I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Tuesday, May 14, 2024
How many leaders? Demographics of command
Friday, May 10, 2024
Minimalist magic resistance (B/X)
Case in point, I find that magic-users in B/X are just too powerful (and Fighters are too weak, but let's leave that for another day).
What AD&D gets wrong is adding a MR to EVERY creature (and about 80% of the time, the MR is "standard", which means it can just be ignored).
Here's a simpler version (or two...)
Only a few special creatures have MR.
To "defeat" the MR, a magic-user must roll 1d20+level and beat the target's MR.
For demons, the MR is 12+HD.
For devils, either use the same or 8+HD.
(This is, assuming your B/X games have demons and devils).
For faeries, the MR is 20 regardless of HD.
For golems, AD&D has special rules, but they are mostly impervious to magic. Either use 12+HD like demons, or AD&D rules as written.
Demons, devils, faeries and golems have a +10 bonus to saving throws against spells (if the spell doesn't have a saving throw, they get the chance to roll a save with no bonus).
Thursday, May 09, 2024
Ability scores generation: method X (B/X? S&S?)
Well, someone else did the math. Turns out that 3d6 in order gives you an average of 10.5, and Method I gives you 12.24. And ALL the other AD&D methods give you results that are HIGHER than 12.24.
But remember, B/X modifiers are bigger than AD&D. If you look at damage modifiers, for example Strength 13 in B/X is similar to 16 in AD&D (+1 damage), and a 16 in B/X means 18 in AD&D (+2 damage). A B/X PC with lots of 16s and 17s looks too powerful, adn a 18 should be extremely exceptional.
I like stats that look like the picture below: above average but not "epic". An average of 11-12, a couple of impressive abilities (14-17), and almost NO dismal abilities. I think someone just chose these abilities instead of rolling, but they feel about right for me.
[Notice that HP is also above average - maybe maximum HP at level 1?]
I feel that what is missing is a list of B/X methods, similar to AD&D: start with 3d6 in order and add several options that give you slightly higher results.
Anyway, I've heard one method I particularly liked: roll 3d6 in order, but re-roll 1s.
This gives you:
- Average 12.
- Minimum 6.
- Low ability are unlikely or impossible, but high ability scores are not so common either (less than 1% chance of getting a 18, which is lower than AD&D).
- A decent chance of getting a 15+ for one ability at least.
If you want the possibility of sub-par abilities, re-roll 1s ONCE, so you could STILL get a 3... But it is very rare.
The typical abilities would be something like 15, 14, 13, 12, 10, 8. Feels almost perfect!
I'm probably using that for my S&S book.
Saturday, May 04, 2024
Sword&Sorcery I: Introduction
I don't know when I'll finish this book but here is the introduction. Let me know if there is anything missing.
I'll add the following chapters as I write them.
---
Introduction
Old School
Sword & Sorcery (OSSS) is exactly what it says on the tin: an old school
RPG in the Sword & Sorcery (S&S) genre. We assume you are familiar with
RPGs, especially of the OSR type. If you are not, you can easily find explanations
online. [add link to "what is OSR"]. This book will not teach you to play RPGs,
since it is better to try it in practice or watch videos of other people
playing.
If you are
not entirely familiar with S&S, this book will discuss several aspects of
the genre: characters, magic, monsters, treasure, and so on. The most famous
S&S character is Conan the Barbarian, created by Robert E. Howard. Elric of
Melniboné (created by Michael Moorcock) and the Fafhrd and the Gray Mouser (by Fritz
Leiber) are other quintessential S&S heroes. These examples are particularly
important because the term “sword and sorcery” was coined by Leiber while
discussing Howard’s stile with Moorcock.
Howard
(especially due to the Conan stories) is the quintessential S&S author. This
book will reference Conan stories multiple times. If you are not familiar, I
recommend reading a few short stories to get the idea. Red Nails, The Tower of
the Elephant, Queen of the Black Coast, and The People of the Black Circle are
some of my favorites. If you want to expand your knowledge of S&S
literature, there is a list of authors on page xxx to keep you entertained for
years.
There are multiple
ways to use this book: as a complete game (with characters, monsters, tools and
rules) contained in a single book, or as toolbox to create your own S&S campaign
or adapt existing adventures and modules to the S&S genre (see " Compatibility
", below).
No matter
how you decide to use this book, we hope you enjoy it!
Sword & Sorcery tropes
Sword &
Sorcery has its own tropes, somewhat different from the most famous fantasy
games. This section explains some of them. Each of these tropes are reflected
in the rules (sometimes clearly, sometimes subtly): the heroes are a bit
stronger and more competent, alignment is not always clear-cut, magic is
dangerous, and so on. Understanding S&S tropes will help you understand
some of the rules choices we have made.
Tough protagonists
S&S protagonists
are very tough but often amoral, and sometimes true anti-heroes, unlike the
noble heroes of epic fantasy. They are driven by their own interest and
passions for wealth, romance, revenge or simple survival, instead of honor and
compassion.
The
protagonists are often competent from the beginning of their stories, instead
of going “zero to hero”. They excel in multiple fields: warriors that can climb
and move silently, thieves that fight with sword and spell, and sorcerers who
are also skilled swordsmen.
Peril everywhere
S&S
settings are dangerous and unstable. They contain pure Evil, but pure Good is
harder to find. The opposition is rarely a single “Dark Lord” that threatens
the realm with his goblin minions. Instead, the world is full of callous
humans, prehistoric beasts, fallen civilizations, and cosmic entities that are unknown
to most people.
Limited scope
S&S
narratives often focus on characters and small locations rather than big armies
and the fate of entire nations. Sometimes the world and the characters appear
remarkably unchanged from one story to the other.
Many
S&S authors choose to tell stories in episodic fashion rather than part of
a big narrative. Unlike epic fantasy sagas such as The Lord of The Rings or The
Wheel of Time, the stories take shorter format and uncertain chronology. You
can enjoy Conan’s stories in any order (and the same can be said of Fafhrd, Gray
Mouser and even Elric to some extent).
Dark magic
Magic is
seldom a superpower or a universal solution to your problems; instead, it is
dangerous and costly. Most sorcerers are antagonists, but magic is a sinister tool
even when wielded by the protagonists.
Wicked cities
Civilization
is not merely threatened by outside forces: it is often rotting from the inside
and a threat unto itself. Cities and realms are not always safe harbors in
S&S settings, but places full of intrigue and backstabbing in dark alleys. Sometimes
barbarism is preferable – at least it is more honest.
Weird worlds
The S&S
genre flourished in pulp magazines that also featured horror and sci-fi
stories, in addition to fantasy. “Weird Tales”, the most important pulp
magazine in this context, featured works by Howard, Lovecraft and Ashton Smith.
Sometimes, the genres (and settings) were combined to generate dark fantasy,
sword and planet and others subgenres. Even within S&S, horror and sci-fi
elements are present, and the protagonists often have to face aliens and
demons, magic and technology, without being able to tell them apart. One
example is “The Tale of Satampra Zeiros”, by Smith, that seamlessly mixes
influences by Howard, Lovecraft and Dunsany.
Unique creatures
In S&S,
unique monsters are more common than evil hordes of orcs or various dragons.
Each monster is shrouded in mystery. This includes “nonhuman humanoids” – elves
and dwarves are rare, and, if they are present, they often have a dark twist.
Protagonists are almost always humans from various backgrounds, usually from a
strong or mythic lineage (e.g., from fallen Atlantis or Lemuria).
Unreliable deities
Deities in
S&S settings are often unreliable or simply absent. Demons, monsters,
monarchs and even gigantic beasts can be worshiped in lieu of actual deities.
If deities exist, they are often capricious and mysterious, sometimes having
their own hidden agendas and dark appetites.
Blood and passion
Some
S&S stories are famously for its violent aspects, including bloody
descriptions of combat. Sexuality and romance is portrayed in a more realistic and
cynical manner – or leading to tragic consequences. S&S art often contain
bare-naked bodies of muscular men and voluptuous women. A few stories include (more
or less obvious) references to murder, torture, sexual assault, and so on.
Needless to say, you do not have to include any of these aspects in your games.
The rules
My favorite
kind of rules are easy to use and remember, while also providing players enough
variety for their characters.
In
addition, I like them to be compatible with my favorite modules - usually,
those using the OSR label or the classic ones written before the year 2000. The
goal is being able to use these modules whenever I need, with minimal or no
conversion.
At the same
time, I enjoy the simplifications and the additions that often come with modern
(post-2000s) games: a single unified mechanic for multiple tasks, skills and
feats to customize PCs, and so on.
Basic Fantasy
RPG (BFRPG) by Chris Gonnerman was one of my greatest inspirations for writing
this game – not only for being a great set of rules but also for adopting a
Creative Commons license that allows others to use their material.
The rules
contained in this book attempt to fulfill the requirements described above and
enforce some of the S&S tropes mentioned above. You might notice that PCs
are tougher than usual, magic is more dangerous, magic items are a bit scarcer,
etc.
The rules
contained herein are “advanced” in the sense that we assume you are familiar
with other RPGs. Still, they should be clear enough that no important question
is left unanswered.
A note about Dark Fantasy
Basic
Sword &
Sorcery tropes, as explained above, shares some tropes with dark fantasy. This
book is, in some ways, a sequel to my first RPG, Dark Fantasy Basic. While some
ideas are similar, the rules have been almost completely rewritten not only to
make them better fitted to S&S but also to take advantage of all the years
of experience I had with that system since then.
The basic mechanic
Before
delving into PC creation, it is useful to understand the basic mechanic of the
game.
When a
character tries to do anything that carries a risk of failure, roll 1d20, plus
modifiers (usually due to ability and class/level), with 20 or more signifying
success. A “hard” difficulty is assumed; the GM may set other difficulty number
(DC) for particularly easy or hard tasks, as described in the following
chapters.
This
process is called a “check”. When the books call for a check, assume it means
rolling 1d20, adding the relevant modifiers, and succeeding on a 20 or more,
unless otherwise specified.
Combat,
spellcasting, skills, all work in a similar way.
Now let’s create some characters!
Tuesday, April 30, 2024
Simplifying encounter procedures
There are some simple ways to shorten this procedure significantly - mostly by reducing encounter checks to ONE per encounter (instead of two to six) and folding distance, surprise and initiative into a single roll.
Number appearing
Not much to say or fix here (excepted as noted under surprise and initiative, below), but let me know if you have any ideas!
Surprise and initiative
These rolls are connected. You usually only for initiative if you are not surprised. I find this redundant; you can just roll 1d6 for each side to decide both surprise and initiative (with one caveat: if only one side is surprised, it cannot take action in the first round).
If you want to make surprise/initiative more detailed, you could assign a bonus (+1 to +3) to the smaller side, if there is a significant difference. A group of five PCs is very likely to hear 40 brigands approaching – or maybe even a big creature (such as a hydra) in a forest. Alternatively, you can describe someone surprised by a dragon or army as temporarily paralyzed by fear!
One important thing to remember is that rolling for initiative does not mean starting a combat. The side that gains initiative has a good opportunity of running away or making a sign of good will before the other side can act.
Distance
Encounter distance in the wilderness is 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised). This post suggests that the surprise/initiative roll could replace this - a very elegant solution!
To be honest, I simply do not want to simplify the reaction roll. On the contrary, I like the social mini-game it can create.
Monday, April 29, 2024
Building the perfect campaign - CHAPTERS
Many RPG players/GMs fall into strict "must have story" and "must not have story" camps.
Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities. Thus, characters begin as less than pawns, but as they progress in expertise, each eventually realizes that he or she is a meaningful, if lowly, piece in the cosmic game being conducted. When this occurs, players then have a dual purpose to their play, for not only will their player characters and henchmen gain levels of experience, but their actions have meaning above and beyond that of personal aggrandizement.
Saturday, April 27, 2024
ORWELL @2081 - the PDF is now available!
As I've mentioned before, this is an interesting RPG - one of a kind, really.
The writing is provocative and enticing; it paints a very grim picture of the future (and present...).
The setting is Europe in the year 2081, unified under one totalitarian party called The Family. The United States of Europe (USE, for short) are a playground for all the bad ideas this century has already come up with (and some of the classics from the last 100 years). Citizens are rated by an arbitrary and mean Social Status system, puberty blockers are mandatory for all but the Elites. All of this is shrouded through a huge media ruse: reality is hidden behind a fully augmented and gamified layer, maintained by an AI implanted at birth and controlled by The Family. Citizens never grow up, just grow older and if they aren't high in social status, they are bled and used for everything they have, most of the time without even realizing it. That veil is lifted for some, and with that comes resistance (or opportunity).It’s a game that assumes players are open to exploring all kinds of ideas and willing to put some thought into the stories they tell and experienced DMs who want to explore a system that challenges them as well. It is also a satire of a dystopian future that may not yet fall upon us …
- Tragic/satiric views of our possible futures.
- Games such as "Paranoia" and "We happy few".
- Books like 1984 (Orwell), Brave New World, and The Futurological Congress, or anything by PKD.
- Black Mirror.
- Amazingly creepy art.