3.15.2012

Dave Trampier Thursday - Goblin

 

For my money Trampier's version of the Goblin is the definitive one. Page 47 of the Advanced Dungeons and Dragons Monster Manual. Every thing about this one is perfect. This screams First Edition to me.

 

3.14.2012

Dungeon Mastering - Micro Kingdoms

I have recently been thinking a lot about creating a new campaign world and have been inspired by quite a few different sources. One of the ideas I am kicking around is that of micro-kingdoms.

My idea is that there would be many small kingdoms each basically ruled by a stronghold, keep, wizard's tower, temple or the like. While the players go about their adventures there would be many small turf wars, rivalries or outright battles between these factions, their allies and their enemies. Think Game of Thrones but on a much smaller scale.

A large faction would have around 100 to 150 men at arms or troops to call on. A small one might have as few as 25 or 30. I feel that this will allow me to build a campaign world where the political lay of the land is always in flux, with smaller factions grouping together for strength and larger ones always attempting to grow and expand.

One inspiration is a forest with too many trees. All are trying to thrive and get sunlight but sometimes there just isn't enough room. Some wither and die others thrive. This is where player characters come into play in the early game. They become the foresters so to speak, either trimming down and paring large trees or destroying small ones, either way they change the landscape of the forest.

By having smaller kingdoms characters are able to put their stamp on the world as a whole in a large way. Even a large kingdom that loses 30 of 150 men at arms will be highly impacted. They now are forced to rebuild and regroup while others may fill that power void. The landscape will change and the players are the fulcrum throughout their entire careers.

Another advantage comes in the late game when characters may be building strongholds and trying to forge territories of their own. Do they gain these through force, subterfuge or by way of reward for loyalty and service? These are all viable options in this sort of setting. This also gives all alignment types and play styles a viable way to gain power. Whether they decide to be an assassin or a paladin there are large gains to be had. Would they prefer to rule behind the scenes through a figurehead or sit on a throne themselves? Anything seems possible in this sort of setting.

To me this seems like the ultimate in sandbox play. Many times kingdoms and worlds are static and merely a story that the DM has already written. My goal is to design a place that makes players feel like their actions matter in huge ways. I want them to be those few touched by fate. Destinies, lives and kingdoms rise or fall, live or perish, and are dependent for the most part on their actions or perhaps even their inaction. Well, I think I have a lot of work to do...

 

 

3.11.2012

Community - ...and now for something completely different

Today was a nice relaxing day spent catching up on some reading. While doing so I noticed that a couple of blogs that I enjoy have fewer followers than my own.

I don't mean to brag about my massive following of thirty some souls, far from it. Thirty some followers is laughable, not that I care much anyway but I would like to thank you all for coming here and reading my ramblings. What's the best way to do that, you ask? Well, maybe by sharing a bit.

So without further delay I direct you to something completely different, Wampus Country and Carapace King.

Wampus Country takes DnD into the 1800's, granted it's an 1800's with trolls and whatnot but hey thats what makes it particularly interesting to me. Erik has put a lot of thought and effort into his campaign setting and it really shows. It is also fairly unmined territory ever since Boot Hill. I very much enjoy his efforts and highly recommend the blog.

Next up is Carapace King by Christopher, a bit harder to describe, but here goes, think of an era when metal is scarce and giant insects and their corpses are not. Weapons and other things are manufactured from their chitinous exoskeletons.

As you can hopefully tell by my inadequate descriptions both of these blogs give the community something quite different from the norm and both are fertile idea mines for any DM. Enjoy their hard work!

 

3.09.2012

Oubliette Goodness

Man. I'm speechless. I hate to gush, and I know I already posted about the magazine but I just got all the back issues of Oubliette I ordered and I cant resist. I knew the content was great from the PDF's but just take a look at this goodness. Something about holding them in your hands and then putting them on your bookshelf speaks volumes to me.

I had to put a picture up for size comparison. If you dont have the physical copies you are definitely doing yourself a disservice. Damn, my only complaint is I can't subscribe...

 

Dave Trampier Thursday - Fire Giant

Ok, so it's Friday. Apologies for not getting this up yesterday, I realize I am a day late but here is another beauty from Tramp (and hey, you can't complain too much, I did give you two for one last Thursday!).

 

This week is my favorite from Trampier's series of giants which he drew for the Monster Manual. I never much cared for the most of the Trampier giants honestly. The Hill giant always reminded me of a big, dumb, doofus and not something tremendously scary (as it should be I guess). The Stone giant always looked too much like Lurch. The Cloud giant, well, let's just say he was a little effeminate for me. But the Fire giant, ah, the Fire giant, majestic!

 

This illustration is probably the reason my younger self wanted to include Fire giants everywhere and anywhere. In fact Trampier's fearsome Fire giant illustration is probably responsible for carnage on an unmitigated scale, as I remember wiping out many a party with it as my inspiration.

 

 

3.07.2012

Dungeon Mastering - The Wilderness Survival Guide


The WSG by Kim Mohan or The Wilderness Survival Guide if you're not into the whole brevity thing, can be a fairly divisive book among First Edition faithful. In fact, some will say it is not even a First Edition book, labeling it as a 1.5 offering. I personally don't differentiate a 1.5 edition of ADnD, but that is a topic for another day. What makes this book a point of contention?

In order to answer that question, we must take a look at the evolution of the game up until the WSG's publication in 1986. What started out as an open, free flowing, organic, system in the White Box was growing into an ever more rules orientated beast. Moving from Chaos to Law if you will permit the analogy. Naturally, this trend rankled some and unfortunately some of Gygax's own words in his introductions and throughout his works exacerbated the situation. Gygax was most likely "towing the company line" when he seemed to say at various points, in various ways, that these are the rules and it is strongly suggested you follow them. Clearly it was not something he subscribed to in his own games and differed greatly from his early stance of the DM using his best judgement and common sense for rules resolution.

By this point you may be asking, "Okay, but what does this have to do with the WSG?" Well, to answer that question, quite a bit. I feel that a lot of the animosity toward the book is not so much directed at it's content as it is at the misconception that it must be used. I believe many felt required to use it's contents due to some of Gygax's earlier statements covered above.

The fact is that many of us are now used to mixing and matching bits and pieces of systems that we like and discarding those that don't work for our groups or play styles. The OSR has made this a perfectly acceptable practice but back in the day there was a perception that you were either following the rules or you weren't. I would posit that higher adherence to the published books was the norm at the time. Therein lies the problem. No one could be rightly expected to follow and use every rule in this book. Doing so would be an exercise in tedium. However, I would argue that as a sourcebook and supplement the volume is excellent.

There are a lot of wonderful ideas, charts and systems in place for those who choose to delve into them. In fact for a book with a $15 dollar price point at the time (likely even cheaper now in most cases) this was/is an absolutely spectacular value for the amount of data and content it provides. $15 dollars at the time was basically equivilant to two modules by the way. Quite honestly if you are running outdoor adventures or a sandbox style campaign this book really is a no brainer.

If you have ever had qualms about picking the WSG up set them aside and try it out. Even if you can find nothing of value in the text of the book, which I believe is virtually impossible, the art alone is worth the $10 to $15 dollar investment. As a bonus most of these books tend to be in excellent condition due to the large amount produced at the time.

 

3.04.2012

Review - Oubliette Magazine

Over the weekend I downloaded a couple of Oubliette PDF's and I am hooked. In fact I ordered the physical compilation of issues 1-4 and all the other issues released since then. It's fantastic, just in case you didn't know.

Why? Well that's the confusing thing... I'm not really sure. I guess if I had to put it in words I would describe it as a sense of cohesiveness. This is a magazine with a voice. Don't get me wrong, I've read quite a few issues of Knockspell and Fight On!, and while I like them both well enough I never was tempted to get every issue immediately and in a physical form no less.

Oubliette reminds me of the feeling I used to get when I received my new issue of Dragon in the mail, and I was a Dragon subscriber in the magazine's heyday. Oubliette may not always be the slickest or prettiest girl on the block but for my money it's better for it. There's a big heart beating in every issue and it's easy to see that every page is a labor of love.

Bravo!