Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Saturday, February 3, 2024

Let’s talk about Poison in your Old-School Roleplaying Game

 


 

Nothing instills more dread to a high level character than hearing “make a save vs. poison” knowing that their character has a chance of death. Now of course this can be dependent on a variety of factors such as race/class, Constitution modifier, or even if the referee throws you a bonus for something. But still, DEATH is permanent (usually). This type of save is quite fun and exciting at low levels, tying into an enjoyable level of “lethality” in old school games where punishment is expected.

However this can feel more punishing and less fun if your campaign has been running for years and some characters who have taken on the scars of dungeon delving and high adventure can suddenly eat it and die. Like if Sir Mighty has endured many blows to the head to rest and recover due to having an accumulated 8 hit dice worth of hit points but as soon as he drinks the wrong potion he is done. So much for reaching name level! Hope your henchmen also survived!


I do like save vs. poison as written, especially in the context of low level player characters or convention play. What makes those situations different from a longer term game is that they are low stakes so immediate death is exciting! And it's also great because you can easily roll up a new character at 1st level or the referee at the convention hands you a new character. The home campaign where your players have invested in their characters and the campaign setting feels more like a sneaky “gotcha!” that Gygax was quite fond of that feels unsatisfying; especially with 50 years of reflection into the hobby and game theory. There are countless house rules out there that seek to “fix” this problem with poison, including the one I published in Demesnes & Domination. Again, I don't think immediate death is a problem in a variety of contexts and I truly think it adds plenty of excitement. I just don't think it scales well for high level gameplay. So let's take a look at a variation of Save vs. Poison and its function!


My main design focus for this is to touch on a couple of ideas

  • Strength: Keeping Poison lethal especially for lower level/Hit Die PCs, NPCs, and monsters but a chance to recover from it at higher levels

  • Time: Making poison time sensitive by having it continually harm over a duration of time until it is treated, much like how “bleeding out” can work in RPGs.

  • Variables: Make poison customisable with weak and strong poisons as an option, allowing it to be scaled up or down if desired. Players can craft poison along these parameters as long as they have the components to do so.


Here is Poison as described in Demesnes & Domination:


“Poison deals 1d6 of continuous damage every time the target fails their poison save per round. Any successful save will then stop this ongoing damage. Once a target’s hit points reach zero,  they are considered dead unless they receive antivenom or the spell  Cure Poison within a number of turns equal to their Hit Die. 

  • Example: if a target with two hit dice is poisoned and drops to 0 hit points, then they have two turns (twenty minutes) to be cured of it otherwise they die completely.

  • Alternatively, the referee can rule that poison deals a flat 6  damage per round to increase the lethality of poison, as depicted in the original game rules. Applying poison to an item such as a weapon, drink, etc. there’s  a 5% chance that the person handling the poison will accidently  poison themselves as well. This range increases to a 10% chance  of being done by an individual without specialized knowledge of  poison and the use of them as determined by the referee.


Low HD monsters, NPCs, and players still have a chance for a quick  death by poison as per the original rules. Any target with less than 1  hit Die will immediately die regardless, which is most Normal Men as  well as monsters with 1HD-1.”


Let me explain my rationale:

  • 1d6 damage was chosen because a d6 is the average damage done in OSR games, with OD&D having it be the only damage form. It is also the midpoint between a d4 and d8 which are the PC hit die range and most weapons as well. I figured this would scale well as an average for damage. Plus, low level PCs have a chance to succumb to poison as originally designed or at least take a notable hit to their hit points.

  • Per Round was added to allow for multiple chances for both saving and taking damage while under a familiar structure of combat where poison attacks are likely to happen. The 10 second round also allows for a more time sensitive pressure to solve the problem of poison Meaning, every failure means a d6 of damage is taken until there is a success. I chose rounds to give a sense of immediacy for recovery whether by magic, consumable, or an eventual success. Succeeding is inevitable, especially for higher level players, but its more of the damage they took from the damage, making the players figure out their resources to aid with recovery.


Using these bases, referees can choose to make poison more powerful, such as 2d6 damage, 3d6 damage, etc or have slow acting poison where the PC makes a save every turn or hour. I also rule that any monster that deals poison deals a number of d6s equal to their hit die per round. Meaning that a 1HD Pit Viper would inflict 1d6 damage of poison per round while a 8HD Green Dragon’s gas cloud will deal 8d6 damage per round. Other methods of poisoning such as a spell like Cloudkill will deal damage equal to 1d6 per caster level.

 


 

Crafting Poisons is based around having the following:

  • Knowledge: The player seeking to make poison must learn how to make it, similar to a magic-user trying to find a new spell in a spell book or the PC can hire a specialists like an alchemist or assassin to teach them for 500gp

  • Crafting Material: the PC requires 6 “harmful components” and takes 3 hours (1 hour per 2 components) to process the components into a usable dose of poison.

  • Crafting Success: The PC succeeds one making a dose of poison on a 1-on-a-d6, with a chance of accidentally poisoning themselves on a 6-on-a-d6. Any positive Wisdom modifier is added to the success chance (a +1 mod means a 1-2 on a d6 is a success) while a negative wisdom modifier increases the chance of self poisoning (a -1 mod means a 5-6 on a d6 is accidental ingestion) any base result of a 2-5 is inert. The check is made after the components and time have been used to craft. Specialized classes such as the Alchemist or Hexer use their crafting percentage skill instead.

  • Concentrated Poison: Players can make the poison more powerful by increasing the amount of components required. Making a dose of poison that deals 2d6 requires 12 harmful components and takes 6 hours to make, a poison that deals 3d6 requires 18 harmful components and 9 hours to craft, etc. 


Harmful Components cost 50gp each while Beneficial Components cost 10gp each. Components can be purchased from an apothecary or similar specialists or can be found in the wild with foraging (I outline foraging on pg. 79 of Demesnes & Domination). Beneficial components can be used to make Antivenom and healing salve.

  • Antivenom allows for an additional and immediate save vs. poison per 1d6 poison if the PC failed a save vs poison. Antivenom can be made to be more potent to allow for making a save against any poison that is more than 1d6. This can be prepared similar to making poison more potent.

  • Healing Salve: This is a general wound paste that heals 2hp and stops bleeding.

  • Both Antivenom and Healing Salve are crafted in the same way as poison. 


I use “Components” as a catch-all term for any herbal or harvested items instead of listing individual herbs. I found this to be much easier to manage as a resource for players. That doesn’t mean you can’t still refer to Belladonna or Wolfsbane, but they would be considered a Harmful Component. 


In general, a main focus of my game design is the use of time as a resource. This is essential for players to not only have a sense of structure such as rounds, turns, etc. but also for how long it takes to make something. In my experience, having time as a primary focus in the game allows players to make informed decisions with what they do. This makes the setting feel more interactive and the players feel like they have more control over decisions. This isn’t a new concept, Gygax starts off the DMG hot with this idea, and is a part of OSR game design dialog. Crafting takes time, making a poison takes time, recovery from an injury takes time, etc etc. How do the players want to spend their time? Does the ranger want to sit out for a day and make a strong poison to fight that troll they saw lingering in the dungeon, while the rest of the party checks out the unexplored section? Or does the party spend the afternoon hopefully foraging for harmful components to make minor poisons to coat their weapons for their raid on the bandit keep? 


How do you use poison in your game? Comment below!

 


 

Thursday, October 26, 2023

The Merchant: A Thief Sub Class now available!

 

Quick Update! I just released a little project I've been working on. I've always wanted to do some type of a merchant as a player class but I couldn't quite wrap my head around making it interesting and not dull. Who wants to be a shopkeeper when you can be a wizard?? I originally had an idea of including something with a  merchant flavor in Demesnes & Domination but I could crack it until recently. once it dawned on my that I could make a merchant a variation of the thief, the class felt like it wrote itself! Anyways, it's currently a pay-what-you-want price on DriveThruRPG. Check it out!

Wednesday, August 23, 2023

Inspired Reading for your OSR game

One of the most enjoyable aspects of developing Demesnes & Domination was researching the late medieval era which is described as 1300-1500 or so. This was important to move the expectations of the game away from the wild-west feel of how Gygax made AD&D feel. Why? Well, if you're going to include a castle in your game it should have purpose and a castle only has purpose as a symbol of power in setting that has some structure of the power dynamics of middle ages otherwise it has no other roll in a game besides saying "I have a stronghold!" The following list is composed of  two sections: one is resources written for an rpg enthusiast audience and the other is non-hobbyist books but are interesting and engaging reads about the late middle ages for the general reader. 
Part 1: Medieval RPG Resources

1) Medieval Demographics Made easy by S. John Ross is a fantastic (and free!) pdf about understanding settlements in the middle ages. city Adventures are oftentimes the most difficult to plan and set up, but this document really helped me understand what to actually expect in a settlement and how to make it feel alive for my players. There is also a website where the content of this pdf was turned into a generator!

2) Fief and Town by Lisa J. Steel are two pdfs I purchased and have used as a primary source of information within the mode of thinking of a referee. Town is a fantastic elaboration on the concepts introduced in Medieval Demographics made Easy and gives plenty of context with famous cities in Western Europe in the middle ages. Fief is extremely good as well, elaborating on the feudal system and the role of a landowner (and their stronghold) within a Western European society. seriously, these books are incredible resources as a general starting place for any hobbyist looking to understand the middle ages but don't know where to start!

3) Codex Guide to the Medieval Baltic: Volume 1 by Codex Integrum is a fantastic source book of North Central Europe around 1450. Its illuminating in how it breaks down cultural, economic, religious, martial, and the mundane within the context of the cultural melting pot of the time. I've purchased this twice, so i can have it on my self and on my phone and I don't regret it. This book is meant to provide support for the publisher's own Codex Integrum game system which look likes a d20 variant with far too much complexity built into this combat to emulate historical fencing using feats and such. While I'm not impressed by their game system per say, the writers know what they are talking about when it comes to the context of the late medieval world around the Baltic region. There is a Volume 2 that really gets into religion and the occult that is also very interesting but isn't available in print so i haven't spent as much time with it as i wish.

Part 2: Medieval Resources for the General Reader

1) The Time Traveler's Guide to Medieval England by Ian Mortimer is a fun and easy read that really gets into the weeds of the humdrum of 14th century England and does a good job at explaining the mindset of the medieval commoner. There is endlessly good bits of information that I have found invaluable to running my own campaigns. This writer has a fun whimsy that feels very British, not just for his topic  but also the terminology and focus on Chaucer and his world. if you ever wanted to understand the impact of the black death or the western schism but without the burden of heavy reading, this book is a good starting point.

2) A Distant Mirror: The Calamitous 14th Century by Barbara W Tuchman is a good companion to The Time traveler's guide to medieval England. This book is a large volume that focuses on France during the 14th century and i feel is more cleverly written. This book is very dense but entirely entertaining. In my opinion, this book is best enjoyed as a audio book with the narration by Wanda McCaddon who adds a lot of personality, humor, and charm to an already enjoyable (if dense) work.

3) The Medieval Underworld by Andrew McCall is a great starting place to learn about such charming topics as Bandits, Crime, lepers, darker side of the Church and Nobility, Sin, and more. Fantastic fodder for any role playing game! Each topic is broken down into its own chapter with examples from history to help ground the perspective of these topics. Good Stuff

4) Communities of Violence: Persecution of Minorities in the Middle Ages by David Nirenberg is if anything, an important book that anyone should read about the vicious circle of punishment, hate and oppression. This book focuses on communities of Jews, Muslims, and any who didn't neatly fit within the Western European Catholic-oriented society.This book illuminates the context of these communities and how they were oppressed in minor and major ways and the laws of society that allowed it to continue. if anything, the prevalent bigotry of the western world that still looms today has roots in the topics covered in this book. So why mention this bleak academic book? Because 1) It's important to combat bigotry in society and ourselves so to understand that, we need to look at the society that allows it to perpetuate so we do our best to do better 2) Oppression is dynamic and multifaceted so to create societal obstacles for players to overcome in a game, it should be given context and its best to learn that context from history to prevent us from falling into tired and uninformed tropes.

5) The Verge: Reformation, Renaissance, and Forty Years that Shook the World by Patrick Wyman is an interest look into western Europe at the end of the 1400s on the cusp of the early modern era. The topics here cover the rise of exploration and its terrible legacy, the rise of capitalism, and the centralization of the modern state from the decentralized medieval society. This book feels like an extension of the author's podcast of which i am a huge fan of.

Part 3: Other Resources

1) Martial Culture in Medieval Towns blog is an academic blog following the research into the culture of central Europe during the 1400s, with a main focus on Switzerland and the grander region that encompass the Holy Roman Empire. Some of the authors on this research blog have a book coming out this autumn which i am very much looking forward to.

2) Tides of History podcast by Patrick Wyman as I mentioned earlier. this podcast has focused on different eras of history, which the earlier portion focusing on the late medieval world. Each episode is about an hour long and focuses on interesting topics such as The Italian Wars, the Hussite wars, Mercenaries, and fun episodes written from the prospective in the Day-and-the-life of a medieval individual. It is a fantastic starting point for anyone who wanted a bite-sized understanding of major late medieval topics like The War of the Roses or the hundred Years War.

Tuesday, August 1, 2023

Demesnes & Domination Released!

 

After years of writing and playtesting, I have finally completed Demesnes & Domination! This started as an expansion of my prior house-rules zine Fantastic Wizardry which I put out right before I started grad school in 2017. Years later with covid and many gaming sessions played I have honed in on high level game play that is inspired by the source material but more inclined to simple implementation using familiar mechanics. I originally conceived the book to be four separate books by theme, but I ultimately complied them into one bound book to have it function as a Companions Rules of sorts to a player's preferred OSR game system. This is why I have the book broken down into different sections by theme. So consider this book (maybe even a Core book) a first in a string of releases under the title of Essential Fantasy Companion.

This blog was originally created to be an idea board of gaming mechanics and themes to help me develop this book but i ultimately kept most of the work off of this blog due to streamlining the process of editing and re-evaluating game mechanics. I am planning using this blog more for upcoming rules I'm currently testing in my own game sessions so please stay tuned!

Coming up, I am working on Seafaring and Water exploration and adventure which I don't even mention in Demesnes & Domination but was cut because It will be larger in content than a two to four page spread. This has already proven to me a fun project just due to researching what naval travel, shipping, and warfare looking like in the late middle ages which i feel like is a lesser known facet of the era. Most RPGs with boats tend to lean more into a commonly assumed stereotype of Pirates and Galleons but that is informed from a 1700s perspective while I'm focusing specifically on the late-medieval era. 

On the back burner, I have Horror-themed content Ive developed for a Ravenloft game a couple years ago that I have been reflecting on and expanding as well. So stay tuned for that content to trickle onto this blog as well

Anyways! Demesnes & Domination was designed and laid out for print so It is available on DrivethruRPG as being available in Paperback and hardcover which each provide a free pdf copy. For those that prefer just a pdf that is also available to buy. Im currently getting Demesnes & Domination ready for global distribution through Lulu so stay posted for that as well!

You can get your copy of Demesnes & Domination here!