Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

Adventurers

Character Class Description
Rangar the Bull Fighter level 1 Titanic, dark-skinned figure wearing bull-headed helmet and a harness with countless weapons strapped to it.
Ervain Cleric level 1 A cleric.
Nolmbork Dwarf level 1 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Ryan Magic-User level 1 A magic-user.
Celeborn of Revelshire Elf level 1 Hails from a distant community led by an Ent. Also potentially the ugliest elf you've ever met.

Coldrain 15th, Spiritday

After his friends broke off to interrogate their orc prisoner, Derennan went to the Pleasure Palace to face Zarifa. As usual, he had to wait for hours.

“Rank and disheveled as usual. What is so urgent? What kind of “marvels” have your brought this time? More balls?”

“Your boyfriend is dead, died lusting after more gems with which to impress you. The priest at the Temple of Poseidon says they might be able to bring him back for a price beyond our means.”

“What, that cold bitch Mavis!” Zarifa exploded “I wouldn't even let her tend to a stray cat, let alone–” her voice begun to crack “–my sweet brainiac!”

It took her a few moments to regain her composure. Once she did, she continued in her standard, condescending style.

“Where is he? When did he die? How did he die? Who was with him when he died?”

“His body is at the temple, I left money for his care. He died a few days ago, we made our way here as soon as possible. He died at the tip of an orc's spear, the orc and his companions are now dead. I and some newer colleagues were with him when he died.”

Zarifa squinted and gritted her teeth audibly. “You did well. Fetch his corpse at once. Two slaveboys will accompany you. I also want you to bring here your new colleagues. I will commission your portraits—-as a small gift for your deed.”

Tamren was the first to accept the invite, posing as follows: straight-backed, holding his sword pommel with both hands, point-down in front of him, doing his best to look stern.

“Excuse me, would you mind taking off your helmet for the painting?”

“No.”

Painter sighed and did what he was paid to do.

“So, Tamren, how did Barad die? What were you doing at that time?”

“He died a true hero! In a glorious battle against many foes, dozens fell under his mighty blows.”

Zarifa left without saying a word. Five hours later the portrait was done. It looked... Acceptable.

“You can pick it up once all have been finished.”

Hagar was next to pose. Hagar took a pensive stance of brooding power. Zarifa asked him the same questions as she did Tamren. To that dwarf replied that Barad died a good death, rushing forwards to discharge his wand at the Orc cleric, possibly saving the party thereby. Hagar stood on his right, hewing the orcs but could not prevent the spear that took him in the stomach.

Nolmbork was next to spend a day posing for the portrait. He made a big show of his wounds before assuming heroic pose with a large grin.

“Barad died protecting his comrades from a horde of fifty orcs! I was by his side as he went down! A tragedy, tragedy!”

Derennan refused to be portrayed. He was more interested in selling Zarifa jewelled scabbard and few gems they've recovered from slain orcs.

“Then take this emerald silk scarf as token of gratitude for returning my love to me. Wear it around your biceps and you will always strike true.” Derennan took the scarf and wrapped it as she asked.

Either way, by Coldrain 15th Nolmbork and Celeborn were fully rested and eager to return to the Den. They will find out what the hell is this Red Dragon mystery even if it proves to be the last thing they do in their life.

To increase their odds they recruited three more adventurers: Rangar the Fighter, Ervain the Cleric, and Ryan the Magic-User. They reached the Drug Den by evening of Coldrain 16th.

Coldrain 16th, Airday

Descending down the poorly concealed shaft landed the party in the same bell-shaped chamber as before. And where else should it take them to, right?

Three impaled orcs in advanced stages of decomposition was a novel element of this room's dressing.

“This must be a warning sign to anyone coming down here.”

“This one has a familiar pig snout... Must be the ones we slaughtered weeks ago.”

Following a brief discussion, the party agreed to investigate corridors to the east. Rangar the Bull forced the doors open with great noise. Ryan the Torchbearer, standing in the back, heard faint sounds of lute or similar string instrument coming from his left.

“Let's move.”

“Anyone has a ten foot pole? No? No one?”

Celeborn the Wise ripped out one of the spears impaling an orc corpse.

“This will suffice!”

Pressing on, they soon reached a t-shaped junction. Ignoring the right turn, they moved on, only to reach another right turn. Another junction around the corner. This time they took the left turn, and marched down the corridor until they hit end—solid doors.

“Can't hear a thing.”

“Well, open them then!”

These doors opened outwards, i.e. towards the party. They too required a bit of muscle to open. Angled walls to the left and right were lined with bookshelves, which in turn were littered with books, parchments, and torn papers. Several melted and trampled candles could be seen on the floor. Vandalised reading chair laid on its side in the south-east portion of the chamber.

Failing to find any traps, the party moved in and began combing the chamber. Nolmbork stood guard by the doors they came through.

Many of the books had proven to be of very mundane nature. This was no arcane library, nor study of any arts. Ervain did stumble upon a distinctly different leather-bound tome. Although it was missing many pages, those intact were covered with weird symbols and unrecognisable letters. Not even Celeborn could make sense of them!

Besides bookshelves, there were also three doors in the eastern portion of the room: one in the north-east corner, one in the middle of east wall, and one in the south-east corner.

“I'll pack that in my backpack.”

“Quiet! I hear voices!”

Indeed, Nolmbork heard primitive grunts from behind the closed doors. They went quiet as did the party. Rangar joined Nolmbork by the doors and then they waited. And waited. And waited.

And then doors swung open.

Four pig-faced humanoids armed with clubs. Thoroughly unsurprised and thoroughly intent on beating the party up.

Adventurers held a tactically superior position, having the orcs in a bottle neck. Nolmbork and Rangar we blocking the passageway. Celeborn was stabbing with spear from second rank. Ervain was attacking from left flank, while Ryan took out his dagger and attacked from right flank.

Celeborn and Ryan were first to draw blood. In fact, the wizard had slain an orc with a single blow of his dagger! Blood was gushing everywhere as he severed the creature's neck.

Unfortunately Nolmbork and Rangar were getting concussed by the round. Still, they stood their ground, refusing to budge under the relentless attacks of pig-faced monsters.

“Press, press you worms!” a large, mace-wielding orc roared as four more charged on, forcing those in front to fight to death.

At this moment things started to fall apart. Not because of the orc captain, for him and his scoundrels were still stuck in the corridor. No, it was because of the five pig-faced bastards that charged out from south-east doors.

Now the adventurers were completely surrounded, and what used to be a great position had started to turn into a deathtrap. Rangar fell first, his head a swollen mess. Celeborn jumped over the fallen warrior and fought off five orcs. Five! All by himself!

Nolmbork was next to succumb to the beatings. Ervain kept smashing heads with his mace; Ryan kept on slaying orcs with his trusty dagger and mighty thews; Celeborn skewered all those surrounding him.

“I'll pull out your teeth and tongue; I'll rip out your eyes and parade you down the halls!” large orc roared as he chucked a wailing piglet to the side.

“Come, I'll kill you too!” Celeborn retorted in Orcish. And he followed up on his promise by piercing the monster through he ear, and consequently, head.

Remaining few orcs scattered in panic, fleeing west and south. The surviving trio gave chase but gave up afraid of being led into an ambush or some trap. Hence they returned to the chamber.

Ryan ran to south doors and listened carefully. Celeborn and Ervain checked on their fallen comrades.

A miracle!

Both were still alive, albeit properly beaten up and unconscious.

“Can't hear a thing. Better check anyway.”

Ryan opened the doors.

Three goblins with drawn swords, and two snot covered and red-eyed orcs behind them, stared at the magic-user.

He slammed the doors shut.

Ervain and Celeborn ran and pressed them, proving stronger than the opposition on the other side.

Ryan the Magic-User remembered that he is a magic-user and not an assassin, and cast Protection from Evil.

“Stand back and let them in. We'll slash them one by one!”

“Look! Incoming from the right!”

Another group of goblins ran through the west doors, which were propped open by all the piled up corpses. An orc with an eye patch, spear, and long sword by his hip walked in behind them.

He took a stand just beyond entrance, between comatose Nolmbork and Rangar.

“Hold formation as I thought you! Ignore those at the front, go for the guy in robes! Kill him first!”

Celeborn decapitated one with an arrow, while Ervain split the skull of the other with sling stone. Alas they were soon completely surrounded and overwhelmed.

Celeborn valiantly stood his ground. He was slowly hacked to death, round by round, cut by cut.

Ervain did not fare much better. He too fought bravely until the very end.

“Good, good! No, do not stop to celebrate! Make sure they are really dead!” grizzly Orc grunted with pride.

Ryan fought with his back to the wall, slaying few more with his trust dagger before he himself was stabbed to death. He was the last to fall.

Rangar opened his eyes to a horrific scene.

Bunch of goblins slashing his allies to death. So many, so many of them. Some murky figure was standing over him, laughing.

Summoning all his strength, Rangar leaped off the ground and smashed the one-eyed orc with his handaxe.

Ryan held torch as long as he could. It extinguished with him.

Nolmbork pushed himself off the ground, dazed and with throbbing headache. Still, he was aware enough to finish what Rangar had started.

The laughing orc gasped for air. And then he slumped to the ground lifeless.

Remaining snivelling orcs fled once again. Goblins on the other hand charged at the barely standing duo.

Rangar poured out oil and set it on fire. Goblins lobbed insults until the fighter hurled a javelin at them.

Illustrated by kickmaniac

The duo dragged themselves out, leaving few more fire gifts for their pursuers.

Once outside they marched an hour through the night. The Sister Moons shone guided them to a perfect spot to rest at.

Two badly wounded warriors were barely moving. Desperate, they doffed their armours. Lighter, they marched straight to Hara, stopping only when they absolutely had to.

Will they ever find the Red Dragon?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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The time is here! This year I decided to do a single megapost by category (adventure / bestiary / supplement) instead by publisher. I also decided to limit myself only to things I bought, read, and that isn't TSR (many classics to pick up there!). Each category is sorted alphabetically. I tried to provide brief explanation for each item, but do not hesitate to reach out if you have any questions.

Spend reasonably!

Adventures

Bestiaries

Supplements

#BlackFriday2023 #Sale #OSR

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Lamentations of the Flame Princess might be edgy, but it was Raggi and his vision that popularised splendid looking A5-sized rulebooks, adventures, and supplements, in the OSR space. Here are some of the books I've enjoyed very much, that don't feature excessive gore and edgelordiness:

#BlackFriday2023 #Sale #LotFP #OSR

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Frog God Games has a large catalogue, and they often churn out re-releases of their previous work with minor changes. I am not a big fan of their new layout and art direction. It feels cheap and is somehow even worse than previous budget black and white art pieces.

Great majority of the recommendations below are for Swords & Wizardry system, a retroclone of Original D&D. All statblocks have descending and ascending AC, and everybody uses a single save throw (but since HDs and levels are nearly identical, you can use TSR-era saves without any hassle). Do note that FGG begun to move away from Swords & Wizardry as a system label to OSR as system label. It is still S&W though...

Adventures

  • Stoneheart Valley (Swords and Wizardry). A collection of three old Necromancer Games adventures: The Wizard's Amulet, The Crucible of Freya, and The Tomb of Abysthor. First one is shit, second is fine, and third is awesome.
  • The Lost City of Barakus (Swords and Wizardry) (local and regional maps). Perhaps my favourite Necromancer Games mega-dungeon—because it is so much more! You get a starting city (with seven adventures), a wilderness area (with 26 keyed encounters and mini adventures), and a mega-dungeon with interesting factions and cool big-bad. Suitable for low-level parties.
  • The Northlands Saga Complete (Swords and Wizardry). A compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. My favourite activity is stealing from this book and including parts of it in my own game. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). $18 is a steal for this.
  • Cyclopean Deeps (Swords and Wizardry) (volume one and two). Underground hex-crawl for high-level parties. Includes underground settlements as well. Perfect for plugging into lowest levels of large dungeons... Or under sprawling cities...
  • The Slumbering Tsar Saga (PF). 800 page monster. High-level, high-lethality area with brutal challenges.
  • Bard's Gate (Swords and Wizardry) (player's guide). A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book. Some say this is FGG's finest product. The truths is: this is another Necromancer Games revival. And that's why it's great. :)
  • The Blight (Swords and Wizardry). A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.

Supplements

  • Monstrosities (Swords and Wizardry). Nearly 500 monsters. Each monster comes with an example encounter/nano-adventure. Includes tables with monsters by challenge level, guidance on creating new monsters, tables of monsters by terrain, and tables of random encounters (3d6, so bell curve).
  • Tome of Horrors Complete (Swords and Wizardry). More than 700 monsters (no duplicates from Monstrosities). Again, each comes with a small encounter. Includes mundane animals as well.
  • The Blight: Tome of Blighted Horrors (Swords and Wizardry). What, you want more? Well, here are 80 more—body horror aplenty.
  • The Book of Taverns (volumes one, two, and three). Had enough of generic taverns and inns, but short on prep time? Steal one from here. Again, these are revivals of old Necromancer Games books. They are good.

#BlackFriday2023 #Sale #FGG #NG #SW #OSR

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The time is nigh! Spend wisely!

Here are some Troll Lord Games adventures and supplements I've found useful and enjoyable, although I do not run Castle & Crusaders system. I found most of TLG stuff to have minor errors (e.g. typos, location missing on a map, etc.). Also, most of the modules do require prep. Despite that, I find below worthy of mentioning.

Adventures

Supplements

#BlackFriday2023 #Sale #TLG #CC #OSR

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Celeborn of Revelshire Elf level 1 Hails from a distant community led by an Ent. Also potentially the ugliest elf you've ever met.
Nolmbork Dwarf level 1 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.

Coldrain 6th, Airday

Leaving Derennan to take care of dead Barad, Hagar and Nolmbork took their orc prisoner to their two-story house. Into the cellar of course. There they were joined by Celeborn of Revelshire, an elf fluent in orcish.

Applying well know motivational techniques resulted in new intelligence. Alas, it was not information these adventurers were looking for!

The orc in questions was a war-priest whom has brought his clan to claim the dungeon they've captured him in. They arrived just before winter, and have been fighting the other “weaker” clan whom had allied with goblins. Supposedly there is a giant ruling on the lower levels, whom they wanted to impress and ally with.

The trio rested and returned to the den. They were committed to finding the source of Red Dragon.

Coldrain 8th, Earthday

Although Barbarian Alatanis is nowhere as cold as Valon, shorter days make it difficult to get far. Still, the party reached the familiar tree with poorly concealed pit next to it. Judging it might be safer to sleep in the dungeon, and that goblinoids surely sleep at night as well, the party pressed on.

The trio acted as a special force team, rapidly clearing room by room; listening at the doors whilst one would watch their back. West they went, west. First to the chamber where they left a mountain of rotting corpses. Then through the westernmost doors.

From there they kept exploring corridors, tiptoeing and paying special attention to any possible traps. The furthest corridor terminated in a t-shaped junction splitting in two long passageways. Nolmbork could smell wet soil coming from the south.

Exploring corridors they passed before, the party found staircase leading down as well as a set of double doors they decided to leave alone. Then they backtracked and explored a spiralling corridor. That one lead them to a plinth atop which two stone legs stood. It was obviously a demolished statue, bereft of anything else. Something was written on the plinth, but everything was scratched except first letter: S.

Hearing a distant tinkle sent the party packing. Once again the backtracked to the room with corpses. This time they went for easternmost doors. This led them to another sleeping chamber, if it was to judge from all the improvised bedrolls.

Pressing on, the trio forced they way through doors reinforced with iron bars, finding themselves in a long room with pillars. The floor was littered with bones, which in turn were caked with dust.

“I better check that one skeleton...” Hagar announced.

The dead lifted its hand to protect itself against the dwarf's hammer, but in vain. Four more skeletons joined the fray. Celeborn was brutally humiliated when one of them backhanded him like a small child. Party soon laid the dead to a more permanent form of rest.

Exploring the chamber further revealed a simple stone throne on the north side. Celeborn also picked up on one pillar having different patterns than others. Closer examination revealed a depression. Pressing it with a ten foot pole opened a secret chamber with scroll case and small metal box.

Elf took the scroll case, opened it with haste, and then unfurled three scrolls found within. He couldn't read any of them, even after casting Read Languages. Hagar the Curious took the small box, inspected it, and then pressed the latch. He instantly felt two pricks, one in each thumb. It hurt; it hurt a lot. Inside was a nice looking gold ring. Was it worth it? Only time will tell.

Bursting through north-west doors led into another corridor. Inching forward to the doors on the left wall, the party heard angry muttering sounds coming from west.

The dwarves decided to head south, through the door, while the elf really wanted to check what the muttering sounds were.

Stench of rot and decay: they found prison cells. Four of them to be exact. A naked, mutilated elven corpse; a corpse of fat man in late stages of decomposition; a beheaded goblin; and a corpse lying face down underneath soiled cot.

Investigating—and by that we mean smashing open—the nearby desk produced iron ring with four large keys. Nolmbork took them and unlocked the cell with facing down corpse. He strolled right in to check on it. The corpse leaped at him with surprising agility and force. It clawed and bit him, sending the dwarf straight to the ground. Hagar and Celeborn rushed to Nolmbork's aid, hacking the undead to death.

“He is still breathing! We must get out of here!”

Pushing south revealed a torture chamber; pushing further south led them into known territory; from there they went straight to exit. Dragging half-dead Nolmbork.

By now it was pitch-black outside. They carried the fallen dwarf to safety, rested, and headed to Hara with first ray of sun. Nolmbork regained his facilities, but was still badly hurt. In other words, he was hardly in marching condition.

In a rare flash of luck, the party stumbled on patrol from Hara whom had recognised Hagar. They offer to escort the bloodied trio to Hara; an offer which the party gladly accepted.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Today I received a wonderful gift from one of my players: Karl Edward Wagner's Kane collection of novels and short stories.

Thank you!

#Postbox #Kane

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A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue details session thirty-eight and follow-up play-by-post session. Enjoy account of brutal skirmish at the Circle of Stones!

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 576:

#Zine

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Charlie Mason, of White Box: Fantasy Medieval Adventure Game fame, has just released a Player's Guide for OSRIC:

This is intended to be a table copy for players. Use it, write in it, spill soda on it and get cheeto fingers on the pages. Then when it falls apart, get another one.

You can get print version, at-cost, from Amazon.

PDF is available for free from here.

Thank you Charlie!

Old School Reference and Index Compilation (OSRIC) is an OGL retroclone of the AD&D 1E. It restates PHB, DMG and MM in a single book, with minor modifications for legal reasons.

Version 2.2 was released in 2013, and is freely available on Lulu and DTRPG. Knights & Knaves Alehouse hosts a thread for tracking and cataloguing latest known errata.

#News #OSR #OSRIC

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Every month I get emails and messages about Conquering the Barbarian Altanis campaign; usually comments or requests to clarify what actually happened.

A few months ago I received a question that required some marination:

My question is one for you and your players. Modern sensibilities in gaming frown on beginning player death, and support a myriad of ways to increase survival and heroism. ... I believe hearing from you and especially your players about their characters many deaths would be great data to clear the air regarding the notion that character death is unenjoyable, and that character death does not support long term play and is unwanted by players. I hope you and your crew can address this topic in a posted piece discussing your thoughts and feelings through actual play.

Background

As of session 70, 64 player characters met their end:

Fate Count %
Dead 50 78%
Uncertain 6 9%
Retired 8 13%
Sum 64 100%

With the following causes:

Cause Count %
Monster 42 66%
Character 9 14%
Trap 7 11%
Environment 4 6%
Disease 2 3%
Sum 64 100%

Character related reasons are the most common cause for retirement, while monsters and traps were responsible for most deaths. Numbers (in percentages) are quite similar to the character death analysis shared by Lyle Fitzgerald in It's a good day to die (Dragon Magazine #20).

Note 1: detailed causes of characters death can be read here.

Note 2: above numbers do not include retainers. That'd double the numbers of deaths.

We currently have 14 players with 25 active player characters, with three players each controlling three active player characters. Everyone except the most recently joined player lost at least one character.

I run Wilderlands as an open sandbox where players have the ultimate freedom to do as they wish. I never fudge dice. The world is alive—it is shaped and shapes the characters in return.

Players' responses

Moss, 2 dead, 2 retired, 1 uncertain:

Character death being a real possibility (and something that actually happens, and frequently) really instills in me a desire to play smart and pay attention. It makes even the small successes matter and feel rewarding, because I know that it is actually possible for my character to fail.

And the big successes make you feel like you've actually accomplished something as real as if it were in real life. On the other hand, I will say it can be frustrating, and does require some adjustment and patience. But for anyone who does have the patience, and the desire to get good at interacting with the fiction to succeed, it brings a satisfaction that I've never encountered in games where death is either ultra rare, or non-existent.

I'll add this: I believe I might enjoy it more if there was a more frequent risk of various injuries instead of instant death. Though I realize there is such a risk in the Wilderlands, just in my experience it hasn't happened often.

Snoop, 12 dead, 1 retired, 1 uncertain:

Yea, I like dying.

Sleazy_b, 3 dead:

I'm only controlling two characters now, Barad and Derennan. RIP Hist. There have been deaths I've enjoyed and those I haven't. Fairness, and narrative both play a role in my enjoyment of a character's death.

The character's I've played that died are: Hist, Mano Stern, and Ulster. Ulster felt bad. We were surprised and lost initiative and there was a very powerful enemy. Mano Stern died in the same encounter and set himself alight from within a fungal monstrosity which was pretty badass.

Hist was a mix of both. He got poisoned on an attack that dealt 1 HP of damage. He drove off the barbarians with an arrow but had no ability to cure himself. I don't know how I might have played that differently.

Nevertheless, I imagine him leading the band back to Ahyff, sick, dying, but still brave and committed.

Mostly to me it's about expectations. I expect my characters to die quite a bit so it's not the end of the world when they do. To elaborate on this, I think the ease of character creation and the fact that we don't do elaborate backstories helps.

But this is all to say that if Derennan dies I'll cry.

I appreciate that the game is hard. I wish I'd played more BX before getting into it and was a more knowledgeable player but I've learned a lot and enjoyed it a ton.

Idle Doodler, 1 dead, 1 uncertain:

Speaking as presumably the current holder of the Shortest-Lived Character record, I say take the dice. If you ain't going to accept their results, why bother rolling anything? Though nothing wrong with a few phantom rolls to keep players on their toes.

I've enjoyed reading through the session summaries as an account of an adventuring company, rather than as a collection of individuals living their adventuring lives parallel to each other. Old school gameplay is for an ensemble cast, and the best ensemble stories are ones that can survive a rotating cast of characters.

BloodyHand, 10 dead, 3 retired, 2 uncertain:

I thought about the question and this is my answer.

PC death is one of the big allures of OSR gaming. The main reason, I think, is that the threat of death represents a fail-state. Old school games can be lost, and PC death is equal to losing the game. If there is winning and loosing, then D&D becomes far more game-like, with real stakes, rather than the more story focused methods of modern gaming, which essentially cannot be lost, and are mere exercises in amateur dramatics. This gives the player a heightened sense of accomplishment and verisimilitude, which most OSR gamers find enthralling.

There is a fine balance with this though because PC death should always be a risk that is taken relative to some reward, or win-state. This is why procedures are so important because they allow the player to take informed risks. Dying in combat is always a reasonable assumption, so the party of players must take the (hopefully) informed decision whether to engage in combat procedure when it arises. The hydra lair was a perfect example of this, we knew there was a huge pile of gold coins in its lair, so we took the risk of entering, even though we knew from experience it could kill us very easily.

When it comes to fudging die; I think the reasonable time to do this is when there is an arising game state where a PC death is imminent with no-win state, or no way for the PCs to make a choice. In a sense this situation is no more a game than the amateur dramatic kind of D&D I mention earlier. The most common way this emerges in OSR games is via random wilderness encounters. Gygax recommends fudging these in the DMG exactly for the reason, that there is no real victory condition, or a hard won victory is negated for no apparent reason.

Kublaibenzine, 2 dead:

What made me move back to OSR was not only the flexibility and cleanliness of the system but the harshness of character existence. No one likes to see their character bite the dust (unless he had crap stats and shouldn't have been adventuring in the first place) but I object to 5Es mechanism that makes characters almost unkillable. Stupid deaths may be a bit frustrating, but I like the idea of the dice landing as they land. So, when Vincensini got dropped by the Roc from a great height, I was a bit saddened but then looked forwards to the next character and playing experience. As my boardgame buddies like to say, it's about telling a good story in the process!

Snoop later added:

I like character creation cause it’s fast and special roles are fun to roll up.

Never_plays_elves, 3 dead, shared after publication of this article:

I read the article on character death, it was interesting and I agree that PC death is not as closely linked to skill at it seems. I mean that it is not connected so much to personal skill but to party skill.

If the party makes the wrong decisions (by vote or caller decision) or some PC manage to turn powerful factions against the party everybody will suffer and sometimes the ones who die are not the PCs of the player who made the wrong decisions. Sometimes the ones causing the problem are the ones who flee first. It also can encourage passive play. “I stay out of trouble, follow along and get a share while risking less while other PCs die.”

How to stop this: PCs (not players) could try to resolve these issues. You know try to get them beyond the “my character would do that.” Such attitudes are passable for less risky narrative focus games not for OSR or classic play. Also rules that foster comradeship and bravery (not recklessness) instead of individualistic play can help.

BTW these are not reflections based on my experience in this campaign; that is a general problem.

Also PC death and campaign continuity. Yes that can be a problem. If players get stuck at 1–3 level forever you cannot really move on to the good stuff. I don't say take them by hand but that is where AD&D can help. AD&D PCs are less flimsy for exactly this reason. Also AD&D play is less based on strict procedure implementation. It allows the DM to be more flexible with random results.

That is why you need the DMG. It shows you both the procedures and where you need to deviate from these procedures and how to do it, for the good of the campaign, not for the fun of the players (like in newer editions).

On the other hand even BX parties who are united and fight systematically as a military unit can survive a lot (my Dwimmermount experience, I never had a PC die in there although he did lose some beloved henchmen). I have been in deadlier campaigns than yours btw... A unique setting with interesting locations, NPCs and rewards can do much to keep the players coming even if it is deadly.

Reflections

As a Judge I root for my players.

There is a lot of advice in Dragon Magazine to fudge the dice when character death feels unfair. And we had several of those. Even though I felt sad with my players, I did not alter the results anyway. I like seeing them win, but I prefer not to alter “the reality” to make them win. In my mind that would be akin to cheating them out of their victory. My grandpa always crushed me at chess. Each of my victories felt so good, because I knew I earned them.

One would expect number of deaths to correlate with player skill, but I haven't been seeing that. The most reliable predictor has been the number of sessions played. Play long enough and you will die. Makes sense... From what I can see at the moment, player skill becomes a better predictor once character hits levels four and above. That too makes sense, since that is the time they are resilient enough not to day from a single slap from an unfortunate roll.

Finally, I must draw attention to the selection bias. Above data also includes numbers from players who joined for a session or two, lost their character, and then left the game. Since they left they couldn't respond to the question posed by the reader. Did they leave because they hated their character dying? Something else? Who knows. Are current players playing because they are masochists? No, I don't think so.

After 70 sessions I can't say that frequent character death impedes long-term campaign play. As long as someone lives they'll be able to recruit more adventurers and continue their career. Hydra Company survived its many members—it fled Antil and lives on in Hara. At the same time, would we have a better game or more fun if less characters died? Who knows. What I do know though is that those who live to see high levels will damn well have deserved it!

#OSR

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