THE OSR IS DEADLY: But Not Deadly Enough To Kill Long-term Play

Purple is total generated; black is deaths
(aka poor decision-making; get gud)

60% of the time, your PC's 100% alive!

I appreciate this video from Mystic Arts because it does a good job of addressing the OSR, contrasting the playstyle with 5e, and outlining what the MCDM's Crows brings to the table.

But one thing in the video bothered me is the claim that OSR systems are simply too deadly for long-term play because characters would get killed too frequently. 

Now, I get that systems like Mork Borg might not be geared for the long-term, but there is really no way one can look at OD&D or AD&D or even BX with its 14th-level cap (OSE for the young crowd) and conclude never had longevity. But more to this blog's point, is that its just not my own experience.

Look, we have the numbers! In Miranda Elkin's Nightwick Abbey, which has spanned roughly 138 sessions✤ with OSE characters, the death rate for the first 50 sessions was about ~40%

And when looking at sessions 51 to 100 (which I haven't put in an infographic), the death rate drops to less than 10%. Most likely because enough PCs have advanced to 4th or 5th level, they can protect low-level party members. 2-12 points of damage can be weathered by most characters, so you, the player, can decide to keep risking your character or leave the dungeon.

So, if 100+ sessions is indicative of long-term play, and in today's modern world, its a very solid benchmark, then BX/OSE, an absolute OSR standard, is able to support long-term play even with a higher-than-modern-D&D death rate.

How to cheat death .

Here are some quick, dirty favorite ways of mine to help players get over the "sticker-shock" of old-school system character death at low levels. 

Run two PCs: Yes, just run 2 PC at the beginning of the campaign. Don't allow players to choose the same class either. This also give each player more to do and a more diverse array of party skills. One dies. Eh, you still are gaming with the other. This is also why a hireling system is good to incorporate.

Start PCs at Max HP at Level 1: Again, not groundbreaking, but does allow most PCs to receive 1 average porc-ax to the face for ~3 dmg and live. A good signal to the player they've reached a decision-making point in the game.

Use a Death & Dismemberment Table: Like here. As I said in the earlier post, despite the scary-sounding name, these systems end up saving PCs more often than killing them. And if you do enforce downtime to heal, players again end up having 2-3 characters of various levels in their "back pocket". Often now with very interesting backstories.

Go out with a BANG!: I've not used this method, but I like ktrey's swansong abilities to add a little extra to a PC death. So maybe your death...(rolls dice)... results in a very fertile grave that attracts a dryad.

✤This campaign is still going, albeit with a slightly different party configuration, so the numbering system started over.

SOMETHINGS YOU MIGHT WANT TO DISCUSS: Lee Gold's 13 Prompts for OD&D And 1 About Greyhawk

Bosch from the Haywain Triptych


I thought Jim Murphy's video about playing OD&D with the 3 "Little Brown Books" (or Delving Deeper or FMC) plus Strategic Review Vol 1 No 1 for the random dungeon generator was an interesting take a campaign idea. Not really for nostalgia, but simply to try and tackle D&D with only the resources folks might have had access to in 1975 a year after D&D's release. One addition I might make to this list would also be to add Alarums and Excursion #1 edited by Lee Gold.

The first reason is the inclusion of Mark Swanson's "Special Abilities" for 1st & 2nd level characters. And the second reason is in the back of the issue, Gold publishes 13 questions about Dungeons & Dragons as prompts for folks to respond to when submitting a piece for the magazine. The interesting thing is that this APA essentially functioned as a collection of paper "blogs", with each author titling their own section and responding to other submitters.

Here is Lee's "MELEE MAYDAY" "if you didn't find any comment hooks anywhere else"

  1. If a Caveman (essentially Neutral) puts on a Helm of Chaos and then picks up a Neutral or Lawful Sword, does he receive damage? How about if he does it in reverse order?
  2. How much is a +1 Sword with an IQ of 9 worth? On what basis, in general, do you decide the worth of magical treasure?
  3. If a character is Charmed, is the spell stopped when
    1. The spellcaster who throw it attempts to lift it? (Does the Charm get a save throw?)
    2. The character who threw it is slept? runs away?
    3. The character who threw it is killed?
    4. The character who threw it is killed?
    5. A Charm, Hold, Dispel Evil, Remove Curse, Dispel Magic is thrown from the other side? (Does the Charm get a saving throw?)
      If not, what happens when these things take place?
  4. How do you handle Elves? The rules say "Elves can begin as either Fighters or MUs and freely switch class whenever they choose from adventure to adventure but not during the course of a single game. Thus they gain the benefits of both classes and may use both weaponry and spells.
    1. How do you allow Elves to go up levels?
    2. When do you allow Elves to use weapons? to throw spells?
    3. Do elves who have topped out at both fields gain any special advantages? What if they've topped out at one field?
  5. If a player has a Hobbit (who never misses with missiles) with a low dexterity, how would you handle it?
  6. Are there any minimum requirements of strength, dexterity or constitution you insist on for the use of certain weapons?
  7. Are there any additions to the shopping list you have come up with? Particularly any new weapons?
  8. Do you allow Neutral Clerics? How do you handle allowing them to use the underlined spells (e.g. Cure/Cause Wounds)?
  9. Do you allow creatures other than Elves, Dwarves, Hobbits, Half-Elves, and Humans? How do you handle Were-creatures? How do you handle such half-breeds as a half-centaur/half-unicorn?
  10. Do you allow characters to speak languages of alignments other than their own? How do you handle their communications in such a tongue with those whose native alignment tongue it is?
  11. Protection from Normal Missiles allows the recipient to become "impervious to normal missiles. This implies only those missiles projected by normal (not above normal) men and/or weapons." Does this mean that fire by elves or dwarves or hobbits will penetrate? Does it mean fire by men higher than first level will penetrate (given the statement on I, 19) that "normal men equal 1st level fighters.)
  12. If you use the Alternative Combat tables, do you run a battle between a party and, say, Bandits, letting both groups use Attack Matrix One, or do the Bandits use Attack Matrix Two on the grounds that (I, 12) "the term 'monster' includes men found in the dungeons."
  13. What other loopholes in the Rules have you noticed?

    And what do you think about GREYHAWK?

FINAL FOLK HORRORS: More Fun With Skirmish Gaming

In my last post, I talk about looking at Sun Rot through the lens of OD&D and how recently I've been looking more into miniature-based skirmish games. But don't worry, I am still exploring the fever-dream isles of Cuccagna and running my own campaign in Miranda Elkin's Nightwick Abbey.


This is the finished Folk Horrors I set by Ana Polanšćak. I am really excited about receiving the Folk Horrors III, which finished its KS back in June. I particularly like the cow-headed bellmen (well, here I did kitbash one into some sorta hive/fungus mutant). And a lot of these miniatures would just make better "goblins" or wicked druids. I think they really will do well in a Dolmenwood campaign.

The skirmish/minature games that interest me right now, from most complex and classically wargame to least overhead and more narrative:

Mordheim: I would love to get some regular play, but I don't have the time to completely learn its rules and it would be up to me to field two armies and make terrain for it. I'll have to put in some time to see what I can pull together.

Trench Crusade: If I can't go with an old classic, I can buy the starter box for a (potentially) new one? I threw in for The Carcass Front. The quickstart rules seem to be pretty easy to understand and it looks like out of the box there are two cool armies and a couple of campaigns. Since I usually have to be the guy to start stuff with my group, this seems like an all-in-one for me.

1490 DOOM: Since what's in the Trench box might be too much for people and I do like Mordheim's emphasis on height, the 3-model king-of-the-hill battle over 2 x 2 feet seems like a nice cross-section. 

Forbidden Psalms 28: So, FP28 seems like a good all-purpose skirmish game that has a fun, messy 'Borg vibe. I think Turm 24 covered in MAG 28 convinced me it would be a good ruleset to have on hand. A little bit bigger than 1490 DOOM at 5 miniatures per warband, but easy enough to whip them up. And because it uses Mork Borg's stats and procedures, its simple enough to convert back and forth between them.

Sun Rot: I said a lot already, but I think I am falling in line with its thesis about providing a simple mechanism for roleplay, but one that generates interesting outcomes for both the player and GM. For me this is great to just through cool minis on top of cool terrtain and just play something. I also have always had an idea in my head about a minis game where you can just look at the model you are using a build a character visually, outside of Psalms, Sun Rot might be the next best thing.

And what's a wargame without terrain? 

Well earlier this year I also go into learning how to make terrain from a fantastic video by Summon Lesser Maker. Its about crafting Mordheim terrain cheaply. But why I think its helpful is less from a budget perspective and more that you might already by most of the materials at home and can begin as soon as you have glue and cardboard.





SUN ROT: Inq28 And OD&D Kiss?

While work has kept me from doing a lot of thinking on BX D&D, it hasn't kept me from exploring a latent hobby of mine very close to D&D, which is miniature wargaming. Below is not a review, but first impressions of a game whose energy grabbed me- Sun Rot.

Miniatures from Gardens of Hecate's Folk Horrors set
The center and right ones have some kitbashing applied


Inq28: The Grotesque & Narrativesque

Now is perhaps one of the best times to get into the "wardollies" hobby because of the Inq28 scene, which, to me, is pretty much the OSR for the Warhammer crowd. This scene is currently filled with the same DIY-heat that produced a lot of the "wow" of the OSR scene back in the day.

Inq28✤ was formed out of fans scaling GW's Inquisitor series to 28 mm. Along the way other games such as Mordheim and Necromunda, also fan favs, had a resurgence of interest much like ODD, BX, and AD&D did with Dungeons & Dragons. And like AD&D, Mordheim and Necromunda were pretty much kept alive for ~20 years solely through fan support.

Unlike GW's current mostly competitive stance, this scene focuses more on narrative wargaming, where competition takes a back seat to emergent story, phantasmagorpic playing boards, and grotesque kitbashed miniatures (meant in the romanticism sense). I don't think I can do it justice so I invite you to look at the awesome 28MAG to see examples of what I am talking about. The movement even put on an art show where folks built their own godling after looking at each piece.

If you are thinking, "well, is tournament play still happening in these games?", the answer is "yes!" but again the focus is more on the experience of collective play with others and getting to tell rad stories about success or failure. If that seems odd, perhaps its best to look at Turm 2024.

Another point of similarity is that new games have also been spawned from the scene that carry the spirit of, say Mordheim, but are not compatible with that system. This includes games like Forbidden Psalms (a 'Borg), Necropolis 28, Turnip 28, 1490 DOOM, and many others. A huge ogre in this field is Trench Crusade, designed by the same creators as Mordheim. But a game that really caught my eye is Sun Rot.

What all these games have is a lot of pretty sick, DIY, let's-be-creative-humans, don't-worry-about-the-rules, chunky, scrappy, fun-focused energy oozing with a grim-dark, occult, gothic aesthetic of ruin

From Matt Ross/smashbash


Roll Dice. Flip Cards. Escape Fate.

Sun Rot is described as:

GM-led, rules-light, cooperative adventure board game — perfect for newcomers to narrative tabletop gaming

In Sun Rot, a player(s) control(s) 2-3+ PCs, each characterized by a class card and a class deck. There are also two smaller communal decks for basic attacks and non-combat actions. The class card, by RPG standards, is more similar to a monster stat line: movement, health, & special ability. The class and communal decks have a variety of outcomes (which can range from "you hit, attack again" to "your target and one enemy have their fates combined"). On a player's turn, they get 1 movement (3 tiles or inches) and two additional actions. To perform an action, declare it, roll a d6, and on a 4+ flip a card from the class deck or one of the communal decks. A PCs saves on a 5+ to prevent something from happening to them- generally an enemy attack (which requires no roll). There is also an item deck. When killed, monsters drop items.

The goal is to traverse three boards seeking a portal that will allow the PCs to escape this current reality for a better one? A different one? A perfect one? But they do have to keep their Oracle NPC alive and half their party to traverse this astral gate.✤✤

Now, here is where the game really starts to assert itself. You get 1 movement and 2 actions. So what are the actions that you can do? And who can do them between your fighter, cleric, wizard, and... astrologer?

The fighter's class deck mostly has cards that damage, as does the wizard's. But what about the astrologer? This class' deck is about manipulation and rarely, or never, I've not counted, mentions damage. Also, there is no mention of range or even melee for that matter. So does the fighter start with a sword and bow? Does the wizard have a maximum range? Is it LOS? Can magic be used in base-to-base contact with an enemy model? You can pick up items, but when are they placed on the board? How many can a PC carry? Can they be sold? Is there a currency? The game doesn't mention one. Nor any sort of experience mechanic.



Sun Rot: The party split west (trying to find the music) and
north (trying to fight the celebrants and save the merchant) 

Recreating OD&D From First Principles(?)

Sun Rot says the answers to those questions are what your table agrees upon right then and there. The only goal would be to make a ruling that feels fair to the table and is applied consistently going forward until requiring revision. And everything is up for grabs. Since you have a non-combat actions communal deck, your PC might try to negotiate with NPCs who appear on the board or even monsters. You can climb structures if you want, break doors, look for items, or just sing a song.

There is nothing in the rules that outlines any of those actions. But there is also nothing that forbids them. There is only a resolution mechanic: roll dice, on a 4+, flip cards. And has a goal, two in fact, keep the oracle alive and find the portal. So my advice when starting to play Sun Rot might be to have a blank sheet of paper labeled: [Your Name's] SUN ROT HOUSE RULES. 

First act of my Sun Rot scenario

A wargame-turned-RPG sounds very much like the path that Fantasy Chainmail took through the alchemical processes of Arneson's Blackmoor. And after writing and playing my own scenario with a friend, I think it might be the closest I will come to the same feeling those in '74 must have felt when trying to run their first game of D&D. 

I felt like we could make the game go, but it was interpreting what the cards meant that created huge sparks of enjoyment. Often times when my friend wanted to do something that was not clear, I would just ask "What do you think?". From there we would quickly figure out what would be most applicable.

The cards also provide a prompt for negotiation too. That's the thing about Sun Rot, the GM might have laid out the scenario, but even they don't have specific rules for how cards in the class, communal, or event decks work until they are drawn. This creates surprise for all parties. 

And that, I think, gets to the heart of what Sun Rot really is- a framework to encourage kitbash across miniatures, terrain, and even the rules of the game into a system that works for you. Much like how OD&D is a "kit" that helps you, in 1974, mix and re-mix all the historical and fantasy literature and movies that were present in its era into a new type of game. 

But because Sun Rot (and OD&D) have so little mechanically and by way of explanation, you are forced to turn your attention back to the game and the fiction you are establishing. In this way, you are forced to consider, perhaps, thinking in terms of your character more than the ruleset: "My fighter is trying to get the NPC to give me the ring" rather than "What do the rules say my fighter can do?".

I'll close this with bit from an interview Matt Ross in Glaive v3 which is both a fantastic interview and a great magazine

"We got back in with Lost Mine of Phandelver. Aside from the OD&D stuff, I think that's probably the best introduction to D&D. Ever."

"...I don't think the game part of D&D is what makes it good, you know? I still playing D&D but a hacked version. Light anybody who's been playing it for a long time, once you've played it, you know enough and you don't have to be like 'and this is what a bugbear's start are' or whatever."

"I remove all the bloat and try to do my dice rolling up front... I think D&D is most fun when you have an old school mindset." 


✤ I realize I completely butchered this history, but I want to get on with the blog post

✤✤ Again, there is a little more to it, but this post is not about the exact rules per se

RADOM WIZARDRY DUNGEON: Improving Undead Kobolds with the Dungeon Design Course




DESIGNING (THIS) DUNGEON'S THEME

In the last post, I talked about how easy it was to make a simple dungeon that could fit on 2 sheets of paper, but random stocking can only get you so far. Intentionality can really help a dungeon sing!  That is what Designing Dungeons is all about: gluing fragments of ideas, vibes, and inspirations together just enough to get the dungeon to the table for play. 

Let's look at Chapter 3, Refining Theme, and Chapter 5, Dungeon Checklist to see what we can do. We need some factions and a dungeon lord. And let's review the minimal key (see link above) to see what we have to work with:
  1. 10 kobolds with their vorpal bunnies in #19
  2. 6 undead kobolds in #21
  3. Rooms 20 to 23 are more isolated
  4. Deafened character in #02
  5. Skeletons with a silver idol

FACTIONS:
Okay, let's say the 10 kobolds were originally part of the same group but have now been split into two. The living kobolds in #19 are composed of the greedy leader who is seeking out the treasure here. Since a lot of it is invisible or hidden, the leader has a literal keen nose for sniffing out coin- will help but have to cut a deal and also likes vorpal bunnies

The 6 undead kobolds in #21 were a search party who encountered, I dunno, the Pillars of Orcus, which can convert the living to the unliving. When encountered, they are curiously trying to cover themselves to hide their milky white eyes, decay, and such. They speak weirdly in unison as if inhabited by one mind because they are- something has invaded it (Black Lion)

Deafened character in #02 could be an inexperienced cleric sent on a mission to clear this area. Let's say it was a shrine fallen to ruin. I'm gonna use "The Black Lion- the ever-hungry black maw" which is a small god that I often throw in dungeons I write. This cleric is "deafened" because they are caught in a spiritual battle with the Black Lion- perhaps bless will help; otherwise, messing with them for 3 turns will cause them to attack.

LORD:
The Silver Idol in #14 (which can be glimpsed across the river and bridge from 04 to 06) is one of the Black Lion itself. Perhaps the 4 skeletons are devoted acolytes whose flesh was devoured by the Lion as an offering. These skeletons are 2HD, turn as ghouls, and if PCs intervene with the cleric in #02, they will start hunting the PCs.


DESIGNING (THIS) DUNGEON'S CHECKLIST


A reason to explore: Treasure, a magic ring, destroy a profane idol
A reason to talk: Cut a deal with a kobold treasure hunter
A reason to fight: zombies, undead kobolds, vorpal bunnies (?)
A reason to flee: Very evil skeletons that hunt PCs (Could be stronger, maybe the silver statue animates)
A reason to breathe easy: Nothing really sticks out
A reason to experiment: Hell gate that turns things undead
A reason to be surprised: Hell gate that turns things undead
A reason to return: Ehhh, nothing really here but the Hell gate could work

So, we have a small dungeon, randomly generated and improved that scores about a 5.5 of 8 on the dungeon checklist. Not too bad for really quick work generated over about 2 breakfasts.

With the improvement of theme, the dungeon moves from a very generic fantasy dungeon, so one where we might have friendly kobolds with treasure noses, an evil cult, a hell gate, and the threat of possession all in the backdrop of hidden treasure, collapsing ceilings, and rickety bridges over bottomless pits.

In my opinion, this is a pretty nice quick dungeon! And if you liked this, please vote for our:





HOW TO VOTE

The ENNIES are a fan-choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.

RANDOM WIZARDRY DUNGEON: Punched Up With The Dungeon Design Course

YOU DON'T NEED MUCH TO RUN A DUNGEON...

In the Designing Dungeons document, we advocated for creation focused on play rather than publication. And this often doesn't require extensive notes and your dungeon doesn't have to spread over even a whole sheet of paper, but I would encourage something greater than just 5-10 rooms.

Here, I used the Wizardry instruction book as a source of inspiration for both the dungeon's size and the monsters that might populate it. Also used this random generator that reorganizes the AD&D Appendix A tables. Wizardry being a key inspiration behind the hit show Dungeon Meshi, which is a recent reference for dungeon crawling.

A fun and usefual thing about the Wizardry dungeons is they exsist on a 19x19 grid- which can help communicate maping to players. Here is the map I came up with:


And to go with my map, I scaned through the enemies from the game that seemed to correspond to the first level of the dungeon. I loved the sprites from the old game so I arranged them into a little encounter table:


And here is the total key that I ended up with- barely two pages. I worked here with paper and pencil  because I think sometimes it nice to completely get away from the digital.



...BUT YOU MIGHT WANT A LITTLE MORE

So cool. I have a looping ~24 room dungeon with monsters, traps, treasures, and even some pits and collapsing bridges over water. Not bad for randomization- but it can be punched up.

Even sticking to the confines of the two pages there, you can see that on the second page, I still seemingly have 4/5th of it blank which can be filled in with stuff.

What I would first reach for would be two chapters in the Designing Dungeons course: 
  • Chapter 3 Refining the Theme: Random generation can provide some suprising results, but they often are just hinted at. In the dungeon above we have two concentrations of kobolds and a lot of undead kobolds. Maybe two different factions? Is there a kobold necromancer? And what's up with the vorpal bunnies? We also need to determine perhapes a dungeon lord (maybe the kobold necromancer) and a "key" treasure.

  • Chapter 5 Dungeon Checklist: I think the checklist is one of the greatest tools to quickly help ensure a dungeon is up to snuff. Each of the parts of it will allow a DM to punch up common, well-worn elements of dungeons design, like kobolds, to something more interesting that random generation often over looks- like a reason to talk, to experiment, and to be suprised.



HOW TO VOTE

The ENNIES are a fan-choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.



DESIGNING DUNGEONS: ENNIES Nominated for BEST ONLINE CONTENT

 


THE GOAL: MAKE MORE DUNGEONS


The ENNIES have opened their voting today, and I am very pleased to be nominated with Josh, the author of His Majesty The Worm, in the category of "BEST ONLINE CONTENT" for Designing Dungeons!

Designing Dungeons: Or, How to Kill a Party in 30 Rooms or Less was written with a singular goal in mind: to provide people with an easily accessible guide to building one of the most foundational experiences in fantasy adventure RPGs- the dungeon!

We found that a lot of past and present GM books devote very little to the how-to’s of good dungeon design and wanted to bring together the wisdom of the blogsphere that might seem too winding and obscure for folks coming to the scene, but excited by the idea of dungeon delving.

And why not be excited!? With recent video games like Darkest Dungeon, anime like Delicious in Dungeon, and even page-turners like Dungeon Crawler Carl, its dungeons, dungeons, dungeons out there. I think all three examples demonstrate the range of environments, activities, and even emotion that can occur in those chthonic depths. So why not in your Dungeons & Dragons campaign?

HOW TO VOTE

The ENNIES are a fan choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.