Sunday, November 27, 2011

Hobby stuff (and distractions)

Its been a bit since I posted last, what with the convention and holiday and all.

New (to me) RPGs Ive managed to snag
- Esoterrorists - the original Gumshoe system game. Interesting but I picked it up primarily to scavenge good ideas out of it. Ideally Id love to run a fantasy game with Gumshoe elements along the lines of the Nightwatch stories of Terry Pratchett and the Garrett stories of Glen Cook.
- Deadlands Reloaded - Ive been asked to run a short story arc in Savages Worlds flagship setting of Deadlands for a group from the gaming club. Interesting setting and Im working on binding up the pdf I printed out.
- Traveller - this one is a hard back that I think is original edition rules. Very interesting as an example of science fiction games, but I havent had a chance to dig through it.
- Bloodbowl 3e and 2002 annual - all I need is dice and dimensions on the board and I can look into creating myself some ultraviolent football.
- Big Eyes, Small Mouth - I actually ended up with a 1st edition copy, but regardless I may have to sketch out some ideas for some anime campaigns, maybe Appleseed or something fantasy esque.

Current RPG projects
- Most are shelved still from prep for the con, though my first attempt at binding a book (digest sized Stars Without Numbers) is slowly proceeding.

Friday, November 18, 2011

Next campaign to run...

So GASPCon has come and gone, games were run and played but its time to move forward.

Here are the important points
1. It will be run at GASP Gamesdays
2. It will be some form of Fantasy (depending on how liberal you are with the Genre)

So heres my short list of concepts
A) The party collaborates to create the world before we create characters. Everything from available races to the technology level of the era played in to what god(s) exist is completely on the table. I take the world created and spin out adventures.
B) Running TSRs big Night Below campaign box using simpler rules - like Rules Cyclopedia or Spellcraft and Swordplay.
C)Campaign level game - ala Birthright or Council of Wyrms. Create a nation and a character, and run both.
D) Something Weird - ala running a mesoamerican or arabian nights game, something different.

Anything sounding good?

Thursday, October 27, 2011

Juggling projects

I havent been posting too much due to real world issues, booking myself heavily with projects and some new distractions. I'm not dead or anything but until Im done with prep for my con games I dont expect to me posting again soon.

Sunday, August 7, 2011

Custom RPG take 2

Im not quite dead... but with classes finally done for the summer my time shifts back to my games.

Having had some time to ponder my previous ideas, and more input from other sources has led me to firm up some ideas.

  • Statistics are generated by 3d6 dice rolls, with any two stats swapped.
  • Stats in order are; Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
  • Rather than using 1st edition or later stat modifies I am going with 3=-3, 4-5 = -2, 6-8 = -1, 9-12 = 0, 13-15 = 1, 16-17=2, 18=3
  • Strength modifiers affect melee combat for damage, Intelligence gives bonus languages and resistance to arcane magic, Wisdom affects resistance to clerical magic, Dexterity affect ranged to hit rolls, Constitution affects hit points and resisting poison, and Charisma affects reactions and social status.
  • Once modifiers have been established 2d6 is rolled for Social status, modified by Charisma. 2 or less = slave status, 3-5 = lower class, 6-8 = middle class, 9-11 = upper class, 12+ = nobility
  • Combat will use a matrix based system like Basic and 1e as this lets me maintain repeating results to set a specific feel, rather than the extended rise of newer editions.
  • Weapon damage and weapon proficiency will be opened up while simplified.
Weapons Small Medium Large Two Handed
Warrior 1d6 1d81d10 1d12
Rogue 1d4 1d6 1d8 1d8
Warrior 1d4 1d6 1d8 1d10
Mage 1d31d41d61d8

Dual wielding roll for each weapon and pick one.

Tuesday, June 28, 2011

Gear Packages and Bases of Operation

The single slowest part of character creation, in my experience is picking equipment. There is rarely that much difference between the gear picked, unless an experienced or crafty player is involved, and yet picking the same stuff takes forever every time. Players are trying to pick enough items to have something for everything, and they try to carry it all.

But this begs the question, why bother?

No, seriously, why bother? What is gained by doing this? -- As far as I can tell, maybe an illusion of player control, but even that's debatable.

My idea for a solution is two fold, as there is both cause and effect to be addressed.

Cause - players feel they need to be prepared for all things at all times.
I blame Tolkien for this mentality, as he wrote the grand wandering story of the One Ring. Ive played too many games were the PCs travel all over the game world, and everything has to kept handy. This isn't completely terrible as its brought things like the Portable Hole and Robe of Many Things which are fun to play with. However since players are wandering and expecting to rely on themselves, you get a laundry list of items. So rather than changing the items available or something extreme, why not just give them a base of operations? Maybe a house, or a ship or some other place where stuff can be stored. You don't need to carry all your crap when you can just pop home and grab that ten foot pole or hydrospanner you need. But that's not the real reason to provide a base of operation, you do it to tie the players into a setting, to incorporate them into a story so they actually might care about at least a few npcs.
Solution - Provide a base of operation with a safe storage facility, and an opportunity to set down roots through roleplaying.

Effect - players want to have items to handle everything
Players should want to be prepared for problems, as thats half of what being an adventurer is about, but there is a difference between prepared and carrying everything and the kitchen sink. Anything can be taken too far, and poring over equipment lists can eat time like no ones business. Most genres have specific gear that's all but mandatory (and the DM had best know their material enough to pick these out) so total them up and write them down as packages, as they should show up. This has the added advantage of reminding the DM what sort of obstacles should be in adventures. If they players only have to pick one or two items and a package instead poring over lists it should go quicker. In fact you should be able to organize packages into specialized forms, such as one for the combat wombats, sneaky types and so on with the gear they need.
Solutions - Organize commonly used items into packages to cut down on what needs to be bought.

Sunday, June 26, 2011

Making playing a human appealing to play

In pre-2000 D&D and its close relatives playing a non human (demi-human or humanoid) conferred specific ability or stat bonuses that exceeded anything a human could achieve. On the other hand humans were the only race to have access to all classes and no limits on how far they can advance in those classes. So a dwarven wizard or halfling paladin is out, and a human thief will always be capable of higher levels than an elf, even with the elfs longer lifespan.

This is not a horrible solution, but it can restrict the potential roleplaying opportunities though admittedly there are almost as many or more ways to munchkin out a character. A dwarf with arcane powers is a fascinating concept for example but as they are written up in 1e/2e AD&D they have some rather brutal resistance to magic as they progress in levels.

This leads to question of direction, do you give humans a bonus or restrict demihumans? One of the key concepts of pre 2000 D&D is the fact that the world is human dominated. If demihumans can be anything what is to stop them from overshadowing the humans? An incredibly durable dwarven paladin or the unearthly dextrous elf thief will achieve things over their longer lives that a mere human could, on a purely mechanical level. A wonderful example of this and the various mechanical tweaks tried to fix it is the halfling. As written by Tolkien a halfling does not belong in an adventuring party, because they simply arent suited for it. And culturally, going out adventuring would be treated like a sign of madness. So as the editions increase, they begin to gain additional abilities like luck bonuses until we have halflings that are more like Belkar from Order of the Stick. And the Baggins were never "shoeless gods of battle".

If we give humans bonuses to offset the fact that their mechanical stats are inherently going to be lower, you either give them equal stat bonuses and thereby cheapening the stat bumps that the other races have or an alternative bonus. Perhaps the reason the humans are the most populous and powerful race (besides breeding like rabbits) is the short term view that humans have that motivate them to push themselves hard.

If instead we restrict demihumans then we are limiting roleplaying opportunities, but the ones left are simpler to handle mechanically. The different races then become focused on the racial niches they've carved out. Such as an elf being a mage rather than a barbarian or a dwarf who fights rather than slinging arcane magic.

More notes on my Con Games

Based on my experiences at last year's GASPcon I need to do very specific prep. Rather than worrying about specific stats, as they are easy to create on the fly. What I need more is the mechanics to give a very specific feel to the game and a crib sheet of vignettes and characters to touch on when I need something to make the game fun.

Easy Credit Blues
I want this to feel like a mix of Serenity with Issac Asimov and other late 60s and 70s sci-fi. That means the crew's ship is liable to be falling apart rather than the immaculate ships of Star Trek (the Serenity contribution) while all the possible worlds to visit are remnants of a star spanning empire, with some major similarities between them. However that alone isn't really that interesting in a one shot con game. What I will have much more fun with is a card based mechanism to deal out random secrets that all the players have, things like "you're a traitor and seek to screw the players at a critical moment" or "you're actually a humanoid robot thats attempting to pass as a human". Each card will have ROLEPLAY IT written in big bold letters and "if you cant do this one, speak now!" so they will be warned and informed, and hopefully willing to introduce more elements of chaos and confusion.

Doom comes to Barvales
I will be drawing on the whole survival horror element of Death Frost Doom, Resident Evil, and some of the video games Ive been playing up the weird and horrible aspects that Lamentations is intended to have. A major element of the game will be surviving, with an eye to either carve out a new niche in the new order or take back the city from the horrors. That means gaining or protecting resources and taking advantage of all the resources I provide. My Doom players will get cards too - dealing out a card listing the character as being a local of Barvales, a pious pilgrim, or an outsider who has come to take advantage of the holy ritual everyone is coming together for.

For both games Im looking to deal out personality quirk cards, to give the players something to roleplay besides the cliched stuff like the drunk scottish dwarf.

Tuesday, June 21, 2011

[A2Z] A is for Almarand, the stone that stalks

Almarand is a whispered denizen of the area around the bottom of the Walk. Attacking only on the dark of the moons, even armored and armed warriors have been taken by the creature. However it only ever takes one victim a night, leaving no witnesses and few traces. Two months ago a boastful warrior armed with a magically ensorcelled blade boasted that she would slay the beast and managed to convince the authorities, civil and criminal, to clear the road surrounding the Walk on the night of the dark. For the first time a cry was heard, but it was fierce and inhuman. In the mornings light all the was found was bloodstains and chips of rock. A sizable reward for the recovery of the magical blade, and a somewhat smaller one for the capture or destruction of the creature, has since been raised.

This completes the initial stage of my A2Z of Bridgeport write up - now I need to make it up into a document and start layout.

Custom RPG notes, part 3

As I ponder my little experiment, and listen to all the Thacoshammer, Save or Die and Roll for Initiative podcasts, Ive noticed that what I want to run is almost a lite version of 2nd edition D&D with hacks to the combat system - the circle is now complete as I return to my first rpg ever.

One of the more disappointing mechanical conceits of older D&D is the overly complex weapon system, where weapon access is limited by class or proficiency. Now admittedly some of these do have something remotely approaching logic (i.e. classic wizards spending all their time learning spells rather than swordplay) but even those break down when you look at them too hard or change part of the setting, like clerics being restricted to blunt weapons when the major religion is say a Norse pantheon. Secondly having damage variation by specific weapon is a detail that I don't feel actually helps the game, even when it doesn't inspire munchkins (ahem 2e katanas..) as your just as dead if the sword blade thrust through your chest is 2.5 feet long as you are when its 3 feet long. So to simply damage and allow cooler roleplaying characters and choices Ive knocked up a little table.














































































Weapons Small Medium Large Two Handed
Warrior 1d6 1d8 1d10 1d12
Rogue 1d4 1d6 1d8 1d8
Warrior 1d4 1d6 1d8 1d10
Mage 1d3 1d4 1d6 1d8

Dual wielding roll for each weapon and pick one.

This hopefully will allow the sword wielding mage or the cleric with an axe, as weapons are only mechanically important for how big the they are and leave the specific weapon up to the player to roleplay.

And anyone know how to fix the big gap ahead of my table?

Prelimanry Con Game Writeups

Doom comes to Barvales - Lamentations of the Flame Princess

    Barvales, beacon of civilization amidst the the Great Dismal Swamp, is the site of the single largest carnival and market within 1000 miles. Vendors, pilgrims and wanders from the surrounding lands come together once every two years to haggle over, celebrate and experience the wonders that will be there. However this year things may be different, as an ominous prophecy of doom for the city has been circulating. Security has been increased, with many mighty mages and holymen hired to be present and the city leaders are CERTAIN all will be well. But hey, that guy over in the corner looks a little pale and sick.....

     Doom comes to Barvales will be run under the Lamentations of the Flame Princess Deluxe rules, but no prior experience with them is needed if you have any clue how to roleplay and can roll dice. Characters will be provided, but a black sense of humor and experience with the playstyle of games like Resident Evil may help you live longer...

The Easy Credit Blues - Stars Without Number

    The simple fact is, it costs alot to keep a ship running. After one too many tariff, tax and cheating merchant, the captain needs to make some coin, now. Even knowing its too good to be true he's taken a job that promises low risk and great money. Just a simple little run across the sector to drop off some humanitarian supplies and pick up some art, thats all. Just a simple job....

     Easy Credit Blues will play under the free Stars Without Number rules, an old school inspired sci-fi game. All you need to play will be an understanding of roleplaying and a willingness to think laterally.