Friday, February 3, 2012

From the Attic: The Computation Book

The best cool tool for creating dungeons is a really big sheet of graph paper. The only problem is that it is too cool. You want to save it for the extra special dungeon that never seems to get done. But back in the 80s I found another one just as cool and more importantly it get used.  The Computation Book.

No it not a misspelling of this;

A Composition Book. While composition books are great I am talking about this.
The Computation Book.

A Computation is a bound book of extra large sheets of graph paper. Typically about 75 or so sheets per book with stiff cardboard cover. They are typically used to record the results of experiment and as I found out when I was a freshmen in college they make a great place to draw up dungeons, multiple dungeons!.

The above photo two of the two dozen or so dungeons I have drawn in this book. This Computation Book is pretty much the only dungeons that manage to survive the various moves I made. The loose leaf ones are all pretty much gone. Unfortunately I did not record the full keys, luckily I penciled in room descriptions as you see above if you zoom in. The nice thing about Computation books is that you can use the next page for the key if you want.  The page numbering makes it easy to make a index to keep track what dungeons are on each page.

For my Swords & Wizardry campaign up at Gold Star Anime I been having a lot of fun coming up with new adventure using these old maps. Although I am sure the three characters that got turned to stone last Wednesday wouldn't agree.

Computation Books are still being widely used and can found at various office supply stores on the internet or in your town. They are inexpensive, Amazon has one here for little under 12 dollars.

Even after 20 years of having this book, only half of the pages are full so you get a lot of use out of it.




Sunday, January 29, 2012

D&D Next - Skills and Abilities

The final D&D Next seminar at D&D Experience was about how they are handling skills and abilities (i.e. characteristics).

I find this interesting
Bruce: Looking at the playtest characters here, you might have noticed that a class or a theme might have given you a bonus to skill, but you didn't have a skill list. Normally if you were to call for a check, you would just call for the ability score - like a dexterity check for sneaking up. But if you have a class or character feature that gives you a bonus to sneak, you would add that in. There are a lot of different expressions for skills. Trained, sneaking at full speed (stealth twice). Lots of options.
Sounds a lot like I did with my Majestic Wilderlands Abilities. Based on discussion at Knight & Knaves, the RPG Site, and other forums I am wondering if they are better off renaming some of these mechanics. Feats, skills, etc bring up preconceived ideas in people's head.

Of course the stuff on saving throws tied to abilities will bring up comparisons with Castles & Crusades but it sounds like with 5e skills it will be a different implementation of the idea.

It would be interesting if they flat out say that any character can do any action just some are better at certain things.

I find this exchange interesting as well

Rob: It's been a difficult problem for a while. In 3E and 4E skills were sort of the doorway to interaction with the world.

Monte: In previous editions, ability scores played into skills. We want skills to play into ability scores. Maybe more open-ended.

Bruce: If skills are not the portals to ability scores, but rather the tweaks to them, we can add interesting tiny skills. More flavor. Because the ability scores are the core, we can make any little skills we want.

Monte: It means that if you're a DM and you don't even want to deal with skills, you can totally do that.
To me what important here is the attitude. Even you think D&;D Next's mechanics are stupid compared to AD&D, B/X, etc, we will wind up having a larger pool of gamers understanding how older editions are played. It sounds like it will be a less of a leap from D&D Next to AD&D, or OD&D than it was with D&D 4e or even 3.X.

Certainly the Do it yourself spirit, is compatible with how gamers in the OSR actually run their campaigns, a mishmash of their favorite D&D rules.

Hopefully this means a larger pool of gamers for the editions we love.

Wednesday, January 25, 2012

Help with NPC Spellcasters

In Kellri Classic Dungeon Designer Netbook #4 there is an very useful table for generating spellbooks. From it I can make a NPC Magic User with the spells he has memorized and have it differ from NPC to NPC.
While Clerics don’t have spell books it would be nice to have something similar for them. Also Kellri’s net book is oriented to AD&;D.
My question is that is there something that already been written for Clerics and other spell using classes? And as a bonus oriented to Swords &; Wizardry? Also I have old Dragon Magazines so a relevant article would be useful to me.

Thursday, January 19, 2012

AD&D survives it's System Shock Roll!

 In 1974, the world changed forever when Gary Gygax introduced the Dungeons & Dragons role-playing game. The legacy of his innovative ideas and the extensive reach of his powerful influence can be seen in virtually every facet of gaming today. To help honor his work and his memory, we created limited-edition reprints of the original 1st Edition core rulebooks: the Monster Manual, Player's Handbook, and Dungeon Master's Guide. These premium versions of the original AD&D rulebooks have been lovingly reprinted with the original art and content, but feature an attractive new cover design commemorating this re-release. Available in limited quantities as a hobby channel exclusive in North America. Your purchase of this monumental book helps support the Gygax Memorial Fund—established to immortalize the “Father of Roleplaying Games” with a memorial statue in Lake Geneva, WI.

Product Release List
Player's Handbook

Wednesday, January 18, 2012

Print on Demand with CreateSpace

I just got a email from CreateSpace notifying me that they did away with the Pro Plan. Looking over their site it looks like they decided to operate more like Lulu then the weird byzantine setup they had before. They have a cheaper base price and more format sizes than lulu but offer a different set of royalty rates that you will have to review. For $25 per book you can get expanded distribution which has the best royalty option of anything I seen for PoD although I think it requires the use of an ISBN for the book.

Also unlike Lulu it appears their method of selling online is to have the author create a estore and customize it's appearance. Doesn't look much more difficult than setting up with Cafe Press. That setup offers the best royalty option outside of paying for Extended Distribution.

It good to have more options when it comes to Print on Demand.

Tuesday, January 17, 2012

From the Attic: Why D&D is the way it is; The Different Versions

Wizards is getting the word out that a major goal of the new edition is to reunite the D&D fan base. I figure it would be useful to list all the distinct versions of D&D that are out there. This list focuses on those games released by TSR/Wizards.

Chainmail Fantasy Supplement in 1971
Original Dungeons & Dragons published in 1974
Supplement I Greyhawk published in 1975
added rules made Dungeons & Dragon into a form we recognize today.
Basic Dungeons & Dragons by Holmes in 1977
Advanced Dungeons & Dragons in 1977-1979
Basic/Expert Dungeons & Dragons by Moldavy/Cook in 1981
Basic/Expert/Companion/Master/Immortal Dungeons & Dragons by Mentzer in 1983.
Unearthed Arcana for AD&D in 1985, Some say that this made AD&D 1.5
Advanced Dungeons & Dragons 2nd Edition in 1989
Rules Cyclopedia for Dungeons & Dragons in 1991,  A one book compilation of Mentzer's BECM D&D, some consider this the definitive version of the original Dungeons & Dragons line.
Skills & Powers for AD&D 2nd editionSome say that this made a AD&D 2.5
Dungeons & Dragons 3.0 in 2000
Dungeons & Dragons 3.5 in 2003
Dungeons & Dragons 4.0 in 2008
Dungeons & Dragons Essentials in 2010. Some say that this made a D&D 4.5

Friday, January 13, 2012

From the Attic: Why D&D is the way it is; Levels and Hit Dice.

During the rampup to the next edition of D&D, I figure it would be useful to look at how D&D changed over the different editions. Today I look at the origins of levels and what they meant.

Levels started with the Chainmail Miniature Wargame. First off you have to remember that in Chainmail for the ordinary fighting man 1 hit = 1 kill. In the fantasy supplement to Chainmail there was the Hero and the Super Hero. A Hero was worth four fighting men, and took four hit to kill. The Super Hero was worth eight fighting men, and took eight hit to kill.

When Gygax developed D&D he changed the 1 hit to a 1d6 roll. Likewise for the number of hits a character could take he changed that to 1d6 roll and called them hit points. The three original classes varied in modifiers to the 1d6 roll with Magic-users being the worst, and Fighters the best.

In general a level in OD&D could be looked at as a multiplier. A 4th level character was four times as effective as a first level character, and a 8th level character was 8 times as effective.