The result thus far of renovating and revamping
There are scores of excellent books I’m still waiting to get
my hands on. When our new abode is made livable at the end of this year, I plan
to begin slowly stocking the library, which will be the main feature of the
house, with books I’ve put off buying for years because of lack of space. My
wife has generously allowed that I might purchase a few volumes at a time,
though, and store them in boxes until they’re ready to go on the shelves. Of
course, the first several will be of a medieval nature and intrinsically useful
in D&D.
I’ll be the first to concede that my fascination with the
Middle Ages approaches fetishism. Toward the end of the Minoa campaign, the Ancient
Greek setting nearly exhausted my inspiration for ideas. Part of the difficulty
is that Ancient Greeks wouldn’t be after the same sort of rewards D&D
usually encourages—the New Argonauts makes this clear—but would be in the game
for feasts, favours of the gods, and the glory of their city-state. Pillaging
for profit was simply out of place. In that campaign, we ended on a cliffhanger,
and since one of the players leaving that campaign to return to his native
Canada has expressed a desire to play again when he returns during vacation,
all of the details will be waiting on the shelf so that we can resume that
adventure where we left off. The Minoa campaign can be continued with the core
players, then, but on a very sporadic basis.
The reconstructed regular campaign will start in
fourteenth-century Shropshire, for which the creative well is currently
overflowing. It will also allow the party to translate certain characters they’ve
already created for a medieval setting but didn’t really get to use. I know my
players well enough by now to know what might capture their interest, and I’ve
devised a binder full of adventure hooks that, if used, will take them not only
through several levels but across the European continent as well.
At the start of the Minoa campaign, I read the ‘Opening
Module’ from How to Play a Character, which made
it clear that the party could do whatever it wanted, that they were in control,
not the DM or any forces of nature or supernature, and had absolute freedom and
the consequences thereof. I think it essential, though, that it also be
impressed on the party that Ciropesyre is safe,
relatively speaking: It is their home, and that if they burn their bridges they
will have no haven or homeland to which to return, and that this would be a
great loss to their characters, which translates into a gigantic pain in the
arse for the players. When they gain sufficient power and prowess by
adventuring throughout the shire, I expect they would first travel around
England and then venture beyond the islands, where they would find a plethora
of things they hadn’t in the homeland, not to mention engaging in increasingly ‘epic’
adventures.
Map of Europe from the Altas Catalan, drawn in 1375
The Holy Roman Empire would have things like blast furnaces
for the manufacture of plate armour, with the main industry in Milan; exotic
drinks made with hops or distilled; forests with halflings, dwarves, and elves;
and new and more powerful weapons. In the Kingdom of France, the party might
see gunpowder in action, particularly at the coast as the country wars with
their own; exotic perfumes and wine aplenty; and conveniences like oil
lanterns, highly unpopular in England because the cold weather would cause the
oil to congeal too much to be useful. The Kingdom of Castile would be home to
powerful magics and arcane arts synthesized from Arabic and African influences.
In Hungary and eastward would dwell orcs and gnolls; in the lands beyond to the
east and south would be all manner of bizarre creatures our lads from Ludeforde
could scarcely imagine.
In the past couple of weeks I’ve had more ideas than ever,
and can taste the delight in holding back and starting out small, since too
much weirdness too early wouldn’t make sense, and can imagine a number of paths
the party might take. Everything that could unfold, of course, will remain unknown
for the time being, and the remainder of this post will focus on things that
the players and I discussed at length at the beginning of the final Minoa
session.
Suggested Changes
I’ve been convinced that closing the shades and shutting out
distractions from the outside world would improve the game. Now, the player who
suggested this used to play in a basement, which, alas, isn’t an option in
Japan. In my new house, of course, I can do whatever I want, and that includes
setting up a salon for which my wife is already sewing some heavy brocaded curtains.
Eventually the walls of that room will be reinforced and plastered with slabs
of uneven stone, with a pair of crossed swords above the fireplace, and general
décor that minimises the 21st century as much as possible without
detracting from the game (in other words, we’ll still be using computers); but
all this is a bit far off for now. As soon as we move in, though, we’ll at
least have a table, which will allow much more space for players to spread
their material in a way that facilitates focus on the game more than sitting on
the floor of my music studio.
I’ve also been persuaded to reduce the use of music. I’ve
often allowed period music to play during the game, not to attempt to orient
players’ mood, but rather to instill a sense of setting. It’s been made clear
to me that sound effects—which I’ve linked extensively in YouTube—would
accomplish this much more effectively, and that music should be limited to
occasions when characters are likely to hear it. This, in an adventuring lifestyle,
would be very seldom, and would be mixed with town or tavern noises. Using
sound effects would also eliminate the need to constantly remind players of
things like their characters being soaked by a thunderstorm.
Level and Ability Advancement
We still like the idea that gaining a level means only that
THAC0 and AC are improved, but the idea of level being tied to proficiencies
was argued against. The proposed method is the gaining of proficiencies by
finding a teacher or opportunity to learn hands-on, which entails considerable
expense of time and money. It won’t be easy, but at least one player insisted
on it because it’s more realistic. I like it because it forces the characters
to slow down in their campaigning, spending several months learning new skills
between adventures.
The way I conceive it, each proficiency would have a basic
predetermined chunk of time it takes to learn—generally six months, I think—after
which time the player will roll the character’s relevant ability score as a
proficiency check to see if he has learnt the skill. If not, he must spend half
that time again, paying and staying, before rolling the check again. If he
still hasn’t learnt it, the next check will be made after one month, and every
month thereafter until the proficiency check succeeds, meaning the character
can be considered proficient.
Since cost of education and time required would have some
variation depending on the skill, there is leeway for negotiation that can be
role-played.
Another point of contention the resolution of which I’m told
would increase player interest in the game and investment in their characters
is the opportunity to raise any of the six basic ability scores. Previously,
our house rules had stated:
Dexterity and strength can be increased through physical conditioning, unlike the other abilities, which are more or less innate and unchangeable. On this logic proficiency slots may be used to boost DEX or STR scores. When a PC reaches a level at which he gains an additional weapon proficiency slot, eh is allowed to use it to gain one point of either STR or DEX if he chooses, instead of an additional weapon proficiency.
An alternative system proposed is that certain experiences can have an effect on any
ability score. One way to implement this is for the player to optionally record
on his sheet, next to each stat, a small number of cumulative points each time
he has a type of significant experience. When those points reach 100, the stat
in question is raised by one. The increments are purposely small so that it is
difficult to raise any stat, just as in life. A chart for relevant experiences
might look like this:
Stat
|
Condition
|
Points
|
STR
|
Very lucky feat of
strength
|
2
|
Farming, per month
|
1
|
|
Manual labour, per
month
|
1
|
|
INT
|
Solving a problem
crucial to adventure
|
1
|
Comprehending a
difficult work of literature
|
1
|
|
WIS
|
Solving a moral dilemma
|
1
|
Spiritual insight
|
1
|
|
Birthday
|
5
|
|
CON
|
One month without
skipping a meal
|
1
|
Running feat
|
1
|
|
Sexual intercourse
(max. gained per week)
|
1
|
|
Successful resistance
to infectious disease
|
2
|
|
CHA
|
Successful persuasion,
per success
|
1
|
Befriending a local
lord
|
2
|
|
Befriending a regional
lord
|
5
|
|
Befriending a noble,
such as the king
|
10
|
|
DEX
|
Half hour daily
stretching, per month
|
1
|
Winning combat
initiative that leads to critical hit
|
5
|
The obvious problem with this system is that it requires an
amount of bookkeeping that strikes me as downright ridiculous, and some of
these things are so vague as to lead inevitably to distracting plea-bargaining.
While I like the incentive for a player to attach significance to his character’s
birthday, for instance, I’m not convinced this is the best way to go about
that.
I’m sympathetic to players who don’t want to go through the
hassle of keeping track of all these numbers when they could be devoting that
mental space to strategy and success at the adventure at hand. Why not just
take a cue from the Aedenne House Rules and have players roll 2d10 for their Prime
Requisite each time they gain a level and accumulate those points there until they
reach 100? After all, it makes sense that a fighter is going to spend his down
time training to improve STR, a mage studying to improve INT, a bard doing
whatever it is that increases CHA, and so on. This seems to me an infinitely
more manageable and logical system, but I’m still open to debate.
Hit Location
The last thing I’d like to suggest for today is improvements
to hit location. I’ve talked about this before and suggested that melee weapons
can sometimes strike the groin; it is exceedingly difficult to hit someone in
the foot during melee combat. I think the current hit location die is fine for
projectiles, but a different die should be used for melee combat. Since no
pre-made die exists that I know of, I would use a d20 assigned with a body part
for each number like so:
Hit Location
1.
Scalp
2.
Face
3.
Neck
4.
Right shoulder
5.
Left shoulder
6.
Right upper arm
7.
Left upper arm
8.
Right forearm
9.
Left forearm
10-12. Chest
13.15. Gut
16. Right hand
17. Left hand
18. Right leg
19. Left leg
20. Groin
Consequences could be grisly. The chart would have to be
pinned in a place where everyone can see it easily, just as the critical hits
tables should always be open during combat; we shouldn’t have to flip through
the House Rules every time.
All this is also a reminder that I really need to perfect my
understanding of all the game mechanics related to combat, which has always
been a weakness in my DMing. I’ll get right on that as soon as I’m done having
a ball with all this historical stuff.