Contact Information:

jay@vanishingtowerpress.com

Saturday, August 2

S&S in the World of Xoth


My USR Sword & Sorcery campaign soldiers on and I now have enough game material cobbled together to post them here. Since many of the tools I used are not my own this post serves to recognize the authors of the material I use for my

Campaign Resources;

U.S.R (Unbelievably Simple Roleplaying) is Scott Malthouse's rules lite game mechanics. It is what my game rules are based on. I have just taken Scott's text and hacked it to my tastes.

Character Background's have been lifted from the Elric! rulebook from Chaosium. Same for the basic equipment table.

Campaign Background is from this guy Thulsa who created his own Sword & Sorcery setting he calls the world of Xoth.

Ben Ball's Random Sword & Sorcery Adventure Generator for use with Astonishing Swordsmen & Sorcerers of Hyperborea is something I also rely on to populate the land with adventure seeds.

The USR character record sheet is by Charlie Warren of The Semi-retired Gamer blog.





Wednesday, July 30

USR 2.0 Review

Scott Malthouse's (U)nbelievably (S)imple (R)oleplaying game has just had an update, and as someone who uses the system here are my thoughts on version 2.0.

No fuss, no muss. No hand holding either. But that is the approach I look for in a rules lite universal rpg. I find Scott's USR rules achieve the goal of a unified mechanic which resolves all character interactions and encounters. The two components in which a rpg cannot do without; character creation and encounter resolution, are presented in a total of eight pages of this twenty one page free PDF. Players will be able to get their game on fast with USR, as long as the Game Master is up to it.

The introduction gives Scott's reasons for the revision. One being more advice for new players starting out with roleplaying games. I would have thrown into the introduction something stating USR is best run by experienced Game Masters who have a firm idea of what type of game they want to run. New GM's may be overwhelmed by the need to not only carry along new PC's into an exciting narrative, but also being able to ground the adventure in a sufficiently immersive campaign world. New players will then benefit from both a simple rule set which won't confuse them, and an old hand who knows how to show an rpg'er a good time!

Character creation is the same simple process which should have generate a fully realized PC in ten minutes or less. Especially if the GM has useful campaign information for the players to use.

How To Play is the simple core mechanics of the game. In two pages you have all you need to adjudicate any situation in the course of the game. If you are experienced with Savage Worlds you might find USR a dumbed down version of this game system. Then again, players who have been using any of Chaosiums various manifestations of its Basic Role Playing system will easliy know how to exploit the rules to deliver similiar results. 

While every rpg has detailed rules for combat, here the one page combat rules nicely highlight that combat rules in USR are nothing more than an example of how to adapt the core game with your own additional "chrome", house rules, grafted on rule hacks, etc. Once you have grasped this concept you become capable of resolving everything in the game you need to.

In my own sword and sorcery game I'm still blowing back and forth on all the choices I've made in how I run combat. I've ditched turn order and have made combat simultaneous. I'm still seeking the best method to resolve ranged combat. Applying critical hits and fumbles is still up in the air. Hit locations, and the application of armor... Fortunately my players have been amicable to my on going trial and error play testing of the combat rules as the campaign goes. So far. As long as it is in the service on how to best deliver the flavor of pulp fantasy blood and steel then perhaps I will in the long run be forgive.

I still find it odd Scott's choice to apply weapon bonuses only to the attacker, but with even rules on how order of attack is established omitted, your one page of combat rules are the absolute bare minimum in guidance while still working all the way through. Once again, this an example of why I recommend USR for the experienced Game Master. You are going to have to be comfortable coming up for rulings on the fly for range, cover, multiple attackers, fighting with two weapons, etc. The usual random chaos of unpredictable mayhem which players get up into will keep you on your toes so a good set of prepared spot rules for anticipated combat maneuvers is highly recommended.

An Example of Play and Setting Packages are a nice touch to give the bootstrapping GM an idea on how Scott envisions his game rules being used. 

Two optional rules finish the rules; Narrative Points, and Character Advancement. I don't use Narrative Points in my game, but I do use Character Advancement rules. As with every other aspect of the game, the application of experience for Character Advancement will need close supervision and rulings from the GM who takes fidelity of his campaign world seriously. 

I highly recommend USR for the GM eager to craft from whole cloth the campaign settings of his desires.

Sunday, July 13

Gaming after Hiatus

Is it legal, is it fair? I started a Sword and Sorcery game in December when I busted up skiing. With two months on the couch I discovered there was an online game community and plunged right in.

Then I got better, went to work, and found gaming in the afternoon, evening, weekends, etc. was a bit problematic when my time became more, hmmm, required.

While I can fully appreciate getting in touch with adolescent indolence, navel gazing and masturbation, I did decide RPG's was as worth artistic effort as anything Rothko produced.

So I'm going to fight the trade winds, give up on natural sleep and give those who enjoyed gathering around my virtual table another stab at an ongoing campaign in my sword and sorcery campaign I've cobbled from online bits.

Monday, April 21

The Health of Gaming Today

Looks pretty grim. Over the last five or so years it seems eulogies to another giant of the industry who has just past away. Dave Trampier, Aaron Aalston, Tom Moldvay, Gary of course, etc. I didn't think much of it at first. Unfortunately we all must grow old and die. But then I see a picture like this;

and, you know, the fact that these lovely human beings, these creators, our grandfathers so to speak are falling at the young ages of their sixties, their fifties hit me. And it is easy to see why. The overall health of the folks which created our beloved sport are terribly unhealthy. Liquor, cigarettes, lousy diet, zero exercise.

Obviously the game in which we love is sedentary, four to six hours at a time sitting around rolling dice does not break a sweat. And you throw in all the above listed "activities" which one finds lovingly practice along with the role play chatter and you end up with nineteen forties era heart attack rates, diabetes, cancer. Sheeeet.

The turn around is, of course, quite simple; improving diet and making time for exercise. The consequences of not doing so are dire as the parade of creators to an early grave give their mute testimony. The health consequences of just sitting too long are amply illustrated in this Washington Post article dated January of 2014.

  1. For the love of Aiueb Gnshal get a minimum of 2-1/2 hours per week of moderate-intensity aerobic activity, or a minimum of 1-1/4 hours per week of vigorous-intensity aerobic activity, or a combination of the two. 
  2. When it comes to diet I've found going vegan doesn't mean losing on flavor and hardiness. Post Punk Kitchen is a great place to start, and I find Isa's cookbooks have delivered awesome dish after awesome dish. Personally I've found the combination of weekly exercise and a plant based diet not only keeps the pounds down, I have more energy, creativity, and a more upbeat attitude in general. All great ingredients helpful to awesome gaming!

Sunday, March 9

2. What was the first character you played in an RPG other than D&D?

...and how was playing it different from playing a D&D character?

Again I have to go with Gamma World here. While the gaming community of northern New Hampshire was dominated with TSR products as best as I can recall, this was the only game I was immediately aware of which got me out of what was becoming a repetitive exercise of dungeon delves with no connected world to belong to.

Being a player, except in a game of D&D, was extremely rare for me as well. If there was a game I wanted to play I was going to have to be the Game Master, or it wasn't going to happen. No, I take that back. My best friend Randy was buying other TSR products; Gangbusters and Top Secret come to mind, but they didn't take off with anyone like D&D and Gamma World.

So I ended up with my first non D&D character being a lithe lad with mental control, and distended jaws like a python from a run down village in my friend Randy's campaign world. A group of Gamma World characters are a wild card bunch of strange powers and disadvantages and for me made me try and think of effective ways to make the character and the group work effectively together. Again, at fifteen years old this was not too sophisticated a program. Mostly it was based on starting with more hit points at first level than any of my long surviving D&D characters ever achieved! Therefore getting into conflict and combat with the unknown was done with complete abandone without much thought to long term planning. But a blast on two liters of Mountain Dew anyways.

Saturday, March 1

1. What was the first role-playing game other than D&D you played? Was it before or after you had played D&D?

Gamma World! The cover of the first edition from TSR just sucked me in. The weird, evocative aftermath setting just set my brain on fire!

Since until then my gaming had been restricted to dungeon delves, the cover was really my first indication role play gaming could involve an "outside" world. What terrible battles could be fought on the bombed out towers thirty floors up?! How do you navigate a landscape engulfed in flames and radiation. Here was a rules set which could let me create the same adventures which thrilled me like the Kamandi comics found at the local barber shop. Charlie the Barber was one smart business man:)

Saturday, February 8

USR Sword & Sorcery Combat Rules Revised

The following combat rules have been further revised and can be found in my USR Sword & Sorcery rules located here


Combat

Fighting is handled in the same way as contested attribute tests but with a little extra added on.

All contested combat rolls use the Action attribute during combat.

Close Combat (Hand-to-Hand)

Most close combats are simultaneous, whether one on one, or one against many. All participants are considered both attacking and defending during the engagement. This does not preclude defensive actions being taking by one or more participants.

The attacker is considered the one who rolls highest.  The attacker has scored a hit and the defender's Hits are reduced by the difference between the winning and losing rolls.

For example, Dor is fighting an intruder. Dor rolls 6 on his Action attribute and the GM rolls a 4 for the intruder. The intruder then has his Hits reduced by 2 (6-4=2).

The defender’s damage can be reduced by armor worn, including the defensive value of a shield if brought to bear as well.

Note that armor defensive values reduce damage inflicted, but do not add or subtract from the combat roll while weapon values are added to the combat roll.

If the “attacker” is actually taking a defensive action; such as dodging a blow while leaping out the window, the defender wouldn’t receive any wounds, per se. Instead the attacker would have been successful with their intended action.

For Example; Skavos the Savage intends to defend against the harsh blows from three desert nomads, as he looks to leap upon his steed. Skavos has a Khazistan Swordplay specialism (+2 Action), and he is wielding scimitar (+2 to combat roll). Each of the desert nomads are armed with their own curving scimitars, and are intent on hewing Skavos down where he stands. Skavos rolls a 5 on his d10 Action die for a total of 9. The nomads, with an Action die of d8, each roll for their attacks getting (4+2)=6, (4+2)=6, and (6+2)=8. Skavos has scored a higher combat roll than all his antagonists successfully deflecting their desperate sword thrusts, and leaps onto his horse to affect his escape..

When Hits reach 0 the character is dead.

Alternatively the GM may rule that the character is merely unconscious.

Hits may be regained through healing, but may never go above the initial score.

Weapons and Armor

Weapons can give bonuses in combat, giving one side the edge over the other. Each weapon gives a bonus to the Action roll when brought to bear. Weapon types are as follows:

Light weapon +1 (e.g. short sword, club, javelin)
Medium weapon +2 (e.g. broadsword, battle axe)
Heavy weapon +3 (e.g. halberd, long bow, two handed sword)

Weapons listed as “First Strike” weapons can receive a reach bonus over an unarmed opponent, or armed with a smaller weapon. For the first round of the engagement the bearer of the first strike weapon cannot receive damage unless a significant hit is scored against him. This bonus capability can only be applied against one opponent. Any other attacker resolves the combat roll normally with both participants capable of receiving, and giving damage.

Armor can be used to negate the effects of being hurt. Each armor type reduces the number of Hits taken in combat.

Light armor -1 (e.g. jerkin, gauntlets, light studded armor)
Medium armor -2 (e.g. scale mail, chainmail)
Heavy armor -3 (e.g. plate mail, enchanted steel)

These examples are by no means the only weapons and armor that you can have in a game. The GM could create a spear that gives the character a +5 charging bonus or a suit of armor that's a -4. Just use the above examples as guidelines and have fun making up your own bad-ass creations.

How combat flows

It's up to you how you want combat to play out. You should give the players an indication of their adversaries’ obvious actions, and then give your players a chance to declare their intent. An attempt to achieve surprise may require a successful Attribute roll, or not, but the result of surprise generally means the attacker cannot receive an adverse effect, wounds or otherwise, from the attack roll.

Using specialisms in combat

Characters can use their specialisms in order to gain an edge in combat situations. For example, the greedy merchant wants to find a volatile potion on the lich king’s dusty shelves to protect himself. As his first action he uses his Evaluate Treasure specialism to try and find a substance which might be useful in combat. The GM says it's a hard difficulty roll and rolls a 7 and adds 2 for his specialism, giving a result of 9 – a success! The GM tells the desperate merchant a bottle of volatile dragon venom is among the normal inert ingredients on a sorcerer’s shelves. He picks up the dangerous venom and flings it at lurching undead horror. The doomed merchant will need to roll an Action die now to see if he hits!

Don’t forget, Characters may create specialisms to enhance the limited set of combat mechanics present.

Ranged Combat

Attacking at distance is done like close combat except for the following modifications.

A minimum Difficulty Rating needs to be achieved for the attack to be considered a hit. This difficulty number is based on the range of the attack. Once the difficulty number has been established any situational modifiers and/or specialism bonus can be applied to the attack.

The target of the attack does not get to apply any weapon bonuses or combat specialisms to their combat roll unless they are within Immediate range.

If both opponents are engaging with a ranged attack then who gets off the first shot needs to be established. This calls for an initiative roll based on rolling both their Action, and Wits die totaled. High roll shoots first. If the defender of the first attack is still standing they are now entitled to return fire, or take some other action. If there is a tie, both attackers get off their attacks, and both attacks will need to be resolved simultaneously.

Difficulty Rating based on Range

Immediate, Easy-02 (Attack is within close combat range)

Short, Medium-04 (Attack is within 10-40 feet)

Medium, Difficult-07 (Attack is within 41-70 feet)

Long, Hard-10 (Attack is within 71-200 feet)

Extreme, Impossible-14 (Attack is over 200 feet)

For example, Bert is a rogue who has the knife specialism. He's facing down a city guard who demands Bert to hold and receive the king’s justice. He chooses to hurl his knife at the guard, hoping to silence the cur with one blow. The GM rules that hurling the knife at the guard silhouetted in the street at short range is a medium difficulty roll. This means Bert would have to score a 4 or better on his combat roll for the attack to even be considered a hit. Bert rolls a total of 8 and on his action d10 attribute die and is successful. The guard rolls a 3, taking 4 (8-3-1 for armor protection) hits! The guardsman is seriously wounded and cries out for his comrades!

Magic in Combat
Magical attacks are Ego attribute based attacks, and therefore are rolled using the Ego die. If the target of the magical attack attempts to make a physical attack at the same time, then which attack goes first becomes important. Just like a contested ranged attack discussed above, initiative is determined by rolling Action die + Wits die. High roll goes first. If there is a tie, both attackers get off their attacks, and both attacks will need to be resolved simultaneously.

For example, the arch mage surprises intruders with his cloud of death spell. The cloud of death is a medium attack spell so the mage receives a +2 on his Ego roll. He also receives a +2 for his Arcane Arts specialism. He rolls a 5 and adds 4, resulting in a total of 9. The group of thieves each rolls their Ego die and apply the resulting damage.