Showing posts with label OD and D; Oe. Show all posts
Showing posts with label OD and D; Oe. Show all posts

Wednesday, September 5, 2012

Mob of Morons Kill Low Level Necromancer, Save Village; Hurt Selves, Sheep and Dog

ONE OF THE BEST CON RPG RUNS EVAR.



above cover illustration stolen and vandalized without permission.  click on it to get to the publisher website



So, in an unusual move, I actually played in an RPG at a con, pre-gens and all.  Usually, I don't due to what I sensitively call the "spastic kamakazi moron" effect that selects the players in such games.

Well, to be fair, it was also run by one of my oldest and dearest DM (and friend), and he had talked it up beforehand.   And yes, it was the poison coolaide of DCC (Dungeon crawl classics) , and DAMN...that is some tasty coolaid.

See, I had pretty much decided not to have anything to do with a massive tome  "old school" $50.00 game for a variety of reasons - not least was the fact that it was a massive thick tomb, with a huge proportion of pages dedicated to MAJIK THAT IS WILD AND KAOSEY AND RELLY ZAPZAP! (more about this later. Looking at it in the context of the game, it works well, go figure)

Still, the starting premise of the game pulled me in.....balance the characters by random chance and darwinian winnowing rather than elaborate tradeoffs, advantages and limitations. In short, start four characters as a level zero clodhoppers, and go into the dungeon. See who comes out, pick a class. NOTE:  these are NOT 0 level adventurers -you know, 0 level clerics, magic users, etc.  They are zero level humans (or elves or halflings, whatever; but still zero level.  They have a career background (randomly determined) which MAY be (say) an apprentice mage or cleric, but you really really have none of the skills and benefits of that class.  You pick a class when you get to first level - or you've died, and it is moot.

Interesting !  And, low level play has always been a love of mine.  And BOY are you low level.  No class (in every sense of the word) almost no equipment, no skills, no spells no special abilities, little hope; however, you might have a hammer or pitchfork, so roll on !.  And boy was it fun. 

 Sort of played like what would AD&D be like if say, maybe Gygax AND Arneson and Hargrave played Arduin with George Romero and a bunch of 1980's games workshop metal punks while cranking Hawkwind and chewing on a mouthful of berserker mushrooms.  Well, maybe not Hawkwind. I'd hate to discourage anyone simply becuase they hate Hawkwind.  Maybe BOC.  But the rest ?  Yes.

More to come. As a teaser, the Eeeeevil necromancer had his epic kill em all spell disrupted by being hit by a thrown dog..

Yeee-Ha !

Tuesday, September 6, 2011

The thief is, however, incompetent

So, what is the problem with the thief ?  Well, simply put, except for climbing, they suck at about everything thiefy. Which meant, under ODD&ADD1, to have any hope of not getting your hand cut off the first time you try to pick a pocket, and get caught, you end up needing to play a non-human thief with an 18 dex.  They do excell at backstabbing, true, but just try and get into position by being bold....or moving.  No, you pretty much have to mail yourself to your intended victim and hope that he is facing the other way when you burst out.  You could climb a wall, and wait for someone to walk below you, I suppose (piercer costume optional), and hope that they aren't looking up, cause with a 10% success chance, you are not going to be hidden; and with 1d6 hit points, you ain't gonna get as second chance.

See, the problem isn't that the thief broke D&D, it's that the thief is broken.  Its a great addition to D&D conceptually, and in keeping with a start small grow tall approach to character development, but it seems like it is the only class that got saddled with a truly untrained first level. Look....the fighter can hit a random peasant 50% of the time, right ?  The Mage can put him to sleep.....the cleric ...well, strictly speaking the cleric can't cast a spell, but he still has a good chance of smashing his head in or, even better, if its an undead peasant, making him run away. The thief ? He can...ummmm....hide from him one time in ten; or alternately, sneak past or pick his pocket one time in five.   He could, to be fair, hear him pretty well.

So, the solution we used back in the day was this: a first level thief started with a base chance equal to 30% +/- 5% per dex point above 14 or below 7.  Then, simply add the greyhawk percentages at each level, incldung the first.  A non-thief could try any of them, but only using one half the base number.  A thief using the wrong armor simply lost all this level bonuses. Done. 

It gave a nimble thief about a 50/50 chance of success for most thiefy things - not great, but way more in line with the other classes, who are moderately pathetic at level 1, as well. 

Nowadays, for the basic thief skills* I use a modified quickNez stat check:
4d6 roll<=dex+level to succeed. 
Works great, and the 4d6 bell curve is a nice change that allows higher level or more nimble thieves less variability than (say) a d20 roll.  I still use 1d4 for HP  - one should be able to clean the slimy little sneak's clock, after all  - possibly what made him turn to theft in the first place....and so the great circle of life continues.



* picklock, disarm trap, pick pocket, sneak, hide.  I exclude climb  as a no fail with the right tools; and search as it makes for lazy players -which I note isn't something a thief does in OD&D anyhow.

Friday, September 2, 2011

The Thief is not guilty, part 3

So, I wanted to post some reviews, and I noticed that a common theme was: "great, except for the idiosyncratic refusal to include the Thief class".  So, heres my final(ish) thoughts on that.

This belief in the neccessoity for exclusion of the thief is puzzling, and it seems to be part of the OSR zeitgeist; the reasons range from the thief not being in the original three books, through them being a self referential class that creates the challeneges it is supposed to deal with, through being responsible for the glut of skills and feats of later editions.  Support or rejection of this idea seems foundational to the whole bubbling stew of the OSR.  So, since the thief excluders are wrong,  guess which side I'm on?


I've discussed (ranted about) these arguments before, expressing my opinion that they are, indeed, quantifiable as the merest hooie*. To sum up:

1. the number of people who started D&D with only the original 3 book set and not greyhawk either at the same time or immediately thereafter is vanishingly small and as such, it doesn;t represent a change of direction with regard to D&D as an RPG.
2. Gary wrote Greyhawk (well, yes with others) and obviously included the thief intentionally in his campaign, and thus the gygaxian vision of D&D; QED for the purists, I think . 
3. Fighters and the attempt to de-vanilla-ize them via weapon proficiencies and skill based subclasses is, in my obviously self inflated opinion, the real cause of the skillsystems and sorcery style of play, not thieves.  Note that GG resisted weapon proficiencies for quite a while as a bad idea that would lead to skill systems.
3. Its soooooooo swords and sorcery. Plus, Bilbo.

So, anything new ?  Well, yes, and here is my core argument.  
The thief is what made D&D more than just a skirmish miniatures game. 

We all know that it began as one -and that now it isn't just one.  A main difference between a skirmish wargame and the ur-RPG is this: Skirmish games  often are at the scale of the one figure = one man, but the player is still a disembodied commander moving pieces around, and all pieces are judged by their resource value in winning the game; an RPG changes the scale to one figure = you, and you alone. Playing a single fighter was still something that one could do in a skirmish game.  Fighters killed other units, Mages were artillery, and clerics were either recovery units or specialized anti -undead killers.
The thief was a big deal because as a class it had no useful place on the battlefield of a skirmish wargame, whatsover.

Really ?  Well, almost none of the thief skillset is useful in a skirmish -playing one is a waste of time.  Scouting is irrelevant on a real sand table, especially given the rules of that time period, and swiping was even less useful. Climbing and sneaking are options, but since one cannot do anything useful, so what ? Reading scrolls ?  Play an apprentice wizard. Possibly they could eliminate commanders and such, but that was really the role of assassins, a type specifically included in the original skirmish model of D&D.

Why then, amidst all the other detail of Greyhawk, most of which could simply be additions to a skirmish game is a useless unit specifically included ?

Because the thief had every utility in the dungeon game,  and the dungeon game created the role playing experience; and also, the thief in many ways defined the nature of the adventurer.  Remember, 1973.  Fantasy models are  not what they are today.  Heroes were sneaks as much as brawlers, often antiheroesm and in many ways, that is what made them a literary character, rather than the subject of a soldierly autobiography.  They solved puzzles, got into tight scrapes and conflicts by themselves; this I see as the real genesis of roleplaying.

So, given that, we see that the thief is the character of the dungeon crawl, and from there the Urban adventure or the indoor raid.  And those are the types of settings that set D&D apart from the skirmish game.  And thus...the father of the RPG, the causus bellum, the missing link -the neccessary part of the final result. 

No thieves =no role playing games. 

So, suck it up*, Grognardia and all you reactionary revisionists* ! Apologise to the thief right now ! Take him to lunch and make it your treat; you may as well, you'll be paying for it either way .





* I say this in the most loving caring  and compassionate manner possible..;)

Wednesday, December 8, 2010

Why one old fart thinks another bunch of old farts are Wrong about the Thief in OD&D, part 1

Okay, Thieves. For Jeff and James, at the very least.
So, when I first started reading OSR blogs –long before I jumped in, I gradually realized that there was some sort of bias against thieves as part of original D&D. This was absolutely surprising, so I delved and found some reasoning behind this mean awful persecutory bias against the poor humble thief. Which, in case you haven’t realized, Is Wrong, and I say this having played back then. Which pretty much proves my point.
I was tempted to just end the post there, but it did occur to me that some of you very skeptical types may not be convinced by my all too persuasive appeal to my authority, so for you, I’ll continue.
Several arguments against the thief have been put forth, and these I think are the core:
1. It wasn’t in the first LBB(little brown books, Oe D&D) set

2. Something about not being true to the S&S roots of D&D

3. They are self justifying as a class

4. They caused the monstrosity that is the skill system that has been bolted on to D&D, and thus destroyed at least two generations of gamers by not letting them act like adventurers and instead just roll dice and add skill numbers to solve problems. (Yes, I have opinions about the 3/3.5 skill system, did you notice ?)

So, I’ll take these in some kind of order, across several posts. Then I’ll probably finish with a screed about how important the thief is to D&D. By which point, I expect that everyone will be converted to my opinion, right ? Jeff ? James ? Hello?

Okay, first: Thieves weren’t in the original D&D. I note in advance that this is all probably largely a straw man argument, as I really don't see the “wasn’t in LBB” argument being passed around very much and seldom more than casually. However, since this is my Blog, and my lunch hour, I’ll cop the low hanging fruit if I want to…
Yes, they weren’t in the LBB –not showing up until Greyhawk, as we all know. So they fail the Ur-test, which is a test of…..well, purity. Is it the original vision or not. the thief is not doctrinally pure, in other words. NO, I think that this is a bit of an error, and part of that is that it does set the OSR (Old School Revival/Renaissance/whatever) to look like a bit of a purity patrol; please note that I don't agree that OSR=Purity patrol, at all. But, this kind of appeal doesn’t help things. That's a tangent, though, so onward.

I think the argument of inclusion (or not) is meaningless for several reasons. First, GH(Greyhawk) showed up pretty much concurrently with the LBB set for at least 90% of the post 1st print players (me); I got LBB after I had already skimmed thru GH at the local store –and I went back and bought it at the first possible opportunity. (interestingly, BM(Blackmoor) was almost impossible to get for quite a while. I think I finally got a copy after GD&H came out). It fit hand in glove with the LBB rules – I bought LBB because I was a miniature gamer, but I bought GH because of the potential for it to make a minis supplement something more. And that was D&D the RPG.

Also, and I think this is important, I think its pretty clear that EGG always intended these rules to be part of D&D – but they are one of the areas of detail that he and DA differed on; so, the two additional campaign supplements. I’d also note that DA’s campaign specifically had thief types in its BM the Ur-campaign incarnation; that they weren’t included in Blackmoor the supplement is probably more due to avoiding repetition than anything else. I’d also argue (and I’ll do so later at more length), that D&D wasn’t differentiated from a miniatures game before Greyhawk…and the thief.

So, next. Probably the self justification issue and why It Is Wrong; or maybe the S&S angle. Or maybe another Traveller rant. Stay tuned….