Showing posts with label dark ages. Show all posts
Showing posts with label dark ages. Show all posts

Wednesday, February 17, 2010

Puzzles: The one part of old-school gaming I could do without

Last night's Dark Ages game with Chgowiz featured some problem-solving as we tried to deal with an enchanted wizard's tower that refused to let us go in a straight line and kept buffeting us with wind whenever we tried to walk down the hall toward our destination. We eventually triumphed, but only after a ton of dice rolling and frustration.

The episode highlights a part of old-school gaming (and new-school gaming, I guess, but it's emphasized much more in old-school play) that doesn't appeal to me at all: puzzle solving.

For a style of play that focuses so much on real-life concerns—ration tracking, paying hirelings and taxes, orienteering in the wilderness—there's just nothing real-life about granular puzzle solving. It seems out of place in an otherwise coherent fantasy medieval setting.

Perhaps it was because last night's puzzling situation didn't yield much by way of a payoff. I guess I'd be fine if the puzzle led directly to a treasure room or a magic sword or something. But in last night's case, we "beat" the puzzle by rolling fistfuls of dice, then blundered into another room where two players died and the rest of us got our clothes burned off.

Thursday, October 1, 2009

Dynamic dungeons and the lessons learned therein

Earlier this week was the 20th session of Chgowiz's Dark Ages OSRIC campaign. I've only played in maybe 12 of those sessions, but that's alright—Mike's running a drop-in/drop-out campaign along the lines of Ben Robbins' West Marches concept.

But last Tuesday's session was a real meatgrinder, almost from the get-go. We ventured into the abandoned dwarven mines, an area that we've mapped extensively and thoroughly cleared out over the previous 19 adventures. The thing is, the unfolding story of the Dark Ages meant that a tribe of goblins, bent on delivering genocide unto a nearby kobold tribe, moved in to occupy the mines.

We hadn't counted on this.

What started as a simple "OK, let's get back to those stairs leading down to level 2" turned into a 2-hour running battle with untold dozens of goblin warriors. There were five of us in the party—4 PCs and a hireling—and we absolutely exhausted all of our resources in a desperate attempt to keep those goblins at bay. We threw oil flasks down hallways, hurled javelins, tossed spells, smashed our way through cordons of goblins and finally escaped into the wilderness. It was daytime, so the goblins opted not to pursue.

But I think this session really illustrates how we have all become "better" players over the course of this campaign. Early on, we had a pretty horrific hireling casualty rate. But this most recent adventure saw everyone emerge alive—the cleric even used one of his precious healing spells to treat our wounded hireling!

We relied heavily on our map to navigate our way into (and out of) the goblin deathtrap. Out of all the oil flasks we threw, I don't think we killed a single goblin—but by setting doorways and corridors on fire, we made those pesky goblins think twice about pursuing us.

The party included a 3rd level cleric, a 2nd level ranger, a 1st level cleric and a 1st level elf fighter-mage, plus our hireling. During the ensuing combat, the two higher-level characters used their double-digit hit points with great aplomb, soaking up tremendous amounts of damage and barking terse orders at the other two characters. Mostly those orders were "Light a torch! Throw the oil!" I'm not really a big fan of having higher-level characters order around the lower level characters—but dammit, our survival was in the balance! My 3rd level cleric wasn't going to screw around when it came to saving the party!

One aspect of last night's campaign that really stood out to me was Chgowiz's pacing. During the frenzied escape, it would have been easy to gloss over some of OSRIC's rather tedious timekeeping requirements. Mike didn't, which meant that our combat rounds were very regimented and by-the-book. Everything took the time it took, no questions asked. Digging a flask of oil out of your bag meant that you couldn't benefit from your shield that round. Casting a spell meant you couldn't move—so do you want to run or cast? Several times our very survival came down to an initiative roll.

In the end, as Chgowiz notes on his blog, our deliverance came in the form of a single botched die roll that paradoxically saved our collective asses. We fled, lacking treasure and a measure of our dignity—but we were alive, and 13 goblins were dead. In this campaign, that's the greatest reward.

Friday, August 28, 2009

Gamers are social creatures, and so are Cubs fans

For the next session of Chgowiz's The Dark Ages campaign, we've been invited to join a larger gaming meetup group that's congregating at a bar in Chicago. We've been told that there's a decent-sized area full of couches and whatnot set aside for us in the rear of the pub, which is a really nice thing for them to do. I plan to reward this tavern's proprietors by spending freely my hard-earned gold coins.

But the opportunity to rub elbows with the non-gaming masses really piques the interest in my inner sociologist. I mean, this is a bar, and on the night of our game, it will probably be packed with Cubs fans cheering on the home team. This is Chicago, after all. I'd cheer 'em on too, if I had any interest in sports. As it was, our campaign's email list was full of pithy comments like "I'm going to bring my +1 dagger just in case we have to fight off a mob of rowdy Cubs fans. If we can find a bottleneck, they can't flank us..." and "don't worry, I got x4 damage from my backstab ready if they make it through the door."

We've been told that the larger meetup group includes more than a few old-school D&D players from the days of yore, so it's possible we might get a few drop-in players. This is perfect because Mike's campaign is set up to easily accomodate new folks. But what will the non-gamers think? Will they drift over to our table and spill beer on our minis (thus requiring me to LARP a tavern brawl)? Will they be ensorceled by Mike's GM style, with its curious waving of arms and pointing of fingers? Or will we merely be a curiosity, like the guy in the corner who's waaay to into his game of Golden Tee?

Time will tell. I hope to report back after Tuesday's game, with photos.

Thursday, February 19, 2009

Safety behind walls...for a price

I spotted a pretty nifty little mechanic in a recent session of Chgowiz's OSRIC/1e game last weekend. I'm playing a thief, and I mentioned to the DM that I'd like to run a few errands around town between sessions. No need roleplay it all out, especially since we're trying to run a wilderness sandbox setup that focuses on getting the players out the door and into the wilds.

So we just talked over what I wanted to buy (a new sling for starters; my old one had gone sailing off into the forest when I rolled a critical failure vs. some goblins). Then he rolled randomly to see how many days elapsed between sessions (3 days). He ruled that each member of the party would spend X gold in those three days, either on supplies or food or lodging or what-have-you.

The idea of charging players hard money for every day they tarry in town struck me as a really neat, concise way of keeping up the pressure to explore in a sandbox setting. Sure, towns are extremely safe and a good source of supplies, but characters in a sandbox game shouldn't get too comfortable. It's a cinch to charge 'em a few gold for the material comforts of a town. The key is to make sure the gold isn't spent idly; GMs should offer up new rumors, improved reactions from NPCs, or even interesting material goods. Then the players don't feel like they're getting cheated out of their gold -- but they do feel the pressure to get out and explore to find more.