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Thursday, January 17

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PURSUIT AND EVASION OF PURSUIT (DMG 1e p.68)

There are two cases of pursuit and evasion of pursuit. The first is in underground situations, and the second is in outdoor settings. There are various special circumstances which pertain to each case so each will be dealt with separately.

Pursuit And Evasion In Underground Settings:

When player characters with attendant hirelings and/or henchmen, if any, elect to retreat or flee from an encounter with a monster ar monsters, a possible pursuit situation arises. Whether or not pursuit will actually take place is dependent upon the following:

1. If the matrix or key states that the monster(s) in question will pursue, or if the MONSTER MANUAL so states, then pursuit will certainly occur.

2. If the monster or monsters encountered are semi-intelligent or under, hungry, angry, aggressive, and/or trained to do so, then pursuit will be 80% likely to occur (d10, 1 through 8).

3. If the monster or monsters encountered are of low intelligence but otherwise suit the qualifications of 2. above, then pursuit will occur with the following probabilities:

A. If the party outnumbers the potential pursuers, then pursuit is 20% likely.
B. If the party is about as numerous as the potential pursuers, then pursuit is 40% likely.
C. If the party is outnumbered by the potential pursuers, then pursuit is 80% likely.
D. If condition C. exists, and furthermore, the potential pursuers conceive of themselves as greatly superior to the party, then pursuit is 100% certain.

Pursuit will have 3 separate cases:

1. The pursued are faster than the pursuers: Unless there are extenuating circumstances, such as a ranger NPC ar an invisible stalker or a slithering tracker pursuing, then pursuit will end as soon as any one of the following conditions is met:

A. The pursued are in sight but over 100' distant; or
B. The pursued are out of sight and were over 50' distant when they so left the perception of the pursuer(s); or
C. Pursuit has continued over 5 rounds, and the pursuer has not gained perceptibly upon the pursued.

2. The pursued are of equal speed to the pursuers: As in case 1. above, pursuit will end as soon as any 1 of the following conditions are met:

A. The pursued are in sight but over 150' distant; or
B. The pursued are out of sight and were over 80' distant when they left the perception of the pursuer(s); or
C. Pursuit has continued over 1 turn, and the pursuer has not gained perceptibly upon the pursued.

3. The pursuer is faster than the pursued: The pursuit will be broken off only if one of the following occurs:

A. The pursued are out of sight and were over 200' distant when they left the perception of the pursuer(s); or
B. The pursuer is unable to continue due to reasons of physical endurance.

Modifiers To Pursuit: There are several circumstances which will affect the pursuer. These are:

1. Barriers: Physical or magic barriers will slow or halt pursuit, i.e. or locked portal, a broken bridge, a wall of fire, etc.

2. Distractions: Actual or magic distractions will be from 10% to 100% likely to cause pursuit to falter or cease altogether. For example, a dancing lights spell moving away from a fleeing party which has extinguished its light sources might distract pursuers, just as a phantasmal force of a strong helper joining the pursued might cause the pursuers to cease pursuit. Similarly, if the pursued passed through or near some other creatures which would be hostile to the pursuing force, or at least not friendly to the pursuers, then it is quite possible that the creatures passed through and the pursuers would become embroiled. N.B.: The likelihood of any distraction being successful is a matter for individual adjudication by the DM, using ADBD principles and common sense as they apply to the particular circumstances prevailing. There are also 2 sub-cases here:
A. Food: Food, including rations and/or wine, will be from 10% to 100% likely to distract pursuers of low intelligence or below, providing the food/wine is what they find palatable. Roll a d10 to find the probability, unless you have a note as to how hungry or food oriented the creatures are. Add 10% to the result for every point of intelligence below 5, and give a 100% probability for non-intelligent creatures pursuing. If probability is under 100%, roll the d10 a second time, and if the result is equal to or less than the probability determined, then the pursuers break off pursuit for 1 round while the food/wine is consumed.
B. Treasure: Treasure, including precious metals, gems, jewelry, rare stuffs such as ivory or spices, valuable items, and/or magic will be 10% to 100% likely to cause pursuers of low or greater intelligence to be distracted. Pursuers of low intelligence will have an additional 10% per 10 items (regardless of actual value) dropped, i.e. 20 copper pieces have a 20% additional probability of causing a distraction. The value of items dropped, known or presumed or potential, will likewise cause pursuers of average or greater intelligence to be more likely to be distracted. For each 100 g.p. value or potential value, add 10% to base probability. Roll the d10 a second time to see if potential and actual interest are the same, just as is done when food is used as a possible distraction. (Note, however, that very small items of value - notably, gems and the like - would have a chance of going completely unnoticed in the heat of pursuit.) If success occurs, the pursuer will be distracted for 1 round, or the length of time necessary to gather up the treasure, whichever is the greater.

3. Multiple Choice: It will mast often come to pass that the pursued take a route which enables them to cause the pursuer(s) to have to make decisions as to which direction the pursued took in their flight. Thus, at a branching passage where there are 3 possible ways which could have been taken, there is a basic 2 in 3 chance that the pursuer(s) will take the wrong passage. Likewise, if there are a door and a passage, there is a 1 in 2 chance of wrong choice. This base chance assumes that the pursuer cannot see the pursued when choice is made, that sound does not reveal the direction of flight, that smell does not reveal direction of flight, nor do any other visual, audial, or olfactory clues point to the escape path. As DM, you will have to adjudicate such situations as they arise. The following guidelines might prove helpful:
Light: Straight line of sight is near infinite, any corner cuts distance to 60'.
Noise: Characters in metal armor can be heard for 90', hard boots can be heard at 60', relatively quiet movement can be heard at 30'.
Odors: Normal scent can be detected by creatures hunting or tracking by scent for several hours - even in a dungeon setting. Scent can be masked with various things - mustard powder, oil of citronella, crushed stinging nettle, etc.

Building Interiors: Treat these settings the same as one underground, as applicable.

Procedure For Determination Of Evasion Underground: If it is discovered that a pursuit situation exists, and the player-party elects to evade rather than confront pursuers, then record the relative speeds of pursued and pursuer. Move the pursued party as many l o ' s of feet as their slowest member is able to travel, and likewise move the pursuing party as many 10's of feet as its fastest member can travel, noting positions of slower members, if any, as well. This movement is accomplished on the map, of course. Three such movement phases are (for game purposes) equal to 1 round. At the end of any movement portion where any number of the pursued party is within 10' or less of any number of the pursuing party, confrontation must take place between the concerned members of the parties. (At this point the remainder, if any, of the pursued party may elect to stop flight or continue evasion attempts as they wish.) Also, at the end of each movement portion it is necessary to check the 3 SEPARATE PURSUIT CASES and any PURSUIT MODIFIERS to see if the pursued party has succeeded in evading the pursuers. Keep track not only of the route of flight, but also of the amount ofgame time so spent, as some pursuit will automatically cease after a set period without confrontation.

Mapping During Flight: No mapping is ever possible. Give no distance measures in moving the pursued. Give no compass directions either!


Saturday, January 12

Deluxe USR Sword & Sorcery Cover Concept

Work continues on exploring what a game publisher and creator is like. This. is. a. lot. of. work. I'm approaching it like an art project. And my process is building things out and see what I find, throw out what doesn't work, and hope to Hades I stumble upon a legitimate aesthetic. Working with Jeremy Hart's commissioned illustration I've come to this basic "blocking" of the book's cover to date.  I've added an additional block of text on the back cover (left side of image) with the game's elevator pitch. 


Feel free to rip this to shreds:) No, any design advice you want to throw my way while I share the layout journey is glad and well accepted. This cover design is my attempt to get to "know" the tools I have at my disposal. For the cover it is a b/w illo large enough to wrap-around. What you see here is a close-up of the image, not the whole thing. The full drawing will get a suitable splash page inside the book. Title/text is the other tool and bands of color the final. Trying to draw limits. I'm shit with time management so if I give myself a limited palate I hopefully shorten the wandering around in the woods lost period which I looove and get some product eventually pushed out.

Thursday, January 10

Stupid, Simple Way to Convert Hit Die to BRP Skill Level

The DIY-OSR scene has the best adventure content but I like to play with Chaosium's BRP brand of d100 mechanics for the systems approach to combat and skills. D&D and BRP have an identical approach to Character Attributes, Hit Points are close enough to not matter, but Armor Class and the Monster Attack Table don't port over to the BRP d100 resolution mechanic without some thought.


Here is what I do; the Monster Attack Table is the easiest to convert out of the two. Armor Class 9 (or 12 for ascending) is an unarmored opponent. WarHammer Fantasy Roleplaying has your basic scrub getting a 35% to hit, so for a 1 HD Monster chance to hit is 35%. I'm going to grab the Monster Attack Table from Mutant Future and just add 5% for each row of Hit Dice which improve the character's chance to hit. So a 1+ and 2 HD creature has base line combat (or any primary skill/ability) of 40%. 2+ to 3 HD creature is 45%, etc. Following this progression you top out at 75% chance to hit/primary ability at 9+ to 11. OSR Creatures/Characters at these higher HD will most likely also have some unique attack abilities which will compensate for the flattening out at 75%. But that is all I have been doing for establishing a relation between Hit Dice and a Primary Skill Ability. 

AC is not as easy. Armor Class in D&D represents how hard it is to not only hit your target but to hit decisively enough to actually deliver damage. BRP is less abstract. How difficult one is to hit is not tied to how much damage one would necessarily receive if hit. This is where the creature/monster/character description is important. Not that it shouldn't be anyways regardless of system. I bring it up because as a gamer I can't but help and look at NPC's as just a pile of stats so I can adjudicate action quickly. I find trying to stat creatures out for another system makes me look for what makes the Leech-Man different than the Kobold. 

So looking at the common Kobold. With AC 7 a 1st level character(scrub) needs a 12 or better to hit, or 40% or less. The description of your average Kobold (from B/X) leaves me to believe they don't wear any armor so their improved AC over unarmed will come from their small stature and quick movement. Based on their HD their base combat ability would be 35%. Makes sense to me. Their improved armor class will come from an improved Dodge skill. Say boost 35% up to 45% (5% per each AC better than 9). HP stay the same. So your average OSR B/X Kobold quickly translates into Attack/Parry skill of 35% with a Dodge of 45% and no armor protection to reduce damage if hit!

Thursday, January 3

FGU's Space Opera Combat Tables

All my current Space Opera charts in PDF are found on the Summonings page of this blog.

Your typical one-on-one close, personal combat rules in Space Opera are called (section) 8.0 Ground Combat. This is to cover the fact you are supposed to be able to run small party combat actions as well as large mass battles involving thousands of troops. The rules make no bones about the fact they are a continuing treatment of their rules for miniature mass combat Space Marines. It is also a continuing treatment of the shit editing job which went into the rule book. It starts hard and fast; the first action in the turn sequence is to toss for “move or countermove.” WTF happened to “Initiative”, one of the basic characteristics which “all” in-game action is usually resolved? Maybe we will find out, but yeah, your Initiative score doesn't apply here. Or you could drop this step. Space Opera is cool with you jettisoning whole mechanics. Do it, you won't break it. The game sometimes even offers two different methods to resolve the same action. Yes, instead of move/countermove each side writes down their moves and the moves are revealed and played out simultaneously. This is code for Game Masters everywhere that “yeah you will have to wing it”. Just plow through this crap. You know what the rules really mean. Turn sequence 1. Play a hex-map-based-wargame first. This will take at least one other interested player and like forty hours of your time.

So if you are like me this means you turn to the players and say “Your side lost, bad. What do you want to do?”

And if the players know the rules they will say “covering fire.” But that is sequence #5. Ignore them. Your players are just trying to make you forget sequence #2. Indirect Fire. This is a whole world of random hurt the StarMaster can literally rain down upon the players. Tough talk breaking down at the local spacer bar? PC's smoothly going for their hardware to blast their way out of trouble? Sorry, StarMaster needs to resolve sequence #2. Full salvo of APROBDIF Projectors coming in from the unisex! Oh yeah, the effects are not resolved until sequence #7. Does that mean between sequence #3. and sequence #6 the PC's could move away? On space ships? On power cycles? Humping ass burning Wind? Yes it does. The whole sequence will work to give you hair-breath escapes, but should only be used when you and the players need to drill down to that level of detail cause that is where the game has taken the action. Space Opera is not going to work for newbies. Folks using this game are going to have to be confident gamers and know when to role-play and when to get out the rulebook.

Seriously, it takes a judgmental asshole like myself to run Space Opera. You need to be able to look your players in the eye and say “roll initiative” and get them not to scramble to the rulebook looking for a way out. Because the rules are so poorly edited they will find it.



What I remember from running Space Opera in the early 80's was constantly jettisoning combat rules to get to a “roll to hit” situation. And this is one table and a percentile number. That is it. Again, dead simple. For Direct Fire/Ranged Attacks you roll 1D100 on the Range to Target Table. Shooting someone at Short Range 80% chance or less to hit. Long 15% chance, etc. Now there are six separate tables of DMs to the Direct Fire Roll, I get that. But use my PDF sheets attached and you will have the information you want at your fingertips at the table. Hand-to-Hand, Close Combat is a base 35% to hit for any attack, subject to a very small set of DMs. No, in Close Combat Initiative; deciding who strikes first, has all the multiple DM tables! Space Opera makes a big production out of producing your Hand-to-Hand Capability. But once you have this number, and you need compute it for thirteen different weapon categories, you only use it for establishing strike order for each combat turn! I can see where many folks turn their head, hand out in the universal symbol of “No thank you” and pass on trying to run the game. In this instance it asks you to crunch simple, but time consuming formula for a number which again gets multiple DMs to consider every time you use it. But it does give a sharp distinction between Direct Fire Combat. You don't use the same resolution method for either one of these combats and in real life these are two very different methods of combat. I will have to go with this as a feature of Space Opera and not a bug. Embrace it. And you are going to have to embrace the Penetration Tables. (p. 43-51) Which means rolling on the Hit Location chart. But who doesn't love Hit Location charts?!? Put the tables on a sheet durable enough to last at the actual game table and everyone should get dialed into their Penetration numbers quickly.

Both these methods of combat funnel back into the same method of resolving damage once a penetrating hit has been won. In fact, all weapons do the same damage! Regardless of weapon/attack used damage in Ground Combat is resolved the same way, roll for severity and apply the corresponding amount of damage to the character. There are additional degrees of complexity you can add in from the rules or just as well leave out. You have two described methods of achieving an initiative/turn order for Pete's sake! You can take the Combat Turn Sequence in its entirety or you can trim it down to only the steps you wish to execute in a given combat. In each sequence, each step in the combat “turn” can have additional DMs to add in. The key to using however many combat mechanics you want is having these DM tables not in the book but out on the table to use. And with this reread so far I see nothing which would stop you from scaling the combat mechanics when considering large engagements of troops. The resolution mechanics can be both applied to an individual character as well as an individual combat “unit”. Need to know the rate of fire of your gun in Close Combat? They have rules for that. Don't need that level of detail. No worries. Toss the rule entirely and combat still works.

The attached PDF file is to make generating these numerous DM tables for use in one place easier. I believe once these tables are removed from the book and made more accessible as a two-sided, laminated sheet the game would become remarkably easy to run.