Sunday, April 10, 2022

d100 - Why is Garlic so Stinking Expensive?

Here is a somewhat tongue-in-cheek diversion from what might be considered slightly more useful Random Tables. It has always been extremely interesting to me how the standard Equipment lists in these games do so much heavy lifting to telegraph Setting, and I often tend to see players new to the game gravitate to a few of the same things.

Allium sativum on the list alongside other, perhaps more practical, purchases for Dungeon Delving is one of these. Its mere presence seems to scream to some that the possibility of Vampires is not only very real, but something they ought to prepare for. The same way those lovely Saving Throw Categories, so starkly listed on their sheet, stoically advertise other dangers.

But what may have gone unnoticed is just how pricey that lovely little Bulb can be. A little casual research reveals that it tends to stay remarkably stable pricewise in these older games. Naturally, this led me to wonder Why?

So, here is a table of a Hundred ways to address this burning question (admittedly over-contemplated on my part) and these weird implications. It just goes to show that there are all sorts of lovely little nuances living in those lists that are hiding and waiting to be revealed by Referee’s with perhaps too much time on their hands.😂

Friday, April 8, 2022

d100 - Magical Mishaps & Calamitous Curses

Yet another table that had been languishing on the dev pile for far too long! Here we have One Hundred Magical Mishaps or Calamitous Curses to inflict upon the table. Since some games don’t have a “Roll To Cast” system in place, these could also be repurposed for all manner of other unfortunate Eldritch Events. Potion Miscibility is popular, but they may also prove useful for Failed Experiments, Scrambled Scrolls, or Grimoires Protected from Prying Eyes. Some of them make mighty fine Horrible Hexes as well, much more memorable and meaningful than a mechanical malus (that players have a remarkable tendency to conveniently forget to apply!)

Grafting on additional risk to Spell Casting is something I’ve done in the past. However, I feel it works a bit better if it’s accompanied by a correspondingly tempting reward. One that I particularly enjoyed was allowing a thrill-seeking Magic User to choose to roll a Saving Throw versus Spells after Casting, on a success the Spell is retained and they may cast it again. On a failure, the Spell is lost as with normal Vancian magics. On a 1, a Magical Mishap occurs. One can tweak the frequency of these fantastic failures to taste, or potentially even penalize the Save by the level of the Spell or number of prior retentions attempts in a given time-period. When Magic becomes predictable and repeatable, it can sometimes veer toward banality, so this at least tries to maintain a bit of that delicious wonder should one go down this route.

A small amount of effort was put into “tuning” this table a bit, so that smaller die sizes have less “consequential” impacts, so feel free to escalate these however you see fit. What happens with a d6 should be a little less severe than something rolled higher on a d30, with the more disastrous consequences generally occurring only on upper ends of the d100. Durations are occasionally included, but feel free to season those to taste, and as with all misfortunes some just might be possible to undo through additional Adventure.

Thursday, April 7, 2022

d100 - Breath Weapons for Dragons of a Different Color

How conveniently color-coded those standard Dragons are! Telegraphing their offensive and offensive capabilities so! This can sometimes demystify these majestic Monsters a bit, so here’s a table that might provide some additional inspiration to surprise and bewilder by eschewing that predictability. Should you need an unusual shade for their scales to shimmer see the perchance generator below.

Naturally, one should assume that any standard effects and procedures associated with being doused in Dragon Breath should apply. These are merely adjuncts. Coupled with my prior post on Monster Special Attacks, I suppose this could also be used for foes of a less draconic nature should this be your bag.

Thursday, March 31, 2022

d100 - Uses for a (Dead) Dragon

Deserving of their own century of entries (after this table), these marvelous Monsters hold pride of place in the very triumvirate title of the game (sharing it with Dungeons and the dreadful Ampersands). In addition to their often quite generous hoards, it seems that players always seem to gravitate towards eking every potential use out of their remains. Perhaps it’s their Inherently Magical Nature that inspires this, or mythological traditions such as Sigurd inadvertently gaining the Language of Birds whilst roasting Fafnir’s Heart in the Völsunga saga. Whatever the underlying reason, in addition to stuffing their empty sacks with all that glitters, I’m often ghoulishly quizzed on “What parts can we use, and what can they be used for?”

Naturally, not every Dragon is anatomically identical, so some of these bits may not be present. If in doubt, I’d leave it largely up to chance really (perhaps roll within 20 on a d100?). There is also always the possibility that crucial portions may have been damaged or destroyed during the battle, because players are not wont to specify that they are pulling particular punches, but should they have this foresight, I’d generously increase the chances. If amounts are called into question for the pieces that aren’t inherently singular, then I tend to lean on the Dragon’s HD as a decent gauge for this.

Even after gentle admonitions concerning how painstakingly slow this process might be (be sure to keep those Random Encounter dice handy and track other Resources as well) attempts at dressing their prize will often still commence.

Most of these entries are intrinsically tied to Magic Item Manufacture, which is how I’ve generally handled them (defraying a percentage of Cost or reducing Time), but a few are quite powerful single-use rewards indeed if directly consumed. Not all of these uses may be Common Knowledge to the average Adventurer (seek Sages or other Answers, knowledge is power in these games after all). If the risk associated with the battle wasn’t sufficiently steep enough for your tastes, I suppose one could always require a Saving Throw of some sort for those who deign to dine on Dragons. I do find that rather than outright death, inverting the boon is sometimes almost more attractive, but of course there’s also always my Terrible Toxins & Vile Venoms table for just such an occasion.

Sunday, March 27, 2022

[Game Jam] Forest Farragoes

My often neglected itch.io page stirs with a new submission, brought about by the Cairn Forest Jam.

Friday, March 25, 2022

d100 - Methods of Magical Item Identification

Our rulesets for some versions of the game often appear to omit certain aspects when compared to their descendants. One item periodically perceived as “Missing” from OSE and B/X is a quick and convenient way to instantaneously identify the functions of recovered Magical Items.

The methods outlined within the text seem to circumscribe this process to either Experimentation or saving up to pay the exorbitant prices of Sages, Seers, and other such Specialists (a lovely money-sink in itself). The “Retainer Test Subject” approach seldom seems appealing to players, since the “Guinea Pig” often clamors to keep it (and why should they not? They assumed the risk!). Later versions, obviously informed by experiences with how these options tended to play out, mostly do away with these methods altogether by providing a convenient and often abecedarian Spell to perform the duty of discerning dweomers. Some of these, like Analyze from BECMI still preserve a percentile chance of failure and often fail to reveal an item’s secrets with complete precision. But the implications this still seems to create in me is a world where Magical Things are relatively humdrum or commonplace, so run-of-the-mill in fact that even a Minor Medium can avail themselves of a lower circle incantation to divine their purposes and suss out their secrets.

I like to lean into the rarity and wonder of any persistent Magical Creations that appear in my games. It adds mountains to their mystique and makes them much more memorable. So, this table offers another path: One Hundred Hooks to perform this appraisal process through play.

If you prefer the convenience of abstracting or expediting this process, then I’m afraid this table may not seem immediately useful to you. I suppose these could also find use as other Random Rumors tied to information gathering though. When players pose unexpected questions, it’s often quite handy to have some convenient concept on where they can obtain elucidation should the Referee be caught unawares (we all know this only ever happens so seldomly as to be almost unworthy of mention 😊). Information is such powerful paraphernalia in these games, and sometimes even the knowledge of “where to find an answer” is immensely valuable.

Wednesday, March 23, 2022

A Hundred Clues & Tells for the Tersely Detailed Trap

See Also: d100 - This Secret Door Opens...

So often in Modules and Published Adventures, Traps are tragically under-telegraphed. Oftentimes, they are at least properly indicated on the provided maps/grids with a “T” and we might see a terse description of their primary function/effect (often in the form or Recommended Saving Throws), but seldom are there any telltale indicators that can be used to foreshadow these dangers.

I prefer to assume competency with Adventurers. The characters are well aware that these locations full of Treasure that they’ve found themselves exploring are fraught with perilous dangers, even if the Players might be more cavalier in terms of their approach. In addition to threats from Monsters, Running out of Resources, Getting Lost, or even the Dungeon Itself, the fact that “Other Dangers Exist” stares right up at the Players from the character sheet in the form of those deliciously evocative Saving Throw Categories. If the characters are moving at those relatively tortoise-ish Exploration Movement Rates, then I assume that they’re doing their level best to be not only Quiet (preserving Surprise Chances where applicable), but also Careful.

Naturally, anything out of the ordinary should justifiably “spook” someone in these environments. But it can be a bit of a balancing act not to “under” or “over” describe details associated with a potential Hidden Hazard or Disguised Danger. Sandwiching them within long-winded descriptions of set dressing is sometimes used tactically to obfuscate them, but I’m generally not much of a fan of this kind of “Buried Within The Boxed Text” approach. I instead prefer to proffer opportunities for Questions about the environment, consistently encouraging information gathering (and not just in “potentially consequential situations”) so that there’s always an active dialog and exchange of information concerning the surrounds. These clues can serve as something more akin to these sorts of “answers” or “expositions” to close those gaps in the minds’ eye when approaching a new area. After all, most Traps are only rarely utterly undetectable, especially those that fall into these more expansive “Room Trap” categories (as opposed to devilishly concealed “Device” Traps which are a separate animal in my mind).

Another approach I lean heavily on is the Trap Activation chances (2-in-6 by default in B/X and OSE, but often handwaved or ignored sadly). While this can sometimes be adjusted for the context of a particular Dungeon, it’s still something I like to leave to chance rather than assume a foregone conclusion. A musty Crypt, unopened for eons is likely less well maintained (1-8) than say, the Thieves Guild Mistresses’ private Treasure Vault (5-6). But situations like these go hand in hand with the unexpected, and I like that to apply to all Players, including the Referee.

Trap Activation is very useful, because it’s a lot like an additional Saving Throw and really does a lot of heavy lifting when it comes to addressing some of the misconceptions about the perceived lethality or wantonly antagonistic nature of the older versions of these games. But more importantly, this failure to spring can serve as an additional indicator to provide those Clues/Tells or additional details concerning Trap Triggers. These Clues can also serve as a prompt or justification for consuming Time Resources by engaging the Search Procedures.

Not everyone runs Traps the way I do, and that’s perfectly fine 😊. Sometimes the fun for me is in overcoming the obstacle or acquiring information by interacting with the environment rather than in maliciously concealing information. But at the very least, Clues such as these can be a wonderful way to ground the consequences of actions in the shared imagined space rather than having ufortunate outcomes seem arbitrary or unjustified in their application. Sometimes in Play, these pieces get put together retroactively, but that still generally results in a more satisfying conclusion for most victims than the more cutthroat and capricious Gotcha! style Trap.

That’s enough waxing philosophic for now! Here are the Tables:

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