Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Thursday, 21 January 2021

Mryddin's Circle

 One of the original old gits @Hopper_JT and I made contact last week after getting of for thirty years of no contact at all. It was a good evening spent chatting and reminiscing about events and people and our old gaming club. 

I moved to this area in 1989, straight from school aged 16, no friends here and just a fascination for fantasy books and painting Warhammer miniatures and with only a small amount of experience with roleplaying. On one of the first visits to the town I spotted a hand written poster in the local hobby shop where I purchased some miniatures. 

Myrddin's circle poster
This is how we rolled back then, hand drawn posters and land line numbers6



It was for Myrddin's Circle, a roleplaying / gaming club in town. It had a name and a contact number. So for me, I did something that was very brave and I called and arranged to meet Jon. What followed was friendship that lasted directly for a year or so while Jon was in the area and fortunately has carried on where we left off. 

Myrddin's Circle poster
Quality posters, you don't get them like this any more... Sadly. 

Jon was great, he made me (aged 16) very welcome and suffered me being an irritating teenager at the games. But I learned a lot and he helped my find my roleplaying feet (not furry). We had a few extra players, Eric from Canada (also just made contact again after many years) and Griff and a few others. We even made the local paper at one point, because you know, Dungeons and Dragons was so weird and wacky back then!

Myrddin's Circle newspaper cutting
Two members of the original Old Gits... Mryddin's Circle. That's me in the middle with the hair, when I still had hair. 1989!

Back in 1989 / 1990 there was a new thing just starting to be more heard of, Live Roleplaying, I had read about it and seen the amazing costumes in GM magazine and I had to do it! So I contacted one of the groups I had read about, Fools and Hero's and asked if I could set up a local branch. They ummed and ahhed about it as I was so young still, 17 at most. But they said yes, I got trained up, it was all very professional and the Aberystwyth branch of Fools and Hero's was opened. We celebrated with another hand drawn poster...
Fools and Hero's poster
Fools and Hero's Aberystwyth. 

It ran quite well, even with the modest number of members we had in Aberystwyth. I went along to the festivals they held and again made a good number of new roleplaying friends. 

I can't begin to tell you how happy I was to see these pictures that Jon sent to me, I have not seen them for thirty years and in honesty, I had forgotten I set up the Fools and Hero's branch in Aber, when I was so young. 

This to me is proper roleplaying history, hand made, hand drawn, no smart phones and video screens... This is how us Old Git's rolled. 

PS..... I would love to get in touch with any of the old Fools and Hero's members if anyone knows of any?



Wednesday, 13 January 2021

Holding Out for a hero

 Now you all have Bonnie Tyler's famous song from 1984 going through your head, I kind of have your attention. 


For years when we were playing AD&D we had a very relaxed method of rolling up new characters, we would roll four D6, drop the lowest number and add the rest, do this six times for the stats and then do six sets of these and chose the best set. Plus we could arrange the numbers how we wanted them to assign them to the stats we wanted to be the better ones. 

AD&D stats
Six sets of six, 4 D6 drop the lowest

We did this because not only did we not want to be limbered with really weak characters (weak characters are a pain for DM's as well as not much fun to play), but we jointly assumed that the sort of person who was going to be going off adventuring, was more than likely going to be above average in terms of capabilities. Stronger than average, better fighters, more intelligent, the most inquisitive and wise. Not content with the hum-drum life they had been given, they needed to seek adventure. 

There have always been alternative methods for creating characters, and we took this one and modified it to give us the best chance of having a character we wanted to enjoy playing. We did try playing with really restrictive stat rolling methods, but not a single player had fun, the DM struggled to make the adventures playable and not instantly deadly and we realised that most of the fun of roleplaying was being able to live out your fantasies and to play characters we kind of dreamed of being. 

There should always be an element of struggle and peril in a game, but not so much that it's just a chore and a grind trying to stave alive. We felt this relaxed rolling method worked the best for us, that and an understanding DM, if the six sets were all really pants.

I will leave you with Bonnie Tyler now so you can enjoy the Welsh singers best song ever. 



Rich 2021




Thursday, 7 January 2021

Rock n Roll Generation

 I was watching the Lemmy Rockumentary the other night, he was a man from a very different generation to where we are now. 

That's kind of how I feel. 

I have been away from the roleplaying world for a good number of years now, and although I have never truly disengaged from it, I have not been active or mixed with people who are currently active in it, until recently. 

Before I get too involved, I think you need to know a bit more about me as it is entirely possible I will get badly judged for some of the things I am going to say. I am (very) left wing and active in my politics, I would describe myself as an anarcho-socialist and pro LGTBQ and equal rights, civil rights. I am what a lot of people would describe as "woke", but...

Roleplaying back in the late 80's and 90's was a group of mates playing in a smelly bedroom, usually there was porn on a TV in the background, there was lots of cigarettes being smoked, often joints lots of crap food, fry-ups and endless bags of crisps and chocolate. The games were full of dreadful jokes, bad puns and really poor sexual innuendo along the lines of DM "Dawn comes"... The players in unison "Orgasm noises". 

Oddly enough, far from being the outcasts in the town we lived in, we were some of the cooler cats. I had moved from a place where being a nerd was bad to where being a nerd was cool. We loved it! We drank, smoked too much and played AD&D badly. We argued not over rules but over what we thought was physically possible, we never put any thought into characters backstory, they were just poor copies of characters from books, my mate basically played Rasitlin, but because he was a bit lacking in imagination, called him X the Mystic because he could not come up with another name. 

We hit imaginary monsters with imaginary weapons and cast imaginary spells in imaginary situations and laughed and laughed and laughed. And that was it.

And now coming back into it after a gap of many years I see things like this, and I feel kind of lost. 

rpg text
Alien concepts to me

And please please please do not think I am posting this example to make fun of it, it is merely an example of things similar to what I have found recently. 

To me, the above example is completely alien to me, not only do I struggle with the terminology, I just don't recognise it as part of roleplaying. I am not saying it's bad or wrong, I simply do not understand it or see it as part of what I remember a game to be.

I would love to hear some of your feedback on this. I know I grew up in a time when feelings were repressed, gender issues were not discussed other than to use as insults and they certainly played no part in roleplaying, what to us was a way to kill a few hours on a Sunday evening. 

I love roleplaying, I used to spend hours making maps, writing scenarios, reading fantasy and sci fi books (still do) and use them as inspiration for games. I am a total sci-fi and fantasy art nerd and I totally love arms and armour. But seeing people get so emotional over characters, agonising over drawing maps and seemingly seeking confirmation from other gamers over their feelings, just leaves me confused. 

I am not saying what goes on today is wrong, I need to get used to it, it's not going to change for me! I am not saying our games were wrong, they brought us endless hours of pleasure, what I am saying is us older rock and roll generation of gamers need to understand where the new players are coming from, and they also need to understand where us old gits are coming from at times.

Its a voyage of discovery for me now again. I am an old git in a new and alien world so please go easy on us old gits, we are often confused. 

ADvanced Dungeons and Dragons
Dungeon Master... Old school




Monday, 21 December 2020

Gaming music

 This one goes out in memory of Wargaming Dave. He may or may not still be alive, but given his predilection for substance abuse and general poor state of health, and the fact I last saw him well over twenty five years ago, chances are slim. 

Dave was an ex bomb disposal officer, he was slightly deaf  FROM TOO MANY BLASTS, he then joined the fire brigade and then got pensioned off with an injury. Dave spent most of his free time abusing substances and wargaming. He had an excellent set up for Warhammer and a decent amount of miniatures and we spent hours at Dave's playing a really basic version of Warhammer Fantasy Battle, with very little magic, only magic items and weapons and no spells or wizards. It worked well for us. 

Anyway, Dave was a bit of a character, he had a Battle Axe I used to drool over and we used to listen to very cool music at Dave's and listen to stories of the Hawkwind concerts he had been to. The one musician he did introduce me too was Bo Hanson, a Swedish musician who used to play keyboards for Jimi Hendrix, but had a good solo career as well. He would rent an island in the middle of a fjord with some friends and make music. 

One album he did was music inspired by Lord of the Rings and this is what Dave used to play a lot, and it was perfect for us, the atmosphere, the games, the whole situation. Dave said when it came out you either tripped out to Dark Side of the Moon or Bo Hanson's Lord of the Rings. 

It's stayed one of my all time favourite albums ever since, and one I play a lot when painting or gaming, or just chilling out and remembering the good old days in the early nineties. 

Anyway, enjoy....




Thursday, 17 December 2020

Historical Accuracy

 Now this is a controversial topic for a blog that is dedicated to fantasy (and some sci-fi) roleplaying. What is the point of historical accuracy in RPG and should we even consider it?

I feel first I need to start with a bit of background for where this is coming from. I used to do a lot of living history of various periods, mostly medieval and Viking. I am friends with some of the finest practitioners of the historical displays, research and craft and have been very lucky to handle and used a lot of different types of weaponry and armour.

So this essay will discuss predominantly some of the issues with historical accuracy in arms and armour. 

A lot of what RPG combat is based on is supposition and from watching films... Sad to say, a lot of it is just plain rubbish. Swords worn on your back? Nope, you can't draw them easily. Two swords? Nope, it's a nightmare, believe me, I have tried (two short swords possibly). Being winched onto a horse in plate armour? Nope, a person in armour needs to be as agile and speedy as they can, it totally defeats the object if you can't move in it. I have seen men in very fine plate armour, run, roll on the ground and then stand up quickly and vault onto a horses back. All perfectly possible. 

The most common armour in the middle ages was cloth, it is comfortable, easy and cheap to make, plentiful and surprisingly very effective in battle. A padded jack can protect against blows and slashes, and with the addition of a mail shirt, very good against thrusts and stabs too. It's just not very sexy and does not look like armour.

padded jack armour
A padded Jack

I would rather a padded jack or gambeson over plate any day of the week. They are warm in cold weather, and counter-intuitively not too hot in summer. They are very comfortable to wear and just darn practical. In RPG's they tend to be ignored sadly. They are ignored in favour of leather. You wear a leather jacket and get hit by a hammer and then try the same thing wearing a jack and tell me which does more.

I used to get so fed up in LARP that people would wear leather trousers, thin leather and expect it to be classed as armour, which it often would be. Leather clothing does NOTHING to protect you. I stopped allowing it to be classed as armour in the games I was running.

Mail is excellent, but on it's own is a bit pants. It's good at stopping glancing blows and poor thrusts, but hard blows and thrusts will do significant damage. Most heavily armoured people fought with hammers and maces, the intention being to smash the armour up so it made it harder to move, then get your opponent on the floor and then poke them with something sharp and thin into the visor, or armpit or groin. You hit someone squarely in the head with a warhammer, even if they are wearing a nice helmet, they are going down. 

This is the main point really of armour, it's to deflect the bad shots, and to help a bit with the good shots. This is one thing that the crit, the natural 20 is good at representing. A really good shot will kill regardless of the armour that is over the top, especially if you hit them in the head. An extra dice roll to determine location of the critical blow is a good way to decide this. 

I try to use common sense and a bit of historical knowledge when I am gaming, I don't want to destroy peoples fantasies, but there is an ultimate point of armour and that is to protect. Mail bikinis do nothing, they may look good but please don't try to claim it's armour!

My advice is, use a hammer, wear cloth armour and smack the crap out of everything that moves.  

We would really be interested to hear your thoughts on this and how you go about putting in a bit of history into your FRPG.

Old Git Rich 2020
 


ADVENTURE... What Lurks Within.

 This is an adventure that although it is intended for AD&D 2nd Edition, it is easily convertible for any system. It is VERY basic, it was written to help introduce young players to AD&D and to table-top roleplaying and intended for a small party of first level players. It's a very simple dungeon crawl with a couple of traps and some very simple and easy to kill monsters. Feel free to download it and use it as you see fit and we hope you enjoy it! 


The brave adventurers find themselves at the entrance to an old temple that local legend tells is haunted and that no one who ventures near it ever returns. The forest surrounding the hill where the cave opens up is dark and silent, no animals have been seen on the approach and no birds can be heard in the trees.

The hill can be seen rising up out of the forest and becomes clearer as the trees thin closer to the hill. It’s a barren and rocky outcrop that rises a hundred feet or more above the tree tops and can be seen for many miles around.

As you approach the sheer face of the hill you see a dark opening in the rock face, it is a natural cave entrance, but you can only see in a few feet before it becomes too dark. The floor is dry but covered in bones and the smell coming from inside is foul. A short but twisting passageway ends in a solid oak door.

 

AD&D Map What Lurks Within



1.       The door is unlocked and well maintained door. Behind it there is a short corridor leading into a square room. The room is unlit and about twenty feet square. In the torchlight you can see an entrance leading out midway on the western wall. There is a short passage ending in another door.

2.       Trap… Players to take intelligence test, if failed by both whoever walks down first steps on a pressure plate and the person immediately behind them must save against dexterity or take 1D4 damage as a sharp metal rod is thrust into their legs at hip height from a small hole in the wall.

3.       There is light coming from underneath the door. The door into this room is not locked but will need forcing. Strength test, there is room for more than one person to push at the door. If they decide to listen quietly they can hear sounds of movement coming from the room behind the door.  The room itself is large, and slightly “L” shaped there two exits, one in the south wall and one in the west wall. Inside the room there are three Goblins, with associated treasure. There is nothing else of interest, just furs on the floor, scraps of their food and belongings.

4.       Short corridor opens up into another twenty foot roughly square room.  It’s dark in hear and messy. There are broken boxes and chests scattered all around. If the party search it, they will find a small wooden box, that feels heavy. It is buried under piles of rubbish so is easily missed, an intelligence test is needed to spot it. Hidden inside are a few coins, D20 CP, D12 GP and D4 PP. There is a passageway that leads out to the south. The foul smell gets stronger closer to the door that is the exit. The door is hidden behind piles of rubbish that look as though they have been put there deliberately. The door is locked and very strong. There is a keyhole and nothing the party can do will open it. It resists lock picking and any magic used to try to unlock it.

5.       This is a long corridor that heads south from room 3, it is dark and damp, water is dripping from the ceiling and the floor underfoot is wet and slick. About thirty feet down the passageway the party can either turn to the east or carry on heading south.

6.       The passageway south is dark, and damp. There are alcoves off either side of the passageway every ten feet, but there is a passageway leading off to the east after forty feet down the passageway, it is opposite another alcove.

7.       Alcove has a small statue in it, it is trapped, if moved it releases a cloud of gas that inflicts d6 poison damage unless they can save against it. Underneath the statue is hidden a small bronze key.

8.       Room, twenty feet wide and about thirty feet long. There are plinths every few feet down each side of the room. The room has nothing is empty except for bones and scraps of cloth and leather etc. There are three Carrion crawlers are hidden in the shadows behind the statues in the furthest corners of the room and they will attack when approached.

9.       A short corridor leads east, there is a faint light coming from the room ahead.

10.   A rectangular room twenty by forty feet. There is an opening in the south wall. The room is lit by a few torches on the walls, it is very smoky and the air is bad in here. If the party is quiet on entering they are able to take the lone goblin in here by surprise. If the goblin is disturbed he runs off down the stairs out of the room to the south.

11.   A small circular room that is reached by going down a flight of stairs. It is also lit by torches but it is small and contains three goblins. The room itself has a small alter and a small and grotesque statue on it to the Goblin deity. It is roughly made out of bronze. If searched the alter has a secret panel behind it and inside is a small chest which can be unlocked with the small key found in room 7. Inside the chest is a much larger and older iron key and a small handful of coins and gems. D20+10 CP. D12+4 GP. D6+1 PP. D4 worth D20 GP.

12.   The passageway winds its way a long to room 13. It is dark and no sounds can be heard coming from further along.

13.   A dark and large room, nearly thirty feet square. There is evidence the goblins use this room as their main dwelling. There are furs on the ground, chests with food and barrels of oil and goblin ale. There is a passage out leading south from the south wall. There is nothing of any value in this room.

14.   The room is reached by a long passage. On turning the corner to the room, the party will see a door with light coming from underneath it. Inside is the chief of the small goblin tribe that uses this old temple as it’s base. He is much bigger and tougher than the other goblins and keeps the spoils of their raids in this room.

 

THAC0 17 AC 4 HP 8 Damage D6+1

 

Treasure in the room is D100 +10 CP. D20+20 GP . D20 PP

D6 Gems worth D20 GP each.

A +1 Dagger and a +1 Longbow are also stashed in the room.

Two healing positions that restore D10 HP

There are sleeping furs and food in the room but little else when searched thoroughly.

15.   When the party finds the key and manages to open the door, it is pitch black inside and the smell is hideous. The room is circular, about twenty feet across and is strewn with bones and rags. A search finds D6 CP. D6 GP and old rusty weapons of no value. There is an doorway to the south.

16.   A long passageway leads to a cross where the party can go South, east or west. Very dark.

17.   Dead end, a hidden section in the wall has nothing inside it. Intelligence test to find it.

18.   Passage ends in a door to room 20.

19.   Large room, covered in bones and rubbish. There is nothing in this room of value. Secret door to room 21. There is a passageway that leads off to room 20.

20.   Square room, appears empty but has a rust monster lurking inside.

21.   A natural passageway leads to this natural cavern, inside we find why the room that led here was kept locked by the goblins, inside the cavern is the source of the foul smell. There are many bones littering the floor and the smell is really strong. The goblins would capture people from outside and bring them here to feed to the Ghoul that dwells here and has done for many centuries, it is the reason the abandoned temple has such a dark history and reputation.

Old Git Rich 2020