Showing posts with label Garycon. Show all posts
Showing posts with label Garycon. Show all posts

Tuesday, March 12, 2019

Trap Tuesday - Icy Weather!

Travelling to Wisconsin for Garycon in early March brought up an interesting trap idea. Weather acts much like a trap in overland adventuring. With this in mind, let's talk about weather and traps.

Inclement weather of most kinds can be used as a trap of sorts. Icy conditions on the ground can cause someone to fall. Torrential rain or snow can obscure vision. Even high winds can force a travelling group off their compass heading. All of these mimic traps in one form or another.

Today, I will start with ice. Ice on the ground can be nearly invisible. Ice storms hurt. If you have ever been in an ice storm, you know the stinging pinch of hard water welting your skin. And as it hits the ground, it becomes more and more treacherous to just walk.
An icy patch may just be a singular hazard along a forested trail, or there may be a sequence of them. Patches of ice can be almost anywhere. A patch can have wildly different consequences based on that location. Wherever one is, it should to be adjudicated as a trap. As I have talked about previously, this event is a lot more fun if the characters can interact with it.  Detecting it (even if it is "black ice") should be easy enough. Rangers, druids and thieves (rogues if you prefer) should be able to find the icy patch with their miscellaneous abilities. Getting through or around the ice may be a different story.
Are they on a high mountain pass, with granite on one side, and air on the other? How do they navigate the ice then? They will come up with a creative solution.
Are they in the middle of a crowded city? They may not be able to avoid the ice. In this case falling down may only hurt their social status. (And it can be used as a comic relief moment.)

How would I actually put rules to these ideas? For OSR games, I would probably force a saving throw for attempting to cross. Depending on the system used, it could be Dexterity based or Paralysis.
I may give barbarians, rangers or other characters bonuses depending on their background and experiences. For a more modern game, I would probably use a straight dexterity check. Whatever system I use, I would add bonuses for creative ideas. Using a walking stick might garner a +1, but making a walker with 4 legs might gain a +8.

Ice storms are a much different obstacle. In addition to the effects above, an ice storm will probably halt overland travel. A storm could force a caravan (or group of adventurers) off their compass heading. And pelting ice should cause damage.
Whatever system I use, I would cause 1d6 damage per 10 minutes of travelling in an ice storm. Tents are not much protection in these circumstances. After the tents are up, I would have everyone take 1d6 every half hour. Spurring a mount forward in an ice storm is dangerous. In addition to the damage, a mount may slip, breaking a leg or causing another injury.

If the group is not on a road, getting lost travelling through an ice storm becomes likely. An OSR group wants a ranger in these circumstances. Adjudicating much like surprise, a ranger would be lost only 1 in 6. Druids and Barbarians only 2 in 6. Everybody else 4 in 6. These numbers can be adjusted for familiar terrain or other factors.
In a modern game, Survival skill check would determine if the group is lost.

Weather as a trap is a strong concept in D&D. It adds some realism to an overland journey and can make fun encounters without being deadly. Over the next couple of weeks, I expect to revisit the idea with other inclement weather types.

See you in the dungeon halls,

Rocky.

Wednesday, January 2, 2019

Happy New Year!

Hi all,
Rocky here to catch you up on the Bulettes for 2019. We expect to have a great year in gaming. Starting the year right, Ian is getting interviewed by Tenkar tomorrow evening. Expect to see it on Anchor soon.
An example of Ian's improving map skills
We are getting to the end of Thieves' War. We are at the point of looking for art. I am going to start fidgeting with layout tonight. It should definitely be ready for Garycon. We may even get lucky and have it for Totalcon.
Speaking of cons, we have a pretty great list of cons that the Bulettes will be appearing at.
First up is Totalcon, Feb 21-24 in Boston. Boston's winters can't be much worse than Michigan's, right? It's a new convention for me, and my wife will be attending her first convention.
Next, we are going to Garycon, March 7-10 in Lake Geneva. The Gygax family throws a hell-of-a-convention. I won't miss it. Ian and I will be a panel member of a seminar: Event 1475. I have also submitted a couple of Mord Mar events. They are still pending.
After that, we head to NTRPG. It takes place in Dallas June 6-9. A discount is still available for tickets on the website too. We (with SGP) are hosting a room at the convention, so we will be easy to find. I will be running a few games, just don't know for sure what they will be yet.
We are unsure about heading to Gamehole this year. We both love the convention, but we both have little kids, so Halloween may be a no-go. The wives have control over this one.

I hope to have at least two releases this year. Possibly even three. Thieves' War has been mentioned already. My re-write of Mord Mar, The Citadel is 80% done. Ian has been expanding the area around Redstone southward. I have a lot of notes for the swamp to the northwest. Either or both of those areas may show up as a hex-crawl type module before the holidays next year. We will be producing all of our releases this year in 5E and Swords & Wizardry versions.

See you all in the dungeon halls!