Tuesday, June 18, 2013

Alternate XP Systems


I've always used the original method of calculating XP by counting up gold pieces and kills. Over the last few years I've also started awarding XP for magic items using the charts in the AD&D DM's Guide. A lot has been written about the pros and cons of this traditional approach, so I won't go into it here.

I have to admit, though, that I am certainly not alone in finding it frustrating when mid-level characters have to acquire swimming pools of gold pieces, impossibly huge gemstones, or Satan's Pitchfork itself to advance at a reasonable rate (at least given my gaming frequency, which is only two or three sessions per month). I don't have a specific objection to massive wealth accumulation - it worked for Conan, right? - but sometimes it doesn't jibe well with the flavor I want to go for in my games. I mean, goblins wearing jewelry is pretty weird and cool and I'm definitely down for that, but it gets progressively more difficult to keep monster stashes fresh and in line with a gygaxian naturalist universe. Also, the arnesonian approach of squandering gold for experience doesn't work in my games since characters are almost always traveling through some manner of proverbial Night Land, not hanging out in taverns.

There are a huge number of XP tweaks and alternate systems out there. My head starts spinning when I think of trying out new house rulings. There's a tricky trade off spanning multiple parameters including complexity and ease-of use, transparency, rigor and consistency, and meta-gaming effects (i.e. players change their character's actions in order to game the XP system). I see three common approaches to houseruling advancement:

XP-free leveling systems:

Here leveling is based on the accumulation of game sessions or encounters.

This probably works fine, but I have never tried it. This approach would completely nullify traditional class-specific advancement. Advancement tables are such a fundamental aspect of Dungeons & Dragons, I find it difficult to walk away from them. I don't give a crap about game balance, but class-specific advancement rate is an important stylistic component of D&D that underlies much of the flavor of the game.

Ad hoc XP systems:

ad hoc or abstract XP systems assign experience on a purely subjective basis at the end of each session. This approach is nicely described thus at the Paper & Pencils blog:
"Almost every game I’ve run as a GM has used a kind of ad hoc experience distribution system. I look up how many experience points are needed for the characters to reach the next level, and I give them whatever percentage of that number which I feel like they’ve earned. Most of the time I base that percentage on what speed of progression is optimal to keep the players in-step with events in my game world, rather than basing it off of challenges they have overcome."
In my opinion this opaque system is not very fair to the players. If a player chooses to be driven by character advancement, they should have some objective handle on what will work for them. I think effective refereeing requires some degree of objectivity, even if it's partially an illusion.

Category tweaks:

Going back to the very beginning of the hobby individual referees have tweaked the specific categories of experiences that can result in XP awards. Gygax's personal choice was to keep it simple - treasure and kills - but David Hargarve's Arduin, for instance, had a different, expanded set of categories that included interestingly sensible things like XP for being cursed, resurrected, or serving rear guard. Tweaking XP categories to fit one's campaign is time honored, old school tradition. It forces some important considerations, though:

Individual vs. Party XP: Moldvay was very specific that XP should be given to the party, and then divided equally among characters. This is what I have always done. It's so fast and simple. I also think it discourages tedious treasure grubbing conversations among players during or after a session. Individual XP is attractive because you can reward specific characters for noteworthy experiences or achievements, however routine implementation can result in serious bookkeeping overhead and arguments about referee fairness.

Slippery slope of categories: The obvious danger that Gygax worked to avoid by sticking to the original XP system is the increased complexity associated with adding categories. It's easy to write down dozens of things characters should get XP for, but what's the tradeoff in terms of bookkeeping, "realism", and enjoyment? I don't know...

Motivation: Your selection of XP categories could drastically influence your player's decisions. XP for gold encourages tomb raiding. XP for completed quests encourages railroading. XP for being cursed encourages self destruction (kind of cool, actually). None of this is necessarily good or bad, but it's real.

So... IF I decide to start houseruling XP to some degree, here's what I would probably do:

- Keep treasure and kill XP categories in place
- Add a few more categories to reward exploration, NPC interaction, and discovery
- Stick with party XP
- Possibly have a very small list of individual hargravian rewards, like for resurrection and curse
- Make a simple checklist to track party XP for each session

Hopefully I'll get a chance to think and post more on this topic. It's something I want to resolve in my mind. I'd be interested to hear about other ideas or approaches, especially if they've been playtested.

Friday, April 26, 2013

Relative Popularities of OSR Games

If G+ community size is any indicator...

634 - Swords & Wizardry
551 - Original D&D
549 - Dungeon Crawl Classics
512 - Advanced D&D
329 - Lamentations of the Flame Princes
236 - Adventurer Conqueror King
222 - Labyrinth Lord
209 - Castles and Crusades
208 - Basic Fantasy
143 - Talislanta
124 - Astonishing Swordsmen & Sorcerers of Hyperborea
119 - Adventures Dark and Deep
115 - Holmes Basic
110 - Basic / Expert D&D
97   - AD&D 2e
70   - Delving Deeper

For Reference:

2142 - Pathfinder
1465 - OSR Group
1430 - Dungeon World
1195 - Savage Worlds
733   - D&D Next
653   - D&D (4e)
437   - GURPS
365   - Shadowrun 

An Incredible Map by Luka Rejec

A petrified purple worm makes for an excellent tower, as shown in this fine map by Luka Rejec. Take a look at his other maps HERE, his game blog HERE, and his art blog HERE.


Thursday, April 25, 2013

Session Reports? Do You Like Obsidian Portal? Should I Move to OP?

I am looking pretty hard at using Obsidian Portal for managing and presenting campaign notes and session reports. If I did this I would probably stop posting session reports on this blog. I guess the basic purpose of this post is to ask if anyone cares if this happens...?

I was surprised that my last few session reports got quite a lot of hits, even though they didn't generate any comments. The lack of comments makes it difficult to gauge if readers like these posts, or if they were just clicking through and yawning. I've traditionally shied away from writing many lengthy session reports on my blog because I figured they were mostly boring to people outside my game. When I've posted them in the past I've usually tried to attach some more general theme, observation, or anecdote. That being said, I have gotten numerous requests over the years to post more background and creative material on my blog - mostly from people that have played in my games at conventions.

So, my specific questions here are:

1. Have you used OP and do you like it? Is there something better?

2. Do you follow or browse others' campaigns on OP?

3. Do you have even the slightest interest in reading my campaign details and session reports?

4. If you are interested in my campaign material, would you ever bother linking over to OP to see what's going on?

Thanks!

Wednesday, April 24, 2013

H. Bogniks and Girl Sips Black Blood

Catheign - Session 2

On their march back from the Cloud Mine of Catheign the party chatted with Meia, the Gol fighting woman rescued from the first level of the cloud mine. Some relevant notes emerged from the conversation…

On the dusk island of Gol Roc there once was a man called Henryk Bogniks. This man made his fortune offering healings and resurrections. He was not well loved though, as he left an artistic legacy on the bodies of his clients in the form of signature scars, minor disfigurements, and discolored and warted lesions. Bogniks was known as a decadent, a man who consorted with personalities not recognized by high merchants, scholars, or royalty. A decade past now, Bogniks took to making extended forays out of Gol from which he would return with curious and valuable items including flowers that could sing on command, pale gems that could pass through flesh as birds through clouds, and black pebbles that would weep in the sunlight. These, and mundane but rich goods – ingots, bejeweled baubles, and so forth. It was known to a few that Bogniks was making his journeys to Catheign.

700 days previous Bogniks left on one of his trips and did not return. Gie, Meia’s companion, learned from a dying slave precisely where Bogniks was traveling – the Cloud Mine of Catheign. Thus Meia, Gie, and two others had just sailed to Catheign under the presumption that Bogniks had met his demise and left some unexploited riches to be enjoyed. Their party found the mine and had traveled up and up. They had seen two platforms of the mine before they were hassled, and three of the party lost, to dusky monsters. The first station, now explored by the party, has three chains extending into the mist. One directly up, and two extending out and up at steep angles. Meia’s group had taken the chain up to a large floating circular enclosure filled with many rooms of alchemical glasswork, ghouls, and purple goblins. And, indeed, as hoped for, old treasures. No mark of Bogniks, also as hoped for. The challenges posed by the dusky residents of the Cloud Mine destroyed Meia’s companions, and Meia’s only hope was to barricade herself in a room in the lowest enclosure. This is how the party found her in the last session.

The day after returning from their first journey to the Cloud Mine of Catheign, the party rested and restocked a bit in the Feanean frontier town of Tillman’s Grove. Kale the Archer made acquaintance with Janis, a hobbit would-be adventuress. Janis agreed to join the party for half of Kale’s take. The next day the group decided to journey along the rocky coast to find Meia’s boat, which they did successfully and without encounter. They spent the night on the Gol seacraft, and the next morning took Bogniks’ old path up the southern escarpment of Catheign to the mine. On the way the group was beset by stirges and nearly lost their gnome, however they decided to press on. Ultimately the group fully explored the first, small level of the mine and located the three chains leading up to further areas of the mine. Wandering monster rolls were unkind, however - a ghoul a fell from the mist and landed on the top of the platform to accost the party, and the group ran into a good deal of trouble from goblins descending from higher levels. Janis the hobbit finished the last goblin of the session by running after it, leaping onto its back, and biting its jugular. Janis gets the MVP award for Session 2, for biting a goblin's neck and also for finding the most secrets.

The party has not yet journeyed up any of the chains.

See you at the table May 3. 

Tuesday, April 23, 2013

My Six Useful Posts


Most of my blog consists of useless chit chat, commentary, session reports, and pop junk dumps. I like to hope, though, that maybe I've posted a few novel creations that could be materially useful to someone, somewhere. Digging through the sad wreckage of Cyclopeatron, I assembled a list of six old posts that I continue to get positive feedback from and that I use frequently in my own games:









Friday, April 12, 2013

Catheign - Personalities and Locales From Session 1

Here's a brief review of some material from Catheign Session 1. This is primarily for my own benefit, and for the benefit of the players.

Important Names:

King Lally - The boy king, ruler of the island of Fean Roc. As is tradition of all Feanean kings, young Lally wears a long flowing moustache whose growth and character is nourished by polypore jellies unique to the royal diet.

Nemeah - A magician and scholar of Fean Roc. Advisor to Lally. Commissioned the young magician Sculdge to search for evidence of an ancient script on Catheign.

Bogniks - An apparent authority figure somewhere in the cloud mines. He appears to have some influence over the goblins. His name was mentioned by the goblin Edd, but otherwise nothing is known of him.

Key NPCs encountered:

Edd - A dark goblin who spoke Common, unlike the others. Carried away by...

Lord Bussy - A seven foot long wasp with a human head. Had an eloquent command of Common. Bussy was patrolling outside the cloud mine, and seemed to be greatly amused by the adventure party. The wasps of Catheign apparently dislike goblins.

Meia - A Gol fighting woman. The party rescued her from goblins infesting the first level of the cloud mine. She professed to be a treasure hunter whose party was waylaid two days prior.

The Gol, Meia.
Important Locales:

Myceaxe - Home planet. Has a day side and night side due to pole of rotation being only a few degrees off of the star (more later, hopefully). Myceaxe has a tidally locked moon, eyeglass inspection of which reveals possible signs of habitation.

The Myceaxe terminator - a transition from night to day, from chaos to law.
Gaedeaxe - The violet star.

Fean Roc - Forested home island of adventure party. The culture largely thrives on woodcraft, especially through trade and utilization of products crafted from iron woods imported from the southern island of Peis. Fean Roc lies slightly on the dusk side of the equator and is home to several races, including men and gnomes.

Gol Roc - An island fairly well into the dusk. The pale Gols tend to be isolationists. They are known for knowledge of magic, and fine crafting of metals and minerals.

Midday on Gol Roc.
Dorsiriog - The great equatorial island kingdom. Home to the large cities of this hemisphere.

Peis - A large southern landmass that extends from the morning into the day side. Tropical and desert regions. The origin of iron woods highly values by Feanen craftspeople.

Catheign - A wild northern island in the dusk, with unexplored regions extending into the night. Catheign is heavily forested by great cedars. 150 years ago the southern portion of Catheign had several Feanean settlements whose economies were based on harvesting cedar. These were overrun by goblins from the dusk, and largely abandoned until a few years ago when one of the settlements was reestablished after a hunting expeditions suggested there was no longer a threat of goblins in the area. The known southern shore of Catheign has two main regions - a low land of large cedars and a highland plateau of solid rock. The cloud mine visited by the party is tethered to the southwestern corner of the plateau, two days from the Feanean settlement. The plateau is shrouded in a dense fog that severely limits visibility.