Monday, December 20, 2021

make your own anime


I want to test the rpg principles I talked about on the previous entry, and I needed a spark. So I re-made an old table for making your own anime; and then I will try to make an RPG out of it! hahaha. 

If you want to join, cross the first letter of your last name with the month you were born and find out yours. Write a short summary of the plot and describe 3 to 5 main characters (you can use behindthename for finding some names quick). The idea is that if Samurai Champloo and Cowboy Bebop could hypotetically be made rolling on a similar table, we can come up with similarly awesome 26 episode animes.


Asteroid

January: Gospel

Barrel roll

February: Serenade

Cultist

March: Noir Jazz

Dragon

April: Mantra

Emerald

May: Boogie

Frontier

June: Fugue

Galley

July: Sōkyoku

Hadou-ken

August: Blastbeat

Istari

September: Synthwave

Judoka

October: Shoegaze

Kaiju

November: Blues

Lancer

December: Dub

Midgar


Ninja


Oasis


Pyramid


Qilin


Raygun


Shoggoth


Transhuman


Underworld


Valkyrie


Witching hour


XI century


Ys (city of)


Zombie



I will roll with a dice myself, because I already set up the table knowing my own month and name lol. Optionally, you can add the words Hotel or Squad to whatever name you get, after or instead the second word. Post results!

Thursday, December 9, 2021

Why OSR

The best thing for me about Old D&D and its clones (and what brings them over any other games) is, in my opinion, how they are the only rpgs that care about procedural game generation. That is: you have a looping mechanic that keeps the game forward, by the chemical reaction of the PC's advancement rules (XP for gold) and the dungeon stocking chart (or hexcrawl generation chart). As long as you have this, there is a game going on. 

This allows the GM to wholeheartedly assume the role of a "referee", instead of burdening him with the tasks of being an Omniscient God, a plot writer, a world builder, a wise mathematical balancer and fun enforcer. I'd say even more: He is allowed to be all these things whenever he wants (you can build a dungeon manually, or even build a complex, dungeon-less adventure) but you are not forced to. If the players go on an unexpected way, or if you don't feel creative at any moment, you can just fall back on the pure game: let them do it! it is built for that. In a sense, (old) D&D is the only rpg that provides you the game rules AND the game.

This is something that all the 90s books that came after failed to understand. Games like L5R or Vampire give you only the game rules. Then they give you a 300 page lore brick, from which the GM must make the game himself, having to rely on "mission" based sessions to play. Well, this is not something impossible to do: I'm sure there were and will be many successful campaigns with that! but it lacks the mechanical structure to support the game on itself and the point of playing it becomes abstracted or null once the GM pulls the foot 1 gram from the gas pedal. In a sense they are exponentially much more "GM demanding", specially if you are not heavily invested into their worlds. (This, of course, is something that capitalism fixed quickly by selling you modules and splatbooks). 

This doesn't even make them better suited for story-based games. Actually I think D&D is still better at it: you dont have the pressure to control everything, which in turn opens the possibility of a sandbox and freedom of choice for the players. This makes any plots you actually want to use a nice story to be explored and played with, instead of a fragile railroad that must be protected against the player's actions. And, underneath all of it, you feel that you are in a fair fight against the odds, with no helding hands by the GM. This is, for me, what makes the OSR distinct and OD&D the king of rpgs.

I'm not saying that it is the only way, though. I am sure that mission-based games could be systematized too. The core could look like a mission generator that would... (just brainstorming);

a) generate quests appropiate for the PCs and tone of the game; maybe even let them choose between various missions; each one with some definite "end state", whether succesful or not.
b) generate as many details of the whole quest as possible, prioritizing the spots that the game wants to show or test. Some games might allow or even encourage player's input on what is going to appear
c) a mechanic that determines how does your character and/or the world change after the quest is done or failed. This can take the shape of leveling up, something more or something else (game-world progress based on character actions is something that is rarely coded in rules, and I make this note for myself in order to explore this in the future)

DnD 5e and many allegedly OSR hacks such as Knave, Maze Rats, etc also fall in the second type of games. The case of Dungeons and Dragons Fifth Edition is specially painful as the game is 300+ pages long and manages to cover neither mechanics for the game loop nor a setting, beyond the implied on the monster manual. Its just rules and rules and rules but no real structure behind it. (I frankly cannot understand how people manages to play it without handwaving 90% of it). 

I have loved, still love and even made some ultra light rpgs (I use to collect all PDFs I can find); but after this revelation I realized that most of them make no attempt to provide gameplay beyond Character Creation + Combat + Skill checks. Which again, can be good and can work with a GM wanting to do all the rest, but now I feel as a designer that focusing the same amount of rules in mechanically enabling a specific biorhythm is much more interesting. You can change or adapt the resolution system of any game and make it work much the same (for example, the 2d6 hacks of D&D or using point buy vs random generation) and while the chances of success/defeat could vary, the nature of the campaign would not. 

This is why I think the term CORE RULES suits better my idea (the rules that enable the intended biorhythm and create game) than the idea of conflict resolution rules: A core is something deep that cannot be changed without changing the whole thing in the process. 

To close this post, I will run over some games (no particular order or reason) and see which of their mechanics are centered on bringing the game forward, which in my opinion is their most important rule:

Everyone Is John uses the other players actions as the current player's obstacles, so the game is actually generated by your friends. The core rules are those that focus on switching the control of John. Conga Mummies is a boardgame version of this approach.

Ghost Lines has got a very nice mission based generator that activates once the PCs get side jobs. The actual ghosts are generated collectivelly by asking questions to the players. It also features an astonishing collection of missions, ghosts, employeers, city events, implied setting, etc for a game so small, Definitely an inspiration to have as reference. Check out this fan-made variation using chtulhu dark's resolution system to further prove my point that the core rules of a game are not related to action checks, but for content generation. Some other games like Lasers and Feelings also uses a random mission maker but doesnt really create a solid framework beyond an oracular prompt.

Lady Blackbird, by the same author as above, uses a really cool way of unlocking character abilities: You all play named, premade characters; and advance in power by advancing your personal plot towards certain points, so it makes gamist fucks like me to advance the plot whether you like it or not, making also things change for the world and everybody.

Ryuutama has a clunky and weirdly complex unique way of handling most things (stamina, travel, magic), with the GM ability to influence the outcomes of the party in the shape of a ryuujin (dragon spirit guide more or less) being a really, really cool and original thing. But none of them answer once the pcs ask: "What now?". The game has prepared for that with another sub-section: The collective city and world builder guide, and the adventure writing guide (basically guidelines on how to write an "episode" of which the PCs will be part). 

Apocalypse World and its derivatives use the list of fronts, which trigger sometimes on failed moves, and a set of principles which act as a subjective proxy for "genre fairness" (evidently we are all human and might interpret principles differently). While this can certainly work, it becomes much more streamlined and concise on small PBTA games such as Sagas of the Icelanders than in more generic like Dungeon World, as the moves they invoke on a failure tend to be more specific and carry more narrative weight. Check World of Apocalypse for an actual flowchart of the game pace.

Into the Odd (full edition) has a similar approach to B/X, but with advancement being earned each mission (the game defines a mission as "going out and returning with something worth showing"). Curiously, the One page edition of ITO has a very cool dungeon and random encounter generators that can completely map your first quest; and might serve as a base to build new generators for the next ones.

And, making a callback to a recent entry, Pokethulu might pull you in for the very sake of catching new pokethulhus, (much like the original game, that is what I call faithful adapting), so as long as a monster exists and the PCs want to catch it, you only have to put it somewhere on the map, then put more trouble on the way. Still, in my opinion its a game that would really benefit of having random encounter tables, proper hexcrawl rules adapted to pokemon travelling speeds and capabilities (like flight, swim, run, dimension bending or others, really, this could be awesome) and little more power granularity between monsters. But maybe I will take care of it someday. I guess that their creators never thought that somebody would ever take so seriuously what they believed to be a joke game!

Basically we can conclude that there are (at least) four ways from which game content can be brought to the table: 

1.Procedural generation

2. Taken straight from a book (such as monster manuals, using a pre-written adventure or following Pendragon's campaign straight)

3. Created communally by the table or 

4. Leave it to be created by the GM, this last one being the most used by commercial and indie rpgs alike, with more or less "guidance" from the book.

This methods of course can be mixed in different proportions for different games. I invite you to think how does your game (or a game you like) does it and post it, so we expand this list in the comments


Wednesday, December 1, 2021

wilderness (pointcrawls vs hexcrawls vs squarecrawls)

On my last sessions I had not hexed paper and I had no patience to draw a map hex by hex, so I made a bunch of vertical and horizontal lines and used a square grid instead.

Its not the first time I do it, and while I like the aesthetics of hexes, the truth is that squares do fine. You can assume the same size for them as you would with hexes (6 miles as the standard set by this post). You can move horizontally or vertically, but not diagonally (that takes 2 moves). It might not make much sense a priori, but hexes are not realistic either, they are a different form of abstraction. And as a gaming abstraction they work just as fine. Maybe more, as the players can verbalize their movements better in the case you don't want to share your map with them. North! South! East! West! 


I also tested something for simplifying movement that I wanted to use, which I liked a lot and will probably stay on the game:

Movement rules: 

clear terrain/road: 3 hexes (or squares, of course)/day, or 4 if using a horse.

forest: 2 hexes/day

mountain pass: 1 hex/day

* Players can use the night's rest to travel 1 extra hex instead, if there is enough visibility to allow it; but penalties for not resting might appear

* Weather conditions such as a storm will reduce the hexes travelled by one, and might increase the chance of getting lost.

* Characters who are encumbered also reduce the travelling speed by one, and if this takes your travelling speed below 1, its up to the GM to decide if it becomes 1, becomes impossible or has a X in 6 chance of being fruitful (a fail indicates that you must rest before you finish walking the hex)

* One encounter roll per day travelled, and another one for each night passed. 

Today I have also read this and this other classic links about pointcrawls and got me thinking: Hexes and squares are just 6 and 4 path-nodes after all. Why not switch to pointcrawls and embrace a new abstraction? Well, I am studying the pros and cons of the idea, and from the top of my head, here is a list of them:

* Pointcrawls dont have to be "one location away is one step", which was my main concern. Roads can be segmented on any number of steps, as Chris Kutalik points in the first link, and every road have its own chart of dangers. You will have to sleep on the ground still in a random forgotten place sometimes.

* Getting lost can still be portrayed, it might actually be easier. If the PCs get lost, they automatically end up in another "road" that starts at their last "node", at the same segment of distance. For example:


If you are at the red dot, travelling from B to C, when you get lost, you are randomly "teleported" to any of the yellow dots. If there is a terrain type associated with that road point, GM will tell you and you will or won't be able to determine if you are lost by that description. 

* Hexcrawls fail to portray impassable barriers of smaller granularity of 6 miles. If confronted by a mountain range, it will always be passable, even if with a small travelling speed. Pointcrawls on the other hand are designed for thriving with impassable barriers. Sea, Mountains, etc. 

* Pointcrawls are faster to draw. They don't have to even be scaled in the map, as the roads take care of that, so they lend much better to make maps "artistic" (see picture below).

from The Road to El Dorado

* Though it is true that a too linear pointcrawl (see picture above) removes the players agency, one with enough bifurcations or nodes prevents this completely. "A hex is just a node with 6 paths after all", as we said earlier. 

* New paths between two nodes can be unlocked during the game, which cannot be done on a hexcrawl easily (it is hard to make an area "secret" or "locked" naturally). For example, new ways can be found just as you would a secret door (you find it on a 2 in 6 by spending time searching for the trail), maybe they are found after you have been lost in there (recovering from a "get lost" roll makes you find a shortcut through the woods), attempting something that wasnt plannned (players decide to sail down a river, and at its base they find a way that goes upwards, to where they came. This one is used a lot on old Lucas Arts adventure games) or doing something in game that unlocks the path (if you help the kobolds build that tunnel, you connect the city + the sea under the mountain)

* A pointcrawl can be drawn over a preexisting, not-gridded map by deciding its points of interest. This can also visually guide you into how does the area look, or which kind/frequency of encounters does it have. For example, in this map below you can adjust encounters depending on which terrain the roads are crossing at that point.


credits: Arlin Ortiz

Of course, I'm not saying that any of this approaches are objectivelly better. All are equally valid, and one can take the one that likes best at anytime. But I think that these are enough points to prove that there is no reason to be fundamentalistic about hex-based grids, neither to say that the other approaches lack gameability. And you, dear reader, what is your personal experience? have you used this, freeform maps or any other alternative to hexes? Whats your preferred choice?

Friday, November 26, 2021

A note on clerics and [review] of Tomb of the Serpent Kings



This just came in the mail today! 

I remember watching a person some time ago in OSR forums, sharing this idea of an introductory dungeon: basically a dungeon designed to teach new players into the game, the same way that a tutorial stage eases you into a complex videogame. I loved the idea then and I do now. I now realize that person was surely no other than Skerples; one of the most productive authors of the OSR scene on diverse games or topics (medieval life, glog classes, etc). You can tell he puts lots of love and thought into things, or, at least, that is the impression it gives me. The text bricks in which he designs what was to be his latest, already published book (Magical Industrial Revolution) are a joy to read; surely one of the most original while gameable ideas I've seen for a setting (or have you ever seen magical preapocalyptic based game before?). Haven't read the finished book, though, but possibly will in the future.

I saw the module in the picture at a cheap price and I like to have physical books at home. You never know when you are going to need them! 
The book is 24 pages long, which is enough for a detailed 3 level dungeon and a short bestiary with the monsters who appear in there (special mention to the skeleton jelly, a T-1000 type skeleton which just cannot be destroyed by normal means and must be lured into pits or similar. Very Prince of Persia). Every dungeon room has a description alongside a small note explaining which lesson does the room want to convey. The last two pages are a full map of the dungeon itself.




The art, on the other hand, strikes me as terrible and lazy. I could have understand it if it was personal art made by the book author (as in "I will just doodle something"), but not something I would commission. Honestly I think some functional small doodles over every monster would have been better. Watching more from the artist (Scrap Princess) tells me its her style, and I guess its a matter of opinion, but nonetheless this is mine.

I dont know if I will run this straight yet. Maybe. I have some potential "new players" in my campaign, so it could be a nice way to try it as it was intended to. I must say I have a personal problem with it because I also have a personal self-made low level dungeon which is also snake themed; and I feel that running one would make redundant to run the other. Luckily, the book provides an idea at the very start that could help me:



So, now its the time for my (sort of related) note on clerics:

We dont know much about the OD&D cleric's religion, as there are some details left for the players to fill up themselves, so to suit that dungeon I mention above (which holds some clerical relics) I made up a religion that is snake themed: Snakes are the symbol of their god or goddess. Whichever. The monks are required to sever up their eyelids to imitate the snake's eyes after a certain level (fun fact: snakes have no eyelids), and most of their time they go around blindfold, to prevent eye soreness. This grants them part of their powers (abstractly representing an increase of "true vision" type powers such as know alignment). Also it gives clerics a very distinct outlook.
The fun part is that it kind of suits the classic cleric's spell list; with spells like sticks to snakes, snakecharm and neutralize poison having now a good explanation in-game. It also goes very well paired with growth of animal if you happen to have a sacred snake or speak to animals if you want to befriend one. Snake poison can also play a very interesting part on the commune if you rule it to require a time spent in trance.
For now I have never have a cleric PC to use this rules, only passing NPCs. Who knows? maybe someday.


Monday, November 22, 2021

[review] Pokéthulu; my first game as GM ever





Little by little that need of making this review grew on me. This is a 19 year old game, with 0,0 active fanbase or discussion nowadays, but that I have very fond memories of. It was the very first game I ever GMed. I remember I convinced my friends to play rpgs around 2009 or so, and when they said yes, I went home and printed it on a whim to play that very afternoon. I read the manual as I went, and used the introductory adventure hooks at the end of the book (it was 20 pages or so) to improvise a campaign. I let everyone draw their first pokemons and we started. I don't remember many details, but I remember some. 

I drew a handful of pokethulus in a few minutes. I just sketched some shits on a paper, then added lightning, horns, extra eyes, extra anythings, fire, water, wings, tails and random weirdnesses and they were perfect. I was into the mythos while my players weren't; but I made a lot of references to them anyways, with one of the toughest pokemon being straight up ripped from Hellsing's Baskerville (one of the PCs captured without combat, with a lucky roll of a pokéball throw). There was a mechanic that incorporated making up quotes for the pokethulu fictional show in exchange for ¿successes? but we did away with that completely.

deviantart: geistvirus

The game describes itself as a joke game, but it manages to accomplish a lot of things right. Common checks for humans are d12 roll under, with easier tasks giving you more dice to roll, while thulhu combat is really cool while remaining simple. Each thulhu has up to two types (decomposing, fishy, fungous, icy, luminiscent, non-euclidean, squamous, sticky), a weakness to one of those types and three stats: power, speed and hit points. You have four choices for attacks: injure, dodge, trap or frighten. Each of them has a type adequate to the thulhu  and a number from 1 to 3 d12 to roll, under power or speed. 
The cool part is that you get to name/invent the nature of the attack, depending on the attack and its type. For example, the game lists Shub-Polywrath having a Non-Euclidean, frighten attack of 3d12. It is called Chest Swirl Display of Infinity. Mechanically it doesnt matter much: you'd roll 1d12 extra against targets who are weak to Non-Euclidean. But it is cool to know that if you choose to use your pet monster to frighten a clerk on some shop and succeed, the clerk is going to freak out gazing at infinity in the thulhu's spiral. There is a mechanical part which carries the rules, but is an analog, player made name which creates the effect. This is something that inspired me a lot and made the game very very easy to run. (The 3rd edition has an "official" pokethulu list, but when I downloaded it first there wasnt any, only a few examples)
I went as far as to implement Mythos-type magic when a PC found a forbidden book at the evil guy's lair. I gave his character a page with three spells that he could cast at anytime, each one once. I remember one of the spells "just" summoned a rain of blood. It was the kind of game that doesn't break for things like that. You can even play with the existing codes and give objects, places, people, etc types and weaknesses, such an squamous necklace or a fungous-averse library. But am digressing.


It is astonishing how well both of the settings mixed (pokemon and the mythos) answered the questions opened by the other. I have talked before on how Lovecraft's mythos are a great setting but hardly playable in my opinion in in a serious campaign. This joke game allowed me to play with them in a way that Call of the Chtulhu could not offer to me. In CoC, the King in Yellow is a book you read and makes you lose sanity, but you cannot really bring more info to your players about the city of Carcosa, the lake Hali or the King itself, as they are not described even in the books. You can only roleplay how your character goes slightly mad little by little. In pokethulu, you can rule that the King in Yellow is a book that allows passage to tattered Carcosa, where you can meet amd challenge the King into combat, steal some eldritch items and maybe capture some horrible fish type critters at the lake Hali.

On the other hand, it takes Pokèmon to its logical conclusions: What happens when pokemon turn against man? they eat their souls and marrow. Why kids get pokemon? because the world is hard and its always cool to have a friend with the destructive power of a nuke. Why only kids? Because you need a high sanity score to deal with thulhu and most adults (exception being some cultists) have a sanity score of 1. 
The implications of a world where the kids hold a power like that while adults cannot handle this madness and pretend that all this pokethulu thing doesnt exist is really really poetical, almost sublime. It fixes all the problems that modern-based fantasy settings have on a single strike, and I want to go back to this on further entries. 

suddently, all my art folder looks like pokethulhus


On the bad side, it is true that the rules gave some trouble eventually. I don't remember exactly what happened, but we found a way to break the game easily; maxing out speed + trap or speed + dodge or something like that. I think it wasn't hard to fix. I am re-reading the rules right now, after all this years and having discovered the old school D&D, and I cannot help thinking on how I would change this or that rule; lots of great ideas. 
* Stats for humans being rolled (1d12 with 9-12 defaulting to 4 instead of point buy). Buying stats at 11 or 12 made the characters auto succeed at everything from the start.
* human attacks (and other checks) being 1 dice only, lucky ability allowing 1 extra die + 1 extra if the task is easy or using an appropiate weapon or something, or taking advantage of somebody's weakness.
* Implementing hex travel, rations and pokethulu's travelling speed
* Statting pokethulhus a little lower; having 6d12 among attacks at the start for the some of the first owned pokemons is totally enough. We did it like this if I remember well.

I ram him with the bowsprit! you throw the pokeball!

I must say that the game has always been free to download, but the official web seems down, who knows since when. You can get it HERE, and there is also a web with resources in HERE. Nobody seems to know or have played this game, but from my humble blog I'd like to reccomend it to you all.

Edit: Some related link about somebody wanting to make a pokemon campaign focused on exploration.

sometimes, the line between what counts as a 
pokethulhu or a trainer is very thin. I could 
make this guy into both sides with little effort.



Friday, November 19, 2021

[illustration] SidSothoth; H.P. Lovecraft pixel art

 These are all from @SidSothoth at twitter. I found them when searching for images for an upcoming, lovecraft-related post, and could not resist saving them all. I love that aesthetics! Good art must be spread so everyone can enjoy it, and here it is! I think I am going to make a "tradition" of dumping works of inspiring artists from time to time. 

























Wednesday, November 10, 2021

Greatest Hits


I want to dump into this entry some nice things that I have found on the interwebs along the years. I intend to edit it periodically, as I stumble with shit, old and new. Everything you see here is something I want to have in handy, or has inspired me greatly. 

Lets get organized:

/////Hard theory:

Breaking Out of Scientific Magic Systems (John H. Kim)

Philotomy's Musings (Philotomy)

Reckless Dweomer: Non-competitive classes, and why balance is a false guide

Soft D&D by False machine

Blorb Principles: I want to highlight the 3 Tiers Of Truth and the Wallpaper Salience 

The Power of Bluntness: on binary Y/N rules, and an axis of complexity/ubiquity

/////Combat: 

Auto-Hits and Explaining D6 Damage (BX Blackrazor), both of them have sent me on uncountable hours of tormentous thought

Homebrew Homunculus posts on removing on damage rolls and rolled hit points.

Alex Schroeder series on map-less battle: Combat using 2 rows per side, no battlemap, theater of the mind, the blocking attacks rule and the 2 handed sword whirlwind.

Bastionland on combat that rolls ONLY initiative

Traverse Fantasy's calculations of Variable Damage versus Damage Reduction armor, very useful for any of those wanting to hack Into The Odd or similar games.

Combat progression as hit dice in OD&D

Hard ranged combat: -10 at medium range and -20 at far range, on Delta's D&D Hotspot

Hit Dice for monster parts, but monsters have an amount of combined HD at which they are defeated

/////Domain & Downtime:

 The quieter moments. "The intent is to hint at a wider and older world"

Dealing with the council 

Great list of options for your haven turn, with a fun table for crafting.

/////Magic:

Middle earth magic

The great mage nerf: 1 spell recovery per day

How to Find Familiars in OD&D, a random table to roll them and a spell to release them

/////Skills:

Methods & Madness: Target 18 for a correspondence from X in 6 Skills to a target 18 table

Correspondence between advantage and flat modifiers, a chart

Daimon games compilation 1 and compilation 2 of skill-related articles

90&30kingdoms on eliminating ability checks

Dice pool skill checks (xd6 under ability score)

The secret list of skills hidden in B/X

/////Classes:

Coins and Scrolls: OSR: Class: Knights

/////Tables/generators/aids:

A Character Background and Swag Generator for the Weird Dark Ages (gamepieces)

Random encounters for a night at the Inn, that also works for crowds. There is also another for city travel and another for rural areas (Chaudron Chromatique)

Bastionland on a way to create Planets or Hexes quickly or even Boroughs

/////Travel:

Pathcrawls

Preparing a Hexcrawl by Vile Cult of Shapes

Roll to move, by Alone in the Labyrinth 

Dividing terrain types into three: Impassable, hard and easy, with or without path. 

Landmark, hidden and secret

Dayagons, Hexcrawl Procedure and Solipsistic Hexes are about 1 hex = 1 day of travel

/////XP and advancement:

Dreamingdragonslayer on Diegetic Advancement Triggers and Diegetic genre emulation

Delta's apology of OD&D's XP for monster kill

/////Settings/scenarios:

The Pernicious Albion entries (Gloomtrain/Hexculture)

Elven Firefighters campaign (Evlyn Moreau)

NWO aliens (Foreign Planets)

Grues and Grue coins

Hopefishers (tabletop curiosity cabinet) It is intended to be a background class but its a whole village with customs, background and magic items.

Playing cute (hexculture/gloomtrain), interesting ideas about PCs improving their homebase while adventuring.

Usurped Kingdom Setup for any sandbox. Also there are versions of Thief Power Struggle, War or City Conspiracy which in the end are very similar lol. See also this procedure to make NPCS give missions (Evlyn Moreau)

The city of a thousand bath houses (lots of Ranma vibes here) also by Evlyn Moreau

/////About horses:

How to swim horses and cattle across a river

PDF on horsebreeds

Some ideas on dog and horse quirks

/////The adventure:

Descriptive tracks by type of monster

Using the quieter moments to make the world feel large and old.

/////Rulesets/big houserulings:

2d6 fantasy game (Necropraxis)

JRPG basic (Necropraxis)

Swiss Style Referee (Alex Schröeder) "Every settlement has two or three interesting, named people. These are the people of authority the characters are likely to talk to. Every settlement should have a building or two where you can find said named people, and an inn, or an explanation for the missing inn. Don’t bother with a map for the settlement"

Simple Tabletop Skirmish 2d6 rules (What a Horrible Night to Have a Curse)

Searchers of the Unknown collection (Nicolas Dessaux & various authors)

Searchers of the Unknown Omnibus (DM Wilson's take on the above)

Tiny Goons (Evlyn Moreau)

Emp Dyn RPG | The Lizard Man Diaries. I'm particularly interested on its view making all attributes and skills "example attributes" and "example skills". What if all skills, stats, equipment, etc on an rpg book were just examples? and you could add more of them as soon as you needed them? In which direction would attribute lists evolve?

Goblins y Grutas (Esteban Juan Garcia de la Cruz) a really old school spanish game. Great musings about how rules light games worked better on the design notes, greatly ahead of their time.

Thieves can too, Motherfucker! (Johnstone Metzger)

World of dungeons (John Harper) and its resources tome. Also this megapost on Roll to Doubt's houserules.

Dark Ages and Freeboting Venus part 1 and part 2 (Vincent Baker). Both are unfinished playtest versions but have interestingly unique visions on some things, IMO succeeding to create two oddly specific worlds and moods, at least on the reader.

How to be an adventurer (WWCD)


This list is meant to be a personal collection, but feel free to anchor down in the comments any OSR/RPG links you want to keep 

Tuesday, November 9, 2021

Current Houserules (november 2021)

This is the current ruleset I am using. The arguments for some of these points are already listed somewhere on the blog, others are mostly consequences of applying them. For monsters, equipment, procedures not listed, etc I use BX. The rest is heavily modified:

* Hit die are hits. Damage rolls and hit points do not exist. Instead, a succesful hit takes away one hit dice, which are the equivalent of health points. This would effectivelly equate wizard's and fighter's health as there are no different HD sizes, but fighter types tend to have more HD (see next point)




* Classless. Roll 3d6 in order, then what normally would be your class feats are instead derived from attributes in this basis:

STRENGTH
9 or less: -1 HD (you have always a minimum of 1)
12-13: +1 HD, you can wear plate
14: +1 melee attack bonus, +1 open doors
15: +1 HD, +1 critical range in blunt or 2 handed weapons
16: +2 melee attack bonus, +1 open doors
17: +1 HD
18: +2 melee attack bonus, +1 open doors

strength is also equal to the inventory slots you have before you go encumbered, then you can carry +3 more.

DEXTERITY
9 or less: -1 to thief skills
12-13: +1 to thief skills (1+X chance in 6 to perform Move silently, hide in shadows, pickpocket, etc. Also against saves requiring reflexes you can roll this if its higher than your chance per level)
14: +1 AC
15: +1 HD, +1 critical range with swords or ranged weapons
16: +1 to thief skills
17: +1 to thief skills, you are peak thief by then
18: +1 AC

dexterity measures how much a thief you are. That is why it doesnt get much into missile fire, just a little.

INTELLIGENCE

9 or less: as in 10, but without any bonus. Might be useful for narrative purposes somehow.
10: You have a starting background skill, choose that skill during the game at any moment. It cannot be stealth or combat related. You have a +1 when using that skill or knowledge in any way)
12-13: +2 to any background skill
14: You have an X in 6 chance to produce an item related to your background. On a fail, exhaust this gift until downtime.
15: +2 to a skill
16: +2 to a skill
17: +1  to a skill. You have a second quantum item, see above
18: +2 to a skill

intelligence represents the "technical" part of thieves, more in the specialists LOTFP version. There are some setting established background skills already, like healing, alchemy, bushcraft or trap/lockpicks

WISDOM

9 or less: haven't thought of an appropiate penalty. Maybe there is none.
12-13: +1 to magic skill. It is used to perceive magical auras around, using magical items and casting spells. To do so, fire the spell and roll your skill or under: a success fires the spell instantly (even prior to an incoming attack) and the spell is not lost. On a failure the spell is lost after casting, and it comes off at the end of the round. Being attacked or disturbed impedes you from casting this turn.
14: +1 magic skill, +1 spell. Your first spell! it takes a big roll here to have a character start with spells (16'20% of the characters will)
15: +2 spells
16: +1 magic skill, +1 spell 
17: +1 magic skill, +2 spells
18: +2 spells

the spell list is also condensed so there are fewer spells, with some of them being merged into one, and many of them scaling with charisma. For now I am making it on the fly, but will edit to post the final list. As many other things on my houserules, you can start with a non-specified spell and say which one it is during the mid game, but you keep them once you choose them. Personally I think it its fairer for players to choose spells once they are immersed on the context of the game, even if it can be seen as "cheating". It also makes char gen much faster.

CHARISMA

9 or less: -1 reaction
12-13: +1 HD
14: +1 reaction
15: You or your party can re-roll one save per day
16: +1 reaction
17: +1 HD
18: +1 reaction

Charismatic characters with no other abilities have some HD and survival resources on their own to represent their "chosen one" aura. For now I am winging it with the number of hirelings, they never reach high numbers anyways. Some spells increase in effect (duration, effect, etc) based on the reaction bonus, so its a good choice for wizards to have as a secondary attribute.

CONSTITUTION COMBAT

9 or less: You are a non-combatant. -2 to attack
12-13: +1 HD, +1 to attack with your favored weapon (choose a type at anytime, but stick with it afterwards)
14: +1HD, +1 to attack (all weapons). Your critical hits deal triple damage instead of double.
15: +1HD, +1 to attack (all weapons)
16: +1HD, +1 to attack (all weapons)
17: +1HD, +1 to attack (all weapons)
18: +1HD, +1 to attack (all weapons)

Basically your fighter level. At 18 you stack a +6 combat bonus, which is one less than what a level 10 fighter has. For now this is fine for me.



* Weapon differentiation:

Martial weapons deal a critical on a 20 (x2 hits). 
2 handed weapons deal it on a 19-20. 
Swords/bows and blunt/2handed weapons increase this range by one based on dexterity/strenght respectivelly.
Daggers have -2 to hit. It is widelly accepted that a range of +2 to hit equates to +1 damage in the common rules, so having one die step less in damage can be translated in the big picture by reducing their to-hit.
Bows have also -2 to hit, to separate them from crossbows which need to be reloaded every other turn. Also crossbows only receive half of your attack bonus.
Hand to hand combat is also at -2, and only deals damage on a succesful "open doors" check
Combat stunts like disarming, etc can be attempted by taking a -2 to the roll. Target might get a save or an "open doors" check to prevent it (whichever is higher)
Armor uses the rules already explained on a recent post (leather +2 mail +3 plate +4, shield +1, helmet +1, being a hero level warrior [combat 14 or over] +1 )
Dual wielding: One re-roll per combat, using the off hand weapon numbers. If the secondary weapon can be used to parry, you can choose an enemy roll landed against you to be re-rolled, keep the best result in both cases.
Using a katana/bastard sword with 2 hands instead of one grants you an extra attack per combat. Once is expended, its out until the "combat music" ends. This is a weird rule I introduced because the main fighter race in the setting is modelled after korean samurais which usually used a single katana and I didn't want them to be mechanically gimped in game for no reason.



* Initiative: 

The side with the single combatant of highest HD goes first, they chose which character starts. After every combatant, a member of the opposing side that hasn't acted yet takes its turn, until everyone has done their actions.
Ranged weapons that are readied can be shot reactivelly. Spells can also be cast reactivelly if a roll is passed (see wisdom, above)



* No clerics. Anyone can learn all spells. Turning undead works by forcing a reaction roll, when prompted by any display of holiness (holy symbols, bless/light spells)




* Leveling up looks like table below for everyone, with numbers based on the fighter chart. Im considering lowering them 5% for everyone, as if every character was a fighter with some strength as prime requisite. Saving throws are unified, with situational penalties as I see fit, and they are all done with a d6. I have grown fond of this method and bonuses-penalities feel significantly stronger. In addition save + hd, PCs who level up roll 2d20 and choose two attributes: if they roll over, that attributes increase by +1






Saturday, November 6, 2021

XP to level one? or lowering the bar to level 2?

When playing old D&D (bx, od&d, etc )ou might have noticed that the XP needed to get from level 1 to 2  is the same that one would require to get from level 2 to 3. It contrasts with the further progression that doubles the XP required each level, up to level 9-10. 



This might be a bug or a feat, who knows? It makes no major problem, though I've been tempted to change it sometimes .For example: fighters and halflings get level 2 at 1500 XP instead of 2000, then they have 2500 more to reach level 2 at 4000. It makes the progress more gradual and lowers the bar a little, so the characters can get the first level up (which is the most decisive for dungeon survival) earlier. Magic users can take it at 2000, while thieves level up at 1000, to go for the round numbers.

There is another approach, pointed up by an anonymous person I met on the internet. Which is to have each class start at level 1 with half of the XP they need to reach level 2, so the "double each level requirement" math is fixed. I loved this idea because it makes me think that level 1 characters have a "past" that gave them some XP and made them into the class they have now. This would explain why some NPCs have no class, and the ones they have it its because they bought it with some XP

Curiously, as each class has its own XP requirements, it can be interpreted on some ways. Thieves require less XP and magic users require more, so its a good reason in-game for why there are much more thieves than wizards in the world.

To put it in another way, you can have a 0 level character with no XP and no class. Then, when he gets the XP required to buy the first level of the class that he wants to become (1000 for a fighter, 600 for a thief, 1250 for a magic user), he can "buy" it. If you are not into 0 level play, you can just have the PC start with said XP amount straight away.

Note that they will need double that amount to get into level 2, so we are running into "levels with same requirements" again. What a mess haha. Well, we can fix it rounding them down a little: 700 for the fighter, 500 for the thief and 1000 for the magic user. 

when you become a level 1 fighter and your level 0 pals get jealous


Thursday, October 21, 2021

Helmets + Heroic Aura: Rearranging Armor Class




I am using a house rule regarding AC, with the objective of de-emphasizing the need for plate armor and promoting the active use of helmets (they cost 25 gp in the equipment list, but nobody is sure on what they do). Also I get to implement something that I love to represent, which is fighters getting better AC by their own merits. 

Base AC: 10

Armor: Leather +2. Chain +3 or Plate +4

+1 for using a shield

+1 for wearing a helmet

+1 for being a fighter and having reached the Hero level (4) or having reached name level with any other class

This is the classic AC17. After this, only dexterity bonuses or magical gear apply.

The helmet itself carries no downsides but for being an extra item for encumbrance purposes, and a little more expenditure of money. The greatest upside is that, when is situationally appropiate, you know who is wearing a helmet and who isn't.

It bothers me a little that some PCs can buy the best armor available in the game right from the start, or shortly after. In this way, the minimum and maximum armor levels are the same but hopefully it can motivate players to use plate armor in the battlefield, but have an easier time choosing lighter armor in a dungeon for stealth and mobility purposes. It can also give a good reason to go shirtless with a helmet if you want to play by the genre's staples. 





Thursday, October 7, 2021

Math on d6 D&D: building around d6 pool combat.

(Warning: This post is heavy on numbers. Is meant to be used as a reference)

Working after the steps of Homebrew Homunculus again, I was trying to make my own try at taking damage rolls from combat. One hit is one hit, so it takes one hit dice. Easy! Is fast, simple and requires almost no conversion. But of course, this started the design train: you change a little thing, and then you change another one to go with that, and end up having a whole different game. 

I thought on making the fighter do multiple attacks instead of getting to hit bonuses. Even if the average damage per round was the same, there could be the chance that each round none of the attacks landed, or any number of them would. This way, there would be a kind of "variable damage" without any damage roll taking place!

But there is a number of how many d20s one can roll simultaneously in a confortable way. So I ended up doing what I had already done other times, and made it with d6. Only that, this time, I did the math.

This an orientative chart on the damage output of an attacking PC (where a 100% represents doing consistently 1 hit dice of damage per turn over time) depending on their class/level and his/her opponent AC.




This other table shows the % damage output of Fighter 1 (a just made level 1 fighter) versus enemies with various ACs (still not assigned what kind of AC do these numbers represent, so I described them as Base, fightey, soldier and tank). He rolls 1d6. Fighter "2" rolls 2d6 and Fighter "3" rolls 3d6. Each result equal or over the AC is a hit, and again, the chance of dealing consistently one hit every turn is represented as 100% damage.





If we look at fighter 1 alone, we see that AC 3 is slightly easier to hit than the "base" in d20. AC4 is a little worse than d20 leather (actually corresponds to wearing just a shield in the original), AC 5 being roughly equal to chain and AC 6 being an enchanted +1 plate and a shield.

Then it shows the chances of hitting the same enemies by fighter "2" and fighter "3". The brackets are there because we dont know yet at which level would a character get their second and third attacks.

As I see it, if we take the AC6 (Tank) to be roughly equivalent to Enchanted Plate + Shield, the chances to hit are pretty similar than if Fighter "2" was a 7th level fighter and Fighter "3" was a 10th. Well, this can be worked with. We can make it so the fighters gain other bonuses like weapon expertises, AC bonuses by using armor or extra HD until then, and the additional attacks are gained at those levels. But I'd lean towards granting them the attacks earlier, as otherwise the fighter hasnt any kind of "to hit" bonus until then. 

But if we look at the lowest ACs, we see that the increments compared with their d20 counterparts are crazy: the chance to hit base AC is doubled, and the same could almost be said about the next higher one. AC5/chain stands a little better with just slight increments. This informs us that our new high level fighters are roughly equally capable vs higher armored foes, but are about double as capable vs unarmored foes or lowly armored mooks. This could be seen as a problem or as a boon. For one, I can see it fixing the problem in which high level fighters had to slay hordes of mooks one by one. Now they can just send an attack to three 1HD enemies at once with a great chance of killing them, without the aid of any cleave or "you can attack as many 1hd enemies as your level" houserule.

But why is the "2d6 take worst" represented at the top of the table? Well, that is for wizards and other non-fighters. While in the d20 combat all classes start with the same "to-hit" bonus (with some of them having a +1 for fighters) in the practice the fighters always deal a little more damage because they can afford using all weapons, while wizards are restricted to daggers and darts. 

By making wizards roll with disadvantage, we make the a distinct gap between fighters and wizards even at level 1, which feels very right to me. 
Then, the idea is this: when PCs use lesser or tricky weapons like daggers or such, they roll as 1 "combat level" less, so fighters roll with disadvantage at level 1. Wizards still roll with disadvantage, there are no lower levels than 2d6 take worst.
This solves two problems right the early stages of the game design: it creates variable weapon damage when there was none, and implants an invisible system of weapon restrictions: wizards can carry and use any weapon, but they won't do more damage than they would with a staff or a dagger anyways.

Though AC6 is the maximum available, you can always make monsters tougher by other means. For example, a giant might only be attacked after you dodge his attack first. If you are hit by him, you suffer the wound and cannot act for one turn. I kind of like this limitation because it invites me to be more creative with monster rules. 

How does strength, magic swords, etc factor into this? Well, this is the foundation. We will have to slowly figure out the rest around it, but that will be part of a new entry. For the sake of making reading this easier, the provisional codename and blog tag for this project will be d6 d&d.



On the other hand, working the saves is very straightforward. Here is how I would set them (taking the fighter saves as a guide) using 2d6 vs target number, or 1d6 roll under (the one I am using right now). I dont think I'd advance them more than that. A 100% chance of saving should never be reached, and there has to be room for other bonuses that might come from elsewhere.
(Notice the drop on the saving chance for first level characters. Today I had one guy rolling his 1 just before running into a pit trap with only one hit remaining. Yeah!)

********************  EDIT:  ***************************

I have been working deeper on this. I will drop here two more tables, and I will explain in a moment.

This one is the classic to-hit, ascending AC table. Leather and Chain are merged halfway into a new armor (a kind of "light armor"). To check how much would a shield add to each armor, just add a 5% to it. The percentage is the rate in which a hit is delivered each turn, with a 100% meaning that the character will stastically deliver a hit per turn.


The next table shows the same, but using the d6 pool. Armor is arranged in two types: Light and Heavy. This is mainly because each step up and down the AC means much more in this situation, and I didn't want armor to be so much decisive in combat. Instead, being a fighter gives you +1 AC straight away, moving you beyond non-martial classes right at level 1. Fighters (and clerics if you use them) are also the only ones able to use plate, so wizards and thieves have to search for alternative ways to go higher than AC4. 


The number in brackets is the damage if the target uses a shield. Shields deflect 1/3 of the succesful strikes. So, when you are hit, you roll in this (provisional) table:

6-deflect
5-deflect if you are a fighter
4-hit
3-hit
2-hit and shield breaks if enemy is Strong AND has a mace/axe
1-hit and shield breaks if enemy is Strong or has a mace/axe.

If you are hit by a flail, you roll twice and get the worst result. They are designed to bypass shields after all!
I love how this approach creates a lot of granularity with very little. Yes, the shield roll adds another roll to combat, but they are only going to come up with shield-wearing characters and monsters (which are not too many). The same is true for flails. And we took out damage rolls anyways, so in the end there are much less rolls involved.


In this way, shields are comparativelly much more protective the less armor you wear, which makes some sense given on how they are supposed to behave in real life. A fighter in loincloth gets much more relative cover by a shield than a fighter in plate does, even if the total numbers are higher for the latter.

The shield roll can also adapted to monsters that don't have shields, be it to increase their ACs or for other purposes. For example to add “counterattack” abilities; such as “additionally to its normal attacks, a dragon breathes fire over an attacker on a shield roll of 6”

The next point: 2 handed weapons. When you get hold of a greatsword or greataxe, you are given a red die instead of your normal one. When that die comes up a 6, your weapon crits, doing 2 hits of damage. As you go building your pool you get more d6, but only your red dice can cause critical hits. 

The increase in damage by armor and by levels is shown in the F1, F2, F3 d6 crit rows. As you can see, the damage increases much more in comparison against the more armored enemies than it does against the less armored; which makes them specially important when fighting giant enemies or fully armored knights. Again, I love when simple mechanics help portraying something logical in-game, even if its not excesivelly realistic. As levels go up, the crit die matters a little less, but remains a great advantage.



Next: adjusting fighter improvements to fighter levels

d6 F1 works similar enough to d20 Fighter 1 when targeting plate armor. d6 is a little worse, but d6 with a 2handed weapon is a little better, so one evens the other. The same is true for fighter/light armor and the other ACs when using shields. 

For Fighter/naked and Wizard/naked, one handed weapons work a little better than in the d20 counterpart, if compared with the same leather/chain median, with 2handers being way better. 

Is hard to choose to which Fighter attack levels do d6 F2 and d6 F3 correspond, as damage output is exponential the less AC your enemy has. Adjusting the levels VS fighter/plate armor leaves lesser ACs much easier to hit. Adjusting to lesser ACs leaves AC6 much harder to hit. 

Personally I feel that they should err on the side of generous; for two reasons. First, the d20 fighter will also benefit from multiple bonuses like strength (available even at level 1) or magic weapons; which on the d6 counterpart are very hard to implement. Second, there are only 2 pool upgrades, and until then the fighter has not much progression beyond getting more HP. If I wait for the fighter to have the corresponding "firepower" on the d20 to give him the pool increment, he will be always under the power curve. If I give them a little earlier, he will be sometimes over the curve, and sometimes under it, so the "power curve" will be more tightly followed, paradoxically. 

Following this points, I can see F2 adjusting to fighter 3 or 4 (level 6- 7 for a wizard), and F3 being somewhere around levels 7 or 8. If using a level 10 cap, wizards should never achieve this combat range. 




Next: Lesser Weapons.

Daggers, staves, maybe bows. I originally had two ideas for them, which are:
- rolling with disadvantage
- rolling normally, but on a 6 you must roll again. You keep the second roll, and this time a 6 is a hit.

I like the second one better, as it represents the attacker using that result to "find a weak point" in the enemy's defence, then you are able to hit normally. This decreases drastically the effectiveness of the weapon towards the greater versions or ACs, but still allows for 2 handed, lesser weapons strike x2 on a hit.
The math for both approaches VS ac is unfolded at the table above.
When you get an increment of the pool, they also go up one step, so F2 rolls 1d6, and F3 rolls 2d6.

Alternativelly, fighters roll all their normal dice and just roll again if the highest one is a 6. This one is very wild, as they are more likely to roll again the more dice they have, but in the end they get surely better output anyways. I should do the math but a priori it is cool and feels organic. If there is some kind of "bow expertise" might work by allowing spending a turn aiming to automatically get the first 6.

This approach also allows for easy unarmed combat: You must roll again on a roll of 5 or 6, and in your second roll all numbers are valid.

Note to myself: If I end up doing weapon expertises, they should not increase dice rolled in any way, but work as a side help, never equiparating themselves to a "fighter level" but useful in all levels. A good one for trained swordsmen is "you get an extra attack once per combat". A good one for martial artists might have something to do with shield rolls.

Edit: Note to myself #2: As maces/axes have a small upside on shield rolls, trained or not, swords should have one too. A good idea is to have them increase the initiative by one level (see the post I did later about Initiative without rolls)