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Inactive Forums => CRN Games => Topic started by: DaR on March 08, 2002, 04:39:50 AM

Title: Donjons in Liechtenstein
Post by: DaR on March 08, 2002, 04:39:50 AM
Okay, so we actually played in Seattle, and the town was called Liechtenstein...

Last night (Thursday), I had the opportunity to play Donjon with Clinton, Chris (Bankuei), and James (Yasha).  We had an absolute blast, and here are the notes I took during the game.  The first part is largely "breathless 'and then'", as these were the things I wrote down as I was trying to get a feel for how the game actually played.  My comments and opinions on the session as a whole are at the end, so skip ahead if you don't need more 'and then'.

Creating Characters

The theme for the night seemed to be religious warriors.  Chris and I both rolled for attributes (Chris rolled triple 6 on his very first roll, ending up with an initial Virility of 6), while James took the option of dividing 18 points among his.  After some brief discussion, Chris decided on a demon hunter, and I ended up with a 'mad priest', while James agonized for a while before choosing a pacifist monk.

Since we were starting with Level 5 characters, we then added an additional 1 attribute point, 24 dice to skills, saves, and the like, and 20 dice for miscellaneous magical and mundane items (with no more than 10 dice in any single item).

Here was my character as he started the evening:

The Mad Priest of WOTAN

Virility        5
Cerebrality     3
Discernment     4
Adroitness      2
Wherewithal     5
Sociality       2

Flesh Wounds    7
Provisions      3
Wealth          2

Save vs Illusion & Confusion    2
Save vs Poison, Paralysis & Transmogrification  3

Preach the Word of WOTAN                                4
Smite Unbelievers with the Ironshod Book of WOTAN       4
Deflect Magic with the Book of WOTAN                    3
Clerical Magic (Holy, Brimstone)                        3
Battlefield Chirurgy                                    1

Items of Note:

The Book of WOTAN (Damage Rating 3, +3 to Resist Damage, Summon the Handmaidens of WOTAN! +2)
Crazy Patchwork Plate Armor (Armor Rating 3)
Potion of Healing (7 dice)


Chris's character was a Ravaged Demon Hunter, a normal guy who'd been pushed too far.  His skills included: Knowledge of Evil Lore, Holy Rage, Usher Foes to the Afterworld with Sword, and Magic (Banish, Protection).  His primary weapon was a large magical sword, enchanted with hit bonuses.

James' character was a Pacifist Monk, with a variety of very 1st ed D&D weird Monk skills, including things like Feet of the Gecko (wallcrawling), an attribute pumping skill, and a very nice active defense skill.  Among his items were a clockwork bat and a feather which allowed him to coverse with the dead.


Game Session

Clinton didn't have time during the day to prepare much for the adventure, so we ran things pretty much off the cuff.

Setup

Since we all had a theme somewhat in (religion), and had already largely equipped with the character creation dice, we skipped the normal beginning Town sequence, and jumped straight into the wilds.  Pulling some names out of a hat, we were travelling from Stoneheim to Liechtenstein (dammit, I wanted to invade Belgium!), to investigate strange rumors passed to us by the Church of WOTAN.

We arrived at the town in late afternoon to find it dead silent and apparently empty, with the gates half open and swinging in the wind.  Chris made a Lore of Evil roll to see if he recognized anything.  He generated three failures, and Clinton gave him the following facts:

[list=1]
Title: Donjons in Liechtenstein
Post by: Bankuei on March 08, 2002, 10:33:42 AM
Here's the character + stats(Clinton, if you use this as a pregen, let me know how he works with other players)

The Ravaged Demon Hunter
Vir 7
Cer 5
Whe 3
Adr 4
Soc 2
Dis 2

Battling Evil Lore(lore of battling evil, duh!) 5
Usher Foes into the afterworld with large sword 5
Righteous Fury with sword(extra damage) 5
Holy Fervor in combat(defend vs. damage in combat) 2
Holy Magic:  Protection and Banish 2

Fleshwound(I wanna call them hitdice still, dammit!) 7
Save vs. Illusion, etc. 3
Save vs. Transmorgification, etc. 3

Items of note:
Blessed Sword of the Sun
4 damage, +3 to hit
10 dice item

Holy Armor
4 defense, +2 more defense
8 dice item

Holy symbol
2 dice item(um, I'm not sure this gives a bonus to anything, but hell, he's a demon hunter ok?!?)


So, last night was fun.  Terrible fun despite it being just one big ass combat session.  We began to start seeing the great value in team work, by sharing successes with each other in terms of magic use, but I could see it working well for anything in the game, making Teamwork skills fly up there with Spot Trouble or other skills that give narrative control to the players.  

I used my Battling Evil Lore a few times, and got to narrate some really great set ups for Clinton to use:

"We creak open the gate, only to find one of the villagers impaled to the wall by a spear.   He has barely enough life left in him to utter,'Look....out..." and passes out..."

"Obviously demonic forces such as these have possessed the entire townsfolk.  They also fear the light, so they must be hiding somewhere...but this town isn't large enough for extensive sewers, perhaps that old church over there has catacombs...."

Other things I found out about the "deeper" aspects of Donjon :)  :
1) after 8 dice or so, your odds of success do not climb much, but the amount of successes you get when you DO manage to get lucky increase.

2) higher level fights tend to last longer with a lot of misses(or parries)  on both sides.  I think active defense(aka counterattack) is a great way to counter act this, but the massive strike doing 0 damage still happens...

3) we decided instead of having someone give 9 facts for the other person to narrate, after a certain amount of successes it might as well be full narrative control

4)Unless you roll a 20 every time, you CANNOT beat Clinton :P

5)Experience is still based on luck :(  Next time I'm getting the "Learns quickly" ability for xp rolls :)

Chris

edited to add stats
Title: Donjons in Liechtenstein
Post by: Paul Czege on March 08, 2002, 11:08:08 AM
Handling time was a bit slow on occasion. The problem was not with actually doing the comparison of dice, like I expected, but with actually figuring out how many to roll and then physically doing so.

Doesn't Ron call this "lookup time" or something like that, distinguishing it from handling time?
Title: Donjons in Liechtenstein
Post by: Ron Edwards on March 08, 2002, 11:22:37 AM
Hi folks,

Search time = all necessary effort up to the dice hitting the table (given that we're talking about Fortune systems)

For instance, in Champions, subtracting his Combat Value from my Combat Value and adding 11, to get the target number.

In Sorcerer, arriving at the total dice to roll based on my Score and any role-playing modifiers.

Handling time = all necessary effort after the dice hitting the table

For instance, in Champions, comparing the number rolled to the target value, then entering the damage sequence (with its own Search + Handling Times subset), then comparing damage (two types, Stun and Body) with protection values, then marking off Stun and Body damage, then establishing Stunning, Knockback, and so on.

In Sorcerer, figuring the number of victories based on the opponent's roll, assigning two types of penalties based on those victories, assessing opponent's condition based on total penalties.

Best,
Ron
Title: Donjons in Liechtenstein
Post by: DaR on March 08, 2002, 04:22:28 PM
Quote from: Ron Edwards

Search time = all necessary effort up to the dice hitting the table (given that we're talking about Fortune systems)

...

Handling time = all necessary effort after the dice hitting the table


Ah.  My mistake.  I somehow got the impression that Search time was solely related to things like looking up the various appropriate rules necessary to determine how to resolve any situation, like finding the combat to-hit charts in 1st ed D&D or list of situation modifiers in 3rd ed.

So, corrected, the Handling time in Donjon was very low, which was a little surprising.  I expected it to be higher, especially with that many dice to look over and compare.  Search time, however, occasionally dragged on.  Not because we had to look things up, but because counting up handfuls of dice required some thought.

I'll also propose one more 'dial' for figuring out how fast a system is.  Casting time,  or perhaps Rolling time, which is how long it actually takes to get from the end of Handling time to the beginning of Search time.  With a single die game, this is obviously going to be very low, effectively non-existant.  However, as last night's Donjon session proved, a in game with a larger dice pool, especially if the dice themselves are fairly large (like d20s, or heaven forbid, actual d100s), rolling 16 dice and keeping them all on the table and not mixed in with the other dice is not necessarily trivial.
Title: Donjons in Liechtenstein
Post by: Ron Edwards on March 08, 2002, 07:52:41 PM
Hey man,

I still think you got'em backwards or something. Search time comes first. Handling time comes second.

Look at it this way, you're a bird looking for breakfast. Right up until the moment you spy the worm, you're in search time; from spearing and struggling with the worm until the broken-down sugars enter your bloodstream, you're in handling time.

So right until the dice hit the table, you're in search time; anything and everything after that is handling time, including reading the dice as well as processing the final numbers.

Best,
Ron
Title: Donjons in Liechtenstein
Post by: Yasha on March 08, 2002, 07:55:39 PM
Handling time:

With higher level characters, one roll that has a somewhat long handling time is the initiative roll. After rolling all those dice (level + Discernment + applicable initiative skill), the player must sort the dice values in order to record them in reverse numerical order on a piece of scrap paper.

Sharing successes between character & player

My character (Merrick the Pacifist Monk) avoids causing direct harm to his opponents. If his opponent's actions accidentally lead to their own harm, however, that must be way things were meant to be.

As a player, I wanted Merrick's nonviolently defensive actions to lead to injury and death. The rules of Donjon Krawl allowed me to spend successes on facts, allowing me to share successes between my character's goals and my own.

We've been playing that the first success rolled goes to the success of the character's action, but I'm wondering whether even that success could be taken away from the character by the player and traded for a fact.  Winning the chance to have control over a character's failure might be worthwhile at times.
Title: Donjons in Liechtenstein
Post by: DaR on March 08, 2002, 08:29:52 PM
Quote from: Ron Edwards
Hey man,

I still think you got'em backwards or something. Search time comes first. Handling time comes second.

Doh!  Sloppy writing and editing on my part.   Yes, search, then handling.


Quote from: Ron Edwards
So right until the dice hit the table, you're in search time; anything and everything after that is handling time, including reading the dice as well as processing the final numbers.

Right.  But my point is that there's a switch between search and handling.  That instant is the dice hitting the table.  Except, if you're rolling 18 gajillion hundred-sided dice, even just 16 twenty-siders, it might actually take more than an instant for them to hit.  In fact, it might take a full moment, as you gather up a couple handfuls and toss 'em.  You're not in Search time, you already know how many you're rolling and you're in the process of doing it.  You're not yet into Handling time, because all the dice aren't on the table to read.  This was the time frame where Donjon took longer than many other games I've played.  Both due to the number and rounded nature of the dice being rolled.  

Several times I saw Chris resort to rolling two groups of dice, just because it would have been too hard to fit them all in his hands and then roll them without sending them all over.  This isn't to say it made the system bog down, not work, or become unenjoyable, but it was definitely something I noticed.  In fact, it's kinda of fun in an over the top sort of  way.

-DaR
Title: Donjons in Liechtenstein
Post by: Ron Edwards on March 08, 2002, 08:41:26 PM
Hey,

That'd all be Handling, actually. To go to the bird analogy, the bird is stabbing the worm and yankin' at it, and the worm is holding on tight to the ground (and thinking God knows what worm-thoughts). Chopping up the worm (chewing it, in our terms) and swallowing it is more like reading the dice and comparing or otherwise processing the numbers.

Search time is everything spent to find the worm and triangulate on its li'l worm head. So on reflection, in role-playing, I guess the best transition instant is when you reach for the dice in full knowledge of what you are rolling, not "when they hit the table" as I stated before.

Best,
Ron
Title: Donjons in Liechtenstein
Post by: DaR on March 08, 2002, 08:55:35 PM
Quote from: Ron Edwards
That'd all be Handling, actually. To go to the bird analogy, the bird is stabbing the worm and yankin' at it, and the worm is holding on tight to the ground (and thinking God knows what worm-thoughts). Chopping up the worm (chewing it, in our terms) and swallowing it is more like reading the dice and comparing or otherwise processing the numbers.

Fair enough.

-DaR
Title: Donjons in Liechtenstein
Post by: Jürgen Mayer on March 12, 2002, 09:30:40 AM
Quote from: DaR
Since we were starting with Level 5 characters, we then added an additional 1 attribute point, 24 dice to skills, saves, and the like, and 20 dice for miscellaneous magical and mundane items (with no more than 10 dice in any single item).

Hey Clinton, are there official rules for starting with higher level characters? I can't remember reading about them in the Donjon download from GO.

Jürgen Mayer
Title: Donjons in Liechtenstein
Post by: Clinton R. Nixon on March 12, 2002, 04:03:17 PM
Jurgen -

There's a bit on advancement in that download - use those rules for higher level characters.