Wednesday, September 3, 2014

Deadly Falls

Most the D&D I run leans towards gritty and harsh. Dirty, ignorant, diseased. More Flesh+Blood and Dragon Slayer less high fantasy. In this type of world falling is deadly and injuries debilitate you. I've always house-ruled falling damage. Here is a version for 5ed D&D.

Falling
Feet DC   Damage is cumlative
10    5   1d6
20   10   3d6
30   15   6d6
40   20   10d6
50   25   15d6
60+  30   0hp and dying, 1 failed death save

Falling inflicts an Injury unless character passes a Constitution or Dexterity (player's choice) save with DC equal to 1/2 distance fallen (max 30).

Injury
When injured your maximum hit points are temporarily reduced to your current hit points (or 1 if current hit points are 0). And you suffer disadvantage on all physical (Strength, Constitution, Dexterity) attacks, saves and tasks.

Recuperation (from rulebook): After 3 days full rest DC15 Constitution check to remove one effect (injury) preventing regaining hp. Some spells (such as Greater Restoration) can also remove an injury.


If falling wasn't deadly, wizards would craft
infinite jump spells. Nobody wants that!

Sunday, August 31, 2014

RPG (every 10 or so) days

It's a thing -> http://autocratik.com/media/img/rpg-a-day.jpg
But, I can't be arsed to write 31 individual blog posts. You get them in several mass ramblings!

22nd - Best Secondhand RPG Purchase

80% of my RPGs are from Ebay, Half Price Books and used sections at game stores. 


23rd - Coolest looking RPG product / book


24th - Most Complicated RPG Owned

FFG Warhammer. So many fiddly bits, I can't be arsed to figure it out and no one knows it to teach me.


25th - Favorite RPG no one else wants to play

Rolemaster


26th - Coolest character sheet


27th - Game you'd like to see a new / improved edition of

FGU - Space Opera


28th - Scariest Game you've played

Aliens


29th - Most memorable encounter


30th - Rarest RPG Owned

who cares


31st - Favorite RPG of all time

Swords and Wizardry. Old school in one book, formatted and laid out nicely, and heavily supported.

Wednesday, August 27, 2014

S3M Next Up, Hard Sci-Fi FATE / Diaspora


Last Sunday we finished the first of my S3M (Six Systems in Six Months), Dungeon Crawl Classics running the published module "The People of the Pit". Started with 0-level funnel and after several deaths the characters and still lost deep underground. The characters got pressed into service by the Moleman King. (to save his daughter, Princess Binky, from the pit of tentacles. Gifted with crab carapace armor and mushroom stalk spears they descended into the pit. After slow start (and a few lost companions) they cleared out the tentacle cultists and located the "people of the pit's" lair. Interrupted sacrifice and saved Binky, which made the tentacles "angry". After ripping the EHP in half they smashed up everything. Once dust settled and players climbed out of the pit, they were greeted not with the familiar rolling hills of home, oh no that is not the DCC way. Instead they peered across the alien, mushroom dotted vista of the Perilous Purple Planet! [Adventure TBC when I get my paws on that kickstarter.




Next session I'll be running Diaspora this Thursday at Dragon's Lair, one five! FLGS, Austin is game blessed.

Diaspora is Hard Sci-Fi (mostly, they have FTL gates connecting worlds) and based on FATE which in turn a version of Fudge (one of my favorites from way back, search this blog for a look). It is much, much more of a narrative, cooperative story telling game than I normally play. One of S3M goals is to stretch gaming horizons, mine included.
"Diaspora is a role-playing game that uses the FATE system to deliver a hard science-fiction framework for adventure, where you build the setting on top of the basic, gritty axioms of the universe: everything is bigger than you are. You will pilot spacecraft driven by fusion torches that light the night sky towards rifts in the fabric of space that shift you between a small number of lost worlds, each with thousands of years of history."

One of the interesting things about Diaspora (and FATE in general) is shared character creation. Diaspora takes this a step further and has mini-game for creating the campaign setting. 5-6 or so interlinked worlds. The history, cultures, and connections created are then used to guide characters history and backstories.

Diaspora has large amount of Traveller influence and I'm really looking forward to it.


Friday, August 22, 2014

5ed Inspiration is the Carrot, How about a Stick?

Inspiration is a 5th edition D&D mechanic to "reward" roleplaying. [You may lose inspiration to have advantage (roll d20 twice take best result)].  I loath roleplaying rewards. They inhibit actual roleplaying and have everyone instead doing all sorts of unintended consequences just to get the reward. Getting even farther out of character and into meta-game land.

Roleplaying is it's own reward.

Chasing after mechanical effects is not roleplaying. It's forcing this bland stereotype "ideal" into every situation until one is rewarded with inspiration. Then they forget about any RP until they've used that inspiration and need to "earn" it again.


I (suspect) not every table devolves into that. But that is the social pressures this rule pushes people towards. Why do that? If people like to roleplay, they'll do it. Given an environment that is conducive and not punishing to RP and it will occur, naturally. I'm personally not much of a voice/acting type roleplayer. But, I do strongly like to be "lost in them moment" to "live in the fantasy world" and not meta-game or break the fourth wall. All these things are conducive to roleplaying. Whereas yelling across table you're at 3 hitpoints and need healing, or mentioning in every other sentence cause you're CE you steal from party or kill baby orcs, or whatever other infantile idea you have of what "evil" means. [ranty aside cause I'm in ranty mood: real evil would make the game so dark and distasteful, few would enjoy playing it].

Punishment (negative reinforcement if you want to pretend to be PC) is far less prone to unintended consequences than reward systems and seems more effective in my experience. Or, possibly, I'm just a dick.

The Furies

Players (not characters) earn a Fury token every time they:

 - directly mention a game stat; Hit Points Alignment, Ability Score, class ability Spell slots, levels, XP, etc
 - cheezily attempt to circumvent above by saying shit like "I feel like I'm at 1/2 my regular health"
 - other actions deemed by Referee or Player as "meta-gaming" or "breaking the fourth wall" (perhaps only repeated occurrence after 1st warning & explanation)

Exceptions for direct responses to Referees questions, explicit rules questions/clarifications.

Unlike Inspiration, Furies accumulate. The Referee may take back a Fury at any time to give character player is controlling disadvantage [roll 2 d20 take worst result].

Players will fucking hate this. So much, I'm sure that I will soon not have cause to pass out Furies. The table will shift from "game talk" to "in character talk". People will feel comfortable roleplaying if they want. And some might even fall into it without realizing. Ideally, play emphasis will shift from mechanics, fighting, accumulation of more mechanical benefits to "adventure" and pursuing in character desires. At least a Referee can dream.

Thursday, August 21, 2014

RPG (every 10 or so) days

It's a thing -> http://autocratik.com/media/img/rpg-a-day.jpg
But, I can't be arsed to write 31 individual blog posts. You get them in several mass ramblings!

12th - Old Rpg you still play / read

Most the RPGs I play are old (or retro-clones of old games). OD&D. Swords & Wizardry, Labyrinth Lord, I hope to be playing Metamorphosis Alpha when the kickstarter ships.

13th - Most Memorable Character Death

A dwarf defending fort till his death against Giants and humanoids while the civilians escape through escape tunnel. College game run by History Major.  It was keen.

14th - Best Convention Purchase


15th - Favorite Convention Game

Caves of Chaos (mash-up of D&D B2 and Hackmaster B2) which I've run at various conventions.

16th - Game  you wish you owned

Until they started re-releasing all the OOP print stuff I wish I owned D&D.  Wish I had the rights to reprint / make computer versions of all the old SPI and AH wargames. Although, I don't think question meant "Own the copyright to". I kind of own all the games I want, except some which are collector's items and ridiculously riced. I kind of with I still had the print copies of all the ICE Middle Earth modules.

17th - Funniest Game you've played

Paranoia

18th - Favorite Game System

I like different systems for different styles of play. Something simple, light OD&D, Swords and Wizardry for sandbox / exploration play. For the more heroic / story driven games I'm really digging FFG's Age of Rebellion. Thinking about Conan conversion of it's mechanics.

Art / Flavor wise Dungeon Crawl Classics is close tie with Lamentations of the Flame Princess.

19th - Favorite Published Adventure

B2 Keep on the Borderlands my first module ever, so great and flexible. I've done a lot with it.
S3 Expedition to the Barrier Peaks top of my short lest of classic modules I still need to run. Sci-Fantasy loves it.
Barrowmaze Dripping with flavor and unique dungeon layout.

20th - Will still play in 20 years time...

Everything I'm playing today. I'll be 64!

21st - Favorite Licensed RPG

Licensed games generally blow.  FFG's Age of Empire is decent. So was Firefly RPG if I remember correctly.

Monday, August 18, 2014

Epic Game of Thrones Board Game Customization

I have a friend. This friend has imagination, a hot glue gun, and way more free time than I do. He spends some of that free time modifying board games. Both by adding extra rules, cards, pieces, etc. And by making 3-D game boards. His latest "large" project has been "A Game of Thrones". The board is huge 7+feet, see last photo of game board folded in half next to creator. My friend says it's 90% complete, only needs some labels and pouring the water stuff modelers use (acrylic?) for the oceans.

I don't know game, and haven't even watched the series (or read books). So, mostly let pictures do the talking.

Length of board looking south.


Ice wall, with snow zombies behind it. The Black Watch?


Scoreboard, playing decks, council table, and throne room


Flash washing out castles and viallages detail




The "rolling game box" and creator Yoseph B.

Maybe it was more impressive in person, but at least for me... Mind Blown!

Monday, August 11, 2014

RPG (every 10 or so) days

It's a thing -> http://autocratik.com/media/img/rpg-a-day.jpg
But, I can't be arsed to write 31 individual blog posts. You get them in several mass ramblings!

#1 First RPG Played

First solo play was Moldvay D&D Basic Set around 11-12 years old. Freakin captured my imagination. Really has dominated my life for next 30 years. RPGs have been and continue to be my #1 creative outlet.  I've spent more of my time, money, and life on them than just about anything else. I think the main draw (and I'm primarily a DM) for me is the creation and control of "worlds and characters". It's not as hard as writing a novel, or as expensive/complex as producing a movie or requiring talent needed to paint but has creative aspects of all of those. It can be as private as staying up all night in your basement keying the dungeon map you drew, or as social as playing games with strangers at the FLGS. It can be done with nothing more than pencils and paper (or even just rocks and sticks). Or with ridiculously large amount of "bits".

I think the first game I played with other people was AD&D in high school.

#2 First RPG Refereed

Rolemaster in college. Finally got 3 people interested in something other than D&D. It lasted 2 sessions. While I may still not be a good Ref, I was much, much worse then.

#3 First RPG Purchased

The Little Brown Books in a White Box from forgotten hobby shop in Falls Church, VA.Tagging along with dad when he'd get model railroad stuff.  Around this time I also spent my allowance on a subscription to Dragon Magazine, this was issues 80's or 70's . That was freaking awesome. Every month a brown paper wrapped parcel of RPG stuff.

#4 Most recent RPG purchase

Currently contributed to several (too many) Kickstarters that have yet to fund / deliver. Arguably these are purchases from the future.
DCC Purple PlanetNecromancer Games 
5ed Monsters and Stuff 
Metamorphosis Alpha (next year's winner for #5 Most Old School RPG owned) 
CSIO maps baby! 
Dwarvenite Caves and Caverns 
Blue Dungeon Tiles 
Bones II
Di I mention up in #1 about spending too much money on games...

Most recent from the FLGS (wave Mage's Sanctum) RPG (I buy regular games too much too) purchase was FATE Core.

Most recent EBay win: Bunch of Ravenloft Guides to .... 

#5 Most Old School RPG owned

I prefer old school, so most my games are old school. Empire of the Petal Throne wins. For being actually old, old school in play, and not retro-cloned (to my knowledge). Although, Jeff Dee and friends are working on something like that.

Honorable mention goes to The Traveller Book. The only RPG I'm aware of in which your character can die during creation.

#6 Favorite RPG Never get to play

Ars Magica I never have played and can't be sure it's my favorite. I really, really want to find out though. 

Definitely my favorite never get to play RPG is Rolemaster / MERP / HARP and derivatives. 

#7 Most "intellectual" RPG owned

I've thrown away any of those I've accidentally acquired.

#8 Favorite character

I don't really keep characters for long or recycle them. As a player I tend to get the DMing itch and leave campaigns before too long.  I like this guy, an NPC  Pilger, Dwarven Priest of Horm

#9 Favorite Die / Dice Set

d30 OF COURSE.  Btw I picked up New Big Dragon Games d30 Companions at this years North Texas RPG Con and recommend them highly.

#10 Favorite tie-in Novel / Game Fiction

I friggin hate companies (i.e. White Wolf) and products (i.e. everything White Wolf has published) that combine 1/2 bad fiction with 1/2 bad RPG supplement. That being said a couple book -> games I've not hated are Jack Vance's / Dying Earth RPG and Robert Jordan / Wheel of Time RPG.

P.s. Dragonlance RPG stuff blows.

#11 Weirdest RPG owned

I have hundreds... and what's weird? If I had that diceless RPG Amber? I'd definitely call it weird. If I didn't dislike indie scenester games with all their cleverness and intellectualism, some of them are definitely weird. 

Macho Women with Machine Guns is nominally "weird" for those unfamiliar with the films of Russ Meyer.

Fudge / Fate has weird (relative to polyhedrals) dice.

Some of the Fantasy Games Unlimited RPGs have weirdly impenetrable rules.

Friday, August 8, 2014

One thing from column A, one from column B

An ancient post that has  been sitting in my drafts for, maybe a couple years. At one point this would be my mash-up D&D rules. But now, I don't even remember what some of these rules are... Some of them sound intriguing.


http://peopletobe.blogspot.com/2012/05/one-thing-from-column-one-from-column-b.html


OD&D: The castle rules from Book 3.

Holmes: Scroll creation for low level magic-users.

B/X: The baseline system for everything.

AD&D (both editions): Hobbits being mostly thieves, dwarves being clerics (so, now like the Elf being a fighter/magic-user, the hobbit is a fighter/thief, and the dwarf is a fighter/cleric).

BECMI/RC: Thirty-sixth level characters and fighter combat options.

D&D3: Interestingly enough, this turns out to be a tough one. Feats are covered by DD and if I wanted skills I'd use the DD system as well.

Type IV: It's Manual of the Planes, the one bit of assumed world I liked from it more than prior editions.

LotFP: The encumbrance system, attack modes for fighters, and the parry option. If I used my charlatan class (magic-user/thief combo) I'd base their player's company name level rules on the inn rules.

BX Companion: The high level thief traits. Possibly the mass combat rules.

ACKS: Ritual spells, high level magic user abilities (creation of half-breeds), cleave rule (for fighters only), and mortality table.

Dark Dungeons: Weapons feats and spell training/research rules. Thirty-sixth level demi-humans (I know they're an option in RC but DD assumes their use).

Neo-Classical Geek Revival: The various exploration and travel XP awards.

Classic 5ed - Classes

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF


One thing I desire in a RPG is fast (preferably 10min or less) character creation. Partially for ease of new players and fast start up. But, also the style I often run there's occasionally is the need to roll up a new character ;) So, I really dig 5ed's choice to delay many character decisions to 2nd level. But they didn't g do it consistently.  Namely Clerics shouldn't pick Domain until 2nd level. And Fighters should likewise delay Fighting Style choice until 2nd level. These two in particular, give time for the player to grow into their character, experience the mechanics and game play before being forced to make important decisions.

The only other changes to classes are to remove social skills, add several more skill options* and the various race/class restrictions. Oh and wizard spells are mostly determined randomly (cause magic is strange, barely understood, and wondrous).

* In classic play you differentiate your character by how you play them. Overly restricting skills conflicts with the player's control over that.  For instance want to be a "paladin", give your fighter knowledge Religion and be righteous. Mostly allowed everyone to take "mental" skills.  I might still go with no skill restrictions. But for now, ruled on a case by case basis.



Cleric

  • All races except Elves may be clerics.  
  • Divine Domain is selected at 2nd level.
  • Choose two skills from Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Performance, Religion, and Survival.

Fighter

  • All races except Wood Elves may be fighters (wood elf fighters are rangers). Dwarves and Halflings may be multi-classed Fighter/Rogues High elves may be multi-classed Fighter/Wizards.
  • Fighting Style is selected at 2nd level.
  • Choose two from Acrobatics, Animal Handling, Athletics, History, Medicine, Nature, Perception, Performance, Religion, and Survival.

Rogue

  • All races except High Elves may be Rogues. Dwarves and Halflings may be multi-classed Fighter/Rogues. Half-Orcs may multi-class one or more levels of Rogue.
  • Choose four from Animal Handling, Acrobatics, Athletics, History, Investigation, Medicine, Perception, Performance, Sleight of Hand, Stealth, and Survival.

Wizard

  • Only Humans and High Elves may be Wizards. High elves may be multi-classed Fighter/Wizards.
  • Literacy and Choose two from Arcana, History, Investigation, Medicine, Nature, Performance, and Religion.
  • Starting spells and cantrips are randomly determined.
  • One of the 2 spells gained per level is randomly determined. The other may be selected by player.
  • If an already known spell is selected randomly the player may then select a spell.
  • Player must create a unique, personalized name and manifestation for any and all spells they select. e.g. "Norm's Noisome Natterings" / Confusion.



Thursday, August 7, 2014

Classic 5ed - Halflings

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

I don't really like halflings. Cause, not on Middle Earth. And shouldn't even include them. But it seems that every group has that guy who has to play Bilbo the Halfling Rogue. So, standard PHB with class restrictions and fixed starting equipment.


Halfling

 - Re-roll 1's
 - Advantage on saves against fear.
 - Move through space of any bigger creature.
 - +2 Dex


Halfling Starting Equipment
  • (a) Leather armor or (b) Ring mail
  • (a) 2 weapons for which you are proficient or (b) 1 weapon and shield
  • Sling and stones
  • Pick two; Holy Symbol, Thieves' Tools, Bell, Cask of beer, Fishing Tackle, Iron Pot, Soap, Signal Whistle
  • backpack, bedroll, mess kit, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.

 Lightfoot

 - Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels)
 - +1 Cha
 - hide behind big'uns

 Stout

 - Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels)
 - +1 Con
 - Advantage on saving throws against poison and resistance against poison damage.

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