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Showing posts with label Wormskin. Show all posts
Showing posts with label Wormskin. Show all posts

Thursday, November 5

Can there be too many charts? No!

 My latest call-in on the Vanishing Tower Podcast posed two questions. For those specific questions you can hear them at the front of the blog recording. Here are my answers, which I putting up.

The description of the game session watched was a less than optimal use of tables in a Dungeons & Dragons Game. The reasons why it is a poor use of a table are apparent, numerous and generally understood. So, I won’t dwell on that here. I have used a campsite set of charts in the OSR game I run. It was stuff from Wormskin zine. The PCs were deciding whether to travel in the wrong direction and take refuge at a village for the night or continue and hope for a suitable camp site in rough, rainy terrain. All for 50 men. They chose to move on and look for a suitable campsite. I rolled on a chart for this from the zine and told them what they found for use later. 



Notice I am not rolling to determine whether they have found a spot to camp. I’m rolling for what kind of campsite did they find. Finding the camp site and firewood is a forgone conclusion. I have decent charts which provide something I can use for descriptions and random encounters. If it does not, I shouldn’t be using it. And the roll, most importantly, will inform me if an interesting encounter happens in the night or is it dawn and time to get moving. I hope the tactile details I provided were enjoyable enough they pin the location for later use, but that is just icing on the cake if it occurs. We all did just add something to the campaign world, a camp site, all because the players made a choice and acted on the choice and details of possible results has been anticipated by the DM. So, whether on a table or from a block of text the information I'm throwing out there is in concourse with the game. It has a reason for being and is not wasting the player’s time.

As For the follow up question, no, there cannot be too many charts. Here is my thinking on this, the game designer included the tables and charts they believe should be used with the game. If I’m having trouble and frustrations with the amount of charts I need to reference, and I’ve given a good faith try in learning/running the system, then it isn’t a good fit for me as a DM. There is nothing inherently wrong with the game, I tried RoleMaster back in the day, but it was a backward fit for what I do at the table. But there were many other players who used it and enjoyed the game. They were able to use the tables in a learned way to make their play create what they were after.


Charts and tables, just like the rules, should fade in the background as everyone roleplays. As a DM I would rather be fluid and concise in the moment and not have to look back at anything. Charts, rules, previous history. This is a broad generalization of my goals at the table. But those three functions I have just mentioned are guiding principles, the charts are easy and fun to use, I rarely need to refer to the rulebook because use has got me using the game mechanics well, and previous history does not need to be looked up because everything has been so exciting everyone knows what important “stuff” to do right now!

Friday, January 19

Some Dolmenwood Tavern Adventure Hooks

All who pass through Castle Brackenwold stop for a drink at the Four Captains whether they are searching for work, information or adventure.


The following adventure hooks can be found out at the dirty, meager tavern:
  • The lord of Castle Brackenwold is offering 500 gold(or silver) for the head of an insurgent peasant leader at the Shanty Wood woodcutter's camp. Those interested should report to the sergeant at the barracks. This is being advertised on a flier tacked on the wall.
  • A disinherited noble seeks brave men of honor to help him restore his estate which lies to the south east on the open plains. He is buying rounds of drinks in attempt to sway the disinterested local riffraff.
  • An exhibition to find a route through the unexplored Machswold is looking for stout explores to join their team. Those who help with the success of the exhibition will earn shares in the King's Trading Company. The troop of twelve explores is about to leave for Prigwort. There they will camp for several days as they prepare rafts to cross the Groaning Loch.
  • Two old sisters, one of them armed with an aged long sword, the other robed leaning on a walking stick, know of a ruined monastery. They believes there is a hidden tomb beneath, undisturbed, because it is protected by an unusual lock. There should be enough wealth in such a place to make everyone fabulously wealthy. She has an odd lodestone she claims is showing the tomb is not far north of the castle in the Brackenwold.
Here are the stats for the two old "sisters":




Wednesday, January 17

Dolmenwood Gypsy Encounter

For those who want to add a cliche forest road encounter for their Dolmenwood Campaign I present to you the Gypsy Wagon




Encounter Results

Gypsy Wagons: Either encountered making their way, or pulled up in camp the Gypsy Wagon is a hodgepodge of useful and baneful encounters. If the PC's ignore the Gypsy Wagon they will be unmolested. If the PC's stop to talk with the Gypsies they will be shown to the Matriarch of the caravan. She will offer any assistance her meager train may offer; provisions, information, first aid for the injured. All she asks is to pick a card from her deck of fortunes. This request will be made after assistance has been rendered and much feasting and dancing has been had in the camp. Grab a deck of normal playing cards and pull one. While only one card is being pulled the set up should be of an elaborate fortune telling reading within a heavily curtained wagon. Lighted candles and cheesy effects will give the Matriarch the appearance of a typical entertainer, but her readings do have power. Have one of the PC's pull a card while you hold the deck and snicker. Regardless of suit read the description for the matching numbered card. After much shuffling of books and papers, state;

Ace: “Happiness and joy are for those who sleep. Your journey will leave you dead and alone.” The PC's are encouraged to spend the night with the Gypsy caravan. If they do each character will be visited by strange dreams while slumbering. These will leave the characters uneasy with feelings of dread in the morning which are hard to shake. From now on the Matriarch will have a sense of the character's well being while in Dolmenwood. When out in the wilderness and the party is in distress she will dispatch woodland animals once which would be appropriate to provide some form of immediate aid.
Deuce: “Beware treachery, especially from those you trust.” Moving forward in the campaign every time the party gets a favorable reaction roll from NPC's there is a 15% chance the NPC is actually playing the Party false and will attempt to deceive, rob, capture or kill members of the Party. Once they are betrayed the curse is broken.
Three: “The future is pregnant with disaster.” For the next three days the Party will have a daily encounter which will go poorly or poses some kind of threat.
Four: “Act swiftly or all is lost.” Upon hearing this fortune if the PC's immediately press on they will encounter someone who will be able to provide aid and/or useful information on their current adventure. If not, if the Party actually stays the night with the gypsies they will awaken with the camp having moved on. Besides not waking to the departing camp the party as a whole is light 50% of their hard currency or foodstuffs.
Five: “Unify, even with your enemy, or all is lost.” The next encounter which requires a reaction roll if the one who drew this card is present than the reaction will at least be favorable.
Six: “You cannot afford the luxury of trust.” The next time the PC's ask someone an important question (not a gypsy) and are told the truth the one who drew this card is sure they are lying.
Seven: “Reckless abandon and chaos are your only friends.” The next time the PC's flee an encounter the one who drew this card will not be caught.
Eight: “Search deep beyond the meaning of oaths, even if it means torn hearts pulsating in your blood stained hands.” The first time the PC's are lied to the one who drew this card will know it.
Nine: “If you wish it, it will come. If not now, then you must take it by force.” When the PC's first encounter treasure or receive a reward for deeds done they will receive an additional 100 pieces of gold.
Ten: “War! You will witness the devastation of armed conflict.” The next time the PC's are in a walled settlement it will fall under siege by whatever appropriate force makes sense to you.
Jack: “Do not temper lust, lay waste.” The next time the PC who drew the card is in a tavern they get wildly drunk and must roll on the “Carousing Mishap” table of your choice.
Queen: “For the future be clouded, trust that blood will flow.” For several nights hence a werewolf will stalk the party. While the first two nights are black with dark clouds on the third night the sky will clear pregnant with a heavy, full moon. Then the night beast will attack. If the PC's are not alone than who the werewolf attacks needs to be rolled randomly. If the PC's are indoors or underground they should be able to avoid the beast's rampage. The darkened two nights prior will give the PC's an opportunity to notice they are being stalked if they are keeping a sharp watch.
King: “Faith in the old gods is misplaced. Ruthlessly stamp out heresy.” The next time anyone of the Party present at the reading encounters a Cleric they will be accused of being dangerous blasphemers of the one true faith and will be driven from the holy person's sight.
Joker: “Disguise yourself from you kin, they seek to pull you down.” One time a PC will not be recognized by an enemy seeking them out. The PC will have to be present at the card reading to have a chance of being unrecognized in the future. This will apply to all PC's present but a PC can only benefit from this effect once.
Advertisement: Random roll (1D10) from the 1e DMG random encounter chart page 174.
1 is a Dungeon Encounter,
2 is a Underwater Encounter,
3 is an Astral & Ethereal Encounter,
4 is Psionic Encounter,
5-10 is an Outdoor Encounter.
Yeah, I know, how the fuck do I do an Underwater Encounter on a woodland road? I leave you to your imagination. Besides this table entry is useless without the DMG so you might have to just make it up anyways.