Home of the Odd Duk

Category: Electrum Pieces (Page 69 of 156)

General heading for all RPGs.

How I Got Started in the OSR

In 1991, I stopped playing RPGs completely. At the time, I thought it was necessary for religious reasons. For what it is worth, I also gave up a piano career as I believed that I could never play the piano for a worship service and didn't believe I could do well in a band. These restrictions were self-imposed - I wish I had mentioned these things to someone at the time. In the end, it worked out as far as RPGs are concerned as I had little to no time to play anymore.

In 2002, I moved halfway across the country to start a new life. I had been unemployed for about 18 months and had just accepted a good job. I didn't know anyone here, so I had a lot of time to myself after work. About November of 2002, I discovered the d20 SRD. In some ways, it felt like games I played in high school - it was D&D, but there were these things called feats that were essentially class abilities to me. There were only three saves, all based on ability scores. I figured that was okay enough. I thought that maybe I'd have six saves based on all six ability scores.

I read through the combat section and pretty much threw it out. I wanted something close to the B/X I began gaming with or the weird amalgam ruleset (B/X with touches of AD&D, The C part of BECMI, 2e, and house rules) I played until college. Still, this seemed to be the popular thing, so I began buying books and attempting to work through D20.

In March 2003, another, more personal, catastrophe occurred. In some ways, I am still recovering from it. This inserted yet another gaming hiatus into my life. Once things calmed down years later, I discovered Microlite20 and I was very happy. This was a simple, modular system that could be used to make anything. I started working on a Psionics module, a monster spreadsheet to convert d20 monsters to M20 standards, and Spelljammer. Oh yes, Spelljammer...

Where was I? The last thing I remember, I was saying something about flying in wooden boats in space...

Oh yeah, M20. The community was awesome and new modules were created almost daily. I still enjoy M20 for its simplicity, adaptability and modularity.

In an old box, though, I kept returning to my rulebooks from days gone by. I played Ars Magica, Champions, Marvel FASERIP and a few other games in college, but it was the fantasy genre that I wanted to play. M20 was great, but I wanted the baroque rulebooks that are simply fun to read. I kept re-reading the Arduin books and thinking, "there's just no way to put any of this into M20 without losing the feeling you get from playing with any of Hargrave's ideas."

Naively, I wondered where would I find a B/X group that would let me run some of my unusual house rules?

A short time later, I discovered Basic Fantasy while surfing aroudn the internet, and that was when I discovered the OSR. From there, I began doing some writing and editing. This lead to a job at NeverMetPress where I wrote for Pathfinder and 4e, of all things. After NeverMetPress, I found Labyrinth Lord, OSRIC, ACKS, and ultimately Swords & Wizardry.

Along the way, I've gotten any kind of OSR rules I can find. I have converted my house rules into Swords & Wizardry, complete with some of the weirdness I had all the way in high school. I have rules for mechs and hovertanks (Thanks Centurion, the best hovertank game evah!), the replacements for the Elemental planes, ritual spells, mass battles, and creating Spelljammer helms. Ah, Spelljammer...

Huh? what? Oh yeah, rules. I still have quite a bit to convert over - since I borrowed from other games outside D&D, some thing don't convert as easily as I'd like. Back in 1980ish, I just went with it, but nowadays I want the rules to make sense and be able to share with others. After all, the community of sharing, discussion and even the "get off my lawn crowd" is what makes the OSR special to me.

Why Clerics Use Blunt Weapons Mostly

I was pondering some ideas about worldbuilding when I happened upon an interesting article about tin pieces. The idea I liked the most was the advent of tin weapons that could only be used as clubs, but would require regular maintenance to keep from becoming "grey". The premise was that the stages of metallurgy in human history had changed. Basically, because copper was more rare than tin, the Bronze Age never happened. Tin was used only to make blunt weapons, but the discovery of rare copper allowed for pewter leading to a Pewter Age before the final Iron Age. The concept is brilliant.

Turns out that tin or pewter weapons of any kind are extremely impractical, so I set out to look for metals that could have supplanted the Bronze Age had it been more plentiful.

This turned out to be harder than I thought for reasons that I won't elaborate much about here. Suffice it to say that regardless of rarity, there really isn't a good substitute metal for copper. There also isn't a good alloy that could have been generated by ancient mankind due to the temperatures and equipment required.

I thought that maybe I could invent such a metal, but that felt like reinventing the wheel; mithral already exists in the larger D&D world.

So, I'll keep mithral for now, but just say that the elves entered a mithral age after their iron age. Elves control the mining, extraction and purification of it. No big deal.

But for humans, I then discovered a wikipedia entry on sintering. It's not making alloys like our ancestor combined tin and copper to make bronze, it more like making a ceramic material. You take a metal with a high melting point and grind it into a powder and then place it in a liquid form of a metal with a lower melting point. It is basically how tungsten carbide and tungsten steels are made.

Now, I couldn't use the real metal tungsten. Tungsten interferes with the purification and/or smelting of tin. But if my imaginary metal was similar, it could provide something plausible enough. Some forms of tungsten are more common in meteorites, so I can have an area of the world that has a large deposit of this metal from a meteorite, though it also occurs naturally elsewhere on the planet. (Based on xkcd, though, maybe it's just a place that has a bunch of the stuff.)

So our imaginary metal, when sintered with tin and later bronze creates a tough, durable weapons-grade metal. However, there are a few issues that limit its usage:

  • It has to be molded, not forged, due to how it is made.
  • It is really heavy thanks to tin being the main ingredient. Adding copper helps some, but it is still almost three times as dense as granite rock.

It can't be used to make swords, but it can make some wicked clubs. True, these clubs are made in a fashion similar to cast iron implements, but big, heavy clubs that can be manufactured en masse? You can see why the ancient humans in this world favoring our sintered metal.

Why do clerics use blunt weapons? They hold on to the ancient ways to predate the working of iron and steel, possibly even the advent of magic itself. Their ancient artifacts are made of this metal and they quest into the world searching for more artifacts of the ancients.

With that said, let's add some interesting elements to make clerics more interesting.

Let's say that this metal can also be used to make chainmail that protects better than regular chainmail. It can be the equivalent of plate mail. Yet, due to its weight, this chainmail has the disadvantage of weighing slightly more than steel plate mail. The cleric has a practical reason for wearing it (just like plate) and a drawback that makes sense for cleric characters (they can carry less possessions).

One thing in all my settings is that everyone can use a sling. They are everywhere, especially useful for wilderness areas and hexcrawling. Since lead was used in ancient times to make sling bullets, let give our clerics access to sling bullets made from our mystery metal. To make things interesting, sling bullets of this metal do 1d6 damage instead of 1d4. Not only does it give Clerics a weapon that does 1d6 damage at a distance, but making Clerics the source of this metal gives them a non-medical reason for a party to have them around.

A bit further out, we could also say that the potters and ceramic workers in a few places developed a wedge type weapon similar to a hand axe. It only does 1d6 damage, but it has an edge along one side to allow for cutting. Heck, a Cleric might have cutlery for eating that looks like this in miniature form. Since I gravitate to S&W and other older games, the fact that a Cleric has a bladed weapon is not that big a deal.

Anyway, I imagine this mystery metal makes temple special places. Instead of in-house smiths hired from the community that make weapons and implements for their warrior-priests, a temple has sinterers that use ancient techniques to craft and mold the tools of the faithful.

What do I call this mystery metal? For now, I'll call it Canavar. The Cleric's mace, a Canayara. The armor, Canavar Mail. The odd wedge/hand-axe? A Balta. Heck, I will probably just call Clerics from this area of my game world the Canavari.

I understand that Canavar is a word that means wolf. The original name for Tungsten, Wolframite, means means wolf cream. This association with the wolf can figure into the mythologies of the various temples or even lend itself the lycanthrope priests. I'll explore more on that later.

Ten Questions and a Bonus

Although these questions can usually generate the next great OSR controversy in certain corners of the internet, here is my take on them.

Race (Elf, Dwarf, Halfling) as a class?

No. This is mostly because there are a lot of options for race and class in anything I run. There are the typical choices for race, Dwarf, Elf, Halfling, and then a few others that make sense in the campaign world. For all these races to survive, each group has a specialty, but individual members of a particular race can cover all kinds of rolls.

For example, Elves specialize in magic and this makes them powerful mages and more resistant to magic than most races. Their extremely long lifespan makes them expert craftsman of both magical and non-magical objects. However, not all Elves are magic-users. Some are Clerics to be an intermediary between the Elves and their gods. Some are Thieves, though I do Thieves differently, so it isn't about Pick Pockets and Backstabbing as much as other skills such as Appraisal, Climbing Surfaces and other things. Some are Alchemists while others are a different kind of magic wielding class with a very different method of employing spells.

Do demi-humans have souls?

Yes and no. Elves, dwarves, and halflings have souls by default. One race in my world is called the soulless. They have traded their soul for an immortal body. Created beings, with one exception, do not have souls. This includes golems and undead. Regardless of intelligence, they do not have souls.

When anyone dies, they go to the same afterlife, its just that different areas of the afterlife look different than other areas. It's just like the Prime Material Plane in a sense: there are humans in one part of the world, Elves in another, halflings here and there, etc. Races don't separate to go into their own racial afterlife, I use alignment as more of a determinant.

Ascending or descending armor class?

Descending.

Demi-human level limits?

No. Some people are better at things than others by racial trait, superior ability (like INT 18) or skill (like a dwarf's stone-cunning abilities).

Should thief be a class?

Yes, but with more options. A character chooses which five or six skills they want and play from there. This is similar to how the 2e PHB does Thieves.

Do characters get non-weapon skills?

Thieves have them and so do my other classes. My Fighter class, for example, has the ability to catch/deflect any thrown object. With so many class options, the non-weapon skills are built into each class.

Anyone can try to do anything and have a chance of success. Want your Magic-User to pick a lock? The odds are less than a Thief, but go ahead. Want to be a baker? That's fine. Rolls probably won't be needed unless you want to do something extraordinary like make a self-slicing cake. (My favorite is the cake that is larger on the inside than the outside - it is essentially a Cake of Holding where all the storage space is filled with cake.)

Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

Yes. Magic-Users, after level 7 or 8 become a force to be reckoned with. They are impressive and not to be trifled with.

Do you use alignment languages?

I would love to, but I never understood it well enough to get it to work. I just can't find an in-universe reason for these to exist.

XP for gold, or XP for objectives (thieves disarming traps, etc...)?

Yes. XP for finding and spending gold (half for finding it, half for spending it). I also have XP for finding certain areas of the world, or certain mythical objects (both magical and non-magical). I do have XP for a few objectives, but that depends on the session. I don't want to be railroad-y, so anything related to XP for objectives tends to be more like finding certain things.

Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?

I never played only one edition. When I started playing, I owned B/X, 1E PHB and DMG, the Companion Rules (but not Master), and the Spelljammer Box set. I also had 2e Shadowrun and Baattletech. I don't even know what version to call it except D&D Mine. (To coin a phrase from someone else.) Currently, I like Swords & Wizardry because I can fit all of it into the ruleset, including Battletech.
Bonus Question: Unified XP level tables or individual XP level tables for each class?

Individual. XP is currency in all my classes and races. You want to use a double-bladed axe, hurl fireballs, heal the masses and wrangle ghosts and other incorporeal creatures with your bare hands? That will cost you XP.

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