Classic D&D in Naka-ku, Nagoya

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JoshR
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Classic D&D in Naka-ku, Nagoya

Post by JoshR » Sun Mar 03, 2013 2:11 pm

Hello, folks.

I'm putting together a group to play Classic D&D (Moldvay, Mentzer, LL, DD). I'd like to go mostly by the book, with mapper(s), caller, the whole shebang. Game play will be focused, at least at first, on resource-managed exploration and treasure hunting, rather than cinematic high fantasy. Of course, as characters go up in levels I expect the campaign to expand. Sessions would be played with any number of players, be it one PC and the DM or upwards of 10.

Our first session is scheduled for Sunday, March 31st, from 1 pm to 4:30 pm at the Naka Shōgai Gakushū Center (Naka Lifelong Education Center), in Naka-ku, near Kamimaezu Station.

https://maps.google.co.jp/maps?ll=35.15 ... ja&iwloc=A

If you're interested, drop me a line.

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ashmie
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Re: Classic D&D in Naka-ku, Nagoya

Post by ashmie » Sun Mar 03, 2013 11:51 pm

This sounds excellent. I might be interested if I can get away that Sunday. I also know some people who were trying to start an rpg group in Yokkaichi who I'll let know about this. Keep in touch.
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JoshR
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Re: Classic D&D in Naka-ku, Nagoya

Post by JoshR » Sun Mar 24, 2013 2:01 pm

Ashmie,

Any word if you'll be making it out? We'll be in the Naka Shogai Gakushu Center, #1 Washitsu, at 1 pm.

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ashmie
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Re: Classic D&D in Naka-ku, Nagoya

Post by ashmie » Mon Mar 25, 2013 1:05 am

Yes, I'm free this weekend. I'll check with family and see if I can make it. Thanks.
What do I need? Pencil, dice? :)
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JoshR
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Re: Classic D&D in Naka-ku, Nagoya

Post by JoshR » Mon Mar 25, 2013 10:17 am

ashmie wrote:Yes, I'm free this weekend. I'll check with family and see if I can make it. Thanks.
What do I need? Pencil, dice? :)
Yup, pretty much that! If you have your own rulebooks (Moldvay Basic, Mentzer Basic, Rules Cyclopedia, Labyrinth Lord, or Dark Dungeons) it'll help if you can bring those. I'll be bringing Moldvay Basic/Expert, and Mentzer Basic/Expert, but it always helps to have extra copies. Otherwise, I'll be providing character sheets, graph paper, and the like.

We'll be playing pretty much by the book Moldvay Basic, with the optional rule of rerolling HP on a 1 or 2. Damage dice will be the universal d6. Also, I'm thinking of letting Fighters use d10 for HD, to distinguish them from dwarves.

Right now it looks like we'll have three other people, for a starting party of 4. Glad you'll be able to make it!

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ashmie
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Re: Classic D&D in Naka-ku, Nagoya

Post by ashmie » Tue Mar 26, 2013 12:56 am

I don't have any of those books. My experience with rpg is D&D basic red box, Warhammer Fantasy various editions, Call of Cthulhu and other indie games.
There are a couple of people interested from kansai jigg so Ill send them here to this page.
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Sizzlelean
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Re: Classic D&D in Naka-ku, Nagoya

Post by Sizzlelean » Thu Mar 28, 2013 11:15 am

I'm one of those JIGG guys. I'd love to come into town for some D&D.

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Re: Classic D&D in Naka-ku, Nagoya

Post by MBCE » Thu Mar 28, 2013 11:33 am

Sizzlelean wrote:I'm one of those JIGG guys. I'd love to come into town for some D&D.

It will be great seeing you there. Always great to see new people playing a classic game!

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Re: Classic D&D in Naka-ku, Nagoya

Post by Sizzlelean » Thu Mar 28, 2013 12:14 pm

MBCE wrote:
It will be great seeing you there. Always great to see new people playing a classic game!
Cool. Really looking forward to it. I've played 1st ed, 2nd, 3rd, 3.5, and even a game of 4th before going with Pathfinder. My intro was the Mentzer Red Box around about 1985. Think I was 12. I've played a fair few other systems as well including Top Secret, Champions, Shadowrun, Cyberpunk, Earthdawn, 5 Rings, Star Wars and others. I only have a Pathfinder Core book with me and a grip of dice. Going Classic I'll be needing to look over someone's shoulder though I may have some pdf versions somewhere.

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Re: Classic D&D in Naka-ku, Nagoya

Post by JoshR » Thu Mar 28, 2013 5:17 pm

Sizzlelean, very glad to have you!

Classic D&D - Update

Looks like we'll have a good-sized group. The following folks are confirmed:

Josh (DM)
Doug (Nagoya Gamers)
Matt (Nagoya Gamers)
Waiz-san (Japanese player, member of Shin-Ryubutei gaming group)
ashmie (NagoyaHammer)
Sizzlelean (NagoyaHammer/JIGG Kansai gaming group).

Game will be in the #1 Washitsu of the Naka Shogai Gakushu Center, from 1 pm to 4:30. The room will actually be available at 12:45, which is when I'll be there.

So, just to go over the house rules and game expectations:
Character generation: Character generation will be 3d6 in order, with ability score adjustments allowed as in the rules. This includes the additional Mentzer rule of a single switch of Prime Requisite (e.g., player rolls STR 17 and INT 9, but wants to play a magic-user, so they can switch the 17 and the 9.) Hit Points will be rolled, with a re-roll on 1 or 2. In B/X, human fighters have the advantage over dwarves of being able to advance higher than 12th level. However, since long term I don't expect PCs to adventure much beyond Name Level, fighters don't have much to recommend them over dwarves, who get awesome saves, languages, and various sense abilities. So to compensate, fighters will get d12 for their HD.

Characters with XP bonuses will start with the equivalent number of XP. E.g., a fighter has a 10% bonus to XP and needs 2000 XP to get to Level 2. They start with 200 XP. This will represent their previous experience adventuring, studying, or campaigning, but mostly is for ease of XP calculation. Once it's been included, it won't need to be calculated every time XP is awarded.

Exploration: We will use a Caller and Mapper. For those who never used a Caller, or don't remember Basic D&D very well, here's how the Caller works. The Caller relays the actions of the party in exploration to the DM. They do not decide actions themselves, but basically chair discussion at decision points, and keep track of what each player is doing (relieving the DM of some of that work!). The Caller serves as a human commit button. Once the caller relays to the DM what a character is doing, that will be their action. The Caller does not serve this function in combat, where each player relays their intentions for the round directly to the DM.

I will provide graph paper for the mapper(s). In addition to Caller and Mapper, players can also elect to be a Back-up Mapper, Treasurer (keeps track of how much treasure has been gained and who is carrying it), or Quartermaster (keeps track of equipment and encumbrance). All these roles are given to the characters as well. If a PC is split from the party or lost, someone else needs to take their duties.

Combat: At DM's discretion, Dungeon Tiles and tokens may be used for combat. (Actually, with 5 PCs plus retainers if any, this will probably be most combats!) In general, side initiative will be used. If combatants start to square off 1-on-1, and it doesn't look like it will take up too much more time, a switch may be made to individual initiative. All weapons will do 1d6 damage plus STR bonus, with damage rolled by the PCs.

Combat in Classic D&D is a little more abstract than in 3e or 4e. An attack roll doesn't represent a single swing of a weapon, but rather the result of a round spent attacking. It may help to approach in these kind of abstract tactical terms, especially when electing for "off-menu" actions. It's not my intent to run a killer dungeon, and we'll be making use of the reaction table and morale rules, but B/X is naturally swingy and lethal for low-level characters. I think 4e is particularly suited for bad-ass fantasy heroics and granular combat, and with this game I want to focus more on suspenseful exploration and treasure-seeking. The old Marine Corps saying seems apt: "Be polite, be professional, but have a plan to kill everyone you meet."

End game: My desire is to hold these games once a month. If the campaign can continue long term, I'd like the characters to bring fitting closes on their careers, retiring at or around Name Level, becoming NPCs for new PCs adventuring in the world expanded by the earlier character's adventures. By setting this end game goal in sight, I hope to avoid any burn out or wide class imbalance that affects people's fun.

Miscellaneous: In general, B/X, BECMI, RC, Labyrinth Lord, and Dark Dungeons are essentially the same rules, but where there's a discrepancy B/X will take precedence. At least for the early stages, BECMI/RC's Weapon Mastery will not be used, but this may change once we get to higher levels. There will be no minimum or maximum number of players. Any and all who come will be welcome, whether that's just for an hour or for the whole session. This first session will be from 1 pm to 4:30, but future sessions will likely be from 10 am to 4 pm. If even one player shows up, I will happily DM a solo adventure. I will note, though, that it's been a while since I DMed, so please bear with me as I get back into the swing of things.

Let me know if you have any questions!
Josh

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