Saturday, July 20, 2024

Solo Dungeon Crawler - LBB Dungeons & Dragons (with Chainmail!)

Play-Cast Name: Solo Dungeon Crawler
OD&D Solo Campaign
System:
Where I Watched: YouTube
Chainmail
(Because he's using it!)

Thoughts and Review

Two years ago now - I saw an announcement on X (then Twitter) - that a new solo play for original edition was being broadcast: hosted on YouTube in video. While not an uncommon occurrence - actual plays come and go with some degree of regularity - an uncommon note, one which has since become much more common, was that this new AP was to incorporate Chainmail into its execution! Of course, naturally, I was intrigued.

Solo Dungeon Crawler - our host - introduces himself modestly, if his PayPal tip-jar is to be believed, as Tom Garner from Leeds: a nondescript and inviting informality which aligns well with the atmosphere of a wargaming club - taking time after the "real" gaming is complete to try out this new and different skirmish scale adventure game. After - recognizing his voice - I would find that Tom is also the host of a well-storied Karameikos campaign: one which I had listened to in years past and which, as a solo game, has - in audio format - dozens of episodes spanning several years.

Credibility having been established - I spent the next few months listening live as episodes were released: but only recently had the thought - with 0e and Chainmail again on the wax, to bring attention back to this under-appreciated product.

What I Liked

A Note on Reviewed Content
As of this writing, Solo Dungeon Crawler plays and publishes multiple OD&D content elements: including a second 0e AP, almost a sequel to the first, the Castle of the Quest. The scope of this review is for exclusively the first season: and while the viewer is not discouraged from watching (or listening or otherwise consuming) the second, this review does not speak to the virtues of those other playlists: as the content is different from series to series, though the game (and host) remain the same.

As a long-standing proponent of Chainmail both as a stand-alone game and as an accouterment to your D&D experience, it made me very interested to see an 0e actual play which utilized the Chainmail game. However - like many clones and 0e-analogs (Wight Box and Delving Deeper v4 (or in print) come to mind) - he does not substitute out Chainmail for the combat resolution system: instead, he injects Chainmail where the text indicates Chainmail should be (such as when a monster is listed as behaving "as in Chainmail") or where a rule in the LBBs is absent (such as rules regarding combat initiative, turn sequence, or when and how to roll morale). 

Arguably - unlike my own attempt - this is how 0e was supposed to be played: with, as Tom puts it, the words in the 0e booklets overlaid on top of Chainmail - covering them, supplanting them, in the same way that the changes in Chainmail, itself, regarding Man to Man or Fantasy Combat replace corresponding default rules, as pertaining to mass combat. While I admit to deviating in the sense that I have historically tried to treat the alternative combat system as entirely alternative - leveraging Chainmail instead - the approach mentioned above where 0e is overlaid to replace elements of Chainmail is a better way to introduce people to the original game (three brown books, expressly): it's familiar enough with the d20 and hit points and all that jazz to be comfortable, but foreign enough with universal d6 damage, different hit dice quantities per level, and absent Thief class to appeal on novelty. This is, of course, in addition to his exploration of the rules.

The second point I planned to raise about the Solo Dungeon Crawler OD&D campaign was actually going to be a point of contention on first draft. I consumed this content as it came out - one episode at a time - and as such, I watched this unfold in regular action: the author was learning. He makes mistakes - he makes rulings where rules exist: and while I was watching at the time, I fumed over where his interpretations differed from my own!

But then he adapted. 

Then he changed.

And then he came back and played it by the book where before he did not see the words as written.

He even comes back and talks about the "change ability scores" vs "use ability scores" debate over prime requisite! He does not ret-con previous episodes - which empowers the emerging narrative to continue developing, something appropriate for an actual play: half the appeal of which is to serve as entertainment - but does change the way he plays as he gets better at the rules to adhere to them: experiencing the game as it is written and, to the best of his ability, through eyes uncontaminated by other editions of the game. He is not perfect - some mistakes go uncaught and uncorrected: e.g., a character falling into the water, but not rolling for drowning (which is, interestingly, corrected in his second playlist, Castle of the Quest - linked below); the use of dungeon speed, scale, and procedure in the outdoor environment; etc. - but you the viewer, as you watch his adventure unfold, will learn with him: as a lesson from error often sticks more readily than a lesson from success. So I have since changed my opinion on this: where originally this was a "be wary" point - instead, having waited through the duration of the first series, having watched him evolve: this element of the AP, from my point of view, becomes instead a selling point.

For Further Listening
For listeners whose fancy is tickled by the Solo Dungeon Crawler in their exploration of the recommended LBB fantasy campaign, additional amterial is available for consumption by the same author - and thus, may tickle further fancies, according to taste.
As of this writing, I am aware of the following additional OSR content produced by the Solo Dungeon Crawler: Note, I have not read, listened, or watched all of these - nor of the ones I have read, listened, or watched, have I finished the whole of avaialble content. As such, I cannot speak to the nature of said content as I have spoken in this review of the OD&D Solo Campaign playlist.

In terms of procedure - in an act absolutely essential to working with the original booklets, sans supplements - he applies procedures and rules in inventive places: rulings, perhaps, but rulings leveraging the rules that the situation calls for. Everyone is familiar with the classic OSR saving throws - "Do I roll for Wands? Or would this be more a Petrification???" - but in a more interesting, inventive example, Tom uses the "does the trap go off" chance-in-six to determine if a given damaged platform gives way. It's not a trap, but it is a hazard - and thus can benefit from the trap rules where no rules exist for a rotting wooden floor. This is a fine trick and a good practice: one which I likewise adopt when the opportunity presents itself.

Lastly, the host takes a great deal of effort to create a retro esthetic. The maps looks like pencil and paper, the audio cracks like an analog recording, and the video has intentional distortions in it akin to aging film. This inspired me in running my own 0e-compatible solo AP, which - despite. being much shorter and in woeful need of a new episode - takes on an analog appeal. 

The attention to artistry in the visual presentation of this AP makes me want to play D&D - namely, it makes me want to play it at a table: ideally, my mom's fold-out table in the basement of our old house: or on the family ping-pong table, net removed, of the buddy in the neighborhood up the way who introduced me to D&D in the first place all those years ago when TSR was still king.

Aspects to Note

One thing of which old school editions are undeniably guilty is their unforgiving challenge. The goal is to produce better players: your first character will not be your last - and as you get better at the game, get better at understanding the table, your characters will survive better. However - in this AP - Tom squeezes the orange a bit hard on this note: intentionally making bad (or at least, sub-optimal) decisions that appear to make the game more difficult than it is. For example, in the creation of characters, he assigns their classes prior to seeing what the other characters' ability ranges are: in one instance in particular, a 16 natural Intelligence - eligible for a 10% XP bonus for a Magic User - is wasted: being used to trade for a 12 Strength - offering no bonus whatsoever - on a Halfling Fighter so as to "represent the full diversity of classes"... with a 12 Strength and 13 Intelligence naturally rolled! For those following at home - to assign the former his Halfling Fighter and the latter to his female Magic User would result in a marginally better Halfling (as at least it would have a bonus language) and a markedly better Magic User. He does the exact same thing with a Cleric character - opting for a quite average Cleric (all abilities between 8 and 12) over a stat range which could be eligible easily for an XP bonus - which he acknowledges, saying "But we already have a Cleric, so..." he trades Wisdom 3 for 1 to make a Dwarf with no bonuses!

While the math has been done - and we know that in LBB D&D, the ability scores don't matter remotely as much as they do in future editions - it's frustrating to see this and other, in-game instances of "in-character" sub-optimal decision making artificially inflate the lethality and hazard of the original edition.

Finally - one other element which might concern a potential viewer - the host was actually severely injured (an outside event which he mentions in an explanation for hiatus), which brought his 0e adventure to an unexpected halt. While he does pick it up again in a subsequent attempt, the original characters, the original party, doesn't survive the jump - a new party, a new story begins. This is totally understandable, based on events - but it does also mean that the story doesn't wrap up as cleanly as some of the storylines in other podcasts, other playlists, and other APs that Tom produces.

In Conclusion

The delivery is a bit disjointed - and the playlist is not as long as some of his other work - but Solo Dungeon Crawler's Solo OD&D Campaign is worth your investment. Tom learns as he goes, incorporates house rules where necessary, but by and large, stays within the RAW - making the learning process valuable to someone looking to get into the original edition.

Further, his exposition on why Chainmail is necessary is the most insightful and most comprehensive argument for Chainmail that I have yet seen - one which I have linked otherwheres many times. For that reason - a bit of tongue in cheek appropriateness - I've rated this playlist as Chainmail as well.

Delve on!

Saturday, July 6, 2024

Under a Dark Sun - Eleven Foot Pole

Play-Cast Name:
Eleven Foot Pole:
Dark Sun Actual Play
System: 5e
Where I Watched: YouTube
Where I Listened: Spotify (Audio Only)
Bone-Mail Bondage Bikini

Thoughts and Review

Eleven Foot Pole is a (now defunct) tale of high adventure run by a Dungeon Master by the name of Glen. Alongside a catchy name, Eleven Foot Pole has two playlists: one, older, playing Dolmenwood; and the other, newer, playing a very unique approach to Dark Sun: specifically, adapting the content of the Wizards of the Coast module, Rime of the Frostmaiden from the frozen reaches of Icewind Dale to the burning sands of Athas. 

Having been partial, myself, to Athas - Dark Sun being the primary example within my own experience of the campaign I never got to play - this caught my attention. Having some idea of what lies within the Icewind Dale from watching Dungeon Musing's Legacy of the Crystal Shard actual play series, the ten towns could theoretically be mapped out and adapted to the city-states of the Sorcerer Kings or to the free places around their periphery.

So, out of curiosity, I gave this a try.

What I Liked

I am always partial to actual plays which utilize physical media. It's a beautiful mixture of the digital and the analog - bringing to life memories of how we use to play before online video streaming was feasible for the technology we had or the bandwidth of our connections at the time. Eleven Foot Pole - in this actual play - utilizes paper minis (a cost effective alternative to painted ones) alongside thematic terrain, set in a light box streamed to the players live as they adventure.

Episode 0 - Welcome to Athas

This reminds me of some of the heavyweights I've rated in this series - like Lord Gosumba or Matt Finch - and harkens to an experience I've never been able to pull off: if only for lack of time. It's refreshing to see miniatures on a table, dice in a tray, even if the players are remote and connected via video conferencing. The terrain, theme, and tone of the AP match well to how I imagine Athas - and while watching, I felt like I was almost there.

Further, while I claim at the top that I watched on YouTube, I found this originally as its playlist on Spotify: listening through three episodes in the car while traveling alone for work. Glen and his players kept me company on a long cruise through Georgia - and as someone who will spend a lot of time listening, either in the car or in the gym in the morning, I truly appreciate the extra effort to put up an audio-only edition of the AP: as many people with limited data plans or who don't have time to sit and watch video for hours on end are enabled to participate in the event by it.

Episode 8: The Sand People of Athas

Lastly, I appreciate the unapologetic representation of the setting. The different races and species of Dark Sun are present and serving the narrative purpose in the campaign that they were intended to convey in the print material; the relationships between the desert folk and the city folk influence the direction of play, and while the players do banter - that banter does not take away from the experience, the ambiance: the quintessential elements that make Athas, Athas.

Oh - and it's complete. The story, while not wrapped up (the DM had other things come up in life which were priority and has had to take his leave from streaming/recording) - when you get into this AP, you aren't in for endless continual play. If that's something that appeals to you - the bounded nature of the AP: you have about a dozen episodes for this one - which will be sufficient to sate your thirst or perhaps inspirational to dive into the channel's other content.

Aspects to Note

One element of the AP that I found a tad tiresome - it is obvious that the DM is aware of YouTube's algorithm preferences.  There are no soy-jack faces, no tonsil-shots, which I appreciate - but it feels in some places that the game is trying too hard to be a spectacle. It is a home game - and it runs like a home game - but its a home game that is being crafted and run in such a way as to seem entertaining. 

Is there anything wrong with trying to appeal to a mass demographic? No - but if over-reaction, if over-emoting, puts you off, there will be some episodes where you will skip ahead a tad. In particular, the DM will pretend to be adversarial - complaining that the players didn't take enough damage, expressing glee when they are making a bad decision: it's obviously show - it's obviously part of the banter and dynamic of the friends who are sitting around the Zoom/Discord/Skype call: but it is a bit over the top for my personal tastes.

Apart from that... one of the key elements of OSR play is resource management: where combat is an option and often inevitable, it is something to be approached with caution and planning. Don't pick a fight you can't win - and retreat from fights where the cost isn't worth the progress said cost purchases.
Technically unrelated to the AP...
but NGL: I really enjoyed these
comics
when they came out.
By contrast - in this AP, combat is essential - combat happens every episode, typically, and can take a bulk of said episode to resolve. It's not really the fault of the campaign - per se: but a feature of the system. Because they are playing WotC D&D compared to TSR D&D, the focus of the game is more on skirmishes and exposé of character powers: so as long as they are playing 5e, that's going to be a part of the experience. Which, truth be told - leads us into the main concern that readers of this article will likely have:

The elephant in the room - which I might should have been more conscious of up front - they are playing 5th edition Dungeons & Dragons

While there is nothing expressly wrong with 5e, the entire purpose of the OSR was to reject the changes made to the system, and more so to the changes made to the focus of the game that result from the changes to the system, that Wizards of the Coast brings. So in order to truly facilitate Dark Sun, a lot of changes would need to be made either to the system - making it less useful to learn from - or to the setting: making it less authentic to its 1990s roots. Further - recall, AD&D 2nd Edition came out in 1989: Dark Sun, published two years later expressly for the new system. Defining the OSR as being a movement harkening to the Gygaxian tradition - the first 10 years of the game, prior to his ouster from TSR - the system and setting don't really lend a nod to the OSR ethos. Nothing about this playlist is OSR - and although I did enjoy listening through it, to you - the readers of this article - I recognize that posting about it might have been somewhat of a betrayal in terms of the tone of everything else I tend to do.

Why then, if it's not OSR, did you watch it? Well - like I mentioned - the group did have an Old School Essentials playlist set in Dolmenwood: so I assume that the group and DM must have some old school chops - or at least old school tendencies - which might be of use or value when converting 5e players into the old school mindset or of use to add new elements to an OSR game: as Dark Sun, as a world, absolutely could be run with 1st edition.

If they have a Dolmenwood/OSE playlist, why didn't you write a post about that one? Good question, actually.

In Conclusion

Eleven Foot Pole is a home game using a setting I hold in regard, but doesn't necessarily present the old school feel or old school mechanics that would typically appeal to your workaday grognard. The setting and the feel is right - so if you were jonesin' for some edification of Dark Sun and how it would handle in the current edition? This is for you.

As such, I am rating this Bone-Bikini: it's not really an armor class ... because this AP isn't really OSR ... but it's tonally appropriate. And who knows - after an episode or two, maybe you'll let Eleven Foot Pole keep you company for a long drive across Georgia, too.

Delve on!

The Night Land

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