclined to go Dungeon Scout's Honor on rolls.  I used to say that St. Issek abhors a fudger, but Ygg and Justicia forgive when the fudge is for the sake of dramatic tension and epic awesomeness.  On the other hand, that fucker that pulls the Mighty Deed off every goddamn round, or regularly gets 19s and 20s on the spellcheck roll gets to use the online dice roller in Roll 20.  Nobody's dice are that good, and I trust and love the players but Death and Judgment are Omnipresent and waiting like Vultures for those that cheat their friends of drama.  This is a little paradoxical, but hey.  I have recently begun to fudge dice DOWNWARD when I'm not running things, so that this one green d20 I have doesn't irritate people (I mean, I got like 4 18s and 19s in a row the other night and it looked suspicious to me, also).  For DCC, the Clerical Disapproval and Wizard Corruption is (to my mind) nothing to be afraid of and is just as good - if not better than - straight exemplary successes.
  9. You gotta put up with a rules lawyer every so often - it is good for the Spirit and builds character. Hold on there, Squire.  We'll get back to this.
  10. Turns are turns.  You go in order from left to right, according to the icon I have at the bottom of the Hangout.  I try to be firm.  We announce the turn, I give a description (maybe longer if I have been drinking) of what's happening, mark my little hashmark on the light/spell duration thingamabob, and I try to do my best to keep shit flowing smoothly.  If a person is droning on and on and sucking up the spotlight the whole time, I try to snip it a little and keep everybody in the game.  If that one guy is not talking too much and his cleric seems sad or whatever, "Hey Goodbert the Wise, what are you doing this turn?"  Communing with Justicia, asking for guidance?  Poking/gently caressing that sarcophagus?  Day dreaming of the elven thief lass with the fiery hair and regretting your vows of celibacy?  Awesome!  +1 Luck, sir.  Now look lively.  It's the DM's gig to keep everybody in the game and participating, and to keep it moving.  If some fucker that wandered in to the game is running over everybody's good time, then you gotta be in a leadership position to quell it.  I mean, nobody likes a tyrannical overlord asshole, but it's not telephone conversation: it's for groups (with obvious exceptions)
  11. If I can roll a bunch of dice at once, I try to. For example, we discuss that 5 turns pass, requiring 3 encounter rolls, I roll 3d6 instead of one at a time.  Similarly, it's a good idea in big upbeat combats to try to do an attack and damage (and deed die) together, just to move the thing along.  When you are a player, be ready to shout out your shit and the result and pipe down unless you've been slain or something., in which case gurgle feebly for help.  Nobody likes that guy "MMMMMMMMMM.   OKKAAYYYY.  WELL, CAN I GET TO THAT ONE RATICENTIBLIN, THE ONE WITH 1HP?  IS IT IN RANGE OF MY LONGBOW FROM HERE?  OR CAN I RUN UP AND WHACK IT AND THEN RETREAT ANdronedronedronedronedronedronezzzzzzzzzzzzzzzz".  I mean, your Barbarian is frothing at the lips in a swansong of hellfury, and this guy is mincing about asking about how many actions is uncorking his potion and string his bow and shooting?  I mean, come on, man (NEXT ROUND YOU ARE AT THE END OF THE INITIATIVE CHAIN).  Lately, I have weighed asking everyone to roll initiative every turn like in the old days but that's generally too much work for my players and we... You know what, I'm droning.  Sorry.
  12. I don't think DCC calls for a screen, since I put the onus on players that have the game to refer to their own charts, but I do have a rarely-used binder that has some random treasure things and I made a couple of easy-to-refer to monster charts for Barrowmaze.  DCC has lots of random charts and I think maybe the handiest one would be the Turning Undead since I can never remember that stuff. The core mechanic's pretty simple at the heart of it.  YMMV if you have some big and bogged down thing with bloaty tentacles and such - I tried to hack a 3.5 version Shaman into a L/L Druid the other day and fuck, I don't know what an Awareness Feet is.  Fuck it, like a +3 to listen for goblins or something?
  13. We've taken to using the chat bar in all the online games to post initiative rolls, names of characters and NPCs, important loot (and unimportant loot), whatever needs a temporary record to refer back to.
  14. In combat, not every miss needs an edit - that is, not all the shots need be described.  I say "A solid blow.  A ringing blow.  It's staggered."  Keep the players guessing the AC, since you know they are keeping track on the other side of the screen over there.  A particularly dramatic slaying ought to be optioned to the player "Okay Parthenus the Warrior, how do you slay this thing?"  If somebody won't do it (but why?  this is an RPG!) then it's your cool.  A droog or minion can just crumple into a puddle of blood, moaning.  But serious deaths need some gore and shrieking.
  15. I like to not tell players NO and use a simple Improv approach to things.  I try not to say what players are doing unless no one says anything, or else their declared actions don't take up the allotted passed time.  I will work with you as hard as I can to get that thing to go if it's fun, except if you are breaking the implicit or explicit rules - even then if you can give a plausible explanation, or a fun roleplayed one that fleshes out the shared narrative or your character, or the relationship with other characters, fuck it, let's see what happens.  We have dice and time and we are ADVENTURING, lets go out on a limb a little bit and bend these rules to cracking so that we can see what kinda fun comes through.
  16. What I said about rules-lawyers before, I mean, for some folks the rules-lawyers thing IS the game, and I try to be friendly and accommodating but all it takes is for you to squeeze my balls or pout or back track to an earlier scene to recover a couple of hit points or experience or copper pieces, and then (I hate to be a dick this way) I take a business-like, hard-boundary thing.  I try not to bullshit and I like to think I can back down when I am being a rat-fuck asshole, but if it comes to it next time maybe you're welcome to join but I won't tap you a couple of times before the game starts because we already have 5 players, man, and you said you might have something else going on.
  17. On the other hand, you sort of need to let more charismatic PLAYERS be good leaders, also.  It's a magical thing to watch when everybody is polite and funny and having a good time and everybody steps up and zings and riffs and I don't have to be some field marshal but rather a conductor.  I don't give a fuck how many XP you got or gold or whatever.  When the stories and jokes flow like cheap wine and we can all give each other a knowing wink down the road, that's why I run games.  Also, I'm a power-hungry ego maniac, but I mean, that's a given a priori thing we all agree.
  18. I don't like FLAILSNAILSing, as a matter of preference.  One reality at a time ought to be pretty exciting for your average low-magic grungy dungeon murderhobo.  I think it's poor form for a guy to have a pack of comrades scrabbling for iron rations and go off to Dimension X and come back 30 XP on with a Vorpal Hammer and Plate Armor of Goldbricking.  Causes bad feelings.  In me.  When I see all my hordes of monsters laid low I just get bitchy.  I had a pretty good discussion some months back when some guys schooled me and set me straight and called me out on my narrow-mindedness about it.  For this I thank them, and the odd guy with nothing to do that comes wandering in, as long as you're existentially compatible and not Mann Rider when we are malnourished dungeon raiders (actually happened once), I mean, hey.  Cling to your long-developed narrative if you like.  Ahem.  God Bless Mann Rider, BTW.  I am trying to stay true to my "try a new random character every play session thing" - it's working out lately.  I think people ought to try it.  Anyways, more on that some other time.
  19. Lastly, stinginess with treasure and magic makes for a richer experience, in my humble opinion.  A glut of gains easily gotten becomes under-appreciated and the next thing you know, you've written some droning awful high-minded treatise...  I mean, if you're gonna give a magic-item, make it one the PCs are loathe to use except in the most dire of circumstances (they always sell this shit when they get back to town rather than try to seduce the bound murderous water nymph, but hey, it woulda been fucking awesome to watch in play).  This is a Gygaxian truism but it's not going to hold for all games. That's it, I'm out.  


Also, tonight I found a bunch of cool Gamma World shit at:


Which I think can easily become part of the ASE/Carcosa/DCC/Star Frontiers/Mutant Future thing that is dribbling around in my ears.  I've sucked up so much OSR stuff that now I am stuck in some pastiche of 1981,which is okay I guess but I really need to check FIASCO and Monsterhearts off the old list.


Thursday, January 30, 2014

Even More Unique Undead!

If you prefer to have your tables in NOT .pdf downloadable form, this is the follow up to my BARROWMAZE post yesterday.  I've used many of these in the DCC Barrowmaze campaign I ran last year.  With normal undead varieties, these Unique additions, and the 'masks' rules from BM2, a nearly infinite world of awfulness is well within easy reach.

LET THE SLAUGHTER COMMENCE

Expanded Unique Undead Tables
D100
Noah Stevens
For the original 20 entries, see DCC rulebook 381


1 Energy-draining touch (ability score damage; Will save resists)
2 Level-draining touch (lose XP; Will save resists)
3 Searing gaze (1d6 damage with a look)
4 Touch of cold (1d4 damage; immune to fire spells)
5 Chill aura (all within 100’ take 1d4 damage; immune to fire spells)
6 Blood drain (causes 1d4 damage + 1 Stamina point each round)
7 Flight/Levitation
8 Transformation (rat, cat, bat, wolf, worm; or mist, dust, spirit; etc.)
9 Extraordinary strength (Strength 22+)
10 Swift (2 actions per round)
11 Slow (1 action every 2 rounds)
12 Immune to non-magical weapons
13 Immune to non-silvered weapons
14 Resistant to spells (50% chance of any spell not affecting it)
15 Cannot be killed without special ritual (stake through heart, exorcism, destruction of phylactery, form burned in fire,
etc.)
16 Paralysis with touch (Will save to resist)
17 Translucent/transparent/invisible
18 Issues a curse with every strike (see Appendix C of DCC book or some other source)
19 Casts spells as wizard of level 1d4+1
20 Continues to worship a dark god in undeath; casts spells as cleric of level 1d4+1; can turn living/lawful/good as a
cleric turns unholy
21 Embalmed in oil and rags, and susceptible to flame - takes 1d10 extra points of fire damage on strikes
22 Infested with vermin, and upon destruction 1d6 leap out to attack for 1 HP damage each
23 Enchanted with pyromantic runes and explodes upon destruction for 1d8 damage to all within 10 feet
24 Semi-ethereal, increasing AC by 1d10, determined at the start of each round
25 Necromantic backlash when struck, causing 1d6 points of damage to attacker (save for no damage)
26 Accompanied by haunted music, Will save at –(1d6) or PCs and NPCs charmed for 3 rounds
27 Stealthy, always has surprise (free actions first round)
28 Spider-climb
29 Spreads disease on strike, Fortitude save to resist
30 A Foule Stenche - Aura of disease within 10 feet, Fortitude save +3 to resist
31 Black Bilious Humours – weapons that strike it become stuck
32 Cloud of Flies – distracts foes in combat, no spells with somatic or verbal components may be cast
33 Revenant – attracted to one particular PC/NPC (a murderer?) and will attack no others
34 Sleep of ages – each strike on it causes the character to age a year
35 Weak necromancy – has only 1 HP before dissipating the material form
36 Compelled to count items – when faced with e.g. caltrops or pins, will stop attacks for 1d8 rounds
37 Crawling horde – when destroyed, summons or conjures 1d3-1 more of the same
38 Knitted flesh and wired bone – any individuals encountered are actually a single colossal individual
39 They Hunger – will attack wounded first, and pause to feed on the dead
40 Mouldy – each strike showers the attacker in spores for a Fortitude save or acquire Lung Rot
41 Melancholic humours – each strike, PCs must make a Will save or lose the next round out of sadness
42 Packed with sawdust – coins and other small items found inside and low value treasure spills out when struck
43 Send More Paramedics! – as intelligent in death as they were in life
44 Failing enchantment – lose 1d4 HP per round but healed full amount of damage by any spell effects
45 Jealous – will not stray from the treasure it guards/was interred with
46 Strong runic soulbinding – Maximum possible HP, discernible enchantment warning
47 Unnerving laughter – Will save or lose action this round, attackers
48 Hades’ Glamour – killed or incapacitated characters spirited away to the Court of the Dead
49 Milling about – will not chase, but will attack first any who attack them
50 Grandma, NO! – Related to a randomly determined character or NPC party member, that character must make
Will save to attack
51 Incorporeal in light, but attackable in darkness
52 Autumnal Shroud – attended by a cloud of dead leaves that strike at players every other round for 1d6 (Reflex save
for no damage)
53 Book- or Scroll-bound – priceless texts attached to them via string/nails/wire/glue
54 Slightly mechanized – tick tock gives the approach away (no surprise) but add another HD and an orichalcum gear
at the heart
55 Steam driven – a steam mephit is bottled inside the abdomen and this animates the corpse
56 Dusty – a dust mephit resides in the corpse’s head and any hits cause blindness/choking
57 Sanguine humors – bloody mess (any hits on PCs or by PCs cause a intense splash of gore that wrecks the future
reaction checks of intelligent creatures until cleaned)
58 Phlegmatic humors – spits a gob of ethereal slime that drains level/XP/lowers action dice
59 Choleric humors – sucks the moisture out of everything nearby – hits from undead desiccate PCs for extra 1d6
damage and thirst
60 Elemental-ridden – also enchanted with some weak elemental and cannot be turned, no damage from that attack
type
61 Demon-plagued – a demon/devil resides within and it cannot be turned, is semi-intelligent and will bargain for
release
62 Teleporter – teleports struck PCs d100 feet in random direction, or else whole party
63 Insidious designs – paralysis/invisibility on struck characters
64 Convincing Argument – charms all struck characters, or all characters within 20 feet who hear the whispers
65 Death is but a Doorway – upon being put down, a portal to the Ethereal/Astral/Negative/Dread plane opens
66 Time-limited – at Midnight or 3AM, vanishes/clatters to ground
67 Scurrilous – gains +20” to move, spider climbs, digs at 20” through loose earth
68 Serially connected – each “death” of the group reduces the HD of the next member by 1 (total HD equal to number
appearing)
69 The words of a random 1d5 level spell are inscribed on the skull/skin/robes in permanent ink
70 Biological matrix – animated by non-necromantic forces (e.g. colonization by vines/tendrils)
71 Palldium coated – reflects spells cast at it to nearest attacker
72 Johnny Shearsfingers - +1d6 attacks per round of wicked blades
73 Rawhide and Bloody – hidden in darkness, no chance for spotting, loves stairwells and cupboards
74 Gateframe – ribcage/arms/skull/whatever allows extradimensional incursions from outsiders
75 Berserk - +1d6-3 attacks per round at +1d10-3 to hit (re-roll each round)
76 Glowing menace – radiates powerful mutagenic forces, exposure for more than 3 rounds causes minor corruptions
77 Davy Jones – seeks to drag grappled foes into the water
78 Cold embrace – on successful claw+claw hit, massive temporary massive loss of Strength (down by half)
79 Fluxed – when destroyed, arises again 1d6 times each time at ½ HP
80 Thundercrack deafens characters within 100’ when it is destroyed/put down
81 Lost flock – adds +2 levels to cleric’s calculated level when turning
82 Weary – will not attack but begs for release (other effects may apply at DM’s discretion)
83 Unreasonable Atheists – only turnable by Neutral clerics
84 Dishonored – no chance of turning by Good or Neutral clerics, but may be turned by Warriors of
Strength/Stamina/Personality 15 or higher
85 Beloved – the villagers have been looking for this one
86 Actually a “probe” of some powerful Patron – destruction will cause wrath but can be conversed with as mouthpiece
87 Chamomile and Valerian – surrounded by herbal fog of sleep, Will Save at 1d20 or slumber, make save = dazed 1st
round
88 Fey hatred – preferentially attacks elves/those bonded to Elf King
89 Against the natural order – walks on ceilings/through walls/turning makes it stronger
90 Bad harmonics – Usually incorporeal undead are corporeal and mostly helpless; corporeal undead wink in and out
of Material Plane every other round
91 Truth of the Grave – will answer questions put to it (roll 1d6: 1-3 honest, 4-6 malicious lies)
92 Suggestible – will follow orders from randomly aligned characters
93 Floaters – on successful claw/claw attack will float away with character at 20’ up per round
94 Free roaming - +1d100 Hit Points, no chance of turning (1 individual only!)
95 Friendly, talkative
96 Mostly dead – in the process of total revivification and will finish in 1d10 turns
97 Tickly – will not damage but only cause struck characters to laugh as per Tasha’s Uncontrollable Hideous-type
98 Ticklish – will only laugh when struck (no apparent damage); Will or Fear save at DC 14
99 Almost there – maximum HP, minus 1 – no chance of turning except with Luck burn
100 Spitefully unfinished – this space intentionally left blank, roll again thrice

Wednesday, January 29, 2014

Downward! into Barrowmaze Again... ?

Coming up on the anniversary of the Scourge of the Barrowmaze campaign - a thing that lasted 6 or 7 months last year and brought me a good deal of fun times.  At that time, I was inspired by +Dave Younce 's IRON CANYONS campaign (soon to be rebooted?) - I was struck by the simple return into a relatively easy format of a game I loved.  You may say that the "Dungeon Crawl Hack and Slash" is a bit crusty - well, you oughtn't to say it but I guess you could.

But there is unlife in those bones, yet.

Witness the nextest iteration of BARROWMAZE

I hope this becomes funded - I am unable to fund it at the "Little Guys" level, and I probably can't even do it at the lowest level until maybe early next month, but it's a great setting and always ratcheted up the tension.  As much as I want a box of all those little plastic (or metal? some alien alloy?) figs, almost the entirety of my RPG'ing these days comes over the G+ pipes and the figs would be frowned upon by my wife (she still doesn't like the box of Space Marines taking up square footage in the back bedroom).  Also, my latest favoritest all-consumingest game lately is "DADDY" in which my levels are fairly low but quest opportunities abound.

If you've come here looking for DCC character classes, know full well that Barrowmaze is the ideal vehicle to slaughter a funnel full of sub-heroes, and also it's great fun to laugh as the survivors flee in terror back to Helix across the moors!  If you feel particularly cruel, you can have ghouls or bandits chase them almost the whole way, having eaten/stolen their horses and the digging crew they left to watch them.

Muwahahaha!

I released these to the G+ DCC community last year in the late spring, but 'ere you go, in the interests of making more flubaloo around Greg's awesome project.  You will find a "better than doing it on the fly" conversion of the monsters from Barrowmaze I to DCC stats.  There's also a combined Random Monster Encounters for my campaign which includes some monstrosities hell-bent on vengeance against the party, and a secretive clan of reptilian ghoul worshippers.  The entries include all kinds of opportunity to Hell to bust out in the middle of the tomb-quiet hallways, which of course degenerates into a "eat your brains" free for all.

1.  Barrowmaze I common critters with DCC stats
2.  Turbocharged BMI+BM2 random encounter tables

I had a plan to DCC statify all the Barrowmaze monsters in all the encounters throughout the text (something that +Paul Wolfe inspired me to do) but, there's an awful lot of variety and it comes to like 150 different monsters and then the baby came in August.

I also have a "mildly improved" list of awful random properties to add onto Undead Encounters, but I will hold off on that since I'm enchanting it a little stronger.

I might reboot the campaign - if you're interested, then drop me a line - or even better, just join the community on G+ and say so.  You can find the funnel generator for it at the Purple Sorcerer here (this is my opportunity to connect +Greg Gillespie and +Jon Marr who have done a bunch to get me excited in RPGs again). If you are interested in a paper version of the d200-something funnel occupations chart for the thing, to see what classes I was hoping to include into it, then that can be found here. Warning: madness abounds, there - I was inspired by Discworld, Gamma World, Ravenloft, Lovecraft, and Realms of Crawling Chaos.

The Scourge of the Barrowmaze is sort of an attempt to instill Ravenloft-style Gothic Horror and Post-Apocalyptic (think ASE) despair onto a traditional Dungeon Crawl Hack n Slash vehicle.  We never made it too far into the actual BM complex, since almost without exception the party was swamped by random groups of undead or surface-venturing parties of looters or cultists.  The community design is a pale rip-off of the Labyrinth Lord Roll20.net Barrowmaze game hosted lovingly by +Jason Paul McCartan.  His is an absolute model of what a campaign community ought to look like - frankly I don't know how he does it what with his other commitments.

I usually don't get into the crowdfunding for reasons that others may better explain, but this setting in particular has given me a lot of good times and I wish it well and Greg good luck.  Also, it would be fun to see even more hideous evil unearthed.

Buy 'The Hounds' - Click Here