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.
Posts
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.
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.
EDIT:
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.
EDIT: Arivia should post the old-school primer in the OP, and list its 4-5 philosophies that make it distinct from modern roleplay.
SoogaGames Blog
Additionally, I've added the old-school primer to the OP, by popular request.
It's about what you can do with the character, not what they are on paper. See the primer.
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.
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.
Edit:
Also, this or something like it should probably be the theme song for this:
http://www.youtube.com/watch?v=_wLF1wmIB5A
Here's my character:
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.)
Should have advertised in SE++'s D&D thread, that'll bring in some old-schoolers to the party.
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
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
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
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.
Mr Errand
http://www.myth-weavers.com/sheetview.php?sheetid=149163
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.