The next excerpt from Kingdoms of Faerie is a brief explanation of character creation, along with some "how to do..." stuff. I expect this section will be re-written based on playtesting and feedback. Criticism welcome!
- Begin Boxed Text -
A role-playing game is nothing more than a set of procedures designed to regulate informal, communal storytelling. This is unlike most games, where the rules are unvarying and inviolate, because the game would cease to have meaning without them. This rpg is no different, and the rules which exist are nothing more than a set of procedures which may be altered as the participants see fit. In this game, the authority to change procedure is invested in an individual called the Game Master. There is only one real rule; that the GM will have unquestioned authority to adjudicate which procedures are used, and then how they are applied in play.
- End Boxed Text -
1 - Character Creation
Each player character has six characteristics; Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. Each characteristic also has a modifier, determined by consulting the chart for each characteristic.
To determine each characteristic, roll 3d6, six times, in order. The result of the roll is the indicated characteristic. The modifier for the characteristic is used for various procedures including adventure procedures, combat, and warfare. These characteristics are used when determining the results of tasks involving either the skills or raw abilities of the players.
Statistic Bonus
3 -3
4-5 -2
6-8 -1
9-12 None
13-15 +1
16-17 +2
18 +3
You should note that mental characteristics are given greater emphasis and have more utility to fighting men than in most OSR games. Wisdom is important for all tasks involving riding and war, Intelligence is used to govern perception and parts of war, and Charisma determines how well a knight’s unit performs in battle, as well as reaction rolls.
Characteristic Modifies:
Strength Melee Combat Attack & Damage Rolls
Intelligence Siege Weapon Attack & Damage Rolls
Wisdom Enchantment Saving Throws
Dexterity Armor Class, Reaction Saving Throws, Missile Attack Rolls
Constitution Hit Point Adjustment, Health Saving Throws
Charisma Reactions, Loyalty, Battle Rolls
In addition, characteristics are directly used for some checks in the game, as shown below:
Characteristic Utilized for:
Strength Lifting, Resisting Knockdown, Breaking Doors & Barriers
Intelligence Perception, Tactics, Politesse
Wisdom Horsemanship, Strategy, Personal Insight
Dexterity Dodging, Jumping, Climbing
Constitution Endurance
Charisma Charm
In the circumstance listed, the GM may call for a characteristic roll from a player. That player then rolls a number of d6, the amount depending on the difficulty of the task.
Difficulty # d6
Normal 2
Difficult 3
Heroic 4
Legendary 5
If the result of the d6 rolled is equal to or less than the characteristic in question, the character succeeds in what he or she was attempting.
Starting Over With The OSR
A blog about my return to original Dungeons & Dragons
Thursday, October 5, 2017
Wednesday, October 4, 2017
Kingdoms of Faerie, Part 1
Over the next several months I will be presenting excerpts of a new RPG I have been working on, entitled Kingdoms of Faerie, for the OSR. It's a game about knights, and is inspired by Pendragon. I'll post these on my G+ account for feedback, criticism, and insight as well as to answer any questions.
<https://plus.google.com/u/0/+DoyleTavener>
It will then appear here, on my long-defunct blog, as a means of archiving.
This first bit is the introduction. Tomorrow and Friday I'll post what I have for character creation.
1 - Introduction
This is a game about knights. It uses as its engine the procedures and assumptions of the Original Fantasy Role-Playing Game, hacked to reflect the topic and informed by the ideas and mechanics of the Old School Renaissance. It is inspired by a much better game than this one, Greg Stafford’s King Arthur Pendragon.
The players are all knights, There are no other classes available, or even present in the setting. The milieu consists of two worlds, linked to each other in mysterious ways. The first world is the historical reality of 12th century Europe, and the second is the lands of the kingdoms of Faerie. The players are knights from the real world, who find themselves trapped and thrown together in the eternal landscape of the Fae.
While in Faerie, the knights engage in various adventures, which can include exploration, monster-hunting, establishing demesnes, war, raid and skirmish, tournaments, questing, romance and court intrigue, and fulfilling the enchantments of the various sub-kingdoms of the Faerie landscape.
Each of the following chapters details how to create and sustain just such a campaign, reflecting the literature of romance of the Middle Ages and later. There is a medium sized hex map of Faerie, with terse descriptions of what can be found in each of the hexes, which can be used as as template for your own land of enchantment.
Thank you for picking up this supplement, and I hope that you have a long and engaging campaign. Hail!
<https://plus.google.com/u/0/+DoyleTavener>
It will then appear here, on my long-defunct blog, as a means of archiving.
This first bit is the introduction. Tomorrow and Friday I'll post what I have for character creation.
1 - Introduction
This is a game about knights. It uses as its engine the procedures and assumptions of the Original Fantasy Role-Playing Game, hacked to reflect the topic and informed by the ideas and mechanics of the Old School Renaissance. It is inspired by a much better game than this one, Greg Stafford’s King Arthur Pendragon.
The players are all knights, There are no other classes available, or even present in the setting. The milieu consists of two worlds, linked to each other in mysterious ways. The first world is the historical reality of 12th century Europe, and the second is the lands of the kingdoms of Faerie. The players are knights from the real world, who find themselves trapped and thrown together in the eternal landscape of the Fae.
While in Faerie, the knights engage in various adventures, which can include exploration, monster-hunting, establishing demesnes, war, raid and skirmish, tournaments, questing, romance and court intrigue, and fulfilling the enchantments of the various sub-kingdoms of the Faerie landscape.
Each of the following chapters details how to create and sustain just such a campaign, reflecting the literature of romance of the Middle Ages and later. There is a medium sized hex map of Faerie, with terse descriptions of what can be found in each of the hexes, which can be used as as template for your own land of enchantment.
Thank you for picking up this supplement, and I hope that you have a long and engaging campaign. Hail!
Thursday, April 18, 2013
Swords & Wizardry Appreciation Day - Part III - More Characters, and a cheat sheet for S&W.
Here are the other four characters for the Wastelands scenario, including a Bard, which is not in Swords & Wizardry Complete, but is in Knockspell 6. If you need more details to run the bard, drop me a line, or pick up Knockspell, which has a second interpretation of the Bard by the ubiquitous Tenkar (who, along with Chris Helton of Dorkland fame set up S&W Appreciation day) and lots of other cool stuff for S&W and other OSR games. At the end of the post is a cheat sheet (inspired by a cheat sheet I saw for the DCC RPG) for playing S&W. Up tomorrow will be the DM version of the map, and some stats and guidelines for wilderness encounters of the Wastelands.
Tall Tracker
Lawful Male Human 4th Level Ranger
Age: 36, 172 lbs, Blonde Hair, Blue Eyes
AC: 6 HP: 33 Save: 11
Str: 14
Dex: 13
Con: 15
Int: 12
Wis: 12
Cha: 11
Bastard Sword, One-handed +1 to hit, Dam: 1d8 Wgt: 10 lbs
Bastard Sword, Two-handed +1 to hit, Dam: 1d8+1
Longbow (Range 70, ROF 2) +1 to hit, Dam: 1d6 Wgt: 6 lbs
Charity: donate all excess treasure to poor.
Tracking: 90%
Alertness: Surprised only on a 1 in 6
Giant and Darklander slayer: +4 Damage
Leather 25 lbs
Backpack (30 lbs cap)
Bedroll
Rations (7 days)
Gold: 0
Electrum: 0
Silver: 10
Copper: 10
Purse: 2 Lbs
Arms: 16 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 53 lbs
Tall, ascetic, and blonde, with a face deeply creased by sun and wind.
After your exile, you no longer have a name, yet the Borderlanders call
you the Tall Tracker, and depend on your ferocity against the Darklanders.
Tharkun the Dwerrow
Neutral Male Dwarf 5th Level Fighter
Age: 145, 235 lbs, Red Hair, Green Beady Eyes
AC: 4 HP: 27 Save: 10 (+4 vs Magic)
Str: 14
Dex: 10
Con: 16
Int: 11
Wis: 12
Cha: 11
Battle Axe +1 to hit, Dam: 1d8 Wgt: 15 lbs
Battle Axe, Two Handed +1 to hit, Dam: 1d8+1
5 Attacks/round vs. 1 HD or less.
Detect (1-4 on a d6): Underground passages, Large Stone Traps, Sloping
Corridors, and Moving Walls.
Darkvision 60'.
Chain 50 lbs
Shield 10 lbs
Backpack (30 lb cap)
Bedroll
Rations (7 Days)
10 Spikes
Hammer
Shovel
Gold: 50
Electrum:
Silver:
Copper:
Treasure: 5 lbs
Arms: 15 lbs
Armor: 65 lbs
Gear: 10 lbs
Total: 95 Lbs
Long red hair and lustrous beard, braided and decorated with bits of
fallen foes, with murderous green eyes.
All Dwerrow look murderous to humans. You are actually considered cold
blooded, even for a dwarf, though your black humor gets you in trouble.
Eletherion the Ancient
Lawful Female Elf 4th Level Fighter/3rd Level Magic User
Age: 325, 125 lbs, Silver Hair, Violet Eyes
AC: 4 HP: 18 Save: 11/12 (+2 vs Spells)
Str: 12
Dex: 15
Con: 10
Int: 12
Wis: 10
Cha: 11
Longsword +0 to hit, Dam: 1d8 Wgt: 10 lbs
Longbow (range 70, ROF 2) +1 to hit, Dam: 1d6 Wgt: 6 lbs
Spellbook
1st Charm Person, Detect Magic, Protection from Evil, Read
Languages, Read Magic, Sleep
2nd Strength, ESP, Detect Evil, Locate Object
Elven Chain (can cast spells in this armor) 25 lbs
Backpack
Bedroll
Rations (7 days)
Gold: 0
Electrum: 50
Silver: 0
Copper: 0
Purse: 5 lbs
Arms: 16 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 56 lbs
Flowing silver hair bound in a silver circlet, slender frame guarded by
mithral and gold mail, yet cold and remote.
Though consigned by the leaders of your people to consort with lesser
beings, you still maintain the regal bearing of your ancient race.
Toman the Rhymer
Neutral Male Human 5th level Bard
Age: 26, 165 lbs, Brown Hair, Green Eyes
AC: 7 HP: 22 Save: 11
Str: 9
Dex: 11
Con: 10
Int: 12
Wis: 8
Cha: 15
Longsword & Dagger +1* to hit, Dam: 1d8 Wgt: 10 lbs
*If initiative is won.
Climb Walls: 86%, Delicate Tasks: 20%, Hear Sounds: 4 in 6, Hide in
Shadows: 25%, Move Silently: 35%, Open Locks: 25%, Bard's Charm: 55%, Bard's
Lore: 50%
Spells per day: 1st - 3
Spellbook
1st Detect Magic, Charm Person, Read Languages, Read Magic, Shield,
Sleep
Leather 25 lbs
Backpack (30 lb cap)
Bedroll
Rations (7 days)
Harp
Gold: 10
Electrum: 0
Silver: 40
Copper: 0
Treasure: 5 lbs
Arms: 12 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 52 lbs
Long brown hair, handsome face and build, sparkling green eyes and a
dazzling smile.
A trip into the Wastelands, surrounded by festering Darklings, to kill
a fearsome beast? Sounds like a bit of a lark.
Note: Rules for the Bard may be found in Best of the Dragon, Vol. 1, or
in Knockspell 6
Swords & Wizardry – How Do I...
Check
for Surprise? – This is Tall Tracker’s
responsibility to check. Roll 1d6, On a 1, the party is surprised, and the
enemy gets a single action.
Roll
for Initiative? – Before initiative, declare if you are casting a
spell. Then, roll 1d6. This is Jomes Wolf’s responsibility to check. If the
result beats the enemy’s roll, then you may go first, otherwise you go second.
Decide
what to do in combat? You can move, or
make a ranged attack, or cast a spell, or
execute a melee attack. You might be able to combine some of these; ask your
DM. You may also attempt a crazy or unusual stunt
Move
my character? – You can move a
distance equal or less than your combat movement, listed on your character
sheet.
Make
an Attack Roll? – Roll 1d20, add any modifiers, and look at the bottom
of the character sheet to see the AC you hit. If you do hit, then roll the
damage listed for the weapon you wield.
Execute
a cool stunt? – Describe fully and
entertainingly what you are attempting to do. Then roll 1d20, like in a normal
attack. The DM will tell you if you succeed, and what the effect of the stunt
is. If your stunt does not involve attacking, your DM will tell you what to roll
and whether you succeed or not.
Cast
a Spell?
– Select a spell from your list of prepared spells and state that you are
casting it before Initiative is rolled. If you are struck by a spell or
damaged before you cast the spell, then the spell fails and you lose the
capacity to cast the spell for the day.
Make
a Saving
Throw? – Roll 1d20, add any modifiers, and look at the Saving Throw number
listed at the top of the sheet. If you roll higher than this number, you
succeed, and mitigate or escape the threatening effect in some manner.
Use
a Thief,
Bard or Ranger Skill? – Choose the skill from the list on your character
sheet, and most importantly, describe how you are using the skill. Then, roll
percentage dice. If you roll less than or equal to your skill rating, you
succeed and the DM will explain the results.
See
when it is dark? – Torches and
lanterns cast light in a 30 ft radius, while Dwarves and Elves can see in the
dark for up to 60 ft, though this ability is spoiled in the presence of torches
or lanterns.
Detect
a secret
door? – Explain how you are searching and what you are searching for. The
DM will then roll 1d6, and if the die roll is a 1 or a 2, the DM will tell you
if you have found what you are looking for. Elves search successfully on a
result of 1, 2, 3, or 4 and can even get a roll for just passing within 10 feet
of a secret door, if the DM gets a result of 1.
Detect
a large trap? – You don’t need a
specific skill to detect a large trap. Tell the DM where and how you are
looking, based on his description of the area. Smaller traps (like poison
needles in a treasure chest) may require a Thief to disarm, but you can use
this same method to detect them. A Thief does it faster and more easily, and
can sometimes disarm traps without springing them.
Avoid
a trap?
– If you pass over an undetected floor or other large trap, your DM will roll
1d6. On a 1 or 2, you do not trigger the trap, and the next person to trigger
the trap will also have this check made for them.
Open
a locked
or stuck door? – Roll 1d6, and on a result of 1 or 2, you tear the door
down. Subtract you STR bonus to hit from this roll. If you have crowbar, or if
someone is helping you, subtract another point from the roll.
Listen
for noise? – The DM will roll 1d6, and
on a result of 1, you hear noise if there is any in the area or behind a door
you are listening to. Non-humans and Thieves have a better chance of listening
than others, due to their natural talent or training.
Escape
from a wilderness or dungeon encounter?
– If you win initiative, you may try to withdraw from a fight. If your movement
rate is higher than your opponents, you succeed. If their movement rate is equal
to or higher than yours, then you will have to drop food or valuables in hopes
of distracting them long enough to allow you to escape.
Negotiate
with a Non-Player Character? – Role-play
your conversation with the NPC or monster. Let the DM know what your charisma
is. They will determine the success of your negotiations.
Wednesday, April 17, 2013
Swords & Wizardry Appreciation Day - Part II - The Characters.
The Company of the Wolf
The Company:
The Company is a band of professional mercenaries who specialize in
highly dangerous missions involving Darklander suppression, investigation and
salvage of the ancient ruins of the Aldonai Codominium (and sometimes even
older ruins), wilderland exploration, as well as more traditional activities
like killing and looting.
Nonetheless, despite their reputation for getting difficult jobs
accomplished, they hold to older Codominium beliefs in a changing world –
honor, fair treatment of the weak, including women and children, and loyalty to
both person and contract.
Jomes Wolf is the Invictus,
or military leader of the company. In a fight, his word is law, and he expects
it to be obeyed in any martial conflict. However, he is sort of leader who
thinks first, and then acts. He is always willing to investigate non-violent
options if they get the job done.
Sarmanes Trebor is the
Magister of the College of Newhold, and a student of the Lineage of Kritias.
The company’s arcane master, he oversees all things arcane in nature, from the
identification of magical items, to the production of potions and charms. He is
also its premiere Battle-Mage.
Tork the Grey One. This
weaselly looking individual is the Company’s Master of Spies, and an
accomplished thief, to boot. He decides for the company in matters of espionage
and whenever ‘discretion’ is required.
Patros Consagus Theremenes
is the Company’s religious advisor and chaplain. He is also an Initiate of the
Mysteries of Solus, and able to invoke the God’s aid in ritual and spell.
Tharkun the Dwerrow is a
Dwarf, and exile from the Retreat of Khondas-Mearg, where political infighting
among the Dwerrow is endemic. He is extremely loyal to Jomes Wolf, who took him
in and gave him both a hearth and purpose, which Dwerrow in exile do not often
get.
Toman the Rhymer is a
free-lancer with the company, taking on assignments as it pleases him. A bard
of some note, his knowledge of ancient legends and songs is unparalleled.
Tall Tracker is also a
free-lancer, but one whose aid may be invaluable. Said to be an exile from one
of the northern duchies (though for what reason, none can say), this Ranger is
a scourge of Darklanders, and has been invaluable in his aid to the
Borderlanders.
Eletherion the Ancient is an
Eldar (Elf) of the fabled Shadowed Isles. She has aided the Company before, but
never for pay, presumably in furtherance of her own aims or those of her
mysterious people. Her appearance at the start of the mission was unexpected,
but welcome.
The Contract:
The Company has been contracted to enter the Wastelands of Zin, a
notorious area full of Darklanders, arcane monstrosities and ancient ruins. It
is also the reputed nesting ground of a powerful dragon that burned and ravaged
castle and village of Lord Teremen of Farcourt. The Duke of Helicon has
contracted with you to slay the beast, lest he return to the Duchy to kill and
ravage other holdings. You must enter the Wastelands, identify the name of the
dragon and its location, and then ambush and kill the thing. Any loot you
acquire you may keep. You have determined that a small band, moving quickly,
may succeed where a larger mercenary army could not.
·
The Company begins in the ancient city of
Lareth, whose ancient towers now crumble and sway from neglect (Hex 0602 of the
Wastelands map). An old race, the Consagh, still dwell within their towers,
served by half-caste slaves, who virtually rule the lower city. Much vice,
including slaves, poisons and weird drugs may be found in its market, the Plaza
of Resplendent Sin. But your path lies elsewhere, to the south. What do you do?
·
Please now take a look at the map of the
Wastelands. Each of you may know rumors about the map, which you may or may not
reveal to your fellow members, as you wish. You determine where to go, and tell
the DM where you wish to travel.
·
Each hex on the map is six miles, and you may
travel on horseback, or on foot, as you choose.
On foot: 2 Hexes a
day.
On Horseback: 3
Hexes a day.
Force marching
increases these distances to four and six hexes a day, respectively, but may
kill your horse or injure you.
·
While in the wastelands, you can expect to run
into bands of Darklanders, and these murderous humanoids will certainly try to
kill you. The more hexes you travel through, the more encounters you can expect
to have, which will drain your resources and keep you from accomplishing your goal.
On the other hand, you will need to investigate different areas to discover the
lair of the dragon. Choose you path wisely.
·
You start with seven days of rations. While in
the Wastelands of Zin, characters can hunt or scavenge for food. Scavenging for food is an activity that can be
accomplished without hindering travel by gathering fruit, nuts, or small
animals. For each day of travel while scavenging, roll 1d6. A result of 1
indicates that sufficient food for 1d3 human sized beings has been acquired.
Hunting follows the same procedure, but succeeds on 1-2, and must be engaged as
the sole activity for a day. No
traveling is possible. In addition,
there will be one encounter check, from the table appropriate for the terrain,
while the group is hunting.
Jomes Wolf
Neutral Male Human 5th Level Fighter
Age: 38
186 lbs Black Hair, Brown Eyes
AC: 2 HP: 25 Save: 10 Move: 12
Str: 17
Dex: 09
Con: 10
Int: 10
Wis: 12
Cha: 14
Longsword +2 to hit, Dam: 1d8+2 Wgt: 10 lbs
Lance +2 to hit, Dam: 2d4+3 (Horsed only)
Dagger +2 to hit, Dam: 1d4+2 Wgt: 2 lbs
5 Attacks/round against creatures with less than 1 HD
Plate Mail Wgt: 70 lbs
Shield Wgt: 10 lbs
Backpack
Bedroll
Rations (7 days)
Gold: 20
Electrum: 0
Silver: 10
Copper: 0
Purse: 3 lbs
Gear: 10 lbs
Arms & Armor: 92 lbs
Total weight: 105 lbs
Bear of a man, attired in soldier's Plate, with cropped black hair and
short beard.
Taciturn, yet given to grim humor when things look dangerous.
Sarmanes Trebor
Neutral Male Human 4th level Magic-User
Age: 45
162 lbs Grey Hair, Blue Eyes
AC: 9 HP: 10 Save: 12 (+2 vs Spells)
Str: 8
Dex: 15
Con: 13
Int: 16
Wis: 11
Cha: 11
Staff +0 to hit, Dam: 1d6, Wgt: 10 lbs
Dagger +0 to hit, Dam: 1d4 Wgt: 2 lbs
Spellbook
1st Detect Magic, Light, Hold Portal, Protection from Evil, Read
Languages, Read Magic, Shield, Sleep
2nd Continual Light, Knock, Magic Mouth, Mirror Image, Web,
Wizard Lock
Backpack
Bedroll
Rations (7 days)
Staff
Dagger
Spellbook
Gold: 30
Electrum: 0
Silver: 20
Copper: 0
Gear: 10 lbs
Purse: 5 lbs
Arms: 12 lbs
Total: 27 lbs
Short cape, form fitting leather shirt and pants, boots, staff.
Close cropped hair and beard, all white.
Being a member of the Company means access to ancient ruins, powerful artifacts
and great secrets - why would you want to be anywhere else?
Consagus Theremenes
Lawful Male Human 5th Level Cleric of Solus
Age: 38 172 lbs, Bald with Brown Eyes
AC: 6 HP: 18 Save: 11 (+2 vs. P/P)
Str: 10
Dex: 7
Con: 9
Int: 9
Wis: 15
Cha: 6
Turn Undead
+2 bonus on saving throws vs. paralysis/poison
Staff +0 to hit, Dam: 1d6, Wgt: 10 lbs
Chain Wgt: 50 lbs
Backpack
Bedroll
Rations (7 days)
Holy Symbol
Gold: 30
Electrum: 0
Silver: 20
Copper: 0
Purse: 5 lbs
Arms: 10 lbs
Armor: 50 lbs
Gear: 10 lbs
Total: 75 lbs
This man appears years older than he is, with a balding pate, prematurely
grey, slight paunch, and a thin, narrow face. But the eyes burn with the inner
light of an Initiate of Solus.
Grumpy and not altogether solicitous, he constantly complains about Company
members that take for granted his gift of healing.
Tork the Gray
Neutral Male Human 5th level Thief
Age 33 160 lbs, Black Hair, Brown Eyes
AC: 6 HP: 14 Save: 11 (+2 vs. devices)
Str: 9
Dex: 13
Con: 10
Int: 11
Wis: 9
Cha: 8
Short Sword & Dagger +1* to hit, Dam: 1d6, Wgt: 7 lbs
Sling +1 to hit, Dam: 1d4, Wgt: 6 lbs
* If Initiative is won.
Read Languages: 80%, Climb Walls: 89%, Delicate Tasks: 35% Hear Sounds:
4 in 6, Hide in Shadows: 30%, Move Silently: 40%, Open Locks: 30%
Backstab: +4 to hit, requires surprise and attack from behind - x3
damage.
Leather 25 lbs
Backpack (30 lb cap)
Picks and Tools
Grappling Hook
Bedroll
3 torches
Rations (7 days)
Crowbar
Rope, Silk (50 feet)
Large Sack (30 lb cap)
Gold: 20
Electrum: 0
Silver: 20
Copper: 10
Purse: 5 lbs
Arms: 13 lbs
Armor: 15 lbs
Gear: 10 lbs
Total: 43 lbs
Slick back hair, weasel face, bad teeth, large ears, and skinny, to
boot.
You're not bad, you just look like you are... heh, heh, heh. Yeah, that's
it.
Next four characters tomorrow, plus a cheat sheet for Swords & Wizardry.
Swords & Wizardry Appreciation Day - Part I - The Wastelands of Zin.
The Wastelands of Zin Player Map |
The Wastelands of Zin are a sandbox scenario that I ran at Owlcon, a local gaming convention in Houston, Texas. Essentially, the players are given the map above, and a goal, and are then invited to experience sandbox style play for the four hours of the round. For the next several days, I will be posting the material I prepared for the round, as well as additional material that will allow you to use this material as the basis for your own campaign. I also have an super-secret ulterior motive for providing this material, which I will discuss after I have posted all the stuff for the round.
Let's start with a glossary I put together for the Wastelands. it's really meant for the GM, but there is nothing in the glossary itself that provides spoilers. See you next post, sometime later tonight!
The
Wastelands of Zin – A Glossary
Aldonai CoDominium – The
former empire that stretched across the Eiossan Continent. Today, only the
twelve or so Dukes of the North lay claim to be the inheritors of CoDominium culture.
Invictus – The field leader
of a Free Company.
Adventuring Company – A
somewhat satirical name for a Mercenary Company, especially subsets of the full
company detached for special duties, such as Darklander suppression, ruin
looting, etc.
Free Company – A small
military company that takes contracts from the dozen or so Dukes of the North
to conduct military operations. They often include non-military specialists
that act as an Adventuring Company.
Darklanders – Inhabitants of
the Wastelands of Zin, and the Dust Plains to the east. They observe no common
codes or rules of conduct, indiscriminately slaughtering all they come across.
They are divided into several sub-races.
Solus – God of the Sun and
Illumination of the Dodekatheon.
The Church – Formally, The
Restored True Faith of the CoDominium, the Church organizes and controls all expressions
of faith within the territory of the Dukes of the North. While the church
technically worships the Dodekatheon, it is actually more of a monotheistic
religion with its roots in a polytheistic practice.
Sevren – The city of
Magisters, which by ancient compact is the only institution allowed to teach
magic by the Church.
Magister – A master of arts
of Theurgy, or “acting on the Gods”. A
Magic User.
Dukes of the North – Twelve
nobles houses that rule the duchies of the northeast of the continent, last
remnant of the Aldonai CoDominium. They constantly engage in small scale
intrigue and battles, relying on feudal forces and the Free Companies.
Wastelands of Zin – An area
of devastation that underwent a vast disaster some 200 years earlier. There are
ruins of ancient cities in the wastes, which are mostly inhabited by The Dead
and Darklanders.
Freeholds – Independent
small holdings on the borders of the Wastelands of Zin. The Borderlanders stave
off Darklander incursions (and worse) from the wastes, sometimes with the help
of the Dukes of the North, but most often alone.
Consagh – An Ancient race,
found only in the city of Lareth in the Wastelands.
Dwerrow – An Ancient race,
found usually in their mountain Retreats. This fractious people regularly
produce exiles who serve humans throughout the North. Dwarves.
Eldar – An Ancient race,
found usually in the Shadowed Isles. This arrogant and proud people occasionally
provide aid to the people of the North, and their wandering ‘ambassadors’ are
often found meddling where they don't belong.
Tuesday, April 16, 2013
The Dangers of OSR and DIY Gaming
This is a bit of hyperbole on my part. These are not the sort of
dangers that lead to nasty acid burns or wigging out because your character
died. Instead, it’s more akin to a kind of faux pas that comes along with
taking what can be an unpopular course of action.
A bit of background. About six or seven years ago, I told myself,
“Self, you like gaming. Really like it. You are a fairly decent GM. Why aren't you doing it more?” I didn't really have a good answer, so I made a concerted
effort to play more, and not just RPGs, but other types, like board and card
games. I was running RPGs a lot more, at least two or three sessions a week,
and had three official games running. My reasoning being that if one or more
games were cancelled, I would still have at least one day a week that I would
be playing. It worked out, and even though I burned out running 3.5, I got to
spend a lot of time with my friends, and played a lot of games.
On Saturday nights, I played Pendragon with one group of friends. That
campaign lasted for several years, until one of the players decided that he was
dissatisfied with the game and asked for a change. I complied, and we started
playing a number of different games, which eventually led to people stopping
playing altogether. I tried playing both LotFP and the DCC RPG with this group
before it finally fizzled out, and those were the games that finally broke the
camel’s back. One player in particular felt that the game restricted his
ability to accomplish the heroic stuff he wanted to do, an old complaint about
OSR games that I disagree with, but have to accept when others hold this
opinion. None of these players have moved to any of my other games, but I still
see most of them on an irregular basis, and count them as my buddies. This
group had three regular players, and three floaters.
On Tuesday nights, I ran the Age of Worms Adventure Path for D&D
3.5, and by the time the thing was half over, I was sick and tired of the
system, as I have spoken of before. The adventures were fairly cool, and mostly
not too broken as conventional D&D adventures, but I still really hated
both prepping and running the thing. I stopped running it as we were beginning
the very last adventure, which should tell you something about how I felt about
the experience. Three of the players (out of six) eventually participated in my
new, OSR inspired Friday night game.
On Monday nights, I played in an online game, my Miskatonic Legacies Call
of Cthulhu game. This had been going on for five years, with three to four
regular players for most of the run. I had one player drop out halfway during
the campaign. We played using a Teamspeak server, which was perfect for CoC,
for the majority of the run. All those guys, with one exception, live out of
state. We plan to play again together, but without me as the GM.
Three years ago I got married, which began to restrain my available
free time somewhat. (Ahem.) I have actually tried to run a couple of other campaigns
during that time, along with some one-shots and tournament rounds. I tried to
run classic Traveller three times, once with the CT rules, once with Mongoose
Traveller, and once using FATE, but I wasn't able to sustain more than half a
dozen sessions each time.
The Saturday night game ran through a number of systems after Pendragon,
including Eclipse Phase (which I aborted before it began – I loved the
background, but hated the system), LotFP, Runequest 6 & 7, Grimm, and the
DCC RPG, which goes to show just not what to do with your regular group, I think. When I first started blogging, one of the players wrote me, impassionedly
detailing his objections, which were based on the fact that he felt he
expressed himself through character builds with more complex systems, not
through role playing.
So now I am left with a single game, the Friday night Wilderlands campaign,
which is an S&W hack using elements of B/X-LL-LotFP, along with a long list
of my own variants. That meets about twice a month on average, given the inevitable
cancellations. It has had a total of nine players. Two have moved out of state,
and two only showed up for a couple of sessions before leaving, both former
players of my 3.5 game. One was explicit in his disdain for doing all the stuff
he had already felt like he had done 20 years ago, and the other left for
reasons having to do with it being too long a trip to the game. I think.
So, I am down to one campaign out of three, and many of my former
players (say 3-4?) simply are unwilling to play an OSR style game with me. And,
frankly, I have to be OK with their decision. It’s their decision, after all,
and they have the right to decide for themselves what kind game is to their
liking and what kind of game is not. I know that I am having a blast, and am
looking forward to seeing how the current roster of characters grow and adapt
in unexpected ways, rather than being built, Frankenstein-like, right out of the
gate. They still haven't grokked the amount of freedom they possess, in terms
of character actions that are outside of the box during combat, as well as in
terms of the campaign, but they are starting to grasp at it. They are already
dizzied at the amount of rumors and scenario hooks present in the Wilderlands,
which communicates that sense of possibility and mystery I get when I look at
those wonderful maps.
Some people are never going to want to play this way. They are always
going to want more character options, faster advancement, more power, etc. But
I have to say that I believe that I have learned a lesson that they have not.
Sometimes, less is more.
I had to stop blogging the previous semester in order to work on my
Honors Thesis, but that being almost done, I wanted to start blogging again in
time for Swords & Wizardry Appreciation Day. Tomorrow, tune in for an entire
campaign, exclusively for S&W. No foolin’.
Sunday, November 25, 2012
Variants - Oh where have all the Magic Items gone?
The dustbin of history, I hope. Seriously, I cannot
tell you the amount of times that players have found and sold that +1 sword in my
career as a Ref/Judge/GM. Or the potion of healing, or any other of the various
bags of holding, wands of restoration and the various other flavorless drek
that has crowded the backs of character sheets over the years.
The fact that something so inherently interesting as
an enchanted item would be reduced to so much clutter means that there must be
something off. The various fixes with this, from RuneQuest to EarthDawn to
DragonQuest and all the other noun-mashed RPGs over the years show us the way.
Simply turn what was magical into something a player can produce and that can be treated as if it were a commodity. After all, these sorts of items are commodities anyway. This does have the potential to disrupt certain elements of the system, but
only if we let them.
What about providing magic weapons to hit creatures
that can only be harmed by magic weapons?
- Allow the ‘superior’ weapons detailed in an earlier post to harm
corporeal creatures that require magical weapons to hit, and/or say that un-enchanted weapons do only half damage vs.
these creatures. This makes the creatures more dangerous (a good thing) and
makes a those few, interesting, significant magic weapons even more treasured,
and not something to be cashed in when you reach a higher level.
As for the items itself, use the Earthdawn model,
where each magic item may be presumed to have a detailed history, secret name,
or an inhabiting spirit. The magic item starts out weak
(that +1 Sword or Ring of Invisibility) and becomes more powerful the more that
one discovers about it. “Bah! That’s no mere enchanted sword, you fool, but
Dargaeron’s Arm, inhabited by a spirit of slaughter, which foments discord among
those who wield it!” “Ring of invisibility? And you say you won it in a riddle
game...?”
As for potions and scrolls, having items with single charges
of magic strikes me as not only silly, but beside the point. Resources
like this are made to be lost, unintentionally duplicated on a character sheet
or ignored. “How many potions of extra-healing is your character up to this
week, Sara?” “Thirteen...” If they are needed, it might be better for the
players not to be on the adventure that requires them until they have grown in
power. Further, players always remember character abilities more than they
remember consumable resources. Maybe an invocation which allows one to strike creatures that cannot be otherwise harmed, for a limited number of rounds, is
in order.
Scrolls and potion need not disappear entirely – after
all, there is alchemy, as long as the concoctions
produced do not duplicate the effects of already existing spells. In the 2nd
wave RPG Bushido, players can acquire Suryas, which are scrolls that allow for effects to be
produced as long as the words on the scroll are recited. The words do not fade
after use, and may be reused. I stole this directly, and they now substitute as
the older protection scrolls in my game. Scrolls as treasure maps, clues and
rumors still appear regularly, but now as sources of information rather than as
a minor effect, promptly recorded on a character sheet and then forgotten.
As for wands, staves and such, I prefer them to be
magical foci, as they are in historical magic.
Here’s a wand or three as an example:
Wand of Jet – A silver rod of perhaps five inches in
length, topped with a stone of Jet. This wand focuses mental energy, especially
for healing and protection. It increases the variable effects of a spell or
invocation by +1, up the maximum allowed by the effect, as long as healing or magical
protection is involved. It also adds +1 to all saves vs. fear or magical domination
while wielded.
Wand of Fire – An Ironwood wand, with a Fire Jasper
at the base and a Quartz crystal tip, focuses vibrant energy, allowing a caster
to re-roll any 1s, 2s, or 3s with any fire-based spell that causes damage. In addition,
it can kindle the fires of men’s souls, providing +2 to morale checks for the
duration of a single encounter.
Wand of Jade – This wand of Jade stone, banded with
Silver, and tipped with a carved sphere of Quartz crystal, give the wielder a
+2 save vs. all curses. In addition, if used to focus protective spells, it
increases their strength, either by raising the caster level by two, or by maximizing
their random effects.
The final benefit of treating magic items in this
manner is to reintroduce a sense of mystery into play. If the player can’t look
at the back of the book and immediately see what the item is and how it works, then
these elements begin to regain their original aura, and become genuinely magical.
Note: Sorry if you read this post earlier. It really needed a second round of revision, which I have now provided, which will hopefully make it a little more clear. Next: The Dangers of DIY
Note: Sorry if you read this post earlier. It really needed a second round of revision, which I have now provided, which will hopefully make it a little more clear. Next: The Dangers of DIY
Thursday, November 22, 2012
Variants – Milestone Quest System
You may remember in previous blogs my complaints
about systems where feats are granted to players on a regular basis, and are
used, generally, to min-max various character builds in those systems. But I
don’t object to special abilities being gained by characters, I just object to
players being able to pick from a cafeteria list for these options.
The crux (IMNSHO) of a campaign is how the characters
interact within the campaign. When players design builds for their characters,
using feats as one of the building blocks, they are not really connected to the
campaign as a whole. Rather, they are building their characters in a vacuum,
which can lead to all sorts of problems.
So any system which has characters acquiring special
abilities should allow for them to do it within the confines of the greater
campaign, so that these abilities are added organically, as the result of the
choices that characters make, rather than the choices that players make.
This is the reason for a system that I call Milestone Quests.
These aren't formal quests in the game itself, but rather a simple mechanic for
gaining non class-related special abilities.
A character may gain a special ability when they
accomplish a major goal. A ‘major goal’ varies by level, being composed of a
number of Milestones equal to the level of the character when the Quest is
initiated. A Milestone is a simple, specific goal that can be accomplished
during the course of a single session of play.
Here’s an example. For a third level Quest, a
character needs to complete three Milestones. As his village has been torched
by a dragon, the character desires to find a dragon slaying magic weapon. The
character already has clue that such a weapon may be found at the tomb of a
long-dead dragon slayer. For the first milestone, the character cleans out the
dungeon-tomb and find parts of the magic weapon. Then, he must re-forge the weapon
to recreate it, which requires another adventure. Finally, he journeys to an
ancient library, where after defeating various undead librarians, he learns the
secret of the weapon, which allows him access to the anti-dragon magic of the
weapon. After all three Milestones have been completed he gains a +2 attack
bonus against dragons as a permanent character ability, separate from the
weapon itself.
As you can see, the gain of permanent character
ability matches (roughly) the power level of a feat, and was earned by
accomplishing tasks within the campaign. The referee decides the exact details
of the ability, and the character simply expresses a desire in a general way (I
am looking to get better at fighting dragons) and takes actions which would
lead to such an end.
All this is very casually dealt with during play.
I’ll turn to a player, and ask, “Does your character have a quest for this
level? What is it?” I’ll then talk it through with the player, just asking in
general how he or she thinks the character would accomplish the task.
Here’s another sample. The character in question is a
third level fighter.
Ref: So
what’s your quest for this level?
Player: I
don’t know, I hadn't thought about it yet.
Ref: Didn't Josiah (the character in question) say he wanted to learn to fight with two weapons?
Player: Yeah,
that would be cool.
Ref: Well
Josiah has heard of dueling masters who fight with a sword and dagger. They
supposed to train students in the City-State of the Invincible Overlord.
Player: That
hell-hole! I don’t want my character going anywhere near that place! Are there
any other ways to learn the skill?
Ref: Well,
you might ask a bard or a sage, if you don’t know any other rumors.
Player: Fred’s
character is a bard. Hey Fred, does your bard know where to get two-weapon
fighting?
Fred: My
dear Josiah, if one seeks to advance oneself in the art of combat, I, Turin the
bard, advise you to seek out those masters of the dueling art in the
City-Sta...
Player: I
don’t wanna go there! Anyplace else you know of?
After a quick
lore check, the Referee tells Fred: You
know of an ancient manual, Hanko’s Fechtbuch, which contains the secret of two-weapon
fighting. You think it might be buried in the ruins of Ostval, which is on the Skandik
coast.
Fred relates
this (in character, of course) to Josiah’s player.
Player: Great,
so that’s my Quest for this level.
Ref: OK,
but you need three milestones to achieve a Quest at your level. So, in
addition, you will have to get the Fechtbuch translated, and then you will also
have to learn how to read, or get someone to read it to you.
Player: Fine,
whatever (eyes the bard). How far is it to Ostval?
I want to stress that this is not some hard and fast
rule, but rather more of a guideline. It’s framework for introducing a way of
integrating the character with the campaign, while rewarding a character for
working with the environment. If, for reasons of suspense, you don’t wish to
negotiate all of the milestones ahead of time, that’s fine, but I would resist ‘springing’
a Quest on a player with their input. This, as much as humanly possible, should
be a player-directed activity. A player should never be forced into this sort of
Quest, as I am defining the term.
The abilities granted by a Quest should be in the 3.5
feat range, getting a little bit better as you go up in levels. Here are some
guidelines:
1: +1 attack, leather which allows an elf to cast
spells while wearing it.
2: +2 save vs. some specific circumstance.
3: +2 Attack vs. specific target type.
4: Ability to attack ghost or other incorporeal,
3/day
5: At about this level, the benefits should top out,
and stay consistent, because at this level you leave the power scope
encompassed by feats, and enter the level of minor magic items.
Next time: Where have all the Magic Items gone?
Wednesday, November 21, 2012
Variants - Curses!
One of the interesting things about the OD&D
magic system is that it takes all sorts of different practices and subsumes
them under Vancian Magic. Because of this we are asked to make choices about the sort of spells we
want to use (in a bog-standard campaign) and if curse is the same spell list as a
fireball, which would you pick?
Curses are like Invocations in that you can know any amount of curses, you can learn them from other players, NPCs or written sources, and you are limited to amount per day equal to your level. Curses always affect others, and always affect the target in a negative manner. You player is always required to role play and recite the words of the curse.
One thing I neglected to address is my earlier post on invocations is how expect these rules to affect play. Well, I hope to improve role playing by encouraging players to yell out these really flavorful utterances. I want to make magic users more flexible and interesting (by letting them access invocations and curses that affect magic-users only, or giving them access, through grimoires, to little known or powerful curses and invocations), while not overshadowing other classes.
So far, play testing has turned out well. But the mage in my group just broke 2nd level, so time will tell how this works out at higher levels.
Next: Quests and Milestones; or, how to have feats without breaking your game.
The lesson in this, I believe, is not to have
fireball or curse on the list. When you decide to make changes to things like spells lists, many of the seemingly problematic elements of D&D cease to be an issue. You note in my
previous variant on Vancian magic, there weren't any spells that affected more
than one creature. This is deliberate. Of the following two images, which is
more emblematic of sword and sorcery literature; a wizard casting a fireball
that destroys many foes while the warrior guards the mage? Or a warrior
slashing his way through a horde of foes, while the alchemist/shaman/sage
prepares the ritual which will force the great old one back to the void from
whence it came?
Hence curses. They become all the more interesting
and useful if we divorce them from the Vancian model of Fire & Forget and
treat them as a power that is usable whenever the caster chooses. Or, at least
as much 1/day per level or hit dice.
Here are my standard three curses that I use when the
party fights humanoids that have Shamans/Witch Doctors among them:
Curse of
Weakness
Effect: Character may defend himself, but not attack.
Treat strength as three for all other purposes.
Curse of
Cowardice
Effect: Character drops his weapons, and collapses in
abject fear.
Curse of
Darkness
Effect: Character is blind (+4 Attack bonus to hit
the blinded PC, and the PC may not attack).
For curses, always allow the curse to work and last a
single round before calling for a saving throw. This is the character ‘throwing
off’ the curse. In the event of a failed saving throw, continue to allow a save
every round until the curse is thrown off. Curses of 3rd level and
above may limit the number of save attempts before the curse becomes permanent.
Since these curses are in the unintelligible
goblin/orc/gnoll tongues, they can’t be learnt by a PC. (Hint, at the start of your campaign don’t
let the player learn any of the dark tongues.) If they do try to learn such
magics, require them to undergo awful experiences to do so, far greater than
the utility of the magic provides. The dark side has its price, you know.
As for players, curses should be available, but
slightly more varied in power. Here are some PC curses from my campaign, along
with spell level equivalents.
“Bright-coiffed
Hekate, turn your triple-gaze upon mine enemies!”
Curse
Level: 1
Effect: Curses a single enemy with a -2 to attack.
May cause a morale check, and 1s in Attack rolls result in self-injury.
“May all the demons in Hell damn your soul!”
Curse
Level: 2
Effect: The curse victim dies automatically at 0 hit
points, and may not be resurrected. (Note: nasty villains will wait until you
are nearly dead before casting this spell.)
“By Janus, let your weapon be turned against
you!”
Curse
Level: 2
Effect: Any failed
attack roll causes the victim to make a second attack roll, against himself.Curses are like Invocations in that you can know any amount of curses, you can learn them from other players, NPCs or written sources, and you are limited to amount per day equal to your level. Curses always affect others, and always affect the target in a negative manner. You player is always required to role play and recite the words of the curse.
One thing I neglected to address is my earlier post on invocations is how expect these rules to affect play. Well, I hope to improve role playing by encouraging players to yell out these really flavorful utterances. I want to make magic users more flexible and interesting (by letting them access invocations and curses that affect magic-users only, or giving them access, through grimoires, to little known or powerful curses and invocations), while not overshadowing other classes.
So far, play testing has turned out well. But the mage in my group just broke 2nd level, so time will tell how this works out at higher levels.
Next: Quests and Milestones; or, how to have feats without breaking your game.
Sunday, November 18, 2012
Variants – Invocation: Magic for Everyone
Some variants exceed the bounds of the base rules set
you happen to be using so much that they end up overwhelming the original rules.
So this variant, which started out in a really minor fashion, has grown now to
the point where it is a significant part of a few classes.
Invocation is the act of calling upon a god or other supernatural
being, not with the expectation that they will show up, but with the intent
that they will spiritually aid you in some way, which leads to a minor magical
effect.
You may wish to note that I am using ‘invocation’ in
the original sense of the word, and not in the modern occult sense, which is somewhat
different.
This rule has its origin in many other systems, the
only two which now come to mind are Mark Smylie’s Artesia and Sword & Sorcery’s Scarred Lands. This rules variant, in complexity, falls somewhere between
the two.
An Invocation is a short phrase or poem that is
recited by a character to create a magical, though subtle, effect. Any character
may use an Invocation, at any time, though the character will only receive a
magical effect once per day per level. That is, the character may use the
phrase as much as he or she wishes, but will only gains a benefit a number of
times of day equal to their level.
A character may know any number of Invocations. In
addition, the player must recite the invocation, in character, in order to gain
the benefit for the character.
Other than that, there aren't that many restrictions.
I expect that some invocations are dangerous to use, either because you are
invoking a god unpopular with those listening, or because there may be hidden
effects associated with the invocation that the invoker doesn't know about.
As to effects, most should be in the +1 or +2 to some
roll or another. Any more than that seems too strong. Also, I think that the
sort of minor invocations that I am talking about should always affect either the
invoker and/or the companions of the invoker, not the invoker’s enemies. If you
want to affect your enemies, use curses, to be covered in a future post. I allow
invocations to be used concurrently with normal actions; most of them are
short, anyway, and this encourages their use.
Characters can learn Invocations by visiting temples
and offering a donation. 100 gp doesn't seem to me unreasonable. Others are
learnt from books, and characters can teach each other, as well.
Here are several examples, with the wording of the
invocations drawn from history or fiction. Since most of the Gods of the
Wilderlands are drawn from history or fiction, deriving the invocations isn’t
all that difficult.
Oh Mighty Asa-Thor, who smashed the limbs of Leikn; you bashed
ðrivaldi;
you knocked down Starkadhr; you trod Gjalp dead under foot.
you knocked down Starkadhr; you trod Gjalp dead under foot.
Let your hammer guide me to throw down my
foe.
Type:
Lesser
Effect:
This gives a +1 Attack bonus, and if fighting giants, increases the bonus to +2.
Mitra, whose speech stirs men to labor!
Type:
Lesser
Effect:
This allows the invoker to inspire others to bravery. The invoker’s allies are
less likely to desert (If you use the B/X inspired Morale rules, all allies and
followers gain a temporary +1 to their Morale scores).
Hermes Trismegistus, bless us with your triple
wisdom!
Type:
Lesser
Effect: This
invocation allows you to recall a single arcane spell of up to third level
after it has been cast for the day.
You will note that these invocations are typed as
lesser. I’ll cover greater invocations in a future post.
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