[nostalgia] Looking back at the stupid crap we used to do

Cthulhu's Librarian said:
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3. A series of halfling characters named Billbo, Cillbo, Dillbo, Eillbo, Fillbo, etc. All brothers, all fighters, all died at first level in a friends campaign.

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We did horrendously deadly dungeon crawls. At least half the party died every adventure. So we'd make two first level parties, run each one thru and adventure, and kill half of each party. Then we'd merge the two parties, and run them thru a 2nd level adventure. Repeat endlessly.

Well, we got to 4th level with no thief. It never occurred to us to make a 4th level thief, and a 1st level thief would never last, so we needed to advance a thief.

We made 26 thieves, and ran them against Keep on the Borderlands. Not the caves, the keep! It was a "last man standing" crime wave, with every thief robbing, steal, and killing until he was caught. Then all the XP from all the thieves was given the survivor. The names? A-1, B-52, CO2, D-Day...

And that's how we ended up with a thief named H2O

PS
 

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Geo-hexes

I still have most of them. In either the Wilderness guide or dungeon guide there was something called geo-hexes. What is a geo-hex? Glad you asked.

Geo-hexes are 3in by 3in squares of graph paper with an exit located at each of the four centers. The rest was was drawn out caverns, mazes and the such complete with creatures. Each was numbered for my referrence.

It was entirely possible to battle something that did not belong if only because the next two squares would have overwhelmed it. I mean- what would drow and clerics of a LG alignment be doing next to each other with HQ and no surface exit?

Still- it was fun for DM and Player since you never knew what tile was to be drawn next which we all took turns doing. :p
 

I used to fill multiple pages of graph paper with my dungeon levels. Virtually the entire sheet of paper was filled. Each square represented 10 square feet. Each square was actually 1 square millimeter on the page.

My players thought I was nuts.
 

tetsujin28 said:
I'm pretty embarassed at some of the attachments that Dr. Kaneda built for me. I mean, c'mon, I'm not freakin' Astro-Boy, even if I am by the ssame animator.

Oh, dungeon stuff. Did you ever do dungeons that were populated solely based on what minis you had? I remember one around '77, a first level dungeon with wraiths. Why? I had the frickin' minis, that's why.

Heck, I still do this -to a degree.

Back when I still ran & played 3.X, I had a big fight between the party and a bunch of gnolls with various classes & levels (each averaging 3rd-4th level, party was 7th level). The gnolls had holed up in a ruined watch tower on a mountain (think Weathertop). The gnolls were all Reaper & Chainmail figs I had bought & painted over the previous 4-5 months (13 total). The tower was from WotC's free fold-up scenery pages. :D

I still like to make NPCs and monsters match the fig (using same weapons, etc.) when it doesn't interfere with the adventure too much.

EDIT: Oh, and to stay on topic. My early attempts at DM-ing ('81-'82) typically involved trying to "insert" the party into whatever sci-fi/fantasy book I was reading at the time and have them help the main characters "win". :rolleyes:
 
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Let me see...

1) A Kender who rode an elephant,
2) A jamaican bobsled dwarf...
3) An evil elf fighter cleric named after chapters of the bible,
4) And endless string of rogue PCs from various editions because it was the only thing I wanted to play.
 

Ninjas.... lots and lots of ninjas. Some psychic ninjas, some monk ninjas, some wizard ninjas etc.

Lots and lots of ninjas...

And no, it wasn't an "oriental" campaign. Just lots of ninjas mixed in with knights and wizards and stuff.
 
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My long-running high school game "jumped the shark" (from a previous thread) when one of the players (a Druid/Ranger) decided to PK another player (a thief). And me, in my infinite wisdom decided to allow one of them to find a secret compartment, in a floating ship that they were on, which was flying around in Hollow World (wait, it gets better), the COMPLETE, ASSEMBLED ROD OF SEVEN PARTS!

That was the last game of that campaign.

Top that!
 

Ashrem Bayle said:
Ninjas.... lots and lots of ninjas. Some psychic ninjas, some monk ninjas, some wizard ninjas etc.

Lots and lots of ninjas...

And no, it wasn't an "oriental" campaign. Just lots of ninjas mixed in with knights and wizards and stuff.

Well, ninjas are mammals after all...
 

To be honest there are probably a lot more than I care to remember... :o

1. The Early Mistakes phase... We, uh... made a teensy-weensy little mistake(and one that lasted far longer than I care to admit) in the reading of the XP awards for 1st ed. Monsters. Instead of seeing 425 + 2/HP, we saw 425 + 2 HP. IOW, every PC gained 2 HPs for slaying the beast. By the time we were 10th level we kinda had to "spice up" the Tome of Horrors by dropping in Tiamat and a full compliment of consorts. By 15th level or so we were using Deities and Demigods as our Monster Manual...

2. The Uber-power phase... We all go through one eventually - the Elric and Lancelot wannabes, the Anti-Paladins and the Vampire-Lords... Well, we played a campaign where we all started off as demigods and proceeded to go through every pantheon in the game knocking them off and taking their stuff. Why...? They had the best stuff!! We eventually got ourselves into a, umm... somewhat fatal argument over who would lay claim to "Death's Sword" (when we already had Thor's Hammer and Stormbringer between us). It was also very important as I recall to have that 26 Strength to get that +16 damage... Hmmm....

3.The Early Dungeon Designer phase... Ecology? Balanced treasure placement? Wandering monsters that could actually, y'know... "wander" a 10' corridor? Water Closets?!? - Bah! Actually, reading a lot of the old published modules are good for a laugh.

4. The Betray Your Friends For Fun & Profit phase... The first one that really springs to mind is the tale of the "Anti-dungeon".

A *long* time ago when I was a player I ran a Paladin named Avathar of the Whiteguard. We were playing through Queen of the Demonweb Pits and battled hard to finally reach Lolth. To make a long story short she offered my character Anti-Paladinhood! *And* if I acted now I'd also receive a genuine Unholy Reaver sword a 6-piece Demonette set. All this for the low, low price of betraying my friends and spreading mayhem across the Flanaess.

Man I was an easy sell in those days...

Anyway, while the rest of the players were rolling up new characters the DM at the time asked me how Avathar the Betrayer was going to spend his last moments on this Oerth. Hmmm, I could see that not one of the new PC's alignments in any way resembled "good". Well, I liked my character and wasn't going to give up all that power without a fight! I begged the DM to give me one year's worth of "grace" time (in game time) to come up with a dungeon that *I'd* run, and everyone else would have to play through - including the DM.

I *cough* promised to be fair... :D

Thus the "Anti-Dungeon" was born! A trap-filled, riddle-encrusted, monster-moshing maze with a single, overriding theme. If you did everything absolutely wrong, you'd never even have to draw your sword to get to me.

I had a hack-kneed rhyme at the entrance to the dungeon saying something about how "everything wrong was right" or some such nonsense. You'd think at least one player would've paid attention. I guess hatred really does blind you... Well, I made every trap *bluntly* obvious, you could hear monsters behind *every* door, and *every* statue spoke a riddle. However, answer the riddles even remotely correctly and you be blasted with 20HD fireballs. Answer blatantly wrong, and they'd let you pass. Attack the monsters, and you'd be in for a fight. *Hug* the monsters, and they'd be your friends. (it's strange how few adventurers try this...) And if you threw yourself into every trap, you would escape unharmed.

Final Results: Avathar: 6, Dim-witted DM and Co.: 0 Then I showed them the module as written...

Avathar "retired" shortly thereafter to a far off, best forgotten corner of the Abyss.
 
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