Tuesday, March 2, 2021

Ramshackle rules and roles

While tinkering with the free-form Fighting Fantasy rules, it strikes me that the simple trio of characteristics and basic tests can be adapted with relative ease and speed for a wide variety of worlds. Here's one such adaptation.

Ramshackle

The vast, labyrinthine structure, from Gormenghast to the Hayholt, from the citadel of Nessus to Mampang, is as important a part of fantasy as the underground dungeon. Here, I’ve adapted the Fighting Fantasy rules for playing in places that tower as far above as descend below, anything from immense ramshackle piles to sprawling cities.

Adventurers

Our adventurers use the attributes:
  • ABILITY (like Skill, begins at 7)
  • ENDURANCE (like Stamina, begins at 1d6+6)
  • COURAGE (like Luck, begins at 1d6+6)
Courage works just like LUCK in FF. It represents bravery, resolve, and the character’s readiness to take — and dodge — extreme risks. Courage is worn down by every danger the character encounters, but restored by significant victories, small acts of grace and kindness, and fortuitous choices.

Character standing

One's position, or social standing, is a critical part of your background in the convoluted and sometimes archaic society of the ramshackle pile. 

Choose, with GM approval, or roll a die on the list and take +1 initial Courage for accepting the risk!

1 - Lowly: a scullion, scullery maid, or apprentice.
Staring equipment is shoddy or makeshift. Weapons such as a knife, club, hammer, or pick (1 damage only on.a roll of 1-2). Kitchen staff have access to plenty of provisions.

2 - Servant: footman, maid, valet, gatekeeper, guard.
Have access to workaday but sturdy equipment, Weapons such as dagger, staff, spear, halberd, if their duties permit. Guards may have common armor (1-2 chance of -1 damage).

3 - Staff: Senior or trained household retainers, such as butler, tutor, officer of the watch, falconer, artisan, cook, bailiff, apothecary. Equipment, suitable to the profession, and specialist weapons (swords, muskets).

4 - Household Companion: professionals, usually close to the family and part of the gentry, such as tutor, archivist, chaplain, sorcerer, astronomer, knight errant, duelist, surgeon. 
Well-made professional equipment and specialized weapons that require special skill (rapiers, great-swords, pistols, well-crafted armor).

5 - Scion; part of the ruling family or clan—noble, heir, gentry, magistrate.
Has access to the best equipment, weapons, and armor (improved damage or protection), and considerable personal wealth.

6 - Outsider: an explorer, wanderer, or even a monster; any individual from the outer world (if there is an outer world).
Equipment at the GMs approval, possibly rare, exotic, magical, or dangerous (or all of these).

Missions in the ramshackle halls

Through vast labyrinths, halls, cloisters, galleries, adventurers will find themselves on many missions, often driven by the needs and rituals of the place itself as much as the inhabitants, who are, after all, merely temporary.

Roll a die:

1 - Fetch
Go and recover for her ladyship a bunch of the lost copper roses from the ruined conservatory among the Ash Towers. Beware the argumentative and senile sphinxes that guard the approach.

2 - Hunt
Two wild hippogriffs are hunting in the western galleries. Track and eradicate or drive off the beasts. Ensure his lordship comes to no harm during the hunt.

3 - Deliver
Take this impossibly fragile crown constructed from the bones of extinct birdlife to the Catechist of Ethrain, in the Ninth Ward. Of course we can't tell you what she looks like: she wears a mask at all times, and it's impertinent to ask.

4 - Discover
Find for us a certain volume of impious prophecies concealed in the lower shelving of the Gaunt Archive. Never mind the literate rats or the mummified librarians; it's the crow-headed researchers you need to avoid.

5 - Guard
Secure the crumbling Oblique Tower from the intelligent were-ferrets and their demented pine-martin shock-troopers.

6 - Capture
Retrieve the phoenix tapestry the House of Kellin recklessly purloined from our drowned treasury. They have no idea what will happen if the wrong threads are tugged.

Lurking creatures

1 - Vermin
1–6 Giant Rats ABILITY 5 ENDURANCE 3

2 - Pests
1–3 Crow-folk ABILITY 6 ENDURANCE 4

3 - Prowler
1–2 Were-ferrets ABILITY 6 ENDURANCE 5

4 - Hazard
Ghouls ABILITY 7 ENDURANCE 6 (infected claws)

5 - Marauder
1–3 Gargoyles ABILITY 7 ENDURANCE 8

6 - Hunter
Hippogriff ABILITY 8 ENDURANCE 10 (flies, pounces for 4 damage on first attack)


9 comments:

  1. Very interesting scenario. Your posts were long missed!

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  2. Love this bit of tinkering. :-) I agree that just changing the words can really flavor the setting/tone nicely without overhauling any mechanics. Another trio that could good... maybe for the Indiana Jones/"two-fisted tales" variety: FORTE (skill), GRIT (stamina), GUTS (luck)

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    1. Another set....

      TALENT
      ENDURANCE
      DESTINY

      Might serve well for a certain space opera setting...

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    2. Exactly. While I was sketching this out it occurred to me that there are just three "stats" and renaming gives you a chance to set a different tone or focus without changing the core rules. I like Forte/Grit/Guts. Certainly TALENT/ENDURANCE/DESTINY for certain settings. And in other notes I was thinking of sci-fi using TRAINING/ENDURANCE/EDGE. Come to think of it, how about "Augments" for Special Skills if you go cyberpunk.
      Someone once remarked the rolling for SKILL was a bit like randomly rolling your level in that "dungeon" game, which suggests you could even play LEVEL/HITS/MORALE without breaking anything.

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    3. You could as well replace Initial SKILL 7 by LEVEL 1 (and, accordingly, "roll-under" tests by "vs. TN", pretty much like combat).

      As for Ramshackle, I would humbly suggest changing COURAGE to FAVOUR, which I believe underlines a "face" aspect (especially relevant when dealing with vain nobles).

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    4. You could as well replace Initial SKILL 7 by LEVEL 1 (and, accordingly, "roll-under" tests by "vs. TN", pretty much like combat).

      As for Ramshackle, I would humbly suggest changing COURAGE to FAVOUR, which I believe underlines a "face" aspect (especially relevant when dealing with vain nobles).

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  3. This concept is still rattling around in my brain and then I was listening to the dpercentile podcast episode on Fighting Fantasy (these focused primarily on the Introductory Game not the "AFF" variants) and the host pitched an idea of three stats based around the iconic classes - something like FIGHTER, THIEF, and SCHOLAR. The next thing that popped into my head was that the three Whitehack classes would be perfect here too: DEFT, STRONG, and WISE. I'm not entirely sure how to make "LUCK" work here - could it be a floating thing? You can make a Luck Test on any of them but have to pay the price of the point reduction as normal. Further Whitehack inspiration perhaps but I think I'm also coming around to the idea of jettisoning "advanced/special skills" altogether but instead having a character roll for some # of "Backgrounds" (1-2 to start?) that would map to things like "professions" or "species" (or even something like Risus Cliches) and one starts at "Background"-1 and the other "Background"-0. When they are relevant to the challenge you can make a "skill" test against your stats otherwise you are making a "luck" test.

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    1. Coincidentally, I'm reading Whitehack right now, and although class & level systems are not quite my thing, I think it's excellent. Review coming. So I like the idea of Strong, Deft, Wise as stats, and even using "groups" to designate profession, species, a background, instead of discrete special skills.

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    2. Ahh, the new Whitehack (3rd edition)? It is more accessible than previous editions and I like some of the clarifications around the various class abilities. But, like you, I don't care for class and level systems -- I think because I played for so many years without them (Fighting Fantasy, Star Wars D6, & Traveller) that they seem quite foreign to me (I did not start out with D&D.)

      Looking through your blog I realize I have little to no experience with BRP (I did try out some Mythras M-Space but it did not *grab* me even I found the layout and mechanics to be good enough.) I stumbled across this lovely little d100 hack on itch.io: https://hyvemynd.itch.io/brighthammer that strikes me as something close enough to your freeform experiments to be a possible starting point for my own freeform d100 experiments. I'm rather found of the 2d6 roll so it'll take a miracle to move me but I'm always happy to try something out - particular if makes the solo experience more pleasurable.

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