Calibrating my BX treasure spreadsheet – desired hours per level

In a previous post, I described a method for placing treasure in BX games. It has several input parameters where the best value to use are not obvious.

First, we have desired-hours-per-level. This is a very subjective value, since it represents individual GM’s desires, but to publish adventures I need something that represents a typical desire.

I’ve trawled over sources in blogs and comments about my article, and I’ve come up with a default value of 14 hours per level. That’s derived from “four sessions of 3-4 hours each”.

(A related question is “how should this vary, if at all, across the levels”? I’ve ignored this for now, assuming that people want all levels to be of the same length.)

Now, I didn’t actually find many BX (or even clearly-OSR) sources. Not many people think in terms of hours-per-level, and when people say “sessions” they often don’t even hint at the length. So I’ve branched out a bit, into modern D&D sources too. And when session length is unspecified, I’ve assumed 3-4 hours of real playing time.

OSR sources:

Modern (or mixed) sources:

Question for readers – what do you think of this value? Would you like a published BX adventure to come calibrated to this?

Why bother having prep procedures?

Or, “why bother writing an article like my A tuneable method for placing treasure in BX?”.

In response to the article linked above, /u/deejax313 said:

“Alot of work to go through for a game.

Cant DMs just give treasure, get a sense of how fast the players are advancing, and then give more or less treasure based on how fast they like the players to advance?

You may as well just not play with XP and just say characters advance a level every three adventures.

You’re crunching numbers and working backwards to create a system to make a totally subjective choice happen.”

A good question. I have answers.

Continue reading “Why bother having prep procedures?”

A tuneable method for placing treasure in BX

There doesn’t seem to be clear agreement on how fast BX/Moldvay PCs should advance, but it’s clear that many people are unhappy with the rate of advancement that results. It tends to be far too slow, at least for busy adults who manage a three-hour session maybe twice a month. (See e.g. Becker’s general critique here and here, and a recent Reddit post on the meagre spoils of In Search of the Unknown).

I’m working on some adventures that I plan to publish, and I plan to stat them for BX because (as Patrick Stuart recently argued) BX seems to be the most-used system in the parts of the OSR I care about. There are often complaints about adventures supposedly statted for BX that they are far too light on treasure (see many of Bryce Lynch’s reviews).

I don’t want to use the standard treasure tables because (a) I’m using mostly custom creatures, (b) there’s controversy about how good they are, and in any case (c) I want to make a tool that we can all use to tune the rate of PC advancement without giving up on xp-for-gold as an incentive.

So, I have made a spreadsheet (Google Sheets version, Excel version), and explained how it works below. Unless noted, I’m getting any specific numbers from the Old School Essentials Rules Tome.

Continue reading “A tuneable method for placing treasure in BX”