|
Jocular Judgements
Tis time for pontificial pronouncements and wise council to our well established judges on ways to tighten up a campaign in which the delicate balance built into the game system has been Lost. At the crux of 90% of such troubles is the lost element of fear and excitement induced by a confrontation with supposedly dangerous monsters. This is compounded by the ease with which monsters are killed versus players which run away, are seriously injured or killed. The considerations are as follows: lower the level of the players, raise the level of the monsters or eliminate those player characters that are unbalancing the game.
First the level of the player-characters can be dropped by monsters if sufficient levels can be dropped so they cannot be completely restored. Restoration of levels should cost a minimum of 10% of the character's wealth (hirelings should leave unless fairly paid). A trap is usually the best way to accomplish this... i.e. a paralyzation machine which holds the characters for interrogation by a spectre, a machine which feeds on energy levels when activated - 1-8 levels/melee round within 60' (no off switch), an artifact which raises everyone within 10' 2-12 levels (functions once a month), a demon which follows a group or individual (attacking every other ecounter by surprise) which drops the character one level. then teleports out... 12 HD, 80% resistant to magic... due to a cursed item or geas, or a curse which drops a player to first level until an impossible mission is performed.
Raising the level of the monsters is undesirable becuase it is unfair to new players and prolongs combat too much. A better approach is to modify the saving throw by -l per level of spell or hit die of monster for natural abilities. Monsters can be trained, gaining +1 to +6 hit probability. Raising the level of the monsters is undesirable because it is unfair to new players and prolongs combat too much. A better approach is to modify the players' (& monsters) saving throw by -l per level of spell or hit die for natural abilities (such as dragon breath). Monsters can be trained, gaining +1 to +6 hit probability. Monsters naturally adapted to certain environments gain +l/HD. Hit probability in dim light or fog may reduce by -3 except for monsters adapted to same, & by -4 versus invisible opponents. Magic swords glow in the dark therefor monsters can only be surprised by entering a room. Surprised characters lose ~2 on saving throws and completely surprised lose -6. Being unprepared or unaware of any danger can drop a saving throw by -8.
Eliminating the player-character which unbalances a game is desirable only a last resort. Usually an entire group is responsible. The method is extremely simple, eliminate the body... i.e. teleport to the moon, devour by monster, an absorbing artifact, or an incurable disease of unknown origin. Players object to heavy handed and arbitrary methods so make certain this is justified. As a final strike, a black hole in space can begin absorbing +1 from every weapon, 10% from every device, and 1 level from every character per week as it passes through the solar system (sic)... unless chaotic in nature!
Shrewd Slants From The Sagacious Sage
Teaser time, Milords and Dancing Trolls: wonder lately how much that split level, solar heated 600' high, pennant-flying, secret room stocked multi dwelling will set you back? Wonder how long, how much or how difficult it is to manufacture that arrow of slaying? Where to invest those hard earned coins. . . Pipeweed Farms, Shylock Shipping? The artful acquisition of the next installment will provide peerless pointers and bombastic building helps.
Hyborian hi-jinxes! Continual light will only make vampires fall back... not kill them... even if equal to full daylight. Thus relates Gygax the Eternal Wizard . . from personal experience no doubt. Wielders of the Whip take note!
Speaking of our Bacchanalian Benefactor. . . look forward to a spell-binding new supplement on establishing your campaign... next on his must do list. Scintillating surprises are promised, so be prepared for action packed assistance, novices. Incidentally, our judges average less than two years experience so the gentle geniuses at TSR have a real winner this time.
ITEM! Protection from Evil keeps out invisible stalkers, elementals, conjured animals, antimated objects, aerial servants, golems, simulci, summonded monsters, skeletons and zombies- madcap mages memoir.
ITEM! Thunderhold is now history but our mildly maniacal staff has already commenced an epoch-making all-new saga for your next cataclysmic compendium of milestones. Another castle full of capers and coloful characters to enchant your eager earls. Pardonable pride allows us to indicate the increased quality of the dungeons and caverns.
ITEM! Since my suit resulted in an unbelievable 'judgement against myself, my quarters have been moved to a little known nook below the Sage's Guild. Woody will lead you there if you meet him at the Flipping Frog this evening. We must teach that Audacious Archon a lesson ourselves. Bring your warriors!
Tips From The Tower
At long last our first installment is out! One reason for the delay was this red-suited elf magicuser... the Makistakator and I were windwalking along when though the clouds came this red glow... I thought that it was this fire elemental I'd lost concentration on before teleporting from Mars, years back... but this was an elf with 2-8 flying reindeer! in any case, he put a 'slow spell' on us and flew off with his big bag of booty. Another reason was due, ironically, to an increase in quality of our features. There is a corollary that states that the more money you spend the more work you make for yourself! We've gotten some of the kinks out by getting most of our material typed by a couple of dexterity 17 types... who still occasionally ask 'thaumaturgi-what?' 'Ferrybottom Ferdweathet?!
Now that this installment is ready, work on the guide has accelerated and is due to be ready to mail by the end of the month. To restate, the guide is not included with the subscription and must be purchased separately. We kept the price down to $3.50 for this reason and it looks like it will run more than forty pages. Likewise the 'Judges Reduced Scale City Map' is handy but the print is small
|