At my regular Swords & Wizardry game, I experienced for the first time what many other gamers have already experienced: the death of my PC.  Arvin Ardmore was a cleric; an acolyte of Mithra.  An heroic lad who managed to pull the group out of some tough situations.  He went down in a blaze of glory.  After setting fire to the one of the escaping bad guys’ boats, he fell after two powerful blows from the treacherous villain.

Several of the PCs in our group of adventurers have been close to death already including my own.  As I’ve written about before, S&W characters are fragile with few hit points.  There are no saving throws against death or healing surges. (4th edition characters aren’t immune to death, as evidenced here, but they are much harder to kill.)  But, it never seemed like any of our characters would die.  Somehow providence would protect us.  It was bound to happen sooner or later.  Our group is bumbling and reckless to the point of high comedy.  It’s a source of great amusement at our table.

It’s actually funny because you do become attached to these characters.  I’m investing a lot imagination in this character and that inevitably brings about a little bit of emotional investment as well.  I’m not saddened by any means, because I was having great fun during the game, I was playing it out true to how the character would enter the situation, and he is just a freaking character in a game where we pretend to kill goblins and cast spells after all.  But, there is a certain feeling of loss nonetheless.  You could definitely feel the impact around the game table after the realization sunk in.

I like sense of danger this adds to the game.  Our group now all knows that an ill fated roll can wipe out a character.  It adds a sense of excitement and raises the stakes for the group.  I’m sure it will lead to a lot of dark comedy because our group plays most things for laughs.

Of course, it’s not just an end, but a beginning as well.  I’m going to roll up a new character before the next session.  Which will be fun, because I get to explore creating a new character.  There is the possibility that Arvin could come back in some way.  I can put the new character I create on the back burner if he does.  If Arvin does come back, he will come back changed.  So, either way I’ll get to change things up.

All in all great fun and high drama.  Can’t wait until next session.

Fare thee well Cleric Arvin Ardmore.  May Mithra guide thee to thy rest.

That is unless you’re resurrected by some arcane ritual.  In that case,  sit tight buddy.

Tales of Swords & Wizardry is series of posts I’m doing about my bi-weekly game of Swords & Wizardry.  This is the second post in the series.  Here is the first.

One realization I had while playing in my bi-weekly game of Swords & Wizardry (a retro-clone of OD&D) is the entertainment value of character incompetence in an RPG.  In the 3.5 campaign I played in, I started with a level 10 rogue who had a devastating sneak attack and was well equipped.  Level 1 characters in 4th edition start out very competent with powers and healing surges.  So, it wasn’t until playing S&W that I played a character that was not entirely competent.

Bush Door

I’m playing a cleric, Arvin Ardmore.  I don’t have the character sheet in front of me, but I ended up rolling pretty well for stats and gold.  So, he is armored pretty well and can hit moderately well.  But, he misses a lot.  Also, level 1 characters in S&W are fragile things.  He can survive maybe two solid hits before going down.  He has been near death twice so far.  Clerics don’t get spells until level 2.  So, he can’t even fill the cleric’s traditional role of healer, yet.  And Arvin is one of the more competent members of the party.

You’d think that would be annoying.  Before playing in this game, I would have thought it would be frustrating to play a character that can’t do much and could die at the drop of a hat.  Or that it would be frustrating to be in a group where the rest of the characters are as incompetent as yours or more so.

But, as it turns out it, it’s actually pretty fun.  Some of the best moments at our table have grown out of our characters’ utter failure.  One of the best moments during our campaign was an ill fated battle with some giant spiders.  Slick Vinny, our wizard, managed to roll not one, not two, but three 1′s in a row.  Arvin ended up nearly dead after the wizard rolled the first 1 and accidentally whacked him in the head with a staff.  Arvin and another character ended up poisoned and vomiting from spider bites.  Gedleesmite the dwarf rolled yet another 1 as he was about to attack one of spiders and slipped and fell in vomit.  My DM wrote a great summary of this on his blog if you want to read the gory details.

A very entertaining comedy of errors.  I like the idea of our group as a hapless bunch of adventurers barely scraping by.  Our group often plays things for laughs and our bumbling only heightens that.  There is also a genuine sense of suspense when we are on the verge of utter failure.  Victory is that much sweeter when we actually do accomplish something.

I know have a better understanding of the criticisms of D&D 4th edition with its powerful first level characters.  Without house-ruling “level 0″ characters, 4th edition flatly could not provide this experience.  I understand why the designers went that route though.  Because while I’m having fun with a weak first level character, the experience could get annoying on repetition.  Also, I think one-shot games such as those popular at conventions would be less entertaining with S&W style level 1 characters.  Then, there is the fact that while fragile characters heighten the suspense, they also die more easily which could be frustrating if you’ve invested a lot in your character’s story.

Many of you more experienced gamers are probably well aware of how fun incompetence can be, but it was a nice realization for me.

Ruined Tower of ZenopusRuined Tower of Zenopus (Art by Paul Fini)

My current gaming fix is a bi-weekly home brew campaign using the Swords & Wizardry system. On the Swords & Wizardry website, the system is described thusly:

Swords & Wizardry (TM) is a “retro-clone” of the original version of Gary Gygax’s fantasy roleplaying game, which was published in 1974. In other words, S&W is the “rules” of the original system, reconstructed and re-described . . .

Furthermore it is described as a game where

“light” rules create a framework instead of trying to cover every detail, every rule, and every situation.

The game is organized and run by Paul Fini. He was a player in the my First. Game. Ever. which was a D&D 3.5 edition campaign chronicled in my previous post.  He is chronicling our game in his blog, The Warlock’s Home Brew, if you would like to read about the details of our adventure.  It’s an amusing tale full of bumbling adventurers, severed heads, carousing, crotch-goblins, and much more.  So, check out his blog for the full details.  This post is more about my impressions of the system and experience with the game.sw_small_cover_1

While we were playing in that 3.5 campaign, Paul told me about his interest in old school gaming and invited me to join a campaign he was organizing using Swords & Wizardry.  Now, at the time, I had little idea what old school gaming really was.  Since I’m new to gaming, old school gaming holds no nostalgic value for me.  Also, I quite like the 4th edition rule set with its compelling combats, powers, nifty character builder, and shiny, well organized rule books.  So, while I was eager to play in any game, dive deeper into the hobby and experience a new rule set, playing in a old-school, retro-clone felt a little like a step back to me.  It’s sort like if you just discovered playing video games on an Xbox 360.  Then, your friend invites you over to play some games on his Atari.  That was sort of my feeling about it.  Thankfully, that analogy does not hold out.

Well, the Xbox 360/Atari holds out in some respects.  Swords & Wizardry (and by extension OD&D) doesn’t have all the bells whistles of 4th edition or 3.5.  There are no skills.  There are no powers.  There aren’t any tactical combat rules such as flanking or attacks of opportunity.  Actually, there isn’t a whole lot of “game” there.  The description of it as a framework is quite apt since the light weight rules can conform to whatever experience you want to have.  This is actually quite appealing to a new gamer like me.  When you’re a new gamer, still getting the hang of role playing or figuring out which die to roll when, adding loads of rules and arcane minutiae really can get in the way of the experience.  I’m looking at you D&D 3.5 and 4th edition (although I feel the character builder alleviates some of that in 4th ed).

This has lead to a great experience at the gaming table.  There are six players including me.  Our game has grown into a irreverent, raunchy, mysterious, and slightly wacky adventure that’s been a blast to play.  My sides hurt from laughing so much each session.   Our DM Paul has done an excellent job of helping the game grow organically out of what all the players contribute to it.  He is running a campaign that is very much in the sandbox style of play which I think Swords & Wizardry is extremely well suited for.

While the open-ended, rules-light nature of the system works well for our group, I could imagine that it would not work well for everyone.  In the hands of a bad DM or even an average DM, the game could turn into a mess.  Because much what happens is up to DM “fiat” so to speak.  Also, without a dynamic group like mine, the game wouldn’t work real well either.  Both of these points are true for any system, but since there isn’t much of system to fall back on, I feel S&W would suffer more in those circumstances.

Combat in S&W is a different beast from the other editions I’ve played.  It’s short and very dangerous. Especially, since we’re still at level 1. Also, when we rolled up our characters, we took the rolls as they were. So, we’re certainly not an optimized fighting machine.  The danger and our sometimes crippling ineptitude is actually really fun.  It adds a lot to the atmosphere of the game.

Although, I do like tactical combat with a grid and minis.  And I like the epic fights that 3.5 and 4th edition can provide.  I don’t think S&W could provide that experience.  So, I miss that a little, but the experience that S&W provides doesn’t mesh well with big, epic fights anyway.

That said, I’m glad that we’re using Swords & Wizardry.  Our wacky, laid back, beer & pretzels (literally) game wouldn’t be the same under a different system.  Actually, I feel it might be a little worse off.

That’s all for now.  Since, this is currently my only regular game (a pregnant wife and a one year old only leave so much time for gaming), I’ll be writing more  Tales of Swords & Wizardry in the future.  If you’d like to check out Swords & Wizardry, the core rules PDF is free and available here.  Also while you’re there, check out the Book of Wizardry and Book of the Divine created by my DM Paul Fini.

Way, way back in June of the year 2009, I played Dungeons and Dragons for the first time.  This was my first experience with a pen and paper RPG.  (Actually, it’s not quite my first experience, but that’s a story for another time.) Since it was not very long ago, I thought it would be a good idea to write a post about it before the memory melts into the recesses of my brain.  Without further ado, here is my gamer origin story.  Although, don’t expect any radioactive spiders or super-soldier serum.  It’s not that exciting.

I’d been interested in RPG’s for a long time, specifically D&D, since it was the only one I was really aware of .  I’ve been a computer gamer since I was a wee lad and I’m into many other geeky things.  Also, my mom and dad played D&D for a while before I was born.  I even have my mom’s dice and set of minis that she painted.  So, D&D was in my blood and it seemed like it would be right up my alley.  I just never had the opportunity to play.

Tucson RPG GuildIt is actually pretty difficult to get into the hobby if you are completely new to it and know no one who plays.  I’ve walked into game stores out of curiosity, but I barely knew what I was looking at let alone knew how to get into a game and actually play.  Thankfully, here in Tucson, we have a very active Meetup group called Tucson RPG Guild sponsored by SAGA, the Southern Arizona Gamers Association. I’m going to go off a little bit of a tangent here, but this is important to the story.  If not for the existence of the Tucson RPG Guild and SAGA, I wouldn’t be a gamer right now.  It brought me into the hobby.  From what I’ve read, tabletop RPGs are waning as a hobby.  The peak of the hobby was two decades ago.  Sales are down, etc.   With that in mind, I believe organizations like SAGA and meetup groups like Tucson RPG are vital to the future of the hobby.  I have more to say on this subject, but I’ll leave that for another post.

On to the story: Finally, in June, I had a free Saturday that happened to fall on one of the monthly Tucson RPG meetups.  My wife and daughter were out of town, and I had no other commitments.  I’d done a little research before hand.  I knew there was a new version of D&D called 4th edition and that the last edition was 3.5.  I came in wanting to play 4th edition because it was the shiny new thing.  Alas, when I arrived at the meetup, the 4th edition table was full.  Luckily, that week, there was someone running a 3.5 game and there was room at the table.  A young woman named Erin and her boyfriend, Nick were at the table.  Erin was the DM.  They had pregenerated 10th level characters.  With Nick’s advice, I chose the human rogue, because he was the least complicated mechanically.  A third player, Paul, joined us and chose a cleric. Nick played human ranger and also played a warrior to round out the party.

Once acquainted, we started to play.  I was bewildered at first.  The character sheet was a mystery to me.  I didn’t know what a D20 was.  The first call to roll initiative was met with a blank stare from me. Everyone was helpful and I picked up things pretty quickly.  The session started with all the PCs magically transported to a clearing after being bitten by a magical golden snake.  We introduced ourselves and set out to try to discover where we were and why we were there.  After finding various strange clues (dead bodies with plants growing out of them, giant glowing foot prints) and overcoming a few obstacles, we made it to another clearing.  The DM got out a battle mat.   A fairly long, but fun combat ensued between us and several magical wild animals.  We used quarters for our PCs and little pipe cleaner figures for the monsters. Despite my confusion and flailing about, I had a great time and managed to be fairly effective in combat.  At the end of the session, we all exchanged information and agreed to continue on the game as a home game.

Several things about this first session really clicked with me and drew me into the hobby.  First, I really liked combat.  I’ve always been a avid computer gamer.  In fact, my favorite computer of all time is X-COM, a tactical, turn-based game that features combat quite similar to D&D 3.5 combat.  So, combat really scratched that gaming itch for me.  Second, it’s a social hobby.  Most of my hobbies are solitary and it’s not always easy for me to make new friends.  So, it’s a great way to be more social and meet new people.  Third, I immediately recognized the creative outlet that D&D can provide.  I have an active imagination and like to plot out stories in my head.  I just don’t have the ability and/or the discipline to write them out.  The framework of D&D (and RPGs in general) for creating and telling stories really seems like it can be a creative outlet for me.

We continued to meet throughout the summer to continue the campaign.  Somewhere along the way, role playing really started to click for me.  My character started to crystallize in mind and I began to make decisions based on what the character would do instead of what makes the most sense from a meta-gaming standpoint.   Meanwhile, I ravenously browsed the internet to learn more about D&D and RPGs in general.   I attended another meetup and got to play 4th edition finally.  While I really enjoyed the 3.5 campaign I was in, I found I preferred 4th edition as a system.

After quite a few scheduling conflicts, the campaign ended with a satisfying conclusion in August.  Nick and Erin moved to Chicago.  I’m now playing Paul’s home brew campaign using the Swords and Wizardy system. He is chronicling it on his blog, The Warlock’s Home Brew and I’ll be writing about that soon.

This campaign was a great introduction to the hobby for me.  I’m actually glad I ended up at that table during that meetup.  I got play in and finish a D&D campaign.  I got to play 3.5 which, while it’s not my preferred system, I’m glad to now have experience with the system so I have the frame of reference.  And, of course, I was introduced to a great hobby which I hope to enjoy for many years to come.

Three weeks ago at Rincon ’09, I had the opportunity to play in Wil Wheaton’s Dwarven Dungeon Delve of Doom benefiting Child’s Play, a charity that provides games, toys, and other items for sick kid’s in children’s hospitals around the world. I had a great time and wanted to share the experience.  I hoped to get this post out earlier, but real life often gets in the way.

First, an overview: Wil Wheaton came up with this idea to run dungeon delves (short dungeon crawls that last around 2 to 3 hours) for charity.  He ran the first two delves at Rincon ’09, one on Friday and Sunday.  Five people participated in each delve.  It was a $50 donation to play.  Players had to show up at the registration desk when the con opened to sign up for the Delve.

Dungeon Master Wil Wheaton

Dungeon Master Wil Wheaton

When I first read Wil’s announcement on his blog, I thought, “I’d love to do this.”  My first hurdle was what my friends and I call the WAF (Wife Acceptance Factor).  Now, up until this point, my wife has been accepting of this new Dungeons & Dragons hobby of mine.  Actually, besides some good-natured ribbing, she has been very supportive.  But, I was worried I was pushing the limit because I was already planning on spending much of the weekend at the con while she was at home, pregnant and watching our 18 month old daughter.  So, I didn’t know what to expect when I told her I wanted to spend $50 to play Dungeons & Dragons with the guy who played Wesley Crusher on Star Trek.  When I told her what I wanted to do, her response: “Oh my gosh!  I used to have the biggest crush on him!”  She didn’t have a problem with it.

My second hurdle was to actually get into the delve.  I knew I had to get there early to get a slot.  To complicate things, I had a 11 am dentist appointment to finish up a root canal.    The procedure ended earlier than I thought and after a quick (but, carefully eaten) lunch, I got to the con a little after 1pm to try to secure a spot.  I was the ninth person in line and got into the Sunday delve.  It’s funny because if not for that root canal I probably wouldn’t have gotten there early enough to get into the delve.  I’m chalking it up to some cosmic karmic balance thing.

On to the delve.  I get to the table a little early.  A couple of players are already there and Wil is setting things up.  First, I had to pick my character from the pregenerated characters.  Every character was a Dwarf.  This the first of several good tips  for running a delve that I picked up from this experience.  Since this was a dungeon delve at a convention, the time constraint, combat heavy orientation, and players unfamiliar with each other can make role play difficult.  Since every character is a dwarf, it opened up some easy RP opportunities.  I chose a warlock because that was the class I was most familiar with of the ones remaining and named him Darbin Darkboot.

I also perused our generous gift bag.  From Wizards of the Coast we received the Player’s Handbook 2 and Monster Manual 2 (neither of which I had) as well as the mini we used.  From Gamestation dot Net, we received a set of dice, the D6 was engraved with “W2D2 Rincon ’09″ to commemorate the event.  Wil had also gotten a set of crayons for each of us because the numbers on the dice weren’t colored in.  From what I’m told, in the old days, you old-timers had to color in your own dice with crayons.  I’m also told you tied onions to your belts, as it was style of time.  I was already excited to just be in the delve and contribute to a great charity.  The nice gifts were more than I expected.

Then, we dove into the game.  We were all members of the Swackhammer clan.  We found ourselves at the Adventure Hook inn.  The problem: We had drank our way through all the ale.  So, we needed to raid a dungeon in order to free up the supply.  (Or something like that. My memory fails me a little on this point.)  This was the second good tip I picked up for a delve.  Using a simple and fun adventure hook like dwarves questing to get more beer opens up RP possibilities.  There were several funny jokes and character moments that came out of it.

The first encounter was a tense, close quarters battle with some skeletons and ghouls.  I had some trouble getting away from monsters to fire off eldritch blasts.  The second encounter involved some  zombies who dispensed cold damage which prompted one of the players to comment, “If we kill these zombies and take them back to the pub we could have cold ale all the time!” +2 to his next attack.  The third encounter was the finale.   It took place in a large room with brazier traps.  The Big Bad was an evil necromancer brought to life by Wil’s  appropriately evil cackling whenever the necromancer spoke.   There were even a few references to Jim Darkmagic in there.   The necromancer was protected by a huge zombie hulk.  My warlock dealt a devastating blow with a fire damage daily power.  You see the effects of that blast here:

Wil describes a devastating blow against the zombie hulk.

In the end, the Swackhammer clan defeated the necromancer and got back to what dwarves do best: drinking.

All in all, it was a great time and Wil really hit on a great idea with this charity delve thing. I am sure he will continue to do at future cons if possible.  Mr. Wheaton is every bit the cool, gracious, and funny geek that he comes across as in his blog and podcasts.  He’s a helluva DM as well.

This really was the perfect end to my first ever gaming convention.

Bonus
Here are the stats for the magical item Wil Wheaton was wearing:
Keyboard Cat Moon Shirt

Two weeks ago, I attended RinCon ’09 in Tucson, Arizona. As you might have guessed from the fact that I’m a new gamer, this was my first gaming convention. I guess you might have figured it out by the title of the post, too. Before coming to the convention, I didn’t really know what to expect. Well, RinCon ’09 far exceeded any expectations and was an epic convention. It really was a stellar con all around.

RinCon '09But, what do I know? I’m new to all this. Well, don’t take my word for it. Listen to these fine folks talk about how awesome RinCon was. Or read about how awesome Berin Kinsman, father figure of RPG bloggers, thought it was and what the plans are for next year here. Or read about what this guy named Wil Wheaton thought about RinCon at his website.

That’s right. Wil Wheaton was in attendence. Not only that, but he held the first ever Wil Wheaton Dwarven Dungeon Delves Doom! And I was lucky enough to play in Wil’s second delve on Sunday of the con. I plan to write up the experience and post it soon. So, more on that later.

I had several goals I wanted to accomplish at the con. First, I wanted to broaden my gaming horizons. Prior to the con, I’d only played various versions of D&D (Swords & Wizardry, 3.5, 4th), so I wanted to try something different.

On Friday, I played in a game of the Star Wars RPG: Saga Edition. I really had a great time. We had a good group. (And I have to say, throughout the whole convention, everyone was friendly, welcoming, and generally just cool.) The GM ran a good game with an interesting story. We barely made it through our first battle against incoming fighters in an asteroid field. I found the mechanics for operating the ship in battle was interesting. Everyone had something to do and the combat was really exciting. It was interesting to play an RPG in a setting other than fantasy.

My second goal was to play some board games. On Saturday, I played a new, not-yet-released game called Terra Prime run by the designer. I was drawn in by the space exploration theme. It was an interesting and rather complex game. It translates many aspects of a 4x computer game to a board game. It was almost a little too complex for my tastes. I think I’d have to play it again to really sink my teeth into it. I also played Ticket to Ride or the first time. I really enjoyed it. I like games with simple rules and complex strategies and Ticket to Ride fits that bill.

My third goal was set when I learned about Wil Wheaton’s plans for the dungeon delve. I wanted to play in it. Well, as I’ve already said, I did and I’ll be writing about it soon.

RinCon ’09 was truly a great experience. I couldn’t have asked for a better first con. I played some great games and met some great people. If you are a new gamer, I highly recommend going to a local gaming convention. It’s a great way to broaden your horizons and start to become a member of the community.

My goals for RinCon ’10: 1) become a volunteer at the con, 2) run a game as a GM, and 3) play Dungeon & Dragons with another, slightly obscure, former Star Trek cast member. I’m thinking maybe Levar Burton.