Monday, September 14, 2020

Dragons of the Great Game

This is one of my all-time favorite pieces of fluff in D&D history, but is, unfortunately, almost completely lost to history. Maybe someone reading this will give it another look.

In the days of 3rd Edition D&D, there was a lot of content bloat. In just eight years they came out with five monster manuals, each filled with several hundred new baddies for you to use. They were mostly garbage, aiming for quantity over quality every step of the way. By Monster Manual III, nearly every page had a goofy, ridiculous concept someone pulled from their ass in desperation to sell more books. But all of them contained nuggets of gold, if you scoured through them. The Monster Manual V was the most ignored of all, coming out near the end of the 3rd edition life cycle. Right when everyone was looking forward to 4th edition or, at the very least, already had plenty of monsters to use. But this monster I want to talk about wasn’t really something that you needed the stat block for. This was an idea.

The gist: dragons have a favorite board game they play, and it can make for the coolest campaign ever.

Tuesday, September 8, 2020

Medieval Halflings: Pechs, Not Hobbits

Unacceptable
Brilliant
Of the core D&D races, halflings are the ones I think the least about. That’s probably true for many people. I think they’re delightful, don’t get me wrong. I think the 5th Edition art for them, where they have giant bloated heads, is hysterical and great. I think anyone defending the freak alien 3rd Edition ones is pretentious and ridiculous. But… I would like for these to be something that can be taken seriously. That is, after all, why I revisited gnomes. So I want halflings that I’m happy with and manage to be fairly vanilla while also different than what we’re normally given. I originally envisioned this looking similar to the gnome or dwarf posts I made, but as you can see, I had some complicated thought processes I think may be of value to share. But the list of halfling traits I made is in the second half.

Tuesday, August 25, 2020

The lost art of the "Stable-of-Characters"

The infamous "Enigma of Greyhawk" is, I think, a metaphor
for all of OD&D. Because this game is batshit.
Look, I really love OD&D. It's so fascinating to me. I could gush constantly about all the weird shit I've found in it and the stuff I've learned about early D&D from it. But the Alexandrian already did that pretty dang well, so I won't cover that ground myself. If you want even more goodies, here is a good link-o'-links to get started (Philotomy's Musings are especially valuable). I do want to share this one thing, though. It's something that I slowly figured out from noticing weird stuff in the rules, and then I dug up some primary source evidence for. But even just the tale of its discovery, I think, demonstrates well the wonder of old RPG archaeology. And why I think it's one of the most important abandoned old-school avenues that needs to be explored further.

Tuesday, August 4, 2020

BRAVE Character Sheets

Finally got around to this part, since I always treat it as an afterthought. So here's the deal. In Brave, there are two character sheets. The first (link to it here) is for new characters up to level 3. As you can see, it's small enough that you can fit two on one sheet of paper. Anything that doesn't have a designated place on this sheet but that you need to write down, go ahead and jot it on the back.

Then, once you reach level 4, you've proven yourself a cut above the rest and have probably outgrown that old sheet. You have a decent chance of maybe not dying young, so it's worth it to actually have a full sheet. That's where this second (link to it here) sheet comes in.  I figured that, even though I'm adding a lot onto Knave, the majority of characters are still gunna be pretty disposable and won't need a full sheet.

I'll need to playtest these as well but they look promising. And anything on there that you might not yet recognize (the speeds, languages, whatever) are gunna be in the next draft of Brave so don't worry.


-Dwiz

Friday, July 31, 2020

Fifth Edition Downtime

I'm running a new 5E campaign in quarantine, and I'm trying not to get ahead of myself. But I'm also finally reading Matt Colville's Strongholds and Followers and I'm pleasantly surprised. It's very tempting to go all in and use. Demesne/domain level play is something I've always really wanted to try but I've never had the chance. I've never played more than a session or two of the oldest D&D editions (back when demesne play was just an assumption of the game) and even then, only as a low-level murderhobo. I've read some of the rules for getting castles and whatnot from BECMI and I'm not crazy about the old system. But the idea is really cool to me.

Actually, just doing a lot more downtime play is something I want a good experience trying. I think in my mind, it is one of the biggest elements that makes me really think of a game as a "campaign" rather than a bunch of one-shots strung together. I do, after all, basically just play a bunch of mostly-unrelated miniseries of dungeoncrawls and mysteries. I've never fleshed out a sandbox world that my players have the freedom to invest in easily. One of the things that makes downtime play really sing is a well-realized world full of potential. I tend to design isolated scenarios, but for a player to feel inspired to delve into the world and start moving mountains and making their impact feel real, they need a place that's got some jen-yu-wiiine verisimilitude.

This has been one of my design goals for Brave, and so far it's going fantastic. But I even want to try it for 5E as well. Like, I might even be able to trick my players into liking the Forgotten Realms if they get really invested. So read on for some bizarre ideas about how I might achieve this.

Thursday, July 30, 2020

Bugbears that Go Bump in the Night

I never liked Bugbears much. Always loved Goblins and I long ago fleshed out Hobgoblins into something I was so happy with they became one of my favorite races. But Bugbears didn't do it for me.

One visual re-skin later and now I love them. This does not fundamentally change much about them or their lore, but I think it "clicks" with me better now. Here are some images of Bugbears as they appear in my setting:

...more below...

Monday, July 13, 2020

Potent Potables

Here's a small one you can steal. It's going in the next draft of Brave but works great as a standalone homebrew. This is inspired by something Patrick Stuart once spitballed in (I believe) an interview I saw/read at some point. I've worked out the kinks and then fleshed it out further.

Potent Potables 

Characters can get intoxicated to temporarily adjust their stats. A character drinking alcohol loses an amount of WIS and gains HP equal to Xd6 - CON, where X is the number of drinks they have. If they reach 0 WIS, they become poisoned and have disadvantage on all checks. Every point of negative WIS incurred also gains one level of exhaustion. Characters sober up at a rate of 1 hour per WIS point regained/bonus HP lost. If sobering up reduces your HP below 0, you pass out and gain exhaustion.

Example: You drink 3 bottles of ale and have a +2 CON bonus. You roll 3d6 and get 1, 5, and 6. 1+5+6-2 = 10. You gain 10 HP and subtract 10 from your WIS.
These mechanics can apply to other potables as well! While “pure” potions and poisons exist, many consumable items instead have a tradeoff. Different items that affect the same stats will stack. Potables with this tradeoff are usually listed with the notation of “stat gained/stat lost” with their ratio.

Example: Alcohol is listed as: HP+1/WIS-1. This means that for every temporary hit point gained, a point of Wisdom is lost.

But wait! There's more!