Game Longevity

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dmw71
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Game Longevity

#1 Post by dmw71 »

Okay, I know I posted the 'Next Game: Edition Survey' question and you all chimed in.

I've been working with several of you in your private forums and fielding questions about character generation rules and thoughts. A few questions of late really have me thinking, but one in particular:

"...how long do you see this campaign running?"

Here is my verbatim response to that question:
dmw71 wrote:"Honestly, I could see it running indefinitely. I'll decide on a setting, drop you guys somewhere, feed you a couple of hooks and just see where things go.

I've intentionally prevented myself from coming up with any starting ideas until I have an idea of how the party is shaping up. Just knowing that you're thinking class stricken will help balance the party out a bit.

It'll almost certainly run longer than 'Resurface,' and hopefully as long (if not longer than) 'Foxmoor.'
"
Another question received, which was related to a situation I previously dealt with while running my Foxmoor game, had me going back and reading through the ooc threads of that past game. I don't know if it was reading these old discussions or just a lingering regret I've been avoiding, but if I'm being completely honest with myself, if I plan on running what I see as being an indefinitely long game, I would want it to be 2E. Not the fully blown out version of 2E with character kits, and not 2.5 with the "Player's Options" books, but 2E using the core rulebooks.

This, actually, is eerily reminiscent of what happened to be leading up to my Foxmoor game as well. I wasn't familiar with 2E at the time, but was a player in a 2E game for the first time. I began Foxmoor as a 1E game before deciding that I really like much of the 2E system and decided to switch default rulesets during the character generation process.

* I know that I've stated this will be a 1E game using the OSRIC rules.
* I know a few of you have already created your characters and are just waiting for everyone else to finish up as well.

Given the above statements, here are what I see as my options:
1) I can go ahead and run this game as planned, but limit the scope of the game to allowing the party to explore a plot hook or two before ending the game and declaring the game successful,
2) Turn this into my true, indefinitely running game but switch to the 2E ruleset now, before it starts.


I'm fully prepared to run this as a 1E game, and have been thinking of some potential hooks to feed you guys, so don't worry about that. But, if this game is kept as 1E, don't plan on it running too long term. It may be a month or two. It may be six months. It just won't be a game that runs longer than a year, and certainly not one that runs indefinitely.

I apologize. Profusely.


As you are my players, I welcome your honest thoughts.
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Re: Game Longevity

#2 Post by Alethan »

I'm 100% all in for a 2e game.

Er... Can I keep my dice rolls?
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Re: Game Longevity

#3 Post by dmw71 »

Alethan wrote:Can I keep my dice rolls?
Assuming this game does convert to 2E, I will allow players the option of keeping their current rolls or re-roll.
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Re: Game Longevity

#4 Post by AleBelly »

Never played 2e, but I'm willing to give it a shot if the rulebooksvare are easily accessible...

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Re: Game Longevity

#5 Post by spanningtree »

I would actually prefer a 2e game. I know adding all of the extra "books" for the different classes is a PITA for the GM but it does add some nice nuances to the characters. Overall whatever rule set makes your life easier (and thus increase game longevity) should be the pick.
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Re: Game Longevity

#6 Post by Alethan »

spanningtree wrote:I would actually prefer a 2e game. I know adding all of the extra "books" for the different classes is a PITA for the GM but it does add some nice nuances to the characters. Overall whatever rule set makes your life easier (and thus increase game longevity) should be the pick.
He specifies not using the character kits or player option books, just the core 2e rules.

I'm still all for it, though.
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Re: Game Longevity

#7 Post by Alethan »

AleBelly wrote:Never played 2e, but I'm willing to give it a shot if the rulebooksvare are easily accessible...
Ale, if you go to one of the folders in Hedgeknight's game...

viewtopic.php?f=68&t=1109

... there is a link to free on-line 2e rules on PurpleWorm.

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Re: Game Longevity

#8 Post by AleBelly »

Alethan wrote:
AleBelly wrote:Never played 2e, but I'm willing to give it a shot if the rulebooksvare are easily accessible...
Ale, if you go to one of the folders in Hedgeknight's game...

viewtopic.php?f=68&t=1109

... there is a link to free on-line 2e rules on PurpleWorm.

Al
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Re: Game Longevity

#9 Post by dmw71 »

AleBelly wrote:Never played 2e, but I'm willing to give it a shot if the rulebooks are are easily accessible...
I see that Ethan beat me with a link to the link. Yes, all the 2E rules are freely available online: Purple Worm. I was just skimming, but here are a few of the biggest changes in 2E that will be different than 1E (but changes I consider to be improvements):

Chapter 3: Player Character Classes > Class Descriptions > Priest > Priests of Specific Mythoi
Chapter 3: Player Character Classes > Class Descriptions > Wizard > Schools of Magic
Chapter 3: Player Character Classes > Class Descriptions > Rogue > Thief
Chapter 6: Money and Equipment > Encumbrance > Table 48: Modified Movement Rates
Chapter 9: Combat > Calculating THAC0
Chapter 9: Combat > Initiative
Chapter 11: Encounters > The Surprise Roll

Take a look at them and let me know what you think.
spanningtree wrote:I would actually prefer a 2e game. I know adding all of the extra "books" for the different classes is a PITA for the GM but it does add some nice nuances to the characters. Overall whatever rule set makes your life easier (and thus increase game longevity) should be the pick.
I probably will not be using much (if anything) from the "Player's Option" rulebooks, and probably not anything from any of the "Complete" books by default, but I will be willing to consider player requests if they wish to use something from a "Complete" book.

I do want to keep the game relatively simple and the "Player's Option" books really do complicate things. A lot. I know right now I will not be using the point system. There are a few things from them, though, that I do remember liking and may consider implementing, in whole or in part:

1) I did like the idea of sub-abilities, though, and may use those.

Player's Option: Skills and Powers > Chapter 2: Ability Scores > Strength, Stamina, Muscle
Player's Option: Skills and Powers > Chapter 2: Ability Scores > Dexterity, Aim, Balance
Player's Option: Skills and Powers > Chapter 2: Ability Scores > Constitution, Health, Fitness
Player's Option: Skills and Powers > Chapter 2: Ability Scores > Intelligence, Reason, Knowledge
Player's Option: Skills and Powers > Chapter 2: Ability Scores > Wisdom, Intuition, Willpower
Player's Option: Skills and Powers > Chapter 2: Ability Scores > Charisma, Leadership, Appearance

2) Without points, you won't be able to customize your races, but I might allow something to be done there -- a single tweak, maybe? I will likely use the updated racial levels from the "Skills and Powers" book, though:

Player's Option: Skills and Powers > Chapter 3: Racial Requirements > Dwarves, Elves, Gnomes, Halflings, Half-Elves, Half-Orcs, Half-Ogres (maybe?), Humans
Player's Option: Skills and Powers > Chapter 3: Racial Requirements > Table 16: Racial Level Limits

3) I might also allow some additional customization by offering traits and disadvantages. Because I'm not using the full on point system, I might consider allowing a player to select a disadvantage and use those points to select a trait.

Player's Option: Skills and Powers > Chapter 6: Nonweapon Proficiencies > Table 46: Traits
Player's Option: Skills and Powers > Chapter 6: Nonweapon Proficiencies > Table 47: Disadvantages


Keep in mind, though, that I like 2E that resembles 1E somewhat, but for those with 2E experience, I'm open to suggestions if there are things you know you definitely like.

Nothing official has been decided yet, so please don't hesitate to continue to provide feedback or share your thoughts.
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Re: Game Longevity

#10 Post by onlyme »

I am up for any version you pick. As long as my character is morally, physically and intellectually superior to Alethan's, I am good. I would prefer to keep my rolls,too, at least some of them :D

I would love to have a PC in a long running campaign for once here, just to experience what the upper level skills/challenges are while developing the heroic PC over the months and years.

I'll read up and see what changes I may want to make to my PC in case you decide this route.
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Re: Game Longevity

#11 Post by Alethan »

onlyme wrote:I am up for any version you pick. As long as my character is ...intellectually superior to Alethan's...
Alas, that is a player skill and not a character skill...
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Re: Game Longevity

#12 Post by onlyme »

Alethan wrote:
onlyme wrote:I am up for any version you pick. As long as my character is ...intellectually superior to Alethan's...
Alas, that is a player skill and not a character skill...

So, no problem, then... :D

Quick question after scanning 2e... what is the difference at all? I know some limits, powers, etc are changed. But what makes it different or better?
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Re: Game Longevity

#13 Post by Alethan »

onlyme wrote:
Alethan wrote:
onlyme wrote:I am up for any version you pick. As long as my character is ...intellectually superior to Alethan's...
Alas, that is a player skill and not a character skill...

So, no problem, then... :D
Apparently reading comprehension is an intellect skill, as well. ;)
onlyme wrote: Quick question after scanning 2e... what is the difference at all? I know some limits, powers, etc are changed. But what makes it different or better?
The biggest differences, as far as I see it, are in how some of the classes are handled. It's more detailed. Mages can specialize in certain kinds of spells, thieves can focus their interest in a limited number of skills, causing them to raise faster, you can add non-proficiency skills, etc.

Just lets you flesh out your character a bit more, which means people can get more into a character and get more out of the game.
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Re: Game Longevity

#14 Post by dmw71 »

onlyme wrote:Quick question after scanning 2e... what is the difference at all? I know some limits, powers, etc are changed. But what makes it different or better?
The stuff I like is mostly subtle, and I highlighted the "big" changes in my earlier post:
Chapter 3: Player Character Classes > Class Descriptions > Priest > Priests of Specific Mythoi
Chapter 3: Player Character Classes > Class Descriptions > Wizard > Schools of Magic
Chapter 3: Player Character Classes > Class Descriptions > Rogue > Thief
Chapter 6: Money and Equipment > Encumbrance > Table 48: Modified Movement Rates
Chapter 9: Combat > Calculating THAC0
Chapter 9: Combat > Initiative
Chapter 11: Encounters > The Surprise Roll

Alethan wrote:The biggest differences, as far as I see it, are in how some of the classes are handled. It's more detailed.
This is part of it. The thief class probably gets the biggest change. Thieves now get base skill percentages and a pool of discretionary points that they can add to these skills however they like (with certain limits). If you don't imagine your thief being a pickpocket, you don't need to add anything to that skill. If you want your thief to excel at hearing noises or hiding in shadows, you can inflate those skills. 2E offers you some additional customization.

Arcane casters are now generic mages (e.g. magic user), or you can become a specialist. The illusionist is an example of a type of specialist. There are schools of magic (illusion being one of them), but there can be other specialists as well.

Divine casters can be a priest (e.g. cleric), or can now be a part of a mythos, like a specialist. The druid is an example of a priest designed for a specific mythos. There can be others, and not all priests are forbidden from shedding blood.

I have never allowed them before, but I'm also temped to allow kits. I'm not planning on reading every single kit, but if a player is interested in creating a character of a particular kit, I will review that kit and decide whether it's something that will fit and something I will allow.

Kits, of those unfamiliar with 2E, are found in the "Complete" books for each class. Just as an example, the following kits are found in the "Complete Bard's Handbook:"
True Bard
Blade
Charlatan
Gallant
Gypsy-bard
Herald
Jester
Jongleur
Loremaster
Meistersinger
Riddlemaster
Skald
Thespian


I have not looked at any of them in detail, but if a player wanted to create a jester, for example, I'd review the details of that kit build and decide whether or not it will be allowed. Think of them, in a way, of being a specialist of a class. You can almost think of it like this:

There are base classes: cleric, fighter, magic-user and thief.

Each class has sub-classes:
Cleric
- Druid
Fighter
- Paladin
- Ranger
Magic-User
- Illusionist
Thief
- Assassin

Everyone is familiar with those, right? Each sub-class has certain advantages, but also has their own weaknesses to keep them balanced. A druid, for example, gets an extra starting spell and can eventually cast clerical spells (advantage); they can only use limited weapons and "natural" armor (weakness). A paladin gets their lay on hands ability (advantage), but can only ever by lawful good, and can only keep a certain amount of treasure (weaknesses). You get the idea.

In 2E, these sub-classes are like specialists of their parent class. Kits, I'm assuming, are just like these sub-classes (but are obviously much less known since they were never published in a core rulebook). I'm still sketchy when it comes to kits, but I might be willing to allow them.

As I've been thinking about it, with the hidden character sheets, these specialists (or kits) could really allow players to branch out and truly be unknowns. They could be cool.

The other "big" differences between 1E and 2E, at least that I pointed out, are more subtle.

---

Chapter 6: Money and Equipment > Encumbrance > Table 48: Modified Movement Rates
I really like the modified movement rate. Instead of having base movement rates of 3, 6, 9 or 12, you now will use the 'Modified Movement Rates' which allows a more gradual drop off. I'm just making these numbers up off the top of my head, but in 1E, can you be carrying 59 pounds and move 12", but adding 1 extra pound (60 total) could drop you all the way down to a base move of 9". In 2E, the drop off would be from 12" to 11"; not 12" to 9".

---

Chapter 9: Combat > Calculating THAC0
I think the THAC0 system is widely enough known to be understood. It's actually very similar to 1E, but, again, allows a more gradual progression. See: 'Calculated THAC0's'

---

Chapter 9: Combat > Initiative
This, honestly, is my biggest complaint about 1E. Instead of having the party roll a d6, and that result represents the segment in which their opponent attacks (so higher is better; the enemy will act later). In 2E, a d10 is used, and lower is better. To this d10 result, each individual characters will apply modifiers (again, lower is better). Weapon speed factors are added (e.g. a thief using a dagger will act before a fighter using a long sword). Casting times are added. There are group and even individual initiative options. It's a bit more complicated (for the DM, as I make all the initiative rolls), but a far more realistic system.

---

Chapter 11: Encounters > The Surprise Roll
Like initiative rules, I believe how surprise is handled in 2E is superior to the 1E system.


The above, honestly, are the biggest changes. The game itself will play like "normal," but there are more options when it comes to creating characters, and "how" certain aspects of the game are resolved are changed, but the game itself will remain the same.

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Re: Game Longevity

#15 Post by OGRE MAGE »

Im looking for a long running, quality game to get into. If that means converting over to 2E.....I'm cool with that. My character won't actually be affected too much by the conversion.

I say no kits but that's just because I don't know anything about them. :lol:

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Re: Game Longevity

#16 Post by Alethan »

Reading through random kits for the various classes, it looks like there could be some really cool advantages to picking a kit for some and pretty much no real notable benefit, aside from adding depth to your character, for others. It is even excluded in some multi-class situations.
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Re: Game Longevity

#17 Post by dmw71 »

OGRE MAGE wrote:I say no kits but that's just because I don't know anything about them.
I, honestly, don't know anything about them, either. I've never liked the idea of them... until... I started really thinking about the widely accepted sub-classes. Really, how are they any different (aside from the fact that they were published in a core rulebook)?

I'm not 100% sold on them, but I could be.

Again, I think I'll leave the idea of them available as an option, and will rule on them individually as they're presented to me. If a player asks for a kit and I don't like it (it's too powerful, or wouldn't fit in the ideas I'm working on for the game itself), I won't allow it. If it works, though, go for it!
Alethan wrote:Reading through random kits for the various classes, it looks like there could be some really cool advantages to picking a kit for some and pretty much no real notable benefit, aside from adding depth to your character, for others. It is even excluded in some multi-class situations.
Ha. You already know more about them then I do. I imagine, the best "kits" were decided on long ago and were included in the Player's Handbook.

I'll be comparing a requested kit against the known sub-class. If a player is requesting a fighter kit, I'll weigh that kit against the paladin and against the ranger. Same with a thief kit -- how does it stack up against the assassin?


They may very well all end up sucking. I don't know? But I'll leave the possibility open so there's a chance we find out.
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Re: Game Longevity

#18 Post by Alethan »

dmw71 wrote:
OGRE MAGE wrote:I say no kits but that's just because I don't know anything about them.
I, honestly, don't know anything about them, either. I've never liked the idea of them... until... I started really thinking about the widely accepted sub-classes. Really, how are they any different (aside from the fact that they were published in a core rulebook)?

I'm not 100% sold on them, but I could be.
Even if Dave DOES accept some kits, you always have the option of NOT doing one. No reason to let your self-imposed limitation affect others, though. ;)
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Re: Game Longevity

#19 Post by spanningtree »

Alethan wrote:
He specifies not using the character kits or player option books, just the core 2e rules.
I know, that does not change my point.

IMHO the kit's in 2e are one of the biggest selling points of the system. I am happy to play any system but if we are going to use 2e the kits are worth further inspection. They do create additional load for the GM though.
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Re: Game Longevity

#20 Post by dmw71 »

spanningtree wrote:IMHO the kit's in 2e are one of the biggest selling points of the system.
I am open to considering any kit. If you have some things in mind, let's fire up a discussion in your private forum.
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