Background for this thread: Primitive D&D from Eero's blog, Game Design is About Structure.
\nThis game has:
\nThe classic six attributes
\nstakes in the vein of "GM states the Danger of Failure"
\nDamage that worked like "save vs. fall down"
\nSpellcasting like "tell me what you're trying to do and I'll set a target number"
\nsome kind of class abilities (not sure how that worked, but I know bards got bardic knowledge checks)
\nEero, I'd like to ask you some questions:
\nWhat classes were the most fun to play?
\nWhat were those class abilities? Were there class tables?
\nWhat could the players trust in with regards to the system? i.e. How standardized were those save vs. fall down target numbers?
\nThe spell difficulty numbers?
\nEdit: Boo, Markdown is a lie!
\nEero, this is great and helpful.
\nCan you expand on your use of knowledge / ability checks in play?
\nPosted By: Eero TuovinenThe GM is not misusing his power in making the chasm difficult or easy to cross; not only is his mandate only to judge the fiction impartially, but he is also entirely unable to force the player to take a deal that the player does not consider worthwhile. Whether the chasm is too wide or the monster too strong, that judgment is on the player, not the GM.\nThat's a key element to this style of play. When groups struggle with this style, I think it's often because they misunderstand this feature (or just aren't aware of it).
Eero, wow, thank you.
\nWhat is an "extra success" in a knowledge check? Beating the DC by increments of 2? 5? You mentioned some tinkering there.
\nFrom what you've written so far (unless I missed something, I'm kind of going topic-by-topic) it sounds like a lot of module-crawling - do they do a lot of interacting outside that, in terms of townsfolk or factions?
\nEdit: changed the word whatever to factions since that was what I meant.
\nPosted By: RyWhat is an "extra success" in a knowledge check? Beating the DC by increments of 2? 5? You mentioned some tinkering there.From what you've written so far (unless I missed something, I'm kind of going topic-by-topic) it sounds like a lot of module-crawling - do they do a lot of interacting outside that, in terms of townsfolk or factions?\nExtra successes are in increments of five points. This tends to produce 1-3 successes most of the time, but the critical hit rule we use (20s explode) allows more massive successes as well.
Posted By: jdfristromEero, do you have all of the game design fun? Or do you ever open it up to your players, like, "I don't know, how do you guys think we should resolve this?" or "Your character's god demands you always tell the truth? What happens mechanically if you fail? What boon does she grant you normally for suffering under that disadvantage?"\nI'd say that I have most of the game design fun, but that's largely because I'm the one really immersed in rpg textual history and all that - most of the players don't have the history with the hobby to really care about the aesthetics of roll-over vs. roll-under or stuff like that.
Posted By: jdfristromAlso, do any of your players read SG? I'd like to hear their perspective on it all.\nHmm, I think that most of the player base is pretty non-Internetted insofar as roleplaying goes. My brother Markku does read SG occasionally, at least... I'll point the thread out to the players, maybe somebody wants to weight in about my various lies.
Posted By: agonyWhat was your motivation in using this re-built D&D based system instead of say, T&T, for your old-school Dungeon Crawling? What motivated you to do this?\nWell, my very immediate motivation for this was that I've been buying a lot of OSR modules for our webstore, and thus I had all these nice-looking adventures lying around, all for D&D. We have a somewhat shallow threshold for playing stuff around here, so why not start up a big D&D adventure and see whether it has legs for the whole summer. My brother Markku was also moving up here this spring, and I figured that because D&D is traditionally a game we see eye-to-eye on (enough to play together, anyway), it'd be nice to play something stable and widely appealing, something where Markku could get to know the local gamers. I was also interested in doing a hexcrawl, and while there's no reason why you couldn't do one in T&T, the textual sources for doing it in D&D are much more rich.
Posted By: Eero Tuovinenafter which they hexcrawl to their target (I have a pretty elaborate hex map thing for the world)\nWhat rules are you using for hexcrawls, random encounters, site and location discovery, etc. if any?
Posted By: Michael PfaffWhat rules are you using for hexcrawls, random encounters, site and location discovery, etc. if any?\nI started the campaign by sorting through the adventure modules I have here by level. I don't particularly intend to prevent the players from finding off-level adventure sites, but fantasy Netherlands is a relatively calm area, there really isn't high-level stuff there to speak of. Next I separated the adventures that need to be situated in particular types of terrain or social area and placed a few in likely places. The rest went into my random encounter mill. A few in particular I threw into the players' faces: the Tomb of the Iron God and Tower of the Stargazer have a shared theme in freak thunderstorms, so I decided that they're both nearby and a concern for the basetown of Gnomstraat.
Posted By: akooserDo you use all the weird shaped dice as well? I mainly thinking about how damage is dealt in D&D with the variable die type (but elsewhere would be of interest too).\nThis has been something of an aesthetic hangup for my D&D - my design senses bid me to either only use the d20, or otherwise use the maximal series of various dice. The current implementation is something of a relaxed compromise in this regard: abilities are rolled 3d6 (instead of the median value of 5d20, say, which'd produce an almost identical distribution without having to rely on another sort of die) and various things use a d6, and other dice are also used occasionally. This is probably at least partially because we're using these ready-made adventure modules that give monsters d8 damage dice and similar; as I'm specifically running a cross-compatible version of the game here, and therefore will use different dice for the tables and monsters in those adventures, we might as well use them for other things as well. Economy of design.
Branching off from damage and knowledge - Could you talk a little more about what, if any, "conversion" happens between an AD&D (?) monster statblock and what you use at the table?
\nPosted By: Deliverator-How much prep do you put in, away from the table?\nNot as much as I'd like to. As I discussed before, I've still to finish my random encounter tables, for example.
-Is there any "between dungeon" roleplay and/or shopping scenes? If so how are they handled?\nWe have elaborate logistical phases at the beginning and end of sessions, and in the middle if players go to town early. In principle the roleplaying mode is just the same whether in dungeon or not, but we don't sweat the small stuff, so often haggling and such is done with a minimal fictive veneer. For example, when a player wants to buy something at the beginning of a session, they might simply say so, and depending on the mood and the item I might simply tell him that "I'll let you have it for so and so many silver". Everybody realizes that technically the character has found out somebody who can sell him the stuff, but we just haven't bothered to establish another bit-piece NPC here. If the player grows impudent and starts to question the prices, I'm infinitely willing to give my yet unnamed NPC merchant more nature as he starts to patiently explain why this particular piece is so very, very expensive in this small, poor town in the middle of nowhere. Sometimes these sorts of off-the-cuff details amass to a critical mass and actually establish concrete fictive images; for example, one of the players has been dragging a personal manservant with him for several sessions, and while I haven't gone out of my way to give the guy personality, it does happen naturally. The crisis point was probably reached last session as I gave a "random facial hair" table from Fight On! to the players to misuse, and it was established that the faithful servant has a huge Fu Manchu mustache. Nothing would ever be the same between these two, honest men.
-Speaking of which, how do you handle teh l00tz when they kill monsters?\nI wait for the players to declare that they search the bodies or lair or whatever for treasure, then provide whatever the scenario indicates. I translate the GPs and SPs and such from the scenario material into the in-fiction currencies that make the most sense for the current context. Non-monetary treasures are described as is, often with off-the-cuff detail. The players write the stuff down on a joint loot sheet or their individual notes (seems to depend on who exactly are playing, not everybody is as organized). Usually they try to eyeball the value of the rugs or golden wire or jevels or other non-monetary treasures on the spot, which I allow with a suitably difficult ability check; this provides them with a notional monetary value that might be more or less realistic. Often they have to choose as to what to take and what to leave for later, as some treasures are too heavy to transport all at once.
Posted By: Eero TuovinenWere I to have a group both flakey and only interested in a limited run, I'm not entirely sure if I'd play D&D with them; the game rather likes to have a few sessions to develop. I guess I'd go with a stylized campaign structure involving a deck of playing cards with micro-dungeons printed on them. Something with little structure from session to session, and sufficiently simple adventures to play 1-2 of them per session.\nEero, this last thing is one I'm very interested in. So, if you've got any more detailed ideas about it, I hope you will share. And if you ever happen to actually try this in play, I want to know about it, please! ^_^
Eero, do you realize you've written almost 20,000 words on this in this thread alone?
\nWow.
\nHas there been any conflict within the adventuring party?
\nI don't mean the players, it's obvious you guys get along. Would such conflict be frowned on as "not what we're here to do"?
\nPosted By: RafuPosted By: Eero TuovinenWere I to have a group both flakey and only interested in a limited run, I'm not entirely sure if I'd play D&D with them; the game rather likes to have a few sessions to develop. I guess I'd go with a stylized campaign structure involving a deck of playing cards with micro-dungeons printed on them. Something with little structure from session to session, and sufficiently simple adventures to play 1-2 of them per session.\nEero, this last thing is one I'm very interested in. So, if you've got any more detailed ideas about it, I hope you will share. And if you ever happen to actually try this in play, I want to know about it, please! ^_^
Posted By: RyEero, do you realize you've written almost 20,000 words on this in this thread alone?Wow.\nWell yeah, but that's easy when you don't edit or think. Writing is quick without all the filters we use normally. I couldn't infodumb about our campaign this effectively (for a given value of "effective") if I was actually outlining the writing and crafting the sentences. Textual vomit, probably going to seem completely idiotic if I ever reread the thread later. Glad to see that people apparently manage to parse what I'm saying.\n
Posted By: RyHas there been any conflict within the adventuring party?I don't mean the players, it's obvious you guys get along. Would such conflict be frowned on as "not what we're here to do"?\nThis is an interesting question. The primary "threshold" that comes up in this regard tends to be that when a player jokes about or speculates about inter-party conflict, I remind the group that the basic challenge of the game is cooperative in nature: the world is a bitch and it's going to kill you. Therefore it's probably not a smart move to start griefing the other players until the group actually manages to consistently prosper against the GM's world, first. The second threshold would be if a player actually started pursuing this, at which point they'd have to seriously talk about how to go about resolving such an inter-party challenge.