Saturday, June 30, 2012

More Peril

Peril is coming together nicely.  One change will be using a multi-die test for alignment based challenges such as spell casting:

A Lawful alignment character:
roll 2d20 keeping the highest roll when casting Lawful spells
roll 1d20 when casting neutral spells
roll 2d20 keeping the lowest die when casting Chaos spells

A neutral character rolls 1d20 regardless of a spell alignment

A Chaos alignment character
roll 2d20 keeping the highest roll when casting Chaos spells
roll 1d20 when casting neutral spells
roll 2d20 keeping the lowest die when casting Lawful spells

When using aligned weapons, or aligned artifacts the same rules apply.

I am not a fan of the whole alignment thing, but I am trying to turn (a system oddity in my eyes) into a simple and pertinent game mechanic.

More to come...

Sunday, June 24, 2012

Magic in Peril

A quick PERIL RPG update:

The Wizard class does not have sub classes like Druid, Cleric, Necromancer, etc. Instead your spell selection allows you to focus in on the type of Wizard you want to be.

Spells are only separated by Alignment: Law/ Neutral/ Chaos. Your alignment influences your ability to cast spells of a different alignment.

In addition, I am looking to switch up treasure type a bit by basing it on creature HD.  That may not work exactly as I hope, but its a work in progress.

Friday, June 22, 2012

Compleat Spell Caster

As I work on my Peril RPG, I thought it would be instructive to look at and share some golden oldies from my Scriptorium.  Bard Games published a number of Compleat Fantasy books back in the early 80's (Alchemist, Spell Caster, Adventurer) and also created their own game and world books (Atlantis) which were all usable with the grand old game.  For now I will focus on the Compleat Spell Caster and tackle others later.

The Compleat Spell Caster had a price of $7.50 and came in at 42 pages.  As you can see from the back of the book there is quite a lineup information contained within.

I am no artist, so its hard to complain, but its of varying pencil and ink illustrations. Some is good and some looks like stuff your buddy in art class was drawing after the last game session when you assaulted the lair of Grimnak .

The introductory text is calligraphic while the main body is typewritten and looks similar to the work of Judges Guild products.

Pages 3 and 4 describe using the material with common FRPG of the times.  Converting to D&D, Runequest or TFT all require a bit of effort but nothing too difficult.  For example with TFT you's have to figure out IQ and cost of each spell and guidelines are given to help you do that.  Unfortunately they tend to be of the "find something similar and use that as your base."

Interestingly there is a "turn chat" on page 4 The Mystic class turns undead like a cleric, but the Necromancer class reverses the idea and uses the turn chart as a control undead chart. Always liked that touch and we've used it in that manner with Necromancer's ever since.

The spells
CSC presents 4 spell using classes and included with each class are 7 levels of spells.  Each spell level has 6-12  spells listed. Each spell is given a brief summary, below is a sample of the HEX spell from the Witch/Warlock Class

HEX: Allows the caster to "curse" any single creature or being, causing the victims to make all saves at a penalty of -1 on the die. The intended victim's true name must be known in order for the HEX to be effective, or the caster must have in his or her possession a hair, nail clipping, etc. from the intended victim.
SAVE: None
SPELL TYPE: Non-variable

On to the classes
Witch/Warlock (F/M versions of same class)  Described as a naturalist spell caster, in tune with nature like a Druid-but not worshipful of it. Can be any alignment and seven levels of spell given (60+ spells and descriptions follow)

Mystic a sort of holy wizard. Like a cleric they have turn abilities and serve a god, but they must abstain from physically harming any living creatures.  They can use physical force to subdue or stun if it is necessary to save a life-but they have to do penance afterwards spending a day in meditation. (60+ spells follow)

Necromancer described as an evil class of spell caster interested in death and the nether realms. Besides the interesting twist using the turn undead into a control undead chart, he Necromancer if raised from the dead comes back as a random undead spirit! This class I think is the most unique in the book and I've mined it for ideas for years.  (40+ spells follow)

Sorcerer as presented is a scientific spell caster, studying magic and learning through experimentation and research. probably the least interesting in terms of concept. (60+ spells follow)

Sage is sort of a jack of all trades spell caster. There is no specific spell list as the sage can learn from any spell list.  The Sage is limited to level 4 spells from any one category though. The Sage is an interesting idea, but not much space is given to it (roughly 1 column) and it feels a bit underdeveloped to me.

Halfway through the book now and we come to 2 pages on Runes, Symbols and circles of protection.  Each has a minor magical effect and a test vs Int is used to determine if it was drawn properly or not. We used these when playing TFT and B/X D&D as they added flavor to the game and were easy to incorporate.

Next is a brief section on familiars (types/descriptions), and then summoned creatures follow.  This summoned creatures portion is exactly the sort of stuff people THOUGHT was in D&D: Summoning, demons, devils, possession, magic circles etc. This section also includes elemental and a section on animal and pant summoning.  Though no animals are included, a few odd plants that could be summoned are.  The various demons and creatures are all given stats and a brief description and small picture.

Interesting to me is the lack of a Summoner class in this book.  While many clases have a summon spell-given the depth given to the subject here, it seems like a summoner class would have been a natural for this book.

The last 2 pages are really for the GM specifically these are Major Arcana which are secret powerful spells (10) the GM can use or allow characters to find.  Then a list of Arcane items (6) which are unique magical treasures or items.

All in all this book was, and is, a good reference and resource for magic in fantasy games.  While it is clearly weighted towards AD&D it can easily be used for RuneQuest or TFT games and just as an idea generator it remains a good shelf reference.

Monday, June 18, 2012

The chosen F.E.W.

Not a long or particularly noteworthy post.  Just a quick note to say I've decided to have 3 class headings for Peril:


...the chosen F.E.W.

In addition, demi-humans will not be playable races in the core rules, but perhaps a supplement giving those rules will be made if there is interest.  Instead it will be assumed if it is not human, its hazardous, but even people will put you into Peril.

More to come.

Sunday, June 17, 2012

Onward into Peril

Other than honing my MS paint skillz this morning, thoughts of the full Peril RPG book fill my head.  You can download the sample pocket rules for the Peril RPG here.

1. I am contemplating either using only 2 classes (Adventurer/MU) or possibly 3 (Fighter/Specialist/Wizard)

2. No clerics, their turn ability will be put into holy symbols/ magical items and the spells will be integrated into spell list choices

3. Demi-humans: While I prefer race as class, I also see value in having them being antagonists.

4. I want the core rules to be about 24 pages in booklet form. Something I can print and mail out from home in envelopes. I don't want any item to be more than 24 pages, and the range should be 12pg to 24 pg

5. Color code the releases: Red cover for rules, Silver for supplements and Amber (orange) for adventures.

More to come...


Saturday, June 16, 2012

PERIL RPG and other free RPG's from me!

Well just in time for FREE RPG DAY I am happy to announce the PERIL RPG sample is now available as a FREE DOWNLOAD! I even made character sheets for download too!  Just click on the PERIL RPG image in the column to your right to put yourself into more PERIL!

Over the past few years I have made quite a few RPG's and on this Free RPG day, I offer you links to the entire dragon's horde of RPG treasures!

FAR TREK An original series (TOS) inspired RPG
Heroes & Other Worlds, a TFT inspired RPG & a miniatures skirmish game
Rogue Space, a Science Fiction RPG & a miniatures skirmish game rules
Zombies Attack! A Zombie Apocalypse RPG & a miniatures skirmish game

Enjoy the games!

Wednesday, June 13, 2012

More Peril

Thanks for those interested in Peril for commenting. I have an idea for player weapon damage in Peril.  As is the case in most of my game I like to classify weapons and armor as Light, Medium and Heavy.  Then classes are limited to certain classes of weapons and armor--such as wizards only light weapons and light armor.

Now comes the interesting (to me) potential twist for weapon classification and damage in Peril:

Poor Class weapons (cheap, stone, or sketchy)
Light-d4, Medium 1d4+2, Heavy 2d4

Average weapons
Light d6, Medium d6+2, Heavy 2d6

Superior weapons (dwarven, elven, mastercraftsman)
Light d8, Medium d8+2, Heavy 2d8

OR...we just use the basic polyhedral value from B/X.

Please take a second and Vote for the weapons damage you prefer.

Then there is experience.  I plan on using monster HD as the XP value for slaying a beast.  Yup it will markedly slim points needed for level achievement but its a lot simpler to figure out.  Oh and gold and treasure do not give you XP, they are their own reward.

Last with each level you gain get 1 point to spend either adding +1 to an ability or spell you already have OR learning a new one.  Clean simple and insures every character is unique.

Tuesday, June 12, 2012

Peril RPG: What's it like?

M.J. asked a very good question-in a nutshell-how is Peril different from Sword & Shield (or I guess from any other game design I have done.)

M.J. I am glad you asked.

1) It will be compatible with D&D stuff.

2) Standard 3d6 Attribute roll up, but only 3 attributes Body, (STR/DEX) Mind (INT/WIS), and Will (CON/CHA).

3) Characters will also gain abilities with each level. These add bonuses to doing things and allow each character to be built uniquely over the course of play.

4) It will use ascending AC which acts the "to hit" target number in combat

5) It will use classes, hit points, standard SRD spell lists and monsters.

5) Magic will work a bit differently in Peril.  No Vancian magic system, but something different instead.  In a nutshell your MIND attribute is your target number.  To cast a spell you roll a d20 and add the level of the spell being cast to the d20 number rolled. Compare the resulting sm to your MIND attribute.

 If the sum is equal to or under your MIND score-the spell is cast, and can be cast again!  If not the spell failed and cannot be cast until 8 hours rest and study of the spell again.

In the end its my own spin on creating an easy, fast and fun entry to playing the grand old game while allowing use of a lot of great stuff out there.  I want my "Basic rules" to come in at 24 pgs and the free Pocket version will be 8 pgs.

Monday, June 11, 2012

Pocket Full of Peril RPG

Who is designing it? Me

What's it like? Searchers of the Unknown mashed up with Microlite and a pinch of my own madness. 

Where can I find it? Here, first as an 8 pg pocket mod sample, and probably a more robust bootleg, homemade booklet version for sale.  

When will it be ready? I am hopeful the first pass pocket mod booklet will be out this weekend.

Why should I care? Not sure you will or should, but people who say they don't care really do so it's all the same to me. :)

Question for you: Which name do you prefer Peril or Pocket Full of Peril? Let me now in the comments section please.

Ignore cover images, they are Frazetta's and won't be used for the game cover of course.

Friday, June 8, 2012

Ever see this?

I thought I knew every FGU game--but clearly I am wrong as I had never seen nor heard of this game?  Anyone know anything about it?