Showing posts with label First Adventures. Show all posts
Showing posts with label First Adventures. Show all posts

Tuesday, August 5, 2014

#RPGaDay Part 1 - One to Ten

I don't always have the freedom to post once a day, so I'm going to have to knock out the blog roll topic in 3 posts.

Still have my books from 1979-ish
1) First RPG Played - I posted about this very topic over a month back. I think it's a funny read so check it out. I'll wait.

For those who want to skip the gamer story, my brother started me out with OD&D (white box) sort of... But that incident doesn't really count. I really learned how to play with a combination of the Holmes blue book and the AD&D Player's Handbook. I consider AD&D my first RPG because we really weren't playing the Holmes rules.

2) First RPG Game Mastered - While I am almost certain I DM'd for some of my friends at an early age, I remember almost nothing from those pre-teen AD&D games. I have a vague recollection of running part of X2 Castle Amber, but 30 year old memories are not coming easily to the surface.

Friday, July 25, 2014

1st Adventures: Development Log #4 - Dwarfs

Previously, I wrote up my thoughts and ideas around the simplicity of B/X race-as-class philosophy vs. the variety of race-class selection in AD&D and later versions. With 1st Adventures, I'm trying to walk a middle road of presenting demi-human races with their own special limited selection of classes. Here are the ideas I'm working on for my Dwarfs.

Wednesday, July 16, 2014

1st Adventures: Development Log #3 - Halflings

The other day I wrote up my thoughts about how non-human cultures will influence the classes I intend to provide in my 1st Adventures game. This generated a lot of fantastic discussion from the community and even though I hadn't planned on writing about Halflings yet, all the discussion put them at the front of the line in my development process.

I have some unique ideas for Dwarf and Elf classes, but I'm struggling with a differentiation for Halflings to make them mechanically different from Human classes.

Culturally, 1st Adventures Halflings are not unlike the stereotypical Halflings you think about when considering Basic D&D, AD&D, or even Lord of the Rings. Below is a very early rough draft on the section for Halflings.

Monday, July 14, 2014

1st Adventures: Development Log #2 - Class and Cultures

I was reading an interview recently that the "race as class" design aesthetics of the original Basic Sets came from the idea that the reader already has a stereotypical "Elf" or "Dwarf" in mind when they think of those fantasy races. It was a conscious choice by the game designers to codify that stereotype into a combined race and class in order get the player into the mindset of that PC from the moment they pick up the attribute dice to roll their character.

"I'm a Dwarf -- short, burly, and I like hitting things with my ax."
"I'm an Elf -- a lithe creature of the forest with innate magic."

Having come from an AD&D background, I was never a fan of the race-as-class idea in Basic, but reading this blurb recently made that design choice much more understandable to me, especially as I thought of the role non-human races would play in 1st Adventures.

For the base classes, I knew I wanted to go with the core four - Fighter, Cleric, Rogue, and Wizard.. However, I wanted the non-human races to feel a bit different mechanically, and the race-as-class ethos was looking more attractive.

But I couldn't bring myself to do it. I desired for some class variation in the non-human classes, but I didn't want them to be just short or lithe Human Fighters or Rogues. So I struck a middle ground and designed some custom classes for Dwarfs, Elves and Halflings.

I considered, "What might a Martial class look like for each of these races? What about an Arcane class? Or Divine caster?" I wanted to build classes that fit in with the culture I imagined for each of those races. They will have their own different flavors, but just like the stereotypical "Elf" or "Dwarf" class, these classes will feel familiar to the player. They should read the class description and think "I get this. I understand how these classes fit within the culture of this race."

I will preview my non-human class ideas over the coming days to get some feedback from the community... but I will give a glimpse:

Elf - Warden and Wildsinger
Dwarf - Sentinel and Earthshaper
Halfling - Dogfighter and Ferret (In Development)

Wednesday, June 25, 2014

OSR: 1st Adventures - Development Log #1

Over the last week or so I've taken some time to plot out what would be included in 1st Adventures from a design and development perspective.

OSR logo
When utilizing the d20 SRD as a starting point for a game design, a lot of the heavy lifting is already has already been done by default. But to get back to a simpler OSR-style game, you then have to take a critical eye at just what will and will not be included. This is actually harder than it sounds at first, because the SRD really does include a large array of mechanics. Decisions about one mechanic may impact others in unanticipated ways (especially around combat math).

The heavy lifting is disguised in trying to figure out what to cut. When you look at the SRD as a whole, there are pages and pages to review and the task seems almost overwhelming. So I took a step back to try to find the most simple view of what I wanted in an OSR game.

Tuesday, June 24, 2014

OSR: Introducing 1st Adventures

So I'm feeling pretty nostalgic about the 40th anniversary of Dungeons & Dragons and lately I've really had a lot of creative juices flowing spurred on by my blog and the excitement over upcoming release of D&D 5th Edition.

So, I've started working on a new OSR system which I'm calling 1st Adventures.

Feeling nostalgic for these old gals
"Why?" you might ask.

Because it's there.

There are dozens of OSR systems out there which might scratch the same itch I currently have, but I'm not interested in pouring over dozens of PDF to find something that's close, but not quite what I want. There may even be one that is exactly what I'm looking for... but it wouldn't be mine, and therein lies the real reason.

Monday, June 23, 2014

D&D: First Adventures

Dungeons & Dragons circa 1974
I was pretty young at the time, but I knew my brother Steve and his friends were on to something compelling. There were maps on blue lined graph paper and interesting looking toy soldiers that the guys were painting in their spare time. 

One day I saw by brother looking over this large map that appeared to be some kind of mansion. There was something about that map. It was this huge sepia tone parchment paper map. I immediately connected to it.   I later learned it was Tegel Manor, but I'm getting ahead of myself.

Pre-Order Dragon Delves
The new 5e adventure collection
Dragonbane Box Set
Classic old-school RPG from Free League