My blog's evilness ==

This site is certified 38% EVIL by the Gematriculator

Thursday, October 8, 2009

Early Dungeon features

I use the term features to mean things that aren't necessarily harmful, nor necessarily an object or a location, but possibly any of the above. I like early dungeon whimsy for the sake of object lesson. New players should be exposed to some safe-ish examples or strange things early on - learn that they can waste time, learn to not make too many real-world assumptions about the game environment, establish that sometimes weird things are just there - not there just to help or harm them. Perhaps this was established by my beginning to play in B1 rather than B2 (though the latter has some wyrd too). Such as it is, here are some things I like to present to early players -

1. The door that will not be opened. Put it in the first or second room. It defies logic, lock-picks, brute force, fireballs, acids - every ingenuity the delvers can contrive. Perhaps different sounds can be heard behind it with each listening. It is not an illusion - it is a real actual door that cannot be opened. (Unless you want to supply a key or a trigger somewhere else in the dungeon or something...open it from the other side and it's a gate to Glerwodd's Taproom...)

2. The invisible wall, the wall of force. Love it! The invisible bridge across a bottomless pit (...well, probably bottomless...) Totally hokey - for the win! People walking into invisible walls (a la Time Bandits) always been a favorite of mine. But this is not about the Schadenfreude of DMing - these features can be used to further develop the point that limitations of actions are not always obvious and that seemingly insurmountable problems may have solutions that require different methods of searching.

3. The ringing payphone. Yeah - even in a dungeon it presents the same quandry as it does in real life (unless one of the PCs is under a Geas to answer it). And with the knowledge that there's a telephone, the players may want to make calls with it. Maybe you can give Dispater or Orcus' phone number scrawled in a matchbook to a player the next time the alehouse is dull...

Tuesday, October 6, 2009

Conventions

Wanted to get to GenCon this year, but couldn't. Would have been my first time at that one, and with the Swords & Wizardry win, I'm sure it would have been a memorable event.

I've been to exactly three RPG conventions, all before the age of 18. These were all smaller scale conventions (2 Griffcons in South Bend Indiana and another in nearby Fort Wayne whose name I cannot remember). My memory of the first convention is very dim - I believe that my older brother took me, which would have put me in the 9-10 age range. I do remember, a few Apple ][ computers set up with a dungeon program running. I was amazed by this.

At the second convention, with a little experience under my belt, I signed up to run a total, from-scratch, homebrew (from scratch meaning largely cribbed from a variety of other games). The slots filled and I was excited. On the big day, I waited 1/2 hour, one player showed up - we agreed to go look for a pick-up game instead. Bummer. I'm sure that this is for the better - whatever that game was (all I can remember are some hit location charts from Twilight 2000...), I'm sure it was nothing that needed to be inflicted on anyone at that point.

A few good things happened that day though...

1. Napoleonics! The only time I've had the opportunity to play straight-up miniatures - it was a blast! Whatever the rules being used (I have no idea) they were easy to pick up. The physicality of miniatures and landscaped tabletop allows for less rules - there's not a rule for line of sight, weapon range, etc - there's a tape measure! Empirical! I did not win the scenario I played, but I loved the whole experience, and have always wanted to play more.

2. Got in a game of Fringeworthy. Fortunately, the GM knew the rules well enough that I just had to say what my character did and roll dice (the system is one I would not have to want to run - though the setting/premise is pretty awesome). My friend Donn (a cartoonist and general genius) was running it, and I was awed*.

3. Watching a game of Paranoia after the homebrew wash-out. What a f'in hoot that game was when it first came out! I like games that can throw seriousness into a sea of silly and see what floats. I ended up playing a lot of Paranoia with my buddies - stretched it all kinds of ways and had gonzo-goodtimes.


Then there was a weird quiet one in Fort Wayne. It was quiet, held in a dusty warehouse space. I signed up to play D&D. Turns out that the DM was this guy I went to high school with and didn't much like. We were tasked with chasing some goblins out of a keep. We strode up to it in full daylight (having agreed among ourselves that goblins don't like daylight, so sure - why not?)and stormed the gate. The action couldn't have taken more than 20-30 minutes - we died pathetically under arrows and spears, nets and oil. I ended up liking the DM fella more after that - we were asking for it...

So now I'm getting ready to run a couple of games at a convention the gaming club at Univerity of Kentucky gaming group this February. Want t keep it 'abstract' (I have no miniatures - stay off the battle mat - I like RQ-style 'ranks'...) Looking forward to it - a Swords & Wizardry game and a Tunnels & Trolls game. These are totally new games to the people in the gaming club - yay! Toying around with ideas for what to run - a variation on City of Terrors for the T&T game I think, and I'm inclined to run Chgowiz's quick-start for S&W - and distribute copies to the players afterwards.

Maybe I'll get a chance to play some of these new-fangled games there - it seems a sad certainty that there'll be no fatbeards with musketeer figurines there...

* this has made me think of something.
There's a lot of examples of games that I liked when I was younger, but could never run - out of intimidation. It was a 'write-what-you-know' kinda thing - with fantasy, absurd dystopia, cthulhu spooky, apocalytic mutationry - I felt like I "got it" enough to run it well. It was mostly make-believe.

Traveller, Aftermath, Twilight 2000 - loved reading them, but couldn't bring myself to run them. Note the military/technical theme here. My math has never progressed past simple geometry - my unit-conversion skillz == 3/0...If only I'd thought at the time that it was OK to take the system into my rush-clutch and take it to some far endzone - but at the time, looking at the tables and skills, megacredits and kilometer ranges - too intimidated to even try.

Saturday, October 3, 2009

ramble(Isn't it really just about the ref sheets?)

More and more I think it is. Game books without much authorial voice (i.e. most every game book published these days, i.e. game materials by committee and such) are not fun to read. Sometimes the stars are right and I can get into well written setting and stuff - but most of the the time, meh. I do in various ways enjoy reading T&T, Paranoia, Gygax - but for book use, it's the lists and the tables I'm after. I've had one experience with a DM aid - a ref screen for AD&D. Loved it. Handy.

I'm really glad to see that the 'DIY ethic' has caught hold with so many other people of and near my generation - not something I see much of in my day-to-day local life.

Isn't it really just about the ref sheets? Pre-prep organization work, tweaking frequencies on random tables... not just that - it's really about sitting down and playing. Or pacing, as you see fit...

Ramble much? yug.

Thursday, October 1, 2009

now that that's off my chest

some more AD&D class rambling...
On a logical level thieves, assassins and monks make more sense to me as sub-classes of fighter -
paladins and rangers as subclasses of cleric and druid respectively. But I don't like the division of magic into divine/arcane, so I think that the cleric & magic user should be merged into one class, with a few permutation subclasses:
Magic User (learns magic user & cleric spells)
- Illusionist (learns magic user & illusionist spells)
- Druid (learns magic user & druid spells)
and heretical though it is (they can cast spells after all...)
- Paladin
- Ranger

This is, mind you, just logical ordering

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.

Monday, August 3, 2009

yet more alignment

Here's a quote from Gygax in Strategic Review. At this point, the system of alignments is beginning to move from the Original D&D (Lawful/Neutral/Chaotic) into that presented in Homes Basic (Lawful Good/Evil, Neutral, Chaotic Good/Evil).

Considering mythical and mythos gods in light of this system, most of the benign ones will tend towards the chaotic/good, and chaotic/evil will typify those gods which were inimical towards humanity. Some few would be completely chaotic, having no predisposition towards either good or evil — REH’s Crom perhaps falls into this category.

I find this interesting on 2 points.
  • Allowing one and two term definitions of alignment to co-exist, and
  • stating that evil is 'inimical towards humanity', placing the interests of humanity as the objective standard (which is probably the safest approach, maybe the only approach...)

Holmes alignment is the one I've felt most comfortable with. Not too esoteric, but of finer resolution. Continuing to use Lawful and Chaotic as independent terms does not seem a serious complication, and one that allows the existence of objective Law and objective Chaos, in the realm of deities and such.

And to maintain the humanocentric interpretation of alignment, the last paragraph of this article says:
As a final note, most of humanity falls into the lawful category, and most of lawful humanity lies near the line between good and evil. With proper leadership the majority will be prone towards lawful/good. Few humans are chaotic, and very few are chaotic and evil.

Perhaps to reinterpret the 1e AD&D alignment, removing the neutrality of each of its variations (and get rid of True, same as adding it implicitly)...nah.

This is the alignment table I use for random determination
d%1e AD&DHolmes Basic
01-05Lawful EvilLawful Evil
06-15Chaotic EvilChaotic Evil
16-20Neutral EvilNeutral (evil tendencies)
21-35Chaotic NeutralNeutral
36-55True NeutralNeutral
56-80Lawful NeutralNeutral
81-85Neutral GoodNeutral (good tendencies)
86-95Chaotic GoodChaotic Good
96-00Lawful GoodLawful Good


So 60-70% of the aligned population falls into neutral territory, with a greater chance of lawful ethos where applicable. Boring? Realistic? Not sure. Somewhat comfortable though.

Saturday, August 1, 2009

How about 13 alignments?

(This is a total ramble. Sorry - it's saturday.)

I've never been able to implement the use of alignment into a game I ran that I thought was satisfying.

Really, I dislike the following ideas as much as I dislike virtually all ideas about handling alignment - except that one which advises willfull exclusion of it.

You can view the 9 axis AD&D alignment (LE-CE-NE-CN-TN-LN-NG-CG-LG) as a 2D array (like the picture on the page). Now sparsely populate the third dimension with doubles of the bases (LL-CC-NN-EE-GG) - say that these are the most exaggerated, atavistic or monolithic interpretations of these ideas...Neutral Neutral seems like True Neutral...UGH - at least there's 13 elements, which might scare prospective DM's off due to superstition and folklore, and those who skip from level 12 to level 14...

Nah.

OK. Get rid of the conceit of 'common tongue' instead (maybe allow other less-inclusive ones like Tradespeak, Scholarspeak, Mercenarese, etc (thieves and druids do it, right?)). How about getting rid of all other languages as automatic to the character at creation - only the alignment language stays, so generally people can speak best to those'of like mind'...allow them to be learned as any other...

Eh. In a world without races, that could be cool.

Here's my personal binary favorite: PC and monster.

The concept is really fundamental to the game of D&D - in the sense that it's in the original rules, was there from the start (is it still there now?). Maybe, just maybe, my dissatisfaction with it is a shortcoming of my own. I've always hated using it while playing. I've always felt like players who make a big deal about their character's alignment have some kind of agenda to their play ('always' isn't the best word - maybe 'usually felt that'...anyway). I've always appreciated those games that don't even bother with alignment in the rules. There are, of course, good guys and bad guys in those games (PCs and monsters).

Nevertheless, I've always felt compelled to use it, or at least include it in setting and design for fantasy games, in some way just a cut above token inclusion. Take the swords and magic items that possess intelligence, ego, alignment. Opinions, outlooks, etc - these are elements of sentience - morality, ethics, what is right, what is wrong - you know the rap...

Seems likely that the anti-paladin was an invention very early in the history of the dissemination of the original game. Where's the evil anti-ranger, who hunts the edges of civilization, culling the sheep who stray too far from the village? (well, that role is filled nicely by wolves and monsters I guess...) As a class, I guess that's an assassin...

The endgame of OD&D vs say BECMI (hope I got the order right, BEMCI?). Wargaming vs at-home campaigns. Gross definitions vs fine definitions. Good Guys vs Bad Guys. Team players vs. Individualists. I'm not a big fan of 'epic' style games - so the identification of universal powers of such-and-such alignment always rubbed me wrong.

But, dammit! As a DM, I want to know if some NPC king in question is neutral, good, or evil! (Basically just so I can figure out which of them are fighting...) I still use it in design a lot. For that matter, I want to know if some prospective henchman is Chaotic Evil or Lawful Neutral. I end up writing small programs to automate NPC generation, with the idea that it'll help to populate villages and such (*herm* ok, i do it cuz it's fun) - but within these lists, inevitably, I segregate the NPC into groups of common alignment, to begin to piece together story-hooks and relations between groups...

Assuming you've made it this far, I'll apologize again.

Friday, July 31, 2009

Emotional Actual Human Beings vs the Internet

Actual Humans win again!

I sometimes forget, while looking at words and pictures on my computer, that there's people out there, behind the whole thing - actual real people. And the thing about such creatures is that they are rational, analytical, measured individuals - every last one. I myself am one such person, though I am generating this post through a php script which supplies my tone, cadence and general demeanour.

People are sometimes passionate, emotional, messy, loud, abrasive, etc. People love and hate things, are ambivalent, fearful, joyous, oblivious, enlightened, etc. Easy to forget when things are humming along smoothly - you're thinking about games, talking to other people about games and game minutae, it's cool - you disappear into the wonders that we're all building and sharing - you develop lingering internet-crushes on so-and-so.php, who elucidates angles you hadn't considered, reminds you why you love gaming, get excited about developments, (insert gushy-fanboy-love-topic-here), etc.

Several events in the last few months (and others in the last few years that I've not seen first hand but dredged up through unceasing labor (assisted, of course, by this curse of life eternal)) really make it clear though - people get hemmed the fuck up!

I love gaming, I always have and can only assume that I always will. I also love discussion, discourse - that's what the internet is for! (aside from youtube and, uh, maybe this site). For me anyway. I have more or less always gamed in a vacuum, had few actual opportunities to play since I was 15 or 16, and never *NEVER NEVER NEVER* imagined that I'd be able to read and talk to so many fascinating people - originators, obsessives, inventors, etc - It just seems like such a waste of time (this is resource management) to dwell on negatives and divisions.

Thursday, July 30, 2009

just curious...

would you have a harder time playing a game where the DM rolled all of the dice for your character, or one in which you did not have access to your character's stat scores and game mechanic information?

EDIT: Let me clarify. Sorry. Hasty initial post.
1. You can look at your character sheet, but the DM rolls dice as required to resolve your character's actions and such (to-hits, saving rolls, etc) OR
2. You never see your character sheet, but roll for your own character's actions.

Fundamentalist Fatbeard Splintercells Unite!

wtf! come on already!
in a post dealing with the subject -
how to defend one's interests
in a constructive way
in a hostile environment
when you shouldn't even have to justify your interests in the first place
perhaps apply judo toward bridge-building...

some wonderful things were said about 'economy' on a thread at Vin's Trollbridge a few days ago (somewhere in page two). Feel free to find offence in the thread and focus obsessively on that instead.

Wednesday, July 29, 2009

Dark Static Demon

Dark Static Demon
MV 9" AC 4 HD 3 Attack 1(1d8+special)
SA metal armor provides no protection, on hit save vs Hold Person(d4 rounds)

From a far removed plane (4 planes removed, for those who desire Contact), a place of high energies, strange states of matter, and esoteric sentiences, comes the Dark Static Demon - among the easier of its denizens to summon. Though called a 'demon', they are not thought to be evil. They appear as a 4' tall cloud-like mass of writhing strands or cords - one of these cords can strike out swiftly to attack, and this attack ignores the presence of metal armors. The summoner will have effortless mental contact with the demon up to 100' away, and it will obey commands with intelligence, but will never itself communicate. Illusion and invisibility are meaningless to these creatures, and they are unaffected by mind-influence spells. Dark Static Demons cannot be maintained away from their home plane for longer than d6x10 minutes.

Tuesday, July 28, 2009

Magifacts

Berserker Stone (unknown quantity, assumed very large)
In the 7th Aeon, two conflicting kings warred over inconsequential matters, and fired arcing cannonades of these stones into the ranks of each-others standing forces. Composed of a chalky soft stone, they cleave easily, and from that break springs a warrior fully equipped, with no interests but attacking all others not cut from the same stone. The warrior (or the organic and inorganic remains thereof) will persist for d3 days. If found in great quantity, the GM might wish to roll percentile to see how many of the stones still retain their enchantment.

Pegarine Folio (unique)
This spellbook is known to have an enduring enchantment upon it which bars it from being opened and read by those of inadequate abilities. In the four-hundred years since it was discovered, it has been owned by six and used by five. There are eight pages, upon which any spell may be written. Any spell in this book can be memorized by the reader, regardless of different or conflicting realm or school of magic, class or alignment difference. (T&T SR Level(20-opener's level) on CH, DX & LK) (D&D I 15 W 15 D 16 C 15 required to use, and Save vs Wand on initial opening attempt)

Spool of Prison String (unique)
This thin string that unwinds from this spool can be used in two ways.
1. A single loop joined around one individual being will prevent it making any voluntary movement.
2. A thread tracked out on the ground around an area will confine those enclosed to that area, but only those present when the loop is joined (i.e. others may enter and leave as they wish). Consider that it has no ceiling for aerial purposes, but maintains its form beyond the atmosphere. Spells and powers of teleportation within the area are foiled, though those able to travel to other dimensions and planes may thusly escape.

In either application, the string cannot be touched or otherwise targeted by actions of those effected.

Sunday, July 26, 2009

AD&D Soothsayer

The Soothsayer

Soothsayers are a sub-class of magic user, though they have some qualities of illusionists and clerics also. To be a soothsayer, a character must have a minimum intelligence of 12, wisdom of 9, dexterity of 11, and a charisma of 9 or more. Soothsayers do not gain bonuses to earned experience by dint of high ability scores. Soothsayers can be of any alignment, and may or may not be affiliated with a religious organization, cult, or church, but should not be considered as necessarily representative of this organization as the cleric generally is.

Soothsayers gain levels and follow the spell schedule of the illusionist. Hit dice are d6. Soothsayers can wear no armor heavier than leather and cannot use a shield. They may arm themselves as per illusionists, and choose one other weapon to be allowed to use. Soothsayers attack and save as clerics.

They may use magic items available to magic users, illusionists, and clerics (though some deities/religious organizations might disallow the functions of clerical items for a particular Soothsayer whose alignment, outlook or purpose is antithetical).

Soothsayers are more inclined toward information gathering and influence than acts of grandiose magic. They are more likely found as fortune tellers, hermetic seers, advisors, adventurers, iconoclasts and zealots or charlatans and mountebancs than leaders of a flock, crusaders or academic thaumaturges. Some cultivate an aura of mystery about themselves, others use their abilities in the service of others.

The particular methods of soothsayers allow them to cast Read Magic 1 time a day for each level they have attained. Additionally, soothsayers may cast the reversed form of any spell currently memorized, where such reversed forms exist.
Spells available to soothsayers
--Level OneLevel TwoLevel ThreeLevel Four
1Change SelfAuguryBlinkCharm Monster
2Charm PersonDetect CharmClairaudienceConfusion
3CommandESPClairvoyanceCure Serious Wounds
4Comprehend LanguagesFind TrapsIllusionary ScriptDetect Lie
5Cure Light WoundsForgetSpectral ForceDivination
6Detect EvilHold PersonNon-detectionEmotion
7Detect IllusionHypnotic PatternRemove CurseExorcise
8Detect MagicSpeak with AnimalsSlowPhantasmal Killer
9HypnotismImp. Phantasmal ForceSpeak with DeadPolymorph Self
10IdentifyKnow AlignmentSuggestionWizard Eye
11Phantasmal ForceLocate ObjectTonguesPlane Shift
12Audible GlammerMisdirectionDispel MagicContact Other Plane


--Level FiveLevel SixLevel Seven
1AtonementFind the PathAstral Spell
2ChaosVisionAntipathy/Sympathy
3CommuneInvisible StalkerCacodemon
4Speak with MonstersLegend LoreInstant Summons
5FeeblemindMass SuggestionMind Blank
6Magic JarReinacarnationTrap the Soul
7MazeRepulsionMass Charm
8Polymorph OtherSpiritwrackHeal
9QuestVeilImprisonment
10True SeeingWord of RecallAlter Reality

Life w/o net

Man! No internet! After the first few days I got used to it, and started reading books again. Made me feel like I could quit smoking! And confined to localhost, managed to dribble assortments and some gaming things that I'll have to prettify and put up eventually...
But now, to absorb the last few weeks of OSReality.
Thanks for keeping the camp clear, everything appears to be in order...
Oh yeah - BOOKS! Vance The Last Castle and the Dying Earth quartet (finally), and Blackwater, the Rise of the World's Most Powerful Mercenary Army by Jeremy Scahill. (general conclusion: we're fucked (unless 'we' are committed right-wing crusaders with deep links into the military-industrial complex)). Of course, this book in particular got me to thinking on matters of D&D endgame...
Now to jump back into the PBP games...it may take a few days for some emails to get sent out of here, but I do have the next few days off...
Glad to see the S&W quick-start (though I feel compelled to steer clear of it until Nico and I have the E&S project done) and the Three Headed Monster is pretty exciting too. Glad that BHP has softened up a little.
Pretty glad that I was gone while the Tweet episode flared too.
Ugh.

Wednesday, July 15, 2009

gone for a few weeks at worst

lost internet connection and it looks like it'll be a minute before I'm back.
Take care.

Saturday, July 11, 2009

Identity and Rolemaster "Classic"

Classic refers to the first version of the game.

1. 'Universal' game material. Supplements to add-in to other systems to give a greater amount of detail. Arms/Claw Law for combat, Spell Law for magic, and then Character Law for character development. I wonder how many people used these products in their D&D games...I'm sure the critical hit tables were fused into games in various ways if nothing else...

2. With the "main-points" of RPGs covered, this then is a system of its own, internally coherent. Iron Crown stopped printing information about converting Rolemaster data to the number-scales of other games, and began packaging the books together as a stand-alone system.

3. Middle Earth. Pre-MERP - Iron Crown got a license to publish works detailing settings in Middle Earth. What a coup! With time, a spin-off game is developed, 'Rolemaster-lite' (*heh*) in the form of MERP (along with other products). Rolemaster itself continues to be supplemented by Companion products, and also a campaign setting called Shadow World. New character classes are introduced, spell lists after spell lists are elucidated, the effects of unique herbs with strange names are detailed, more skills, more skills, more options...

4. Tolkien License revoked. Bummer. Can no longer publish the stats of the Steward of Gondor...Good thing they'd been thorough while the license held. One thing you can say about Rolemaster - thorough! They'd already detailed Moria, the Woses, the Court of Ardor, etcetera.

5. A continuation of #3 above. The numbered general supplements come to number seven. Companions are produced for each realm of magic, for two 'new' realms of magic, for alchemy, and for spell-users in general. Three compendiums of creatures and treasures. A companion book for character talents and skills, for warriors and arms-use in general, for war, for sea, castles, for constructs, golems and autoamta (I'm bouncing around the editions at this point...Rolemaster is still being published). The Shadow World setting never did much for me - but detailed settings have always been thought-experiments for me, I've never run a game with much of a mind to remaining true to a setting...but I liked reading Greyhawk, Earthdawn - Shadow World never jumped out and pulled me in.

Here's the thing. I tend toward 'low-powered' gaming. Limited information, limited scope. With the amount of detail in this game, I found it difficult to put on the blinders, and focus only on the aspects of the game that supported a low-powered campaign. If the characters were playing dumb grunts in the middle of nowhere (trust me, they weren't...), I was nevertheless aware that there were world-spanning organizations - there was magic that would allow amazing feats of communication and co-ordination - and this was distracting. (The fault here I lay at my own feet).

Ugh.
Yes, I'm going to have to go through the numbered companions next.
:)

Friday, July 10, 2009

Rolemaster vs Tunnels & Trolls

T&T wins again!

But really, this is more on Rolemaster.
I apologize that my writings here tend to be somewhat meandering.

One thing about Rolemaster I always found interesting was that it was something of a toolbox right from the get-go. It was acknowledged in the books that there was so much being presented that most referees would want to not-include everything (sort of reverse house-ruling...sort of). Then, once the Companion books started coming out and the options proliferated, this observation took on new weight - for example, there were three or four systems presented to deal with initiative in combat, and you really couldn't use ALL four of them.

When it come to kit-bashing, house-ruling, etc, the idea of building complexity to a desired level from a simple foundation has great merit. My early experiences with Rolemaster, however, may have really developed in me a tendency toward the opposite - to begin with complexity and pare it down to desired level of simplicity. Or rather, to begin with comprehensiveness and reduce reduce reduce.

Both approaches have their pros and cons. I feel that I am at odds with general OSR-ness when my yang side of overdevelop-then-reduce comes out. Oh well. Different strokes for different orcs.

Now, I have a hard time imagining two RPGs farther from each-other on the dirt-simple <-> over-blowed-out number line than T&T and Rolemaster - the two games that have had the most telling influences on my 'gaming philosophy'. (This may have produced a certain schizophrenic
tendency in my gaming...I refer to the orcs mentioned above). In the privacy of my notebooks and hard drive, I still attempt to write over-arching structures, comprehensive systems, exhaustive lists, rational categorizations and such - but in play, I am coming more and more to appreciate beginning with simplicity, and generally staying there.

I think though, that there's a lot of grey-area between the two extremes. And I think also that I will not be able to stop this series until I've plucked the various gems out of Rolemaster to put them here on display.

Oh yeah - the Castles & Ruins supplement for Rolemaster is magnificent!

Monday, July 6, 2009

Crude PDFS

I posted a link to some small PDF files that I've made and thought I should offer an explanation.
They're beside the top post of this page.

First off, a set of tables for hex-occupant generation. I went through Holmes D&D and extracted those creatures listed with treasure types, put in a dash of personal bias, and made tables for lair generation. Each table is rolled with 2 20-siders. There's two tables, the first contains races, the second, monsters.

The second is a list of the spells I've recently been posting here. Yay! More spells!

Anyway - coming to understand how easy PDFs are - albeit, crude ones.

Sunday, July 5, 2009

Belskod's Bubbuckle

A brass belt buckle with a simple setting supporting a tourmaline. This gemstone can be depressed
twice a day, whereupon the wearer is surrounded by an invisible barrier. Within the barrier the temperature, air quality and purity, pressure, etc are maintained - environmental conditions inimical to continuance of life do not pass. The barrier makes the wearer immune to airborne poisons and diseases, improves the wearer's armor class by 1, does not interfere with the manipulation of objects and will persist for up to 4 hours.

Saturday, July 4, 2009

Further researches of Ghanto Manuscript...

Curse of Cowardice
Casting Time 1 minute
Duration 1 day/level

Target gets initial saving throw. If failed, target must save vs spells to enter melee, or to undertake other actions that call for an excessive bravery.

Curse of Hiltbite
Casting Time 1 minute
Duration 1 day/level

Target gets initial saving throw. If failed, target takes 1 damage each round for each hand holding a weapon.

Enduring Symbol
Casting Time 1 hour

After casting this spell, caster places gold ingots or bars on the symbol, of a worth no less than 14,000 coins, which suffuses into the pre-existing symbol and vanishes. The symbol from then on must be dispelled twice in one hour to be removed.

Liquefy Metal
Casting Time 1 minute
Duration 10 seconds/level
Range 5'/level

The caster can effect one non-magical object composed of metal (1 pound/level). If the item is heavier than the caster can effect, the spell fails. If the metal object is held or worn, a save vs spells is allowed. Otherwise, the metal becomes a liquid without changing temperature. If not contained it will spill to the floor. At the end of the spell's duration, the metal returns to its natural hardness.
(*should probably allow normal metal things a save too...)

Rolemaster and Alignment

Fortuitous Bandwagoneering!

Rolemaster, at first, had little to say about alignment. The book dedicated to character development actually has no use of the word in it! Regular Garden of Eden...

Evil showed up in Spell Law, where there were lists of spells that were supposed to be available to evil magicians, clerics, and mentalists. Spell Law provided the game's 'take' on Good vs Evil - which was essentially a small blurb that left it up to the Referee to decide what the terms meant in their game-world! How about that!

Enter the Companion products (of course!). Early companions were essentially fan-projects - optional rules and sub-systems submitted from players across the world - of course someone out there would submit their version of alignment for Rolemaster. It was inevitable.

Now, the latest version of Rolemaster has two pages dedicated to it, with three tables occupying one of them. It gives a variety of binary pairs (good vs evil, law/government vs anarchy/rebels/opposing government, law/principle vs opportunism, religion vs atheism/other religion, free enterprise vs cartel/guild/monopoly/socialism, asceticism vs hedonism, altruism vs egoism, spiritual vs materialist, metaphorical vs literalistic). This table, while interesting, is a simplification of an earlier table, which contains 'Personality Traits' set up in the same fashion (as pairs of extreme traits). A character was to roll on this table. Lets say this roll is 58 (yes, I rolled!). 58 gives us "Valorous, Brave, Bold, Audacious vs Timid, Cowardly, Craven".

OK. We roll again to determine where the character stands in this abstract scale (where low rolls are closer to the Valorous, Brave, etc end, and high rolls cleave to the Timid, Cowardly and Craven heights) - and get 50!. Really (again - I rolled!) How appropriate. So this particular character stands exactly midway between Valor and Timidity, as Brave and as Cowardly as the average Josef.

How about a roll on the alignment table? 71 - this will determine the character's alignment on the scale of "Metaphorical vs Literalism". OK - 32 puts him much closer to the metaphorical than the literal. A man, then, of average bravery, prone to metaphorical interpretations and understanding of the self and world.

Alignment? Apparently this character does not acknowledge a struggle between universal good and evil. Nor is the importance of individuality defined - or the value of whatever groups he associates with. Granted, with different rolls on the table, a closer approximation of AD&D alignment could have happened. And dispensing with the die-rolls altogether would simply that further...

I didn't grow-up gaming with this approach, though - it's AD&D alignment that has that honor. Honor? Anyway - ZZARCHOV has posted his approach, and it is similar to mine (though I do use Neutrality - in fact, variations on Neutrality comprise 75% of alignments). The important part is that alignment defines the positions an individual takes on the issues of self/group and selfish/altruistic - in a purely social sense. This is where I prefer alignment - as definitions of relations of self/group and then relations of groups to other groups. At this point I would have a hard time demanding that a player choose an alignment (unless the class dictated it). Alignment is something I use generally just to generate conflicts between individuals and groups.

Let's populate hex #5437 with two dwarf tribes, both Neutral Good. What stories are there in this hex? Two Dwarf tribes co-exist because of similar temperaments and mine high quality iron ores, etc. Great. Sounds like a decent place to rest and recuperate while wandering the wilds.

Why are there two Dwarf tribes fighting over in hex #7853? Because one was randomly generated Chaotic Evil and the other Neutral Good. So an antagonistic relationship between them is not hard to imagine here, the details of which could be left to development until such a time as the area is entered: which tribe is encountered first? How do they cast their differences with the other tribe?

These kinds of things could be modelled anyway you wanted - give each hex a Conflict score or something... the point of this ramble has become pretty much lost to me. Oh yeah - just that alignment has become shorthand for hex map filling, city populace factions, etc. I kind of cringe when players try to bring alignment into play...

Now. Universal powers in unending struggle...There's a wonderful thread on OD&D that is probably what got me hooked on the boards.

Thursday, July 2, 2009

Epées & Sorcellerie

REPOST - To simplify matters, please email me at address shown to the right if you are interested in looking over this rough - any help is appreciated!

I've put up a rough PDF of character creation and combat for the translation of Epées & Sorcellerie and I am hoping that someone could read it and tell me if there's howling errors I am missing or if there some aspects of the game are not explained very well. The quick start version of the rules are close to finished state. It's a good game, not a strict cloning of OD&D - more a variation (and a good one!) with the author's imprint on it. This is something I miss in reading games more often than not - the author's personality, and is something I'm really nervous about preserving (though it is less an issue in the 'quick start' version we're getting together). At some point I''ll pore over Grognardia to link to the review James gave it. Anyway - these two sections total about 16 pages - if anyone could look them over, and tell me what's wrong or not right enough, I'd appreciate it!

In Clarification of Rolemaster

Well, strictly speaking, Andreas, they could populate empty spell lists from scratch, so it wasn't so much spell invention as it was stitching together pre-existing spells to form new groups. The class was called an an Arcanist - it was actually in Rolemaster Companion II methinks (maybe III). What they did present in the first Companion was 'Arcane' magic, a new uber-realm of magic which allowed its practitioners to learn lists from any realm (called an Archmage). At first, Arcane magic was an escape route from the division of magic into discrete realms. Later versions of the game changed Arcane magic into 'just another realm', with it's own professions and their base lists, etc. The Arcanist, then, was a spell-user of the arcane realm that could build lists of spells from all of the pre-existing spells.

Lucky guys!

Ok. Godsdamn* this spell system! I love it - but whew! Too much! Anyway, non spell-using characters had to choose a realm of magic, even the grunts, sages and swashbucklers. This decision could have some in-game consequences for them, but was largely superfluous. Spell-using classes had their realm (or realms) pre-determined. Here was the first clash - the Monk. By-the-book, a Monk is a semi-spell user of the Essence realm ('essence' is a term analagous to 'ambient magic', 'the force', it's practitioners those who learned formulae and methods to coerce specific effects into being). Early on, a player wanted to make a Monk, and saw them as belonging squarely in the Mentalism camp (mentalism: remember the magical field of the Essence? Yes. Well, it is uneven. Living beings form nodes in this field, and Mentalist casters tap this personal allotment of magic). I agreed. These realm divisions are semantic, or at best/worst, settling elements - and so in my game, the Monks were Mentalists.

*

Wednesday, July 1, 2009

In Praise of Rolemaster

Spell suites.

1. Spell Lists
Rolemaster magic is love/hate, but one thing that stuck from its spell system was the mechanical exposition of increasing spell effects at greater levels. Where AD&D used spell name and then Improved spell name, this was more obvious. AD&D also had a lot of spells in which increased caster level provided better results. Again - nothing new in a revolutionary sense, it was really just the exposition. Spells were presented in lists of levels, with (usually) 23 elements - these lists being a few related spell effects stretched and stepped out. Oh yeah - when a character 'learns a spell', they really learn 3-5 spells...yeesh - OK, I am trying not to explain the magic system wholesale here - the important point is that it got me thinking about scaling spells of similar effect (and has since contributed to my desire to dismiss spell levels entirely).

2. Lists of Spell Lists
There was a body of common spell-craft, but each class (profession in Rolemasterese) that could cast spells had 6 lists of spells (base lists in Rolmasterish) that were generally considered unavailable to other professions.

Reading through Kellri's Greyhawk Spells got me thinking about this - particularly the grouping of the 'named' spells from Greyhawk. I am assuming that at least some of the lists of named spells came from the actual negotiation of the originial players and Gygax, and not so much 'after the fact' padding put in by TSR (I may be wrong) - but the lists are generally themed. The spell inventors weren't trying to make toolkit magic, they were creating spells that fit their characters (though not without utility). (Link to Kellri if you need it - read the CDD's, and everything else too!)

X. An early publication after Rolemaster caught on was the Rolemaster Companion I. This contained a new profession that could build his spell lists from scratch. Oh yeah, and a new realm of magic that basically allowed you to ignore the division of magic into three 'realms'. Have I not mentioned the 3 realms of magic yet? Good! It's a fine concept, an evocative organization tool,
but as soon as they could, they published a supplement that included a way to 'unify' the divergent realms. Rolemaster had a vast profusion of ideas and options, simultaneously publishing ways to simplify and complicate...I feel like Rolemaster is a great game for NPCs.

Tuesday, June 30, 2009

& more trickeries

Aery Vantage
Casting Time 1 minute
Duration 1 minute/level

Caster must close eyes and stand still for duration of spell or it is broken. Caster's vision is centered at a point up to 100'/level directly above his position. The view can rotate in all directions, and be repositioned on the vertical axis at will.

Feral Spell
Casting Time 10 seconds
Range 10'/level
Duration 1 minute/level

Target domesticated animal must save or revert to a wild or non-domesticated state. The animal's rider or handler may make this saving roll if present and of higher level. Some particularly well-trained animals may gain a bonus to the saving roll. The animal returns to its normal condition when the spell ends. This spell has no effect on creatures of greater than animal intelligence.

Ferrous Charm
Casting Time 1 minute
Duration 10 minutes/level

Cast on an iron object, the object then protects the holder/wielder/wearer, granting a +1 to saving throws/3 levels of caster.

Namelessness
Casting Time 10 seconds
Range 10'
Duration 10 minutes/level

Target saves or cannot remember own name. Nothing else about target's memory is altered.

Riddle
Casting Time 30 seconds
Duration Varies

With this spell, the caster presents a riddle to 1 target/3 levels within hearing range. The caster must use a language the targets understand – but the spell has the peculiar quality of transmitting the voice through ambient noise of volumes that would normally impair the communication. Targets are allowed a saving roll. Those that fail suffer a -1 to all rolls for a number of rounds equal to their intelligence score divided by 2.

Symbol/Ward of Passivity
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level

All who enter the AOE (except caster) must save or suffer a reduction of 1 on to hit rolls, damage and armor class while in AOE.

Symbol/Ward of Weaponlessness
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level

Any who enter the AOE must save vs spells or immediately sheathe, sling, or stow any weapons in hand. All within area of effect must save vs spells to draw a weapon. These effects do not apply to the caster of the Symbol or Ward

Magic Items

Crown of Glass: +20% to all reaction rolls. All henchmen and important retainers within 100' at +2 to hit and morale. It is made of glass and fits narrow heads best.

Potion of Birdsong: imbiber may perfectly sing like any variety of bird known to them, and can communicate in a pan-avian language.

In Praise of Rolemaster

I'd already moved on to Rolemaster by the time AD&D 2nd edition came out, early converted by MERP – converted through sheer force of will really, my friend Ernie foisted it upon me, and we both being thorough Tolkien geeks...it was important to us. But I had read Arms Law, Spell Law, Character Law during their early printings (plastic bags, no glossy covers). I can't say that I could grok the system as a whole until very much later, not until MERP made me do it. It was not presented as a system at first, more as sub-systems (big ones) to tack on to your AD&D game. Very big ones – replacements really. I cannot help but think that Fenlon & Co. were designing a full system from the get-go.

Rolemaster is the only game that I know of that started off complex and has throughout the course of it's recent lifetime (through various iterations) sought to reduce its complexity to a more manageable level. It is to the point that the differences in organization do not form a pair of worse-organized to better-organized - they're both just as fiddly, just differently so...

1. The Resistance Roll Table – a matrix, comparing level of attack to level of resister. 1st level resistance provided 50% chance against 1st level attack. Smoothed out over 20 levels. This could be the only table ever used in a game – this table really is a very even-handed 'core mechanic'. Nothing unknown beforehand, mathematically – essentially the same concept as the magic resistance some creatures in AD&D had.

2. The division of character classes into three categories: Non Spell-User, Semi Spell-User and Pure Spell-User. This is not specifically accurate – there was a fourth category initially - the Hybrid Spell-User. This was essentially the same thing as a Pure Spell-User, the difference having to do with the categories of magic in the game. What I have retained from this, reinforced by my early playing of Tunnels and Trolls, was the division of character classes into no-magic, some-magic, all-magic.

3. Illusions. There was no disbelief a la AD&D. The caster of illusions manipulated the elements (even if that element were only 'light') and created effects that were real physical effects. Disbelieving illusions had always been a pet peeve of mine about AD&D. Broke the wall, as it were.

4. The Mentalism Companion is one of my favorite RPG books. It has some kinda bleh parts, (it's got 158 pages...) - but it has some very organized thoughts on some more outre fantasy role-playing accoutrements: time travel, 'the philosophies of illusion', natural languages, divination (of past, present, and future, each with their own treatment – jeez!), astrology, tarot, dreams...

Games I can't run? Rolemaster. As a referee, I, if not the players too, shied away from combat! It was too much to bear. In the end, character creation in Rolemaster is as far as I can go. It's kinda like Traveller that way – where character creation is itself a rewarding pastime. I even got to the point that I had 3 players create their characters in Rolemaster, and then I took their character sheets and converted them to my home-brew T&T for play! Gug!

Anyway, I'm sure I'll return to this later, one of those things. And it's given me an idea for a series of adventurous posts – Games I Can't Run!

Monday, June 29, 2009

Antimagics & other trickeries

Ethereal Room
Casting Time 1 second
Duration 1 hour/level

Transports caster to an extra-dimensional space. Caster may touch others to bring 1 target/3 levels – magic resistant targets may resist. Every hour that the Ethereal Room is occupied by a sentient being, there is a 1% chance that an Ethereal encounter will occur. The spell leaves a magical anchor point where the spell was cast, and this point is where the caster will be returned at the end of the spell. Casting an Ethereal Room spell while in an Ethereal Room serves to add an hour to its duration. Note that duration applies to the amount of time the Ethereal Room can be inhabited – the room itself is persistent and unique to each caster. The room is a cube, 10' a side/caster level. The caster (and any other targets of caster's choosing) may leave the room before the duration expires.

Hidden Mind
Casting Time 1 minute
Duration 1 hour/level

Caster does not register as sentient, intelligent, conscious, or possessing an identity for purposes of senses and detections that discriminate such points of perception. Empathy, ESP, and mind-affecting spells/abilities cannot target the caster of Hidden Mind.

Hindrance, Countercast, Foilspell
Casting Time 1 second
Range 20' + 10'/level
Duration 1 round/3 levels

Target saves or is at -1 to hit & damage, armor class is worsened one step, and attempts to cast spells fail.

Pact
Casting Time 1 minute
Duration 1 week/level

This spell targets at least two individuals – the caster may include an additional target for each level above the second. The caster need not necessarily be one of the targets. Unwilling targets may save to not be bound by the pact. It enforces an agreement between the targets. Either party that breaks the terms of the agreement suffers a negative modifier all rolls made for a full month after the pact is broken. This modifier is -1/3 levels the caster has attained.

Suppress Magic
Casting Time 1 minute
Range 10'/level
Duration 1 min/level

Target spell or magical effect must resist or be suppressed and inactive for duration of this spell. Resistance is based on caster level and the target's level. The spell has a 50% base chance of success, modified by +5% per level if the caster's level is higher than the target's, and -5% per level if the opposite is true.

Symbol/Ward of Exclusion (Minor)
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level

All magic items brought into AOE by anyone other than caster must resist or have their powers suppressed while in the AOE. All spells cast by anyone other than the caster of the Symbol or Ward (in AOE) must save vs. spells or the spell fails and is wasted.

Monday, June 8, 2009

Reading vs Writing

DAMMIT! READING WINS AGAIN!

Zulgyan of the boards started up his blog and it is as much a doozy as pretty much everything
else he presents to us! Avail yourselves - prepare for heavy reading - a trip back to the recent
past and his considered views (and many worthy others!). I have nothing but admiration for this fellow!

Saturday, June 6, 2009

Goodbye Word of Thool

You will be missed. I don't know what else to say.

Blogs vs Boards

Boards win again!

I've had consistent internet for 6 months now, after about as many years without. The RPG blogs caught me quick and really blew my mind - looks like I got connected at a good time. But there was a lot going on in the years that I was not on the net (consult prior post for some examples).

Before the blogs, there were the boards. My journey has been backwards - stumbling into ODDD, K&K, Trollbridge, Doomsday, Alternate History, etc after finding out about them through the blogosphere.

I've never been much for monologue. The boards are dialog. Blogs are good, but really - the exchange, the community - the boards are where it's at for conversation.

Friday, May 29, 2009

Fight On! #5 & my AD&D alignment spread

Skimming through Fight On activated my somewhat dormant AD&D-cortex (hindbrain? ganglia?) - totally tangential - but I figured out the percentage breakdown of alignments in my AD&D universe.

So anyway! Had a chance to look through Fight On #5 - not yet to read the adventures in-depth, but man it looks good. Standout to me so far has been an article called "Dungeon Motivations" (by Paul Vermeren, with acknowledged shout-outs). The title suggests perhaps some musing on the ever-rich question WHY DO DUNGEONS EXIST?

No no. Better. 100 answers to the ever-droll question WHY IS MY CHARACTER GOING INTO A DUNGEON ANYWAY? Having been flustered by this question before (is this not something that the player should have already come to terms with?) I think the table is Totally Brilliant! answers provided by d100...some shining examples include:
20 Was double-dog dared to enter the dungeon
and the old double whammy of:
69 Seeks to disprove the existence of the Hollow Earth.
70 Feels a need to do what everyone else is doing.
Though there are plenty more 'conventional' results...and some pretty far out ones also...

And I can't possibly reproduce any of the effects of the Table of Fables (by an author called Age of Fables) - they are too good to extract and view in isolation. I'm a table fan, admittedly. This one is wonderful for generating strange magical effects (I'm a strange-magical-effects fan too.)

Seven Kings Mountains by Judd Karlman (methinks this is his site)is a pretty amazing setting, Dwarf-centric! Yargh! A discreet area with history, and the prime artefact of history - war! It looks like a great place to start an adventure and could open up in a million directions for longer campaigns.

David Bowman's Delver's Delve column shows several different methods toward giving beginning characters a 'fighting chance' - several different ways to 'cheat death' in the interest of keeping a game going without fudging harsh rolls or coddling fiat. I've used some of these techniques before, passed on some before, but just plain never thought of many of them, and it is really interesting to see all of them examined side-by-side.

There's a lot more. The reactions above were induced by about a grand total of 9 or 10 pages - less than 1/8th of the issue. I'll probably post more reaction later - the whole thing is pretty
awesome!

Tuesday, May 26, 2009

Superjail

Holy shit

Friday, May 22, 2009

T&T Solo Combat Matrix

The matrices in Tunnels and Trolls solo modules served many different uses. Common were Spell Matrices, cross-indexing your paragraph number with the spell you wished to use would yield a result. The matrices were used to add some variability to an otherwise rigidly serial format. And in the case of magic, writing down explicit choices to use specific spells seemed a signal that their use was crucial to proceed (or a temptation to doom oneself!)

As the 'golden age' of Tunnels and Trolls solo module publishing matured, the matrices were applied to more aspects of game play. I've been thinking a lot about solo module writing in general and I'm starting to mess around with more matrices.

One way that solo-module play suffers as compared to GM-player(s) sessions is that the negotiation of Saving Roll levels (for anything, but specifically here) for combat tricks/actions/maneuvers is impossible. So I was thinking about a matrix of combat manoeuvres, yielding a Saving Roll level and stat, to allow for more combat flexibility. It's not the kind of thing that is necessary, but it can lead to breaking a stalemate, creating an opportunity for escape, bypassing armor, etc...

Following is a table giving a rough idea, where the columns are 3 creatures (instead of the paragraph in which that creature is to be found...)
MoveSkeletonWolfRock TrollEffect
Desperate Stab(DX)badokbadRoll 1/2 damage and apply it, bypassing armor.
Stunning Bash(ST)goodbadok(good party!)
Trip(DX)ok bad bad Flee or foe at 1/2 CBT next round
Disarm(DX)ok no ok ??
Riposte(ST)ok no ok Deal damage to foe equal to its CBT
Feint(DX)ok no ok Foe at 1/2 CBT next round
Fighting Retreat(IQ)ok bad ok ??
Flee! Flee!(??speed??)ok bad ok ??


Early hashed implementation.
good = level 1 SR
ok = level 2 SR
bad = level 4 SR
no = SR cannot be made.
something I'll be working on some more - along with trying to get my head wrapped around the process of writing solo module in the first place...ugh

Tuesday, May 12, 2009

FLGS: The Griffon Bookstore (1)

A while back I tracked down and contacted the propriators of the book and game store that really molded my gaming (and reading) future and asked a few questions, which they were kind enough to answer. The Griffon has been the 'go-to' place for gaming in South Bend Indiana for more than 30 years now and I cannot help but wish that it was not 7-8 hours away from me now (oh, to browse the used-book shelves...)
It's taken me too long to get this posted, and I plan to do some follow up questions too. Thank you Ken and Sarah for taking the time to respond, and thank you also for all the years of providing a welcoming environment!

When did you open The Griffon?
1976

Why did you? It's obvious that the early seventies saw a sort of phenomenal growth of the gaming-market - but it seems the case that small business book stores/game stores are often opened more out of the proprietor(s) interest in the subject itself than making money off it.

Sarah and I were both teachers and the job market at that time especially for Russian language was very soft so we saved up for two years by working various minimum wage jobs to open the Griffon. Yes, we wanted to carry items that we were familiar with and that included both books and games although we thought then that the games would play the minor role.

Was it more 'game-oriented' at the start? I have only vague memories of the original location. Was there as much of a selection of books at the first location? Did either of you run RPGs there? I remember (again vaguely) a pretty large area dedicated to gaming tables there. Mostly miniatures?

For the first 5 years books dominated both sales and square footage of space by a 80 to 20 margin. By the time we were in our 10th year the balance was 50/50 and after 20 years the pendulum had swung to 75% games and 25% books mostly due to the appearance of the book superstores such as Crown, Borders and Barnes & Noble. Today, even though we devote 40% of our square footage to books, it still only accounts for about 15% of our yearly sales. We stay with that mix however because it provides the academic atmosphere we prefer in a gaming store rather than the comic book look.

Ken, I remember interrupting a pretty involved strategy/wargame you were involved with on the second floor of the Colfax store. What kinds of rules have you played, or if that is too inclusive, perhaps a better question would be - what rules do you prefer to play under?

The game you are referring to was Empires in Arms, produced by Avalon Hill. Now out of print. We play more games that involve less setup time and can be finished in one evening of play. Usually no more than 5 hours. That eliminates quite a few of the longer game systems. We particularly enjoy being able to play three 90-minute games in one setting rather than one long game.

What years did you put on conventions? I seem to remember two of them. What are the event count/attendance figures? - if that information is handy (or a ballpark...)

We ran Griffcon for 5 years and the attendance by the end was 300 people over a two day period. We also helped stage the Michiana Valley Wargamers conventions at IUSB for 4 years and the attendance there was about 200 for a two-day convention. We stopped running them because of the constraints due to increased rental prices, fewer people willing to run games, and little profit for a lot of work.

Sunday, May 10, 2009



Character's Ultimate Fate (when player stops showing up. 2d4.
Stat modifiers applied to player's next character
if they return.))
2Wanders into the hills one summer afternoon. Eaten by a giant spider. -1 IQ.
3Finds a cursed ring of invisibility and winks out of existence when it is put on. -1 LK.
4-6Retires and fades into obscurity.
7Converts to a religion and is exalted on comfortable passing. +1 LK.
8Becomes Lord of the Spider Hills. +1 CH (son/daughter of said lord...)

Friday, May 8, 2009

Star Trek

to boldly rant where no ranter has ranted before...
I'll not spoil a thing.
You know how some movies grow on you over time?
I believe this one will shrink on me over time.
Kirk, out.

N


J.R.R Tolkien Everything (up to publication of Silmarillion)
Edgar Rice Burroughs John Carter of Mars, Tarzan
Robert E. Howard Conan
Fritz Leiber Fafred and Grey Mouser
Fred Saberhagen Empire of the East, The Books of Swords

Harvard Lampoon Bored of the Rings
Douglas Adams Hitchhikers' Guide to the Galaxy
Various Thieves' World
Michael Moorcock Elric Saga, Chronicles of Corum
H.P. Lovecraft Everything

George R. R. Martin Song of Ice and Fire series
Jack Vance Lyonesse Trilogy
Gene Wolf Book of the New Sun, The Knight
Brian Aldiss Halyconia Trilogy


I read The Lord of the Rings over and over and over again when I was a kid. I'd estimate that there's easily 6 cover-to-cover-to-cover-to-cover-to-cover-to-cover reads before I was 15. Then there were the times I felt like re-reading Moria, Bombadil, Helm's Deep, Fangorn, etc etc etc.
Saberhagen's Empire of the East (collected trilogy of novels) and then his Books of Swords (even the early Lost Swords) - which I read just after finishing the first Shanarra trilogy, thank ye gads! - really blew my mind. I was able to decouple from an absolutely Tolkien-centric universe.
Enter the Multiverse! The Crawling Chaos! Etc. Then I really stopped reading fantasy for a long time. All of the books mentioned had a bearing on my game-play - though many histories, philosophies, and other non-fictions (Machiavelli, Loren Eisley, John McPhee) here go unmentioned. And a boatload of sci-fi and other fictions (Murakami, Borges, Margaret Atwood, Stanislaw Lem, Phillip K. Dick, Bester, Bear, Benford, Brin, Brunner, Niven & Pournelle, etc etc etc)

I don't remember who tipped me off to Game of Thrones, but I do remember that it was late summer of 2003. It was the first thing that I'd read in years that really just made me want to play RPGs.
Other readings had inspired some writing, brain-storming development sessions, but as I continued that series, I just kept getting more and more steam up to play a damn game. So I went to the FLGS (Collectables, Etc.) and played some 3rd. Didn't 'do it' for me, but whatever.

Since then, Aldiss and Gene Wolf and Mr. Vance have each had a huge impact.

Thursday, May 7, 2009

Micro-Fanzines?

This exhortation after a 1/2 month of no-blog...nevertheless - Knockspell is accepting articles for upcoming issue. This issue is without theme, and the magazine itself will accept submissions for any and or all of the OOP's and their attendant clones, now freed from their nutrient bath vats.
This is the relevant thread at the ODDBOARD.
I think that it's safe to assume that most of we who read these RPG blogs enjoy DM/GM/Referee -ing, and so probably have some corner of the game that we have and/or do love obsessively and craft wonderous subsystems, lists, tables, lyrical elucidations, etc - or have designed some interesting set pieces, spells, items, traps, monsters, etc, or suites of these in dungeon levels, sub-levels, upper workses...

How many POD fanzine style things are going right now?
Fight On!
Knockspell
Green Devil Face (someday I'll write a trap worth a delver's weight...)
(is Wilderlands of High Fantasy doing a subscription service?)

Here's my 2 ideas for fanzines
Towns, Villages, Cities - like the Catalyst Citybook Series. I like my settlements, but in general, I like other people's more often. Large settlements especially - I've NEVER invented one - just cribbed things from EVERY fantasy town/city I've encountered.

FRICKIN' TABLES!!!! Like the Ready Ref Sheets - all kinds of tables - all kinds of dice - matrixes! All kinds of subjects - maybe grouped in categories of purpose - or just one category: FRICKIN' TABLES!!!! Or maybe 3 subjects per issue...I dunno...I'd get it.

And I'm still waiting for the Earthwide Sandbox Adventure Megazine (ESAM - a world with no oceans...better draw a big lake every once in a while...)

If I could grok working with PDFs and such...ugh...