26 April 2012
Megadungeon Mania
Murdundia and Monotheism
I think the first campaign setting I ever created for a role-playing game was the World of Murdundia for Dungeons & Dragons. It was a fantasy world loosely inspired by medieval Europe (as is typical), and it was dominated by a monotheistic religion strongly based on Christianity (which was atypical for fantasy games that were not Arthurian). It wasn't that I had any aversion to polytheistic settingsI was a big fan of the World of Greyhawkbut the desire of one of my players to play a paladin, coupled with the strong presence of infernal monsters in the Monster Manual, led me to envision a world closer to the historical Middle Ages than Middle Earth, the Young Kingdoms, or the Hyborian Age. (The fact that I once had the sun blotted out by a swarm of byakhee is beside the point.) The monotheistic religion was called Veritas (Latin for "Truth") or, less-believably (and less pronounceable), Veritasism. Its antithesis was diabolism (the worship of devils) and demonolatry (the worship of demons, primarily Orcus), both of which were at odds with one another. FrDave's Blood of Prokopius has caused me to seriously consider resurrecting this campaign setting. Polytheistic settings are great, especially when the pantheons are fascinating, but there is so much to be mined from all the history, literature, art, architecture, folklore, and cultural traditions of monotheistic medieval Europe that it would be a pity not to use it for at least one setting where paladins, clerics, demons, and devils are important. Murdundia might have to be one of my OSR projects. A better name for the religion might be in order, though.
24 April 2012
Of Wizards' Guilds and Mentors
My gaming group has always taken a rather relaxed attitude toward the acquisition of new spells by magic-users, partly because we never subscribed to the idea of training between levels. As soon as a magic-user gained a level, it was PRESTO! New spells! I presume the rules for training were designed as an excuse for lightening the pockets of adventurers (which seemed to be a major preoccupation of game design in early editions of D&D). Personally, if I'm worried that player characters are becoming too wealthy to be concerned about adventuring, I have more plausible and interesting methods to part them from their treasure. I must admit, however, that if any class had a good rationale for training between levels, it's the magic-user. Unless their only means of acquiring spells is by finding them during an adventure (a severe restriction reminiscent ofand appropriate toCall of Cthulhu), it seems there ought to be some explanation for how they suddenly gained access to x new spells.
Wizards' guilds are perfect for this purpose. A mysterious cabal of sorcerers united to protect their secrets and their fellow members, as well as to advance their esoteric interests (generally the gathering and safeguarding of occult knowledge), is the proper instrument for the guidance and instruction of magic-users. In any fantasy world where there are sufficient numbers of magic-users, this is the obvious place for magic-users to receive their training. Any town or city should have a wizards' guild, either secretly or publicly. Villages or hamlets, however, are unlikely to support such a guild.
The problem with magic-user training arises when the fantasy world has very few magic-users. So few, in fact, that there are entire communities, perhaps even entire nations that doubt they even exist! How does one get enough magic-users together to form even a single guild in such a world?
One could assert that all one needs is one's mentor to provide new spells, but there lies a host of other problems. What if the student surpasses the master? What if the mentor is faraway? What if the mentor dies?
In my fantasy campaign (IMFC), I have decided to grant all magic-users a special ability. This ability is not a spell and needn't be memorized. It is only used between adventures when the magic-user is in a place safe from immediate danger.
Astral Sanctum
All magic-users, beginning at the first level of experience, are instructed by their mentors in the discipline of reaching the astral sanctum. This is an ability that enables the practitioner, through a process of meditation that places one's body in a state of suspended animation, to travel in one's astral body to a pocket dimension that is accessible only to others who have received the same instruction. Each astral sanctum is the exclusive domain of a particular guild, and it is here that magic-users are inducted into the higher levels of their order and receive their new spells. The astral sanctum enables the far-flung members of guilds to share their knowledge and even convene councils though their physical bodies are many leagues apart from one another.
The astral sanctum does not confer any other extra-planar abilities and does not grant the ability to astrally travel anywhere except the astral sanctum.
The length of time required to gain the new spells due one's level whilst in the astral sanctum is one week.
Blogger Aside
21 April 2012
Clerical Spell: Sanctify Weapon
This spell conforms to the wisdom of Basic/Expert D&D and Labyrinth Lord in that creatures who are only affected by magic weapons are affected by any magic weapon regardless of its bonus.
Sanctify Weapon
Spell Class: Cleric
Spell Level: 4
Range: 0
Duration: special
This spell invests one ordinary weapon with a divine purpose: that of destroying supernatural forces of an alignment other than the caster’s. Specifically, it renders the weapon effective against those beings who are invulnerable to non-magical (or non-silver) weapons. The spell lasts as long as it is being used against such beings. If the weapon is ever used to strike any foe other than supernatural enemies, the weapon will become desanctified and the spell’s effect will end. This spell does not confer combat bonuses.
Lawful clerics may employ this spell against demons, devils, the undead, and hostile elementals. Chaotic clerics may employ it against angels and hostile elementals.
If the ninefold alignment system is being used, alignment opposition will be determined by Good vs. Evil, not Law vs. Chaos.
Magical Spell: Ensorcel Weapon
This spell conforms to the wisdom of Basic/Expert D&D and Labyrinth Lord in that creatures who are only affected by magic weapons are affected by any magic weapon regardless of its bonus.
Ensorcel Weapon
Spell Class: Magic-user
Spell Level: 2
Range: 0
Duration: 6 rounds per level of the caster
This spell temporarily enchants one ordinary weapon (or up to three small weapons, such as arrows, bolts, or daggers), thereby rendering it effective against foes who are invulnerable to non-magical (or non-silver) weapons. This spell does not confer combat bonuses.
19 April 2012
A Dearth of Magicians
Due to the rarity and, in some cases, disputed existence of magic-users, magic has not influenced the economy of the world, nor has it altered the boundaries of kingdoms, nor has it affected the lifestyles of ordinary subjects (as far as anyone knows). There are no magic shops where one may purchase magic items. There are no magical telecommunications services. There are no magical rapid transit systems. There are no magical strategic defense initiatives. There are no magically-powered factories. Any and all of the above would be possible if not inevitable in a world where magic-users are as common as they seem to be in some campaigns.
In most of my fantasy games, I prefer magic to retain its sense of wonder, and that means it can never be mundane. When magic happens, stomachs churn and hair feels as if it's standing on end. It becomes something to tell one's children and grandchildren. Troubadours sing of it. A magic-user by his or her very nature is a living legend.
The fantasy in my world is fantastic. One might even say it's fantastical... At any rate, fantasticality has consequences. One consequence is that adventurers will not have a reliable source of magical weaponry, which is very serious indeed when one considers the variety of monsters that are invulnerable to non-magical weapons. Another consequence is that it's deucedly difficult to join a wizards' guild when there aren't enough magic-users in any given area to form one (the absence of which may adversely affect spell acquisition). I shall attempt to address both matters (and any others that occur to me) in the days ahead.
Magic-User or Elf Spells
This thought, along with the observation that magical spells are listed in Basic/Expert D&D as "magic-user and elf spells," led me to consider making separate magic-user and elvish spell lists in order to emphasize their differences. I could say that elves just use druidic spells, especially if I don't use druids in my game, or I could just include druidic spells as elvish specialty spells, just as magic-users who belong to guilds will have access to guild specialty spells. That might be the best approach. Then if I decide to use druids, they would still have greater access to druidic spells.
For now, the rule will be: Elves may choose one druidic spell per spell level of each spell level they are capable of casting. These spells are actually magical in nature, and must be memorized in the same manner as their other spells.
17 April 2012
Monster: Dire Beastfolk
Dire Beastfolk
No. Enc.: 2d4 (5d12)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: by armor type
Hit Dice: 1+1
Attacks: 1 (bite or weapon)
Damage: 1d6 or by weapon type
Save: F1
Morale: 10
Hoard Class: XXI
XP: 15
Dire beastfolk are inherently vicious humanoids whose minds and bodies are warped by the powerful dark magic that spawned them. Believed to be the result of an unholy merging of beast and goblinkind, they were created to be slave soldiers, and as such their culture is entirely militaristic. Most dire beastfolk appear to be an indeterminate mix of various beasts with goblinoid features, but a few exhibit a singular (though goblinish) beast nature, such as that of the bear, great cat, mole, rat, wild boar, or wolf. Their lairs usually consist of barracks in the forts or strongholds of their masters, although there may be independent tribes of dire beastfolk who became free by virtue of the death of their masters, in which case they might inhabit caves or ruins. They are typically armed with pole arms, morning stars, or spears. A minority are armed with crossbows. Typical armor includes padded and leather, with a shield for those not wielding two-handed weapons (AC 8, 7, or 6). Officers, chiefs, and sub-chiefs have 2+2 hit dice, wear laminar armor, carry a shield, and wield a sword or scimitar (AC 3).
14 April 2012
Combat House Rules
Just as a mounted attacker charging with a lance causes double the normal damage to an opponent, a defender armed with a spear or pike set to receive a charge causes double the normal damage to a charging opponent.
In any clash in which a mounted attacker is charging with a lance against a defender armed with a spear or pike set to receive that charge, both attacks are handled simultaneously and any resulting damage is dealt simultaneously.
Up to two ranks of spearmen or three ranks of pikemen in a single file may attack a single foe. If there is room for multiple files and the foe is large enough (such as a large monster), additional files may also attack the same foe.
Shields are useless against flails. A shield confers no armor class bonus when its bearer is attacked with a flail.
An attacker armed with a pole arm may opt to strike with the intent of dismounting a rider rather than causing damage. A successful hit indicates that the pole arm has hooked part of the rider's armor.
And, as I mentioned previously, wielders of two-handed weapons may not use shields, but are not otherwise penalized.