Showing posts with label Realms of the Unknown. Show all posts
Showing posts with label Realms of the Unknown. Show all posts

Wednesday, May 8, 2019

My Gaming Life, An Update And A List

My campaign of GURPS set in my own world of the Deindustrial Future is winding to a close. I have committed to running another GURPS game after that, this one being about superpowered humans in the modern day. It's going to try to explore some of the disrupting influence of superpowers, which should be interesting, in the sense that I would not want to live in that world. I  am increasingly certain that, while I still like GURPS quite a lot, it is dropping down my list of favorite systems pretty fast. Still, some settings I want to do are easier to do in that game than in others, since other games would require inventing and writing down game statistics for things and such, where those statistics already exist or are easily customizable in GURPS. It would be so much better if there were some reasonable way to randomly generate characters. Also, GURPS allows for some superpowered characters that are not possible or are difficult to depict in other systems.

I have a friend, a great Lovecraftian fiction fan, who has decided to give running Call of Cthulhu a try, and he is learning very quickly and doing very well. So, that's a second group, and one that is growing. I'm finding that to be a lot of fun too.

One of my players for the GURPS game is now running AD&D 1st edition, attempting to play mostly by the rules as written (no psionics, a few other small changes). We've had two sessions so far, one spent doing a large combat mostly so that we could get the feel for how the AD&D combat rules as written work in practice. It's so much easier than some people say to use weapon vs. armor type, weapon speed factors, charge rounds, and so on. Even so, since it was completely new to some of the players, and years since those of us who had ever played that edition had played—and even then, we weren't really playing by AD&D rules, but rather a streamlined form of B/X or BECMI using the AD&D tables—the second session was completely taken up by that one combat, as we looked up various pieces of information. Even there, we missed important information about how Clerical Turn Undead worked in that edition, but we'll get it next time now that we know.

Playing AD&D has, perhaps paradoxically, re-inspired me to work on my update to Fantasy Wargaming. To do that properly, I think that I'll need to play it as it is in order to see how things work and understand how best to approach any changes. It's been since 1982 or so that I last played that game, and my memories of it are a little foggy. I do remember that the game worked just fine, so it's definitely not "unplayable", as some allege. I do think that there are some areas that I will be changing pretty drastically, such as formalizing fatigue a little more given how important it is as a limiting factor on some activities, changing wounds to conditions instead of a pool of points, maybe tightening up the magic rules some. I have a feeling that I would want to tighten magic back toward things that were supposed to have happened, either as actual magic or as miraculous events given the close affinity of religious miracles with magic in the system, rather than the very wide-open system given—or perhaps I won't, and maybe just tighten up the rules some as they stand, or even work out a way to make it even more flexible. The question is how I am going to manage to get some play of that game in, given the limitations on which days of the week I have available for gaming. I have some ideas on how to make that work, so we'll see if I can get that working.

Which does remind me that I still plan on returning to the series on real magic and how it can be depicted in gaming. Let's just say that the source of inspiration for that series has gone silent for the moment, though I expect it to begin nagging at me again any time.

I've committed to finishing up my conversion of the meta-tasks of the Marc Miller's Traveller (aka T4) supplement Pocket Empires into MegaTraveller equivalents, even though I have no ability to test the rules. That is going slowly but surely.

I've been occasionally noodling around with ideas about running a PBEM game of Realms of the Unknown, which would require me to set up a better record-keeping system than I have managed to put together yet. It's definitely been moved from the back burner to somewhat active development, though. I'm not sure how the setting would look yet, as I'm probably going to wait to work on that until I have more useful tools for that sort of thing.

So, given that my gaming priorities have been changing now that I am back to gaming mostly regularly, let's give a new list of my top 10 games, or really top 12 but who's counting:

1: MegaTraveller and classic Traveller (tied)
2: AD&D 1st edition
3: Fantasy Wargaming
4: GURPS
5: Chivalry & Sorcery (2nd edition, though other editions are fine)
6: Hârnmaster
7: Aftermath!
8: Cyberpunk 2020
9: Swords & Wizardry: White Box and White Star (tied)
10: Villains & Vigilantes 2nd edition

Honorable Mentions: Flashing Blades, Adventures Dark & Deep, Space 1889, anything Basic Roleplaying but especially Call of Cthulhu (and I guess I haven't mentioned that the player who is running AD&D has been low-key hinting that he'd like me to run RuneQuest 3rd edition, which he loved when I ran it many years back, so that's another thing that is impinging on me; if I did, I'd have to choose whether to run it in the default Fantasy Earth*, Glorantha, or a setting of my own design that I've had simmering for a few years and is in fact a development of the setting I used for that game of so many years ago), Lords of Creation, The Arcanum (1st or 2nd edition, I haven't seen 3rd or the 30th anniversary editions yet), In Nomine, Guardians (the superhero RPG based on original D&D), Delving Deeper, Pendragon, Lace & Steel, Marvel Superheroes RPG, Realms of the Unknown.

Settings that I am working on to varying degrees of effort: the GURPS superpowers one, an authentic-medieval one with monsters and such set around the Third Crusade for Fantasy Wargaming, a feudal-medieval-authentic world based on the 20 kingdoms of the SCA that draws loosely on the actual history and notable events of that illustrious organization plus added fantasy (this would be intended for any of Chivalry & Sorcery, Fantasy Wargaming, Pendragon, or Hârnmaster, or really any game that can handle an authentic medieval feudal setting), a setting based on the world of Lords of the Middle Sea—which is an obscure wargame that Chaosium published back in the '70s—and a more detailed deindustrial setting set some time in the further future that doesn't rely on so many fantastic elements as the one that I am currently finishing up. I've also spent a few brain cycles on the Flanaess Sector idea, but it hasn't really gone anywhere lately.

Yeah, as usual, I have put way too much on my plate, but hopefully I can actually turn some of it into practical use.

*The Fantasy Earth setting for RQ3 was set somewhere roughly around the 8th or 9th century, probably, given the territory available to the Byzantines in it.

Tuesday, June 5, 2018

Some More Campaigns

In the last post, I mentioned six campaigns that I offered to my players that I wanted to run, and let them choose from among them. I mentioned elsewhere that I have a lot more where that came from, and I had whittled my various games down to just that half-dozen. Here are some more where those came from:

First, I have always wanted to run a game using Ken Hite's "Seas of Dread, Sails of Daring" setting that he outlined in the old GURPS 3E supplement, GURPS Horror, Third Edition, then revised (as just "Seas of Dread") for GURPS 4E in GURPS Horror, Fourth Edition. It might even supersede wanting to run Flashing Blades as a pirate game right now. Also, I'd kind of like to run Stonehell Dungeon in my Middle Sea setting using Delving Deeper, Swords & Wizardry Core, the D&D Rules Cyclopedia, or AD&D 1E with some of my own customized character classes. In addition, I wouldn't mind running a sandbox of Hârnmaster starting in Kanday in Hârn. Aside from these four examples of other people's campaigns/settings, though, I have some others.


  • AD&D 1E: Flanaess Sector - I still have considerable work that I'd need to do, but in addition to the idea of using White Star, as mentioned previously, I wouldn't mind converting AD&D for the purpose.
  • XXXXX: Metahumans Insurgent - This could be run using almost any superhero game. My preferences would be, in order, GURPS 4E, CORPS, Guardians, or Villains & Vigilantes. The idea is that the world woke up one day a month or two ago and a portion of the population had metahuman powers. The players would be in the upper tier, the portion that counts one in a million as members (500 points in GURPS, 200AP/200SP in CORPS, and standard starting characters in the other games). There would be a lower tier, one in a hundred thousand, that have lesser abilities, and the rest of the population have no metahuman abilities. The campaign would start with the world coming to realize that metahumans exist, and then trace the resulting collapse of society into chiefdoms ruled by metahumans and groups of metahumans. Or maybe some other outcome, depending on how things went. It would be inspired by the TV series Heroes, the movies Push, Chronicle, Jumper, Limitless, Lucy, and the like, and the comic book series ESPers. That is, no costumes, no silly names.
  • RuneQuest 3 or 6: Time of the Gods - This is a relatively undeveloped setting in my head, of a world in the late bronze or early iron age where city-states legitimize their rule by invoking gods into physical form as their rulers, or are held in control by powerful sorcerers. This would draw on an article by Jenell Jaquays published in Dragon magazine under a different name, titled "When Gods Walk the Earth", in issue 144. I could probably also do this setting in GURPS with a very small amount of work, or maybe using Hârnmaster with a bit more work.
  • Fantasy Wargaming: The Crusaders - Mainly, this would be a way to both show off and develop the FW game system. The game would be centered on a group of characters who have gone to join in the Third Crusade behind Richard the Lionheart. It would need at least six players, though, and a couple of the characters would be pre-gens.
  • Realms of the Unknown: Tribes of the Volyet - This would use the maps of my Middle Sea setting, though not the "things I know" about that setting. In this campaign, the Long Sea (not the Middle Sea, which is to the east of that map) is renamed as the Volyet, with the players controlling clans on the eastern shore of the Volyet Sea. I have some events in mind, obviously, but the first part of the campaign would be the players getting used to the system and dealing with each other and some of the NPC clans in the region.
  • CORPS: Deindustrial Future Dark - This would be the more realistic version of my Deindustrial Future setting. In this one, magic and such is scaled way the heck back, to the point that they are hardly discernible in the setting. No super gunslingers, no spirits, no alchemical potions. At least, not in the same sense as the GURPS version I am running now. I could also run this with GURPS, but I like to find reasons to use CORPS.
  • Top Secret: Cyberpunk Shadows - Near-future using the Top Secret rules. There are some basic spaceflight rules in Dragon magazine, along with an article on lasers in Top Secret, and it's not really all that difficult to come up with stats and rules for other futuristic technologies. I haven't really thought through what I'd actually do with it yet, but it's an idea that keeps pushing itself on me.
  • Chivalry & Sorcery 2E: Denizens of the Pale - Another one that mostly exists to showcase a rules set, and also the historical setting, this campaign would have the players as Anglo-Norman settlers in the Pale in Ireland in the early 13th century. They would have to live with the surrounding Irish people, as conquerors or neighbors.
There you go, an even dozen other campaigns that I have desires for in my head, bringing the total I've written down here to eighteen. This is what happens when you don't game for too long. Or when I don't, anyway. Maybe some of them will inspire you to come up with something, or maybe I can figure out ways to run one or more of them. Realms of the Unknown, for example, is particularly suited to Play By (E-)Mail formats.

And, you know, I have still more campaigns in my head. If there's interest, maybe I'll write down some more.

Monday, October 22, 2012

Obscure Games: Realms of the Unknown

I haven't done one of these in a little while, so it's time for a review of another obscure game that hardly anyone but me has heard of. This time, Realms of the Unknown, a strange little game that came out in 1991. Written by Timothy A. Dohrer and Gerry Evenwel III, they claim that it had been developed and playtested over the previous 10 years, so I imagine that it was first played in 1980 or so. In their introductory notes, they claim that hundreds of people had played the game, and that for all that time the rules were never written down. I can certainly believe that, but it does seem to indicate that a number of the more complex parts of the game (such as the more advanced mass combat rules) must have been written specifically for the published game.

Anyway, the idea of the game is that the players each represent a single city or other population group (I think of them as clans or small tribes). It's never spelled out explicitly, but I imagine that the players specifically represent the gestalt of all the rulers and other influential people of the population group. In the basic game, each player is given a sheet which details the various resources to which they have access, such as population (divided initially into "men" and "protected population", 35% the former and 65% the latter), food, raw materials such as animals or minerals, and manufactured goods such as weapons or tools. These are the resources with which the player will set out to… do whatever he likes.

There are no turns as such in the game, though time is tracked. The main suggestion is that time should pass at a rate related to real time, though at an accelerated rate. The baseline suggestion is that one week passes in the game for every 24 hour day in the real world. At any time, a player can send an Order to the Referee. Orders are of several types, though each is really just a codification of the sorts of things that can be attempted. There are Exploration Orders, Production Orders, and General Orders (which comprise everything else). An Exploration Order might be, "Send 10 men, each armed with a bow and 40 arrows, on horseback, to the east. They will carry enough food for a two-month journey. They will travel for four weeks and then return to [the City] with the information they have gathered. Their assignment is to map the area and look for any interesting resources (animals, metals, or natural). In particular, look for iron in the foothills." A Production Order is simpler, assigning some population to produce an item or items, giving the items requested, the resources required, the population assigned, and the time it should take. For instance, "100 swords, 20 iron units, 10 men, 4 weeks." A General Order might be, "Have 50 women from the Protected Population put in charge of civil defense in [the City]. They will be referred to as civil officers in times of emergency." An Order can also be defined as a "Standing Order", which will stay in effect until countermanded (though this is probably not recommended for most Production Orders).

Most Orders are adjudicated by the Referee as she prefers, but combat is covered by a mass combat system. In this, each soldier is given a basic rating of 1 (or 0.2 if Protected Population). Training and equipment multiply this number by a varying amount, so that a soldier with "Level A" training (the first level after "Untrained") has a modifier of 2.0, a Longsword has a modifier of 1.5, a Wooden Shield 0.10, and Chain Mail 1.25. The equipment values are added together, increased by 1, and multiplied by the basic level given by the type of population and level of training (it is, in fact, possible to train Protected Population as soldiers). In our example, the basic training value of 2.0 would be multiplied by 1+1.5+0.1+1.25=3.85, giving a final value per soldier of 7.7, making each such soldier a match for almost 8 untrained, unarmed men. There are then moderately complex calculations to determine how many troops are lost, how much equipment is destroyed in the battle, and so on. These involve factors ranging from the materials from which the equipment is constructed (for loss factors) to the tactical and strategic considerations of the battle (for personnel losses and victory determination). The Referee is supposed to perform these calculations, and then provide her players with the results in a more narrative form (though the results in numerical terms should also be provided, to whatever degree that they would be available to the players' populations).

Other factors covered in the game include agriculture and animal husbandry, mining and prospecting for resources, lumbering, and so on. There is a surprising amount of information covered in the two published volumes (the Player's Manual of 24 pages, and the Realm Controller's Manual of 82 pages, including index). Some of the data given I don't particularly like, myself. For instance, a unit of metal is defined as approximately a cubic foot of the material (in most cases, hundreds of pounds; for instance, a cubic foot of iron weighs about 490 pounds), while produced items take up a surprisingly large amount of the materials (a pair of Longswords, according to the rules, require all 490 pounds of iron in a unit to construct). While a certain amount of loss should be expected in manufacture, the fact remains that a Longsword weighs less than 5 pounds, making the losses in the range of 98%!

Anyway, the idea of the game is really good. There are additional rules covering technology levels, specialists (people who have advanced skills that normal people can't perform, such as Engineers or Military Commanders), population morale and health, economic strength, and other such important considerations. Various sections include more advanced (and bookkeeping-intensive) variations. There is discussion of general physical traits of populations (so that, for instance, it would be difficult to infiltrate a spy into the upper command of a racially homogenous society that appeared different from one's own people, meaning that it would have to be more indirect, such as hiring a traitor from that population to do so). There are, however, no rules for magic, other than some notes about interplanar gates between Realms, and a note that the individual Referee could include magic if she wishes. There are some useful logistical notes, such as what to do if a player needs to take a leave of absence from the game (the player should give a general outline to the Referee and let her run the population for the time of absence), how to coordinate multiple Realms connected by gates, and so on.

Like early D&D, there is much that is unexplained, much that is confusingly explained, and much that could (or even should) be house-ruled. It is, like the LBBs, a glorious mess of a game. It should have gotten more exposure, but more traditional adventure-based role-playing games were pretty strongly entrenched by the time this one came out, and players had become accustomed to more well-written and "complete" games.

How would I run it? First, I'd scrap many of their precise numbers, replacing them with factors taken from (mostly) GURPS Low-Tech and supplements, or from other games such as Chivalry & Sorcery or Pendragon that have detailed domain management rules. I'd probably replace the mass combat system with one derived from one of these other games. Other than that, though, the basic framework seems really good. It might even play better online, as a sort of play-by-email type game, with a central website providing publicly-available news about game events. After I do some other things, I might even try it.

(Images taken from RPG.net)