Showing posts with label kobolds. Show all posts
Showing posts with label kobolds. Show all posts

Monday, 10 June 2019

Chronicle kobolds!


I've had some of these ugly little fellows since I was in primary school. A couple of years back, I based them on pennies for our 15mm RPG campaign.


They work pretty well at that scale as gnolls or Gloranthan dark trolls. Nick Lund's creations tend to be quite tough and aggressive-looking regardless of size, so they might actually work best as big, burly beasties in 15mm. 


The big one, Gnar, is supposedly a 'mutant goblin' - or at least that's how he was described on box of Eeza Ugezod's Death Commandos. But he's very clearly a kobold.


These were very quick to paint. I was playing around with Citadel's Nighthaunt Gloom on the skin; one coat of that and then just a few dabs of Vallejo silver grey to highlight. Nighthaunt Gloom was apparently a prototype of the new and much-hyped contrast paints. I was pleased with how it worked - it gave much better shading, etc., than a normal wash.

These are rather different from my other kobolds, so I saw no point in attempting to match them up colour-wise. They're also singularly lacking in missile weapons, though I do have a wizard for them (indeed, several: he's one of those miniatures that crops up all the time in eBay job lots). I'll have to get him painted up shortly.






Sunday, 26 August 2018

The case for miniatures in RPGs


When I got back into gaming a few years ago, the thing that struck me as strangest about contemporary RPGs was the assumption that you play D&D with miniatures and a grid.

We never did that when I was a kid. Yes, we sometimes had miniatures on the table, but they were used for convenience (marching order, formations in combat and various tactical situations) and were mostly ignored altogether. We almost never used any scenery that wasn't improvised on the spot ("This d4 is the pillar with the prisoner chained to it"), and we certainly didn't use a grid. The occasional book with pictures of Chessex mapping paper pointed to some absurd platonic ideal.

I can think of a single Dragon Warriors one-off that I ran that used entirely painted miniatures with a tower and floorplans (the tower was from the Citadel mighty fortress, with old Citadel dungeon floorplans representing each level and the cellar). But that was a late-stage exception.

And I think I can safely say that none of us every paid the slightest heed to the movement stats in whichever game we were playing (RuneQuest, AD&D, Dragon Warriors, Call of Cthulhu, whatever). We assumed humans could outrun things that were more sluggish, and we assumed that fast things (e.g orcs - I tended to enforce a certain Tolkien purism on this) would catch you sooner or later. 

Since resuming RPGs with kids, family and old friends, though, I've used miniatures about half the time. Holiday games are always 'theatre of the mind' - a term that we never used as kids, because it was the default. So too have been the classic Dragon Warriors scenarios and Dungeon World homebrew games we've run through. One-off dungeon-crawls for lots of kids are done with miniatures and commercially produced tiles, however, and our Whitehack campaigns this year and last have used miniatures (15mm last year, 28mm this). The one-offs I've run for my old gaming friends have been a bit of both (miniatures for Tales of Blades and Heroes, which requires them; theatre of the mind for Heroquest Glorantha and Dungeon World; and miniatures again for Whitehack). 

I added some thoughts on the use of miniatures on noism's blog last year, when I was generally veering away from their use:
I increasingly think that they're a constraining factor in all kinds of ways: cramping scales by limiting things to the size of the tabletop; limiting the GM's imagination to the available models (even if subliminally and irrationally); and entailing a huge amount of NPCs and stuff (e.g. for a fight in a crowded marketplace). 
Noism's comment that miniatures are a "straightjacket for the imagination" was exactly how I felt. 
But since then, I've grown a bit fonder of their use. There are lots of problems, of course.  
First, miniatures cramp scales by limiting encounter spaces to the available tabletop. It would be hard to do Tolkien’s Moria, with its vast chambers and 50-foot chasms, on the average dinner table – let alone a city square, a castle courtyard or a section of steppe. To do such things in 28mm scale, you need a lot of space.

Miniatures also have a pernicious tendency to limit the GM’s imagination. If you have an owlbear model, you’ll probably use it in your game. But if you’re using miniatures yet lack a scorpion man, you’re unlikely to write one in. Owning only 10 hobgoblin models militates against the inclusion of 50 in a subterranean barracks – limiting the range of challenges for high-level PCs. Most of my childhood games featured orcs, for the simple reason that I had lots of them. I still do, and they’ve been overrepresented in recent games for that reason.

You can (and should!) fight that tendency, of course. But then there’s the problem of identification. Yes, the players know that the owlbear is actually a scorpion man. But it still looks awfully like an owlbear. Nicely painted goblins might not convince as gnolls – and they certainly won’t do as the town guard. The potential for confusion grows when you field a combination of proxies: “This werewolf’s the black knight – and that ogre’s actually the wizard’s henchman”. 

It’s also hard to escape the thought if you’re going to use miniatures, you should do it properly – not only by having appropriate figures for PCs, NPCs and monsters, but also by having them all painted. That’s a huge amount of time on top of writing and running the games themselves.

Finally, miniatures make every encounter look like a fight. Cerebral challenges become physical. Place an ogre miniature outside the stronghold gate, and players will want to kill him. Thoughts of sneaking past, distracting or persuading will dwindle or vanish.

And yet ...

The greatest excitement I've ever generated at the table was with this:


 The coiled section, to the left, was the floor of an entire room; the PCs stumbled into it after spending miles in a huge earth tunnel. There was a gallery above it, which some of them had climbed onto before one of them decided to fire an ancient energy weapon into the slowly pulsating rubbery mass over which they were clambering - at which point, the room was replaced by a pit of loose earth and the rearing worm was placed on the table. We were using 15mm miniatures, so my home-made purple worm was fairly sizeable. The shrieking took some time to subside.



My son drew this on his character sheet after the session:


Now, you can get similar effects through description alone. But the sheer fun of that encounter would be hard to replicate without props (the closest I've come in 'theatre of the mind' was in a Dungeon World game in which the players realised that the bone-walled 'dungeon' they were exploring was actually the skeleton of a vast landwhale - and the reason the walls were shaking was because a lich was in the process of reanimating it.

And miniatures do help when kids are involved and when there are lots of players of whatever age. The physical constraints of models and maps can be limiting, but they can also stimulate the imagination - especially if you make a conscious effort to escape from two dimensions. The purple worm was a one-off, but the best reusable dungeon room I've created is the 'pudding gallery' in my Devil-Warrens megadungeon. This is a gallery on the first level of the dungeon that opens onto the second level below.

The first level is patrolled by kobolds, who guard themselves with a variety of traps. A clue for the players - which none have yet picked up on - is that one section of the gallery has collapsed; the opposite section turns into a sliding ramp when the kobolds pull a lever; the collapsed bit is the remains of an identical trap. And so some of the players end up being plunged into the second level; the room below the gallery has three slow-moving but deadly black puddings.

Above ...

I've run this room three or four times, for both kid and adult players (one party found the remains of the other), and it's worked well each time. But it would be much harder to make work in 'theatre of the mind', because visualising it is a little hard, and the intricacy of movement - on the gallery, over the trapped sections, in the room below - is hard to keep track of otherwise. The first time I used it, I placed the level-two floorplan the wrong way round; none of the players realised that the rubble was in the wrong place, but I had to radically redesign and 'canonise' the second level before the next session, given the way that the doors opened!

And below (at least when the rubble and statue line up properly ...)
Each time PCs have come through this section of the dungeon, we've had really good, memorable encounters - firefights with kobolds and their pet scorpions (which, to the horror of the players, were quite capable of jumping the gap in the gallery) above, and the terror of the puddings below. Best of all, perhaps, was when the kids' PCs revisited the dungeon to find that their hapless adult counterparts had released the puddings into the upper levels, so that rather than trying to climb back up, they needed to lower themselves down into the second level.

Miniatures can also help to turn the most humdrum location into something exciting. Below are the floorplans I drew for the lair of Brug and Brag, an ettin (though I didn't call him that; ettin in my games is simply a synonym for giant - and who's to say how many heads a giant or ogre might have?)


Forget five-room dungeons - this is a two-room dungeon, albeit with an intervening pit. Yet the encounter with Brug and Brag and his servants turned into a really exciting tactical session, which I think would have been harder to achieve without maps and models. I'd planned it as a quick interlude in a forest adventure, but it ended up as a dramatic climax in its own right.

After killing Brug and Brag's hound and henchman, the PCs rolled the barrels to form a barrier on one side of the pit and sniped at the giant from that side as he hurled rocks at them. Some of them sneaked carefully into the pit during the firefight to surprise him while others distracted him with taunts. It turned into much more of a set-piece than I'd expected - and the 'reveal' of Brug and Brag was a nice surprise; until the miniature was placed after the pit had been crossed, the PCs assumed that they were dealing with two creatures.

Brug (and Brag)

Of course, most of the problems with miniature use persist. And I think all sessions, even the most focused dungeon-crawls, should have lengthy episodes of conversation with NPCs. It helps to have miniatures for obviously helpful or neutral NPCs as well as potential foes, as this defuses the 'we must kill it' tendency.

The problem of scale is still there, but recent visits to ruins (including Vindolanda and Norham Castle, neither of which I had been to since school) reminded me that a real-life 'dungeon' would be cramped and 'tight' in the way that many RPG dungeons aren't. The constraints of miniatures and - yes - a grid can actually be helpful here.

Increasingly, I think that miniatures can be a help, but it's terrain or scenery that can become a hindrance. These days, I just hand-draw floorplans onto card or paper, which allows for much more variation than any commercial dungeon tiles or geomorphs, and - crucially - allows strict line of site to be preserved (things that can't be seen by the player don't go on the table). This often breaks down with commercial floorplans, especially in cave systems. But I also use three-dimensional props, ranging from ancient bits of Fantasy Forge or Grendel resin scenery to carved foam to painted blocks or cardboard.

As long as you're not expecting it all to match like some Golden Demon diorama, it can be liberating and creative - allowing a better sense of space than you could easily achieve through description. It works through a combination of the specific - the hand-drawn plans - and the semi-abstract: blocks and boxes used for elevations and impressionstic staircases that accommodate miniatures but don't pretend to model the stairs accurately. There's lots of inspiration to be had here from the likes of Matakishi and Runehammer. And don't their games look fun?

Impressionistic steps
Also, I've finally come to embrace movement rates - especially for chases involving black puddings or gelatinous cubes or the like. The first time PCs found themselves plunging down from the pudding gallery, the tension in a chase down a narrow corridor was greatly heightened by the fact that the players didn't know what the corridor would open into and whether there would be room for some 5" vs 3" manoeuvres when it did. The eventual escape - by a square or two on the grid - felt all the more hard won for the frantic movement-rate maths that had preceded it.

The old wargaming principle of 'what you see is what you get' is also a great help when it comes to statting up monsters. There's very rarely a reason not to run with whatever combo of weapons is shown on a miniature, which cuts down bookkeeping considerably.

And there's something else too. Even if you have a lot of miniatures (and as a result of deeply misspent youth, I have), big encounter groups of monsters are often out of reach. I might manage to muster a hundred or so of my livid-skinned cave goblins (see the top of this post), but players will soon tire of them. So with humanoid monsters, the use of miniatures suggests a slightly different way of thinking: monster bands as NPC parties, with named individuals, various quirks and plenty of personality. And that is no bad thing, I think - though it's probably something for another post.

Monday, 26 March 2018

More kobolds and The Silver Chair




I got a few more kobolds done last night. Along with the old Citadel one, there are two varieties of Reaper Bones here. The newest ones have sharper, more rat-like faces. The older ones (e.g. top right) have heavier muzzles. I also have some Citadel AD&D ones to add, and some made by Ral Partha. The latter don't have muzzles, but have monkeyish faces. I quite like the mix of different types; they remind me of Pauline Baynes' Earthmen from The Silver Chair - for me, the best of the Narnia books and certainly the one with the most D&Dish material.

Lewis's description of the Earthmen would do perfectly for any number of heterogenous D&D humanoids:

"All carried three-pronged spears in their hands, and all were dreadfully pale, and all stood as still as statues. Apart from that, they were very different; some had tails and others not, some wore great beards and others had very round, smooth faces, big as pumpkins. There were long, pointed noses, and long, soft noses like small trunks, and great blobby noses. Several had single horns in the middle of their foreheads. But in one respect they were all alike: every face in the whole hundred was as sad as a face could be."

So what does The Silver Chair have that the other Narnia books don't? Lots!


  • A parliament of owls
  • Wilderness adventure
  • Marsh-wiggles
  • The Ettinsmoors
  • Giants playing cock-shies
  • A black knight (silent and enchanted)
  • A green witch (lovely and deceitful)
  • The City Ruinous
  • A castle of anthropophagous giants
  • A cookbook with entries for MAN and MARSH-WIGGLE
  • The Warden of the Marches of Underland
  • Earthmen
  • "Many sink down, and few return to the sunlit lands." (with variations)
  • A cavern of sleeping beasts
  • Old Father Time, a sleeping giant
  • A subterranean sea
  • A subterranean city
  • A subterranean castle
  • The eponymous vile engine of sorcery
  • A mind-control spell
  • A witch changing into a serpent
  • Reports of "witty and eloquent" salamanders
  • Some truly tremendous names: Rillian, Glimfeather, Puddleglum, Harfang, Mullugutherum and Bism
  • A minimum of Aslan
I can think of few books that have so much material screaming to be plundered for D&D.


Thursday, 22 March 2018

Janitors of the Underworld

Following on from the last post, here are the first couple of kobold miniatures for the megadungeon. I have many more underway.




We mend the machines of the earth: kobolds and Goblin Market



I've always had mixed feelings about D&D kobolds. I like them fine in Chaimail and OD&D, where they're just lesser goblins (whatever goblins are in those games). But the scaly-dog version seemed oddly specific to me, and the lizard version even worse.

I'm still not keen on the diminutive lizardmen. I do like the idea that an infestation of dragon-like creatures suggests a draconic presence or stirring nearby. Surely, though, a more draconic name is warranted for such things: dragonlings, dragon-efts or even dragonewts.

But I'm warming to the dog-men. In part, it's because I've got a reasonable number of kobold miniatures, most of which have never been used. And in part, it's because there's no reason why a goblin (which is what a kobold literally is) shouldn't be a scaly little dog-man.

After all, until George MacDonald created his race of goblins (which Tolkien adopted almost wholesale for his orcs), the goblins of folkore and literature didn't have any specific characteristics at all, except possibly smallish stature and a certain grotesqueness.

Consider Christina Rosetti's goblins from Goblin Market:

Curious Laura chose to linger
Wondering at each merchant man.
One had a cat’s face,
One whisk’d a tail,
One tramp’d at a rat’s pace,
One crawl’d like a snail,
One like a wombat prowl’d obtuse and furry,
One like a ratel tumbled hurry skurry.

And:

The whisk-tail’d merchant bade her taste
In tones as smooth as honey,
The cat-faced purr’d,
The rat-faced spoke a word
Of welcome, and the snail-paced even was heard;
One parrot-voiced and jolly
Cried “Pretty Goblin” still for “Pretty Polly;”—
One whistled like a bird.

The goblin-men of Rosetti's poem are, as far as we can tell, little animal people. That's certainly how they've been depicted by illustrators, from Dante Gabriel Rosetti (Christina's brother, below) to Arthur Rackham (above). And audiences were clearly happy to accept them as such.


So, there's nothing inauthentic about a goblin (or the synonymous kobold) being a little animal-man. It's certainly a more authentic look than being bright green. And the D&D kobold's fetching horns remind us that goblins can also be little devils.


He's got a bright future as a fruit salesman
Wayne at the marvellous Semper Initiativus Unum blog has posted lots of interesting thoughts about the role kobolds can play in a dungeon. I plan to steal most of those for the megadungeon I'm devising at the moment.

In a campaign I ran last year, kobolds - in this case, pallid, stunted, glowing-eyed little men - turned up now and then to warn players of dangers ahead and fill in holes left by purple worms. They spoke only broken Common, though, so the PCs weren't originally sure whether they were being helped or threatened.

In the next one, I plan on having kobolds whose catchphrase will be "We mend the machines of the earth". I see them as being principally like those goblins in Labyrinth that seem to be doing behind-the-scenes stuff: re-aligning corridors, resetting traps and molesting (large, orange) wandering monsters. And, with Goblin Market in mind, I'll have no problem with these kobolds being the old-school D&D sort - muzzles, tails, horns and all.