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Showing posts with label d100. Show all posts
Showing posts with label d100. Show all posts

Thursday, December 27

2018 Clockwork & Cthulhu Campaign in Review


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Aww, The Vanishing Tower now has a holiday tradition! Reviewing the past year's blood-soaked saga of Clockwork & Cthulhu!

What were the top 5 hits of this past year for the longest running roleplaying game I've ever tried? There is so much to choose from, so much ground covered, consequences consummated and reckless adventure pursued... I'm just having a hard time deciding!

#5 You Tube! I know I am real late to the party here and this sure is some low-hanging fruit, but this is a recent development for my group and it has had an immediate impact on my enjoyment of our play. The live streaming and the resultant upload of the video for later review lets me remember important events, catch witty things my players are saying I otherwise miss and appreciate the effect of pacing on everyone's enjoyment of any given session. How else will I never forget -6 Hit Points is not considered being "softened-up" by the players?


#4 PC Death! Not once, but twice! The Scottish outlaw Creigh disappeared through a hole in the wall and Cousin Ralph Norton, a beast of a man, went down during a whirling knife and pistol fight. Player Characters can take more of a beating than the NPC's in my Renaissancegame but I am truly surprised this was the limit of the PC body count for 2018. Dice favored the players more than naught when life and success held in the balance. This puts two regular players on their third character each while everyone else is still on their original. In a long running campaign PC death changes the dynamic of the PC group. Comfortable niches are all but upturned and Players have to reinvent a game personality. I believe it is just enough work to make a player want to keep their existing character. I know as the Keeper I have to make not inconsequential choices on the fly for the introduction of a new character. It is important to not restrain from killing a PC when the dice roll against them just because I got invested in some story elements involving the stand out character. No plot armor allowed!

#3 Splitting the Party! One player went one way, one another, and still others clutched their wounds and looked for a place to lie low. The old OSR maxum of keeping your player group all together during the session must surely be tossed on the junk-heap of gaming history by now. 2018 saw the campaign enlivened with the players finding themselves making split-second decisions and getting cut off from one another. This spawned a couple of bonus sessions and overall made a greater campaign world. This doesn't mean a Keeper does not need to work extra hard on pacing and keeping everyone involved. I did have to schedule seperate sessions and find time for them, but it shouldn't be shied away from in session either. Zak's Frostbitten & Mutilated has a nifty adventure which gives any Game Master an example on how tension and interest can be maintained while splitting the party.

#2 The Birth of the Side Quest into a major Campaign Event! The PC's have gotten up in all manner of conflict with cosmic and local forces that the adventure ground literally squirms with the snakes of complications. Whether or not the PC's pursue their enemies, trouble with an agenda is sure to find them. The Keeper's most useful tool for handling PC's going in unknown directions are random encounter tables customized for the current adventure location. The running and gunning the players did in the streets of Old Yarmouth against alien antagonists and political rivals was all spawned from the fallout from a previous mission. The proper mix of success and setback with random encounters and prepared site locations gave the players complete agency against a backdrop of a responding campaign world. Did I say random encounter tables are essential? You know what fuels great tables? Great adventure content. Involved side quests come across better when you have interesting third party content to use. It is hard to constantly foster entertaining encounters so a smart Keeper will use quality content from others as solid footing to riff off of during live play.



And #1 is the Consummation of the Picaresque.  Sailing to the New World in pursuit of their ever-elusive initial adversary is kind of a big deal. Because it fit for the time period the voyage and the destination continued the campaign world-building. How the PC's arranged passage to the New World was an engaging adventure arc in its own right! The PC's jumped from Yarmouth, Norfolk, on to King's Lynn and then Africa. Each stop gave the PC's a chance to interact with the NPC's and they worked with their environment as they saw fit. Unique outcomes along the way, a hallmark of the picaresque,  will then plant the seeds for future, new adventures.



And that is what has stuck with me for this past year's play. There is one more session of 2018, this Sunday morning. No matter what occurs on the last day of this year 2019 feels like a year of reckoning. For the PC's, for the campaign long unanswered threads- some will be answered. This is right an just and the group has made it so. I wonder what this will bring the body count to?

Wednesday, October 31

Live Session Stream #2 Clockwork & Cthulhu


[EDIT] Corrected the embed settings so the video plays from the blog post.

Enjoying the ability to live-stream my regular game and I'm finding a replay of the session a boon to memory and campaign consistency. This is only the second session recorded, but I've already received fruits from our labors. Specifically in today's session the players found themselves at odds with each other and it was great to go back to the "tape" and figure out where the group cohesion fell apart and the PC's went at each other's throats. So that goes down two thirds in of this nigh on three hour session, about 1:50:00 mark. This is really interesting to me as a referee. For the players it all seemed the frustration with each other was mounting as no easy answer, no easy out, was forthcoming. When another player retorted they didn't trust the other player either I wanted to hold up a placard stating "Roleplaying gold being mined here!" This was awesome sauce.



Playing the session back I got a chance to see the arguments, opinions and stratagems used by the PC's to try and resolve the situation. One of the PC's used influence on NPC's (rather successfully) to try and prevent bloodshed. Another PC wanted to try influence on a fellow PC. Here I said no, no. Between PC's you need to not really on rolls to work things out you have to, you know, role play it. And by no means has the issue been resolved. The repercussions and outcomes from everyone's actions will linger until next game session! Aaand the players didn't take any course of action I anticipated so I was painfully scrambling to put together adventure material as they zigged against my zag. Not to give any spoilers here for my players, but I had an awesome referee moment when I said to myself, "Fuck it, this is where the game is heading!" so I strapped in let the trans-arcana clock tick ever closer to midnight, because this is the OSR baby. We did it all wrong it was so right; split party, threatening and violancing on each other's PC's, the pleading, arguing and fuming. A great way to enjoy morning coffee and get more mileage out of my game material. The game literally runs itself when the PC's are all doing the talking.


Tuesday, May 29

A PC is Killed and I Find it Refreshing

The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants. - Thomas Jefferson


The PC's had chosen their fate. Three paths of adventure I layed before them and they argued, debated and settled on a course of action. I had lightly prepped each course of action ahead of time so I would have baked-in player agency. Mostly being; if I am using one cool idea on this track, and different ideas on the other the player's choice actually makes a difference. It forces me to stretch my imagination to come up with different themes, locations and adversaries. One way to overcome the face-melting monster is not encounter the face-melting monster. It is also fun to come up with choices which have subtle and not-so-subtle possibilities and opportunities. The game is Clockwork & Cthulhu so the choices are not as easy as deciding which will net the greatest haul of treasure. The PC's have cultivated relations within the campaign and I like to think their choices are being made upon in-game motivation originally instigated by themselves. I only have to serve up grim opportunities of death and terror, the PC's take care of the rest.


It also makes the death of a Player Character "easier" on myself. I want my players to enjoy themselves and I want the "good" guys to win, but I don't want it easy and I want misfortune to befall them because the trail is hard and the dice impartial. By gosh if a PC is laid low, takes that last earthly breath choking on a confluence of their own blood I want the blame to be laid at the feet of the adventure, not a rail-roady GM gloating over getting one over on their players.

PC's built on the Renaissance system look pretty robust on paper. This is tempered actually by the fact the NPC's end up just as tough. I'm using one of the optional NPC rules to give the PC's better chance surviving combat damage than their adversaries. Basically if they damage an NPC who is in negative Hits it is a kill. If they cause a Major Wound which takes an NPC into negative Hits I roll a Grave Wound instead of Severe. 

In this last episode which resulted in a character death the party had survived their encounters with the big bads and through their judicious use of guts and wit achieved their goal and were set to move on to the next horrible situation complete with concerns and loose ends. The group was worse for wear, and feeling the pinch of time pressure lets just say getting stuck on a boat for three weeks, even if financed by a satanic sorcerer, seemed like a welcome break. But they got into a fight. This was going to happen. Maybe if they pushed on through the night, no I would have had the encounter. Sometimes you just need to have a guy with a gun come in the room. Granted this "guy" stepped into a bear trap the PC's had laid out so there was one NPC buggered from the start. Pistols, axes and clubs, Cut-throats and oaths! It was four on three, the enemy had numbers as well as higher Close Combat skill than any of their opponents they have crossed yet. The NPC's gun combat was kind of shitty, but the dice are cruel. One of the NPC's did miss with hand to hand attacks, three 99's in a row, but still a PC went down with a knife to the heart.

What is refreshing is the game turns on the play of the PC's and now relationships and dynamics are in flux. I like to think a PC has meaning in the game when their special light can be snuffed out at the turn of a die. From my end of the table I see players going from ah shit I need to make a new character to cool I can try something else. Then comes the work of slotting the FNG into the existing group, the current band of brothers, which have soldiered together for years. Doesn't matter they all have been playing together for years, their new PC is still the FNG. 

Friday, August 25

Savage Satisfaction in Indianapolis

I had made it clear long ago when Colorado made the heavy civil rights move it did in '14 I was not inclined to traverse state lines much anymore. I could see the eminent reason for sober, rational people to want to avoid the straight up scene GenCon50 actually is, or would become and counted myself as one who would not attend.

I had written it off as far as my attendance was concerned months ago. Not that I didn't want to attend a game conference and there was a lot to like about this one. Attendance records broken, more gaming available than ever before, an awful sprawling real dungeon crawl on a timer. It would clearly be an endurance test of monumental undertakings if I was to squeeze all I could out of the affair.

But there just wasn't enough going on weird. The idea of going to GenCon50 hadn't really gotten heavy traction in my head. Not enough to trigger action anyways. I've had my share of bloodless affairs, no matter how hyped thank you. An over-niter to Willow Lake is the better, saner choice. And it wasn't that there wasn't anything I didn't want to see or game at the convention center. I had a stack of LotFP books on my desk hungry for signing and as the roster of writers and artists who were making the journey mounted…. But still, could I take seeing the greasy wheels of commerce and the commodification of everyone's fun right in front of me? Could I leave my mountain fastness for sweaty transit and food deserts? I could shudder.

So this particular trip began mere weeks ago in my parents place back east. A good friend came over and he had gotten his game published. I play tested it like five years ago. In the loving, caring way only people with history have I told him “It's not fun, it sucks.” He thought I was wrong and he had a great game. Lo and behold he was right. He did have a great game in there and through continuous play test and design it was uncovered.

While watching the nerdfamous documentary “The Next Great American Game”; the story of my friends journey to gaming conventions on his quest to get published, we unpacked the Ultra-Pro produced product. “How'd you handle handing over your game to suits,” I inquired. Knowing Randall giving up creative control on his own art would be resisted. I mean he battles over fonts like they are living beings. “I was done, I wanted to see it published.” he said. “I've been working on this thing for ten years and someone bought it. If they want to call it Road Hog they can call it Road HogI'm going to run demos and sell it out of the Ultr-Pro booth at Gen Con. You should come.”

My friend is a clever bastard and the fascinating movie production was a nice touch. I was being expertly sold. I had just been trained as a booth monkey before I knew it. Over my mom's homemade Moroccan stew and fresh decaf he had me watch the game's story. There was one last hurtle though; how does it play? I'm not going to sell my ass on the convention floor for just any piece of Ameritrash. It better work. After a two player session and five player play with family it was obvious this wasn't the same game I demoed years ago. This was a real, complete game people could play and have fun with. I booked my ticket that night, the idea of GenCon50 just found traction.

Wednesday morning started out bright and crisp at eight with hot coffee and planned hike up Twin Sisters in RMNP. My flight didn't leave till just after midnight so ample time for another scramble up the high rockies and a bit of solitude. Collect my thoughts before the steep plunge. I had managed to purchase an event badge as well as schedule a game of Champions and Cyberpunk2020 and my ENnie tickets. The rest of the time was to push Road Hog, get my LotFP swag signed and otherwise let the con wash over me and see what it had to offer. I also needed to plan how I could introduce Randall Hoyt, my game designing friend, to James Edward Raggi IV, King of the North. See a month or two ago James posted interest in looking at graphic design/layout talent. Solid talent. The kind that could hit deadlines. No matter how my long association with Randall has colored my thinking he artistically is f#$ing amazing, a polished graphic design professional, into games, and has the only board game documentary I know of featuring actual description of body horror. When I first saw Raggi's post I knew I had his man. But would Randall be interested? Had his board game journey left irreparable scars; the cold corporate shoulders and the eventual shallow money trench of 6% royalties hardened his heart that there was nothing redeeming in this industry? That there was no art to be found in this joyous activity? Ahh fuss and bother. No use worrying about what is beyond one's control. Once he affirmed his interest in new, private design work I had informed consent all around. Just make the introduction, give the reason why I think it is a strong move for both of them and wash my hands of it. Its a part I can play in the revolution and now my adventure is more than hack 'n slash. Now it has intrigue! I did follow some modicum of standard business practice. No use pitching when no one is buying. I fired G+ missive to James if talent was still being looked at. When pursuing mad dreams I thought it best to tamp down the fact I'm fan-boy unhinged as long as possible.

Midnight came and nothing was left but to find platform 9-3/4. By five am I expected to be at Randall's hotel with mere minutes to shower. The enormity of my task, endurance-wise was now starting to fall in place. First off I made a real bad calculation on time. Indianapolis is East Coast time, not Central. Ultra-Pro in their ultimate wisdom had bivouacked their new hot game designer in the Red Roof Inn South forty minutes by the #14 bus from the convention center. My back of the envelope Jack Kerouac calculations had me on eight hours total sleep over a period of four days! Good thing I brought Purel. When the coffee starts to become ineffective the harsh sanitizing gel on open wounds can shock one alert. 



My Champions game was first up at 8am on the second floor of the JW. I arrived in Indy a sleep-deprived panicked man babbling incoherently about the “operation”. It had clearly risen to operational status as there were significant separate objectives to the campaign which all needed achieving if the adventure was to be counted a success. I was given a hand packed lunch as my good friend ushered my shattered soul on the morning bus. I had enough wits about me to include my LotFP books for signing and I raised logistical questions as they came to me. Randall confidently brushed them aside. “What we need to do is go straight to the JW and get you to your game. When you're done come find me at the Ultra-Pro booth.”

The packed lunch got me through the 28 hour mark and the Champions session folded up with the GM offering his own licensed Hero adventure supplements to us. It confirmed that, though I have a huge soft spot for the game, I would not use it to run supers games now. Combat takes too much time to complete RAW and there is sooo much more to role play in a supers campaign than boss fights. Champions crowds some of these opportunities out with the time needed for combat in real time. By now it was clear I couldn't do my 8pm game of Cyberpunk. I was running on fumes. I needed food and sleep before then. I was even concerned for my utility in the Ultra-Pro booth in the afternoon stretch. Tick tock, tick tock.

I took a seat at booth 709 right when another game of Road Hog was getting started. The enthusiasm of the players buoyed my spirits and I happily gamed several hours away while people snatched up copies at a regular pace. Zak S. listed brownie points convention goers could earn for super cool prizes so I started working on what I could while I played. I wore my LotFP tee over my Zak S. Red King/Flesh Golem tee so I could snap some photos. Randall's documentary “The Next Great American Game” from Grandfather Films established his nerdfamous creds so I felt my brownie point tally was off to a hot start. Earlier I had zeroed in the closest convenience store for the Cherry Dr. Pepper and sugar/caffeinated beverages so I had those points literally in the bag.

I wasn't going to get any fresher so it was time to get my favorite LotFP goods signed by the creators. It was time to see these wonderful creatives which gave me back role playing. Booth 2904 was a blaze of activity. People were listening and buying. Zak S. led the charge and easily swept up curious RPG'ers into looking at LotFP's books. Once looking, once holding these indie gems clever, sophisticated, fun loving gamers grasped Raggi's weird horror aesthetic with clarity and cash. It was truly moving.

I swept the booth crew of creators for my treasured celebrity signatures. Raggi, Zak, Patrick Stuart. I got to meet Jacob Hurst and listen to his wonderful pitch on his books. My budget was consciously constrained so Qelong was my “this is such a deal” buy and I had to make a decision between the badass LotFP tee or the Rules & Magic book. I went with the book. The only person I didn't see at the booth was Jez Gordon. But this was okay because I still hadn't purchased a silver sharpie. LotFP goods have many pages in black.

Closing up the Ultra-Pro booth just before 6 I couldn't believe I had made it so far. I was at the 36 hour mark and feeling every inch of it. Randall was assuring me I didn't fumble the last demo. He had stepped out for a smoke break just as two buddies from Iowa approached the table. They wanted to get one more game in before the Exhibitor's Hall shut down for the night. Words, I don't have my words! I thought to myself. Human speech at this point was a struggle. Whether Randall's sentiments were true or not I took satisfaction each one of the Iowans walked off with a purchased and signed copy of Road Hog first edition. I ascented to all my friend's suggestions on what we were now going to do. Somewhere I knew food and bed was at the end of the schedule so I was all on board. We shot b reel and monologue for promotional video as we meandered the vast convention hall. “I would have never found my game this morning, never made the bus if it wasn't for you.” I acknowledged. Randall nodded and said it was all because he had been here before. I was benefiting from his earlier explorations and he knew right where to go. We wrapped up shooting which all would eventually be posted on Grandfather Film's site touting the success of Road Hog and caught the 14 back out of town. Tick tock, tick tock.

Andy Ashcraft is a game designer from Los Angeles. He has a passion for supers role playing and has a pivotal role in the current success of Road Hog. While his work on Road Hog is well documented in the film what may not be apparent is how awesome and genuine of a person he is. I got to experience this first hand when he swung around to the Ultra-Pro booth to congratulate Randall on the success of Road Hog. He also has an opening in his Friday morning game “The Hero Instant”, his homebrew supers role playing game so I now have a four hour session first thing. Coffee and commute again to the convention hall. Splitting duties between face to face gaming and Road Hog demos, I'm excited.

But today is going to be tougher than yesterday. There is no way I can return to the hotel before the Ennie awards ceremony tonight. I'm committed to being a witness to gaming history unfolding over the next twelve hours at GenCon50. It is one of the important missions being pursued on this fast moving, messy operation. I would not see 146 Red Roof Inn South till Saturday. Stick deodorant will be the staff I lean on today. And water, lots of water. And gum. I have another packed lunch and I know where the cracks, the tension is going to come from between Randall and myself. I go a mile a minute with Randall, always have, and I never appreciate how he takes care of many details which need caring for. He always, and rightly so, takes it as selfish indifference on my part. Not that I don't thank him regularly for hosting me and hooking me up. Somehow it never is enough. Our personal, cultivated dysfunction will manifest I'm sure along these lines. Thankfully I have the mission. I can harden my heart to the work which needs to be done today and possibly avoid a messy emotional scene between us.

Charlotte Stokely surely bought me time before the brief restorative powers of sleep I captured leaked out of me and help me calm down before the Ennie award ceremony started. Patrick Stuart mentioned here Ms. Stokely has a Charisma 18. While indisputably correct, let me add my experience. Charlotte is disarming. I was pretty sure she was one of the D&D players as seen on “I Hit it with My Axe”. I managed to say as much. “Stokely,” she answered affirming she was indeed a regular player. “So what's your story?” she asked. Mercifully what follows is not caught on the Ennies 2017 live stream. I had managed to sit myself down next to Chris H. in the front row of the ceremony hall. He was the only person, outside of Zak, who I had gamed with on G+ who I met at the con. Any semblance of reigning in my raving fanboy enthusiasm is clearly dispelled by the video. There were sooo many accomplished artists who accepted my wide eyed adulation over the last 48 hours graciously. It got so bad I began hoarding napkins in my pockets so I could wipe off any spray I inadvertently let off.

But Stokely, yeah she had taken a seat in the front row. Zak had come past and just declared LotFP deserves a table up front with Chaosium and whoever else was up there. Fair point I thought. Don't sleep on the revolution, don't sleep on these girls and guys who make up the DIY OSR. They don't miss an opportunity to argue the merits of their work. “What's the difference in sales between a gold and silver ennie?” I asked Chris H. “Ask Raggi, he'd know.” and he was right. James would know. But I sure wasn't going to ask him. I had cashed my face to face time with the King of the North twenty minutes ago. Randall agreed to come over to Union Station Hall and meet James. His time was limited tonight and he wanted to catch the 14 before local transit closed for the night. “I'll take an Uber.” I assured him. It was a lie. I had arrived on the field of battle and I was not going to relinquish it until victory or death was achieved! The JW third floor lobby was what I had targeted for bed already. I'd hear about the hours I'd keep later. “Make sure you're quiet when you come in. You can be a talker.” Tick tock, tick tock.

James Edward Raggi IV was as affable as when I first met him at his LotFP booth, booth 2904, on Thursday. He appeared comfortable and confident in the well earned support of the talented writers, artists and production folk who surrounded him this weekend. LotFP was up for multiple awards again and the stakes couldn't have been higher. Veins of the Earth was a big project for LotFP and one they had to do. Patrick Stuart and Zak S. had shown they were not slowing down with high level game art so everyone, including the publishing house, needed to be prepared. Not that they alone were going to bury editors and publishers with appetite satiating adventure content gamers were ready to throw money at. No, they only represented the vanguard of many more behind them and the industry better suit up to meet the demand going both ways. Of stampeding fans for more and more creative content on one side and more and more artists offering up high level content which needs to be released. “This is the guy I was talking about...” I introduced Randall and James and I made my pitch there on the Ennie floor. “He sounds expensive.” grins James. “You do it for the love.” Randall rejoins. Corny as the line is Randall has his Ultra-Pro royalties contract to inform him of the nature of standard industry rates. Short and sweet. The light banter continued after the pitch as I hoped, nothing left but the follow up, the obligatory review of work, some contact information. “And you'll have to talk to Zak and Patrick. They are the ones most interested in graphic design and information technology” James says. Bampf, sales jujitsu. Just when I thought I had another mission wrapped up, done reasonably well without too much embarrassment to myself or others and I'm back at square one. I don't have time to set up another meet and greet. I can't scramble and put something together last minute without being a pushy bad bore. Not anything with any memorable or useful impact. If I had even achieved that up to this point! Rookie mistake threatened to unwind the operation in the end game. Tick tock, tick tock.

I was tearing my face a little. Randall bounced to his friends and corporate backers. He had no reason to think anything amiss. He networks and solicits work with the best of them in his field. There is so much networking going on during GenCon this was just one of many connections he would run through this week. I would get one chance, maybe, at the D&Dw/PornStars after party to close the loop opened up by Raggi which I now wanted to close. This would look all ham handed (cause it was) and no bets I could stay on my feet another 3 hours. Pitching on the floor was done. It was time now for the celebrants and LotFP's dogfight attack on top prizes. So I started tallying my brownie points. You can see when Zak comes in and generates the whole “Sean  Patrick Fallon” airport meltdown's genesis on the live feed.

As a Dungeon Master and role player there is one question I always have an answer for, trained to have an answer for and it is simply “What's your story?” Which one? I have so many! I think when Ms. Stokely asked me my favorite question I made some kind of gasping, wheezing noise. I was down to my last gulps of water in my bottle. But somehow I found my breath and plunged into a story. It was the only story I wanted to tell anyways and it was why I was sitting here in the front row at the Ennies. I must have done well because when my story touched on USR Sword & Sorcery and my own game design she asked if she could see it. Gasping and wheezing noises again. When the color returned to my eyes and I could verify the walls of Hogwarts still stood I pulled my copies of USR Sword & Sorcery and Horrors Material & Magic Malignant out from my pack. And I started to explain it and why I made it and how awesome the G+ community was in helping me get it done. “Are you going to let me touch it?” Next to any entry of zombie in any rpg monster guide you could place the look on my face just then. Pale, no colourless. I was discussing my game with one of my gaming culture's long time heroes and this queen of cool had given me three outs to save myself from the total nerf-fan-paralysis I was succumbing to and I was frozen up like a dead thing. I unclutched my books as she gently removed them from my hands and skimmed the rules. Oh I wasn't done embarrassing myself yet. I start something I finish it. Charlotte commented on the character sheet in the back. She approved of making a good sized section for adventure notes. “No its a character sheet.” I blurted out. I took her meaning different. I couldn't hear. I made another quick assumption on what someone was saying and I was wrong. Of course Ms. Stokely knows it is a character sheet, she's Ms. f$^ng Stokely! So her and the delightful Ella Darling signed USR Sword & Sorcery making my personal copy of the game the most heavy metal sword and sorcery game in existence!



I managed to chill out and start counting brownie points, soak in the moment. Up to this point I had run/played numerous games of Road Hog and and helped sell out the convention stock by the bell on Friday (They underestimated my game, Randall said to me.) with the crowds appetite far from satiated. I had gamed seven hours of supers as a player for the first time ever. All my books got signed, Jez Gordon and Ken Hite finished me off at the ennies. I wouldn't believe I relaxed through all that if I hadn't sat right in front of one of the ennies live stream cameras and can watch it anytime I want. Tick tock, tick tock.


The ennies after party for those on the right side of history was on the seventeenth floor of the Midtown Marriot. It was packed with wall to wall fans, industry heavy weights, jovial foreigners and one of the cleanest party vibes I had felt in a while. +Satine Phoenix was amazing and took my congratulations on her gaming projects as graceful as you would expect. All was well in the land of Oz and the munchkins dance on the corpse of the conquered! There was no chance a flame this hot would burn long so I turned from the crowd of party goers to buttonhole Zak. I asked for thirty seconds of Zak's time instead of 2 minutes before and this change of tactic worked. This was it. This was worse than the tongue paralyzed game demo yesterday. I was at the end of my rope and at the end of my mad adventure quest. His right hand started counting off one two three four five one two three four five. I'm seriously getting thirty seconds! I blather through, the pitch delivered. I may have gone past thirty. Zak cut me off around the right time saying “Sold, you sold it!” It was over. The kid in the Captain America shirt telling the room to rock on was worth all the money spent to get here itself. The raging after after party in the Marriot lobby was almost anticlimactic if it wasn't for its brute force awesomeness. +Ken Baumann polymorphed in front of me out of a fourteen year old boy. As genuine, smart and as inciteful a person as you would want to meet. +Mike Evans was justly thumping his chest for his ENie victory. My attempts at photographing the happenings experienced strange anomalies so I later tossed the shots as unusable, as somehow wrong. The geometry was never quite right.  Only a selfie with Jez Gordon survived the arcane energy which wrapped us all. Tick tock, tick tock.




I woke up on a couch in the JW around 8:30 Saturday morning to the bustle of hotel staff and early morning gamers. One was sitting on the end of the couch I crashed on. +Dennis Sutherland was going to play his first ever face to face game of D&D with a real live DM and other players and everything and he couldn't wait. “What edition you going to play?” I asked. “Fifth Edition.” He fired back beaming. “Good version of the game. I've looked at it. Really slick. You're going to have a great time.” “Yeah I can't wait.” He said for the third time.
You don't have a home game?”
No, no one in my town games. I tried but they would rather play video games.”
Have you tried online? Getting into a game online?”
No, no I haven't.”
Can you play Sunday mornings twice a week?”
Well yeah, sure.” With Dennis' eager interest I had him lined out on G+ and part of my community for my regular game. I gave him the link to the free PDF rules and we parted with the assurance he had a seat at my virtual table anytime. All the while I unpacked what my phone had to tell me of last night. It was still early for my second round of “The Hero Instant”, but I still shouldn't have been feeling as crushed as I did. It was because I crossed another mission off my list for Operation GenCon50. It didn't take long when I was packing for the trip to land on what game I was going to bring to GenCon. If given a chance to run a game at the convention it was going to be my game; USR Sword & Sorcery. Fortuitous choice as not only is my rule book now blessed by actual Valkyries it was the only thing I could possibly run at 2 am when I came across three teenagers still up and goofing. They had cards and game boards strewn on the table and furniture. “You guys want to game? Conan flavored rules lite rpg?” I don't know how I sold it, but cocktail napkins in hand I had a mutilated sailor, merchant who had angered a king and a city guard plumbing the depths of the intro adventure included with the game while the night turned to day. They were just at the point when the plucky adventures, blades wet with cultist gore, debated stealing some valuables and fleeing or delving deeper when the wisest of the group cried “Its five in the morning we're going to bed.” Tick tock, tick tock.

Andy's second session of “The Hero Instant” went off without a hitch and I gutted through a three hour game with two other fine role players. Amber was fascinating. She had something. She said what it was in a rapid fire breathless voice. She had Andy explain the nuts and bolts of her pregenerated character by the numbers. Once she grasped all the numbers she was able to breath life into Animus, the ice shifting animal spirit and her strange way of relating melted away. Bill was a software developer I think and he could game the shit out of his pregen. I was lucky to get to use my same character again and we rocked it. Andy is a great Game Master and I thank my girlfriend's granola and Randall's fresh seedless grapes in my pack to give me the fuel to keep up with all the action. The Hero Instant had quick character generation and was able to pull all the super hero styled action I could want. Not running the game I wasn't sure how the initiative system was working, but I did like that the PC's do all the rolling. If attacking you rolled to hit. If you are being attacked you roll your defense to see if you are missed. Smart trick offloading all the rolling on the players. Another GenCon50 mission had now been achieved. Close friendships formed around a three hour game session played to the best of everyone's ability. 



I stumbled back to the Ultra-Pro booth trying to grasp it wasn't morning anymore. My flight didn't leave till 6 the next morning, but I still had to make it to the hotel and put myself together before then. Sleep, while desired would be hard to have. I knew I would be electrified by recent events and my mind would bubble and boil till I flat out shut down. 

Sunday, July 9

Cthulhu & Chivalry NPC Deaths of Recent Note

The players of my Cthulhu & Chivalry campaign have had the luxury of travelling in a group of well armed NMA troopers. Enough of these "red shirts" suffered grievous wounds today one of my players accused me of whittling down the herd because I didn't want to keep up with the paperwork. Nothing could be further from truth! I had given the entire squad names so I could lovingly track the horrible fates which some of the supporting cast would surely meet. Here are the brave NPC meat-shields which took the deadly hits instead of my band of plucky PC's in this morning's session;

Chris Cox, NMA Soldier; died falling from rope bridge fending off an attack from a large bird.



                             
Roger Howard, NMA Soldier; gunned down by his own party after becoming infected with a strange, sticky substance.



Thomas Williamson, NMA Soldier; fell from rope bridge trying to flee from the horrid sticky substance turning his flesh into writhing vines.














There is also the case of the unfortunate Mr. Bartlett. This unlucky soldier has been battered by possessed trees, attacked by wolves, almost joined his brother in arms Cox in the rope bridge death-plunge and now suffers a gruesome wound from an errant musket shot. His last hope now resides in the good Dr. Norton patching him up. With that man's track record absolutions are already being prepared for good Mr. Bartlett.

Thursday, March 16

Gamma World Skill List for BRP

The (B)ig (G)old (B)ook for Chaosium's BRP is a decent touchstone for creating your own specific homebrew game world. The big advantage is the system is remarkably modular, allowing the Game Master to pick and choose levels of complexity, and the systems built in internal consistency. When coming up with your own game universe and setting it sure helps to be able to rapidly come up with a rules judgement without having to search through rule books for special cases. 

The other place where BRP shines is character creation. You can follow the step by step character creation instructions and quickly customize the mechanics to develop player characters tailored to your desired setting. The most useful feature is the "Guide to Creating A Character" flowchart. On two pages there are 10 steps clearly illustrating how to build your PC. While all these steps are detailed within the pages like you would find in any other RPG rulebook, this flowchart allows you to readily apprehend the overall process. I find this pictorial representation allows me to make design choices immideatly as I craft a brand new game. I could literally sit at a table with players and ask what kind of game do you want to play? If they answer 1920's gangsters good to go. Ruthless pirates on the Spanish Main game on in twenty minutes. If I have sourcebooks from other games on my shelf for the desired genre I have ready made setting material at my fingertips. 

To keep things simple I took a stripped down approach to creating a Gamma World character. Specifically with skills. 250 point for skills. That's it. For powers there will be Mutations, of course. The guidelines for major and minor mutations will be taken. Four slots total, a major mutation will take 2, minor 1. Declare your selection and roll away on random tables!

The table of contents can give you an idea how versatile and organized the Chaosium approach is: Characters (covering basic attributes), Skills, Powers (further broken down into Magic, Mutations, Psychic Abilities, Sorcery, and Super Powers), System, Combat, and Spot Rules. The only thing left is your full on imagination.

But being a generic RPG rulebook there are going to be gaps. Gaps and holes. A common complaint against BRP is that it doesn't do Super Hero roleplaying well. That the normal to heroic human-centric baseline breaks down when designing super powers. By extension this critique can be applied to Sci-Fi, specifically vehicles. I think this is a legit complaint. The BGB even cops to this, and I quote; "a comprehensive listing of all vehicles or even most major types of vehicles would dominate this rulebook." Reading between the lines you realize that coming up with comprehensive vehicle rules and vehicle combat is an entirely new subsystem which needs to drafted for technologically advanced gaming worlds. 

The other gap, and one much more easily managed, is skill lists specific for the genre being played. The BRP character sheet lists all the skills common to the system as well as blank lines to add additional skills as needed for the specific game. What this creates is kind of a mess which players and Game Masters have to sort out during character creation. Short of drafting a custom character sheet for each genre I recommend a Game Master provide a Complete Skill List to the players for the game. For example; if I was going to run a "Gamma World" inspired BRP game my complete skill list would look like this.

Gamma World Skills – Complete Listing

COMMUNICATION
  1. BARGAIN/BARTER
  2. COMMAND
  3. DISGUISE
  4. FAST TALK
  5. LANGUAGE, OWN
  6. LANGUAGE, OTHER
MANIPULATION
  1. CRAFT: JURY RIG
  2. DEMOLITION: EXPLOSIVES
  3. FINE MANIPULATION: PICK LOCKS, MECHANICAL
  4. FINE MANIPULATION: PICK LOCKS, ELECTRONIC
  5. FINE MANIPULATION: DISARM/SET TRAPS
  6. REPAIR: PRIMITIVE
  7. REPAIR: COMPLEX
  8. SLEIGHT OF HAND
MENTAL
  1. APPRAISE
  2. FIRST AID
  3. GAMING
  4. KNOWLEDGE SKILL: THE ANCIENTS
  5. KNOWLEDGE SKILL: SURVIVAL
  6. MEDICINE
  7. SCIENCE: THE ANCIENTS
  8. TECHNICAL SKILL: COMPUTERS
  9. TECHNICAL SKILL: DRIVE
  10. TECHNICAL SKILL: PILOTING
  11. TECHNICAL SKILL: POWER ARMOR
  12. TECHNICAL SKILL: ROBOTICS
PERCEPTION
  1. LISTEN
  2. SCAVENGING
  3. SPOT HIDDEN
  4. TRACK
PHYSICAL
  1. ATHLETICS (covers Jump, Swim, Throw, etc.)
  2. CLIMB
  3. DODGE
  4. HIDE
  5. RIDE
  6. STEALTH
COMBAT
  1. ENERGY WEAPONS
  2. SLUG THROWERS
  3. MELEE WEAPONS
  4. RANGED WEAPONS
  5. BRAWL
  6. GRAPPLE
For Mutations you have rules and examples provided in the  BGB, and Psychic Abilities will most likely come into play. But the list is not altogether long. It has gaps. The Metamorphica, Being a Very Large Collection of System-Agnostic Random Mutation Tables by Johnstone Metzger is indispensable for building out your mutations list for a gonzo-tinged game of Gamma World. The BGB makes a distinction between Major and Minor mutations so random rolls on the the Metamorphica tables will take some work with the Game Master. I decided my Mutant Humanoid I'm rolling up will have one Major and two Minor Mutations. I rolled Hallucinations, Reverse Pedalism, and Bad Breath. Okay, so my Major is technically an affliction. The character would be severely plagued with Hallucinations. Not very gameable. So I will turn this into the psychic ability Emotional Control. The effect, and power of this ability is based on the Power attribute. As a Major mutation I decide the character's Power attribute is doubled when using this ability. Reverse Pedalism just means he has four legs. As a minor mutation I will increase his max movement by 50% then say double if it was a major mutation. No Gamma World character is complete without some type of negative mutation and this guy has got Bad Breath. Like nasty, gut wrenching bad breath. Why not say if he successfully Grapples an opponent they can paralyze them if the victim fails a resistance roll.     

So there you have it, a Hallucinating projecting, four-legged, foul-mouthed mutant humanoid striding the radioactive wastes!

Saturday, March 11

The World Between for the Renaissance Game Engine

Jack Shear's Tales of The Grotesque and Dungeonesque  is a Gothic Fantasy Supplement for old-school fantasy role-playing games. He now has three publications in print containing house rules, random tables, new spells, new monsters, and a campaign setting for Gothic Fantasy adventures. He calls the setting "The World Between" and it is fit to drop right into your favorite B/X retro-clone. That means, if you are like me, this wonderful setting needs to be dropped into a completely different game system!

I have this perverse streak of grabbing hold of cool game settings and wanting to use them in an entirely different system than they were written for. Probably because the preponderance of great DIY stuff being released these days is written specifically for old school D&D. Therefore there is always a high chance I will need to convert because I have a head full of game systems and I'm always on the hunt for the "right" setting to play them in. Not all the time. Dolmenwood in the pages of Wormskin I would slot right into LotFP without changing a thing. I'm still on the quest for the right mash up of system and setting for a Space Opera campaign. With over a year of play I may be just starting to get comfortable with Cakebread & Walton's Clockwork & Chivalry game. More to the point, getting comfortable with using Chaosium's system, commonly referred to as BRP (Basic Role Playing) system. You know, d100 mechanics and the whole Call of Cthulhu engine.

I've mentioned plenty about my first exposure to BRP through Stormbringer. How I fell in love with it and believed it would give me the flexibility, the ability to go beyond a class and level system I had been playing with A/D&D. But I never got a chance to play it all that much. In fact the game puzzled me some. I knew I liked the combat system, and character creation framework seemed just what I wanted. The chance to make characters pretty much how I wanted them. I guess as a teen I just didn't know how to uncouple the system from the setting and then reskin.



Now that I'm back gaming I can reap the benefits of getting older and wiser. The plethora of DIY game materials available online from the OSR community continues to be an embarrassment of riches. There is literally a f$%k-ton of material so that players and referees can create any flavor of game they wish.

So now I finally have a satisfying fantasy setting to place a d100 game I can get my teeth in. The World Between's most attractive feature is it is relatively complete in concept. There is enough information on the game world and fantastic random tables I can sprout adventure ideas with relative ease. This also avails players with character color to give them a handle on what kind of world they are in for. The world map, found in Volumne II, conjures up Moorckock's other fantasy realm The Tragic Millennium, the world in which Dorian Hawkmoon quested for the Runestaff and battled the vile forces of Gran Breton. This is helpful because I have a copy of Chaosium's Hawkmoon on my shelf so can utilize these slim sourcebooks for immediate NPC and monsters stats.

The Clockwork & Chivalry rule book will give me all the Chaosium rules mechanics I could want including a nice framework for character creation. Its specific ties to European 1600's colors the magic system a certain way so it will need to be tailored to better reflect Shear's fantasy setting, but hell you have all the clockwork rules you could want! Cakebread & Walton also offer a free PDF of the "Renaissance" system which is actually much easier to flip through when creating characters. The free PDF does lack clockwork rules, but has alchemy and witchcraft, so keep that in mind when deciding whether to spend money or not.

Here is how I retrofitted character creation with this D&D based setting: Go ahead and roll starting attributes per the Renaissance/C&C rules. Then flip to the Character Background Table in TotGaD and make a random roll. Chaosium attributes line right up with D&D's. The only switch is Wisdom becomes Power. So attributes which receive bonuses from the character background  table translate point for point. Now compare the background rolled to the list of professions available in Renaissance/C&C. Pick the one which most aligns with the background rolled. For example; if you rolled Initiate then you have many good options. Witch/Warlock, Witchfinder, Scholar, Preacher, and Cunning Man or Wise Woman are all good matches for this one background. Your profession picked gives bonuses to certain Common Skills as well as giving the new character particular Advanced Skills. Also the profession picked indicates which Social Class you can pick from the five available.  Your Social Class gives your character further bonuses to Common and Advanced Skills. Note this is backwards from the regular character creation process outlined in the Renaissance/C&C rules.

Two Advanced Skills to pay attention to at this point are Lore(Any) and Craft(Any). If your character ends up with these it is now a good time to roll the character's nationality. There are fifteen nationalities listed in the World Between so make a random 1d15 roll for nationality and then a review of the TotGaD books, focusing on entries relating to the nation rolled. For example; if you rolled the Island of Jade Mysteries there is a section on "Monsters of the Jade Mysteries". This becomes a setting specific Lore skill which makes sense for your new character's background. Note the preponderance of undead listed amongst the different nations. Each has their own flavor and the unliving flesh is a common trope in gothic fiction. Characters having knowledge about these monsters should be useful in their upcoming adventures when they must confront these terrors. A look at the examples of suggested crafts in the Renaissance/C&C book should help with selections which relate to this gothic setting. Apothecary, Alchemy, Weaponsmith; all should find use in this world. I suggest skill in "Clockwork" can be either a Lore skill or a Craft skill.

The final thing which nationality will help flesh out is the characters starting languages. The character's native language will be obvious from the table in Volume II. The next language a character should have is the common language known as "Tradecraft". This is in effect a free additional Advanced Skill which should be noted on the character sheet. Each character will be required to have at least 30% in this language so that the party will be able to converse with each other and NPC's. The 250 free skill points each character gets at creation will be used to boost their starting skill in this language to at least the minimum.

So the last step in your World Between character creation process will be to distribute your free 250 points per the Renaissance/C&C rules. Here players will want to work closely with the Game Master if they are interested in utilizing magic. Now it is time to roll on the Dark Secrets table in TotGaD Volume I. Between this table, your nationality, character background, and chosen profession will be all the information the player will get to make their case for starting magic. For example; say I roll a "Dandy" on the TotGaD Character Background table with "Arcane Dabbler" for a Dark Secret. The Nationality roll gives me Mord-Stavian, a land of clockwork technomancy and undead worshippers. With access to Lore(Any) and Craft(Any) skills I have plenty of ingredients from the TotGaD books to brew up some type of magic wielder. From the Renaissance/C&C book I choose "Courtier" for profession and "Gentry" for Class. This combination will give me access to a Lore(Any), Craft(Any), and an Art(Any) skill. Flipping through the TotGaD books I come up with Lore(Witchcraft), Craft(Clockwork Technomancy), and Art(Gypsy Fortune Telling). I will now discuss with the GM what spells and or magical equipment my character will start out with, relying on guidance and inspiration from Jack Shear's background information.

Actually the last step will be to purchase equipment, so let's take a look at how to go about this process. Roll starting coin per the Renaissance/C&C rules. The monetary system for Renaissance is English with the common coin being the shilling. Just convert shillings into silver. You'll want a fantasy appropriate equipment list and you will need to classify armor into Light, Medium, and Heavy categories. This will give you corresponding protection in Renaissance/C&C values. I recommend jacking the prices of black powder weapons than are found in the C&C rules. I want my gothic fantasy world to have a premium on firearms.

Let's take a look at the Renaissance character sheet as we wrap up character creation. I'm not using Factions from the Renaissance rules so this part of the sheet is not being used. "Player" is to be used for the character's name. "Adventurer" is where you would write down your result from the Dark Secrets table. In the TotGaD book this is on page 44 and is highly recommended. Irregardless of the character's national origins the rolled result should be tailored to the character's profession and background so the Game Master has "personal apocalypses and a constant exposure to danger" to work into adventures for their players. "Nationality" should be used to list the character's national origin and "Homeland" is a useful line to write down their native language as well as Tradecraft and its percentage skill value. Any other languages known can be listed here also.

"Profession" is what you get from the background table and add the short descriptor from Dark Secrets. For example; Pirate-Silent Witness. Don't write down the profession you compare it to from the Renaissance book even though you are using that particular profession to identify the Common and Advanced skills your new character is starting out with. In the Character Background description is a Leading Question. This should be written on the "Connections" line of the character sheet. This is another useful bit of color the Game Master can use for plot hooks and adventure seeds. On the back Alchemy may be used if the character takes it as a Lore skill and Witchcraft section will be useful for spell casting ability.

Here is a character example; we've rolled are starting attributes giving us STR:10, CON:08, SIZ:13, INT:14, POW:11, DEX:08, and CHA:09. Before we establish the three figured attributes we should roll now for character background. We roll 80, Servant. We have a choice of a +1 to CON, or +1 to CHA. We'll boost CON to 09 as this will increase the character's starting Hit Points as well. The leading question described in the background will be written down on the Connections line of our character sheet, this being "What scandal forced you to resign your position?" Valet/Lady's Maid is the obvious profession here. Townsman is the only listed Class available so this will set the starting skills for our character. To finish defining our character concept we roll on the Nationality and Dark Secrets tables. We get Ulverland and Spy for the Inquisition. Now I have all the ingrediants I need to complete the concept. Defining the two starting Lore(Any) skills and the one Craft(Any) skill I look to the TotGaD books. Ulverland has some nifty descriptions for Enchanted Teas and seems they have a bit of a Troll problem. I shape up these skills such; Lore(Enchanted Teas), Lore(Trolls), and Craft(Apothecary). The Craft skill is how adept the character is in brewing the magical beverage and the skill number can be tossed into the Alchemy section of the character sheet. You get the idea...






Saturday, July 18

BRP World of Xoth

If I ever run another group of PC's through a Sword & Sorcery campaign I think I'm going to go with Chaosium's Elric!. I'm sure I would modify it with mechanics from the BRP Gold Book, mostly with defining the magic system, but for the rest of it; gritty combat, incredible stunts, fearless dimension hopping, etc., I think the rules set gets the job done.

I could recycle my World of Xoth campaign material for any Heavy Metal minded troop of PC's who want to turn their sword swinging savagery up to eleven. The flexibility of Chaosium's mechanics makes it possible to craft your own brand of Sword & Sorcery. You really can conjure any world of post-apocalyptic or pre-cataclysmic savagery and super science your imagination can devise.



Saturday, July 11

BRP Low Fantasy Campaign Idea cont.

Continuing the class descriptions from last post;

1.4.1.5 Gladiator; you have lived your life in a cage only to be released so as wagers can be placed on whether you will live or die in a blood soaked arena.
Common Skill Bonuses: Perform +25%
Advanced Skill Bonuses: Melee Combat +25%

1.4.1.6 Merchant; dangerous is the Bolfian Silk Road, but the riches to be had make dealing with the mysterious desert peoples draws the determined and the foolish to attempt it.
Common Skill Bonuses: Bargain +25%
Advanced Skill Bonuses: Choose either Navigate, Appraise, or Technical Skill(various) at a +25%

1.4.1.7 Thug; a hired hand, the muscle to protect life and property. Or steal it.
Common Skills: Hide +25%
Advanced Skills: Climb +25%

1.4.1.7 Ranger; a poor, mud pounding bastard who has to sleep outside.
Common Skills: Sense +25%
Advanced Skills: Track +25%

1.5 Skills

1.5.1 Choosing Skills

1.5.1.1 You are allowed to chose three additional skills at the base rating.

1.5.1.2 You may now spend skill points to increase any of the character's starting skills in the following manner; one skill receives a +75% bonus, one skill receives a +50% bonus, and one skill receives a +25% bonus.


Saturday, July 4

Brainstorming a BRP Fantasy Campaign

Here is what I've sketched out so far;


Low Fantasy Adventures in the world of Rom'Myr;

1. Character Creation:

Only human characters may be chosen for race. The available human racial identities are Rom’Myr, and the Fir'Bax. Rom’Myr humans are citizens of the Blue Borderlands, the farthest province east in the realm of The Trackless Empire. Sandwiched between the Cold Heath and the Groaning Mountains the Rom'Myr of the Blue Borderlands trade for Bolfian Silk from the non-human desert nomads known as the Strangled. The land of Fir'Bax lies just north of the Blue Borderlands. Uncouth barbarians who scratch a living from the small arable land surrounding the high peaks of the Yani'Hor, the Groaning Mountains. They are extremely xenophobic and war incessintly with the Strangled. This small barbarian kingdom also resent the encroaching Rom'Myrians into their wilderness domain. 

1.1 Characteristics

The primary building blocks of your PC are the seven characteristics from Chaosium’s Basic Role Playing system. Roll 3d6 dice to determine the values of your character’s Characteristics; these being Strenght (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA).

1.2 Attributes

These are based on your Characteristics. They are four in number; Damage Modifier (DM), Hit Points (HP), Major Wound Level (MWL), and Movement Rate (Move).

1.3 Common Skills

This is a list of skills that every PC would have a base knowledge in. They are modified by the PC’s Characteristics if applicable. Some of your Common Skills will be increased by the bonuses given by your chosen Character Class.

1.4 Character Class

Here you are able to shape your PC more to your liking. Choosing a character’s Class will give your PC some Advanced Skills, increase some of your Common Skills, and determine how much money the character has to spend on equipment before play begins.


1.4.1 Class available for selection are as follows; Acrobat, Assassin, Barbarian, Druid, Gladiator, Merchant, Thug, and Ranger. Class choice provides the following relevant characteristic and skill advantages;

1.4.1.1 Acrobat; an entertainer in a bleak land devoid of joy. Your physical contortions provide a more subtle interest to the paying Lords then just flaying you alive would deliver.
Common Skill Bonuses: Athletics +25%, Unarmed Combat +25%.
Advanced Skill Bonuses: Choose either Teaching or Oratory and add +25%.

1.4.1.2 Assassin; those of wealth got there by eliminating their enemies. These enemies are mostly eliminated by paying for murder from secret sects which practice this nefarious trade. You are one who was trained by one these mysterious battle cults.
Common Skill Bonuses: Stealth +25%.
Advanced Skill Bonuses: Choose either Disguise, Ranged Combat, or Tracking and add +25%.

1.4.1.3 Barbarian; you find your home in the limitless wastes and wilderness of at the edge of a decaying civilization. 
Common Skill Bonuses: Ride +25%.
Advanced Skill Bonuses: Survival +25%.

1.4.1.4 Druid; you claim understanding of the spirits and gods which walk unseen amongst man.  
Common Skill Bonuses: Insight +25%.
Advanced Skill Bonuses: Chose one of the following; Beliefs +25%, Lore +25%, or Seduction +25%.

Sample pantheon of Gods;


§  Valett, the Goddess of the Night, having the form of three-eyed warrior-maiden.
§  Hesrace, the God of Caverns and the Night, having the form of calm boy holding a hammer.
§  Baldecigail, the Goddess of and Mother of Lies, seen in dreams as hunting bear.
§  The Exalted God, having the form of fierce camel.
§  Fae, the Goddess of Travel and Woodlands, who visits in visions as abrasive woman holding a scroll.
§  Pelixa, the Goddess of Darkness and the Sextal Goddess, seen in dreams as a crone holding a knife.
§  Feliah, the Goddess of , most often depicted as howling hag.
§  Fryssa, the Unspeakable Goddess, visible to mortals only as abrasive crocodile.
§  Daliica, the Goddess of Wealth, who appears as attractive pregnant woman with the scaly skin of a crocodile.
§  Angiara, Princess of Spiders, having the form of a warrior-maiden holding an obelisk.
§  Reytan, the God of Fate and Patron of justiciars, seen in dreams as crow with horns like an auroch.
§  Suselda, the Goddess of Sin and Queen of Magic, most often depicted as fat cat with the head of a snake.

etc, more to come...


So yeah, I think fleshing out some of these traditional AD&D classes into a simple BRP scheme on top of a flinty fantasy world built from a limited world palate will give me all I need for a wildly fantastic game world. Obvious adventures available within the starting small sandbox would be Deep Cavern Observatory and the free module Sky-Stone-River-Place found over at http://falsemachine.blogspot.com/

After that gut some of the desert and mountain modules from D&D, reskin them with pulpy sensibilities, and pillage all the new content being presented on G+ sources. You should have players turning grey before their time!