Tuesday, June 30, 2009

4th Edition D&D, a fun Game

I played D&D 4th edition and had fun. But, it's not a game I'd want to use for role-play. This post describing one team's efforts to "beat" The Origins Ultimate Dungeon Delve demonstrates why. And more than all the speculation, debate, ranting, flaming, defensive whining, et al shows WoTC's vision for 4th ed and exactly what kind of game it is.


More on WoTC's Ultimate Dungeon Delve.


And just to piss off the fan boys, WoTC's Fabulous Future.

Tuesday is God Day - Mylien, Ryllan Synarion, Sineiri Syl, and Zoryd

Tuesday is God Day cause it's named after Tyr most awesomest Norse god of all. This post continues a series on the gods of Pelos, the major power in my high magic, epic, pseudo Roman/Ancients campaign. This glossary might be helpful.


Mylien
"mile-ee-in" Greater Deity (Lawful Good)

Mother Mylien is one of The Nine. She appears as a attractive Common Pelosian with short brown hair and warm brown eyes. Sometimes old, sometimes young. Dressing in clean white common robes. Always with a cheerful demeanor. Mylien's symbol is the garlic plant. Favored weapon quarterstaff.

"Mylien loves you."

Portfolio: healing, health, protection, compassion

Domains: Creation, Healing, Protection, Good

Cleric Training: Priests of The Nine or Pantheists train together at various temples, monasteries, and religious schools. Mylien's priests continue learning the arts at hospitals, clinics, and refugee camps.

Quests: Clerics are regularly sent out on missions, to the country, poor areas, refugee camps to heal the sick, feed the hungry, and restore the spirit.

Prayers: Quiet and soothing. It is said just hearing a Mylien priest pray is enough to heal.

Temples: The typical Pelosian temple will have statues or altars to The Three in the middle surrounded by altars to The Nine. Which in turn are surrounded by nooks and crannies for alters to The Many Others. Unlike most other gods Mylien temples(hospitals and clinics) are common. They are clean, airy, bright places of health and healing.

Rites: Babies are often delivered by Mylien clerics and almost all are turned over to them for a few days of blessings, protections, and wardings. The same at ages 3 and 9.


Ryllan Synarion
"rile-lan se-na-ree-on" - Intermediate Deity (Neutral Evil)

The god of strife Ryllan Synarion is one of The Nine. He is the cause of war, conflict, argument and the struggle to survive. A tall gaunt High Pelosian of stout build. Ryllan always wears his armor and wields two glimmering short swords. One side of his face is contorted in anguish the other is dominated by the toothy grin of maniacal laughter. His followers are identified by two triangles one blue, one gray arranged in perpendicular, conflicting ways. The Pelosian short sword is his favored weapon.

"I know, lets you and him fight."

Portfolio: strife, conflict, argument, war

Domains: War, Mysticism, Pestilence, Summoner

Cleric Training: Priests of The Nine or Pantheists train together at various temples, monasteries, and religious schools.

Prayers: Drums, gongs, bells, trumpets out of tune and playing not together.

Temples: The typical Pelosian temple will have statues or altars to The Three in the middle surrounded by altars to The Nine. Which in turn are surrounded by nooks and crannies for alters to The Many Others. Temples to Ryllan, if they exist, are not publicly known. Shrines to him are found at war memorials and occasionally where soldiers congregate.

Rites: None publicly known.



Sineiri Syl
"see-nay-ee-ree sil" Intermediate Deity (Neutral Good)

Sineiri Syl is one of The Nine. She/he is a hermaphodite and changes from male, female, or some mixture of the two at will. (S)he enjoys all that life has to offer. She is easiest described as a party god. Sineiri appears to be an attractive High Pelosian. Often half dressed but always with a goblet in hand. A goblet tipped so its spilling deep red wine is the sign that a shrine or temple to Sineiri is near. (S)he has no favored weapon. (instead clerics get +2 competency bonus to one of gambling, brewing, perform)


"Less talk, more wine."


Portfolio: games, revelry, gluttony, parties, fun

Domains: Competition, Luck, Creation

Cleric Training: Priests of The Nine or Pantheists train together at various temples, monasteries, and religious schools.

Quests: Priests often compete against one another in contests of skill, luck, or who can drink the mostest, the fastest.

Prayers: Quit talking and drink up, life is short.

Temples: The typical Pelosian temple will have statues or altars to The Three in the middle surrounded by altars to The Nine. Which in turn are surrounded by nooks and crannies for alters to The Many Others. Major cities have sprawling palace like temples to Sineiri Syl. They are quite popular.

Rites: Coming of age often involves and all night, weekend, or weeklong binge with your local Sineiri Priest.

When Flame leaves the night sky to join Waterdrop during the eighth month there is a great celebration. There are important Myri rites to perform but Sineiri Syl knows its just an excuse for one honking big party. Many children are born nine months later.

Zoryd
"zoard" - Greater Deity (Chaotic Neutral)

The Master of the Deep is one of The Nine. In the depths sleeps Zoryd, brooding and angry in his dreams over his isolation from the other gods. He wakes only rarely. Thankfully for when he does the waters rise up and try to swallow the land. Zoryd isn't "worshiped" as such. It is more of an appeasement. The most common depiction of Zoryd is that of a reclining, sleeping human, bare chested with only a loin cloth for cover. Sometimes with a a net other times with a large war axe. Statues of him are often literally placed under seawater. Deep blue usually shaped into a triangle is Zoryd's symbol. The net is his favored weapon.

"At sea the only Zoryd is between you and death. Best not to do
anything that would cause him to consider this fact."


Portfolio: seas and oceans, weather at sea, sea creatures, travel by water, fishing

Domains: Weather, Water, Animals, Travel

Cleric Training: Priests of The Nine or Pantheists train together at various temples, monasteries, and religious schools. Priests of Zoryd often come from fishing or trading families.

Quests: Typically involve returning various treasures "stolen" from the seas.

Prayers: Sacrifices, crushed and scattered in the sea. Prayers are best done at sea. The truly serious ones are done in the sea.

Temples: The typical Pelosian temple will have statues or altars to The Three in the middle surrounded by altars to The Nine. Which in turn are surrounded by nooks and crannies for alters to The Many Others. Shrines and temples built to placate Zoryd are always near the sea. Several large ones are actually under the sea. Zoryd's waters magically kept at bay.

Rites: Before a new boat first touches the water it had better be blessed by one of Zoryd's priests or it shall surely sink.

Herald and Allies: Zoryd occasional manifests as a terrible hurricane. Leviathons and titans of the sea are either other manifestations or his allies, priests aren't sure




That's it for Pelos. Next time we move east to the hot, sandy Qatrun city states and their militant monothesim The Holy Fist of Hlark!

Morning Links While I Wait out Thunderstorm

Riding motorcycle has advantages and disadvantages.


RPG Blog II's social science fiction. Like Vonnegut, Huxley, Orwell this "prediction" is actually a critique on today couched in science fiction.


2009 Origin Awards Winners.


Who loves the RPG Bloggers Network the most. aka about 10 more blogs I need to add to the roll...


Death, some people get it, some don't.


Random dungeon generators reviewed!


If you are at all interested in RPG design, houserulling, and the like I strongly reccomend checking out Unofficial Games who is doing a long series of posts on the why's and what not's of his Piecmeal RPG. I certainly don't agree with many of his opinions and ideas but they're the kind of dissagreements that spawn a great deal of thinking. Thinking is good.

Monday, June 29, 2009

Early D&D Commercial

Not sure this commercial would have made me want to play D&D...

BuffyPunk - Spring Break

[BuffyPunk Campaign I developed and ran a one shot in 2004. I read several cut scenes to the players. They helped set the mood and introduce complex setting to the players (being a one shot was not time to roleplay all the background). They provided suitable segways between interesting bit of action. Buffy RPG also has this whole shtick about being a TV show, episodes, actors, supporting cast etc. The cut scenes fit right in. It's a useful technique if you have any writing skills at all (I hope I do)]


Cut Scene One "The Picnic"

Nice breezy, sunny day among the pines.

A pale, little girl of no more than eleven years carefully smooths her pretty white dress, with its frills and cute pink belt that matches the ribbon in her blond hair. She knows her guests lack the mathematical aptitude to notice the geometric equation she has formulated on the spotless white tablecloth. Even so, her blue eyes sparkle with satisfaction at the splendid array of saucers, cups, tasty morsels, steaming tea, soy-milk, cubed sugar, napkins, and Wendy's favorite, itsy bitsy little silver spoons that twinkle in the sunlight.

At the center of it all a simple cream vase demurs to the beauty of a single daisy. Freshly grown by the the senior biology class, each petal a different unnaturally vibrant hue. Another of Wendy's favorites, brought just for her by Mr. Delgado. Who is again looking protectively towards her. She brushes a lock of hair from her eyes and favors him with a reassuring little smile. He removes a black wool hat, revealing a short, dark, and handsome head of stiff hair. Graying at the temples in a most gentlemanly way.

Bowing deeply, he returns Wendy's greeting and places his cane carefully within easy reach. But even before removing his fine gloves his illmannered attempt to pilfer a buttery cookie was halted with a quick eep and stern look from Wendy. Mr. Delgado would have to sit, patiently, until Wendy said it was time to have cookies. What could he have been thinking? The tea hasn't even been poured yet! But, she must attend to that shortly, Queen Pickles had started chewing on her napkin!

Wendy sighed, accepting that her dress was as smooth and straight as it possibly could be and poured Mr. Delgado and herself each a hot, rich brown cup of dragon tea. From some hidden place she produced a cherry tomato. Queen Pickles ceased the unseemly napkin chewing and fixated on the new shiny red treat waved in front of her. The Queen's attention was rewarded and soon she was sloppily and noisily in sweet tomato bliss. Giggling, Wendy next presented several bright green leaves of lettuce to the distinguished Mr. Shuffles. Nearly as distinguished as Delgado for he also had a fine hat and gray fur, lacking only a cane. Queen Pickles was already nudging Wendy for another tasty treat.

Owl had to admit that this was a very pleasant party and the nice little girl was definitely of the white side of things. But, Owl couldn't very well leave unmolested such a plump rabbit peacefully munching away right underneath his branch. He was after all, Owl. So, Owl unfurled great brown wings and silently left his piny perch.

Mr. Shuffles stopped chewing, he had that feeling. That feeling only hunted get, the feeling that only hunters give. He hopped once, all the way onto the table. Then turning three quarters of the way around pushed as hard as his hind legs would push. On the way to the ground, something yanked off the stoopid hat Wendy made him wear and his left ear stung painfully. He heard Wendy screech and call out his name. But, there was no time for any of that. Mr. Shuffles was busy executing his famous "Hippity Hop This way an That" maneuver.

"Oh no!" Wendy thought, that naughty owl scared Mr. Shuffles. Scared Queen Pickles too, but she has sense enough to hide under the table. No doubt curled up tight, spines all out. With a quick twist she threw her tea cup up after the owl but he was already lost to sight, even a slayer's. Wendy forward flipped out of her chair, over the table and was off running after the rabbit. She ignored Delgado's warnings, pleadings, and lastly his admonishments to return. Her pretty pink ribbon caught on a branch and was yanked from her hair. It swung briefly in the ocean breeze before Delgado retrieved it. Folding it neatly and sighing, he placed it in his vest pocket. Checking his watch he was extremely alarmed to find it suddenly after dark.

Wendy stopped, her hair did not. With a hefty puff from her lower lip she blew the blond mess clear from one eye. She brandished a tasty orange carrot, pointy end towards the trench coated figure that blocked her path. She didn't recognize this one but she knew the type, heavy boots, lots of black, lots of leather. Not much trouble usually, but this one had it's clawed hands wrapped round a quivering mass of distinguished gray fur. She was preparing a suitably threatening threat when Mr. Trenchcoat burst out laughing.

"Lil girl, did you not get the memo? Carrots, do jack all against us vampires."

This prompted a laugh from another just walking up. His laugh was guttural, the kind that only comes from being raised in "Asswipe" Mississippi. This one Wendy knew all too well.

"Uh huh, get it boss? Leading with carrot, hitting with stick. Huh huh."

"Shut up Cleetus." said the trenchcoat.

Wendy said to Cleetus "Thanks for reminding me."

Wendy let go of the carrot and toppled forward into a cartwheel. When her shiny black shoe was far overhead she grabbed a stake strapped to the back of her thigh. Ending her tumble in "the splits"; right leg out, toes expertly pointed, right arm perfectly parallel. Coach Byers would be proud. The stake, propelled with all her forward momentum, penetrated more than halfway into Trenchcoat's chest. A small puff later he, fashion crime outfit and all, turned to dust. Wendy jumped up, not even pausing to brush away the dirt and needles her gymnastics had attracted. Cleetus was dumb, dumber than dirt, but he knew when to run. By the time Wendy was hugging Mr. Shuffles safe and sound he was long gone.

Ewwh! There was slobber all over Mr Shuffles ear, that nasty trenchcoat had been licking all the blood off Mr. Shuffles talon wound.

Back at the picnic area everything was smashed and scratched into the table was a note from Cleetus:

"We gots D. who dummest now"

Wendy burst into tears. Queen Pickles didn't quite know what to do with Wendy so upset. So, she rubbed her tiny wet nose on Wendy's wrist.


Wendy woke up with a frown. Mr. Shuffles was hiding under the warmth covers as usual and Queen pickles was nudging her wrist impatient for morning treat. "What a poopy dream. I won't pay it any mind at all. Today is my birthday! la la my birthday! me me birthday la da dee." she sang all morning getting ready for school


[The characters started at school, during lunch break, Friday before Spring Break. There was a little set piece where each character got introduced highlighting their "thing".]

A nice sunny day, birds are chirping, air is sweet with flowers from the garden.

Mannie, Mia, Gunder hanging in the school courtyard during lunch, various kids and teachers are milling about. Wendy comes skipping up. "La la la. Perfect the last three of my deliveries" "you, you," doing a cartwheel and flip "and you." "Don't be late, la la la" she sings skipping away.

...

[The birthday invitations were real props, it was fun NPCing Wendy. Then some time for PC roleplay after which the bell rings. Skip to some action, an encounter, on way home, small earthquake that evening. Next time, Birthday Party!]

Sunday, June 28, 2009

OMFG - Dungeon Majesty

Follow up to the Fun School Rockumentary, aka best D&D Video evar. Which just got an extra dose of awesome sauce! According to these comments by Stuart
"That video was edited by Riley Swift of Dungeon Majesty / Telefantasy Studios. The music was composed for the video by one of the guys from the Metal Band 'Crom?'."
Not sure that is the right Crom, they're a much heavier deathmetal sound than the D&D video which seems power metally. But, I do not lament nor am I a princess so, wtf do I know? This Crom is maybe the one to blame instead. Hell probably some other Crom entirely. I mean there's got to have been a couple hundred or more metal bands named Crom.

Whatever. OMFG Dungeon Mastery! A public access TV style show of four young ladies and a DM playing D&D, acting out scenes, replete with fantabously awesome type cheesy green screen, models and FX. Guess I don't get out much cause the show has started and been done a couple years now. Some images from their gallery. The show trailer and several clips below. Along with video from each Crom at the bottom. It's better than bad it's good!



http://www.dungeonmajesty.com





Snake Charm Mother Fucker!




Hotties vs Kirk!


Mor!




Power Crom!


Death Crom!


Saturday, June 27, 2009

Fun School Rockumentary

Been posted to various blogs and comments recently, tis where I saw it. But this video is way, way too awesome to not get posted again.



Made for some D&D Fan Film. This was 3rd finalist. Have absolutely no idea why this didn't win by a land slide. Maybe too many newb kids voting who have no clue and don't recognize 30 years of history. Damn kids, get the hell off my dungeon.

Friday, June 26, 2009

Would not like to encounter this!



On the other hand I think it would be great fun for my players to encounter one, or three. In generic terms that probably don't match any game system I offer to you the


Bugeye Stalkus Cuspiscruris

Commonly known as "ahhhh, what the hell is that?" the bug-eye stalked spike legged spider is often the alpha predator of its environment, deep underground. Equally adept at ambushing from ceiling, wall crevice and the like or stalking (tracks as a ranger of equal HD). Few escape its spiky embrace.


Size: Large 10' leg to leg

HD: 6

AC: 20 (16 natural +4 dex)

2 forelimb attacks, 1d6+1 piercing damage each. On a good hit (19-20) the victim has been impaled and is considered grappled. On the following round the spike legged spider will retreat to munch (d4+2 automatic each round) it's snack.

Special Defense: Once per encounter can cast web (as spell). Typically to make good it's escape.

Special Qualities: It's eyes are sensitive to heat (double distance infravision) and extremely acute (low surprise chance).

Special Weakness: Intense light (brighter than a torch) dazzles its sensitive eyes (-2 AC, -2 tohit and other actions). Double damage/effect from light based magic.


Radioactive Bugeye Stalkus Cuspiscruris

Is identical to it's more common cousin except for the following. It glows in the dark, has no light sensitivity, has xray vision 60', can emit gamma radiation beams from each of its two eyestalks. A black ray that affects everything in a straight line out to 120', each target takes 1d6 of burn damage and has 50% chance that one memorized spell is lost (randomly chosen).

Thursday, June 25, 2009

HackMaster Basic - Quick Review

I got my HackMaster Basic pre-order in the mail yesterday, woot! These are my thoughts after a feverish read through.

If you like HackMaster this is HackMaster v2.0. If you're after a crunchy, point buy system that's less ornery rule wise (but more ornery flavor wise :) than GURPs/HERO/RoleMaster this book contains everything (cept an intro module) you need to start. Alternatively, there are several mechanics that can be straight up stolen for use elsewhere.

Pros: Price, $20 for 185 pages. Complete, quick start rules, monsters, magic, no intro module though. Effective, reader friendly layout and design.

Cons: Crunchy char build, point buy, but that's just me. Too many different mechanics; roll over, roll under, roll against, use d20 use d100. No rules on converting 4th ed (of HackMaster silly) or d20 stuffs (then again that seems like a web/free download type of thing). Wasting 10 pages on old, tired dice etiquette bit, boooooh!


The Suck

Build Points and Fractional Stats are two horrors I was really hoping they'd ditch. I like to be able to pick up a game and get playing pronto. I like to get new people to play. I like to play one-shots at game stores which means we have 4-6 hours and don't wanna spend more than 15min of that on character gen. Point buy is the plague of death to any of those. Fractional Stats are faniggly and crunchy for crunchy sakes. In other words complete waste of time. Although, I give Kenzer mad props for including "Quick Start" rules that are character gen without the point buy. Personally this is what I'd always use. Drop Build Points and that whole mess. Drop it with fire down a pit to hell!

Skills, meh, mostly skipped this part of book. Needlessly crunchy (proly mostly to support usage of build points) and using different mechanics than rest of game? d100p roll under. WTF? I don't need no skills and would use stat based system such as the one from C&C. But if I wanted skills I'd use a nice system, i.e not this one.

Weapon specialization. There are four categories you may increase per weapon attack, damage, speed, defense. But you have to increase them all to +1 before any can become +2, etc. So, what's the freakin point of having those categories if there's no possibility to rock one out (say to make a big bruiser with high damage bonus or a swishy swashbuckler that has extra defense with his rapier). The reason is to provide a Build Point sink for fighters, lame, uber lame! Throw out build points and give fighterly types one or two +1 specializations to distribute per level. Bam!


The Hacking!

Despite the authors claims to the contrary a game called HackMaster is all about the axe to the face style of roleplay. The most interesting bit here is the continuous initiative system. Initiative is "roll low" usually a d12 but other dice are possible such as d6 if character was ready and looking for trouble to charge through the door. Also, thieves being canny and such roll smaller dice. This is modified by stats (DX and INT, nice!), armor, and maybe some other stuff. But it really only matters once at the start of combat.

DM starts counting up (each count is 1 second). Characters are "surprised" (can't act/have typical "flat-footed" type penalties) until their initiative number is reached. Once that happens they can declare actions, which take a certain number of seconds. One second of movement, four seconds to aim bow, couple seconds to draw/ready huge zwei-hander. Each weapon has a "speed" This is in fact the number of seconds it takes to recover after rolling to hit with that weapon. If I rolled 10 for initiative and my mighty axe had a speed of 7 I'd roll to hit (assuming I did nothing but attack on counts 10, 17, 24, 31, etc. So, there aren't really turns, everyone is interleaving their actions back and forth. In the case of movement all players might all act every count! This along with the defensive roll seems like it would keep everyone involved and combat would play fast and tense. Even if it takes a long time it wouldn't be a drawn out bore.

I like continuous initiative systems very much. Lots of tracking though. Easy to mess up/cheat. Complex for new players? As DM I'd probably be tracking everyone's initiative + all the monsters, bleck! Still, I want to try it. Just need to come up with some awesome prop/aide to make it easy.


Dice rolling, most rolls are opposed and not vs a static number. So, instead of rolling d20 to hit and looking to get over a certain "Armor Class" number. The defender rolls defense. Highest roll "wins". Saves vs poison and spells work in similar vein. This is nice for player engagement but puts additional burdens on DM (all his cute creatures need rolling) and lengthens conflict resolution.

Interestingly not all attacks/defense rolls use d20p. For instance a d12p/d8p is called fo when defending against flank/rear attackers, when fleeing like a sissy you can't use a shield and only get a d10 for defense Range for missile weapons is also handled by reducing the die type rolled as distance increases. Although Kenzer fucked up that simple system with complexities of target size and shooting into melee. There are nice fumble (opponent gets free attack), critical hit (dbl damage), and expert defense (defender gets free attack) mechanics for rolling 1 and 20's.


Armor provides damage reduction, from 1 Thick Robes to 5 Scalemail, which directly reduces the number of damage points a successful attack causes. Armor also provides an adjustment to defense. This adjustment is in the bad direction making it easier for you to get hit! I approve of this mechanic. One I've longed for since learning it from RoleMaster. Heavier armors also increase initiative (bad), how fast you can move and really heavy armors have a speed modifier reducing how often you can swing a weapon.

Thank the elder gods! Finally a RPG has given the shield its due! +4 to +6 to defense and you roll d20p instead of d20p-4 for defense, a roughly 40-50% increase of defensitude. That's what I've been talking about yo! When using a shield opponents misses are considered to have always hit the shield. The opponent rolls reduced damage (1/2 for hack/crush, 1 point for pierce) and applies this to your shield which has 4-6pts of damage reduction, remainder hits your armor (more DR), any left over you take as damage. Simulating heavy blows to your shield doing some damage. (although, this isn't how shields are actually used but hey this is a fun game not a medieval combat simulation). Shields can also be splintered/destroyed if they fail a save after taking more than a threshold amount of damage. So, again get hit more but take less damage. All around I dig these shield rules. They are now my shield rules and will see use (possibly slightly tweaked) in other games I play.


Hackisms! Knockbacks, do a certain large amount of damage (based on targets size) defender gets knocked back 5', 10' or more. Everyone has a ToP, Threshold of Pain, based off of hit points, increasing slightly with level. Receive a wound, trauma, greater than your ToP roll d20 (thankfully no penetration) under 1/2 CON. For each point you miss by you spend 5 seconds rolling around on the ground crying for yer momma. Aw yeah, these are some sweet bits to steal if you're after this kind of flavor.


There is an excellent detailed example of combat using KoDT comic, blocks of text explaining mechanics and a top down view of a battle map. Entertaining and well done. Overall looks like fun combat system. A bit long to resolve but not slow and boring. Geared towards smaller battles (there's just way too much to track for huge 40 orcs attack you type slugfests) Although mook/minion rules would be simple enough to come up with.


The Other

Nice, clean, readable layout. Thank you. I'm tired of RPGs masquerading around as fancy coffee table art books. There freakin rules! I want to read them, not drool over your art direction. Makes good use of shaded text blocks to expand on rules. Nice tables. Effective and funny use of KoDT comic. Except for the stupid dice chapter an entertaining smackering of the "HackMaster Universe" Gary Jackson and the like. Right amount of art to inspire (sadly most of it not in the HackMaster style, lots of it looks reused, but hey $20).

Movement is interesting. Due to the continuous initiative system movement is rated on a feet per second basis. Character may move every second at one of four speeds walk, jog, run, sprint. Armor reduces top movement type not overall speed. Thus Bif the Basher decked out in heavy scale armor can only walk and jog. Another faniggly bit that adds zero to fun is this retarded rule:
From a standing position, a character can begin to walk or jog immediately but not run or sprint.
Never will enforce that, bet most people will never read or remember that. Just stupid. An example of how crunchy authors can't leave well enough alone. I might do the jog/run/sprint thing as a group of mounted knights charge just to build tension but there's no need for a freaking rule, geez.


No intro module. I don't need one but it could have nicely portrayed the HackMaster style of play and ethos. And it's a real shame cause the ten pages they wasted on the unfunny and largely identical to what has been printed before "Dice usage and Etiquette" Chapter would have been plenty of room for a rockin dungeon. That dice crap is the kind of thing that should be on their website/freebie download. But, 10 out of 185 pages is not a deal breaker


GM Section. Thankfully & strangely? no section on "What is roleplaying", or "This is how you GM". I guess they believe their main audience is existing gamers and/or people don't need baby like hand holding. I agree with that belief, tis better not to tell people how to play. Let them figure out their own style. Included here are enough monsters and magic (40pgs worth) to get started and have many sessions of hacking and looting fun. Of note is the Hydra, Aquatic Worm featured on the cover.


No index. Meh, don't rightly know if this kind of book (basic intro to game) really needs an index. There's not that many rules / options, the book is well layed out, and it's not a rules reference.


The Shindiggy

Overall, I like the game play parts and loath the character gen/build point/skills parts. It seems easy enough to drop the suck (Kenzer has even started this with the Quick Play rules) or lift the awesome into something else. There's little quirks and minor things I'd gloss over or streamline. All and all the second crunchy but fastish playing system I've seen this week, Shard being the first. Is this the most happy and glorious future of RPGs? I would not be sad if so.

If there are any questions on specifics, post'm to the comments. I'll be glad to look them up and answer them.


PENTRATION

The majority of rolls (to hit, damage, defense, healing!) penetrate aka explode. That is if you roll (per die) the highest possible value you roll that die again, subtract 1, and add the result. Repeat until you don't roll the highest possible value. I dig that this is fun, exciting, and provides a chance for the impossible. What I'm less hot about is that a d4 is much more likely to penetrate than a d12 or d20. Btw a d6 is used for d20 penetration and a d20 for d100 penetration. But, I guess my fears are unfounded, here are the averages (and max value rolled) after 100,000 dice rolls each. Most the avgs seem to be just .5 or so more than normal non-assploding average.

d4p 2.99 28
d6p 3.99 34
d8p 4.99 35
d12p 7.02 56
d20p 10.63 47
d100p 50.53 143

And details for d4p (100,000 rolls)
1 25122 0.25
2 24740 0.25
3 25028 0.25
4 6371 0.06
5 6218 0.06
6 6318 0.06
7 1542 0.02
8 1512 0.02
9 1573 0.02
10 391 0.00
11 410 0.00
12 398 0.00
13 103 0.00
14 84 0.00
15 92 0.00
16 24 0.00
17 28 0.00
18 26 0.00
19 5 0.00
20 3 0.00
21 9 0.00
22 2 0.00
23 not rolled
24 1 0.00

Wednesday, June 24, 2009

uh oh

Already had been light on posting (down 2 out of 4 people at work is my excuse) and now that my

HackMaster Basic

just arrived there is even more to do than blather on about something or another. Oh, and wooo hooo!

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