The Alexandrian

FlawlessThis passage from Flawless by Scott Andrew Selby and Greg Campbell, which describes the largest diamond heist in history, particularly resonated with me because I read it hard on the heels of writing “Opening Your Gaming Table“:

Organizing a heist was a loose affair. A couple of guys would venture out to case a joint, often with at least one woman, someone’s wife or girlfriend, serving as a cover. Nicely dressed, they would go on what looked like a shopping expedition, but which was really a surveillance operation. Paying attention to the jewels gleaming at them from under the glass cases was only part of their focus. They would spread around the room pretending to admire just the wares, when actually they were sizing up the store’s security: How many video cameras are evident? What is the make and model of the motion detector near the door? Which drawer does the clerk open to take out the keys to the display case? They also took careful note of the jewelry; perhaps the most important question in evaluating a heist was whether or not it was worth the risk.

From there, the plot would evolve organically along lines of communication that were well established in the underworld, through code words and innuendo placed with the right bartender in the right part of town. The men would gather in the back room to play cards and drink a few glasses of beer, making sure to keep their conversation as vague as possible in case the place was bugged. When they needed to go over specifics, a few of them would go for a walk around the block that might last as long as half an hour.

It was then that they would go through the mental roster of who to involve. It was important that they worked with people they knew well or at least those who could be vouched for by already-trusted associates. It was a system of trust Notarbartolo would later discover in the legitimate diamond trade as well. The difference was that if the thieves picked the wrong people, they risked more than a deal going bad; they faced a long stretch in prison.

If the plan required a safecracker, they would compare notes on people they knew. They would debate the person’s skill and reptuation and try to remember whether he was in the city or in a jail at the moment. It wasn’t unusual that the first pick for the job was unavailable. Maybe he wasn’t interested because he didn’t like the risk, or maybe he was on vacation. Maybe he was involved in some other job at the moment. Sometimes a plan wouldn’t come together because the right people couldn’t be found to pull it off. Other times, a plot could be hatched in just weeks. And on occasion, they might formulate the perfect crime, but not commit it, preferring instead to sell the idea to someone else for a cut of the action.

After a job, that particular group might never work together again. Other times, the men might become fast friends who plotted their heists with each other in mind. Regardless, every job they pulled off added to each participant’s reputation, and over time, Turin’s thieving industry became well known even outside the realm of law enforcement. Gangsters from all parts of Italy paid a visit to its smoky cafes when they were in need of a skilled computer expert, alarm specialist, or jewelry fence.

Locked inside that description of the School of Turin — the name applied by the police to this loosely organized community of highly-skilled thieves — is the roots of an effective open gaming table. About the only thing you need to make it work is to figure out (a) how to keep the basic heist structure varied and interesting while also being based on easily (re-)generative material; and (b) how to create a heist structure which can be engaged, disengaged, and re-engaged by a disparate group of players.

(For the latter point, there may be something lurking in the concept of “sell[ing] the idea to someone else for a cut of the action.)

But this basic idea of a “community of experts” that organizes itself into ad hoc, short-term teams is the root of any open gaming table.

Blood Shield Bandits

February 8th, 2011

A few interesting factoids about the Blood Shield Bandits:

1. Several of the bandits worship a giant demi-goddess named Herathka. Their cult for this near-forgotten deity stems from the ancient shrine they discovered within a secret chamber hidden in the cave complex at one of their hideouts.

2. Before riding on a raid, Blood Shield bandits will pour a little alcohol on the ground in order to appease the godlings of mischief and mischance.

3. One of the 4th level fighters wears the mummified hand of his dead brother on a strap around his neck. The bandits believe it brings them good luck on their raids.

4. The bandits maintain small stashes of emergency supplies and gold scattered throughout the region. They’re marked by the symbol of a small raven that is carved into nearby tree trunks with small, coded symbols indicating the distance and direction of the stash.

5. Arik the Bold, a bandit lieutenant, has a fascination with all things arcane and magical. He particularly enoys collecting spellbooks, even though he can’t understand them at all.

6. On the night of a blue moon, the bandits burn a taper and watch for the winding sheet: On the morn they’ll ride on a great raid in the direction of the winding sheet’s bent. (The winding bent is an old folk belief. When a fragment of wax stands higher than the candle’s flame it’s known as a winding sheet. When it begins to bend under candle’s heat, the direction it bends is the winding bent.)

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Drakul – A Podcast

February 7th, 2011

Drakul - Walking Shadow TheaterTwin Cities Theater Connection is a semi-regular podcast hosted by Joshua Humphrey covering the local theater scene in Minneapolis / St. Paul. Episode #161 is titled “Justin Alexander and John Heimbuch”. As that title might suggest, I appear on the episode along with John Heimbuch. We’re discussing the upcoming of Drakul — which is both the most faithful adaptation of Dracula you have ever seen and, simultaneously, the least faithful adaptation of Dracula you have ever seen.

Even if you can’t make the show, you might find the wider discussion of Dracula interesting. You can check it out here.

Drakul runs February 11th thru 26th at the Red Eye Theater in Minneapolis, MN.

Volume 2 - Monsters & TreasureIn a recent comment exchange with jdh417 regarding (Re-)Running the Megadungeon, I spoke about wandering monster encounters in OD&D:

Practical experiment: OD&D says there’s a 1 in 6 chance of a wandering monster every 10 minutes in the dungeon. There’s only a 1 in 6 chance chance per day outside of the dungeon. Try following those rules strictly for a few sessions. You don’t even have to tell your players what you’re doing: They will find a way to get out of the dungeon.

(In practice, my OD&D game has dropped back to a 1 in 10 chance per turn. And, as I noted, this will drop even further if they’ve cleared a section of the dungeon. I’ll also reduce check rates if they’ve secured themselves or hidden themselves in some way, allowing for potential “camp in the dungeon overnight” scenarios. But I think the only way for a megadungeon to work is if the players can never feel completely safe while they’re inside it.)

But in quickly re-checking the OD&D rules for wandering monsters in the wilderness in order to make sure my memory was accurate for the details, I realized that I had been inadvertently glossing over a potentially fascinating distinction. From Volume 3: The Underworld & Wilderness Adventures, pg. 17-18:

At the end of day (turn) the referee will check to see if a monster has been encountered. The matrix below is for travel afoot or mounted. For travel afloat or in the air two die rolls are made — a 5 on the first one indicates an adventure in the mid-point of the day with waterbourne or aerial monsters; a 6 on the second die roll indicates that there is a normal adventure at the end of the day, and the table below is used.

What I want to call your particular attention to here is the phrase “the second die roll indicates that there is a normal adventure at the end of the day”.

See, the random charts which follow don’t include any information on the number of creatures encountered. They just determine type. Which presumably means that you should use the “Number Appearing” column from Volume 2: Monsters & Treasure. (Which is confirmed when you reference that volume and discover that this column is, in fact, marked with a footnote which reads, in part: “used primarily only for out-door encounters”.)

And that’s when the whole thing starts to make sense.

ROLLING A WANDERING MONSTER

Let me demonstrate by way of example. Allow me to roll up an actual wandering monster for a group of PCs traveling through a forest:

(1) I roll 1d8 and consult the “Woods” column to determine the type of encounter. I roll a 6, which is Men.

(2) I roll a 1d12 on the “Men” table. (This table includes four columns, one of which is “Desert (Mars)” and includes Red Martians, Tharks, Black Martians, Yellow Martians, and White Martians. Goddamn, that’s awesome. BID.) I use the “Typical” column, roll a 5, and get a result of “Bandits”.

(3) Now I flip over to Volume 2 and look up “Bandits”. There isn’t an individual listing on the Monster Type table, but “Men” appears generically. The Number Appearing for Men is 30-300, so I roll 1d10 x 30 and get 150.

(4) I flip to the description of Bandits on page 5:

BANDITS: Although Bandits are normal men, they will have leaders who are supernormal fighters, magical types, or clerical types. For every 30 bandits there will be one 4th level Fighting-Man; for every 50 bandits there will be in addition one 5th or 6th level fighter (die 1-3 = 5th level, die 4-6 = 6th level); for every 100 bandits there will be in addition one 8th or 9th level fighter (die 1-3 = 8th, die 4-6 = 9th). If there are over 200 bandits there will be a 50% chance for a Magic-User (die 1-4 = 10th level, die 5, 6 = 11th level) and a 25% chance for a Cleric of the 8th level. If there are exactly 300 bandits there will absolutely be a Magic-User, and the chance for a Cleric goes up to 50%. There is also a chance that there will be magical accouterments for the super-normal types […]

(5) So I have 150 bandits: That means I’ve got five 4th-level fighters. I also have three 5th- or 6th-level fighters, which turn out to be (roll) one 5th-level and two 6th-level fighters. And their leader will be an 8th-level fighter.

(6) The table for determining “magical accouterments” says that each fighter has a 5% chance per level to have a magical item, and I should check for armor, shield and sword. For the sake of this example, let’s just check for our 8th-level leader: 8 x 5 = 40% chance. Armor roll is 58, no armor. Shield roll is 33, so he has a magic shield. And sword roll is 44, so no sword.

(7) I flip to the Treasure tables. There isn’t a separate table for shields, but on pg. 24 there’s a table for Armor which includes shields. I roll three times on the table before generating a result (65) which includes a Shield +1.

(Weird note: There’s an example in the rulebook for how to generate bandits. It starts with, “Assume 183 bandits are encountered.” Which made me realize you could actually generate the number of bandits with 30d10. I did so just for kicks and generated… exactly 183 bandits.)

Total result? The Blood Shield Bandits, named after their fiery-haired leader who carries a shield of bright crimson into battle.

THE BANDIT ADVENTURE

My point with all this is that the OD&D rules for wandering monsters in the wilderness are not rules for generating random encounters in the sense commonly understood by later editions: These rules do not generate a single combat encounter. They are procedurally generating an entire adventure.

What does this adventure look like?

Probably something like this:

The Blood Shield Bandits

The Victorious Battle over the Bandits at Huanghua

In no small part because these rules are meant to gel with high-level play where the PCs are expected to be local baronial lords leading small feudal armies.

But even at lower levels, the encounter tables are telling you that you’re entering an area currently plagued by a large tribe of bandits. Does that mean getting waylaid on the road? Being forcibly deputized by the local lordling to deal with the problem? Being hired by a wealthy merchant whose daughter has been kidnapped? Being press-ganged by the bandits themselves and tasked with kidnapping the merchant’s wealthy daughter? All of the above? A dozen or so dice rolls have me pretty much brimming over with ideas.

In any case, the point is that you’re generating an adventure, just like the book says — something that the players can engage or ignore; bypass or be ambushed by; become embroiled with or skim past.

READING WITH FRESH EYES

Delving into the OD&D manuals continues to be a rewarding experience. I’m constantly amazed at how often I’ll realize that what I’m reading could actually mean something completely different and that I’m only defaulting to reading it in a particular way because of the conditioning imposed by thirty-plus years of RPGs which all went a different way.

In part, this gets back to my discussion of OD&D as the Ur-Game — a mirage that doesn’t actually exist because the rulebooks are open to so many different interpretations.

What fascinates me is the idea of the road that wasn’t traveled: All those passages whose enigmas were refined to read as “A” when they could have just as easily been read as “B”. (With “B” being potentially just as interesting.)

Since the OD&D PDFs are no longer legally available, people have occasionally asked me which OSR clone I recommend to take its place. The truth is that I don’t recommend any of them. OD&D is a severely flawed game, and all of the clones I’ve looked at have generally inherited its flaws while simultaneously (and probably necessarily) whitewashing out the ambiguities which I find rewarding to explore.

(UPDATE: The OD&D PDFs are once again legally available!)

Interesting Facts About the Blood Shield Bandits

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Super PSTW Action RPG

The Super PSTW Adventure RPG succeeds at being both fun and funny while simultaneously delivering a completely devastating critique of modern video games. It also doesn’t overstay its welcome, taking only a few minutes to play.

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