Tuesday, August 14, 2018

WATER & WINESKIN BLUES

[This post is from five years ago--just pushing through now]

With Furthermoor on hiatus, I recently started playing in a game, and the DM is using 2nd edition AD&D. Outside of how long it takes to make a character, it got me thinking a bit more about the differences between B/X and AD&D. First, this post has nothing to do with the AD&D game I was playing in, but something that came to mind while looking through the 2nd edition PDF.

Video Games and AD&D

While I can enjoy a video game like Skyrim for what it is--knowing I will never actually finish it or care that much about the story--it's simply the video game equivalent to AD&D. In other words, while folks playing AD&D when it first came out could enjoy a game of Zork on their Radio Shack computer, Skyrim (I'm using Skyrim as the all-encompassing example here) brings AD&D to the video game console in a modern way that works, though the game is the same for everybody, and let's face it, like many video games today, it looks extremely realistic (versus, say Minecraft, which is also obviously heavily influenced by D&D), even if it's in a fantasy world. Though Skyrim looks realistic, however, a player can technically walk for days without sleep, can walk for days without eating food (even if they have tons of it), etc....

If food and sleep don't matter much to Skyrim, why include them? Perhaps for the budding chef gamer who prefers to play Skyrim to collect food items and cook up interesting stuff? Why not? For me at least, none of these realistic elements really make the game any more fun, in fact, these tend to be the parts of the game that seem most like real life and work (no, I am not a chef, but just sayin'), exactly what one is generally distancing themselves from when playing a game. This is why I prefer B/X (I'm using B/X as the consensus here, despite the fact that on this blog I'm generally focused on a weird mash-up of Holmes/Mentzer) when I'm DM, versus anything too much more complex. From my experience, at least, complex tends to mean more realistic, and while I can love realistic in say a hex-and-counter Mexican War game, it isn't what I enjoy about D&D at all, in fact, I find that the more complex D&D gets, for both the players and the DM, the expense is the fun, and the spontaneous nature that the game originally came from.


Water and Wineskins

Take a look at the wineskin. In Holmes, the equipment list takes up the bottom third of a page in the back of the book. There's a "Water/Wine Skin" that goes for 1 gp. A quart of wine is the same price. Furthermore, standard rations cost 5 gp for one adventurer for a week.

It's only with regard to encumbrance, that wine and water are mentioned elsewhere in Holmes, and it's during discussion of where things are on a character's body, however, this appears to simply highlight editing to Holmes with regard to the imminence of AD&D ("1 quart wine (in pack)... 1 water skin, shoulder slung, right side,"), for the whole of this encumbrance section is missing from Holmes's original manuscript.

This seems telling with regard to various playing styles of D&D. Holmes, an early admirer and passionate player of the game, respected the players themselves to come up with the game that suited them, but then the published rule shift into more complexity, which meant more realism. In Holmes there are no rules for water consumption, ration consumption, etc. It's left up to the DM. One can assume a beginning character will buy a week's worth of rations, but what if they don't? Does it really matter? It could... What if the DM knows the character/group doesn't have water, they've been delving for a while, and they may soon enter a room of pools (B1: In Search of the Unknown came within the initial Holmes boxed set)? If they are thirsty, and told they may die because they have no water, this room of pools could be super interesting, and a highlight, especially given they therefore have a solid reason to test more than one of the pools. Though the rules say nothing of this deeper angle to the puzzle, that is the way of the Basic... This is a wonderful example of how thirst/lack of water, while yes realistic, is interesting simply because of the possible repercussions gamewise.


Take a look at Mentzer, specifically the section of sample characters in the Players Manual which stresses their use in "group adventures": a cleric equipped with 2 full waterskins; a dwarf with 1 full wineskin; a magic-user with 1 waterskin and 1 wineskin, both full; an elf with neither; a thief with neither; and then a halfling with 1 wineskin and 1 waterskin, both full. While it may be assumed that the elf and the thief would be members of a party with a water or wineskin, who knows... Furthermore, similar to Holmes, with no other rules present, the rations and water/wine options end up more for the DM to play on versus the deepening of character realism. It should also be noted that Mentzer suggests the possible use of water and/or wine in disarming some types of traps.

In other words, what makes dealing with rations/water/wine fun, and somewhat interesting, is not realism. It's because a thoughtful DM perhaps has certain puzzle pieces in their game that could possibly fit in with those factors. Otherwise, it's a pointless wash...

Monday, March 11, 2013

Tuesday, March 5, 2013

MOOR'S END - 16 & 17

Party comes upon a Carpenter's Cave of sorts, lots of woodworking tools, hand saws, stacks of 2x4s and ply wood, the frame of a chair, and a table top are against the east wall in the north section, and old wood chips are scattered about the east section of the south part. In the west portion which joins the north and south, sits an old, rusty table saw.  The party turns it on and it starts sputtering loudly, issuing an excruciatingly high pitched squeal. Though quickly turned off, two bandits come rushing in. One of them is killed, and the other, named Joey T, succumbs to questioning about the nearby bandit hideout, etc. Eventually, when the party enters a room full of statues, they let Joey T go.

The statues are mainly of goblins and dwarves frozen in running poses, perhaps running toward the small passage, and door, at the south side of the room. One of the party locates a bag with 300 sp hanging from one of the dwarf statue's hands. Mattie notices a tiny passage in the east section of the room that leads out into a hallway. Other than that the party spends much time debating the door to the south. They decide to skip it for now, afraid of what may lie on the other side. Other than the goblin & dwarf statues, in the middle of the room is noted a statue of a hooded figure.

The party heads north and locates a den where Joey T and his buddy may have been hanging out. Some fairly nice chairs of wood with upholstery, a divan, two tables, 75 cp spread about each, on one table some dice, on the other, a pack of cards. Also, on a small table in the west part of the room next to a recliner chair is a corn cob pipe and a Common translation of Count Falconer’s novel, As I Lay Writhing. Jin grabs the book and Gil grabs the pipe, quickly smoking the contents, feeling a bit high now, though the smoke had a repulsive odor.

Heading out they move NW to work on their map and come on four fire beetles. Backing up, they use the cave & the den to their advantage battle-tactic-wise, victorious. They move east, entering another large room, coming upon two Bugbears, scarfing food around a table. A fight breaks out, and though the party has a bit of trouble with the male, the bugbears are not a match for such a large party. The party sets about searching the large room.

5:10 PM, Sunday, 17th day of the month of the Hummingbird, Moor's End, Furthermoor.

Tuesday, February 26, 2013

THE SPIRIT OF HOLMENTZER

"Dungeon Master, I'd like to be a Chef Magic-user Weretiger, please."


Monday, February 25, 2013

HOLMENTZER ENCUMBRANCE

[I've never been much into bookkeeping re: encumbrance, and have always hated in video games when I have to spend time choosing what I want to keep and what I want to drop. That said, as annoying as it can be, I wanna give the rules a try, mainly for the humorous possibilities they offer.]


[Holmentzer Players Handbook]

Sunday, February 24, 2013

MOOR'S END - 14 & 15

So at 3:00 AM the party returns to the Inn of the Forgotten Worm where they get the best sleep they can before setting out for the Caves in the morning, a return to their quest in obtaining the diamond spider relic which Mattie the Mournful of the Church of the White Widow has told them a pack of bandits stole during a ceremony at the church.

Jin visits the grave of his brother on the way, wood elves are encountered in a cave by a pool and join the party, the statue of a rat god is seen in a clearing, a large, sleeping wolf is bypassed, a cave of bone examined, a gelatinous cube burned into ash, a pack of giant rats sliced up...

New party member, Dafydd, elvish magic-user from Glowing Pines, elaborates:

17th hummingbird
 
The halfling came up to save me from the bartender, i’m grateful but concerned, talkative folk always unnerve me. Turns out they did indeed venture into this library, but it seems they already looted the place. They seem to be venturing into the nearby caverns i’ve heard that there is something magical about these caverns perhaps it would be beneficial to join them. Also i want to leave town for awhile, i don’t know if that elf is from Glowing Pines or not, but he seems familiar.
 

We entered into the caves and ran into a group of wood elves. I was cautious at first, but it seems they don’t know me. Their leader Helium the Blue seems an honest fellow. I was thrust into the role of translator for the band of adventurers. I care not for this spider of the church, but magical caverns and an evil rising in the north-east are interesting.

A group of berserkers came upon us. We almost had a fight, but it seems one of their party had joined my new compatriots and died, I hope my fate will be different. We keep finding old potato sacks; it is most curious.
 

We found a strange statue of a rat-god of some sort. I for one am not into the study of the gods, but it is interesting nonetheless.

We came across some sort of gelatinous monstrosity. My new compatriots are suicidal, they wanted to fight it for treasure! We were lucky to defeat it. We were also lucky that group of orcs that stumbled by was smaller than our group. Among the loot we found three rings, a shield, a hammer and a strange wooden box. I also found a bone flute of some sort.

The wood elves and I were leading the group when we were attacked by giant rats. At first we were too surprised to engage effectively, but after a moment we felled one and all of the beasties. I was bitten quite efficiently, I believe I need a moment of rest. I am beginning to feel that this group may get me killed after all. Won’t that please the citizens of Glowing Pines.


And lastly, some inspired prose from Jinshen the Monk:

12:30 PM, Sunday, 17th day of the month of the Hummingbird, Moor's End, Furthermoor.

Friday, February 22, 2013

HOLMENTZER TRAPS

More and more, I'm seeing how Mentzer's Basic Players Manual can come in handy for Holmentzer.

[Holmentzer Players Handbook]