Thursday, June 09, 2016

Notes on OD&D - Part 26

Ok, finally back to OD&D. Sorry for the delays recently, but a lot has been going on here. Ah, nevertheless, lets continue on with the next 5th Level Spell...

Men & Magic
  • p30 - Explanation of Spells - 5th Level
Cloudkill: This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. Movement: 6" (180') / turn according to wind direction, or directly away from the spell chanter if there is no wind. Dimensions: 3" (90') diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level.

Ok. That's solid. Let's take a quick look at how solid.

Five Hit Dice creatures or less includes the following: Goblins, Kobolds, Orcs, Hobgoblins, Gnolls, Ogres, Skeletons, Zombies, Ghouls, Wights, Wraiths, Medusae, Gargoyles, Centaurs, Unicorns, Nixies, Pixies, Dryads, Gnomes, Dwarves, Elves, Pegasi, Hippogriffs, Green Slime, Yellow Ooze, Light Horse, Horses (all kinds). Also included are lower level men, some lycanthropes, insects, and large animals, all of whom have variable hit dice.

Ok so that's a hefty range of creatures. Now lets see how many that comes to, potentially. I'm going to assume that on average 1 creature can fit in a 5' space, though this is clearly quite variable. But lets take human size as average just for argument's sake. The dimensions are 90' in diameter and we will assume a circle shape. 6362 sq feet. 6362 / 5 = 1272 creatures. Since it can move at 180' per turn, which is twice it's diameter which means it can cover two of it's lengths per turn. So that comes to 1272 x 2 creatures per turn. 2545 creatures per turn, for 6 turns. That comes to 15,269 creatures in total before the spell dissipates. So we're looking at a spell that can potentially kill a small army in six turns. Granted all conditions would have to be right for this to happen, such as the army would have to situated in a 90' wide column stretching out in a straight line for 1080 feet, in the direction necessary for the cloud kill to pass over them all. Yet still, even if this isn't the case, the spell is frikking powerful, and well worth taking, even if conditions will never be absolutely ideal, and even though it can't kill creatures such as trolls, giants, Spectres, Vampires, Cockatrices, Basilisks, Gorgons, Manticoreas, Hydras, Chimeras, Wyverns, Dragons, Purple Worms, Sea Monsters, Treants, Rocs, Griffons, Invisible Stalkers, Djinns, Efreets, Ochre Jellies, or Black Puddings. It is still nevertheless the most powerful killing spell thus far. I say take it.

In addition, there are no stated downsides to this spell, and no limitations listed. Which is why I included Skeletons and Zombies on the list of things it kills... even though technically they're already dead, and so a cloud kill in theory shouldn't have an effect on them. But this is magic, and the poison is magical in nature and, well, them's the rules as stated. So there you have it.

Just make sure that you're party members are not in the path of Cloudkill, and the enemies are. Watch those winds carefully, Bub. But take this spell. It's a whopper.

I rate this spell 5 Stars out of 5 on usefulness.

Ok, I'll take a stab at the next spell too.

Feeblemind: A spell usable only against Magic-Users, it causes the recipient to become feeble-minded until the spell is countered with a Dispel Magic. Because of it's specialized nature the Feeblemind spell as a 20% better chance of success, ie lowers the magic users saving throw against magic by 4, so that if normally a 12 or better were required to save against magic, a 16 would be required against a Feeblemind. Range: 24" (720').

Feeblemind, therefore, is a spell designed to take down your opponent's Magic Users. And it comes with a hefty 20% bonus, too. And a pretty descent range, too. What the definition of feeble-minded is, exactly, is left to the GM to decide. Does this mean they become a sputtering imbecile? Or just too stupid to know that they shouldn't answer all of your questions truthfully? Doesn't say. But most certainly it would prohibit them from casting spells, and/or doing other useful things. So we need to take this with a grain of salt, as there's a lot of variability in terms of how the GM will interpret what the effect is.

I'd rate this spell 4 Stars for usefulness and still recommend it. But take Cloudkill first. That's my advice.

Ok, last one for 5th Level spells and we call it a day.

Growth of Animals: A spell which will cause from 1-6 normal-sized animals (not merely mammals) to grow to giant-size with proportionate attack capabilities. Duration: 12 turns. Range: 12" (360').

Ok this one sounds cool at first, but here's the catch. Nothing says the animals once enlarged will behave in any particular way. Animals can be highly unpredictable, especially when surprised. Growing to giant-size all of a sudden might just freak out the animals, and who knows what they could do. There is certainly nothing here to suggest that they will automatically become your friends and attack your enemies. They might even turn on your own forces. Who knows? They're animals. Unpredictable.

I rate this 3 Stars for Usefulness.

Ok, that's it for 5th Level Spells. The last leg for Magic will be the (undoubtedly) mind blowingly powerful 6th Level spells, which will be coming up next. Stay tuned (for hopefully not too long this time).

Friday, May 27, 2016

Thoughts on Literary RPG Stories

I've for some years now had the idea that literary stories, ones that map to literary conventions and that are satisfying in their own right as stories, are possible to produce through Role Playing Games (I'm thinking of the Pencil & Paper version). Some RPG designs purport to facilitate or enforce this idea, which collectively may be called "Story Games".

However, despite the enthusiasm in some circles for Story Games, I will not be discussing those because my intention is to think about this in relation to my own game, which is Elthos RPG. My game is what people now'days would probably call a "retro-clone" of OD&D (I would be inclined to dispute this, however).  The point is that I'm interested in using what might be called a Traditional RPG to produce Literary Stories.

First I should like to clarify what I mean by satisfying Literary Story. What I mean by this is that the resulting story has literary merit, follows in a general sense literary conventions such has having a story arc with a beginning, middle and end, shows a degree of character development, and by and large uncovers larger truths about life and the universe in which we live. In the end, when transcribed or told verbatim the story would entertain, and perhaps even enlighten the reader in some way.

When an author writes a story they have control over the Characters actions in the story in a way that the author of an RPG story does not. The Players control the various Characters in the RPG, and those Players typically will do unexpected things that the Gamemaster has not anticipated. This forces the game to adopt a strongly improvisational stance. When you add the fact of luck through dice rolling into the mix, it positively ensures that game per game, the Gamemaster has little or no control over the outcome of each episode. As a game this works perfectly. But as a story creation tool, well, like I said, the traditional RPG presents challenges.  One never knows if the Player Characters will even live or die in any given game. And yet, the goal is to achieve a satisfying story that stands on its own merits and can be read from end to end and be enjoyed purely as a story in its own right.

Can RPG play result in such stories? I believe so. Does it require a special set of rules mechanics to do so by attempting to enforce "story"? I don't think so. What it requires is is a Gamemaster and Players who understand the nature of Story, and a willingness to achieve it through excellence of role play. That is all. Yet though this sounds simple enough, it is not easy. In the same way that Micheal Angelo was able to paint a masterpiece with relatively simple tools and following a standard formula of putting paint on a brush and applying it to a canvas, so too could true GameMasters (ie - Masters of the art) produce this kind of Story.   The tools available are not nearly as important as the mind of the artist.

I have created over the years a number of examples of this kind of play and have published them on my blog. There are currently two primary examples, both based on the actual play of my test games between 2009 and 2014. You can read those stories via this page: http://elthosrpg.blogspot.com/p/elthos-rpg-play-tests.html.

I won't claim that they perfectly achieve the Ideal to which I aspire, but I believe they may suffice as examples of the direction I wish to go.  Each entry is a Chapter that represents a single game session and they could be read in a ad hoc manner to get the idea, if you wish.  However, the examples are rather long (totaling over 260,000 words  for the 2011 - 2013 game) , and so I wouldn't expect to read them through in a single sitting.

What I would like to do now is discuss, and open a dialog about, the challenges involved with this objective.

One challenge is that of combining the chance involved in a dice game with the development of a coherent and satisfying plot line.

A related challenge is the 'Cat Herding' required to get Players to stay on Story Target.  In other words many players have a tendency to completely forget their character's goals or interests as they encounter things in the world, and hence may wind up chasing after every detail presented by the GM.  Learning as GM how to build a Campaign so that it leads to good story is one of the arts of the thing that is not easily explained, nor easily learned except by trial and error, and an excellent understanding and appreciation of what makes a good Story to begin with.

Another challenge is in the portrayal of a World that does not inhibit the game aspect, but at the same time effectively conveys the sense of the world, the scene and the characters involved.

I'm not going to try to tackle all of these challenges in this post, as it would turn out too long to read for many people. I'll just ruminate some, and leave it at that, and then continue posting on this topic with "- Part 1, 2, 3, etc" as new thoughts come to me.

So here I will talk a bit about the first challenge. That of Dice vs Story. It's probably the most commonly understood challenge, or at least the one I've seen most often discussed so far. It basically comes down to this: how can you create a coherent story when at any time the Heroes of the story can get themselves killed by an unlucky roll of the dice? Well, yes, this is a challenge indeed.

When reading a story it would be hard to swallow "And then Prince Valiant slipped while fighting the lone Goblin, and accidentally chopped off his own head" due to a Fumble roll that went horribly wrong. That is something that could happen in an RPG because we are dealing with the luck of the dice, and one never knows just how bad things will go when dice are involved.

So what's the answer to this? I can see a few possibilities. One, the Gamemaster might provide a buffer against such outcomes by including a "knock out" option for primary PCs. So instead of dying, they will knock themselves out. Yes, this is a mechanical modification, and a bit of a cheat in a way. But a modest one, and given it's utility for the purpose I wouldn't balk at including it as a house rule for my game.

Another answer to this problem might be to ensure that in the event a major PC does happen to get killed, that in some way it turns out to be meaningful. This might be done by causing a kind of domino effect where in the end the fact that the hero perishes does something to the remainder of the story that causes lose ends to tie up a certain way, and thus still provides a satisfying story. In other words, you wouldn't say "And then Prince Valiant accidentally chopped his own head off. The end." You would instead finesse it. "And then Prince Valiant accidentally chopped his own head off... which resulted in Queen Illana marching with her army on Castle Frostguard in order to secure her sovereignty there, and this began the War of the Ladies and resulted in the Coronation of Prince Varin as King of Palamir."  In other words, a Character death if handled with a bit of Story teller's magic can be the beginning of a new story, rather than The End.

Another similar way to handle it, at least for some kinds of Worlds, would be to not have it that Death is The End of the Character, but a significant event instead... as in one case in my world where a Character died and found themselves on the way to Hades, and had an adventure there (one that allegorically reflected what was going on in the campaign).  He was subsequently rescued from Hades as a result of a Quest on the part of the other players.  So Death of a Character from bad luck can and should be incorporated in a way that makes the bad luck something that blends in and works for the whole of the Story.  Who knows?  Perhaps the Character obtained some secret knowledge in Hades, or found a treasure there and was able to bring it back... thus turning bad luck into good luck ere the end.

Another way to handle this kind of thing would be for the GM to carefully ensure that no challenges are of sufficient difficulty to make it probable that the Player Characters will die. I'm not especially in favor of this approach because it runs counter some of my other goals as a GM, but for some it might suffice as a strategy.  Simply lower the odds of a Bad Luck outcome.

Lastly, the Players themselves might try their best to play smarter, not harder. That means playing Characters intelligently enough to ensure that they don't get themselves into situations where their odds are poor, and endeavoring to maximize their chances of success. This, however, may also be a kind of cheat, as Players should be expected to Role Play, and it is quite possible that their Characters are actually not that smart. I have a Character in the Whitewode Campaign who is only of average intelligence, and he often makes plans that are poorly thought through. And that's fine, as the player is playing true to the Character.  The results are often comical, in fact.

In any case, the issue of Dice vs. Story is one of those things that Literary RPG enthusiasts ruminate over, and there's quite a bit written about it out there if you poke around. The principal underlying the dilemma is that it seems difficult for one to play a game based on luck and still somehow derive an interesting and meaningful story out of it. I propose that it is certainly possible, and desirable.  But it takes quite a bit of skill to pull it off, on the part of the GM and the Players alike.  Yet, it is a worthwhile objective and I encourage people to try.

I'll be ruminating about this further on, most likely. But for now I wanted to jot down these thoughts. I hope you will forgive me for the rambling nature of this post.

Wednesday, May 11, 2016

Whitewode Township Tactical Map

Spoiler Alert! If you are one of my players you may want to avert your eyes from this post until the end of the Whitewode Campaign.


In addition to making Story / Plot Maps, I also, of course like to make Tactical Maps which in this case shows the layout of the North West corner of the town.  To the upper right is the infamous Black Raven Inn, and on the upper left is the Church of Whitewode, Library, and School House, as well as Reverend Russel's Pastoral Residence outside of which you can see the Player Character Group has assembled.

RPGs do happen to be the most creative and fun hobby in the World.  I think I could prove that in a court of law.

Here's an overhead view with the main locations investigated thus far labelled.


I would like to say that the RPG community has done a spectacular job creating gorgeous maps these past few years.  Absolutely gorgeous.  This is not one of those.  This is instead a purely functional Tactical Map intended for use as the primary focal point for combat and movement of groups during the final phase of the Whitewode Campaign.  It is even possible, frankly, that it may not be used very much at all, if it turns out the Party avoids the upcoming war with the Pechs and Gnolls, and slips away.  That said, I am considering how to embellish it with a bit more artistic flair.  I'm thinking of coloring in the rooves with tiles, and whatnot.  Any suggestions would be happily considered.  :)

Friday, April 29, 2016

Whitewode Campaign Story Map - Version 4

Below is the final version of the Whitewode Campaign Story Map. As I mentioned in my previous post this kind of map is used as a memory device to allow me to see the grand sweep of the Campaign at a glance. It shows major characters, related objects, moods, and key events occurring currently as relates to Whitewode.

Spoiler Alert! If you are one of my players you may want to avert your eyes from this post until the end of the Whitewode Campaign.

The map has not substantially changed from the earlier versions, which looked like this:

Version 1

The first version is the simplest and contains the roughest overview, but would be sufficient to run the Campaign with.  What it represents is a snapshot in time of who is who and where they are located, showing some additional elements such as mood and relationships.

Version 2
The second version shows the same information, but with more detail.  However in this case I left out the relative locations information as I ran out of room on the side of the paper where things would normally go.  As you can see, it is an evolution of the first map and includes some additional detail, such as the key at the bottom which shows various objectives of specific characters or groups in the Campaign.

Version 3
The third version is a combined and more complete combination of the first and second versions, which I posted in my previous blog post A Few Notes on Story Mapping which explains in more detail what is being shown.  This version (3) certainly has enough detail to run with and includes everything I probably would need for the campaign.  However, as I ruminated over version 3 I recalled additional elements that while not essential, might easily come into play soon.  I also wished to clarify the environment such as the borders of Whitewode village, and give further hints as to the characters and include each of their most important aspects, which you can see in what was the blank space for notes earlier.

So here is version 4 which I am considering final for the purposes of tonight's game.

Version 4 - Final

Note: if you want to see the enlarged view of the Story Map you can Right-click the image, and open in a new window. This will give you the jpg itself which most browsers will then allow you to zoom in on. Enjoy.

Also note that during the game this kind of Story Map is really only intended for my own use as Gamemaster, and contains information which the Players are currently unaware of. Of course all of this information is coded in a way that would make it difficult for the Players to interpret even if they saw the map, and they certainly would not understand the references in a way that would allow them to act on that information intelligently. So the map is not as much a giveaway as it may seem at first.

Lastly, I would like to point out that were I to write down all of the information in this image (which I have done elsewhere) then it would take up a great volume of pages, and not serve its intended purpose which is to give me a way to view all the important details of the Campaign at a glance. And that is the true beauty of the Story Map method.

Thursday, April 28, 2016

A Few Notes on Story Mapping

Sometimes Campaigns get complicated.  There may be a lot of NPCs involved, or a lot of loose threads that have built up over time, or both, and you start losing track during the game of significant details that could make a difference.  What I do to handle this situation is create what I call Story Maps.  These are figurative in nature and are designed solely for the purpose of reminding me of all of the important places, people, things and events happening in a Campaign at a given time. This is also known as a Memory Map. It gives abbreviated information that allows me to see in one glance the entire sweeping panorama of the campaign. I find them quite useful.

Spoiler Alert! If you are one of my players you may want to avert your eyes from this map until the end of the Whitewode Campaign.

Here's an example:


Story / Memory Map... combination of story elements and relative locations. This version has all of the details I want to keep in mind for the game. The space on the bottom is for further notes as ideas should surface. The map is in pencil so I can amend it easily. 

In this case what you see are circles with letters in them that represent characters. Some are inside larger circles which represent groups of characters who are aligned by purpose. There are some simplistic graphical representations of mood or events related to the characters, such as the storm cloud representing a conflict, or the wavy lines representing a type of attack that is ongoing in the area. In most cases the locations of the circles on the page reflect the relative physical locations of the characters on the scene, although not to scale. This is to remind me visually not only who is related to who, but where, physically, they are located in relation to each other. Note that sometimes this is not convenient to do, such as when a group is split up and parts are in one location while others are in another location. So flexibility here is really key. The idea of the memory map is that it need not be technically accurate - it only needs to serve as a reminder of what is going on. If it does this then it has done its job.

At the bottom of the page is a list of goals where I am showing characters and who or what they are striving for in a simple format: character X --> Thing or character Y. If there are multiple goals or a domino set of goals then it is X --> Y --> Z. If two characters are competing for the same goal then X --> Z <-- Y. etc. If characters are moving then it is represented with a dotted line and an arrow showing the direction.

All of which when combined helps me to visualize the entire scene with the main events, motivations and goals of the groups involved in the conflict.

There are no fixed rules for this, and no specific or unchanging nomenclature. The purpose of the Memory Map is to remind me, during the game, what the big picture is, and who is where in relation to the others, and what their goals are. This is not to be obscure, but because I find that each time I make a Memory Map the situation warrants a slightly different approach, depending on the complexity and details involved. The Whitewode campaign has gotten rather complex, and so this map helps me to keep all of the factions, the timing of actions, the motives of all characters and their relative locations in mind during the game. Least I, ahem, forget something important.

If you have any specific questions feel free to ask. :)

Monday, April 25, 2016

Notes on OD&D - Part 25

Ok, lets continue on with the next 5th Level Spell...

Men & Magic
  • p30 - Explanation of Spells - 5th Level
Pass-wall: A spell which opens a hole in a solid rock wall, man-sized and up to 10' in length. Duration: 3 turns. Range: 3" (~90').

Interesting for brevity.  I imagine this could be extremely useful under the right circumstances.  What is notable, though, is what is left out.  We have no information on the nature of the hole.  Do the rocks simply vanish?  Or is it more like a worm-hole?  What happens after the three turns?  Does the hole vanish again?  I'm guessing so, as otherwise there would be no need for a Duration of 3 turns.  In other words it seems implied to work as follows:  A magical opening in the wall appears either as a kind of worm hole in the wall, or creates a magical tunnel into another room or corridor, or outside, perhaps.  The limit is by distance not type.  It would also appear to close up again after duration.  In other words, it's a temporary escape hatch through which your foes may not be able to follow.  It depends on how fast they can get to through the portal.   After 3 turns, which I believe comes to about 36 seconds.  That would probably be enough time for a party of 12 to get through, if the opening were 10' in length, or less.  If one defends the other side then you might be able to trap your unwitting assailants inside the tunnel when it vanishes.  How slick that would be.  Not only an escape hatch, but also a deadly trap as well. One that could fit perhaps 4 people in it, or potentially more if they squeezed in.  Interesting indeed.

We should note also that the Pass-Wall has a Range of 90'.  That means that your party could be far enough away from the opening of the tunnel for you to march to it, at which point it would close because the 3 turns are up.  So why would someone need to open a Pass-Wall when they are not directly next to the spot is not clear to me.   I am sure that Gygax and friends must have found ways to use that to advantage, but I'm not sure I can imagine how at the moment.  But still, it opens up potential options which could be exploited ... possibly.

What would be especially handy, of course, is a mechanism by which the tunnel, or "Pass-wall" could be dismissed.  So you don't have to wait for the 3 turns to time out, if you're just a few people who can jump through in a moment.  So I would probably allow that, given that the Mystic could maintain control of the spell and then release it when they want to.  That way the MU could time it so that opponents have filled the passage and then release it before they can get back out.  Of course as GM you might not really want this spell to be used as a trap.  It certainly follows from the rule that you could, I supposed, but it does seem to be contrary to the apparent intent, which is just as an escape hatch.  I think.  So, depending on how you rule that nuance you might simply say, that the Pass-Wall does not collapse until no one is remaining inside the tunnel.

That amendment to the rule would eliminate the MU's ability to use the Spell as a trap.  It would also, parenthetically, also eliminate the big Risk of using it.  Namely, that the party members get stuck in the tunnel for some reason and it collapses on them after the 3rd Turn when the Duration runs out. What happens then?  Well with the amendment that's not a problem.  Without it, yup.  It could be a problem. Fo Shizzle.  What if your MU opens the portal as the party is being chased by opponents too powerful and ornery for them, but on the other side happens to be another force that takes umbrage to their sudden intrusion and happens to be even tougher than the chasing party ... and they consequently get stuck in the tunnel.  Lets see how that might plausibly play out.  Curious.

Let's take it that the party is being chased and are trapped in a dead end room.  In the first turn the Magic-User casts Pass-Wall, knowing from their map that another room is 10' away to the South.  The spell works and there is a smooth stone-lined square shaped tunnel extending 10' into another room.  The party rushes through in their normal marching order.  They move forward until the first line of party members in the marching order are still inside the tunnel looking out.  They see ahead, lets say, a room full of baddies, who have all stood up and drawn their swords.  There's even more in this room than those behind.  Hmmm... What to do?  Someone says, "Lets go back and fight the weaker party,".  Someone counters,, "No way, lets keep moving forward".  The debate goes back and forth a bit and takes one turn.  They decide to go back.  The opponents are now crowded around the entrance with long spears pointing at the rear line members of the party, who have turned face to get the heck out of the tunnel before it collapses in 1 more turn.  But the porcupine facing their weakest members is also daunting.  No choice.  Everyone rushes forward because in a moment the tunnel will collapse and people in the rear, who are probably still facing the onrush of opponents, are probably shouting things like "GO FORWARD YOU FOOLS!"   The End.

Anyway, you get the idea.  This spell, without the amendment, when usable as an escape and a trap, does have risk.  And the risk, frankly, is pretty high.  I can imagine that being caught in a Pass-Wall collapse would be pretty conclusive.  The end.  For everyone in the tunnel.  That's it.  Just "bye".  So that to my mind is the equivalent risk of being teleported 20 into the ground.  It's over for you.  It would also, at least in one scenario, likely take out everyone behind the front rank, should they be stopped in their tracks by an opposing force at the entrance of the tunnel when it appears.  So yes, I think of that as pretty high risk.  After all, hopping from room to room in a dungeon this way... I can easily imagine that there's a 50% chance the room is currently occupied by monsters of one sort of another.  You have 3 turns to pass through the tunnel, so you better be able to get through because actually that's not a lot of time when total annihilation is in the balance.

So I would probably offer two versions of this spell.  Pass-Wall I, and Pass-Wall II.   The second version would not have the amendment, and could be used as a trap, but also would entail the risk as well.

I rate Pass-Wall I a 3 out of 5 Stars for effectiveness, which is reasonably highly on account of the fact that with the amendment it is probably useful for escapes so long as you are in a densely roomed dungeon environment.  It happens.  Pass-Wall II, on the other hand I also rate a 3, but for a different reason, though the first remains true just the same.  In fact I would rate it much higher as an awesome double purposed spell with both escape and trap built in, were it not for the rather horrendous risk involved.   So I'm going to propose yet another Pass-Wall III.   This one would have the amendment, but it only applies to members of the party, instead of any creature as the Pass-Wall I amendment.  In which case we would then have a truly awesome Pass-Wall version that is an escape, and a trap, yet also safe to use by the party.  Nice.  So Pass-Wall III I would rate a 4 out of 5 Stars for usefulness.  The only reason it's a 4 rather than a 5 is because it would nevertheless probably be reasonably uncommon to be in circumstances where the Pass-Wall would actually be useful.

Gosh, did I really have that much to say about Pass-Wall?  Hehe.  I guess so.  :)

Ok that's good for this round.  Until next time, good gaming to you!

Edit:  Oh wait.  I think I see the use for the 90' Range.   Let's say you only go 10' and there's no room there?  If you are at the entrance you can add another 10' to the wall at the end without having to walk into the tunnel.  And potentially a third 10' section, but now your first section is due to collapse so you'd better hurry through!  Hm... not sure if that's quite it, actually.

Another post-publish thought ... as the picture at the top illustrates, this might have been intended for use by a flying MU as a personal escape route, and envisioned as such many of the fore mentioned issues go away.  Flying MU's might well want a 90' Range by which to create a Pass-Wall... so long as they happen to know for sure a safe route through which to fly from room to room.  It could be, after all that the Magic-User knows the complex very well, and as such this strategy of movement might be a very effective one.   Say perhaps that the MU build the dungeon with this in mind, and it's intended use was two fold - one to create safe corridors by which the MU could fly around the complex, waging attacks on intruders perhaps, or as escape routes for overly-worthy opponents.

Magic.  There's a lot you can do with it.

Monday, April 18, 2016

LRPGS Hangout 001



Kind of have to deal with audio issues for the first couple of minutes, but the conversation turned out to be rather interesting, so hang in there.