Showing posts with label Charts. Show all posts
Showing posts with label Charts. Show all posts

Friday, December 7, 2012

Encumbrance: A Managed Resource

One aspect of a classic FRPG that is often overlooked or disregarded after the initial character generation is Encumbrance.

Encumbrance is the foundation of all movement and time based aspects of the game session.  It lets the GM and player know how much the character is carrying which in turn determines that character's movement rate which in turn determines distance traveled during a round or turn or day which determines when an encounter may happen or a resource or spell effect is used up.  Remember, a party only moves as fast as it's slowest character, which can cause all sorts of trouble during a dungeon delve or wilderness journey

As you can see, there is a lot tied into encumbrance but it is often something that is glossed over and estimated throughout a session by both players and GM.  There's nothing wrong with that.  Players and GMs have plenty to keep track of during a session; treasures, hit points, equipment resources, NPCs, quest clues, etc., and making encumbrance just one more thing to keep track of ends up being at at the bottom of the priority list, kind of like a dump stat. But I believe that every stat or ability is important and can and should be used in a game as well as encumbrance.

Encumbrance is a dynamic resource and fluctuates often; weapons picked up, dropped or armor exchanged and treasure gathered.  It changes more than most other 'managed resources' such as provisions or money spent or spells used.  Usually there is no place to recalculate a character's encumbrance and therefore movement rate on a character sheet which has always caused a problem with this very important rule.

I came up with an encumbrance tracking sheet for my Swords & Wizardry campaign and used it this past session.  It seemed to work out well and got all the players to constantly manage who was carrying what and how much coins one was carrying and what to drop in case of retreat and who wanted to stay spry and who didn't mind being bogged down.  It brought a whole different aspect of resource management that was missing from the game.  It didn't slow the game down a bit and added much more party cooperation at the table as they always thought about how weight would be divided up and ditching those 1,000 copper pieces.

No more unlimited weapons!  No more chests of thousands of gold pieces, accurate wandering monster checks!

I liked it and the players didn't seem to mind.

I used the Swords & Wizardry weight and STR/movement breakdowns which you should be able to use in almost any classic style game or feel free to use this format and come up with your own with what ever game you are playing.



Download PDF

INSTRUCTIONS
  1. Circle the armor that is being carried and used and figure the total weight in the black box.
  2. Circle the type of weapon(s) being carried and multiply the weight by the number of item being carried.
  3. General pack weight is considered to be 10 pounds which include rations, ropes flasks of oil etc.  GMs and players should make exceptions to extreme items being packed and add weight accordingly using judgement call.
  4. Figure amount of coins being carried and divide by 10 to determine weight.
  5. Add Total weight and compare to character's STRENGTH in chart to determine base movement.
  6. Adjust weights and base movement throughout session as needed.

Monday, September 26, 2011

Madness Chart

Exploring deep dark places can be quite trying to the psyche of even the most stout warrior. After being stressed in the confining tunnels of some rancid tomb and facing horrific death and beasts only believed to exist in nightmares can be enough to tip anyone's scales into madness. Toss in some mutant demon leaping from around the corner and they're carrying you off to the mad-house.

Here' a reaction chart for those failing any type of sanity save.

Madness Chart
d20

1. In Shock! Drops all held items and stands in a passive catatonic state. Totally helpless and useless.
2. Screams uncontrollably, attracts wandering 'guests'. Will attack anyone who is near or comes near him.
3. Runs screaming in a random direction, shedding items behind as he goes until he is completely without items or clothes
4. Begins raving and drooling.
5. Drops into convulsions and foams at the mouth.
6. Becomes paranoid. Thinks everyone is an enemy out to swallow his soul. A very dangerous person to be around.
7. Begins to talk to himself and is delusional. Looses connection to reality.
8. Looses all sense of self.
9. Becomes another personality (determine randomly or GM choice).
10. Begins speaking in tongues and becomes violent
11. The voices! The voices in my head! The voices tells him to do stupid and dangerous things. Not good to have in the part.
12. Becomes blind, deaf, and dumb.
13. Has an obsession with eating bugs and freshly killed things.
14. Urinates self and stands there helpless in catatonic state. Violently resist any attempts to move.
15. Begins clawing at own flesh. Sustains 1d4 hp damage every turn.
16. Can't stop pleasuring his/her self.
17. Begins hitting head against wall until unconscious (Sub-dual hp zero).
18. Starts sobbing uncontrollably. Becomes totally helpless and defenseless.
19. Seeks out the smallest, darkest place and refuses to come out (cave, nook, under a bed, etc.).
20. Believes the end is near and doom is upon us all. Becomes fanatical in this belief.

Remember any screaming or tantrum attracts wandering monsters.
These affects can last as long as the DM deems appropriate from a number of rounds (3d6) to a number of turns (1d6) .Quite and peaceful rest becomes the only cure.

Friday, January 28, 2011

Behind the Screen Part 3: Random Charts

It's always great to read how other DMs run their sessions and the tools that they use. In my previous posts I've touched on the rules and supplements that I use in our campaign and then I talked about the custom DM screen that I created.

Today I'm going to touch on one of the biggest aids in our sessions and those would be the random charts.

Randomness is almost the heart and soul of any good RPG and in a sandbox campaign I let the dice fall where they may. If I roll too tough of a monster for an encounter, the PCs better be smart enough to high-tail it out of there. Roll a hefty hoard of treasure guarded by a not so hefty monster, so be it - stranger things can happen.

In a sandbox campaign random charts can be a godsend as they can help flesh out, on the fly if needed, encounters, personalities, situations, reactions, cities, dungeons, treasures, names, magic items - almost anything that one might need.

If you've been reading this blog then you may know that I have given the campaign world just a broad-stroke and tend to fill things in little by little as needed in our adventures - NPC, situations, events, shops etc. Also, my prep time for sessions has diminished to almost nothing (though I do spend some time during the week fleshing things out in the back of my mind if need be but it's pretty minimal). So I've come to rely on the randomness of charts. It makes the game fun and surprising for the DM and the players. It can change the course of a dull session or open up new vistas of plot points that can be quite troublesome to the PC involved. A splendid time indeed!

With the interwebs and the fantastic community of bloggers, finding useful random charts are as easy as rolling for wandering monsters. There are soooo many great and creative charts out there that it's almost impossible to keep track of them all. Whenever I find a great random chart on someone's blog, I'll copy that material and paste it into a document (reformatting if necessary) so I can print it out and add it to my collection.

So here are a number of charts that I've found to be most useful in our table-top campaign. I've bound these all into a binder and pull certain charts out as needed.

Old School Encounters Reference - a must download!!

City Encounters for Swords & Wizardry (Matt Finch)

Tome of Minor Items (dragonsfoot)

Quick NPC Traits Checklist (DnDBorderlands Blog)

Adventurer's Ordinance: 110 Magical Items Part One by Jesse Muir

Adventurer's Ordinance: 110 Magical Items Part Two by Jesse Muir

How to make a fantasy Sandbox (bat in the attic)

Entering the City Taxes (Dungeons and Digressions)

Wilderness Encounters

100 Book titles Dungeoneering.net

Caster prices (OD&D boards)

Resurrection (Dragonsfoot - though I think I got this from somewhere else)

Guards at the Gate (Gothridge Manor)

Carousing Mishaps (Jeff Rients - a must have)

NPC Personalities (Black Gate)

Weird Room Stuff (Black Gate)

Quick Hex Contents Generator (Black Gate)

Slum Encounters (Black Gate)

Beyond the Black Gate Compendium 2009 (Black Gate)

And the new "What In The Hole" (Black Gate)

Unique Treasure Generation (Hack & Slash)

If you haven't noticed yet, Al over at Beyond the Black Gate has some fantastic resources and creates some of the best charts. A huge thank you to Al! In fact, I nominate him for a Master of Dungeons Award for 2010! (we really should create that)

Great Online random generators

Fantasy Name Generator
Meatshield: Henchmen & Hireling Generator
Dungeon Generator
Check out donjon; RPG Tools

I also use the treasure charts in the Labryinth Lord rule book, some charts from Basic Fantasy RPG and, of course, the trusty AD&D 1st ed. DMG.

This is by no means an exhausted list but these are some of the charts that I've found to be useful. If anyone else has some useful charts that they've created or run across, let me know and I'll add them to this list.

When next we chat I'll talk about the use of miniatures on our table-top.

Wednesday, January 19, 2011

I Don't Play Dungeons & Dragons Anymore

No I don't.

Let's face it. The stewards of the IP are hammering the final nails into the coffin of what the original game use to be. With their lack of focus on what the heck 4E is (is it Essentials, is the PHB(s) is it the "Red Box"), their total disconnection of all previous versions of the game, to their final 'Fortune Cards' (Hasbro/WotC call it the Pokemon Effect), the official game of Dungeons and Dragons is now something completely different and stand alone.

But that is not all. It has been talked about the blogosphere that Pathfinder is now outselling D&D 4E (see here, here and here).

Dungeons & Dragons is now just a couple of words that are loosing all meaning. Maybe not yet monetarily for some but the title Dungeons & Dragons is fast becoming a relic of the past. It use to be the best quick descriptor of what an RPG is. Many people have heard what D&D is having lived through the 80's even though they may not have played the game. The name Dungeons & Dragons has become a part of our pop-culture, a term used more as part of the background foundation of the history of RPGs than as a game - and that's it's only value right now.

And that's fine. I really don't care. I haven't bought an official D&D product in over 20 years so no money lost on my part.

So I don't play D&D anymore.

That doesn't mean that I don't roll my dice in my fantasy realms. The spirit of Dungeons & Dragons and it's creators has given us a game that can be what we want it to be and right now for me that game is Swords & Wizardry or Labyrinth Lord, or any of these other spin-offs and branches of the original game. Maybe for me it can even be Pathfinder.

WotC's D&D has too evolved and that's okay. The game was meant to evolve. Perhaps it will evolve itself into oblivion. But from this deep rooted tree has branched off an entire industry, sub-industry, hobby-craft, culture.

Besides, isin't everything just a house rule anyway?

So I don't play D&D anymore.

Again, to reward those of you who have read through this little rant I present to you yet another obligatory contribution to my fellow bloggers & loyal readers.

Out Of Dungeon Living Expenses

During a campaign, time outside of the dungeon tends to go by quickly. Below are charts to keep track of some general expenses based on the PC's chosen standard of living. These are very loose guidelines to help the GM deplete the financial resources of his party of adventurers. The GM should feel free to ad-lib these charts as he/she sees fit. Some daily expenses have been added for convenience.

Wednesday, November 10, 2010

Behind The Screen Part 2: The Screen

Part 1 can be found here: The Rules.

So after talking about what rules I use in part 1, today I'm going to look at every DM's crutch, the DM screen.

In the early days of my playing the hobby, I recall using the monochrome adventure module covers to separate my duties from the rest of the players. Mostly used to hide the dungeon map and the map key from the players, this separation has somehow evolved with Role-playing games and appears in some form in almost every genre of the hobby and in some cases a bit overkill.

I'm not quite sure where the Game Master screen came from, I don't recall reading about it in the Holmes blue rule-book or in the Dungeon Master's Guide but somehow, in the early days of the game, it became part of standard table-top paraphernalia. The earliest version I came across put out by TSR was around 1979 and came with 2 durable screens. This was for the Advanced version of the game. With the release of 1st edition D&D, the many complicated charts within the DMG and the Player's Handbook made it almost a necessity to have quick access to these finer points of the rules to keep the game flowing.

When I was a young 1st level DM at the ripe age of 10, I enjoyed that separation from the players. That barrier was something that I was able to hide my lack of knowledge of the game and my insecurities behind. Now days, I find that separation an annoyance. I like to be as much a part of the table as my group of players are. The separation now feels too distant.

Having said that, I do still have a screen handy. Again, it's only used to separate the map and the key from the players (only when I have to) but also house a few quick reference charts and rules. And like many things in my current campaign, I've created a custom screen.

Since my reliance on the screen is quite minimal I tried to make the screen as small as possible yet still 'hide' the map key and additional notes from the players. What I ended up with was an 17"X 11" screen. The main portion is a full 8.5" X 11" and it is here that I attach my dungeon map with tape or a clip. Since this portion changes often, it is not a permanent element of the screen, just a blank slate to be filled as needed.


On either side of this I have a 4 1/4" X 11" flap where I attach my game charts. These narrow portions have two functions, the first is to make the screen stable, the second is to have a quick reference to some of the rules and charts that I tend to use often within the game. I kept them narrow to keep the screen fold-able and compact as well as less of a barrier between me and the players.

I created the chart itself with two pieces of 8 1/2" by 11" black foam-core with one adhesive side. I cut one of those sheets vertically in half and attached it all together with black tape. The outside of the screen being the adhesive side, I attach various dungeon artwork taken from various rulebooks. I like the black and white as I find it less distracting that anything in color. It's just there for ascetic decoration at this point and I don't think any of the players even notice it anymore.



With our use of a rules-light game system (Swords & Wizardry) and using an ascending armor class combat system, the charts that I use on my screen are more for little rule tweaks or game additions that I've only placed there to keep the flow of the game going. Things like movement and encumbrance rates (always bog me down) and wilderness encounters and custom moral rolls. See the images below for what I've added to my screen.


Again, I tend not to use the screen unless I really need to, usually when the PCs are delving into some doom filled dungeon. Beyond that I like to join the festivities at the table and have a good time.

Now, all this doesn't mean that I don't have a full reference of charts compiled within a notebook to access at all times, 'cause I do. When running a sandbox campaign, all those charts are your best friends and I'll touch on those in our next installment.