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Showing posts with label clan and hammer. Show all posts
Showing posts with label clan and hammer. Show all posts

Monday, January 22, 2018

Clan & Hammer - What We're Going For - Flavor and Family



Its not secret that I was a backer of Mike Nystul's Axes & Anvils Kickstarter, which promised a Dwarven RPG and delivered one of the more famous earlier Kickstarter implosions and failures. This was one that took a long time to die.

Still, the core idea - an RPG focused on Dwarves, has been an idea that's kicked around for a bit in my head. So, when +James Spahn challenged me last year to write one using the Swords & Wizardry Continual Light rules I started to sketch it out.

Now I'm actively working on it. Not just classes, but setting and what the setting means. Because this is a dwarven RPG and its going to have to tackle things like dwarven culture, the importance of clan, family and honor. Without magic users or clerics in the culture, where do magic items come from? What is with the obsession with gold and gems? The historical rivalry with goblins and the distaste of eleven culture?

By asking questions, we find answers.

The best answer I've found so far? +james spahn ;)

James has offered to be not only my sounding board but my collaborator. We've done such before (SWCL comes to mind) and we find we are generally on the same wavelength, even if we get there with different methods and from different directions. That, and my respect for James goes beyond mere words. Needless to say, I'm stoked.

So, as we dig into the classes (James may take the lead on some and I others, but the end results will be "we") a question came to us:

Where DO dwarven magic items come from? This lead to the importance of clan and how the two are inseparable. Magic swords with bonuses to hit and damage might be crafted by the surface dwellers, but Balik, Son of Gorin has an axe that slew the Green Beard Goblins' Chieftain. Gulbrand has been in Balik's clan for generations and now he wields it with honor.

Little things like this.

Now, while Clan & Hammer will build off of and be 100% compatible with SWCL (and other S&W flavors) it will be a stand alone game. Classes will be more verbose in their description. There will be more "crunch & fluff" than is typical to SWCL. If its successful, and by that I mean we finish the project with a thirst for more, halflings and elves can't be too far behind...

Alright, enough about the process. I need to get back to the writing. As many of you know, when I go through these steps, a post a portion of the progress here at The Tavern for comments and feedback. That will continue. No reason to change what works :)

Oh, almost forgot. Playing with two different fonts for the title. Any preference?

Sunday, January 21, 2018

Clan & Hammer - Runecaster - Work in Progress Preview (SWCL)



It looks like there's some interest in seeing the Runecaster Class. Be warned, this is a "work in progress". Its not complete. There is much that is needed to be done, but here's where we are at the moment:

Dwarven Runecaster

Armor: Leather & Shield

Weapons: Hammer, Pick

BODY RUNES

One Body Rune every odd level starting at 1st level – Each usable once per day – 10 minutes per level

Protection - +2 AC 10 minutes per level

Skin of Rock - Immune to normal, none magical missile weapons

Burning Gauntlets - +1 Hit 1d6 Fire Damage if wielding no weapon – can set papers, kindling on fire

Darksight – see in total darkness as well as twilight

Detect Treasure – Detect precious metals / gems / jewelry of 100 GP value within 50’ – direction – distance

Light as a Feather – fall at a rate of 1 foot per second

Chameleon – Hide 4 in 6 in plain sight if not moving

ITEM RUNES 

One Item Rune every even level, starting at 2nd level – Each known item rune can be in effect on only one item at a time. Am item may have more than one active rune. Duration is one day per level

Slaying - +2 damage against creature type (giants, goblinoids, dragons)

Protection - +1 AC

Lighten the Load – weights 1/10th the normal weight (max effect 100#s original weight)

Lock – As per Lock spell

Light - as per Light spell. Must be used on an object.

THROWN RUNES

Runes are carved on pieces of stone. The carving fades after use unless a saving throw is made (adjust by any Wisdom Bonus). If save is made, rune can be reused again the same day. Only 1 rune per level of the Runecaster can be active. Runecaster can prepare multiples of the same rune, but at no time can the total number of runes prepared exceed their level. No more than one rune of the same type can be active at the same time.

Summon Golem

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As you can see, far from complete but I've got the rest sketched out.  I'll try and preview the Brewmaster next.

Hmmm, I'm going to need title art and a decent dwarven runecaster - any stock art one can point me to? ;)



Clan & Hammer Question - What Class do You Wish to See Previewed First (and other SWCL News)



I've been in a creative glut the past two months or so. Lingering cold symptoms off and on during those two months hasn't helped much. What did help? Actually playing Swords & Wizardry Continual Light as a player yesterday. Its about time. Batteries Recharged!

Anyhow, the game plan right now is to put one of the following classes planned for Clan & Hammer (the work in progress Dwarven themed SWCL game) into releasable form in the next week or so:

Rune-Caster - dwarven runes and wards are their specialty
Brewmeister - while there are no dwarven clerics (by the book) in SWL / SWCL, there is still a need for community, healing and spirituality
Troubleshooter - it takes a thief to catch a thief
Axe-Thain - a warrior with a singular focus and high sense of honor
Teutatle - a religious warrior on a holy mission to protect the dwarven race
Skald - stories and songs of dwarven heroics are the bedrock that dwarven society is built upon

Figure they will be in a format similar to that of last year's Elementalist class. Which one(s) strike your fancy?

Now, some Torchlight news. Things have been on hold recently with some interesting events behind the scenes that will be revealed sooner than later. It doesn't mean we can't start releasing some teasers to highlight the type of content one might find within.

Torchlight Teaser #1 will be +James Spahn 's excellent article expanding upon Torchbearers. With a high enough Charisma your torchbearer may do more than simply hold your torch.

Torchlight Teaser #2 will be the above linked Elementalist class, slightly tweaked from the original.

Expect them to release as PWYW on RPGNow in the next few weeks

Monday, July 31, 2017

Spahn!!! New Project - Clan & Hammer - Dwarven RPG / Setting Powered by Swords & Wizardry Continual Light

another great piece by +Craig Brasco 

Yep, I squarely placed the blame on +James Spahn . He challenged me yesterday, on my 50th birthday, to attempt a project that I'd have difficulty saying no to. A Dwarven RPG using the Swords & Wizardry White Box rules. I scoffed at the idea. Obviously I'd have to use the Swords & Wizardry Continual Light rules as my base rule set as SWL is my precious. By then, I realized I'd already said yes.

Damn you Spaaahhhnnnn!!!

Shortly thereafter we were brainstorming Clan & Hammer.

James threw Rune-Caster, Brewmeister, Troubleshooter and Axe-Thain into the pool of classes.

I responded with Teutatle (a paladin sort) and Skald.

Then it hit me - the dwarves we see in our weekly games, they are the outcasts that have left the rock behind.

Dwarves, the ones deep in the mountains, mining for gold, gems and other items of wealth as is their nature, those of long lived lineages and ancient underground cities, are an insular race and do nearly all of their trade with dwarven outcasts. They have little understanding of surface dwellers and surface dweller know even lass about them.

It suddenly became a setting that could be dropped into, or rather - under - pretty much any fantasy campaign world. The idea is that the classes should be able to plug into any SWL / SWCL campaign (and will probably also get S&W Complete write ups here at The Tavern)

I've broadly sketched out two 16 page books for this project already. The first, a reworking of SWCL for Clan & Hammer, this will be the "crunch" side of the project.

The second will the background, setting, monsters, artifacts, gods and adventure hooks. Please don't call it "fluff." I prefer "flavor."

If you are a regular reader of The Tavern, expect pieces to appear here in their primordial form as they are written.

Dare I say it? I already have a tavern half written up for this. The Axe & Anvil, owned by The Wandering Gray Wizard, Sage of Unearthed Arcana and on the run from debt collectors from the surface. No, really. I think this tavern practically writes itself ;)

Where was I?

Oh, yeah. Damn you Spaaahhhnnnnnn!

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