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What’s Next to Play

After my last post, I remarked on the Swords & Wizardry G+ group that this just shows that I need to get into a game soon. An offer soon came, and hopefully I'll be playing in a game on Wednesdays. I might even get up the confidence to run a game on G+, but time will tell.

In one sense, I'm up for playing anything in the next game I play, except an Assassin. I want to be a Lawful or Neutral character.

  • Fighter? Okay, I can solve problems with my sword and shield. Rabbit stew, comin' up!
  • Cleric? By the sacred bones of Skienwald, I shall purge this evil by my faith and large hammer. (Not necessarily in that order, mind you.)
  • Magic-User? Bug Shub-Niggurath naflron nnnR'lyeh Hasturor h'ah phlegeth, Nyarlathotep s'uhn Yoggoth shagg Dagon nnnch' ph'Nyarlathotep, ebunma shagg nafluh'e ehye f'mg.  (Did it work?)
  • Thief? Sure I can get it, but it'll cost ya. Double if you ask me where I got it.
  • Druid? All I'm saying is that those can be some really mean vegetables.
  • Hewcaster? If I can just study this things' essence back at the lab... Wgah'n Hastur shoggnyth throd. Okay, we got one minute to run from that thing before it comes to. No, I got only two more times I can cast that spell, why do you ask?

Yeah, I can have fun being any class, when it comes down to it. I tend to play by thinking just enough to avoid being stupid, but not enough to avoid a chance at the epic.

In another sense, I enjoy doing having the character do some things they tend to do between sessions. One of the reasons I love ACKS, is that at 9th level, Magic-Users can do some serious stuff. They can make crossbreeds, they can make some crazy magic items, they can do spell research and so on. Just once, it would be fun to ask the rest of the party if they wouldn't mind swinging by my tower before we go back to the dungeon. Seems that one of my experiments escaped and this one might get close enough to town...

I'm also working on a spell wielding class that makes a skill roll to cast. The link points to a post using the USR system, but I am porting it over to my S&W based system. This same skill roll is used to do spell research. The interesting thing about this class, though, is that they gain new descriptors every third level in order to develop a set of specialties unique to them. Added to this is that they can perform spell research from the 1st level, not the ninth.

From the example, the spellcaster could have a bonus to cast Healing spells and Fire based spells. When this character does spell research, the player will tend to invent ways to use on or both bonuses. So instead of a Cure Serious Wounds spell, a character with Healing and Fire bonuses might invent a spell called The Fire that Heals. I let the player write the spell description that is that. The same system also helps me to provide unique spells for scrolls in future adventures.

The research system sets the difficulty based on effect, which in this case would be heal 2d8 hit points. The fact that the player incorporated fire into it somehow, is just his or her creativity at work.

If someone would GM my house rules or if they would allow this spellcaster classes into their world, I would love to play either one, especially between adventures. I'd email the GM and ask if there were a couple of months between adventures in game time (not real life) to see if I could invent something crazy and possibly useful. The GM could totally ban me from taking it with me, just seeing if I could make it is fun enough.

I also like being able to do stuff between sessions, because it gives me things to look for, during sessions. I can totally see something like this happening:

Hey, that myconid is valuable. Let me cut off a small piece before we barge into the next room. I can use this back at the lab.

So what character would I like to play next? I'll have fun playing any character, but I'd really like to play some alternate spell casters that can do things between sessions at lower levels. Maybe I should get my house rules in a form to download for free so that you can tell me whether or not I'm totally nuts.

Oh, and One More Thing

Outside of D&D and its clones, I'd also really like to play a gun mage in Warrior, Rogue, Mage, by Stargazer Games. It's like being Gandalf and Clint Eastwood at the same time. 🙂

Memories of Glendon

As I've said before, I didn't play much when I began the hobby, I usually was the DM. I did play pretty regularly, but unfortunately, I don't remember much about my life as a player. Even in college, I remember playing Champions, Marvel Supers, D&D, and Ars Magica, but not enough to even remember my characters' names. I seemed to jump around a lot, never letting a character do a lot before changing to a new character or a new game.

To give you an idea, here are the character sheets I have managed to save over the years, despite losing half my gaming history to an impounded car:

Gary was the only one to have a name. As Halflings go, I'm sure he would have been great, maybe even epic. The other two characters don't even have names. You'd think that they were meatshields, but I wrote them up in a different way. These characters were intended to be played, but for some reason, the issue of a name never arose.

I am proud that the fighter killed a rust monster already in his young career. He'll live in infamy for grabbing a tree limb and beating the thing to death. More than that is lost to the shroud of time.

 

These have to be from 1984 because I used the Red Box character sheets most of the time during that year. (I used to love to go to my dad's workplace and make copies.) When I ran out of copies, I made them on notebook paper to look just like them.

One character from that time stands out as I look back now, Glendon the Elf. He was 7th 8th level with all sorts of insane equipment. I submit for your approval, the character sheet of Glendon, the Elf.

You'll note that Glendon slew the dreaded Biogre. This foul, two-headed fiend was a cross between an ettin and an ogre. It was 11 Hit die, but otherwise was the same as an ettin. I sure wished I remembered why on earth he slew a giant black cat.

Update:

After an exhuastive search, I located my Ars Magica Companion and Grog as well as our original 1e Oriental Adventures party. They were in the box of the Companion Set. (Go figure).

My favorite though, remains Glendon. Who knows what we might have done at 9th level...

I Made My Own Edition

I don't say that with any kind of snark. I didn't have the money to order every book I wanted. So, I got the Red Box and the B/X rules fairly early and that was all I had for awhile. Somewhere along the way, I acquired Ghost of the Lion (B Solo adventure) and a few other things as well. It was years before a friend donated their 1e DMG, PHB and MM to me. I bought the Manual of the Planes at some point as well as my much beloved Spelljammer. I don't remember how I got Dragonlance. I vaguely remember buying the Companion rules from the BECMI set and I know I purchased the 1e Oriental rules and ran Sword of the Damiyo a couple times.

I don't have my entire collection anymore thanks to my stupid self leaving a bunch of stuff in a car that got towed. I miss my Oriental Adventures hardback as well as my World of Bian notebook that had everything in it.

I lived in a somewhat remote area of NC. There was no game store or large group of gamers that I knew. In fact, my high school group was one of three that I knew of within a 50 mile area. This didn't keep us from figuring out what we liked and making up stuff to keep the game going.

We started with the Red Box, I'm sure. So we got used to race as class and straightforward combat. After third level, we found a copy of the Moldvay's Expert Rules. They seems to fit okay despite the art not matching. In Moldvay, we found rules for all kinds of things like sea battles and aerial combat. More than that were lots of spells. The Dungeon Master section was a treasure trove of all kinds of things including the magical research tables, Roll under ability score for saving throws and creating your own dungeons/hexcrawls. We stopped looking for pre-made adventures and went for making our own.

As each new book came into our group, more possibilities arose. With 1e books, we found that race and class could be separate. There were all kinds of classes like Druids and Illusionists, as well as characters with Psionic powers. Of course with the DMG, we started making all kinds of things. For some reason, I loved  intelligent weapons. I even made an intelligent whip.

Which edition were we playing? God only knows. Combat was Red Box. Character advancement was whichever book we got the class from. I played in a game with one of the other groups in town and I was disoriented by the straight 1e by the book combat and associated rules.

Early games were hack-n-slash, murderhobo, and/or munchkin. Kill things and take their stuff was about as much as we cared about. Later on, though, we became interested in finding really strange places. Once one of us got Greyhawk, we were immediately drawn to the Sea of Dust. We simply had to find the Forgotten city.

After covering areas on and off the Greyhawk map, the group was itching to visit the Outer Planes, so off we went. After I purchases Spelljammer, we were off to every sphere you can imagine. In some sense, the multiverse was never big enough for us and that was really fun.

By the time we were finished buying this hodgepodge of rules, combat was still Red Box with 1e Psionics and Grappling rules with Spelljammer's Aerial rules. Monsters were stated for 2e or B/X. We awarded XP for exploration and we had our own rules for it. Character advancement was still "whichever book its in", including the 1e Oriental Adventures book

Thanks to the OSR and dndclassics.com, I can make my own edition again, especially as I have lost many of my notes from later years and all of them from college. My current edition now is:

Swords & Wizardry Complete with S&W Core Classes only (plus my own). I have my own psionics rules as well as two alternate magic systems, in addition to the Vancian system. S&W Complete is used for combat, except for aerial, naval, and mecha combat, which uses Option 3. For Mass Combat, I use the Rules Cyclopedia War Machine rules. I use the ACKS system to build magic items and 1st level characters can research/make magic items. I award XP for money spent and exploration. For now, exploration is a flat amount based on location. I use the Saving Throw as a skill system. I use the OSRIC Specialist system for hirelings, mostly.

Oh yeah, the economy is entirely silver based and loosely based on the ACKS economic system.

One day, I'll write it all down. It's D&D Mine and I love it. By goodness I'll have a Spelljammer set of rules as well.

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