Wednesday, December 23, 2020

Old School Renaissance or D&D5e; I love them both

Through some channels I’m in I often hear a boasting of people how they are lucky they are playing OSR and despise anything that has to do with D&D5e. I’m glad they’re feeling lucky and happy with the games they are playing, but I feel no need to kick other games down. I’m writing this article from a perspective of someone having ran many D&D5e games and having played and ran in many sessions that fit within the OSR. I love both mindsets of gameplay, and they are very different from each other, but they can still co-exist.

I see D&D5e much as a game that revolves around the character sheet, more than about the personality of the character. The 5e character has a lot of abilities and there is a lot of choice in what you want to do and can achieve during encounters. The pure range of all these possibilities is what attracts me to D&D5e, but, mostly during combat encounters, the games I’ve played in devolve into ability uses. The storytelling halts there; only the DM that recounts what happens is still interested in weaving all together and creating a single story out of it. Most players are just happy to roll the dice and say what attack they will use.

In the OSR games I’ve played [Low Fantasy Gaming, Maze Rats, Mörk Borg] you often lack abilities (and health) and are encouraged to use more of the environment and all the little things that can grant you advantage in combat. The players always look for other options, whether talking, shoving, grappling or stealthing, instead of engaging directly with a weapon. The storytelling is often done by players and DM alike during their turn.

I like the many abilities and choices that 5e gives and I think they could add a lot to the story. Meanwhile, I also like the searching for other means of engagement in OSR. In this article I want to see if the two can be brought closer together and what happens if you take the story-heavy progression of OSR and put that in 5e, and what happens if you take the many abilities and try to fit those in Mörk Borg.


I would like more story-heavy progression in D&D5e


This is true for me. A D&D5e character often takes a rest in a safe space and would find them self leveled up, full of new abilities and spells to use. With that last monster they killed, they has enough experience to gain those new powers. I’m not sure how they do it, but it’s a magic world. I’m going to suggest some things to make a character progression in 5e more believable, suggestions that would be found in the OSR community. After that I want to look at the character progression of one class and see how that fits.

– First of all, I think most characters would need a mentor of some kind. Someone to learn them the skills and tricks of the trade. You wouldn’t be able to progress if you don’t take the time to learn. The positive of this is that a mentor would teach you (in return for something?), but could also pose as a villain or ally later on as they already have a bond with the character. Negatives of the mentor are that it can cost a lot of focus on one particular character, while the rest sits idly by. Also it can take a long time for the players to reach the mentor if they are out in the Wilderness. The first negative can be caught by doing it in a personal downtime session, should you have time for that. I don;t think the second negative can be countered, it’s just how the story could be.

– The mentors can send characters on quests to retrieve items for them, as payment for their teachings, or could ask for a large sum of money (as economy in 5e is awful). They could also send you to places where you could learn more skills: think about pointing you towards a spellbook with great powers.

– I would keep the mentors around from 1st to 5th level. After that the players are mostly on their own. The mentor could come back later, after around level 14, to aid or destroy the acolyte they raised.

– Between 5th level and level 14, the players should be auto-didactic and should come across places and items that teaches them new skills. I would suggest making some spells and abilities only available in certain places and cultures. This encourages travel and seeing more of the world and also limits the abilities a small bit and adds story to them when they finally learn the power.

– I think between 5th and 14th level, the players should settle somewhere: a place called home. Even though they wouldn’t stay there often, it could attract people that want to serve as teachers and it could serve as a place for experimentation. I’m a big fan of the idea of a stronghold, whether a keep or a temple or a wizard’s tower. That should help them increase their powers too.

– When reaching High Level, their powers must come from a powerful enemy to beat. A nemesis. Or maybe as a gift from a God if you helped him. It should become much more rare to gain a new ability.


That’s what I propose for character progression in 5e, which will slow it down by a lot, but also make it, in my view, more interesting. It still doesn’t solve the combat problem though. For that, I have other ideas, which I will explain in a later blog post. It’s about terrain and environment to use within the 5e mindset, and I’m planning to write a whole book about the matter.


How to add more (combat) abilities to the OSR

I would like to see now how I could add more abilities to use in combat, to a game like Mörk Borg. I think the most important thing here is to start from the premise of ‘story is most important’. I think the Unheroic Feats in the Mörk Borg Cult: Feretory zine, is a good example of how you add more interesting powers to the characters by strengthening the story. I would like to propose a different, but similar form of progression for Mörk Borg.

Every class and character has it’s own weird habits like cursing to everyone, or collecting teeth, or doing other possibly detrimental things. I think it would be fun to explore that concept, which is written in the backstory, and really build on that.

A person collecting teeth could become an artisan of teeth. He now has enough (after an event) and wants to craft something out of it. Or the person could be really good at seeing how much a tooth or fang would be worth. In both cases, they could now gain a small benefit that is based on their story progression.

The person who is cursing, could become famous for the curses that no one heard before, and invited to a party to be entertainer. Now they have a contact, which is story progression and helpful.

Anyway, I think the Unheroic Feats of Feretory are great and do most of this already. Take a look at them, make more of them and make lists of small story progression steps players can gather during their games. I think that will increase the range of possibilities for OSR games.


Conclusion:

I like the mindsets of both OSR and 5e and I’ve tried to come up with some ideas to apply to the other side. I hope you liked this post. I’m looking forward to telling more about my ideas for making 5e combat more story engaging to players and DMs. I might add another post on this topic later though. 

Saturday, October 13, 2018

My creative journey and my creative journals


Hey everyone,
I wanted to take some time today to talk about my creative method of taking notes and distilling ideas to the core. I think it’s interesting, especially for myself, to have some insight on how I am using my bullet point diary, my DM journal and my computer notes together. I think this can be greatly improved, but it’s working quite well for me already.
I always carry multiple journals with me when I go out of the door:
·         My DM journal, most important and gets the bulk of my writing. In this I write ideas and encounters for games and for this blog and I doodle some interesting locations. I have filled my first DM journal now in about 1 year and 3 months (but most of it was done the last 4 months).
·         My creative, bullet point diary. I have one notebook where I keep track of my ideas, what I’m working on, what I’m thinking about, what I’m enthusiastic about or not. I really like this concept, because it makes me feel accomplished if I’m thinking of a lot of ideas, even if I don’t work them all out. Also I can flip back and see what ideas I have forgotten and why I’m not working on them anymore.

·         My computer notes are just random and I never look at them anymore. But sometimes I find some interesting things when I do search for something.

Basically, the bullet point diary gives a quick overview of what I’m thinking of and toying around with. My DM journal is to work those ideas out in practical use, while my computer notes are to work things out in great detail.  
What I would like to do more often is to go back into my journals and see what inspires me in these journals and what is not inspiring to me. The diary helps me to give a quick overview to see what I was enthusiast about, the DM journal can help going into more detail about these topic, while I make notes of my favorite inspiration on computer notes. This helps me boil down the likeable subjects to a bare minimum and start building on those core items again.
I’ve done this before out of some ideas I was toying with and this is what the core looked liked:

Things I like:

·         The Three Brothers - The inn is also used as the chapel twice a week.

·         Mirelwade – village on an island in the river Mir (Common)/Mirlan (Elven)/Meir (Dwarven)

·         Illan’s Ignited – A secretive group of elite individuals that try to become magical cyborgs (transhumanist).

·         Dreamsalt - A mineral that makes you have the best dreams, but can have side effects.

·         Arawynn – The God of Dreams and the Otherworld.

·         Glim – The God of Sun and Coin

·         Bludge – The dead Orcish demigod of Music.

·         The Mirage - A Pilgrims path

·         Gwinel – A cleric of Glim, also part of the Illan’s Ignited, who is always interested in magical items, and identifies for some coin/trade.

·         Trasler’s Wealth – An adventurer’s Kingdom and City, led by Treslar, the Adventurers-King.

Friday, October 12, 2018

Lish-Ahab: Inktober map


Here are the next nine regions of my Inktober challenge, made into the continent of Lish-Ahab. It ended up a bit more rectangular than I wanted and there are some empty spots that still need to be filled, but I’m pretty content with it. My scanner broke and I had to work from pictures made with my phone, but I hope the drawing is clear enough. I will continue with an explanation of this continent underneath the drawing!



Let’s start at the top-left. 
  • Baladur is a farming kingdom, quite isolated on the western edge of the continent. 
  • It’s locked off from the rest by the Drow of Drim, that live in the mountain area there. 
  • In Hushlim, there is a fight between the Necromancer mages and the Arachnomancer mages. One are summoning skeletons, while others commanding spiders. Not a nice place to be. 
  • Below that is the endless steppes of Tharkas where the Orcs live. The Orcs used to have a blossoming empire and society, until their Demigod Blutch was killed in a fight.
  • The Green border is an elven colony from the time of the great battle.
  • Just like the half-elven Pearl Coast.  
  • Thomdarr, losing the battle to the Orcs, called in the Elfs to help, but the Half-Elfs settled in Pearl Coast and never gave it back to the Dwarfs of Thomdarr, which makes it an unsteady alliance.
  • The Moving Hills are where the nomadic Halflings live. 
  • Grath is where the Goblin kingdom/tribelands are. 
  • Nobody lives in the Monolith Sea, but it is said that the Monolith Dwarfs ascended from above at that place. There are a few islands with monoliths over there.


Next up is Ravinol and Boulin-de-Ravat, an Elven Empire and a Human Empire, on the continent of Raqda. I will post them in a few days.

Tuesday, October 9, 2018

Living gardens of Elslo



The living gardens of Elslo are fabled. In ancient times this was the domain of a wizard or king that built a tower in the midst of a blossoming garden, alive with creatures. Now the garden is still there and many try to get into the tower. It's not an easy task though.

The gardens are surrounded by:
  1. A 15 ft wide canal with murderous fish
  2. A 15 ft high stone wall
  3. An arcane force-field and lock
  4. An overgrown iron fence
  5. Thorn vines that grow incredibly high
  6. A 3 ft high marble wall, easy to hop over.

The gardens are alive with:
  1. Stickmen
  2. Dryads
  3. A yellow moss creeper
  4. Ettercap
  5. Violet Fungi
  6. Grung

You encounter in these gardens:
  1. A tree with confidence boosting fruits (+1 cha til you rest)
  2. A well leading to underground tunnels
  3. A half-eaten body of a knight
  4. A magical circle out of gold and silver coins on a tree stump
  5. A boulder with a small buried treasure underneath
  6. A tabaxi rogue climbing the tower

In the tower you find:
  1. The skeleton of a princess, flesh stripped from the bones
  2. A sarcophagus of a wizard
  3. The treasury of an ancient king
  4. A magical talking orb floating, demanding you do a quest for it

Saturday, October 6, 2018

Monolith Dwarfs



The great monoliths that stand between the mountains, on the plains, in the old forests, were built by Dwarfs. They carved their runes deep within the pillars, sometimes making entrances and rooms within. Some of the monoliths rise up to 60 ft high, while the highest that I encountered was about 110 feet. These strange pillars resonate the thought of the ancient Dwarven kind. Dwarfs have lost the ability to craft and enchant them since. We call these ancient folk the Monolith Dwarfs.

The Monoliths are:
1. Hard wooden pillars, almost stone, 70 to 140 ft high, thick, the bark of this pillar releases and an ancient dwarf is buried within.
2. Stone pillars, 50 ft to 120 ft high, thin, each is inscribed with a story and a spell. Dangerous spells can be stored within the monolith.
3. Golden edged stone pillars, 40 ft to 110 ft high, cube, holds a powerful entity that belonged to the ancient world.
4. Stone pillars, 30 ft to 100 ft high, thick, made as an artwork to celebrate their civilization.
5. Ivory pillars, 30 ft to 60 ft high, real thin, made out of different parts of ivory, transponder to call the stars. Witness a meteor shower if you find one.
6. Diamond pillars, 20 ft to 50 ft high, thin, The monolith is built around a portal.
7. Stone pillars, 40 to 110 ft high, cube, the walls within are a spellbook.
8. Copper pillars, 30 ft to 120 ft high, thin, made to channel and store electric energy.

The Monolith Dwarfs were:
1. Jolly people who put a large emphasis on community building.
2. Always in war against the terrible creatures from beyond this world.
3. Clockwork fanatics and engineers of electrical spells.
4. Giants, compared to modern Dwarfs, who put effort in building architecture.
5. Cousins and friends of Elves until humans drove the two apart.
6. Bright wizards slowly corrupted by Earth Elementals.

The next monolith is:
1. There is a trace within the inner chamber to where to the next monolith stands.
2. The temple library has a book about the monoliths, but it’s closed off for everyone.
3. You can trace the ley lines to the next monolith,
4. There is a map of monoliths deep within the underground city of Thon’cui.

Thursday, October 4, 2018

Waldenar: Inktober map


Hey everyone, I wanted to post this yesterday, but I found myself unable to do so. Here's my first three inktober maps though, combined into the continent of Waldenar.


I wrote some text about this continent, which I will post here.

Three regions in Waldemar are:
• The Old Waldayan Empire/The Western Waldayan Empire
• The Reign
• The Deep Lands

The Old Waldayan Empire is the western part of the Empire. The capital lies on Waldenar, just like several other towns andere cities. There is a road built between these:
• Wyr, the capital of the Waldayan Empire. Lies on an inland bay with access to the sea. 
• Raltir, the second city of the Empire, with close access to The Reign and a river that brings you to sea.
• Thevon, this town in a major port to Eastern Waldayan. 
• Deepwind Heights, built on a cliff, many mages and nobles make home here.
• Aldris, a crossroads town between Wyr, Raltir and the coastal towns. Important for land trade.
• Orsis, built next to the delta, this town is great for adventurers.
• Elm, an elven town in the forests. They live isolated, but accept travelers.
• Horn, at the west coast. Also called: the town at the end of the world.

Next to that there is the ruined elven town of Windolas that did not accept the rule of Wyr. It's located in the south-east.

The Reign is a mountanous area in the middle and north-west of the continent. Many dwarves live in these mountains, they trade with but are sometimes to hostile to the Empire that is encroaching. There are two empire outposts in the Western side.
• Jal'gabur, the dwarven city is located near the Deep Lands
• Ar-thotr, on the border to the empire. Trades minerals.
• Jal'folom, town near Deep Lands, isolated.

• Yurth, Empire outpost on the fjord
• Elth, northern Empire outpost that is attracting adventurers lately

• Free city of Thuvelis, on the north coast. Thiefs and exiles here of all ancestries.

The Deep Lands have once been scarred by magic. Now dust storms blow into large chasms. There are two cities, two ruins and a weird tower here.
• City of Sandwatch. Hosts the Sentinels of Sand, paladin order.
• Town of Lightpost, a town built by recent colonists that want to travel deeper and further.

• Whisperbeach, ruins of a town. Citizens travel the wastes now.
• Hillview, located within an ever going sandstorm. No way in and out normally.

• Tower of Gulliner. Gulliner was an Earth evocation mage but his power collapsed the ground around the tower. 

--

I am now busy with the continent of Lish-Ahab, but it consists out of 9 regions, so it will take a lot more work!



Monday, October 1, 2018

The Ledger of Merchant Rulm



Rulm always wanted to be an adventurer. But with many threats looming on the horizon, he started a shop in town with adventurers gear to equip them for the battles ahead. The heroes never came and the shop became a meeting point for locals. Rulm started to sell iron tools and other items and the equipment disappeared into the storage. There is still one glass case for magic items in a corner of his shop.

In Stock
Roll 2d10. The number you roll determines which items he has (the first d10 for the shop, the second for the storage). For example if you roll a 7, he has the horse shoes (1) to the leather gloves (7).

In the shop he shows:
1. 20 horse shoes
2. Hoe
3. Manacles
4. Climbing gear
5. Woolen cloak
6. Three well-crafted barrels
7. Protective leather gloves
8. Halberd
9. 2 potions of health (in the glass showcase)
10. Wand of Bless (in the glass showcase)

In the storage he owns;
1. A small cart
2. 10 torches
3. A barrel of Holy Water (old)
4. A piece of waterproof fabric
5. A masterwork short sword
6. A locally-crafted longbow
7. A half-plate armor set
8. 20 flaming arrows

Buy
Rulm is happy to buy from adventurers and will go long ways to do so. He has no use for most gear, but if it’s reforgeable or can be used in different ways he will look into buying it. He has a stash of 300 gold to buy from.

Adventurers
Adventurers are always welcome at Rulm’s Shop, and get a discount if they help the town with the threats. The discount is:
1. 5%, but you get an extra torch with your items.
2. 10%
3. 15%
4. 20%
5. 25%
6. 25%, but you get an extra torch with your items.