作者 主题: 乱七八糟团务区  (阅读 25383 次)

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Re: 乱七八糟团务区
« 回帖 #10 于: 2019-05-05, 周日 14:37:38 »
龙与地下城
던전앤드래곤     
ダンジョンズ&ドラゴンズ

JBW: You are a specialist in both Korean and Japanese archaeology. I am curious to know what are the current challenges facing your field. Could you perhaps elaborate what these are based on a reflection of your own experience?

GLB: We must resist attempts at nationalistic interpretations of history, especially the tendency to use archaeological and historical data to argue ethnic superiority. There are now cases where right-wing factions in the national governments are interfering with academic research funding and institutional structures for their own purposes. Academia must be an endeavor free from political interference. Even the designation of important cultural properties by UNESCO has become a competition of sorts between national governments to claim archaeological resources within their current boundaries as part of their exclusive ethnic histories. What we need is “archaeology without boundaries” to represent the diverse range of cultures and peoples that preceded us and accord them respect in their own right.
                                                                                                          ——Prof. Gina L. Barnes

A Monster For Every Season四季是好东西,不要忘记它 :wub: order of the stick万岁
« 上次编辑: 2019-06-14, 周五 20:39:54 由 A球 »
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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Villain Workshop by Rich Burlew
« 回帖 #11 于: 2019-05-09, 周四 08:40:00 »
Villain Workshop

Today we're going to talk about villains. When I say the word "villain," I mean a very specific kind of antagonist. Generally, I'm talking about character that not only serves an adversary, but also does so repeatedly, either in person or through his or her secondary influence. Villains usually have an ongoing agenda beyond, "I want to survive my next fight with the heroes." In other words, the ogre in the cave that you fight is not a villain, but the ogre who swears revenge on the heroes for killing his brother in the cave is.

Creating villains is easy; we've all seen enough movies to be able to whip up a threatening guy in a black cloak who wants to conquer the world. This article is about creating villains that go beyond stereotypes and clichés, and who are fully realized characters with their own internal logic and emotional depth. It also deals with ways to keep every villain you make from accidentally having the same modus operandi; you can only throw your players against so many evil clerics of evil gods who hate everything good and pure before it starts to get stale!

In the interest of making this easy for anyone to use, I'm going to go through a step-by-step procedure for creating a villain for your own campaign. Along the way, I will use a single example from my own campaign: the Fire King, a half-devil elf sorcerer/fighter.

Step X: What is the villain's race or class? I am putting this first not because I think it should necessarily be the first thing determined, but because there is no "right" time to make this choice. Sometimes, the villain will flow out of the choice of creature, other times the creature type will flow out of the villainous plot you have created. Often, you will determine bits and pieces of this as you go through the other steps.

The Fire King began as a half-fiend of some kind, but other than that, I had no preconceptions when I began working on him as to his eventual stats.

Step 1: Start with two emotions. I really believe all great characters begin with one emotion that drives them. By choosing this first, you make sure your villain will stay true to the very reason he became a villain in the first place. It's kind of a cop out after a while to have villains who are just evil for evil's sake; something had to drive them to be evil in the first place. Options for their primary driving emotion might include Anger, Angst, Greed, Jealousy, Lust, Hatred, Regret, Revenge, Shame, and Sorrow. Feel free to narrow these down as much as possible to get to the core of the villain's persona: Anger is fairly broad; Resentment is a much more specific emotion. Don't forget that "positive" emotions (such as Love or Honor) might lead to villainy as well, if taken too far.

But I did say TWO emotions. So what's the second one? The emotion you intend to inspire in your players when they encounter the villain. Not all villains need to be universally loathed by the heroes, and even those that are often have that loathing colored by another emotion.

The Fire King began with the driving emotion of Shame, with a good mix of Insecurity and Revenge. He was created from the beginning to inspire stark raving Terror in the players.

Step 2: What events in the villain's past brought about this emotion? Whatever emotion you picked, there must be a reason the villain feels that way. It does not need to be necessarily logical, and it certainly does not need to be something you personally agree with. In fact, often the villains I create will personify an emotional response that I specifically find inappropriate. Part of the fun for me is creating characters with a "twist" away from the expected reaction to the events in their past. Still, it needs to at least be consistent with responses that might be natural for someone, somewhere. The goal is to create a history that sounds reasonable when you read it, but might not be completely obvious when bits and pieces are uncovered over the course of the campaign.

I decided that the Fire King was ashamed of his half-breed status. The twist was that rather than being embarrassed for being half-fiend, he was embarrassed because he was half-something else. In his eyes, he didn't live up to the legacy of his father, a powerful fiend of some kind, because he was half-mortal. Without getting into specifics, I decided that he had been through at least one traumatic childhood meeting with other full-blooded fiends, where he was ridiculed or even attacked for his hybrid nature. I also decided that both of his parents were deceased, since it made it easier to give him that "alienated" status.

Step 3: What is the villain's scale? Decide on what level you want the villain's actions to have repercussions. Is this a villain that will only harass the heroes and their immediate friends? Is this a villain that threatens a nation? Is it a villain that threatens all of existence? The answer will depend on how often you want this villain's actions to interject into the campaign. If the entire campaign is an epic struggle against this villain, chances are he's going to need to have a scale greater than just one village. On the other hand, the greater the scale, the more likely powerful NPCs will take notice of the villain, and it becomes more difficult to justify them not swooping in to aid the heroes. This question will also help decide what Challenge Rating you should assign to the villain.

The Fire King was intended as the primary villain for the entire campaign (which ended up lasting 38 sessions). I decided he worked on a scale that threatened the entire world, but not every other plane of existence.

Step 4: What is the villain's goal? Every villain needs a final goal, no matter how grand or insignificant. Keeping in mind the villain's scale, determine what he wants to see happen. It can be as simple as wanting to be very wealthy, wanting to kill a specific person, or wanting to seize as much power as possible. Many goals are completely unattainable, such as winning a specific person's admiration or being the most powerful wizard anywhere. The villain can still cause a lot of heartache for the heroes on the path towards that goal, though. Remember that the villain only needs to believe their goal is attainable; it is necessary that it actually be so.

I determined that the Fire King ultimately wanted to live up to his father's expectations, as well as come to dominate the full-blooded fiends who mocked him. Therefore, his final goal was to seize control of his home plane, Hell.

Step 5: What does the villain need in order to be able to achieve this goal? In order to devise an appropriate plan, it is crucial to understand what the villain thinks he needs in order to pull off the "end stage" of the plot. If the villain wants to destroy the multiverse, he needs to have some source of power that allows this. If the villain wants to drive the gnomes out of Sunlight Valley, she needs something that will make the gnomes want to leave. By visualizing what resources the villain needs in order to make the goal a reality, you firm up what steps the villain will need to take along the way. Note there will almost certainly be multiple paths to accomplish the goal, so your villain has chosen either a.) only one, or b.) to enact multiple simultaneous plans as a failsafe.

Often, the means to accomplish the goal will be fairly esoteric; feel free to make up whatever powerful artifact, lost magic, or obscure ritual you need to give the villain the tools he needs. These are the things that the players will need to stop, or delay, or what have you, and from there, adventures will be easily derived. You can also break the goal into several "subgoals," each with its own requirements.

The Fire King determined that he needed virtually unlimited magical power to accomplish his goal; at least as much power as that of the current rulers of Hell combined. To that end, he learned of a ritual to absorb all of the world's magical energy. The ritual had very stringent requirements: it could only be undertaken by a sorcerer who was genetically unique in the world and a native to that plane, but a mortal could not survive the inherent energies involved. As a native outsider, however, the Fire King was uniquely suited to the task. I would later decide, due to the high level of coincidence that this created, that his father had spawned him specifically to serve as the focus for this ritual as part of an older, failed domination plot.

Step 6: What obstacles must the villain overcome? The easy answer here is, "the heroes," but it isn't the right answer. The fact is, the heroes won't even know to oppose the villain until they encounter some other part of the plan. There needs to be something (anything) standing between the villain and his goals, or else they will be achieved with no chance for interference on the part of the heroes. Since your goal is to create opportunities for conflict, that won't fly.

Once you establish the obstacle, you can then go back to Step 5 and determine what steps need to be taken to overcome that obstacle. Then back to Step 6 for what obstacles are in the way of those steps. And so on and so forth, until you have enough steps to flesh out a fully realized plan of action.

The big stumbling block for the Fire King was the line in his ritual about being "unique." I decided being a half-fiend wasn't sufficient; he needed for his base creature type to be the only one in existence. Obviously, that was not the case currently. His solution, then, was somewhat grandiose but befitting the scale I had chosen for him: slay all creatures of the same base type, everywhere.

It was at this point that I decided he would be half elf, half devil. The elves in my campaign world are somewhat unpleasant, and I liked the idea of one villain trying to wipe out a race that others would find inherently villainous in the first place. Plus, it set up another automatic obstacle: there were certainly plenty of high-level elven wizards walking around the world, meaning that the Fire King could not simply start slaughtering elves left and right without attracting their attention.

Step 7: What is the villain's primary means of projecting influence? The final step before setting down the villain's ultimate plan is to decide what sort of actions he or she prefers to take to set things in motion. Is the villain a manipulator, turning others to his end without their knowledge? Is he a leader, convincing others to side with him through strength of personality? Does she use her own personal power to accomplish her ends or does she rely on others to do her dirty work? Does he move openly or in secret?

The Fire King was primarily a manipulator. While I decided he would be a very powerful sorcerer by this point, he was aware that if he moved openly with his plan for genocide, the heroes who would act against him would number in the dozens (or hundreds). He could not stand against that kind of power, so he worked to turn those who would interfere with his plan against one another, whittling down their power until it was safe to reveal himself.

Step 8: What are the villain's resources? This step's importance cannot be underestimated. If the villain has infinite resources available, they are essentially omnipotent. Limiting the people, places, and things the villain can successfully use to enact his will leads directly to adventures, because the villain must then use these resources in such a way that allows him or her to acquire more. Don't forget to include abstract resources, such as "genius-level intelligence" or "knowledge of the future."

I decided quickly that I would differentiate the Fire King from other stereotypical villains by sharply limiting his starting resources. This was not to be a villain with an entire organization fanatically backing him; this was a guy with the equivalent of the shirt on his back. I listed his resources as the following:

Genius-level intelligence and a fine strategic mind
Superb leadership and deception skills
The power of a 12th level Red Sorcerer (that is, mostly fire-oriented spells), including appropriate magic items.
The ability to pass in elven society without being detected as anything other than an elf, even via magic.
The inherent tension between the human and elven civilizations, a result of centuries of enslavement in the distant past. Also, the natural dissatisfaction of the elves with the state of the world.
A handful of minor devils who had owed loyalty to his father and were willing to throw their lot in with the son as well.
His sister, another half-devil elf, with the skills of a 9th level rogue and a knack for seduction.
As the campaign began, he also reestablished the loyalty of another powerful villain, with his own elaborate backstory, that had worked with his father. While he later came to manipulate large armies of elves, I didn't count these as true resources because the elves were not part of his plot; they were the victims of his plot.

Step 9: If no heroes were to interfere, what would the villain's plan to achieve this goal be? Now that you know all of the goals that need to be accomplished and the primary means by which the villain intends to do exactly that, you can set down the villain's plan in loose terms. Try to not take into account the specific actions of the players; even if the villain hatches his plot with full knowledge of the heroes, he is unlikely to assume that they will defeat him. It is entirely likely, however, that he might take general steps to limit their interference.

This step is likely to produce the most work, because in effect it is an outline of the way in which the villain will interact with the heroes and the campaign world. The villain's plan might have dozens of steps to it, and each may turn into one or more adventures for the players. If you find the plot has more steps than the number of times you would like this villain to show up, simply decide that the villain has already accomplished one or more steps before the heroes are even in play. Alternately, you could have some steps occur "off-camera," but you run the risk of the heroes deciding to take steps to stop them when you really haven't planned to run that particular adventure.

The Fire King's plan began years before the heroes began adventuring. Finding his greatest asset to be his ability to work within the very society he was attempting to wipe out, the Fire King spent 20 years infiltrating the house of an elven noble, until such time as he quietly seized control of the elf's noble title. With this title, he was able to attend gatherings of the elven emperor's court, where he quickly made a name for himself with several outspoken opinions that he used his other resources to make happen exactly as he had predicted. The Fire King further endeared himself to the boy-emperor by introducing him to his half-fiend sister, who easily seduced the young elf. Soon, the emperor began listening to the Fire King's advice almost exclusively, and then the plan moved into high gear.

Whispering lies into the emperor's ears, the Fire King convinced him that the empire needed to recover past glories or die out. He began gathering and training a new elven army, which he then used to lash out at the neighboring humans, destroying border towns and killing hundreds. The emperor was easily impressed by these early victories, and ordered the invasion of a nearby human nation. The Fire King manipulated events so that only "soft" targets were attacked, lulling the elven court into believing that a full-scale war against humans could be won when he knew that the human nations were more powerful. He took control of the invading armies personally, urging elven commanders to commit horrible atrocities that would incense other nations. In this way, the Fire King hoped to provoke the humans into slaughtering the elves for him, thus achieving his goal.

Meanwhile, he began personally seeking out and eliminating threats to the plan. While the drums of war began to beat between the humans and the elves, he struck at various power centers on either side that might be able to bring the rush to war to a halt. It was through these strikes that the heroes learned of him and his plans. Had nothing gone awry, the Fire King would have struck down or manipulated those with an interest in stopping the war, allowing the humans and elves to fight it out in a bloody war to the end. Eventually, the Fire King would have been able to simply mop up the surviving elves and enact the ritual that allowed him to seize all magical power in the world. With this power at his command, he could transform the planet into a training ground for an army of billions with which he could conquer Hell.

Step 10: What are the villain's boundaries? There should be at least one thing the villain is not willing to do to achieve his goals. They may have a code of honor, or simply have a strong distaste for some kind of act. This detail will give your villain a realistic feel, as well as crossing off certain options that might be difficult for the heroes to eliminate through their actions. For example, the villain may be unwilling to traffic with demons, which helps you explain why he doesn't just summon a bunch of balors to do his dirty work.

The Fire King was intensely loyal to his friends. Growing up as basically an outcast wherever he went, he was not about to throw away friendships over something as minor as world domination. Thus, he was not ever going to betray anyone who was within his inner circle of confidence, and he did not consider any of them expendable.

Step 11: What is the villain's personal threat level? In other words, is the villain a danger to the heroes if encountered personally? How much of a danger? Some villains might be just puppeteers, capable of influencing the world but unable to stand up in a fight; think of this as the "Lex Luthor" model. Others might be equal in power to the party, while still others may be so much more powerful than the party that a direct confrontation would be suicide. This last option is ideal if you want the players to become aware of the villain long before you expect them to defeat him.

The Fire King was a serious physical threat by any standard. When first encountered, he wreaked such destruction on a village that further encounters with him prompted the heroes to simply run away. As the campaign progressed, he gained in power but at a slower rate than the heroes, so that by about the time the heroes were 12th level, he was a beatable (but still very difficult) challenge. Often, I put their encounters in the context not of direct combat, but of achieving goals. The heroes once managed to rescue an NPC that was about to rat out the Fire King's plans by being able to outrun him, for example.

Step 12: How does the villain treat his minions? How do the minions feel about the villain? Not all villains inspire loyalty to the death. Giving the villain servants who are less than blindly obedient can increase the opportunity for roleplaying, as heroes try to convince henchmen to abandon their evil ways (or at least accept a healthy bribe). Whether or not the villain treats them well will influence this decision heavily. A villain who sends his servants on suicide missions time after time had better be powerful or charismatic enough to ensure their absolute obedience, or else he will find himself on the wrong end of a mutiny.

I had already determine that the Fire King had a good relationship with his true allies, so this step was kind of redundant for him. Although I did clarify that he was willing (in fact, eager) to send as many of the elven soldiers serving in his army to their horrible deaths as he could.

Step 13: What are the villain's visual quirks? A good villain has a look that will be remembered long after the campaign is over. Once the players are aware of the villain, further direct encounters should be recognizable solely based on his look. Try finding things that distinguish him from others of his race and class. Also, methods of fighting and preferred tactics can add to the villain's style. Using a unique weapon or a favorite spell not only flesh out the character, it gives the players the opportunity to plan a countermeasure for their next meeting with the villain. The character thus becomes a part of their world in a fundamental way.

The Fire King, as his name implies, always used fire-based evocations when attacking. Because he was immune to fire himself, he enjoyed casting fireball as a melee spell. He also wore black adamantine full plate armor while doing so, which terrified the more metagaming-prone players. They spent a lot of energy figuring out how he was able to cast arcane spells in armor, which kept him alive in their thoughts even when he was not "on-screen".

Step 13a: What would the villain's theme music sound like? OK, this one really isn't a necessary step, but it's one that helps me imagine the villain properly. Whether you intend to actually play it during the game or not, come up with a song or orchestral piece that evokes the emotional impact of the villain. I've found that playing the song for myself before I DM a game where the villain makes an appearance helps me roleplay him.

If you've ever played Final Fantasy 8, you have heard the Fire King's theme music. I chose the theme from one of that game's early villains (Edea, who later becomes a friend) as the Fire King's theme because I felt it represented the right mixture of cunning manipulation and raw personal power. As the driving force behind a massive elven army that was marching to its untimely end, the piece's chanting helped convey to me a sense of impending doom. To this day, I think of the Fire King when I hear it, not Final Fantasy 8.

Step 14: What is the villain's escape plan? This is semi-optional too, but if you intend to have the players encounter a villain repeatedly without a decisive victory, you need to think about it. I cannot emphasize, however, that such a plan needs to be keeping within the rules of the game AND within the villain's reasonable expectations for the future, or else your player's will cry foul. Just having the villain run away and not letting the players follow feels cheap. On the other hand, if your villain is a powerful wizard, making sure he prepares at least one teleport for those sticky situations is not only helpful; anything less would be foolhardy. Even then, it is usually helpful to have such an emergency plan come with a price: the villain must abandon his goal or one of resources to save his own skin. Thus, even when he escapes, the heroes have earned a victory.

Early in the game, the Fire King was so much more powerful than the heroes that he didn't run from them, they ran from him. As time went on, he learned to teleport away once he could no longer accomplish his goal.

Step 15: What is the villain's name? Trickier said than done, coming up with a good name can make or break a villain. Anything that can be easily mocked will lessen his impact. Anything too complex will lower the chance that the players can remember it, and they can't fear what they can't remember. Ideally, a good name should inspire respect. Also, give some thought as to when you will reveal the villain's name; during their first meeting, or at some later point?

I decided at this point that this character didn't need a name as much as he needed a title; a self-proclaimed station to attempt to live up to. With his inherent embarrassment over his elven blood, he would seek to escape from whatever name he had been given by his mortal mother and forge a new identity for himself. Hence, I named him the Fire King, which I thought had the right sense of dominance without actually being a real title. Of course, this was his name for himself, and he used a different title when among the elves. Early on, the heroes had no idea what his name was at all, and referred to him simply as the Red Wizard (they didn't know he was a sorcerer) for months.

By this point, you should have a very good idea of who your villain is and what he needs to do in your game. With all of the plotting you have done so far, you should have created the rough framework from which you can build a series of adventures without having any foregone conclusions or railroading. By understanding the villain and his aims, you can have him or her organically alter their plans based on how the heroes manage to thwart sections of it, all without pre-ordaining the outcome.

As a way of working further on these issues, I'm going to go and create a completely new villain over on the message board, using this checklist as a guide. If you enjoyed this article, I encourage you to enter the Villain Design Contest I am going to hold on the message board; feel free to use either these guidelines or your own methods to come up with the most badass bad guy ever.

Next time, I'll talk about texture for players (rather than DMs), also known as "How to Have Seven Classes and Have Each of Them Make Sense."
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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Re: 乱七八糟团务区
« 回帖 #12 于: 2019-05-09, 周四 09:33:30 »

Don't run scenes that don't matter
If it's really "pick one or the other" you don't need to ask your players which they pick. If you want to describe things so they have a feel for the setting, do that. If you want to see how they generally approach binary choices with no information, you can do that, too. But when you set a scene, you should have an idea of what's at stake, what you as GM are trying to accomplish or, if not, which player(s) in particular have directed this scene to happen and are presumably trying to accomplish something with it.

There's a couple of ways to approach this to avoid running a meaningless scene, depending on what you're going for. If you're just trying to narrate travel, for example, you might do something like this:

as you travel from Oakdale to the Deepwoods, the forest thickens visibly. After the first 5 or so days, your path is shaded and the atmosphere dark, even during the daylight hours. At night your party huddles close to the fire, and it is difficult to sleep with the ever-present distant howling of wolves and the occasional roars of far stranger beasts. Arriving at an unmarked crossroads, you take the northern path, which will detour through the hamlet of Willow's Glen, though the southern path would reach the informal border in about as much time. After replenishing your rations and torches in the hamlet, and exchanging post and news, it has been a grand total of 17 days when you encounter your first elfin border patrol and know you have truly entered the depths of the primordial forest.

It's like a minute or two of talking, and then all the traveling is out of the way and the players have an idea of the layout of the region they are in and the resources consumed to get here.

If you're trying to figure out how the PCs approach travel so you can narrate it like that in the future, you'd instead need to ask a bunch of questions and find out what sorts of things are important to them in traveling and how they spend their resources and such.

You want to know how your party smells, so you know how the Otyugh Druid whose territory they are entering interprets their presence. You run through a bunch of short example scenes while travelling, or maybe and example day coupled with a couple other questions. You take stock of who bathes when and where and with what, what food, in particular is eaten, if and how dishes are cleaned, what they are cleaned with, whether laundry is done, etc.

If the players are the ones driving the particular scene in question, then you'd need to give lots of details and pertinent background knowledge their PCs would possess, so they can do whatever it is they are trying to do in a manner that makes sense.

One of the players asks if they come across any tree species unusual in the border region as they go deeper in the forest. Thinking briefly on it, you respond in the affirmative, describing the time and circumstances their PC first notices such a tree, and deciding on your part which species will be first to be encountered. The player says they'll try and set camp later, such that one of those trees is nearby. You set a scene of the party making camp, explaining the relative location of the tree, asking other players what they are doing, asking the driving player if they share their plan with anyone, etc. They decline to share the plan, saying it's not a big deal, and cast tree stride on the tree in question to get an idea of the direction towards the center of the forest and the relative lay of the land, before returning to passing time.

If the players are driving the scene and it's for interrelational reasons, then what's going on beyond that doesn't much matter, and you should just sit tight while they talk until more GMing is needed.

While Bob is making sure he isn't lost with tree stride, John and Lisa get to talking over food about the reasons they responded differently to the factions present in the last big town. It provides a good opportunity for the characters to develop, and you don't interrupt them, except to tell them when Bob returns to the campfire and becomes privy to the ongoing conversation. If it goes on extraordinarily long you might let people know that the fire is burning low and it's quite late, but probably not.

Please do note that this is a solution to your problem, not the only reasonable way of doing things. It's a playstyle I've used several times to drive action and meaningful content, but it's not the be all and end all of RPGing.

It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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DRACO HISTORIA
« 回帖 #13 于: 2019-05-12, 周日 07:35:09 »
The name of the game is Dungeons & Dragons, so it’s not exactly surprising that dragons have always been a part of the game. In fact, their appearance in OD&D (1974) would largely form the template for their depictions forever after.

THE ORIGINAL TEN: 1974-1988
In the beginning, there were six types of dragons: white, black, green, blue, red, and golden, appearing on pages 11-14 of Monsters & Treasures for OD&D. Since the book offered just a paragraph of description for most monsters, the amount of material on dragons was notable—immediately showing how important they were to the game.

In that first appearance, dragons already had their unique breath weapons: cold for the white dragons; acids for the blacks; chlorine gas for the greens; lightning for the blues; fire for the reds; and fire or gas for the golds. They also each inhabited unique terrains and level niches: from levels 5-7 for the whites, to 9-11 for the reds, and 10-12 for the golds. They could also appear in different age groups, which defined their hit points and breath weapon damage. And, lest you think otherwise, the golds were indeed lawful, while the chromatic dragons were chaotic.

In other words, the dragons from the original OD&D book looked a lot like they would for the next few decades.

One of the few aspects of OD&D’s dragons that would be largely ignored in later books was their vulnerability or resistance to certain elements. For example, blue dragons were vulnerable to fire, but resistant to lightning and water.

Where most monsters were defined solely by their combat stats, dragons had percent chances that they might be willing to talk or would be sleeping, probably reflecting the actions of Smaug from The Hobbit (1937)—who was likely a model for the red dragon itself. OD&D also contained extensive rules for subduing dragons and even selling them on the open market!

The four missing dragons appeared shortly thereafter in Supplement I: Greyhawk (1975), which revealed brass, copper, bronze, and silver dragons. Like the gold dragon, each had two breath weapons.

And then there were ten.

The biggest change between dragons in Greyhawk and later sources is that the metallic dragons are first said to be either lawful or neutral—where they’d soon be lawful only; other dragons would eventually appear to fill the neutral niche. Greyhawk also introduced the draconic gods, Bahamut and Tiamat, though they weren’t yet named.

When AD&D rolled around with its Monster Manual (1977), Gygax slightly increased the power of the dragons—something that would become an ongoing task over the decades. Most notably, they picked up a fear power that allowed them to scare away weaker foes; beyond that they were very similar to the OD&D monsters. And that was the state of the ten basic dragons through the entirety of AD&D’s first edition (1977-1988).

EXPANDING THE TEN: 1980-1988
The dragons of OD&D and the Monster Manual defined a strong paradigm: lawful dragons were metallic and chaotic dragons were chromatic. Though the official D&D rules only listed five each of type, fans were willing to look deeper.

Len Lakofka began the trend in The Dragon #38 (June 1980) where he introduced three new evil dragons: brown, orange, and yellow. Similarly the evil gray dragon and the good steel dragon appeared in Dragon #62 (June 1982). Richard Alan Lloyd more methodically filled in “the tints of the color wheel” in Dragon #65 (September 1982) with his own yellow, orange, and purple dragons.

None of these new chromatic and metallic dragons really expanded the scope of D&D’s dragons: they just filled in the blanks. Much the same could be said of the gem dragons that first appeared in The Dragon #37 (May 1980). These new dragons by Arthur W. Collins rounded out the alignments by providing five neutral dragons: amethyst, crystal, emerald, sapphire, and topaz. Like their predecessors, these gem dragons each had their own terrains and breath weapons—and they were innovative enough to become official in 2e’s MC14 Monstrous Compendium Fiend Folio Appendix (1992). As we’ll see, many more dragon articles would appear in Dragon over the years.

Meanwhile, D&D’s official products were more clearly breaking new draconic ground. The Fiend Folio (1981) introduced six “oriental” dragons, while the Monster Manual II (1983) expanded dragons beyond the categories of the previous years by introducing a motley crew of cloud dragons, faerie dragons, mist dragons, and shadow dragons. Basic D&D revealed its own “gemstone” dragons in the D&D Masters Rules (1985). These amber, crystal, jade, onyx, ruby and sapphire dragons had no relation to the neutral dragons of Dragon Magazine, but instead followed a variety of alignments.

There was one thing that all of these dragons of the ‘80s had in common, from Lakofka’s colorful monsters to Frank Mentzer’s gemstones: they didn’t change the fundamental paradigm of how dragons worked in D&D. They were powerful monsters, but not necessarily the horrific creatures of legend and lore. They fit into a pretty standard range of monster levels (approximately 5-12) and although they had more powers than most monsters, they weren’t impossible to deal with.


DRAGONLANCE: 1984-2010
Though dragons appeared in every early Monster Manual, they weren’t given much love in D&D adventures. TSR published modules about giants (1978), drow (1978), lizard men (1982), and elemental evils (1979, 1985), but there were scarcely any dragons to be seen. Recognizing this deficit, TSR decided to publish a trilogy of adventures all about dragons. They took proposals from in-house designers, and the result was an epic adventure by Tracy Hickman called Dragonlance.

Dragonlance (1984-1986) grew from those small beginnings into TSR’s first true epic. It ended up running 12 modules—one for each of the ten types of dragons, plus Bahamut and Tiamat. The rules for dragons didn’t change, but they generally acted more intelligently—appearing as real characters in the adventures, not just monsters. They were also quite central to the plot, where dragon armies marched across the world of Krynn, commanded by Takhisis (a version of Tiamat).

Dragons have continued to be important to Krynn over the years. For example, when TSR released Dragonlance: Fifth Age (1996) it told the story of huge, alien dragons settling the world of Krynn and taking over great territories. They were some of the biggest (and most dangerous) dragons ever seen in a D&D game world.

PRINT MAGAZINE WRITING: 1981-2007
Meanwhile, Dragon Magazine was increasing its focus on dragons, expanding upon those early articles by Collins and Lakofka. It began with Dragon #50 (June 1981); the magazine’s fifth anniversary issue was advertised as having a “Special Dragon Section”. The most notable article in the issue was probably Gregory Rihn’s “Self Defense for Dragons”, which stated that dragons couldn’t “stand up to the invariably large and well equipped parties that are thrown against them.” It was an early recognition that dragons needed to be tougher—and so picked up extra attacks and dirty tricks.

From there, two or three articles about dragons appeared in every anniversary issue for decades. Sometimes this meant more new dragons, such as in Dragon #62 (June 1982) and Dragon #74 (June 1983). Dragon #170 (June 1991) even introduced a new breed of dragon, the “ferrous” heavy metal dragons—which included iron, chrome, cobalt, tungsten, and nickel. More often it was rules variants, such as an article on dragon clerics or still another attempt to improve dragon damage in “Dragon Damage Revised” by Leonard Carpenter in Dragon #98 (June 1985). The final draconic anniversary issue, Dragon #356 (June 2007) was notable for both detailing many of the most famous dragons from D&D adventures* and revamping the ferrous dragons for 3e.

The anniversary issues were a great source of (unofficial) draconic lore that over time ensured that dragons were the best-detailed monsters in the D&D universe. However, that wasn’t Dragon’s only contribution to them. Ed Greenwood’s “Wyrms of the North” column, which ran from Dragon #230 (June 1996) to Dragon #259 (May 1999), detailed almost thirty unique draconic personalities—again highlighting the fact that dragons were more than just monsters.

2E MONSTROSITITIES: 1989-2000
After AD&D was revamped in a second edition (1989), dragons unsurprisingly reappeared in Monstrous Compendium Volume One (1989). This sourcebook revised dragons more thoroughly than had been the case either in Dragonlance or in most Dragon articles—primarily by powering them up. As TSR announced in Dragon #146 (June 1989): “They’re back… and more dangerous than ever!”

Dragons in 2e were given new special attacks like snatch and wing buffet. They also received more hit dice: the weak white dragon, which once ran 5-7 HD now had 11, while the red dragons which once ran 9-11 HD now had 15. Total hit points were also increased for older dragons. All around, dragons were far more dangerous in 2e, as was appropriate.

Overall, 2e was a great time to be a monster. TSR released over 25 Monstrous Compendiums. Which meant, of course, lots of monsters. Chromatic dragons, gem and gemstone dragons, metallic dragons, neutral dragons, and oriental dragons all reappeared in official books. There were also tons of one-off dragons, such as the planar adamantine dragon, the astral dragon, the cloud dragon, the radiant dragon, the steel dragon of Greyhawk, and the weredragon. However, there were no large-scale revisions of the major categories of dragons that had been created back in 1974.

The first draconic sourcebook, FOR1: Draconomicon (1990), was also released during the 2e years. Though Nigel Findley’s book theoretically focused on the Forgotten Realms, it had lots of information on dragons of any land, including notes on psychology and magic. There were of course new dragon species, too—including official mercury, steel, and yellow dragons.

The biggest expansion of the era might have been the dracolich—an undead dragon species that originated with Ed Greenwood in Dragon #110 (June 1986) and the novel Spellfire (1987)**. However dracoliches really came of their own in the 2e era, when they became a standard part of the AD&D cosmology and were the heart of AD&D’s second draconic sourcebook: Cult of the Dragon (1998).

Then again, the biggest 2e draconic expansions might also have been the Council of Wyrms (1994, 1999), a setting where players got to take on the roles of dragonkind themselves.

Whichever way you count it, the ‘90s was an expansive time for dragons.

3E REVISIONS: 2000-2007
During D&D’s 3e years, Wizards of the Coast revamped many of the traditional draconic groups without expanding them. Thus the standard lists of chromatic dragons, gem dragons, metallic dragons, and oriental dragons all appeared for d20.

The biggest change for dragons in 3e was that draconic age levels were now used to broadly distinguish a species. For example, white dragons went from 4HD wyrmlings to 37HD great wyrms, where before age had modified hit points within a smaller range. Draconic attacks also became more dangerous, as part of a general power increase for monsters. Finally, dragons were more frequent spell casters. All told, dragons were more obviously the dangerous creatures of legend that they were always meant to be—at least if they lived to a sufficiently advanced age.

There were also three notable expansions of dragonkind: several Realms-specific dragons appeared in Monsters of Faerûn (2001); more powerful epic dragons appeared in the Epic Level Handbook (2002); and new planar dragons abounded, especially in Draconomicon: The Book of Dragons (2003).

The last book, another major look at dragons, featured details on psychology and physiology, related prestige classes and feats, and loads more. Draconomicon also expanded the scope of dragonkind, not just with the planar dragons but also with such lesser cousins as the drakes and landwyrms. Though drakes and wyrms had both been touched upon in the ‘90s, this was their most comprehensive so far.

Draconomicon wasn’t the only draconic book for 3e, which also saw the publication of Dragons of Faerûn (2006) and Races of the Dragon (2006). The last book was particularly interesting because it introduced a humanoid dragon race called the dragonborn. Though similar races had been around since Dragonlance introduced the draconians, this was the first big push for a humanoid dragon PC race, something that would only gain importance in 4e.

4E ICONS: 2008-2012
Dragonborn became one of the core D&D races with the release of D&D 4e (2008). However the real story of dragons in 4e is how important they became to the game. Most notably, dragons weren’t just for high-level parties anymore. Instead, 4e continued with the expansion of 3e, which allowed younger dragons to be face by lower-level parties. The Free RPG Day adventure Treasure of Talon Pass (2008) featured a climatic encounter with a black dragon, as did some of the later D&D Encounters adventures—even though these were intended for 2nd or 3rd level characters. This was a big change from the high-level dragons of AD&D.

The 4e Monster Manual (2008) largely used the same tactic as 3e: varying ages allowed dragons to be widely differentiated in level. A young white dragon was level 3, while an ancient white dragon was level 24; as a result, the weakest of the dragons could now be used for beginning parties and epic-level adventurers alike. Of course the statistics for the dragons were dramatically revamped, primarily to make them more thematic, as was generally the case with 4e. A white dragon might now do cold damage with its claws, while all the dragons received more potent fear effects and breath weapons that recharged in new ways.

The 4e Monster Manual included the standard five chromatic dragons, but after that monster designers became ever more creative. When metallic dragons finally showed up, they appeared in a new range of types: brass, bronze, cobalt, mercury, mithral, orium, and steel. Official brown, gray, and purple dragons also appeared. More notably, a totally new category of dragons arrived: the catastrophic dragons of Monster Manual 3 (2010), who embodied such forces as blizzards, earthquakes, and volcanoes.

WHAT’S NEXT: 2014-PRESENT
Over the last four decades, dragons have become increasingly important to the D&D game. Not only have they become more epicly powerful, but they’ve also appeared in weaker forms for low-level adventures. Meanwhile, frequent sourcebooks have helped to entrench them as a core part of the game.

That should only improve this summer as D&D’s newest multimedia storyline takes center stage. In “Tyranny of Dragons” the Cult of the Dragon seeks to free Tiamat, the queen of evil chromatic dragons. It also suggests that in the D&D edition that comes next, dragons will continue to be core from the start.

* Notable adventures for dragons include Dungeon #1 (1986), The Sunless Citadel (2000), Return to the Temple of Elemental Evil (2001), Bastion of Broken Souls (2002), and the Age of Worms adventure path (2005-2006). Note the lack of early adventures prior to Dragonlance (1984-1986).

** Or if you prefer, on the map of White Plume Mountain (1979), which warned of an “undead dragon”.
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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Reactions to OD&D: The Scope of the Game
« 回帖 #14 于: 2019-05-30, 周四 07:49:40 »
From Volume 1: Men & Magic, pg. 5:

Number of Players: At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts.

From Volume 2: Monsters & Treasure, pg. 3:

Monster Type   Number Appearing*
Men   30 - 300
Goblins/Kobolds   40 - 400
Orcs /Hobgoblins/Gnolls   30-300
* Referee’s option: Increase or decrease according to party concerned (used primarily only for out-door encounters).

OD&D Volume 3And from Volume 3: Underworld & Wilderness Adventures, pg. 16:

Large Party Movement: Parties numbering over 100, including pack or draft animals, will incur a 1 hex penalty. Parties over 1,000 incur a 2 hex penalty.

These passages, colletively, refer to a style of gaming quite distinct from the modern standard in which a “campaign” refers to a stable group of roughly half a dozen players. And, in point of fact, they refer to a style of gaming quite distinct from that found in most of the published modules from TSR.

OPEN TABLE: The first distinction of classic play is the “open table”. When Arneson and Gygax talk about a single campaign involving fifty players, they don’t mean that they lived in mansions with massive gaming tables where 50 players could huddle around a battlemat.

Under the open table model of gaming, the adventuring party was fluid. This Saturday your companions might by Bob, Steve, and Lucy. Next Tuesday it might be Steve, Suzanne, Ben, and David. And then on Wednesday you might get together with the DM for some solo play.

This kind of mass participation in a single campaign had a significant impact on how scenarios were designed: The dungeon complex was never designed to be “cleared” or “won”, because if you cleared the dungeon complex where was Tuesday’s group going to go?

And this extended beyond dungeon play. The entire campaign world was a limitless sandbox made interesting not only through the creative faculties of your DM, but also through the actions of your fellow players.

OPEN DMING: Both Arneson’s Blackmoor campaign and Gygax’s Greyhawk campaign featured co-DMs who would run adventures within the same setting and for the same players. For example, Rob Kuntz, who receives special thanks on the title page of Men & Magic, is known for having become Gygax’s co-DM for Castle Greyhawk and co-designing several levels of that infamous dungeon.

It was also common for characters to adventure in both Arneson’s campaign (which was based in Minneapolis) and Gygax’s campaign (which was based in Lake Geneva). And this kind of “campaign visitation” was common.

In fact, my gaming buddies and I used to do the same thing when we started playing: We each had our stable of personal characters, and these characters would be used interchangeably in all of the campaigns we would run (and we all had our own campaigns).

(On a tangential note: Some people ascribe this style of play as having been lost in the mists of time, but I’m not sure that’s actually true except on a personal level. Certainly as I started to place a higher value on verisimilitude and coherent character arcs, the “illogical” nature of campaign-swapping meant that I abandoned this style of play. But on those rare occasions when I’ve seen younger players, they often have the same carefree style of freeform gaming that I used to have.

So if this is something that you miss or that you want to have again, consider simply embracing it anew.)

MULTIPLE CHARACTERS: Part and parcel with all this is that it was apparently fairly typical for players to have more than one character playing in the same campaign. Sometimes they would be playing them simultaneously, but it was also quite typical for you to be playing one set of characters on Wednesday and a different set of characters the following Monday.

BEYOND DUNGEON-CRAWLING: You know what I’m tired of hearing? That D&D is a game about “killing things and taking their stuff” and nothing else.

Has combat and treasure-hunting always been a part of the game? Sure. But the game is about a lot more than that, and it always has been. For example, here’s the description of the fighting-man class from Men & Magic:

Fighting-Men: All magical weaponry is usable by fighters, and this in itself is a big advantage. In addition, they gain the advantage of more “hit dice” (the score of which determines how many points of damage can be taken before a character is killed). They can use only a very limited number of magical items of the nonweaponry variety, however, and they can use no spells. Top-level fighters (Lords and above) who build castles are considered “Barons” (see the INVESTMENTS section of Volume III). Base income for a Baron is a tax rate of 10 Gold Pieces/inhabitant of the barony/game year.

The idea that successful characters were destined for more things than dungeon-crawling was part and parcel of the game. There are rules in OD&D for stronghold construction, political assassination, the hiring of specialist tradesmen, baronial investments (in things like roads, religious edifices, and the like), assembling a naval force, and so forth.

And when you realize that this type of “realm management” play was an integral part of the original gameplay of D&D, then tables in which “40 – 400” goblins were capable of appearing begin to make sense: Sometimes you were a bunch of 1st level nobodies trying to root out the local goblin gang that had taken root in hills north of the village. And sometimes you were a band of nobles riding forth at the head of your host to wipe out the goblin army marching on your barony.

Now take a moment, if you will, and consider the type of game that arises when all of these elements are true: Some of the PCs have become the local nobles. Others are still lower level dungeon-delvers. And the entire world is developing and evolving as a result of their cumulative actions.

OFFICIAL SUPPORT

Ironically, this style of play never received any meaningful support from TSR. Not even in its earliest days. Have you ever seen a module with 400 goblins in it? There are a few glimpses of it here and there — in the Wilderlands campaign setting from Judges Guild or B2 Keep on the Borderland. But for the most part, the type of game being played by Arneson and Gygax — the type of game that led to the codification of the D&D rules — was not the type of game that was being supported through published modules.

Partly this is because that style of game is organic in its nature. You can’t actually capture the essence of the Greyhawk or Blackmoor campaigns, for example, because they were always evolving. (When Wizards of the Coast published Jonathan Tweet’s Everway, a member of the company memorably said something to the effect of, “If we could just include a copy of Jon in every box, we’d sell a million copies.” They couldn’t and they didn’t.)

But, on the other hand, that shouldn’t stop you from publishing the raw material from which a rich sandbox campaign could be played. But the Wilderlands campaign from Judges Guild is probably as close as we’ve ever gotten to that.

What stood in the way? Well, partly the resources. Publishing such a product in a single volume would have been a huge investment. And by the time TSR was capable of pursuing such an investment, that style of play was already becoming “outdated”, Arneson was long gone, and Gygax was already beginning to lose his control of the company.

And even if the resources had been available, such an undertaking would constitute an incredibly large and complex project. Gygax himself spent 30+ years trying to get Castle Greyhawk into print. It has never happened.

So what got published instead? Tournament modules. The earliest TSR modules — stuff like the A series, G series, and S series that we now think of as classics and defined the concept and format of what a “module” is — were all designed for tournament play. And tournament play is almost precisely the opposite of the type of game that Arneson and Gygax were running: The scope is limited (because you have to finish it within a single convention slot), the outcome premeditated (because the next round of the tourney was already designed), completion anticipated (so that scoring could be done), and the impact to the wider world nonexistent (because there was no wider world that could be effected).

For better or for worse, those were the modules that the gamers at home were buying. And they became the models around which their games were fashioned.

And, hand-in-hand with that, the mechanical support for those styles of play were purged from the rulebooks. 3rd Edition — designed by old school grognards working for a company which was, at the time, run by another grognard — saw a return of some of that lost mechanical support. But 4th Edition, of course, has reversed course once again.

The designers of 3rd Edition understood the value of open-ended, fully-supported play. You can see it in Ptolus (the campaign setting Monte Cook used to playtest the 3rd Edition rules). The designers of 4th Edition, on the other hand, openly proclaimed that the game was all about killing things and cited that getting back to those “roots” was one of their primary design goals.

Talk about your false premises.
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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THE GENERAL PHILOSOPHY OF XP
« 回帖 #15 于: 2019-05-30, 周四 08:03:08 »
The practice of giving XP is much maligned. I criticized it myself when I was young. The logic usually goes something like this:

(1) “How does earning money improve your skills?”

(2) “Treasure itself is a reward. Why should you be rewarded for getting a reward?”

The answer is simple: Treasure was seen as an analog for accomplishment. The goal of the game was not, in fact, to go into a dungeon and fight with monsters. Fighting with monsters was, in fact, a really bad idea. Fighting monsters could get you killed. What you wanted to do was get the treasure without fighting the monsters.

By rewarding the bulk of XP for treasure, the game encouraged smart, strategic play instead of hack ‘n slash play. Combat was implicitly a means to an end, not the end itself. (I know that in the BECMI Basic Set, at least, it was explicitly made so. Whenever someone tries to tell you that D&D is a game about “killing things and taking their stuff”, keep that in mind.)

And this was intentional. Upon discovering that 100 XP per HD was encouraging players to treat monsters as a source of walking XP (instead of fearing them as deadly dangers), Gygax promptly revised the XP rules in Supplement 1: Greyhawk. Low level awards were drastically reduced (1 and 2 HD monsters, for example, were reduced to just 1/10th of their former reward) and experience awards were now explicitly divided among all party members. Hirelings and retainers were also given a full share (although they only benefited from half their portion).

Depending on how you read the rules, if you were in a group with a total of 10 characters (PCs and hirelings both) you could actually see your XP rewards for killing a 1 HD monster reduced to 1/100th its former level upon adopting the rules in Supplement 1: Greyhawk!

This still leaves the objection that there’s no innate connection between finding a pot of gold and improving your sword-swinging ability. But this is almost utterly irrelevant because experience points — like virtually all character creation mechanics — are abstracted to the point of being virutally indistinguishable from a completely dissociated mechanic. Experience point awards are simply not any kind of meaningful model of actual learning or self-improvement in the real world — it doesn’t matter whether you give them for treasure, killing monsters, roleplaying, or just time served.

A few games (most notably RuneQuest) abandons them entirely and attempt to adopt associated mechanics that more meaningfully model the learning process. (For example, by improving skills that are used or trained.)

But if you choose to keep XP awards (and, like other dissociated character creation mechanics, I find nothing particularly problematic about them), then I think it’s important to acknowledge their role:

(1) They’re an efficient way of saying this is important. They can be an important part of the formal or informal social contract that says, “This is one of our primary goals.” If the primary source of XP is killing things, then you’re saying, “Killing things is going to be a focus of the game.”

(2) They’re a concrete way of setting and rewarding specific goals.

Of course, it’s also possible to over-emphasize the importance of these things. XP awards may feature an important part of the risk-vs-reward dynamic at the game table, but there are other rewards to be had — both in-character and out-of-character.
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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Hex-Clearing Procedures
« 回帖 #16 于: 2019-05-30, 周四 08:39:52 »
Not to be confused with hexcrawling, hex-clearing is the process by which monsters and other hostile forces were cleared out of a hex in preparation for a stronghold to be constructed. Clearing a hex was the first step towards bringing civilization to an uncivilized portion of the world. It was also the transitional point between the low-level activities of monster slaying and the high-level activities of realms management. It is one of the oldest game structures in D&D, yet I feel comfortable saying that probably 99% of all current D&D players have never done it.

In pursuit of a tangentially-related project, I decided to do a brief survey of the extant hex-clearing procedures in old school D&D. I offer them here in the thought that they might be of use to a wider audience.

OD&D HEX-CLEARING

Hex Scale: 5 miles

Referee rolls a die to determine if there is a monster encountered.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Territory up to 20 miles distant from an inhabited stronghold may be kept clear of monsters once cleared.
AD&D HEX-CLEARING

Hex Scale: 1 mile / 30 miles

CLEARING HEXES

Make wandering monster check.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Once cleared, hexes will remain cleared, except:

Once per day, check to see if a monster has wandered into an uncleared border hex.
Once per week, check to see if one of these monsters has wandered into the cleared territory.
Patrols: If regular (1/week) patrols from a stronghold are made through a cleared territory, the check to see if a monster has wandered into a border hex is made only once per week.

CONSTRUCTING THE STRONGHOLD

Must map and clear the central hex (location of stronghold) and six surrounding hexes.
Unless 7 hexes are actively patrolled, there is a 1 in 20 chance per day that a monster will enter the area.
GYGAXIAN VAGUERY – PATROLS

Because Gygax was objectively terrible at writing rulebooks, the rules above are actually incomplete. They overlap with a different set of incomplete rules which directly contradict the first set of rules. If you use this second set of rules, a cleared hex that is being patrolled should be handled in this way:

Once per week, check on the Uinhabited/Wilderness encounter table to see if a monster enters the cleared territory.
Once per week, also check on the Inhabited table. Or, if there is a road, check three times on the Inhabited encounter table.
Zone of Civilization: If a territory is cleared to a 30 mile radius [should probably be 30 mile diameter, filling the large hex that the stronghold is at the center of], make ONLY the second type of checks, but ignore all unfavorable checks except once per month.

Reversion to Wilderness: If patrols are not kept up, the territory automatically reverts to wilderness status. “Unless the lands around it are all inhabited and patrolled” in which case “all of the unsavory monsters from the surrounding territory will come to make it a haven for themselves.” [So it won’t revert to wilderness, it will just really revert to wilderness.]

RULES CYCLOPEDIA – HEX-CLEARING

Hex Scale: 8 miles / 24 miles

Clearing the Hex: You just… do it. “An area is considered clear when all significant monsters in the area have been killed, driven out, or persuaded (through bribery, threats, persuasion, or mutual-defense agreements) to leave the PC’s subjects alone.” There are no further guidelines.

Constructing the Stronghold: Clear the 8-mile hex in which the stronghold is being built.

Patrols: Cleared areas automatically remain free of monsters as long as they are patrolled.

Patrols can range 24 miles from a stronghold in clear terrain.
Jungles, swamps, and mountains require a garrison every 8 miles.
There are more detailed rules for dominion management, but they don’t really pertain to hex clearing.

EXPERT SET VARIATIONS

Hex scale is not clearly defined. (Isle of Dread, the sample adventure included in the set, uses 24 mile and 6 mile hexes.)
Patrol ranges are limited to 18 miles and 6 miles (instead of 24 miles and 8 miles).
The 18 mile limit of patrols matches the 18 miles an encumbered character can travel on foot in a day. The Rules Cyclopedia oddly maintains the same rule for determining overland movement rates (divide by 5 to determine the number of miles a character can travel over clear terrain per day, and therefore 90’ divided by 5 = 18 miles per day), but the Traveling Rates By Terrain table doesn’t follow that rule and instead uses values calculated to divide evenly into hexes (so an encumbered character only travels 12 miles per day in clear terrain).
JUDGES GUILD – HEX-CLEARING

Hex Scale: 5 miles

As I’ve mentioned in the past, Judges Guilds’ hexcrawl procedures and management had a major impact on the game. Virtually all of OD&D’s hexcrawling procedures, for example, were abandoned by AD&D in favor of systems clearly drawing from Judges Guild material. This was somewhat less true when it comes to hex-clearing, but I thought reviewing the material from the Ready Ref sheets might be useful. In this case, it largely was not:

Constructing the Stronghold: Clear 4 hexes radiating from the stronghold’s hex.

Patrols: Automatically keep hexes clear of monsters, except for mountains, swamps, and dense woods.
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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OMG, Bandits! (d12)
« 回帖 #17 于: 2019-05-31, 周五 13:18:16 »
Brigands (typical bandits)
Deserters (ex-military force trying to be self-sufficient – easiest to do if you take stuff from other people who do it better than you)
Desperados (on a run of criminal activity, why not hit the party too?)
Fugitives (on the run from the authorities, hungry and desperate)
Highwaymen (on horseback, looking for easy looting)
Outlaws (turned to banditry because they have been exiled / outlawed – possibly with good reason)
Poachers (not so much out to get you, but defensive, criminal and probably hungry)
Raiders (pillage first, then burn!)
Robbers (up the loot, folks, and no one gets hurt)
Slavers (your goods are gravy, they want you!)
Thieves (might try to pretend to be friendly… at first)
Thugs (local toughs here to show you how tough they really are)
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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Re: Hex-Clearing Procedures
« 回帖 #18 于: 2019-05-31, 周五 17:10:53 »
Not to be confused with hexcrawling, hex-clearing is the process by which monsters and other hostile forces were cleared out of a hex in preparation for a stronghold to be constructed. Clearing a hex was the first step towards bringing civilization to an uncivilized portion of the world. It was also the transitional point between the low-level activities of monster slaying and the high-level activities of realms management. It is one of the oldest game structures in D&D, yet I feel comfortable saying that probably 99% of all current D&D players have never done it.

In pursuit of a tangentially-related project, I decided to do a brief survey of the extant hex-clearing procedures in old school D&D. I offer them here in the thought that they might be of use to a wider audience.

OD&D HEX-CLEARING

Hex Scale: 5 miles

Referee rolls a die to determine if there is a monster encountered.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Territory up to 20 miles distant from an inhabited stronghold may be kept clear of monsters once cleared.
AD&D HEX-CLEARING

Hex Scale: 1 mile / 30 miles

CLEARING HEXES

Make wandering monster check.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Once cleared, hexes will remain cleared, except:

Once per day, check to see if a monster has wandered into an uncleared border hex.
Once per week, check to see if one of these monsters has wandered into the cleared territory.
Patrols: If regular (1/week) patrols from a stronghold are made through a cleared territory, the check to see if a monster has wandered into a border hex is made only once per week.

CONSTRUCTING THE STRONGHOLD

Must map and clear the central hex (location of stronghold) and six surrounding hexes.
Unless 7 hexes are actively patrolled, there is a 1 in 20 chance per day that a monster will enter the area.
GYGAXIAN VAGUERY – PATROLS

Because Gygax was objectively terrible at writing rulebooks, the rules above are actually incomplete. They overlap with a different set of incomplete rules which directly contradict the first set of rules. If you use this second set of rules, a cleared hex that is being patrolled should be handled in this way:

Once per week, check on the Uinhabited/Wilderness encounter table to see if a monster enters the cleared territory.
Once per week, also check on the Inhabited table. Or, if there is a road, check three times on the Inhabited encounter table.
Zone of Civilization: If a territory is cleared to a 30 mile radius [should probably be 30 mile diameter, filling the large hex that the stronghold is at the center of], make ONLY the second type of checks, but ignore all unfavorable checks except once per month.

Reversion to Wilderness: If patrols are not kept up, the territory automatically reverts to wilderness status. “Unless the lands around it are all inhabited and patrolled” in which case “all of the unsavory monsters from the surrounding territory will come to make it a haven for themselves.” [So it won’t revert to wilderness, it will just really revert to wilderness.]

RULES CYCLOPEDIA – HEX-CLEARING

Hex Scale: 8 miles / 24 miles

Clearing the Hex: You just… do it. “An area is considered clear when all significant monsters in the area have been killed, driven out, or persuaded (through bribery, threats, persuasion, or mutual-defense agreements) to leave the PC’s subjects alone.” There are no further guidelines.

Constructing the Stronghold: Clear the 8-mile hex in which the stronghold is being built.

Patrols: Cleared areas automatically remain free of monsters as long as they are patrolled.

Patrols can range 24 miles from a stronghold in clear terrain.
Jungles, swamps, and mountains require a garrison every 8 miles.
There are more detailed rules for dominion management, but they don’t really pertain to hex clearing.

EXPERT SET VARIATIONS

Hex scale is not clearly defined. (Isle of Dread, the sample adventure included in the set, uses 24 mile and 6 mile hexes.)
Patrol ranges are limited to 18 miles and 6 miles (instead of 24 miles and 8 miles).
The 18 mile limit of patrols matches the 18 miles an encumbered character can travel on foot in a day. The Rules Cyclopedia oddly maintains the same rule for determining overland movement rates (divide by 5 to determine the number of miles a character can travel over clear terrain per day, and therefore 90’ divided by 5 = 18 miles per day), but the Traveling Rates By Terrain table doesn’t follow that rule and instead uses values calculated to divide evenly into hexes (so an encumbered character only travels 12 miles per day in clear terrain).
JUDGES GUILD – HEX-CLEARING

Hex Scale: 5 miles

As I’ve mentioned in the past, Judges Guilds’ hexcrawl procedures and management had a major impact on the game. Virtually all of OD&D’s hexcrawling procedures, for example, were abandoned by AD&D in favor of systems clearly drawing from Judges Guild material. This was somewhat less true when it comes to hex-clearing, but I thought reviewing the material from the Ready Ref sheets might be useful. In this case, it largely was not:

Constructing the Stronghold: Clear 4 hexes radiating from the stronghold’s hex.

Patrols: Automatically keep hexes clear of monsters, except for mountains, swamps, and dense woods.
Today I’m just going to be talking about stocking hexes. Before you can do that, though, you need the map you’ll be keying.

First, figure out how big you want your map to be. Having worked with a 16 x 16 map with 256 hexes, I’ve concluded that (a) it’s bigger than it needs to be and (b) it requires a ridiculous amount of prep work. So I recommend that people start with a 10 x 10 or 12 x 12 map: 100 or 144 hexes are substantially more manageable and the map will be more than big enough.

Hexcrawl MapSecond, place the the home base for the PCs in the center of the map. (This way they can go in any direction without immediately riding off the edge of your prep.)

Third, grab a copy of Hexographer and lay down your terrain. I recommend large blocks of similar terrain, which can then immediately double as your regions. (Remember that any individual hex is huge. Just because you threw down forest as the predominant terrain type doesn’t mean there can’t be a lot of local variation within it.)

I also recommend having two or three different types of terrain immediately adjacent to the home base: If the PCs go north, they enter the mountains. If they go west, they enter the forest. If they head south or east they’re crossing the plains. (It gives a clear and immediate distinction which provides a bare minimum criteria that the PCs can use to “pick a direction and go“.)

Fourth, throw down some roads and rivers. You’re done.
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.

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Baldur's Gate III:The Black Hound
« 回帖 #19 于: 2019-06-08, 周六 00:12:25 »
Setting
The game was set to take place in the fictional Forgotten Realms continent of Faerûn. It would have been set in the Dalelands and allowed players to travel mostly in the area of Archendale. Players would have also been able to travel to key areas in Archendale such as the White Ford, the Church of Lathander and bases of the Red Wizards of Thay. Other areas in the Dalelands featured would have been Battledale, Deepingdale as well as an area of North Sembia. Though it is possible that Baldur's Gate would have appeared in the game as well in a cameo appearance, this remains unconfirmed and highly unlikely.

Characters
None of the characters from the previous Baldur's Gate games would have returned, the cast would have been completely original as well as the story, although characters from the Icewind Dale series would have returned. The reason for this is Icewind Dale was released after Interplay lost the initial D&D license. An original NPC would have been Stellaga Brightstar, a priestess in the Church of Lathander. The game would have revolved around the hunt for May Farrow, the evil cleric who killed a black hound. The Black Hound was the representation of the selfish acts of the game's main antagonist and would appear to the player through circumstance and remind him of his actions throughout the game.

The main faction in the game would have been the Archenriders, who are also the first faction encountered by the player, the Church of Lathander would have been a faction at the same importance. The Red Wizards of Thay, the Sembian Silver Ravens, the Malarite People of Black Blood and the Elves of Deepingdale would have been other major factions in the game that the player would have been allowed to side with. The characters from Icewind Dale that would have come would have been the gnome, Maralie Fiddlebender and the Druid, Iselore who would have appeared in a cameo. The Harpers and the Zhentarim would have also appeared. The Zhentarim would have been seen for part of the game as the Black Network.

Story
May Farrow and her gang of raiders have spent weeks tracking down the black hound, the essence of May's guilt for unleashing a great evil. The player character is resting by the firelight in an old barn to hide from the storm outside when a black hound arrives and after being shot twice by an arrow, it cries one last time before it dies on the player lap. May almost kills the player, accusing him of being in league with the dog (meaning she thinks the player character is another essence of her guilt) and almost kills the player character (PC) before the Riders of Archendale save the PC. They question the PC, take the PC to the magistrate, who question the PC further and inform the PC not to leave the areas of North Sembia, Archendale, Battledale and Deepingdale. Whenever the player then approaches somebody with great guilt, the black hound appears to him and eventually the players actions make the player the essence of guilt throughout the four areas mentioned above. As the player unravels more secrets, he learns that he can't kill guilt, thus he cannot kill the black hound or what he has become (the player can physically die, but people won't forget about what the player did). Eventually, he learns the tale of a widowed farmer's wife, taking great guilt in her husband's death as for some reason she believes it is her fault, she tries to resurrect him. She succeeds but finds him to be an abomination and cannot stop him, despite him being very weak at the time. Through the course of the game, the farmer is growing stronger and stronger off the guilt absorbed by the black hound through the player. The player learns of this wife being May Farrow, who believes killing the hound would be a way to stop the farmer, the hound however latched its soul onto the player and uses him as a tunnel to channel guilt to the farmer and as a guide to the world.

The game would not have been a sequel to Baldur's Gate II in terms of story but rather gameplay, however, it did continue part of story of Icewind Dale II through joinable NPC's, specifically Maralie Fiddlebender, who would have been an adult in the story. There was a hound featured in the storybook of Icewind Dale II of which Maralie narrated, according to the developers, the game would have revolved around this hound. The game was also revealed to have a connection to another one of Black Isle Studios games, Project Jackson. Project Jackson was then revealed to be Baldur's Gate: Dark Alliance II. This connection was unknown and as of current, there is only one connection known: a Forgotten Realms setting. It is possible that there could be a story connection due to both the Harpers and the Zhentarim being in the game, but this was never revealed by any developer on the project. It was only stated that the projects were related once in the entire history of the project.
It’s not a great look for a company that wants to represent humanity “in all its beautiful diversity.” Continuing to sell these products–and bear in mind, the original Oriental Adventures is a “mithral best seller” which means it’s continuing to sell–takes a lot of wind out of WotC’s Inclusivity and Diversity sails. They have to do better than this if they want their promise to be more than empty words. Not to say we should pretend these books never existed, but WotC is still actively profiting off of this material.