Showing posts with label plans. Show all posts
Showing posts with label plans. Show all posts

Friday, January 2, 2026

Making Plans

 I don't know if I'm going to go anywhere with these, but it's the beginning of the year and maybe I should organize my approach to this blog a bit. So, here are some things I might do.

  • Design a setting for GURPS - Starting from the same premise that led to Psi-Wars, I want to start laying out a setting that has occupied a part of my mind for a number of years. It's something of a post-apocalyptic one, inspired especially by S. M. Stirling's Emberverse series, as well as some other sources like the WarpWorld RPG (also, see my review from a while back here; I'd likely be kinder to the game were I to write that today, for a number of reasons). Actually, the setting will also be usable with other game systems, but the only other one I'd be interested in working with is basically out of print and definitely unsupported, and it'd be easy enough to convert so I probably won't bother. Alternately, I have a fantasy setting to work on that in concept goes back perhaps 40 years. I could work on that, too. In retrospect, working on it would not be unlike the Psi-Wars project, but related to the Malazan Book of the Fallen instead of Star Wars, since the world setting is convoluted and political much as Malazan is. Also has incarnate gods running around, too, which the players back then never got to see.
  • Write more Obscure Games reviews - I've got some relatively recent games I want to get to, and quite a few older ones.
  • Finish my overview of Domain Play in AD&D 1E - I just sort of let that one drop, but I do have more to say on the topic.
  • Write some material for MegaTraveller - That's a game I've been missing.
  • Write more AD&D material - I do have stuff to say. I need to sit down and type it out.

 I've also got some other design and theory articles in mind, like discussing the City as Dungeon Crawl concept and comparing it to more abstract methods - and, vice versa, the Abstract Dungeon, such as seen in Worlds Without Number (speaking of which, I need to finish my Obscure Games review of that one). I should probably also talk about the functions and merits of using or not using maps, which is closely related.

Now, let's see if I get to these. 

Thursday, January 12, 2023

New Year, Who Dis?

 It's been almost a year since I last posted in this blog. Does it have any point anymore? Should I just set it aside and let it die? I don't know. Maybe I'll figure out an answer by typing words in this box.

It's not like I've been doing a lot of gaming. I played in a Call of Cthulhu campaign which was a run through the classic Masks of Nyarlathotep adventure/campaign. That was fun, with many gasoline explosions, dynamite explosions, 'splosions, 'splosions, 'splosions. Soon, I'll be playing in a Chronicles of Darkness game, as a high school history teacher who has a yearning for adventure and a burning desire to prove to herself that the paranormal exists. I have a couple of games I want to run in various states of preparation, but lacking a group or venue to play them with or in. I keep considering getting and learning Foundry VTT for GURPS, but that is both a fair amount of money and a serious commitment of time; not even to mention that I have other games than GURPS I'd like to run as well. Perhaps I'll just give up on the idea of using maps and automated tools over the internet and play on Discord, or maybe vanilla Roll20. We had plenty of technical problems getting just the Roll20 videoconferencing feature to work reliably, though.

Now there's the whole OGL 1.1 kerfluffle going on. In the end, I think it's probably for the best that people are giving up on it. Now, we can openly speak of Mind Flayers and Umber Hulks again, no longer constrained by the terms of a peace treaty that WotC offered to settle the T$R/They Sue Regularly wars of the '90s. It seems that they want to return to those days, which they should already know they are doomed to lose. You can't copyright procedures or rules. And good luck telling computer game publishers that you're trademarking "hit points" or "levels". Those ships have long sailed into the public domain. People not even involved with WotC have gotten nervous, but there's no way to revoke a contract that you aren't any party to, so WotC has no say in what happens with other companies that chose to use the same or similar language in their own contracts. Cepheus Engine remains safe, as far as I understand it (though I am not, myself, a lawyer). Still, people should probably switch to a better Open License, like CC BY 4.0.

I've spent time watching anime this past year. Such a fount of creativity, much more so than the really constrained and conventional shows on regular or even streaming TV of the US and UK and related regions. My top five of the last year were Bibliophile PrincessSPY×FAMILYMobile Suit Gundam: The Witch from Mercury, SHADOWS HOUSE (second season), and MADE IN ABYSS: The Golden City of the Scorching Sun. MADE IN ABYSS, particularly, is quite amazing fantasy that I can't recommend highly enough, and the anime so far consists of a first season, a movie that serves as a connection between the first and second seasons, and of course the second season, subtitled "The Golden City of the Scorching Sun". There is also a manga, which is the source material. I'd also recommend Requiem of the Rose King, which is loosely adapted from Shakespeare's Richard III with much added queer romance, and Urusei Yatsura, a remake of the '80s sitcom that gave rise to Teenagers from Outer Space and so served as a brilliant launch pad for Mike Pondsmith's career (not to mention, the creator, Rumiko Takahashi, has a tendency to create series after series that would each constitute the highlight of an entire career for anyone else). Speaking of Mike Pondsmith, Cyberpunk: Edgerunners is also a great bit of anime from the last year. Includes one of my favorite voice actors, Aoi Yuki, if you watch the Japanese dialogue version.

This season of anime has a lot of interest for me, so much that, for the first time in years, I'm probably not going to be able to watch every series that caught my eye. Aoi Yuki has a role in Spy Classroom, which has resemblances to Princess Principal and perhaps Assassination Classroom, the Urusei Yatsura remake is ongoing, The Magical Revolution of the Reincarnated Princess and the Genius Young Lady had a remarkable opening episode, In/Spectre is finally getting its second season, Chillin' in My 30s After Getting Fired from the Demon King's Army was recommended to me by someone who knew I liked Banished from the Hero's Party, I Decided to Live a Quiet Life in the Countryside (please do not fault me for these unwieldy, overdescriptive titles, they are currently fashionable in Japanese fiction) so I'm giving that a go, NieR:Automata Ver1.1a sounds interesting, and there are no less than three new fantasy series that caught my attention, Giant Beasts of Ars, Kaina of the Great Snow Sea, and The Fire Hunter.

I should probably add that anime isn't a perfect dreamland of endless creativity. There is plenty of convention there and potboiler series are not exactly uncommon. I can't bring myself to watch hardly any series that is billed as "isekai" at this point (some exceptions include InuYasha, The Executioner and Her Way of LifeThe Saga of Tanya the Evil, The Vision of Escaflowne, and Ascendance of a Bookworm), anything described as shōnen causes me to reevaluate any interest I might have had, and even my beloved mahō shōjo stories have sort of bogged down into endless repeats of Pretty Cure (with some notable exceptions—the latter being much better than you might expect) or start off strong and then collapse. This season, outside of Pretty Cure (Delicious Party♡Pretty Cure is coming to an end and Hirogaru Sky! Pretty Cure is getting ready to start), there isn't even a single magical girl series, unless you really stretch the definition. At least there is a second season of Tokyo Mew Mew New to look forward to next season.

Back to gaming, I find myself with a renewed interest in Fading Suns, and both Barbarians of Lemuria and Majus are on my shortlist of games I'd run. I'd really like to run a GURPS Voodoo: The Shadow War game, though rather than train a new group to that system I'd rather run Majus. If I were to run GURPS at this point, it would either have to be players who already know the game or else start off with a run-through of Caravan to Ein Arris as a means of teaching the game, starting with a stripped-down set of rules and adding more options as the journey across the desert continues. I still need to go through that adventure and adjust the characters, as it was converted at an early stage when 4E was still operating under the assumptions that governed 3E. As a result, the characters are extremely over-skilled for their descriptions, with mere bandits (to pick one example) wielding weapons at a level of skill more suited to highly-trained commandos. It's like running across 8th level fighters—level title: "Superhero"—everywhere.

That last reminds me, too, of the old City-State of the Invincible Overlord. I've been thinking about that product a fair amount. The idea of "city as dungeon crawl" is one that holds a lot of sway in my head. However, both because that product's copyright is currently owned by a less-than-savory person and because it was always operating under some odd assumptions as to the demographic makeup of its setting, I would rather create my own version, one where there are perhaps fewer shopkeepers who qualify to run their own domain and attract a body of troops, even where not every noble is given a class and level. It would also give me a chance to refine some of the mechanics (I'm not fond of rolling for one type of encounter in the even turns and another type in the odd turns, for example, maybe use a d12 instead of a d6, with type I, general city, encounters on a 1 and type II, local neighborhood/street, encounters on a 2 each turn). I am still interested in the "crapsack city" feel of the CSIO, too, which is not something I am seeing in other city products I've seen under development lately. Maybe I should write an entire post on the "city as dungeon crawl" idea sometime.

Well, I don't think I've come to any conclusions about the future of this blog now, but I do seem to have come to an end of things to talk about at the moment. Maybe I'll write more before another year has passed.

Tuesday, February 18, 2020

Rumblings of Return?

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

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

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

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

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

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

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

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

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

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

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


Saturday, February 8, 2020

Everything Has Changed!

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


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


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

Sunday, August 18, 2019

What? More Than Three Months?

I was looking at Old School RPG Planet, which I highly recommend, and noticed that my blog was underlined for some reason. Hovering over it, I saw that it was because I hadn't updated in over 90 days! What‽

Okay, so I think I'm just going to update on what has been going on with my gaming. I will divide this into four parts, one for the GURPS game I was running and the one I am currently running, one for the AD&D 1e game I am currently playing, one for the Call of Cthulhu game I am currently playing, and the final one for the Fantasy Wargaming game that I am currently preparing. That's going to get long, so I think that I should put in a cut tag.


Wednesday, May 8, 2019

My Gaming Life, An Update And A List

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

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

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

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

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

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

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

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

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

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

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

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

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

Monday, September 24, 2018

Just Updates

Turns out that I am not able to run two games concurrently, so the MegaTraveller game went on a long-term hiatus almost immediately.

Scheduling issues have kept us from meeting much in the last month or so.

I'm probably not going to write up the fourth session of the GURPS Deindustrial Future game in detail. It was a lot of investigation, then the players tried to visit the ranch boss who seems to be the cause of the troubles they've been dealing with. On the way, one of the ranch hands fired a musket at the group as they rode up the road to the ranch, hitting Clementine and severely injuring her. The ranch hand ran off to a fate unknown to the players. When they confronted the ranch boss, it quickly became apparent that the town marshall had visited earlier and been killed, as her spirit was still hanging around and attempted (badly) to communicate with Caleb, one of whose talents is the ability to act as a spirit medium. The marshall's spirit has followed the PCs back to town and is quickly learning how to be an effective ghost.

The nominal fifth session was a mostly administrative one. I discussed how the adventure is going with the players and learned that the reason Caleb's player hasn't really been using magic much is that he didn't know some of the aspects of the Path/Book system, so I helped him out and now all of the PCs are loaded up with amulets and blessings. Both of the injured characters have been given Succor and have healed up in a matter of a few days.

It's been my observation that the Path/Book Adept advantage is priced far too cheaply. After some quick calculations, I think that it should be set at either 15 or 20 points per level. I won't make that change in the current campaign, though I will likely adopt it in the future when using that magic system.

As the current adventure nears an ending, I have been thinking about what to do next—whether to continue the current setting or start up a new one. I'm pretty interested in starting up a new setting for a different sort of adventure with the option to return to the Deindustrial Future one. Something with more melee weapons and fewer guns maybe. The players seem to be interested in continuing with GURPS, which I can live with. Maybe I'll shift back into high gear on the GURPS Greyhawk concept. Or maybe I can do a GURPS Voodoo/Illuminati/Cabal mashup with plenty of wuxia martial arts and spirit warriors.

Alternately, one of the players was in the game when I ran RuneQuest 3rd edition (that's the one from Avalon Hill) a number of years back. He has generated some interest among the other players by talking it up pretty glowingly and I have been playing around with an idea for a setting that uses systems developed for that game.

Or, as you may recall, there's that long list of other ideas I've had, and I have an even longer list sitting in my files right now.

Saturday, May 30, 2015

Ruminating On Gaming Projects

Because the best thing to do when stuff needs
to be done is something else.
Sometimes, you have to sit back and take stock. I've been letting myself run wild and take on a number of gaming projects. I'm not sure if I should continue with all of them, what priority I should put on them, and so on, so it is time to think about that. I'm doing it here because it might help someone else see how another person organizes his thoughts, because someone might mention something that casts this all in a whole new light, and because doing things publicly helps force me to discipline my thinking a little.

First, let me just catalog the projects I have active, or at least semi-active, at this time, not counting actually playing games:
  1. A Top Secret retroclone.
  2. A MegaTraveller retroclone/revision attached to a space operatic setting.
  3. Spectacular Science Stories (aka Rockets & Rayguns).
  4. A Fantasy Wargaming retroclone/update.
  5. A "sixguns & sorcery" setting for GURPS.
  6. Flanaess Sector (for AD&D 1E).
  7. Updating GURPS Voodoo: The Shadow War for GURPS 4E.
  8. Codifying my version of the Trait System.
  9. GURPS Greyhawk.
  10. A magic system for Flashing Blades.
  11. A mashup of Traveller and Flashing Blades.
  12. My ideal roleplaying/adventure game system (mostly in the notes stage). It should be "semi-generic" in that it is intended to cover a number of genres, but all with the same "tone", for lack of a better term.
That, you might notice, is a lot. Several of these projects are stalled for various reasons that I will get to in a moment. Note that some of these have been projects I've undertaken for nearly the whole four-year existence of this blog. If you've been reading this blog for a while, you might notice a couple of projects have been dropped from the "active/semi-active" list, such as the WRG Ancients-based RPG or a couple of attempts at an AD&D setting. The setting, actually, is also an ongoing project, but I'm not counting it here since it is purely for my own private use. I do intend to post about the current state of it at some point. The WRG Ancients RPG served its purpose and has been put to bed. Some of the ideas that came up in it have been incorporated into other projects.

Here's the thing, though. All of those projects kind of get in each other's way. For instance, I frequently find myself working feverishly at one of them for a while, then stepping away to another one, and when coming back to the first one finding out that I want to tear down some of what I'd already done and rework it. That's not really helpful if I ever want to finish any of these, and I do want to do that.

So, the first thing to do is to figure out what is most hampering each project at this point.

  1. I remain uncertain just what direction to take this: should it be updated to the modern world's War on Terror or should it reflect late-'70s/early-'80s Cold War? Each has its merits, and Merle Rasmussen recently presented an adventure for the original game set in the modern day.
  2. Rewriting the rules is a bigger task than I had envisioned at first. Yeah, that's mere whining and I should just get on with it, but the core of the game, the Task System, is turning out to be difficult enough to get the same sense in new language that I wonder if I really understand it. On top of that, I've been considering if I want to continue this way or approach the idea from another direction. That is, is MegaTraveller really what I want, or is there another, less drastic revision of classic Traveller that would be better?
  3. Writing a D&D-based SF game is more difficult than some might think, unless you're just re-skinning the D&D rules with SF chrome, which I'm not. Plus, White Star kind of did a number on my head for a while, since it explicitly took Swords & Wizardry: White Box and made it SF, which is sort of the remit of Spectacular Science Stories. Still, I'm plugging away at this one pretty solidly.
  4. I keep finding myself torn between the desire to present a more-or-less straight retroclone and the desire to update the game considerably. Reining in the latter tendency is exhausting. On the other hand, there were clearly some mistakes made in the original that need correcting.
  5. I'm having a sort of crisis of faith with GURPS. It was my go-to, indeed nearly only, RPG for a decade. As I have been examining what I like about RPGs, though, it turns out that GURPS fails at many of those things. Trying to make a random character generation system for it was sobering. I remain convinced that such a random character system for it is possible and desirable, but it seems like too much work when not being paid to write it. I still have much affection for GURPS, but I have things to work through in regard to it.
  6. Many of the same issues present with 3. are also problems here.
  7. See 5.
  8. While I still love the Trait System, I'm not sure that it fills my own needs anymore. It's kinda being superceded* by 12.
  9. See 5.
  10. Actually, nothing. I just haven't gotten back to it in a few weeks.
  11. It's a crazy idea. It's actually more just a "hack" of Flashing Blades as a space opera, but since Traveller is definitive for that sort of thing in my head that's how I conceived it. Mostly, I haven't yet really convinced myself that it's a good idea, so I haven't done much work on it.
  12. Work on this will be slow. I'm sort of thinking of it as "Hârnmaster, GURPS, Flashing Blades, PendragonRuneQuest, and classic Traveller have a mutant baby". At this point, I'm just writing down notes when I think of something related to it. I want it to have the detail options of GURPS, the breezy character creation of Flashing Blades, the integrated social systems of that game, the personality approach of Pendragon, and the gritty realism of Hârnmaster, RuneQuest, and Traveller. Or something like that. A lot of it is still very much in flux. This is my very own Heartbreaker. Maybe I should call it MOHb (for "My Own Heartbreaker").
I haven't even touched on the half-baked ideas I've had on which I haven't done any significant work. An adventure game that uses the Car Wars pedestrian combat and character rules (yes, yes, Autoduel Champions, Car Wars Tanks, and the Ob-Racing article) as its basis, probably scaled up 4x, so that 1/4" in Car Wars is a 1" square in the adventure game. An edition of Traveller that hits a spot somewhere between the Classic and Mega- editions (probably as a supplement to the Classic edition, since The Traveller Book is back in print). An entirely new Pulp Solar System setting, with my own versions of ancient Mars and swampy Venus (and the other planets). Returning to the WRG Ancients-based adventure game in a more serious fashion. My own attempt at GURPS Warhammer 40,000.

So, how do I prioritize these? I'm thinking that Spectacular Science Stories is my most important project right now, so that should be what I work on until it is finished, with the only intruding project being MOHb. After that, I'll pick whichever one is the most interesting to me at that moment (probably not Flanaess Sector, though, because that would be just too much SF all in a row) and work on it until I'm finished with that one, and so on. One project at a time might just be the best way to go.

What do you think?

*Some people say that this is an incorrect spelling of "superseded". Those people are wrong.

Sunday, September 8, 2013

Setting Notes - Organizing My Thoughts On The World Of Hearth

I've been making maps and writing descriptions toward a fantasy setting to use for AD&D1E (yeah, I know, I keep talking about doing this and then never actually get to the part where I run it - I'm just really particular about my "vision", which makes me a pretentious twit, I realize), to be called Hearth, in keeping with the long tradition of giving worlds names that are similar to Earth. The problem I'm having is that I am really unfocused. I know the things I want, but when I write it, they aren't coming together. So, here's where I'm going to start trying to hammer out exactly what I am wanting to do.

First, there are some things I don't want to see in the world. This isn't going to be the sixguns & sorcery setting I also want to run, so guns are a thing I don't want to see. I don't want player nonhuman races - there may be elves and such, but not as playable races. Hardly as "races" in the sense of intelligent animals. More like spirits with bodies, maybe. Fey races with fey motivations. Goblins with fairer forms. Not to mention the goblins. I don't want clerics, or any proof of divinity in the world. All divine action should be "explainable" in terms of magic or such. Which doesn't mean that there won't be reasons to sacrifice at a roadside shrine, or to join the organized churches. Just that the sort of living saint that is embodied by clerics (or paladins, or druids) won't be in the setting. This also means no healing magic. Speaking of which, alignments will be discarded as the nonsense that they are, in favor of the "For King and Country" system found in an issue of Dragon magazine (so, with clerics and cleric spells gone, the only reference to alignment really left is the M-U's "Protection from Evil" spell, which will be redefined as "Protection from Spirit Beings", meaning anything native to other planes of existence).

OK, on to things that I do want. I want a group of barbarians who live like my understanding of the pre-Christian Irish or pre-Roman Gauls (or maybe a little like Orlanthi from Glorantha), but I want them on the fringes of the setting. I want the PCs to come from a relatively barbaric area I call "Ablashia", which is inspired by some concepts from an obscure game called Legendary Lives by Joe and Kathleen Williams. They will be coming to an empire of sorcerer-kings called the Paynim Empire, to one of the cities on the fringe of the empire. The Paynim include some periphery states with vampire- and pirate-kings (the latter very much like Pirates of the Caribbean, but without guns and cannon - the ideas there are inspired by the volume of Thieves' Guild dedicated to pirates) 
instead, and one of the sorcerer-kings is a lich necromancer who actually does have his people's best interests at heart, using undead to free his people from servitude. I want to draw some concepts from bad sword & sorcery films like The Warrior and the Sorceress, and include an order of fighting monks (not Monks, more like Paladins who are redesigned to better fit the cosmology of the setting; maybe I'll even call them Homeracs) whose religion was crushed and scattered, so they wander the world, dispensing justice according to their code and helping the weak against the strong who want to exploit them. I want a people who have made alliance with dragons, worshiping them and fighting at their side, and even from their backs. I want demon cults, but I want it so that not all demons are inimical to humanity. I want werewolf warbands in the deep woods and assassin cults on distant mountaintops. I want steppe nomads whose elite warriors ride into battle on the backs of bulls, and who make alliance with wandering bands of Minotaurs. I want Elves who are sadly watching the ancient forests fading away, and who are fading with them (their leaders being something like Arafel from The Dreamstone and The Tree of Swords and Jewels, almost gods themselves). I want Dwarves who monomaniacally maintain the world-machine in secret tunnels at the heart of the mountains. I want Goblins who are fairy creatures that steal children and hold terrible markets in the middle of the night.

So, the nonhuman, non-fairy/giant, non-undead, intelligent races. I want Minotaurs, obviously. I also want Githyanki and Githzerai, Mind Flayers, Kzaddich and Tsalakians, Lew Pulsipher's Timelords (Dragon 65), Artificers of Yothri and their Amphorons, the array of non-goblin humanoids (Orcs, Kobolds, Gnolls, Flinds, Ogres, Ogrillons, mainly), Kuo-toa, Locathah, Sahuagin, Beholders, Centaurs, Tabaxi, Aarakocra, Grimlocks, Lizardmen, Bullywugs, Yuan Ti, Galeb Duhr, Treants, Aboleths, Doppelgangers, Harpies, Merfolk, Neo-Otyughs and Otyughs, Ropers, Su-monsters, Troglodytes, Tritons, Neogi and Umber Hulks, Mi-go, Trolls, Thugtoads and Todawan Masters, Glurm (Zen Frogs), Crabmen, Dertesha, Draug, Formians, Ratlings, Mogura-jin, and Maun-Ge. This, as I said, does not include fairy and giant races, the undead, or entities native to other planes of existence (although, perhaps some come from other worlds). This is going to be the hardest to deal with, since as natural creatures they have to exist in places on the world, and I have to work out how they fit with the human nations. Some of them (Githyanki and Githzerai, Kzaddich and Tsalakians, Artificers of Yothri, Mi-go) live in other planes of existence, even though they do not originate there, or on other worlds, so those considerations are not so important. Similarly, a number of these races live under the sea or under the surface of the world, so they just need to be placed generally. But the humanoids, the Draug, and others have their own nations that need to be considered.

Religion is going to be twofold. That is, there are two types of religion: the Churches and the pagan gods (which include demons). The Churches will have a hierarchy that the PCs could get involved in. Those ideas will be similar to the way religion is handled in Flashing Blades. There might also be incidents of divine intervention in rare instances. The pagan gods will have shrines where they can receive sacrifices. They will be individual, powerful beings existing in a particular place. That is, there might be a "Zeus" (Zeus will probably not actually be one of the pagan gods in the setting) who lives at the shrine in Highgate, while another "Zeus" lives at the temple in Payn. The two, Zeus of Highgate and Zeus of Payn, are not the same entity, and don't share knowledge between each incarnation, though a person who has spent a lot of time learning about the "Zeus type" would have an advantage in knowing how to approach a new Zeus encountered at a different temple/shrine. There might, additionally, be slight differences between the two incarnations. The only real difference between the pagan gods and the demons is that demons only exist in one place at a time - there is only one Demogorgon in all the world, who will only be able to show up to one summoner at a time (well, also most of the demons do not necessarily have humanity's best interests at heart). In this sense, the Titans (for instance) are a type of demon. The same could be said for any number of other powerful entities (Bahamut and Tiamat, for example).

There are several competing Churches in the setting. I've written some versions of them on this blog before. There is the Tetradic Church which worships the four Elemental Gods, whose influence is transmitted from the Celestial World to the mundane world through the mediation of the twelve Zodiacal Beasts (the Church is firm that there is no truth to the heretical claims of a secret thirteenth Zodiacal Beast), each of whom has three Decanic Solars. Each Solar has seven Planetars through which the elemental forces are transmitted to the world. This one will be organized mostly like medieval Christianity, with a few significant differences. I'm thinking that they should have an equivalent to the cultus of Saints, but I'm not sure yet how I want to handle that.

Next up is the Fatalist Church, who worship the Lady of Fate, the Weaving Goddess. They have a fairly rigid code of justice which governs them. I base them loosely on medieval Islam, though, so they aren't fundamentalist about things.

There is the Path of the Veil, which is a Church whose holy orders are composed of Monks and Illusionists. They believe that the world is a veil of illusion pulled over the eyes of the inhabitants, who are themselves illusions. This will be a lot like Buddhism in organization. I may have it comprise several independent Churches, similar to the way that Buddhism has everything from Tibetan to Zen forms.

I'm not sure if there will be a Church of the One and the Prime, which would be worshipers of the Modrons. If I do, it will be the most rigid and fundamentalist of the Churches. A place for everyone and everyone in their place.

I don't yet know what the religion of the Homeracs (or whatever I end up calling the reskinned Paladins) will be like yet.

I started out making a huge map of the whole continent - a large affair nearly 5000 miles across and over 3000 north to south. Then I realized: I don't need that much space to start. Canning that large map will actually make the placement of the nonhumans a lot easier, since I can just add area when I get around to them. I still think that I should have a general idea of the layout of the continent, but it will be easier to make a rough map that is penciled in (subject to changes) than to set things down in stone (or ink) right now. That kinda makes me a little sad, since I'd like to have the detail of the World of Greyhawk right off the bat, with the populations and troop dispositions roughed out, but I can live with the more immediate necessities.

If you've gotten this far, I am impressed! Thank you for reading, and I would love to hear your thoughts.

Monday, August 19, 2013

Did You Miss Me?

Two and a half months since I've posted anything here, and for some reason I think that there will still be people reading it. Maybe I'm crazy. Anyway, I've got a couple of things that I wanted to mention, gaming-wise, and so I'm going to post about them now.

First off, I looked in my mail today, and found a neat little packet from Tim Shorts of Gothridge Manor and GM Games. It was an envelope containing the spiffy adventure (originally a one-page dungeon) called "Where is Margesh Blackblood?". It's available in PDF form at RPGNow for "pay what you want", so you could run right over there right now and get it for free, or for a buck or two, or for a hundred dollars if you wanted to pay that much for it. It's a quick little bounty hunt for a wayward bandit. I love Tim's adventures, even the simple ones like this one. Well, simpler than some. There are some neat twists here that will probably have the players questioning their characters' motivations. Or not.

I am still thinking about how best to really review Traveller5. For a quick one-liner, though, I am sad to say that I am not entirely happy with it. Still, it's got some really good stuff in there.

I was recently nudged back toward working on my Top Secret retroclone. I opened the file, but didn't really get anything done. We'll see how that goes. Most of my other projects, such as the WRG Ancients-based RPG, have pretty much been abandoned. A major exception is the MegaTraveller retroclone idea, which I have modified into a version of that edition adapted to my own SF starfaring setting.

People who have been paying attention to that Goodreads widget down there toward the bottom of the right sidebar will have noticed that I have been reading Stephen King's "Dark Tower" series of books. This is my first time reading them. When I finish the one I am on, I am going to go ahead and read the eighth one (The Wind Through the Keyhole) rather than going on to the fifth one. I am told that this is the intended order, and that King only wrote the fifth-seventh ones first because he wanted to finish the story before he dies (the car accident that almost killed him kinda kicked him in the ass to do it quickly). I'm a little bit surprised that I have never seen a gaming version of Mid-World. I like it, though it is substantially different than my own "sixguns & sorcery" setting.

Speaking of my own settings, Tim Brannan over at The Other Side has given us his own version of Appendix N. I think that's a neat exercise, so I've done up my own, as it would currently be. Like Tim's, mine will also include particularly interesting movies (I'll list them after the books, though). I make no apologies for the fact that I include a couple of westerns, and even an SF title or two. I am, however, going to avoid non-fiction and gaming books for now:

Books:


  • Asprin, Robert L.: "Thieves' World" series (editor)
  • Burroughs, Edgar Rice: "Barsoom" series
  • Cherryh, C.J.: THE DREAMSTONE and THE TREE OF SWORDS AND JEWELS (particularly as published together and slightly revised under the title THE DREAMING TREE; can also be found together, unrevised, as ARAFEL'S SAGA)
  • Herbert, Frank: DUNE
  • Holdstock, Robert: "Mythago" series
  • Howard, Robert E.: "Conan" stories
  • L'Amour, Louis: THE HAUNTED MESA, THE WALKING DRUM
  • Lee, Tanith: "Flat Earth" series, THE BIRTHGRAVE, et al.
  • Leiber, Fritz: "Fafhrd & Grey Mouser" series
  • Lovecraft, H.P.: "Dreamlands" stories
  • Martin, George R.R.: "A Song of Ice and Fire" series
  • Powers, Tim: ON STRANGER TIDES, et al.
  • Sabatini, Rafael: CAPTAIN BLOOD, THE SEA HAWK, et al.
  • Smith, Clark Ashton: "Zothique" stories, "Averoigne" stories, et al.
  • Tolkien, J.R.R.: THE HOBBIT, "Lord of the Rings" trilogy
  • Tremayne, Peter: "Sister Fidelma" series


Films:


  • Cat People (the original, though the remake is not terrible) and Curse of the Cat People
  • Conan the Barbarian (it is not Howard, but Milius's magnum opus is still an intriguing fantasy film)
  • The Dark Crystal
  • Dead Man
  • Dragonslayer
  • Excalibur
  • Eyes of Fire (sometimes called Cry Blue Sky)
  • Fire & Ice
  • The Good, the Bad, and the Ugly, and the other two "Man With No Name" films
  • Heavy Metal (the Taarna sequence)
  • John Carter (like Conan, above, it is not the original, but it is still a good science-fantasy film)
  • Krull
  • Labyrinth
  • Legend
  • Lord of the Rings trilogy
  • Pale Rider
  • Pirates of the Caribbean series
  • The Princess Bride
  • Princess Mononoke
  • The Secret of Roan Inish
  • Spirited Away
  • Star Wars (the original, now called "Episode IV", is an excellent fantasy adventure story with coming-of-age themes)
  • Unforgiven
  • The Warrior and the Sorceress
  • The Wicker Man

There you go. I don't know if I'm back in the sense of regular posting, but I hope to at least post a little more often than I have been.

Friday, March 29, 2013

Tell Ya What I'm Gonna Do



There's a little appreciation day coming up, focused on Swords & Wizardry. I've decided to participate in it.

Now, I've been quiet for the last week for a really good reason: my local cable company is making the first two seasons of Game of Thrones available for free for the week, so I've been (re-)watching like heck, and not doing a whole lot else.

I haven't finished any, but I've given some thought and a bit of writing to the next couple of Obscure Games entries.

I hope that you are doing well.