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Monday, April 2, 2012

Nothing Much Going on With Mike Mearls' Latest Column - Levels Oh My!

Mike had an informal poll via Twitter that revealed that 12th level is the ideal level to max out a campaign.

If my memory serves, in Adventurer Conqueror King System, classes top out between 12th and 14th level.  Tavis, did you need to do a poll to determine that?

Wait for it... wait for it... Mike asks the question (there is a poll attached to the article too) should gameplay change at high levels to accommodate traveling the planes or perhaps even ruling a domain?  I think ACKS has the domain play down pretty well.  All WotC needs to do it resurrect The Lady of Pain and the rest of the Planscape setting and they're all set.

Here's the link to the article.  It's short.

KISS vs The Lowest Common Denominator

KISS, otherwise known as Keep It Simple Stupid is something that has been drilled into me at least since High School. Don't over complicate things needlessly. If you can find a simple solution that works, use it. Complicated solutions may impress yourself, but they aren't going to be fun for anyone that comes behind you.

This is not dumbing things down for The Lowest Common Denominator (which I've come to believe is WotC's plan for D&D 5e). Dumbing things down doesn't just change the process, it changes the result. KISS is an attempt to attain the same result using a simpler process.

Most of the OSR is built on the KISS idea. D&D / AD&D may not have been the most clearly written games, but the OSR rewrites have been able to attain the same results with less confusing "packaging".

Savage Worlds, and even more so Hollow Earth Expedition, really exemplify KISS. It's the reason I'm going gaga over the two these days.

Apocalypse World, on the other hand, takes a very simple system and surrounds it with obtuse wording and descriptions. It makes a system that by it's nature is KISS very non-KISS like. Which is a shame. As I've said before, AW plays SO much better than it reads.

Sometimes we are too attached to our own creations, no mater how large or small, to see that we didn't give KISS a chance. It takes a second set of eyes to point out the shorter path to the same destination. This is what happened when Keith Davies took my Critical Hit table, cleaned it up and removed the need for an additional roll. Clean. Quick. Simple.

I'll Take a KISS over additional complications any day of the week ;)

Sunday, April 1, 2012

Mini Review - Toys For the Sandbox 11- The Astral Star (Generic OSR)

The Astral Star is the 11th installment in the Toys For the Sandbox series of... not quite adventures, but more like stories hooks and adventure seeds.  I believe as I write this, Occult Moon is up to 13 in the series, plus a free "Issue Zero" and a bonus that those that grabbed the freebie in the first 24 hours were eligible to receive.  Yep, its a pretty lively series.

The Astral Star takes the series to new heights and new dimensions.  This is one that would benefit if you could place some rumors and seeds a few sessions (or longer) in advance, as it would really make for a larger impact on the PCs if it could be successfully pulled off.

The hooks (and twists) are really, really good this time around.  With a little work, some could be used to decent effect as seeds to encounters or adventures of your own design.  That is the one shame of this series.  Six hooks, each with 3 twists gives you 18 possible ways to get your party involved.  Since you will only use one, you have 17 that laying there, wishing they were used.   I'm already thinking of ways to use a handful of the ones I won't be using in different set ups.

The Astral Star deals with the Astral Plane (not a big surprise there), but I don't want to spoil the major twist here.  I really do like it.  It's very innovative and can certainly lead to a whole chain of events for your party, either immediately or in the party's future.

Best of the lot so far IMHO.  I've liked them all, loved a bunch, but The Astral Star beats them all.

Oh, and I label this "Generic OSR", as it is most certainly drawn from and OSR mindset and gaming history even if there are no stats included.

From the blurb:


Toys for the Sandbox is not a module, it is not a campaign setting, instead it is a framework for GMs to use to reinforce their own imaginations. Sometimes players zig when you expect them to zag, other times they take your plot point into a back alley and leave it penniless and bleeding. Each week we present a new location with a map and some flavor text. In addition we add 4 NPCs with a bit of history and a few simple thoughts on how to stat them for whatever game you are playing. There are also 6 plot hooks each with 3 ways to twist them. Added to that there is usually a table or two filled with rumors and encounters.
This week we explore the wreck of the Astral Star, a legendary ship filled with heroes that disappeared a long time ago.

Review - Lich Dungeon Level 1 - Part the First - Getting to the Dungeon Door ("Non-System Specific")

I told Frank Mentzer I would give the Lich Dungeon (his new release) an honest shake and review it, so I am.  It is an 88 page PDF, so I'm going to do this in parts, which in my mind seems to work.

Part 1 will deal with the history of the dungeon, both it's fictional history and it's history as a dungeon that Frank began running in the 70s.  It will also deal with the alternate stat block used by Eldritch Ent. as well as the encounters around the entrance to the Lich Dungeon.  Oh, and the technical stuff and editing.  Part 2 will deal with the dungeon itself.

Where to start?  The font size is perfectly readable.  I'm real tired of RPG products that feel like that have to cram 3 pages into 1 and somehow find an 8 font typeface is sufficiently readable.  It isn't.  Lich Dungeon uses a fine font size with clean pages.  If you want to print this out your aren't going to kill your ink cartridge.  Kudos for not driving me blind ;)

The PDF lacks hyperlinks or bookmarks.  If this were a rulebook, I'd be fairly upset, but with an adventure that comes in at 88 pages I can like without the bookmarking or hyperlinks.  They would be a nice addition, but they aren't needed and the lack of such does not detract from the product.

The introduction is priceless.  It's a short piece of in game fiction that gives on a solid idea of how such a magical dungeon can and does exist, how it got to it's location, the hows and why of it's occupation by various monsters and even it's up keep.  I have to admit that I smiled upon reading it.  It is a few notches towards the silly side, but many an Old School adventure were a few notches towards silly.  Besides, I'm a big fan of Tunnels & Trolls, and that system encourages silly in it's fantasy.

The Author's Preface is a two page retrospective of Frank Mentzer's process of creating the Lich Dungeon, it's starts and stop and starts again.  I always like to read history of the hobby, and I really enjoyed this piece.  If you aren't into such pieces, no worries, it's only two pages long ;)

Nomenclature is where all the little bits get explained, such as bold text is to be read to the players and elves are called "olves".  It is also where the non-system specific stat block used in Eldritch Ent. products is explained.  Suffice to say, I don't like the "generic" stat block that EE has invented.  The additional math, although not horribly complicated is not intuitive and doesn't match up in all cases to OSR rulesets. My suggestion is to either ignore the stat blocks and use the ones from the rules you are using, or go to this link supplied by Frank Mentzer himself updated as per Frank Mentzer.

If you are expecting a bunch of hooks to get your players to the dungeon, you'll need to think of them yourself, as none are supplied, at least not directly.  Remember the introduction?  The hooks are there, you just need to extract them.

The area around the dungeon is a living, breathing environment with it's own ecology of sorts.  There are intelligent creatures that pray on adventurers (at least, the wounded parties laden with treasure - no point in killing an unfattend calf).

This is also the first place you find these new stat blocks in action.  Even if you plan to ignore them (as I do) the Demeanor and Appearance aspects of it are very useful in playing out the encounters.  Most are not lethal UNLESS the party decided to make it so.  Discretion is very much the better part of Valor in most of these.  They are not balanced to the party, but for the most part that shouldn't be an issue so long as the party plays it smart and knows their own limits.  TPKs are definitely possible for the foolish (and it's even mentioned in the text as such).

There is a trick to entering the dungeon which is best set up as a rumor or rumors for the players to pick up before arriving for the first time, or it may be a long time before they get to enter.  As there is a decently sized population of adventuring parties using these dungeon, rumors shouldn't be a problem to plant ahead of time.

Thus ends the first part of my review of Lich Dungeon - Part 1.

(Part 2 of the Lich Dungeon review is here)

(Part 3 - Final Part of the Lich Dungeon review is here)

                                                               


What the Hell is a Non-System Specific System? (re: Eldritch Ent.)

By now you've probably heard that Frank Mentzer, Tim Kask, James Ward and Christopher Clark have started a new publishing company named Eldritch Ent.  Or maybe not.  Their products just hit RPGNow on March 29, so this may still be news to you.

So far their products claim to be non-system specific.  Since it was mentioned in a comment on G+ that the non-system specific stat blocks didn't match up to anything, let alone convert to anything, I decided to download some of the previews to see what was being talked about.  I was left scratching my head.

How can a product be non-system specific when it includes stats to a system that don't match up to any system (or at least none that I know of, and I know of a lot ;) ?  Is it a mash up of lots of systems?  Made up on the fly?

I mean, if you are going to be non-system specific, don't include stats.  Let the GM look up "wyvern" or "goblin" in his game of choice and run from there.   Yes, it really can be that simple (but then your page count would shrink.  Actually, most adventures use a variation of the single line / two line default summary, but Eldritch Ent. opts for full stat blocks for creatures that are already in every OSR game.  It really is beginning to look like a page count fluffier)

Here's a sample from Lich Dungeon:


Undead: Wraiths
(7)
Power: 33%
Defense: 50%
Health: 51-60 each
Move: 9, flying 25
Init: 0
Damage: Touch 1d6 + 
life drain
Special: Spawn creation, unnatural aura; 
powerless in sunlight
Demeanor: Evasive (do not engage)
Appearance: Shapeless ghostly forms 6-7’ 
tall flying quickly across the night sky...


What we can work out from the above, if we were using this as a reference in the OSR game of our choice?

Move and flying speed looks to work fine,

Health would convert to HP, but then we have a problem.  In S&W, wraiths have 4HD, for an average HP of 18 and a max of 32.  These uber-wraiths have 51-60 HP.  Nearly 3 times the average in S&W.  Ouch.

Power - I don't see if it converts to HD, to-hit or whatnot.  Probably has something to do with HD

Defense -  Obviously converts to AC in some manner.  No Idea what that manner is.  Or maybe it doesn't convert.

Init -  Some creatures have a number greater that Zero here.  Converts to nothing in the OSR that I know of.

Damage - matches S&W perfectly.  

Special - doesn't match up with the description in S&W at all.

Demeanor - seems to be encounter specific and is a nice touch

Appearance - effective way to describe to the party.

Oh, and (7) seems to be the number appearing in the encounter.

Now, I am not a world famous game designer, let alone one of four such world famous game designers, but why would you invent a system to stat out your encounters that doesn't come remotely close to matching up with the OGL / OSR / D&D setup?

Okay, maybe you don't want to use the OGL for some reason.  Too restrictive or something.  Maybe you don't want to link yourself too closely to a system that may have done you wrong in the end (Clark, I'm talking about you here).

If you wanted to do generic adventures than leave the stats out of it!  It really is that simple.  I don't like the idea that I need some unknown rosetta stone to covert your stuff to something I can use in my game.

"Just ignore the stat blocks if they don't apply to you" will be the argument I am sure.  Guess what?  Since  they are useless to 100% of your consumers, you should have left them out in the first place.

And yes, looking at it on this page, it is a page filler or page count fluffer.  What would be a line, maybe 2,  is 14 here - 11 if you remove the page breaks.  Damn shame.


Saturday, March 31, 2012

Mini Review - Deadlands Reloaded: Marshal's Handbook Explorer's Edition (Savage Worlds)

I first found Deadlands when it was it's own stand alone system.  For all intent and purposes, it was the precursor to the Savage Worlds system.

Now I find myself looking at it through a new lens - Deadlands Reloaded: Marshall's Handbook (Explorer's Edition) for Savage Worlds.  In a way, we've come full circle.

I still love the divergent history that is the setting of Deadlands.  American Western movies are pretty much our version of Avalon, King Arthur and the rest of the English / Celtic legends.  Deadlands starts with that Western assumption, throws in undead and magic, changes some major historical events and gives us a huge amount of awesomeness - if your players like Westerns.

Some folks don't like sci-fi, some don't like fantasy, some don't like westerns and others don't like horror.  Deadlands is a fantastical western horror setting (with some steampunkish elements), so it will either hit a lot of buttons for your group or miss a lot.  It hits all of the sweet spots for me.

The Marshal's Handbook gives us background and history, the major players, critters, new rules for the setting - pretty much everything you need to get the game moving from the GM's side of the table.

The PDF itself is well bookmarked and hyperlinked.  For a PDF coming in over 175 pages, these are pretty much necessities.  Heck, they even give permission to print the document for personal use.  You would kill your ink with the full color use layer controls to efficiently print the pages, but it's still a nice gesture.

Yep, another setting / system to add to my upcoming series of game arcs via G+ ;)

From the blurb:


*** The contents of the Deadlands Marshal's Handbook: Explorer's Edition and the Deadlands Marshal's Handbook are the same. The Explorer's Edition is formatted for 6.5"x9" while the Deadlands Marshal's Handbook is 8.5"x11". ***

There's Hell on the High Plains, amigo! The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West's most-read tabloid claims there's something more sinister stalking the frontier's lonely plains: Monsters. Fortunately, where there are monsters, there are heroes. Squint-eyed gunfighters, card-chucking hexslingers, savage braves, and righteous padres have all answered the call. And if they fight hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.

The Marshal's Handbook is the setting book for Deadlands Reloaded. It includes expanded Setting Rules for the Marshal's eyes only, the lowdown on all the strange locales of the Weird West, more creepy critters than you can throw a tomahawk at, and everything a Marshal needs to keep the Reckoning rolling.

The Deadlands Reloaded Marshal's Handbook is not a complete game. You'll also need the Deadlands Reloaded Player's Guide and the Savage Worlds core rulebook to play.

This full-featured PDF includes a hyperlinked table of contents and index, bookmarks, and layer controls so you only print what you need.

Full-sized book (8.5"x11"). 160 full-color pages.

Looking at the Latest "Rule of Three": Give Me a Solo, Multi Cone Please! (D&D 5e)


You can find the original article here.


1  How do you plan to improve Solo monsters in D&D Next?

There have always been some monsters in D&D that are meant to fight the party alone (at least, the first time you encounter them), so it's a safe bet that the kinds of monsters we refer to as "solo monsters" in 4E have a strong place in the future of the game (but did "solo" monsters exist before 4e, or is this a "feature" that 4e ripped from MMORPGs?  Do "solo" monsters, monsters built and powered far beyond their racial norm, really have a place in D&D.  Aren't dragons and the like effectively "solo monsters", depending on the party's level?). Right now, when it comes to monsters, we're looking to build each monster to provide the best expression of that monster's traditional experience, and in many cases that means squaring off against the heroes without any other creatures in the mix (which is pretty much what I was talking about above - if your need a solo monster for a bunch of gobbies, use a bugbear).

As far as "improving solo monsters" goes, there are some things we have learned over the course of the last few years (4e era) that are vulnerabilities that can plague solo monsters; being taken out of the fight by conditions like daze/stun/dominate (is that really so bad?  if it happens to be taken out quickly by smart players, doesn't that speed up combat and gameplay?), or lasting too long so the fight starts to drag (from what I've heard, that's very common in 4e combat), running out of tricks to pull (what tricks?  dailies and encounter powers?  same issues with vancian magic to some extent, but vancian doesn't get "at will"), being challenging for the DM to run, etc. However, not all of these are exclusively monster issues, and some can be solved by changing things elsewhere in the game. For example, if we used something like the "hit points as a threshold for affecting monsters" mechanic that Mike described for "save or die" spells in a recent Legends & Lore column, we can cut down on some of the challenges solos face because of conditions (but it does add a whole new thing for the overworked DM to track). We're looking at generally increasing the speed of combat overall (from 4e?  from 3.5e?  what is the baseline they are trying to achieve speed wise?) and finding ways to streamline monsters (Tunnels & Trolls 7.5e shows how to streamline monsters and yet still give them unique powers and abilities) while still making the experience of fighting them exciting, both of which will impact solo monsters, not to mention all other kinds of monsters, too.

 2  Can you give us any more insight into the multiclassing goals for D&D Next?
As with many, many other things, we're just in the earliest stages of design and testing on this, but here's what we have in mind. When you gain a level, you can choose any class and gain a level in that class, much in the same way that it functioned in 3rd Edition (with Monte behind the wheel of 5e, it's pretty much what i expected). Of course, those of you who play or played 3E know that there can sometimes be issues with this, and if you aren't careful you can build a character that struggles with effectiveness at higher levels. However, there's a lot of good that comes out of this system, including organic character growth, expansive character building options without the need for large swathes of material, and the ability to express your character's specialties through a unique mix of classes.

While there are certainly challenges with this system, a few other changes in the game make it more viable in the next iteration. As I mentioned last week, we're looking at a bounded accuracy system where accuracy (of everything, from attacks to spells) does not automatically go up with level (going back to the Lie of THAC0 - THAC0 increases in proportion to AC increases means you are just treading water.  I assume this also means that Acs won't be changing much as one levels in 5e). The discrepancies in base attack bonus between classes in 3E made some multiclassing combinations more difficult to pull off; absent those discrepancies, with the right ability score mix, the fighter and wizard classes mix together without that difficulty. Another thing we're looking at is the way we word certain abilities, making sure that disparate classes work well together. For example, instead of the fighter having to spend a single action to make multiple attacks, we might say that the extra attacks that the fighter gains as he gains levels are effectively free actions that the fighter takes on his turn. Thus, if my fighter/wizard picked up an extra attack through his levels of fighter, he might be able to cast a spell as his main action and then still get his extra attack, giving him the benefit of all of his class levels. (interesting, but I foresee game balance issues)

While this isn't the complete list of all the things we need to do to help make multiclassing flexible and easy, it's an example of the kinds of things we're looking at doing because of what we've learned from the good things and the challenges of previous versions of the game. And, of course, it may turn out to be just one option among several for how multiclassing works in the next version of the game.

 3  I love the Burst, Blast and Area spells in 4th ED, but I have to admit that I have been secretly praying you guys would bring back my beloved Cone and Line spells. Will you guys be bringing those effects back to mages near me?

Right now, the design of the game does not assume by default that you are using a battlemat and miniatures when adjudicating combat (now this is damn good news which I've heard before but just like to hear repeated), and as such we feel confident that spells like cone of cold could be cones, and lightning bolt could be a line, without having too many problems. However, when we present the rules for using a grid for combat, we're going to want to present ways to convert those spells into the more grid-friendly areas like bursts and blasts (why can't a "cone" be a "cone" template?  why can't a "lightning bolt" be a "lightning bolt " template?). We can also present the grid-based versions of bursts, cones, lines, etc. found in the 3.5 Edition of the game (see, why did they have to talk about converting when they already have what they need?  sigh). Moreover, we don't even have to limit ourselves to a square grid, and could present the rules for playing on a hex grid too, allowing each group to determine what fits their needs best. (why does the template have to fit the grid?  real life doesn't fit s grid.)

Digging Deeper Into the Hollow Earth Expedition RPG

I've spent some more time with Hollow Earth Expedition and it really is looking like it might become my "go to" non-OSR system of choice.  Well, the underlying Ubiquity might become my non-OSR system of choice.

It seems to do everything that Savage Worlds can do, just a tad bit simpler and possibly play even faster.  This is not a knock on Savage Worlds.  SW has more settings, more plot point campaigns, more everything and it does them very well.  I'm looking at both Solomon Kane and Deadlands for story arcs, and I have no plus to try and squeeze them into Ubiquity (besides the fact that I don't know the systems well enough to do the conversion, it would change the underlying gameplay and become something other than what it currently is.  If that makes sense to you ;)

I'm close to dropping some cash on Desolation, a fantasy post magical apocalyptic game / setting built on the Ubiquity engine.  Not sure if I'll like the default setting, but I'm sure I can use the basis to make my own fantasy world if desired.  I very much want to see how they handle magic, as it isn't part of the core Ubiquity rules in HEX.  It's a stand alone go, so you don't need HEX to play it.

I've never been all that partial to Pulp RPGs.  Along with Supers, it's something that I enjoy reading or viewing, but I've never felt all that excited playing them.  HEX, with it's awesomely detailed historic background of the setting has made me more comfortable with the pulp styled theme, but it still isn't one of my preferred themes.  It won't stop me from GM a few sessions.  I think the system is a prefect match for a pulp styled RPG.

Just like Savage Worlds, you have access to "bennies" / "style points" which gives the player a boost when he needs it.  It's a nice way to give the players some extra control over their destiny and as they are awarded in the Ubiquity system for roleplaying your characters motivations, among other things, they are more then just a tool to help the PCs.  It's a tool that rewards players for keeping in character, even if it results in a short term detriment.

Yeah, I really need to see how this converts to a fantasy setting (and I can really see this being used is an Original Star Trek setting or Star Wars type of setting).

Lots to read today ;)

Friday, March 30, 2012

Friday Freebie @ RPGNow -Argyle & Crew - Adventure in the Land of Skcos

First things first.  Although they are calling it a "Friday Freebie", it is free for the whole weekend.  Just so you don't think this expires an hour from when I post this. ;)

From what I can gather, Friday Freebies will be a weekly occurrence.  I'll post them as I find them.

Now, on to Argyle & Crew


It's a collaborative storytelling adventure for kids. It's a great pick up game for adults. It's the sock puppet RPG!

The land of Skcos is inhabited by all manner of things, but primarily its inhabitants belong to a race of ever changing, always interesting creatures called Soppets. Soppets are a magical breed of intelligent, funny, thrill seeking socks.

Yes, you read that correctly, Socks. 

Argyle & Crew is a free wheeling system powered by imagination. Rather than a character sheet like a traditional RPG, your character and it's attributes are all based on a sock puppet, or in Skcos lingo, a Soppet. Each Soppet has several unique qualities which allow it to do extraordinary things!

Argyle & Crew is great game for children as young as 4 years old. Short scenarios and active participation keep things lively! Useful as a learning tool not just for gaming, but for life lessons, Argyle & Crew can easily be used in a classroom setting. Professionals working on counseling children can find this game equally useful for indirectly or directly exploring past experiences and future anxieties. Use the additional rules for older children or adults and expand the game from a fun, play driven activity to a fully developed RPG, using a simple and fun set of mechanics.

Please note that if you are purchasing the Softcover of Argyle & Crew, choose to get the PDF as well. It's free, and the PDF has 6 pages of sock puppet accessories you can cut out which are not included in the print version.

This is a Creative Commons licensed title.

Be sure to check out all of the free Argyle & Crew scenarios available for download!
25% of all profits raised by selling this product will be given directly to The Wayne Foundation, a 503(c) organization.  The Wayne Foundation is committed to fighting human trafficking, child prostitution, & child sex exploitation one victim at a time by providing individuals with a safe home environment that will empower them with the tools they will need to stop the cycle of abuse


The Original 7 - Dungeons & Dragons "White Box" - Wandering the Wilderness

No, I haven't forgotten this series of posts, just had a lot of other stuff on my plate.  Now that that is out of the way, lets continue our look at D&D Book 3, The Underworld & Wilderness Adventures.

Looking back at book 1, The Outdoor Survival Board game was a suggested accessory, but not required. Which is strange, as book 3 makes it seem like it is, at the very least, an assumed accessory:
The terrain beyond the immediate surroundings of the dungeon area should be unknown to all but the referee.  Off-hand adventures (WTF is an "off-hand adventure"?) in the wilderness are made on the OUTDOOR SURVIVAL playing board (explained below).  Exploratory journeys, such as expeditions to find land suitable for a castle or in search of some legendary treasure are handled in an entirely different manner. 
OUTDOOR SURVIVAL has a playing board perfect for general adventures.  Catch basins are castles, buildings are towns, and the balance of the terrain is as indicated.
Certainly seems like EGG and DA expected every ref to have a copy, or at least access to a copy of Outdoor Survival.

Heck there are other references to Outdoor Survival in book 3:  Terrain Penalties and Lost Parties both refer the referee to the Outdoor Survival Game Board and Rules for the relevant rules in these sections.  So yeah, you could run your game without OS, but you'd have to make up or fudge the missing rules.  If you ask me, this was either an attempt to send another company business (which I doubt) or a bit of laziness in rules design.

What else?

Wandering Monster tables by terrain type.

Construction of Castles and Stronghold.  This is where the campaign takes a turn in a different direction.  No mention of required levels to build a stronghold, all you need is cash.  The player draws a map of his soon to be build stronghold and gives a copy to the referee - cause you never know when a siege may take place ;)

It is nicely broken down, including diagrams of specific castle section, their dimensions and the cost to build.

Of course, if you have a stronghold, you need to hire people to keep it running and keep it protected.  The monthly cost of everything from Assassins to Men-At-Arms are included, so as to part the PCs from their treasures and gold.

Now here's a tidbit I don't recall:
Players / Characters must pay Gold Pieces equal to 1% of their experience points for support and upkeep, until such a time as they build a stronghold.  If the stronghold is in a wilderness area all support and upkeep costs cease, but if it is in a village or town not controlled by the player / character then support and upkeep payments must continue.
Kinda like a monthly PC tax.

Of course, if the PCs clear land for a barony (in other words, kill off the monsters that are there) they may collect taxes from the inhabitants of 10 gp each per year.

There are also rules for Land Combat (pretty much using Chainmail), Air to Air Missile Combat (which includes hit locations and a Critical Hit Table - damn, I guess crits have been in the game since the beginning) and Naval Combat.

Yep, that's book 3.  Next up:  The Wrap Up.


Hackmaster 5e Basic Priced at 5 For $25

James over at Grognardia mentioned this yesterday, but just in case you missed it:

KenzerCo is offering the Hackmaster Basic Rulebook as a set of 5 for $25 (plus $11 shipping and handling here in the states).

I've had the book since it's release back in 2010(?) and although I don't plan on running a straight Hackmaster game, there are bit's and pieces for me to steal for the OSR style games I plan on running.  Normally it's $19.99 a copy, so for an extra $5.01 you get 4 extra copies for your group.  Not bad at all.

I ordered a set for the next Gathering of Fools, which should be coming up in a month or so with my old gaming group.  I always like to bring gaming goodies ;)

Mega Millions is at $640 Million - I Wonder How Much D&D Would Cost? ;)

Mega Millions is causing Lotto Fever here in the states now that the prize has hit $640 Million.

I was just wondering how much it would cost to buy Dungeons & Dragons from WotC / Hasbro.

Hey, a dollar and a dream, ya never know ;)

Thursday, March 29, 2012

Some Thoughts On Criticals - Curving the Scores

Some people love criticals in their games.  Some hate them.  I tend to be on the fence.

Lets face it, they add excitement for the players, but they are also a hidden albatross, wearing down the players' hit points more over the long term than the cannon fodder they are dispatching.

Additionally, they tend to be a fixed number.  Natural 20 is a common on (you crit 5% of the time, whether your chance to hit is 50% or 5%), or its a range of numbers, usually depending on weapon (thinking 3x here), something like 18-20.

What is the usual critical effect?  Maximum damage or double damage.  Why, because it's simple to figure out.

Here's my thoughts (not that I'm finished thinking) on the matter.

Why don't we make it range dependent upon the number you need to hit.  Something like "all rolls 5 or better than the score you need to hit may be a critical.  Please refer to the critical table".  This means the better your chance to hit your opponent, the better your chance to possibly critically hit him.  Additionally, if you barely have a chance to hit him, you have no chance to score a critical.

Critical Table  (Roll 1D10)
1-3   Normal Damage only
          4-5  +2 To Hit on your next attack against your opponent (You are pressing your opponent)
6-7  +2 To You AC until the end of your opponent's next round (You have your opponent off balance) 
8-9  Get the benefits of the above two rolls (+2 Hit and +2 AC against your opponent)
10  You have an opening! Get a free attack immediately against your opponent!  Your free attack may also be a possible critical if you roll high enough.

This does away with automatically adding damage to the attack, while still offering bonuses for the player (or the monster).

Netflix on Demand - Lilyhammer

Netflix producing it's own "TV Series"?  No way!

yeah, apparently No Way is right.  Local company sold the rights to Netflix.

Yep, the first Netflix series is called Lilyhammer.

It's the story of a well placed NYC mobster who survives a hit on himself (but loses his dog), decided to go state's evidence and gets relocated, as per his wishes, to Lillehammer, Norway (NOT Finland ya dumb American! ;).  Hey, what can he say? It looked like a nice place when it hosted the Winter Olympics back in 1994.

Filmed on location in Norway, with Norwegian actors (the exception being our lead - Frank Tagliano played by Steven Van Zandt), this is actually a fun little series.

Alright, I've only watched the first episode so far, but I really do like what I see, and the next 7 episodes are waiting for me to watch them.  Heck, the wife really enjoyed this too (after which I put her to sleep with Ironclad).

It's funny and witty with the fish out of water show of watching Frank trying to transition from NEW York to Norway.  I suspect he's going to expect Norway to conform to him.

It's  good watch, and I'm sure some decent plot hooks to be found for those GMs running games in the modern era.


How Do You Handle Missing Players in Your Game Sessions?

Vacations. Family Emergencies. Work. Internet Issues (for VTTs and G+). There are many possible reasons for a player to miss a game.

What happens with the game when one of your regulars can't make the session?

Do you play something else? Back in my college days, if we were short a regular we would often pull out Chaos Marauders, Ameba Wars, Nuclear War, Risk or Talisman. Occasionally if someone had something prepared for a different RPG system we might do a one shot.

I know some groups (as we did on occasions) bring the absent player's PC along as an NPC. The problem with this method is no likes to return to their PC being dead, which does happen.

Depending on where the last session ended, you can leave the absent player's PC back in town, but it was rare for any of our sessions to wrap up that completely. Usually we were halfway into a dungeon when we wrapped up for the night, with the intention of picking up from there the next session.

So, how do you handle missing players in your campaign's game sessions?

Wednesday, March 28, 2012

First Look at Hollow Earth Expedition

Now that I actually have Hollow Earth Expedition in hand (and not the two free quick starts, which are both very good introductions for the system) I must say I am really impressed.  More impressed than I have any right to be.

Savage Worlds does a lot of things right.  Once you are comfortable with the system, it most certainly does play fast and furious (I'm fairly certain Solomon Kane will be in my list of games to run in the short story arcs).

That being said, I think HEX will play even quicker.

The Ubiquity System, which HEX is built upon (and really should be released as a stand alone core system) is extremely intuitive and user friendly, at least that's what I get from it on my initial read.  The ability to take an average result for non-stressful event determination is a great time saver if used properly.

The secret is even results on a single die are a success.  Roll the number of dice you are rated at for that action (any even sided dice will do), count the even number of successes and compare it to the number of successes you needed to succeed.  The degree you succeed by or fail by will be determined by the number of even results and the target number needed.

It really is a sweet system.

It's also asking me to hack it to either high fantasy and / or space opera type sic-fi.  I must be hanging around too many game designers these days.

I think the space opera hack could be fairly simple (well, relatively simple) compared to the fantasy hack, as I don't believe there is a spell system here.  I may be able to crib the spell system from Savage Worlds for that purpose, but that may occupy more time than I have free these days.

This will definitely been in my short list of games to be run in the short story arcs.

Major thanks to Runeslinger Casting Shadows on G+ for the HEX suggestion ;)

No Nits to Pick in the Latest Mike Mearls Post - These Are Not The Rules You Are Looking For

I'll give credit where credit is due.  Mike's latest post is on the money.  I'm not going to pick it apart, there's nothing to pick at.

Here's the link to the original.

Just going to quote my favorite part:


There are a lot of pieces of D&D that a veteran gamer doesn't need, but a newcomer, casual gamer, or DM short on time finds critical. Here are two specific examples.
Adventure Design Guidelines: Stuff such as XP budgets, treasure tables, encounter charts, and so on are there to make it easier to create adventures and build your campaign. If you are a veteran DM, it's quite likely you won't use any of this stuff.
I'll let you in on a secret. I DM'ed a year-long Eberron campaign in 3E and I never once used the rules for treasure or wealth by level. I gave out stuff that seemed cool and appropriate, and the game worked fine. I used the challenge rating system as a starting point, but modified stuff to fit my group.

Here's some cake.  Maybe later, we can eat it too ;)


Netflix On Demand: Ironclad

My wife and I watched some Netflix on Demand over the weekend. When I saw she was getting sleepy, I found a movie I figured she want to sleep through anyway - Ironclad.

It's a movie taking place in England during the time of the Magna Carta.

Be forewarned, it has very little to do with actual history. If you were a history major with a focus on England and the Middle Ages you need to let yourself go and enjoy the ride. That's what I did, and it made for an entertaining movie.

You get Templars, priests, a baron, a king, angry Danes - it's almost like a Medieval Magnificent Seven. Actually, it is very much like a Medieval Magnificent Seven.

Enjoy it for the ride, not for the history. It's the same way I watch most police themed movies. I just intentionally suspend my disbelief ;)

Tuesday, March 27, 2012

Mini Review - Advanced Adventures #23: Down the Shadowvein (OSRIC)

Down the Shadowvein is the follow up to AA#1: The Podmaster of the Sinister Shroom, and can be used to follow that adventure or on it's own.  All the GM needs to supply is an underground river they can canoe down and a map leading to treasure down river.  Its for character levels 3 to 5.

I really wish I could find my copy of PotSS, but it's packed in a box somewhere in storage.  Ah well, onward to Down the Shadowvein.

The GM's map (and the Player's map too) is a hex map, inducing the river and adventure locations and passages.  It's weird but cool that the underground map is similar to an above ground map, even though the party is going to be thinking "dungeon".

If it reminds me of any classic adventure, it's D1-2, when the party travelled through the underdark.  There is much of that feel here, as the random encounters the party may interact with include merchant trains.  Merchant trains underground, ya gotta love it. :)

The main encounter areas are mapped out like dungeons, so your players (and you) will be in comfortable surroundings at times.  In truth, this plays out (almost) like a sandbox campaign underground, as the players have choices in the directions they will take.

Still, it is not the usual sort of adventure, and it may be awkward for some GMs to run it.  It is underground, and most travel will probably be via river, but there are also numerous passages for the party to stumble through.

Depending on how thoroughly the party explores their sandbox, this could take two to three 4 hour sessions to complete.  There really is a lot to explore in the two dozen pages in this adventure.

You also get 2 new magic items and 4 new monsters.

From the blurb:

Down the Shadowvein is an OSRIC(tm) module designed for 6-10 adventures of levels 3-5.

You carefully load your canoes and launch into the fast-moving waters of the underground river named Shadowvein. The Pod-Caverns of the Sinister Shroom behind you, the veracity of the map that is to be your guide into the dark unknown will soon be tested. Hopefully what is written is accurate, but if it is not, your wits, wile, and brawn should serve you well as you journey down the Shadowvein!

Down the Shadowvein picks up where The Pod Caverns of the Sinister Shroom left off, but it can be played by those who have not explored that module. Down the Shadowvein continues in The Mouth of the Shadowvein.

Free Stock Art - Horror / Gothic - "The Prayer"

It's not often that you find free stock art for commercial and personal use.  This is one of those rare occasions.  You can grab "The Prayer" and use it your your projects.

I'll let the artwork speak for itself:





from the blurb:


This file contains two versions of the image “The Prayer” - the original file and a bonus version with a watercolour effect. Either image may be used for commercial or personal products as per the included license.

TITLE: The Prayer
SIZE: 1348 × 1684 pixels
FILE TYPE & RESOLUTION: jpg, 300ppi



some images used with permission from Wooden Vampire Games.
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