Showing posts with label Swordbearer. Show all posts
Showing posts with label Swordbearer. 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.

Wednesday, May 20, 2015

Aliens In Spectacular Science Stories - The Koni

Not quite right. They should both be lops.
Plus, more rayguns.
As a sort of preview of the way I am going about this, I have been giving some excerpts from the manuscript in progress. Last time was the Haashek, who are pretty much Lizard Men. This time, I introduce the Koni, but I'll only give the specifics of one of the three possible Koni character classes. The other two, the Koni Seer and the Koni Tinker, are going to be specialized versions of the human classes of Psychic Warrior and Scientist, respectively.



Koni

A more typical Koni example.
Koni are small beings, around half the height of a human, and weigh around 12kg on average. They are covered in short, usually brown fur and have long ears that hang on either side of their head. They look rather like a cross between a rabbit and a teddy bear. Koni prefer to live in underground warrens, surrounded by others of their kind, and enjoy eating, sitting in the sun, studying in their study, and producing offspring. They are not, typically, very adventurous, but some few get the urge to travel to distant places, though always with the intention of returning home with stories to tell to the next generations. These special Koni choose between three classes, the Koni Adventurer, the Koni Seer, or the Koni Tinker. Because of their unassuming natures, Koni require unusual amounts of Experience Points to rise above 4th level, no matter which class they choose.

Koni Adventurer Advancement Table

Level
Exp. Points
Hit Dice (d6)
Saving Throw
Defense Bonus
1
0
1
14
+2
2
2,000
2
13
+3
3
4,000
3
12
+3
4
8,000
4
11
+4
5
110,000
5
10
+4
6
220,000
6
9
+4
7
330,000
7
8
+5
8
440,000
8
7
+5
9
550,000
9
6
+6
10
1,100,000
10
5
+6


To rise to levels higher than 10, the Koni Adventurer must accumulate Experience Points equal to double those of the previous level. Therefore, 11th level requires 2,200,000 Experience Points, 12th requires 4,400,000, and so on.

Koni Adventurer Class Abilities

Prime Requisite: A Koni Adventurer may choose whether to use Strength or Dexterity as their Prime Requisite, but the player must choose one or the other on creating the character, and may not change it thereafter. A Prime Requisite of 15+ gives a +5% bonus to earned Experience Points while a Prime Requisite of 6 or lower incurs a penalty of -5% to Experience Points gained, as normal.

Small Size: Because of their size, Koni have a higher Defense Bonus than human Adventurers do. However, they lose all of it if they wear most types of armor, as normal.

Deadly Accuracy: Koni have an almost preternatural ability to hit their targets with ranged weapons. They gain a +2 bonus to hit with any missile or beam weapon. This includes artillery.

Near Invisibility: If they don’t want to be seen or heard, it is very difficult to find Koni. In any non-combat situation, a Koni can move in such a way that they can’t be seen if there is any cover at all, even shadowy areas, and their silent movement is the stuff of spacers’ wonder-stories.

Saving Throw: Koni Adventurers gain a +2 bonus to saving throws against death and poison, and also a +4 bonus to saving throws against psychic abilities.

Establish Warren: At any time after reaching 4th level, a Koni Adventurer can establish a Warren if they choose. Usually, this will be in a pleasant dale, a beautiful river valley, or among pastoral hills. Once established, other Koni will come to settle the Warren.



Obviously, the Koni are very much inspired by the halflings of Swords & Wizardry, but as usual I am trying to eliminate artificial level caps in exchange for procedural, practical limits. The idea for how to increase the class above fourth level came from Brave Halfling Publishing's The Halfling Adventurer. The original idea for Koni came from several sources, notably the Bunrabs of Swordbearer and the whole setup of Bunnies & Burrows, but also the GURPS adaptation of that last.

Wednesday, March 25, 2015

Maybe I'm Back, Plus Updates

Sorry for being away for a while. Burnout, self-criticism, and numerous projects sort of ate my interest in posting for a while. Still, I thought that it would be nice to update you lovely people.

The main project I've been working on, gaming related, is a game that I'm calling Spectacular Science Stories. It is a raygun fantasy game, inspired by the likes of Northwest Smith, Flash Gordon, and Buck Rogers, but also Commando Cody, Star Wars, Captain Video, Barbarella, Firefly/Serenity, Krull, Dune, Foundation, Cowboy Bebop, Lensman, and the Blue Öyster Cult song "Veteran of the Psychic Wars", among other things. I've discussed it a bit before, but I thought it would be worthwhile to give a brief description again.

The basic rules will be derived from Swords & Wizardry: Whitebox. Players will have several choices for their characters, selecting a class and a background. The classes will include (for human characters) Adventurer, Psychic Warrior, and Scientist, and non-human options will include Robots and Aliens or Genelines (with their own class options, usually one or two per alien race or human geneline).

Adventurers are typical action heroes in the Flash Gordon or Buck Rogers mold. Psychic Warriors are, obviously, inspired by Lensmen and Jedi (and Blue Öyster Cult!). Scientists are researchers and inventors, along the lines of Dr. Zarkov or Dr. Huer. These define the basic approach of the character toward the game: the Scientist will have rules relating to discovering the secrets of the universe and building superscience devices, Psychic Warriors will be pointed toward engaging with the moral dimensions of the setting, while Adventurers will be given the normal hustling and murderhobo activities traditional to adventure games.

I will be underscoring the non-physical nature of hit points by four means: the use of a "Death & Dismemberment" table for injury, greatly increasing recovery of hit points, causing Psychic Warriors to spend hit points to power their psychic abilities, and making use of the Swords & Wizardry: Whitebox method of determining damage (that is, everything does 1d6, with a +1 or -1 for particularly large or small attacks; artillery is another story, of course).

I'm planning to give Robot characters an entirely different approach, where they improve only by spending money to buy better body components or software, and giving them a starting budget. This will allow those players who demand the ability to design their characters a route to go, and also play along with the idea that Robots aren't the same as living beings.

I don't know for sure which Aliens I want to include with the basic game, but I am considering Draug (sort-of wolf-bear-men that I found in the Swords & Wizardry Monster Book), Giff (from Spelljammer), Haashek (Lizard Men, though I am not wedded to that name; I might change it to Gorrans, from Starships & Spacemen 2nd edition), Koni (basically humanoid bunnies; Bunnies & Burrows!), Moonspiders (intelligent giant spiders), and Tabaxi. I don't know if six aliens is too many, though, and I'm not sure which ones to cut if I do end up having fewer. I'm pretty sure I want to keep the Haashek and the Moonspiders for sure, and probably the Koni. That would give a tough warrior race (like Dwarves), possibly a subtle and wise race (like Elves, if that's the direction I take Moonspiders), and a small sneaky race (Halflings). Moonspiders and Koni (as Bunrabs) originally were inspired by intelligent races in Swordbearer, but I like them a lot. In the long run, I want to take the Flanaess Sector idea for the Aliens of the setting.

The setting itself will be centered on a Galactic Republic that has stood for a thousand years. Despite living with its old ideals, it has become a corrupted system, with overweening bureaucrats and self-interested politicians running matters for their own benefit. The Temples of the Psychic Warriors have become increasingly out of touch with the needs and situations of the common people, though some Psychic Warriors still try to live up to the spiritual and moral imperatives of their calling. Rocket Rangers with their special battle suits rub shoulders with the Space Patrol and small-time (or big-time) hustlers. Aliens who have transcended the need for physical bodies help and hinder curious humans in distant worlds. Meanwhile, unknown horrors from beyond spacetime threaten to break through and dissolve the minds of humans in backward colonies off the main spacelanes. In this tottering interstellar community, the players scramble to make an honest, or more likely dishonest, Credit.

I have some ideas for spaceship combat which will hopefully give the feel of science fantasy space combat. Well, I plan to adapt one of the abstract space combat systems I've seen. The main slowing point is coming up with inventions for Scientists to develop, but I hope to have at least a couple dozen examples.

Saturday, July 26, 2014

Things I Know About The Middle Sea World 5

A portion of the hilly country along the coast north of the Long Sea is known as Cuniculashire. It is the home country of the Bunrabs, who are rabbit-like humanoids. They have characteristics very similar to those of halflings in other worlds, including the love of eating, living in underground warrens, and so on, combined with certain characteristics similar to those of gnomes in other worlds. They are a bit more gregarious than typical halflings, though, usually living in larger, communal warrens dug into the hills rather than individual burrows. Bunrabs have two special character types not found elsewhere: the Seers and the Healers. These will probably have character classes of their own (Seers may just be another name for Savants, found in Adventures Dark and Deep and A Curious Volume of Forgotten Lore, possibly modified slightly for the Bunrabs). In addition, there are Bunrab Illusionists, similar to the gnomish variety. (For those curious, the Bunrabs are based on, but slightly changed from, the race found in Swordbearer.)

In the northern forests live a secretive race of beings known as the Uldra. These are not dissimilar to the gnomes of other worlds, but have many of their own characteristics. They are described in detail in Dragon magazine #119. Their cavalry ride reindeer.

Elves of the Middle Sea world either live mostly solitary lives (or in very small groups), or else a nomadic existence similar to Romanies in our world. The main exceptions to this are the three Faerie Courts.

Half-elves are pretty much what it says on the package.

Dwarves of the Middle Sea world are sometimes called "Machine Elves". They delve deep into the mountains, and say that they have a vast underground kingdom, where dwarves tend the World Machine. Perhaps this is true, but no one else has ever seen this World Machine, and the dwarves are not very forthcoming about what, exactly, it does. It doesn't help that all dwarves on the surface are self-admitted "deviants". No one, except possibly the dwarves themselves, is quite sure what that means, and the dwarves get quiet when pressed on that point.

"Half-Orcs" represent the more human-like ape-men. They cannot actually interbreed with humans.

There are no gnomes or halflings in the Middle Sea world, but see Bunrabs and Uldra above. Also, none of the various subraces of elves or dwarves exist, at least as player types.

There is a single kingdom, located on the eastern side of the mountains, that knows the secrets of building airships. These ships are expensive, though, and so there are not many of them. There are two sorts, airships with aerial sails, and airships with hand-cranked airscrews.

Sample airship, airscrew type: 40 turncranks, 1 captain-pilot, 1 pilot, 6 officers, 2 carpenters, 2 foremen (that is two shifts, allowing the vehicle to keep going 16 hours per day). Normal speed: 5mph (15"). Capable of bursts up to 20mph (60") for up to 15 melee rounds by tapping the flywheel, then requires 30 minutes at normal speed (or 15 minutes at a stop) to recharge 1 melee round worth of burst speed. Cargo, etc: 20 tons/40,000 pounds (can be used for artillery, troops, extra crew for artillerists and such, provisions, and so forth as well as cargo). Cost: 710,000gp (most of the cost is enchanting the hull so that it can levitate). The airship has 12-72 structure points. They normally mount several cannons on the upper deck, generally at least one facing in each of the four directions, that can be depressed or elevated to hit targets up to 45° off of horizontal.

I don't know what lies to the west, across the ocean. I've been looking to make some saltbox rules that would allow the players to discover that, if that's what they wanted to do.

I don't know what lies to the east, past the Wardoms of the Ablash Isle. Same situation.

The far south eventually leads to a realm of fire and volcanoes. The far north leads to an endless track of snowy wastes. Or so it is said.

For a while, I thought that the Middle Sea world was a small part of a giant ringworld or dyson sphere, but I now know that isn't the case (that would be a pretty neat environment, though; maybe someday, in another campaign).

I don't know who lives in the huge canyon just to the northwest of the sorcerer-kings' lands, but I do know that there is a trade route that passes through there and crosses the desert beyond. Are there bandit kings in that canyon? Possibly. I suspect, though, that it is mostly bands of ape-men.

In the sorcerer-king city-state of Morda, which I'd mentioned previously as being ruled by a necromancer-king, slavery is illegal. Such menial labor is performed by zombies and skeletons. Any slave entering the gates of Morda is immediately made a freeman on request and provided with a small stake to begin a new life. Slaveowners, of course, simply do not bring their slaves within the gates of Morda. However, the occasional escaped slave makes it to the gates and is granted asylum. It may be hazardous for such freed slaves to leave the Mordim lands, however.

Strange froglike beings known as Skwugs live in the marshes along the south edge of the Dead Lake (where the Kindred of Juiblex have their fortress). This is a colony of the main Skwug marshes along the edge of the Salt Sea in the Murai lands, however. How they crossed the desert, and how they maintain communication with their homeland (if they do), is unknown.

Wednesday, January 16, 2013

Random Notes

I don't have much to say at the moment, but here are some things that have been going through my head in relation to games.

- I guess I'm the only person around who isn't thrilled with Tunnels & Trolls. I'm happy for those of you who have been waiting for this.

- I don't know what to make of the things going on with Dwimmermount. I'm sure that it will work out in the end, but I am sadly reminded of the problems that plagued Space 1889 when it was first published.

- It's amazing how many things can go wrong with a boardgame. Still, Ogre is a great game and everything will be excellent, I am sure.

- It's been so long since I've created an adventure in the old style that I forgot how difficult it can be to design a secret door. Does anyone know of any resources that outline different types of secret doors?

- I'm developing a more precise understanding of what my ideal game should look like. Sadly for me, there is no published game that sits in exactly that sweet spot (I'm pretty sure that it's somewhere in the space between OD&D, Runequest, GURPS, Swordbearer, Flashing Blades, Pendragon, and Hârnmaster). I suppose that as my understanding becomes more complete I will be designing something that works there.

- I want to do another Obscure Games review, but I'm just not sure which game I want to do.  Maybe I'll do another poll to find out what other people want to see.

- Pathfinder MMO. But it can't use the Pathfinder rules in any way. O… K? Things have gotten weird in the mainstream gaming companies.

- I played the new X-Wing miniatures game yesterday. It was fun, and feels like flying space fighters in the Star Wars universe should feel. It helps that I won both games (I flew an X-Wing against two TIE fighters, the first time using the quick start rules, the second using the full rules), though the second game was extremely close - I actually lost until my opponent recalled that he wasn't allowed to fire in the situation we were in. I got the opportunity to exclaim, "I can't shake him!" So, that was satisfying.

Tuesday, March 20, 2012

Obscure Games - Swordbearer

It wasn't the cover that attracted me to this game.
Wow, I guess it's been a while since I've made a post at this blog. Reading Brendan's post on the forgotten RPGs, I thought I'd make some quick notes about a few of my favorite games that aren't D&D.

First up, one of my favorite games that I've never played, Swordbearer. This was a fun little thing published by Heritage USA (normally a miniatures company) in odd books 7" high by 8.25" wide. These were designed to fit the box - a box of the same design that Heritage USA's miniatures sets came in! Later, it was reprinted by FGU in a book of more normal dimensions. It's still available from the latter publisher, too, as both a PDF and print book. FGU also made a supplement (same link), which was a campaign setting for the game. Most of the rules are standard, old-school design. There aren't any character classes, per se, but players choose specialization in skill categories (either two different categories or only one but gain bonus skills) and a previous occupation. Wealth is measured not in accounting, but by a wealth rating (a mechanic that has been copied by many games since then, from The Burning Wheel and Reign to Epiphany). The magic system, though, was something special. Spells (most spells, anyway; there is a second magic system based around spirits, which I will get to) are divided among 8 elements, which is a pretty standard idea, but the neat part is how they are powered. A spell-user will collect "nodes" of various sizes (usually power 1 to 3, but nodes of up to 9 power exist). The nodes can be "aligned" to a particular spell or left unaligned. Alignment can be done to any spell the spell-user knows, or he can allow the node to align randomly. Spells are rated in the power of node that they require, and a large enough node can align multiple spells up to its total power. The success of alignment is based, largely, on the number of unaligned nodes that the spell-user commands.

Now comes the fun part. The success chance of using the spell without destroying the node and the speed of casting is based on chaining nodes through a sequence of dominance. Don't you love that the technical language of the game sounds like the sort of thing that a spell-user might say? "Dominance" refers to the fact that each element dominates one element, and is dominated by another one. Thus, Wood dominates Wind, and is dominated by Water. This is similar to the elemental system of real-world Chinese Taoist alchemy. An oddity of the elemental system of Swordbearer is that Light and Darkness are different elements, but are treated as the same element on the sequence of dominance. The longer the dominance chain, the faster the spell, and the less likely that the node will exhaust itself and vanish.

There's a method of determining how often a spell-user finds a node when searching, a percent chance of finding one by accident, plus the Referee is encouraged to place particular nodes where they seem appropriate.

As I said above, there is also a second magic system, Spirit Magic. This also is based around nodes, but Spirit nodes are found in living creatures. There are two ways to use these: either kill the creature and take its Spirit nodes, or align one's own living Spirit nodes. There are four types, based on the four Humors of early medical theory (Vitriolic, Phlegmatic, Choleric, and Melancholy). Each Humor includes six spells, such as Charm, Familiar, Resurrection, or the various Undead spells (including Lich). Spirit magic doesn't have the advantages of the sequence of dominance, and is more powerful but more risky. Since it is rare for an animal to have Spirit nodes at all (for instance, a horse has only 3% chance of having one, and even a winged horse has only a 10% chance), while sapient beings always have at least one (and usually 3), Spirit magicians are usually seen as unwholesome at best.

The combat system is based on the pace of 2 1/2 feet and the instant of 4 seconds. It's a fairly tactical subsystem that is designed to be easily streamlined to description. Kinda like GURPS with less available complexity.

Overland travel is based on the league of 15,000 feet (6000 paces). There's a fairly large table that compares terrain roughness (or altitude) and vegetation cover, plus available roads, and gives the time in hours required to cross each league (rounded to the nearest quarter-hour). For instance, crossing a league of Lightly Rolling Brushland on a Trail takes 1 3/4 hours on foot, or 1 1/4 hours on a horse. There's also a listing of visibility distances for each terrain category (Lightly Rolling Brushland has a listed Visibility of 4 leagues), though this is modified for intervening terrain and altitude so that someone looking over lower terrain might see 12 or even 20 leagues in good weather. There are modifications made for traveling parties that are ill, wounded, exhausted, traveling in bad weather, and so forth. It sounds complex as I write it out, but the actual system seems like it would actually be pretty easy to use in play, so long as the travel table were available and the Referee had maps that included the necessary information - and of course it is not intended as a straitjacket anyway, but rather as a resource that is available to the Referee to gain verisimilitude.

There are a lot of nonhuman races in the game, from standard ones like elves, dwarves, and halflings to unusual choices like harpies, centaurs, and even dragons and giants! In addition, there are races unique to this game, such as bunrabs (like humanoid rabbits - perhaps not surprising since B. Dennis Sustare was also the author of Bunnies & Burrows) or moonspiders (intelligent giant spiders). I'd probably cut the available races down a bit, getting rid of some and emphasizing others (I really like bunrabs, and would like to use them to completely replace halflings - which is something that I will probably do in some of my D&D games, too! I mean, rabbits live in cozy subterranean warrens, they spend their lives thinking mostly about food and mating, and they are stealthy and elusive, but tough when backed into a corner - sounds like halflings to me).

Anyway, Swordbearer is a really neat game. I'd love to play. Who knows, maybe I'll run it one of these days.