Friday, December 3, 2010

Pocket Full of Peril #2

Pocket Full of Peril#2: Tomb of Ice
High above the village along the Frostmarch trail, travel and trade has come to a stop.  While winter's icy grip normally chokes the pass from time to time, whole groups have gone missing recently and the abundance of massive sized tracks and blood in the snow signifies something besides old man winter is attacking travelers.  Are you brave enough to discover who or what it is?
Tip of the cap to Dyson for the geomporphs used in this Pocket Full of Peril

Thursday, December 2, 2010

We're off to outer space...

Over the past few years I've read any number of Sci-Fi themed postings on blogs. Whether its about Sci-Fi TV shows, movies, novels, comic books, or games, it seems like nearly every possible one I'd ever heard of has been covered...except for one.  There were three major sci-fi influences in my life growing up: Star Trek (Kirk/green slave girl style), Star Wars (Make mine midichlorian free please), and STAR BLAZERS.  Hands down one of the best theme songs ever.  I'd watch an episode while scarfing breakfast, then sing it running all the way to school, and I still find myself singing it now and then out of the blue.  In fact I am sure if call either of my brothers and say 'Our Star Blazers" they'd sing every damn line.  I can't think of a whole lot of things that stick with you through life or make such a huge impression on you, but Star Blazers is certainly one of them.  Here is the opening theme...get ready for greatness!

In my mind Star Blazers is kind of the best mash up of Star Trek (one crew, one ship) with Star Wars (save the world mission, young boy grows into manhood and leadership, old trusted Sensei passes on, lots of combat).  What also made it so intense was the time limit: One year to save the Earth! At the end of every episode it would say something like, "Only 214 days left for the crew of the Yamato to save the Earth!" Holy Cow-will they do it?  I COULD NOT miss an episode because I had to know IF Derek Wildstar, Mark Venture, and the rest of the crew of the Yamato would save the Earth! We'd gobble breakfast while watching the crew struggle to save the Earth battling the foppish and evil Gamilon Leader Desslok to reach Iscandar!  

If for some reason you are unfamiliar with the brave crew of the Space Battleship Yamato, the power of the wave motion cannon, and Star Blazers in general you have a fantastic new discovery!  A live action movie version of Star Blazers just opened in Japan!  I can't wait to see it, here is a clip below.
 
We're off to outer space
We're leaving Mother Earth
To save the human race
Our Star Blazers

Searching for a distant star
Heading off to Iscandar
Leaving all we love behind
Who knows what danger we'll find?

We must be strong and brave
Our home we've got to save
If we don't in just one year
Mother Earth will disappear

Fighting with the Gamilons
We won't stop until we've won
Then we'll return and when we arrive
The Earth will survive
With our Star Blazers

Saturday, November 27, 2010

Pocket Full of Peril #1

In a moment of chocolate and peanut butter like inspiration, I took this idea from the geomorphs from Dyson and mashed it up with  the note card genius from ze bulette.  As a result I have the first of what I hope to be an on going project called: A Pocket Full of Peril.

Each will print and fit onto a 3x5 card.  The story set up will be given for each Pocket Full of Peril.  Each room type and basic contents will be listed in note form so they are system generic.

Pocket Full of Peril #1: The Mines of Dol Muir
It was once a fledgling dwarf hall, while mining the dwarfs unearthed an horrific idol that unleashed an ancient evil.  The dwarfs managed to imprison the beast back in the idol and then abandoned the hall.  The tale is a legend, but someone or something is now digging in the old halls trying to find the idol and unleash its power.  What is the idol? Who is trying to find it? Can the players stop them?

I decided it would be a Necromancer and some cultists using undead labor to do the digging. So with out further ado, here is my take on Pocket Full of Peril #1: The Mines of Dol Muir.

Ideally I'd like for other people to create their own contents for each Pocket Full of Peril on their blog. Each person would base their version on a specific theme.  Like Goblins, Dark Elves, Undead, Bandits, or Frog Men, etc. Below is a blank for you to use and post on your site filled out. I look forward to seeing your version!  Please post a link back to the original on your site, and put a link in the comments section here under each Pocket Full of Peril to create a complete resource for each release. Thanks!

Saturday, November 6, 2010

Happy Birthday to the Corps and me

11/10 is coming up and I share that day of creation with our own U.S. Marine Corps!

Regardless of who sits in the White House, or which party is currently guiding the U.S. nation, the men and women of our armed forces stand ready to serve.  My dad served in the Air Force in Vietnam, my step father served in the Navy and Coast Guard,  and my youngest brother served in the Marine Corps.  Needless to say I have a lot of respect for those who serve, the difficult tasks we give to our armed forces to perform, and the ultimate sacrifice we ask others to pay on behalf of our nation.

With Thanksgiving (in the U.S.) and the holidays in general coming I'd like to point you to a couple charities that you may not be aware of:

There is a Marine Corps charity that is nearing its goal of $25k.  In a nutshell they purchase electronics equipment to help Marines wounded in combat.

In addition, the Wounded Warrior Project aids our injured men and women returning home from service.

For those in the Seattle area, the Union Gospel Mission could really use additional help especially as we head into winter.

I am sure that wherever you are, there may be a family member, a friend, a neighbor, or an organization you trust that would benefit from your donation of time, food, clothing, or finances.

I won't lie to you and say by giving it has changed my life, or that somehow giving has made me magically a better person.

I give, because its not about me at all.

Semper Fi Marines!

Saturday, October 30, 2010

Damaged Again

This option would allow for the players modified attack roll difference (vs target number) to imply mechanically a deadlier blow was delivered.

How it Works
You roll to hit as normal.  If a successful strike was delivered, subtract the target number from the players modified die roll total. This result is then compared to the chart below :

Damage table
  • Difference of 1 to 3 = 2pts damage
  • Difference of 4 to 6 = 4pts damage
  • Difference of 7 to 9 = 6pts damage
  • Difference of 10 or more = 6pts+1d6 damage  
  • If a two handed weapon is used in combat add +2 to the damage done

Damage effects
You may wish to add a bit of flair or impact to combat.  To do so (for roughly man sized opponents)see the options below:

  • IF DAMAGE RESULT IS 4 POINTS roll an additional 1d6.  If the result is an even number there is no additional effect, if the roll is an odd number the target staggers back a distance in feet equal to number on die roll.
  • IF DAMAGE RESULT IS 6 POINTS roll an additional 1d6.  If the result is an even number the target staggers back a distance in feet equal to the number rolled.  If the result is an odd number, the target falls to the ground and must spend their next action standing up.
  • IF DAMAGE RESULT is 6+1d6 use the total sum of damage.  If the result is an even number the target is knocked down and must spend their next action standing up.  If the result is an odd number, the target is knocked down and stunned and may make no action on their next turn.  The next action the target makes is either to stand or flee.

Mechanical Example: The player attacks a target wearing leather armor (AC12) The player rolls a d20 and gets a result of 16. The difference between the target number (12) and the die roll (16) is 4.  Using the damage chart it shows 4 points of damage are applied to the target. Using the optional rules the player would roll another d6 to see if there was knock back.  The player rolls and gets a result of 3, so the target would stagger back 3 feet after taking the damage

Cinematic version: Toshiro Redcap spies an archer guarding a passage way up ahead. Clinging to shadows cast by flickering torchlight he creeps to within striking distance. Edging closer his final step  suddenly sends a sharp squeak into the silence. The nightingale board gives away Toshiro’s movement and the archer spins round on him drawing back his bow. The archer turns too late as Toshiro’s katana slashes down cleaving the gap between them and biting through the archer’s armor.  Blood wells from the cut and the archer staggers back in pain and surprise.

I think mechanically it works and fits with the cinematic combat of earlier editions. Jim at Carjacked Seraphim posted a simple to use chart for this mechanic to use with OD&D and/or other d20 systems.  Kudos Jim! I can't wait to use your chart for my Halloween haunted house game.

Sunday, October 24, 2010

Damage via d6, another option (edit v 1.1)

Recently JB made an excellent post regarding the d6 as the arbiter of weapon damage.  I agree with much of JB's thoughts although I have a twist on it which I am using in my ROGUISH RPG.

I believe there should be at least some sort of subtle difference between daggers, spears, sling stones, battle axes and long swords.  Yet I do not want to use multiple dice types (ROGUISH is d6 only) nor have everyone running around with the same weapon because it does X damage.

So how to make them interesting and different while using d6 only?  I decided to create damage classes.

(L) Light damage = roll 2d6 keep the lowest number rolled
(M) Medium damage = roll 1d6 use number rolled
(V) Heavy damage = roll 1d6 and use highest number
(X) Extra Heavy damage= roll 1d6 and add +2

Weapons, monster attacks, and spells all use this simple short hand notation (L, M, V, or X).  So if you like the idea of d6 weapon damage but want to keep a bit of difference between weapon types, this might work for you.

Saturday, October 16, 2010

The Cleric Conundrum: Van Helsing

At the same time, the cleric class, in its origins and even in its in-game description, isn't a completely good fit for medieval Christian priests. It's a bit more like a religious knight (as opposed to the paladin, which is a "holy knight," if the distinction makes sense), but its essential character is that of Van Helsing from the Hammer horror films -- a monster (i.e. undead) hunter. 
--James Maliszewki  10/11/2008

I dislike the cleric class for much the same reason many in the OSR dislike the thief class.  The argument is the thief class can be considered in game terms a broken and unnecessary class.  By creating a specialized class and skills, a broken subset of rules was made to handle previously common talents and the basic game structure was then broken.   The thief then is an artificial class construct that limits what any character should have a reasonable chance to do: climb walls, find and disarm traps, pick locks, scale walls, hide in shadows, or sneak around.

If one agrees to this then I would ask you to consider if the cleric is any different?

The cleric in essence is a specialized fighter with
1) Spell casting ability
2) Ability to turn undead
3) limited weapon choices based on deity

Spell casting
There really isn't, to my mind, any reason why the spells allocated to the cleric class should not just be part of the wizard's spell lists.  The conceit for game play is that they are divinely granted, but with the wizard class already the core spell caster in game terms, these spells should really just be part of the wizard lists.  If you can agree to that, then one is left with a fighter, on a mission from god, with weapon restrictions from that deity, that can turn the undead.

Turning Undead
In order to turn the undead the cleric must present a holy symbol.  So in game terms, isn't the power over the undead really the result of ownership of a holy symbol or blessed relic?  That being the case couldn't anyone/ or any class use it?  Of course they could, but the cleric gets a bonus to do so and in game terms is the only class that can do it.  This ability, based on presentation of a holy symbol, is something any character could do, just like picking a lock, or sneaking around.  The limit or effectiveness would be based on the power of the holy symbol, perhaps varying ranges of Holy Symbols +1 through +5, or better yet specialized symbols or artifacts that effect specific undead types.  Far more interesting in terms of game play.

Weapon Restrictions
Weapon restrictions based on deity are not something that requires a class distinction so much as it is part of a character concept.  Dwarves are fond of axes and hammers, elves bows, and perhaps due to regional or clan religion there is a ban on ranged weapons, or edged weapons.  It is an interesting concept for a character, but not something that requires a specialized class.

Van Helsing
If you think of the recent Van Helsing film, he was a fighting man in service to the church.  The church supplied him with the tools/weapons and hireling necessary to fight the undead.  He did not cast spells (any more so than did Peter Cushing's Van Helsing) he was simply armed and equipped by the church to battle a specific monster threat.

In effect Van Helsing is just a fighter, on a mission, given tools by his employer to accomplish the mission he is hired to do.  Using the Van Helsing reference, and comparing the Cleric class to the thief class...is the cleric class unnecessary?

Saturday, October 2, 2010

"...and then what happended?"

In most forms of entertainment there is a finite resolution.  Books, Movies, TV series, board games, video games, card games, etc.-they all have in common a definitive end at some point.  Role playing is different though as there is no clear winner and the adventures never need end.  Even if a character dies, a new one can be created and can join right in.

It's the rare entertainment though that leaves one with a "...and then what happened?" ending.  By "...and then what happened?" I mean there is no clear resolution and a sense of leaving to the individual's own mind the possible resolutions.  I don;t know if this is possible in RPG's but I am intrigued at the potential.  I guess a campaign is really an extended "...and then what happened?" Yet I've never refereed or played one that really left me with that feeling. Is it possible?

For example,  did Clint Eastwood survive the swim in Escape from Alcatraz or not?  At the end of the first star wars film (1977) does Vader live? die? become a renegade?  (as an aside I remember long debates in grade school (before Empire Strikes Back) about what happened to Vader and the Empire at the end of Star Wars and frankly I still think our ideas at 8 or 9 were better than Lucas')  My point is that not resolving everything (what was in the case in Pulp Fiction?) and leaving it to individuals to ponder or resolve is a rare event in entertainment.

You probably missed it, but this week was the end of the second "THE COLONY" experiment, and it was an ending that my wife and I are still discussing.  We did not discuss the end of BSG or Lost for more than a day and frankly both of those were completely lame in comparison to how THE COLONY ended.

THE COLONY is a show on the Discovery channel that pre-supposes a global pandemic causes the breakdown of civilization.  Into this setting a group of individuals is put together and for 50 days and tries to survive.  Through the days they must find food, scavenge equipment, defend themselves from hostiles, make moral decisions over helping others and in general just try to survive.  It is an extremely interesting show not only from the "survival" aspect but from the civilization versus self preservation difficulties and moral questions that arise.  For example food and clean a water are limited, and your group of 12 has enough for maybe 3 or 4 days...and then a group of 12 women and children come by begging for food and water outside your shelter: Do you help them? Do you keep it all for your own group? If you do give it away will news of that get around to other people? What happens to you if everyone scavenging in the wild thinks you have food and decides to try and come take it? Will you be able to replenish the stock you give away?

In season 2 the scenario is: After a global pandemic wipes out most people, the uninfected colonist are dropped off in a government safe area by a group known as VOPA.  (VIRAL OUTBREAK PROTECTION AGENCY)..and then kind of abandoned to survive with a bit of food and a few supplies. VOPA appears randomly as do raiders, traders, and other interesting twists.  All the while the colonist try to survive and improve their daily lives.

...and while season 1 and 2 are both good, Season 2 is far and away a better show.  For those who intend on renting or buying the DVD's of the series or finding them online to watch, please stop reading here.  All I will says is the series, and the ending in particular, will keep you off balance and discussing "...and then what happened?"

SPOILER: At the end of Season 2 the Colonist find and raid the enemy camp, make off with some supplies and decide to evacuate to a previously discovered and unoccupied fishing house in a fan boat they constructed.  The destination house is right on the water, has a dock and is undamaged.  Easy food and clean water available and no one else around!

After the raid as they are packing to board the boat VOPA suddenly arrives in 3 or 4 black Suburbans.  One man gets out and says he can take TWO of the group to a safe area where they will have meals and treatment and be protected...who wants to go?  VOPA's previous involvement was about zero so this is a shock to the colonists, and despite all the vehicles the can only take two colonists because the rest are filled with agents...its odd to say the least.  So one woman colonist (and only one) agrees to go.  As the vehicles drive off, you hear the sound of aerosol spray cans  and the woman screaming while the vehicles leave the encampment. 

Cut to the Colonists camp suddenly being counter attacked by raiders.  The colonist hurriedly get onto their boat and take off.  Then you get the normal fly over scenes of their ragged boat cutting through the water in the sunlight. Now comes the camera face time for each colonist about "what they learned" and then a pan shot of the boat and colonists faces as they approach their safe house.  You see smiles and the Colonist faces as they see the house..and then suddenly smiles change to fear and disbelief...one or two guys pick up their makeshift weapons, and the camera pans 180 to the house again...a group of armed raiders comes charging out of the house and on to the dock threatening the colonists...then the screen goes black....and then what happened??


It's rare when you are left hanging and get so many plot twists at the very end of a TV season that will never be resolved.  There is something about the inherent gritty nature, moral quandaries and surprise plot twits in this series, and in most PA material (not of the radiated mutant variety) that is intriguing.  If you enjoy it as well, The Colony is good show for you to explore.

Thursday, September 23, 2010

Pokémon + James E Raggi = ?

POKEMON FUSION

I am not quite sure why Mr. Raggi's work came to mind after monkeying about with this neat little site.  Perhaps the strange yet interesting results from cross pollinating the cute and the creepy and seeing their off spring become Lovecraftian nightmares of strange proportions simply fit?  Anyway its an instant creature generator for your next campaign!

I have 4 copies of the completed COLLAPSE RPG in my hands and will begin editing.  In addition another kind soul offered to do some editing as well so once that is completed, it will be up on LULU for purchase.  probably end up around 100 pages and I am thinking it will be around $12-$15.

Work has been absolutely mad recently and the first limited public test of a brand new retail concept has been central to swamping my schedule.  Hopefully things will become a bit less crazy and I can finish COLLAPSE editing for publishing, and then focus on getting ROGUISH completed once and for all.

Cheers for now!

Sunday, September 5, 2010

COLLAPSE RPG: Player's Manual now a free download

As the game is undergoing some final editing and a print test, I have decided to make the Player's Manual a permanently free download. This will give you a sample of the game system and if you like it, you can purchase the complete game manual in the near future.

Your feedback is appreciated.

Want to make God laugh?

Tell him your plans!

So I sat down to finish the Roguish player book, and my lovely wife started talking about The Walking Dead.  She has caught up with me by finishing collection 12 and we spent awhile discussing the series.  Then we had a beer or two and talked about the way Kirkman set up the world the characters inhabit.

Afterward, the furthest thing from my mind were swords, elves, and dragons.  Instead I kicked my arse into over drive and completed my COLLAPSE RPG.  In fact it is so complete I have copies on order for editing from LULU to review prior to making it a live purchase. It's an 8.5x5.5 little beauty or at least, I hope it turns out that way!

Holy crow it's nearly done.  Given the general COLLAPSE, outdoor survival, prepper, financial crisis, zombie loving vibe that is currently in vogue here in America, I have hopes that a simple pick up and play 92 page complete RPG will find some interest.

Below is a sample NPC for the COLLAPSE RPG:


Name
ST
IQ
DX
EN
MV
Wn
Dmg
Wep
Rick Brandt
-1
0
0
0
4
6
2w
 Pistol
Age: 25
Careers: Air Force +1
Race: white
Traits: Forgiving, reliable, indecisive, uncooperative
Econ: low middle class
Rick grew up in a small town in the middle of nowhere.  Ever since he was a little kid, all Rick wanted to do was to be a pilot.  He dreamed of it and nothing else.  When he graduated he joined the Air Force, but his eye sight and weak physique left ill suited to be a pilot.  Instead he became a mechanic.  When the collapse occurred he tried to fly a helicopter off the base but did not even manage to start it, chased of by base police he passes himself off as a downed pilot looking for a plane.  He claims great airplane knowledge which is true, and flight mechanics knowledge, also true, but he could not pilot a video game jet let alone the real thing.

Rick Brandt Adventure Hook: Rick knows how to get on to the local Airbase, and could possibly get the Players on base.  There is no telling if it is still guarded or not.  Rick knows how to access weapon, vehicle, and tool shops, but is afraid to return and be shown a fraud (not really a pilot) or be put in the brig if the base is still manned.

Thursday, September 2, 2010

Roguish RPG update

I continue to flip between working on my Collapse RPG and my Roguish fantasy RPG. I have taken time with Roguish to rework it and decided to use contested rolls for nearly everything.  In the end it may be everything including spell casting.

The more I play test the contested rolls the more I am sure of it. Blame a steady diet of RISK (the board game) as young lad growing up if you like, but the contested roll feels more organic and interactive than chart consultation by level or strict target numbers. More random? Yes and no. By using 3d6 you have a good bell curve which creates a solid baseline model of expectation of result versus a d20 roll.

The three character classes : Warrior, Wizard, and Rogue will each have class limited class abilities. This allows a character to add a bonus of 1/2 their current level in any attempt to do a few limited tasks. For example a wizard applies his bonus to spell casting, a warrior to attacks, and a Rogue to pick locks. Each race will also have an ability bonus or two so your average character has a total of six abilities with a bonus which makes them a bit unique. The simple add 1/2 your level as a bonus to attempting certain tasks  is easy to remember and apply with out using charts or elaborate formulas.  it also allows any character to try something, they simply do not get the class/experience bonus.

I hope to have the character generation and combat book aptly entitled SWORD & SHIELD done this weekend and the Magic book STAFF and SPELL possibly completed as well. Taking a page from Metagames Melee & Wizard each will be short and easy to digest.  A third book focused on the referee generating adventures, traps, treasures, random tables galore etc. will follow along.

Overall I think the simplicity, interactivity, and brevity of the the books comprising Roguish FRPG will hopefully make it interesting enough to be found on other table tops beyond my own.

Saturday, August 28, 2010

The Dead are Walking

I've talked about it a few times before (how great the Walking Dead comic series is by Robert Kirkman)...now you can see it!  Well you will soon, for on Halloween the series begins on AMC.  See what you have been missing with a sneak peek below. As an avid fan of the comics, I am pleased to say it is a near perfect translation and seems to add even more depth to the characters.

Monday, August 23, 2010

Collapse Player Manual

The player manual has been removed for now. There are further updates to make such as a character creation example, a few game play examples, and a family member generation chart. If you have specific comments please post below.

Work progresses on the Administrator's manual as well which will have NPC's, animal stats and alien/zombie stat charts, Collapse scenario ideas, movie and book lists as well as other tidbits for an administrator.

I have time over labor day to work on this so I hope to have the revised player manual and Administrator manual ready shortly after.

Additionally should they be two separate manuals or one combined book?I feel 2 separate books allows players to access what they need while keeping the administrator stuff out of prying eyes, but your opinion and feed back is appreciated.