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Posts Tagged ‘old school’

Old School Play, New School Thinking = TPK

18 Jun

Yesterday I started a new campaign set in my City of Bones setting, which I was looking forward to. We ran through a few basics and rolled up characters, and went straight into it; the characters were all new recruits of the local thieves’ guild, sent to complete three tests in order to become full members. Of the three tests, they choose to visit a tomb first… and in no time at all, one of them was dead, another crippled, and the Priestess and Thief carried on, encountered some skeletons, failed to turn them, and everyone was quickly cut down.

TPK.

It was a bit of a downer for all concerned, despite– overall– an enjoyable couple of hours and a good test of the ACKS rules. Afterwards, we had a discussion as to why it all went so wrong, and came to the conclusion– obvious in hindsight– that it was all down to how the players were approaching it.

We’ve been a group for a few years now, but all that time has been playing 3.5 or Pathfinder, and the players have got use to playing with those systems, with the power expansion, encounters that are often more balanced than not, certain expectations of what to do in an encounter (i.e. kill everything).

I’m use to the Old School approach of caution, preparation, fleeing to regroup and come back later; checking for traps with 10′ poles, wind-up toy dragons, and relying more on player description of a character’s actions rather than mere dice rolls; bringing along hirelings and henchmen, using tactics. My Monday night group have quickly become experts in this style of play, which is not surprising since they were all brought up playing in this way (and my dad taught me, and now he’s back playing with us, which is cool). They’re veterans really.

The Sunday group is out of practice. They’ve been wrapped in cotton wool, and not use to the harshness of Old School play. I’m thinking I should have explained it a bit more to them, but I forgot that they might not now how it worked; my fault, and a mistake I shall rectify before we start again next session in two weeks time. Really need to send them a copy of the Primer, which should help get them into the right frame of mind.

Has this happened a lot with other groups, especially with veteran gamers who have brought new blood into their Old School games? How’d you handle it, and get them to get into that frame of mind? Any advice?

Getting them used to rolling everything in order, with a mere 3d6, was a bit hard too; and amusing when I offered them the choice of rolling for hit points or having the maximum, and them opting to roll, and the fighter getting a measly 1 hit point (he went down first, and died first).

Ah well, live and learn.

 
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Posted in ACKS, Blog, D&D, RPG

 

Eternal Empire: Session Two

13 Sep

The Characters

Iral Darkstar: elf (former cook, vain, has a samurai mask and a pet spider)

Jym Hawke: specialist (former miner, glutton, has a Robin Hood hat, pet canary and a mule called Bob);

Randalf: magic-user (former quack, superstitious, a witch/warlock, with a black cat and a broom).


The Game

As night fully falls, the three adventurers, Iral Darkstar, Jym Hawke and Randalf, descend into the gatehouse with torch lit.

Inside they find nothing except boot prints; someone has been here recently, no more than a few hours ago. The rest of the gatehouse is empty, so they cross the courtyard (spotting the well, where they expect the creature came from), and make their way to the two-storey building that acts as the keep.

The door opens easily and inside all looks quiet, dark and fairly free of dust. A few scuff marks show that someone has been this way too. Several doors lead into other rooms, and a staircase leads up. The first door opens easily, and reveals a cluttered room of rubbish. While Randalf keeps watch (believing that there are bandits nearby; he heard a bird caw, and thought it a signal), the others search the room: they find a bolt-hole, the door hidden behind all the broken furniture and rat droppings. They open it and find the skeletal remains of a man, possibly a priest. He is wearing a silver signet ring (which they take), a bronze necklace with a figurine of St Barry (patron of warriors) hanging from it (also taken), and a locked iron strongbox, which the elf puts in his pack.

They continue exploring the ground floor, finding empty rooms (a former kitchen, a couple of storerooms, the great hall), and also a room with a staircase leading down…

…and from which torchlight flickers. Despite trying to be quiet, someone hears them, and Iral hears voices from below:

“Barney, did you hear something? Go and have a look. I’ll hold the torch”.

Footsteps are heard on the stairs, and Jym quickly puts out his torch, and ducks into the storeroom. Iral Darkstar takes a step back behind the door to the stairwell, and Randalf hides behind a pillar in the hall, sling at the ready.

It is virtually pitch black now, with just a couple of shafts of moonlight shining through cracks in the walls. Only the magic-user can make out a figure appear at the doorway, although the elf hears him.

Randalf lets loose with his sling: and a well-aimed shot, and perhaps a little luck, puts the stone right between the man’s eyes; he falls down, dead.

Jym Hawke quickly relights the torch and they waste no time looting the body: finding a pouch of coins, a short sword, dagger, light crossbow with 10 bolts, and the leather armour the man wears. They take an ear too, as proof of the kill; for this can only be one of the bandits, surely. Randalf takes and loads the crossbow, and gives Jym his sling back.

They sneak to the stairs, and hear voices down stairs. Another bandit, making two, whispering. A voice calls out: “Barney, you there?” He calls a couple more times, before Iral tries to bluff that he is Barney, but to no avail; the bandits aren’t coming out.

A quick discussion and a plan if formed: they will use the dead body as a shield, pushing it before them, as the three adventurers go down to deal with the bandits. Despite some reservations from Randalf, they all agree and put the plan into action.
Iral gives a gurgling scream, then he and Jym carry the body down, weapons ready, with the magic-user at the back with his new crossbow. They enter a cellar, where two bandits stand, crossbows ready: they fire, and while one misses, the other grazes Jym’s cheek! They dump the body and charge into the room.

Straight away, Iral stabs a bandit through the heart, and the man falls dead. Jym spots the other bandit moving a door, into a corridor lined with cells. He follows and takes a swipe, but misses; and sees another bandit at the end of the corridor, armed with crossbow. Randalf comes up behind Jym and shoots at this third man, but his bolt flies wide. That bandit returns fire, and his bolt hits the magic-user right in the chest, and Randalf falls to the ground, unconscious and bleeding to death. The elf comes to join Jym, and they both attack the bandit, which falls to the stabbing sword of Jym. They move up to the last bandit, and after a few exchanges, the bandit’s blows all parried or dodged, Iral slashes him across the throat and the bandit falls dead.

They quickly tend to Randalf’s wounds, making him drink the healing potion that the magic-user fortunately has; he wakes up, feeling fine. They loot and the bodies, cut off more ears, and the magic-user finds a suit of leather armour he can fit into, and dons it, feeling better protected.

They decide to press on and search the cells, locating another secret door at the back of one cell. They open it carefully, finding a tunnel; which they follow, to another door, with voices behind it.

Hoping to surprise whoever is there, they push the secret door open and storm in; but no one is surprised, and the two bandits guarding a room with three doors off it, open fire with their crossbows, but thankfully miss. The one nearest a door starts kicking it with his heel, whilst reloading and shouting “We’re under attack! Get up, you lazy sods!”

Moving into the room, more bolts are fired by all sides, all missing. Iral slashes at the bandit before him, but only scratches him. He parries the counter-attack. The other bandit crosses swords with Jym, who charged in and missed; the bandit scores a hit, stabbing the human in the chest and drawing blood. Not wanting to fire into melee, Randalf draws the sword he looted and moves up to help Jym, and succeeds in cutting through the bandit’s armour and kills him!

Beyond the door, shouts and noises of people donning swords and armour can be heard. The adventurers combine their attacks on the remaining bandit, realising that their luck is about to run out and that soon they will be overwhelmed: they need to deal with this bandit and flee!

Blows are exchanged, and Iral takes a hit, then Randalf managed to hit the bandit twice, but only wounds him; leaving it up to Iral to deliver the killing blow.
Quickly, they loot the bodies and chop out ears, while Jym tinkers with the lock on the door to the barracks and locks it. Then they retreat through the secret door, locking the cell behind them, and hurry up and out of the cellar, out of the keep (via the forest), and make their way safely back to the village and the tavern.

There, the barkeeper looks surprised and a little alarmed at their state, but they reassure him that they are fine, order some ale and food, then retire for the night to tend to their wounds and count their loot.

End of Session


Tallies

  • # Kills: 1 monster, 6 bandits;
  • # PC deaths: 0 (but came close twice now);
  • # Shields Splintered: 1;
  • Total XP: 262 (monster, bandits, loot).

Notes

A very tense and fun game. Every round was a moment where we fully expected for luck to turn against the PCs and the bandits to kill them. The highest hit points of the group is only 4, and none of them are fighters. But, time after time, they managed to succeed and ended the session with six bandits dead, some loot, and a few wounds. The magic-user nearly died, but they fed him the potion (gained in character gen) and saved his life.

Really enjoying this game. Looking forward to next Monday’s session :)

 
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Posted in Blog, D&D, RPG

 

Cute Monster

14 Aug

The green ‘Cutish Monstrous’ is a seemingly cute and innocent monster, but this is a lie! It eats anything and anyone, able to distend its horribly wide mouth to reveal three rows of razor-sharp teeth and a deep gullet to an acidic stomach.

These are thought to be the bizarre creations of goblin alchemists, who delight in creating strange monsters and hybrid creatures (for who can forget their nightmarish creation of joining a spider with a busy baby monkey!).

Cute_Monster_by_WotansKriegerin

Cutish Monstrous

The Cute Monster
HD 3, AC as chain, Move 40′ (120′), #A 1 (bite and swallow), Dmg 3d6, Morale 10; special: on a successful bite, save versus paralyse or be swallowed: take 1d6 acid damage per round until dead, or freed.

 
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Posted in Blog, Monsters, RPG

 

New Campaign/Adventure Idea

04 Jul

I want to try to publish my own RPG, Old School type adventure, supplement, whatever. Mostly to see if I can rise to the challenge, partly because I think it’ll be fun, and also because, well, why not. In this DIY Self-Publishing POD era, more people should give it a go.

So I’ve come up with an idea for, sort of, an Old School Adventure Path/Campaign/Sandbox adventure. The spark of inspiration came when watching Camelot, reading the Deed of Paksenarrion, and thinking about my own game. Then I remembered the Kingmaker adventure path that was out not so long ago.

I am going to give it a try. It’ll be something with an initial hook, a large sandbox region to play in, monthly ‘events’ and geared towards taking characters from Level 1 to Name Level (9, thereabouts). There’ll be plenty of room for DMs to put what they want in it, areas to expand, empty places to fill with their own adventures and locales, but also plenty already there. A mix of lairs and bandit camps, dungeons and ancient temples. They sort of thing.

It’s going to be a lot of work, but I like a challenge. I’ll post my ‘design notes’ as I go along, in case anyone is interested. And feel free to chip in with comments, for good or ill.

 
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Posted in Blog, D&D, RPG

 

Rukus Making

24 Jun

Inspired by yesterday’s post by Dyson, about building up relations in the community, I thought I’d do just that and give a shout out to those posts I particularly liked, for one reason or another, and stood out to me personally over the week (in no particular order):

Dreams in the Lich House and his latest notes on his Black City project (which I look forward to the eventual PDF).

B/X Blacrazor and his recent post on shields (part of the Great Sheild Debate, yes, that’s a link to my own post).

Bigger on the Inside, a good read if you have any interest in Doctor Who (especially from a  RPG view).

Over at A Dungeon Master’s Tale there is a final collection of the rooms from the Sample Dungeon project that was kicking around, and it’s a good finish. You should check out the rest of the posts too.

Teleleli has Meeples, which I want in my game, while Jeff posts on his gameblog about spell books and how he’s making them unique for his game.

The Lands of Ara discussed alignment, and Zak (always a good read) gives a heads-up to The Underdark Gazette, whose blog is a great source of OSR news and I look forward to the return of the Sunday round-up in the future.

There are lots of blogs and posts out there; these are but a sample and those that caught my eye. Most are linked to the right, the rest live on my Google Reader feed and I try to add them when I remember too. If you want me to add you to my list and I’ve forgotten to, just leave a comment and I will remedy that.

Have a good weekend folks.

 
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Posted in Blog, RPG