Sunday, June 12, 2016

Running Curse of Strahd (and gussying it up a bit)

I like Curse of Strahd. I wanted to run it. So I am.

However.

This is still quite a beast. I've been running a number of modules these days with my Al-Qadim Church game, and starting to get a better feel for what I really need to run them successfully. Some have been great. Some... not as great. Organization has been the biggest problem for most of them. So while its been quite an endeavor to get through the material for the big picture with Strahd, its all the little details of running it at the table that were most frustrating. Four examples:

  1. I knew that Ireena wanted to bury her father. But I couldn't remember why Donovich wouldn't do it. Or why they were able to make a coffin on their own but couldn't drag it across town on their own. Had to wing that and it didn't quite work. Alas.
  2. The card reading was pretty slick. However, afterwards the players wanted more advice on interpreting the cards. I wasn't overly forthcoming. Not quite sure who other than Rictavio or Ezmerelda would help out there.
  3. The maps of places have ridiculous things labeled and described, like the well outside of the Blue Water Inn. There's a well on the map, I'm not sure it needs to be numbered and described. If the map was labeled "well" that would have more than sufficed.
  4. Yeska. This kid is named in St. Andral's church and its plot, but there's no details about him. So I was frustrated that I couldn't find where he was described in more detail in the book, but it turns out he isn't.

I think a bit more organization could have helped with all of these: better overviews and some input from playtesting. And Bryce's suggestion of cutting 75% of the text. I still don't get why location Z has so many named NPCs and other locations have few-to-none.  I assume its because literally a lot of the castle text is word-for-word what is in the old modules (well, I've got House of Strahd from 2nd edition, not the original I6, but still).

But what I want to do here is set out a few resources and tricks that I've decided to look into and try as I make my own notes on how to run it, so I can hopefully run it again in the fall and do it better. Because the book is big, and you need a quick overview of the big picture, a few ways to address some of its faults, and some tips for running things at the table.

One of the best resources is the powerscore Guide to Curse of Strahd. Pretty helpful for getting a solid overview of each chapter. Its got some nice suggestions for gussying the module up a bit and making minor changes. One of the best resources, and I've now realized I need to write my own version of it soon. Because I think I can maybe do better, at least for the material I have left, or at least do it better for me to help me run Strahd. This is great, but not quite enough for me at the table. I need to spend a bit of time really making decent notes for each location, and if they're good I might put it out there as my own gussied up Strahd guide.

The second most helpful item thus far is the Curse of Strahd DM's Kit & Screen. It has material both for gussying and for actually running the adventure, but its not as helpful as the powerscore blog. I thought a few of its suggestions were wishy-washy and untested, but it definitely gave me some inspiration and a nice index of named characters and entities. And the tables on its "screen" are actually useful, unlike the official Curse of Strahd DM's Screen which includes maps for no good reason. I mean... the Barovia map isn't half bad on the screen except you can't count the hexes. Basically I feel like unless you want the front screen art (and even that I didn't find impressive) its not useful.

The Tarokka cards are nice, though I could have easily gotten by with the old deck I had from the 90s. In fact, I love how the 90s deck is still colored red and black, which actually makes it easier to use for more than just the reading in game. I bought two DMs Guild products that were supposed to let me make more use out of it (Tarokka Deck Unleashed and Tarokka Expansion) but neither actually made me want to use the products. They both include some pretty wicked-hard tables to use in game. Good ideas, not implemented that well. Instead I took the idea of using the deck as dice and made it better by removing the high cards so you just have 4 suits of 10 cards each (you separate them anyway for the reading). Without needing to consult a ridiculous table I've got a d4 (suits 1-4), d8 (4 suits 1-4, add 4 if the card is even),  d10 (number), d20 (number +10 for 2 suits), d100 (number draw twice). If you need a d6 or d12 its doable but not as clean still, but none of this requires looking at a table really. Also, the encounter rolls of d8 + d12 are equivalent to 2d10 so no worries there, just adjust the probabilities for road/wilderness stuff as needed. The reason the old deck is a little nicer is that is has two color suits vs all black suits: this makes the d20 easy (red = number +10, black = number). I rarely remember to use inspiration in 5e, but I plan on handing out the high cards to represent inspiration when needed, and stealing the Wraith: The Oblivion shadowguide model of passing your personality traits to the player on your left so they're watching out for you.

A few of the suggestions for gussying the game up then:

Rolling ability scores. I used my now standard-ish ploy of letting humans use the standard array but needing to roll ability scores in order to play other races. Standard humans can re-arrange their scores, or either standard or variant humans can take the array. Everyone is human, but a couple picked standard human to keep the natural 17s they rolled. I mostly like this system because there may be inspiration to play what you rolled, there's a back-up if your rolls are terrible, and the party isn't a Mos Eisley cantina of strange folks in a human world.

Cut the cards. Rather than remove any locations from the adventure, I pulled out about 13 cards from the reading. I picked some of the less exciting locations and removed the possibility that the fortunes of Ravenloft would require the PCs to go to these places. That seemed to be the easiest cut to make rather than trying to legit remove the Amber Temple or silver dragon knights or have Sir Klutz be the party's greatest ally.

XP. I've tried to break down all the "heroic acts" in the adventure and am planning on giving XP for every 2-3 things they accomplish. I like this much more than the generic milestones because its more like XP but less number intensive. Much more like the 13th Age style of incremental advances: 4 sessions and you level, but here I'm making them earn each one. I still need to solidify this list a bit, its likely I can make a decent subsystem out of it that others will find useful.

Spells. Back when I thought one player was going to play a wizard, I made a random table to add some basic rituals and a few other spells to the Barovian witches' spellbooks (or other NPCs). I don't think I need to do that now since no one is a wizard or tome-pact warlock. This felt like a really satisfying gussy though because as a tome-pact warlock in Princes of the Apocalypse, I'm not finding any ritual scrolls except when the DM let me pick which scrolls we found.

Enemies prepare (moar spells). I might use some of the above spell ideas when Strahd, Baba Lysaga, and Morgantha start fucking with the party. I'm excited for them to use animal messenger or sending to get messages to the PCs. PCs will be making Wisdom saves to avoid Scrying each day now. I'm also excited to fuck the PCs using the dream spell. Basically the idea is to adjust spell lists for when the enemies become aware of the PCs as a threat. I might also create a few new spells like this (an undead version of animal messenger?) or look through the old books to see if there are some other spells for spying and communication that have gotten lost in the editions.

So this isn't too much gussying, I'm going to rush the players through this, but if I get the chance to run this again I think I'll keep what works for sure and decide what else I might could add in or change. The weird part though is while people say the adventure is replayable, I feel like there could be more that's card-dependent. Like... each of the interesting events in a location could be card-cued, or even the creature type of some of the allies/enemies. Its a bit of a disappointment at the moment, actually, that more isn't randomly determined. But that's musing for another day.

Wednesday, June 8, 2016

Curse of Strahd: Actual Play 1

First session tonight. A few kinks, as expected, but we made decent progress. I was really hoping to get through the village of Barovia, card reading at the Tser Pool encampment, and find one of the treasures. Well, since the treasures are random they didn't have a chance to do that part, but they got to Vallaki in 5 hours!

First up, obviously we spent the expected 45 min or so going over some character details and a few expectations for the adventure. I've got a noble wild sorcerer, mercenary swashbuckler, outlander vengeance paladin, entertainer lore bard, and acolyte blood hunter. Had them roll for trinkets and on the harrowing event table from the Haunted One background since no one opted for that background. Had hoped they would work out some things like party alignment and goals and such beforehand, but at least we kept the intro stuff to 45 min. Then the book started in full.

I opted for the werewolf hook, since Bryce suggested it was the only good one and I kinda agree. I might have considered running Death House but we only have 5 weeks, maybe a 6th if we all have time to squeeze an extra session in. So the group came into Ravenloft. First random encounter was wolves (I had them howl in the distance) then a hidden bundle (commoner's clothes). After the creepy gates of Barovia, they found the dead body and its note, then waited as the dire wolves came in. The swashbuckler got mauled and they took one down. A low moral check meant the other wolves would back away if the PCs let them. Reason prevailed and the 4 remaining dire wolves left them alone. An aside: the 90s-style cursive note was almost impossible for everyone to read. I'll have to type all the handouts and print them in a more normal font, I think. Another place where the usability of the book fails.

In Barovia they first encountered Mad Mary, then went to the Blood on the Vine tavern. They talked to Ismark, agreed to take his sister to safety, dealt with father Donovich and Doru, then gathered Ireena up after the funeral was finished. Oh, and they spotted Morgantha selling pies but didn't get the full encounter. The religion of Ravenloft isn't detailed enough to withstand player questioning, but luckily the paladin is devoted to Lathander who is apparently the same as the Morninglord.

From Barovia they stopped at the Tser Pool encampment where I learned that there are fewer suggestions for the reading than I had expected. As in, they asked Madam Eva to explain the reading to them. Two of the treasures are in Castle Ravenloft itself, and I'm not sure how to telegraph this to the players. I suspect a meeting with Rictavio or Esmerelda can be used to help there, or even the Keepers of the Feather or Baba Lysaga maybe. I'm trying to get the players to ask around town for rumors and info, but they haven't quite caught on yet that they could ask for key terms, though they've started asking a lot about tombs and graveyards because one of the treasures is in the guildmaster's crypt.

After Tser pool they found the black carriage with an invitation to the castle in it. I wanted them to know Strahd was around, but they didn't take the bait to bring Ireena and Ismark with them to Castle Ravenloft itself. So they unhitch the carriage, take it, and go through the gates of Barovia again and pass Old Bonegrinder. A bit of temptation to stop there, but they press on. One more random encounter on the road is a lone werewolf in human form. He sees their numbers and has no inclination for combat, but does tell them that the old woman selling pastries lives there. I'm cutting down on some of the encounters that could happen, so they make it to Vallaki with no further problems.

In Vallaki they head to the inn. The blood hunter goes around town getting the lay of the land, the paladin talks to the wolf hunters in the Blue Water tavern, and everyone is creeped out that the standard greeting in Vallaki is "I'm happy that you're happy!". They get a few rumors from the inn, but don't press it to get a lot. They spend the night, and stop at the church the next morning to see if they can swindle some holy water out of the church if they need it. A good persuasion roll and seeing the symbol of the morninglord on the foreign paladin's shield gets Father Lucian to fess up that they can't make any until the bones of St. Andral are returned. This sends me into a bit of a panic as I see he told the boy Yeska about them, and Yeska told someone else, but I was expecting more than that when they asked who Yeska was. The naming in the adventure is odd, as there's not a way to distinguish between big-names and small names. And I searched an index and find he's only described on page 97, the one I had been looking at. So, at this point I'm a bit flustered but we've made good progress and its 10:30pm, so I figure we can stop there.

Five hours and 30 minutes, being a bit speedy and taking 45 of that for character stuff and we're in Vallaki at least. I could have slowed things down with a couple more random encounters, but I didn't think that'd be needed. I know to prep Krezk, the Wizard of Wines and Yester Hill for sure, plus probably the rest of Vallaki. Not too bad, and if I just end up giving the PCs a level per session then they'll be 8 by the end of days, 9 if we do one extra. I might just cram most of this in. Well, still trying to skip the mad mage, van richten's tower, Argynvostholt, Tsolenka Pass and the Amber temple at least. But we'll see. They've even figured out the identity of their greatest ally, and if I can make it clear that two treasures are in the castle, we'll just spend more time in the castle after they get one from Yester Hill and gather their ally from the village of Barovia.


RamaD&Dan: Curse of Strahd

So when Curse of Strahd came out, it inspired me a bit. I had never really looked at the original Ravenloft module (or its 2e revision, 2e reprint, 3e reimagining...) despite it being a classic. Ravenloft, the setting, likewise didn't really inspire me too much. I can kinda dig the horror and I'm apparently way too keen on undead enemies, but I never got into it as a campaign. Despite this, Strahd inspired me a bit, so I stole one idea during the Viking Bachelor Party D&D marathon, and convinced myself I could run Strahd in 5 weeks during Ramadan.

Game starts tonight.

What I've found really inspiring is a few of the villains, and the fact the module has lots of room for reactions from the NPCs. Basically, each chapter has a few options of what might happen in the location which you can use the first time the characters enter a location or wait till a later time. Oh. And Strahd himself will start actively hunting the party eventually. Yeah.

So obviously I stole that for the White Whale portion of Viking D&D, in which the party saw clear signs of what could have been a dragon, fought it in its lair twice before chasing it as it fled. The dragon was powerful, took a few PCs down but didn't quite kill any. But the players thankfully retreated when they were being licked, and so did the dragon. I can't wait to do this with Strahd and some hags.

I have a big concern though, which leads me to want to run this twice. I have about 25 hours of game play for Curse. That's maybe ok for the original module, but might not quite be enough if I want them to do much of the adventure. They need to do something levelworthy the first four sessions and then go fight Strahd on the 5th (I'm starting them at level 4, so they'll be level 8 by the end hopefully). Because running a module like this is so much prep, I want to run it a second time to get the most out of it. So maybe I'll run it again Sept-Nov, it'll be less prep the second time I'm sure.

The real hard part is figuring out what to cut. I'm working on a list of all the "heroic deeds" that players might do, which is giving me some ideas of what to chop out. There's some suggestions I've found online and at the DMs Guild to suggest how to shorten things (one interesting one is move Argynvostholt to Krezk and replace the Abbey of St. Markovia), but I think I've decided to simply remove 13 cards from the deck to begin with. This way the players won't be required to go to one of the places I'm less keen on (Argynvostholt, Abbey of St. Markovia, Tower of the Mad Mage, Van Richten's Tower, Tsolenka Pass, or the Amber Temple). I've left some in that I do really like (I apparently like hags and witches as well as undead), so those might still feature in the game.

I'm opting not to physically remove or change any places or NPCs, I just think some're just not quite as exciting to me and won't let the cards force the players to go there. I did a pre-draw and all the treasures ended up at the castle anyway, but the winery may be a red herring if they don't do a new draw in-game.

So I'm excited for this. I found a number of interesting ideas online to add in, and I'll probably put up a post soon with some of them.

Of course, anyone considering running Curse of Strahd should also check out this guide.

Monday, January 25, 2016

Water is a terrible element (yet its still my favorite despite being horribly suboptimal in D&D)

While nominally working on my Al-Qadim Church game (I was also tinkering with some 5e stuff for the Princes of the Apocalypse game I'm playing in and working on a secret project), I've been going through a lot of old and new D&D stuff looking at water spells. My conclusion: no one can write a decent water spell to save their lives.

First problem: what sort of damage does water do? You can't really have a water elementalist without enough water spells, but you also can't really have a water elementalist in 5e without those spells doing damage. The Elemental Evil Player's Companion addresses this a bit by adding some spells that do bludgeoning damage. That makes sense: you conjure a big pile of water and whump someone with it. There was an old water blast in Al-Qadim as well, which is just a big spray of water (generally to the face). Unlike fire, however, there's really only one or two big watery face-blasts you can get away with it seems. Thus far one of my favorites is called Cone of Teeth from 2nd edition, where your watery blast takes the form of shark's teeth and rends your enemies.

Second problem: If you're not conjuring water, you're restricted to natural bodies of water. So many spells involve letting things normally on land bypass or function under water. Maybe you need to float or swim or breathe or see in the water? There's a spell for that, and a water elementalist can surely cast it. Possibly a couple different versions of it.

Third problem: Mist/fog is water, but its also air. A lot of the fog spells are listed as both air and water, and its easy to see why. Rain and weather are a combo of the two elements. So, for better or for worse, air and water need to share some spells or you have to decide to try to limit your possibly spells by restricting things to one or the other element. Related: does waterbreathing fall under air or water, or should there be a distinction between water breathing and lasting breath spells?

Fourth problem: ships are both air and water, but also neither. Ship spells are another issue all together. A lot of water spells are found in ship/pirate type games and supplements because it makes sense that they'd be useful in the setting. But is a spell to conjure rigging really a water spell? What about one that strengthens or weakens a ship's hull? Some of the ship spells are even nonsensical if you consider a water-wizard or water-sorcerer to be a "sea" type. Sea things often include storms and ships, by why the heck would a storm-sorcerer have the power to weaken a hull or conjure rigging with their innate magic? Why would a sea wizard gain any benefit for casting those spells which seem like tangentally related spells?

Fifth problem: Ice. Ice is the easy way out. Sure it makes a little sense since water is actually ice, but not when a water elementalist's primary means of attack is doing cold damage with a frostbite spell or a cone of cold. I certainly don't think a pirate in an Arabian Adventure (or, honestly, pirates in general) should be using Ice Knife and Snilloc's Snowball Swarm as their primary offensive spells till they hit 5th level. Ice sure can make for a nicely thematic set of spells though, especially if you add in wind/weather (and maybe some enchantments and northern lights type spells).

Sixth problem: Conjuration or Transmutation (or Evocation)? Related to the second problem, you can easily make many a water spell a conjuration and then you have no ridiculous need to cast it in/near a body of water. This could be the case with so many spells that it blurs the artifical lines between the codified 8 schools of magic in D&D. In 5e I can really see why they remove a lot of those sorts of limits in spells so tidal wave and wall of water don't need to rely on the surrounding environment. Still, if the schools weren't such a big thing it might be nice for them to get a boost in power when cast in the right environment.

So, what's the verdict? Its hard to concoct some original water spells. I bet everyone could come up with about a 6-12 fairly distinct ones (depending on the granularity) but everyone will basically cover the same ground with their water spells (stay dry, go underwater, get over the water, blast of water, something ice, something fog, manipulate the current/flow...). So I'm left with a few different feelings on this. One can either stretch the definitions of water a bit (and if you do that, why not add in a scalding steam spell alongside a bit of ice and fog), or accept the fact that if a player wants a water elementalist its part of the DM's job to ensure the setting supports water (i.e. ships or rivers will be involved). The latter is a bit unsatisfying, so maybe there's a few more ways one can make spells which are thematically watery (a spell that smooths and polishes objects, or alternately bloats and cracks them; scrying in a pool of water) that can be used to expand the list a bit.

Side note: all the elements are a bit repetitive, but somehow air, earth, and fire ones don't seem quite as bad. 

Wednesday, January 13, 2016

Homebrewing: Then and Now

Obviously, one thing I love about RPGs is the ability for the players to add to them. You can't just take a computer RPG and add new classes or spells or even new levels readily. Since time immemorial I've been finding cool things from Dragon Magazine to add to a game, or crafting new white necromancy for that old Giovanni larp. The rules need interpretations at times, and often minor fixes though it is easy to go overboard. Now we've got a glorious new SRD that lets anyone play with (most of) the 5e rules, and the Dungeon Master's Guild which lets you use all the rules and (for now) Forgotten Realms intellectual property to publish your own nonsense. So yesterday started a new golden era...

But new D&D is distinctly harder to homebrew than old D&D. And some of that is design philosophy.

When someone on the internet asks how to bring specialty priests back into Swords and Wizardry, my answer is simple: if you're not taking someone else's specialty priest options, just modify the spell list slightly. Remove 1-2 spells per spell level from the generic cleric list to get rid of all the non-generic miracles, then add a spell or two per level back to the list to make specialty priests unique. Steal the domain from 3rd edition and now your fire priest can cast burning hands and flame blade, no real need for special powers beyond that. But you could remove/alter turn undead if you really felt it was needed to make the class unique.

Making specialty priests for third edition was actually similarly simple: just a new domain as needed (similarly not 100% satisfying, but meh). But domains now are much more difficult. 4e required you to concoct two dozen powers to make a full class build, which is untenable. 13th Age is—lamentably—a bit similar in its complexity. I imagine the complexity of classes in 13th age is why the 13th Age in Glorantha has been delayed.  5e scales that back a little, but its still not necessarily easy to modify classes (races aren't as bad because they don't affect your character as much).

So the new homebrew takes a lot of work, unfortunately. Clerics don't just get a few bonus spells, but first, sixth, and 17th level granted powers and I've never played the game that high in level to really have a good idea what a 17th level granted power ought to do.

There's another aspect of homebrew that's weird with modern D&D, which is that we're finally homebrewing non-casters. I guess you can make a swashbuckler class for Swords & Wizardry, but the breadth of classes like fighter and thief/rogue make that a bit odd, whereas one can always dream up another wizard or priest option. This is why I really think that wizards and priests need a bit more work, as their rules really impact the game world. Until third edition, almost all spell casters in D&D cast their spells in exactly the same way. Sure, we can replace old school spell mechanics with something a bit different, like the Sha'ir method, Runecasters, or something from Spells & Magic, and that's great. Unfortunately, in 5e we cant easily change how spells work, and each class needs new abilities at each and every level (excepting when spellcasters gain a new spell level, that apparently counts as a noticeable power bump).

So what's this really mean?

Because I like rules to reflect the setting, particularly with magic, D&D needs a bit of houserules and homebrew to really make it shine. Things like channel divinity make it hard(er?) to use the cleric class to represent priests who don't serve deities, and spells on bards, paladins, and rangers make it harder to use those classes in a low-magic setting.

Old D&D is still the easiest to homebrew, meaning I like it a bit better. I think my ideal D&D would take some of the simplifications of basic D&D and 5e, mixing them with some of the dice technology of 13th Age and the audacity of 2nd Edition. Basically an AD&D 3rd edition. With the new SRD someone could, perhaps, make much of that happen. But I'm still excited for the new 5e stuff, which could help fix a few of my issues with the game and (hopefully) produce a lot of good content.

Saturday, January 9, 2016

Fixing D&D 5th Editon

Things I want to fix in 5e – A minor rant / thought catalogue:

1) Barbarians. The class should be called berserker, because that's what it is. It also opens up a bit more space to make a religious dervish berserker option as well as fixing a few lackluster elements.

2) Clerics. This class works well for good deities, but I wish domain were separate from vocation, so we could have a crusader of Moradin, a theurge of Moradin, a prophet of Moradin, and an evangelist of Moradin.

3) Rogues. They need a feature that rewards dagger use or else we need to differentiate weapons better. A general +1 to hit with daggers might suffice, but every rogue wants a rapier and hand crossbow just because anything else is stupid. Alternately, daggers and short swords just need some crazy bonus properties and the like.

4) Sorcerer and Warlock. There should be a mechanism to reward these classes for sticking to thematic spells. I'm not sure what it would be, but if you're consciously restricting yourself to a very thematic list a bonus spell known might be a nice reward. I had considered: remove 50% of the spells from your class list at each level for one bonus first level spell, but I'm not quite sure that would be the best way to do it.

5) Useful ability scores. Intelligence is a shit score in this edition. The same can be said of strength, mostly. Strength, Intelligence, and Charisma are almost always a dump stat. Dexterity is still stupidly potent, wisdom and constitution are just generically useful for most characters, and constitution, at least, will seldom be dumped because no one wants a penalty to their HP.

6) Useless ribbons. The elf and dwarf racial weapon ribbons are almost useless. They don't help the warrior types at all (who already have the weapons) and any class that dumps strength (wizard, sorcerer) will find them next to useless as they'll go to great lengths to avoid using them. The only real exception are classes that fight with simple weapons, like the cleric or druid because they might possibly have the stats to use them in melee. Allowing the trained weapons to count as finesse weapons might help, as dexterity-based characters might use them, as well as opening up a few more options for rogues.

7) Spell leveling. A lot of spells need to level more, with simple duration increases, or possibly eliminating the need for concentration eventually (even if its just a slot of 6th level or higher). This is a great idea, just not quite universally applied (you find it always on combat spells, occasionally on utilities). I suspect its easier to have the formula for combat spells, and leaving it off of utilities makes things simpler and requires less space in the book.

8) Spell versatility. There's a good number of spells which can and will have creative uses, and I think a number of them are obvious. What if I ready create water for when an enemy casts a fire spell? Can calm emotions affect a barbarian's rage? Can I use featherfall on an boulder about to hit me? Some of these are relatively obvious, and once a DM makes a ruling there's a new use for that spell for the entire campaign. A few guidelines or basic rules might help make those rulings.

9) Working modular dials. Many of the DMG options for hacking the system seem half-baked (group initiative, removing skills, etc.). It would be nice to have at least one well-thought-out option for these, though reasonably speaking there's probably 2-3 ways to implement a lot of those things. Altering the rests/healing seems to be the best of the options, but there's not really things for lowering the level of magic or fantastic in the game.

10) Updates for previous settings. Sure, I can run old modules with 5th edition rules, but each of the old settings could use a few things to help out. Obviously each setting could have its own book, but a simple 16-32 page book of a few crunchy updates would really help. I'd pay for the print-on-demand softcover, probably multiple times.

Tuesday, January 5, 2016

Double Dungeon Reflections

So, the antagonizer and I recently ran a double dungeon: we agreed on sharing a map and populating it with two different groups. I ran a group of Dwarf PCs first, and he ran Drow PCs second. The goals for the two games was to do something wacky with the same dungeon map and also to show off some iconic elements of D&D. Overall I enjoyed both sessions, both running and playing.

The map. I liked what we chose. It was two pages from Dyson which were explicitly one level of a multi-part dungeon, so the two maps fit together well. We decided first on what each room would represent (more or less) and then populated them with furniture and such. There were two issues with the map. First, it was a little too big. I liked it, but it was hard to cut down, which meant there were a lot of empty-ish rooms to explore because we only had a solid 6 hours in each session. The second issue was that replaying the same map made it a little easy for me to picture where we were (as I was intimiately familiar with the map). Two other players played both, and it was a nice in-joke to re-explore the same ground, but it was lost on most of the players the second time. It was also hard to ignore what I knew already about the map. The fix for some future double dungeon is probably to pick a three-page map and share only one portion of it between each expedition. The real issue here is we could have done the double dungeon with the same players both times, but I wanted to play with a broader set of people, rather than the same group of 7 people twice.

The PCs.  For both drow and dwarves we put up a reduced list of thematic options. I liked it, as it kept most of the characters stereotypical. We each allowed a couple characters that stretched things a little. I kept my list a bit tighter, so there was one dwarven deep stalker ranger which worked fine (though I did talk the player out of a dwarven sorcerer slightly). The antagonizer had a broader list, but we still ended up with two deep stalker rangers, a female wizard, and neither priestess of Lolth was a cleric (Favored Soul of Evil and Underdark Circle of the Land druid). I think next time the way to do it would be to keep a pretty tight list of thematic characters (focusing on the main cleric, fighter, rogue, and wizard options) and really explicitly suggest a few good concepts that you'd only want to see one of: a dwarven artificer wizard, deep stalker ranger, svirfneblin illusionist or abjurer ally, etc.  Also, we needed to have an option for pre-gen characters somehow. We didn't restrict backgrounds in any way and pretty much did things by the book, so we could have made some suggestions there. It might make things easier if we just requested players to pick a race, class (& archetype), and background and then have the DM actually assign the mechanics if the player doesn't make the character by a certain date. One good thing we did was allow a bit more flexibility for the drow by giving men a +1 to int and women a +1 to wisdom, this made men competent wizards and women competent priests. We also went back to the original sources and let drow swap darkness for levitation (self only), for a bit of variety. This is exactly the sort of options one needs for a single-race game.

Personality Traits. I used dwarven personality traits from the second edition Complete Book of Dwarves. I basically handed one out that I thought would be a reasonable fit for each PC, then had each player draw one personality trait randomly. It worked really well because there were about 8 good options and they were good fits for dwarves. We did an ad hoc guessing of who was playing each one that might have been nice to formalize a bit. For the drow, this wasn't such a tenable option. The Antagonizer made a list of about five personality traits to keep in mind while playing a drow, which I think was about the best we could do in the time frame (I had forgotten about personality traits and done the dwarf ones quite last-minute). So while it worked better for dwarves than drow, dwarves were also easier. I think that I overall had the easier time since drow are pretty one-dimensional whereas dwarves are much more fleshed out.

Goals. I don't think I'll ever run a one-shot without goals again. Each of the characters had a specific thing they were looking for or needed to do, and it made for some nice victory conditions. The whole idea comes from games like Battlestar Galactica and Dead of Winter, where you probably have an overall group victory condition and one or more individual ones. It is a nice and concrete way to create a little conflict within the party but maybe not too much. Again, I think it was easier for dwarves than for drow, but in the end we did have a great stand-off at the end where my character used a spell without any obvious components (thank you metamagic) to force a male to attack my rival priestess. It didn't quite work out, but definitely upped the tension and treachery at the end. I'm definitely interested in exploring goals more, and if there is a way to make more smaller goals, and what makes good goals in a one-shot type game. The goals I used could definitely have been tightened up. Perhaps this could be done by trying particular goals to backgrounds and giving the PCs a list of backgrounds to choose from.

Background info. Because of my dislike of skills and preference for failing forward a bit, I put the relevant background info onto a bunch of 5x8 notecards. This included "rumors" or information specific to a character's background and also to training in certain skills and tools. The antagonizer followed suit, but he didn't have much time to do it as extensively as I did since his session was two days after mine. I thought the approach worked well, because players could get important info in easily digestible half-page cards only when it was relevant. But, for my part, I was trying to put together a great riddle about the dwarven deities, so I ended up giving out a number of irrelevant cards (mostly to the cleric and paladin) that detailed D&D deities. I could have easily cut a few out. Also, in one or two situations I had cards that relied on a DC 15 intelligence check. I kinda wish I had done that a bit more, with the very basic info for anyone who is trained, and a few extras for the lucky/skilled. I really liked this approach, but its a bit difficult to implement when you don't know what the PCs will end up being (and ultimately I got someone to be trained in arcana just because I wanted that after making a bunch of "trained in arcana" cards). I also effed it up by missing one person who should have been getting things: the result of someone picking a bonus feat late and I didn't know they were trained in history. I'd definitely do this again.

The Adventure. I think both games went well, and the size of the map was both a benefit and a hinderance. Each was billed as an excursion, and the goal was not to kill everything possible. Both parties made it in and out without killing or even encountering everything, and that was good because we didn't have the time for that. It was difficult to cut things though, perhaps because the map was so awesome and loopy. I think the antagonizer did a better job of making some rooms less useable than I did by flooding some. It might have been better if we had solid story reasons and hints of where people could find what they needed. The encounters were a bit easy for the dwarves because they missed two of the hardest (the Derro swarm and troll spellcaster + her two-headed lover).

Mapping. The hard part of running an old school dungeon is mapping it. I was going to start out with room descriptions only, but quickly resorted to drawing things for the players. I wish I had done it the way the antagonizer did, however, which I don't think was entirely planned but worked well. Rather than drawing each complex of rooms attaching to one another, he drew them ad hoc on different spots on the mat. I only could have improved on that by drawing them with different orientations to confuse people about left, right, north, and south. I wish I would have had more solid room descriptions, and done them more as distinct sections of the dungeon, but that might necessitate doing the map oneself rather than just stealing it. For example, things could have been clearer as an office complex, the town square, the priest's quarters, the barracks, etc. As someone who has been getting into OSR stuff, this has been weighing on me lately, particularly with my own Al-Qadim game and how to use newer technology (or not) to make mapping meaningful and easy.

Flaws. The biggest flaw I think I had was spending too much time trying to detail the dwarven gods, because only two characters were trained in religion and I didn't end up making full use of all that info. Like, the troll and duergar religion cards were basically just in the way for sure. I ended up making a quick little riddle in the end which relied on one line that the trained-in-religion folks got, though everyone had a chance of figuring it out with the illusion hint. I had an idea for sacred ale too, but it didn't come out because no one actually choose brewer's supplies as their racial tool option. I think the next flaw was in room descriptions: they were a bit sparse and could have been better, but also I should have renumbered rooms on the map. I missed one room for sure, and had a few extraneous numberings which confused things a bit, and when I passed the map on it didn't have a few staircases erased. If there was a third flaw, it might have been in creating characters. We didn't really make a PC as the players would, so there were some choices (languages, bonus skills) that we didn't think to put in the character creation docs. Not knowing what was planned but not experienced for the Drow, its hard to say what might have been done a bit better. The only thing that comes to mind would have been a bit more care in keeping secrets for a treachery game. We could have used a werewolf or resistance-style heads-down thumbs-up when detect magic and detect poison were cast, and if we had agreed to use facebook chat to send covert messages (though that might run afoul of the desire to have less cell phone use at the table, but texts can suffer more delays it seems) it might have allowed for a bit more treachery (or more paranoia).

In total. I really enjoyed this, and I'm even motivated to revise this so it can be redone. I think the dwarves ended up being a little stronger than drow, but really only because it was easier to do dwarven PCs. I think both sessions accomplished the vague goals I had, which was to showcase some iconic elements of D&D (dwarves, drow, and their gods), reëxplore the same dungeon, and test out some clear personality and goal options for the players to help in roleplaying.

For revision. For characters, just have players select the race, class, and background right away. Then if they don't make the character themselves by a pre-determined date its easy for the DM to crank it out as a pre-gen, and the players can even potentially ask for a change or two once they see the sheet. This would really help the DM to stat things up while giving players choices if they want them. Goals can be tied to this selection perhaps, and at any rate knowing a few details (race, class, background) will help the DM to assign goals earlier and background info. If the DM has a hand in making the characters its easier to ensure that one PC is trained in each of the 4 knowledge skills (GUMSHOE style). For the background info, this can easily be tightened up to remove some elements that didn't get used (or make it clearly optional with DC 15 checks since there's no drawback for not knowing the information) and possibly spreading some of the info out among the different skills. Goals, likewise, could have been tightened up a bit. Finally, the map needs to be more clearly annotated and the rooms need some fixing up; now that I'm running some old school modules I have a few ideas on what is helpful for map annotations and should implement some of those.  I'm definitely into seeing this baby run again in a 8-hour session. I wonder if it'd be possible to add a third or fourth excursion into the dungeon, perhaps svirfneblin or duergar, though they might have the same problems (or limitations) as drow did.