Tuesday, 14 June 2011

Fixing the Encounter Tables Part II

How tough should random encounters be?














In order to set encounters that pose the correct challenge, I've created a very average 1st level party and worked out their Monstermarks.

1st Level Fighter 2.00
1st Level Fighter 2.00
1st Level Dwarf 2.00
1st Level Cleric 1.20
1st level Thief 0.65
1st Level Magic-User 0.40

Total Party Monstermark value 8.25 (we'll round it down to 8.00)

For this party, I think random encounters with a mean value of around 4.00, and a maximum value of around 12.00 (in effect the mean is -50% of the party's power and the maximum is +50%) are ideal. There's a degree of flexibility in these ranges. Indeed, for some creatures with a very low Monstermark, the existing number encountered ranges in the monster listings may be used without modification. For example, a Kobold has a Monstermark of 0.47. The Labyrinth Lord rules give the number encountered as 4d4 giving the encounter a mean Monstermark of 4.70 and a maximum of 7.52.

Here's some examples of popular monsters and my proposed number encountered ranges:

Kobold (MM 0.47) 4-16
Goblin (MM 0.99) 2-8
Skeleton (MM 1.17) 2-7
Orc (MM 1.27) 1-6
Hobgoblin (MM 2.51) 1-4
Zombie (MM 3.48) 1-4
Gnoll (MM 5.00) 1-2
Bugbear (MM 11.27) 1

Any one of these encounters has a chance of killing an unlucky party, but experienced players might handle several of them in succession regardless of luck. Although there is the potential for encounters that outnumber and/or overpower the party on paper, the party have lots of tools and options open to them including:

  • Tactics (eg: fighting in doorways, running away, etc.)
  • A Sleep spell
  • A Cure Light Wounds spell
  • Thief skills
  • Dwarf abilities
  • Turning Undead
  • Talking

Monday, 13 June 2011

Fixing the Encounter Tables Part I

Yesterday, I listed the various first level encounter tables that I'm using to generate my own Monstermark driven version.

Today, I've gone through the Labyrinth Lord rules (including the AEC), and made a list of all the monsters with a monstermark low enough for the level one table.  I may have missed a couple of monsters out, but this is still work in progress and when I've finished tables for the first few levels, I'll decide what needs to be moved up and down.  In Oubliette 6, I plan to include the master tables in the magazine, with some additional tables in the supplemental materials section which can be quickly editied to add/remove creatures, and adjust the % chance of encountering them.

Next, I'll spend some time calculating Monstermarks for creatures in the list that I haven't already worked out.  Then I can begin deciding what number encountered ranges to use, based on an average total Monstermark and the average number of saving throws a party might be required to make.















The picture is of Maow Miniature's Monster Dice


Level 1 Random Encounter List

Bat, Normal
Bat, Giant
Bee, Giant Killer
Beetle, Giant Fire
Beetle, Giant Spitting
Bugbear
Centipede, Giant
Dwarf
Dwarf, Duergar
Elf
Elf, Deep
Efl, Drow
Fly, Giant Carnivorous
Ghoul
Gnoll
Gnome
Goblin
Golem, Wood
Hobgoblin
Insect Swarm
Kobold
Lizard, Giant Gecko
Lizardfolk
Locust, Subterranean
Man, Acolyte
Man, Berserker
Man, Brigand
Man, Slave
Morlock
NPC Party
Orc
Piercer
Rat, Giant
Rat, Ordinary
Rot Grub
Shrieker
Skeleton
Snake, Spitting Cobra
Spider, Giant Crab
Stirge
Toad, Giant
Troglodyte
Wolf
Yellow Mold
Zombie

Sunday, 12 June 2011

Broken Encounter Tables

Today I've been working on my revised set of random encounter tables for Labyrinth Lord, ready for publication in Oubliette 6 next month. I'm using the Monstermark rules in the previous issue to try and make them a little more balanced. In researching the article, I've looked at various encounter tables from D&D books and modules, the AD&D DM's Guide and the ones in Labyrinth Lord itself.

Looking at them, what struck me was how varied the threat offered by some of the encounters are. Interestingly, some of the least deadly are the ones in the DM's Guide,which surprised me given the fact that AD&D characters will on average be tougher than basic D&D ones.

Out of all the first level encounters, the most deadly one - and I'm speaking from experience here* - is 1d4 of Giant Crab Spiders. Not only do these nasty beasts have a decent amount of Hit Points (2HD), they also surprise opponents on 1-4 on a d6. This means that if a first level party encounters 4 of them and are unlucky with surprise and initiative rolls, the spiders could get 8 poisonous bite attacks in before the characters make a move. After that, the spiders should easily survive a few more rounds. Unless the party magic-user has still got a sleep spell you've probably got a TPK situation.

*We met 4 of them on the first level of Stonehell. They killed my cleric - still bitter about it.


















The photo is of Otherwold Miniature's way to real-looking Huge Spider

Here's the first level tables I've been using for research to save you having to look them up.

Holmes Basic D&D 
d12
1 Kobolds 3-12
2 Goblins 2-8
3 Bandits 1-4
4 Orcs 2-5
5 Skeletons/Zombies 1-6/1-4
6 Bandits 2-5
7 Berserkers 1-4
8 Stirges 2-5
9 Orcs 1-4
10 Dwarves 2-5
11 Elves 1-6
12 Gelatinous Cube

Moldvay Basic D&D 
d20
1 Acolyte 1-8
2 Bandit 1-8
3 Beetle, Fire
4 Dwarf 1-6
5 Gnome 1-6
6 Goblin 2-8
7 Green Slime 1-4
8 Halfling 3-18
9 Killer Bee 1-10
10 Kobold 4-16
11 Lizard, Gecko 1-3
12 Orc 2-8
13 Shrew, Giant 1-10
14 Skeleton 3-12
15 Snake, Cobra 1-6
16 Spider, Crab 1-4
17 Sprite 3-18
18 Stirge 1-10
19 Trader 1-8
20 Wolf 2-12

D&D Module B1 P8
d6
1 Orcs 1-4
2 Giant Centipedes 1-2
3 Kobolds 1-6
4 Troglodytes 1-2
5 Giant Rats 2-5
6 Berserkers 1-2

D&D Module B1 P21
d6
1 Troglodytes 1-4
2 Crab Spider 1
3 Kobolds 2-7
4 Orcs 1-8
5 Zombies 1-2
6 Goblins 2-7

Labyrinth Lord**
d20
1 Bee, giant Killer
2 Beetle, Fire
3 Centipede, Giant
4 Dwarf
5 Gnome
6 Goblin
7 Green Slime
8 Halfling
9 Kobold
10 Lizard, Giant Gecko
11 Morlock
12 Orc
13 Rat, Giant
14 Snake, Spitting Cobra
15 Skeleton
16 Spider, Giant Crab
17 Stirge
18 Toad, Giant
19 Wolf
20 Zombie
**No number encountered ranges given in the LL tables.

AD&D DM's Guide
d00
01-02 Ant, Giant 1-4
03-04 Badger 1-4
05-14 Beetle, Fire 1-4
15 Demon, Manes 1-4
16-17 Dwarf 4-14
18 Ear Seeker 1
19 Elf 3-11
20-21 Gnome 5-15
22-26 Goblin 6-15
27-28 Halfling 9-16
29-33 Hobgoblin 2-8
34-48 Human 5-15 or 3-9
49-54 Kobold 6-18
55-66 Orc 7-12
67-70 Piercer 1-3
71-83 Rat, Giant 5-20
84-85 Rot Grub 1-3
86-96 Shrieker 1-2
97-98 Skeleton 1-4
99-00 Zombie 1-3

Monday, 6 June 2011

UK Games Expo 2011 Report

We had a great day out on Saturday at the UK Games Expo in Birmingham. I've attached some photos but they only show a few of the things the show had to offer. For the UK it's quite a big event, although it leans a little more towards skirmish games and board games than RPGs.

The OSR was represented by a small stand cleverly pitched opposite Otherword Miniatures. They had copies of Vornheim, which they said were selling well, along with numerous adventures and a couple of Fight On! Compilations. Leisure Games had a selection of OSR publications for sale; including the Oubliette Compilation which was nice to see. However, I didn't see a single Labyrinth Lord book and, come to think of it, I'm not even sure there was a copy of The Dungeon Alphabet either.

We reminisced with one of the guys running Talisman demos - a game we used to play as teenagers in First Edition form. We also played a cracking Gun Fight at the OK Corral game using 90mm figures and a giant scratch-built model of the town. The OK Corral game played out using some rules the guy had made up. It worked really well. He had a pack of cards with the names of characters on and he turned them over, one card at a time, and gave that character a single action. The more important the character, the more cards with their name in the deck.

We also sat in on a RPG seminar featuring; Lew Pulsipher who was good in a Grognardy sort of way, a OTT Finnish guy who was nuts but OSR friendly (it wasn't Raggi but he might have been cast from the same mould), and then a couple of others - one who'd written a setting that he really wanted to be a novel, and a lady from Cubicle 7, who had worked on Call of Cthulhu and a load of other stuff. They wasted a bit of time talking about what's great about RPGs and how kids today don't have the attention span to pick them up. They didn't talk that much about the industry, but the two publishers agreed that new products these days only have print runs of 500-1000 books.

I came away from the day full of ideas and with a bag full of goodies (mostly board games) to play with. However, I couldn't help feeling that, as far as the UK is concerned, there's a big OSR shaped gap in the hobby. Nealy all the OSR products I've picked up over the last year have come from the States, and it's not until you visit a convention that you realise the lack of representation by the UK in the OSR.

I'm planning on visiting a few more UK shows this year, but I'm already starting to formulate ideas for a stand to promote Oubliette and other OSR products at the UK shows next year.







































Wednesday, 25 May 2011

Book an Advert in Oubliette 6!

After the success of the Oubliette Issue 5 giveaway, I'd like to continue to offer future issues as free downloads for several weeks after they come out.

Issue 5 of Oubliette has reached over 800 people so far, which gives me every confidence that Issue 6 will have a circulation of over 1,000 copies - within one month of publication.

Commencing with Issue 6,  I have decided to offer a limited amount of space to advertisers interested in reaching our readership.
 
The rate card below provides all the basic information for booking an advert in Oubliette Issue 6.  Adverts will all be black and white in both the PDF and printed editions.  Any adverts included will automatically appear in any future printed compilation of whole issues at no extra cost.

Tuesday, 10 May 2011

Monster Book: Apparition

Here's the next A monster in the book:

Apparition

NO. ENC.:
  1d4 (1d4)
ALIGNMENT:
  Chaotic (evil)
MOVEMENT:
  240’ (80’)
ARMOUR CLASS:
  0
HIT DICE:
  8
ATTACKS:
  1
DAMAGE:
  See below
SAVE:
  F8
MORALE:
  12
HOARD CLASS:
  XVII
XP:
  2,060
AVG. HP: 
36

 
Apparitions appear as translucent, skeletal creatures dressed in tattered rags.  Their eyes burn with a crimson light.

 
Apparitions are undead spirits of creatures that died as the result of an accident.  The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.  An apparition is often mistaken for a ghost or spectre.  Apparitions hate all living creatures and attack them on sight.  Apparitions are essentially ethereal creatures.  They exist mainly on the ethereal plane but can project their image onto the material plane.  An ability akin to E.S.P. enables them to detect potential victims up to 100 feet away.

 
An apparition attacks by fear, implanting a suggestion in a victim’s mind that it is being strangled by the apparition’s bony claws.  No to hit roll is required, and the apparition phases on to the material plane for one round per attack it makes.  This is the only time the apparition may be struck and only magical or silver weapons will affect it.

 
Victims must make a roll under their intelligence scores on 3d6 to resist an apparition's suggestions.  If they succeed, they are immune.  If they fail, then they are stricken with terror.  Next, they must roll 3d6 against their constitution.  If they roll under their constitution score, then they flee in terror for 1d4 rounds.  If the roll equals or exceeds their constitution, then they suffer a major seizure and die instantly.

 
Any humanoid slain by an apparition becomes an apparition after 2d4 hours.  Victims may be raised from the dead, but only if the attempt to do so is made within one hour of their passing. 

 
Apparitions are powerless in sunlight and will flee from it.  They will also be reluctant to approach mirrors or objects made of silver.

Tuesday, 3 May 2011

Con-Quest Derby Show Report Saturday 30th April

I had a great day at Con-Quest on Saturday.  Con-Quest is a single day RPG con held at the Assembly Rooms in Derby (UK).  The venue was very good, and the organisers did a great job: the main hall had traders set up on the periphery of the room and demo games running in the centre,  the other rooms were divided into separate gaming stations using free standing office partitions, enabling several different style rpg games to run concurrently and without interruption.

Forty games were organised into morning and afternoon sessions, and they covered a wide range of systems and settings including: Pathfinder, Traveller, D&D, Savage Worlds, Realms of Cthulhu, and loads more. 

I played in John Wilson's morning game of Labyrinth Lord, The Body in Question.  Our party (all goblins) went on a mission into the big city for their master.  It was really funny game, with some of the goblins getting a little over excited (eg. our attempt to avoid the town guards by hiding in an alley met with chaos when one of the goblins, unable to contain themselves called out to the guard, another goblin tried to throw off the watch by pretending to be a human drunk and singing a drinking song which had all the hallmarks of actually working when another goblin found itself incapable of handling the tension and shot one of the guards with a crossbow).

Here's some pictures of the show.  The last one is of me and my fellow goblin players.