29.10.23

F is for Frequently Asked Questions

 This article is primarily aimed at my players as it references locations and lore not covered on this blog so far. I will elaborate on the specifics of my world on a later point. 

1. What is the Ability scores generation method?

Rolling 4d6, record the highest 3 scores and assign them in order from strength to charisma. You may swap 2 stats with each other.

2. How are death and dying handled?

When a character reaches 0 Hitpoints, they fall unconscious and bleed for -1hp per round until death at -10 Hp or someone stabilizes them.

3. What about raising the dead?

A priest of sufficient level may cast “raise dead” for a relatively steep fee if they body is brought to them in time. Usually, they will not raise characters of the opposite alignment (A cleric serving a god of law will only raise characters of the law and neutral alignments)

4 .How are replacement PCs handled?

If the player has a backup, they can switch to that character at the first available opportunity. This backup does not need to be a PC, it could be a henchmen or hireling. If no backup is available immediately, rolling a new character and introducing them the next session would be required.

5. Initiative: individual, group, or something else?

Mostly group initiative, depending on situation it might be phased as well.

6. Are there critical hits and fumbles? How do they work?

Yes, to both. Critical hits = a natural attack roll of 18/19/20 that exceeds the AC of the target by 5 or more, rolls double damage dice. Fumble = roll of natural 1 means that you miss your attack.

7. Do I get any benefits for wearing a helmet?

Yes, not wearing a helmet appropriate to you armour means that you incur a penalty to AC.

8. Can I hurt my friends if I fire into melee or do something similarly silly?

Yes of course.

8. Will we need to run from some encounters, or will we be able to kill everything?

Unkillable Creatures don’t exist, that does not mean YOU can kill them. If in doubt: run!

9. Level-draining monsters: yes, or no?

Haha YES!

10. Are there going to be cases where a failed save results in PC death?

Yes, some effects kill you if you fail your save.

11. How strictly are encumbrance & resources tracked?

Pretty strictly. They are integral for the dungeoncrawl gameplay loop.

12. What’s required when my PC gains a level? Training? Do I get new spells automatically?

A character needs at least a weeks’ worth of training to get the benefits from levelling up. Spells gained because of the level up are learned automatically during this time.

14. Can it happen in the middle of an adventure, or do I have to wait for down time?

You need to be in a safe location (a camp or town) and have at least a week of downtime.

14. What do I get experience for?

Acquiring treasure in the dungeon and taking it to a safe location. Killing monsters. Class specific actions, like casting useful spells as a wizard. Having really smart ideas that save the party.

15. How are traps located? Description, dice rolling, or some combination?

If a player suspects a trap, they might interrogate the fiction. Otherwise, thief-skills etc. are an option.

16. Are retainers encouraged and how does morale work?

Retainers are based. All hired NPCs have a morale score and if a situation arises where it might break, it is tested with a morale roll (2d10), if that is equal or higher than their morale score, they break.

17. How do I identify magic items?

Using the item, consulting a sage for research or casting identify.

18. Can I buy magic items? Oh, come on: how about just potions?

Haha. You might be able to buy potions from alchemists for an exorbitant amount of money.

19. Can I create magic items? When and how?

High-level spellcasters are able to create magic items. The process and the needed spells depend on the desired items.

20.  What about splitting the party?

Sure, why not.

21. What is the deal with my cleric's religion?

Depends on the religion. You can read more about it in the “Greater & Lesser Gods” Article which will be published after I finish it. 

22. Where can we go to buy standard equipment?

Most settlements of at least “village” size provide access to most or all of the standard equipment list.

23. Where can we go to get plate-mail custom fitted for this monster I just befriended?

Depending on the monster you might need to find a chaos-aligned smith.

24. Who is the mightiest wizard in the land?

Depends on the specific kingdom, but the court-mages are probably a safe bet. 

25. Who is the greatest warrior in the land?

Very good question. 

26. Who is the richest person in the land?

With no central banking that is hard to pin down, but one of the nobles or kings is probably a save bet. It might even be one of the belobogian merchant guilds that sprung up over the last century. 

27. Where can we go to get some magical healing?

Most settlements have a temple where priests provide magical healing.

28. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy,  polymorph, alignment change, death, undeath?

Poison, disease, curse, lycanthropy, polymorph, and death will most likely be curable by a high-level priest in a bigger settlement. Level drain and Undeath are not usually curable short of a wish spell. Forced alignment change might be curable by a priest on a case by case basis.

29. Is there a magic guild my MU belongs to or that I can join in order to get more spells?

The mages of Czernobog get pressed into service if discovered. In countries further south this is not a concern, but most mages learn from a high-lever wizard not a guild. It might be necessary to seek them out to get more spells.

 30. Where can I find an alchemist, sage, or other expert NPC?

Alchemists are almost exclusively found in big towns and cities. Sages might be found outside all types of settlement as long as there is something of interest to study. The other expert hirelings can be found in big towns and cities.

31. Where can I hire mercenaries?

Most larger settlements and trading posts have mercenary halls. Trawling the inns and alehouses of a settlement might be another approach.

32. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Czernobog presses all the mages it can find into service, and only approved wizard are allowed to operate independently. This is not the case in the kingdoms further south.

It is also usually forbidden to carry weapons beyond a dagger or knife or wear armour in settlements.

33. Which way to the nearest tavern?

Finding the main street of the settlement you are currently in should usually lead you to the local alehouse or tavern.

34. What monsters are terrorizing the countryside sufficiently that if I kill them, I will become famous?

The borderlands usually deal with regular raids from goblins, gnolls or swinelings. Even hobgoblins are not uncommon near hilly or mountainous terrain. Wiping put a tribe of these creatures, will surely put you on the map.

35. Are there any wars brewing I could go fight?

Czernobog is hiring all manner of mercenaries to fight in their spring campaign.

36. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Temples of Corva often contain arenas where worshippers and even outsiders are able to spill blood for the goddess. The southern countries Dazbog, Morana and Devana have a rich tradition of gladiatorial combat, especially near the southern coast of Moranth.

37. Are there any secret societies with sinister agendas I could join and/or fight?

Trick Question 😊

39.What is there to eat around here?

Ale and gruel are available in basically every settlement.

40. Any legendary lost treasures I could be looking for?

Searching for ruins of the lost Makosh Imperium might be your best bet.

41. Where is the nearest dragon or other monster with Type H treasure?

Try penetrating deep into the wilderness to find out.

 

1.8.23

S is for Showerthoughts: exploration driven, organic worldbuilding

 I am currently adapting the Rules Cyclopedia Domain game to my system and setting. While discussing the topic with one of my players I had a showerthought and I think its pretty important, at least to my game.

Some background information you need to know: My current campaign has lasted for 28 sessions, and even though we are currently on a summer induced hiatus, we will resume as soon as the fall semester starts. The “plot” for the game is thus: Players start at level 1, without equipment, because they are thrown into a prison pit in the northern kingdom of my continent. There they must struggle for survival. The prison pit is populated by gangs and connected to a dungeon complex full of treasure and deadly monsters. So far no one has found an exit. The Pit itself is quite deep (900ft) and there is a camp of militarized guards at the top, that controlls supplies in and treasure out. 

If we look at the ancient texts, they suggest starting with a (safe) village, a dungeon, and a few hexes of wilderness. And as the players grow on power and start to explore more than the starter dungeon, the gamemaster builds outwards and develops the milieu in reaction to the direction the players take. But and here is my issue, even if I have metaphorically dug a deeper dungeon (by adding more floors etc. ) I have not had the opportunity to develop the area around the starting location because they are confined in a PIT. The gradual unveiling of the surrounding area is missing, and that is a shame.

I hope they find a way out soon, so that the world can be explored in a more organic manner, instead of me just prepping material that does not matter right now. (like a gigantic world map or domain rules haha)

18.7.23

E is for "Equipping Characters"

One of the most time consuming activities that happens at my game table, is players choosing and upgrading their equipment. As part of the “plot” of the campaign, player characters get thrown into a prison camp without any gear, they only have the clothes on their backs. This worked well for a few sessions, as the first forays into the dungeon meant gradual gear upgrades.

The problem turned out to be, that new players joined the campaign and the party, after a large amount of funds and gear had been accumulated. So, after introducing the characters, we spent a good amount of time, gearing them, in the session. There are two factors that exacerbate the issue.

1. A good amount of my players are either entirely new to TTRPGs or at least new to the system we play, so they are unfamiliar with both the gear itself, and with the process of outfitting a character.

2. The list of weapons, armour and adventuring gear is quite long, and it is, al least in the 2e PHB, organised like crap.  You need to look at 2 separate pages for armour type and for AC, the weapons list is so extensive that could be called bloated, and the gear list is both missing essential items and too long at the same time.

I still feel justified, in keeping new characters “gearless,” mostly because a) fits the mood of the campaign and b) if I revert my decision now, I retroactively shaft all the characters that started with no gear before. As long as the party remains in the prison camp, they will start gearless. As soon as they escape and find a new home base/adventuring location, they can their new characters start with gear.

In the meantime, I will try to patchwork 2 solutions. One I have already implemented: I trimmed the gear list and created a neat armour and weapons table. I also cut down on the dumber of polearms and adjusted the list of weapons to better fit my setting. See the screenshots below.

This is my adventuring gear page (to be fair this is not really that trim, I could set the most important items on bold for better visibility):


 

This is my melee weapons page (ranged weapons are unchanged, polearms severly trimmed):

 


This is my armour page; I have converted it to ascending AC and sorted it by bonus and weight:

 


Another thing that might be useful, is some sort of starting equipment pack. Personally, I have taken inspirations from the “Ye Olde Fast Pack” section from the Barrowmaze Referee’s screen. See the screenshot  down below:

 


Let’s hope my solutions prove useful at the table. Thanks for reading!

Next article: “F is for finishing maps”

 

9.7.23

D is for Dungeoncrawling in 2e

 The 2e dungeon crawl procedures exist, but almost seem like an afterthought and without prior/outside knowledge I doubt, I would have succeeded in running a 28 session long campaign. As far as I understand it, the playstyle of AD&D 2e leans more into a trad campaign style and away from the grittier and more risqué elements contained in 1e, such as the existence of assassins or demons & devils. I have heard it said that this can be mostly laid at the feet of the satanic panic, and the resulting push from TSR to create a safer/more sanitized version with 2e.

The need for treasure creates an organic incentive to explore the dungeon and plunder it of its riches. Who but adrenalin junkies, weird wizards, or the necrophiliac, would enter the deadly domain of a dungeon, if there was not a substantial monetary reward? XP for retrieved nonmagical treasure is the raison d’tetre for a dungeon crawl.

It is a real shame that elements which should be cornerstones of the system, such as gold for XP, are reduced to (badly written) optional rules in the 2e DMG. It has to be mentioned at this point that the problem is not the fact that it is an optional rule, 2e is filled with those and the modularity of the system is a strength in my opinion. The problem is the accompanying advice we get from the 2e DM is not great. Let’s take a look.   

“As an option, the DM can award XP for the cash value of non-magical treasures. One XP can be given per gold piece found. However, overuse of this option can increase the tendency to give out too much treasure in the campaign” (Advanced Dungeon & Dragons 2nd Edition, Dungeon Master Guide. Page 69)

Giving out too much treasure is not a concern of mine; I actually do not think it is possible. There are so many things the party spends money on, and even more thing they could spend money on. For example: A fighter needs 2000XP to  reach level 2. Let’s assume that at least 2/3rds come from treasure. As I am using the silver standard, this would translate to 1500 silver pieces. He needs 150 silver for his 1 week training to level 2. If he wants to take a new weapon proficiency at level 3, he needs to train between 2 weeks 1 month for it, which will cost 300-600 silver. Every day in the prison camp costs him 3 silver just for food, which amounts to 84 silver a month. Henchmen take a cut of the total treasure hoard and reduce the actual money in the players hands, Hirelings impose a cost of 3 silver per hireling per day. Plate mail starts at 600 silver pieces. Dungeon supplies, especially burning oil, are costly at 6 silver per flask.

I got endless ways to nickel and dime my players, “too much treasure” it never a concern and misses the point entirely. And we are not even out of the prison camp (the starting location of my current campaign) at this point, the need for raw cash will only increase if the party decides to explore the wilderness or sets up a permanent basecamp somewhere else. If the campaign lasts until domain play, the characters need hoards of cash to build their castles, wizard towers, thief’s guilds, or churches.

After getting the rant portion of this article out of the way, lets cover the substantial factors that need to be addresses to run second edition as a proper dungeon crawler.

Movement Speed: A dungeon turn is 10 minutes and has 10, 1 minute rounds. Per RAW 2e a character can move tens of feet per round during dungeon movement. This means that a human character that is not encumbered could move his base movement rate, in this case 12, in tens of feet per round, which would be 12x10= 120ft per round. This results in a movement of 1200ft per turn, which is enough to cover even my most expansive dungeon in just about 1 turn. To avoid this instance, I use something much closer to B/X, characters can move their current movement speed in tens of feet per turn in unexplored, unmapped territory. In mapped territory they can move up to three times faster.  This means that they can at most move 360ft per turn. It is usually much less, because the party moves as a group, and is limited by the member with the lowest movement speed. Halflings and heavily armoured fighters are the most likely cause of slow movement speed in my game.

Wandering Monsters: In second edition, it is suggested that one random encounter check is made every hour, with an encounter occurring as a result of 1 on a roll of 1d10. This is completely neutered compared to the frequency of a random encounter check every second turn, where an encounter happens on a 1 on a 1d6 roll. The 2e DMG does mention that the frequency should be increased in case the area is particularly dangerous or the players create excessive noise, but that does not change that the base frequency is insufficient.

Reaction rolls:  These rules are quite unwieldy in RAW second edition and I adapted the simpler B/X schema to be compatible with 2e stat-bonuses. I will talk more about this in a far off article: “M is for Morale”

Vision and Light: I have implemented both normal darkvision and a form of cat-like lowlight vision in my game. It is not the usual infravision, that is common in old-school games, but it works quite well. And the fact that demi-human races have one or the other depending on locations, is a cool bit of flavour on my mind. The exact mechanics are described below.

  • Lowlight Vision: Enables a character to see in an environment that possesses ambient light (moon, star, candles  etc.) for 60ft as if it were daylight, as long as they do not stand in a directly lit area (for ex. the light radius of a torch, lantern, or light spell)
  • Darkvision: Enables a character to see in total darkness for 60ft as if it were daylight.

All demi-human races (Dwarves, Elves, Half-elves, Half-orcs, and Halflings) possess both lowlight and darkvision. Dwarves and Half-orcs have darkvision underground and lowlight vision above ground. Elves, Half-elves, and Halflings have darkvision above ground and lowlight vision underground

I use the AD&D 1e durations for lanterns and torches in my game, this means lanterns burn for 4h/pint of oil and torches burn for 1 hour. For some reason, lanterns burned for 6h at some point in my game, and I have no idea where I got that duration from, the standard 2e values place them at 2 hours per pint.

 

I think that implementing these procedures into the skeleton of 2e, was the essential step that enabled me to run a successful dungeon crawl. I have had failed attempts before, most of them in fifth edition, and I had the feeling that the system itself did not support this playstyle at all. Second edition at least has the necessary parts, even if they are a bit mangled and need fixing.

Next article: “E is for Equipping your character”  

2.7.23

"C" is for Campaign Recaps and Statistics

 In the following article I will give you a rough recap of my current campaign and some hopefully interesting stats like the number of deaths and the treasure recovered.

Player Character Accomplishments

The initial campaign was pitched as: “You are prisoners that get thrown into the newly established prison colony. It is called “the pit” and is essentially a 900ft deep crater in the ground. Mages only have limited spells which are tattooed onto their arms. The king wants a metal, galvorn, which is found in the dungeon adjacent to the crater. You have nothing except the clothes on your back. Good luck”

Considering the limited resources, the party has started with, they have done remarkably well for themselves. Over the course of the game, the first 2 Floors of the dungeon have been mostly scoured of treasure, the party has exterminated the resident tribe of cave goblins, and they almost died to ghouls in 3 consecutive sessions at the exact same place in the dungeon (A fact that was not engineered by me but happened through random wandering monster rolls and bad luck). The party is currently digging a secure storage/living space into the side of the crater. About 90% of the required labour is done by the enslaved remnants of the goblin tribe they exterminated. 

The party has found a large part of the treasure hidden on the first two floors of the dungeon. By my rough estimation this should amount to about 30’000 Silver, not counting magic items. This calculation may be somewhat inaccurate because I switched the campaign to the silver standard halfway through. It also does not account for all the experience the party has amassed over the campaign. The fact that I use a stripped down version of class experience from the 2e DMG as well as RAW 2e monster experience which is higher than B/X or 1e, plays a large role in this, I think. I will detail these rules in a later article.

Surprisingly there have not been many deaths on the player character front. Here is a list of the 5 deaths and their causes so far.

  1. Pokus, a large gangly wizard played by T., killed by a shadow the party did not detect in session 9. Ate a crit in the surprise round, which killed him instantly. If he had survived, he would have been the first level 2 wizard in the game.
  2. Sinatra, a 3rd level human Fighter played by Na. She got eviscerated by ghouls in an almost TPK, after the party recklessly explored the vast graveyard cave, adjacent to the camp.
  3. Velverosa Idrian, an elven wizard/thief (I think at 4th level of thief and 2nd wizard, I can’t find the character sheet right now), killed  in session 19, with a brutal critical while fighting in the camps arena. She had 4 HP and a cultist of the crow goddess crit her with exactly 14 damage, this took her from 4 HP to -10 instantly. She did not even have time to bleed out.
  4. Veriditas, a young human Fighter played by St. He got executed for murder in session 26 after being caught red handed by a group of camp guards. This should be a lesson to all players who want to enter a blood-pact with an evil sword.
  5. Zefix, a 5th level druid played by A. He died to a system shock check he incurred due to being attacked by a live force draining monster. He missed his 88% system shock check, by 2%. I am convinced that he would have survived if he had not said something akin to “why am I rolling, I am dead anyway” before rolling his dice. 

Player Attendance and Levels

Over the course of the campaign the group has both grown in numbers of potential players (from 5-6 to 14) and shifted organically to an open table format. This has obviously led to some players pulling ahead in experience and in-game knowledge. I have done a rough count of the attended sessions per player and ordered them from high to low. The names are abbreviated.

  1.  T. attended 24 sessions and has the longest unbroken streak from session 1 to 23.
  2.   P. attended 14 sessions, had the highest level wizard at some point. 3rd highest streak at 5 sessions.
  3.   A. sits in 3rd place with 12 attended sessions, was also in the possession of the highest level spellcaster, Zefix a 5th level druid, before dying in session 26.
  4.   M. and Na. attended 11 sessions. Na. has the second highest streak at 7 sessions.
  5.   S. attended 10 sessions before his character got executed in session 26.
  6.   N. attended 6 sessions.
  7.  Ma. Mo. and St. attended 5 sessions.
  8.   F. L. and Se. attended 2 sessions each.
  9.    Lu. attended only 1 session.

There has been both experience gained, and experience lost over the last 28 sessions. Here is a ranking of both alive and dead characters per their total experience. The italicized characters are henchmen.

  1. Aelf total experience 21428 XP split into fighter 6680, mage: 3769, thief: 10979
  2. Grover ca 13k XP; elven bard   small update: the character has 14474XP
  3. Lemi, halfling thief at 9999XP
  4. Lem, a human fighter at 6656 XP
  5. Bol-Duke, half-orc berserker, 6288 XP
  6. Varghild, a human fighter at 5338
  7. Arne, human fighter at 4735 XP
  8. Elda, a human fighter at 3964 XP
  9. Simsala Slim, human wizard at 3700 XP
  10. Uludag, a human Fighter/Priest with 3444.5 total XP
  11. Morda, a Priestess of Hood (The god of death), at 3284 XP
  12.  Bob, a dwarven fighter at 2597 XP

All other characters are either below level 1 or 2, or I don’t have an exact experience count for them.

The dead characters are ranked in the following way:

  1. Velv, thief/wizard 10969.5/3902.5
  2. Zefix, half-elven druid, 8494
  3. Veriditas, human fighter 6916
  4. Sinatra, a human fighter 4070
  5. Pokus, a human wizard, just under level 2. 

Out of game Time vs In-game Time

We have played for 28 sessions over a period of about 11 months. The bulk of these sessions, 25 to be exact, happened in the months of September 2022 until March 2023.

“In-game” however much less time has passed: The arrival of the first group of player characters in the adventure location, the campaign is happening in, is dated to the 7th of July 1023 AM (Anno Makosh = Year after the founding of the now fallen human empire). The current date is the 18th   of November 1023 AM. I switched from the real-world calendar to a custom one (with 4 seven day weeks per month and 13 months) at the first of September, mostly because I kept making mistakes in the normal calendar.

This means that we spent exactly 130 days in the campaign. If we consider the fact that the dungeon was entered in all but 3 sessions, a dungeon expedition was mounted every 5.2 days on average.

Houserules

  • The silver standard, inspired by Deltas excellent post about the subject. http://deltasdnd.blogspot.com/2010/05/money-results.html
  • Training rules adapted from the 1e DMG but at a rate of only 150 Silver per week of training, instead of the 1500 gold pieces Gygax proposes. I also got rid of the rating system that determines the length of training. Now it simply takes longer depending on the level.
  • An abbreviated and amended adventuring gear and weapons chart, custom to my homebrew world: I will cover this in a later article in more detail.
  • The Berserker class, mostly inspired from the complete barbarian’s handbook.
  • The dungeon crawl procedures, which are quite neutered and hidden in 2e, have been changed to be somewhat closer to earlier versions of D&D, B/X and AD&D 1e to be specific. I will cover the extent of my changes in the next article “D is for dungeon crawling”
  • Half-orcs, which are not in the core 2e books, have been adapted from one of the 2e supplements, it might have been Greyhawk, but I am not sure. 

Overall, I am very happy with the campaign, and with the fact that I got to share it with my players. This has been my first “serious” attempt at running an old-school dungeon-crawl, created by myself and not out of a module.

If you made it this far, thank you for reading, and I hope to see you in the next article: “D is for dungeoncrawling.”

24.6.23

"B" is for Botanical remedies and poisons (aka Herbalism)

The herbalism non-weapon proficiency, found in the 2e PHB, is terse and to the point. You can read it in the following screenshot.

                                     

 There is a problem though. It suggests the existence of a system, in which a player can do all the listed things. But apart from the bonus to healing per day of bedrest, there are almost no mechanical guidelines or even examples of preparation, that players could use to create their own herbalistic concoctions. The question “Oh mighty Gamemaster, what can I, a player lost in the sauce, actually do with this proficiency” has been asked countless times over the 28 sessions the campaign underwent so far.

To remedy this situation, I wrote the following set of rules. It contains guidelines for the creation of new recipes, a few examples for common and useful remedies and poisons, rules for the gathering of ingredients and the crafting process as well as a list of herbs commonly found in my homebrew world.

Page one covers the basic system, as well as recipes for beneficial remedies:



Page two covers poisons as well as the common herbs I mentioned before: 

My group has used these rules for 15+ sessions and they work quite well, both as an asset to the party as well as a money-sink. For example: The herbal bandages get used frequently, anti-poison is always in demand as soon as someone gets bitten by a poisonous monster and some player created recipes have started to appear. Most notably is the following (somewhat juvenile) concoction by the parties Bard:

Faeces-Flasks: Basic, Batch of 3, CC 5 SP. Clay-flasks filled with distilled faeces and other caustic/stinking materials. Each flask needs about 1lbs of raw faeces to be distilled. When thrown they shatter and splash enemies in a 3ft radius. If affectable by foul stench, they need to succeed on a save vs poison or be off-balance (+2 to be hit) for 1d2 rounds.

Overall, I am quite happy with these rules. They fit nicely in the frequent and required downtime that results from wounded party members, and they help exchange the large amount of wealth the party pulls out of the dungeon, into something with high utility.

One criticism that could be levied is, that some aspects of these rules encroach on the realm of alchemy. For example, if a player character with an animal lore proficiency harvests a spider’s poison sack and wants to craft blade venom, I would allow that, even though it is not strictly “herbalism” anymore. But that is a trade-off I am quite comfortable with at the moment.

 

I hope you, the reader, enjoyed both the rules and the reading of this post.

Next article: “C” is for Campaign recaps and statistics. 



22.6.23

"A" is for Alignment

“I am chaotic neutral” the players say while stabbing the orphan and throwing Molotov’s at innocent goblins .

Even when I was gamemastering D&D 5e alignment, and its role was a thing that rubbed me the wrong way almost every time it came up in a session. It feels like a (roleplaying) prescription that most players do not really gel with overall. I mean there is a reason most of them end up choosing some flavour of “chaotic neutral”, the alignment equivalent to writing “I can do what I want” on a piece of paper.

Even in my chosen edition of D&D, which happens to be AD&D 2e with a heaping spoon of house rules (which we will explore in more detail in later articles), the nine point alignment chart, while more integrated into the games systems, felt off. It could be the fact that most players treat is as a guide for their characters personality.  Or that in the early stages of a dungeon-crawly game, alignment does not matter that much. Not getting stabbed by goblins, paralyzed and eaten by ghouls or falling into a pit trap filled with poison covered punji sticks (most likely dug by the goblins), seems to be the highest priority.

I want the alignment system in my game, to directly interface with both the implied arc of old-school dungeons and dragons (which would in my opinion be characterized as a progression from dungeon crawl to wilderness exploration to the domain-game) and with the factions of the settings major conflict: Law (represented by civilisation) vs Chaos (represented by the wilderness). I also want some sort of descriptive moral component (I have chosen good/evil). To enable my players to choose appropriate alignments for their characters, I provided the following document: 



Next planned article: "B" is for botanical remedies and poisons (aka Herbalism)