Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Wednesday, December 31, 2025

End of Year Assessments and Aspirations

 

Gaming projects I've been noodling around with and their working titles, an incomplete list:
 
Flanaess Sector: reskinning AD&D 1E as a space opera game, with new classes, spaceship combat, equipment from 1E/4E Gamma World, and intelligent aliens drawn from the intelligent species of Monster Manual/Fiend Folio/Monster Manual 2.

Towers of Saltgate: city-as-dungeon-crawl supplement in the tradition of City-State of the Invincible Overlord, the Chaosium Thieves' World boxed set, or even modules like "Dwellers of the Forbidden City".
 
Shining Swords: a space opera game in the tradition of Star Wars ("A New Hope" more than any of the other chapters), Traveller, or the Eric John Stark stories of Leigh Brackett, using the rules system found in Flashing Blades, especially including the careers and social climbing adapted to space fantasy; possibly with psionics, but very much not sure about that - even if it does, note that moving things with mind power did not show up at all in that first chapter of Star Wars.
 
Millennium: medieval fantasy, covering 486CE-1487CE, Europe to Persia, Scandinavia to North Africa. Really, a thorough revision and reworking of Fantasy Wargaming by Galloway et al.
 
Alpha Cephei: using the Cepheus Engine SRD to clone the MegaTraveller edition of Traveller, with my own setting centered on Terra.
 
Days of High Adventure: my own D&D, working from the already very stripped-down Swords & Wizardry: White Box, stripping it down to the barest essentials, then building it back up to a more complete rules set focused on long-term campaign play, possibly in combination with Towers of Saltgate, but certainly some sword & sorcery setting; would include faction rules and other GM tools designed to allow players to take full initiative and agency.
 
I really should just pick one at a time, focus on it, and not throw it away when I get frustrated with it… and try to ignore the most frustrating part, publishing and production, until I can actually look for solutions to questions like editing, art, and layout.

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.

Monday, June 1, 2015

Magical Girls In Old School SF Gaming

Mahou Shoujo Madoka Magika, title also given as
Puella Magi Madoka Magica
I used to be embarrassed to admit it, but I have a soft spot for Magic Girl anime. I've given up that embarrassment (and honi soit qui mal y pense). Sailor Moon, Minky Momo, Fancy Lala, all of them. The genre has a romance and innocence that I need as a counter to my usually grim, gritty, noir predilections. I only ever bought (and still own) two Tri-Stat games: Ghost Dog and Sailor Moon. In some way, that explains a whole lot about me.

As many of you know, I'm in the middle of writing an SF game based on Swords & Wizardry: White Box, which takes a different tack toward the material than White Star did.

What brings these two facts together today? It turns out that there is a release for White Star of a supplement that details a Magic Girl character class, Star Sailors. Obviously, I bought it right away. It's good, if you like that sort of thing, and I do. I will have to make sure that, whatever I end up doing, it will remain compatible with this. I will have to point people toward it in Spectacular Science Stories. It can be an alternative to the Psychic Warriors, perhaps as a rival "organization". Since it can be thought of as similar to the Green Lantern Corps or perhaps the Lensmen, it even fits the setting to some degree.

Star Sailors are empowered by the Star Entity to fight against the Gloom. They gain several abilities, such as their Transformation and Starlight Wand, the Starlight Blast (100' range increment, 1d6+level damage) and the Mascot, and especially the Color of Their Heart power. Those last have names like Royal Passion Rapture (for the color violet), Luminous Courage Glow (for yellow), or Lava Ray Escalation (for red). The Mascot is an animal companion, very intelligent and wise, that grows (or "evolves") as the character rises in level.

(Hat tip to Tim Brannan for bringing this to my attention.)

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, April 15, 2015

Aliens In Spectacular Science Stories/Rockets & Rayguns

Yeah, I am still thinking about which name to use. I think that, at least, SSS will be the working title.

Anyway, aliens. Since the game draws on a wide range of sources for its inspiration (I'll do an "Appendix N" post soon), it also draws on a wide array of types of alien races. On the one hand, humanoids, even ones that can intermarry with Humans, should be really common. On the other hand, some of the aliens in the source material get really weird and "out there". A really common trope is the alien race that is a lot like our stories of spirits and demons, being non-physical and capable of manipulating the physical universe in various ways. The original Star Trek series was particularly good for providing visual examples of these, but they were common throughout the history of the pulp raygun fantasy stories.

I'd talked earlier about the idea of the Flanaess Sector, but that was originally targeted at a more "hard" SF setting, where what we know of physics was important. That isn't a concern in raygun fantasy, so I've been looking at other monsters to include as aliens. I probably still won't include elves, since that would make things look a little too much like 40K for comfort!

I'm particularly interested in some of the more obscure entries to be found in the OSR, actually. The Kzaddich and Tsalakian (pdf), originally found in Footprints magazine (and John Turcotte's dreams prior to that), were put into the OGL when they were added to the Swords & Wizardry Monster Book. I think that they would be perfect for raygun fantasy. In the Adventures Dark & Deep Bestiary, Joseph Bloch provides an interesting creature called the "Genius Loci", which resembles a number of creatures from the original Star Trek, from various adventures of Northwest Smith, and so on. Mr. Bloch helpfully included that entry under the OGL.

I mentioned a number of creatures that fit in the Flanaess Sector article, such as the Flumph, Grell, Otyugh (or Neo-Otyugh), Myconids, Ropers, and so on. I think that I can replace the Mind Flayers with the Thelidu (they fit into the idea of raygun fantasy a little better anyway, since they were specifically developed for a science-fantasy influenced setting, Dwimmermount), which were included in the Swords & Wizardry Monster Book by James Maliszewski. The Umber Hulks who attend on Neogi could be replaced by Joseph Bloch's Underground Goliath.

All of that aside, it should be pointed out that nearly anything that fits into a fantasy world will also fit into raygun fantasy worlds. Notably, some of the horrors in Rafael Chandler's Teratic Tome are extremely appropriate to the sorts of pulp SF that falls into the raygun fantasy category.

I should write a manifesto, of sorts, of raygun fantasy.

The main thing that I'll need to do is work out which aliens are most common and have star empires of their own. I already know that I want the Thelidu to have one, with a sector of Ropers resisting them, and I certainly want an empire of Myconids (or maybe Skathros's Mushroom-men).

In the end, though, all of that is pretty much background to the central theme of the game, which I will talk about next time.

Edit 4/26: I didn't get around to talking about that central theme in the next post, but I will. I started to approach the discussion a couple of posts later, when I began to lay out what, exactly, I mean when I say "raygun fantasy".

Monday, March 30, 2015

Aliens In Spectacular Science Stories - The Haashek

As I work on the options available to players, one area that requires a bit of work is the selection of aliens that the players may choose to play. Some are more involved than others, of course, but a number of the options I have been considering require only a single alternate class. For instance, the Haashek (or Gorrans, I still haven't decided) have only a single class option, similar to the Human class of Adventurer. It is called, predictably, the Haashek Adventurer, and the class is based on the Swords & Wizardry monster stats for the Lizardman. I'll give the writeup as it currently exists, and then discuss some of the features.

                                                             

Haashek

Haashek are reptilian humanoids whose civilization is centered around the abundant wetlands of their homeworld. They are very pragmatic, perhaps even cold and calculating by Human standards.

Haashek Adventurer Advancement Table

Level
Exp. Points
Hit Dice (d6)
Saving Throw
Defense Bonus
1
0
2+2
17
+4
2
2,000
3+1
16
+4
3
4,000
4+1
15
+4
4
8,000
5+1
14
+5
5
16,000
6+1
13
+5
6
32,000
7+1
12
+5
7
64,000
8+1
11
+6
8
128,000
9+1
10
+6
9
256,000
10+1
9
+6
10
512,000
11+1
8
+7


Haashek Adventurer Class Abilities

The Class Abilities of Haashek Adventurers are exactly the same as those of a Human Adventurer, except that the Haashek Adventurer may not choose a category of Weapon Specialization and the Haashek Adventurer has the following Class Abilities additionally:

Natural Armor: Because some of the Haashek Adventurer’s Defense Bonus comes from the alien’s natural armor, they retain a +4 bonus to Armor Class even while wearing other armor. As usual, though, the extra bonus for higher level goes away when armor is worn.

Breath Holding: A Haashek Adventurer, like all of the race, can hold its breath for a very long time in comparison to Humans. If the specific amount of time becomes important, count it as 10 rounds (of 10 seconds each) for each point of the Haashek Adventurer’s Constitution score. This gives a range of from 5 to 30 minutes before the Haashek has to take a breath.

Movement: Haashek are fairly ungainly and slow-moving on land, but swim quickly. On land, a Haashek Adventurer has a movement rating of 6, but they swim at a movement rating of 12.


Claws: Haashek Adventurers take no penalty for attacking unarmed, due to their sharp teeth and claws.

                                                             






In many ways, this class is much like the Human Adventurer, as it notes. There is an additional 1+1 Hit Die at all levels, and the progression of the Defense Bonus is significantly different (Defense Bonus is a special bonus to Armor Class given to a character who is not wearing armor; this is to encourage genre conventions, and I took the idea from the WotC Star Wars RPG). On the other hand, the Haashek Saving Throw (single saving throw system) is significantly worse than the Human one, which starts at 14. Since I plan to use the Saving Throw as the basis of any technical skills like piloting spaceships and so forth, the Haashek is at a significant disadvantage in any situation other than combat, but in combat they are definitely superior in most ways (though the Human advantage of being able to choose a category of weapons with which they gain a +1 bonus to hit, and if hand-to-hand weapons a +1 bonus to damage, is pretty helpful too). The experience chart for the Haashek Adventurer is worse than the standard Human Adventurer, too, starting at 2000 xp for 2nd level, where the Human achieves 2nd level at 1500 xp. All classes in the game double the required xp at each level increase, with no level limit other than that geometric progression. The Haashek also gains a few minor benefits based on the monster writeup in Swords & Wizardry, mainly movement and breath holding, but also the natural weapons and armor.

I'm still not sure what the Haashek/Gorrans should look like. The picture above is one way to take it, but I'll probably leave it up to the artist I choose to illustrate them when I get to that point. Maybe they look more like Sleestak, or Gorns, or whatever.

Other aliens may have multiple class choices. For instance, the Koni ("coney", get it? I kill myself) will be able to choose from Adventurer, Seer, and Tinker in my current thinking. These classes somewhat parallel the Human options of Adventurer, Psychic Warrior, and Scientist, but will be somewhat different to adapt the specific details of the Koni race of course, such as generally reduced Hit Dice, sneakiness/unobtrusiveness, and so on. Mostly, I am thinking of ways to adapt some of the types from Bunnies & Burrows to that alien race and the needs of a raygun fantasy setting.

One other thing: I am thinking about changing the name of the game to Rockets & Rayguns, to keep the assonances of Dungeons & Dragons. Do you think that's too much? Is Spectacular Science Stories a better title?

Friday, March 27, 2015

Adventure Games, Goals, And Spectacular Science Stories

Adventure games are often presented, these days, in a manner that doesn't emphasize what you are supposed to do as a player. The first games were pretty straightforward and objective: collect whatever marker counted for points for your character (usually this was money, either as a means to get experience points or for the benefits that the money could produce directly in the game setting). Later, the objectivity dropped away and the goal became, basically, to guess what would please the Referee and have your character do that, because the Referee was effectively told to give out a number of these points on a purely subjective basis. Still later, there was no clear objective presented for games (by now universally called "roleplaying games" instead of "adventure games"), with the players expected to develop objectives for their characters in advance and pursue them without any real support from the game system.

Since I am basing Spectacular Science Stories on a set of rules (Swords & Wizardry: Whitebox) that is close to the earliest games, I want to try and stick to the objective method of giving out success points to the characters. Unfortunately, this presents a small problem, because there are three different sorts of raygun fantasy story that I am trying to emulate. I could probably make this simpler on me by getting rid of one or two of the three character classes, but I don't think that the game would be as enjoyable if I did.

First, there is the Adventurer. This can be dealt with just as in traditional adventure games, as the prototypes include such figures as Northwest Smith, who was just as much of a money-grubbing adventurer as any in D&D. Nothing needs to be done there. Next, there is the Scientist, for which I have found a great way to offer carrots that point them toward the sorts of behavior that you'd expect from that type of character (basically, they can get special benefits from exploring the mysteries of the universe).

What I'm left with, though, is the Psychic Warrior. This one is difficult, in no small part because they are portrayed in the source material (Star Wars and the Lensman stories, mainly) as above such venal matters as money. How do you give objective rewards to someone like that? Obviously, they could get experience points for "defeating foes", but that's entirely secondary in the rules to getting paid. I also want to make them, in some ways, like paladins, with few (and minor) technological items, relying on their psychic powers rather than worldly concerns in their pursuit of moral perfection. I've got some rules for "fallen" Psychic Warriors who fail in their moral pursuit, of course, but I'm still trying to work out how to make them advance properly. I don't want to just give them a set of experience point goals that are special to them and no one else. Maybe I should just add a set of "karma" experience point awards for performing specific objectively-determined actions. Not sure how I'd go about that, though, and there's the matter of what to do about villainous "fallen" Psychic Warriors.

My first thought was to let them donate their money and found items to the Psychic Warrior Temple and get extra experience points for that, but that doesn't seem quite right (though I probably will keep that, and also give Adventurers and Scientists a way to boost experience points by giving up money too). If you've got any ideas, I'd appreciate it.

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.

Tuesday, October 7, 2014

Science Fantasy Space Opera Game


One of the things I am working on lately (because apparently I don't want to have any spare time to rest) is a science fantasy space opera game based on S&W:Whitebox. I like the streamlined mechanics and simplified character system. I've been thinking that there should be three character classes available to players for human characters: Adventurer, Psychic Warrior, and Scientist. Adventurers will be the general sort of adventuring character. Psychic Warriors take a cue from Star Wars, Lensman, and Blue Öyster Cult. Scientists will be of the sort who want to learn about the universe and build new inventions (and there is absolutely no truth to the idea that any of them are "mad", that's just absurd; "mad" they call me - but it is not I who am mad, it is they, with their blind adherence to "convention" and "morality"!). I plan to adapt the invention rules from the original Space 1889 for them, changing the specifics to fit the setting.

After that, I want to allow robot characters, but they won't get experience points. Instead, they will spend money to buy better equipment for their bodies and software upgrades, or even backup copies and extra bodies. The idea is that robots don't actually "think" or "learn" as such, but act in a way that is very sophisticated otherwise.

Alien races will probably have 1 to 3 character classes available for each, and I'll probably include a couple in the base rules that are just variations of Adventurer. I also might include one alien race that is more complex, as a sort of example of how it can work. I don't know if I'm going to adapt some of the ideas I had for the Flanaess Sector to this, but it would be pretty cool to have at least one or two of the aliens be from D&D. Gulguthra are pretty alien and fit the tone, and I've always liked the Neogi/Umber Hulk pair (though, of course, I'd have to use one of the Umber Hulk simulacra out there, since that is one of the monsters that WotC has reserved to themselves; I like the Underground Goliath of Adventures Dark & Deep). Not sure if those are suitable for beginning players, though.

I'm going back and forth on adopting an idea from the WotC Star Wars game and having the Psychic Warriors power their abilities with Hit Points (and then have a second pool of Body Points based strictly on Con). Right now, I am leaning away from the idea and just using a regular pool of Psychic Power Points for Psychic abilities.

I'm also going back and forth on genetically modified beings. I think that, if I do include them, they'll just be another sort of alien species, game mechanically speaking. I kinda want to have a space nation that is all about bio-tech, full of gene-lines that act as a social stratification, and such. Not sure, though, how I would make it so that players wouldn't just choose a genetically "improved" gene-line as a matter of course. Maybe I should take a hint from Dragonquest on that.

I'll include a form of alignment, based on the idea of Light Side/Dark Side Force (actually, I plan to draw on the ideas of community power as opposed to individual power), but it will only be important at all to Psychic Warriors. I like that idea of a sort of "paladins", "fallen paladins", "anti-paladins", "redeemed paladins", and so on.

I want the setting to be centered around a Terran Federation of some sort, but one that is teetering on the brink of collapse, like Rome in the early 5th century or so. I have some ideas for surrounding stellar states that can act as the barbarians getting ready to overrun the Federation. I also think that it might be worthwhile to provide hints that could lead to the Star Wars storyline of an evil manipulator setting up conditions for the Federation to become an autocratic state, but that a Referee could ignore if she wanted.

I do want the Federation to be an increasingly militarized one, with police forces that set up checkpoints where they check people's papers at random, engage in warrantless searches in force, and so on, because that stuff can lead to fun adventure, I think.

Wednesday, April 17, 2013

[Obscure Games]Swords & Wizardry


Well, here it is, the first Swords & Wizardry Appreciation Day. Perhaps this will be the only one, or perhaps there will be more. Certainly, a number of the people involved are making posts all week! I'm just doing the one, though, because I am a lazy blogger.

Of all the retroclones, Swords & Wizardry was the most interesting to me from the start. Where Labyrinth Lord and OSRIC presented the rules very closely to the source, S&W chose to make a couple of significant changes that streamlined play (and also moved the rule sets further from the possibility of the current D&D copyright holder choosing to engage in legal shenanigans to try and suppress the game). It turned out that the legal worries were not very important but, as often happens when constraints are placed on creativity, it resulted in some really interesting design choices that further illuminate what we mean when we talk about "D&D", and even roleplaying in general. For that alone this is an important set of rules. However, it is also an elegant and fluid set of rules that works well at the table.

Swords & Wizardry comes in three basic "flavors": Whitebox, Core, and Complete. Each of these represents a version of the original D&D rules set, with varying amounts of influence from the four supplementary booklets that were published for use with it. S&W:Whitebox sticks almost entirely to the original three booklets that came in a white box. S&W:Core adds material from the first supplement, Greyhawk. S&W:Complete adds more material from the supplements, and furthermore continues on to some of the early options presented in The Strategic Review and the first few issues of The Dragon magazine (before it lost its "The"). In addition to these basic "flavors", other people have put together versions that emulate the Holmes "Blue Book" edition of Basic D&D, that reskin the whole thing for Japanese-style fantasy adventures (Ruins & Ronin), and so on. In addition, there are a few supplements that alter the basics to better fit specific settings (my own favorite is Savage Swords of Athanor). The Whitebox and Core versions are published as POD products on Lulu.com by Mythmere Games, while the Complete version is published in print by Frog God Games. Over there on my blog's sidebar, there is a link to the online SRD for S&W:Complete, though. Also, Mythmere provides free versions in PDF and even .rtf format for those who want to use the text to write their own version.

S&W:Whitebox strips the game almost to its barest essentials. There are only three character classes: Cleric, Fighter, and Magic-User. The stats have very minimal effect on characters, generally giving only a ±1 to rolls affected by them, though experience bonuses are the real benefit. Each character class starts very similarly in hit points, with Clerics and Magic-Users getting a single d6 hit die at first level, while Fighters get a d6+1. These quickly change as the classes go up in level, with the Magic-User rising only to 3d6 at fifth level, while the Cleric has 4d6 and the Fighter 5d6 at the same level. Every character has a saving throw determined by level, with the Cleric and Magic-User starting at 15 and the Fighter at 14, each improving by 1 point per increased level. This roll is used for any instance where a saving throw is called for, though certain specific situations may have modifiers (dwarves, for instance, get a +4 to saving throws versus magic). There is an option to use a saving throw grid derived from the original game, for those who are unable to function without save categories. Characters are given experience charts up to tenth level, with anything higher presumed to be according to however the Referee wants to handle it. Magic-Users do have an expanded chart indicating their spell use at higher levels, since sixth level Magic-User spells aren't available until a character reaches twelfth level.

Damage of all weapons, as in the original edition (and the Holmes Blue Book), is always a single d6, though a modifier of ±1 is given for heavy or light weapons. Armor Class, in a particularly interesting move, is given in both the traditional descending form and also in the innovative ascending form of the WotC editions of D&D. So, an Armor Class might be listed as 5[14], with the number in brackets being the ascending form. The license to use the rules does require that this format is always used for Armor Class, so derivative games need to do so. This ensures that the players and Referee will be able to choose which they prefer at the table.

Other than lists of equipment, spells, and monsters, and a system for placing treasure, that is it. A completely simple set of rules that avoids the sometimes odd emergent behavior and occasional outright missteps of later editions of D&D.

The somewhat longer S&W:Core adds a number of things from later supplements for the original D&D, such as an optional Thief class, variable weapon damage by weapon type, variable hit dice per class, and expanded spell listings up to seventh level for Clerics and ninth level for Magic-Users. There are a few spells that I'd use the Core versions over the Whitebox ones (Contact Other Plane, I'm looking at you), in part because they are actually closer to the original writeups in the three original booklets, and in no small part because they work better than the Whitebox versions.

In addition, Core explores hirelings in more detail, adds a rudimentary mass combat system, more monsters, and more treasures (especially increasing the number of magic items).

S&W:Complete finishes this by adding all of the fundamental classes that most of us got used to in AD&D, such as Rangers, Paladins, Druids, Monks, and Assassins.

For myself, I am especially attracted to the stripped-down, house-rule-ready version that is Swords & Wizardry: Whitebox. I am particularly attracted to stripping out (arguable) mistakes like the Thief class, as well as questionable "improvements" like variable hit dice and variable weapon damage. A house rule that gives secondary skills to characters whose "class" is simply a description of whether or not they use magic spells, such as the skills system in Savage Swords of Athanor, seems like a good way to avoid the need for a large number of character classes while also separating character class from the idea of a character's profession. Merging that with, for instance, the secondary skills system that is in Adventures Dark and Deep might be a fruitful way to go, actually.

Another useful item from Mythmere Games is the Swords & Wizardry Monster Book, which includes (according to the back cover) 265 monsters from the original books (0e-2e), 3 monsters from the third edition, 9 monsters from Monsters of Myth, and 186 monsters never before seen in print. Some of the entries are dull (it's difficult to make a wolf interesting, but it is something that needs to be statted out), some are interesting (the Wandering Hole!), and some are spectacular (such as, for me, the Tsalakians and Kzaddich, the Artificers of Yothri and their Amphorons, and the various Toad monsters such as the Yurmp and the Todawan Masters, among others).

Most of the books from Mythmere Games are available for free in electronic version, and none of the books is very expensive in print. The Frog God Games version is available online (again, the link is over there to the right), and is not too expensive in print either.

Tuesday, April 16, 2013

Swords & Wizardry Appreciation Day Sales

Swords & Wizardry Appreciation Day, which is going on as you read this (my entry will go live in a few hours), includes a few sales which will last only one day. Here is information about two of them:

From Frog God Games:

Frog God Games has discounted their entire line of Swords & Wizardry products for 1 day only in celebration of Swords & Wizardry appreciation day (April 17th 2013). The discount is good for 25% off S&W Products but you must use coupon* code SWApprDay on April 17th 2013 at check out. 

*The coupon excludes items less than $1, S&W Cards, Pre-Orders, and Subscriptions.


From the S&W online SRD:

Here is the coupon code for the Swords & Wizardry Appreciation Day sale [17 April 2013]!

SWAD252013

It applies to everything listed here: http://shop.d20pfsrd.com/collections/swords-wizardry-appreciation-day

Happy S&W Appreciation Day!