The Dungeon Masters Guild
Game System Supplements

 

         Optional Tournament Rules and Character Auction        
                                                        by
 "Thrandorian"

For: All editions

When I was asked to referee an AD&D "grudge-match" between
old rivals at the Western Oregon Wargamers, I knew I needed to
have something both special and carefully planned...

The following are the rules used for the 3-run 1st edition AD&D
tournament I hosted for the "Western Oregon Wargamers" As
well as the war gamer group, they have a pretty strong contingent
of around 30 experienced role-players who play a variety of games
including AD&D, Bloodbowl, GURPS, etc., but mainly 1st and 3rd
edition AD&D.

This was the 5th tournament I have run during my DM'ing career
but in the past I have used a traditional experience point award
system. In this case however, I was assuming the role of arbiter
between long time co-players/adventurers/gaming rivals who wished to find
some neutral, relatively authoritative GM to lay them out
a playing field they could compete on. They had... in their obvious
wisdom... chosen me... cough!...............
Sorry, something was caught in my throat...

I needed to have a track-able, credible system for adjudicating the
"experience point credit" system to insure fairness as this campaign
was geared to be a competition as well as a fun time for all. The EXP awards
needed to be handled a bit differently. I wanted some level advancement
to occur in a compressed time-frame.

To address this, I created a system where I tracked
experience points on-the-go in the normal manner but then converted
them into "Experience Point Credits". (These "credits" and the procedure
for their use are described below).

Although it wasn't entirely to be every man against the other, I had
been clued that alliances were already beginning to form and some
participants had an ax to grind with others during this get-together...
I couldn't wait! I wished to use this player dynamic to create
experience credit earning opportunities for some characters by being
chaotic (I.E.: the thief stealing an item from treasure) while others
must work to keep the group functioning as a team if they were to
survive the stuff I had put up against them.

I used some original creatures and other supplementary materials from
the archives of our club web site as much as possible in order to keep
the players guessing.

Finally I wanted to add some spice to the assignment of character classes.
A variety of character types would be best so I immediately ruled-out letting the players choose their own classes or rolling their own characters. Ideas of random rolls or card-cuts were rejected as too casual. Instead I thought of an auction.

Below is my initial handout for the players followed by
some specific requests for advice:

The Handout:

A summary of the format follows:

1. Pre-generated characters with pre-assigned class, level, spells
and items will be used. These will be distributed at the character
auction. You will then have 1 week to get to know them. See my email
address below for questions during that week.

2. Characters will be assigned to each player by auction one week
prior to the start of the tournament. Each player will begin with the
same number of experience point "credits". Credits are used to
either win the bid for a character during the auction or redeemable
for increased character levels at the start of the tournament.

Here is an example of how the bidding and experience point credits
will work:

I.E.:

All players roll a D10. High die wins. A tie is decided by roll-off.
High die chooses the first character to be auctioned and is entitled
to either:

a) bid 1 credit. Then the next person clockwise may bid 2 or pass and
so-on around the table. If 2 or more bid 5 (the maximum available at
start) decision is made by roll-off.

Or:

b) make no bid and pass to the person to his/her left. They may now
choose to bid 1 or pass. If they pass, the next person clockwise
(left) may bid or pass. If no one bids on the character it moves to the
side for later.

Thereafter always moving clockwise from the original die winner,
anyone who has not yet bought a character will have the same
privilege to select from those remaining, the next character for
auction and either bid 1 or pass. This is done until only one player
and character are left. Any characters auctioned early but not sold
will be re-auctioned. Any still not sold will be available for a cost
of 1 credit as there will be exactly as many characters as players.

Example:

We begin the auction. I want the Fighter/Magic User. Like
everyone else, I start with 5 credits. George on my left also wants
the MU. I won the opening die roll so I choose the Magic User to bid
on 1st and get to make the opening bid of 1 credit (I could make it 2
if I wanted!). George is sitting on my left so he goes next. He
raises it to 2. We then continue clockwise through the players but no
one else wants to bid 3 on the MU. It comes back around to me and I
do bid 3 credits. George decides not to go higher and everyone else
already dropped out.

I have spent 3 credits to get the Fighter/Magic user and still have 2
credits left. During the tournament, I can also earn experience point
"Credits" and for every three I accumulate, I will be raised 1 level of
experience in 1 class. Thus I can save any extra credits from the
auction or otherwise until I have the three needed to raise a level
(a limited number of multi-class characters will be available for
auction).

Note: A minimum of 1 credit must be paid to buy a character,
even if there are no other bidders.

 

3. A list of general rules and procedures will be printed and
provided to all players at the character auction however in short;
1st edition rules will be used with certain modifications.
Some of them are:

A. Modified time frame: 6 second melee rounds will be used. This strangely enough is a house-rule I adopted myself way back in 1990 and have used ever since in my 1st edition campaign. I got a lot of mileage out of this with my buddies when WOTC did the same in 3rd edition!

Details will be provided and those who have played in Tony Harrison's
games will have already played under my system.

B. Experience point "credits" will be awarded during the tournament
and will also determine the point leader (or winner) of the
tournament. All experience point "credits" whether earned during
play, used during the auction or saved from the auction will count
towards victory and/or end-of-game player ranking.

C. A timer will be used and each player will have exactly 1 minute to
verbalize and complete their turn. The only exception will be in the
case of a request to the GM for a ruling, or in the event of
extenuating circumstance as determined by the GM. I.E.: A complicated
explanation/description by GM or player is required.

D. The GM's rulings will be final. One minute rebuttals will be allowed in
regard to a ruling contested by a player but that will be timed also and the
GM's final ruling will stand.

I highly suggest the use of note passing by players to the DM. Once or
twice each session, I will meet with each player individually so that no one
will know what transpires or if anything has!

Experience point "credits" awarded during play will be based primarily on
the following:

1. Use of the character and their abilities. This includes spell use as well
as combat, stealth and other character proficiencies.

2. Creativity and use of believable yet unusual methods, tactics, ideas. This
includes spell use as well as combat, stealth and other character proficiencies.

3. Quality of role playing: "Staying on the board". Playing a consistent
character throughout the tournament. Creating a characterization that fits the
alignment, class and race you are running. Creating a characterization that is
interesting yet not annoying.

4. Getting lucky! Hitting creatures for big points counts towards your EXP
credit.

5. Leadership skill displayed.

6. Ability to fool other players. Use this one carefully and make
sure to write plenty of notes to the GM!

No one will make points in every category and that should not even be
a goal. Rather the winner will most likely be the individual who does
well in 1-3 of the above and at least not too poorly in more than one
of the above.

This note to the players was also included:

The list above is only intended as exemplary of the
factors that will be used by the GM to determine the EXP credits
awarded. Other factor will be considered as they arise.
Prior to the start of the auction and then before beginning the
tournament there will be Q & A's. I may also be reached to answer
question by way of my e-mail address at:
thrandorian@dungeonmastersguild.com.
I will answer any reasonable questions or address any comments prior
to or during the tournament weeks. This is also another way you may
send me clandestine messages between run dates.


++++++++++++++++++++++++++++++++++++++++++++++

So......

This initial handout was distributed to a group of around 12
interested players. I wanted to trim that number down to 6-8. Therefore
I had no problem with making this a bit academic in nature, to weed
out the weak-willies and uninspired. Those who were not willing to do
a little homework would not be missed.

It turned out I had 9 players. I made available the following characters:
Single Class Characters: {start at lvl 5}:
1) Magic User
1) Cleric
1) Thief
1) Fighter
1) Barbarian
1) Illusionist
1) Druid.

Multi-Class & Special {starts at lvl 3/3}:
1) F/MU
1) Original class kit from our web site. (I ended up choosing "The Energy Warrior")

There were only as many characters offered as players, so the last to
pick had no choice and had to play whatever class/character remained.

The single-class characters start at 5th level. The multi-
classed characters start at 3/3. In EXP point terms this is equitable
and the auction should balance out any advantage as I assume the
F/MU will be a popular choice. For every 3 credits they earn or receive
at the start, they will be raised 1 level of experience in 1 class. Thus
the player who just takes a class left over after the auction and pays
1 "credit" for his character, raises to 6th level immediately (using
3 "EXP" credits) and has 1 EXP credits in the bank towards another
level.

No "training" or other delays will apply and increase could even
come in the middle of a battle. Spellcasters will have a limited number
of higher level spells available but in the event they rise to a higher
spell level than the one they started, the newly acquired spells will still
have to be learned and memorized before they can be used.

The winner will be the individual who earns the greatest number
of "EXP Credits". This tally will include the original 5 distributed
prior to the auction so that although you will not be able to raise
your character as high after spending those credits at the auction,
there is no EXP Credit penalty for spending them there (they still go
towards ranking/victory).

Experience points were tracked in the normal manner. I then
multiplied them by 10 (as I wanted to accelerate things for this limited
3 run format). Taking each classes EXP table from the PHB, I divided each
successive level (up through only 9th as I estimated that this would be the
highest possible advancement for an "ace" player) into three equal parts. Each
part represented an "Experience Point Credit" (for lack of a better term).

These "Credits" were awarded 1-2 times each session as two or more
players accumulated enough EXP's to qualify. As soon as they accumulated
three "credits" they were raised to the next level.

Additional credits were tracked until each successive 3 were
subsequently redeemed for another level. Any original credits not spent
during the character "auction" could also be turned in for level
advancement so those who bid only one or two credits to get their
character had 3-4 credits left over. Those who might pay more to
get a specific class had less. Anyone choosing a multi-class character
had to choose one class to level up in each time.

I included individual "tasks" or "challenges" throughout the scenario for
each and every character, specific to their class. They will only know that
such tasks exist and what one or two of them are but some they will not be
told of. They must always be alert for class specific opportunities.

A few examples of the character-specific experience point "opportunities" I used are:

Example 1: Thief is to steal one item from another player or from a
chest found. Getting caught will cause the others to mistrust him/her
but success gains a predetermined experience point credit. A deadly
trap must be detected and disarmed.

Example 2: Fighter must take the lead most times and show knowledge
of how to help organize the group as well as protect spell casters.
Doing so gets you an EXP credit midway through the scenario and
possibly another at the end.

Example 3: A variety of circumstances are preset which only the spell casters
can solve. The analytical ability of the spell casters to identify and use an effective
spell will carry the group forward. In any case where the players are stymied
and the run is stopped, I give the answer but no EXP credits are
awarded. That opportunity is lost to the character (s). This is a tournament
after all and

You will need at least 3 of these for each character type and I feel it is
always best for the DM to come up with original ideas that reflect the
abilities of each group.

If anyone has any advice they wish to share regarding ideas to improve this tournament system please e-mail me at:
thrandorian@dungeonmastersguild.com . I would appreciate it.

I have already been asked to consider running these tournaments 2-3 times
each year. If this goes well I may. I also have an idea for a team tournament
with two teams competing with the poor NPC citizens caught in the middle!

Thanks. Any suggestions are welcome,

T