Showing posts with label Exploring the Outside Inn. Show all posts
Showing posts with label Exploring the Outside Inn. Show all posts

Monday, May 13, 2013

Back to OD&D

We played in my son's game a few times, and then in my Traveller game a few times, and now I've been asked to run my OD&D again for this Friday night... Not too big a deal, I've been running the Milburn Hall campaign with the dice leading the way.  Encountered orcs on the road to Kemper Village?  Guess what, their village is just a few miles away, and they see you as easy marks:  instant recurring encounter with orcs manning a new toll-gate.  Encountered a roc a little further north on the same journey to Kemper Village?  Well, I now know they inhabit the mountains to the east of the road.  Shot and killed a centaur in Kemper village?  Hmmm... wonder what THAT might lead to... Oh, and those kobolds in the underground lair near Milburn Hall?  You never finished them off...

Yeah, there's LOTS to keep us busy this Friday night, but I'll put in a few hours prep this week leading up to the game, just so I can be ready for whatever the players OR the dice throw at me!

Friday, January 18, 2013

Rough Night

We played our 4th game of "Exploring the Outside Inn," and I'm wiped... The party split into three groups, which kept me moving around the table all evening, trying to keep track of  who was doing what, to whom, and when.  As everyone walked out, including the two new guys, they all said they had fun.  Oy.

I'll post the game report tomorrow.

In the meantime, what went wrong?

  • During setup, I brought in a second long table, which unfortunately made it harder for the players to remain a unified group... smaller table-space with crowded seating is probably actually better for this particular group
  • I played several monsters foolishly, inadvertently giving the players breaks they shouldn't have gotten after they split up into three groups.
  • I let the game run beyond the planned 10 pm end-time by almost an hour, thus forcing a fast resolution to the final events of all three groups
I'm sure post-game analysis tomorrow will show me more, but as I said, I'm wiped... good night.

Monday, January 14, 2013

Busy Evenings Ahead...

This evening, before my son went to bed, but after he, my wife and I played 2 games of Settlers of Catan on our Kickstarter produced wooden board, we got around to discussing this upcoming three-day weekend.  The current plan is that I'll run another session of Exploring the Outside Inn on Friday night from 1800 to 2200.

On Sunday afternoon, starting at 1400, he'll spend about an hour "converting" the player characters from The Heroes' Gauntlet from DnD 4e back to AD&D 2nd edition.  After I started running the Outside Inn campaign, I think he realized his difficulties with his 4e campaign were NOT creativity problems on his part, but simply annoyance at the ruleset itself, which is far too ridiculous to be used as anything more than a source of ideas.  But I digress.  From about 1500 to 1900 we'll play in the revised version of his world with our revised characters.  I recreated Corrin Aledrinker in 2nd edition, keeping as close to the 4e version of him as I could, and dropped from 5 sheets of paper to 1 for a character sheet.  I showed my son and his friends, and even those who weren't sure they wanted to switch their characters immediately changed their minds.

Finally, from 1900 to 2300, we'll play in my Star Clans Traveller campaign.  My evenings will be spent prepping for Star Clans, with just a few hours devoted to Outside Inn, since I've got enough material for it to keep them busy for weeks.  I'll also spend some time going over the rules of AD&D 2nd edition with my son, after his homework is done each night, to help ensure he's ready as well.

Gonna be busy... having fun!

Wednesday, January 9, 2013

Stars Without Number


Back in September, I picked up a copy of the Stars Without Number free edition pdf.  I glanced through it quickly, and found a lot to like.  Then I got busy and didn't open it again until today.  I run a Traveller game, but Kevin Crawford's work here is simply amazing!  With Traveller, I can use random numbers to generate a sector full of defined planets, but I still have a lot of work to do before I can run my game.  Even winging it takes a lot of effort.  SWN not only lets me generate a sector full of defined planets, but I can add tags, adventure hooks, and factions as well, all from wonderful tables that simply require me to roll some dice.  I prefer winging it when running my games:  I pre-define the general themes going on in my settings, then I keep them in mind while reacting to my players... which helps pull them into the setting all the more.

SWN makes my winging it even easier, all the additional tags and snippets of data I can generate at random beforehand simply add fodder to my general themes and really get my creative juices flowing!

It's been months since we played in my Star Clans setting, and my players recently asked about it.  I'll be using SWN tables to fill in some detail on the worlds surrounding the Ardeni Kingdoms, and, I suspect I'll use them in my OD&D Exploring the Outside Inn setting as well!  As I do, I'll discuss here what I'm up to.

Monday, January 7, 2013

Preparing the Sandbox


In getting ready for my OD&D "Exploring the Outside Inn" game, I jotted down lots of little notes, some of which became earlier entries here.  This past Friday, during our initial game, I used several of the ideas to give the world a certain feel.  The main door of Milburn Hall, which opened outward, was blocked by a huge wooden T leaning against the door and partially buried.  Kemper village had smaller T-bars blocking the doors of about half the houses the party explored, while the other half had their door broken and the door frame split.  The Kemper Village Mausoleum not only had a T-bar, but was chained and locked as well.

The party has encountered giant rats, kobolds and orcs, zombies, skeletons, rot grubs, and a roc, but not a single human that didn't come to Milburn Hall from Cittá...

They were very interested in the Mausoleum, so on Saturday I wrote a one sentence description of the main building, and each of the first six levels below ground, including the type of construction and the general feel of each level.  I also decided the orcs they had encountered on the way to Kemper Village would be a bit more civilized than your average orcs.  Finally, I decided the kobolds would become more aggressive, since the party had begun to cut down the brambles that provided cover for all their tunnel entrances.

On Sunday morning, getting ready for our afternoon game, I quickly mapped out the mausoleum's main level and described the contents.  I used the AD&D Random Dungeon Generator at Donjon to build the first six underground levels of the mausoleum, changing the Random Seed and comparing the results in each case to the descriptions I'd written the day before.  Those that didn't match what I had in mind were simply ignored and new levels generated until I liked what I had.  I also used it to generate the first level of the caverns the kobolds inhabit near Milburn Hall.

Finally, I used the AD&D Random Treasure Generator to determine the Kobolds' treasure.

A quick trip to Kinkos, and everything was printed and ready to go!

Saturday, January 5, 2013

House Rules for Exploring the Outside Inn


House Rules for my Exploring the Outside Inn campaign:


  • Players will start off with 5 zero level characters:
          -- Roll on the Occupation Table for occupation, weapon and extra item
          -- Roll 1d6 for gold, 3d6 for silver, and 5d6 for copper coins
          -- Pick a name, and choose alignment (law, neutrality, chaos)
          -- No stats are rolled until needed, then are rolled using 3d6
          -- Zero level hit points will be a d4, with 1s counting as 2s, and modified by constitution
          -- Zero level characters start at -500 experience

  • To reach first level and choose a class, all six of a character's basic stats must be revealed, and he must have earned 500 experience
  • Experience points come from monsters and treasure; additional experience can be earned for spending treasure on non-adventuring activities
  • Hit dice will be rerolled at each new level, and the higher of the prior or new roll taken as the new hit points


Other rules will be added as I modify the LBB rules, or attempt to fill in gaps... but the goal is to maintain an old school feel for the campaign.

My house rules have been influenced by the gaming blogs I read... and when I come across the original posts that prompted me to try a rule, I'll come back here and update this post to give credit where due.  In the meantime, you can check out the "Blogs I Follow" and see for yourself!