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Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Tuesday, April 30

If the sun is in their eyes, do I get a bonus?


How much is too much when listing die roll modifiers for your game? Finding out when a force occupies desired ground and how much sooner they got their then their opponent was what sent me down this tangent. It shows me again the flexibility of the USR game system. For DIY minded Keepers and players bent on creating their own worlds, USR is a good place to start. It is free you know.
I continue to playtest Deluxe USR Sword & Sorcery’s Mass Combat rules. I’ve let the simple resolution mechanics be my guiding hand when wondering; “more modifiers?” More rules to account for a myriad of battle situations pop into my brain and I want to add all sorts of chrome if I get carried away. What about this? What about that? But then I look at the frame work I’m using, (U)nbelievably (S)imple (R)oleplaying. Constructing rules for mass combat encounters can and does take much from traditional war games. Consistent movement mechanics appropriate to the scale of the encounter. I organize the encounter around the constituent troops involved, I have “units” like any other war game, movement facing, etc. Terrain is accounted for. But here is the trick, for me. I’m playing a role-playing game and I don’t want to get into a detailed tactical simulation. I want a useful tool to aid both player and Crypt Keeper run an exciting mass battle, and then get back to the player specific focus of TTRPG’s.
The answer has been the games base character attributes, specifically Action. Any situation not covered in these sparse rules can be answered with a Contested Action Roll. Want to know if your cavalry beats the enemy to the narrow ford? Roll a Contested Action Roll, high roll wins. Withdraw under the cover of darkness keeping the enemy unawares? Roll a Contested Action Roll. Degrees of failure and success are useful time keepers as well. If you beat your opponent’s roll by two you got the ford two hours before they do. Or two days, depends on the scales of movement being used.
Contested Attribute rolls don’t even need to be against the same attributes. Forces climbing a steep cliff face would need to see if they can get to the top before the enemy spots them. Forcing your army over treacherous ground and you can’t have any delays. Probably should use a Non-contested Action Roll with difficulty set by the CK. But by and large competing against your enemy; Contested Action Roll.  Action vs. Wits? Why not? Subterfuge, fakery and misdirection lend themselves to a Wits vs. Wits roll, but I can see where one force is combating the weak morale of their enemy and a Wits roll vs. Ego makes sense. However you choose to assign the contested attributes, it gives you a fast resolution mechanic which includes degrees of success if you like.
The Contested Action Roll adds a great deal of excitement for maneuvers during combat. Anytime troops try to pull off a maneuver (not an attack) with the enemy close enough to engage contested action rolls are a great way to adjudicate the success or failure of the maneuver.
These rolls should not be drowned in numerous die-roll modifiers. The small scale of numbers you are dealing with makes a +1 or +2 a significant bonus. Reduce advantages between opponents until you have only a significant factor to consider against each other. The easiest to figure, and will come up many times, is a force attempting a maneuver in front of the enemy and commanders and leaders are present. A +4 Leadership Specialism going against +2 Insite Loyalty Specialism you just reduce down to +2 for better commander. The other force has no commander, get the full +4! The CK can always consider limits on total modifiers allowed at any one time. You just have to ask yourself how “swingy” do you want the battle to be. If opponents can pile up modifiers against each other the final value of the die rolls can vary widely. Capping them makes for a contest where creating advantage for your army is more difficult.


Thursday, August 2

Scourge Books, the Royal Trux of podcasts


The anchor podcast party continues to grow and more and more episodes from anyone in the gaming universe are dropping every day. But the newest comer on this new block has got me out of the house and working on one of my game books in the parking lot where a lot of the local transients camp for the night.



Scourge Books has caught my attention with its glib attitude and basement living bombast which gets me thinking of overflowing ashtrays, empty liquor bottles and a corner of the room stacked with amps where the “band” practices. Where I’ve seen brevity reign (my podcast included) with gamer podcasts on anchor dropping in at fifteen minutes or less, Scourge Books plopped down an hour and half long first episode. A rambling bull session between “Scourge” and his “Woman”, keeping names and background absent, only revealing themselves through the dialogue; the gaming, video, music topics the two bounce through, the new show feels like a cut up four track mix reminiscent of DIY Heroin-Punk from the late eighties, except it is about table top gaming. And it is on the internet so immediately accessible. I’m sure someone can tell me in a red-hot minute who Scourge is, but for a brief moment the weird world of online content delivered me a dirty, underground thrill like reading Naked Lunch for the first time.

If Scourge and the Woman can keep it up, keep the topics revolving all hipster and eternally young and ultimately disposable Scourge Books podcasts could easily become a favorite listen of mine while I toil away on my own obscure DIY role playing projects. In a van. Down by the river.

Monday, July 23

Review of Gathox Vertical Slum Adventure Module


+David Lewis Johnson offered me a PDF copy of Quake Alley Mayhem for review. I am happy to do so because; one, I have used much of his royalty free stock art to illustrate my baby USR Sword & Sorcery,Rules Lite Roleplaying for Fantastic Pulp Fantasy Adventures, and two, I purchased Gathox Vertical Slum, a far out, gonzo science fantasy campaign setting for Swords & Wizardry White Box sight unseen because it spoke early eighties Heavy Metal magazine I bought on the down low as a young teen.



So I'm in David Lewis Johnson's camp hard. On top of this +Mike Evans edited Quake Alley Mayhem. He is the moving force behind DIY RPG Productions and does his shit soooo straight and right +Zak Smith threw Demon City at him to carry the publishing load. I buy Zak's stuff because it is some of the best RPG material available today. Mike I met at Gencon 50 and I watched him win a Silver Ennie for Hubris and he is not shy for flying a middle finger. He does not stay up as late as Jacob Hurst or Jez Gordon. So you know he actually is probably kind of a softie.

QuakeAlley Mayhem is a good example of how overworked all our best people are these days. It gives me hope that all of us on the OSR DIY sidelines figuring things out, well, we need to do so, cause everyone like David Lewis Johnson are writing fun good stuff and the pipeline for distribution is jammed. I mean stopped up! Evil Hat hasn't put out anything of value since ever. They are sooo starved for something to do all they can come up with is dissing the Ennies. The Ennies! Smart, mildly good looking men and women, on their own volition, are striving forth, putting everything on the line and producing great game talent and now they are swamped. If it wasn't for the connections at conventions and google plus being made by earnest folk in real time, well you my fellow gamer would be still playing Lost Mines of Phandelver again and again and again.

Quake Alley Mayhem is a harbinger of glee for all and everyone on the nonexistent margins of the RPG game world. Can you edit? Can you do layout? Can you write? Can you draw? Can you playtest? Do you love to proofread (there has got to be someone, right?) Can you use POD software? Gather together and make an RPG product.

Established RPG companies in the “middle ground”* trying to imitate WotC business model are in the process of being disassembled like a first level PC by a Giant Crab.


If you have enough enthusiasm and typing skills you can produce a ready to run adventure so much more interesting than anything else available on the mainstream market in an afternoon. And have people buying it and playing it by nightfall.

The regular game companies should be shitting their pants. I think they have been for the last four or five years and just can't say it. The best they can do is minimize outsider achievement. But once again outsider achievement will be on full display at this year's Gencon. The LotFP booth will sell out. The Ennies will be dominated by outsider products winning awards. These will be, in no particular order, Hot Springs Island, Hobbs and Friends, Frostbitten and Mutilated. In no way should the corporate game world see such scrappy, passionate outfits succeed, but succeed they do. There will be some hangovers after Gencon 51, but none which matter.


*an undefinded term of mine, but I'm thinking Pinnacle, Evil Hat, Green Ronin, Lumpley Games, etc.