Contact Information:

jay@vanishingtowerpress.com

Tuesday, August 25

Fear & Loathing in my USR

My latest rules hack, in progress, for the USR system;

PDF of the complete rules found here!

Fear & Loathing USR
A Role Playing Quest into the Savage Heart of the American Dream



“A generation of permanent cripples, failed seekers, who never understood the essential old-mystic fallacy... the desperate assumption that somebody... or at least some force - is tending the light at the end of the tunnel.”

The following is a rules hack of Scott Malthouse’s Unbelievably Simple Roleplaying system for running games in the bizarre world of 1970’s Gonzo politics, drugs, sports, sex and violence as envisioned by the late great Hunter S Thompson. The basic USR text has been changed and modified. For the USR rulesas written by the author you will need to download his free set.

What the heck is a Game Master?
A game master, or GM, acts as the game's referee as well as controlling the people and enemies the players come across. The GM also creates the adventure and the world the players inhabit. Essentially the GM is a god, but don't let it get to your head.

Creating your Player Character:
Each player needs a character to take part in the story. Since this setting is specific to the Gonzo literary genre, characters will play quixotic, brazen champions who act like a hammer to destroy the right people — who are almost always your enemies, for one reason or another, and who usually deserve to be crippled, because they are wrong. 

Beginning characters will need to choose a character role, assign their attribute dice, and then create their specialisms.

The choice of character role restricts how you assign your three attribute dice, but more importantly, defines your PC’s approach to the main goal of affecting political situations that bear down on the game environment.

Gonzo: a6/8, w6/8/10, e8/10. h(+1).
“This whole situation makes me feel nervous and weird and thirsty.”
There are a lot of ways to practice the art of journalism, and one of them is to use your art like a hammer to destroy the right people

Attorney: a6/8/10, w8/10, e6/8/10. 
“Sounds like big trouble. You're going to need plenty of legal advice before this thing is over. As your attorney, I advise you to rent a very fast car with no top. And you'll need the cocaine. Tape recorder for special messages. Acapulco shirts. Get the hell out of L.A. for at least 48 hours.”
The attorney is a stead-fast companion who is quick of wit, and reliable in difficult situations. 

Pig: a10, w6/8, e6/8. 
“It was necessary, we felt, to thoroughly terrify our opponents, so that even in hollow victory, they would learn to fear every sunrise ...”
A member of law enforcement, undercover, former special forces, informant…?

Shootist: a6, w10, e8. S. Firearms +1a.
“The most efficient way for us to do this is for each one of us to try and attempt to imagine what it is like inside of the possessed mind.”
A liberal minded scholar, advanced in years, who enjoys firearms and narcotics.

Biker: a10, w6/8, e6/8. S. Motorcycles +1a or +1w.
“A man who has blown all his options can’t afford the luxury of changing his ways. He has to capitalize on whatever he has left, and he can’t afford to admit — no matter how often he’s reminded of it — that every day of his life takes him farther and farther down a blind alley…”
Fighting the future with a disdain for the present, and status quo.

Hippie: a6/8/10, w6/8/10, e6/8/10
“I live from meal to meal. I have no money, no possessions. Money is beautiful only when it’s flowing; when it piles up, it’s a hang-up. We take care of each other. There’s always something to buy beans and rice for the group, and someone always sees that I get ‘grass’ or ‘acid’. I was in a mental hospital once because I tried to conform and play the game. But now I’m free and happy.” 
The leaders of the Establishment will be making the mistake of their lives if they discount and ignore the revolt of the hippies on the grounds that these are either disgraceful wastrels or traitors, or else just silly kids who are sowing their wild oats.

Fascist: a8, w6, e10.
“In a nation run by swine, all pigs are upward-mobile and the rest of us are fucked until we can put our acts together: not necessarily to win, but mainly to keep from losing completely.”
Any type of character who work for a living in the real world, successful or not. It is a wide ranging character class which basically covers any background a PC comes up with which doesn’t fit into one of the other classes listed above.

Attribute Dice;
You have three attribute dice; a d6, d8, and d10. Each one of these dice needs to be assigned to one of the three following attributes;

Action – This attribute determines how well-versed in combat the character is as well as how quick and dexterous they are.

Wits – This attribute determines how intelligent and perceptive the character is.

Ego – This attribute determines how the character acts socially. A high Ego means the character is a good leader and able to charm the pants off most people.

Furthermore, how you assign your die is will be limited by your chosen character role. For example, a Gonzo character role won’t let you use your d10 as your Action attribute die while the Hippie role can arrange their three die freely.

Hits – This determines how much punishment a character can take before she dies or is knocked unconscious. Hits are reduced when a character is hurt and can return to its initial score when the character heals. Your PC’s Hits are determined by rolling your Action and Wits attribute die and totaling the result.

Specialisms:

Specialisms show specific skills and knowledge the character has acquired and allows you to customize your fear and loathing. Each Specialism provides a +2 to the relevant attribute when making an attribute test. New characters get to chose three.

There is no set skill list to pick your Specialisms from which comes with your free USR rules set. To cover every genre would take a hell of a long time, and you should expect any rules-lite rpg game will put this type of world building squarely on your shoulders. So you will need to think of something yourself and run it by your GM to make sure it's appropriate. 

Character Example; Glenn decides that his character ‘Paranus Arterios Steltman’ is going to be more balls than brains, so chooses the Gonzo role. He assigns his attributes thus:

Action: d8
Wits: d6
Ego: d10
Hits: 8 (Randomly rolled d8+d6, +1 from role.)

Now for his Specialisms he selects; Investigative Journalism +2w, Bombast +2e, and Forgery +2a.

All starting characters begin the game with three pieces of equipment appropriate for their role as well as $200.00 starting cash. Mundane items, housing, employment, etc. can be established during play but keep in mind your PC is in a world of Fear & Loathing and therefore should not be well-heeled or very secure financially. For are man Steltman we will outfit him with a tape recorder, convertible, and a bag of miscellaneous pills.


Playing the Game:
“I have never seen much point in getting heavy with stupid people or Jesus freaks, just as long as they don't bother me. In a world as weird and cruel as this one we have made for ourselves, I figure anybody who can find peace and personal happiness without ripping off somebody else deserves to be left alone. They will not inherit the earth, but then neither will I... And I have learned to live, as it were, with the idea that I will never find peace and happiness, either. But as long as I know there's a pretty good chance I can get my hands on either one of them every once in a while, I do the best I can between high spots.”

Contested Attribute Tests;
There will come a time in every game when a player is put in direct conflict with someone or something. This could be flimflamming a hotel manager, lying under oath, or trying to win a motorbike race, whatever it is there's a really simple way of working out who comes out on top.
When someone is actively competing against someone else the player makes an attribute test. Both the player and the GM (or another player if it involves another character) rolls a die corresponding to the relevant attribute. If the player was locked in an arm wrestling match with a sex crazed redneck, both would roll their Action attributes. The highest roll wins the contest. On a tie the test is re-rolled until there is a clear winner.

Non-Contested Attribute Tests;
Sometimes the player won't be in direct competition with anyone else. Perhaps they're trying to hot wire a car or find a shut off valve for a busted water main. Here they must roll their relevant attribute on a difficulty table to see whether they succeed.

For example, Steltman is trying to force open a hotel window to escape billowing smoke. The window refuses to budge so before Steltman succumbs he decides to use his tape recorder to smash open the stuck window. The GM asks for a medium Action roll to succeed, but gives the PC a +1 for the heavy tape recorder. The player rolls his Action attribute die, a d8, and rolls a 5+1=6 which is a success. Steltman breaks the glass and now can take stick his head out for air.

Difficulty Table
Successful Roll      Difficulty
2+     Easy          (e.g. Jumping a low wall, bartering for food)
4+     Medium        (e.g. Riding a horse, rock climbing)
7+     Hard          (e.g. Breaking into a safe, hot-wiring a car)
10+    Very Hard     (e.g. Understanding a foreign language, building a robot)
14+    Impossible    (e.g. Disproving relativity, downing a bottle of tequila without vomiting)

Combat:
“When you get in an argument with a group of outlaw motorcyclists, you can generally count your chances of emerging unmaimed by the number of heavy-handed allies you can muster in the time it takes to smash a beer bottle. In this league, sportsmanship is for old liberals and young fools.”

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

All contested rolls use the Action attribute during combat, but in this instance one participant is the attacker and the other is the defender.

If the attacker rolls higher than the defender then the attacker has scored a hit and the defender's Hits score is reduced by the difference between the winning and losing rolls.

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.

How combat flows;
It's up to you how you want combat to play out. You could play it fast and loose, going round the table clockwise to determine the order players act in, or you could assign each player an initiative score based on their Action roll, the acting order going from highest to lowest.

Weapons and Armor;

Weapons can give bonuses in combat, giving one side the edge over the other. Each weapon may give a bonus to the Action roll when attacking and/or defending. 

Weapon types are as follows:

Light weapon +1 (e.g. knife, improvised, small caliber handgun)
Medium weapon +2 (e.g. advanced melee weapon, typical small arms)
Heavy weapon +3 (advanced small arms, explosives, autofire)

The character only gets a weapon bonus when they are able to bring their weapon to bear. It should be noted firearms give a bonus to attack only, they do not give any advantage towards defense. Defense capabilities of weapons are usually only applied to melee weapons. 

Similarly, 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. thick leather jacket, bike helmet, sturdy suitcase)
Medium armor -2 (e.g. flak vest, knee pads)
Heavy armor -3 (e.g. riot gear, car door)

For example, The security guard shoots at some junkies. His assault rifle is a medium attack weapon, but he is letting lose with full autofire so the guard receives a +3 on his Action roll. He rolls a 5 and adds the +3, resulting in a total of 8. The gang of street thugs each roll their Action die and apply the various results from the barrage of bullets.

These examples are by no means the only weapons and armor that you can have in a game. The GM could create a pistol that gives the character a +3 for armor piercing rounds or psychotic drugs providing a +4 Hits for a short period of time. Just use the above examples as guidelines and have fun making up your own bad-ass creations.

Using Specialisms in combat;

Specialisms allow the player to apply their bonus directly to the characters attack and defense rolls. Close Combat +2, Unarmed Combat +2, Zulu Hand to Hand +2, etc. All these types of combat specialisms give a bonus to the combat rolls. These specialisms can also be used to attempt difficulty maneuvers during combat or otherwise gain an edge in combat situations.
Any specialism may be used. With role play you can gain an edge in a combat situation. 

For example; the ruthless drug dealer wants to find a volatile solution on his cook's stained shelves to throw. As his action he uses his Street Deal specialism to try and find a substance which might be useful in combat. The GM says it's a medium difficulty roll with a 5 or greater needed for success. The dealer rolls a 2 and adds +2 for his specialism, giving a result of 4 – a failed roll! The GM tells the desperate dealer the shelves are clear of the most combustible solutions. With nothing but an empty flask, he turns to the noise of the apartment door being kicked in by the cops. 


Elements of Gonzo:

“He quit his job and fled in the night to Baltimore, where he appeared the next morning in U.S. District Court, which allowed him to stay out of prison for bribery and extortion in exchange for a guilty (no contest) plea on income-tax evasion. After that he became a major celebrity and played golf and tried to get a Coors distributorship.”

Keep the following in mind while driving your train wreck of an adventure;

-overlapping themes of sex, violence, drugs, sports and politics
-a tendency to move away from the topic started out with

PC’s should be rewarded for successful use of

- sarcasm and/or vulgarity as humor
- extremely creative use of the English language

Critical Failure:

“I hate to say this, but this place is getting to me. I think I'm getting the Fear.”

At some point the PC’s will have pushed things too far. The heavy weight of consequence will tremble on the edge of the abyss and the possibility of physical and mental collapse is now very real.
(to be continued…)

2015

Sunday, August 16

Wednesday, July 22

USR Sea Encounter Mechanic

In this post I talk about how I've hacked together sea faring rules for my USR Sword & Sorcery campaign utilizing Sailing on the Seas of Fate by Chaosium and Zack S's Wavecrawl Kit.

I've modified how I roll for daily encounter in the following way; for every week of sea travel I roll seven d10's. Only events which get 2 or more results are considered and will come up in play sometime during the week. 3 to 4 matching numbers mean the event is significant and watery doom could be at hand.

The ten event categories are also further subdivided if they spurred decent ideas, but I have to say, custom tables for your game world are a lot of fun. But they take some time to lovingly craft. Fortunately the internet has all these resources available to help you out. Like the products I mentioned above, there are literary thousands of free PDF's available online which can help you make your own gaming tools.

Saturday, July 18

BRP World of Xoth

If I ever run another group of PC's through a Sword & Sorcery campaign I think I'm going to go with Chaosium's Elric!. I'm sure I would modify it with mechanics from the BRP Gold Book, mostly with defining the magic system, but for the rest of it; gritty combat, incredible stunts, fearless dimension hopping, etc., I think the rules set gets the job done.

I could recycle my World of Xoth campaign material for any Heavy Metal minded troop of PC's who want to turn their sword swinging savagery up to eleven. The flexibility of Chaosium's mechanics makes it possible to craft your own brand of Sword & Sorcery. You really can conjure any world of post-apocalyptic or pre-cataclysmic savagery and super science your imagination can devise.



I don't care about no stinking hard drive crash

So yeah my desktop crashed, and all the files scribbles, memos texts downloads pics I've harvested since I found you all her in the OSR is gone. All the story threads, rewritten adventures campaign material for current and never to be played games vaporised. And I don't give a shit. Unlike every other aspect of my life where the data, the material needed is stored and handled electronically RPG's I make or purchase I have to make manifest in some printed or bound copy.

I may not have all the material I've accumulated on my hardrive because if it didn't seem relevant at the time why print it out? If a game situation makes sense for said slumbering material I'd just print out the pdf out on my printer lick-edy split. So yeah, it isn't all there.

But I have three ring binders bulging out my bookshelves of the game material I would love to run or am currently running. Once again this OSR DIY push, this open free range field of awesomeness which you all throw around for pennies, if not for free, lets me just try and run a good game after work without sweating the small stuff.

I did have to buy a new printer a couple of months ago. The laser jet from my previous business finally gave up the ghost after numerous print odd page range flip print even page range all nighters. Not ashamed to say alot of that toner burn was spent on old D&D modules but I wanted to make sure I wasn't missing the point. The point being that my hasty scribblings backed by awesome content/blog/osr posters will give me more game material on a daily basis than I can shake a dead, mummified finger at.

And the best stuff has been hand skinned and drying in my book racks. Hats off to you all gents.

Saturday, July 11

BRP Low Fantasy Campaign Idea cont.

Continuing the class descriptions from last post;

1.4.1.5 Gladiator; you have lived your life in a cage only to be released so as wagers can be placed on whether you will live or die in a blood soaked arena.
Common Skill Bonuses: Perform +25%
Advanced Skill Bonuses: Melee Combat +25%

1.4.1.6 Merchant; dangerous is the Bolfian Silk Road, but the riches to be had make dealing with the mysterious desert peoples draws the determined and the foolish to attempt it.
Common Skill Bonuses: Bargain +25%
Advanced Skill Bonuses: Choose either Navigate, Appraise, or Technical Skill(various) at a +25%

1.4.1.7 Thug; a hired hand, the muscle to protect life and property. Or steal it.
Common Skills: Hide +25%
Advanced Skills: Climb +25%

1.4.1.7 Ranger; a poor, mud pounding bastard who has to sleep outside.
Common Skills: Sense +25%
Advanced Skills: Track +25%

1.5 Skills

1.5.1 Choosing Skills

1.5.1.1 You are allowed to chose three additional skills at the base rating.

1.5.1.2 You may now spend skill points to increase any of the character's starting skills in the following manner; one skill receives a +75% bonus, one skill receives a +50% bonus, and one skill receives a +25% bonus.


Saturday, July 4

Brainstorming a BRP Fantasy Campaign

Here is what I've sketched out so far;


Low Fantasy Adventures in the world of Rom'Myr;

1. Character Creation:

Only human characters may be chosen for race. The available human racial identities are Rom’Myr, and the Fir'Bax. Rom’Myr humans are citizens of the Blue Borderlands, the farthest province east in the realm of The Trackless Empire. Sandwiched between the Cold Heath and the Groaning Mountains the Rom'Myr of the Blue Borderlands trade for Bolfian Silk from the non-human desert nomads known as the Strangled. The land of Fir'Bax lies just north of the Blue Borderlands. Uncouth barbarians who scratch a living from the small arable land surrounding the high peaks of the Yani'Hor, the Groaning Mountains. They are extremely xenophobic and war incessintly with the Strangled. This small barbarian kingdom also resent the encroaching Rom'Myrians into their wilderness domain. 

1.1 Characteristics

The primary building blocks of your PC are the seven characteristics from Chaosium’s Basic Role Playing system. Roll 3d6 dice to determine the values of your character’s Characteristics; these being Strenght (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA).

1.2 Attributes

These are based on your Characteristics. They are four in number; Damage Modifier (DM), Hit Points (HP), Major Wound Level (MWL), and Movement Rate (Move).

1.3 Common Skills

This is a list of skills that every PC would have a base knowledge in. They are modified by the PC’s Characteristics if applicable. Some of your Common Skills will be increased by the bonuses given by your chosen Character Class.

1.4 Character Class

Here you are able to shape your PC more to your liking. Choosing a character’s Class will give your PC some Advanced Skills, increase some of your Common Skills, and determine how much money the character has to spend on equipment before play begins.


1.4.1 Class available for selection are as follows; Acrobat, Assassin, Barbarian, Druid, Gladiator, Merchant, Thug, and Ranger. Class choice provides the following relevant characteristic and skill advantages;

1.4.1.1 Acrobat; an entertainer in a bleak land devoid of joy. Your physical contortions provide a more subtle interest to the paying Lords then just flaying you alive would deliver.
Common Skill Bonuses: Athletics +25%, Unarmed Combat +25%.
Advanced Skill Bonuses: Choose either Teaching or Oratory and add +25%.

1.4.1.2 Assassin; those of wealth got there by eliminating their enemies. These enemies are mostly eliminated by paying for murder from secret sects which practice this nefarious trade. You are one who was trained by one these mysterious battle cults.
Common Skill Bonuses: Stealth +25%.
Advanced Skill Bonuses: Choose either Disguise, Ranged Combat, or Tracking and add +25%.

1.4.1.3 Barbarian; you find your home in the limitless wastes and wilderness of at the edge of a decaying civilization. 
Common Skill Bonuses: Ride +25%.
Advanced Skill Bonuses: Survival +25%.

1.4.1.4 Druid; you claim understanding of the spirits and gods which walk unseen amongst man.  
Common Skill Bonuses: Insight +25%.
Advanced Skill Bonuses: Chose one of the following; Beliefs +25%, Lore +25%, or Seduction +25%.

Sample pantheon of Gods;


§  Valett, the Goddess of the Night, having the form of three-eyed warrior-maiden.
§  Hesrace, the God of Caverns and the Night, having the form of calm boy holding a hammer.
§  Baldecigail, the Goddess of and Mother of Lies, seen in dreams as hunting bear.
§  The Exalted God, having the form of fierce camel.
§  Fae, the Goddess of Travel and Woodlands, who visits in visions as abrasive woman holding a scroll.
§  Pelixa, the Goddess of Darkness and the Sextal Goddess, seen in dreams as a crone holding a knife.
§  Feliah, the Goddess of , most often depicted as howling hag.
§  Fryssa, the Unspeakable Goddess, visible to mortals only as abrasive crocodile.
§  Daliica, the Goddess of Wealth, who appears as attractive pregnant woman with the scaly skin of a crocodile.
§  Angiara, Princess of Spiders, having the form of a warrior-maiden holding an obelisk.
§  Reytan, the God of Fate and Patron of justiciars, seen in dreams as crow with horns like an auroch.
§  Suselda, the Goddess of Sin and Queen of Magic, most often depicted as fat cat with the head of a snake.

etc, more to come...


So yeah, I think fleshing out some of these traditional AD&D classes into a simple BRP scheme on top of a flinty fantasy world built from a limited world palate will give me all I need for a wildly fantastic game world. Obvious adventures available within the starting small sandbox would be Deep Cavern Observatory and the free module Sky-Stone-River-Place found over at http://falsemachine.blogspot.com/

After that gut some of the desert and mountain modules from D&D, reskin them with pulpy sensibilities, and pillage all the new content being presented on G+ sources. You should have players turning grey before their time!



Thursday, June 25

I love the OSR

If it wasn't for the Old School Renaissance I don't know if I would have ever found my way back to the most creative exercise I've ever had the privilege to participate in.

Somewhere between eleven and twenty seven I had always been made to feel that playing a table top rpg was something to be ashamed of. But I kept the important books on my book shelves, in the trunk of my car, in my back pocket hitchhiking. Lined paper in rain soaked bus stops scribbled full of fantastic world, villains, connections.


And pissed off because this medium I loved so much had garbage directions for how to play the game. I didn't know this at the time. I felt there must be something wrong with me. If so many people are into this game, fuck it was a cultural phenomenon as big as skateboarding, and I can't get it... What am I doing wrong?

So I gave it up. In 1998 on Lower Hurrican Gulch at an off the grid cabin where I live in the
Elk Mountain range I torched the whole collection. I was getting "real".

I've made many foolish mistakes in my life, and I'm not done yet, but that was by far the worst. I would have limped through life three times less the person I am if I did not resent this act.  Not that my creative endeavors lapsed because I remove rpg's from my daily scribbling, reading life, just that they kept swirling around undirected.

Fast forward to Gary Gygax's death and I'm googling D&D and I stumble upon an essay about some guy traveling across country and showing up at Gary's house and playing. I haven't been able to trace this article down again, but yeah, the author of the essay was saying it was amazing to just drive up to Gary'ss house and there were people hanging out and you could just start playing D&D at the picnic table with the guy who created this game. I am so stupid. Instead of laying carpet in Daytona Beach I could have gamed at Gary Gygax's picnic table. Instead of surfing and doing drugs in Tijuana I could have gamed at Gary Gygax's picnic table. Instead of climbing fourteeners and big mountain skiing down into potential avalanche chutes I could have gamed at Gary Gygax's picnic table. Instead of .... Yada yada yada.

Long story short, the OSR has given back what I thought I lost, and I love you all for it, roll d10 tell me what you get;

1- You are a weepy tart aren't you.
2- My half orc father would suck the juice out of your finger bones,
3- I'm surprised they gave you clothes milk sop.
4- Clean the latrine and we won't kill you, yet.
5- Got any coin?
6- There is room for sycophants such as yourself.
7- I believe your private parts may fetch a fair price on the open market.
8- Rumor is...
9- A breath of fresh air in a cloistered belfry, give this man a fresh towel.
10- Have you tried the sorbet?

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

Wednesday, March 11

Vault of the Ni'er Queyon Review

Okay, there is a review of this FGU module here.

Quite surprised, as I am only pulling out a review of this dated module because it has sat on my shelf since it was printed in 1982, and once again I am vainly trying to find some useful material from its thin pages. No, that's not true. I'm dragging this old school product out so I can vent. I want to vent a bit on some of the garbage which was put on the store shelves when I was scraping milk money together so as to buy material which would give my friends a good game.

Here is my main beef; the module encourages the Star Master to waste the PC's time as much as possible. That they should be taken along a dangerous, fruitless trek across the galaxy pursuing a red herring. Then once the mistake is discovered, turn around and begin another long and dangerous trek across the galaxy and hope they are right this time.

I feel this kind of direction just frustrated my young, budding gamemastering experience. That this type of tutelage was leading me down a similar path of red herrings and fruitless encounters. Tricking my players and giving them nothing for their efforts. Granted I never got to run this module as the Space Opera rules were so difficult for me that we barely made it through character creation and a spacer brawl before it was back to D&D. I had better luck with Champions with my group cause I was a serious student of the medium and who doesn't like throwing Buicks and garbage trucks at each other.

I don't want to completely trash Stefan Jones' efforts. I think I get what he was after, a quest into an intriguing mystery which takes PC's deeper into the history of the game universe with the promise of a lucrative payoff in the end. But there is no evident compelling reason why the PC's should continue burning tremendous resources in the search.

The encounter of the old man pursued by thugs in an alley I can do. While not ripping original, it seems like the good stuff adventure seeds are manufactured from; that being the characters are free to chose how they want to approach the situation presented. Are they noble and wish to follow an honorable path, to seek deeper truths, to defend the value of knowledge? Or are they interested in being black hearted scoundrels worse than the current adversaries involved, only out for financial gain? But the clues which are to be gained from the book I found incomprehensible. I get that this first book is to lead to a second book which is to eventually lead to the secret vault, but the clues don't make any sense. Go ahead, read em out loud to an audience and tell me they get what you are talking about.

So than screw the narrative. You have a couple of ships stat'ed, two planets described and a some intriguing adventure locations. You should be able to do something with that. When  I purchased this module I did have a copy of the Space Opera rule book (which kicked my ass) and I still had a hard time deciphering how the illustrators keyed the deck plans of the ship. Is a deck plan key just too much to ask? Exploration of the first location, some ruins, will basically leave the PC's coming up empty. Trying to get to the ruins is the more interesting part of the adventure considering the details provided. But the ruins themselves are quite lackluster. Clues to continue come from garbage left behind by a previous adventure party. You could make a more interesting story line by making your PC's garbage collectors in a galactic city coming across a winning lottery ticket and trying to figure out how to cash it without looking like thieves.

The end point of the adventure is the treasure vault itself and it is not much. Bill Willingham's illustrations on these pages are actually the strongest feature of the entire module. The module should have been just about the vault. A detailed, mysterious, imaginative treasure vault filled with art collected by an unknown forerunner race is a cool idea. It begs the question, what would this species consider art? How would future species be able to recognize it for what it is? What importance would artistic taste and creativity from 150,000 years ago have to the current game world, what impact would it have? These are the nuggets that this module promised, but just never even came close to delivering on.

Why did I buy it? Cause I hoped a produced module for the game rules I just bought would help me decipher how best to deliver a great sci-fi rpg campaign. I trusted that Jeff Dee and Bill Willingham as artists on the project meant it was good stuff.

The name of the module is really the best part.

Wednesday, February 18

Seduction, Wagering and Drinking: more than reaction rolls

The following are suggest steps for resolving all three of the different game activities with the USR game system, it should point the CK in the right direction for adventure excitement.


The character makes a contested attribute roll against the people involved.

Relevant situational modifiers and specialism bonuses are factored. Critical success and fumbles are in effect.

The CK adjudicates what a win and a loss looks like.

The CK decides how many checks should be made but the idea is to focus on describing the results of a die roll, not to roll many dice.

Usually no more than two or three attempts at an individual contest can be attempted.

Seduction Example;

The seducer and the victim roll a contested attribute roll against Ego to find out if the victim resists the seduction. The unwilling victim and the seducer can modify their roll with apt Specialism, such as Diplomacy, Seduction, Charm, Court Etiquette, etc. If the victim fails to beat the seducer’s roll, the seducer is doing well and may continue. Otherwise, the victim realizes what’s going on.  Willing participants need not make checks to resist a seduction attempt, but simply give in to their aggressor's advances.

If the victim’s roll succeeds, it means that they realizes what is going on and lose interest, become angry, find amusement in the seducer’s efforts, etc.

The seducer can try again, but must subtract 2 from their roll each time the victim beats their roll. 

This penalty is cumulative, with a duration of 24 hours.                

Sunday, February 15

USR Gunslinger Character Sheet

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...

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.

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.

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. 

We will see.