Dang January-February Went Fast

January-February I was working 70+ hour work weeks in the real world which means I didn’t do much in my imaginary world of Alidor. Or, did I? What I did get done in January, was another game with a new test group of players. The four players were, my wife, 24 years of RPG gaming; we’ll call her “the wife”. We also had an engineering Ph.D. Grad student with 10 years of gaming experience; named Mark, an actual engineer, Mr. Greg with 12 years gaming, and a pharmacist with no table top RPG game experience, his name was Kenny, or “don’t kill Kenny”, as he was known around the table that night. I actually printed out 3 books full of typos and tables and the basics for starting a character. The players drilled into the book and pointed out plenty of things to change, update, or correct, and in the end we all had a blast at the table. I went right to work on that after the game was over.

I think the highlight of the adventure was when they discovered a cave guarded by an ogre, that was standing watch outside.

The Party discussed their approach to the ogre guard, from the woods a couple hundred yards away.

The Wife: “Lets try to sneak up on the ogre from two different sides; flanking him and when we get in range, we attack.”

Mark and Kenny both agree.

Mr. Greg: “Ok, here’s the plan. You three sneak up to about 100 yards, and wait, while I take the better part of the day, to climb up the mountain, and circle back, so I am above the ogre; at which point, I will jump off, and onto the ogre, stabbing him in the back, then you all can come up and loot his body.”

The Wife, Mark and Kenny: silence… then hysterical laughing.

The best part of table top role playing games are the conversations, and planning, that goes on before the dice starts rolling, and all sorts of chaos breaks loose from the result of the dice.

Comments at the end.

They all liked that characters had a choice to die, or transfer their life energy to a metal object, at the moment of the “death blow” in combat. The living characters, at the end of combat had a blast trying to find which object the player had transferred their life essence too. They asked if there was a limit to how many times a character could die and transfer. I hadn’t thought about that.

One of the detractors to  the game was that they liked having access to spells to use, but thought there was no challenge to them. If you had enough energy, and access you could disintegrate enemies on a whim. I fixed that by adding D20 roll to cast a spell. On a roll of one (1) the spell would backfire. Roll results 2-5 would cause a misfire with a random effect. 6-19 the spell did what it was intended to do. On a natural 20 roll, the caster could cast the spell at half the energy cost.

I just realized that so far there has been no found, or created magic in the game, and the players seem OK with that. I have to come up with something to draw players out and into dangerous dungeons. I also have to make a random misfire list to the game rules.

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About shent_lodge

Shent_lodge, AKA Jon, started this website, in 2000, initially as a player's guide to his home game. He has run through, and run for, hundreds of players of the Dungeons and Dragons game since 1980. These days he plays, or runs games using the WORST RPG rules set.