I've gone and made up a character sheet for USR Gunslinger with the idea of writing up a rules hack of TSR's Boot Hill. I've posted it to my Summonings page here at The Vanishing Tower.
So this means I will actually have to write up these rules some time soon or I'll just have characters running around with no rules to govern their behavior. Now that sounds like the Wild West...
Contact Information:
jay@vanishingtowerpress.com
Sunday, February 15
Tuesday, February 3
USR Sword & Sorcery Play Aids
The Summonings page now has links to download your USR Sword & Sorcery Character Sheet, and USR Sword & Sorcery Campaign Notepad pages... sweet!
Friday, January 30
First Strike explained...
At least as it applies to my USR Sword & Sorcery campaign. The Equipment List includes some weapons, such as the flail, which come with a "first strike" attribute.
First strike weapons allow a character to make an initial melee attack without their opponent being able to inflict any damage against them, even if they win the contested attribute roll. This initial attack roll is made in conjunction with the character's regular Action roll for the combat round, in effect, giving the first strike weapon two attack rolls versus your opponents one.
Once engaged in melee a character cannot make a first strike attack. If two or more characters are attacking each other with first strike weapons, no one can make a first strike attack.
First strike does not apply to ranged weapon attacks.
First strike weapons allow a character to make an initial melee attack without their opponent being able to inflict any damage against them, even if they win the contested attribute roll. This initial attack roll is made in conjunction with the character's regular Action roll for the combat round, in effect, giving the first strike weapon two attack rolls versus your opponents one.
Once engaged in melee a character cannot make a first strike attack. If two or more characters are attacking each other with first strike weapons, no one can make a first strike attack.
First strike does not apply to ranged weapon attacks.
Wednesday, January 28
LotFP Language Rules for USR Sword & Sorcery
My players came upon a book, and, after a year of play, for the first time I had to know if any these motley louts could read. True to their sword and sorcery roots these adventuring heroes have yet to approach any task without crushing blows, and flashing blades. Illiteracy among them all was a real possibility, so I ruled that none of them could read. But that didn't feel complete. I mean, what is the chance that they are all illiterate?
I needed a mechanism to decide an unknown question such as this and James Raggi's LotFP rules for language is the only one which ever struck me as a functional, in-game method for literacy and language questions. So the following is how I've hacked them to suit my USR Sword & Sorcery game.
Language Rules for USR Sword & Sorcery
Most PCs are assumed to begin play being fully fluent in their native tongue.
They are literate as well if they can pass a 6+ difficulty roll against their Wits.
Any specialism which can modify the results, good or bad, should be applied. Any specialism which implies literacy (scribe for example) would confer automatic literacy in the PC's native language. Any other modifier the CK wishes to impose can be added to this initial literacy roll.
When a PC comes into contact with another language their chance of speaking the language is determined by passing a 6+ difficulty roll against their Wits. Did they make it? If they did then you need to determine if they are literate too. Make another Wits roll against a 7+ difficulty.
To learn an unknown language takes six months of full immersion, fluent in two years. A language can be taught by a tutor, but that takes two years of at least five lessons a week (at 3sp a lesson) to become comfortably conversant, and fluency does not come until being immersed in the language.
I needed a mechanism to decide an unknown question such as this and James Raggi's LotFP rules for language is the only one which ever struck me as a functional, in-game method for literacy and language questions. So the following is how I've hacked them to suit my USR Sword & Sorcery game.
Language Rules for USR Sword & Sorcery
Most PCs are assumed to begin play being fully fluent in their native tongue.
They are literate as well if they can pass a 6+ difficulty roll against their Wits.
Any specialism which can modify the results, good or bad, should be applied. Any specialism which implies literacy (scribe for example) would confer automatic literacy in the PC's native language. Any other modifier the CK wishes to impose can be added to this initial literacy roll.
When a PC comes into contact with another language their chance of speaking the language is determined by passing a 6+ difficulty roll against their Wits. Did they make it? If they did then you need to determine if they are literate too. Make another Wits roll against a 7+ difficulty.
To learn an unknown language takes six months of full immersion, fluent in two years. A language can be taught by a tutor, but that takes two years of at least five lessons a week (at 3sp a lesson) to become comfortably conversant, and fluency does not come until being immersed in the language.
Sunday, January 11
Messing Around with Amoeba Wars
This simple Avalon Hill game sits on my shelf, and I always want to use it as a light weight gateway game for people who may have never played "wargames" before.
Problem is, I've also found it to have some game flaws which I've really wanted to remove and make the game more enjoyable.
There are a few stabs at it on Board Game Geek, but all raise some issues just as much as they try to solve some of the game's perceived problems.
What are these problems? The biggest complaint about the game is "turtling", a strategy where a player makes no moves each turn slowly building up his space armada in his home solar system and then making a single late game push to the center and the win.
Another issue is turn order and how with 5 to 6 players there is much down time in between your turn. Some players have made stabs at changing the turn order mechanics to create more interaction amongst players around the board. For new players to the game I don't think this is much of an issue. The novelty of the game and figuring it out has a tendency to create interactive banter around the board. This issue is more of one for veteran I feel because the game, despite its evocative title, lacks some personality which can bring down the excitement for veteran players.
This is where I've decided to launch my attack on reviving this 80's nostalgia nugget from the grave and getting it on the table. To give the game some additional personality. Amoeba Wars attempts to create some personality for your colored counters with the inclusion of Special Power cards which, as an optional rule, each player gets to draw one randomly at the beginning of play. While drawn secretly, once you use it the rest of the players know what you are packing for the rest of the game and can compensate.
Instead of using XXII. Optional Player Powers rule as written, I propose you get to draw a Special Power card when you have captured production points.
One production point gets you one Special Power, two gets you two Special Powers, up to four production points gets you three Special Power cards. Once the cards are all gone, no one can get them anymore. This should also have the additional benefit of making the Turtle Strategy less viable as a neighboring player can accumulate some significant power through expansion while the turtling player twiddles his thumbs. Power which can put this strategy farther out of reach of success, hopefully. You should be able to put the power into play as soon as the card is acquired, and acquiring new cards will keep opponents guessing on what one is packing.
Problem is, I've also found it to have some game flaws which I've really wanted to remove and make the game more enjoyable.
There are a few stabs at it on Board Game Geek, but all raise some issues just as much as they try to solve some of the game's perceived problems.
What are these problems? The biggest complaint about the game is "turtling", a strategy where a player makes no moves each turn slowly building up his space armada in his home solar system and then making a single late game push to the center and the win.
Another issue is turn order and how with 5 to 6 players there is much down time in between your turn. Some players have made stabs at changing the turn order mechanics to create more interaction amongst players around the board. For new players to the game I don't think this is much of an issue. The novelty of the game and figuring it out has a tendency to create interactive banter around the board. This issue is more of one for veteran I feel because the game, despite its evocative title, lacks some personality which can bring down the excitement for veteran players.
This is where I've decided to launch my attack on reviving this 80's nostalgia nugget from the grave and getting it on the table. To give the game some additional personality. Amoeba Wars attempts to create some personality for your colored counters with the inclusion of Special Power cards which, as an optional rule, each player gets to draw one randomly at the beginning of play. While drawn secretly, once you use it the rest of the players know what you are packing for the rest of the game and can compensate.
Instead of using XXII. Optional Player Powers rule as written, I propose you get to draw a Special Power card when you have captured production points.
One production point gets you one Special Power, two gets you two Special Powers, up to four production points gets you three Special Power cards. Once the cards are all gone, no one can get them anymore. This should also have the additional benefit of making the Turtle Strategy less viable as a neighboring player can accumulate some significant power through expansion while the turtling player twiddles his thumbs. Power which can put this strategy farther out of reach of success, hopefully. You should be able to put the power into play as soon as the card is acquired, and acquiring new cards will keep opponents guessing on what one is packing.
We will see.
Wednesday, December 31
Cracking the Spine of A Red And Pleasant Land
It is much what I hoped it would be, an extremely gamey tool for the table top. I also hoped it would contain great examples of how good gaming content can be, how interesting it can be and the book exceeded both expectations handily.
Zack Smith's A Red & Pleasant Land is extremely good. If you play or run rpg's it is currently the most useful, informative and attractive game product on the shelf right now and should have your interest.
I was grabbing gruesome gaming gobbets immediately. Here is my splash list of favorite first impressions;
Guests (fuckin' hell this monster is beyond totally Pearl Jam before they went big in '89 cool), Instant Dungeon Template, Foreclusions, Sample Locations, The Alice, The Slow War, Conversation Openers...
These are what I found in, I don't know, first two minutes of flipping pages. Innumerable elements from the book which can be just lifted out and used by the enterprising game master in their own campaign. I want that, I pay money for this kind of product. I should say I've put money down on game products many times and rarely get any return like this. The table resources and optional rules section are outrageous gears in which you can learn to drive your games. If you look at these in the book and are lost and mystified on how to utilize them you need to accept the fact you don't know what the point of an rpg is and need instruction. The good news is this instruction is available, for free, in the avalanche of gaming blogs talking about how table top rpg's are awesome and here is why. Just requires cursory note taking.
The hard coded setting material provides endless fuel for players and game master's imagination. Obvious superiority of the campaign material outlined in the small, dense book to anything currently in your library will provide all the hooks you need to enter the adventure into your current game. Or convince you you need to tear down and start over...
Criticising the work will be hard. There will be folks like myself who are in love with this piece, and will be quick to attack weak comments which discounts the books accomplishments. For those who can point out flaws in the work, as nothing is ever perfect, will have to keep it tight, and well, will take more work than my rank praise seems to be to crank out.
I'm the kind of person who doesn't get why something resonates or falls flat with me the first time I experience it. Zack has the talent, like most successful artists, to see these connections. I don't but thankfully I will stubbornly stick to the stink of instinct.
What I learned, what surprised me, what was my takeaway from the book, what helped me find deeper appreciation for the activity I like to spend soooo much time on since I was like eleven was the use of live models in the illustrated artwork. I understood these illustrated characters of the book to be modeled off of the people who actually play in Zack's D&D game. I'm just taking this from the Zack's video taped game session which he made public. Zack's renderings gush affection and respect for his players. That the participants are loved by the author. That this DM recognizes what the point of the exercise is. To honor the players with the best that you can give them every time.
Wow, cool. Missed that for way too many years of gaming.
It is, for those who care to approach the product with open GM eyes, a big holler of how big of a hill you have to climb. How far you have to go to be a good Game Master, how far you have to go to give your players the respect they deserve, and just now, if you have been playing since, I don't know, eleven, the information and support you need to accomplish this mind numbing colossal task is suddenly bubbling out of the god dam internet since 2009 (Zack is not the only one getting it this good, go find them) letting you know you are not alone. Awesome!
Friday, December 26
Holiday Gaming in the land of Mystara
Something sweet about spending an early afternoon gaming and no need to go to work.
Today I hosted a BFRPG adventure in a new campaign started a year ago. New because the last session, session #3?, was conducted exactly one year ago to the day. Only one player from that original group attended today, but it was enough to maintain a grasp on the continued plight of Eastern Karameikos and the struggles of its inhabitants.
Brother Benedict, in the service of Taras Sukyskin, was joined by Brand; a poor fighting wretch from the village of Corroc, Harek; a fighting dwarf from the Altan Tepe mountains, and Elkis; a hafling thief from the Dymrak forest. All free peoples of Eastern Karameikos was represented as all the new players were coming from communities wracked by demons, danger, and unnamed threats. Something truly evil moved throughout the land, threatening the peace and prosperity of all.
Brother Benedict easily rallied the adventurers around Taras Sukyskin's cause, to rid the land of the Black Mirror found beneath the temple on the island in the Lake of Lost Dreams. The party disembarked from the tombs on the hill and made the two day journey to the shores of the remote lake. There they found the lake shore and island invested with marauding goblins still intent on bringing their dread gods to life.
It took the aid of curse born pixies to slip past the goblins guarding the island temple and once inside the party destroyed the black mirror only to find themselves transported to an ancient ruin, a once noble palace now desolate and barren but for time eaten stone halls. Where once they were below the ground in the dead of night they now find themselves above ground during daylight.
Before they have much time to ponder their mysterious circumstances they are confronted by a yellow robed man accompanied by two fighting dwarves and a lady armed with a red crystal sword. The yellow robed man says that the party now stands at the very edge of time and that he has brought them here in part thanks to their mighty deeds. He states that the only way any of them return from whence they came is for the PC's to secure the "wand of light" and hand it over to him. The PC's try to wrangle out some more information out of him, but the obtuse stranger only mocks their ignorance and assures them that they will all perish in the oncoming and inevitable dissolution of the cosmos in mere hours hence unless they aid him in his quest. That they best get moving and search the lower ruins of the ancient palace for the Wand of Light.
The PC's try and call the man's bluff, suggesting if they do nothing that he would be forced to take on this perilous quest himself. The man counters that he must use his considerable powers to maintain the structure of the world around them long enough for them to accomplish their task, and that his fate was tied to the success of their task just as much as theirs.
Rightfully dubious, the PC's reluctantly took up the quest. The yellow robed man's dwarven fighters are ordered to accompany the PC's and to see that they find the wand and bring it back. It is not apparent why the others serve the man, but they appear to obey his wishes without question.
The party breaks out torches, establishes marching order, and begins to penetrate the buried passageways of this once proud castle. After passing through empty halls and unlit chambers they stumble upon a grotesque three headed humanoid foul and terrible. The party throws themselves against the monster, but before they cut it down in howling anguish it delivers a devastating blow to Xyzom the dwarven bodyguard throwing the impatient warrior against the wall. Harek is rend limb from limb as Brother Benedict crushes one of the monster's heads beneath his mace. The many headed, many limbed monstrosity falls lifeless amidst the sudden carnage. After killing another one of the aroused three headed horrors the PC's spy a stairway leading to the lower levels of the palace.
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