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Wednesday, September 19

The Blood of Heroes Rules for Character Interaction


My close read and implementation of The Blood of Heroes: Second Edition continues on its first early steps and I'm jumping to Chapter 6: Character Interaction.

Interrogation, Intimidation and Persuasion are character interactions you can resolve with a “Dice Action”. The AV/EV* and OV/RV* for a PC are already known. The Infl/Aura and Infl/Spirit of the NPC is determined by the Gamemaster. When the GM does this, either on the fly or prepped ahead of time, they are essentially setting a difficulty target number which needs to be hit. When the Players and the GM wish to roll for results to decide the outcome of these three types of character interactions they are resolved the same way everything else is in the game; with the Action Table and the Results Table. 

What about the other way around? What happens if a villain or any other NPC tries to use Character Interaction against one of the Players? Myself I try not to force the PC to do anything. Other gamers are more comfortable making the PC briefly restricted by puppet strings, and do it well. I philosophically try and tie my hands so it is the PC's themselves deciding whether the villain is bluffing or should they cut and run from a dangerous and uncertain situation. These rules for BoH kinda go half way. The PC can be bound to failed opposed and resistance rolls, but they can also spend Hero Points to ignore the effects.

Otherwise character interaction should be handled like any well done rpg does, with the Players doing stuff and the GM adjudicating results until the need for dice feels warranted.

This is a short chapter. Quick to digest. There are suitable descriptions of the three character interactions including additional chrome; Interaction Maneuvers. These can be taken or left as the GM sees fit without breaking the mechanic. Next I'll take a read through Chapter 7 Gadgets and after I will tell you my thoughts.

*AV=Acting Value, OV=Opposed Value, EV=Effect Value and RV=Resistance Value from the BoH rulebook. 



The Blood of Heroes & MEGS


Which is kinda one and the same. Pulsar games purchased the rights to create a Supers RPG using Mayfair’s DC Heroes MEGS (Mayfair Exponential Game System) mechanics, minus the DC licensed properties. Which is perfect for those like myself who like to create their own game world with original characters as opposed to premade setting with established characters. The final form this system took is The Blood of Heroes: Special Edition and is well known for the dreadful quality of the art, dated layout and awful NPC write ups for the limited setting Pulsar inserted into the book.

I’ve been taking looks at BoH for several years when my interest returns to Supers roleplaying. Reading reviews of DC Heroes, and MEGS in general, the system gets solid props and very little criticism. The only reason I hadn’t taken a deep dive into the game is because I didn’t push myself past the two-chart method of resolving action in the game, the core mechanic if you would. Swallowing another character creation system for a Supers game prevented me from giving it a solid go as well. Maybe I can make Champions finally work for me? I had most of the best books of the system. But in my heart of hearts I knew I would never return to this game for my dream Supers campaign, so running out of alternatives a serious read of BoH was now at hand. First I reread the intro with Anarchy Man getting into a fist fight with Clint and learned how to use the resolution charts. Not bad, pretty straight forward. Okay, so basic resolution doesn’t bother me and I’m not going to worry right now how this game handles superspeed. Making a verdict on how the game scales everything on the same exponential numbering will take some exposure to before I know whether it works for me. I am intrigued, this is the part of the system which gets most of the praise. A normal person has attributes of “2”. An attribute of 3 is twice as good, and a 4 is twice as good as a 3!. Time, distance, weight, even wealth, is all tied to this scale. For example a time of “0” is 4 seconds. Time 1 is 8 seconds, Time 2 is 16 seconds and time 3 is 32 seconds. Weight starts at a base 0=50lbs. Weight of 1 is 100lbs., 2 200lbs., 3 is 400lbs. See exponential progression. This allows the game to scale seamlessly ever upwards without breaking the game. Champions handles wildly different power scales well, but Chaosium’s Superworld not so much. Here the MEGS system goes as high on the power scale as you want with no distortion. The final test will be how I think of superspeed and initiative work out. Some have criticized the MEGS mechanics of BoH not handling low-powered characters very well, but I’m not seeing this. So everyman has a Strength and Dex of 2, but any experienced game master knows the color of your NPC’s is not so much in the stats but in their personality and skills. My first character I built with the system uses their recommended base of 450 points and as a low-powered superhero I was able to create the super I want and build in all the personality, color, powers and motivation I envision. Once I crunched through character generation I felt I was looking at a fast moving game which also eliminates all the tactical crunch I find hanging onto Champions. I can see running this game online without battle maps and minis.



This will also aid in world building. I don’t think statting out villians and gadgets will be as time consuming as found in Champions. No, I think this system will allow me to put forth effort in the hard part of Supers gaming, having a campaign world worthy of interesting game play. This is the number one reason why I love playing old school. The OSR has taught me not to depend on the system to make my game work. It takes a game worthy of playing in to be good. The system is more of an afterthought. Use the system which helps you run, not tells you how to run. Classic Traveller is a great example of this OSR principle of game design. The source material is my best world building reference, not the rulebook. In the game of supers this means comic books! Find the stories I like and build that. Certainly the BoH MEGS mechanics will handle anything I can dream up!

Monday, September 3

My Five Favorite Role-playing Games



Gamma World: TSR's Basic Dungeons & Dragons was the game which introduced me into ttrpg's but it was Gamma World which really opened up the endless fun to be had with the role playing format. While D&D channeled my love for Tolkien's The Lord of the Rings, Gamma World allowed me to play out my passion for comic books. Kamandi and TheWarlord specifically. There was a certain freedom in world building and character creation which I could not embrace with D&D. Not that there was anything wrong with D&D, I just felt, as a kid, Gamma World asking more imagination from me than a game concerned with High Fantasy.

Champions: I love, love the role play potential built into comic books and Champions got my attention with the promise of custom character builds for your superhero, and by extension, your supers game world. Issues of Marvel with Dr. Doom and Iron Man battling it out in King Arthur's court and the ubiquitous future science fantasy woven in most comics of the day made it apparent in a supers role playing game I could fold in any genre trope into the campaign. The stacks, racks and boxes of used comics throughout comic book stores told me I would never be short of adventure material for my game. The breakdown with Champions came with the self same tools for custom builds prohibited breezy world building. As a Game Master I made the mistake of using the crunchy game mechanics as the method for game prep. I bogged down and just couldn't do it anymore. But Champions holds the number two spot because I did run it more than any other superhero game. And nailing down an important Game Master realization; the mechanics are for the PC's, not the GM!

Stormbringer/Elric!: Blood and souls for my lord Arioch. Not only did this game introduce me to pulp fantasy beyond Conan, it turned me on to another way to break from the level/class scriptures of Dungeons & Dragons. The ability to build a fantasy character as I see fit was liberating.
Why can't a PC wield a sword, wear power armor, fire a gun and use magic? My favorite stories and comics all have these polyglot type of characters. Why are my games restricting me? Obviously they are not. I was just too hidebound, narrow in my thinking and only as good at gaming as I was going to be. I find indie games and their popularity similar to the popularity of paint by numbers. Create a Van Gogh, in the comfort of your own comfort zone! Just follow these easy step by step instructions. Yeah this is fun to do, but this isn't art. This is not a challenge. But Chaosium's d100 system met my young person's ability half way and gave me a system which justified my belief the depth of role play was real. Any failings in the game where not a result of system, but within myself. Made me believe that if I didn't want a bad game just don't suck.

Renaissance: A smart polish on Chaosium's venerable d100 system Cakebread & Walton's black powder era game does all the right things for those who want to tap into this historical time period for fantastic gaming. Rules for Alchemy and Witchcraft add the right amount of fantastical for adept players and game masters to hit any high note they want. Humorous and cinematic, realistic and gritty grimdark and grotty. Renaissance will do it. It is my current number two favorite role playing game of all time because it is what I am running right now. At two and a half years the system has not only satisfied myself, it has kept the same group of online players invested since the first opening adventure!

USR Sword & Sorcery: Yes my favorite role playing game of all time is the one I built from the ground up using Scott Malthouse's (U)nbelievably (S)imple (R)oleplaying game mechanics. USR is a simple set of resolution mechanics balance against a PC having few attributes while at the same time offering an extremely player facing, flexible way for character customization. I used this generic role playing system to try out a deliberate approach to a game I though Gary Gygax and D&D first challenged and thrilled me to apprehend. Pulp fantasy; Howard, Moorcock, Carter, etc. was source material which I always envision when I daydream about role playing games. Why not just rely on these stories and tropes when running a game? Shouldn't I just let the rules and mechanics lie in the background waiting to be used when required? This may be rote for better gamers than me, but I had always relied on game mechanics to deliver the package, and this is exactly contrary to what original role playing games promised. USR gave me an opportunity to approach the art fresh with young expectations and seasoned eyes. The result was USR Sword & Sorcery and it was sufficient to run, after being out of gaming for 25 years, a swingy, blood soaked pulp fantasy campaign with a dedicated group of strangers on line for three years. Mission accomplished.


Sunday, August 12

Problematic Interrogating of Colonial Oppression in your Misogynistic OSR game

It is what it is. Running a role playing game in Seventeenth Century Europe where all the superstitious historical and literary tropes are real. In a game sense. We all know witches aren't real, but it was "legal" to burn people alive. We know forcing others into bondage is horrid, but slavery is matter of course. We know zombie movies are a parody of the depredations humanity visits on itself, but the next Battle of the Bulge is just around the corner.



I love the fact that the horrid human fantasy is but window dressing in the furious car chase which is my Clockwork & Cthulhu campaign. Slavery, splat. Cowardice, splat. Alien infestation, splat. Thieving and double dealing, splat. Cannibalism, splat. Gun fights and murder, and murder, and murder, splat. Taking advantage of the unhinged and mentally soft, splat.

Coming from a literate society and playing with others who are well read in the classics; Kirby, Beowulf, Hustler, just makes for a great game. Nothing is sacred and everything is on the table. Traditional role playing games can take any premise, any genre, any implied conceit and make it rock if the principles of good gaming are respected; Game Master with a firm grip on the genre, and Player's who do stuff. After that the setting doesn't matter cause the random mechanics of game play just add an edge to the event. This being everyone at the table has done something awesome, and you know what, you still may get fucked. Trust your Game Master or become one. Do both and be of service to gamerkind. Use POD and DriveThru to make all you have available to others. This is the golden age of gaming. It can only get better!

Thursday, August 2

Scourge Books, the Royal Trux of podcasts


The anchor podcast party continues to grow and more and more episodes from anyone in the gaming universe are dropping every day. But the newest comer on this new block has got me out of the house and working on one of my game books in the parking lot where a lot of the local transients camp for the night.



Scourge Books has caught my attention with its glib attitude and basement living bombast which gets me thinking of overflowing ashtrays, empty liquor bottles and a corner of the room stacked with amps where the “band” practices. Where I’ve seen brevity reign (my podcast included) with gamer podcasts on anchor dropping in at fifteen minutes or less, Scourge Books plopped down an hour and half long first episode. A rambling bull session between “Scourge” and his “Woman”, keeping names and background absent, only revealing themselves through the dialogue; the gaming, video, music topics the two bounce through, the new show feels like a cut up four track mix reminiscent of DIY Heroin-Punk from the late eighties, except it is about table top gaming. And it is on the internet so immediately accessible. I’m sure someone can tell me in a red-hot minute who Scourge is, but for a brief moment the weird world of online content delivered me a dirty, underground thrill like reading Naked Lunch for the first time.

If Scourge and the Woman can keep it up, keep the topics revolving all hipster and eternally young and ultimately disposable Scourge Books podcasts could easily become a favorite listen of mine while I toil away on my own obscure DIY role playing projects. In a van. Down by the river.

Monday, July 23

Review of Gathox Vertical Slum Adventure Module


+David Lewis Johnson offered me a PDF copy of Quake Alley Mayhem for review. I am happy to do so because; one, I have used much of his royalty free stock art to illustrate my baby USR Sword & Sorcery,Rules Lite Roleplaying for Fantastic Pulp Fantasy Adventures, and two, I purchased Gathox Vertical Slum, a far out, gonzo science fantasy campaign setting for Swords & Wizardry White Box sight unseen because it spoke early eighties Heavy Metal magazine I bought on the down low as a young teen.



So I'm in David Lewis Johnson's camp hard. On top of this +Mike Evans edited Quake Alley Mayhem. He is the moving force behind DIY RPG Productions and does his shit soooo straight and right +Zak Smith threw Demon City at him to carry the publishing load. I buy Zak's stuff because it is some of the best RPG material available today. Mike I met at Gencon 50 and I watched him win a Silver Ennie for Hubris and he is not shy for flying a middle finger. He does not stay up as late as Jacob Hurst or Jez Gordon. So you know he actually is probably kind of a softie.

QuakeAlley Mayhem is a good example of how overworked all our best people are these days. It gives me hope that all of us on the OSR DIY sidelines figuring things out, well, we need to do so, cause everyone like David Lewis Johnson are writing fun good stuff and the pipeline for distribution is jammed. I mean stopped up! Evil Hat hasn't put out anything of value since ever. They are sooo starved for something to do all they can come up with is dissing the Ennies. The Ennies! Smart, mildly good looking men and women, on their own volition, are striving forth, putting everything on the line and producing great game talent and now they are swamped. If it wasn't for the connections at conventions and google plus being made by earnest folk in real time, well you my fellow gamer would be still playing Lost Mines of Phandelver again and again and again.

Quake Alley Mayhem is a harbinger of glee for all and everyone on the nonexistent margins of the RPG game world. Can you edit? Can you do layout? Can you write? Can you draw? Can you playtest? Do you love to proofread (there has got to be someone, right?) Can you use POD software? Gather together and make an RPG product.

Established RPG companies in the “middle ground”* trying to imitate WotC business model are in the process of being disassembled like a first level PC by a Giant Crab.


If you have enough enthusiasm and typing skills you can produce a ready to run adventure so much more interesting than anything else available on the mainstream market in an afternoon. And have people buying it and playing it by nightfall.

The regular game companies should be shitting their pants. I think they have been for the last four or five years and just can't say it. The best they can do is minimize outsider achievement. But once again outsider achievement will be on full display at this year's Gencon. The LotFP booth will sell out. The Ennies will be dominated by outsider products winning awards. These will be, in no particular order, Hot Springs Island, Hobbs and Friends, Frostbitten and Mutilated. In no way should the corporate game world see such scrappy, passionate outfits succeed, but succeed they do. There will be some hangovers after Gencon 51, but none which matter.


*an undefinded term of mine, but I'm thinking Pinnacle, Evil Hat, Green Ronin, Lumpley Games, etc.


Saturday, July 14

Rom'Myr, a dying earth setting for Magic World


Fantasy Adventures in the dying world of Rom'Myr

An OSR setting using the Magic World role playing game rules


Dying Earth is a subgenre of science fiction, fantasy, or science fantasy which takes place in the far future at either the end of life on Earth, or other Earth-like planets. The End of Time when the laws of the universe themselves fail is also a common trope. Themes of world-weariness, innocence (wounded or otherwise), idealism, entropy, (permanent) exhaustion/depletion of many or all resources (such as soil nutrients), and the hope of renewal tend to predominate.

I started this campaign setting with BFRPG in mind, but I want to have a setting to use with the d100 rules of Magic World so I am in the process of adapting the setting. Here I jigger the Character Creation rules of Magic World to fit my conception. This post will then be followed with a post outlining how the magic system works in the game. When I build up setting details suitable for use by the GM I will post them as well, but I work in fits and starts so don't hold your breath on any of this.

Here is a link for a Magic World form-fillable character sheet for those inclined.



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 on the shores of the Inland Sea. 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 north of the Blue Borderlands. Uncouth barbarians, the elaborately tattooed Fir'Bax 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 incessantly with the Strangled. This small barbarian kingdom also resent the encroaching Rom'Myrians into their wilderness domain.

Turn to page 20-21 of the Magic World core rule book and follow “A Guide to Creating your Adventurer”. Below are listed (if any) changes to this standard procedure as they occur in the process.

Step 1: Names & Characteristics No changes.
Step 2: Characteristic Rolls No changes.
Step 3: Derived Characteristics No changes. Please note Human Move is 8, not 10. This is a typo in the rule book.
Step 4: Age and Experience Any PC choosing the Shaman occupation rolls 17+5d6 for starting age, otherwise no changes.
Step 5: Magic Adventurers must have POW 16 or higher to be able to use magic. How the magic system works in Rom'Myr is detailed in its own chapter.
Step 6: Culture and Species Only human can be chosen for PC species. All Culture options are available.
Step 7: Skill Category Modifiers No changes.
Step 8: There appears to be no step eight so this is probably a good time to assign your starting Allegiance (page 28-33).
Step 9: Occupation and Skills All Occupation and skills are available and you are free to build your character as you like. Just keep in mind you will be fitting your character into one of seven Character Classes. These seven classes are; Assassin, Barbarian, Druid, Jester, Paladin, Ranger and Thief. The significance of these classes are detailed in their own chapter.
Step 10: Starting Money and Equipment No changes. I recommend you add Thomas Wiegel's a Wretched Catalogue for more equipment choices than what is offered in the Magic World core rule book. Just convert the cost in silver to cost in bronze.

1.1 Character Class Rules:
All the classes are available to any new PC. All but the Assassin, Barbarian and Thief class have the ability to learn and or acquire magic per the included magic rules if they have a POW 16 or greater. Each particular Class may have additional limitations which are outlined below;

All Barbarian PC's must be Fir'Bax. Only the Band and Tribe cultures are available to this Class. Any of the available Occupations listed for these Cultures are available.

Jester PC's should consider themselves more as traveling monk/scholars as opposed to being a kept clown for royalty. The Jester PC may be either human race (Fir'Bax/Rom'Myr). If Fir'Bax is chosen as race only the Band and Tribe cultures are available. Rom'Myr racial identity does not limit choice of Culture. They are limited to the following Occupations: Astrologer, Begger, Crafter (Tribal), Diplomat, Lost/Forgotten, Minor Noble, Nomad, Peasant/Farmer, Physician/Apothecary, Sailor, Scribe, Shaman/Priest/Cultist, Slave (Freed or Escaped), Small Trader, Sorcerer, Thief, Troubadour/Entertainer.


The Druid is a wild shamans roaming the dying lands of Rom'Myr. A Druid must be Fir'Bax. Only the Band and Tribe cultures are available to this Class. Any of the available Occupations listed for these Cultures are available plus Astrologer, and Sorcerer.
The Ranger, civilized cousin to the Druids must be of Rom'Myer descent. Rom'Myr racial identity does not limit choice of Culture. The Ranger is limited to the following Occupations: Bandit, Craftperson, Crafter (Tribal), Fisher, Hunter, Lost/Forgotten, Nomad, Peasant/Farmer, Slave (Freed or Escaped), Small Trader, Tax/Rent Collector.
Assassins are highly trained guild specialists. They owe their skills to an established order or institution. They must be Rom'Myr and must take the State culture. The Occupations available to the Assassin are; Bandit, Hunter, Minor Noble, Paid Assassin, Cultist.
Thieves are your most common of adventuring rogues found within the Blue Borderlands. They can be either Fir'Bax or Rom'Myr. If they choose Fir'Bax they are limited to the Band and Tribal culture. All the Occupations of these cultures are available, except replace Shaman with Thief. Rom'Myrian identity requires the State culture to be chosen. They are limited to the following Occupations: Bandit, Beggar, Craftsperson, Lost/Forgotten, Sailor, Slave (Freed or Escaped), Thief.
A Paladin is a PC who has picked up the sword in defense of some aspect of the lost past. The Paladin can only be a Rom'Myr human and of the State culture. The Occupations available to the Paladin are; Mercenary/Bodyguard, Minor Noble, Slave (Freed or Escaped), Soldier/Guard/Watchman.
2. Orders and Institutions:
Most of the PC Classes are bound to some type of esoteric religion or ageless cult which claim some form of legitimacy through ancient ideas lost to the unimaginable past eons of Rom’Myr. None of these confer any mechanical benefit for the new PC, but is used to embellish this dying earth with some of the player’s ideas. Of course the Game Master can decide to create orders and institutions which do confer mechanical benefits for the PC as they see fit.
There is a wide discrepancy in intent and capability of the organizations of men in the world of Rom'Myr. Whether battle hardened mercenary corp, horrid murder cult, or starving street thugs the one galvanizing feature of orders in Rom'Myr is the expectation of complete obedience.

Fir’Baxian Battle Cults; there is no better inspiration for your own barbarian battle cult than Red Moon Medican Show's Vacant Ritual Assembly Issue #4. Furious Gods (found on pgs 15-18) is a must read! These pages will be drawn on to demonstrate the magic system of the Druid as well as some of the “gifts” a Barbarian may receive from their Battle Cult.

Pagan Religions; below are names to spur the imagination when creating your worlds and player's religious orders.

Tix-ka-tix, The Returner, The Patient One, The Slumbering Pharoh (Petty Godsp.171).
Mespilus, god of medlar trees and their fruit (Petty Gods p.109).
Lubella the Transformative (Petty Gods p.96)

Esoteric Schools suitable for any character class;
Dlarafis, Augazor, Trani, Children of the Sacrificed, Sect of the Son, Chosen Ones of Tranquility, Band of the Studied, Followers of Vranis, Faith of Drysm, Congregation of Kousha.

3. Languages; Dun-Harad is the language of the Trackless Empire. Marude is the language the Fir'Bax speak. Sahrashin is spoken by the dark skinned Ahenti. Torbarel is the language of The Strangled.  The Other Language skill is limited at character creation to these four languages. As the PC's explore the world of Rom'Myr they may come across other languages and PC's may attempt to learn these through the regular rules for Training and Experience (pages 51-53).

4. Combat Skills: The only “House Rule” I like to add to the rules for Combat Skills is in regard to thrown weapons. Instead of committing an additional skill to the particular thrown weapon the PC can assign their Throw skill as their chance to hit with any thrown weapon. This makes putting points into Throw more valuable then having to split points between Throw and an additional Weapon Skill. I take that back, I have an additional house rule; boost the Base % for Crossbows to 35%. No one needs a skill in Crossbow to shoot these weapons at the Base %.

5. Combat: This piece of crunch only applies to PC's. If an attack throw results in a fumble roll a 1d20 on the following Confirm Fumble Roll table. This will either minimize or exaggerate the rolled fumble. Feel free to ignore this step if you don't like this rule.
1 : You really messed up this time! Roll twice on Fumble table.
2 – 10: Roll on Fumble table as normal.
11 – 19: Regular miss.
20: Recover! Reroll to hit.

6. Magic Rules: these will make up the body of the next post!