Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Tuesday 5 April 2011

The Golfbag of Avalon

Here's a quick follow-up to the last post, with Guy providing some more data from his researches. He confirms that the first edition of RuneQuest has near-identical wording to the second edition regarding the experience system, but he has also been looking at the oft-forgotten stepchild of BRP, the wonderful and brilliant Pendragon:

Pendragon 1st edition (1985)
all skills: success + stress + referee discretion
- Requires success *and* gamemaster decision for adding a check mark: "There are times during play when the gamemaster tells the player to check one of his character's skills. This means that the character has used the skill in a time of crisis and may lean from the experience. This box is marked with a check-mark only when the skill is used successfully, and only when the gamemaster says the player may do so." (Experience Checks, Player's Book, page 39)

The second/third edition has almost identical wording, and my memory of the fourth edition is that it uses the same experience system, although I don't have a copy at hand.

Tuesday 22 March 2011

Golfing: 78% (or, Familiarity Breeds Confusion)

One persistent criticism of Chaosium's Basic Roleplaying system in its varying incarnations over the decades is that of "Golf Bag Syndrome", but it's not something I've ever encountered in all my years of playing BRP-based games, so I've often been baffled by how pervasive the criticism is.

BRP works on a percentile roll-under system, so a character might have "Shotgun 57%" on their sheet, which means that the player must roll 57 or less on a d100 to succeed with that skill. The sheet will also have a little box next to that skill, and this tiny box is part of the subsystem used to simulate character development.

(I'll try to make this as not-boring as possible, but there's only so exciting this stuff can be.)

Under certain circumstances, this box is ticked -- "checked" if you're a Colonial -- and then at the end of the session or scenario,
the player rolls a d100 against any ticked skills; if they roll under the current value -- a "success", although there's no actual skill test being performed -- then there is no change, but if they roll over -- a "failure" by normal in-game rules -- then their score in that skill increases by a certain amount. This represents the character learning from their experience, in particular their mistakes, and the more competent a character becomes, the less they have to learn.

It's quite an elegant experience system, but it's been misrepresented or misunderstood over the decades, and it's this confusion which leads to Golf Bag Syndrome. The idea is that a player uses a skill, gets a tick, then pulls another skill out of their "bag", gets a tick, and so on until everything is ticked, and the game becomes some bizarre collecting exercise.

The thing which always confused me was how these players were getting ticks with such ease, when all the incarnations of BRP I knew placed all kinds of restrictions on how the ticks were awarded. I have three versions of the system to hand at this precise moment -- the Games Workshop-published third editions of both RuneQuest and Call of Cthulhu, and Chaosium's fifth edition of the latter -- and all three are quite clear in stating that ticks are only given when a skill use is successful in a stressful or notable situation, and even then only at the GM's discretion. This is far from the automatic collection of ticks outlined by the Golf Baggers. Fifth edition Cthulhu suggests that ticks be given by default for a skill roll of 01 -- a critical success, more or less -- but that's also not quite the same thing.

(I was surprised to discover that Cthulhu doesn't give a tick for a critical failure, as it's something I've always done when running the game.)

It's not, I admit, an exhaustive sampling of BRP's many guises, but it's still interesting to see that there is no sign of Golf Bag Syndrome in these version of the rules. So where does it come from?

Stormbringer, apparently.

Guy Fullerton of Lord of the Green Dragons -- although everyone in the western hemisphere is a member of that blog -- and Chaotic Henchmen Productions did a very decent thing, and instead of following the standard operating procedure of the internet and throwing his toys out of the pram, went to his books and dug out actual quotes and references to the old Golf Bag. Guy's a veteran Stormbringer, er, guy, and he's seen this glitch in action many times over the years. With his permission, I'm going to relay his findings:
Stormbringer (2nd edition boxed, 1" thick box, 1985):
- "If … your player-character scores a hit, then your character will have a chance to improve his weapon skill with the weapon that scored the hit. If you score a hit, but it is parried, you did not truly hit, and so there is no improvement by experience in such cases." (Section 3.3.1.1, Players Book, page 37)
- "If your character uses a skill while playing a game of Stormbringer, note that he has done so, and when the game is over you will have a chance to see if his skill has improved." Note that the rule does not explicitly require a successful use; it only says "use". However, the example of improvement shows a character successfully using a skill. (Section 4.1.2, Players Book, page 50)
- I looked through the gamemaster sections for additional requirements/prerequisites for gaining of a chance, and I found nothing.

So, in 1985, Stormbringer was pretty lax on experience requirements. The next two editions are more or less the same, according to Guy, except these particular rules change their positions within the text.

The only version of the game I've played is 1993's Elric! which I've always liked for the unnecessary exclamation point. Of this edition, Guy says:

- Requires success and gamemaster decision: "Sometimes, but not always, your gamemaster will instruct you to check a skill just used successfully in play." (Experience, page 51)
- Offers guidance for the gamemaster decision: "When an adventurer succeeds with a skill in a dangerous or stressful situation, the gamemaster may grant the player an experience check on the adventurer sheet." (Experience Check, page 151)

This is very close to what Call of Cthulhu fifth edition says, which suggests that there was either some attempt to consolidate BRP in the mid-1990's, or this edition of Stormbringer borrowed its text from Cthulhu rather than RuneQuest; I do recall that the layout and format of this edition was quite similar to fifth edition Cthulhu.

Guy also has a copy of the bog-standard setting-agnostic BRP core rules from 1981, and its only requirement for a tick is a successful use of a skill.

Some more data, again from Guy:
RuneQuest 2nd edition (from 1979-ish):
- Weapon skill rolls don't require an unparried hit to garner a check mark; any hit will do: "During the bookkeeping phase of each melee round (see Chapter III) the player should keep track of whether the character managed to land a blow with a weapon (it doesn't matter if it does damage, bounces off armor, or is parried) or managed to parry another attack." (Learning by Experience, page 23)
- Other skills: "To learn a skill by experience, a character must use it successfully in conditions of stress." (Introduction, page 44)

Call of Cthulhu 2nd edition (1983):
- "When a character uses a skill successfully during play, the keeper may allow that character's player to put a check by that skill." (Rewards of Experience, page 15)
- There is no separate weapon skill section.

Basic Roleplaying (2002)
- Requires success on a skill for a chance of improvement: "… check over [the] character sheet to see what skills were used during play. If your character succeeded in using skills, they should have been marked on the sheet." (Experience, page 8)
- The rest of the text content of the book looks largely similar to the 1981 version.

One could argue that Chaosium were cracking down on the Syndrome by the mid-90's, but BRP's backtracking means that it's all a bit inconsistent, and it becomes apparent that there is a possible reason both for the prevalence of Golf Bag Syndrome as a criticism of BRP, and my complete inexperience -- heh -- of the phenomenon. I first encountered the system through Call of Cthulhu, which is more strict than most versions of the game -- although the 2004 quick start rules allow a tick on any successful skill use -- while Guy got in through Stormbringer and proceeded to Golf Bag his way through the 80's and 90's.

So it seems to be that BRPers tend to pick up their habits from the first version of the system they encounter, and carry them through to other versions. I have seen this in action: my first Cthulhu GM, despite using the fifth edition rules, kept on bringing in things from RuneQuest and Cthulhu's fourth edition, entirely without conscious knowledge. I wonder if the broad similarity between BRP flavours also has the downside of concealing the -- sometimes important -- differences between them?

(Of course, sometimes you do want to mix and match, and the close familial similarities are more helpful there; I use the Elric! serious wounds table in my Cthulhu games, for example, and the recent big yellow BRP book is a wonderful toolkit for players of any of the variants.)

So I wonder how many people out there think they're playing fourth edition Stormbringer but are really playing the second edition? Or think they're playing Call of Cthulhu but are really playing RuneQuest, only with librarians? Not that there's anything wrong with any of that of course, but perhaps we should be more observant and discerning when using our chosen rulesets, if only to avoid missing something cool; the upcoming seventh edition of Call of Cthulhu apparently has some clever new rules ideas in it, and it would be a shame if they were overlooked simply because BRP is so very familiar.

Thanks again to Guy for being a good sport and digging out all the data.

EDIT: There's been an update on all this, drawing in some data from Pendragon.

Friday 11 March 2011

Pending

I have a number of useful resources to share with you all, but alas they're all tied into my upcoming Savage Eberron scenario, so I have to keep them under wraps for the moment. Look out for scans of my game notes, a handy play aid -- I don't want to say more about this one now as I want to surprise my players -- and what will, I hope, be a fun little subsystem.

Here's a hint:

Saturday 5 March 2011

Savage Eberron: Dragonmarks (Part 2)

Following on from the first part, here's the second instalment of my rules for emulating Eberron's dragonmarks in Savage Worlds. This time, I'll be looking at the individual marks and their game effects.

I've followed the general advice given by the Savage Worlds core book and have tried to use existing rules rather than create new ones. As such, most of these abilities are covered in the Savage Worlds Explorer's Edition (SWEX); a smaller number come from the Fantasy Companion Explorer's Edition (FCEX) -- which I'd recommend to anyone running a fantasy game for the system -- and two are borrowed from the Hellfrost Player's Guide (HFPG).

Each mark has two abilities: one general Trait bonus that is always active, and a special spell-like ability that can be activated at least once per day.

MARK OF DETECTION
  • +2 Notice.
  • Detect/Conceal: as Detect/Conceal Arcana (SWEX, p89), except limited to a specific object, which must be specified at the time of activation.

MARK OF FINDING
  • +2 Tracking.

...I must admit I failed to find an existing Savage Worlds equivalent to the original Mark of Finding, and I am reluctant to simply build one. If any Savage Worlds fans out there have a suggestion, do let me know in the comments.


MARK OF HANDLING
  • +2 Ride.
  • Beast Friend (SWEX, p86).

MARK OF HEALING
  • +2 Healing.
  • Healing (SWEX, p89).

MARK OF HOSPITALITY
  • +2 Charisma.
  • Feast (HFPG, p88).

MARK OF MAKING
  • +2 Repair.
  • Reconstruct: as per Healing (SWEX, p89), except it only works on items like barriers, armour, weaponry, and so on. It also works on warforged and constructs.

MARK OF PASSAGE
  • +2 Survival.
  • Speed (SWEX, p94).

MARK OF SCRIBING
  • +2 Charisma.
  • Speak Language (SWEX, p93).

MARK OF SENTINEL
  • +2 to resist Taunt/Intimidate actions.
  • Armour (SWEX, p86).

MARK OF SHADOW
  • +2 Streetwise.
  • Darksight (FCEX, p33) or Obscure (FCEX, p40)

(One might want to split the two powers between Houses Phiarlan and Thuranni, but it might be more interesting and organic to not do so.)


MARK OF STORM
  • +2 for Agility tests involving balance.
  • Environmental Protection (SWEX, p90).

MARK OF WARDING
  • +2 Notice.
  • Lock/Unlock (HFPG, p90).

Monday 28 February 2011

Savage Eberron: Dragonmarks (Part 1)

Ever since I got it in my head to run the Eberron setting using Savage Worlds I knew I had to one day try to fit dragonmarks into the game. It was fortunate that none of the players requested a dragonmarked character, which has allowed me some extra time to come up with the following rules. These are the general guidelines for using dragonmarks in Savage Eberron; specific rules for the individual marks will appear later.

Dragonmarks are purchased as Edges, per the usual Savage Worlds rules, and there are four varieties: Least, Lesser, Greater and Aberrant. A character selecting an aberrant mark cannot ever choose another type of mark, nor can a bearer of a standard mark ever pick the aberrant mark.
Similarly, those with a standard mark chooses from one of the twelve dragonmark families and can never change or choose a second mark at a later date. While dragonmarks work like Arcane Backgrounds in some ways, there is no such thing as the Arcane Background: Dragonmark Edge, and the bearer of a mark may also choose an Arcane Background as normal.

Each of the standard marks provides a bonus to a Trait roll, as well as a magical ability which can usually be used at least once a day; aberrant marks lack the Trait bonus, but do bestow a magical ability. In both cases, this ability costs no power points, uses no components and operates as if the minimum number of power points had been spent; for example, the Mark of Handling bestows the Beast Friend ability as if 3 power points had been expended. Dragonmark abilities use their own skill and have no linked attribute, just like superpowers; this skill starts at 1d4 and can only be increased by upgrading the dragonmark itself.

Bearers of the standard dragonmarks are almost always members of one of the great dragonmarked houses, but receive no special treatment unless they also have Edges like Noble or Connections. On the other hand, it is possible to have Connections within a dragonmarked house without yourself manifesting a mark.

LEAST DRAGONMARK
Requirements: Novice; Human, dwarf, elf, gnome, half-elf, halfling, half-orc.
Choose one of the twelve available dragonmarks; you gain the bonus associated with the mark, and may also use the mark's spell-like ability once per day.

LESSER DRAGONMARK
Requirements: Least Dragonmark; Seasoned.
Your mark is more powerful than normal. You may choose one of the following effects:
  • You may use your dragonmark ability once more per day.
  • You may increase your dragonmark skill by one die type, up to d12.
  • Your ability is enhanced; increase the duration or effect as if one extra power point were spent.

GREATER DRAGONMARK
Requirements: Lesser Dragonmark; Veteran.
Your mark is among the most powerful known. The effects of this Edge are identical to, and stack with, those of the Lesser Dragonmark Edge, above.

ABERRANT DRAGONMARK
Requirements: Novice; Human, dwarf, elf, gnome, half-elf, halfling, half-orc.
Your mark is strange and unusual and resembles none of the standard twelve dragonmarks. Your mark mimics one of the following powers (roll 1d6):
  1. Armour (Savage Worlds Explorer's Edition)
  2. Detect/Conceal Secret Doors (SWEX; as Detect/Conceal Arcana, bar the obvious difference)
  3. Elemental Manipulation (SWEX)
  4. Fear (SWEX)
  5. Light (SWEX)
  6. Wall Walker (Fantasy Companion Explorer's Edition)


It's not all good though; here's a Hindrance to go with the Edges:

DRAGONMARK OUTCAST (MINOR)
For some reason, your connections with your dragonmarked house have been severed. You may have been thrown out for some indiscretion, or perhaps they are simply not aware of your existence. You cannot call in any favours from the family, but other houses will still see you at best as a rival and at worst as a spy, so you cannot go to them either. When interacting with the dragonmarked houses, you operate as if you have the Outsider Hindrance.

Tuesday 7 December 2010

Savage Eberron: Bards

In my Savage Eberron game earlier this year, Manoj played a half-ogre bard. At the time I did not have access to any official rules for bards in Savage Worlds, so I made some up; since then I've got hold of the Fantasy Companion, which has the Troubadour Professional Edge, but I prefer my version, as it's a bit simpler.

Bards are arcane spellcasters, and follow all standard rules for Arcane Background (Magic), with the following exceptions:
  • A bard's arcane skill is Perform (Spirit), and this skill may also be used for mundane performances. A bard's Charisma modifier may be added to skill rolls for both mundane and arcane purposes.
  • A bard may only cast spells through the playing of a musical instrument, singing a song, orating an epic poem, performing a dance, and so on. If the bard cannot perform this action, they cannot cast the spell.
  • All spells are available to the bard, as long as they could plausibly be cast through one of the above methods. For example, an inspiring song might have the same effect as Boost/Lower Trait, but it is more difficult to explain how dancing could generate a Barrier. Common sense and GM discretion apply.

Saturday 23 October 2010

Savage Eberron: Half-Giants

My infrequent Savage Eberron game borrows the character generation rules outlined here, which give starting heroes the equivalent of two free Edges. This makes them more powerful than standard Savage Worlds characters, but I think that's in keeping with the tone of the setting. With that said, I present a new race, the half-giant.

Half-Giant
  • Strong: Half-giants are not as strong as their brobdinagian forebears, but are nonetheless mightier than most other humanoids. Half-giants begin with a d6 in Strength.
  • Tough: With increased strength comes increased durability. Half-giants have thick leathery skin and a high pain threshold, reflected in a starting Vigour of d6.
  • Big: Half-giants stand somewhere between seven and eight feet in height, and can be almost as broad. They start with a +1 to Size.
  • Low Light Vision: A half-giant retains their ancestors' ability to see in darkened conditions. Half-giants ignore penalties for Dim and Dark lighting.
  • Outsider: The giants of Xen'drik are considered primitive savages, the pathetic remnants of a once-proud empire, and their half-breed offspring are often seen as little better. Half-giants subtract 2 from their Charisma when around the more "civilised" races.
  • Clumsy: Half-giants are big and strong, but they have little in the way of natural grace. Each Agility increase during character generation requires an expenditure of two points rather than one.


Half-giants were introduced to Eberron in Secrets of Xen'drik, which lifted the mechanics straight from the Expanded Psionics Handbook. This is in keeping with the stated design goal of the setting that "if it exists in D&D, then it has a place in Eberron", but since the half-giant in the EPH is itself lifted wholesale from the Dark Sun setting, complete with psionic abilities and a partial immunity to the desert heat, it's a bit of an odd fit. In all fairness, the designers make an attempt to fit the race into the setting, positioning them as an engineered species, constructed by the Inspired from the giants of Xen'drik, then returned there to act as heavy labour in the Inspired's projects on the continent. Even so, it's a bit of a glaring fudge if you ask me, so I've decided to go for something much simpler and have them be the result of unions between humanoids and the native giants of Xen'drik.

Thursday 26 August 2010

My D&D

I have no plans to run any D&D any time soon, but if I did, there are some tweaks I think I'd include, most of which would alleviate the problems I have with the original game.

One of the things which struck me most about Dragonlance: Fifth Age was the abstract experience system. Instead of totting up points, a player would get a single "Quests" statistic, which would increase by one with every adventure completed; Quests also determined a player's hand size, and since the game had a card-based resolution mechanic, the more experienced a character, the more options they'd have when attempting tasks. The grey area, of course, is in defining an adventure, but that's easy enough to figure out. I'd use something similar in my D&D, which would alleviate a lot of my pedantic gripes with the old system.

I'd use JB's alternate combat system, not because I have any real problems with the existing mechanic, but simply because I like the ideas behind JB's streamlined approach. I'd tweak it to use ascending armour class, because I've never understood the descending type.

I would also borrow the thief skill mechanic from James Raggi's Lamentations of the Flame Princess rpg because it's neat and clever, and not a million miles away from my own thoughts on the matter. I'd probably also use his "only fighters get better at fighting" rule, although I haven't given much thought to how that would gibe with the above combat system.

I quite like the way that Pathinder clerics heal and turn undead using the same power, so I'd use something similar, although I'd consider simplifying it a little. I might also borrow an idea from the Final Fantasy games and have any healing magic cause damage to undead creatures.

There are probably some other minor bits I'd fiddle with (I like the elegance of Swords and Wizardry's single saving throw), but those would be the major rules changes I'd make for my D&D. Would it still be D&D? Well, that's a question for another day.

Monday 2 August 2010

Team Benny

One of the things I liked about Shadowrun was the Karma mechanic. It was a combination of experience points and an ahead-of-its-time action point system, so you could spend it between adventures to improve your character, or use it within a scenario to add dice to an action. The best bit about it, and the bit that was really ahead of its time, was the Team Karma concept. This was a pool of points which was used to boost actions, much like individual Karma, except that it was donated from the personal stashes of the player-characters, and could be used by any member of the team. Not only did it have an effect on game mechanics, but it also tied the group together.

On Saturday, I finally ran an Eberron game, using the Savage Worlds rules; I might post a summary of that game later, but there's something else I want to discuss first. Savage Worlds also has an action point mechanism, called "Bennies" in the game's terminology, and these Bennies have multiple uses. There are no hard and fast rules for awarding these points, and they're more of a general award for good play.

Each player starts with around three Bennies, depending on the setting, and can pick up more through the session, while the GM gets one for each of the players, plus two for each main villain. The interesting thing here is that the first set of GM Bennies are kept in a pool which can be used by any NPC, while the latter set can only be used by the NPC to which they're attached.

So what happens if you use a similar system for the players? The three Bennies with which they start the game are theirs to use alone, but any Bennies awarded during the session go into a Team Bennies pool, which can be tapped by any player. Furthermore, any player can donate any of their personal Bennies to the pool should they so wish.

Note that this does cross over somewhat with the Common Bond Edge, although that can be used on any Wild Card, whereas this rule only applies to player-characters. Next time I run Savage Eberron, I'm going to give this a go.

Tuesday 27 July 2010

The Undying Sorcerer

This is my contribution to Zak's Secret Arneson Gift Exchange. If you want to see what it's all about, click on the link, but essentially it's celebrating the lives of the creators of Dungeons & Dragons by creating something new for the game.

-----
Aeons ago, when the continents had different shapes and long before mankind climbed down from the trees, the land was ruled by a proud and mighty reptilian empire, of which the lizardfolk of today are but the atavistic descendants. Their religion taught of a glorious afterlife, in which the dead would live again, and in the case of the nobility, complete with all their possessions, including their slaves.

This was a lie. The dead found a vast, featureless grey wasteland, where everyone was on an equal footing, and the riches gathered in their material lives would have been of no use, even if they had transferred over as expected.

One priest-lord decided to escape, and turning all its mystical learning to the problem, found a way back to the material plane, only to discover that millennia had passed, its beloved serpent empire had long passed into ruin, and its body had become a dry, withered mummy. Further long stretches of time passed, the priest-lord trapped in its old body, itself trapped in its tomb, surrounded by useless treasures.

But then the humans, inquisitive as ever, broke into its tomb and began looting the priest-lord's belongings. One of them opened its sarcophagus and reached in to pilfer its burial jewellery, brushing against the mummy's arid flesh, and the ancient creature sensed an opening, a connection.

And jumped.
-----
The Undying Sorcerer is the soul of an ancient magician occupying the physical form of some humanoid being. It has spent untold millennia trapped in a sterile afterlife and having returned to the material plane, wants nothing more than to enjoy life in the most hedonistic way possible. Having awoken in a tomb surrounded by wealth appropriate to a member of the nobility, it has found that it has lots of money to spend on the most exquisite depravities, and that modern human society is only too keen to participate; the Sorcerer is most often found not in some dusty tomb, but in high society, throwing decadent parties for the aristocracy.

Having seen, and performed, all kinds of horrors in its time, and having been trapped in a hell without sensation, life and colour, the Undying Sorcerer fears nothing but a return to that joyless afterlife, and will fight with ferocity to prevent such a fate.

(Game statistics are in Labyrinth Lord format, but should be easy enough to convert to other fantasy games of Arneson/Gygax descent.)

No. Enc.: 1
Alignment: Neutral
Movement: 120 (40)
Armor Class: By armour (varies)
Hit Dice: 9
Attacks: By weapon (varies) or Spell
Damage: By weapon (varies)
Save: C9
Morale: 11
Hoard Class: XVII

The Undying Sorcerer is usually equipped with the best armour and weaponry money can buy, but will try to avoid direct combat. It will be accompanied by 2d4 humanoid or trained animal bodyguards, each of at least 2HD, and 2d12 concubines, around half of which will be humanoid. Once per day, the Sorcerer can also summon up to two animal-headed demons (treat as gargoyles) to fight on its behalf; these return to their home plane by the following sunrise or sunset, or if killed. The Undying Sorcerer avoids lizardfolk, as it is disgusted by their decline.

The Undying Sorcerer casts spells as a fifteenth-level cleric. If druid spells are available, then the Sorcerer also has access to these, at the same level of ability.

As a form of undead, the Undying Sorcerer is immune to Charm, Feeblemind, Hold, Polymorph, Sleep, and Death spells (such as Power Word: Kill or Ray of Death). These immunities are mystical in nature, and apply to both its original and host bodies. It can be turned; a success forces its soul back into the original, mummified body.

The Undying Sorcerer's most potent ability is that of transferring its soul to a new body. It can transfer at will, and over any distance, to its original body, or to a nearby mindless vessel, such as a golem, but otherwise must touch or be touched by its target, then the target must make a save versus spells in order to resist the transfer. A living victim's soul may be simply overpowered, or it may be forced out of the body to another location, at the GM's discretion. The Undying Sorcerer has access to all innate abilities of its host body, but not spells or other learned abilities.

If the host body is killed or destroyed, the Undying Sorcerer will attempt to transfer to its killer, or a nearby vessel, but if not will return to its original body. Should this original body be destroyed, then the creature is flung back to the afterlife, even if occupying a different body at the time. The mummy is guarded at all times to prevent such a fate, and the Sorcerer keeps prisoners at close hand for a quick transfer if forced back.

-----
My brief for this was "A monster midway between a vampire and a lich in power. It should have spellcasting powers and other abilities that would place it at the peak of Expert-level challenge (14th level). An Egyptian theme is a plus."

I'm not that familiar with the mechanics of D&D, so I decided instead to focus on the fluff side of things and make the monster interesting and different enough that the rules didn't matter. I had a look at a lich and a vampire and went for something that was roughly between the two. Then I got to working on the fluff, which was much more fun. The Egyptian theme was easy enough to incorporate, but since it's a fantasy game, I decided to go further back than a mere human civilisation, and a serpent empire seemed suitably pulpy. One thing I noted about the higher-level undead was that they were all bog-standard evil masterminds, and I wanted to do something different there too, so I had a think about what else might motivate the Undying Sorcerer. I liked the idea of a being who had come back from the dead out of a genuine love of life, but to maintain enough of an edge to make it possible for the being to an antagonist, I settled on the idea of the ultimate hedonist, someone who wanted to live life to the fullest, because it had already seen, and rejected, what death had to offer.

Sunday 30 May 2010

Rogue Trader Session 15: Part 15 of a 1-Part Limited Series

Characters:

Aphesius Alesaunder, zealous yet charming missionary of the Imperial Cult. (Manoj A)
Mordecai the Cautious, twin-hellpistol-wielding weapons monkey, sent to the newly-acquired Thunderhammer to make sure all is shipshape, since David was off buying a car or something. (David)
Maximillius XVIII, tough-as-nails tech-priest from a death world. (Ben F)
Octavius Sol, seneschal and quartermaster. (Stuart F)
Triptych, mutant navigator and his harem. (Ric R, playing from Manchester, via Skype)


As a group, we had decided that we'd had fun with Rogue Trader, but that it was perhaps time for a change. With plenty of plot threads still to finish, we decided to call this the end of the first "season", to use US TV terminology, and revisit the game later in the year. In the meantime, there was the small matter of the infestation of the walking dead at Jameson's Hollow.

It was a bit of an experimental session, with the group entering the twenty-first century by using Skype to have Ric join us for the finale, and in that spirit, I designed a little mini-game to handle the battle against the undead hordes. Running it as a series of fights would have been a grind, and we'd already done a big battle on the bridge of the Thunderhammer, so I didn't want to go over old ground in our last session.

Instead, I designed a modified exploration challenge. There were three known groups of survivors on the station, and each group would be at 50% strength by the time the players got to them; this survival rate would be modified up or down by 10% depending on the results of five skill rolls per group. If the players went after one group at a time, any failures would also count against the other two groups, but if they went after all three groups, they would have to split the party. Any skill could be used in the challenge, as long as the player could come up with a good in-context reason, or even better, narrate the skill use.

Ben burned a fate point in order to rescue the third group without having to make a test, then the team split, with the priest and the militant going after the second group, while the rest of the team went after the first lot. Through some clever tactical nous, some stealth, and a bit of shooting, the two teams got to their destinations, discovering hundreds of exhausted people, shivering in the dark. Aphesius and Mordecai found that many of their group were injured, which slowed down the evacuation, which in turn led to more of the Risen catching up with them; they had a choice between letting the dead pick of the stragglers, or stopping each time to fight off the attackers, and in a rare moment of altruism from the priest, they did the latter.

Over at the other side of the void station, the rest of the team found their group of survivors apparently held hostage by the former astropath of Jameson's Hollow, now quite dead, but still somehow in control of his psychic abilities. A short battle followed in which the dead psyker was killed once more, his death unleashing a torrent of warp energies which twisted reality in the immediate vicinity, plunging the area into unnatural darkness, and allowing some daemonic presence through just enough to whisper blasphemous secrets directly into the minds of the explorers.

Even so, the explorers returned victorious, rescuing the vast majority of the survivors before turning their new chemical weapon on the station, melting the dead inside as they did the crew of the Thunderhammer. As a result of their success, they were able to negotiate an exclusive deal with the authorities, barring any Rogue Traders other than themselves and Moullierre from using the station's facilities.

They then headed to their holdings in the Mianded system, to fill out their crew and get some shore leave, before returning to pick up Moullierre and her alien husband; both Aphesius and Sol attempted to charm Moullierre, hoping to gain some kind of advantage, but the canny Trader got the better of both of them. The party then headed to the Soangre system, where the Eldar had told them they would find a way for him to contact his people. Sure enough, suspended in space at the mid point between the system's binary stars was a shimmering portal, something Triptych knew was akin to a Warp tunnel, but at the same time not. It was also far too small for either of the explorers' starships, but would accommodate a shuttle. Their xeno prisoner indicated that this portal would lead them to their destination, and with considerable reluctance, the team got in a shuttle with the Eldar, with Moullierre and some hand-picked troops in the other, and headed for the portal.

As Triptych, at the helm, guided their craft through the unnatural passage in space-time, their vox units crackled into life, with a message from the Banshee bridge crew alerting them to the presence of other starships in the system. Before they could respond, their momentum carried their shuttlecraft through the portal and into the unknown.

Which is where we left it. Perhaps we will return one day to discover what's on the other side of the portal, and perhaps not; there is always a hint of sadness when a campaign comes to a close, but we got fifteen sessions out of what was only supposed to be a one-shot, so I can't complain.

Monday 22 February 2010

War Made Easy

As promised, here's my quick and easy replacement for the rubbish Rogue Trader mass combat system, which should work with any rpg.

Now, What's the THAC0 for northern France?the best way to handle mass combat in an rpg is to simply do what makes for the best story; abstract everything but the players' actions and use the space between their combat rounds to explain what's going on on the rest of the battlefield. Perhaps the GM wants to add a bit of uncertainty to the battle, or to reflect the players' effects on the wider conflict; that's where this system comes in. It still sits in the background, but also outputs enough data to give an uncertain GM pointers on how to describe the battle. It takes about ten minutes to do, and is probably best done before the battle begins, which might necessitate a small break in the action.

Step 1:
Get the statistics for the most common type of fighter on each side. If there is a disparity in army sizes, then you might need two from army A for every one from army B, but the idea is to get the numbers down to the smallest possible. Don't worry about champions, artillery or other special units right now; we'll factor them in later.

Step 2:
Run a number of rounds of fighting between these combatants, using the rules of your chosen rpg as standard, except for damage. No one gets killed or knocked out here, you're just determining who does the most damage, so tot up the hit points or damage levels, or whatever. The side that does most damage wins the round and scores a point. You'll want to do a few rounds of this; I'd suggest eleven as a good number, but any number is fine, although an odd number is probably best.

Now you have the basic shape of the battle, and the points total should tell you which side wins, and by how much. It is worth coming up with some narrative at this point, to explain how army A suddenly caused so much damage when they were getting beaten last turn, and so on.

Step 3:
This is the GM fudging bit. Any special abilities, elite units, champions, air support, etc. come in here. For every one of these which you think will have an effect on the battle, add an extra point to that side's total. If the players have come to you with plans for the battle beforehand, then these too may affect the score.

You are now ready to go back to the table.

Step 4:
Run your rpg session as normal, with the battle going on in the background. If the players are keeping tabs on the battle, give them occasional reports on how things are going. If the players are actively involved, then let them affect the battle score you worked out earlier. So if one player-character is wading into the opposing forces with his axe, run a duel between himself and one of the opposing troops; if he wins, add a point to his side's total. If another player-character is shouting orders over a loudspeaker, have her make some kind of command skill test, and depending on how well she does, add (or subtract!) points from her side's total. The highest total wins the battle, simple as that.

And that's pretty much it. It's not a perfect system, but it's both robust and loose enough to do the job. And of course, if you don't like the resulting data, then chuck it out and do what makes for the most entertaining story. That's the best way to do it, anyway.

Update: Fellow Rogue Trader GM Witchfinder General has come up with a much more elegant approach to the same problem.

Sunday 2 August 2009

Some Labyrinth Lord House Rules

I've not been gaming much of late, and my Call of Cthulhu campaign seems to have withered, hence the lack of updates. So I thought I'd instead share some ideas I had for a Labyrinth Lord game I was going to run, and still may one day if there's interest. Labyrinth Lord is more or less a clone of Basic/Expert Dungeons & Dragons, one of my preferred editions of the venerable game but even so, there are some bits I don't like so much, and these are my changes and additions.
  • Armour Class is flipped, so AC0 represents no armour at all and AC14 is as armoured as you get, which makes much more sense to me. Essentially, this means that at first level, a character's to-hit target number will be 10+AC. I won't go as far as a 3.Xe unified mechanic, but I like high rolls to be better, and the old add/subtract AC/to-hit system hurt my brain; I think THAC0 may be the main reason behind me abandoning AD&D 2e for other systems.
  • "Skills" are similarly amended to roll high, so an elf, for example, detects secret doors on a 5+ rather than a 1 or 2. Same probability, more sensible to my mind.
  • The Big d30 is an idea I've stolen from Jeff Rients. Once per session, each player may roll a d30 instead of the normal die, whether it be a d6 to discover a secret door, or a d20 in combat, or a damage die for a weapon or spell. It must be declared beforehand, and is not a reroll, and it cannot be used to roll for statistics or hit points. It also only replaces one die, so if a player wished to use the d30 on a 2d6 roll, they would instead roll 1d6+1d30.
  • Thief Skills are rolled on a d6 instead of a d100, mainly because I've never liked that d100 chart. I've converted the probabilities, which has led to a bit of fudging, but it's close enough. A thief can use The Big d30 for these rolls. As an aside, I subscribe to the school of thought which says that any character can attempt to pick a lock, or climb a wall, and so on, but only a thief can pick a lock without leaving signs of entry, or climb a sheer surface.



    Level PL FT PP MS CL H L
    1 6+ 6+ 6+ 6+ 2+ 6+ 5+
    2 6+ 6+ 5+ 5+ 2+ 6+ 5+
    3 5+ 6+ 5+ 5+ 2+ 6+ 4+
    4 5+ 6+ 5+ 5+ 2+ 5+ 4+
    5 5+ 5+ 5+ 5+ 2+ 5+ 4+
    6 4+ 4+ 4+ 4+ 2+ 5+ 3+
    7 4+ 4+ 4+ 4+ 2+ 4+ 3+
    8 3+ 3+ 3+ 3+ 2+ 4+ 3+
    9 2+ 3+ 3+ 3+ 2+ 3+ 3+
    10+ 2+ 2+ 2+ 2+ 2+ 2+ 2+



    PL is Pick Locks, FT is Find Traps, PP is Pick Pockets, MS is Move Silently, CL is Climb, H is Hide, L is Listen.

The latter is the change of which I'm most wary, since the probabilities have been changed; I don't think it breaks the game, although I do think it will change the way thieves work in play. Until I actually see it in action, I won't know for sure, so if anyone wants to use this (or any of the other bits) in their Labyrinth Lord or D&D games, and would like to let me know how it works out, I'd be grateful.