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[IRC] Old-School Pickup Dungeoncrawling

AriviaArivia I Like A ChallengeEarth-1Registered User regular
edited September 2009 in Critical Failures
Hey folks! So, on a lark this morning, six of us played a pickup game of (basically) original Dungeons and Dragons - kuhlmeye, zenpotato, SuperSuga, simonwolf and streever rolled up characters and descended into the Halls of the Star Dragon in pursuit of the mayor's lost ruby. A great time was had by all, and we've decided we'd like to keep it going.

The basic idea is something akin to the internet classic West Marches game. That is, we run pickup games when people are available, all in the same setting, with portable characters that can be moved from game to game with the players. This thread is the framework for that. Anybody can run a game, anybody can play in a game, when they'd like. What we'll do here is sort out the overall framework and schedule sessions.

The Style:

This primer to old-school gaming explains the feel we're going for with this. Very loose, very stripped down, and about the people, not the books. Highly recommended reading.

The Rules:

We're going to use Swords and Wizardry's Core Rules. The reason for this is pretty simple: they're clean, quick, and contain all the classic flavour that's making this so much fun. They're also available for FREE on that page.

A few notes on specific rules:
-We'll use declining, not ascending AC. It just feels better that way.
-Standard S&W doesn't have an identify spell. We're going to include one, with a 75gp materials cost. The reason for this is simple: if you're taking your character into another game, that DM probably won't know what "magic gold sword with rubies on the handle" is. Identify solves that issue. This is 3.5's identify, which should serve our purposes pretty well. If there's no magic-user in the party, Old Tom the beggar in the village square will cast it for you for 5 gold and the material component. Don't take unidentified items between games.
-However: you can't identify potions like that. Instead we'll use an old mechanic: all potions of the same type taste the same. All types of potions taste different. As an example, if you find a peppermint potion once that is a healing potion, all other peppermint potions will be healing potions too.
-Additionally, we're going to include potion miscibility. That is, if you drink multiple different potions close together, unusual things may happen in your belly at the DM's discretion. A sample potion miscibility table is in the 1e DMG.
-My games, at least, use critical hit and fumble tables. If you don't know what those are, on a natural 20 or 1 you roll on additional tables for additional effects because you hit exceptionally well or missed exceptionally poorly.
-Finally, magic-users are additionally proficient with long swords.

The Setting:

Currently, our pickup games will take place in and around the village of Bankston. A river runs through Bankston; and hilly farmland exists somewhere nearby. Otherwise, it's left deliberately undetailed for the benefits of DMs and players. Eventually we'll write some sort of collaborative document on it and draw up a map, but we can do without for now. One exception to the spirit of collaboration: individual DM's dungeons are their own only. Most DMs will likely have one (realize we're talking about the living, multi-levelled ecosystem of classic play here) and it should remain their own private playground.

The Gaming:

So how's this scheduling thing work? Basically, people post here when they're interested in playing. DMs can post either I'm looking to run something next Monday night or "oh, hey, free tonight - anyone want to play in an hour?" Players can post much the same. One caveat is that the original West Marches game included player direction: at this stage, because there's little detail on the setting, the focus will be on DMs to pick and detail locations for players to gather to. But, if a DM alludes to something that does strike player fancy, then go for it. (I'll probably drop a seed list of possible locations in here at some point for DMs and players to hook onto, but not right now.)

Adventures should probably be site-based. As players move from game to game and the sessions are of differing scheduling, we don't want to have big plots that PCs can get stuck in and that restrict player freedom. The flipside of this is that S&W and similar systems care less about party level and number of players. It's okay to have players of different levels and different numbers of players in the same site.

Unless there's a good reason, all games should be run in #cfgames on SlashNET, which has a dicebot and so on. SuperSuga owns the channel, I think.

If you come up with a schedule for a game elsewhere (ie: talking in #cf or something) please mention it here so others can join. This is open, not cliquey, and all games should be open for all players.

At the end of a game:

At least one player from a given session should post a summary so others know what happened. Any major details left out should be elaborated on by the DM. Major details aren't necessarily all the secrets, but if you're establishing something about the setting (mentioning a goddess of magic or a new potion flavor) that needs to be brought back in here. Communication makes this much richer for all of us.

The Logistics:

Anyone is free to play, anyone is free to DM. All characters should start at level 1. Three caveats about characters currently:

a) At this point, please only run and use one character.
b) Currently, there is a soft retirement cap of ninth level. That means, once a character reaches ninth level they are no longer available for play. It's nothing bad - just that there are some additional logistical elements at that level which need to be taken into account.
c) DMs can run games and play in other people's games. They shouldn't run PCs in their own game.

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Arivia on
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Posts

  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    So, should we make up characters and post them in here as like a pool of characters and whos available, or have characters ready game time?

    kuhlmeye on
    PSN: the-K-flash
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Posting them in here should be fine, although I wouldn't call it mandatory. M-W has a basic D&D sheet that should work well enough.

    Arivia on
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  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    I am very interested in this, as both a player and a DM. I'm currently busy this month remodeling a new house, so only later on some nights will I be available, but something spontaneous and uninhibiting like a pickup sandbox game could be doable.

    I'll still need to find some good examples of old-school dungeon modules and concoct a location for play. Some kind of ruined city buried under a desert or barren landscape, maybe.

    Utsanomiko on
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  • streeverstreever Registered User regular
    edited August 2009
    this was so cool
    I'm a little less enthusiastic about the S&W rules--SotU rules were pretty sweet, and I really loved the variety we managed (and the role play!) with no real character classes, but I think it'd still be a lot of fun.

    streever on
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    The nice thing about Swords and Wizardy is the reduction in requirements and scaling of Attribue bonuses for classes. You don't get additional spells per day or lots of additional HP and AC just because you rolled multiple 16s or one 18, for example; It's pretty easy to get at least one in the top bracket for one attribute that'll make you good for one of the three classes.

    Utsanomiko on
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  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Anyone interested in a short game tonight? We'll be going back into the Vault of the Star Dragon to see if you can save Torvold or Mike Mustache.

    Arivia on
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  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Hmmm... I might be able to roll up Tovolds brother, Torgo...

    kuhlmeye on
    PSN: the-K-flash
  • Silas BrownSilas Brown That's hobo style. Registered User regular
    edited August 2009
    Goddamn, this sounds awesome, especially the casually-collaborative elements. I've never played an old school RPG, but I'm digging this pretty hard. You guys can expect me to roll up a character soon, and, once I've played a few times, be prepared for some dungeon crawling awesomeness as run by yours truly.

    EDIT:
    Ariva wrote:
    Anyone interested in a short game tonight? We'll be going back into the Vault of the Star Dragon to see if you can save Torvold or Mike Mustache.

    What time are you thinking? I should be free around 7 PM Pacific Time, but I'll need time to review the rules and make a character as well.

    Silas Brown on
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    I will try to get in on that, depending on whether or not it starts too early.

    EDIT: Arivia should post the old-school primer in the OP, and list its 4-5 philosophies that make it distinct from modern roleplay.

    Utsanomiko on
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  • ProbadProbad Registered User regular
    edited August 2009
    Cool idea. I'm not old enough to ever have played this stuff, but it could be neat to try.

    Probad on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    I'm thinking 8 est-ish and we'll go until either player fatigue or I fall asleep.

    Arivia on
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  • SUPERSUGASUPERSUGA Registered User regular
    edited August 2009
    I'm interested but that timezone will be a killer for me.

    SUPERSUGA on
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited August 2009
    Are we on our honor for the rolls to generate characters?

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
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  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Yep. If you want to, you can link IC posts if you'd like. 18s matter less in S&W than they do in basic D&D.

    Additionally, I've added the old-school primer to the OP, by popular request.

    Arivia on
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  • psolmspsolms Registered User regular
    edited August 2009
    im down for a game tonight, but the character i rolled is full of fail.

    psolms on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    psolms wrote: »
    im down for a game tonight, but the character i rolled is full of fail.

    It's about what you can do with the character, not what they are on paper. See the primer.

    Arivia on
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  • InfidelInfidel Heretic Registered User regular
    edited August 2009
    I'm in.

    Infidel on
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  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Alright, here is the summary of the game we played this morning.
    It was a bright and sunny day, and 5 adventures stood before the Halls of the Star Dragon, recruited by the Mayor of Bankston to recover his stolen Star Ruby. The ones found by the Mayor were: Don Quixote and his trusty steed Sancho, knight errant, Sir Puglum, knight errant, Mike Moustaches, the thief on the run, Gruber the Green, woodman ordinare, and Torvold, the mace master. And so the heroes abandoned the sunlight, and entered the Halls.

    As they ventured into the Halls, the tension was palpable. After a walk down a short corridor, they came upon a room with 5 doors. Deciding that there was only one to choose their course, Don Quixote jumped down off of Sancho, and the horse choose their fate. The second door was picked, and then promptly kicked down by Don. They all looked at what they had uncovered... a stone corridor. Quixote then remounted his noble steed and set the course down the hall. His journey was abrubtly brought to an end when the floor below him gave way, killing Sancho and knocking out Quixote. They were able to revive the brave Don Quixote but Sancho stood no chance. A brief memorial was had, and then Quixote cut off the horse's head and attached it to his shield. The knocked down door was used as a bridge to cross the pit, and the heroes continued on. The corridor then opened into a room, which housed 2 skeletons bearing down on the adventurers. The heroes immediately entered into battle with the undead abominations, with Mike launching a rock into Torvolds bucket helmet. The fight continued, with the heroes winning in the end.

    After obtaining the spoils of their victory, they were met with another decision, 3 doors. The shield with Sancho's mighty head attached was spun on the floor, and the 3rd door was choosen, and then promptly kicked down by Don. Revealed behind the door was another passage, with a chamber beyond it. Don Quixote, the knight he was, charged bravely into the chamber, only to find himself stuck in a gigantic jelly. The brave adventurers fought hard, and overcame the gigantic slime, with only one problem. While attacking the slime, Torvold swung a little too eagerly and hit Mike, dropping him to the ground.

    After their victory, they proceeded through a door in the room, finding more enemies. 4 goblins faced down the beaten and bruised adventurers. Much of the group decided to make their way back out of the Halls, leaving Torvold to face the goblins alone. He fought bravely, but was defeated, and captured by the creatures. Mike's attempt to escape was also foiled, being captured by the pit where Sancho had perished. The other members of the party were unaccounted for.

    Here is the game log. Unfortunately it is too long to fit in a post here.

    kuhlmeye on
    PSN: the-K-flash
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Two things:

    a) the game log is hosted at paosp.pastebin.com. if everybody throws their logs up there pastebin automatically collates it into a private library for us.

    b) Since there's been a bit of confusion about this, tonight's game at 8 is open to whoever shows up when it starts. That should be general policy for most games, although DMs can probably reserve the right to set a limit if they must.

    Arivia on
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  • Silas BrownSilas Brown That's hobo style. Registered User regular
    edited August 2009
    So how important is character consistancy. Are you expected to get your character out of DM-1's dungeon before you can play in DM-2's dungeon?

    Silas Brown on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    In the context of classic dungeon play, it's not without merit to assume the adventurers have had their fill for the day/week/month/year and gone back to town to regroup - if the DM hasn't provided at least a note saying that/moving them out of the dungeon, which is really their responsibility.

    Edit:

    Also, this or something like it should probably be the theme song for this:

    http://www.youtube.com/watch?v=_wLF1wmIB5A

    Arivia on
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  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    Well personally, I have no problems with players keeping multiple PCs, especially for an old-school game (I doubt I'd be getting robbed out of some Shakespearean performance due to divided method action attention), but most sessions will probably end by going back to town. Especially seeing as how often that can be necessary for healing and resupplying in such a game.

    Here's my character:
    Mosus Ustalthos
    Race: Dwarf
    Class: Dwarven Warrior
    XP Bonus: 5%

    Strength: 13
    Dexterity: 14
    Constitution: 12
    Intelligence: 5
    Wisdom: 12
    Charisma: 12

    Gold: 5 gold, 2 silver

    Level/XP: 1 / 16xp
    Saving Throw: 14
    Hit Points: 6

    Weapon: Battle Axe, Warhammer, Light Crossbow
    Armor Class: 3 (Chainmail, Shield)

    Equipment: Bolts (light, 20), Rope, Hammer, Iron Spike (3), Shovel
    Lamp, Oil (2 pints), Chalk, Candles (5), Crowbar, Bedroll, Waterskin, Rations (2 days), Flint & Steel, Sack (15 lbs cap.)

    Utsanomiko on
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  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    Come on, people, the game's ready to start.

    Should have advertised in SE++'s D&D thread, that'll bring in some old-schoolers to the party.

    Utsanomiko on
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  • Silas BrownSilas Brown That's hobo style. Registered User regular
    edited August 2009
    It's a shame you guys don't play by my timezone, eh?

    Silas Brown on
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    It sounds like there's a number of people around GMT time that might be interested, so there's always an option for games then.

    Utsanomiko on
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  • InfidelInfidel Heretic Registered User regular
    edited August 2009
    Beland the Gaunt

    Strength: 14
    Dexterity: 14
    Constitution: 3
    Intelligence: 6
    Wisdom: 9
    Charisma: 9

    Race: Human
    Class: Fighting-man
    Level/Current XP: 1/0
    XP Bonus: 5%
    Saving Throw: 14
    Hit Points: 3
    THAC0: 18
    Weapon: Battle Axe (1d8+2)
    Armor Class: 4 (Chain)

    Starting gold: 90gp
    Remaining money: 2sp 3cp

    Backpack
    Bedroll
    Chalk
    Torch (2)
    Rope (50ft)
    Rations, trail (4)
    Spike (10)
    Waterskin

    Infidel on
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  • ErandusErandus Registered User regular
    edited August 2009
    Jacques Strappe
    Human Fighting-Man
    Level 1

    Str: 15 +1
    Dex: 5 -1
    Con: 5 -1
    Int: 9
    Wis: 9
    Cha: 15

    Saving throw 14
    HP 5
    XP (+10%)
    Gold: 7 silver, 5 copper
    Align: Pompous Imbicile

    Backpack
    Bedroll
    Flask
    Mirror
    Lute
    6 days Trail Rations
    2 Torches
    Waterskin

    Raiper
    Leather Armor
    Shield

    Erandus on
    [SIGPIC][/SIGPIC]
  • Silas BrownSilas Brown That's hobo style. Registered User regular
    edited August 2009
    Promori Proudsign

    Strength: 8
    Dexterity: 12
    Constitution: 9
    Intelligence: 14
    Wisdom: 13
    Charisma: 10

    Race: Human
    Class: Cleric:
    Level/Current XP: 1/0
    XP Bonus: 10%
    Saving Throw: 15 (+2 vs. Being Paralyzed and/Or Poisoned)
    Hit Points: 7
    THAC0: 19
    Weapon: Heavy Mace (1d6+1)
    Armor Class: 4 (Chain + Shield)

    Starting Gold: 140
    Current: 29 gold, 7 silver, 6 copper

    Backpack
    Bedroll
    Wooden Holy Symbol
    Torch (2)
    Rations, trail (4)
    Rope, hemp (50 ft.)
    Iron Spike (10)
    Hammer
    Waterskin

    Silas Brown on
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    So we're back in town for the night.

    We faced off with two animated statues, a repeatedly shattering-reforming mirror, and an endless chimney. Only got a bit of gold but lost one crowbar in the process.

    It seems we have a few things to try to obtain and pass again next time we take the middle door.

    Also, I believe magical elixir of infravision it has been discovered in a fountain within there.

    Utsanomiko on
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  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Before I forget, cherry potions are potions of infravision. While not actually listed in S&W, they allow you to see in infrared for a bit.

    Arivia on
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  • streeverstreever Registered User regular
    edited August 2009
    I think I figured out one of the traps, so make sure to bring Wil Errand, Thug, along for the next search! If he doesn't find the ruby, the mayor will put him back in prison.

    Mr Errand
    http://www.myth-weavers.com/sheetview.php?sheetid=149163

    streever on
  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Man, wish I could have played tonight. Hopefully there is something going on tomorrow during the morning/day!

    kuhlmeye on
    PSN: the-K-flash
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    I might want to play again tomorrow. I think I have a different idea to try to get past that mirror. :P

    Utsanomiko on
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  • ErandusErandus Registered User regular
    edited August 2009
    Tossing a dwarf through the mirror should be on the slate for the next session.

    Erandus on
    [SIGPIC][/SIGPIC]
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    Nooooo. Spare me and I'll share my theory.

    Utsanomiko on
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  • Silas BrownSilas Brown That's hobo style. Registered User regular
    edited August 2009
    I seriously can't believe we passed up the chance to toss a Dwarf into an exploding mirror.

    Silas Brown on
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited August 2009
    I seriously can't believe we passed up the chance to toss a Dwarf.

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
    oE0mva1.jpg
  • streeverstreever Registered User regular
    edited August 2009
    did you figure it out too Utsanomiko? I think it's pretty obvious now what I missed.... :D

    streever on
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2009
    streever wrote: »
    did you figure it out too Utsanomiko? I think it's pretty obvious now what I missed.... :D

    I thought I did until you asked just now. :P My thought is that it involves what I suggested doing with my crowbar, before I decided to remove the door from its hinges and have someone use it as a shield.

    Either that or walk through holding up the door as an actual shield in front of them.

    Utsanomiko on
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  • ErandusErandus Registered User regular
    edited August 2009
    I don't think shielding with an object is going to be the answer. I'm guessing it's closer to using the reflection to find the ruby.

    Erandus on
    [SIGPIC][/SIGPIC]
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