Saturday, May 27, 2023
Russ Nicholson: an appreciation
Tuesday, December 6, 2022
Micro-Encounters and scene aspects
Micro-Encounters
This is a compact, generic tool for whenever you check for encounters, either in the open or in a closed environment, like a dungeon.Roll d6; +1 for safer environments; -1 for dangerous environments:
1- Hostile, typically an immediate attack by a hostile encounter
2- Danger, a dangerous or potentially hazardous encounter; can mean an active physical threat (storm, flood, trap, etc.)
3- Obstacle, a barrier to progress, which could be locked gates, guards, security systems, and so on.
4- Neutral feature/observation, a point of interest, not immediately dangerous, such as a landscape feature
5- Information, a potential lead, or opportunity (clue, track, hint, informant)
6- Useful, a discovery, meeting, or useful resource
Guiding Aspect
1- Shadow: Darkness — Mystery/Discovery
2- Earth: Growth — Harvest/Decay
3- Air: Breath — Message/Silence
Friday, November 18, 2022
A faster BRP
There's no doubt here that Basic Roleplaying is an excellent system that's surprisingly easy for beginners, adaptable, and can support extended play. But even if you were to leap in with the Basic Roleplaying SRD as your compact rules, many of the systems grouped under the OSR label, and early versions of D&D itself, have one significant advantage for new players: it's quicker to roll up a new character and get started.
Now, with a group of interested adults 30–60 minutes rolling characteristics, assigning and calculating skills, deriving HP and MP and the rest, creates a substantial, interesting character sheet that will serve well for a long time. But it would be fun, sometimes, to just create a character and go in half the time or less.
To that end, here are some notes towards faster BRP characters. The skills and professions offered heavily favor fantasy and historical worlds.
Faster characters for Basic Roleplaying
Characteristics
Adventuring Skills
- Jump 45%
- Climb 55%
- Perception 35%: replaces Listen, Spot, Sense, Insight, etc. May also be used to track targets with a suitable profession indicated.
- Stealth 25%: Used for all covert movement and covers hiding also. Hiding (without moving) is generally easier (+20% bonus).
- Swim 30% or DEX x 5 if Lucky or approved by GM as suitable to background.
- Throw 45%
- Brawl 45%: fighting with hands and feet, or commonplace and improvised weapons (knives, sticks, etc.).
- First Aid 45%
Professional Skills
Warrior
- Ride (DEX x 5%): may substitute another mode of transport or Strategy (INT x 5%).
- Warrior (Average STR, INT, DEX) x 5% in 3 weapons (maximum 75%).
Expert
- Literacy INT x 5%
- Expertise (Field) INT x 5%: field may be any area of specialist training: medicine, exploration, trade, engineering, performance, spy-craft, alchemy, and so on.
Magician
- Literacy INT x 5%
- Spells: define four spells at INT x 3% chance to cast
Rogue
- Sleight DEX x 5%: replaces the Fine Manipulation skill, and tends towards pick-pocketing, snaffling and concealing small items, and so on.
- Tinker DEX x 5%: crafting and improvising with materials at hand, but also tampering with devices such as locks and traps, forcing chests and windows, and so forth.
Hybrid
Background Skills
As a finishing touch, distribute INTx5 across all skills, including weapons, which have the same base skill rating as the SRD. Can be used to acquire or improve spells with GM approval.Identity
Back to Basics
Sunday, January 9, 2022
Geting in to Character
Those who meet at the Many Ways Inn are a curious group, driven by many strange paths to seek adventure, after their fashion.
Every game, free-form or otherwise, rests on the interaction of characters and world. And although the referee is the arbiter of the given world, players and their characters represent the active inhabitants and movers of that world. Player characters are there to question and explore. These questions can reveal even to the referee opportunities and realities that were never before apparent.
Characters briefs: in the world, not the numbers
The peoples of Arihmere, townsman and peasant alike, have long settled within stout walls and hedges.
So, we begin with the character’s descriptive brief: a short summary of abilities, background, and calling.
Roll or select an attribute, a feature of your character that is distinctive and characteristic.
- Strong
- Agile
- Tough
- Clever
- Learned
- Bold
- Outlaw, outcast, or an outlander
- Serf
- Peasant
- Freeholder
- Wealthy
- Gentry (petty nobility, knight)
Most individuals come from a manor or village attached to a stronghold, but on a roll of 6 they may originate in a larger city or town.
1-3: called to toil and trade4-5: called to arms6: called to faith and learning
For example, a high station and martial calling would suggest a knight errant. A lower standing a soldier or levy. A peasant, called to toil and trade, may be a sort of crafter, or perhaps a forester. An urban freeholder may well be a merchant or artisan.
Character record
- attributes (characteristics or physical and mental features)
- skills and training related to calling and background
- Player characters have one distinction (a special ability, characteristic, or knack that makes the character unique).
Resilience
0: Unranked—weak or untrained
1: lowly — commoners, levies, harriers
2: adventurers (start here) — trained militia, soldiers
3: skilled —veterans, captains, tough creatures
4: experts — strong, deadly
5: masters — champions, exceptional, monsters
6 or more: legendary — heroes, dragons
Friday, January 31, 2020
Craft and Luck at the Green Dragon
The player rolls two common tavern dice, and the professor interprets the result:
2-3... Horrible. This is often counted as a fumble or serious misfortune. In battle, the character may be severely wounded or even defeated.
4-5... Poor. An error or mishap. In battle, the character's guard is down and they may be wounded or forced to retreat.
6-8... Tolerable (6) to Fair (7) to Skillful (8). A tolerable to good outcome, usually interpreted broadly as the expected or middling result. In battle the character stands their ground and may wound their opponent.
9–10... Fine. A very good to excellent effort. In battle, a strong hit.
11–12... Marvelous to Exceptional. An outstanding result, often described as uncanny or elvish craft, combining exceptional skill and good fortune. The outcome is always decisive.
NOTES
- The professor rarely provides an adjustment, but often rules precisely according to the situation, especially in the 6–8 range. For instance, if a skilled hunter rolls a "5" while tracking a stag, this may not mean utter failure, but rather the tracks become muddled or pass through a tangled briar.
- When a character has a substantial advantage, the professor grants them an additional die to roll, and the player chooses the best pair. In the case of a crucial disadvantage, the professor chooses the worst pair instead!
- A 6 on any die is called the "crown" and grants an immediate advantage in the situation, in addition to the benefit of the current roll. Two "crowns", being a 12 in total, are greatly valued.
- A 1 on any die is called the "evil eye" and imposes a disadvantage in the situation, which may affect the next turn. Two evils eyes, 2 in total, are greatly feared as more than a mere mishap.
- Rolling a 1 and a 6 means the situation holds steady!
On some rolls, a "hazard" is included, representing the number to be rolled to avoid some threat or overcome a particular difficulty, thus:
7. Doubtful
8. Daunting
9. Desperate
10. Sheer chance!
If the player fails to roll greater than or equal the hazard, this does not always mean their character failed (unless, perhaps, they rolled 2 or 3), only that the danger was too great. For example, if a character is fording a raging river with a hazard of 8 and rolls 7, they are taking every precaution but still find themselves swept off their feet by the current.
Saturday, January 25, 2020
Narrative adventures at the Green Dragon pub
What if other great world-builders took this path?
A game and story at the Professor's table
Professor T--'s group meets at the Green Dragon pub at least once a week. They play a curious game, which resembles more a story or a piece of theatre, inspired by German "free" Kriegsspiel, and best described as a sort of guided adventure in an imaginary realm.Materials required are: plentiful supplies of paper (exam booklets are common), pens, pencils, common dice, and occasionally chess pieces and chequers, to mark the places of all the participants in a combat.
Each of the players brings a notepad and a sheet of paper dedicated to their "character". On this sheet are many notes, including the character's name and particulars, their salient characteristics, story and lineage. There is also space for lore regarding the history of each kindred, intermixed with notes on quirks, such as the dwarfs' ability to light fires wherever needed, and snippets of common knowledge, including fragments of elvish legend. Room is set aside for lists of gear and other trinkets that the character carries. We have seen characters described as elves, dwarfs, burglars, woodsmen, rangers, knights, hunters, and wizards, among many others!
The professor also arrives with several notebooks, closely filled with extensive notes, glossaries, and background materials, and many maps and sketches.
When play begins, the professor outlines an intriguing situation, continuing an adventure that clearly started some time ago. Each player replies with their preferred course of action, and the professor then responds with whatever happens next, prompting another player to reply, and so on. Journeys, skirmishes, traps, discoveries, and many curious encounters are all resolved by discussion, plain common sense, and the turns of the story. If the players are wise and attentive, they will usually overcome such difficulties. If they are foolhardy or proud, then their situation will deteriorate.
From time to time the outcome of some action is at issue or more than reasonably uncertain, and then the professor will call for a roll of the dice, and perhaps consult one or more of the many small tables scattered among his notes. One table, labelled "Luck or Craft", is often referred to, thus:
2-3... Horrible
4-5... Poor
6-9... Tolerable -- well
10-12... Marvel. elvish! [sic]
When the dice roll, ones are to be feared, and called "the evil eye". Sixes are highly prized, and sometimes called "the crown".
A thoughtful player who demonstrates the great resolve (or skill) of their character, is sometimes permitted to roll three dice and tally the best two.
Brief and intense fights take place from time to time. Such skirmishes rarely continue for more than a few "turns", with the rare exception of protracted battles. The professor is not sentimental about armed combat, and such scenes are short and deadly. The players will usually prevail (although combat always involves rolls, and so an element of risk), but if they misjudge their position, challenge dreadful foes, press their luck too far, or succumb to blood-lust, even the strongest will fall, memorably.
Another curious table, much used, is kept at hand during such battles:
5... goblin, spider, wolf
6... orc or grt. goblin
7... man-at-arms, grt. orc
9... troll, giant, fell beast
10... capt., wyrm, wraith
12... drake, horror
Now and then, the professor will make a "secret roll" of his own design, to judge how things go by chance, or to see if the characters blunder into, or across, something unseen, or are taken by surprise, or put in an interesting situation by happenstance.
Character may indeed be dazed, poisoned, wounded, enchanted, wearied, and so forth, and must make note of these effects and bear the consequences until the matter is resolved.
When the adventure (or chapter) is concluded, it is time to rest, tend to wounds, and divide any treasures found.
Friday, September 20, 2019
The Cracked Kingdom
Martyn now sits on a contested throne, makes wars, grinds the poor, stirs rebellion.
They Fey Courts have grown dark and unfriendly, and meddle in mortal affairs.
Hedge-wizards and sorcerers bicker, and some finger the dusty covers of books of forbidden lore with a new interest.
And as old treaties fray, familiar enemies press at the borders of the cracked kingdom.
Perhaps all you need to do with these is get ready to play the world:
- Characters have 7 points for attributes and skills (max. +2); 6 Hits
- In danger, roll 7+ to succeed: higher (9+) is better, lower (5-) is worse (negotiate modifiers)
- In combat, everyone rolls and the higher roll succeeds: 1 light damage; 2 solid; 3 heavy (armour provides additional protection, scene by scene, on the same scale)
Friday, March 25, 2016
On Magic World
We have plenty of time for RuneQuest as a rules set, but Glorantha is not our fantasy lozenge floating on an infinite sea. Its massive timeline, overlapping pantheons, entangled myths, and cultural melange are fascinating but too hard to buy in to, like a club whose rules are too obscure to encourage joining, especially when we're looking for a world of our own to create (which is probably a slipstream version of Middle-Earth and the world of Firetop Mountain, illustrated by Russ Nicholson). Consequently, it might be time to take a closer look at Magic World before it slips out of view.
In many ways, Magic World exhibits the strengths and weaknesses of the recent BRP era at Chaosium. Its rules are a compilation of some of the best of the BRP percentile, skill-based system: smooth and easy to pick up, especially if you're familiar with any other iteration. Character generation in particular is probably one of the easiest tasks in the BRP family: roll Characteristics, calculate secondary scores (HP, MP, damage bonus, skill category modifiers) and then add set percentiles (60% at most) to a specified number of skills. Combat, once you decode the wonky presentation, is also quick and intuitive (there are no location hit points to slow you down, and only one kind of special or critical). Overall, it's a highly playable system and probably an excellent place to get into your own version of Middle-Earth or Allansia.
On the other hand, the rules are clearly recycled from earlier systems: the Chaosium Stormbringer RPG in particular and RuneQuest III. This leaves us reading some eerily familiar passages, and tumbling over rules that don't apply, such as references to fatigue in the bestiary. Of course, there are errata, but the point is that the errata are too long. And the wider point is that the presentation suffers from this copy-and-paste approach. The BRP combat sequence, for example, has a fair few steps but they all flow fairly cleanly: declare intent, set initiative, roll, compare attack and parry/dodge, assign results. But the "Combat" chapter is unnecessarily long, and the effect is somewhat scattershot. Skimming headings, you see "Actions in a Round", then "Resolving Combat", then "Order of Actions", then "Actions", then "Resolution" and yet the next section resumes "Hand-to-Hand Combat" with "Game Procedures" – how many times are we told about actions and resolution? Compare this to the tight presentation in the BRP Quickstart, and you realize that the whole chapter should have been thoroughly adapted and revised, especially for new players.
The reused artwork, a mishmash of styles and settings, similarly does not always capture the intended feel of the game, and although the sorcery magic system is serviceable, since it's based on the spells from Stormbringer, which were themselves added on to a system mainly designed around summoning and binding Moorcockian demons, the spell selection is not particularly inspiring. To play a sorcerer, your choices revolve mainly around spells that enhance or diminish effects (such as damage, armor, or characteristics) or a number of nasty offensive magics, reflecting the chaos influence of Stormbringer magic. That's not especially a problem if you want a low-magic campaign (there are no fireballs or lightning bolts here) or to grab your spell ideas from other sources, but the book is called Magic World after all, but offers only a few interesting or engaging spells.
The sample setting, the Southern Reaches, is more like Roman Britain than medieval Europe, a former frontier where first supernatural powers ruled before retreating, and where an empire has now replaced the roaming tribes of humans and orcs. It's effectively a colonial province, and designed with plenty of built-in conflict, with the return of the shadowy, shape-shifting fay and tensions between the two ruling houses presenting the most potential for adventure. The Southern Reaches are therefore an excellent sample setting, but they sit only lightly on top of the main rules. The rules for Allegiance between Light, Shadow, and Balance, for instance, would work nicely in heroic fantasy but it's not clear how they apply in the Southern Reaches, or to the fay. It might have been better to explore how the Magic World rules could be used to run a variety of different fantasy settings with varying themes and tones, as per the excellent guidelines in the "Settings" chapter of the BRP rulebook.
Given time and more design and editing, Magic World could have been an excellent product, but it now sits uncomfortably between being the "Fantasy BRP" and a minor game due to be eclipsed by RuneQuest and Glorantha. Depending on the quality and design of the new BRP Essentials, it could remain a fine go-to game for fantasy adventure, but its chance to capture the high ground among fantasy RPGs has passed. Not a fumble by any means, but a hit, parried.
Thursday, July 10, 2014
Beyond Arihmere
South: The Sundering Wars
Cordaigne, once known as the Captured Kingdom, was held entire by the Theran Empire, but the empire is now divided, and both successor states, east and south, claim a patchwork of provinces and cities within its borders. As though the separation were not chaotic enough, the brawling Andaran Princess and the nominal King of Arihmere intervene in the simmering conflict, siding with one side and the other, warring and aligning, claiming and ceding territory, every year.North: The Fell Lords
A hundred years ago, or more (for historians argue the dates as much as they doubt the events) it is said that Haladrin the Good was the only king ever to unite Arihmere under the one banner. Naturally, he was murdered by an ambition noble, Streigil, the Lord of Vosse and Cabel. Streigil did not rule alone, for he had nine (or eleven, or twenty three) dark lords at his side to impose his terror, and a witch-wife besides. Naturally, there was a revolt, and Streigil was struck down in battle (some say, slain). But his lords would not accept defeat, and turned to sorcery and infernal pacts, and three years later the Lord of Vosse and Cabel (or his revenant) returned to the throne with his wife as Queen and First Minister.Whatever the truth of it, the Lady Streigil was finally undone by blade and magic, and her Fell Lords retreated far into the north. Most likely they perished among the fens and mountains, but in the north they say that the Fell Lords still rule among the black forests and dead lands where the pastures wither, planning their return, when they will recover the master and his lady from the deep, secret barrow where they were interred.
The Copper Road
The Wolve's Lane is but the end of a long road, winding from the far, forgotten south-east, from mountains, steppes, deserts and rivers and boundless forest, from sprawling kingdoms, empires, satrapies, protectorates, khanates and republics. Through all of this runs The Copper Road, named for the earliest coins that travelled between its markets, before even steel was forged.The Arrant Sea
The Arrant Sea is wild, cold and clear. Most ships follow the shore, but there are uncounted islands and strange landings out there. For three hundred years, the Reaver Thegns have come from over the horizon, raiding or seeking kingdoms to steal, and every once in a while, the great armoured backs of the Heviathands, bristling with walls and turrets, heave into view from the shore.Wednesday, April 9, 2014
Is there an RPG in this dungeon?
Dungeon Robber is now online in flash-format as a sort of hybrid rogue-like/OD&D dungeon crawler. It's a fun, often frustrating game, but the thrill of random dungeon creation and solo resource management in the face of arbitrary death by statistical misadventure does not last long.
But looking through the 'rules' behind the browser game, there is enough content to forge a working RPG which would resemble a streamlined version of the original dungeon-crawling system. Take the character generation rules, the classes, and the very compact method for creating monsters based on 'home level', add a simple task resolution system based on the saving throw (with modifiers for hard/easy tasks) and one would have a simple, workable system ready to go.
The only drawback is that combat would have the swift and deadly feel of OD&D. But then, wouldn't raising the threat of monster encounters bring a new feel to the old game?
Tuesday, December 17, 2013
Unexpected Journeys - An RPG for "The Hobbit"
Notes
Characters
Kin: A lineage, background or kind (such as Dwarf, Hobbit, Dunadan, or Elf).
Calling: A profession or main area of knowledge and skill (such a burglar, warrior or ranger), which may be only an aspiration when you begin.
Trait: A special attribute or ability that defines you (such as nimble, hardy, swift, or stern).
Stern Dwarvish Warrior...
Nimble Hobbit Burglar...
Hardy Dunadan Ranger...
Adventuring
- Pick up one die if it is something any of your kin could attempt.
- Pick up one die if it is something any of your calling could attempt.
- Pick up one die if your character trait or ability applies.
1: Mishap the worst outcome, with complications or losses
2-3: Awry - failure, thwarted or crooked
4-5: Square - a success, sound
6: Boon - a success, with a benefit or a clear advantage
Danger
Battle
Wounds and Weariness
6: Hale
5-4: Shaken, then hurt
3-2: Weary, then wounded (a condition against you)
1: Out of play - GM will rule on consequences

