Tuesday, June 8, 2010

Hackmaster Bootcamp


Having little time or interest in babysitting miserable far flung hamlets such as yours, Bordertown, Good King Osric has proclaimed that all able bodied men and those stout framed women who so desire shall henceforth be formed into militias charged with protecting the Kingdom's villages from orcs and other miscreants.



Report to your drillmaster, Sir Geant, on Sunday, June 13th, 12:30pm at BattleForge Games, Austin, TX.


A Hackmaster Basic introductory adventure.  You're in the Militia now! "What Militia?" you say? Who cares! The point is you get to kill stuff! More specifically, you get to hack the enemy to pieces using Hackmaster, a version of D&D with all the wuss parts removed.  A preview of what's in store, here's a PDF comic illustrating combat: Knights of the Dinner Table.


So Much Fun


Bam!  That was fun.

Damn fun, Thurs through Sunday fun.  Many game conventions I get a little bored or a lot tired and end up leaving early Sunday or skipping it altogether.  Not this time.  NTRPG is a small con, by the 2nd/3rd day people were calling me out by name (which made my poor memory for names even more embarrassing).  Despite the smaller size NTRPG is packed with great people and great games.  I played in seven and each one was good if not great.  DM'd by Rob Kuntz, Allan Grohe, Matt Finch, Jason Cone, and Jon Hershberger. Yeah, great. I'd play with any of them again.  Any time.  Any place.

Also attended great panels on Megadungeon Design and Early Days of the Hobby (post more on those later).  Some pics (not mine) found via The Contemptible Cube of Quazar (one of many I met at the con).  Definitely will be going back next year.


The "Best" Moment

Fifth Expedition Into Mythrus Tower
Matt Finch DM, Dennis Sustare right rear, "Father John" (me)
decked out in purple, the real Father Brian middle left.

Playing in one of the later sessions of con "campaign" Mythrus Tower with a LARGE group of 11 players.  Hunched over his S&W fighter character sheet discussing tactics with the party leader was an older silver haired gentleman, Dennis Sustare.  I couldn't really hear what was said but suddenly his eyes twinkle, his lips erupt into a huge grin, and his face is awash with laughter.  I have no idea but can't help but feel that at that moment -- However many years this man has been alive washed away.  He was a child again with a child's imagination enjoying a game of make-believe.  In fact, he has never "grown up", never lost the joy of play.

That, for me, is the point of RPGs.  Why I play them.  Why I bother to introduce RPGs to others and attempt to expand the hobby.  Moments like those.  To create them, share them, and experience them.  To bring a smile to a child's face whether that child is 12 or 89.


Here's to the Joy of Play, may it keep us all forever young of spirit!

RedBox BCS June 20th

Another session of RedBox BCS is planned for June 20th.

That is all.

Sunday, June 6, 2010

Sunday Links

[Throughout the week when I find something that piques my particular interests but I don't have time to say much, or don't have much to say I'll add link to to one of these Sunday Link posts.]





Saves are abstract. Bam! Mind expanded. -- http://bxblackrazor.blogspot.com/2009/07/save-versus-epiphany.html


Mega megadungeon collection -- http://beyondtheblackgate.blogspot.com/2010/05/megadungeon-resources.html

Boo Yah! Dark Dungeons retro-clone Rules Cyclopedia -- http://darkdungeonsblog.wordpress.com/get-it-now/

Old book illustrations (either you understand or you can safely skip this link) -- http://scrap.oldbookillustrations.com/

Find nearby gamers -- http://nearbygamers.com/

Exactly! Plus role-playing the monster lovin/character killin DM is fun -- http://blog.binkystick.com/2010/05/31/ill-take-pleasure-in-guttin-you-boy/

Saturday, June 5, 2010

Roleplaying Tips Weekly E-Zine Issue #491 When Players Cheat

When Players Cheat: Game Master Tips to Keep Them In Line

Roleplaying Tips Weekly E-Zine Issue #491 is out! Johnn is looking for tips on GMing cities for an upcoming issue. 

Contents: 

Friday, June 4, 2010

Giving the Gift of Old-School

My gamer budy found RPGs late in life.  Not playing any until adult hood.  He's on a bit of a quest to make up for lost time and explore what he missed.  So, for his belated birthday gift I got him a bit of old old-school and new old-school. 

Collectors set of D&D Endless Quest books





Thursday, June 3, 2010

See you at North Texas RPG Con!



Whooo hooo!  Off to Irving, Texas for the North Texas RPG Convention. Four days of total RPG geekery!  And, unlike most RPGing I do, I won't be the oldest and definitely not the old-schoolist there.  For once people will yell at me to get off of their lawn ;)

Got some things queued but proly not a lot of posts upcoming...


Don't forget to buy tickets for the raffle! Updated prize list:
  • Custom module for North Texas RPG Con by Steve Winter
  • Custom module for North Texas RPG Con by Tim Kask
  • Other World miniature to be painted by Angela Imrie
  • Swords & Wizardry limited edition miniatures by Center Stage Miniatures
  • * Dragon Magazine # 1
  • * Castle Zagyg - Upper Works
  • * Strategic Review # 1-7 (each raffled separately)
  • * DCC #C9 w/NTRPGCon Logo (2ea)
  • * Jim Holloway special LE set from Cairn of the Skeleton King 14 prints per set on 65# paper(2ea)
  • * DCC #51 Castle Whiterock (2ea)
  • * Core Rules Expansion CD 2.0 in shrink
  • * Dungeon Magazine #1
  • * Forgotten Realms Menzoberranzan boxed set - VF
  • * NTRPGCon 2009 Dice Bag w/all 6 special guests signatures
  • * Chainmail 3rd Ed - 8th print - in shrink
  • * Dragon's Craig LE Lithograph by Paul Jaquays (signed if you want)
  • * Tabletop Warriors D&D Supplement from 1984 (signed by author)
  • * Digest size copy of Temple of the Weaver Queen - by Tim Kask
  • * Digest size copy of High in Hellgate Moutains - by Tim Kask
  • * Digest size copy of Palace of the Vampire Queen (reprinted by NTRPGCon)
"*" - indicates you DO NOT have to be an attendee to win

Wednesday, June 2, 2010

No Bonuses

Aggregating ideas from numerous sources and going down crazy rabbit hole... Is this even D&D anymore?  Does it matter?


Got it in me that I want:
  1. at most 1 attack per round, preferably 1 die roll.
  2. to curtail bonus/damage creep.
  3. to eliminate bonus hunting/math.
  4. run a sub 9-12th level, low "power" game. 

STR/DEX do not normally provide to hit/damage/AC bonus.
  • 1hand weapons do d6 damage.
  • 2hand weapons do d6 + STR mod damage.
  • two weapons do d6 damage, add DEX mod to the single attack roll.
  • Crossbow do 2d6(take best), doubles are critical/cool effect.
I very much like how 2hand requires strength and dual wielding requires dexterity to garner benefit.  The all weapons do d6 is fallout from "hit points are not physical" and desire to not penalize rp choice of hammer over ubiquitous (cause mechanically it best) long sword.

Instead of adding bonus tohit/dam, +X weapons increase damage die size. d6 -> d8 -> d10 -> d12.  +3 max.  Conversely creatures that required +X weapon to damage instead reduce damage die d12 -> d10 -> d8 -> d6 -> dNothing (immune).  A sword of Slaying Foo would do d20 damage against Foos!

There are three levels of armor with increasing movement penalties and minimum strength requirements; Light AC8, Medium AC6, Heavy AC4.  There is actually a fourth Plate AC2, but is so rare/expensive it's not regularly available "equipment".  Instead of AC bonus +X magic armors (and other +X AC magical effects) provide a save.  High dexterity provides armor like protection rather than adding to AC.
  • Dex 13-15(+1) AC8 equivalent to Light armor.
  • Dex 16-17(+2) AC6 equivalent to Medium armor.
  • Dex 18(+3)      AC4 equivalent to Heavy armor.

Pure Fighters have a couple talents unique to them.
  • "Melee Master" -- Melee weapon damage dice explode.
  • "Slaughterhouse" -- When in melee with opponents who are all less than your level gain X damage dice where X is "your level" - "highest opponent level".  Damage dice may be assigned (before roll) to opponents that are close.  One die per target, all targets get one die before any get two.  It is assumed fighter is hacking their way through this fodder and thus can reach enemies who aren't directly adjacent.
Likewise other classes have some unique talents.  For example, the Scout/Archer class has the unique talent "Marksman" -- Missile weapon damage dice explode.  Then there are talents available to all (like 3.x feats, one of many options characters can select from every 1/2 level).
  • "Archer" -- Bows do 2d6(take best), doubles are critical/cool effect.
  • "Errol" -- Light armor provides AC6(medium).
  • "Flynn" -- Requires Errol. Light armor provides AC4(heavy).
  • "Bloodlust" -- After dropping opponent, roll free attack against close opponent.
  • "Backstab" When attacking a completely unawares opponent, damage die explodes >= half. So, e.g. 4-6 on d6 and  7-12 on d12.
  • "Disarm" When maximum value on damage die rolled may forgo dealing damage for attempt to send your foe's weapon clattering across the floor .  Success if rerolled damage die + Str mod or Dex mod > opponents to-hit bonus.
Finally, some combat options are available to all no "talent" required.
  • "Charge!" if you can move at a jog or better and have room to charge then get to attack after move.
  • "Reckless Assault" -- Attack single target and take best of two attack rolls.  But suffer limited defense, anyone who attacks you also gets best of two attack rolls.
  • "Called Shot to the Nuts" -- Take worse of two attack rolls.  Normal damage and/or special effect depending on attacker's intention.  Used to leave permanent mark "Zorro", cut above eyes (-2 to actions), hamstring (1/2 movement), sever tentacle, cut rope, target vulnerable spot (double damage), to shoot arrow into apple on head, etc.

Lots of other bits; Shattering Shields, Shield Walls, hit points aren't physical, Death & Dismemberment, Lucky Number, special weapon effects (flails negate shield bonus, pole-arms have reach, etc), non-martial types use d4 damage die, et "holy fantasy heartbreaker batman" cetera.


Replaced +X modifiers, damage multipliers, multiple attacks, other with changing die size, exploding dice, multiple damage dice, and roll twice take best/worst.  What's the point?  So, will remembering fighter's but not scout's damage dice explode, and called shot is 2d20(take worst) rather than -4 to hit, and so on take just as much time and effort as remembering and adding up bonuses?  Even if so, one of my goals is alter player perception/behavior, reduce power-gaming, get them thinking "better" isn't more +x modifiers but rather tactics.  Still, need to review, simplify, and reduce number of different systems (aka refactor).  

Bah, probably dump it all and go with stock Labyrinth Lord...

Tuesday, June 1, 2010

This week I be Pimpin Emperor's Choice Games

Just so there's no confusion, no one has asked me to pimp anything.  These will always be products which I own a copy of, believe deserve exposure, and believe maybe worth your time/money.  The pimping idea totally stolen from The Underdark Gazzette. Hopefully I'll remember to change it every week.


Emperor's Choice Games

I'm biased, for good reason.  And, I suspect many of the gamer's who would enjoy Emperor Choice's Products have already bought them.  But, in case not...



I own Arduin Eternal, and The World Book of Kas. And have recently ordered the Arduin Map and the Megaset of Arduin Grimoires.  Which includes the three Classic Arduin Grimoires in a hard cover bound set, the five Hargrave authored in the 80's, one new one from Emperor's Choice.





If the planet's align I might stop buying stuff and actually get to reviewing some of it. 


Combat Sequence of Play

I congealed this from various discussions/blogs round the nets.  Meant for Labyrinth Lord or similar abstract/fast play system.  Really need to test it. Last sequence of play I thought was cool turned out like ass when used in game. (Been playing lots, but not as DM. Go Freddy Flame, 1/2ling wizard!)



Combat Round Phases:
  1. Attack, ranged weapons only
  2. Move
  3. Attack, melee or ranged weapons
  4. Cast spells and other actions

In initiative order all sides complete each phase before anyone goes onto next phase. 

Each character may act in only one phase. In other words a character can do one thing and one thing only per round.  "Thing" being move or attack or cast spell or something else such as use wand, drink potion, flip table over and use as cover, etc.


Ranged Attacks: Option to "fire" in phase 1 thus pin-cushioning the silly knights before they charge.  Or to hold fire until phase 3, a sort of "opportunity fire". Waiting to see who's threating who or what targets are left standing.


Movement: Standard move distance is 30'.  Charge, rather than provide to hit/damage bonus is an exception to "act in only one phase". Charging allows move in move phase and melee attack in same rounds attack phase.  Initiative order is preserved so if you win initiative you might be able to whack charger before their attack.



Seems fast and fluid.  Compatible with group or individual initiative.  Fewer "moving parts" and "do only one thing" should make player turns shorter and thus reduce how long each player sits waiting until it's there time to do something.  Getting things done with "we go / they go" and ability to do only one thing will require strategery.  Rather than just running up and bopping wizard on head, will have to combine initiative with encircling/chasing down spell boy.  At least I think it will be like that.  Jonesing to try this out!

All Time Most Popular Posts