Thursday, September 3, 2020

Abstract Combat In AD&D 1st Edition

 


People have deeply analyzed AD&D, especially the 1st edition, as part of the whole "OSR" project. Some detractors have characterized it as a "Rabbinical" exercise in excessively close reading, as though there were no point to trying to figure out exactly what the intentions were of old wargaming hands, especially the hands of E. Gary Gygax, in creating the rules that they did. Certainly, we know that a lot of how the game was played in those early days was actually developed by kids reading loosely and then adapting the ideas to their own needs. As a result, a lot of rules that didn't seem immediately useful were dropped by the wayside, and later editions would adapt those streamlined approaches.

But we can assume that the writers, in this case Gygax, had a very specific idea of how the game was put together, developed after years of play with hundreds of players. And it might be, the OSR thinking went, that we could find useful things that got missed. And the OSR did, indeed, find useful things in their deep reading.

But I think I've found something that got overlooked in the OSR project, too.

So, everyone knows by now that AD&D, like D&D before it, relied on an abstraction of combat. That's the reasoning behind the minute-long combat rounds, the nature of hit points, and a number of other factors that are taken for granted. It was a time when there was no need for complicated "attacks of opportunity" rules or detailed maneuvers and combat techniques because all of that was simply assumed and abstracted into some simple rolls. Good enough, though some early editions pulled the combat round back to representing 10 seconds, which is still long enough to keep combat abstract, but also conforms better to the intuition that a roll "to hit" in combat represents an actual attempt to hit the opponent. Of course, we know that the original D&D and early AD&D rules used the minute-long rounds for a number of reasons, ranging from the round's origin in mass-combat miniatures rules, the desire to recreate swashbuckling adventure movie swordfighting, with its scenery-chewing acrobatic movement all over the set and such, and most importantly with the desire to have combat be meaningful on the exploration scale that covered the main "game loop" of the dungeon crawl. A fight, that perspective holds, should be capable of taking up a full turn or two of exploration movement and action. Since a combat is unlikely to last more than 10 or 15 rounds even in most extreme cases, it is helpful to make those rounds last 10 or 15 minutes.

All of this implies a very abstract system. There should be no need to model movement within the fight, as that movement would be assumed in the context of the melee as a whole. Movement should only be meaningful in the context of moving into melee in the first place, from one melee to another, or fleeing from one. Thus, we see charge rules, pursuit rules, and so on.

Fine, we see that combat was intended to be abstract. We also see some interesting approaches to modeling combat so that players have to make tactical decisions. Missile weapons, famously, fired into a melee will have a chance of hitting any character involved in that melee, and a melee is specifically defined as everyone within 10 feet of anyone involved in that melee.

What nobody seems to have noticed, though, is the rule on page 70 of the 1st edition Dungeon Masters Guide, "Who Attacks Whom". This extends the abstract nature of the combat system, assuming that characters are moving about, striking at opponents as the opportunity presents itself. We see that this is treated similarly to firing into melee, except that a character can't accidentally attack someone on their own side:

As with missile fire, it is generally not possible to select a specific opponent in a mass melee. If this is the case, simply use some random number generation to find out which attacks are upon which opponents, remembering that only a certain number of attacks can usually be made upon one opponent. If characters or similar intelligent creatures are able to single out an opponent or opponents, then the concerned figures will remain locked in melee until one side is dead or opts to attempt to break off the combat. If there are unengaged opponents, they will move to melee the unengaged enemy. If the now-unengaged figures desire to assist others of their party, they will have to proceed to the area in which their fellows are engaged, using the movement rates already expressed.

 This changes a lot in the way combat in the game is played. Players can no longer simply team up on one target at a time, moving on to the next only as each one is eliminated. Picking out the thief for special attention becomes a matter for Referee/DM rulings* rather than something just simply done at will. In our experience, too, it helps speed up combat in play even more as players don't really have to deeply consider who is best to spend their fighting energies on, instead just attacking whoever the dice say is the available target for that attack.

Anyway, if you're playing 1st edition and trying to use the rules as written to whatever degree, consider having characters in melee target opponents randomly. It changes things a little, and gives more of a feel, in my opinion, of the energetic combats of the films that inspired D&D combat, like Robin Hood or Ivanhoe.

*One useful area for rulings in a combat might be opponents held in place by a spell effect or a trap.

Wednesday, May 27, 2020

Blogiversary: Nine Years Already?

Nine years ago, I made the first post on this blog. I was very unsteady on my blogging feet, as it were, and didn't really know what I was going to do with it. Still don't, I guess, but at least now I am actually playing in some games. At that time, I had recently ended a long gaming relationship with a group due to an increasing difference in preferences for the games we wanted to play—though, perhaps it was just one person and I who had that increasingly differing preference (we're still friends, to some extent, though).

Whatever, I just thought that I should mark the occasion. Next year, even more so, I suppose.

Tuesday, April 21, 2020

[Obscure Games] Justice Inc.

My copy, a second print, has a different,
but similar, cover for the Campaign Book.
Back in the '80s, the game publication industry was still feeling out a lot of questions that we take for granted today. One of the debates was in regard to universal, or "generic", systems. First, were they a good idea? Second, if they were, what was the best way to present them? TSR seemed to be on the side of treating them as a bad idea, creating a new system for nearly every game they released: there was D&D and AD&D, of course, and then there were games like Top Secret, Boot Hill, Gangbusters, Star Frontiers, and Marvel Super Heroes. There was a faint relation between some of them (Gangbusters almost looks like a heavily streamlined version of Top Secret if you squint at it right, and of course Gamma World famously was easy to convert to AD&D terms and vice versa), but generally TSR seemed to prefer that players learn a new system that was adapted specifically to the genre. Palladium, on the other hand, joined in with the idea of adapting their existing system to various genres, using their heavily-modified version of D&D to power games of martial arts action or superheroics or whatever. Each of the games was released as a separate title and including all of the rules needed for play. Steve Jackson Games was heading in a different direction, providing a core set of rules and then supplementary material for specific genres or settings.

Hero Games was still in the process of deciding in the mid-'80s, releasing versions of their game system adapted to specific action genres, using the Champions system, originally designed for superheroic action, to run spy fiction and modern action-adventure with Espionage!, followed the next year with a game tailored to '20s and '30s, or "pulp", action and adventure called Justice Inc. After a few more (a revision and expansion of Espionage! called Danger International, along with Fantasy Hero, Star Hero, and Robot Warriors), they would finally decide to go the route of core rules with supplements, but for that one moment, they were tuning the rules more precisely for a given genre.

Of all of the variations of Champions prior to the unification of the game under the fourth edition, Justice Inc. stands out as perhaps the best example of why and how the way of precisely tailoring for a particular approach can work.

The game was released, as so many in the '80s were, as a boxed set. It contained two books, the main rules and a "Campaign Book" that provided background on the 1920s and 1930s.

After getting some experience in giving characters who don't have superpowers something to pay points for with Espionage!, the designers of Justice Inc. returned to powers, but on a smaller scale. Instead of flying around and throwing blasts of cosmic power from their hands, pulp adventurers with unusual powers are more likely to be able to see the auras of living beings, fold their joints over double to aid in escaping bonds, or hold a séance to speak with ghosts. The most outré might be able to cloud men's minds or see dimly into the future. So, instead of providing powers like Energy Blast, Justice Inc. chose to add a sort of intermediary set of skills. Unlike other skills, these were difficult to use intentionally, but able to come into use more easily if the Referee felt it would aid the story. So, the "paranormal skills" were bought much like other skills, but if the player actively tried to initiate them they would take an enormous negative modifier (-5 on the Hero System's 3d6 roll). So, a character with a very respectable 14- skill (roughly 90% chance of success, and usually not very cheap in terms of points spent—a typical character would spend 19 points or more to get to that level, out of an initial pool of 75), if trying intentionally, would be rolling against a 9- (about 37.5% chance). Meanwhile, if it suited the Referee's purpose, whether for atmosphere or plot, they would roll against the full skill and let the player know what happened.

The Hero System relies on a large number of statistics, most with a fairly narrow use, and most roughly on the 3-18 scale. A couple of statistics are more useful than the others, and so cost 2 or 3 times as much to increase (or get back twice or three times as many points if reduced from the average). DEX, for instance, is the basis not only of DEX rolls and DEX-based skills, but also the basic CV, or Combat Value, used to hit or avoid being hit, affects the character's SPD, or number of actions per round, and so on. Meanwhile, APP is mostly a roleplayed stat, having very little mechanical effect on the game. Individual stats can be the basis of a Stat Roll, by taking the stat divided by 5 (rounded to the nearest) and adding 9 to give a target number to roll equal to or less than on 3d6. So, an average person with a stat of 10 will have a Stat Roll for that stat of 9 + (10/5) = 11 or less. Since stats have a soft limit of 20 for normal humans (the player may pay extra points to exceed the limit), these Stat Rolls never get very high, though the bell curve of the 3d6 roll certainly makes higher stats worthwhile.

Combat is fairly baroque, as is probably to be expected for a game that originates in playing superpowered beings. When making an attack, the base chance to hit is 11-, modified positively by the attacker's CV (in this case, as the OCV, or Offensive Combat Value) and negatively by the defender's CV (as Defensive Combat Value, or DCV). There are many modifiers, ranging from the attack maneuver used to situational modifiers. If successful, the attacker rolls damage in one of two ways. For lethal, or Killing, attacks, the BODY damage is rolled on a small number of dice, usually no more than 3d6 and frequently less than that. This is compared to any Resistant Defenses the target has that affect the specific kind of Killing Damage (PD, or Physical Defense, protects against physical attacks, ED, or Energy Defense, protects against energy attacks, and so on), which is a way of saying armor that protects against Killing Attacks. The remainder is subtracted from the target's BODY statistic, which is basically a hit point pool. Then, a single d6 is rolled and 1 subtracted, which is multiplied by the original roll for BODY damage. This is the STUN damage of the Killing Attack. This is modified by any appropriate Resistant defenses the character has. The remainder is subtracted from the target's STUN characteristic, and if that value is reduced to 0 the target falls unconscious. On the other hand, if the attack is a blunt attack such as with the fists or even a baseball bat, the attacker rolls a handful of d6s. With a punch, the base damage is 1d6 per 5 pts of STR, for example, while weapons add an appropriate amount (a baseball bat adds 4d6). So, an average person swinging a baseball bat would roll (10/5 =) 2d6 + 4d6, or 6d6 for damage. This is counted differently than Killing Attacks. The total of the dice is used as the STUN damage, and any appropriate defenses (PD versus physical, ED versus energy, etc), not just Resistant defenses, apply. To figure out the BODY damage of the attack, each die that comes up 1 counts as 0 BODY, each that comes up 2-5 counts as 1 BODY, and each die that comes up 6 counts as 2 BODY damage. This can be quickly counted by starting with the number of dice, pairing off 1s with 6s to cancel each other out, and then counting the excess 1s or 6s, adjusting the base up or down by that excess. Which sounds complicated to describe, but is really very easy indeed in practice.

There are more complications, too. Like I said, baroque. And then there are the optional rules like hit locations, bleeding, and so on. I don't mind complexity in my games (wait'll I get around to reviewing Aftermath!, Bushido, and Daredevils), but I like it to serve a purpose.

Anyway, Justice Inc. continues on with rules to cover vehicular combat and chases for cars, boats, and aircraft, and special dogfighting rules for aircraft, rules for gadgets, supernatural monsters, animals, and all of the other things that a good action-adventure game needs. Unfortunately, at one point the rules cop out and refer the Referee to Champions for handling the supernatural powers of ghosts and the like. Which, enh. This is made even worse because, in the next edition of the game, the one where the company decided to create a set of core rules, they would get rid of many of the things that made Justice Inc. such an exemplar of the reasoning behind creating new games using the same system. The paranormal skills were removed, for instance, and players were told to just build them in the same way as superpowers.

Like all of the Hero System games, Justice Inc. offers a generally "cinematic" experience, with that sort of physical logic being well-simulated by the system. Unfortunately, the complexity of the game system works against that experience by being very fiddly and detailed in some strange places.

It's a truly solid game that covers the source material nicely. Unfortunately, Hero System is just not focused enough to be a really good game, in my opinion. I prefer the Basic Role-Playing system, CORPS, EABA, or especially GURPS when it comes to universal/generic games, and I daresay that those who are looking for what Hero has to offer in terms of "cinematic" feel or reality are going to be better served by Savage Worlds. Still, if nothing else, a game designer would do well to know about the paranormal skills and weird talents, as well as the vehicle combat rules, of Justice Inc. when making design decisions.

I feel like that's an ongoing refrain with me. There are many games that I like for showing the way toward certain experiences, even if the games themselves are flawed or uninteresting as a whole.

Saturday, March 21, 2020

What Obscure Game Are You Running? And Why Obscure Games?

I've had my series of reviews of Obscure Games going for quite a while now, but I wonder: how many of you out there are running an obscure game? I guess I'll just poll and ask what you're running or playing in—not what you wish you were running or playing, not what you hope to run or play in, but games that you have currently going. I'm sure that most will be types of Dungeons & Dragons, including retroclones, conjectural versions, and so on, and most of the rest will be World of Darkness games, licensed media properties like Firefly, Dresden Files, Star Wars, and Marvel Universe, GURPS, Traveller editions, Call of Cthulhu or RuneQuest, various Palladium games, and similar high-profile game systems that can break $20-50K on Kickstarter without breaking a sweat, and that's great! Gaming is awesome! But I hold out hope that there are groups out there playing Aftermath!, Majus, Lords of Creation, Excursions into the Bizarre, Beasts Men and Gods, Timeship, Albedo Anthropomorphics, WarpWorld, Dark Conspiracy, Witch Hunt, or other games that most people aren't even aware exist. Like, is anyone in the entire world playing Amazing Engine?

I started reviewing obscure games for a couple of reasons. The main ones are that no one cares what my (or anyone else's!) opinion on Dungeons & Dragons is. Pretty much anyone who plays RPGs already knows how they feel about games like that. Second, I feel a close kinship with people who put in all the same amount of sweat and hard work that people who write for major games do, but do it strictly out of passion. There's no money in it. I live in a region where I know people who have careers in gaming, mostly because of D&D and Call of Cthulhu. There are also a ton of people here who write for games because they love it. I know what the paychecks in the hobbyist portion of gaming are like, and I have a good idea of what they're like in the industry portion. So, I really want to help boost the hobbyists, and really the only way for me to do that is to use my little voice here on the internet to help give them some tiny bit more visibility than they might otherwise have.

REVIEW POLICY

So, here's my review policy: If you send me a free print copy of your game, I will review it, good or bad, in a timely manner (and will mention that it was sent to me for review; every game that I've reviewed to date on this blog has been one that I bought using my own money), unless it requires me to have some other product to understand it*. At the very least, you will get your game mentioned in another place for search engine purposes. If you send me a PDF copy, I will only review it if I really, really love it; to date, there is only one game sent to me in PDF for review that I have considered reviewing here (and have ultimately declined to do so, despite it being fairly good and a subject that interests me), only one PDF that I paid for out of my own pocket that I may yet review, and one PDF that I went out and found for free that I may yet review. Sorry, but if you don't believe in your game enough to pay a few bucks per review, then why should I, or anyone, care about your game?

*If it does require some other product to understand it, such as a supplement or adventure with game information for a particular game, ask me if I already own that product. If I do not, then I will require that other product as well in order to review it, though it can be in PDF format.

Wednesday, March 18, 2020

Some Notes On My Evolution In Gaming Preferences

In the past, I've written a few articles discussing "My Own Heartbreaker", or MOHb, where I indicated some of my preferences at the time for game design elements. You can find most of them under the MOHb and gaming philosophy tags if you're interested. This article will discuss where I stand now, after time thinking about the matter, recent gaming, and so on.

First, let me say that I do still like GURPS, D&D, Traveller, and so on. They are some fine games, and there are quite a few games, even recent ones, that retain the old-school emphases that I like. I've even begun to soften toward PbtA ("Powered by the Apocalypse") and similar games, though they still aren't my main preferences. Still can't stand FATE, and even less the "talking stick" games like Dread and such where the mechanics exist just to determine who gets to write the next line of the story. That is terrible, and in my opinion places the emphasis in exactly the wrong place, minimizing the characters and emphasizing the players. Some of those games go so far as to allow the talking stick player to make decisions for other people's characters, and that's just annoying to me—I would still go so far as to say that such games aren't roleplaying games at all, since you aren't playing a role any more than someone playing Axis & Allies is, to choose a random example of something that is not a roleplaying game. But I'll save that discussion for when I ever get around to reviewing Dogs in the Vineyard, the game where you can't find out how well you did or didn't do until after the action is over.

So, for now I'd rather talk about what I do want to see in a game at this point in my gaming career, and maybe a bit about my history of preferences in that context.

My most formative experience in RPGs, as with most people, came in my first ever adventure. It's possible that I've discussed it on this blog before, but it's relevant now, so. I was 10, and my friends had talked me into playing this new game, Dungeons & Dragons, which I initially confused with Dungeon Dice and so was baffled by their descriptions of how their games went. When they got me over to play, I was told that since I was new I had to play a "first level" character, and what class would I like? After being given the options, I naturally picked Magic-User, because who wouldn't be enticed by the promises of infinite power dangled by magic, and anyway I had no idea what this "module" titled "Tomb of Horrors" might offer as a challenge.

Rolling up my character, I learned that I had a lot of "gold pieces" to spend on things, but I didn't really see a lot of things in the list to buy. So I innocently asked the DM, my friend's older brother as I recall, if I could hire anyone to help me out. He looked blankly at me for a moment, then remembered something in the Dungeon Master's Guide and started flipping pages. "Here you go," he said and showed me some tables of laborers and another of mercenary soldiers. I listed out some things, added up the costs, and soon I had a sizeable mercenary company at my command. To make a long story short, the DM allowed me near-complete control of my soldiers, and so as it happened, I was the only survivor of a party that included some high-level characters simply because I'd risk soldiers instead of my own character when checking traps and such. Oh, and at least three (!) party members, not even counting a couple of my troops, reached their hands into a sculpted green devil's mouth.

My lesson: have other people, or robots, to do things for you. As a result, I really like games that allow me to have a faction or otherwise put me in a position of authority. Charisma is not a dump stat is what I'm saying. For the purposes of this discussion, I have really come to appreciate systems that include faction rules that make it easier to make use of groups in play. While games that force you to track resources directly, as D&D does, are good, but not as good as ones that allow you to abstract all of that and let your virtual accountants take care of the bean-counting. Reign is probably the first I've seen to explicitly do that unless you count the megacorporate duelling rules in TORG's supplement Nippon Tech or the similar rules in Shadowrun's supplement Corporate Shadowfiles, but now it's pretty widespread, being found in everything from the Sine Nomine games like Stars Without Number and Silent Legions to even GURPS (which has a refinement of their version of factions coming out soon). So, yeah, faction rules are pretty important to my ideal game.

Next, when I first saw Hârnmaster, I was a bit in awe of the depth of the system and how it connected to the detailed setting that they'd been developing. But the thing that most captured my imagination was the descriptive wounding system. Instead of drawing from a pool of "hit points" or "hits to kill" or "stamina" or whatever, the Referee would make a few quick rolls on a chart and end up with a wound that could be described: "an infected shallow cut of 3 injury points to the left thigh", "a 25 injury point deep puncture to the chest that is bleeding 2 points per round". Injury points refer to the penalty to actions that use the affected body area, so that a 3 injury point wound would subtract 3% from any skill or other d% roll that involved the particular body part. I've since seen similar systems in a few games, such as the original BTRC house system that was used for TimeLords, SpaceTime, and WarpWorld. BTRC has since changed its preferred house system twice, first to CORPS (which used a simplified version of that descriptive wound system from their previous house system), and then to EABA, which I don't know well enough to describe how it works. I own a copy in PDF, though, so I should probably go through it one of these days. It's just that PDFs are such a pain for reference works like that, in my opinion. They're fine for adventures, but rules should be in hardcopy, in my preference.

Anyway, now I have a hard time justifying point pools to myself. Descriptive injuries are easy to implement, provide more narrative flavor while still being sufficiently quantified for simulation purposes, and provide for a lot of other related rules—Hârnmaster tracks different medical tools and procedures used to treat different types of injury, for example—that similarly add to the roleplaying experience. So, yeah, descriptive injuries are a must in my ideal game system.

When I was younger, I was very interested in "realism" in games. That is to say that I preferred games where the results were within parameters that I could envision occurring within a given set of scenario assumptions. I still am, as it happens, but in my youth that largely meant more complexity. The more elements of the situation that we could model, and the closer that model's statistical outcomes were to actual statistical outcomes, the better was my thinking at the time. Now, maybe not so much. I've come to understand that most of the elements either don't need to be modeled—the usual situation—or else it turns out that our hypothetical models of them don't actually resemble the real-world events anyway (when GDW's pioneering and excellent* work on modeling wound physics in games turned out to be only partly accurate, I learned a lot about how science really works, and more importantly just where we actually stood in comparison to the claims made about our current levels of knowledge). The point is, though, that there are ways of modeling "realism" that don't need to obsessively detail every aspect of the simulation. The bizarre "hydrostatic shock" modifiers, "stopping power", and similar minutiae in some of the optional Top Secret rules were detailed, for sure, but also entirely lacking in any sort of realism, to pick an example. So, another element that I am looking for now would be simple but accurate modeling at the table.

That aside, I am perfectly fine with front-loading complex calculations. Detailed vehicle and weapon design systems have not only never daunted me, they have satisfied my sense of verisimilitude. Such systems, of course, can never match a detailed CAD program optimized for the purpose, but they can provide statistics that are close enough for gaming purposes. They also allow the designer to weigh tradeoffs in the design phase that aren't really dealt with in fiat methods of giving equipment statistics. Sure, a designer can just make up some numbers that look good and then paper over matters by abstracting whatever they don't want to deal with, but I am interested in going at things the other way around: providing a reasonably accurate simulation, then working out designs within that simulation to optimize for various tasks. This is all a really wordy way to say that my ideal game would include detailed vehicle and equipment design.

This has gotten a little long, so I think that I'll set it aside for now. I should return to this topic later. I'll give it it's own tag, too: ideal game.

*Really, it's great. There are aspects of it that I think could still usefully inform other models to this day, like the whole cross-section thing. That would usefully cover the difference between the relatively low energy of a .45ACP and the observed injury compared to, say, a 9×19mm Parabellum or 10mm Automatic.

Tuesday, February 25, 2020

[Obscure Games] Magical Fury

Star Princess Astraia getting angry
As I've mentioned before in this blog, I have a soft spot for magical girl (mahō shōjo) anime, manga, stories, and RPGs. There is something about the earnestness and kindness built into the genre—a kindness that is sometimes subverted, making the subgenre of Magical Girl Genre Deconstruction—that is a balm to my otherwise noir-inflected heart. There have been a number of versions of the genre set forth in roleplaying form, from the earliest ones like the character Bright Sun Angel described in GURPS Wizards (1998, and among the earliest published depictions of a magical girl in RPG format outside of Japan, though of course there were precursors in games like Teenagers from Outer Space and the like) or The Sailor Moon Roleplaying Game and Resource Book (1999, and of course Big Eyes, Small Mouth had already previously included ways to build such characters), through to today when there are many already published or in-progress magical girl RPGs available.

Back in 2015 or so, author Ewen Cluney was apparently struggling with putting together an RPG to describe a setting he had in his mind about a magical girl named Star Princess Astraia. He had been inspired by Bishoujo Senshi Sailor Moon, Magical Girl Lyrical Nanoha, and especially Puella Magi Madoka Magica. Unfortunately, he wasn't getting anywhere and so he decided to take a different tack toward the subject matter, just as a way to get his creative juices flowing. He started with Apocalypse World and simplified the rules considerably, coming up with a system he'd later simply call "Powered by Fury" (inspired by the "Powered by the Apocalypse" games that followed Apocalypse World) and published a short game titled Magical Fury.

The basic game is very short, only 42 pages at 6" × 9", and very light on both rules and setting. Characters are created by a simple process of answering a few questions ("What is your name?", "What does being a girl mean to you?", "What are you afraid of?", "What is your wish?", and so on), picking a few traits that describe your magical girl hero (how she changes in her henshin, or transformation, what her magical theme is, her dominant color, and of course her magical name). There are d66 tables for all of these if you can't, or don't want to, come up with your own, so beginning players are given ample assistance. Have you noticed that I haven't mentioned anything about stats? There are no stats. There's also no discussion of gender variance, magical boys, or anything like that. It doesn't really get much in the way of any particular interpretation that a Referee and their players might want to include, though.

Once the character is created, the game runs similar to a typical RPG, with description and response from Referee and players. To adjudicate actions, the Referee classifies them as (or the player chooses from among) any of a number of "moves". Each of these is a simple description of what the action boils down to ("Go on the offense", "Protect someone else", "Run away", "Sorcery", "Investigate", "Comfort", and the like; there are also special moves, only called for by the Referee, for "Desperation" and "Stay Calm"), combined with a short table on which the player will roll 2d6. The result from the table describes what happens, and may sometimes result in the character gaining Hope, Magic, or Trauma points. When one of these categories reaches three points, the magical girl experiences a "shift", or consequence to the character. There are four types of shift of each category, and when all four have occurred to the character and another shift is called for, then they must instead choose an Extreme Shift (for Trauma or Magic) or a Great Hope (for Hope).

Fights are very quick, consisting of picking moves, rolling, and taking points of Trauma or Magic as necessary. There is a table for figuring out the outcome of a fight based on the total number of hits scored by the players' characters compared to the number of characters there are.

The rest of the game is filled with suggestions for the Referee in worldbuilding their specific magical girl setting and tables to assist in various ways including with all of the choices in character creation (as mentioned). That's it. Super simple, particularly focused on narrative play.

I don't much like that sort of roleplaying game, generally. These sorts of rules always strike me as being slightly more complex versions of the games that amateur writers' groups play, and I don't much like them in those settings either—which is one reason I no longer go to writers' groups, probably to my own detriment. However, in this specific case, I am willing to go with the idea simply because the genre is that compelling to me. Also, things don't end there, as there are two supplements for the game, Magical Fury Companion and Magical Fury Appendix, as well as the "Powered by Fury" game Angel Project, which apparently (I haven't picked up a copy) describes another magical girl-style setting based around "Seraphim Suits" that can only be worn by pure-hearted girls.

Magical Fury Companion provides some new moves ("Hide the truth", "Keep up with life", "Lash out", "Patrol the city", and "Sense magic"), a new ability (Overdrive, drawn from Yuki Yuna is a Hero/Yūki Yūna wa Yūsha de Aru, which allows a magical girl to greatly increase the strength of her powers at the expense of a permanent disability), along with new tables to describe the magical girls, their various tsukaima, or animal companions, and the youma monsters that oppose them. There's also a table of potential secrets underlying the setting and the nature of magical girls for the Referee to use in worldbuilding.

Magical Fury Appendix provides a table of complications to help the Referee build a story when they're stuck, a list of types of places and some examples drawn from the author's "Star Princess Astraia" setting, a table of random youma, six example magical girls from the "Star Princess Astraia" setting (including a couple of dark magical girl antagonists), and a table of 36 more from that setting described briefly.

To my way of thinking—that an RPG should be an open-ended exercise in which the players are allowed to attempt literally anything through their characters, with success determined by the abilities ascribed to those characters—the limited nature of the moves allowed seems like a problem. [EDIT: The game does explicitly note, when discussing moves, that "you may find you need to invent new ones to do everything you want to do with the game."] That said, it is true that most things that players will try fall into a fairly limited set of categories. It's also true that the Companion shows that it is really a fairly simple matter to come up with new moves to cover whatever unusual action a player attempts. The Referee should probably familiarize themself with the ways that moves are put together and be prepared to generate new ones on the fly, but that isn't really discussed in the game anywhere. [EDIT: As I note above, it is.]

In the end, I wouldn't call this the best game, but it is certainly one that I would play if someone were to run it, or even run if I found a group or individual that wanted to. From some of the moves and the way that fights work, I think that it is probably better suited to a small group of players. Also, the tools provided to the Referee for worldbuilding are probably equally useful to a Referee of any other magical girl, or even just magical, game. The secrets suggested for settings (drawn from works like Puella Magi Madoka Magica—there are secrets that concisely describe the central secrets of both that series and Yuki Yuna) could be used as the deep secrets of a magical girl-friendly setting in a more structured game, for example. Basically, if you like magical girl RPGs at all, you probably should spend the few bucks to pick up this one and its two supplements. If that's not an interest to you, then only pick it up if you're interested in rules-light, narrative-style games.

[EDIT 13 Jan 2023] Shortly after I wrote this, the two supplements were put together in a print volume as Magical Fury Apocrypha. It contains exactly the same content as the two PDF supplements, but in print format.

Tuesday, February 18, 2020

Rumblings of Return?

I would like to get back to this blog. I think that, in this post-G+ era, blogs are where most of the interesting conversations about gaming are occurring. The groups on major social media sites are just too full of nonsense and babblings. No one cares about what alignment you want Rangers to be in your campaign—or if they do they're more likely to see it and pay attention in a blog post rather than a group post. The coming of blog "planets" like the Old School RPG Planet are helping that revival of blogs, too.

Part of this blog becoming a little less active than it once was is my own fault. Frankly, I'm really lazy about doing session write-ups. I have the first session of my new Stonehell Dungeon based campaign under my belt, but I still haven't written it up. I will, I hope.

Anyway, I was looking back at some of my series. The Obscure Games series is for sure going to be picking up, I think. I have a list of games still to review. I'll post them at the end of this post, probably behind a cut, so you can tell me what interests you most. These are games that I own in hardcopy that are broadly "obscure" by my own subjective criteria and that are not games I despise like FATE or whatever. In three cases, the fact that I own them in hardcopy is just because I or someone printed them out, but I can live with my own technicalities. There is one exception to those criteria, but only because I'm kind of smitten with the concept. And that's how reviews go here: if I don't have it in hardcopy, it will have to be ridiculously awesome to me.

I'm almost certain to do more Why I Like posts. I need to pick the games for it, though.

Goth of the Week is pretty much done, I think. It's a lot of effort for little return.

FBI Guide to Metahumans may return at some point. It may include metahumans designed for different systems than just Villains & Vigilantes, but I don't know.

Alternate Campaign Frames (for Traveller) may or may not return. It depends on if I think of something interesting to write for that concept.

My various campaign ideas that I am not actually running probably are going to stay on hiatus. I need to spend my time working on the game, or games as the case may be, that I am actually running. Unfortunately, that also includes the Real-Time Traveller thing that I didn't get very far with anyway. On the other hand, I may return to Flanaess Sector or GURPS Greyhawk because those are really high on my list.

I might do a solo game on here. Basically, I'd either pick up that Real-Time Traveller or some other campaign frame that interests me and run a solo game of it, probably using Mythic Game Master Emulator. I really want to do a Magic Noir game, whether based around GURPS Voodoo: The Shadow War, GURPS CabalMajus, or even Unknown Armies. Maybe even something else. However, running a solo game is a lot of effort that also requires writing up a session report, so it's a toss-up as to whether that will happen.

I might return to the WRG Game design exercise, but then again maybe not. I still find the idea intriguing, but my group seems more interested in playing something than helping design it. But who knows?

Anyway, without further ado, here's the list of games I currently have in the queue for Obscure Games reviews:


Saturday, February 8, 2020

Everything Has Changed!

The boom town is in hex 2409, Stonehell in 2207.
Hex 1816 contains the nearest city-state.
OK, not everything. I have changed the game I'm running. I've gotten tired of trying to balance long GURPS combats and non-combat sessions, so for now I'm just going to run an unholy mix of Delving Deeper and White Box Fantasy Medieval Adventure Game, plus a bunch of stuff I like. I'm going back to some kind of basics with it. The starting outdoor map is the Outdoor Survival map, though I also have vague plans to use Rob Conley's Blackmarsh even though I'm not yet sure where it hooks up to the classic map (and I seem to recall that it does connect to a couple of the Points of Light maps, which means I need to pick those up at some point). The game involves characters who have come to a boom town near Stonehell Dungeon in order to make their fortune.


  • Goblins are going to be influenced by Jeff Rients, especially the "What Are the Goblins Doing" table and the "Goblin Door" table.
  • I'm adding a Death & Dismemberment chart, specifically the one by Norman J. Harman, Jr. at Troll & Flame. I'm going to be crueler, however, and say that Clerical magic can't heal Death & Dismemberment damage directly. You just have to wait for those broken bones to knit.
  • I'm using psionics, with the Basic Psionics Handbook from New Big Dragon.
  • I like the concepts behind Courtney Campbell's On the Non-Player Character: Solving the Social Trap, so I'm using that. As a side note about those, it's a good supplement. Courtney has the right to price it however. In my opinion, though, it is worth $10 for the pdf, and it would be worth $15 for the print version. You could stretch the print price to $20 if you were the kind who doesn't worry too much about prices when buying your gaming materials, and you would probably not be sad about it. Unfortunately, that does mean that, again in my own opinion, the DTRPG pdf is overpriced and so is the print version. Sometimes the print one goes on sale, though. Note that I do link to all three there, and I don't have any code that gives me a cut. Take them or leave them, it is a good supplement, but not as good as Courtney apparently wants to price them at.
  • I'm changing out the spell list for Magic-Users to be the one from Delta's Book of Spells. It's more deliberate and I like the aesthetics. The only stumbling point for me is the inclusion of Magic Missile, but that's not really a big deal.
  • I've added the material components from AD&D 1st edition to the Magic-User spells, and tapped Dragon magazine #81 for the expansion on how to handle those. Clerics won't use material components, however.
  • I'm mainly using Delving Deeper, but I like the classes, experience progression, and single saves from White Box Fantastic Medieval Adventure Game (which is, as you probably know, the same thing as Swords & Wizardry: White Box), except that I prefer the Cleric and Magic-User spell progression from DD. I also vastly prefer the dual classing method in DD.
  • I'm using a silver standard, replacing all references to gold pieces with silver pennies. I'm also using classic duodecimal coinage: four copper farthings to a penny, 12 pennies to a shilling, five shillings to a gold crown, four crowns to a pound, a pound and a shilling to a guinea. Only farthings, pennies, and crowns have actual coins, the others are notional units of account.
  • I'm incorporating a version of encumbrance by stone. In my system, there are coin weights, item weights, and stone weights. 100 coins equals an item and five items equals a stone, but round up for number of stones carried. Characters can carry up to Strength in stones, with more weight reducing their movement rate.
  • There are other classes in other regions of the setting, and Clerics and Magic-Users are mainly only found in the local region. Some of the classes I know about are Dragonriders, Mystics, Monks, Shamans, Illusionists, and Druids. Players will not be able to start as any of these, however.
  • I'm using the skill system from Savage Swords of Athanor. Sadly, you can't get that in print these days, but you can find the pdf in various places. Look at Scribd or something. EDIT: I was reminded by Sully that you can find it from Doug Easterly directly in the "Game Files" menu on the right side of his old blog.
  • I'm going to use Doug Cole & Peter V. Dell'Orto's "Grappling Old School" system, which was published in The Manor issue 8. I think you can still get it at Gothridge Manor?
  • I want to use a morale system, and the one in Rules Cyclopedia works well. I'll probably have to make Morale scores for some monsters, but that's not really a big deal.
  • I have a couple of other House Rules, which I've written up.
  • Alignments are Holy, Neutral, and Chaotic, but there are also other alignments out there. The players will not be able to choose those yet. Clerics must be Holy (or a similar alignment) and Magic-Users and Thieves may not be Holy. The vast majority of people are Neutral.
  • Around 1 in 20 people have a class and level.
  • Characters gain experience for spending money (1xp per sp spent), defeating enemies (100xp per hit die or level), converting NPCs to the character's religion (100xp flat), or a number of other means, probably taken from Pendragon's tables of Glory and Insight. Players may take advantage of the carousing rule, letting money spent carousing count double for experience (that is, it counts as spending money and then it also counts as carousing). I'll probably allow Holy aligned characters to gain xp by donating money to the Church, and Chaotic or Neutral ones to spend money on sacrifices, but those shouldn't be as beneficial as carousing.


So, that's fun. I wanted to do as little worldbuilding as possible, to do most of it as needed at the table, but I can't stop myself. Still, I've managed to not do all that much this time. I still haven't really named it. I know that there are six city-stats that collectively call themselves the Wilsur City-States, that they lie along a river valley, and I know the main structure of the Tetradic Church, which is one of the few that has Clerics. I know that Clerics are not always Priests, that sometimes they are holy people outside of the hierarchy of the Church, and that the Church is not very happy about that situation.

Wednesday, January 29, 2020

I Went To Read The Ongoing Campaign Blog And All I Got Was This Lousy Post

I didn't blog anything in December, and now the end of January is almost upon us. I guess I should write something, right? A little update, talk about where gaming has taken me lately? People coming here mainly for GURPS content won't find a lot this time around, just a brief recap of the first session of a new campaign I've begun using the system.

I spent most of the first part of this year ill. We spent most of the month not gaming, then I managed to get in a Call of Cthulhu game on Saturday (my character now has a fear of bandages), then I ran the first session of my Sundaland sword & sorcery game. Due to the illness and laziness, we didn't actually do much in the latter. The characters arrived at a port town that was larger than anything they had ever imagined might exist (actual population of around 1500 people) and began learning how life works when there are more people than you can recognize offhand. There are three characters (there were going to be four, but one player has a new schedule that forces him to have to bow out of gaming on the day we play), Tech the magician, Jade the "hobbit" blowgun hunter who is small even for her small race, and Gar-whee the warrior.

The setting is around 10,000 years ago, more or less, in southeast Asia, where a substantial subcontinent, around half the size of the continental US, had not yet been submerged under the rising waters at the end of the ice age. Historically, that was probably a mesolithic society, but in my imagination, it is an early bronze age one, with currency, social organization, and pretty much everything you'd expect other than wheels and common beasts of burden. No horses, no wheels, cattle are mainly food sources, and only elephants are used for transportation—obviously only by the very wealthy. Only humans (and some rare hominins like the Flores Island "hobbits" or the few Gigantopithecus "giants" from the jungles in the north) The characters are trying to wrap their heads around a currency economy after having lived their lives in a gifting one. They are preparing to travel overland, upriver, to the city they've heard makes chieftains out of everyone who sets foot on the streets.

So good of GURPS to give me some excellent tools to be able to run this. Articles on gifting economies in the Low-Tech book and its supplements, as well as one in an issue of Pyramid. Tech levels that can manage the slightly unusual set of situations in southeast Asia of the period (even given my somewhat optimistic assumption of bronze working). An amazing magic system in the Path/Book Magic system that can handle spirits well, leading my characters to carry around little amulets and such provided by the party sorcerer. There is a lot to love in that game.

I'm reading a supplement for Chronicles of Darkness (formerly called the "New World of Darkness", being the reboot and reimagining of a world with vampires, werewolves, and magicians, plus other supernatural stuff) called Princess: The Hopeful. It's an attempt to provide a society of mahou shoujo "magical girls" inspired by the likes of Sailor Moon, Puella Magi Madoka Magica, Pretty Cure, Cardcaptor Sakura, and so on. Its most important inspiration is "Sailor Nothing", a deconstruction and reconstruction of the mahou shoujo genre, one of the earliest of its kind. It posits a baroque world of "nobles", both male and female despite the title, who wield magical powers of hope and heart. They come from the lands of dreams and fight against corrupted nobles from the lands of tears, storms, and mirrors, among other threats to the hearts of humanity. It began development before Madoka existed and when Pretty Cure was not yet the overwhelming phenomenon it has become. It's been making me look at some of the other mahou shoujo games I have (the Sailor Moon RPG that used the Big Eyes, Small Mouth system, Magical Fury which is based very strongly on Madoka and uses a streamlined version of Powered by the Apocalypse, and the Star Sailors supplement for White Star that gives a mahou shoujo character class powered by the Starlight Entity and dedicated to fighting the Gloom, mainly, but I have a few more too) and considering how I would approach such themes. Mostly, I am interested in playing in a game of Princess, to be frank, but I do have other ideas to bring to the table too.

It might be fun to convert Princess: The Hopeful to GURPS. I feel like it should use something based on the Sorcery system, with some unique colleges of spells. Because another project that goes nowhere is just what I need, right?

Speaking of projects going nowhere, I'm still homing in on exactly what I want from a game of my own design, but I think I am closer than ever now. Almost ready, if I can get myself to sit down and write it. A little bit Flashing Blades, a little bit MegaTraveller, some dashes of Lace & Steel and GURPS and Hârnmaster and Pendragon, maybe a bit of some other games too. I want to tie it to a setting, at least at first, but I haven't decided on what sort of setting to tie it to yet. I think that I've been assuming a space opera type setting, with galactic empires and such, but I'm not sure if that's right yet. Being immersed in mahou shoujo stuff, I've been thinking about how the systems of interpersonal relationships drawn from Lace & Steel and Pendragon can be used to model the emotional content that is often given a position of narrative significance in anime generally and mahou shoujo specifically, and Star Sailors provides a way to tie that into a space operatic setting. We'll see, assuming I can get myself to actually do it.

Then there's my ideal D&D, which is probably unnecessary at this point in history except that I want to have a copy in print. It would combine my favorite ideas from over the years: morale from RC, experience tables and hit dice from S&W White Box, the Expert from LotFP instead of the Thief, the Attack Priority initiative system, and so on. If I can figure out a way to incorporate a social system inspired by Courtney Campbell's "Solving the Social Trap", I'd probably do that too.

Anyway, sorry about the poor content. I want to get back to this blog on a more frequent basis, but I feel like I don't have a strong or proper focus for my gaming thoughts at the moment. So you get stuck with this.