Showing posts with label Hârnmaster. Show all posts
Showing posts with label Hârnmaster. Show all posts

Saturday, December 29, 2018

Games That Influenced My Current Understanding Of RPGs

I'm still working on the follow-up to the "What is Magic?" post, describing what spirits are, exactly. I also need to write up the events of the Deindustrial Future game, where the players' characters fought off a major assault by the forces of the antagonist—or antagonists, as the case may be—and realized that they may have been making some bad assumptions about what is going on. However, because I want to post something before the end of the year, this will be a simple social media game about my history in gaming. All it really is is a list of "games that influenced me", but I want to include some commentary to make it worth your time to read. Without further ado, and after the first two in no particular order:


  1. Advanced Dungeons & Dragons, 1st edition - This was, of course, the first RPG I played, before I had even heard the term "RPG". I learned a lot about gaming from this, in part because I had no idea what I was doing. It was where I learned that having followers is a good thing. It was where I learned that maybe you shouldn't trust your fellow players, but also that you could generally rely on them if they weren't dicks. I learned what it means to be able to attempt anything, even if you might or might not succeed. Some of those I would count as life lessons, too. I learned that resource management is a fun game in itself, even if it took me years to be able to articulate that lesson.
  2. Traveller - Since it was the first game I'd ever run instead of just being a player, this is where I learned the value of Referee tools. Random encounters, rumor tables, world generation procedures, and so on mean that the Referee can concentrate on the arc of the story and leave the details up to the dice. This has served me as well in learning what the value of divination is outside of gaming, too.
  3. Call of Cthulhu - This is where I learned that even a single rule, if properly designed, can thoroughly change the experience of the game by altering the approaches that the players will tend toward.
  4. Champions - I didn't know it at the time I was playing it, but this game taught me that point-based character creation is terrible. Even if the intent is otherwise, it encourages players to find as many loopholes in the system as they can. This is also called "system mastery", and it continues to infect some games to this day. Some games revel in that, such as Pathfinder, while others, such as GURPS, try to minimize it.
  5. RuneQuest, 3rd edition - Proved that it is possible to use points to generate characters and not have it be awful. On the other hand, it does this by limiting the point use to only one segment of character creation, the skills of the character. Technically, I probably learned this with 2nd edition and with Call of Cthulhu, but I really like 3rd edition RQ and wanted to include it in this list.
  6. Marvel Super Heroes - I learned that the description of a power—what Champions calls "special effects"—is very nearly as important as the mechanics of the power. I also learned that the direction of complexity that I was heading deeper into was not necessarily the best direction.
  7. Pendragon - There are other ways to play a game is what Pendragon taught me about gaming. Adventures can be had without making "adventuring" the centerpiece of the game. Instead, adventures can serve a larger purpose of supporting the play of families and the exercise of power politics.
  8. Hârnmaster - This game taught me that not every situation affecting a character is best simulated as a pool of resource points, but that conditions applied to the character are often the better tool to use. Also, that characters don't have to be high-competence to be fun to play. Other people learned that latter lesson with Warhammer Fantasy Role Playing, but this game was my lesson in that.
  9. Flashing Blades - Here I learned that the proper focus of a game is on the players' characters, even if the events being portrayed are larger than those characters. I also finally came to understand the lesson that I should have learned in Traveller or even earlier, that character development is not necessarily something that affects stats and skills.
  10. GURPS - Taught me that the math in the game is important, but that it should absolutely not be something that the players have to deal with much. It should be baked into the system as much as possible.
  11. Lace & Steel - Here, I learned one part of the lesson that even small things can make an adventure more fun, by helping to immerse the players into the setting. In particular, the concentration on the small indignities of travel, and how this encourages characters to choose to pay for better accommodations when available, taught me about the little things that matter to characters.
  12. Swordbearer - Like the previous entry, I learned that even seemingly minor elements, presented correctly, can add immeasurably to play, with travel being another area treated especially well, in this case by detailing how things like setting and striking camp, the condition of the travelers, weather, and so on affect matters. I also learned that sometimes finances are better handled abstractly, since the characters shouldn't be worrying about every last copper piece and so neither should the players, at least in some settings.
That gives an even dozen games, though I could have included more. I learned things from Chivalry & Sorcery, Fantasy Wargaming, Vampire: The Masquerade, TORG, Rolemaster, and many others as well, but I have to stop somewhere. That's not even counting the negative lessons—other than Champions, which I think was one of the most important lessons—such as the WotC editions of Dungeons & Dragons.

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 DeeperSwords & 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.

Wednesday, August 19, 2015

Five Games I'd Like To Run

I guess that it's going around, but I saw Joseph Bloch do it, and now I am. A list of five games that I'd like to run, at least as I am sitting here right now tonight.

1. Spirits of the Trail: This is a sixguns & sorcery game, in which the players are traveling by land from the settled Eastern States to the great port of the west coast, Angel City. It would be a picaresque of adventures through the towns of the sparsely settled western territories where their only protections are the guns at their belts and their spirit allies. At this point, it would be run using GURPS rules, since not only does that game have excellent methods of handling gunfights and hand-to-hand melees, but also the sort of magic I want in the poorly-named "Path/Book Magic" system found in GURPS Thaumatology, which keeps me from having to write a new one to fit into something like Boot Hill or whatever.

2. Dark Space: Back in the '80s, a guy named Monte Cook wrote a setting book which was specifically intended to merge Rolemaster and Space Master in a cluster of worlds that included faeries and Lovecraftian horrors, adding biotechnology on top. I have always been interested in that setting, but never had a chance to play in it. I wouldn't mind running it.


3. Flanaess Sector: I talked about using AD&D to make a science-fiction setting, using the outlandish monsters of the D&D underworld as the basis of aliens. Illithid, Gulguthra, Flumphs, and Grell, among many others, seem like they would make for a fascinating setting in the stars. This would be the hardest to do right now, as I haven't done the work of designing the new character classes and technology I'd want to use. At least 1st edition AD&D already has a psionics system, though.

4. Under the Moons of Mars: I really, really want to run a game set on a Leigh Brackett/C.L. Moore-inspired Mars. I'd probably leave open the possibilities of traveling to Venus as well, but that wouldn't be the focus. I don't have a good opening situation for this yet, but it wouldn't be hard to come up with one. GURPS Mars had a good version of such a world in its "Dying Mars" chapter, which I'd probably use as the basis, though redesigning the canal system to match Lowell's canal maps more - though the canal through the Valles Marineris is so awesome that I'd probably include it nearly unchanged.

5. Hârn: Using Hârnmaster. There's so much to love about that setting, but I've never gotten a chance to play in it. I think that I might prefer to have someone else run it, but I'd do it.

Saturday, August 15, 2015

Expanding On My Fantasy Heartbreaker Ideas


Image originally from Big Fish Games
A little while ago, I posted on the various gaming projects I have going. I haven't really gotten anywhere on any of them for various reasons, mostly having to do with work and other obligations. I did make a comment elsewhere which caused me to think about expanding my thoughts on one of them, though.

Whoops. Wrong "Heartbreaker".
One of the projects I mentioned was "MOHb", my very own roleplaying Fantasy Heartbreaker (loosely interpreted). That is a game that would incorporate the things that I like from various other games into one, hopefully cohesive, whole. It's that qualifier to be "cohesive" that is the important element. It wouldn't be hard to just slap together the various systems in which I'm interested and jury-rig the game at the table, but to make them work together smoothly would be a work of design. It's that design work, in fact, that keeps me from just slapping together something, putting a cover on it, and selling it at Lulu.com. I have (perhaps too much, considering how difficult it's been for me to publish any gaming materials other than this blog) some pride of craftsmanship that keeps me from doing it half-assed like that.

So, I figure that, for now, I can just discuss where I see that project going. I'll describe the systems that interest me and why, give an overview of some of my initial thoughts, and throw it all out so that you readers can see something of how I think about gaming. It's not really a work of staggering genius - I am, after all, just thinking of ways to tie together the disparate designs of others in pursuit of an experience that I think I'd like.

The comment that got me thinking about that today, was in a YouTube comment thread (now incorporated into Google+) on a video that rehashes the old "D&D combat isn't realistic because armor shouldn't make you harder to hit" chestnut. I started out by giving the normal rebuttal "D&D combat is abstracted in these particular ways", and a couple comments later noted what I'd like to see in a roleplaying game's combat system: "I'd like a combat system that incorporates the detail and tactical choices of GURPS (including some of the high-detail options like 'The Last Gasp', which regulate the pacing of combat in an emergent way), the naturalistic scales of Swordbearer, and the descriptive wound system of Hârnmaster."

This is your last warning.
What I'll do is go through a notional outline of my ideal game and describe what I'd like to do. WARNING: LOTS OF VERY GEEKY, NECKBEARD, GROGNARD, WHATEVER-YOU-WANT-TO-CALL-IT DISCUSSION FOLLOWS. Also, since it runs long, you get a cut-tag.

Monday, May 18, 2015

[Obscure Games]WarpWorld

One of the better small game companies out there is Blacksburg Tactical Research Center, or BTRC. They started out with a game called TimeLords, following that up with two games using the same system (and at least three other main game systems, CORPS, EABA, and Macho Women With Guns, not even counting their minor efforts like Epiphany, but I won't be talking much about those today), SpaceTime and WarpWorld. TimeLords was a game of time travel, in which the players became unmoored in time through the influence of a super-tech artifact. SpaceTime mixed space operatic adventure with gritty cyberpunk aesthetics. WarpWorld, the last of the games using the system, postulated a post-apocalyptic world in which magic returns to our world, causing immense havoc. The setting has since been retooled for use with BTRC's current system of focus, EABA, but this overview will discuss the original version. Except for the setting-specific elements, the rules are largely similar between the three games, and I'll try to quickly run through the other two at the end. Notable here is that the company's supplement, Guns, Guns, Guns (aka 3G), was written with this system in mind, and so the weapon statistics generated there drop into this system with no adjustments needed.

BTRC was clearly influenced strongly by GURPS, but wanted to give more detail to the game. Also, the designer has a few… peeves, shall we say, about the math involved in games. They weren't apparently strong peeves, since the ideas were dropped in later BTRC games, in favor of playability.

That's an important thing starting out: this is a complex game. It is for people who really like to work out detailed results, using sometimes complex arithmetic and even simple equations. If you don't like that sort of thing, then these three games are not for you. Me, I like that sort of thing in theory, but when it comes to actually playing games I'm not really likely to use these sorts of systems.

The setting assumes a short nuclear conflict on September 6, 2016, after which the world changes irrevocably for unknown reasons. Whether because of the enormous energies released or because of the millions of near-simultaneous deaths, the Old Gods return to the world, bringing magic with them and artificially limiting technology. Along with magic, elves, ogres, dwarves, and the like start to appear, as well. In some ways, the setting is like Shadowrun, only with all of the technology reduced. Because of the influence of the Old Gods, items of a "Tech Level" higher than a certain value are suppressed after being noticed. There is a system to indicate how high a Tech Level is available at any given time (it fluctuates due to certain factors), and how long it takes for use of such technology to be noticed and shut down. Further, there are some magical ways to limit the ability of the Old Gods to notice tech, though not with any long-term effectiveness.

Character creation is by spending points for attributes, skills, and advantages, while more points can be gained by taking disadvantages. If desired, a character can be designated a race other than human, taking attribute modifiers and acquiring special abilities and limitations as appropriate. The races are supposed to be relatively balanced out, so there are no point costs involved. There is an optional rule for "halfbreed" characters, whose parents are of two different races, but in the basic game setting this is not considered to be possible. The attributes for a character are Strength, Dexterity, Constitution, Intelligence, Willpower, Bravado (a measure of the character's bluffing ability), Perception, Appearance, Stamina, and Power (for magic/psychic abilities). There are other abilities that derive from these or other character elements (such as Body Points being derived from the character's mass in kg, with mass being derived from the character's Strength and a die roll for height, cross-indexed on a chart). There are a few templates designed to make creating a character a bit easier, but mainly it's going to take some effort. The system in TimeLords is slightly different, including a number of tests to administer to the players in order to allow them to quantify themselves in game terms, so that they would end up playing themselves (at least until that character was lost for whatever reason), though the point-buy system exists there, too, just in case.

One important feature of the game, and the subject of the math peeve to which I referred above, is the way modifiers are used. Rather than simply adding to or subtracting from a value, a modifier is effectively a percentage modification. That is, a +1 doesn't add 1 to your score, it multiplies your score by 1.05, each +1 or -1 being a 5% adjustment. This is correlated on a handy table called the "Universal Modifier Chart" (or UMC) that serves a number of purposes, so it is at least usable. The designer does this because, as he notes, a simple modifier has a different effect on differing levels of skill. A simple +5 would double the chances for a rating of 5, while only increasing a rating of 10 by 50%. One of the other major uses of the UMC is to determine the effect of an injury. For instance, if a person with 28 body points was hit by a weapon with a damage of 7, a cross-index of the chart would show a result of 5 (= 25%, see how that works?), giving a Damage Level of 5.

Using skills in the game is fairly simple. Find the base level of the skill, apply modifiers according to the UMC, and roll a d20 for that value or less. Some skill uses are automatic (the example given is climbing a ladder, where you could work up modifiers and roll on the Climb skill, or just specify that anyone with a 2 or greater Climb skill makes it automatically - and since the average person has a base skill level of around 3 in everything, that's pretty much everyone). There is a list of the "auto-success" levels for various difficulties, and to the game's credit it extends the idea all the way up to amazingly hard events like shooting a coin out of the air. There's a mechanism for figuring out how some skills can assist others in particular situations (the example is making leather armor, which would be based on Seamster skill, but could be assisted by the Tanner skill). Oh, yeah, there are a lot of skills. When I was young, I thought that sort of thing was cool, but these days I am less fond of such attempts to find a comprehensive list of relatively narrow skills.

Magic assumes that each spell is a skill. Casting multiple spells uses up the character's ability to concentrate, represented by the WILL attribute (and other activities use up concentration, too). More or less the same system, though not as detailed, is used in both TimeLords and SpaceTime for psychic/psionic powers. There are a lot of things that magic can do, but they are carefully described in game terms. There are some rules for enchanting objects, with different materials having a different ability to take an enchantment. Since black powder falls pretty well within the level of tech usually permitted by the Old Gods, enchanted pistols are pretty common.

Combat is divided into turns of 10 seconds, each turn having 10 phases. A character can act in a number of phases equal to half (rounded up) of their Speed. Speed is based on the average of Strength and Dexterity for physical actions, or Intelligence for mental ones like magic. There is a chart indicating on which phases characters of various Speeds may act. It is possible to act on other phases, but such actions take a negative modifier. Initiative within a phase is based on the average of Speed and the skill being used, plus or minus appropriate modifiers (not using the UMC for once). Hitting a target is a skill roll, but there are a ton of modifiers for specific circumstances.

When hit, a character takes a base damage of the weapon's DV/10 in d10, plus extra as dice. So, if a weapon has a DV of 28, the roll for damage would be 2d10+1d8. Odd results like 5 or 9 are still rolled as d5 or d9, by rolling the next higher die and rerolling inappropriate results (or, I'd imagine, if you happen to have the appropriate dice lying around, you could use those). Depending on the type of weapon, some of this damage will be Lethal, and some Non-Lethal. Weapons like knives and bullets do all Lethal damage, while maces do 3/4 as Lethal, wooden clubs do half as Lethal, and so on. This is modified for armor at the area hit (which might only convert some Lethal damage to Non-Lethal), and then converted to a Damage Level for that location using the UMC as noted above. In the basic system, the Damage Level is used as an Impairment modifier for any use of the affected area, and to check if the character falls unconscious, lays dying, or dies instantly. The more complex system has an extensive list of hit locations, damage levels, and a die roll to give a detailed wound result incorporating Impairment, Stun, Broken Bones, Eventually Fatal, and Fatal results. Personally, of detailed injury systems that don't rely on Hit Points, I prefer the system found in Hârnmaster, but this one is serviceable.

TimeLords, as I mentioned above, is about the players themselves being cast into the streams of Time by an artifact, which they must attempt to learn to control in order to find their way home - or to wherever/whenever else they wish to go. The game book includes the character sheets of the original playtest group.

SpaceTime suffers from trying to be both a cyberpunk game and a space opera. This was a problem with 2300AD (aka Traveller 2300), as well, but not as severely because of its focus on the frontiers. Still, it's interesting enough as such settings go. If you like star travel and computer hacking, then the setting (at least) might be worth a look.

As you can tell, the game system is very detailed and very complex. There is more, obviously, such as wilderness survival rules and so on. The setting, on the other hand, is potentially very interesting. Happily, BTRC, as I noted in passing above, has retooled it for use with their current system of focus, EABA, which is a much simpler game (and I think stands for "End All, Be All"). Sadly, they never did convert it to their intermediate game, CORPS (originally for "Conspiracy Oriented Role Playing System", I think, due to its original purpose of providing a system for an X-Files style gaming universe, though it grew far beyond that remit in the second edition, where it was said to stand for "Complete Omniversal Role Playing System"), which comes pretty close to my point-buy system sweet spot. I'll talk about CORPS in more detail some time, but for now it is enough to note that it was a simplification of the system described here which attempted to minimize dice rolling by expanding the "auto-success" rules. There are still rolls for hit location and the effects of damage, but damage itself is fixed in CORPS. But enough about that for now.

In summary, WarpWorld and its sister games are interesting designs, but mostly exist to show what can happen when things are taken too far. They aren't really the best choices for actual play, and apparently even the designer no longer uses the rules. Still, with the right group, possessed of the right mentality, they could be fun. Most of the rest of us, though, will quickly tire of the ubiquitous arithmetic, math, and modifiers, as well as the extensive need for complex and detailed record keeping. The settings of TimeLords and WarpWorld are already converted to a simpler system, so if those are what you're looking for, you are better advised to go there.

Thursday, July 17, 2014

Polytheism And Religion In Games

The heat wave is continuing here, though things are getting better. I haven’t done any work on the blog at all, so there’s a good chance I won’t have the Middle Sea Witch class done by Monday. We’ll see. Maybe I’ll work on the Bullrider instead.

But I’m not here to talk about that. I’m here to talk about polytheism in game worlds.

Most people think that polytheism is just like monotheistic religion. However, there are many characteristics of polytheistic religion that make it completely distinct from the latter. For one, there is no exclusivity. That should seem obvious, but people designing games tend to forget that and make their “polytheistic” cultures look like a whole lot of competing monotheisms, or at least henotheisms (henotheism is the practice of acknowledging that there may be other gods, but worshiping/venerating only one). This becomes particularly noticeable in those settings where gods generate power through the number of their followers, and so the competition for worshipers ends up being fierce.

Now, it has been rightly pointed out that in polytheistic cultures, there are priests or other religious specialists who focus strongly on just one god. This does not, however, change the fact that the general body of the people give honor to any number of gods, and even the religious specialists are known to look to other gods when the need or desire arises. Also, there is a marked tendency in most games for a priest specialist to pick the “strongest” god, as the powers that the priest will be able to wield will be determined by their god. This flies in the face of the historical fact that there have always been priests who focus on even the smallest gods – or even non-god beings like nymphs.

To illustrate the point, let’s look at how various games handle religion, whether well or poorly.

First up, the basic D&D approach (also used by most D&D-like games) is to have a Cleric class which represents the main way to approach the gods. In some versions, other characters are allowed a slight chance of appealing to the gods by invoking their name and hoping for a good die roll to get Divine Intervention. The second mechanic there goes a long way toward alleviating the problem, but limiting the majority of divine appeals to a specialist class is something that is particularly a characteristic of monotheistic religions. A good rule that would help even more than the Divine Intervention chance is to incorporate the ability to get one-time bonuses for a character of any class who makes an offering to the god at their shrines, temples, or whatever. For instance, by buying and sacrificing a sheep at the temple of Fortuna (with the aid of the priests of the temple, of course), the character might be given one reroll (must take the second roll) to use at any time in the future. Or whatever, maybe even one-use spells of an appropriate level to the character (and certainly the bonuses carried at one time should be limited by character level, perhaps one bonus per level). This should probably require tracking the piety of the character with regard to that god – those who blaspheme Fortuna shouldn’t get her bonuses without making some sort of appropriate penances. There was a good method of tracking such piety in the old FGU game Lands of Adventure. Of course, now that we’re tracking piety in relation to each god, we should work that into the system somehow, but I’m not here to write up an entire method.

Speaking of Lands of Adventure, religion in that game is handled much like it is in D&D, where characters choose one god from whom they get most of their divine powers, leading to a henotheistic system rather than a polytheistic one.

Next, we find RuneQuest (and, to an extent, HeroQuest). In that game, characters can become Initiates of various Cults, each dedicated to a deity. Even non-Initiates (called Lay Members, though Lay Members still have to undergo a minor initiation – they just don’t have to sacrifice POW to get their initiation) can often gain some bonus from the Cult. This is a very good approach, but leaves out the possibilities, common in historical polytheisms, of approaching gods one has not yet had a chance to become acquainted with, not to mention the fact that, normally, becoming a Lay Member should give one access to all of the gods of the culture. Still, RQ is a great way to approach polytheist religion, and I recommend it. Not surprising, really, as the designer of the original RQ setting, Glorantha, is an active and practicing polytheist himself.

In Chivalry & Sorcery, religion is dealt with cursorily, by specifying religious practitioners and giving them powers, pretty much ignoring the gods themselves. Eh, it works, but has all of the problems present in the D&D system. At least by avoiding naming particular gods and sticking to the social roles (“Priest”, “Druid”, “Shaman”, or whatever), the C&S system avoids the problems of seeming to be a henotheistic semi-polytheism.

GURPS Voodoo takes a slightly different tack, by ignoring the religion parts, but treating the gods for what they can do. Anyone can approach any god (or “Loa”, more properly spelled “Lwa”) and ask for assistance (which is generally granted by the dispatch of messengers – what Christianity and some other religions might call Angels – to provide assistance). In some cases, that process is treated generically, as a regular use of magic. In other cases, it involves the specific summoning of Manifestations (the aforementioned messengers). Some characters have an entourage of spirit helpers. Finally, certain characters, called “Spirit Warriors”, are given the ability to call on the powers of the god (or Lwa) and manifest them in their own body. This is a really good system.

An obscure game (which I plan to review eventually) is Legendary Lives. This game handles religion well enough, but no better, by giving characters a choice (or roll) of religion based on their culture. This system is only added in the supplement, Societies Sourcebook, though. Every character is given a Devotion score, which acts as a skill in relation to religious powers. The details of what Devotion does vary by religion. Unfortunately, the game falls into the D&D trap of treating individual gods as religions in themselves.

Pendragon is one of the better treatments of religion in gaming, though it avoids immersing players in the role of religion. Characters have five Personality Traits, known as Religious Traits, that are related to their religion, and if those Traits are kept at a high enough level the character gains special bonuses, varying by religion. Beyond that, religion is mainly assumed to be a strong background factor. Unlike Fantasy Wargaming, to choose one example (see below), the characters are given no reason to pursue religious ceremonies (except for the relatively minor effect of being a requisite for the Pious Personality Trait – which is actually a hindrance to Saxon Heathens, for whom the opposing Trait, Worldly, is one of their Religious Traits).

Hârnmaster allows characters to gain piety points that they can spend in exchange for miraculous interventions. The religion system of Hârn resembles the normal henotheism of most games, though. It could perhaps be fixed if characters were allowed to accumulate piety in regard to all of the gods involved, but that might end up being too complex to handle easily in the game.

Unknown Armies only tangentially deals with religion, and mostly from the point of view espoused by Chaos Magick. Characters may pursue becoming an Avatar of a particular Archetype. Archetypes are the game’s equivalent to gods, and the more that a character manifests that Archetype by emulating it, the more of that Archetype’s powers can be expressed by the character. A good system for the setting and ones that use similar assumptions, but not one that fits most historical religions.

Speaking of modern-day/near-future games, Shadowrun has gods of a sort, but they are relegated to a secondary role. The totems in that system factor in as “gods” after a fashion. I wonder if it would be possible to make actual gods using that template? I suspect that it would end up looking very much like D&D-style henotheism, though.

Whatever other merits or flaws it might have, Dogs in the Vineyard treats its religion very well. However, it is focused on one specific sort of religion, in which there is a religion of the Community, and forces outside of that religion that attempt to destroy the Community. Like real-world Mormonism, the religion of DitV tries to account for the polytheistic peoples living around them, and does so only moderately well. Certainly, the religion system in DitV could be adapted to other monotheistic religions, or even the henotheistic ones of most D&D games.


There are other games with religious systems, such as The Riddle of Steel, The Burning Wheel, Wyrd is Bond, and so on, but they are minor and don’t really fit into historical religious beliefs, in my opinion, no matter how good they may be as games. They generally end up appearing much like D&D-style henotheism.

My favorite approach, though, is that in Fantasy Wargaming. In that game, both monotheistic and polytheistic religions are covered (the former primarily by Christianity and Satanism, the latter by Norse religion), and the system manages both well. Characters in that game are given a “religious rank”, which is not directly tied to the Religion level (FW uses a system where every character has three levels: Combat/Adventuring, Magic, and Religion, corresponding to the original three classes in published D&D, with characters generally starting at level zero in each). For Christians, this is either as Lay Clergy at the lower ends of the scale, Ordained Clergy, Monks, or Friars (or Religious Knights), with most characters having no religious rank at all. Satanists are all given a minimum rank, and there is no particular process of Ordination, so that characters may rise in the Devil’s hierarchy on their merits. Norse pagans have two main tracks – either as Priests or as Laity. Priests have a higher minimum/starting religious rank, but Lay members are actually capable of gaining a higher religious rank than Priests (although only if they can manage to become King or Queen)! For the most part, religious powers mainly consist of Ceremonies, which dedicate Mana (magical power) to the god or gods being worshiped and provide a bonus to morale for a while and a chance of Inspiration to the participants, which gives various bonuses, along with other benefits depending on the Ceremony. Anyone may appeal to higher (or lower) powers for a Miracle, which is resolved by the invoked power using the methods of the magic system to cause changes in the world (or, in a few cases such as Resurrection of the dead, the magic system is used in a modified form). Characters can have “patrons”, which gives the character a bonus in appealing to that power (the Norse ones usually are given at birth, and their patron’s name is typically incorporated into their personal name). There is no method given in FW for changing patrons during the game, which is something I will add in my rewrite of the system. Another aspect that helps the system work well is the concept of “Intervention”, whereby an appeal is made to one power who is asked to Intervene with another power. This has benefits in the matter of patronage mentioned, but also because some powers are more difficult to appeal to than others. In the Norse religion, the personal feelings and relationships of various powers affects this chance of Intervention, as well, so that, for instance, the wife of a god will have a better chance of Intervention with that god, while two gods who hate each other (Loki and Heimdall, for instance) reduce the chance of successful Intervention. Finally, each power has areas of Favor and Disfavor, which affects the likelihood of the power responding to the appeal. Altogether, this system became the first to incorporate the personalities of the powers into the game system in a meaningful way. So, this system included both the religious (characters can attend or perform Mass, for example) and the miraculous (through the process of appeals) into one system. Sometimes both are incorporated, such as the rites of Benediction and Malediction. The primary weakness of the FW system in regard to religion is the handling of “negative” piety, which is always assumed to place one in communication with the Devil, even if a Norse pagan. I hope to address this problem in my revision of the game.

Saturday, March 22, 2014

Creating Random Characters In GURPS

I really don't want to have to carefully design all of the characters in the dynastic game, but GURPS has no random generation method. So, I have to come up with something myself. I'll start by noting that there is just no way to get away from design completely, but I can subsume that into roleplaying to some extent.

The first thing to do is to figure out stats. GURPS has a really narrow range, actually, even though nominally normal humans range from around 7 to about 20. In actuality, a 7 is very unlikely, representing just about the minimum that one can call "able-bodied" (below that represents various bodily deficiencies and handicaps), and a 20 represents just about the human maximum, showing up in perhaps one person, or at most a very few, in the world each generation. For my purposes, I'll figure that it is less than one in a million and leave it at that.

Since I want the stats to cluster very tightly around 10-11, I've decided to start by rolling 3 averaging dice. These are six-sided dice marked 2, 3, 3, 4, 4, 5. Obviously, the average roll is much more likely with such dice, and the extremes are narrower than with regular six-sided dice marked 1 through 6. To shore up the low results and bring them closer to the range that is appropriate, I will halve the difference between 10 and the result if it is below 10. So, a roll of 6 becomes 8 (4 points lower than 10, halved, makes it 2 points lower than 10, or 8), a roll of 7 or 8 becomes 9, and a roll of 9 becomes 10. I will allow a result of 6 on the dice to explode downward, rolling a regular d6 and reducing the result by 1 on a roll of 6, then rolling again, stopping when the d6 reads 1-5. I will similarly allow a roll to explode upward on a result of 15, increasing it by 1 point on a roll of 6 on a d6 explosively. This makes a result of 20 occur less than once in 1.5 million.

For advantages and disadvantages, other than ones that are related to the character's social position (which are set by the scenario), I have come up with a program that goes through the list of possible advantages and disadvantages and checks the chance of any given member of the population possessing them. It then outputs the results to a file which I can incorporate into my character sheet. It's still a little buggy, but I should have it running smoothly soon. I do, however, reserve the right to reject any result and roll again, so that there will be no characters who have all of the advantages or all of the disadvantages, or whatever else doesn't fit the scenario in my opinion. I still need to work up a set of perks and quirks to randomly select, though perks are pretty closely tied to character concept and so not very easily left to random chance. I'll probably give 1 character in three 1 or 2 randomly chosen perks. I'm also considering rewriting the disadvantages portion to select mental disadvantages based on rolls from Gary Gygax's personality tables in the AD&D Dungeon Masters Guide. I might also adapt the Hârnmaster "Medical" and "Psyche" charts to this program. Those would not be difficult, actually.

Once those are done, I will select a base template for each character, in order to quickly select some baseline skills. This is where I begin roleplaying the characters, choosing a template based on my assessment of what the character would want, what they are allowed to do given their social position, and so forth. I'll give them a number of skill points based on their age and personality (characters who have disadvantages that cause them to spend time doing other things lose out on skill points - though they might simply redirect some of the skill points instead, such as a lecherous character practicing Sex Appeal through self-study). To an extent, I will free-form this, though the guideline of 200 hours of instruction per 1 character point, doubling the time for self-study and halving it for intensive training, will apply (plus, one quarter of time spent at a job counts as study time for appropriate skills). Advantages appropriate to the template might also be acquired in the same way.

This does mean that I will still be spending a certain amount of time on each character, but at least it will be automated to some degree. I really wish that GURPS had chosen to work up a random character generation system, though. It would have saved me a lot of time and effort.

Tuesday, February 26, 2013

[Obscure Games]Hârnmaster

Before we get started, there's a song that has been going through my head a lot today, so I'm going to share it with you now ("What becomes a legend most? The love and lives of men. And machines."):




OK, now that you've listened to that (you have listened to it, right? It's totally worth the less than three minutes it takes) let's get on with the overview!

The Hârn setting has always been about making a fantasy world that has a resemblance to actual early medieval European society, without actually being medieval Europe. To this end, it includes very detailed information about everything from farming and herbal remedies to castles and the uncivilized tribes of the island known as Hârn. The island is about the size of Madagascar, though oriented East-West instead of North-South, and contains several sovereign nations from three main ethnic groups. Well, two main ethnic groups, and one subjugated one. Plus dwarves. And elves. And gargûn, which are the setting's version of orcs and goblins. It's not really simple, actually.

But we're not here to talk about that. We're here to discuss the roleplaying system that was developed to showcase the setting. Although the setting can be used with any fantasy system (and many of the supplements describing Hârn's world have come with stats for D20 in recent years), HârnMaster was specifically designed with the setting's assumptions in mind. For example, we find in the character creation a discussion of how the astrological science of the setting affects a character, making the actual birthdate of the character an important matter.

Character creation is pretty old-school, with dice rolls for pretty much everything (though, of course, the Referee can override anything, such as making all the characters come from the same background, deciding whether or not particular races are allowed for the PCs instead of randomly rolling for race, and so on). Roll for race (with an 8% chance of being a gargûn!), roll for sex, roll for birthdate, roll for parent occupation (which also determines starting social class), roll for sibling rank and "estrangement" (how much your relatives like you), roll for "medical" issues (which range from poxmarks and scars to being a drug addict, an epileptic, or even a lycanthrope!), roll for height, weight, complexion, hair color, eye color, comeliness, and so on. Then you get to the actual stats!

There are five physical stats, plus four senses, the quality of the character's voice, three mental stats, and "Morality", which last is a rating of the character's views on moral issues (ranging from Diabolical on the low end to Exemplary at the higher ratings). A player is allowed to choose the character's Morality, or can roll it on 3d6. All of the other stats are rolled on 3d6, then modified for race and other factors. Next comes the Psyche chart. Roll on that to find out if the character has mental problems (phobias, manias, paranoia, violent temper, hypochondria, and so on) - 40.1% of characters won't have any, but the other 59.9% are neurotic or worse. Pick a deity, then roll 5d6 for starting Piety (which is a pool of points used to ask the divine beings for miraculous interventions).

Whew! That's a lot to do. These characters aren't going to be throwaway types that you can fling at a dungeon and hope they survive the funnel. You're going to want to keep this character alive. Worse yet, we aren't even done! There's the "Pregame", where several years are played out with a few decisions, including which occupation(s) the character pursues. Occupations add skill points to the base levels. This part is a lot like RuneQuest (the Avalon Hill version, mostly, but not too different from the Chaosium edition). Oh, and roll to see if the character has any psionic talents. These are low-level wild talent magics that the character can do, like astral projection, hexing, or even minor pyrokinesis.

Skills are based on a formula that averages three stats (sometimes, the same stat is used twice, making it an average of a stat, the stat again, and another stat), then modified for astrological sign. Basically, the character's astrology modifies his talent with various skills. Pretty cool way to do it, especially after seeing the weird stat modifiers in Fantasy Wargaming. Then the character gets some money and the player chooses what to spend it on, and we're finally done. Unless the character is a Shek-Pvar (wizard) or a holy person. But we don't have all day, so just figure that you've got more to do in those cases.

Action resolution is based on rolling a d100 against the skill. If the skill or under is rolled, the action is a success. If not, it is a failure. There's always a 5% chance to fail (roll 96-00), and a 5% chance to succeed (though only with a skill that is actually possessed by the character). Any roll that ends in 0 or 5 is a critical. If the roll is a success with a 0 or 5, then it is a critical success, a failure with a 0 or 5 is a critical failure. So, if the character has a 49 chance, a roll of 45 would be a critical success, while a 60 would be a critical failure. There are a bunch of other things involving skills, such as Skill Index, but those are details that aren't necessary to know in an overview like this one (which is going to be long enough).

An important modifier to skills is the Physical Penalty. This is a combination of encumbrance, injury, and fatigue that affects most of the skills. Each of the skills is given a pretty detailed workup of normal uses. There's nearly a half page on listening for noise, for instance (on the other hand, the whole writeup for Dancing is: "A character's ability to perform various types of dance. Specialties such as folk or erotic dancing are viable if desired. Cultural background has a lot to do with repertoire.") Mostly, these stick to things that characters actually do that have an effect on the game.

At this point, it is likely that your character is illiterate, knows a few weapons, and has a few other talents. With luck, he has a psionic talent that can be used for a minor advantage at the cost of a few fatigue points (remember Physical Penalty?)

Combat is pretty straightforward, but detailed and therefore somewhat complex. Characters attack by rolling against the appropriate combat skill, and defend in the same way. There's a detachable page of charts that show what happens when a particular defense is used against a particular attack with the various success levels for each. For instance, a Melee Attack that gains normal success against a Block that has a normal fail results in "A*1". That is a result of "Attacker Strike*1". The number represents the number of d6 to roll for Impact of the hit, which is added to the weapon's Impact. Impact is modified by the armor on the hit location struck (roll for hit location, by the way), and the total Impact is compared to a chart that is broken down by hit location, type of attack (is it Blunt, Edge, or Puncture? or other, more exotic types like Squeeze, Fire, Frost, or Tear - which last covers bites and claws, mainly), and amount of Impact. Cross-indexing these gives a result that shows a color (yellow for minor, orange for serious, red for grievous) and usually a letter/number code such as "E3". The color indicates how serious the wound is, and so what dice to roll for Injury Points (Physical Penalty again). The letter/number code indicates special effects of the wound. An "E" is a Shock Roll, and the number indicates how many dice to roll against the wounded character's Endurance stat. A "B" code is for Bleeding, and the number indicates how many Injury Points worth of bleeding will happen every round of 10 seconds. The most dramatic letter codes are "A" (for Amputation) and "K" (for instant Kill). An "A" result at the neck is also an automatic "K". Those results also have an additional "E" check implied, should the character survive. So, the annoying thing is that a wound takes up a lot of table time, what with the roll to hit, the roll for Impact, the roll for location, and the various rolls for the actual wound, but this is forgivable in the sense that a wound, like in real life, is a big deal. Getting seriously wounded pretty much usually means that you are out of the fight, but it is difficult to be seriously wounded if the character is reasonably skilled and wearing decent armor.

Healing takes these wounds and (usually) rates them with an "H" code, for Healing Rate, based on the treatment that the wound receives. It is important for characters to carry first aid tools, like bandages, splints, and cold compresses, even suturing needles, or to have some way to improvise them. Although, to be fair, an untreated wound is better off (usually) than a critical failure when treating it. The killer, though, is when a wound becomes Infected. A normal wound will likely heal in a few days or weeks, but an infected wound is serious business. Just like in real life.

This isn't the only system that uses wounds as the injury metric instead of hit points, but it is one of only a few that do so. I'll be talking about a couple of the others in later installments of Obscure Games. Also, some of the games that ostensibly use hit points actually seem to use a version of wounds (like RuneQuest for instance, where each wound heals independently of the others - though there is also a total hit point value for the character).

Next come the sections on religion and magic. These are pretty straightforward. You get Piety by participating in religious rituals, and spend it to try to get divine intervention. Magic is learned, and spells cost fatigue to cast. The spells typically have very flavorful names and descriptions ("Ordeal of Frida", "Nurture of Isla"), which make it all have a vaguely Vancian feel, though it doesn't use Vancian methods.

After that are the campaign notes. Costs of various items and equipment, how to be a Mercantyler, how to run a game, monsters and creatures of Hârn, and an excellent random treasure generation system. None of this is particularly unusual, though.

I left out a lot, trying to make this not be like the Fantasy Wargaming series. There's information on how a character can craft items (and make them more valuable), the languages of Kèthîra (the world of Hârn), and a lot more. The details of the religion and magic systems are also fairly involved, so I left those out for the most part. The upshot of all this is that the game is really good for the thing it does, but I imagine that not many people really want the thing it does, which is to adjudicate a highly realistic and detailed setting in a highly realistic manner. This means that a lot of things that other systems do well, such as heroic high adventure, are not well-suited to HârnMaster. Adventures run in the system are likely to resemble Martin's "Song of Ice and Fire" series rather than, say, Conan or Tolkien. That is, characters are likely to die or be permanently disfigured if they engage in fighting, which might mean that a lot more social interaction between characters and with NPCs would occur. Maybe. Players are a weird bunch. Anyway, I don't think that I'd run this at a table, myself, but I like the ideas a lot in theory, and intend to steal be influenced by a bunch of them for the Computer RPG I intend to write.

Also, the specific version I have discussed here is the 1st edition, which was published back in the ancient days of 1986. Since then, the game has split into two different development tracks: HârnMaster Gold and HârnMaster Third Edition. These have taken different paths of design decisions, with Gold continuing the high-detail, high-realism track, while Third Edition (and the previous version known as HârnMaster Core) preferred to simplify and speed up play.

As a side note, I have a few more Goth of the Week posts in the queue, but I may allow the series to end. It seems to be fairly popular, but I am spending a lot more time looking for decent pictures these days, and I'm ending up with more alt-models than everyday goths. If there's a huge outcry in its favor, I'll keep it going, but otherwise it's just got a few more weeks.