Showing posts with label Hyrulian Adventures. Show all posts
Showing posts with label Hyrulian Adventures. Show all posts

Tuesday, September 18, 2012

Hyrulian Adventures: Alignment in Legend of Zelda

Alignment in the Legend of Zelda games is an interesting beast. There is clearly an old school D&D, Law vs Chaos thing going on, right?

Kinda.

Sorta.

But there’s more to it than that. When we look at the mythology of the world, it centers around the power of the Triforce, of which there are three (four?*) parts: Wisdom, Power, and Courage. Each of these parts is personified in Zelda, Ganon, and Link, respectively.

*That fourth part would be the upside-down triangle there in the middle. The Triforce of Shadow? Not going there in this post, but it’s worth mentioning.

So, we have alignment working along these three axes. We have a Triforce of Courage that needs reassembling, and then someone to wield it. Who should that be?

Obviously, the person who has been the most Courageous! This will mean a great deal more bookkeeping for myself, as I will need to keep track of the PCs actions every game and make judgment calls (quite frankly, more than I’m really comfortable doing, but I think it will be worth it in the end) on whether their actions have been Wise, Courageous, or Power-hungry. In the end, only one of them can raise the Triforce of Courage and fight Ganon. Of course, I’m not going to tell them I’m keeping track of this kind of thing.
Side-note: what happens if someone who is not pure of heart or truly courageous enough to wield it gets his or her hands on the Triforce of Courage? Something exciting I’m sure… Because I'm not going to just come out and tell them who is supposed to wield the Triforce of Courage! 

Right now, I have it set up with a kind-of points system. Basically, each character will get a point in the appropriate column whenever they do something in-game that is especially Wise, Courageous, or Power-Hungry. I wish there was a good way to make Wisdom, Power, and Courage each PC's stats, but I'm not sure how to make it work. They feel more like personality attributes than physical statistics to me, which is why I'm keeping them separate. I do have plans to use these scores in a couple of different ways down the line, which I'll explain when we get there (eventually). 

But also, what happens to the character who has been the most Wise?

Or the most Power-hungry?

Any ideas? Sound off in the comments below! 

Monday, September 17, 2012

Hyrulian Adventures: Session 1


I was a little stressed out leading up to getting started yesterday; I haven’t run a D&D game in several months, and running a game for the kids can always be a challenge. On top of that, I didn't have as much prepared as I would have liked, and knew I would be winging some of the session. We started with character generation. We had five characters fully done up within an hour and a half. Microlite characters are pretty straightforward, of course, and most of the time was taken up buying supplies.

I explained it in an earlier post, but I’ll recap here. PCs start basically as level-0 townsfolk with three stats: Strength, Dexterity, and Mind. Stats are calculated using 12d6, dropping the three lowest rolls, and assembling three scores with what remains and assigning as the player sees fit. Ability modifiers are calculated by taking the score, minus ten, and divided by 2, rounded down. They all get 12 HP plus a Strength bonus. They all rolled on my Character (Family) Background Generator, which gave us the children of a barber, a forester, a farmer, an arrowsmith, and explorers. There are no levels. Character improvement happens through acquiring items in-game, training with NPCs, and success with certain tasks in the field. I’m still ironing out some of the details, but I have plenty of time and some good ideas, I think.

Regardless, things got off to a start with some combat. I’ve learned that with the kids, they need some action to start things off. So I explained the situation, plopped down a battle map, and we got to rolling dice.
They nearly died.

It was fantastic.

So, having successfully fended off the bokoblin attack and defended their fellow villagers and the refugees, they set off to help the town by acquiring more weapons and armor. They upgraded their “weapons” (really just hunting tools) by having the town blacksmith do a little work on some of the swords that were dropped by the bokoblins from the attack in town.

They have a general map of the area (which belongs to the daughter of the explorers), and they were faced with a few options. First, Lon Lon Ranch is some five or six miles from Kakariko Village, and there was some concern if the ranch would be okay. Also, Ordon Village, some twenty miles to the south, could also be in need of assistance. Finally, there was an area on the map clearly marked “Ruins” to the Northwest (the remains of the original Hyrule Castle, perhaps…?). They eventually settled on heading to the Ranch.

A random encounter happened first. Currently, as it is always dark and Hyrule is crawling with monsters, I’m rolling for every mile travelled. I roll 2d6, and if either face pops up a 1, bam, random encounter. Snake Eyes would be the discovery of something fairly major.

They came across a ruined tower, though it still had a second floor at least. It also had a pair of bokoblins guarding the entrance. An ambush took the guards out and they set up to move in. My father-in-law directed their movements, and they made quick progress with good cover, and the encounter with another four or five bokoblins inside didn’t last very long.

They did, however, fail to investigate upstairs. Not sure why, as bokoblins were coming at them from upstairs, but I wasn’t about to remind them. The tower’s not going anywhere, and whatever was up there will still be there, right? Maybe? Who knows.

They made it the rest of the way to Lon Lon Ranch, where they met Malon and her father Talon. Malon is the twelve year old girl who really runs the Ranch, and Talon does what he can to help out. When they come up, she is armed with a shortbow and certainly not thrilled to have strangers, but is willing to let them stay the night in the barn if they help out repairing the ranch.

Oh, and there’s a cave nearby where all these monsters seem to keep coming from, and little Malon just hasn’t been able to get over there and clear it out. Could you guys investigate?

In they went. Numerous encounters with Deku Baba plants later (the little bastards kept popping back up out of the ground after they killed them, wonder why...) and they were face to face with some robed evil dudes creating bokoblins in some kind of foul ritual involving rupees. The robed guys went down fairly quickly, but not before one of them toasted our heroes pretty good with a fireball attack of some sort.

Of course, the two youngest adventurers took the bait of the evil-looking daggers dropped by the robed fellows. And as they were trying to leave the dungeon, fighting their way through the Deku Baba plants that had grown back, one of the plants grabbed the boy as he tried to stab it with said evil dagger and chewed him up good. The rest of the group took the plants out and hauled the boy out, but he would need a few days to recover, and that only with the aid of some famous Lon-Lon Milk. Needless to say, they’re not really sure what to do with those daggers now…

And that’s where we left things. The plan is for some of the adventurers to borrow horses from Lon-Lon Ranch, leaving the injured boy there for a few days while they head back to Kakariko to deliver some of the weapons they’ve acquired, and then head back to Lon-Lon and then down to Ordon Village. We’ll see how things go, of course.

Overall, a good first session for the campaign, I think. If there’s anything that’s going to kill the kids, though, it’s greed. They all suffer from “Gimme Gimme” syndrome; they all want the shiniest new thing to show up, and it’s always a competition amongst all of them to see who can get it. They were going after fallen rupees in the middle of combat. Seriously. It nearly killed a couple of them on a couple of occasions. Once that nonsense started, any thoughts of taking it easy on them vanished. Not that I was fudging any die rolls (everything gets rolled right out in front of God and everyone), but I certainly wasn’t going to bring my B-game as far as tactics with the monsters was concerned. After all, they had been warned before the game started that their characters were fragile and could easily be killed if they weren't careful...

The kids had a good time, though. There was certainly some frustrations from every seat at the table at some point, be it from a string of poor die rolls or lamenting bad decisions, but all their characters (barely) survived to see another session, so we’ll continue on!

Sunday, September 16, 2012

Hyrulian Adventures Begin


Hyrule has known peace for a thousand years at least, under the strong but caring leadership of the Royal Family.

All that changed last Thursday morning, when the earthquakes began. While rare, earthquakes are perfectly natural events, and certainly no cause for alarm. Until they continued. For three days. Much of Kakariko lay in ruins, only the sturdiest buildings surviving.

The next day, a boy, carrying a shield and a sword and wearing a green tunic, rode into town, and sought out the elder Sahasrahla. Within a couple hours, he was gone again. Apparently, he was the “Hero of Legend”, but you had never heard of this legend before.

Then the monsters came.

And then the darkness followed. The sun has not been seen in days. You can hear the howling of the monsters in the wilds.

A few hours ago, refugees arrived from Hyrule Castle Town. Hundreds of people, many of them injured, all of them terrified of what they had seen at the castle. Monsters had descended upon the town, undead rising up from the cobblestones, and the castle torn up from the very ground itself, and by some magic remains suspended there, transformed into a twisted, evil, Forbidden Fortress.

The refugees and other survivors have been gathered in the village temple. There are a few soldiers with them, and their primary concern is building up defenses for the village and its people. No one knows what has happened to the Royal Family. None of the survivors knows anything about the “Hero of Legend”. The Elder Sahasrahla pulls the five of you aside. He fears the worst; the Hero has fallen, and the Triforce of Courage is shattered and scattered across Hyrule. This evil, these monsters, can only come from someone wielding the Triforce of Power, and if what the refugees say is true, there is a good chance that someone has taken captive Princess Zelda, the bearer of the Triforce of Wisdom.

The Triforce of Courage must be recovered, reassembled, and wielded by someone pure of heart if there is any hope at all of returning the light to Hyrule! 

But first, Kakariko Village must be defended from attack...

Friday, February 24, 2012

Hyrulian Adventures: Some Monsters

Hyrulian Monsters and other DM notes

Hyrule is not normally filled with monsters. The demons currently plaguing the countryside are not of this world. They are sorcerous creations sent to wreak havok and plunge Hyrule into chaos. The foul ritual that creates them uses some of Hyrule's essence, be it gems from the earth, other pieces of nature (Deku sticks and nuts, for example), or the strength of its peoples. Because they are not natural, when monsters are destroyed, they disappear, sometimes leaving behind rupees, a heart, or some other item. Rupees can be collected and spent later by PCs. Hearts, when found, must be used then to recover 1d4 hit points. If a PC grabs a heart while they have maximum hit points, they gain nothing. 

And some monsters: 

Bokoblins are vile little humanoid creatures, about four feet tall, with a toothy maw and green or blue skin. They typically carry crude spears or swords (1d8 damage) and are rarely encountered alone, typically marauding in a band of 3d4 of the creatures, with one Leader. They have a love of bloodshed and causing mayhem. Their weapons are shoddily made, and automatically break on a natural attack roll of 5 or less. Unarmed bokoblins attack with their clawed hands for 1d6 damage. 

Bokoblin: HD 1d8, AC 12, +1 attack, 1d8 (armed) or 1d6 (claws) damage, save 18 
2 in 6 chance of dropping either heart (1-3) or single rupee (4-6)

Bokoblin Leader: HD 1d8+2, AC 13, +1 attack, 1d8+1 damage (armed) or 1d6+1 (claws), save 17. Leaders carry better weapons (usually longsword, which only break on an attack roll of 1) and a wooden shield. Always drop either heart or a 5-rupee piece. 

Photobucket Pictures, Images and Photos
Moblins are big and mean. Eight feet tall with a pig-like face and furry red skin, these are elite soldiers. They are usually armed with a large morningstar (1d10 damage, STR 15 to wield) and armored (Banded mail, though it is too large for a PC to wear). 

Moblin: HD 3d8, AC 16, +3 attack, 1d10 damage, save 15. They always drop 2d6 5-rupee pieces and a single heart. 


Keese are dark winged rodents that are often found in dungeons. They have a wingspan of 1 foot and are more nuisance than threat. There is a fiery version as well. 

Keese: HD 1d4, AC 18, +4 attack, 1 damage, Save 20. 1 in 6 chance of dropping either single rupee or heart. 

Flaming Keese: HD 1d4, AC 18, +4 attack, 1 fire damage and victim must make Reflex save or take 1 additional fire damage next round; Save 20. 1 in 6 chance of dropping a single rupee or heart. 

Photobucket Pictures, Images and Photos
Deku Baba is a monstrous plant. It has a large, bulbous head that opens to reveal rows of sharp teeth. It is rooted in place by a five foot long stalk, but can attack anything that gets close enough. 

Deku Baba HD 2d8, AC 15, +3 attack, 1d6 damage, victim must make reflex save or be grabbed in Deku Baba's mouth. Deku Baba does 1d6 more damage each round until victim makes fortitude save to break out. Save 17. The Deku Baba's weak spot is its stalk, which has an AC of 18, but a blow with a bladed weapon automatically severs it from the ground, destroying it. Deku Baba grow back in 10 minutes unless root is dug out and burned. Always drops either Deku Stick or Deku Nuts. The root, when burned, leaves behind a single 10 rupee piece. 

Thursday, February 23, 2012

Hyrulian Adventures: Character Generation

Character Generation

These rules are based on Microlite and as such are Open Game Content.

PCs are human and hail from either Kakariko Village or Hyrule Castle Town. 

Roll 3d6 in order to determine your PC's Strength, Dexterity, and Mind ability scores. You may switch one score with another. Ability modifiers are as follows: Score minus 10, divided by 2, round down. 

There are no classes, nor do PCs gain levels. PCs can use any weapon and wear any armor, as long as they meet the minimum Strength requirement. 

A PC's starting Hit Points equal their Strength score plus 1d8. 

Armor Class equals 10 + Dexterity modifier + Armor Bonus. 

There are three different attacks a PC can make: Melee, Ranged, and Magical. Add Strength modifier to Melee Attacks, Dexterity modifier to Ranged Attacks, and Mind modifier to Magical Attacks. PCs do not start with any Magical Attack they can perform, but there are items they can find in-game which will allow them to. 

There are three saving throws: Fortitude, Reflex, and Willpower. PCs begin with a +4 modifier to each saving throw, plus ability score modifiers: Strength modifier to Fortitude, Dexterity modifier to Reflex, and Mind modifier to Willpower. When a saving throw is called for, a PC must roll a d20 and add their appropriate saving throw bonus. A total of 20 or more means they saved. 

Players start with 3d6 times 3 rupees, and a backpack and small money bag. 

PCs can carry a number of items up to their Strength score, including weapons and armor. 

Now, obviously, because they have no levels or bonuses from their classes, these starting characters are not quite as strong as standard Microlite characters. That is the idea; they are basically 0-level mooks to start. If they survive their first foray into the monster-infested wilderness, it won't be long before they find items to grow stronger and more powerful. Dungeons are filled with these types of treasures; they also abound in secret, hidden places in the wilderness, and can be bestowed on a PC by an NPC. 

The PCs begin knowing very little about the world. They know the area they are from, and the locations of other human settlements and the major landmarks of Hyrule (Death Mountain, Lake Hylia, etc). They know that beastly monsters have been seen in the wilderness, that Hyrule Castle Town is overrun with monsters, and that Hyrule Castle itself has been transformed into an evil fortress. They know the world has gone dark. Visibility outside is approximately 50 feet. 

The few soldiers that escaped with the refugees from Hyrule Castle Town are tasked with the defense of Kakariko. They have begun the process of forging weapons and armor and training able-bodied men and women to defend the town. 

At the beginning of the game, heavy weapons and armor are not yet available for sale in Kakariko Village, and won't be until the town is armed for defense to the liking of the soldiers. This process will take one month, unless the PCs help by taking weapons from monsters and donating them to the town. For every five weapons the PCs donate, the town becomes one day closer to being properly armed. 

The following items for adventuring can be found at the General Store:

Lantern (holds 1 pint of oil, visibility 20 ft): 10 rupees
Oil: 5 rupees per pint (pint lasts 4 hours)
Torch (burns 1 hour, visibility 20 ft): 1 rupee
Waterskin: 3 rupees
Rope 50 ft: 5 rupees
Grappling Hook: 10 rupees
Ten-foot pole: 1 rupee
Backpack: 5 rupees
Small Money bag (holds 50 individual rupees): 5 rupees
Flint and Steel: 5 rupees
Tent: 5 rupees
(Bug-Catching) Net: 5 rupees (use DEX bonus to catch something in the Net)
Bottle: 10 rupees

Armor:
Leather AC +2  10 rupees
Studded Leather AC +3  30 rupees
Wooden Shield  AC +1 (Min STR 13) 10 rupees

Weapons:
Hand axe 1d6  10 rupees
Hunting knife 1d4  5 rupees
Staff 1d4  5 rupees
Bow and arrows 1d6 (Min STR 13) 20 rupees
Sling 1d4 (Monster must make a saving throw or be dazed for a round if attack scores a Critical hit)

Hyrule Historia

It is apparently Zelda week here at the Pack of Gnolls. This post outlines a bit more of my design philosophy for Hyrulian Adventures. Later today I will post the promised Character Generation guidelines.


The Legend of Zelda video game series has continued on for more than 25 years. Personally, I've played most of the games, but have only actually conquered two: Wind Waker and Twilight Princess. When you get down to it, I'm just not all that great at video games. 

One thing about the Legend of Zelda series that I personally find simultaneously interesting and inane, is the long-term debate over the Zelda Timeline(s). If you thought D&D edition wars were bad, check out the debates that rage every time a new Zelda game is released and throws the various timeline theories into chaos with new information. 

In December 2011, Nintendo released a book called the Hyrule Historia, which purports to be an "official" timeline of the video game series. It was only published in Japanese, so I'm relying on this Zelda wiki article

http://www.zeldawiki.org/Timeline

to get the gist of it all. While there are a couple of inconsistencies, overall it makes sense, I suppose. As the publisher's "official" word on the subject, I guess we have to accept it, but I personally think it's a load of bull. Nintendo has consistently pursued gameplay first in game development, and handled storyline after the fact. Certainly, some titles reference events in other games, and some are obviously direct sequels to what came before. There was never a grand design for a timeline for the games. I wouldn't be surprised when the debate is renewed again after the next game is published, and numerous details throw the entire thing once again into question (unless of course they include, in the instruction manual, exactly when amongst all titles and branching timelines this next game falls). 

Personally, I prefer to think of the games as "but one of the legends of which people speak", as stated at the beginning of The Wind Waker. This is my design philosophy as I develop my Microlite-based Legend of Zelda RPG. 

Each individual Zelda game is but a different version of the Triforce story: evil Ganon seeks the power of the Triforce, and the Hero, Link, must undertake an adventure to defeat Ganon and save Hyrule. In this table-top game, the Hero of Legend is defeated and it is up to the people of Hyrule (the PCs) to stop Ganon. 

I will be drawing inspiration from many of the different video game titles as I develop my Hyrule for my players to explore. This rendition does not fall into any place within the canonical timelines. It is Hyrule, it is plagued by evil, and it must be saved. 

Wednesday, February 22, 2012

Hyrulian Adventures: Basic Premise

Hyrule has known an age of peace and prosperity. All this changes quickly, however. First came three days of earthquakes, which have altered the landscape dramatically. Next came sightings of monsters in the wilderness. People began talking of ancient legends, and then a young man in green appeared, the Hero of Legend. He spent a few hours in Kakariko Village and then disappeared into the wilderness. 

Three days later, the land of Hyrule was plunged into an unnatural darkness. The sun is yet to rise. Refugees from Hyrule Castle Town have arrived in Kakariko Village, telling stories of demons stalking the streets and the overnight change of the Castle itself into a terrifying fortress, and no one knows what is become of the Royal Family. 

The village sage fears the worst: Ganondorf has returned, seeking the ancient power of the Triforce, and the Hero of Legend has fallen. Legend says that if the Hero falls, the Triforce of Courage will be broken into nine pieces and scattered across the land. These pieces must be recovered before Ganon finds them! 

Hyrulian Adventures: Initial Thoughts

Translating the Legend of Zelda video games to a tabletop D&D RPG has, thus far, been an interesting thought experiment. There are numerous conventions within the video game series that strain credulity within a D&D context. Here are a couple examples I am contending with as I build "my" Hyrule. 

Artificial barriers in the maps. In the NES Legend of Zelda, bushes and rocks were often used to block Link's progress or separate parts of the map. Obviously, these types of barriers make little sense in D&D, as clever players can easily get around them. These include the common convention, ever since Link to the Past, of requiring certain items to open up new parts of the map, such as the mallet or the power bracelet. 

Bottles. Why are there only three or four bottles Link can use to carry things in, but endless supplies of ceramic jars to break? Why can't Link just buy a simple glass bottle in a store? 

Obviously, these things serve a certain purpose within the video games that are probably unnecessary in a table-top game. The trick is identifying which tropes exist purely as a limiting factor in-game, and twist them in such a way that they still serve a purpose in the table-top world and are fun and rewarding for the players to find. 

One of the coolest things about the original NES Legend of Zelda was that a clever player could get all the way to the final battle with Ganon without ever getting a sword. You weren't funnelled along from Dungeon A to B to C. You could go take on several different dungeons, right from the beginning, if you could find them. Very little was blocked off, in the sense that it required an item key of some sort to access. That alone speaks volumes about how much the original game relied on player exploration, skill and ingenuity. I don't want to force my players along a certain, predetermined path to get to the end. I want to give them a world to explore, secrets to uncover, problems to solve, and great rewards for doing so. 

Tomorrow: Character Generation

Friday: Monster theory and samples