My blog's evilness ==

This site is certified 38% EVIL by the Gematriculator

Wednesday, September 30, 2009

Breaking AD&D character classes to itty bitty bits

Why not? It's the kind of question one usually asks after the fact.

So one night a while back I made a table whose elements in a few hours went beyond d100 range, but stayed far shy of d1000. I stopped somewhere in the 150-160 number, listing out discreet elements of the AD&D character classes. An heretical idea had seized me - instead of picking a class, players make 2-5 rolls on this table, and these elements would define the class. Magic user that can disguise like assassin? Cross your fingers and roll! With the right five rolls, the generated class could conceivably fight like fighter, spell like a cleric AND a magic user, sneak like thief, and get druid level powers (as their career of near assured success continued).

So yeah, the table got huge. Throw'd in race-specific stuff, spell-like powers, magic resistance, starting wealth and magic items, etc... I started getting bored. And then I started trying to write it up as a table. Too many elements for d144 (d12 tens, d12 ones)... oh, I should edit it down... I think I got tired.

There's recurring board-debate on such pressing issues of class-as-mechanically-immutable-archetype vs. 'why caint my wizard wear a sword?', etc, etc. My response would be to have 2-5 rolls made on some refined version of this sprawling, half-baked list, to see exactly which classes have their turfs (turves?) tread upon.

I largely forgot about it, and then found it today while cleaning up. Enjoy. It's just a list...
fiddly fiddly fiddly!

  1. +1 to hit with blunt weapons
  2. +1 to hit, +1 damage with one melee weapon
  3. +2 damage with one melee weapon
  4. +1 damage with missile weapons
  5. Gain use of weapon not normally allowed (or +1 to hit with 1 weapon if weapon use unrestricted)
  6. +1 to hit with missile weapons
  7. +1 dexterity reaction/attacking adjustment
  8. +1 to hit with one melee weapon
  9. Turn undead as cleric of same level
  10. +1 constitution hit point adjustment, +10% system shock/resurrection survival
  11. +1 to hit with spears/polearms
  12. Disarm at +2
  13. +1 damage with one melee weapon
  14. Turn undead as cleric of level/3
  15. Turn undead as cleric of level/2
  16. Has d3 doses of poison and +2 on saves vs poison
  17. Has d6 doses of poison
  18. +2 to hit with one melee weapon
  19. Backstab as thief (if already a thief, may use assassination table when appropriate)
  20. Infravision (30', or +30' if already has infravision)
  21. +1 dexterity defensive adjustment
  22. +1 wisdom magic attack adjustment
  23. +1 to hit with on type of melee weapon (axes, swords, polearms, etc)
  24. All saving throws at +1
  25. All saving throws at +2
  26. Immune to disease
  27. Immune to poison
  28. Immune to petrification
  29. “Lay on hands” as a paladin
  30. Surprise as a ranger
  31. Dodge missiles as a monk (if a monk, saving roll at +2)
  32. Track as a ranger at half listed chances (if a ranger, add 5% to chances)
  33. Track as a ranger (if a ranger, add 10% to chances)
  34. Open lock and find/remove traps as thief of same level (if a thief or monk, add 10% to chances)
  35. Read languages as a thief (if a thief/assassin/monk, add 10% to chance)
  36. May use assassination table at ½ listed chance (if assassin, improve chance by 5%)
  37. Disguise as assassin (if an assassin, reduce chance of detection by ½)
  38. Infravision (60' or +60' if already has infravision)
  39. +1 to hit against one type of creature
  40. AC improved by 4 when fighting one type of creature
  41. +1 to hit and AC improved by 2 when fighting one type of creature
  42. Secret concealed door detection as elf
  43. Surprise as elf
  44. +1 (+5%) to reaction rolls
  45. +2 (+10%) to reaction rolls
  46. +2 to hit with thrown weapons
  47. +1 to hit, +1 damage with thrown weapons
  48. Knows 1 additional language per 4 points of intelligence
  49. +1 to hit with melee weapons
  50. Half chance of getting lost
  51. +10% improvement to climb walls*
  52. Herbal lore allows location and preparation of minor toxins and physicks
  53. +d4 hit points
  54. +2 hit points
  55. +d6 hit points
  56. +4 hit points
  57. Internal clock allows unerring sense of passage of time
  58. Earth detections as a dwarf (if already a dwarf, improve all chances by 10%)
  59. Earth detections as a gnome (if already a gnome, improve all chances by 10%)
  60. Reduce final price of weapons purchased by ½
  61. Reduce final price of armor purchased by ½
  62. Reduce final price of animals, equipment and supplies by ½
  63. Improve initiative by 1
  64. Does barehand damage as a monk of level-2 (if already a monk, +1 to hit barehand)
  65. Does barehand damage as a monk of level-1 (if already a monk, +1 to hit barehand)
  66. Does barehand damage as a monk of own level (if already a monk, +1 to hit barehand)
  67. +1 to hit with missile weapons, may extend range of missiles by 25%
  68. Improve AC of armor worn by 1
  69. May use a shield against 1 more attack than normal.
  70. Natural Horseman
  71. Outdoorsman
  72. Encumbrance penalties halved
  73. May use a shield as a off-hand weapon (treat as a club)
  74. +10% pick-pockets*
  75. Add open hand attack damage to a successful hit with a melee weapon
  76. +5% Move Silently and Hide in Shadows*
  77. +10% Move Silently*
  78. +10% Hide in Shadows*
  79. Re-roll any fumble. If second roll hits, no damage is done, but fumble is ignored.
  80. Heal at x2 normal rate
  81. +10% Hear Noise*
  82. No off-hand penalty applied while using two weapons
  83. +1 on saves against any source of heat/fire or cold
  84. +2 on saves against any source of cold
  85. +3 on saves against any source of cold
  86. +2 on saves against any source of heat/fire
  87. +3 on saves against any source of heat/fire
  88. +2 on saves against any source of heat/fire or cold
  89. +2 on saves against any source of electricity
  90. +3 on saves against any source of electricity
  91. +2 on saves vs poison
  92. +1 on save vs poison per 5 constitution
  93. Decrease chance of surprise by 1 and gain +4 to hit against surprised opponents
  94. Number of henchmen x1.5, loyalty base +10%
  95. Regenerate 1 hit point per minute unless killed (must be inactive to regenerate)
  96. +1 to strength damage adjustment
  97. Shields used reduce armor class by 2 steps
  98. Blunt weapon and impact damage (including falls) to character are halved
  99. If reduced to half or less hit points, to hit and damage at +1
  100. If reduced to half or less hit points, AC improved by 1
  101. AC improved by 1 against 1 attacker/round
  102. AC improved by 2 against 1 attacker/round
  103. AC improved by 1 against up to 2 attackers/round
  104. Photographic Memory
  105. Unaffected by mind-influencing spells
  106. +1 damage per level against one type of creature
  107. +1 damage per 3 levels against one class of creature
  108. Invisible to scrying
  109. Knows one 1st level magic user or illusionist spell, and gains 1 1st level spell per day
  110. Knows two 1st level magic user or illusionist spells, and gains 1 1st level spell per day
  111. Knows one 2nd level magic user or illusionist spell, and gains 1 2nd level spell per day
  112. May cast spells as a cleric (if cleric, one additional spell/day)
  113. May cast spells as a cleric of ½ level (if cleric, one additional spell/day )
  114. May cast spells as a druid (if druid, one additional spell/day)
  115. May cast spells as a druid of ½ level (if druid, one additional spell/day)
  116. May learn and cast spells as a magic user (if magic user, may retain memory of one spell cast/day)
  117. May learn and cast spells as a magic user of ½ level (if magic user, may retain memory of one spell cast/day)
  118. Has Magic Resistance equal to charisma + (level x 2)
  119. Has Magic Resistance equal to wisdom + (level x 2)
  120. Saves versus spells, rods, staves and wands at +1
  121. Saves versus spells, rods, staves and wands at +1 per 6 points of wisdom
  122. Saves versus spells, rods, staves and wands at +2
  123. Saves versus spells, rods, staves and wands at +1 per 4 points of wisdom
  124. Saves versus magic user and illusionist spells at +4
  125. 50% magic resistance vs spells and powers of creatures from other planes
  126. Saves versus cleric and druid spells at +4
  127. May learn spells from one other class
  128. May learn spells from two other classes
  129. Sixth sense – cannot be surprised
  130. Saves vs spells, rods, staves, and wands at +1. Saves versus spells cast by character at -1
  131. Operates as a thief (if already a thief, +5% to all skills)O
  132. perates as a thief at ½ level
  133. May cast Remove Curse 1/day
  134. May cast Dispel Magic 1/day
  135. May cast Animal Friendship 1/day
  136. Ethereal Sight for 2d10 minutes, 1/day
  137. Saves against spells cast by this character are at -1 **
  138. Saves against spells cast by this character are at -2 **
  139. Magic Resistance of those targeted by character's spells is halved **
  140. Magic Resistance of those targeted by character's spells is ignored **
  141. May save vs death at +1/level to ignore spell disruption effects **
  142. Spells cast have double area of effect/number of targets when applicable **
  143. Touch range spells have range 5', ranged spells add 50' to range **
  144. Self range spells have range touch, touch range spells have range 5' and ranged spells add 50' to range **
  145. Duration of spells cast is doubled when applicable **
  146. If magic user/illusionist, may wear leather armor. If druid, may wear chain. If other, improve AC by 1
  147. Has d3 potions
  148. Has a scroll
  149. Has a magic sword
  150. Has a miscellaneous magic weapon
  151. Has a magic wand
  152. Has a magic staff
  153. Has a magic rod
  154. Has a magic ring
  155. Has a miscellaneous magic item
  156. Has magic armor or shield
  157. Double starting gold
  158. Begins the game with d3 henchmen (up to maximum)
  159. Begins the game with d6 henchmen (up to maximum)
  160. Begins the game with 2d6 henchmen (up to maximum)


!EDIT! Ugh! A PDF! Improved? I dunno, but even a little longer...

Tuesday, September 29, 2009

Spell casting foiled

(d6)
1. Spell fails, memory of it is retained
2. Spell fails
3. Spell fails, memory of it replaced with other known spell, determined randomly
4. Spell fails
5. Spell fails, 50% chance it replaces spell written on a scroll in possession
6. Spell fails

Friday, September 25, 2009

drop of water in ocean vs drop of water in wildfire

Haven't posted in a while because I wanted to wait until I had the overlord thing 'in full swing'. Well - I wouldn't say it's in full swing, but it is starting (after some fits and starts, butting up against the edge of my disorganized & accident-prone nature). What's that about battle plans surviving first contact? Oh yeah, that they don't!

I was thinking I'd start it after I got a group of people playing at the table, but this has proved a stumbling point. The gamer club at the state university here is pretty 4e centric when it comes to RPGs, with a couple of Rifts enthusiasts(!). Three prospective players responded to a flier I put up, but they've all washed out. Hrumph.

Nevertheless, the coffee shop down the street makes a room available to reserve, for free(!) so my thinking is just to start an open with a couple of my friends and toss around a couple more fliers...

OSRIC supplement development is big news. E&S continues (glacially). Seems the S&W megadungeon is pretty back-burnered. Trying to set-up this overlord game has really made clear to me how thin I'm spreading myself - but once it finds its legs, I think it will largely 'run itself'.

But the thing I came here to get off my chest is this: play Tunnels & Trolls! It's a great great game that deserves more love! No - more [b]use[/b]!

OK.

Sunday, September 13, 2009

Dreaming of D&D

Savage Swords talks about dreaming of games - this has been happening to me a lot recently. A lot. I recently reacquired the 1e DMG, and poring over it like I used to do when I was 12. A lot of the setup for the overlord side of the game I'm getting together is coming from the DMG - it's sinking into the subconscious. Last night I dreamt of tables - and like there's not enough in the book (can there ever be enough? uh...yeah, probably so...anyway) - like there weren't enough in the book as is, I found a cache of tables I'd never seen before - somewhere in the random encounter by dungeon level area, which was a sort of uber-table.

This was a dream, remember, and it was vague. I was totally psyched - it was the table to end all tables! I think I was generating a dungeon. And, of course, I can't remember what it was about. I remember rolling on it and generating some information and being really excited, feeling like a thorny problem that had existed for years was solved by this discovery - but yeah, in the waking world, I have no idea what the table was. Ugh. Oh well. Perhaps it'll bubble back up out of the subconscious at some point (like while I'm trapped at work, or fixing dinner or something). Perhaps it will appear in the next Fight On! - stranger things have happened.

Makes me think of something I used to do when I ran games pretty regularly. Provide dreams. When the characters slept, (and when I remembered) there was a chance they'd have a dream (the chance was 10% + Int + Wis I believe...)). So I had about a dozen index cards with some content of some generally random dream-things that had no bearing or symbolic relevance to the characters - of course, I did not tell them that - they were free to 'read into it' as much or as little as they wanted to. There were also 1 or 2 cards for each character that DID contain a clue or a message that was relevant to their character, though couched in obscure terms and such. I'd draw a card at random if they had a dream, and give it to them to keep. Sometimes they'd latch on to something that was suggestive of import and really try to suss it out - and this gave birth to some interesting play!

Dream On!

Thursday, September 10, 2009

3 conclusions I've come to (randomly)

Tekumel is not a game because of its wilderness rules.
RPG.net is the real home of Chainmail on the web.
Stop picking on Jeff Reints, he’s the most level-headed swine, after all.

Offered with no supporting arguments and a large can of ad hominem just waiting
to crack open.

Saturday, September 5, 2009

setting info 2

Link to Google Doc PDF of more information warping together, and still a few more threads to stitch in, in sort of general-overview mode.

Wednesday, September 2, 2009

Setting Info

< OLD LINK REMOVED >
A timeline
Some history-lite
Cursory geography
A crude map (WIP!)

Still in the 'setup' phase. Players are submitting ideas and information, so it is still a work in progress. I'm trying my damnest to keep kinda quiet about what this looks like under the hood, and it's difficult because there's really cool things happening in here. Emergent patterns and such. Once the first turn starts, I'll have to start posting the words of the town criers, border edicts and travellers' stories...

One thing is certain, which seems to be much a truism in human internet-based text gaming - the initial plan never survives!

    <*> I thought I'd get a couple of people, maybe a slow trickle. Nope!
    <*> I was gonna randomly assign players to NPCs I already had in place. It immediately became apparent that that would not be the case across-the-board.
    I am not complaining about this - the stuff being submitted is making the setting so much more interesting - so many ideas I would have never come up with. And here's where the 'emergent behavior' thing got really freaky (as in cool). Different players unaware of each other coming up with character and 'kingdom' ideas independantly, that work together very well...different hooks that seem easily related to each-other...etc


One thing that has remained pretty consistent is a sort of 'omni-game' approach. Players are using different systems for game detail of their characters as they see fit. I'm sticking to 1e AD&D as a 'lingua franca', and using it for a lot of the implementation details on my side of things, but there's 2e-isms, some T&T-isms,
and some other stuff from I don't know where!

In real world, I went to the college youngins game club this evening for their first meeting of the semester, and met with three guys that responsed to the flier I put up in a few places last week (like outside the game club's meeting room on campus for one!). One of them was somewhat aware of internet OSR stuff, they all seemed at least somewhat interested (I kinda half-assed pitched Swords & Wizardry/OSRIC aka "Old D&D" - I've never been much of a salesman...but), we're supposed to get together next week to start. In Search of the Unknown.

Quasqueton aside, they're gonna be walking into an amazing environment. Thank you overlords! I can't wait to get the internet ball rolling, so that the players can see what's going on too.

Monday, August 31, 2009

Who gets the flu on their birthday?

Me, that's who!
Feeling more human today, but still good for little but aching and sleeping.
Should be back in fighting shape tomorrow...

Thursday, August 27, 2009

Shortlist of NPCS includes


  • Archdruid, the Steward of Earthways
  • Captain of Derros Castle, Claimant to Yrkaen Throne
  • Dwarf Lord of Agakan
  • Lord of Karnhekel, High Priest and Marshall General of the People, Claimant to the Yrkaen Throne
  • High Priest of Turus Yrkae
  • King of the Kobalds
  • Mariner Guildcaptain of Blackpearl
  • Mariner Guildcaptain of Lardos
  • Mariner Guildcaptain of Tsen
  • Priest of Iliks, the Young God
  • Scholar Erdua of Irikhold
  • Lord Steward of the Great Hall, Claimant to Yrkaen Throne
  • The Demi-urge of the Nameless City, a powerful wizard
  • The Golem Hanos, a powerful mage
  • The Lady Regent, the Honourable Dame of Blackpearl
  • The Wild Priest
  • Thieves' Guildmaster of Blackpearl
  • Thieves' Guildmaster of Lardos
  • Thieves' Guildmaster of Tsen

Overlord! Hie the Hence!

Have to close the home office front desk of overlord processing for the time being.
Probably just out-to-lunch though...

Got 6. This is gonna be real interesting! They've begun to graft things into the setting (they are unaware of any of the setting details I have - the double blind aspect of this (though imperfect) is neat-o...) Will post more on this later.

Wednesday, August 26, 2009

Open Call for Overlords!

I've managed to get a few people interested in some at-table gaming, and they seem initially into Swords & Wizardry, which I'm sure will be cast through a Holmes Basic lens to some extent at first.
It is entirely possible that it will mutate into T&T or something else at some point.

So the starting point is on a large, isolated island with six 'kingdoms' separated by wilderness - this wilderness (of course) dotted with ancient ruins, bandits and other baddies, and such. I am hoping that I can talk some of you online persons to run NPCs in this environment (this has been refered to as Evil Overlord somewhere on the webnet - I have lost the bookmark - it's a good read though). The gist is that these online characters are higher-level characters instead of NPCs run by the GM - so the 'background' (of the tabletop game) is formed by agencies other than just the DM's addled pate.

If you're interested, email me at lexos.gdb@gmail.com. Your character and the disposition of your resources will be randomly generated. And thank you!

EDIT: Here's a link to the page that introduced this idea to me

And a 'testimonial' from someone who implemented it

PS: the "Evil" part of Evil Overlord is tongue-in-cheek - there's no evil requirement. (for the sqeamish - there's no evil prohibition either...)

Monday, August 24, 2009

my brain hexed

Your BrainHex Class is Socialiser.

Your BrainHex Class Your BrainHex Sub-Class is Socialiser-Achiever.

You like hanging around with people you trust and helping people as well as collecting anything you can collect or doing everything you possibly can.

According to your results, there are few play experiences that you strongly dislike.

Learn more about your classes and exceptions at BrainHex.com.

Your scores for each of the classes in this test were as follows:

Socialiser: 16
Achiever: 15
Seeker: 15
Survivor: 13
Mastermind: 11
Conqueror: 9
Daredevil: 6

Go to BrainHex.com to learn more about this player model, and the neurobiological research behind it.

Feel free to take a copy of your BrainHex icon and display it anywhere you wish! Simply right click and choose "save as". All we ask is you provide a link to BrainHex.com anywhere you use our images.

Thanks for taking part in the BrainHex survevey!

-_-_-_-_-_-_-_-_-_-_-_*
does daredevil 6 == wussy?

Wednesday, August 19, 2009

Instant Endgame

I've been kicking an idea around for a while now - or better, a bunch of ideas have been kicking me around, I'm finally getting fed up with it. I started up a free forum some time ago, thinking to myself that it would be good to start running a bunch of play-by-post games there.
Have not yet started any, though I've populated and emptied, populated and emptied it a few times with different setting info and introductions and whatnot.

Never stuck - so I never opened it up for perusal or membership.

I've been running a 'sandbox' style PBP game at Vin's Trollbridge for a while now (roughly 6 months) and enjoying the hell out of it - first time I've been able to run T&T in too many years. Been dwarfing it up in noisms' Warhammer FRP for just as long. So I think that I've become somewhat accustomed to the peculiarities of online play.

So - what to do with the forum space I set aside for running games? I still don't know exactly, but my thoughts on the matter are turning ever more frequently to 3 ideas.

1. An Advanced Dungeons & Dragons (1e, mostly BtB, no UA) game with this premise: Characters are loaded on a boat at the behest of some Lord or King, who sends them to clear a wild island, to make it safe for further colonization.

2. A fantasy wargame. Rest assured, I do not intend to implement the 'game' presented in Galloway's Fantasy Wargaming book...(has anyone actually played this?) - no, I've been thinking instead that it would be interesting to have the players take on name-level roles, to determine their retainers and forces, fortifications and incomes and such, and play something more in the spirit of play-by-mail - where players have default orders, issue orders for their realm, and also decide on actions for their character as appropriate. Have no idea what game system to use for this - tempted to use Tunnels and Trolls, as it is the game I have the easiest time adapting to suit any purpose, but Rolemaster or AD&D could be serviceable also...with a dash of Diplomacy...

3. The Wizards War. Legends of many worlds tell of a time that wizards of great power came to conflict and brought wrack and ruin to each-other, wrought artifacts of awesome power, etc, etc, etc - 2 & 3 could really be the same game...

I dunno. I like the idea of refereeing a game where players are not necessarily co-operative, and maybe play-by-email is more conducive to this style, so that orders sent in remain private, and only published results offer information on the game-state.

Any interest, suggestions, thoughts, ideas, etc, are appreciated.
Cheers!

Saturday, August 15, 2009

Fear, Rage, and Command

Continuing from prior post, three more tables (d10) to generate variations or details on such effects.
FEAR
1Cringing - can take no action except self defence at -1 penalty
2Terrorized - can take no action
3Overwhelmed - takes no action, pays strict attention to source. Will surrender.
4Scared - runs away at double move rate
5Desperation - 50% runs away (as FEAR(4)), otherwise goes berserk.
6Dread - 50% fall unconscious, otherwise fall to floor and can be commanded.
7Doomed - hopelessly attempts to attack source at -4.
8Tormented - can take no actions. Experiences hellish hallucinations, will hate source.
9Demoralized - retains will and self control, but all actions at -1
10Panicked - Drops all held items and runs away at double normal move rate


RAGE
1Fumes and simmers in private madness. -1 to all attacks, +1 to damage
2Focused - Attacks current or nearest opponent at +1
3Distracted - Attacks current of nearest opponent at -1
4Writhes with bestial spasms - attacks random target in reach (friend or foe)
5Attacks current or nearest opponent +1 to hit and damage
6Tantrum - 50% Tries to break whatever is held, otherwise throws it at source
7Lured - Charges at source to attack.
8Bully - Spits on corpses, kills helpless victims - attacks weakest targets.
9Self Abuse - smash head on wall, jump through windows, etc. Does not make attacks unless in doing so will certainly harm self. 50% suicide if option available.
10Fit - rage directed at inanimate objects only, but gets +1 damage against anyone trying to stop them.


COMMAND
1Begrudging - will obey, but try to subvert if intelligent (and possible), and any actions pertaining to command at -1. Retains memory
2As COMMAND(1), but will not retain memory of the experience
3Listless - obeys command, at -1 to any actions performed pertaining to it. Will not try to subvert.
4Obeys command, though may try to subvert. Retains memory of experience
5Considers command in own best interest and will obey. Retains memory of experience
6Obeys command. Will not retain memory, unless source desires that they do.
7Obeys command. At +1 to any actions undertaken to fulfill the command. Will retain memory only if source desires.
8Obeys the command without thought, the effect will last twice normal duration
9Obeys unquestioningly, +1 to any actions undertaken to fulfil the command. Will resent the source afterwards.
10Obeys enthusiastically, +2 to any actions undertaken to fulfil the command. Will offer services if applicable

Thursday, August 13, 2009

Influence Effect Tables (sys-neutral-ish)

Been digging through my unkempt piles of gaming-notes, map, etc, looking for several tables I made a long time ago and managed to keep because of their utility. Made them after thinking about the different ways to interpret some pseudo-common in-game terms (awe, charm, confusion, fear, command, and rage). Well - found 'em! Many of these terms are used as spell names, or have some delineation in your rulebook of choice, but these tables largely ignore those (edit: I slipped into vague D&D-isms...oh well). Some of the effects allow for secondary conditions (one can perhaps issue commands to one who is awed - or they may be so overcome as to go unconscious). Hope you enjoy! Now I'll never have to look for them again!

d10AWECHARMCONFUSION
1Overwhelmed - stops everything, pays attention only to source of awe. Can be commandedEnthralled - pays attention only to source of awe. Open to suggestionTakes no action except self-defence
2Cowers and grovels in abject submission. Can be commandedOffers source object or service of valueContinues prior or current action at 1/2 effectiveness
3Shamed - develops aversion to source and seeks distance from it above all else. Friendship - Wants to help source. Retains free-will. Open to suggestionTakes no action
4Transcendent - feels that source has improved target in some ineffable way and is totally grateful. Can be charmed.Tolerant - will not instigate or assist actions against the sourceWander random direction at half normal move
5Pious - target believes source to be divine and to be adored. Can be charmed and commandedEnthusiastic - as CHARM(3), but all actions undertaken at the source's behest are at +1Wander random direction at normal move
6Dread - knees buckle, bowels loose, held items are dropped. Unable to take any action. If saving roll failed by large amount, consider a heart attackToady - takes no actions but complimenting source. No detail is too mundane to receive copious praise. -1 to all actions undertaken on behalf of source (too distracted)Wander random direction at double normal move
7Antithetic Conversion - as AWE(5), but target's alignment/outlook is reversed. Target believes that this change is for the better and is grateful that the source instigated the change. Can be commanded.Protective - Will defend and protect source to best of ability. Open to suggestion.Drop all held items. 50% chance target continues to divest itself of possessions beyond what is in-hand
8Epiphany - as AWE(4), but target gains experience points (1d6 per level times 100) from the experience.Respectful - as CHARM(4), but is inclined to to follow suggestions from source that coincide with own interestsContinues prior or current action at -d4 penalty to actions
9Revulsion - as AWE(3), but source becomes the center of lingering psychosisInfatuation - obsessive interest in source. May be romantic/sexual/possessive. Open to suggestionCannot remember anything. May defend self at -1.
10Fervor - target has no will of own but to serve and glorify the source. Very emotional and irrational. Can be commanded.Henchman - wants to serve source as a henchman. May be commandedStruck mute, seized by twitching spasms. Out of touch with reality. May be awed


Will continue with the others later

Monday, August 10, 2009

Troll Talk (unsolicited)

The only game I'm running these days is Tunnels and Trolls, and this is over the internet.

I don't write much about T&T, though, don't tinker or tweak much, having settled on a comfortably loose set of house-rules and guidelines early on. This is something that's come up at Vin's Trollbridge before (among other places) - that it's hard to get too worked up about different approaches, modes of play, etc (of course, in this way it probably helps that T&T never approached the kind of dissemination that D&D did - the pool of opinions never got too cloudy...)

It also never suffered from differences between editions (up until fairly recently anyway). It is a game that promotes a 'ruling-over-rule' approach, demands that the GM exercise personal judgement for determining how difficult a character's action may be to perform (which seems to be a big chicken-bone-in-the-sandwich for many players of games of more recent invention). No list of monsters, no list of magic items, very little in the way of 'implied setting' in this sense.

Tunnels and Trolls is a game that I don't write about very much, because it's a kind of a perfect specimen in my opinion (and the opinions of at least a few others)!

Of course, like any RPG that sees a lot of service in home games and longer campaigns and such, there were a lot of spells added to it, common items and monsters, standard practices for special cases and conditions - but at no point did I ever feel like I had to make up something to account for a deficiency in the rules, a kludge of a subsystem - nor that I had to outright exclude or ignore some part of the rules as presented as being too far out, or just 'that's not the way I'd do it'.

Rumours are in the air that a chaotic 8th edition is in the works. My hopes are that it is a variation on the 'perfection' of the 5th edition - since something being 'more perfect' is only meaningful in an Orwellian sense...

Friday, August 7, 2009

Lovely post from fightingfantasist

FightingFantasist: Cracking Open The God-Isle

(another successful deflection of the internet!)

Thursday, August 6, 2009

pregenerated spellbooks

Added a link to a PDF of pregenerated spellbooks for 1e AD&D Magic Users. There are 6 spellbooks for each point of intelligence, making a d6 easy to determine which is found or available. Kellri's got this stuff in spades, but here's another for the sake of wheel reinvention...also put up some tables to help generate some NPC details if you need to determine an elf's class, or an assassin's race, or a fighter's alignment...

Funniest thing I've read in 2000 years

The Tao of D&D: The Council of Passaic

alignment table re-do

I like this better.
d%
01-16Neutral Evil58-69Lawful Neutral
17-24Lawful Evil70-76Chaotic Good
25-31Chaotic Evil77-84Lawful Good
32-43Chaotic Neutral85-00Neutral Good
44-57True Neutral


Think I'll lay off the alignment for a while.