Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts

Tuesday, January 3, 2023

Recent History of the Ancients

[Old, old file in my pile of Gold and Glory Campaign notes]

After their final war a few Ancients scrabbled for survival in the nuclear wasteland they had created.  Over 10,000 years pre-war tech got used up/broke, mutations and radiation died down, and the former ancients had devolved into primitive tribes all but forgetting their former glory & Armageddon.  Just starting the slow crawl back to civilization. Then came strange lights from over the horizon, lifting people into the night sky. Returned some days later, deformed, mutilated or transformed.

Over next dozen generations Zamorans (Greys) genetically manipulated the former ancients eventually settling on a swine/human hybrid. Zamorans also pushed their technology development. Causing them to rapidly reach the steam age. A few hundred years into their Golden Age of Steam, after they had spread across the world and formed several constantly at war (Mord) empires Zamorans obliterated all their cites, released species specific mutagens, decimating the hybrids. Over next hundred years Zamorans deposited several hundred thousand humans they had abducted from various points in Earth's history. These humans were encouraged to kill the human/swine hybrids and take their stuff. To escape marauding humans the hybrids hid underground and in the least hospitable wildernesses. Today we call these former ancients / swine hybrids orcs.

[1 in 12 orcs have enough ancient DNA to activate ancient tech and get ancient AI's / robots to obey them. Pure Strain Ancients are not aware of what happened to their less fortunate brethren but will know they are genetic descendants after a simple medical scan.]

Posing as various human gods Zamorans conducted genetic and social experiments on and generally jacked with the human cultures they had transplanted. Created grotesque hybrids, helped one nation conquer its neighbors only to inflict famine and plague on it later, forcing the most capable humans(heroes) to participate in life or death games, survive trials, or complete bizarre "labours". Thus giving rise to the various legends of capricious and fickle gods.  Soon Trans-dimensional Beings of Pure Thought (TBPTs) decided Grey meddling had reached a point they could no longer ignore. They weakened dimensional barriers creating many connections and coexistence with a fey dimension. This brought the fey, true magic, made The Portals possible, and overtime caused the various human gods and demons to become "real".

Unfortunately, this weakening also attracted Cosmic Alien Intelligences that rival TBPTs and whose "meddling" is far worse than Zamorans.  The TBPTs also created a belt of energy around the world which causes Grey technology to fail. Several Grey star ships malfunctioned and crashed before they figured it out and kept away.  The The crash-landed Zamorans got some small revenge. Posing as Asgardians they convinced the Elves to abandon Alvar ways and take up science.  As punishment the TBPTs transmorgified these Greys into true Aesir/Vanir but left the Elves to decide their own future.  TBPTs are generally responsible for giving gods their power and they are the primary means the TBPT hope to contain Cosmic Alien Intelligences and eventually drive them away at Ragnorok.

Monday, November 8, 2021

Stars Without Number

Started weekly Roll20 Campaign of SWN a couple weeks ago. Now a few sessions in.

I present you the Petunia Ceti Star Sector. Based on my warped brain and players input of 

  • Dune
  • Akira
  • Hitchhiker's Guide to Galaxy
  • Ringworld
  • and this

Hot takes:

  • Like sector creation tools. Esp how they (and rest of book) is made and explicitly encourages "just in time" milieu creation.
  • Don't like the ship combat. Too structured/mechanical. Too much effort required by all to make it cinematic. Think it would be better face to face.
  • The system is fine. But I don't know it. Close but just different enough from OSR D&D to make harder to keep straight.
    After 35 years, I can run D&D from memory, drunk, making up entire (not half bad) adventure. Developed the instincts to know what works, decades of experience to pull encounters, monsters, items, and rulings from. D&D is so broad, common, and replayable, it's been worth mastering it.  I don't feel same for SWN. It's a one-off campaign type game. I'm not gonna run this enough to even get good with it.
Characters are currently exploring a derelict space liner, The Flotsam Paradise. Who's AI, Caravaggio, was an early prototype of Paradise's Friend Computers. Who are always right and where happiness is mandatory.

Tuesday, July 6, 2021

New B/X Megadungeon Campaign

Got the itch.

Starting new OSE (B/X) roll20.com campaign centered on a published megadungeon (being cagey about which cause, I don't know, surprise?).   Tired of hex crawls that either 1) never start cause I'm still "prepping", 2) that never get to one of the megadungeons as there's so much other stuff 3) that stutter and stall because players are paralyzed with choice. Even more tentpolish than tentpole campaign.

So, similar to Ford Model T color options, the players can go on any adventure as long as it's The Megadungeon . And there is nothing to do in overworld other than recover and prepare for next delve into megadungeon. This hobby started with game like that (more or less (a lot less than some would believe, but it fits my narrative, so going with the myth)) and megadungeon is large and varied enough to actually provide plenty of choice.  Probably branch out eventually. When the players are stuck, or need a break from crawling, it's good to have small palette cleanser "side quests".

The Overworld

Who can guess the megadungeon from the map clues; it is in box canyon and there is nearby swamp?

Worcestershire county of "The Kingdom". 


Overworld play is handled in abstract "downtime turns".  Nominally one week long. Travel time is subsumed in those turns. Being mounted will let you evade slower encounters, not "move" faster. Carts and wagons will let you carry more loot but unable to evade just about anything. Towns have a fixed "menu" of choices players may pick from during downtime turn. All are pretty similar; Salisbury has Wizard "patron" and Wellington has Cleric one, Hamburg is Dwarven outpost.  The City has more advanced options, magical research, sages, finding better prices for unique piece of dungeon loot, and the like. 

Wilderness encounter checks are made when travelling in the direction indicated. So, no encounter check going to The Dungeon from human towns of Salisbury or Wellington. This is because it's annoying to get all prepped and set for delve only to have random encounter wipe half party resources and require going back to town. And if you push your luck and just barely make it out of dungeon, you're risking a lot with that return encounter check. I made Hamburg the opposite to provide players choice / agency. But Hamburg is less convenient. For instance almost no hirelings are available for hire there.

Travel around the overworld, to city, going back and forth between towns, has the cost and the discouragement of wilderness counter checks. Which tend to be both deadly and non-profitable in terms of treasure.  In addition the more turns spent in overworld the more times DM rolls on dungeon restocking tables. There is no adventure in the overworld, no fun to be had It exists only to recuperate, resupply, and prepare for another delve into


The Megadungeon



Oh yeah, if you're interested in playing Fridays 6pm Central Time, email me njharman@gmail.com or I might notice if you DM me on https://www.reddit.com/user/njharman/

Monday, February 11, 2019

Specialist Retainers

Additional Specialist Retainers available in my B/X Sandbox using Judges Guild Wilderlands setting.


Astrologer

10 gp per reading.

Most settlements village or larger will have an astrologer. A basic reading costs 10gp gets 2d6 roll. With a “sacrifice” of 50 gp or more roll d6 + d8. A great sacrifice, 200 gp or more, earns a 2d8 roll. Outcome effects entire group and lasts until next Downtime.

Roll Outcome :
2 Monsters receive undisclosed bonuses.
3-4 Twice as many random encounters.
5-9 The omens are unclear. No effect.
10-11 Each player gets one saving throw or To-Hit re-roll.
12 Half as many random encounters.
13+ As “12” and all player saving throws are rolled using d30.

Chronicler, Venerator

d6+2 x 100 gp per month

Useful only in cities. Abstracts together several related occupations hired to raise the social status of people in the Noble, Gentlemen, and Military hierarchies. Increase character’s Social Level (JG Ready Ref Sheets p2) by one if 2d6 die roll is greater than their current Social Level.


Slanderer, Spy, Thief

d6 x 100 gp per mission.

Spies are hired to gather information about a specific person, group or area. They are also used for sabotage, rabble rousing, rumor mongering and the like. The Referee will determine the probability of success based on the scope and difficulty of mission, the details and aide provided by players. Spies may or may not be reliable, and could stab the hiring character in the back. Maybe literally!.

Tuesday, February 5, 2019

Wilderlands Optional House Rules

Putting together B/X Sandbox using Judges Guild Wilderlands setting, I of course have to create a setting & house rule booklet. Here are a couple rules I moved to "optional" and may drop all together. I have used versions of them before in OD&D based Planet Eris campaign. The sources include Judges Guild Read Ref Sheets (repartee and locution), Jeff Rients and quite possibly many others.

Divine Intervention


Characters may plead for Divine Intervention and may even do so when dead or unconscious. Characters of like belief should pray together and combine their levels in one roll. Different characters repeating a similar, recently ignored plea is a sure way to annoy deities. Beseeching higher powers more than once per Lunar cycle also risks incurring divine wrath.

The chance to be heard is the supplicant's level expressed as a percentage. Sacrifices relevant to the deity will improve this chance:

  • +1 for any amount of animal(s), foods, or other items sacred to diety. 
  • +1 per Hit Die of sentient creatures. 
  • +1 per 100 gp of treasure.

Deity's action upon hearing request is dependent on request and nature of deity. But, most will be something (even it's only to berate supplicant for being weak). Deities will refuse to aid non-believers. And will not directly harm any creature.

Example interventions:
  • Allow supplicant's spell to affect all faithful within sight.
  • Miracle! Effects as any spell.
  • Return life to a faithful servant.


Dueling Sermons

Clerics may verbally assault one another. Clerics who do not respond to an opposing polemic are immediately rebuked for their lack of conviction. Losing half their current Hit Points.

Each faith rolls two differently colored d6 (one "condemning" and one "extolling"). After rolling, each participant may replace a die roll with their level.

If both rolls are greater than the corresponding rolls of all other faiths, a devastating sermon has been served. All participants of other faiths must spend the next d6-1 rounds stunned as they rationalize away winner's arguments and reestablish their faith. Believers of the winning faith are inspired and get +1 on Saving Throws, To-Hit, and Damage rolls for duration of the encounter.

Otherwise, participants may "drop out" after first round having minimally defending their faith. If two or more opposing faiths remain, the theological throw down continues into the next round.

While sermonizing, participants are protected as Sanctuary spel. In addition if they take damage, the source of that damage is divinely rebuked, taking damage equal to amount dealt + d6.

Monday, January 28, 2019

Reading B2 The Keep on the Borderlands

Because B2 was my first, I will always consider it the best. After getting Into the Borderlands and reading Age of Dusk review recently Ahead of starting Wilderlands sandbox I decided to have a deeper look at the DM advice and Keep portions which I maybe read thirty whatever years ago but have skipped past in more recent times. The tldr; is that it's pretty honking great.




All quotes from "Dungeon Module B2 The Keep on the Borderlands" by Gary Gygax, copyright 1981 by TSR Hobbies, Inc.

"... for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set."
I'm a huge fan of B/X, at least how I run it, because it leans heavily towards "game" rather than towards "story time". It manifests as play over narration, as play over character "builds". Backgrounds, goals, character growth are emergent rather than preconceived and related. It has taken a fork away from narrative "story" games. [Some people like the narrative games. I do not.] B/X is just as cooperative, but players contribute through the actions of their characters, not as players spending fate points to alter the plot / world. There is a clear delineation between Referee and Players.

"It is now up to you to create a magical realm filled with danger, mystery, and excitement, complete with countless challenges. Though your role is the greatest, it is also the most difficult. You must now prepare to become all things to all people."
No pressure...

"Welcome to the land of imagination. You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits."
That is pretty hokey. I'm sure I loved it as a 13 yr old.

"... the DM must be a truly disinterested party, giving information as required by questioning and proper action, but neither helping nor hindering otherwise."
I fail at only giving information "as required". I want players to know too hard. I can't keep secrets. I always assume that is my fault when players don't "get it", whatever it is. So feel I owe them hints or 2nd chances. Also, if I'm honest, I want players to see my hard work, my "clever" secrets, etc. I don't have a problem with them turning left when the adventure is to the right (not a no good, dirty railroader). But once they're in the adventure and so close to discovering some "truth" or planted foreshadowing, I can't help but give it to them.

What's even worse; many players do not thrill at discovering the "world building", figuring out secrets, seeing how it is all connected, etc. as much as I do. So, not only are they fine with "not getting it", they probably don't enjoy me ramming it down their brain holes.

"In this game, the action is only limited by the abilities of the character, the imagination of the player, and the decisions of the DM. The play will often go in unexpected directions and the DM will sometimes be required to decide on situations not covered in the rules."
I know (cause they designed 3ed and too many other games) there are people that want everything defined, explained, codified. I just wish they'd learn that that doesn't work for RPGs.  All those pages and pages of crufty rules is better handled by the above two sentences.
"... Just as the referee of a sporting event, the DM must be fair. He or she cannot be "out to get the players". Nor should he or she be on their side all the time. ... The DM must be fair, but the players must play wisely."
That last bit! You may not agree with it. I may not be correct in believing it is true. It ties into wanting my RPG to be more of an active game and not just passively "play acting a story". In games, to do well, you must play well. You can't win or lose D&D, but you can fail at it. And it is your responsibility to not fail, not the DM's not the other player's.

Being not out to punish players is obvious. Not ensuring players always win doesn't seem to be as well understood. For play to be satisfying, there must be risk of failure. Players must have bested the challenges put before them by their own wits (or luck). If success is pre-ordained, then they're not playing a GAME. They are reading a (probably poorly written) book or watching a (definitely low-budget and poorly acted) movie.
"Throughout all this -- making decisions, playing roles, handling monsters -- the DM must remember that he or she is in control. The DM is the judge, and it is his or her game. The DM should listen to the players and weigh their arguments fairly when disagreements arise, but the final decision belongs to the DM. The Dungeon Master's word is law!"
Man, I really wish that last sentence wasn't there. It's redundant and just pushes things in antagonistic way. I can see esp younger, less mature DMs remembering that and not the excellent and balanced previous bits and using it to be a dick.
"After the party leaves the dungeon safely, all surviving player characters should divide the treasure and be awarded their experience points. Division of treasure is the players' responsibility."
I try to push treasure splitting on party. I do not interfere when the thief steals shit.

"DM Note: Have each player identify his or her character's name and profession. Have them answer in their own words why they seek entrance to the place. If they answer sounds unnatural, assume the role of the corporal of the watch, and begin to cross-examine the speaker. Now is the time to make the players realize that whatever they say -- as speech or relating their actions -- will be noted by you, as Dungeon Master, and acted upon accordingly in whatever role is appropriate to the situation."
I distinctly remember in games I ran 20+ years ago vs those in last 10 or so everyone being in character most of the time. Players talked and acted in 1st person. Not in funny voice/acting.  Just saying "I open the door." vs " opens the door". I enjoy that more. It also kept play more focused and speedy. But, and this may be rose colored memory or due to other factors, it really seemed to positively alter game play. Players were more imaginative with questions and actions. They interacted with the world via "voice" rather than via dice (rolls).

I usually start campaigns, in media res, at or in the "dungeon", often with an ambush. I like action, and new players never know what to do and everyone putters round town forever! But, I'm definitely using something like this from now on. Since I still don't want to start "in town", I'll have a patrol question the characters. Then jump to the dungeon. Knowing the people I usually play with they will probably antagonize and fight the patrol, ending up dead or in jail instead.

[To the players] "Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything that could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse."
This is only applicable for specific old-school, non-heroic style of game; "you have everything... fate in your hands".  The history of your character begins now. You will be judged based on your actions henceforth. You start as nobodies, clean slates. No backstories, no angsty youth, no secret bastard of the king.

Act, don't tell!

Monday, November 23, 2015

Rolemaster Post Apocolyptic

Awhile back friend, who had just seen Mad Max (a great disappointment btw), was bugging me to run a post apocalyptic campaign every time he saw me.


For the last month I've been semi-obsessed with the excellent rougelike Neo Scavenger which you should check out here http://bluebottlegames.com/main/node/2


Which got me wanting to run a pocolypse game. Now in the past that meant Gamma World or Metamorphosis Alpha. With crazy mutants and towards the silly fun side of dystopias. But, Neo Scavenger and what my friend was imagining was "realistic" and gritty. And what's the grittiest of gritty games? None other than...
Rolemaster

Aw yeah! I have four versions (plus two more sci-fi versions and various genre supplements) of Rolemaster. But haven't actually played it in 24? years...  Had to use RMSS/RMFRP cause I have most books for that (including 3 copies of core), RMSS Blackops gave modern professions and RMSS Arms Law, Firearms along with Privateers:Blaster Law provided the needed Bam Bam and Pew Pew to go with the hack and slash.

Keeping in line with Neo Scavenger and stealing from the Morrow Project characters
are part of The Project. A quasi-military, non-governmental organization created by a trillionaire to rebuild society after it collapses. They are members of a seven person recon team. Which in turn is part of a larger recon unit. The whole unit with equipment and supplies was put into "stasis" to be woken a few weeks/months after "the collapse". Along with other Project units all over the country / world.

The first session is team coming out of stasis and discovering things did not quite go to plan. Everyone has a varying amount of "movie" style amnesia. So, they may create as much or as little background / depth / history as they want. And may add/change that history during the game via "I just got some memories back." Amnesia also allows players unfamiliar with system hold off on some of character development until after they've played and learned how things work. It's really a great meta-game device I'm gonna reuse it.

Last Friday was first session and, cause Rolemaster, the entire session was spent creating characters. I like parts of RMSS but it's just too much. I would definitely use Rolemaster Classic or HARP in future.

First phase of campaign will be players just trying to survive. Get water, food, shelter. Then they will move onto scavenging and trying to get some actual gear and weapons while avoid being scavenged themselves. By this time, they are, hopefully pissed off and wanting revenge against the "Raiders". Motivating them to build/steal a vehicle and we move on to the Mad Max Punk Rock Road Battles portion of the campaign After that, well don't want to reveal too much.


The campaign map. Click to embiggen. I'm disinclined to discuss it much cause I'm sure my sneaky players are reading this post. I'm sure it helps that I understand what the map represents. But, creating and then looking at this has got me really excited to play. There's just so much potential action and fun represented.


Friday, January 23, 2015

Planet Eris House Rules PDF

As I've mentioned several times in the past, many Austin area gammers, including myself, play and run campaigns in a shared world we call Planet Eris. Mostly at various FLGS. There are now two online roll20.net games as well (if interested in joining search that site for tags "ODD" or "Eris").

We share a set of house rules, which aren't exactly how I'd like things (but they are darn close). And what little fantasy heartbreak I incur is more than made up from having multiple DMs and players all interacting in the same world.

Thought others might be interested in the actual rules so with author's permission and without further ado I present the



Wednesday, January 21, 2015

Pleskos Map

Yes it is a map of Pleskos (Gatetown), an adventurer boom town, outside ruins of Anatolis. Made for online, roll20, campaign I'm currently running.

Not all that exciting (the town is more interesting than map, probably post write up after players learn about most of it). Guess I'm posting it to encourage others to post their stuff. Even if you're crappy at art like me, or think it's dumb or boring, throw your shit out there. I bet somebody, someday will get a kick out of it. Or better get that push they need to do something of their own. Reading peoples blogs and seeing the stuff they do, has certainly kept me creating and playing.

Click it HUGE!

Monday, January 19, 2015

Point Crawl Map, Durthos Region

In Planet Eris, campaign shared by Austin area DMs/players, I'm currently DMing an area around Durthos, "city of adventure". This area is fairly civilized, known, and small. My campaign focuses on city adventure and possibly exploring ruins / megadungeon, not wilderness exploration. All around great candidate for a Point Crawl map

The following map will be used on roll20 starting Friday (OD&D 6:30 CST, contact me if interested). Circles represent villages, city of Durthos and Valum Auster, a fort. "Heraldry" of controlling power is shown for all but two. A camp of miners too small to care about and adventurer supply boom-town outside Anatolis ruins/megadungeon which no one has control over.  I included the population of each village to provide players some perspective.  Also on "DM Layer" of roll20 I have names of NPCs, Inns, and the like for each town.  Blue triangles are "adventure" points.  Dashed red lines represent actual road.  Other lines are more abstract connections between points. Each link takes one day of normal foot travel. Except lines with blue dots are only 1/2 day.  Large red dots are "points" with nothing really interesting there and exist only to split longer routes into one day chunks. 

Clicky to embiggen
The time to move between points and if there is a link at all depends not only on distance but also more abstract factors such as knowledge of route, how often route is used, difficulty of terrain, and frankly DM fiat. But players aren't strictly limited to the connections. The links are just the easy, fast routes when they just want to get to big city and back. For example there's not even chance for encounter in northern half of map (between civilized dots). 

Compared to "hand-waving" a trip to big city, Point crawl provides more context (for verisimilitude, to riff off of, chance for unexpected, pointing out "cool stuff is on these dots, go there", etc.) for players and DM. But, aren't as "slow" to create or play as hexcrawling. What I've done here isn't the only way to use point crawl. They can also be used for traditional, exploratory crawl the wilderness as in The Hydra Collective's Slumbering Ursine Dunes. And in modified form, a way to map and run a huge ruined city. But, that is a post for another time...





Monday, October 13, 2014

Quick, Grab Some Wonderful Weirdness from the Heart of Texas

I of course reference the Slumbering Ursine Dunes Kickstarter. Straight outta Hill Cantons! San Antonio area home campaign.

I, upped my pledge to "The Brad" level (The Full Brads had already sold out) after they, The Hydra Collective LLC, a newly-formed worker-owned company that aims to serve as a publishing vehicle for the DIY/Old School(ish) side of the rpg hobby, were nice enough to acquiesce to my overbearing demands and post the point crawl map preview cause I was working on point crawl of my own.

 


The Kickstarter has already blown past funding and several stretch goals. Funding now, you are guaranteed plenty of bonus loot. But, don't dither, delay, or dally, project is now in last couple days.

Btw congratulations to the whole crew. Some of whom I know. Which you may think influences my support their Kickstarter. But, I know lots of people and I'm not blathering on about all their Kickstarters. Besides Hydra Collective are a bunch of drunken louts, .

There are previews of the complete text are posted in various updates like this one describing the 5th Stretch Goal. Check out this side view, an unrelated work by one of the projects artists. Wow! It's like Old School version of Richard Scarry.


Damn, I knew this project was gonna be cool and haven't been following it too closely (busy playing games). But looking over things to write this up. I'm getting really excited about this KS. And impatient to get my grubby paws on this. 

Friday, September 26, 2014

S3M Diaspora Ends, Fantasy Effing Vietnam Begins

Finished up running 4th session of Diaspora Fate.  Some quick thoughts.


  • Confirmed, I don't really like "indie" cooperative story telling. I want to play (run) a game not a thespian circle jerk.
  • I much prefer FUDGE over Fate.  Fate adds aspects and forces the cooperative story telling aspects.  FUDGE by itself is nice rules lite, generic system featuring bell curve mechanics.
  • Games you don't like can still be fun given right group of people.  Inverse is also true.  Which is to say rules matter, but not as much as people.



By FFV I mean, of course, Warhammer Fantasy Roleplay. Fantasy Flights version which I picked up boxless and cheap from EBay and haven't touched since...



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 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.

Wednesday, August 6, 2014

Classic 5ed - Half Orcs

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.

Campaign setting happens to be adjacent to the Beast Kingdoms (full or humanoids of all sorts) and in city which is accustom to seeing Orc and other Beast races as slaves and mercenaries.  So, figured 1/2 orc fit.

Basic D&D 5th Edition PDF

Half-Orc

Half-Orcs are a beast race and widely disliked. Brutish, short-tempered and typically short-lived. Half-Orc race represents both the offspring of human and orc as well as the smartest, least bestial full-blood orcs.

Only Cleric, Fighter, or Rogue. May take levels of Rogue with either Fighter or Cleric.

 - Disadvantage to Charisma checks with Halflings, Elves, Dwarves and humans unaccustomed to beast races.
 - +2 Str
 - +1 Con
 - You can speak Common and Orcish.
 - Darkvision


Half-Orc Starting Equipment

  • (a) Leather armor or (b) Ring mail and Shield (if proficient)
  • (a) holy symbol or (b) thieves' tools
  • 2 light weapons you are proficient with
  • 2 melee weapons you are proficient with
  • 1 ranged weapon you are proficient with
  • backpack, bedroll, mess kit, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.


Tuesday, August 5, 2014

Classic 5ed - Elves

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



Elves aren't just another "race", humans with pointy ears. I'd go with what players come up with, but I see them as androgynous, indifferent alien, fey not bound by the physics of this world. Elves of Old England and grimm fairy tales. I'm of the opinion that elves don't eat, hence no rations. At least they don't require sustenance. Although they might enjoy a death cap and human baby roast for mid-summer's feast.

Elves

Elves are haughty, aloof, and otherworldly. They distrust humans, dislike dwarves, loath beast races (1/2 orcs, orcs, goblins, etc.)
 - Disadvantage on Charisma checks with non-elves.
 - May not cast spells which require willing target on nor use Help action to aid Dwarves or any beast race.
 - Automatically pass literacy checks with Elvish and Common.
 - Darkvision
 - Proficiency and Advantage on Perception Checks
 - Advantage on saving throws against being charmed
 - Immune magical sleep.
 - +2 Dex

High Elf

Only Fighter, Wizard or Fighter/Wizard multi-class (must alternate levels).

 - +1 Int
 - Proficiency longsword, shortsword, shortbow, longbow
 - Know one random Wizard Cantrip
 - Know an additional normal or esoteric Language.

High Elf Starting Equipment

  • (a) Elven Chain Shirt (14AC + max 2 Dex modifier) or (b) Elven Leather (12AC + Dex modifier)
  • (a) Shortbow and 20 arrows or (b) an arcane Focus (rod, staff, wand, crystal, orb, skull, juju bag, etc.)
  • Dagger and Longsword
  • Pick two: Artist Tools(pick), Book, Flask of Wine, Ink and Paper, Perfume, Scroll Case, Referee's Elf's are weird random thing.
  • Fine Clothes
  • 2d4*x10 gp


Wood Elf

Only Druid (of moon), Ranger, or Rogue

 - +1 Wis
 - Proficiency longsword, shortsword, shortbow, longbow, Survival
 - Hide when only lightly obscured
 - Advantage on Stealth Checks in natural surroundings

Wood Elf Starting Equipment
  • (a) Elven Chain Shirt (14AC + max 2 Dex modifier) or (b) Elven Leather (12AC + Dex modifier)
  • (a) Longsword or (b) 2 Shortswords
  • Dagger, Longbow and 40 arrows
  • Pick two: Bell, Flask of Wine, Leatherworker tools, Musical Instrument, Woodcarver tools, 50ft Silk Rope, Referee's Elf's are weird random thing.
  • Waterskin

Monday, August 4, 2014

Classic 5ed - Dwarves

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

Mountain Dwarves

Dwarves are insular, secretive, and paranoid.  They distrust everyone, strongly dislike elves, loath beast races (orcs, goblins, etc.)

Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels).

 - Disadvantage on Charisma checks with non-dwarves.
 - May not cast spells which require a willing target on nor use the Help action to aid Elves or any beast race.
 - May not be a willing target of any Wizard Spell.
 - Advantage on saving throws against wizardly magic and resistance against magical damage.
 - Advantage on saving throws against poison and resistance against poison damage.
 - Stonecunning proficiency and advantage on history stonework, detect slopes, stone traps, depth underground and the like.
 - Automatically pass literacy checks with Dwarvish and Common.
 - Darkvision
 - Proficiency with Light and Medium Armor
 - Proficiency with battleaxe, handaxe, light hammer, warhammer
 - Pick one tool proficiency: smiths, brewers, or mason
 - +2 Con
 - +1 Wis or +1 Str
 - +1 hit point per level


No Hill Dwarves. [wisdom bonus meant every dwarf cleric would be a hill dwarve, which just annoyed me.]

Starting Equipment

  • (a) Chain mail or (b) Ring mail or (c) Studded Leather
  • (a) Battleaxe or (b) Warhammer
  • (a) Lt Crossbow and 20 bolts or (b) 2 hand axes and shield
  • Pick two; Holy Symbol, Thieves' Tools, Caltrops, Climber's kit, Crowbar, Grappling hook, Miner's Pick, Shovel, Steel Mirror, Sledge Hammer, Cask of Ale
  • backpack, bedroll, mess kit, hammer, 10 pitons, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.

Friday, August 1, 2014

Classic 5th Edition

The world is not leveled to the player characters. Death is possible and so are great rewards. Until one "learns the ropes", caution and caginess are wise attitudes. Magical items are uncommon and not normally purchasable. The ability to cast spells. Most priests are humble servants or charlatans. Only a select few are granted the miracle of spell casting by their gods. Wizards are reclusive, feared, disturbers of the peace. Elves and Dwarves are alien, and indifferent to the follies of man.

Classic meaning 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. Not claiming any sort of superiorness. Really just showing how easy it is to and encouraging others to make 5ed their own.

Basic D&D 5th Edition PDF

Most of the flavor is in the races and classes (future blog posts). Below are some general house-rules.

Encounters

Every encounter starts with a reaction (Charisma Check) from one of characters in front rank. This check will guide NPC actions (flee, wait, parlay, attack) if they have surprise or initiative. Or, reactions to PCs friendly or neutral actions.

Group Initiative

Based on situation, their abilities, etc. Referee will split Character opponents into one or more groups and determine if each group acts before or after the PCs. E.g. slow zombies always act last, flyers and mounted act first, etc.

All Player Characters act together in any order they decide. Rarely the Referee may designate some PCs as being particularly slow or quick and place them in a separate group that acts independently.

[I have found few things that are as confusing, time wasting, in conflict with player desires, requiring all sorts of patches (delay, ready), and adding so little fun as d20 every round initiative. Having players act together also promotes teamwork and planning. FFG StarWars has interesting "middleground".]

Resting

Long Rest: Must be uninterrupted and truly restful. Including fire, warm food, relative comfort and safety. "Roughing it" unprepared or holing up in a random room of the Dread Dungeon of Doom ain't cutting it.

[The intent here is to not bring back "5 min workday" but rather provide Referee with option to have a stretch of dangerous wilderness in which characters must carefully husband resources. And return meaningfulness to the choice "press on for one more room or go back to town?" And / or treat dungeon complexes as Mythic places that must be escaped rather than napped in.]

Damage and Death

Consequences of  death / near-death: Brought back from death suffer permanent loss of one point of randomly chosen Ability. Two failed death saves, suffer permanent loss of one point of randomly chosen Ability. [Death doesn't have to be permanent, but it should be feared and avoided.]

Attempting to Knock Out: [Probably overcompensating for how annoyed I am with Pathfinder "subdual" damage"]
  - Attack with disadvantage unless using a Bludgeoning weapon.
  - Intelligence check required on final blow to avoid "accident".
  - Some creatures may resist (Con save). Some creatures will be immune to knock out damage.

Falling is deadly. Damage is cumulative: 1d6, 3d6, 6d6, 10d6, 15d6, > 50' auto-death.

Suffocating is too deadly. Not sure how to make it less so.

Spells

Magic is dangerous. Almost any mechanical method to avoid that will be ignored. e.g. Evoker school's ability to shape spells to avoid hurting friends. No. You must actually plan, communicate, and execute in game tactics.

No such spell as Identify.

Spare the Dying: provides 1 successful death save, not auto-stabilize

Probably no standard spell to revive the dead. 

Fireball is volumetric, similar with Lighting Bolt.

No Backgrounds

Instead make your own background; Pick one skill or tool proficiency and one language proficiency. Optionally select a profession.

No Feats


Skills

Referee will never call for a Social Skill check, role-play instead. Charisma checks will come into play often. Primarily in form of encounter reaction checks. [Social skills destroy games. Esp with explicitly called out Description based role-play they add nothing but boring, binary dice rolls. While robbing game of it's most unique feature, interaction.]

  - No Deception(Cha)
  - No Insight(Wis)
  - No Intimidation(Cha)
  - No Persuasion(Cha)

Literacy Skill
Literacy is not common. Characters must pass an Intelligence check to read or write a given piece of text. This skill allows you to add proficiency bonus to this check. Dwarves, Elves, and Wizards automatically pass this check for Common and their native language. There are several setting specific languages.


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