The VTT feels like a video game to me. Probably because, like ttrpgs, in the seventies consul and arcade video games were in their infancy. And contrary to popular opinion, most gamers knew ttrpgs were what they had been looking for all this time, but just didn't know it. The game, the concept of the game was dead simple and easily understood. I do remember as a wee child being bored with Monopoly, Clue, Candyland (makes a great drinking game though), Stratego, and Risk. I had been exposed to tactical wargames before I was double digits, and if was going to move counters around the board they better be able to blow hell out of the countryside. But before all this, I only had paperback fiction delivering the imaginative excitement I craved. When Arneson and Gygax put the chocolate with the peanut butter what I needed had been just born. I cannot be the only one the first time someone told you about this game Dungeons & Dragons you got it. The lightbulb didn't just turn on, it exploded. I didn't have any of these game books and boxed sets until '81. What I did have was enticing rumors of this game, what it looked like, where you could find it and who was playing it near you. These trails, these breadcrumbs were everything like a classic Call of Cthulhu game. I was searching secrets many did not know. Picture a seven-year old hanging around the roller skating rink investigating the whereabouts of some person I never met who might know a little something about DnD.
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Thursday, February 6
VTT and the Original Dark Magic
The VTT feels like a video game to me. Probably because, like ttrpgs, in the seventies consul and arcade video games were in their infancy. And contrary to popular opinion, most gamers knew ttrpgs were what they had been looking for all this time, but just didn't know it. The game, the concept of the game was dead simple and easily understood. I do remember as a wee child being bored with Monopoly, Clue, Candyland (makes a great drinking game though), Stratego, and Risk. I had been exposed to tactical wargames before I was double digits, and if was going to move counters around the board they better be able to blow hell out of the countryside. But before all this, I only had paperback fiction delivering the imaginative excitement I craved. When Arneson and Gygax put the chocolate with the peanut butter what I needed had been just born. I cannot be the only one the first time someone told you about this game Dungeons & Dragons you got it. The lightbulb didn't just turn on, it exploded. I didn't have any of these game books and boxed sets until '81. What I did have was enticing rumors of this game, what it looked like, where you could find it and who was playing it near you. These trails, these breadcrumbs were everything like a classic Call of Cthulhu game. I was searching secrets many did not know. Picture a seven-year old hanging around the roller skating rink investigating the whereabouts of some person I never met who might know a little something about DnD.
Saturday, February 1
Savage Sword, the BRP version of Adventures in Xoth
human-centric sword and sorcery game, which we all know resulted in Deluxe USR Sword & Sorcery. Now, twelve years later, and I am once again a serious fan of Chaosium's BRP game system! In the last decade I have thoroughly explored the game systems of Dungeons and Dragons and lots of the OSR retro-clones, Classic Traveller, Space Opera, Clockwork & Cthulhu, Champions, DC Heroes, Cyberpunk 2020, MS&PI's. Some of these systems I had played with before, some it was my first time running the system. And others... I just plain forget all the games I've done a deep dive into since 2012.
There are so many rich rewards I have gained from all this, and the one I am talking about tonight is how much the BRP system suits me. A truly great universal game system it is. You can pick up any of their different types of games and play them all with a brief refresher on the buffs, and options being used which make the games, while using the same system, all having their own unique aspects. Rule tweaks, optional rules, powers, abilities, skills- under it all is just a d100 roll for success mechanic. Combat rules in each different game (Call of Cthulhu and its immense list of specific genre-takes, Runequest, Pendragon, Magic World, Superworld, hundreds of fan-made systems for a specific purpose...
This is all to say, I feel BRP is the best system to run human-centric, pulp-fantasy sword and sorcery tales. If written "right". I am in the process of writing up the rules for Savage Sword, Fantastic Pulp-Fantasy Adventures in a Primordial World. And this world is the tremendous campaign setting Xoth, a creation of Morten Bretan.
I will be importing all the things I have learned about game systems, tables, random charts and use the coherence of Chaosium's BRP to put it all together. Character Creation is as streamlined as I could make it, skill resolution and task resolution are a snap. Combat system, including simultaneous hand-to-hand combat, is the chariot of this ride. Yes, I love pulp sword & sorcery because of the limb-lopping and corpse-strewn trails of gore! And the combat system has to reflect this. One of the easiest tweaks is to reserve Critical Hits and Critical Successes for PCs only. NPCs... sure they can fumble, but the average gate guard is not going to be the cur slicing your head off. Important NPCs, the important villain will get all the combat bells and whistles, but there are going to be mook rules.You know how Stormbringer resolved this design "question"? They gave Elric an 880% skill level with his hell-sword. Basically it allows this top-tier warrior 9 attacks a combat turn! Now, I am not one for bloated skill levels, but it works because it is BRP, and because it is sword and sorcery in the worlds of Michael Moorcock where the heroes reach god-like proportions. I will be tackling this design question differently, just like every other iteration of the BRP system does.
Thursday, January 16
Even Heroes Bleed is Back on the Air
I mean, the Vanishing Tower house game has been going steady. We are live streaming the session. But it has been a year since I downloaded a recorded session and created an edited audio of the session for snappy play back! 13 months actually. Since an edited audio of the session is the only thing I can stomach to listen, I have got myself out of my omnipresent god-like vision which has me aware of everything which is going on in the Capitol City universe. Not good. This is a supers game so the subplots and NPC threads are like a busted can of spaghetti-oos on vinyl, spread out everywhere!
Sunday, January 5
Space Acid, the Mothership Mod
No need to write up a Space Opera retro-clone, just use Mothership as the basic rules chassis and modify from there. Then you are just creating a setting book instead of this comprehensive rule book. And it is really simple to do. Just add the 2 new character class options I have outlined at the end of this blog post!
Psychedelic
Science-Fantasy
A hybrid
genre within speculative fiction, science fantasy simultaneously draws upon or
combines tropes and elements from both science fiction and fantasy. In a
conventional science fiction story, the world is presented as being
scientifically logical, while a conventional fantasy story contains mostly supernatural
and artistic elements that disregard the scientific laws of the real world. The
world of science fantasy, however, is laid out to be scientifically logical and
often supplied with hard science-like explanations of any supernatural
elements. For this author Heavy Metal magazine typifies the best elements of
the diverse world of science fantasy. For yourself it could be much different.
No
matter, this kitchen-sink rule kit should provide more than enough tools to
capture the spirit of your campaign. If you ever need inspiration for your next
Space Acid adventure, thumb the catalogue of movies, comics, music, books, and
magazines which brought this genre to life in the 70s, 80s, and 90s. There is
literally a bottomless reservoir of material to draw from.
1.2 New
Character Classes
Character
creation follows the standard one-page procedure outlined in the Mothership
core rules. There are two new character Classes to choose from. They are the Clone,
and the Fixer. The Clone uses the Android Class but may freely choose the 3 Trained
Skills they begin with. The Fixer uses the Teamster Class, but with Max Health
being 3x Strength (not the normal 2x).