Two steps removed

Matt Finch just recently posted about an adventure design dilemma. He has a large number of areas that need consistent and thematic contents. There are, however, too many areas to make it practical to stock each individually. Thus, random tables for stocking. The choice is between many separate source tables versus one big table of results created from the results of said source tables (an X Y with Z complicated by A, with each variable drawn from a different table, or some similar composite).

I would suggest that the work involved in putting together the second sort of thing is a big part of what makes Vornheim easier to use than Seclusium. Despite the fact that Seclusium generates interesting results, they require a lot of post-processing. Which is time consuming. So it is worth realizing that what you are doing when you create tables like Seclusium is creating tables to create a table. That is (at least) two steps removed from something usable at the table compared to (potentially) only one step removed.

Related:

Hiroshige hexcrawl

For a while I had kept a particular Taschen edition of Hiroshige’s 100 views of Edo in my “saved for later” section on Amazon, waiting for it to come back into stock. I had heard that it was of excellent quality given the low price and also bound in a traditional east asian manner. Well, just recently, I noticed it had come back into stock, and was still less than $30 though enough to qualify for free shipping. By the way, Edo is the old name of Tokyo, which was built up from a fishing village by the Shoguns during the years leading up to what is now considered the Tokugawa period of Japanese history, as a power center separate from the traditional imperial capital of Kyoto, whose emperor acquired a more ceremonial, pope-like role as true power came to be located in the Bakufu (the Shogun’s military bureaucracy).

Here is the book itself:

IMG_7280 hiroshige edo

The external hard cover is not attached to the book proper. But more on that later. Naturally, the first thing I thought about when paging through this gorgeous book was RPG setting. It even contains a keyed map of Edo, which could be used to set the scene whenever PCs visit a particular area.

IMG_7286 hiroshige edo

One could, of course, set a full campaign in Edo itself and probably never run out of material (perhaps focusing on the Oniwabanshū, the Tokugawa era secret police?). But why stay in Edo? A highway, the Tōkaidō, connected Edo to Kyoto, with officially maintained stations periodically along its length, and this great road was also illustrated by Hiroshige in the Fifty-Three Stations of the Tōkaidō. The Kiso Kaidō, an alternative route between the two great cities, is also illustrated by Hiroshige in the Sixty-nine Stations of the Kiso Kaidō (though unfortunately Wikipedia does not seem to have copies of the full set). The Eight Views of Ōmi shows Shiga prefecture around Lake Biwa, which is also sort of between Kyoto and Edo (though closer to Kyoto).

Some thematic coherence is gained by sticking with the work of Hiroshige, but there are many other older works, even if one wanted to only use woodblock prints, that would also fit. The encounter tables could perhaps be built from Gazu Hyakki Yagyō and other traditional yokai bestiaries. One great thing about this approach is that almost all of this work is now in the public domain. All 100 views of Edo can be seen on Wikipedia, for example, in addition to the other sets linked above.

Okay, so it would probably be more of a point-crawl, but that does not have quite the same ring. Add this to the ever-growing junkyard of campaign ideas.

Back to the book itself, which is worth showing off. Most traditional east asian books were softcover in this manner, though this particular one reads left to right (the western orientation) rather than right to left. The cover feels like silk but is probably some synthetic microfiber, and notably every page is a double-fold (not sure what the correct book binding term for that is); you can see the technique in one of the pictures below. I have also included photos of a few of my favorite prints so that you can see them in the context of the book, though the full versions on Wikipedia linked above probably contain more detail.

Now this is how you make a book. And so cheap!

IMG_7281 hiroshige edo

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IMG_7283 hiroshige edo

 

IMG_7285 hiroshige edo

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IMG_7288 hiroshige edo

IMG_7289 hiroshige edo

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IMG_7298 hiroshige edo

 

An approach to Flailsnails

I have been meaning to run more Flailsnails games. In pursuit of that goal, here is a brief overview of how I would run such games for ease of linking. The objective is to maintain a certain level of restraint, to keep the game interesting, but to not fight too hard against the strange cross-world agglomeration which is part of the charm of Flailsnails or expect folks to rewrite PCs extensively.

House rules are minimal:

  1. No more than two outland magic items (stole this rule from Zak)
  2. Significant items carried without penalty = strength score
  3. Save or die at zero HP (no negative HP)

What this means for you, the player: you probably do not need to worry about system level changes much, but you will need to spend 5 to 10 minutes most likely to decide what you will carry. Hopefully this won’t be to onerous?

“Native” base system is something like B/X D&D (ability mod range of -3 to +3, 3d6 in order assumed for stat generation). If you used some other method for character generation, that’s fine, just be aware that you are likely to be above the curve a bit (the equivalent of a higher level character). I do not worry much about inter-party level balance and a group of characters with drastically different levels plays fine at the table with this kind of game in my experience.

I use ascending AC. If you do not already have an attack bonus calculated for your PC, use level for fighters, zero for magic-user types, and half-level for all other classes.

In addition to this, the session will begin with a brief “downtime” turn. PCs must pay for upkeep or start disadvantaged in terms of HP and resource recovery (5 coins buys standard upkeep, 100 quality, and 500 luxurious; quality and luxurious accommodations grant better HP rerolls or some bonus temp HP depending on your preference). During this turn, gear can also be purchased and retainers recruited. This is not intended to be an expansive roleplaying opportunity, just a staging ground. While these matters are being sorted out I will also recount the basic rumors and adventuring opportunities available.

At the end of the session, I will give XP based on treasure recovered. Normally, I prefer to do XP for treasure spent, but that is impractical within the Flailsnails context. I do not award any XP for defeating monsters. Special XP awards may be available for completing other tasks, and if so this will be made clear during the preparatory downtime turn along with rumors.

It should go without saying, but please also let me know beforehand if you have some really strange power or extra potent magic item. Use your best judgment; I reserve the right to nerf stuff during play that was not cleared beforehand.

Oh, and no infravision or dark vision. Continual light works differently in my games too (ask me if it matters). I am sure I am forgetting a few other things as well.

See also:

Complete Vivimancer

complete vivimancer coverGavin N., author of the City of Iron blog and the previous Labyrinth Lord supplement Theorems & Thaumaturgy, has released another book, the Complete Vivimancer. T&T is something of an OSR Tome of Magic, introducing several new specialist magic-user variants and a host of new spells and magic items. I previously reviewed it (and the PDF is free, so you really have no excuse not to check it out). The Complete Vivimancer takes the eponymous class introduced in T&T and expands it further.

Unlike T&T, the CV has an A5 layout, which I much prefer. As a PDF, the size is perfect for tablets without needing to resize. Beyond the size, the layout style feels improved as well. Details like duration are offset from descriptive text when needed, but no strict format is used, which is appreciated (including useless null info like magic resistance: none rather than just leaving it out is something that bothers me in many RPG layouts). The art is suitably weird and of a particular, consistent style. There are many worms, veins, pustules, and so forth. Breeding and reproduction are (as you might expect) constant themes. Total content is around 80 digest sized pages with periodic illustrations.

In an effort to serve as an all-in-one reference, the Complete Vivimancer repeats the relevant content from T&T alongside the new material. I can imagine this might bother some folks, but it seems appropriate to the project, and in any case there is a lot of new content as well. Interestingly, a number of spells from core Labyrinth Lord are included also, but subtly adjusted to add a vivimantic flavor, which is a nice touch. For example, the vivimancer version of jump notes that the subject’s legs develop a springing capability similar to that of a cricket, which I would probably run with and rule to be an actual insectoid transformation. Depending on how seriously a given referee takes the re-skinned details, this could dramatically alter how some spells work (as it should).

That said, what exactly is included? First, the details of the class, which look at a glance to be identical to the standard magic-user (d4 HD, only daggers, no armor, create new spells and magic items at 9th level, etc). There are some guidelines about the cost of maintaining a laboratory and keeping experimental subjects, which are required for some vivimantic spells. The spell list itself is impressively large, with 30 spells each for levels 1 through 3, 20 spells for level 4, and 12 spells for each level thereafter. A slightly more restricted list of spells (12 per level) is also provided for referees to prefer a slightly more restrained spell list.

What are the spells like? Symbiotic familiar causes a plant- of fungal-based familiar to grow in or on the magic-user’s body. Anthropomorphism allows the magic-user to impart humanlike consciousness and tool using ability to an animal. Leech blast is an area effect spell that covers enemies in a mass of bloodsucking worms if a save is failed, doing continuous damage. The chimera spells are a take on monster summoning, with randomly determined qualities, and look like they would be fun in play. Detach makes a body part separate from its owner, though remaining under his or her control (allowing crawling hands and so forth). Lockroaches are a living magic item that functions sort of like a knock scroll (I bet you can guess how they work). While a large number of vivimantic effects are permanent, allowing, for example, a given vivimancer to over time create a horde of fungal zombies, importantly (as far as I can tell) vivimancers do not have any special influence over most creations, requiring intelligent and creative play.

How specialist magic-users interact with the advancement systems of a campaign is somewhat complicated. How do magic-users learn new spells? Must they find new spells through adventuring, as suggested by Labyrinth Lord page 19, or do they automatically add one or two new spells upon level-up? This is tricky because it interacts with the system that the referee uses for awarding treasure. If you are following the LL rules strictly, magic-users are not able to research new spells until 9th level. Personally, I think this approach has some shortcomings, as few games last until 9th level. It is mentioned on page 72 that one might want to relax this rule, but guidelines beyond that are not given. Some house rules or treasure placement fudging are likely required to make sure that vivimancer characters are able to acquire sufficient new spells.

In addition to the spells and magic items, which make up the bulk of the CV, there is a one page appendix of psionic powers which looks perfectly serviceable and a random table based mutation system. Like Gavin’s other work, the CV is thoughtfully written and carefully constructed. The LL chassis that it sits upon is widely compatible with traditional fantasy games, making it easy to incorporate spells and magic items into a given campaign even if you don’t use the class itself, though the vivimancer archetype might also be well served by some more innovative rules. That said, I understand the design decision to remain close to the original magic-user. As with T&T, the entire work other than the name is open game content, making it easy to include spells or other content that you like within your own OGL-licensed products. Overall, I think I would enjoy playing a vivimancer myself, which seems like a good bottom line assessment.

Complete Vivimancer hard copy

Complete Vivimancer hard copy

Monster design

Gus just posted about trick monsters, focusing on special attack modes (attacks that rust PC equipment, poison, and so forth). While I think attack modes can be a useful device to distinguish monsters, and can add to the puzzle nature of enemies, it is weaknesses and attack patterns that truly add distinctiveness to an enemy. Special attack modes can increase the danger of an opponent, and reward players for learning to avoid the attack (such as fighting poisonous giant spiders only from range), but can also make monsters more of a hazard to be avoided rather than a puzzle to be solved. This is not necessarily a bad thing–I certainly think pure hazard monsters have a place–but there are other opportunities available in monster design as well.

First, let’s review some weaknesses present in classic monsters. The basilisk can be petrified by its own gaze, though few guidelines other than requiring light at least equivalent to a torch are given. The bulette is AC -2 in most places, but only AC 6 under its raised crest and AC 4 at its eyes. Presumably those areas can be targeted using called shots. Chimeras have variable AC based on front, side, and rear. Dragons are vain, covetous, greedy, and vulnerable to flattery. Surprisingly, there seem to be few elemental vulnerabilities. Salamanders, which are fire based monsters, take an extra point of damage per die from cold attacks, and there are a few other cases like that, but, for example, while frost giants are immune to cold, they do not seem to take any extra damage from fire attacks. Many (all?) undead take damage from holy water. Rakshasas are killed instantly by blessed crossbow bolts. Puddings and oozes have a nice collection of reactions to various attack types that are too complicated to list here but have some interesting effects on gameplay. Giant slugs are not actually vulnerable to salt.

Many “vulnerabilities” are actually just the only way to damage a monster that is otherwise immune to attack. Lasting damage can only be dealt to a troll using fire or acid, for example, and wights can only be damaged by silver or enchanted weapons. This penchant for increasing monster danger by making them impervious to everything other than a few carefully chosen attack modes is appropriate for some creatures when easily intuited (ghosts being immune to physical blows, fire elementals being immune to fire, and so forth), but may not be the best approach in all cases.

Attack patterns are rarely seen in traditional D&D monsters, and this is a shame, because they potentially allow players to learn about monsters experientially in addition to via clues and rumors. 4E has a few nods in this direction, though they are more often phrased as capabilities and concerned more with balancing numbers than they are with encoding combat dynamics (the 4E approach to monster weaknesses was more about the four different defenses, which unfortunately are more about monster level than anything else). Giving some attacks a “recharge” limiting its ability to be used sequentially is a nice, usable mechanic, however.

I have been playing a lot of Dark Souls recently (more on that later in the form of a massive upcoming post), which has exceptionally good monster design. So as an exercise, I will stat up the Asylum Demon. Minor spoiler warning here I suppose, though this is only the first boss in the game. It is really part of the tutorial level, so I feel justified in potentially exposing some secrets. Now, this should be a massively punishing encounter if faced head-on, but should be possible to defeat, even for a basically equipped first level party, if approached intelligently. I added some touches of my own to help migrate from the video game to the tabletop context. I chose this monster in particular because it is essentially a physical beast that does not rely in its design on vulnerability to specific energy types or similar things and effectiveness fighting it should depend primarily on tactical decisions. Numerical scale assumes OD&D but would probably work okay in B/X or AD&D as well, with slightly lessened difficulty.

Here is a good video of the fight against the Asylum Demon.


Asylum Demon

Asylum demon gonna step on you (source)

Asylum demon gonna step on you (source)

HD 10, AC as chain (5/14), movement as encumbered human (lumbering walk and awkward flying). Any human not lugging a chest or similar oversized object will be able to outrun the asylum demon.

Asylum demons are horrific, bulbous, brutal demons. They are often guardians unable to range extensively from their post.

Several enemies near: horizontal weapon sweep attack, +10 vs. AC, 1d6 damage, compare one attack roll to all nearby enemies.

A good target at reach: hammer slam 2d6 damage, save (vs. stone?) for half.

No enemies near: fly awkwardly up towards biggest cluster of opponents and attempt to position for good attack next round. Any opponents that do not scatter additionally subject to stomp next round for 1d6 damage, save (vs. stone?) for half.

Weak in the mouth, back of neck, and rear shank. Called shot to the mouth is possible with reach (if adjacent or climbing/grappling) or missile weapons at -4. Accessing the back of the neck requires either jumping from above or climbing first. Successful attack against the mouth or rear shank deals +1d6 damage and to the back of the neck deals +2d6 damage (other additional backstab damage may also apply).

Immune to ranged attacks from human scale missiles such as arrows, bolts, or hurled spears. They “stick it its leathery hide ineffectually.”

Clues: it roars periodically, “exposing pink, fleshy mouth skin.” Anyone behind the demon should notice the “mottled, unprotected rear shank” (though note the demon will never expose this area unless proactively flanked). Consider including balconies or other high vantage points nearby to allow for jump attacks and make sure to mention them when describing the area initially. Asylum demons are huge, lumber brutes and their heavy treads can generally be heard though several walls.

Salvage: asylum demon hide is useful for making leather armor that is particularly protective versus piercing attacks (as plate versus piercing, 1d6 suits worth per demon skin). The weapons they carry are quite fearsome, but may require superhuman strength to wield effectively (yeah, this depends on some other subsystem or ruling that I am not going to get into here).


Is this too much text for a single monster? Perhaps. It is always hard to gauge for yourself how useful a writeup will be to others since, as the author, you already have a good idea in your head of what it is you are going for, but I think this compares favorably with many published monsters, and I think the trigger/action format, with important points emphasized, would be easier to use at the table.

The 2E monstrous manual presented foes as a collection of common game stats (AC, movement, HD, THAC0, etc) along with sections on combat, habitat/society, and ecology. While there are nuggets of useful game info buried within these page-long entries, and some creative world building, for purposes of running encounters it seems like some other categories might be more useful. Triggers for different kinds of attacks, clues to weaknesses, and guidelines for placement, as shown in the asylum demon entry above, are all candidates. Also, fears, hates, and desires. Some such things can often be derived from common knowledge (such as wild animals or carnivores being able to be distracted with rations or livestock), but other details may merit a mention (for example, the wraiths in the Vaults of Pahvelorn will often not molest intruders if they are brought sacrifices to drain). I clued that with remains of previous sacrifices.

All D&D examples in this post were drawn from the 2E Monstrous Manual because it was nearby.

Delegating dungeons and rotating referees

Hex crawl idea:

  1. Decide, as a group, on basic aesthetic (or agree to allow genre to evolve)
  2. Generate wilderness map (probably randomly), place starting town
  3. Each player creates one PC
  4. Each player creates one dungeon and places it on the map
  5. Each player creates a hook or rumor for their dungeon
  6. Players decide which hook to pursue
  7. Author of that hook is referee next session

If a dungeon is cleared, that player makes a new one, places it somewhere on the map, and adds new rumors to the main rumor list.

Map grows organically as needed.

This could be made more complex in various ways, resulting in a richer setting (each player also responsible for a town? a set of fleshed out random encounters? the encounter table for a given region? a custom class or race?), but I think one PC and one dungeon per player is the fertile core. Rotating referee duties spreads the prep load around and works against overly comprehensive world building. The juxtaposition of different styles creates a world with more diverse influences.

Stabilized Carcosa hit dice

stabilized carcosa hit diceThe Carcosa supplement introduces a rule where hit dice are not rolled until combat begins. The hit die size is also determined randomly. At the start of an encounter, HD are rolled and left in front of each player. Damage is then inflicted upon the die with highest face value first. For example, a character with three rolled HD of 5, 4, and 2 takes damage to the 5 die first. If a die is reduced to zero, it is removed entirely from the character’s pool and only returned in the case of healing. If that character only takes (say) 3 damage during an encounter, all three HD are retained, and there is no persistent damage. I have used this system, and though it does take a bit getting used to, it works in practice more smoothly than it reads.

This approach has a number of properties that may be disentangled if desired. First, determining the die size randomly increases the uncertainty of combat. Though higher level characters are on average tougher than lower level characters, when combat starts you may be rolling four-sided dice for HP, twelve-sided dice, or something else. Second, rolling a handful of dice and letting them sit in front of you eases the tracking of damage, as there is no HP tally. You just have a max HD value written on your character sheet, and a remaining pool of dice in front of you.

I think the second property would work well without the first (that is, rolling the HD at the beginning of combat, but not determining the HD size randomly). It would be especially convenient using OD&D style all six-sided HD, given the ubiquity of six-siders. How to handle bonus HP would need to be determined (the second term in an HD expression such as 1+1 or the bonus from constitution). The most satisfactory method would probably be to have a series of static “bonus” hit dice to represent those extra HP which would not be rolled. For example, assuming values from Men & Magic, a fifth level fighter with an exceptional constitution has 5+1 HD and +5 HP. This could be represented as 5d6 rolled plus one die set down with a “6” value. Handling penalties seems more tedious, and I cannot think of a better system right now than needing to adjust each die downward after rolling them. The B/X bonus scale of -3 to +3 also would require more bonus dice, with a mid-level high-constitution character having several “static” HD worth of bonuses, but it seems like that would not be overly cumbersome.

Using a system like this also opens up the possibility of using hit dice as other sorts of resources. For some ideas along those lines, see:

Using HD as resources could require re-rolling them, removing them from the pool entirely, only removing them in the case of rolls less than (or greater than) the current rolled face value, or any other number of ways to modulate potential die removal.

HP determination could also be deferred until damage is rolled, as described here:

Rereading that post, however, I think it is probably less immediately approachable than the kind of modified Carcosa die system outlined here.

 

Proceduralism

Naively, the current RPG community breaks down into three basic camps. New school, old school, and indie or story game. While this is an oversimplification, a perusal of a number of games on offer lends some substance to the categories. Fourth Edition D&D and Pathfinder: new school. B/X D&D and Lamentations of the Flame Princess: old school. Apocalypse World and Torchbearer: indie. This division exists based on a number of factors, including marketing reach, the fuzzy borders created by online forum participation, player expectations about game objectives, and differences between the actual texts of written rules.

Many rules properties have been highlighted as potential differences. For just a few examples: lethality, quantity of character options, thematic coherence, rules coverage comprehensiveness, friendliness to ad hoc rulings, loci of narrative control, amount of prep required, rules heaviness, the number of resolution mechanics used. None of these factors is necessarily primary, as the old/new/indie categories are vague, though many of them are important. A dimension which I have rarely seen discussed, however, and which seems core to the difference in the approach many of these games take is the idea of proceduralism, by which I mean the degree to which a game directs your actions as a player or referee.

Many old school games do not provide direct procedures. Instead, they give examples of the kind of things participants might do, often with a short script-like example of play. This is both a weakness and a strength. It is a weakness because it is notoriously hard to learn how to play an RPG (which involves conversational form, conflict resolution, rules math, and many other components) from a text alone. It is a strength because it leaves the borders of potential wide open, assuming that you want to use the rules more like a toolkit than a how-to manual.

Of the old school games that I have read, OD&D and the Basic/Expert series have the most direct procedures. The first most likely because Gygax was essentially just telling you to do what he had done (“Before it is possible to conduct a campaign of adventures in the mazey dungeons, it is necessary for the referee to sit down with pencil in hand and draw these labyrinths on graph paper”) and the second because Moldvay was trying to create a self-consciously pedagogical text (more than a game with focused design, I would argue). Both of these works are only peripherally (or unintentionally) procedural; certainly nobody reasonable would claim that a referee that did not “sit down with pencil in hand and draw these labyrinths on graph paper” was breaking the rules of OD&D.

Skipping forward a bit over the “story focused” 90s, we arrive at the Forge, the post-Forge indie scene, and the games that arose from those seedbeds. For some concrete examples, consider Apocalypse World, Dogs in the Vineyard, Torchbearer. Apocalypse World puts forth the rules as conversation mediators; they are things that kick in “when someone says particular things” and that “impose constraints.” Dogs in the Vineyard, Chapter VI: The Structure of the Game begins: “If Dogs in the Vineyard were a board game, this would be the board” and then presents an outline in the form of alternating directions to player and GM. And later in the book: “Every moment of play, roll dice or say yes.” That is a pretty strong directive.

Torchbearer moves play through a series of different phases in a predefined manner, sometimes requiring character tests for transitions. Town phase leads to adventure phase, which may lead to camp before adventure again, or back to town. To someone used to D&D, this may just sound like shorthand for referee narrative, but it is structurally different. After three adventures, there is a winter phase. Wait, what? But what if we adventured three weekends in a row? No, that is not how Torchbearer works; you can’t do that. It breaks the rules, which abstract time in a certain way. D&D flirts occasionally with turn structure at different time scales, moving from the dungeon, to the wilderness, to the domain (“wargame”) turn as needed, but in a less defined, sometimes confusing, and certainly often overlooked manner.

A game may be procedural in one domain but not others. For example, combat in all editions of D&D is more procedural than many other fictional activities. The game grabs hold of you and does not let you go until you have performed the necessary steps. Though there are little islands of such proceduralism, no edition of D&D really tells players what to do when moving between these islands. This is not necessarily a flaw, but rather a different rules property that creates its own set of consequences.

It seems to be an implicit article of faith among many game designers that proceduralism has pedagogical advantages, and that games written with strict procedures are easier to pick up. This is possible, but far from established, and any such claim must also take into consideration extratextual resources such as the oral knowledge of communities, both distributed on the Internet and as passed between groups of friends in person. The game is more than the text.

At a first glance, this may seem like a critical evaluation of the procedural tendency in many of these more recent games, but that is not the intent. In fact, the rules project that I am working on right now (which grew mostly out of my “JRPG Basic” Gravity Sinister experiments) is highly procedural. The many procedural additions I have made to my ongoing OD&D game have mostly resulted in gameplay improvements. You can see further gestures toward this direction in A method of play and Gravity Sinister gameplay. However, all that said, it seems to me that there are some real trade-offs involved in going in either direction along the proceduralism axis. This is not at all a case of more procedural games being more advanced or more evolved than less procedural games.

Souls as resource

Image by Chardin (source)

Image by Chardin (source)

James Y.’s necromancer class uses harvested souls as fuel for necromancy spells. From the post:

Last Breath must be collected at the moment of a creature’s death and is usually stored in glass vials.

I like the flavor of this mechanic, and the way it interacts with the encumbrance system (by using flasks for storage). It would be interesting to use something like this as a more general resource. Here is a simple idea along those lines.


After death, souls linger for a short time before moving to the next phase. Conveniently for game purposes, this period is about ten minutes (which is to say, one exploration turn). A magician may spend this time collecting a soul if an empty flask is at hand. Do not neglect to roll for random encounters. Soul capture requires reciting minor incantations and performing the proper ritual gestures. At the end of this time, a soul is captured. Flasks, empty or occupied, are significant for purposes of encumbrance. No more than one soul may be stored per flask.

Such trapped souls have a number of different uses, including:

  1. Casting a prepared spell without expending it (called “drinking a soul”).
  2. Animation of an object (chair, broom, sword, corpse, etc) for one exploration turn.
  3. Feeding undead (like how rations or livestock work for living monsters).

Using the soul in any of these ways negates its existence and destroys it utterly. Some claim that this is an abhorrent act, but certain groups of magicians have developed entire philosophies around the liberation of the souls bound to the reality through eternal recurrence. Sages have remarked that such philosophies are convenient for the earthly needs of magicians, but do not entirely discount the validity of such beliefs.

Bottled souls may also be traded between magicians or otherworldly beings.


Postscript: believe it or not, I totally wrote and scheduled this post before I started playing Dark Souls recently!

Dragon class

Below you can find a PC dragon class designed for use with various traditional tabletop fantasy RPGs. It assumes a relatively restrained power curve (think 3 LBBs) and thus might need to be punched up slightly if used with games that have a higher power expectation (just increasing HD and natural attack damage would probably be enough). I imagine it should work just fine for FLAILSNAILS play as is.

A two-page PDF version is also available.


Other Character Types: There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as let us say, a “young” one and progress upwards in the usual manner, steps being predetermined by the campaign referee.

— Gary Gygax, Men & Magic, page 8

  • XP progression and attack as fighter
  • 1d6 HP per level, up to 10d6
  • When gaining a level, +1 strength and +1 constitution (max 18) to reflect physical development

Adventuring dragons are usually disowned runts or survivors of insufficiently thorough paladin attacks. Solitary young dragons are usually killed if encountered by civilized folk and so may seek the protection of a treasure-hunting adventuring company. Dragon PCs speak common and the language of dragons.

Dragon progression and abilities by level
Level 1-3 4-6 7-9 10+
Description whelp wyrmling wyrm dragon
Size small medium large huge
Flight long jump half normal speed standard standard + hover
AC chain (5 [14]) chain + shield (4 [15]) plate (3 [16]) plate + shield (2 [17])
Melee attack 1d6 1d6+1 2d6 2d6+1

Appearance

Image by Jacob Grimm (source)

Image by Jacob Grimm (source)

The appearance of dragons varies greatly. Scales are most commonly dark green with orange or white underbellies, but dull black and shades of deep blood red exist as well. Dragons age at varying rates based on successfulness accumulating treasure. Dragon size ranges from that of a large hound (whelp) to that of an elephant when full grown (tenth level). The bulk of even a full-grown dragon is sinuous, and can fit through standard doors if wings are furled. Openings smaller than doors may present difficulties, however.

Equipment

Dragon claws are not suited to fighting with weapons or manipulating anything much more complicated than a door handle, so dragons cannot use weapons effectively. Dragons prefer to walk on all four legs, but can hold an item in each fore claw when not moving. Armor is awkward for dragons, and hinders as much as it helps. As such, dragons gain no AC benefit from wearing armor, though dragon scales naturally gain in toughness as dragon level increases.

Dragons can carry a number of significant items equal to strength, given harnesses and saddlebags, but much prefer not to, opting instead to have servants perform such manual labor. Dragons can use wands and staves, but no other magic items.

Breathing fire

A dragon’s flaming breath does 1d6 damage per level (save for half), with area coverage also equal to level. Thus, a third level dragon’s fire can catch up to 3 human-sized targets within its area and deals 3d6 damage (with a save allowed for half damage). Dragons may breath fire no more than once per exploration turn. Further, the total number of times a dragon breathes fire per day may not exceed dragon level. Dragon fire can damage enemies that require magic or silver weapons to hit.

Some dragons have deadly breath of types other than fire (acid, lightning, frost, etc). With referee permission, you can choose a type other than fire. In any case, dragons are immune to damage of a type that they can breathe. For example, an acid-breathing dragon is entirely immune to acid damage.

Gaining levels

Dragons gain 1 XP for each GP worth of treasure accumulated in a hoard. If the hoard is depleted, no XP is lost, but no new XP is gained either until the hoard is replenished. A dragon’s XP total never rises above the hoard value. Funds spent on hoard guards, traps, interior decorators, and other home improvements do not count towards hoard value. Hoards consist of glittery things that you can sleep on and show off to guests.

A lair must be established to store this hoard. Assuming the dragon takes reasonable precautions, there is little risk of burglary, though the referee is within rights to occasionally use stolen hoard elements as adventure hooks, assuming that clues are left behind.

Flight

Whelps, with the aid of furiously beating wings, can reliably jump 10 feet high or 15 feet forward. Whelps may also fall an extra 10 feet without taking damage. Wyrmlings can fly awkwardly at half human movement rate, with a wing action that is the flying equivalent of doggy paddle. Wyrms can fly with more aptitude as long as movement is constant, or can fly awkwardly if also carrying something up to the size and mass of a human. Full-grown dragons can fly with agility and hover indefinitely given enough space to beat their wings. At this stage, a dragon could serve as a mount for a human and still fly well, though few dragons will do so as it is considered demeaning.