Thursday, February 17, 2022

What makes a good funnel? DCC RPG


Let’s start by taking apart a funnel that’s traditionally held as the standard against which all others are measured…

Sailors on the Starless Sea, and contrast it against another heavy hitter in the DCC funnel lineup: The Portal Under the Stars


So how does it start?


SotSS:

The PCs are brought on board through a pretty standard fare. Someone or something is kidnapping and bringing their fellow villagers to the adventure location for a nefarious purpose. The PCs are given a rumor list and then read the intro… very quick and simple way to start things off.


TPUtS:

The PCs are told of a magical gateway to a secret place that is rumored to hold treasures and is only open tonight, after they’re read the intro they’re essentially plopped down in front of the dungeon Greyhawk style.


LESSONS: 

Get the players in to the action as soon as possible. Unless you have a good reason to do so, don’t dither around too much before getting into the action.


Ok they’ve started, what happens next?


SotSS:

Outside - The first thing the PCs are met with is a pair of guardians in the form of two vine horrors. They’re usually the culprit for at least one peasant death at the beginning of the adventure. Curiosity killed the cat. However, this encounter isn’t completely without reward for the PCs. The corpse vines also contain useful loot that can set up a level zero later on down the line to be marginally better equipped than his pitchfork wielding companions.


In the location proper - Well, they don’t really get to the dungeon till after they choose a way past The Keep’s dilapidated walls. There’s a trap in the form of the rigged portcullis and it leads to a location full of even more danger. Past the portcullis, there is a pit, a temple, a well, a tower and a crumbled wall. In my opinion, the pit is pretty superfluous, but the temple is useful for loot and clues for later in the dungeon proper, at the risk of the PCs lives. The well is a fun little trap that’s very cinematic in the way that it thins the herd. The tomb hidden in the rubble is probably the most interesting and potentially useful to the players, but is located on the opposite side of the map from where the story nigh decrees that they need to go/the tower.


TPUtS:

Outside - The trapped door killing people who aren’t patient enough to enter, followed shortly by a door that will just kill peasants if they open it is pretty funny in my cruel Judge opinion. It’s a good reminder to veterans and a good lesson for newbies not to just face-check every door/challenge you come across.


In the location proper - The giant statue that points and shoots fireballs at you is pretty iconic and tells a little bit to the players about the location in which they find themselves. The doors serving as shields and the specific rules governing the statue are prime real estate for player ingenuity to shine. The snake room is super cool and no sword and sorcery tale is complete without a giant snake somewhere. The room with all the bones is a good way too for the players to cheese the final boss fight, but there’s not a ton of reason that this should work aside from dumb luck IMO.


LESSONS: 

Putting a guardian outside the dungeon proper to thin the herd a little seems like a good practice. Setting up trial-by-fire puzzles and such to accomplish this seem to generate the most fun in my experience, but YMMV. Past the guard, it seems like a secondary more negotiable death trap seems characteristic. Further in, a creature to realistically fight and a proverbial key to a proverbial door later in the dungeon seems par for the course.


Deeper into the depths…


SotSS:

Transitionary phase - Fight the vile beastmen in the tower torturing your countrymen! Kill them and their boss and you can free some people (potentially refilling your party) and find the secret trapdoor to the lower dungeon. Lots of loot to gain and multiple enemies that seem at least somewhat balanced for the party’s level. These beastmen are probably not going to be surprised (unless you spot their sentries outside, dispatch them, then get into the tower without failing at knocking open a DC20 STR door) so the PCs are definitely in for a fight where at least one is probably going to die (looking at you RF Slipshot).

The deeper dungeon - After fighting the beastmen, there’s only a bit of respite for the PCs depending on where they choose to go. If they head into the secret passageway they’ll probably lose one or two trying to get that sweet sweet loot. However, if they opt to go straight to the pool room, or if they don’t have any perceptive characters, they’ll end up in a more RP heavy area with the potential for some really good loot at the expense of maybe a character or two (or 6 in my group’s case). Pool room passed, they’ll have smooth-ish sailing (ha) til they get to the menhir and black sand beach (right before which is where I think is the perfect time to cut and plan for the next session is). Then it usually goes one of two ways, either they picked up a skull which tells them of the terrible (but comparatively habitual) price needed paid for safe passage and they sacrifice a living thing, or they have no idea what’s going on and try to swim out to the boat and mostly all die.

Pick your poison.


TPUtS:

Transitionary phase - Woah! Weird crystal people that are just vibin’ minding their own business. Invariably some character tries to mess with them and gets one shotted. Typical rpg player stuff. What’s really cool about this room is that not only is it really an evocative mental image, and non-explicitly combat focused, but it can also drastically affect how the players think about their strategy in the endgame (in a way I think the bone room just misses the mark). If you throw in some spacial awareness in the final room with a damp or dripping ceiling, this room can really shine (ha).

The deeper dungeon - The chess set in the hall or war-game with miniature figures is a strange clue to the contents beyond. I think putting a campaign specific insignia on the door to the final fight area is a good way too of foreshadowing that the players are about to encounter something truly threatening.


LESSONS:

Potentially multiple creature combat encounter on the way to the deeper areas of the adventure location. There could be a very slim chance of avoiding said combat encounter (either due to lack of in-game opportunity or lack of PC self control), but there should be something. It’s almost as if the adventure starts itself again with this new more mysterious region of the adventure and necessitate guards to fend off the unworthy. These intense combat encounters that are in theory avoidable seem to be followed immediately by some form of respite for the players to lick their wounds and bury their dead. Kinda like what we saw int he beginning of the adventure… Additionally, the final fight is broadcasted in a “there’s no turning back now” kind of way.


The final enemy


SotSS:

Kill it with fire! ...or something - Once the PCs negotiate the sea without stars, they’re treated to a puzzle/terrifying combat encounter with an admittedly arbitrary timer. I don’t know about other judges, but no matter what the PCs do, there’s no way the cultists aren’t going to pour the gold into the lava and summon the chaos lord incarnate… I mean it’s on the damn cover. Maybe that makes me a bad-railroading-story slave Judge, but I will stand by that ruling. It’s awesome. I know if I was a player and saw the faux leather cover with the crazed cyclops horned thing and didn’t get to fight it on an underground ziggurat while freeing my countrymen…


I’d be more than a little disappointed.


Le Dénouement - The house coming down after the big bad bites it is super cool too and, unless someone rolls extremely bad, mostly harmless. The “Marines, we are LEAVING” -ness of it also serves as a forcing function to start wrapping up the adventure in an exciting way.



TPUtS:


Kill it with fire! …or something - So the PCs just happen to stumble in on a great warrior wizard and his terra-cotta army as they’re about to wake up from their thousand or so year slumber… I don’t know, to me it seems a little contrived, but whatever it’s high adventure. Anyway, the horde of soldiers doesn’t actually have to be fought which is pretty nice. Telegraphing the interconnectedness of the soldiers’ existence to that of the big bad guy can be as obvious or subtle as the Judge determines. Whether they’re spiritually tethered in a visual way or maybe it’s his magic that clearly raises them, the players should at least have an inkling that he’s to blame IMO. There’s also the pool upstairs and the bones upstairs that can serve as alternatives to a TPK.

Le Dénouement - Finding the secret chamber at the back of the throne is super rewarding and one of my favorite parts of the adventure. And the sequence at the end is something straight out of the phoenix on the sword in tone and feel. Not only does it serve as a satisfying conclusion to the adventure, but it also does something that not too many adventures do well: It sets up the next three or so sessions. Whereas other adventures will maybe provide hooks for Judges to throw maybe one or two ideas on top of for the next night of play, this one could be used as a setup for a whole campaign. I’ll say that this hook was the one that my players have bitten on the most.


LESSONS:

The final boss needs to be memorable in a way that links them to the final stage of the dungeon. Making them a result of the activities at the adventure location makes them more believable and imposing. I think that’s something that SotSS does a bit better than TPUtS. However, there should also be some organic elements of the dungeon (that aren’t as contrived as the convenient, video game-esque chandelier above every major boss location) that can be used to the PCs considerable advantage in the final fight. I’m looking at the two areas in the first level of TPUtS and the prisoner skulls and robes form SotSS as prime examples of said tools.



End:

Hopefully that shed some light. What do you think? Is two funnels, no matter how iconic, too few to extract meaningful, actionable lessons about the type of adventure at large? Are my table’s experiences different than yours? Leading you to different lessons? Let me know in the comments. I’m trying to make my own ‘good’ funnel from these lessons by the end of this little project so every bit helps.


Thanks!

Saturday, February 6, 2021

In which I review Forgive Us

    So, last night with minimal preparation I decided to run the LotFP module Forgive Us. I had only given it a quick read through the day before and I wasn't truly expecting to run it any time soon (let alone the next day). However, even with the short notice, my gaming group and I were able to complete the module in about 3 1/2 hours. 

    Before I get too deep in the weeds rambling about what I actually think of the module, I think it's probably best to familiarize everyone with the premise of the module and the book at large:

    Forgive Us, by Kelvin Green published by LotFP, is a short adventure anthology consisting of 3 relatively short scenarios; Forgive Us, In Heaven Everything is Fine, and Death and Taxes. The titular module happens to be the first adventure in the book and clocks in at 36 pages out of the book's total 46. The basic premise of the scenario (without giving away too much yet) is that an item stolen from a cult by a prominent city gang had unanticipated powers that caused all sorts of trouble for the gang members (and eventually the PC's).

    Nearly the entire adventure takes place in a single building complex and the structure/"dungeon" underneath. There is one off-site locale (the site of the aforementioned theft) that the PC's can go, but it's existence is only revealed in one of the harder to reach areas of the complex.

    Now onto how this module actually played out:

    My players for this adventure are all pretty new to OSR style games. Most of them were playing 5e with me when I started playing DnD, but I've been slowly introducing them to more and more OSR products. All but one had played in an LotFP module before (Tower of the Stargazer, Death Frost Doom, and Doom Cave of the Crystal Headed Children), and knew that generally these games ended in some sort of calamity. This module proved to be no different aside from how we got to that calamity.

    In my and some of my players' opinions, in contrast to the doom-oozing ambiance of Death Frost Doom, the utter alienness of Cave of the Crystal Headed Children, and the sheer amount of bits and bobs to play with (and die from) in Tower of the Stargazer,  Forgive us seemed a bit empty. While this makes more sense given the background of the scenario, I wish there were some more of the elements I've loved in other LotFP modules featured in this one. 

   I think an issue with how I ran this adventure was that, because I only had a short amount of time to prepare, I didn't get the tone of it right to the players. Forgive us runs a lot more like a mystery investigation than your 'typical' LotFP dungeon crawl. There's approximately 1-3 clues in every building of the complex that convey the background of the scenario, and some of them are much more useful than others. If you and your players are into that more Call of Cthulhu style investigation with a little bit of combat, then I highly recommend this adventure (which I suppose sounds like a synopsis of what LotFP's tone is...meep).

    I guess through the process of writing this I've changed my mind a little regarding this adventure. It definitely is on topic for any LotFP historical horror campaign, it just didn't go over too well with my group.

Friday, July 24, 2020

Thoughts on Stonehell

Some comments on Stonehell Dungeon.

    Today I'm going to go over my thoughts on this megadungeon from Michael Curtis. To do this, I'll break the analysis down into three sections: Construction, GM usefulness, and Player experience. Ramble Start:

Construction
   
    First and foremost, potential customers should be aware that this is a print on demand, paperback, perfect bound book. The physical construction, while appropriate for the price, is quite a step below most other megadungeon sourcebooks printed in hardcover binding. However, what it lacks in physical construction, it more than makes up for with the content's formatting.
    The entirety of Stonehell's maps are designed off of the one-page-dungeon format preceded by a page or two of general information about the area. While splitting a megadungeon into a series of smaller quadrant sized one-page dungeons sounds tedious, the layout is such that it is not overwhelming (unlike other 'modern' presentations of megadungeons), and is quite easy to use (more on this in DM usefulness). 
    This book's layout could have been improved upon with the integration of changes in the typeface to indicate important information (ie. different colors of text/bolding of words to indicate a deadly trap or monster). While this is something that a DM can easily do just by reading through the room descriptions and highlighting (*gasp*) or underlining relevant information the hour or so before a session, many DM's I've met do not write in their books. I did this to mine (just using different colored highlighters for monsters, treasures, traps and secret doors) and it made the book that much more useful. Would highly recommend.


DM usefulness
   
    
    This book does an amazing job of giving the DM just enough information to run the dungeon, even with minimal preparation, while not binding them to drawn out text boxes. As an example, every time that I've run this dungeon, I've done it with absolutely no prep aside from marking up my book when I got it. Simply glancing over the one line room description of the area the party is approaching is often enough to build tension and start giving clues to vigilant PC's.
    The strict adherence to format gives this book a reliability that you won't find in many other adventure sourcebooks. In fact,because of the relative modularity of Stonehell's quadrants, an inspired DM could very well lift any of the quadrants to use in their home game with few alterations. The sheer number of keyed and stocked dungeon maps makes Stonehell Dungeon a perfect resource for anyone looking to run a number of one-shot dungeon crawls (either with friends or an open gaming table).
    Because of Stonehell's modularity, creative DM's will find it quite easy to reskin or completely restock levels of the dungeon to fit their campaign needs. Stonehell could just as easily be a dilapidated colony ship floating through the cosmos, as it could be an underground fantasy labyrinth with monsters lurking within.
    However, I don't believe a re-imagining of Stonehell is necessary. Another aspect of Stonehell's usefulness to the DM comes from how well thought out the dungeon's past is. Stonehell Dungeon makes sense in a way that not many other dungeons do (within the parameters of fantasy logic that is). Because of Stonehell's compelling story, players are able to engage with the fiction more and immerse themselves in its night-haunted halls.


Player experience

    Stonehell Dungeon is an unforgiving, brutal place to be. While the massive amount of rooms and rumored treasure tantalizes greedy characters, the dungeon is quite stingy with the amount of treasure actually attainable. Usually any large amount of gold not hidden in a secret cubby somewhere is paid for with the lives of intrepid adventurers. Players will learn very quickly that if they want to get better loot, they'll have to delve even deeper beneath the surface and defeat the monsters that guard it (consciously or unconsciously).
      My own  players may not have realized it yet, but at times this dungeon seems almost too stingy with its treasure given. I tried to remedy this by providing NPC's who possess treasure maps for the dungeon (usually stolen off of other adventuring parties) that lead to the larger hauls. To my surprise, the players were so scared of the path that the treasure map took them down, they decided it was better to turn the other way and find their own treasure. This not only caught me off guard, but also sold me on how well this module creates an atmosphere of dread. Keep in mind this was a small army of about 15 characters (2/3 retainers) so they had the numbers to fight most anything on the first level.
    


Overall, Stonehell is a fantastic example of an old school megadungeon with modern presentation sensibilities. It requires minimal prep and offers hours and hours of engaging gameplay. While the physical quality of the book suffers because of the affordable price point, I would recommend this megadungeon to anyone who wants to try out OSR style play (or just needs a fun Saturday night dungeon crawl).

Wednesday, July 22, 2020

Intro and the Games I'm Running

My gaming 'experience' over the last few years (games I've either run or played in).
I'll admit I'm relatively new to the OSR and TTRPG's in general, but it's been a bit of an obsession as of late

Fantasy:
DnD5E, The Black Hack, Maze Rats, DCC RPG, Lamentations of the Flame Princess, Labyrinth Lord, Swords and Wizardry, Old School Essentials, Mork Borg.

Horror:
Mothership, Call of Cthulhu.


Games I have bought and read, but have yet to play/run:

Tales from the Loop, Metamorphosis Alpha, Basic Fantasy RPG, Torchbearer, Trophy (gold/dark), Knave, Mausritter, Astonishing Swordsmen and Sorcerers of Hyperborea.


Games I am running currently:

Stonehell Dungeon (OSE)
Curse of Strahd (DnD5E)
Keep on the Borderlands (DnD5E and OSE)
String of DCC one-shots (DCC)

Aaaaaaaand the games that I want to run:

Barrowmaze (with LotFP, OSE, or DCC)
The Lost City (OSE)
The God that Crawls (LotFP)
Winter's Daughter (OSE)
Gradient Descent (Mothership)
Masks of Nyarlathotep (Call of Cthulhu)
The Salty Funnel (DCC)
Adventure Anthology Blood (LotFP)
Big Puppet (LotFP)

What makes a good funnel? DCC RPG

Let’s start by taking apart a funnel that’s traditionally held as the standard against which all others are measured… Sailors on the Starles...