IT'S DANGEROUS TO GO ALONE! TAKE THIS: ... for 100 Coin.

 

I'd love to write a piece comparing the NES Zelda to 80's D&D

I am often thinking about low-level D&D games because those are the ones I play the most. And I am often trying to understand what can be done at levels 1-3 to increase the potential for survivability and nurture interest in the explored space. 

But I would like to do this while still challenging the players to ferry randomly-generated PCs through the early vulnerable levels without resorting to either the Gygaxian method of starting players at level 3 or the current 5e method of increasing stat bonuses, offering maximized HP/increased HD, and reducing early XP requirements to low levels (e.g. the accumulated XP for a 3rd level fighter in 5e vs BX is 1200 vs 6000).

One way to accomplish this providing tools, used broadly, at 1st level. Now, while I could just offer potions, scrolls, and hirelings in randomly rolled starting equipment packages, I do like to try and maximize choice for the players.  I think this is an important aspect at the beginning of dungeons because it builds group cohesion and encourages questions, so why not make it a part of the standard you-meet-at-an-inn scene?

Additionally, with 4 to 6 players, there is often excess coin which in some ways blunts the initial dungeon crawl session. Why should players get excited about 200 coins pulled out of a dungeon when they have 100+ coins sitting in their pockets?

So, after equipment is selected, for every 100 coins spent, the players may purchase one of the items below (by rolling 1d8 on the list) from various NPCs in the town or bar or the DM could prepare a curated list of one from each.

Example (using a silver standard): Red, Fish, Fetch, and Mayfly have a total of 460 silver. After equipping themselves with weapons, leather armor, special equipment, and dungeon tools they have 120 silver left.

The DM has chosen to pre-roll one time on each of the tables below generating this availability:

  • Potion-Gaseous Form, sold by the local alchemist
  • Scroll-Floating Disc, sold by a woman known for her card tricks
  • Treasure map- detailing the first 2-3 rooms of the dungeon, sold by a sage
  • Follower- an orphan with quick hands (lock picker) wants to join them (ward fees paid to the local sheriff)
The players now discuss and chose what they think might serve them best. The interaction itself could also be a way to introduce NPCs and provide some details/lore without an info dump.
  • Potion- PC: Can we get more of this from you? NPC: Maybe with the right material, but the lord would prefer I work on turning lead into gold.
  • Scroll- PC: Are you a wizard? NPC: More a diviner of fortune, for 50 coins I can tell you what the stars sing.
  • Treasure map- PC: Why don't you use it? NPC: I'm rather caught up in my own research and just needed extra funding. But I do have a topic you could help me with since you are going in that tomb.
  • Follower- PC: Kinda suspicious you just want to follow us. NPC Follower: Look I have few prospects at the orphanage and I seek revenge on Lord Blackblade. Also, I refuse to be a farmer.
-o0o- The Tables -o0o-

Potions: This list is from the Basic Rules book of BX D&D. I think the list is pretty solid and potions are very general-purpose given they can be consumed by anyone in the party.

  1. Diminution
  2. ESP
  3. Gaseous Form
  4. Growth
  5. Healing
  6. Invisibility
  7. Levitation
  8. Poison

Scrolls: Restricted to MUs, but really helps give them a bit of a jumpstart. Now I usually let my MUs start with 2 spells, plus Read Magic, so maybe this list might be better with a few level 2 spells on it. This list creates an interesting additional decision, especially with level 2 spells on it: hold the scroll to copy it or use it?

  1. Charm Person
  2. Detect Magic
  3. Floating Disc
  4. Hold Portal
  5. Protection from Evil
  6. Shield
  7. Sleep
  8. Ventriloquism

Treasure Maps: In modern play, treasure maps don't get enough love. But they are a great way to tell the players what exactly is in the dungeon, yet still, make it interesting by leaving out crucial information. Maybe you can also start the players with pieces of the map and this would be an additional part.s

  1. A general outline of the dungeon- omits enemy placement
  2. A general outline of the dungeon- omits noted treasure placement
  3. Map of how a part of the dungeon was, but not how it is now
  4. Map displays "enemy" force that no longer exists at all
  5. A well-mapped portion of the dungeon, but omits trap(s)
  6. Map of 1 or 2 secret doors, but not what's behind them
  7. Map of a secret room but not the hidden door that leads to it nor its general location
  8. A very detailed map of a collection of 2-3 rooms

Followers: These folks are like level 0 super-fans of the PCs for some reason. In keeping with the above theme of "utility", each follower fulfills a basic dungeon action or has some demi-human-like ability. But they almost certainly will not fight except to defend themselves and while loyalty is high (score 16) it can be lowered.

  1. Woodsman: Open doors on a 3:6
  2. Scout: Suprise now 1:6
  3. Lockpick: Pick Locks 2:6
  4. Sapper: Find (2:6) & disable room traps (3:6)
  5. Lamplighter: Lantern on pole, torches the ready, even in adverse conditions
  6. Sprite: Find secrets 2:6; bored always needs to see "action"
  7. Mountaineer: Climb as a 1st-level thief; good ropes/spikes
  8. Linguist: Knows 3 non-Common languages (one lawful, neutral, chaotic; or all 3 law/chaotic)
A more flavorful take can be found below. These followers have a bit more going on in terms of personality but still fill a utility role.

  1. Boar-rior: Pig-headed 1st level fighter, 2H weapons aren't slow, gluttonous (2x rations) 
  2. Candle keeper: Very good with light, constantly sets candles out, afraid of the dark
  3. Curious corvid: Smart bird that is quick to burgle small shiny objects 2:6, slow to relinquish
  4. Doc: Good at mending, but not much; else always longed to be a soldier
  5. Street rat: Could be actual wererat, 2:6 to pick-locks; might steal the 2nd best prize of the chest
  6. Charlatan: Can easily entertain with card tricks, knows 1 actual spell, arrogant
  7. Dungeon hipster: Can determine the safety of strange liquids (poison vs. other vs. IPA), but might accidentally drink all of a given potion (1:6) 
  8. Corridor cowboy: Ain't a monster that can't be rode or a rider that can't be throw'd, really good with a 50' rope, will attempt to lasso, and ride most monsters of pony-size or greater (2:6)
ADDITION: Great post here by Prismatic Wastes on group-decided leveling which might be good for working with followers. OR maybe allows players to upgrade these lists or part of them. But I'd be wary to going too high (say to Level 3 spells).

6 comments:

  1. The lack of stuff for players to spend money on has always been a gaping hole in early D&D and its imitators. I'd be happy to see something like this included more formally in a rulebook to prompt referees to actually think about what players can *do* with all that treasure.

    (inb4 some crusty grog starts talking about domains. That's an even larger gaping hole.)

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    1. Yeah, I think it would be a great way to introduce *other* NPCs besides guards, armorer, and weapon-smith. Especially the upgrading part which is really giving gifts and fulfilling promises.

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  2. Replies
    1. Ah thank you! So funny that I think the stuff that is too basic is what gets folks talking the most. But then again basic is broadly applicable.

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  3. I like that each shop has only one option for each of the four special item types. In addition to matching the feel of the shops in Zelda or Mario or Spelunky or Cuphead, that also means (a) there's guaranteed variety because each of the four things is unlike the others, and (b) there's no direct way to compare the value of each thing in any given shop, which also makes them feel more special.

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    1. That is a more concrete way to putting what I was feeling for those lists. And yes, I think its important that its hard to directly compare. I don't think there is an obvious "go-to" pick and hope PC composition will make it a rich source of decision making.

      I could see all fighter groups going for some potions. But lesser combat-oriented groups choosing information to avoid those combats.

      Magic-heavy groups might want some followers or hit scrolls to further deepen spell utility.

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