Friday, September 3, 2021

About Balanced Encounters in Old-School Essentials

How do you balance encounters? That's a very frequent question from people who try Old-School Essentials or other OSR rulesets and retro-clones coming from more recent RPGs.

A very frequent answer is: you don't. Let players learn when to run.

That's a bit harsh, and not exactly what's in the rules. I took the OSE Rules Tome PDF and checked this stuff for you. The same conclusions may as well apply to most other retro-clones of B/X, BECMI, OD&D and similar early editions, but I'm tackling this with the Old-School Essentials pdf at hand.

Let's go.

As far as the written rules go, this is how it is:

1. The game assumes a group of 6-8 PCs.

That's explicit at page 100 in the Classic Fantasy Rules Tome. Note it also recommends a variety of all classes in the group. A party of 8 without a cleric will have a harder time against the undead, for example.



2. The PCs are supposed to venture into a "dungeon level" equal to their character level (average), if they want a "balanced" adventure. Nevertheless, a level 1 party is absolutely welcome to venture into dungeon level 2, if they want to increase both risk and reward.

3. The Dungeon Encounters tables in the book are based on 1. and 2., and tell you what the group might/should encounter. It is roughly based on HDs (creatures for dungeon level 1 roughly have 1 HD, and so on). Page 139 and 204. Also note this is engrained in the dungeon creation system, page 225, which connects dungeon level with both monster encounters and treasure found.





So there’s that for "balance"!

As you can see, given the wild variance in the roll for the number of monsters encountered, the game doesn't assume fair fights at all! Some will be very easy, some will be a bloodbath.

In the wider OSR scene, this has been described as combat as war, in contrast with the combat as sport that you get in more "balanced" games (from d&d 3.x on, with a refined Challenge Raring system).

Combat as war means it can be deadly, and you can and should avoid it when it's too dangerous, and use all you can to your advantage (terrain, scouting, setting up traps and ambushes, using oil, etc).

So how are PCs supposed to survive this game?

1. Reaction rolls.

2. Morale rolls.

3. Information & consequent player agency.

They may make the difference between a memorable campaign and a frustrating streak of TPKs (which might be memorable too).

Reaction rolls are awesome.

Seriously. Strange alliances in the dungeon are a lot of fun, a great opportunity for role-playing (how do you befriend Gnolls? And a Manticore?) And a Wight?), and introduce a whole new level of strategy to the game. With the exception of (most) constructs and undead, creatures prefer to live, and should only engage in combat when they believe they can and will win, or they feel they have no other choice (and so should players). Even when they believe they can win, monsters may prefer to make pacts and/or try to fool or intimidate the adventurers into doing something for them.

Reaction rolls should also be made (and adapted) for non-sentient beasts such as lions, giant spiders and the ever-threatening, save-or-die venomous snakes. They too want to live, and it is hard to believe they attack everything that comes into sight.

Morale rolls are awesome AND necessary.

They are the only way a 1st level group survives repeated encounters with 4d4 kobolds or 1d10 giant shrews. Copy-pasting from previous paragraph: With the exception of (most) constructs and undead, creatures prefer to live, and should only engage in combat when they believe they can win, or they feel they have no other choice (and so should players). Morale rolls are there to reassess the situation once combat has begun and blood has been spilt.

Information makes the game engaging.

This is not in the rules, but is part of the shared wisdom of the OSR. Adventures, scenarios and sandboxes should always include rumors and clues to inform players about what to expect. Maybe not everything, but definitely some of the threats of your Crypt of Damnation should be known or knowable before getting in there, and some other clues about threats might be available once inside, for smart players, before they run into those threats. Footprints, corpses, that kind of things. The end result should be: allowing players to pick their fights. Again, not all of them, but most.

What if I have 3-4 players?

You can:

1. Allow each player to play two characters (hey, even three would be ok!). A game that's as simple as OSE really allows this without much trouble. Plus, if one of your PCs dies, the adventure goes on and you don't have to roll a new character to join the game again! This is the best option, in my view.

2. Use Retainers rules, page 126. That's almost the same as 1. above, you know? To some players it might make a lot of difference, though.

3. Change the number of monsters encountered proportionately, of course. 3-4 PCs means you halve the number of monsters. If you do that, though, you should cut treasure by the same amount! That's if you want to stay true to the "game balance", which connects players' level,  risk and reward.

Final Note: Do What You Want

Everything written in this post is how things are in the book. I'm not saying you HAVE to do it like this. I don't always play like this! I'm just saying these are the answers found in the book, and I suggest you give it try before changing things.


Wednesday, September 1, 2021

About Lands of Legends!



Lands of Legends is a series of five zines designed to assist you in both prepping and running hexcrawl, sandbox, open world campaigns with classic fantasy OSR games such as Old-School Essentials, Labyrinth Lord, Sword & Wizardry and the various simulacra of the Original, BECMI and B/X editions of the classic fantasy role-playing game.

It was successfully funded in February 2021 as part of ZineQuest3 on Kickstarter, with over 200 backers in two weeks.

How?

Each zine contains 100 Special Areas and 100 Unique Encounters, with both categories sorted by terrain type (forests, mountains, cities, swamps and so on) and organized as d10 tables.

Special Areas are designed to help you create an engaging sandbox setting, where every mountain, swamp, island, forest, city, desert etc is unique and interesting.

Unique Encounters are designed to be used straight away while playing, and offer interesting and story-enhancing situations. No more boring random monsters! Have your group face unforeseen hazards, interesting NPCs, and puzzling situations during their travels!




Five Zines?

The Lands of Legends series includes five volumes:

Lands of Legends - Mundane focuses on the commonplace situations and everyday accidents, imbuing your campaign with the fresh breath of a living world! It suited for low magic settings, and can be used with just about anything you want to run.

Lands of Legends - Grim focuses on the darker, grittier nuances of fantasy games, and is the perfect fit for campaigns that explore grimdark, gothic, horror themes.

Lands of Legends - Fairy is the perfect book to enrich your campaign with the enchanted prodigies of the fae, bringing back the sense of wonder into the game, with magical places and events that are true to the spirit of the fairytales and folktales roots of the fantasy genre.

Lands of Legends - Holy makes the Gods -benevolent, whimsical, indifferent or cruel- an active power in your campaign world, along with their priests and prophets, crusaders and champions, and a whole lot of omens and portents to challenge your players.

Lands of Legends - Primeval is the tool to unleash the raw, prehuman, tumultuous forces of primeval civilizations and antediluvian elemental chaos into your campaign, enhancing a brutal Sword & Sorcery vibe! 

The five zines series totals at 500 Special Areas and 500 Unique Encounters!

The PDF version features:

  • Full color, bookmarked PDF
  • Printer-friendly/improved accessibility version via layers that can be turned off

Each volume is also available in a Print-on-Demand version:

  • 6x9" reversible book so that you have Areas on one end, and Encounters on the other, which is printed upside-down!




Some Reviews:

"Whether your adventurers are traveling to civilizations, deserts, forests, fresh waters, jungles, mountains, hills, plains, valleys, seas, islands, swamps, marshes, or wastelands there’s plenty to find and experience among the Lands of Legends!" - Cannibal Halfling Gaming


"Lands of Legends – Mundane is plain and simple in appearance, but its content is anything but. For the Game Master wanting ideas or inspiration, there can be no denying that Lands of Legends – Mundane is rich in both. Plus the fact that it can do both inspire world building and encounters gives Lands of Legends – Mundane a pleasing versatility to both the inspiration and the ideas." - Reviews from R'lyeh

"Do you like random charts? Then these books are for you. These entries are unique and engaging" - Thac0 blog

"The sheer level of creativity that went into these zines is staggering. Beautifully designed and incredibly well-executed" - Welcome to the Deathtrap blog, reviewing Lands of Legends Mundane & Grim 

"I have been amazed with just how much creativity goes into these zines; they always stun me. But this one has been a cut above. If you are looking for new locations, cool encounters, and want a divine twist on them, this will gave a few things you will want to steal." - Welcome to the Deathtrap blob, reviewing Lands of Legends Holy

"Incredible creativity. I have said this of the previous volumes of Lands of Legends, but I am again staggered by the level of creativity that has gone into the creation of Lands of Legends: Fairy." - Welcome to the Deathtrap blog, reviewing Lands of Legends Fairy

"If you like running sandboxes, hex crawls, or need some inspiration for the setting you are prepping, you really can't go wrong with Lands of Legend” - Tenkar's Tavern

Sounds good? Check it out on Drivethru!

Tuesday, August 31, 2021

About Infinigrad The Weird City Toolkit



Infinigrad: The Weird City Toolkit by Michael Raston (the author of Ordure Fantasy and the cool old-school sci-fi game Star Dogs) is a very unusual product. Why? Because it's neither a PoD nor a PDF (for the most part).

It is also part of the larger Infinigrad project which revolves around a fascinating, weird city setting, where the player characters are Guild Dogs, i.e. desperate mercenaries/troubleshooters that work for ancient, power hungry guilds.



As a product, it is a bundle of automated tools for quickly generating details for fantasy urban environments, and is totally system neutral. Such tools come in the form of four HTML files which open up in your browser. The package also includes an "Introduction" PDF and a "Map Maker" PDF.

Let's see how these tools work.

The first is the Job Generator. Here's three screenshots of what you get clicking each button:



A fairly standard adventure generator, this is meant to produce inspiration for missions and adventures for guild dogs inside the Infinigrad city. Definitely designed to be used while prepping, but could also be used for GMs who enjoy running impromptu games. In both cases, if you don't like one of the results you just click the relevant button until you get something you can work with.

The second tool is the Building Stocker. This one has lots of buttons, and definitely they are not meant for you to push all of them all the times: they are there to be pushed when needed. Here's three screenshots with all the buttons pushed:




Lots to be found there. This could definitely be used for most location-based adventures, dungeons, etc. to stock lots of rooms.

The third tool is the Guild Dog generator. This one produces a systemless player character with interesting quirks. Here's three dogs:




As you can see from the third image, things can get pretty weird.

The fourth tool, named Suburb Generator, is the meatiest. It is divided into A LOT of sections, actually making it a collection of several generators. Here's what you can find, with sample results:








So much stuff in there! These can be very useful to create a really weird city and to run city adventures.

The Suburb Mapper PDF file is a more traditional tool with three gridded tables that require you to roll two dice (column and row), and the results are simple sketches of roads sections, building shapes, and building interiors, respectively. It's a bit strange that these tables have not been translated into another HTML tool, and the reason is because the results are images instead of plain text.

The last file is the Introduction to Infinigrad. This is a 2-page PDF with a short but very evocative text describing the past and present of the city, the story of its Guilds and how their conflicts shaped (and almost destroyed) Infinigrad.

So how is it? Well this is the type of thing we've seen in many OSR products through the years: tables and tables for generating lots of content, but this time it is not a book or a PDF (for the most part, at least). For GMs used to have an electronic device at the table, this might prove very handy. 

I must say I'd love the HTML files to be a bit more flashy. Experimenting with some fancy font and colors might make it look more appealing. Not that the substance would change! All in all, I love random generators and I would recommend trying Infinigrad to anyone fascinated with weird settings and city adventures.

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