Tuesday, November 30, 2010

Laying Down the Rules: In All Their Various Forms

As I mentioned, I've been collecting the rules for how we're going to play on the Portal Page itself, rather then just having people refer to Labyrinth Lord and a house rules document/page. The interesting side effect to that is the ability to "clean up" the rules and present them in a way that's easy to reference and recheck. Yes, I know that sucks some of the charm out of Old School products, were rules were often woven into exposition and descriptions were enough to get your started. However, we're playing online, so beyond the distance between us making it harder to quickly compare notes, I have no clue how distracted the players are while we play (if they're listening to music, if they have several web tabs up and browse things while we play, etc.), something that isn't an issue when at an actual table. Because of that, I think calling out each rule for ease of finding (and linking) helps keep the game flowing.

Another interesting side effect is that, in an effort to keep the rules as "proper" as possible I've been looking at the multiple versions of Basic Dungeons and Dragons to see each one's wording on a particular rule or class ability, from Labyrinth Lord to B/X to BECMI to the Rules Cyclopedia.I still use LL as the default, but I may take a description from B/X as a basis for my own flavor or a sentence from the Rules Cyclopedia if it clarifies how something works (getting both the flavor and gameplay rules for the cleric's Turn Undead ability is a good example of this). There are some very interesting differences between editions (which could have its own blog just to point out) and melding them into a set of rules I like and thinks works best will make for a version of the game that is not exactly like any one edition but still true to all of them. So, it's pretty much how everyone who sits down to play does it, we all have our own take on game or opinion on an official ruling, and I think that looseness to the rules is what makes Basic D&D great, this is not for tournament play, this is so you can sit down with your friends and have a good time.

Sunday, November 28, 2010

World Building 1.3: Delvers and Magic-Users

The final two class descriptions, Delvers and Magic-Users, are finally up and read to be read. Yes, took a bit to finish, but there was some silly holiday that up and got in my way.

With that out of the way, I'll be putting together the rules, weaving in house rules throughout so that everyone has the same set of rulings on the Portal Page in case a dispute comes up. Also, the few house rule ideas I've put out here on the blog (found here and here) are starting to get feedback, once all the players weight in, or it looks like they won't one way or another, we'll see what makes the cut. Meanwhile, I'll fill in the few red world links that are scattered about, with just the small bits of information that is known about them so far.

On the actual MegaDungeon creation side, I'm pleased to say that the first level (in terms of character level's challenge, there are many ways up and down in this MegaDungeon and the simple "each level deep is a higher level of difficulty" doesn't fully apply) is fully mapped and stocked and the ideas of the theme, tie-ins, and basic layout of the next is under way. Also, I'm beginning to put together Ashencor, though the level of detail will be the subject of a forthcoming post, stay tuned!

Thursday, November 25, 2010

Question: Other House Rule Ideas

Besides the house rules we've already used before and enjoy using as well as two other proposed house rules/game play ideas (still waiting on thoughts from the players on those), I have two more proposed house rules and curious to player's thoughts:

If casting a spell, a character is allowed no other actions, including movement. Should characters be allowed to move and cast spells or does that give an advantage to an already potent ability?

Should we use variable weapon damage or stick with the "every weapon does 1d6 damage" original rule? If we choose the standard damage across the board, two-handed weapons would always strike last but if a hit is made, the player would roll 2d6 and keep the higher result.

I'm off to cook and eat way too much, but more things to think about as the game comes together.

Tuesday, November 23, 2010

World Building 1.2: Clerics and Fighters

The fighter and the cleric entries have been added to the Obsidian Portal page. Again, this is just expanded information from my original thoughts on the classes from earlier, but it's hopefully helpful stuff for those playing in the campaign. I've been having fun with the "Why They Adventure" and "Role-Playing Tips" sections, as I try to figure out exactly why said classes do indeed do what they do.

I've also been having fun trying to find pictures that best fit the concept of the characters I have in my head while avoiding and actual standard D&D pics (be them old school pics or ones from newer additions) where ever I can. I hope the slightly different graphical representation of each class (and race as class) helps provide inspiration as well.

Delvers and MUs will get their turn next.

Monday, November 22, 2010

Introduction

What megadungeon would be complete without an introduction? Consider this the text on the front cover of the module and hopefully let it set the scene for an epic crawl:

The small village of Ashencor lies nestled in a valley between two hills, atop one sits an old crumbling monastery. Once a sacred sight to an ancient order of monks, the sight was abandoned after the monks mysteriously disappeared generations ago. Considered of low strategic value to the Valadian Empire, the place was left to fall into ruin and the village, comprised of descendants from the monk’s families, were left to live off the land. The monastery was considered cursed and none dared ventured within its halls, letting it sit upon the hill, silent, like a hawk perched high looking down on its prey.
Then, a week ago, lights were seen in the monastery at night and fear ran through Ashencor. None were brave enough to investigate though the town watch upped its patrols and the villagers barred their doors at night. Three days ago, the two awoke to screams and found two of the town watch slain as well as the graveyard by the temple desecrated, bodies stolen. Fearing for their lives, the baron of Ashencor dispatched a runner to the city of Telstara, three days to the south. There the young lad travels tavern to tavern, looking for brave adventurers willing to save the helpless village.

Sunday, November 21, 2010

World Building Part 1.1: Races

The Races section for PC choices is complete over at the Portal page, this sheds a little more light on the base descriptions I gave earlier. If you allow me to gloat for a moment, I find the halflings particularly well done, the concept sort of came to me as I was developing the other two demihumans and I just had to run with it. I think its a interesting take on the race and the most radically different from the "Tolkien Standard" that is expected from the classic D&D races.

The Classes will follow suit soon after and I may get the "Player Introduction" down sooner rather then later as it provides the last piece of pre-game world building I need to do before the campaign can begin.

Saturday, November 20, 2010

Question: World Bui...Naming

The world needs a name, not the whole planet necessarily, but atleast the region in which the game is taking place.

Forgotten Realms has its Faerun, Dragonlance has Krynn, Dark Sun has Athas, and even Mystara has The Known Realms.

Hmmm, someone give me a name for this place...