As most of you grognards out there know, WOTC is releasing the original Little Brown Books and Greyhawk is already out. Well, I sat back when I had a moment and reread mine. These were some of the first Dungeons and Dragons book that I ever bought and there’s some fond memories around those books especially Greyhawk. It gave us “variable” weapon damage and Hit Dice.
While reading through Greyhawk a little idea popped into my head and chances are that there’s someone out there who might have thought of this already. Looking at the section for the additions and changes to abilities there’s a column under Strength for chance to “Open Door”. Heck why not that and extrapolate it out as a check for any ability score. A simple x in d6 roll for all your ability checks. Jump over that barrier. That’s a Dex check. Talk your way out of trouble. That’s a Charisma check. And so on. So here’s the break down.
3 to 6 (1 in 6)
7 to 15 (2 in 6)
16 (3 in 6)
17 (4 in 6)
18 (5 in 6)
That’s it. Quick simple and really old school.
A tiny spineless demon that hails from the lowest, most vile pits of hell and only appears in the mortal world where there is pain, suffering and disease.
Armor Class: 9
Hit Dice: 1
Attacks: +1 Claw (1d4-2)
Saving Throw: As Level 1 Thief
Special Abilities: When any healing or cure spell is cast within 30 feet of it, it absorbs the spell energy causing the spell not to work. It then transforms that energy into treasure (1 GP/Spell Level). When it thinks it has accumulated enough treasure it teleports back to hell. However the creature is incredibly greedy and will attempt to grab up as much treasure as possible making it easy for adventurers to squash it.
I was drinking my coffee this morning and just thinking about games. Since I’ve been throwing my own stuff out into the world, I figure I’d share some of my thoughts.
1. GM’s and players aren’t stupid. I work from the assumption that both have some idea what they are doing. They don’t need the game designer to hold their hands.
2. Simple/Light rules are better. They give both the players and the GM more wiggled room. They allow more thinking outside of the box. They allow GM’s to tweak and house rule more easily and make the game their own to better fit the style and feel of a campaign. That being said, don’t be a rules lawyer.
3. Rules that protect players from bad GM’s are an illusion. I’m probably going to some heat for this one. No rule will ever protect a player from a bad GM. If you have a problem with your GM or group then try discussing it in a rational and mature manner. If that doesn’t work, pick up dice and walk. I’ve done this on more than one occasion. I know that due to geography or work schedules this may gaming nearly impossible. But ask yourself is it worth it? There’s options for virtual table tops online or even start up your own game.
4. Adventure modules shouldn’t be fire and forget. Maybe this is why I really dislike writing adventure modules. A good module is one that you play then the GM keeps it handy for whatever reason. There should be something in it that is reusable or valuable outside of the module.
5. Not everybody likes the same thing. Here’s another that might upset someone. If you don’t like a genre or a set of rules. Fine. Then don’t play it. It’s that simple. Don’t sit around and complain. I’m not saying that there aren’t steaming piles of crap out there. See Item 1. Gamers are smart. Let other gamers be smart and make their own decisions.
So that’s it. Once again, I chant the mantra. Roll dice. Kill monsters. Take their stuff. And have fun.
Well, here’s another logo for one. Don’t worry previews of the cover are coming soon. But that ain’t what this post is about. It’s about the basics of the game and a little about one of the classes, The Survivor.
Let’s talk about the Basics. It’s designed around the much loved White Box rules. So if you’re an OSR fan, you’ll be able to pick it up and play with no problem. If you’re not then it’ll be real easy to learn. Now there are a few changes and additions.
Gary Vs The Monsters uses Saving Throws as Skills. This is a time honored mechanic in many old school games. It’s quick and easy. There isn’t a long skill list. There isn’t a skill list at all. All the player characters are assumed to be average folks who end facing monsters. So as part of character generation, the characters have a “Day Job”. You know the normal things like retail clerk, slacker, pizza delivery. When a character attempts something that may be related to their day job in some way, they get a +2 bonus to the roll. It’s that simple. Yep, it does sound a lot like the Occupations from Dungeon Crawl Classics.
The second big difference is that all player characters have a +1 Attack Bonus. It doesn’t get better as the character gains levels. (Note: There is an optional rule to add it if the GM wants to play nice.) Attacking supernatural monsters isn’t easy. But characters do get better at ducking which translates to a bonus to Armor Class. And speaking of Armor Class. This is deliberately left as very light rule. It doesn’t matter what armor a character is wearing. It can be a Kevlar Vest, something from the Ren Faire, or sheet metal duct taped to their chest. It give a -2[+2] AC bonus.
Now, I’ll move onto the Survivor. In comparison to the usual fantasy RPG classes, the Survivor is sort of like the Fighter. They have the best Hit Points. They gain the Armor Class bonuses. See above. They gain a bonus to Save versus Fear. Plus they’ve got some other neat tricks. Survivors have their Boom Stick. This is their weapon that they gain a bonus to hit and damage. They have the ability to quickly heal a few Hit Points. They’re also The Last One Standing. What this does is give them an additional bonus to hit and damage for each player character killed by monsters during the current combat encounter.
Yeah, that’s right. It’s a deadly game. I should have mentioned it sooner. Gary vs The Monsters is deadly dangerous. The monsters have the player characters out classed just about every time. It’ll take wits, ingenuity and a lot of luck to survive. So with that. I’ll leave till my next rant. If you want info or whatever, you can join up the Magic Pig Media Community over on Google Plus.
The Mirror of Holding looks like an ordinary hand mirror, roughly 12 inches in diameter. When the correct activation phrase is spoken, the mirror opens a portal into a 10 foot by 10 foot by 10 foot extradimensional space.
The portal randomly appears on the walls, ceiling, or floor of the space. Objects must be small enough to pass through the mirror in order to be placed in the space. Objects end up where ever they happen to land in the space. In order to retrieve objects, the characters will have to use a grappling or some of other contraption to reach the items.
The only light available is that which passes through the portal. If a living being is some how placed in the space, adequate air is available but food and water must be placed inside the space. Time flows at the normal rate. Beings inside the space cannot teleport nor become ethereal to escape. But abilities similar to Plane Shift will work.
If the mirror is destroyed then access to the space is lost. The fate of anything within the extradimensional space is a mystery.