So as part of playing rather than writing about OSR
games, I ran a solo AD&D game. Using the Temple of Elemental Evil and as
much RAW AD&D as I could muster. For the solo rules I used Black Stream
Heroes Solo Rules. The free and conversion-only document that preceded Scarlet
Heroes.
It reminded me of the pros and cons of OSR gameplay. On one hand, I could run through a module with just the listed procedures alone, not even the oracles and random decision-making processes from Scarlet Heroes. Each decision made by my character and many NPCs, done according to what the rules suggested was the best move. On the other hand, this was a tedious slog of minutia and tracking. A stop-start experience where very little got done in the adventure.
From here we can see before us the divergent paths taking by
Role-Playing Games as the 1980s wore on and the 90s came upon them. Some games
like GURPS and Rolemaster embraced the minutia and the complexity. Seeing a structure
that anything could be fitted to. Other games like Vampires the Masquerade saw
the tediousness as opposed to the storytelling element, where things happen because
the game was about a role, not a spreadsheet.
But fundamentally I see both styles as lacking because above
all OSR and even modern D&D to a lesser extent is a series of procedures
like a board/wargame and that gives it solid basis to teach people how to play
and propel their stories along.
I have another day’s worth of Dounil’s adventures, and I’ll
either save it for a later post, or I’ll edit it onto the end at some point. So,
check back on this post in a week if you see nothing more about my solo game.
As it will be right here.
Dounil is a Half-Elf Fighting Man/Magic User, current level 1/1. He uses a Bastard Sword and divides all his XP by 8 before spreading them between his classes. As Black Stream divides the XP by 4 and AD&D Multiclass Demi-Humans divide between their classes.
Day 1 – Dounil arrives at Homlet and lodges at the Inn of
the Welcome Wench (-2 GP). He is too open about his plans and refuses immediate
assistance. He goes to Rufus + Burne and swears he is not there to cause
trouble for them. He cannot reach the level required to threaten them and in
fact, would pay them for training.
Day 2 – Dounil goes to the moathouse, random encounter roll
is (5)-No [7:00 to 10:00]
The giant frogs in the moat fail surprise him. Optional
Black Stream rule means Dounil goes first. Fray Dice (1) Bastard Sword (5, 2+3)
means 2 HD damage, so 1 giant frog is killed. Two 1 HD frogs hit (3, 4) so
Dounil takes 1 and 1 damage, HP 10 to 8.
Round 2, Fray (10) 4 damage kills all 1 HD frogs, misses
with sword attack. 2 HD frog hits (4) HP 8 to 7.
Round 3 Dounil uses magical Silver Spear (MU Fray) (3). Frog
HD 2-1=1. Sword (20) means (5, 4+3) 3 HD of damage slays frog.
Dounil rests and bandages, HP 7 to 9. Fighter XP 33, MU XP
30. Butchers frogs on grounds they could have swallowed something. Finds gem
worth (100). Time is [10:18]
While entering and inspecting courtyard, Dounil discovers
footprints. Bandits (34) spot him and retreat to alert comrades in Area 5
[10:28]
Dounil decides to avoid the main door and looks at tower/Area
4, wandering in he is surprised by a giant wolf spider (5)
Somehow the spider misses (9). Dounil casts his MU Fray (1)
and swings sword (15), (4,4+3) so spider HD 2 to 0. FXP 25 MUXP 23 [10:29]
Searching spider and room reveals (71cp, 38sp, Ivory box
(50gp), no random encounters rolled [10:39]
Dounil cautiously approaches stairs to Area 5. Looking inside,
he decides to explore open parts prior to any doors. He moves south, searching
the gloom with infravision to not use any light. No random encounters as he
approaches Area 12. Dounil stumbles upon the huge cold body of the adder (giant
snake) which rears up.
Fray (2) snake HD 4 to 3, Sword (1, 3, 2+3) HD 3 to 1, snake
(7) misses attack.
Round 2 Fray (1), Dounil casts Shocking Grasp (4+1) HD 1 to
0. FXP 69 and MUXP 63 [10:41]
With a snort, Dounil realises he cannot search a cold room
for cold treasure with infravision, He rests for 10 minutes [10:51]
Dounil tries to return to a lit area to scrouge a torch, no
random encounters. The stairs of Area 8 are searched but the wood and cloth are
useless, no random encounters [11:01]
Searching the open storeroom at Area 13, Dounil hears
squeaking and rustling, so he is quite prepared for rats but not how many or
how large they are. Fray (5) 2/13 are dead, each with ½ HD. Sword (16) hits for
(7, 4+3) 8 dead rats 10/13. Rats all miss.
Round 2 Fray (7) all 3 rats die. 15 FXP 14 MUXP
The storeroom is searched by touch (I rule 2 turns), no
random encounters, revealing stairs below and a jar of oil. Dounil takes the
jar of oil to Area 8 but lacks appropriate cloth or wood. No random encounter.
Time is still 11:22 as Dounil is moving at non-exploratory speeds. [11:22]
Dounil takes a chance and opens door to Area 7. The forward
brigands jump out (6) only but Dounil’s Elven heritage does he notice first and
strike. x7 0-level + x1 0-level aid + x1 F2 leader.
Fray (9) 2 brigands die. Sword (20) hits for (6, 1+3) the leader
and his aid die. Remaining 5 brigands fail their morale roll (05, 97, 47) and
flee out the bolthole across the moat. Dounil does not pursue. FXP 11 MUXP 10
[11:23]
Searching the room gives 36sp 8ep 5gp 13pp 2 Citrines (50 x
2) and a gold chain (200gp), also detected a spot of digging, no random encounter
[11:33].
Dounil rests for 10 minutes and contemplates he didn’t bring
a shovel. He could wait for the brigands to return and dig up the loot, but he
would be there for a while. Or he could leave and risk them coming back [11:43]
He grabs a bit of kindling, a torn bit of cloth and returns
to the snake’s lair. No random encounters. He searches the room again, finding
a jewelled dagger (850GP) [12:03]
Dounil opens the door to Area 10, searching the room and
finding nothing [12:13]
Dounil opens the door to Area 11 and his torch is knocked
out of his hand and is extinguished by the cloud of bats. Reeling back, Dounil
goes back to Area 7 to get more kindling. Relights torch 2/10 oil jar, ducking
low he searches Area 11 and finds nothing, no random encounter [12:23]
Dounil opens door to Area 9, though made alert by rats scurrying
about, a search only reveals a broadsword, still fine. No random encounter [12:33]
Dounil rests for 10 minutes but is interrupted by a giant
tick coming from the rafters as a random encounter. Rolling away though tired,
Dounil throws magic spear then comes around with a swing. Fray (2) Swing (19)
(6, 4) tick HD 3 to 2 to -1. Dounil completes rest, minus the one round. FXP19
MUXP 17 [12:44]
Dounil moves to Area 14, no random encounter [12:54]. Opens
door, he searches but finds nothing, no random encounter [13:04]. Moves up to
Area 15 and repeats. No random encounters for either, [13:14] and [13:24]. He
rests for 10 minutes, no random encounter [13:34].
Dounil hears some noise from the open door, the sound of
scraping. Moving to it, he realises it’s coming from Area 7. He attempts to stealthily
move up to door (4), unfortunately the brigands digging up the chest hear him
[13:44].
They attempt to ambush him again (5) and succeed. Brigand with
voulge (19) (0, 3) Brigand with spear (1), Brigand with crossbow (19) (1), Brigand
with crossbow (2) and Brigand with crossbow (20) (2). Dounil HP 9 to 6.
Dounil’s turn, Fray (1) Swing (14) (6, 4+3) 4 brigands die, two
with crossbows remain.
Round 2, both brigands miss, Fray (7) both brigands die.
Dounil stops to bandage (HP 6 to 8), [13:56].
The brigands had finished digging up the chest, Dounil
reminds himself to buy a shovel. Searching bodies and chest reveals 45 sp and
the chest holding 2000 cp, two bolts of fine cloth (60 gp x 2)a crystal set (80
gp), inlaid wooden box (45 gp) 4 arrows (+1), Dounil is intrigued by why arrows
would be so special to be buried [14:06].
Dounil decides to return to Homlet and finish the other
rooms later, before descending the stairs. Chest puts Dounil at V.Heavy Load.
Moving at half speed, it takes Dounil 6 hours to walk back to Homlet.
On walk he is accosted by Kobort and Turko [17:06]
Thinking Kobort the fiercer opponent (incorrectly), Dounil
casts magic at him, Fray (2) HD 2 to 1. And swings at Turko (11+1) hits for
(3+3, 8) HD 3 to 0.
Kobort snarls and returns (14) hits and (5) damage, Dounil HP
8 to 6.
Round 2, Fray (3) HD 1 to 0. The silver spear catches Kobort
and passes through. Dounil pauses to bandage and loot. HP 6 to 8. Taking longsword,
shield and split mail, 40 cp 5 sp and 12 gp [17:08]
At [20:08], guided by infravision, Dounil reaches Homlet. He
claims Kobort’s horse and equipment (- GP).
Day 3 7:00 Dounil wakes, eats and begins to sell the loot. HP 8 to 9. Nira Melubb the moneychanger gives 80% (High CHA) of gem value 100gp to 80gp, 2 x 50gp to 80gp. 111cp to 90gp 40ep to 36gp 13pp to 117gp 124sp to 12gp. [7:45]
Next, he stops off at the Trading Post, to talk to the creepy twins there. Selling the equipment and high-value non-jewelry. He felt he was getting a bad deal. Since even with his high CHA, prices were still far below what he would have to pay. They also asked questions about where the goods came from, which he answered truthfully [8:00].
Afterwards he negotiated the price per night for his horse (-2GP), the remaining money is lodged in the chest with Rufus + Burne. [8:45].
Dounil sets off on horseback, arrives [11:45]
Leading the warhorse over the rotting bridge, the bridge collapses, and after he assists the horse out, he realizes it has hurt its leg. But it is not whinnying in pain, just a little slow. He will see what can be done so he leaves his horse in the courtyard [11:55].
Advancing to the opened doors, no random encounter, he opens the way into Area 16. The giant tick leaps and Dounil swings against it. Hoping to spear it with his magic on the return [12:05].
Fray (3) HD 3 to 2, Sword (12) miss. Giant tick (16) hit (2) HP 9 to 8.
Round 2, Fray (4) HD 2 to 1, sword 916) misses. Giant tick auto damage HP 8 to 7.
Round 3, Fray (3) HD 1 to 0 [12:08].
Dounil bandages and searches but finds nothing, HP 7 to 9 FXP 19 MUXP 17 [12:18].
Angry Dounil kicks down the door to Area 17, the giant lizard hisses at him. Fray (3) HD 3 to 2, sword (20) (6+3, 6) (2 + 2 damage). The giant lizard chopped up, HD 2 to 0. Searching the room and the lizard due to its size reveals a chest and unscathed shield within lizard. Dounil prepared Shocking grasp, not Detect Magic today. He takes note of the condition. When moving material in the search, he disturbs some debris which drift down from the ceiling and Dounil proceeds no further.
33cp, Scale mail tunic, light crossbow and case of 24 quarrels. FXP 25 MUXP 23 [12:49]
Moving to Area 13, he intends to descend, no random encounters [12:59].
He rests in Area 7 before descending, no random encounters, [13:09].
As Dounil descends to level 1, as he did not search here, randomly he did not detect the ring (14). At the stairway arch (31) he dislodges one of the two green slimes, which falls upon him. He has 4 rounds to dislodge it before no resurrection death as he turns into a green slime. He uses his dagger, and it takes him two rounds to scrape it off, (3) HD 2 to 1, (3) HD 1 to 0. His chainmail will need replacing after his return.
Dounil searches the room, Area 18 with no random encounter. But discovers 3 zombies (XP 28, 40, 30). He flings a silver spear (his Fray) (4) and swings (13) (7 1+3) destroying 2. The last surges forward, flailing (17) (5) HP 9 to 8.
Round 2 Dounil retaliates Fray (2) (12 just) (damage didn’t matter as it had only 1 HD left). Destroying and chopping up the body. The room contains only junk, but in searching Dounil finds doors to Area 19 and 20. FXP 13 MUXP 12 [13:13].
Without a hammer, axe or lockpick, Dounil decides to bandage HP 8 to 10 [13:18].
He progresses to Area 21, seeing just dead bodies in the cells but forwarded about the zombies. He strikes at the occupants, the spell/Fray doing HD 2 to 1, but the sudden jerking of the undead making him miss the cold flesh on cold stone. The zombies attack, 1 hits (19) doing (3), HP 10 to 9.
Round 2, Th Fray spell does nothing 91) but the sword (17) hits (1+3, 7), chopping both, HD 1 to 0, 2 to 0. The two zombies at the end of the hall begin to shuffle up.
Round 3, Dounil charges forth, Fray (1) sword (11) misses, but the attacks do little to harm the zombies. Two more emerge from the next cells and attack (16, 12). Two hits (6, 2) HP 8 to 6.
Round 4, Dounil senses he is in trouble here, Fray (4) (14) (5+3, 5). In a flurry of swings, he cleaves and blasts 3 zombies apart. Two more zombies join from the next cells (20, 17), two hits become (7, 2), HP 6 to 3.
Round 5, As two more join, Dounil is getting desperate, he fights with abandon. Fray (3) sord 918) damage (5, 3 +3), destroying 2 and reducing another HD 2 to 1. 1 Zombie hits (15) (6) HP 3 to 1.
Round 6, Dounil has bitten off more than he can chew, he so he relies on zombies being slow. Fray (4) (20) (2+3, 4) HD 1 to 0. With the current zombies slain, he drops the sword and unslings his longbow. The zombies move up.
Round 7, Circling around, Dounil shoots a barrage of magic and mundane projectiles. Fray (2) HD 2 to 1. (20 (13) (3, 5) HD 1 to 0, HD 2 to 0. [13:29]
He rests, bandages and searches the area. HP 1 to 3, FXP 65 MUXP 59, [13:39] and [13:49].
The peridot is found in the cell (500gp) (28XP). When searching the torture chamber (Area 22), the blood trail is spotted (02) but the secret door was not (5).
Dounil decides to return to Homlet after this small expedition.
He passes up the stairs, checking first and so spots the other green slime. [13:59].
He has to walk the horse back, so it takes 3 hours [16:59].
He has to pay for his room (-2GP) and take the horse to the druid who wants 100GP to heal it, he pays (-100GP).