Michael Kvium - Oral Moral I & II, 1989-95
Artworks found thanks to jean louis mazieres.
The official site of the artist can be viewed here.
Original Roleplaying Concepts
The name of the game was Dungeons & Dragons. So there was a certain expectation on, well, dungeons. But that is not all of what we got. Sometimes we went outside.
Day 11 Wilderness
Live-Action Role-Playing was not really something we knew a lot about back in the early to mid-80s. Yes even in my little town we had heard about SCA but that was something that happened far away in places that sounded exotic to us.
We did know about live D&D.
Of course, we had heard stories of people getting trapped in their make-believe world. I mean we had seen Mazes & Monsters right. But still in the time after discovering D&D and before discovering easy access to alcohol there was a time when my D&D group would run around the woods wearing all black to play "live D&D." Sometimes this was near the train tracks near the Hospital north of town but most often it was at the local Boy Scout camping area out way west of town. Known as Ebaugh County Park, we always called it Ebaugh Corner since it was on this corner of old Route 36.
It felt a lot bigger than what is on that map I can assure you.
We didn't get out there often. Our town was hit with Satanic Panic back in the mid-80s and we worried the cops would come out and harass us.
Not a lot of D&D was played here really. Frankly, my eyesight was getting bad then (and it never got better!) so running around in the dark was not something I could well. I was actually pretty pathetic really! I remember my last time there too. June 1987 right before college.
I never really did try live-action D&D again. Was never really my thing.
This has come up again recently as I am getting ready for a trip to the Renaissance Faire in Bristol, WI. My son and his friends are all dressing up in Assassin's Creed gear. I have been there in the past in Steampunk gear. Though I must admit I want to go in period clothing and keep a Star Trek badge hidden, just in case.
Hope to head there this weekend. It might not be the actual wilderness, but for a city kid like me, it is close enough.
Going for another alt-word today. Plus it gives me the chance to talk about one of my favorite topics.
Day 10 Advantage
One of my favorite new mechanics with D&D 5e is the Advantage / Disadvantage ruling. It is pretty simple really. A situation is in your favor, roll with Advantage, that is roll two d20s and keep the highest. If a situation is against you then roll with Disadvantage; roll two d20s and take the lowest.
It's not really revolutionary, but it is a nice quick way to adjudicate rulings and many rules use it.
Simply if you have advantage due to one condition and advantage on another one you still have only two d20s. If you have advantage and disadvantage they cancel each other out.
The thing that I like about it the most is the nice probability curves they generate.
You might recall that prior to selling my soul to the dot com world I was a Statistics professor at the University of Illinois colleges of Education, then Medicine. I taught at the undergraduate and graduate levels for years. I LOVE statistics.
I knocked together some simple frequency graphs of rolling a d20 normally, with disadvantage, advantage, and with a simple +3. These are chances of rolling the number (1 to 20) or higher on a d20.
The Data
The Graphs
Rolls are on the X-Axis (1 - 20) and the Probability on the Y-Axis (0.0 - 1.0).
The red line is our normal d20 roll. Blue is disadvantage (2d20, take lowest), yellow is Advantage (2d20, take highest), finally, the green is normal +3.
Is it much? Not really in the short term, but over 1000s of rolls over the last 7 years the effect has added up. And it is always a lot of fun. Especially when you are rolling and get two 20 (a 1 in 400 chance). Fun when you are rolling with advantage, but fantastic when you are rolling with disadvantage.
I have adapted it for use in my OSR games and it works great.
It's a Monstrous Monday and it is also Medium day for the #RPGaDAY.
Day 9 Medium
Most of my monsters in the various Basic Bestiary are Medium-sized. This works out well for a number of reasons, but mostly it is a boon for something I had been wanting to do for a while.
In D&D 5 monsters have different HD die types depending on their size. It works out like this.
Table: Size CategoriesSizeSpaceHit Die Tiny2½ by 2½ ft.d4 Small5 by 5 ft.d6 Medium5 by 5 ft.d8 Large10 by 10 ft.d10 Huge15 by 15 ft.d12 Gargantuan20 by 20 ft. or largerd20So Medium monsters use the common d8 for hit dice and the truly monstrous Gargantuan creature gets a d20. While AD&D and Basic D&D went more for larger creatures having more HD this works for what I call the giant baby problem. A gigantic creature can have a lot of hit points, but no combat ability, two things that HD covers.
I also like this idea for personal reasons. When I moved from Basic D&D to Advanced D&D I often used a d10 for monster hit points and not the RAW d8. I figured the monsters had to be more "advanced" so they got more hp. I also rationalized this with the fact that Basic fighters use d8 for hp, and Advanced fighters used d10. Of course on average, this is only 1 extra point per HD, but I liked it all the same.
3e and 4e also used different die types for hit dice, but these were different for different types of monsters. I like the 5e way of using these for size.
You might have seen these in some of my write-ups. The Mad Hatter Goblin is a small creature. I list it's standard HD is 2 and it's average hp from a d8 and it's Con mod is 9 +2 or 11. As a small creature, the same 2 HD and +2 con mod gives the creature an average hp of 7 +2 or 9. Sure not a lot of difference, but enough over the long run.
I am presenting both sets for people that want to use my "Advanced" set of size-based hp calculations or the standard RAW ones. I have been using this for a while now and while there might not be a significant difference in the play of the vast majority of monsters, the ones it does affect really affects them.
I hope people, especially in the OSR crowds, take to the change.
The Raven Stone is set in and around Siquanna Falls, a fishing village sat on the confluence of the Ure and Undine Rivers in a narrow, heavily wooded valley. It lies some two days’ travel from the nearest town and supports a nearby iron mine. A merchant caravan run by Muskan Ganto, regularly delivers a variety of trade, luxury, and special request goods to both the mine and the village, protected by hired mercenaries. The Player Characters are visiting Siquanna Falls—and one of them should ideally be a native who has returned home—when odd things begin to happen… First the Gurney brothers, whom the Siquanna Falls-born native Player Character will remember as a pair of lazy thieves and thugs from a family of lazy thieves and thugs, turn up at the local inn, The Laughing Carp, with luxury goods to sell. Second, Muskan Ganto is late in making his deliveries. Third, several corpses slither out of the lake and begin attacking the villagers, followed by corpses clawing their way out of the ground and attempting to escape the village cemetery. Could all of this be connected?
Initially, the Player Characters are asked by the innkeeper to find out what has happened to Muskan Ganto and then find out what is causing the dead to rise in the village. The starting point for the former is probably going to be to question the Gurney brothers, but the Player Characters are specifically told that they cannot use force and they cannot come to harm otherwise the authorities will act against them. This sets up a fun challenge for the players and their characters, but other means of getting out of the brothers are perfectly viable, whether that is through persuasion, intimidation, guile, or stealth. In fact, the Gurney brothers—or least the Gurney family—are likely to be grateful to the Player Characters when they come to their rescue as the dead seem to be flocking to their shack… Which of course begs the question, what is attracting the walking dead to them? It turns out to be an artefact that the brothers found (the Raven Stone of the title) and if the Player Characters take it—and the likelihood is that they will—it will begin attracting the undead to them. So, where did the artefact come from and why has it only begun working in the last twenty-four hours…?
Backtracking into the plot to The Raven Stone should eventually see the Player Characters find Muskan Ganto and his caravan, visit the iron mine, and eventually the Chimmekins, the local Kobold clan. The Player Characters are free to approach the Kobolds however they want, but they are told to be careful as the Kobolds can be dangerous, but in general they keep to themselves, not wanting to arouse the ire or attention of any local authorities. So the Player Characters can muscle in and attack the Kobolds if they want, but the Kobold king is willing to negotiate. He will allow the Player Characters to explore the dungeon below the tower where much of the clan lives and which has recently been beset by attacks by the undead.
The Raven Stone consists of two parts—the sandbox mystery above ground followed by the exploration of the Kobolds’ tower and the dungeon and below. Its strong plot hook should keep the players and their characters busy for multiple sessions, but the plotting is not as strong as it should be nor as easy to purvey to the players and their characters as it should be. The connections to the Gurney brothers and back to Muskan Ganto and his caravan are easy enough to follow, but the connection to the iron mine and then the Kobolds are not as obvious as they should be, and the Dungeon Master needs to take the time to go through the scenario and develop them herself. Perhaps by having Siquanna Falls’ two leading NPCs—the innkeeper and the local priest being ready sources of information should the Player Characters have questions, and definitely by preparing a briefing for the player whose character is native to the village about what he knows. The latter would certainly prime both player and character. In addition, this could include information and history about the immediate region, since once the Player Characters get into the dungeon, there is background information which will seem unrelated to either the plot or the region.
Except for the background to the region, there is a lot of detail given in The Raven Stone, from the descriptions of Siquanna Falls and the Gurney family home to the location of Muskan Ganto and his caravan and the Kobolds’ tower and dungeon. The latter two areas are very nicely described with a good amount of flavour and explanation, the dungeon itself divided between areas occupied by the Kobolds and those not. It should become clear that the dungeon was once an extension of the tower and that it was home to a ruling noble sometime in the past. This gives it the feel of a long-abandoned home rather than a random dungeon, so a stronger theme than it might otherwise have had. It is a pity that this aspect of the dungeon and tower is supported by background and history for the Player Characters to discover.
One issue with the dungeon and tower, and probably the scenario as a whole, is that it contains a lot of treasure, especially magical treasure, right up to an artefact that in essence is a mini-Deck of Many Things. The Dungeon Master may want to scale back some of the rewards to be found, especially if she does not want her Player Characters to become too powerful, too quickly. Another issue is that unless the Player Characters push to explore them, and in all likelihood anger the Kobolds in doing so, some of the areas of the dungeon and tower are out of bounds for the Player Characters, so that certain secrets may never be discovered. Only by being aggressive will the Player Characters be potentially rewarded, and perhaps it would have been appropriate for the scenario to have presented another way around this, especially after giving the option for the Kobolds to be open to negotiation earlier in the scenario. Lastly, the absolute need for a Cleric and the ability to turn undead—and potentially there are a lot of the undead, probably very attracted to the Player Characters later in the scenario—does suggest that The Raven Stone might be too challenging a scenario for First Level characters. Perhaps Second Level might be more appropriate, at least?
In addition to the dungeon, The Raven Stone includes an appendix describing the pantheon of gods used by MontiDots Ltd. and a guide to ‘Prentice Potions’, that is, potion brewing by Wizards who are less than Seventh Level. This requires a liquid known as Aqua Conjurum and if included, increases the versatility of the Wizard at lower Levels. Further, the scenario lists some house rules that the author uses for his campaigns and thus The Raven Stone. This includes polytheistic and dedicated Clerics, the turning of the undead, and starting spells for Magic-Users. Again, all to make both Classes more versatile at low Level.
Physically, The Raven Stone is nicely presented. Both the artwork and the cartography are as good as you would expect from MontiDots Ltd. It does feel cramped in places and does need a stronger edit in places.
The Raven Stone is a likeable scenario. The idea of the Player Characters getting hold of an artefact which attracts the undead and their not knowing what to do with it is a fun idea, and the fact that the scenario is driven by greed and foolishness rather than anything evil is refreshing—especially when it comes to the undead. Yet, the scenario is not as clearly developed as it could have been, leaving the Dungeon Master with more preparation than is really necessary. Overall, The Raven Stone is an entertainingly detailed and fun adventure—once the Dungeon Master has put a bit of work into it.
Day 8 Stream
I think it is no great assumption to say the advent of streamed games online has changed how the public sees RPGs in general and D&D in particular.
Making the claim that shows like Critical Role have increased the number of people interested in RPGs is not really disputed regardless what one's opinion of them is.
Personally, I am not a fan of watching or listening to others play D&D. I have nothing against them, and I think many of them are quite nice and I am thrilled for their successes and for what it means for the game as a whole. I just get bored with them.
Right now my favorite streaming pass time is The Great Courses. Thanks to this I have listened to/watched the history of the world in various courses from early pre-history to the Victorians. I have listened to a number of courses on religion, detailed history on England, and more about the Vikings than I care to admit. Currently, I am listening to How We Learn by Monisha Pasupathi, Ph.D. It is really great even though much of it is a repeat of my Undergrad days. Though I am chaffing under dismissal of treasured theories that have since fallen out of favor. ;)
Most of these Great Courses feel like undergrad courses, but I have really been enjoying them.
So far I have gone through about 33 of these, about 75% of another Undergraduate degree. Though this degree would most likely be in history. Sadly there is no homework, no assignments, and no exams, so there is no opportunity to show I have been anything more than a passive learner.
Mind you in my choices here of one stream vs. another (say Critical Role vs. the Great Courses) is not a value judgment in any way other than how I choose to spend my own time. I also listen to a lot of highly questionable music while at work.
I think for my next stream I could work on shoring up my German. A language I learned in High School and for a couple years in college that I have not used in nearly 30 years.
I was pretty sure I had never seen this one before and I was right. I would have remembered something so dreadful. Bad acting? Check. Weird mutant creatures? Yup, check. Gratuitous nudity? Oh yeah. Lots of violence against women? Well, yeah it was the 80s.
Let's be 100% honest here, this movie was made for one reason, to show off the nubile assets of Leigh and Lynette Harris, and I am not talking about their fighting ability. Or acting ability.
Besides being known for being Playboy playmates in 1981. Lynette also went to prison for 5 months in 1990 for tax reasons. She and her twin were both mistresses of businessman David Kritzik. He was paying them to have sex with him and the IRS doesn't like it when they don't get their cut. They both would later be exonerated in 92. Not to be outdone Leigh would later expose herself to some minors. Their real-life stories sound more interesting than this movie. Though they seem to have fallen into a bit of obscurity. Likely that is what they no prefer.
Hmm...maybe I should return my attention to the movie.
Not to dump on this movie too much. We do have a cool wizard who gives the twins their fighting powers. A creepy satyr. A generic Viking-like warrior. An evil sorcerer who is also the twins' father. An evil priestess. Zombies attacking. And a battle of the gods. So I mean all the right elements are here.
It does have Corman's fingerprints all over it.
They have the same abilities as the Corsican Brothers; they can feel what the other is feeling. With the brothers that was typically pain, these two...well it's a bit different. The idea though is not a bad one, I used a similar idea with the Anamchara. Well, the sensing the others feelings part anyway.
Roberto Ballesteros, the evil sorcerer Traigon, is really the only one here that has any sort of resume here. I hope the poor acting here is really due more to bad dubbing.
I will give the director credit on one thing. While the twins are constantly in trouble they never once appear weak or scared about their situation. When given the chance they pick up weapons and fight. Sure they act naive at times, but they were sheltered their whole lives so that is expected.
In the end rather laughable, but the zombie battle is fun. The gods battling in the skies is weird, but I will admit I got a solid Deities and Demigods vibe from it. Ok the D&DG if it were made by Roger Corman
Yeah. Not great.
Gaming Content
The movie is very generic 80s fantasy; derivative to be honest. It's not so much what you can get out of this for your game since likely your game has already done everything in this movie.
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Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies. Follow along with the hashtag #IdRatherBeWatchingMonsters.
Going with another alternate word today.
Day 7 Inspiration
Every so often I get asked what sort of things inspire me. I usually half-jokingly say 70s metal, cheesy horror movies, and comics.
Only half-jokingly because there is a not-so-small amount of material in my bibliography of published material and blog posts that are exactly all of that.
Presently I am re-watching Star Trek Enterprise with my wife. We only saw bits and pieces of it when it was new, our kids were babies then, and keeping up on TV was not our main priority.
So Enterprise takes place before The Original Series, thus the ship feels a little "low tech" and everything has a frontier feel to it. While I am enjoying it for its own merits I am getting a ton of ideas for my two Star Trek campaigns; BlackStar and Mercy. Season 1 deals with the Temporal Cold War and the Temporal Accords, which comes up later in Star Trek Discovery. This is also putting back into the mood for a combined Star Trek/Doctor Who game which means FASA rules. BUT inspiration aside I don't want to start YET another Trek game. I haven't even gotten the ones I am planning off the ground.
SO...maybe I can add some of these ideas to Mercy, BlackStar is a bit full as is. Maybe I can add a character from the 31st century on my medical starship. But why is he/she there? Maybe I'll leave that to the player.
Getting back to music for a bit, there is a song that has some solid Trek connotations to it.
One of my all-time favorite songs by the band Queen is '39. Written by the guitarist, and Ph.D. in Astrophysics, Brian May. The song deals with 20 astronauts that leave Earth on a one-year-long mission. One of the astronauts says goodbye to his wife and daughter, but due to the time dilation effects of moving near the speed of light, it is many, many years later when they return. While he is "older but a year" his daughter is a grandmother now. In the song, they had discovered a new world.
I have often thought it would be possible that later warp drive ships would run into older, slower relativistic ships with a crew that had left Earth decades if not a century before. You see this played out really well in Arthur C. Clarke's The Songs of Distant Earth. It was one of my favorite books of his and I loved the idea of "gritty" space travel and one very removed from the notion of warp drives.
Now we have seen visitors from the past in Trek before, TNG's first season episode "The Neutral Zone" has frozen humans from the late 20th century, the second season "The Emissary" with frozen Klingons, and the awkwardly named "The 37's" from Star Trek Voyager's second season with humans from 1937 found on a planet in the Delta Quadrant some 70k light-years from Earth.
This would be an adventure for Mercy. The starship Mercy gets a distress beacon from a ship that left Earth in 2139, just prior to the wide adoption of warp drive. Yeah, there are cargo ships that can go warp 1.8 or so, but most ships are going to be sleeper ships. Mercy, being Mercy, goes in to investigate and discovers a crew from 156 years ago. Likely the ship, I might call the Arthur C. Clark, was headed to a planet that is now claimed by the Klingons, or Romulans, or some other species.
I'll need to ponder this one a little more. In any case, I guess I'll keep looking for inspiration.
A couple of REALLY GREAT Kickstarters are happing right now.
This sourcebook for Night Shift: VSW RPG blows the doors off! New classes, species, magic, monsters, core system options, and more!
Night Shift has been a labor of love for Jason Vey and I. It has been a chance to use the rules we love (Old-school D&D) and bring it to a modern supernatural setting like the licensed products we have worked on in the past. If you liked any of my work regardless of the system used then this is a great fit.
Here is what the book is right now:
Avatar Legends: The Roleplaying Game
This one so doesn't need my help. I scored $1 Million in its first 24 hours and has been hitting $1M a day since.
But it is Avatar and it is a lot of fun. I am not a huge fan of Powered by the Apocalypse, but this game is just too gorgeous to pass up. Plus those sweet stretch goals.
So spread the word! Both of these games are going to fantastic.
Going to go with an alternate word again.
Day 6 Explore
Back on Day 2, I talked about maps. So I figured today would be a good one to go with Explore.
Exploration is a key factor in a lot of games. In D&D and other FRPGs exploration is a key element in Hex Crawls. Even in games like Traveler and Star Trek exploration is a key element.
In truth, I don't do a lot of exploration these days in D&D. Most, no rather, all, my D&D games have a goal in mind. When I ran Vault of the Drow a while back I did a lot of reading on what others have done with it in the past. There is a ton of material out there on exploring the area around the vault of the Drow. Dragonsfoot alone has more material than I'd ever use in a lifetime.
For my BlackStar game exploration is the name of the game. Well, that and horror. I think that is because in BlackStar I really don't have anything like a "big bad" save for all the horrors of space. I am also not sure what my end game for it is, maybe part of the exploration will be mine as well.
Dungeons
Also, this month is all about Dungeons at the RPG Blog Carnival and hosted this month by Plastic Polyhedra. Certainly, the Underdark of the Vault of the Drow qualifies and it would be fantastic to go exploring there one day.
I think today I will go with one of the alternate words on the list.
Day 5 Community
Today I am going with Community. One of the things I really hope to get out of this month of posting is to get a sense of community from this.
While writing these posts is a joy in and of themselves and I do enjoy the challenge, what I am looking forward to is the community.
I am very curious to see what everyone else does. Take today for example. I have no idea what I would write for Throne and I am very curious about what others might write about. Will someone else choose Community? What days might occur where each word is chosen. That might be fun.
I also feel it is important not to be just a passive participant here. So I need to make sure I also interact with all the other posting on various social media sites.
So if you are participating in this please feel free to leave a comment below with links to where you are posting. I'd love to see what everyone is doing and saying.
Excalibur, Stormbringer, Mjölnir, the Sun Sword, Blackrazor, Narsil/Andúril, the Bessy Mauler, the Sword of Kas, Needle, Elbe the Heartbow. All worlds, whether ours or fantasy have fantastic legendary weapons.
Quasi-artifacts to quest for or be granted to those that are worthy.
Day 4 Weapon
Like all good game worlds, I have a number of unique and special weapons.
Demonbane
Demonbane is a bastard sword from The Treasure Trove found in Issue #91 of Dragon Magazine. The sword is described as "a great, many-hued blade of which the origin has been forgotten, but which was wielded by the great paladin Nord in his single-handed destruction of the Citadel of Conjurers." Created by Ed Greenwood it would later go on to be called Dornavver in the Forgotten Realms. In my games, though it became one of the weapons of my paladin Johan II and used to defeat Orcus in module H4. IT was lost in the Astral Sea and it has been the focus of all my paladins for the last four generations to recover.
I always thought it might look a little like this sword.
The "forgotten origin" has been changed to a drow savant, Sharis Val, that created it along with his adoptive father a dwarf cleric of Moradin. The multi-hues come from the variety of metals used in its construction.
Ebonblade, the Sword of Black Flames
Ebonblade's history is tied up in that of Demonbane's. The story of Demonbane's construction is not as forgotten as reported. Among blacksmiths, the tale of the swords construction and its use to defeat the Citadel of Conjurers is a tale told by masters to apprentices all over the world. One such apprentice found where the Demonbane was made and used the leftover materials to make a sword to avenge the death of his killed master. The materials used in making Demonbane responded to Sharis Val's desire to rid the world of evil and in particular demons. Ebonblade responded to the hate and desire to kill others and thus became an evil weapon.
The Star Sword
This weapon was made from bit of a "star" the fell to the Earth. Longer than a bastard sword, but not quite as long as a two-handed sword. This sword focuses the magic energies of the wielder into the blade to add extra damage.
The Mace of St. Werper
Admittedly not all that different than the Mace of St. Cuthbert, in my defense I made mine before I ever read about it in the DMG. This one though was specific to my first cleric.
The Death Staff
This weapon is the very first Staff of the Warlock used by my character Magnus. It can blast a humanoid with its necrotic power and turn them into a zombie under the wielder's control.
What weapons populate your world?