2012-04-13

OED Update (v.0.11)

New update to the OED house rules that I'll be using at several games at HelgaCon this weekend. Mostly some minor updates and language clarification (although if you look closely there's a new rule for ranged weapons; recommendations for thief skill adjudications; and a multiplier to XP awards).

Download from OEDGames.com:

2012-04-11

More Moneys of Account

The Canadian government recently announced that they won't be making pennies any more (thus joining other countries such as New Zealand, Australia, the Netherlands, Norway, Finland, Sweden, etc. who have gotten rid of their equivalents).

And thus we have a very nice, new example of a "money of account": for example, balances in bank account or credit card statements will still be shown accurate to the cents-place. But there won't be any physical representation of that value -- no coins or notes that you can carry around or hand off to someone else in that value.

Just like how this is true: Shillings and pounds were not coins!

2012-04-09

On Dead Ends

One of the overarching themes of this blog is that almost all of D&D's tropes and mechanics have really good reasons for existing, except that one frequently has to go all the way back to OD&D/LBBs to actually see them (considering that they got lost or discarded in various updates and revisions along the way).

Here's one: Why all those dead-ends in classic D&D dungeon maps? Was it simply lazy design, or just wanting the players to waste time exploring and become frustrated? Not quite; here's what Gygax included in the original list of "Tricks and Traps" suggestions:

"Sections which dead-end so as to trap players being pursued by monsters" (OD&D Vol-3, p. 6)

2012-04-01

Book of War Expansion: War Pigs

Aw, hey what's up, Pig here. Dan's been real busy lately so he asked me to fill in with a post that he could put up. And he interrupted me during breakfast! So this better be important. (Also, I got all toes and no fingers, so the spellcheck better be on.)

A lot of the time I sit around and watch Dan (Whut, Delta? oookay...) and his girlfriend play this Book of War game that he made. Eh, it's pretty cool. So today I figured I'd write about using one of my favorite units: War Pigs! Dan (Delta) handed me this on some paper to start with:


Unit Cost MV AH HD Notes
War Pigs 2 15 3
1
Frighten elephants

War Pigs: War pigs have no standard attack, and they cannot make up more than half the figures in any army. At game start, they may be held or wheel as normal, but once released they must always move directly forward at their full move rate. If they get within 6” of an elephant unit (or vice-versa), then the elephants must make an immediate morale check at −6 penalty or rout. If routed, elephants lose all attacks and have no chance of un-routing; however, any elephant unit need make this check only once per game. If war pigs are themselves routed, they must pick a new direction away from all units (enemy and friendly alike) and run in that new direction from then on.

I understood almost none of that, so I just ate the paper. What I do know is that pigs are simply adorable, and also highly intelligent and of impeccable taste, and they're great if you can guess in advance that your opponent is gonna use the War Elephants.

As a wise man once said, "First we feast, then we war!" (and then we have a little snack afterward). Now, some people say you've got to set your War Pigs on fire when you use them, but I think that's a matter of taste. Although this does remind me of a story about my old Uncle Louie. He was a big smoker. One time he was standing too close to the kitchen stove, and we were all like, "Hey, Uncle Louie -- you're on fire!" And he was like, "Aw, hey, hunh." For some reason I think of him whenever people make bacon. I dunno why, but it's delicious.

Anyway, here's the game I played this weekend:


Start -- 300 Points per side. Below you'll see what I did here is take 15 Longbow figures, 20 Pikes, and 25 of those amazing War Pigs. I got to set up first, and also placed all the terrain. Like I said, it's best if you can guess that your opponent is going to choose the War Elephants, and that's what the other side did here: I'm facing 4 War Elephants with Archers, 10 Pikes, and 1 Gold Dragon. If we lose this, I figure it's 'cuz we're total idiots.



Turn 1A -- I go first, so: Release the Pigs! They go squealing 15" straight towards the other side. Ah, pretty awesome. No one else has such an incredible move rate, so they follow up behind, but don't get any attacks yet.



Turn 1B -- My opponent sends his War Elephants charging towards my Pigs, which means they have to make Morale checks. The penalty totally counteracts their Hit Dice, so they have to make straight dice-rolls of 10 or more on 2d6. And neither of them make it! (Although they get close.) So they lose all their attacks and have to run away. HAW!!


Turn 2 -- Here those elephants are turning tail and running, which is pretty cool, but my opponent's pikes run into mine, killing 3 figures, and routing the unit. Plus his dragon swoops into the back of my longbows and wipes out several of those guys. This isn't what I expected right now. I think it's because his mom is helping him, which is totally bogus.



Turn 3 -- The opponent is trying as hard as he can to keep his elephants from running off the board, but there's nothing he can do; my pigs are going to keep chasing them right off the table on the next turn. Meanwhile, my longbows shoot a bunch of sticks into his pikes and rout them, good. And my other guys are trying to fight that dragon, which doesn't go that well.



Turn 4 -- Pigs and elephants all just stampeded off the top edge of the table. I try to pick up a trick from Dan and pull my guys away from the Dragon, so the other longbows can get in position and shoot him a whole bunch. But none of the dice come up "6" so I guess that doesn't work, either.



Turn 5 -- WILL SOMEBODY PLEASE KILL THAT STUPID DRAGON!?!!



Turn 7 -- Aw, that's more like it. I even had to shoot down some of my own guys, but I finally got the dragon, so I don't mind. PIGS WIN!!



Commentary -- Don't pull this on an elephant-player unless you know you're a lot bigger than he is. Okay, off for a snack, hey, take it easy.


2012-03-26

AD&D Monster Cards Campaign

Because it's something I always did want (in fact, I hand-made some of my own back in the day), and thanks to some recent suggestions by commentators here, I picked up a full copy of the old AD&D Monster Cards product off E-Bay the other week. Just for a moment (since it's something we are wont to do), let's imagine running a campaign where the only monsters are those you can show to the players on these cards (organized OD&D-style by category and increasing Hit Dice):
  • Humanoids -- Kobold, Goblin, Gnoll, Lizard Man, Troglodyte, Bugbear.
  • Giants -- Hill Giant, Stone Giant, Frost Giant, Ettin.
  • Undead -- Ghoul, Mummy, Spectre, Vampire.
  • Dragons -- Black, Red, Silver, Gold.
  • Lycanthropes -- Werewolf, Weretiger, Seawolf.
  • Fey -- Dwarf, Elf, Halfling, Centaur, Hybsil, Wemic, Sylph, Satyr, Korred, Treant.
  • Flyers -- Hippogriff, Peryton, Androsphinx.
  • Outsiders -- Wind Walker, Salamander, Efreeti, Succubus, Demon Type V, Barbed Devil, Nycadaemon.
  • Animals -- Axe Beak, Giant Weasel, Dire Wolf, Jaguar, Carnivorous Ape, Giant Constrictor Snake, Sabretooth Tiger, Triceratops, Tyrannosaurus Rex.
  • Insects -- Bombardier Beetle, Ankheg, Giant Scorpion, Thri-Kreen.
  • Chimerical -- Grippli, Blink Dog, Zorbo, Su-Monster, Displacer Beast, Leucrotta, Gorgon, Galeb Duhr, Stone Golem.
  • Aberrations -- Obliviax, Carrion Crawler, Land Urchin, Gelatinous Cube, Rust Monster, Mihstu, Umber Hulk, Will-O-Wisp, Tunnel Worm, Neo-Otyugh, Roper, Giant Slug.
  • Aquatic -- Ixitxachitl, Merman, Locathah, Sahuagin, Hippocampus.

I kind of like it; there's a nice mix of old/mythological "standbys" and more exotic/unique-to-D&D-play creatures. While there are some surprising things left out (no Orcs, Ogres, or Trolls, for example), I do like how many of the categories meet the "Magic Number Seven" rule, giving some nice texture while remaining manageable for the DM in world-building and play.

2012-03-23

Friday Night Book of War

One of the more well-known products of the OSR movement is James Raggi's Death Frost Doom. Near the end of that adventure, there is the possibility of something rather... bad happening. (Well, more than one, but there's one in particular that I'll focus on). One thing that I've been wondering about is what it would take to stop it. (SPOILERS below: stop reading here if you want to avoid them!)



Specifically, there is the possibility in Death Frost Doom of an enormous horde of undead being "vomited" forth to raze the countryside. The total number is over 12,000 bodies, which is indeed a huge mass -- that's probably about as many as it took to conquer England in 1066; and it exceeds the total size of most middle-ages towns. By medieval standards you'd need a very large national army to meet it in combat and hope to defeat it (and if you lose: well, then that's probably a lot more ghouls being spawned).

Although we have previously presented statistics for the lesser undead present, the overall number is really larger than a 1:10 scale wargame like Book of War is set up to handle. Nevertheless, I wanted to see generally how this action would play out. Let's say a portion of the overall group, say about 1/20 of the total, has splintered off and wandered into an unknown far-east kingdom. This will be pretty close to 300 points value in Book of War, which is what I offered to my regular opponent to choose for an army. See below for how that played out (and more about the full force at the end):


Start -- 310 Points; Optional Rules for Weather & Morale in play. At the bottom of the table you'll see that I have a core group of 10 Ghoul figures in the center, with 10 Warrior Zombies (2HD) to the left, and another 40 Common Zombies (1HD) in groups on the wings & rear (thus representing individual 100 ghouls, 100 warrior zombies, and 400 commoner zombies).

At the top of the board, you'll see that my opponent has elected to take a group of almost all War Elephants, with archers on the back (plus a small group of Pikes for 10 points). This is somewhat surprising, since she tried to use War Elephants and Pikes the last time I threw an all-undead horde at her, and they were overwhelmed and destroyed rather handily in that engagement. (See that play here.) Here, the Elephants are an even sweeter target for the Ghoul's paralysis ability; while they normally have 6HD, any single hit from the ghouls will wipe out an entire figure immediately (as long as a follow-up roll gets d6≥3). But my opponent feels that she has a better idea on how to use the Elephants this time, so, hey, let her dig her own grave, I say. (Photos are a bit hazy from my overhead lamp being busted the other week, apologies for that.)




Before I go further, I should point out the rather important roll for weather (which happened right before army setup above). If the weather is Sunny, then my ghouls will be at -1 to hit in the light (for example: instead of hitting elephants on a 5, they'll need a 6). So: My opponent rolled a "7", which is the last possible number she could roll and still get Sunny weather.



Turn 1 -- My undead lumber forward at their full move rate (the ghouls a bit faster then the rest). Then my opponent makes half-moves with her forces, which allows the archers to take half-dice shots. I lose a few zombie figures on each wing. Normally this would trigger Morale checks, but of course, all of my undead forces are immune; so, that won't be any factor at all in this game.



Turn 2 -- My forces again lurch ahead relentlessly. (Tip: The opponent really appreciates it if you mumble "brains...." every time you push forward a stand of undead.) In response, the war elephants lower their heads and charge forward, crashing into my lines. Here's what happens there: the elephants get 2 attacks each, and they automatically hit my zombies (armor AH4, but elephants at +3 to hit, so they hit on any die-roll 1 or above). My warrior zombies have 2HD, but the friggin' elephants also get 2 damage, so they're automatically killed, as well. Plus the archers get some half-dice shooting as well. Holy crap, that's a lot of carnage! (Side note: This is actually toned down from how elephants are listed in the AD&D MM, where they would instead get five attacks for two dice each.)



Turn 3 -- My remaining zombies wrap around the enemy, and score between 1 and 3 hits each on the elephant units, and I've got more zombies coming down the hill on the far right. My ghouls in the center start wheeling to the left to threaten the main elephant force there, with more zombies behind. In response, the enemy throws her pikes forward, into the flank of the ghouls (scoring 1 hit). This is a pretty astute move, because it will prevent the ghouls from maneuvering unless they turn and flee directly away (back into the woods). Meanwhile, the elephants are mostly stamping out the remaining zombies directly in contact with them.


Turn 5 -- My ghouls had to take a turn to kill and devour the pikemen, then re-face and finally wheel out of the woods; the far-left elephants have turned and are shooting at them long-distance. Zombies on the far-right tried to attack the elephants there, but came up 3/8 of an inch short on the table (there was argument here, didn't go my way), and then half their numbers went down to trampling war elephants. Still more zombies in the woods waiting for a chance to attack their rear, however.



Turn 6 -- My ghouls charge the elephants at last, achieving contact by the slimmest of margins. I get 3 figures in contact, and thus 3 attacks; any hit is more than likely to wipe out an entire elephant figure, so this is the key moment that I've been eagerly awaiting. However, with the Sunny weather, I do need to roll a "6" on any attack die to succeed. My numbers come up: 2, 2, and 2. On my opponent's turn, her elephants come running at me and immediately smash the entire ghoul unit into a fine, gray paste. Well, holy damn.



Turn 8 -- My remaining zombies surge out of the woods on the far right, into the rear of the elephants unit there, and do manage to take down one figure (due to elephant's high HD, they would only fail morale on a 2d6 roll of 2, which does not happen). Then on the next turn, they wrap around and rack up another 5 hits (1 hit shy of eliminating another figure). But at this point the opponent has brought her units from the other side into the fray, and wipes out all my remaining figures. Victory to the Elephant Queen!



Commentary -- This play surprised the heck out of both of us; we really both went in thinking I had the advantage, and my opponent made my complete defeat look rather easy. A few thoughts: (1) If you add up the excess hits on the elephants, I was pretty close to knocking out two more elephant figures (about half her army), so perhaps it was a bit closer than it first seemed. (2) I might have made a terrible mistake sending my Ghouls into the central woods -- the idea being to protect them from missile-fire and permit them the threaten either side, but I guess they just don't have the movement to avoid getting bogged down there. (3) There's a bit of an open question if the War Elephants are possibly under-priced; that might need a bit more investigation.

But it is true that the zombies and ghouls, with slow movement and no missile weapons, clearly have some weaknesses that can be exploited by a clever opponent. And apparently an excellent response is to bring about 60 War Elephants to the field for every 600 or so Lesser Undead. My opponent really did learn a major lesson from her earlier force of Elephants; against these undead, they're best used aggressively, smashing over the enemy lines and crushing them into powder at the earliest possible opportunity.

Speaking of the larger horror-show that can occur in Death Frost Doom (again; this was just 1/20 the total force), the overall numbers run approximately 2,000 Ghouls, 2,000 Warrior Undead, and 8,000 Common Undead (in round numbers); and that's about 6,000 points value in Book of War. By my calculations, an equivalent force might look like an army of 1,000 Heavy Cavalry, 2,000 Longbowmen, and 4,000 Pikemen. If your fantasy-medieval kingdom has those forces available, and you've got upwards of 2,000 miniature figures and a mammoth table, then you might consider playing out the whole thing in a titanic Book of War game. Or you can use action against smaller splinter-groups, possibly with high-level PCs leading the undead into favorable terrain or enveloping traps, somewhat as you see above. And may you always make your paralysis saves!

2012-03-21

Conan and the Idol

From "Shadows in Zamboula" (1935) by Robert E. Howard:
They entered a court paved with marble which gleamed whitely in the starlight. A short flight of broad marble steps led up to the pillared portico. The great bronze doors stood wide open as they had stood for centuries. But no worshippers burnt incense within. In the day men and women might come timidly into the shrine and place offerings to the ape-god on the black altar. At night the people shunned the temple of Hanuman as hares shun the lair of the serpent.

Burning censers bathed the interior in a soft, weird glow that created an illusion of unreality. Near the rear wall, behind the black stone altar, sat the god with his gaze fixed for ever on the open door, through which for centuries his victims had come, dragged by chains of roses. A faint groove ran from the sill to the altar, and when Conan's foot felt it, he stepped away as quickly as if he had trodden upon a snake. That groove had been worn by the faltering feet of the multitude of those who had died screaming on that grim altar.

Bestial in the uncertain light, Hanuman leered with his carven mask. He sat, not as an ape would crouch, but cross-legged as a man would sit, but his aspect was no less simian for that reason. He was carved from black marble, but his eyes were rubies, which glowed red and lustful as the coals of hell's deepest pits. His great hands lay upon his lap, palms upward, taloned fingers spread and grasping. In the gross emphasis of his attributes, in the leer of his satyr-countenance, was reflected the abominable cynicism of the degenerate cult which deified him.