Archive for the ‘ RPG ’ Category

Crashing Clouds

Matt Jackson over at www.msjx.org has started a daily eight-minute writing drill aimed at developing the habit of writing at least a little bit every day. This sounds like a good habit and, especially as I draw closer to Lent, it sounds like something I ought to participate in. So, here’s my first effort on the prompt “Crashing Clouds”. I ended up with about 280 words in about eight minutes.

The Master’s Method

“Crashing clouds?”

“You heard me,” the master said.

“That doesn’t make sense. Clouds can’t crash. They’re made of nothing.”

The master smiled. His student drew no comfort from that smile. It held no warmth, but instead was full to the brim with icy condescension.

“How can something be made of nothing?”

“What?”

The master smiled more broadly. “You heard me.”

The student bit his bottom lip and tried to maintain eye contact, but the master’s gaze seemed to have weight. Holding it was too heavy a burden, and the student’s eyes dropped. The student knew the master would sit and smile and wait silently as long as it took for an answer. Silence loomed.

“I guess something can’t be made of nothing,” the student said. “Every thing is made of something.”

“Correct.”

“But it still doesn’t make sense. For things to crash into each other, they have to be solid. They have to be able to…to crash.”

The master’s smile relaxed. He leaned forward slightly. “I disagree.”

The student wanted to respond in kind, but he knew better. The master had a lesson to teach, but he fully expected his student to suss out the answer on his own. More silence followed the master’s last syllable. He watched the student, his face a mask showing no emotion. Several minutes passed. The student gasped.

“If two clouds crashed into each other, they’d join each other. They’d both change shape, growing larger, and then maybe they’d split apart again, but neither one would be the same cloud. By crashing into each other, each changes the other.”

“So too with those you meet even in passing,” the master said. “Now, report to the yard for afternoon practice.”

January 26th, 2016  in RPG No Comments »

Going Beyond the Wall

In case you missed the announcements on G+ and Facebook, I’ve a few new, free PDFs of content for 1E AD&D ensconced in my Google Drive. Enjoy!

The Abbey of St. Martin: A short adventure.
AD&D Monsters: Alp to Xana: A dozen new monsters.
AD&D Monsters: Apsara to Zebez. Three dozen new monsters.
The Bard: Alternate class for 1E AD&D.
The Recondite Frontier: Campaign region.
Sveti Gardarkena: Another campaign region.

I’m starting a 1E AD&D campaign on 10 January. As part of character creation, I put together these house rules, and also purchased Beyond the Wall and Other Adventures (abbreviated BTW hereafter) and Further Afield by Flatland Games solely because I’d heard good things about that system’s character creation process.

Going Beyond the Wall

During this Christmas season, I hosted a dinner-and-gaming night featuring spaghetti and BTW. I’d prepped by printing out a blank village map, a spooky scenario pack (from the free Across the Veil addon), four character sheets, and a list of playbooks (click here for a sample playbook).

Nota Bene: As you explore BTW products, you’ll quickly notice that most of them are free. Flatland Games sells the rulebook and rulebook expansion (linked two paragraphs above), and then offers playbooks, scenario packs, et cetera, for free. Nifty!

BTW Character Creation

We started with character creation. Each player picked a playbook from the list, and then I printed only those playbooks. The soon-to-be created party of adventurers included a halfling outrider, a landless noble, an elven highborn, and a student of the dark arts. Next up, the players made up their PCs. Character creation was a snap. The only confusion came from players not reading their playbooks carefully.

Each playbook (and there are more than 30 published by Flatland Games) follows the same format. A playbook starts by giving some background information for the character being created. For example, the Assistant Beast Keeper playbook starts with, “The old witch in the village took a liking to you when you were still young, and you now keep her animals for her. While what you do may seem inconsequential, the witch seems to consider you to be vitally important, and favors you above all others. You dream of a more exciting life.” The playbook then tells the player what his character’s starting ability scores are. These ability scores are the very familiar Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

After this, the player rolls the appropriate die on each chart to answer a question about this character. These questions cover childhood, known non-player characters, background events, and so forth. Each roll modifies ability scores, perhaps gives a skill or class ability, and so on. With a bit more than a half dozen rolls, the players end up with 1st- or 2nd-level characters (some playbooks lead to more experienced starting characters) complete with basic backgrounds, skills, spells (where applicable), starting equipment, et cetera. All of the characters know each other, and each has even shared some sort of life-changing experience with another character.

BTW offers three character classes: warrior, mage, and rogue. Each playbook feeds into a particular class or multi-class. For example, the Village Bear above creates a warrior-rogue. Three classes seem a bit limited, but the inclusion of multi-class options widens the field, and the playbooks do a good job and making sure no two warriors (for example) are the same. This really hits the Old-School groove well. In AD&D, what made two fighters different from each other wasn’t their class abilities, but instead was the backgrounds and personalities created by the players.

Based on my one game session, BTW’s best feature is character creation. Hands down. No contest. I fully intend on using BTW playbooks (with some minor tweaking) for character creation with my upcoming AD&D campaign.

Let’s Make a Village

After this, we put together a quick map for the Village of Lambsheim. Character creation includes village creation. Playbook prompt players to add elements to the village map. These elements focus on both non-player characters and locations. With our table of four players, Lambsheim started as a mostly blank piece of paper and grew into a village with eight important locations and eight important non-player characters.

All-in-all, character and village creation took about an hour. We ended up with four developed heroes and a pretty good idea about the heroes’ village, to include some village history that was at least implied by the results from the playbooks.

The Call to Adventure

While the players did their thing, I perused The Opened Veil Scenario Pack. BTW bills itself as offering something other OSR games do not, namely the “tools to play the game almost immediately and with little prep” (to quote the main rulebook). The books elaborates, “Using special Character Playbooks and Scenario Packs, a group of players with a single gamemaster should be able to play the game with absolutely zero prep in about three to five hours, from making characters to tasting a glorious success or a bitter defeat.” Our game session found this to be accurate, but with a caveat about the Scenario Pack. BTW requires little prep so long as someone else has done the prep required for a Scenario Pack.

Nota Bene: Even if the gamemaster does have to put together his own Scenario Pack, the format for such is less work intensive than, say, writing a standard adventure. (For example.) A Scenario Pack also requires far less reading than a standard adventure, and each Scenario Pack lends itself well to a more improv style of play that has built in hooks to get the players motivated.

Back to our session. As necessary details, such as nonplayer character names, emerged from the use of playbooks, I filled in the blanks in the Scenario Pack. Once my tables were completed, a few rolls of the dice generated the specifics of the adventure we would play. I had the hook, the source of the problem, the nature of the problem, and hints about complications and solutions. The Scenario Pack even included some player-generated recent events. Ready to go, we started the game in the inn (of course!).

The scenario played out as a combination of undead street fighting, a haunted jail mystery, a town drunk with looted coins, a betrayal between noble families going back two generations, several watchful spirits, a pack of zombies in the barrows, and a short but brutal fight against an ambitious wight.

The Short of It

All in all, the players had a good time. Everyone agreed that the character generation system was the highlight of the game. Kerry, who played the student of the dark arts, complimented the magic system’s distinction between spells, cantrips, and rituals (although rituals did not come up during play). The game’s systems for combat, skills, and saving throws are easy to grasp and should be at least almost instantly familiar to anyone who has played OSR-style games (or the original games that inspired them).

BTW’s system for cantrips, which work as regular spells but require an ability score check to avoid negative consequences, has found its way into my AD&D house rules. So too has the skill system. The rules expansion, Further Afield, includes rules for starting a “player-driven campaign” that is a “shared sandbox.” I’ve skimmed these rules. I like them, and they too will find their way into my AD&D campaign.

In short, the campaign creation rules are like a larger-scale version of the village creation process, but with the added wrinkle that elements added by the players to the world function as bits of character knowledge subject to degrees of inaccuracy. Just because a player’s gifted dilettante rogue-mage thinks there is a ghost-haunted tower near the foothills a few days to the north doesn’t mean that character’s knowledge about the tower or its location is entirely accurate. Degree of accuracy is determined by an ability score check using either Intelligence, Wisdom, or Charisma (depending on how the character acquired the knowledge).

Beyond the Wall and Other Adventures is a great game. Our playtest included good times, good food, and I spent more time cooking than I did prepping for the game.

December 31st, 2015  in RPG 3 Comments »

The Wheat from the Chaff

For reference, see Luke 3:10-18. First, a new cleric spell:

Azniko’s Prohibitive Winnowing Fork
Spell Level: Cleric, 5th Level
Range: Centered on caster
Duration: 6 melee rounds

A mystical winnowing fork formed from holy fire appears floating in the air within 20 feet of the caster. Once per round for the duration of the spell, the winnowing fork flies to strike an evil creature within a 20-foot radius of the caster, causing 3d10 points of damage and forcing a saving throw to avoid another 3d10 points of fire damage.

Next, a new magic weapon:

Blessed Winnowing Fork: This weapon function like a spear in combat. It has +2 to-hit and damage bonuses against undead and infernal creatures. Once per day, the wielder can use Dispel Evil (as if cast by a 10th-level cleric).

And, lastly, a new remarkable magic item:

Immolating Chaff: This magical dry and scaly plant material, usually found in a pouch holding 3d6 handfuls, possesses a remarkable power. A handful can be tossed up to 10 feet at an evil creature, which must make a saving throw to avoid bursting into flames. This causes 1d6 points of damage per melee round for 2d4 rounds, but the flames can be put out by usual means. Usable By: Clerics.

December 14th, 2015  in RPG No Comments »

My New DMG

Tempus fugit, often when I’m not paying attention. It’s been way too long since I posted anything here.

So, what’s new hereabouts?

Well, I sort of started working more on the final draft of Boogie Knights of the Round Table, my epic RPG about bold heroes singing and dancing against the machinations of the Man. I’ll not mention any sort of release date. I am tired of making promises regarding Spes Magna Games products that don’t get kept. If missed deadlines were wishes, frogs wouldn’t bump their butts when they hop.

I also found a great deal on Amazon.com for a 1E AD&D Dungeon Masters Guide. I lost mine years ago. For years, I’ve been saying to myself, “Self, you should get a replacement.” (I’m sensing a leitmotif of procrastination in my life.) My new DMG is in really good condition. There’s not a single bit of highlighting, underlining, or what not on any of the pages. Even the blanks for the artifacts are still blank.

To celebrate my new DMG, I’ve made up a few 1E monsters. You can find them by clicking on this sentence.

Enjoy!

December 3rd, 2015  in RPG No Comments »

Blessed Relics

See 1 Kings 17:10-16 and Mark 12:41-44.

Stories about a wandering prophet tell us that some time ago in a foreign land during a time of famine there lived a widow with only one son. The prophet arrived at the widow’s home one day, and local customs regarding hospitality required the widow to feed the prophet. When she complained that she had only enough food for her and her son to have one final meal. The prophet told her to prepare a meal for him, and that afterward she would never go hungry. The widow did so, and after that her jar of meal never went empty.

Jar of Zarephath This plain earthenware jar, kept in a grand temple in an important city, serves as the city’s protection against famine. The priests regularly distribute meal from the jar to the city’s poor and abandoned, giving each person a day’s worth of meal. No matter how often this is done, the jar is never empty. In times of famine or siege, the jar helps ensure a modest diet for the city’s inhabitants. Usable By: Lawful only.

Later stories of another wandering prophet speak of an impoverished widow who gave all of her money, amounting to only two of the smallest of the coins of the realm, to the city’s temple as an offering. The rich and haughty who witnessed this felt inclined toward scorn at the widow’s pitiful offering, but the wandering prophet defended her, saying she gave all she had rather than only a portion of what she could spare.

The Widow’s Mites These two coins appear to be nothing more than common copper pieces, but they hold a powerful blessing. Their possessor can call upon this blessing in a time of trouble or danger. After doing so, the possessor will succeed at his next attack roll, saving throw, or other action so long as that action is done for the benefit of another, even if this means the possessor puts himself in harm’s way (such as by leaping in front of a Lightning Bolt, et cetera). After the blessing is called upon, the coins vanish, seeking out the next worthy person to benefit. Usable By: Lawful only.

November 9th, 2015  in RPG No Comments »