Contact Information:

jay@vanishingtowerpress.com

Sunday, June 21

Sailing Vessels for USR

For sailing vessels commonly found during the age of Sword & Sorcery pulp fiction adventures I have turned to Elric!'s Sailing on the Seas of Fate supplement from Chaosium for basic seafaring statistics.


There is a nice spread of different types of sailing vessels to be found in its pages; from simple canoe to two-masted brigs and war galleys. It also provides a nice guide of terminology you will find when describing characteristics of sailing vessels.

Having a ready made terminology for adjudicating sea adventures I find immensely useful when I'm trying to provide a nautical setting, and Chaosium does provide enough of this bedrock information.

The book is also useful for providing basic answers to everyday mechanical questions one would encounter plying your fantasy seas regardless of the game system to be used. The most important of these being movement speeds.

One topic the book does not cover are costs of purchasing and maintaining a sailing vessel ins a fantasy world. A sailing vessel naturally occurs as a likely resource sink for adventurers who have looted their fair share of moldering crypts. That and land holdings, estates would likely come up as possible uses for the PC's ill-gotten gains. Mercenary forces too. With enough gold any barbarian dog can put together a band of desperate sell swords, but how much gold is that really? How do you come up with a sensible economic scale for these above mentioned enterprises?

I'm not saying the Elric! supplement should have addressed all these topics, but if you have costs on ships and what it takes in men and material to maintain them on a monthly basis you should be able to extrapolate out all these other concerns for your campaign world.

In the spirit of the USR rules set I have had to approach the Chaosium BRP system with an eye towards stripping game elements and mechanics to a minimum. Seaworthiness, Hull Quality, Structure Points, these all become your USR Hits, Armor, Stats... Specialisms can be used to detail characteristics to differentiate say a war ship from a merchant cog. For example;

The Moebius; a Ghazorian merchant cog, 15 crew members.
Hull Quality: 4         Length: 70'   Beam: 18'  Draft: 7'
Seaworthiness: 22

The Sailing on the Seas of Fate descriptions and uses of the few game statistics for the boat are easily understood, and can be taken out and used on their own in most fantasy settings. The Sailing on the Seas of Fate ship record sheet provides a great compass heading for "stat'ing" up a sailing vessel in USR game terms and can be adequately shoehorned into USR's simple format.

From my experience with D&D, Champions, GURPS, BRP, etc. vehicles in general become overly complex character sheets and their utility gets buried under the time heavy bookkeeping and cost calculating. For both the player and the GM. And vehicles in a campaign world, at some level become a commodity and therefore must be able to generated in large numbers.Through USR I am trying to reduce the paperwork so everyone can spend more time courting adventurous death. Unless your players want a crunchy sea battle. I think these rules can be used with battle maps and detailed turn sequences if everyone wants to game out a tactical simulation.

I found Zach S.'s Wavecrawl Kit a useful tool as well for random encounters at sea. Combined with the Sailing on the Seas of Fate event tables I have plenty of material to game out fantastic Sword & Sorcery sailing adventures. If the supplementary rules I'm hacking into my Sword & Sorcery game are lacking in any area I would say I don't have rules for flying creatures and vehicles. At some point I will search the web for useful rules to hack and add them in.

Pulp PDF's

This seems to be a site where you can download a pdf of old pulp magazines available in the public domain.

This type of original source material should be of keen interest to the harried Game Master desperate for plot hooks, npc's, adventure seeds, world info, items, etc.

Thanks to +Rob Garitta for pointing this site out.

Sunday, June 7

Cracking the Nut

How do you all handle NPC actions in a "hotbed of political intrigue" interactions with the PC's? Do you heavily script the encounter, randomly roll, or rely on tables? How about the ever cascading complications from the PC's actions and gauging NPC's reactions? Specifically any behind the scenes info that the PC's would not be aware of? 

While in an average dungeon crawl monsters are prepared to act in rather well defined roles in the immediate tactical situation, providing a dynamic stage within the greater "world",and when to present antagonistic forces full on into the faces of the PC's  and make it a believable, logical  occurrence... I've always found a challenge. 

The old addage "if it makes for a better story, just do it" makes me feel good all over, it isn't the fine grain detail of some type of "method" I seem to be fumbling for.

Lately I rely on random tables for immediate, in game encounters than ruminate endlessly in between game dates on what to do with the situation. 

Friday, April 3

RPG in the wilderness...

Up front, I wanted this blog to chronicle how I got a face to face rpg game going in Aspen, CO, and it hasn't happened yet. Mostly because I haven't tried hard enough. Also, like the way I ski, I'm picky. I want blue bird days with fresh pow pow and the less than twenty minute access to the best in bounds, patrolled, extreme skiing available on the planet.

Hangout games have been real plus to. I would have to give up my hangout game if I committed to a live game here in my neighborhood. I'm not ready to do that.

But gaming in the wilderness is still a compelling idea for me. I really got jazzed on the idea when I was on a wonderful fall vacation in the White Mountains of New Hampshire. The AMC hut system is a real treat along this eastern mountain chain, and allows those who can pay hotel rates to grab bed and board along this northern section of the Appalachian Trail.

The heart and soul of a hut system is the army of young volunteers which work the hut during the winter and summer. Maintaining the individual huts and servicing the guests, these seasonal kids  are energetic boot campers having a unique wilderness experience which... well, probably another whole post in itself.

Point is, out of all the groups who have spent their time working and living out there, smoking cigs, drinking some wine round the fire, the croo has played games. Cribbage, chess, yahtzee, now Settlers of Catan I've seen played. What a great place to play some table top rpg's, no?

I've gone ahead and put together a quick and dirty Kickstarter project to gather the funds I think I need to distribute dirt cheap copies of Basic Fantasy Role Playing Game, including dice, to the huts.

If you think this is a good idea please kick down. If you think this idea is unmitigated garbage please let me know