tag:blogger.com,1999:blog-70942043001756335042024-03-13T10:33:59.138-04:00TrollBonesDabblings in Tabletop GamingE.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.comBlogger39125tag:blogger.com,1999:blog-7094204300175633504.post-75776497528140066572021-04-05T01:01:00.015-04:002024-01-15T18:26:11.706-05:00The Many Returns of Gamma World<p style="line-height: 115%;"><span style="font-family: times;"><span style="font-size: small;"><span><span style="font-style: normal;">I started this
post </span><span style="font-style: normal;">planning
</span><span style="font-style: normal;">to
examine my</span><span style="font-style: normal;"> growing interest in</span><span style="font-style: normal;">
the roleplaying game</span><span style="font-style: normal;">
</span><i>Gamma World</i><span style="font-style: normal;">,
after </span><span style="font-style: normal;">having
only been</span><span style="font-style: normal;">
</span><span style="font-style: normal;">c</span><span style="font-style: normal;">asually</span><span style="font-style: normal;">
appreciative of </span><span style="font-style: normal;">it
</span><span style="font-style: normal;">previously</span><span style="font-style: normal;">.
However, I kept getting side-tracked m</span><span style="font-style: normal;">aking</span><span style="font-style: normal;">
comparisons between </span><span style="font-style: normal;">the</span><span style="font-style: normal;">
u</span><span style="font-style: normal;">ncommonly
multitudinous version</span><span style="font-style: normal;">s
of the game</span><span style="font-style: normal;">.
</span><span style="font-style: normal;">Eventually</span><span style="font-style: normal;">
I realized that the</span><span style="font-style: normal;">
</span><span style="font-style: normal;">long
tenacious </span><span style="font-style: normal;">publishing
</span><span style="font-style: normal;">h</span><span style="font-style: normal;">istory</span><span style="font-style: normal;">
</span><span style="font-style: normal;">of
</span><i>GW</i><span style="font-style: normal;">
</span><span style="font-style: normal;">is
part of it’s charm, </span><span style="font-style: normal;">so
</span><span style="font-style: normal;">I’m
going to fully </span><span style="font-style: normal;">i</span><span style="font-style: normal;">ndulge
this tangent</span><span style="font-style: normal;">
</span><span style="font-style: normal;">before
getting back to the main subject </span><span style="font-style: normal;">later</span><span style="font-style: normal;">.</span></span></span></span></p><p style="line-height: 115%;"><span style="font-family: times;"><span style="font-size: small;">"Edition zero” for <i>Gamma World </i>was <i>Metamorphosis Alpha,</i> written by James M. Ward and
published by TSR in 1976. Inspired by science fiction novels such as
Brian Aldiss’s <i>Non-Stop</i> and Robert Heinlein's <i>Orphans in
the Sky</i>,<i> </i><i>MA</i><i> </i>was about primitive humans, many
of them bizarrely mutated, exploring a strange and hostile enclosed
world littered with inexplicable devices. Eventually the characters
realize they are in a vast multi-generation space vessel (the
starship “Warden,” 13 miles long, 7 miles wide, and 17 levels
tall) lost adrift after a cataclysm decimated it’s population
centuries before. By modern standards, <i>MA</i>
is a very skimpy game system,
just 34 pages (in an
admittedly cramped and tiny
font) with a handful of rules
for a few specific situations, a lot of description of the Warden, and everything else left for the referee to
fill in.</span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"></span></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: small;"><a href="https://1.bp.blogspot.com/-huUaBteZz8s/YGqXEgFwRqI/AAAAAAAAZn0/6bxlSIW145IFYXeRKpVRWau5YaJRpyDTgCLcBGAsYHQ/s1043/MetamorphosisAlpha2_TSR_1978.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1043" data-original-width="800" height="320" src="https://1.bp.blogspot.com/-huUaBteZz8s/YGqXEgFwRqI/AAAAAAAAZn0/6bxlSIW145IFYXeRKpVRWau5YaJRpyDTgCLcBGAsYHQ/s320/MetamorphosisAlpha2_TSR_1978.jpg" /></a></span></div><p></p><span style="font-size: small;"><span style="font-family: times;">
</span></span><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;">In 1978 Ward and Gary Jaquet took the
general concepts of <i>Metamorphsis Alpha </i><span style="font-style: normal;">and filled </span><span style="font-style: normal;">them out with</span><span style="font-style: normal;"> </span><span style="font-style: normal;">a
few ideas from</span><i> D&D</i><span style="font-style: normal;">
</span><span style="font-style: normal;">(mostly the</span><i> Basic</i><span style="font-style: normal;">
version)</span><i> </i>to produce the first edition of <i>Gamma World
</i><span style="font-style: normal;">proper </span><span style="font-style: normal;">(expanded
to 56 pages and boxed with a spiffy </span><span style="font-style: normal;">continental</span><span style="font-style: normal;">
map).</span><span style="font-style: normal;"> </span> While keeping
the core concept of low-tech often-mutated humanoids poking around a
twisted landscape hoping to unearth high-tech loot, the game
swapped out the starship setting for post-apocalyptic planet Earth, retaining the
ray-guns and robots of <i>MA </i><span style="font-style: normal;">by
saying the world had</span> reached a scientifically sophisticated
age before being blasted by a nuclear fire. </span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;">In getting away
from the restraints inherent to<i> MA</i><span style="font-style: normal;">’s
premise (can't really repeat the "you're actually on a spaceship" big reveal to your players after the first time) this change of setting</span> carved out a unique new post-apocalyptic
subgenre, where the world-before was just as strange to the players
as it’s mutated present-day. <span style="font-style: normal;">It
also created the unique </span><span style="font-style: normal;">opportunity</span><span style="font-style: normal;">
for </span><span style="font-style: normal;">a
</span><span style="font-style: normal;">r</span><span style="font-style: normal;">eferee
to </span><span style="font-style: normal;">b</span><span style="font-style: normal;">uild</span><span style="font-style: normal;">
campaigns by</span><span style="font-style: normal;">
"Gamm</span><span style="font-style: normal;">a</span><span style="font-style: normal;">f</span><span style="font-style: normal;">y</span><span style="font-style: normal;">ing</span><span style="font-style: normal;">"
their hometown, </span><span style="font-style: normal;">taking their local m</span><span style="font-style: normal;">undane</span><span style="font-style: normal;">
roadmap and twisting once familiar landmarks and names first through
a lens of tech</span><span style="font-style: normal;">n</span><span style="font-style: normal;">o-wonder
and then </span><span style="font-style: normal;">another</span><span style="font-style: normal;">
of irradiated-savagery. </span></span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"></span></span></span></p><div class="separator" style="clear: both; text-align: center;"></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-BdyIa8OA_V0/YGqXKzWzZXI/AAAAAAAAZn4/yL-s50BT10IgIHa9KurhVoODKXjj19KCQCLcBGAsYHQ/s913/gammaworld1.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="913" data-original-width="700" height="320" src="https://1.bp.blogspot.com/-BdyIa8OA_V0/YGqXKzWzZXI/AAAAAAAAZn4/yL-s50BT10IgIHa9KurhVoODKXjj19KCQCLcBGAsYHQ/s320/gammaworld1.jpeg" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">First Edition boxed set cover.</td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><span style="font-size: small;"></span></div><span style="font-size: small;"><span style="font-family: times;"></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"></span></span></span><p></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">Though it didn't enjoy the same runaway success as <i>D&D</i>, there was consistent interest in the game, and a fondness for it among the staff at TSR. So i</span><span style="font-style: normal;">n
1983 </span><i>Gamma World</i><span style="font-style: normal;">
got a</span><span style="font-style: normal;">
2</span><sup><span style="font-style: normal;">nd</span></sup><span style="font-style: normal;">
edition, </span><span style="font-style: normal;">also credited to Ward and Jaquet with an additional credit for James Ritchie, though
it was largely just a cosmetic upgrade with more colorful art and a
h</span><span style="font-style: normal;">andful
of</span><span style="font-style: normal;">
rules expansions. Mostly it was mechanically the same as 1</span><sup><span style="font-style: normal;">st</span></sup><span style="font-style: normal;">
edition, albeit with more elaborate accouterments in it's boxed set.</span></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"><br /></span></span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">T</span><span style="font-style: normal;">he
first big change came in 1985 with the 3</span><sup><span style="font-style: normal;">rd</span></sup><span style="font-style: normal;">
edition, </span><span style="font-style: normal;">which
massively </span><span style="font-style: normal;">rewrote
the rules around a color-coded universal resolution chart which had
been a feature of the hit </span><i>Marvel
Super Heroes </i><span style="font-style: normal;">role-playing
game the previous year. Unfortunately the change was poorly
implemented, and the game text was </span><span style="font-style: normal;">rife</span><span style="font-style: normal;">
</span><span style="font-style: normal;">with
</span><span style="font-style: normal;">typos
</span><span style="font-style: normal;">and
outright omissions. This edition was still mainly credited to Ward and Jaquet, but I get the impression there were some interfering mandates from higher up in the company.<br /></span></span></span></p><span style="font-size: small;"><span style="font-family: times;">
</span></span><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">T</span><span style="font-style: normal;">he</span><span style="font-style: normal;">
3</span><sup><span style="font-style: normal;">rd</span></sup><span style="font-style: normal;">
edition </span><span style="font-style: normal;">debacle
ushered in</span><span style="font-style: normal;">
</span><span style="font-style: normal;">an
odd </span><span style="font-style: normal;">t</span><span style="font-style: normal;">radition</span><span style="font-style: normal;">
for </span><i>Gamma World,</i><span style="font-style: normal;">
where </span><span style="font-style: normal;">whoever
</span><span style="font-style: normal;">wa</span><span style="font-style: normal;">s
publishing </span><i>D&D</i><span style="font-style: normal;">
</span><span style="font-style: normal;">at
the time </span><span style="font-style: normal;">w</span><span style="font-style: normal;">ould</span><span style="font-style: normal;">
</span><span style="font-style: normal;">use
the </span><i>GW</i><span style="font-style: normal;">
brand to promote an entirely new r</span><span style="font-style: normal;">ules</span><span style="font-style: normal;">
system, or a</span><span style="font-style: normal;">s</span><span style="font-style: normal;">
a pitching ground</span><span style="font-style: normal;"> for</span><span style="font-style: normal;">
</span><span style="font-style: normal;">concepts</span><span style="font-style: normal;">
</span><span style="font-style: normal;">being considered for</span><span style="font-style: normal;">
</span><span style="font-style: normal;">the
</span><span style="font-style: normal;">next
iteration of </span><i>D&D</i><i>.</i><span style="font-style: normal;">
</span><span style="font-style: normal;">I
suppose it makes sense from a marketing perspective; there's enough name recognition to pull in an audience, but without risking the flagship brand to test the waters. As a result</span><span style="font-style: normal;">,</span><span style="font-style: normal;">
</span><span style="font-style: normal;">c</span><span style="font-style: normal;">ounting
up</span> from
<i>Metamorphosis Alpha,</i><span style="font-style: normal;">
there have been at least 10 distinct v</span><span style="font-style: normal;">ersions</span><span style="font-style: normal;">
of the game </span><span style="font-style: normal;">so
far, many of them with very different rules from each other</span><span style="font-style: normal;">.</span></span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">They can be broadly divided into "Original Rules" (<i>MA</i> up through </span></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">2</span><sup><span style="font-style: normal;">nd</span></sup><span style="font-style: normal;">
edition) and "New and Different Every Time." </span></span></span></span><span style="font-style: normal;">Most
of the "New and Different" versions have their good </span><span style="font-style: normal;">and
bad </span><span style="font-style: normal;">points, but s</span><span style="font-style: normal;">ome
have been utter boondoggles. </span></span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">As</span><span style="font-style: normal;"> mentioned</span><span style="font-style: normal;">
1985’s </span></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">"universal chart" </span></span></span>3</span><sup><span style="font-style: normal;">rd</span></sup><span style="font-style: normal;"> edition stumbled out the gate, and </span><span style="font-style: normal;">2</span><span style="font-style: normal;">003’s</span><span style="font-style: normal;"> 6</span></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span><span><sup><span style="font-style: normal;">th</span></sup></span></span></span></span>
edition was a poorly received sprawling “grim & gritty” </span><span style="font-style: normal;">re-imagining</span><span style="font-style: normal;"> (licensed out to White Wolf through their D20-focussed imprint Sword & Sorcery Studios) . </span>But<span style="font-style: normal;"> if you d</span><span style="font-style: normal;">idn</span><span style="font-style: normal;">’t
like the last edition of </span><i>Gamma
World, </i>you only had to<span style="font-style: normal;"> wait a few years; there was bound to be another before long</span><span style="font-style: normal;">.</span></span></span></p><p style="line-height: 115%;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"></span></span></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-1bfShP6gGhc/YGqXUJY2tYI/AAAAAAAAZoA/3DkLGdYywgcQ-_L7iQqW3oUi0OMNngbOACLcBGAsYHQ/s2150/GammaCovers.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="325" data-original-width="2150" height="61" src="https://1.bp.blogspot.com/-1bfShP6gGhc/YGqXUJY2tYI/AAAAAAAAZoA/3DkLGdYywgcQ-_L7iQqW3oUi0OMNngbOACLcBGAsYHQ/w400-h61/GammaCovers.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">So ... starting chronologically from the left: 2nd edition (1983), 3rd edition (1985), 4th edition (1992), "Metamorphosis Alpha to Omega" for the Amazing Engine rules (1994), Gamma World Alternity/5th edition (2000), Omega World (2002), Gamma World D20/6th edition (2003), and last so far 7th edition (2010).<br /></td><td class="tr-caption" style="text-align: center;"> </td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;">Personally </span><span style="font-style: normal;">my interest has mainly been peaked by the "original rules" era, particularly 1</span><sup><span style="font-style: normal;">st</span></sup><span style="font-style: normal;">
edition</span><i> </i><i>GW</i><span style="font-style: normal;">, with some clarifications lifted from</span><span style="font-style: normal;"> </span><span style="font-style: normal;">2</span><sup><span style="font-style: normal;">nd</span></sup><span style="font-style: normal;">
edition (</span><span style="font-style: normal;">it’s
only </span><span style="font-style: normal;">some
eye-straining formatting </span><span style="font-style: normal;">and
a lack of a </span><span style="font-style: normal;">p</span><span style="font-style: normal;">rint-on-</span><span style="font-style: normal;">d</span><span style="font-style: normal;">emand
option</span><span style="font-style: normal;"> disinclining</span><span style="font-style: normal;">
me from settling onto the 2</span><sup><span style="font-style: normal;">nd</span></sup><span style="font-style: normal;">
edition text entirely</span><span style="font-style: normal;">). As an old-schooler it's no surprise I like the earlier more succinct versions, but I also have a fondness for 1992’s 4</span><sup><span style="font-style: normal;">th</span></sup><span style="font-style: normal;">
edition (credited to Ward and Bruce Nesmith) since it was the first version of the game I ever owned and
played, and I still have my original copy </span><span style="font-style: normal;">(it’s
got some nice expanded s</span><span style="font-style: normal;">ystems</span><span style="font-style: normal;">
for character-creation without getting too complicated, but its resources for the referee are
lacking).</span></span></span><span><span>
</span></span></span></span><p style="line-height: 115%; margin-bottom: 0in;"><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;">2002’s
</span><i>Omega World</i><span style="font-style: normal;">, </span></span></span></span></span><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span><span>t</span></span></span></span>he first version by TSR's successor Wizards of the Coast was </span></span></span></span></span>published as an article in </span><i>Polyhedron
#153</i></span></span></span></span>, designed by Jonathan Tweet himself. It's a well-regarded fast-and-dirty conversion of the core concepts </span><span style="font-style: normal;">to the D20 system </span><i>.</i><span style="font-style: normal;"> </span></span></span></span></span></p><p style="line-height: 115%; margin-bottom: 0in;"><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;">There are also many fans of 2010’s 7</span><sup><span style="font-style: normal;">th</span></sup><span style="font-style: normal;">
edition, </span><span style="font-style: normal;">a
wild and woolly and very random take built f</span><span style="font-style: normal;">rom</span><span style="font-style: normal;">
the rules of </span><i>D&D</i><span style="font-style: normal;">
4</span><sup><span style="font-style: normal;">th</span></sup><span style="font-style: normal;">
edition (leading some to refer to it erroneously as “4</span><sup><span style="font-style: normal;">th</span></sup><span style="font-style: normal;">
edition </span><i>Gamma World</i><span style="font-style: normal;">”).
</span><span style="font-style: normal;">All
editions are currently available </span><span style="font-style: normal;">online
</span><span style="font-style: normal;">through
various venues, </span><span style="font-style: normal;">most
of them legitimate, so </span><span style="font-style: normal;">you
can </span><span style="font-style: normal;">easily
</span><span style="font-style: normal;">c</span><span style="font-style: normal;">ompare</span><span style="font-style: normal;">
and c</span><span style="font-style: normal;">hoose</span><span style="font-style: normal;">
for yourself.</span></span></span></span></span></p><p style="line-height: 115%; margin-bottom: 0in;"><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;">Admirably, the tone has been consistent across all these versions (with the exception of 2003's </span></span></span></span></span><span style="font-size: small;"><span style="font-family: times;"><span><span><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">6</span></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;"><span><span><sup><span style="font-style: normal;">th</span></sup></span></span></span></span></span></span></span> edition), presenting a wild and wahoo world of science fantasy where characters imbued with strange powers are as short-lived as they are unique.<br /></span></span></span></span></span></p><span style="font-size: small;"><span style="font-family: times;">
</span></span><p style="line-height: 115%; margin-bottom: 0in;"><span style="font-size: small;"><span style="font-family: times;"></span></span><span style="font-size: small;"><span style="font-family: times;"></span></span><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">T</span><span style="font-style: normal;">wo
addendums worth mentioning: </span></span></span>
<span style="font-size: small;"><span style="font-family: times;"></span></span><span style="font-size: small;"><span style="font-family: times;">
</span></span></p><ul style="text-align: left;"><li><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">James
M. Ward eventually got back the exclusive rights to </span><i>Metamorphosis
Alpha</i><span style="font-style: normal;">
and </span><span style="font-style: normal;">re-</span><span style="font-style: normal;">publish</span><span style="font-style: normal;">ed</span><span style="font-style: normal;">
the game first on his own, and them in 2014 joined up with Goodman
Games to create a line of professionally designed supplements for it,
more than were made for any single version of </span><i>GW</i><span style="font-style: normal;">.</span></span></span></li><li><span style="font-size: small;"><span style="font-family: times;"><span style="font-style: normal;">In
2008 Goblinoid Games published </span><i>Mutant
Future</i><span style="font-style: normal;">,
an OGL retro-clone of </span><i>GW</i><span style="font-style: normal;">
itself derived from </span><i>Labyrinth
Lord, </i><span style="font-style: normal;">their
retro-clone of </span><i>Basic/Expert
D&D</i></span></span><span style="font-family: Soutane;"><span style="font-style: normal;"><span style="font-size: small;"><span style="font-family: times;">.
So arguably that makes 11 total versions so far</span></span>.</span></span></li></ul>
<p><style type="text/css">p { margin-bottom: 0.1in; line-height: 115%; background: transparent }a:link { color: #000080; so-language: zxx; text-decoration: underline }</style></p>E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com3tag:blogger.com,1999:blog-7094204300175633504.post-19812936459802893052021-03-02T23:15:00.008-05:002021-10-16T15:34:29.170-04:00Rusty-Bladed Veterans ... Revised!<p>I'd been meaning to get back to "Rusty-Bladed Veterans," my hack of "Searchers of the Unknown," and I've finally managed to do it.<br /></p><p>If you're unfamiliar, "Searchers of the Unknown" is a clever one-page OSR rules option written by Nicolas Dessaux, built around the idea that if the referee can use a single succinct line of monster stats to portray an NPC warrior, you don't really need anything more for a PC. Nearly exactly two year's ago, I was compelled to offer my own variation, "Rusty-Bladed Veterans." And now I've finally gotten around to sprucing it up a bit.<br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://drive.google.com/file/d/15gL8nJt22Cw9QJUhNcYWqGUFMZs6jd99/view?usp=sharing" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="225" data-original-width="568" height="162" src="https://1.bp.blogspot.com/-cWMiyIqTxZU/YD7reqz_6EI/AAAAAAAAZXA/JFoO7vBAtwkXU_rrvJpLG7hI6u_FAsYKACLcBGAsYHQ/w408-h162/rusty-bladed-revised.png" width="408" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Click on this image to Download the PDF</td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p>Besides generally clarifying the wording, there are a handful of specific rules changes: <br /></p><ul style="text-align: left;"><li>Added range modifiers. The original document didn't really address ranged attacks besides listing them as a possible weapon choice. <br /></li><li>Added an armor penalty to the cost of HP-based spell-casting, 9 - Worn AC. This gives another reason to go with a sparsely armored character.</li><li>Put some explanatory text on the Movement rating, also implemented a simplifying house-rule to movement I've occasionally applied to B/X.</li><li>Expanded the advancement range up to 8 Hit Dice<br /></li><li>Removed the awkward in-combat healing rule. There really was no precedent for it in B/X, and it was a bit fussy to implement in practice. </li><li>Removed the extra-attacks for higher HD. Again, because they weren't really authentic to the B/X style. I did however keep the bonus attack for killing a foe, because there is some tradition of that in old-school D&D, and it's an easy compensation for lack of room-clearing magic-users in the party. <br /></li></ul><p></p><p>More discreetly, I nudged things a bit to push an implicit niche selection: make a low-AC veteran if you want to be all about combat, go with high-AC if you want to be skillful or aspire to focus on magic (or at least the ramshackle version that veteran's can manage).</p><p></p><p>Another issue addressed was how the original "Searchers of the Unknown" arbitrarily replaced some B/X procedures for the referee while leaving others unaddressed. For this revision, I went with the assumption that the "rusty-bladed" rules are entirely player facing, and the referee will be defaulting to the main B/X texts for resources and guidelines. </p><p></p><p><a href="https://trollbones.blogspot.com/2019/02/veterans-of-rusty-blade.html">As I said with the first version</a>, for a one-shot or short campaign "Rusted-Bladed Veterans" arguably has some advantages over original B/X, since it's much easier for players to jump in, and it actively follows an often-touted but rarely implemented OSR ideal: putting the emphasis on what the character achieves in play rather than what's on their character sheet.<br />
<br />
<br /></p>E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-27187104168052987032020-07-20T17:06:00.003-04:002021-10-16T15:41:52.583-04:00The Besswox Design Notes which will not be in Beeswox <div>
I've reached the point in assembling Beeswox (a flippintly-launched project I envisioned as taking a couple weeks which is now in its sixth month) of cutting things out to fit in my self-imposed limit of 64 pages (the traditional max size for saddle-stitch binding).</div>
<div>
<br /></div>
<div>
One of the bigger cuts is an appendix of design notes I intended for the last page. Normally I'm a big proponent of the writer taking a moment to explicitly explain how they approached the design and what they want it to do. But under my tight limits, I couldn't justify spending the space on what was essentially a reiteration things said elsewhere (PbtA rules are nothing if not explicit in their process) with some admittedly indulgent proselytizing on top.</div>
<div>
<br /></div>
<div>
But still, I sweated over it enough that I hate to just dump it unseen, so here it is for future posterity (or embarrassment).</div>
<div>
<br /></div>
<h1 align="center" class="western" style="break-before: page; margin-left: 40px;">
<span style="background: none 0% 0% repeat scroll transparent;">Design Notes</span></h1>
<div style="margin-left: 40px; text-align: left;">
</div>
<div align="justify" class="western" style="font-style: normal;">
<span style="font-size: small;"><i>Beeswox
</i>was more or less begat by <i>Offworlders, </i><i>a</i>
space-adventure <i>WoX</i>-based<i> </i>game with some clever ideas
for handling wealth and equipment. It offered a nimble and versatile
system that, with just a little work, was easily turned to all sorts
of genres and settings. In pursuing that expansion I incorporated
bits from other <i>WoX</i> games and useful elaborations from the
main <i>Powered by the Apocalypse </i>school. Putting all that
together turned into this unified generic <i>WoX </i>rules-set I
hadn’t realized I wanted.</span></div><div align="justify" class="western" style="font-style: normal;"><span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
</div>
<div align="justify" class="western">
<span style="font-size: small;"><span style="font-style: normal;">But
w</span><span style="font-style: normal;">hy </span><i>“</i><i>World
of X</i><span style="font-style: normal;">” </span><span style="font-style: normal;">at
all?</span><i> </i><span style="font-style: normal;">Why</span><span style="font-style: normal;">
</span><span style="font-style: normal;">the</span><span style="font-style: normal;">
ultra-lite </span><span style="font-style: normal;">fringe</span><span style="font-style: normal;">
</span><span style="font-style: normal;">offshoot</span><span style="font-style: normal;">
</span><span style="font-style: normal;">instead of the</span><span style="font-style: normal;">
more </span><span style="font-style: normal;">prestigious</span><span style="font-style: normal;">
</span><span style="font-style: normal;">main </span><i>PbtA</i><span style="font-style: normal;">
family </span><span style="font-style: normal;">it spawned from</span><span style="font-style: normal;">?
</span><span style="font-style: normal;">As much as I respect the
excellent work that has gone into </span><span style="font-style: normal;">many</span><span style="font-style: normal;">
</span><i>PbtA</i><span style="font-style: normal;"> games, in
practice I’ve found </span><span style="font-style: normal;">moving</span><span style="font-style: normal;">
through </span><span style="font-style: normal;">their</span><span style="font-style: normal;">
various formalized processes </span><span style="font-style: normal;">is
</span><span style="font-style: normal;">a bit too esoteric for me.
</span><span style="font-style: normal;">However</span><span style="font-style: normal;">,</span><span style="font-style: normal;">
</span><span style="font-style: normal;">approaching</span><span style="font-style: normal;">
those </span><span style="font-style: normal;">same </span><span style="font-style: normal;">excellent
</span><span style="font-style: normal;">design</span><span style="font-style: normal;">
principles through traditional </span><span style="font-style: normal;">elements
like</span><span style="font-style: normal;"> Hit Points, Experience
Points and damage-</span><span style="font-style: normal;">rolls </span><span style="font-style: normal;">comes
very easily.</span></span></div><div align="justify" class="western"><span style="font-size: small;"><span style="font-style: normal;"><br /></span></span></div>
<div style="text-align: left;">
</div>
<div align="justify" class="western">
<span style="font-size: small;"><span style="font-style: normal;">Also,
I’m all about </span><span style="font-style: normal;">minimal rules</span><span style="font-style: normal;">
systems. </span><span style="font-style: normal;">R</span>ole-playing
games for me are, before anything else, social gatherings for sharing
imagination. The play I enjoy the most is filled with surprises and
improvisation and joy sparked by communal creativity. And ever since
I first put aside my <i>D&D</i><span style="font-style: normal;">
</span><span style="font-style: normal;">books</span><span style="font-style: normal;">
</span><span style="font-style: normal;">in favor of</span><span style="font-style: normal;">
T</span><i>unnels & Trolls, </i><span style="font-style: normal;">I’ve
f</span><span style="font-style: normal;">elt</span><span style="font-style: normal;">
</span><span style="font-style: normal;">that using the fewest rules
necessary</span><span style="font-style: normal;"> </span><span style="font-style: normal;">encourages
a focus</span><span style="font-style: normal;"> on the </span><span style="font-style: normal;">natural
</span><span style="font-style: normal;">conversation where all that
great stuff happens</span><span style="font-style: normal;">. </span><span style="font-style: normal;">I
prefer a sparse toolbox</span><span style="font-style: normal;">: s</span><span style="font-style: normal;">ome
</span><span style="font-style: normal;">guidelines to</span>
structure the session, prompts to help the participants imagine the
hell out of things, consequences to give a thrill of danger, and
spurs to keep the pace up. Anything beyond that drags on momentum.</span></div><div align="justify" class="western"><span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
</div>
<div class="western">
<span style="font-size: small;"><span style="font-style: normal;">A</span><span style="font-style: normal;">
significant secondary </span><span style="font-style: normal;">influence</span><span style="font-style: normal;">
</span><span style="font-style: normal;">on</span><span style="font-style: normal;">
</span><i>Beeswox </i><span style="font-style: normal;">is </span><i>t</i><span style="font-style: normal;">he
“</span><span style="font-style: normal;">Old School Renaissance.”</span><i>
</i><span style="font-style: normal;">Of course</span><span style="font-style: normal;">,
given that the first </span><i>WoX</i><span style="font-style: normal;">
game, </span><i>World of Dungeons</i><span style="font-style: normal;">,
is a direct evocation of original </span><i>D&D, </i><span style="font-style: normal;">and
</span><i>Offworlders</i><span style="font-style: normal;"> is a
near-emulation of original </span><i>Traveller</i><span style="font-style: normal;">,
</span><span style="font-style: normal;">not much more fine-tuning was
needed </span><span style="font-style: normal;">in that direction,
</span><span style="font-style: normal;">besides making allowances for
open-table campaigning</span><span style="font-style: normal;">.</span></span></div>
<style type="text/css">
h1 { margin-bottom: 0.08in; background: transparent; page-break-after: avoid }
h1.western { font-family: "Midland Rail Shadow NF"; font-size: 21pt; font-weight: bold }
h1.cjk { font-family: "WenQuanYi Micro Hei"; font-size: 18pt; font-weight: bold }
h1.ctl { font-family: "FreeSans"; font-size: 18pt; font-weight: demi-bold }
p { margin-bottom: 0.1in; line-height: 115%; text-align: justify; background: transparent }
p.western { font-family: "Gentium Book Basic"; font-size: 10pt }
a:link { color: #000080; so-language: zxx; text-decoration: underline }</style>E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-64962787094380074242020-05-07T20:28:00.000-04:002020-05-20T02:35:53.689-04:00The Beeswox ThickensI'm still chugging along at <i>Beeswox</i>, in fact writing (re-writing, and re-re-writing...) the text has become my primary quarantine pastime. I'm hopeful I'll be able to release it by the end of May.<br />
<br />
I'd like to make a couple updates on previous posts about <i>Beeswox</i>.<br />
<br />
First, I've modified Verve a bit. To review, it's a pool of points a player spends to activate their character's special abilities. I referred to them as a fixed allowance for "doing an awesome" a number of times per session. But while that mostly worked, it still felt a little abrupt. I don't entirely agree with <a href="https://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer">Dissociated Mechanics</a> criticisms, but Verve was feeling like it suffered from that a bit. Eventually I realized that, if the problem was the artificiality of the hard terminus, then I could just make that line much softer. So now, after a player runs out of Verve, they can still use their abilities, but the referee can <i>optionally </i>impose side effects, call for rolls of the dice, or whatever. I'm much more comfortable with the mechanic now.<br />
<br />
Second, I've redone the cover ... twice. While I liked the last design, the dice images on it increasingly struck me as sloppy, and I couldn't verify their copyright permissions. So I stacked every ivory or yellow-toned d6 I had, took a picture with my cheap phone and made a new arrangement on top of the image. I admit it's a little goofy, but that just makes me like it more:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-v0aG7e-p-GM/XrSk5ifFS7I/AAAAAAAAVM8/kCJ24cvmJJIXGCU9Y3itszg2-1iKV6VSgCLcBGAsYHQ/s1600/Beeswox_Cover_v9.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1067" height="400" src="https://1.bp.blogspot.com/-v0aG7e-p-GM/XrSk5ifFS7I/AAAAAAAAVM8/kCJ24cvmJJIXGCU9Y3itszg2-1iKV6VSgCLcBGAsYHQ/s400/Beeswox_Cover_v9.png" width="266" /> </a> </div>
<br />
Then, while digging up graphic resources, I found a great color photo in the Flickr Commons. But I didn't have a place for it, until I took it as a prompt to make an alternate minimalist cover:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-J76zmsyCnDA/XrSmRPqoSNI/AAAAAAAAVNI/Xh06mtpi-zYkbl5GbJcimZR7hzm2dQ53QCLcBGAsYHQ/s1600/Executive_Cover.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1067" height="400" src="https://1.bp.blogspot.com/-J76zmsyCnDA/XrSmRPqoSNI/AAAAAAAAVNI/Xh06mtpi-zYkbl5GbJcimZR7hzm2dQ53QCLcBGAsYHQ/s400/Executive_Cover.png" width="266" /></a></div>
<br />
The stark "all-business" contrast to the original cover amuses me, so when it comes time to offer POD, I'll post both versions. E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-57247734219114308252020-02-18T22:20:00.002-05:002020-02-18T22:20:48.634-05:00Subtle VerveIn putting together <i>Beeswox</i>, I ended up adding a couple rules without precedent from the original sources, but I feel they tighten up the system as a whole.<br />
<br />
In full PbtA games nearly all character actions and resources are expressed as Moves, little distinct resolution packets that broadly define an action and its potential outcomes. A typical Move is structured more or less like this:<br />
<br />
<blockquote class="tr_bq">
<i>In situation X, roll the dice and add Attribute Y to see if Z1, Z2 or Z3 happens.</i></blockquote>
<br />
In contrast, WoX doesn't use Moves. Instead, for broad actions that any character can attempt it uses simplified general-purpose attribute rolls, results interpreted on the spot based on context. Unique PC resources are expressed by Abilities, which are structured tersely:<br />
<br />
<blockquote class="tr_bq">
<i>Your character can do Z.</i></blockquote>
<br />
As I thought about it, that seemed too broad. Without the "in situation X" limit, there's really nothing to urge a player to consider if an ability is appropriate or not. Some implementations account for this by saying "you can <i>attempt</i> to do Y," but that implies anyone without the ability can't attempt it all, which is a headache of permissions to track.<br />
<div>
<br /></div>
<div>
Other Abilities do add an "in situation X" limit, but on consideration I decided against expanding that to all Abilities because it would have been more text to track in play.<br />
<br />
My solution is to give PC's a pool of points, called Verve. New characters start with three, they regenerate to full at the start of each session (one of the things you can get when you advance is an improved Verve pool). To use most Abilities, the player has to spend a Verve point (Abilities of more limited scope are just always on). Basically, each session a player can buy a limited number of pre-defined "I do an awesome" moments, enough for their character to shine but not so many as to bury the developing fiction under spam-attacks.<br />
<br />
Pretty simple as a pacing mechanic, and I think it does what I want. However, I was concerned that there really isn't a precedent for this in either PbtA or WoX (that I know of), so I asked around for input. Most replies I got felt it seemed workable, but were concerned it might make play feel like <i>Fate</i>.<br />
<br />
That may be true from a very broad perspective, but I don't think it will come close in the details. One of the things I find off-putting about <i>Fate</i> is that keeping on top of the flow of Fate Points and all the Aspects producing and consuming them in a scene can lead to disconnection from the fiction. Players can end up intent on making things happen, but without actually experiencing it viscerally. Big moments become just an exercise in cultivating and deploying Fate Points efficiently. I deliberately set up Verve to have no economy flow to avoid that. <br />
<br />
<br />
<br />
<br />
<br />
</div>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-139996688376021632020-02-12T18:31:00.000-05:002020-02-18T22:22:43.211-05:00Keeping Under CoverI've been working on a new project:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-MO9lz3A4Oq4/XkSBlpLf74I/AAAAAAAAUF4/FSHeoFjIjZwegJtBpGMKTSqLKBbn_Mp-QCLcBGAsYHQ/s1600/Beeswox_Cover_v6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1067" height="320" src="https://1.bp.blogspot.com/-MO9lz3A4Oq4/XkSBlpLf74I/AAAAAAAAUF4/FSHeoFjIjZwegJtBpGMKTSqLKBbn_Mp-QCLcBGAsYHQ/s320/Beeswox_Cover_v6.png" width="213" /></a></div>
<br />
It's a compilation and weaving together of rules and guidelines from the many rules-light "Powered by the Apocalypse" games which followed John Harper's <i>World of Dungeons</i> (a three page take on what <i>Dungeon World</i> would have looked like in it's "original" 1974 version).<br />
<br />
I'll have more to say about the game's rules and my goals for the book, but for now I feel like musing on the synergy between rules design and graphic design. Y'see, originally I designed a cover like this:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-cwZvK0b3Mt8/XkSFJPwHRZI/AAAAAAAAUGQ/e9Ni6YIL8w8EVI2AsV6N2HRSZX2mxtqWwCLcBGAsYHQ/s1600/Pocket_WoX_Cover_v2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1067" height="320" src="https://1.bp.blogspot.com/-cwZvK0b3Mt8/XkSFJPwHRZI/AAAAAAAAUGQ/e9Ni6YIL8w8EVI2AsV6N2HRSZX2mxtqWwCLcBGAsYHQ/s320/Pocket_WoX_Cover_v2.png" width="213" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
I almost always get sidelined into layout and art long before I finish a text. Common wisdom says this is a sloppy way to work, but increasingly I'm seeing it as a productive expression of my mindset. I'm pretty good with words, but I'm at least as visually oriented, and organizing things graphically helps me understand things I don't catch when they're just text.<br />
<br />
In this case, the name "Pocket Wox" at first sounded dashingly clever, with allusions to being a useful tool that's also conveniently portable. But as I fussed trying to figure out how to arrange those watch faces, looking at those precise gearworks prompted me to wonder if that was really what I was going for. Am I really making something meticulous and metal-hard? No, it's subjective and pleasingly malleable. With that insight I took another look at the text and spotted areas where I had gotten overly technical and started rewriting with better understanding of where I was going.<br />
<br />
And then I changed the name and started browsing the Flickr Commons for pictures of bees.E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-33993201284489926582019-05-10T18:34:00.000-04:002019-05-10T18:36:34.711-04:00A Long Held PauseIt's about a month since G-Plus shutdown and, at least from my perspective, the online tabletop RPG community still hasn't recovered.<br />
<br />
Most of the OSR has emigrated to MeWe, which sadly has bolstered the worst elements in that community, and disinclined more moderate voices from participating. At the same time, The OSR blogosphere took a blow with the sudden passing of James A. Smith Jr., whose OSR News on his <i>Dreams of Mythic Fantasy</i> blog had been a valiant service keeping fans informed.<br />
<br />
Elsewhere, small gatherings have taken to Pluspora, dice.camp, tabletop.social, lasanga.social and various other instances on Mastodon and Diaspora. In conglomeration I can find most of the people I followed on Plus by searching through those places, but the fracturing doesn't permit the widely interlinked conversations of old, and unsurprisingly that means people are steadily defaulting to mere blog announcements and vanity posts.<br />
<br />
Speaking of blogs, I've finally set up an RSS reader (Feedbro) to keep abreast, but frustratingly it has no mobile counterpart, so catching up on blogs needs to be a deliberate choice of desktop time. I'm definitely looking for a more integrated reader, but until then I've fallen quite behind. Even if I get the perfect reader up and running, blogs still have the same dispersion problem of the multiple independent networks (moreso really).<br />
<br />
It's all had a chilling effect on my motivation to participate online, this blog included. Posting in any one place reaches a few dozen eyes at most, trying to get over that by posting the same thing multiple places is a chore and frankly feels like it comes off as obnoxious. And though it may be a vain thing to admit, I crave the satisfaction of knowing what I put time into writing is read by <i>someone</i>.<br />
<br />
None of the above is meant to say the situation is hopeless. This community has always been damn good at finding the tools it needs to build itself up, and eventually we'll find what we need to get pat this. But I really hope it happens soon.
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com2tag:blogger.com,1999:blog-7094204300175633504.post-31099646337447908502019-02-19T21:38:00.001-05:002019-02-20T13:44:37.647-05:00A Brush with Zak-nessIt'd be a surprise to me if anyone reading this hasn't already seen the damning revelations Mandy Morbid has shared about her ex, self-styled bad boy of the OSR Zak Smith. If you haven't, here's <a href="https://www.facebook.com/amandapatricianagy/posts/10215845527064252">Mandy's statement</a>, and a corroborating one from <a href="https://www.facebook.com/VivkaCriesWolf/posts/2478145012257909">Vivka Grey</a>. Obviously, I believe Mandy, and firmly accept that it's impossible to deny any longer that Z.S. is utter garbage. Any continued tolerance or support for an abuser like him is unacceptable.<br />
<br />
This post is mainly just sorting my emotions on the matter, and unburdening myself of some stuff. I will not try to address issues covered much more deftly by others, because I frankly do not have the depth or words to deal with them properly (go to <a href="http://cavegirlgames.blogspot.com/2019/02/thoughts-on-zaklash-personal-stuff.html">Cavegirl's Game Stuff</a> and <a href="https://blog.trilemma.com/2019/02/thank-you-mandy.html">Trilemma Adventures</a> for people who do).<br />
<br />
I feel compelled to confess there's one instance where my name sits on a credit page with Z.S.'s, the <i>Expanded Petty Gods Companion</i>. Not to oversell the significance, as there are hundreds of names on that project; just about everyone even tangentially part of the OSR over the span of that book's long development contributed to it, and we weren't collaborators be any stretch. Still, it's added a sour after-taste when I look at it now. <br />
<br />
Other than that, outside of a few reddit exchanges, my encounters with Z.S. have almost exclusively been second and third hand. I didn't much care for his art style, his blog was too long-winded to keep my interest, and his books were too eccentric to suit my play style, so overall I didn't have much use for the guy. My own work wasn't nearly prolific enough to garner his comments, get me recruited into his camp or be marked as an enemy of it. Not that I was bothered by that; my casual read was he was best avoided, a typical self-declared iconoclastic <i>artisté</i>, more brand than substance, with an exploitative attitude towards those around him, as typical of those types. If I'd only known how bad it really was.<br />
<br />
Over time his infamy grew, mainly due to the people he pushed out of the OSR, people <span style="font-family: inherit;">whose work I liked much more than his, and was sad to see go. But I regretfully admit I didn't take it all that seriously. This is a hobby where petty drama is common, where edition wars are bloody affairs and people have formed bitter enmities over different ideas of how <i>Magic Missile</i> works. It's not easily apparent when, this time, "this guy's a monster," isn't just hyperbole. So as the pro-Zak and anti-Zak camps got louder and more entrenched, I just shrugged and let my attention drift elsewhere. All of which, I realize now, came from a position of unquestioned privilege. I didn't feel personally threatened by Z.S., so I had the luxury of ignoring him. And I didn't understand that for vulnerable people that wasn't an option. To everyone for whom my support would have helped even just a little, I sincerely apologize, and promise to do better.</span><br />
<span style="font-family: inherit;"><br /></span>
<br />
<span style="font-family: inherit;">I did have one nearly-direct interaction</span> with Z.S., late last year. One of the consequences of the controversy that erupted when Stuart Robertson<span style="font-family: inherit;"> declared he'd prefer his popular OSR logo no longer be used by people known for foul moral stances (loud and ugly were the answering protestations of <i>"muh free speech!")</i> was me throwing together the <a href="https://plus.google.com/communities/107721958433977847355">Honourable OSR</a> community on G+. It was a slap-dash and impulsive project, but with the bulk of the loudest voices in the (now defunct) existing G+ OSR community taking positions somewhere between "no politics" and "you ain't no boss of me," I wanted to make a firm statement that the OSR should actively disapprove of petty fascists, and promote those who felt likewise to act on that belief. It's still around and so far it's been a modest success.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Anyway, one of the first precepts of the Hon. OSR was that applicants for membership would be reviewed. And of course one of the first in line was Z.S., who tries to force an ear into any channel that might be talking about him. "</span><span style="font-family: inherit;">I was expecting and dreading his application," I confided with the moderators. As said earlier, I didn't understand how truly vile Z.S. is, to me he was just a loud and needy personality who rubbed lots of folks the wrong way. It was doubtless that if he came in, lots of other members would immediately bale out ... yet he was a <i>name, </i>tempting to let in as a influencer. Ridiculously and shamefully, I almost convinced myself to let him in under the justification that it'd be a way to keep an eye on him. Fortunately, one of the first subjects raised by the members of this new community was how terrible it would be if Z.S. was part of it, so it was obvious he had to be rejected. </span><br />
<br />
<span style="font-family: inherit;"> And immediately after that rejection, this showed up:</span><br />
<h2>
</h2>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-41cDv1NxKuo/XGsLTRpYWBI/AAAAAAAAOzk/lGvgvpAktR0bXdCtcglO0SiLsSyGBM4-ACLcBGAs/s1600/Zarozinia.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="530" data-original-width="530" height="400" src="https://1.bp.blogspot.com/-41cDv1NxKuo/XGsLTRpYWBI/AAAAAAAAOzk/lGvgvpAktR0bXdCtcglO0SiLsSyGBM4-ACLcBGAs/s400/Zarozinia.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
Meet "Zarzonia."</h3>
</td></tr>
</tbody></table>
Odds are that's not actually Z.S. in the picture, but that is definitely a very silly wig. And it's a damn weak attempt at a sock-puppet. "Zarzonia" was a brand new G+ account with no history, whose only activity was applying to the Hon. OSR. Even the name is a disdainful act of cartoonish deception, "hello I'm Za ... uh, I mean ... Za-rzonia, yeah Zarzonia." The mod who received this request didn't even need half-a-moment to reject it.<br />
<br />
Ironically, this clumsy attempt at gate-crashing was the experience that really convinced me to start taking the accusations against Z.S. seriously. Seeing him be so openly petty made it a lot easier to pay attention to the testimonies of harassment and vendetta against him.<br />
<br />
Regarding the re-asessment (and hopeful reformation) of the OSR in the wake of Mandy's statements, I'm hopeful but reserved. Mandy turning Z.S.'s own narratives against him has been particularly powerful. Further, demolishing Z.S.'s reputation removes a big justification for the complacency that has plagued the OSR community; "you could have done something about Zak, If you believed women" is going to be a cutting rebuke for a long time. But as mentioned above this is still a field that, when pushed not long ago, largely stuck with a deeply flawed idea of what "free speech" means. it's encouraging that condemnation of Zak has been so swift and universal. There's practically been a stampede of people trying to distance themselves from the shitpile. But on the other hand, that's an easy path to choose when everyone around you is already on it. What matters is who and how many learn to to be more personally discerning, and to listen and believe much sooner when victims start speaking up. E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com2tag:blogger.com,1999:blog-7094204300175633504.post-61872727574333064182019-02-05T18:07:00.005-05:002021-03-03T00:28:06.736-05:00Veterans of the Rusty Blade<p>[<a href="https://trollbones.blogspot.com/2019/02/rustyy-bladed-veterans-revised.html">Edit from 2021: there's a new revision of "RBV" available</a>]<br /></p><p>Every now and then, I'm compelled to circle back to the vast cooling deposit left over from the early 2000's D20 eruption, and poke through it once more for salvage. "There's so much here," I think as I pry apart compacted layers of feats with a geology hammer, "so much meticulously crafted work, all free for the taking. There just has to be something I can make from it." <br />
<br />
As is usually the case, the affair begins with <i>The Core Elements Toolbox</i>, an obscure 2005 work by James D. Hargrove and Butch Curry that tried to distill the d20 SRD down into an intense liquor of fast easy role-playing. It doesn't quite work at that goal, for reasons I can't fully articulate, but that may be why I keep coming back to it, trying to figure where the fix needs to go. Which leads me to rifling through the standard SRD's (Fantasy D20, D20 Modern, D20 Future and the "true romantic" SRD derived from original <i>Blue Rose</i>). And it's usually around <i>True Romantic</i> that the fatigue starts to grow, since even that lightened version of the system is a lumbering mechanical behemoth compared to the systems I generally prefer, and I start to doubt if anything D20 can be redeemed.<br />
<br />
So then I bounce out to <i>Mocrolite20</i> to get some breathing room. Which is refreshing at first, but by laying bare the core bones of D20, <i>Microlite</i> rather starkly forces me to (again) realize the central problems with that whole school of design. Mechanical character optimization and min-maxing as a primary mode of play, lunk-headedly linear resolution and modelling, and constant built-in roadblocks and speed-bumps intended to wring player initiative through a sieve of incremental advancement. Somehow, the whole manages to be both burdensome yet insubstantial, a expansive act of running in place to look busy. <br />
<br />
Unsurprisingly, I always end my latest D20 tangent frustrated and jumping to some other project to clear my head of the affair. What I'm saying is, this is why I re-wrote <i>Searchers of the Unknown</i> over the weekend. So here's <i>Rusty-Bladed Veterans.</i><br />
<br />
<br />
</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://drive.google.com/open?id=17l-WwjoA_DzebqFl0_dfz5wV6iEqzAcv" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="250" data-original-width="450" height="221" src="https://3.bp.blogspot.com/-T9zDfxpXRZc/XFoLIISZuGI/AAAAAAAAOrw/iqSb-yU9TS8bNATxtE6L0Qez8ilGTKyugCLcBGAs/s400/RBV.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://drive.google.com/open?id=17l-WwjoA_DzebqFl0_dfz5wV6iEqzAcv">Click the image to download the PDF</a></td><td class="tr-caption" style="text-align: center;"><a href="https://drive.google.com/open?id=17l-WwjoA_DzebqFl0_dfz5wV6iEqzAcv"><br /></a></td></tr>
</tbody></table>
<br />
There's a lot to like about <i>SotU</i>, but I perceived issues with it. The language was loose at the cost of clarity. And while the stated goal was B/X style play, it introduced several eccentric elements leading to a much more combat-focused experience. Because I'd just been trudging through D20, it was clear that the original writer of <i>SotU</i> had carried over a few 3E-era assumptions upon creating it. All of which were things I wanted to change. Additionally, I aimed to make the rules thoroughly compatible with B/X resources without conversion; I wanted to be able to send a "Rusty-Bladed" party through <i>B2 The Lost City</i> using every line of the adventure's text as written. Also, I wanted to be able to run standard B/X classes alongside those characters, if it so happened old-hand players showed up for such a session.<br />
<br />
On top of that, I threw in some elements from other <i>SotU </i>hacks I liked, the clever spell-casting system from <i>Microlite20</i> and a means for characters to learn spells from scrolls (which weirdly I had assumed was already part of the original <i>SotU</i>; wonder where I picked that notion up).<br />
<br />
I'm really pleased with how <i>Rusty-Bladed Veterans</i> came out. I dare even say I'd prefer using it over full B/X, since starting all characters on the same foot eliminates a lot of the disorienting disparities players have traditionally had to deal with (thief skills in particular come to mind, and demi-human abilities), doubly so for new players. Plus I prefer magical abilities earned as a consequence of play rather than as preordained advancements. I'm looking forward to seeing how this plays out at the table.<br />
<br />E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com8tag:blogger.com,1999:blog-7094204300175633504.post-58776208257225930022018-12-12T14:55:00.001-05:002018-12-12T15:04:05.617-05:00*Poof* Goes the Conversation Well, that hurt.<br />
<br />
Years ago, Google, of which Blogger is a subsidiary, urged me to host the comments for <i>Trollbones</i> on G+. And that seemed like a fine idea at the time. I was very active on G+ so it meant my social networking and blogging would dovetail nicely. Yeah for corporate integration!<br />
<br />
Jump ahead to 2018, and G+ is being shutdown on an ever accelerating schedule. The developers behind Blogger and Google are disdainfully non-forthcoming with a way to migrate Plus-posted blog comments to the traditional system, and the longer I hold out for that, the more new comments are made that will just vanish come April.<br />
<br />
So, metaphorically ripping off the band-aid, I've just flipped the switch back to the default comments system. I had hoped the old comments would still be preserved in my regular G+ stream, which can be downloaded before the termination date .... but no, they're just gone. Years of insight and suggestions, criticism and insults ... gone. <br />
<br />
To Hell with corporate integration. Particularly, to Hell with Google. I'm seriously considering migrating this blog to Wordpress, or Dreamwidth.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-DyoLNjAew6o/XBFb5TmZi0I/AAAAAAAAOMY/LaaBlscHg6gtgeVdb6FGSMNw2E2m-_FkgCLcBGAs/s1600/BURNING.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="600" height="176" src="https://1.bp.blogspot.com/-DyoLNjAew6o/XBFb5TmZi0I/AAAAAAAAOMY/LaaBlscHg6gtgeVdb6FGSMNw2E2m-_FkgCLcBGAs/s320/BURNING.jpeg" width="320" /></a></div>
<br />E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com2tag:blogger.com,1999:blog-7094204300175633504.post-55846669125841625092018-10-27T15:25:00.001-04:002018-10-27T15:25:49.812-04:00Planet of Infinite MonkeysGoogle+, the preferred social network for discussion of tabletop role-playing games, has not entirely unexpectedly announced it will be shutting down, effective August of 2019. While unfortunate, the situation has stirred active meaningful debate about what sort of online space best serves the needs of tabletop gamers, and a desire to actively create such spaces. Some really interesting and progressive options are being worked on. Take a look at the <a href="https://plus.google.com/communities/117817751909237129167">G+ RPG Escape Rocket</a> group to see much of this discussion.<br />
<br />
One of the highlight efforts: Alex Schroeder has put together two "planets," one-stop aggregators of blog posts, one for OSR material and another for Indie writings. Go check them out and, if you're a blogger yourself, submit your blog to be included.<br />
<br />
<a href="https://campaignwiki.org/osr/">Old School RPG Planet</a> <br />
<br />
<a href="https://campaignwiki.org/indie/">Indie RPG Planet</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-W90cl5gxqrM/W9S5Z6nMaFI/AAAAAAAANuM/7tRs7e9SDoocMBA087SvPnb5qcyKcJoQACLcBGAs/s1600/chickentype.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="395" data-original-width="400" height="316" src="https://3.bp.blogspot.com/-W90cl5gxqrM/W9S5Z6nMaFI/AAAAAAAANuM/7tRs7e9SDoocMBA087SvPnb5qcyKcJoQACLcBGAs/s320/chickentype.jpg" width="320" /></a></div>
<br />E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-8061263296453806702018-10-10T04:37:00.001-04:002021-09-09T02:31:13.468-04:00Howls of October: the Blue-a-Jeun<div>
It's October, and I've got a bunch of fearsome monsters for <i>Swords & Wizardry: White Box</i> I've been looking forward to sharing. Here's the first!</div>
<div>
<i><br /></i></div>
<div>
<i>Sobbing in desperation, a wiry scar-faced man fled over the darkened twisty forest road, a pouch clutched desperately to his chest. Chimes of rich gems sounded every time the pouch shook. The wolf pack rushed through the brush on both sides now, and despair swelled in the scar-faceed man; only moments were left until he was entirely surrounded. But far worse was the singular lupine beast snapping at his heels with manifestly cruel glee, a living shadow so black it seemed to flash blue with every move. The man’s mind reeled from his manifest doom, cursing whatever spirit had led these wolves out to this normally placid country where their like hadn’t been heard in a generation. It wasn’t fair, he’d been so careful, planning the theft, choosing the escape route … he’d even shrewdly eliminated his feckless partner Geoff after the job, pushing him off the path when it looped around a cliff-face, if not killed by the fall to be helplessly devoured by the beasts of the forest … Suddenly the scar-faced man had a terrible realization and glanced back. The black-blue wolf returned the stare with uncanny familiarity, turning to hate redoubled as it lunged forward.</i></div>
<div>
<br /></div>
<h3>
Blue-a-Jeun</h3>
<div>
Armor Class: 6 [13]</div>
<div>
Hit Dice: 3, 4, 5, 6</div>
<div>
Attacks: Bite (1d6+1)</div>
<div>
Special: see below</div>
<div>
Move: 18</div>
<div>
HDE / XP: 4 / 120, 5 / 240, 6 / 400, 7 / 600</div>
<div>
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://4.bp.blogspot.com/-n4HAk9PhQw4/W72259nYW4I/AAAAAAAANZk/5lyJQrSHt8oW3z4owGIec50bxrXTJDR6ACLcBGAs/s1600/Blue-a-Jeun_mod.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1204" height="640" src="https://4.bp.blogspot.com/-n4HAk9PhQw4/W72259nYW4I/AAAAAAAANZk/5lyJQrSHt8oW3z4owGIec50bxrXTJDR6ACLcBGAs/s640/Blue-a-Jeun_mod.jpg" width="480" /></a></td></tr>
<tr><td class="tr-caption">Original image by <a class="owner-name truncate no-outline" data-rapid_p="86" data-track="attributionNameClick" href="https://www.flickr.com/photos/nosha/" style="font-size: 12.8px;" title="Go to Nathan Siemers's photostream">Nathan Siemers</a>, modified by me,<br />
<div style="text-align: center;">
<a href="https://creativecommons.org/licenses/by-sa/2.0/" style="font-size: 12.8px;">CC BY-SA 2.0</a></div>
<div class="attribution-info">
<div class="view follow-view clear-float photo-attribution" id="yui_3_16_0_1_1539159783934_9269">
<span class="relationship">
</span></div>
</div>
</td></tr>
</tbody></table>
<div>
<div>
When a wolf of jet-black pelt chances by fate to devour the flesh of one given over to hate, that spirit of ire takes hold of the wolf and turns it into a instrument of cruel retribution, becoming a Blue-a-Jeun.</div>
<div>
<br /></div>
<div>
This monster hunts at night, singling out one victim per evening, someone who the spirit believes betrayed or wronged them. Possessed of man-like intelligence, the Blue-a-Jeun will stalk shrewdly, easily bypassing traps and barriers that would confound normal wolves. </div>
<div>
<br /></div>
<div>
The creature’s deep midnight blue-black pelt renders it nearly invisible at night, in shadowed forests or similar settings, granting it a 5-in-6 chance of attacking with surprise in such dimly-lit locations.</div>
<div>
<br /></div>
<div>
The Blue-a-Jeun gains an additional permanent Hit Die for each intelligent being it slays and feasts upon, up to a maximum total of 6 Hit Dice. Additionally, the Blue-a-Jeun gains the memories of those it devours, which it will exploit in future hunts. </div>
<div>
<br /></div>
<div>
The Blue-a-Jeun is accompanied by a pack of normal wolves, 2 per Hit Die, who will sense and obey their master’s wishes.</div>
<div>
<br /></div>
<div>
<b>Use in the campaign</b>: The Blue-a-Jeun may be an old foe of the party, impossibly returned to inflict misery upon them. Or perhaps the adventurers will hear tales of a beast terrorizing a small village, picking off peasants as the antipathies of its spirit dictate, in which case the challenge is as much to deduce who to protect next as it is facing the monster itself. It is key for the Referee to express both the Blue-a-Jeun’s intelligence and obsession; it won’t risk its life carelessly, but neither will it forget it’s chosen prey.</div>
<div>
<br /></div>
<div>
<i>White Box</i> doesn’t have stats for normal wolves in the main text, so here they are translated from the <i>Monster Book</i>: </div>
<h4>
Normal Wolf</h4>
<div>
Armor Class: 7 [12]</div>
<div>
Hit Dice: 2</div>
<div>
Attacks: bite</div>
<div>
Special: none</div>
<div>
Move: 18</div>
<div>
HDE / XP: 2 / 30</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-33656170367954442192018-09-26T15:28:00.001-04:002018-09-26T18:52:25.544-04:00The Journeyman Class<span style="font-size: small;"><span style="font-family: inherit;">This is a follow-up to my previously posted "Genius" rules for <i>Swords & Wizardry: White Box.</i> In that post, I referred to the Journeyman class, which is built to take particular advantage of Genius, so here are the particulars.</span></span><br />
<br />
<span style="font-size: small;"><span style="font-family: inherit;">Clearly, this is just a modification of the <i>White Box</i> Thief class (as first presented in James Spahn's <i>White Box Companion</i> and then adopted fully into <i>White Box: Fantasy Medieval Adventure Game</i>), and it's intentionally designed so that players looking to play a traditional thief can easily use this class for such. However, there are some changes that may need explanation:</span></span><br />
<ul>
<li><span style="font-size: small;"><span style="font-family: inherit;">I'm generous with XP bonuses, thus every class in my campaign has two prime attributes rather than just one. </span></span></li>
<li><span style="font-size: small;"><span style="font-family: inherit;">Back-stabbing is an option for any character, thus why it's not specified for this class. </span></span>To backstab, a character must successfully position themselves to attack the target unaware. A backstab grants a +2 bonus to hit and if successful the character rolls damage twice, inflicting the higher result +2.</li>
<li><span style="font-size: small;"><span style="font-family: inherit;"><style type="text/css">p { margin-bottom: 0.1in; line-height: 120%; }</style></span></span>I moved guild establishment to 8th level from 9th. Partially this was so certain demi-human races with level limits would have a chance at establishing domain-level bases. But also my impression is that guilds are a softer, more subtle power base than strongholds and temples, and a town-based redoubt serves as a good stepping stone for other members of the party before hacking a stronghold out of the wilderness. </li>
</ul>
<h3>
<span style="font-size: large;"><span style="font-family: inherit;"> </span></span></h3>
<h3>
<span style="font-size: large;"><span style="font-family: inherit;">Journeyman</span></span></h3>
While some adventurers rely on their battle prowess, and others their magical might, Journeyman get by on skill and cleverness. Having just completed their apprenticeships in their craft, Journeymen take to the road to hone their skills and find fortune, hoping one day to be recognized as Masters. A Journeyman may be a professional surveyor, architect, troubadour, apothecary, shipwright, scholar or any of a hundred other trades, including such dubious vocations as thief, assassin or spy. <br /><br /> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody>
<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-e3akCvxXNos/W6vdjVUBn9I/AAAAAAAANGM/QHBC4ooqHNsTz693LdjFLr4n68kv5MCFACLcBGAs/s1600/Barber.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="640" data-original-width="486" height="320" src="https://2.bp.blogspot.com/-e3akCvxXNos/W6vdjVUBn9I/AAAAAAAANGM/QHBC4ooqHNsTz693LdjFLr4n68kv5MCFACLcBGAs/s320/Barber.jpg" width="243" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yes, you can even be a Barber.</td></tr>
</tbody></table>
<span style="font-size: large;"><span style="font-family: inherit;"><span style="font-size: small;">
</span> </span></span><br />
<h4>
</h4>
<b>Prime Attributes:</b> Dexterity, Intelligence.<br /><br /><b>Weapons and Armor Restrictions: </b>Journeymen may wield any weapon, but magical weapons are limited to daggers and swords. It is frowned upon by the guilds for Journeymen to engage in martial posturing, so they may only wear leather armor, and may not carry shields.<br /><br /><b>Enhanced Genius: </b>Journeymen acquire points of Genius faster than other classes, 1 every two levels rather than every four.<br /><br /><b>Secret Technique:</b> Once per session, a Journeyman may throw twice for a single Genius use, and keep the better result.<br /><br /><b>Decipher Languages: </b>Journeymen are familiar with a great variety of documentation, so can figure out the gist of most mundane writing. They comprehend the general intent of foreign books, treasure maps or other text on a throw of 3-6 on 1d6. This does not mean they automatically decipher codes or solve riddles, although they understand a riddle's phrasing. A journeyman may attempt to apply this ability to magical writing, to identify what spell is written on a scroll, but only succeeds with 5-6 on 1d6 in such a case. Once identified, they may attempt to cast the spell from the scroll, but again only have a 5-6 on 1d6 chance of success, and the referee is free to apply dire consequences for a mis-read casting.<br /><br /><b>Saving Throw Bonus:</b> Journeymen gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical mechanisms.<br /><br /><b>Establish Guild Hall (8th):</b> At eighth level, a Journeyman may be declared a Master by the guild elders, and granted right to build a chapter hall in a city or large town. The hall will attract students of the craft and others seeking the master’s endorsement, and give the Master influence over the town's affairs and politics.<br /><br /><div align="justify" style="line-height: 100%; margin-bottom: 0in; orphans: 2; widows: 2;">
<br />
<table cellpadding="8" cellspacing="0" style="width: 399px;">
<colgroup><col width="40"></col>
<col width="85"></col>
<col width="50"></col>
<col width="33"></col>
<col width="45"></col>
<col width="50"></col>
</colgroup><tbody>
<tr>
<td bgcolor="#ccff99" style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Class</b></span></span></div>
<div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Level</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Experience</b></span></span></div>
<div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Progression</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Total</b></span></span></div>
<div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Genius</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Hit</b></span></span></div>
<div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Dice</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>To
Hit</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Saving</b></span></span></div>
<div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>Throw</b></span></span></div>
</td>
</tr>
<tr>
<td style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>1</b></span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">0</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">1</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">1</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+0</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">14</span></span></div>
</td>
</tr>
<tr>
<td bgcolor="#ccff99" style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>2</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">1,250</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">2</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">2</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+0</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">13</span></span></div>
</td>
</tr>
<tr>
<td style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>3</b></span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">2,500</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">2</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">3</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+0</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">12</span></span></div>
</td>
</tr>
<tr>
<td bgcolor="#ccff99" style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>4</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">5,000</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">3</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">3+1</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+1</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">11</span></span></div>
</td>
</tr>
<tr>
<td style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>5</b></span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">10,000</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">3</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">4</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+1</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">10</span></span></div>
</td>
</tr>
<tr>
<td bgcolor="#ccff99" style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>6</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">20,000</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">4</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">5</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+2</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">9</span></span></div>
</td>
</tr>
<tr>
<td style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>7</b></span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">40,000</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">4</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">6</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+2</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">8</span></span></div>
</td>
</tr>
<tr>
<td bgcolor="#ccff99" style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>8</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">80,000</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">5</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">6+1</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+3</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">7</span></span></div>
</td>
</tr>
<tr>
<td style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>9</b></span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">160,000</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">5</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">7</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+3</span></span></div>
</td>
<td style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">6</span></span></div>
</td>
</tr>
<tr>
<td bgcolor="#ccff99" style="border: none; padding: 0in;" width="40"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;"><b>10</b></span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="85"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">320,000</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">6</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="33"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">8</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="45"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">+4</span></span></div>
</td>
<td bgcolor="#ccff99" style="border-bottom: none; border-left: 1.00pt solid #b2b2b2; border-right: none; border-top: none; padding-bottom: 0in; padding-left: 0.08in; padding-right: 0in; padding-top: 0in;" width="50"><div align="center">
<span style="font-family: "soutane";"><span style="font-size: small;">5</span></span></div>
</td>
</tr>
</tbody></table>
<br /><br /><span style="font-size: small;"><span style="font-family: inherit;"><style type="text/css">td p { margin-bottom: 0in; }p { margin-bottom: 0.1in; line-height: 120%; }</style> </span></span></div>
<div align="justify" style="line-height: 100%; margin-bottom: 0in; orphans: 2; widows: 2;">
<br /></div>
<div align="justify" style="line-height: 100%; margin-bottom: 0in; orphans: 2; widows: 2;">
<span style="font-size: small;"><span style="font-family: inherit;"></span></span></div>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-60093370781404871132018-09-21T18:37:00.000-04:002018-11-07T03:52:50.556-05:00Genius: Yet Another Approach to Skills in OSR Play<br />
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Recently the G-Plus OSR community has been talking a lot about skill systems. So here's my current take on it.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Skills are a thorny subject in the context of old school gaming.
Learning to embrace the freedom that comes from forgoing codified action
resolution is one of the major experiences of old school play, and yet
it can't be denied that delineated skills show up early in role-playing's
history. And it can't be ignored that most people, when role-playing, expect to have defined skills on their character sheets.</div>
<br />
<div style="text-align: justify;">
Skills are definitely utilitous, from a purely procedural perspective. They offer quick clear means to resolve events and to define the capacities of characters. Unfortunately they tend to take the narrative away from discussion and negotiation, turning it over to the dice instead. And they curtail player initiative by discouraging any action that doesn't have a clear numerical advantage behind it. Players blanch at trying anything they can't calculate the odds on, designers try to get over this by expanding the skill list, until the track leads to something like <i>Basic Role-Playing</i> as implemented in <i>Runequest </i>where even such specific actions as drawing a map and appraising the value of gems are defined skills. </div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
But still, it's tempting to add skills to the game. Class options can be expanded handily simply by adding some skill to the regular classes. Rangers and Druids are pretty much just Fighters and Clerics with some Wilderness Survival training, after all. And it allows for slight variations without having to build whole new classes to accommodate them. No need to figure out a "Sailor" class when you can just add Semanship to any character. The trick is adding an option that by its presence doesn't imply everyday-incompetence in characters without the skill, nor demands that a whole host of numbers be added to the character sheet just to address edge cases.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Well ... I'm out of preamble chatter, so here's what I've got. I call <span style="font-size: small;">my</span> approach <i>Genius</i>, as in "He has a genius for weaving tapestries." </div>
<br />
<div style="text-align: justify;">
The core mechanics I've built Genius around I first saw in Christopher Cale's <i>Backswords & Bucklers</i>, his reinterpretation of <i>S&W: White Box</i> for urban adventures in Elizabethan England. I've since found it earlier utilized in Rob Ragas's alternate <i>White Box</i> thief class, the Treasure Seeker, published in <i>Knockspell</i> issue #2. I've yet to see it in an earlier source, so I assume, until shown otherwise, it's Ragas's invention.</div>
<div style="text-align: justify;">
<br />
Regardless of origin, the approach immediately appealed to me because it put the focus of resolution not on pass/fail, but on<b> time</b>, the most important resource of an adventurer, the passage of which is the danger intensifier of any adventure. It doesn't really matter if you can unlock the door, so much as if you can unlock it before being discovered by somebody with reason to stop you.</div>
<h3 style="text-align: justify;">
</h3>
<h3 style="text-align: justify;">
<u>Genius, a System for Character Excellence</u></h3>
<div style="text-align: justify;">
Every character has aptitude in a non-combat, non-magical field of expertise. All characters start with 1 point of Genius to define as they choose. Characters of the Journeyman* class gain an additional point of Genius every two levels, all other classes gain 1 point every four levels. Points of Genius gained after the 1st level may be added to an existing field of expertise, or used to start ones new to the character.<span style="font-size: x-small;"> </span></div>
<div style="text-align: justify;">
<span style="font-size: x-small;">*The Journeyman is my take on the role typically filled by the Thief</span></div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
<br />
<span style="font-size: small;">Some potential types of Genius:</span></div>
<ul>
<li><span style="font-size: small;">Wilderness Travel</span></li>
<li><span style="font-size: small;">Ancient Lore</span></li>
<li><span style="font-size: small;">Masonry & Construction </span></li>
<li><span style="font-size: small;">Religious Ceremony</span></li>
<li><span style="font-size: small;">Weaponcraft</span></li>
<li><span style="font-size: small;">Politics & Statecraft </span></li>
<li><span style="font-size: small;">Seamanship</span></li>
<li><span style="font-size: small;">Trade & Barter</span></li>
<li><span style="font-size: small;">Burglary</span></li>
<li><span style="font-size: small;">Taxonomy of Monsters </span></li>
<li><span style="font-size: small;">Forgery & Counterfeiting</span></li>
<li><span style="font-size: small;">Brewing & Cooking</span></li>
<li><span style="font-size: small;">Music, Dance & Theater</span></li>
<li><span style="font-size: small;">Alchemy</span><span style="font-size: small;"> </span></li>
</ul>
<h4>
</h4>
<h4>
Defining Genius</h4>
<div style="text-align: justify;">
A Genius should entail broad related areas of endevour, any one Genius enough to qualify as a full career in itself. A good rule of thumb is that any single Genius should imply at least two distinctly different kinds of activity. For instance, Seamanship entails knot-tying and ship-building, and Burglary entails stealthy movement and maintaining underworld contacts. Goals of action cannot be forms of Genius in themselves (Persuade, Intimidate, Deceive, Climb, etc.). <br />
<br />
Casual use of genius always succeeds; a sailor can tie a quick knot, a ranger can find fresh water in a forest, a sage can name an ancient queen, all without needing to throw dice. </div>
<h4 style="text-align: justify;">
</h4>
<h4 style="text-align: justify;">
Resolving Challenging Use of Genius </h4>
<div style="text-align: justify;">
To check genius in a challenging situation, throw 1d6 twice. The first throw determines how many units of time the effort takes. This can be days, hours, turns or rounds depending on what makes sense for the situation (maybe even years!) but usually it’ll be turns.<br />
<br />
The second throw determines positive or neutral results. Add the points of a character’s relevant Genius to the throw, and the relevant attribute modifier if the referee allows it. If the total is 6 or higher, the effort succeeds. Characters may subtract 1 from the initial time result for every point a successful throw exceeds 6. If after modification the time throw is zero or less, the effort requires only one unit of the next lower time increment (hours down to a turn, turns down to a round, and so on)<br />
<br />
Characters only know if they succeeded or failed after the determined interval has passed. Conditions permitting, they may keep spending time to make further attempts at the same effort until they succeed. <br />
<br />
If the attempted effort would require less time than is relevant to the current context of play (rounds when exploring a dungeon, turns when crossing wilderness) then don't bother rolling, just call it a success and move on.</div>
<h4 style="text-align: justify;">
</h4>
<h4 style="text-align: justify;">
Miraculous Results</h4>
<div style="text-align: justify;">
If a character has enough of a bonus between Genius, attribute modifiers and magical benefits to guarantee success (+5 or more) they may try for miraculous results, literally fantastical feats beyond the ken of normal mortal arts. Simply subtract 5 from the total bonus and otherwise resolve the attempt as described above.If the character succeeds, they have performed a miracle, fit for legend.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-RbRClu07iek/W6V1B5i2KII/AAAAAAAAM_U/chXdxTzM3uwOc-jTmHWn_lKWem-9IZ6AQCLcBGAs/s1600/Threads.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="240" data-original-width="189" src="https://3.bp.blogspot.com/-RbRClu07iek/W6V1B5i2KII/AAAAAAAAM_U/chXdxTzM3uwOc-jTmHWn_lKWem-9IZ6AQCLcBGAs/s1600/Threads.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Miraculous use of the Textiles Genius; she's sewing together a cloak literally made from the laughter of children.</td></tr>
</tbody></table>
</div>
<style type="text/css">p { margin-bottom: 0.1in; line-height: 120%; }</style>E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-6074176550746952782018-04-03T18:45:00.002-04:002018-04-04T00:43:59.482-04:00Stupid, Stupid LuckI rather like stories where serendipity plays as much a factor as skill and strength to win the day, and a growing amalgamation of mischance looms over all until something prosaic resolves it unexpectedly.<br />
<br />
For example, I'm currently watching <i>The Irresponsible Captain Tylor</i>, a satirical anime poking fun at the heroic space-battleship genre, with a lead character who gets by mainly through blind fortune and refusal to acknowledge the seriousness of any situation. <br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-FmGpm5rGuwE/WsP9nBl0JmI/AAAAAAAAKnY/YP5cdA4Gg68bZ1qGNz6Fab1d6i-M9tfewCLcBGAs/s1600/Tylor.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="967" data-original-width="985" height="314" src="https://2.bp.blogspot.com/-FmGpm5rGuwE/WsP9nBl0JmI/AAAAAAAAKnY/YP5cdA4Gg68bZ1qGNz6Fab1d6i-M9tfewCLcBGAs/s320/Tylor.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">By the way, this series is legitimately <a href="https://www.youtube.com/playlist?list=PLrrh84y760v_hdnzI0fga_ZrpjYv4rbUo">free to watch on youtube</a>.</td><td class="tr-caption" style="text-align: center;"></td><td class="tr-caption" style="text-align: center;"></td></tr>
</tbody></table>
So of course I eventually mused how to implement this in an OSR fashion. Here's one possible approach.<br />
<br />
Add a trait called <i>Stupid, Stupid Luck</i>. Every session, it begins with a value equal to 10 minus the character's current level. Yes, "stupid" being stated twice is vital to this mechanic. Vital.<br />
<br />
In any given situation or encounter, the character may attempt to roll against their Stupid, Stupid Luck by throwing a d20. if the die lands greater than the current value, luck is against them and things get worse (probably in a non-lethal but embarrassing way) but they get to raise the value by 1d3 points.<br />
<br />
If the die lands less than or equal to the current value, luck is on their side and things align in their favor, preferably in a way that is non-violent and paradoxically mundane. The dragon that was about to breathe on them develops a distracting case of hiccups, the sprung trap turns out to have been accidentally loaded with harmlessly pleasant lilac powder, the ogre gang boss turns out to be an old football buddy. However, after the success the value of Stupid, Stupid Luck is halved.<br />
<br />
In practice this should lead to a progression where the character depending on luck suffers several indignities only to end up on top at the end, smelling of roses ... or lilacs.<br />
<br />
Ways to implement this could be as a character class for whom it's their main ability. Call the class, say, the <b>Blessed Idiot</b> using the Cleric's advancement tables. Or as a communal resource the whole party can make use of. For a truly bonkers game, every character could have Stupid, Stupid Luck, possibly even monster's and NPC's.E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-3803925635012941342018-01-29T17:41:00.001-05:002021-10-16T15:28:24.011-04:00HaberDash: First Cut<br />
I've been mulling over playing cards in a roleplaying context for quite a while now<i>, </i>at least since <i>Everway</i> and definitely since the <i>SAGA</i> versions of <i>Marvel Superheroes </i>and <i>Dragonlance</i>. It seemed like something that should be easy, drama powered by, instead of the proprietary decks of those previously mentioned games, the elegant probabilities and imagery of a generic traditional deck.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-digbZAohJQQ/Wm-UPwgg3rI/AAAAAAAAJS4/SXgaw-9_HXEQNXph6WLHq3MoeYVfXQo0ACLcBGAs/s1600/saks.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1051" height="400" src="https://1.bp.blogspot.com/-digbZAohJQQ/Wm-UPwgg3rI/AAAAAAAAJS4/SXgaw-9_HXEQNXph6WLHq3MoeYVfXQo0ACLcBGAs/s400/saks.jpg" width="262" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;">The Saks-Werbespiel deck, displayed on the excellent <a href="http://www.wopc.co.uk/">World of Playing Cards</a>.</span></td></tr>
</tbody></table>
But for whatever strange reason, there hasn't been a card-based roleplaying game published (at least not that I've heard of. EDIT: since I wrote that, folks have reminded me of<i> Castle Falkenstein</i>). And my own attempts to write one kept drying out in conceptual dead-ends. Frustrated, I hadn't done anything with the project in years.<br />
<br />
Until yesterday when, literally on the verge of sleep, the seed of a system abruptly coalesced in my mind. I've been reading several minimalist designs lately (particularly <i>Minimal6</i>) so perhaps my long-latent notions got hooked by a new concept, pulling things together. Whatever the genesis, here's what I've got so far. Feedback would be greatly appreciated.<br />
<h3>
<style type="text/css">p { margin-bottom: 0.1in; line-height: 120%; }</style>
</h3>
<h3 style="line-height: 100%; margin-bottom: 0in;">
HaberDash; first cut</h3>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
(Note: previously these rules were called "Cheap Suits.") </div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<h4 style="line-height: 100%; margin-bottom: 0in;">
</h4>
<h4 style="line-height: 100%; margin-bottom: 0in;">
0.0 Set-Up.</h4>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
These are rules for
tabletop roleplaying. They assume a traditional arrangement for such,
one person serving as a GM (game moderator) who presents a scenario
to one or more players each running a character of their making. Play
will require note-cards, pencils and a full deck of playing cards
(all four suits plus jokers).</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<h4 style="line-height: 100%; margin-bottom: 0in;">
1.0 Making a
Character.</h4>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Divide thirteen
marks between the four suits of Clubs, Diamonds, Hearts and Spades.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
<i>Clubs</i>
represent speed, dexterity, reflex and sudden intuition.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
<i>Diamonds
</i>represent endurance, slow action and deliberation.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
<i>Hearts </i>represent
awareness, logic and erudition.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
<i>Spades</i>
represent forceful action, strength and intimidation.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Each suit may have
no fewer than one mark and no more than six. Three is about average.
</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Describe three
<i>Qualities</i>, each a short but evocative phrase declaring
something heroic about the character. These must be things that both
help the character excel in particular situations but just as often
lead to complications in others.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<h4 style="line-height: 100%; margin-bottom: 0in;">
1.1 Example
Characters.</h4>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Emma “WireShadow”
Bequist</div>
<div style="line-height: 100%; margin-bottom: 0in;">
(cyberpunk outlaw)</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♣♣♣♣♣</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♦♦♦</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♥♥♥</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♠♠</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Hacker pioneer,
spelunker of the deepest data caverns.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Modified this
myself, I’m testing some new ideas.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Everyone on the
Network has heard of me.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Brutalina</div>
<div style="line-height: 100%; margin-bottom: 0in;">
(sword & sorcery
adventurer)</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♣♣♣</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♦♦♦</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♥♥♥</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♠♠♠♠</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Blood-furious
berzerker.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Barbarian daughter
of the Iceblue Mountains.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Furious passions,
deep melancholies.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
XX-878</div>
<div style="line-height: 100%; margin-bottom: 0in;">
(galactic wanderer)</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♣</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♦♦♦♦♦♦</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♥♥♥</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♠♠♠</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Last of the
Armageddon Androids.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Enough plasma
warheads to level a city block.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-I’ve seen things
you people wouldn’t believe.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Katherine Zephrenos</div>
<div style="line-height: 100%; margin-bottom: 0in;">
(courtly wizardess)</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♣♣</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♦♦♦♦</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♥♥♥♥</div>
<div style="line-height: 100%; margin-bottom: 0in;">
♠♠♠</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-A weaver of
illusions.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-Always dressed in
sharpest fashion.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
-On first-name terms
with a devil or two.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<h4 style="line-height: 100%; margin-bottom: 0in;">
2.0 Facing
Challenges.</h4>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
When the character
is faced by a challenge of uncertain outcome, the GM will decide
which suit is most appropriate. The player then draws as many cards
as they have marks in that suit, meeting the challenge if any of the
cards match the suit. The number value of the matching card indicates
how well they succeed. If multiples of the same suit are drawn, the
player acts per the single most advantageous value.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div><div style="line-height: 100%; margin-bottom: 0in;"><div style="line-height: 16px; margin-bottom: 0in;">Drawing no matching suits means a failure.</div></div><div style="line-height: 100%; margin-bottom: 0in;"><br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Values 1-5 mean an
iffy success entailing complications. The lower the number, the worse
the complication. </div><div style="line-height: 100%; margin-bottom: 0in;"><br /></div><div style="line-height: 100%; margin-bottom: 0in;">Values 6-10 indicate a superlative success granting
dividends, the higher the number the better the bonus.</div><div style="line-height: 100%; margin-bottom: 0in;"><br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
If the character has
a quality relevant to the challenge they are facing, they may draw an
additional card or improve the value of one of the cards already drawn by
2.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Royalty cards (Jack,
Queen and King) offer power, but at a price. Royalty can be worth 10,
but taking it requires the player declare a complication based on one
of the character’s qualities. If the player turns down the 10 (and
connected complication) the royalty card is worth nothing.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
If a joker is drawn,
regardless if the player also draw any successful cards, the GM may
declare a complication, up to changing the entire nature of the
scene.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
The deck should be
reshuffled after the second joker has been drawn.</div>
<h4 style="line-height: 100%; margin-bottom: 0in;">
</h4>
<h4 style="line-height: 100%; margin-bottom: 0in;">
3.0 Future Cuts</h4>
<div style="line-height: 100%; margin-bottom: 0in;">
</div>
<div style="line-height: 100%; margin-bottom: 0in;">
Things I want to consider for the next cut:</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
The probabilities so far are pulled out of thin air; a suit rating of 3 as "average" just feels about right, I've no math to back it up. Actual play will likely indicate needs for adjusting the numbers.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
A consequence mechanic of some kind (in other words something like Hit Points); the obvious way is to check off suit marks, but that seems a bit blunt.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
An oracular system for the GM, by which they can also draw cards to build situations and opposition. </div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
I may or may not add skills to characters; a preliminary idea is a simple binary thing that let's one draw an additional card only if a suit card hasn't been drawn yet. </div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
I haven’t as yet
thought of a mechanic to dial the difficulty of challenges, but I doubt one is really needed.</div>
<div style="line-height: 100%; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 100%; margin-bottom: 0in;">
Likewise, there’s
no advancement mechanic, but I’m comfortable not bothering with
one.</div>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com1tag:blogger.com,1999:blog-7094204300175633504.post-40663270789584531472018-01-11T16:50:00.002-05:002018-01-11T17:01:40.812-05:00Up and Away! My First Icons Characters<br />
In order to get around the ubiquitous D&D Adventurer League events hogging up space at public gaming venues, I've been considering offering to run a superhero game at a neighborhood comic shop. But which system? Superhero gaming is sort of my white whale; a genre I very much enjoy with incredible potential for tabletop play, but I'd yet to find rules that properly clicked. And I've been looking all the way back since <i>Villains & Vigilantes</i>.<br />
<br />
A few years ago I had good success with <i>Supers!, </i>but have since found parts of it at odds with my preferences. I took a chance on <i>FASERIP </i>(a retroclone of the 1980's <i>Marvel Superheroes </i>game) and had some fun rolling up characters, but ultimately decided it lacked proper GM support systems. Commentary indicated that <i>Icons </i>was the spiritual successor to <i>Marvel Superheroes</i> so I finally abandoned my resistance* to it and tracked down a copy.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-zngBO20MqAE/WlfafgaMoHI/AAAAAAAAJPE/yauM7YCO1RAsaAbDtxY-s_cq1iUg7_mmgCLcBGAs/s1600/IconsAssembled500px.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="753" data-original-width="500" height="320" src="https://1.bp.blogspot.com/-zngBO20MqAE/WlfafgaMoHI/AAAAAAAAJPE/yauM7YCO1RAsaAbDtxY-s_cq1iUg7_mmgCLcBGAs/s320/IconsAssembled500px.jpg" width="212" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I've got the Green Ronin printing of this ... which has some noticeable typos and editing mistakes. I may get the Ad Infinitum POD just to see if they were corrected.</td></tr>
</tbody></table>
<br />
<br />
*Why did I resist <i>Icons</i> for so long? Possibly out of a bizarre notion that <i>Icons</i> was competing for the same niche as <i>Supers!</i> and I had an existing loyalty to Simon Washbourne's work.<br />
<br />
On an initial read-through, it looks like <i>Icons</i> is exactly what I've been looking for, a fast and breezy system unhindered by detailed modeling but with strong support for tone and genre tropes, and prompts to encourge creativity rather than procedures that contain it.<br />
<br />
As my first glimmer of actual-play, let's see what I get when I roll up character's for the first time (character portraits are snagged off-the-cuff from GIS with no attempt made at attribution):<br />
<br />
<h3 style="text-align: center;">
Quantum Cop</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-5eDXYKANmpo/WlaiZg6PfDI/AAAAAAAAJOk/jEvTD_OHg0QRbA_GitASXVuYWTcbq_i1wCLcBGAs/s1600/images.duckduckgo.com.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="500" data-original-width="500" height="200" src="https://2.bp.blogspot.com/-5eDXYKANmpo/WlaiZg6PfDI/AAAAAAAAJOk/jEvTD_OHg0QRbA_GitASXVuYWTcbq_i1wCLcBGAs/s200/images.duckduckgo.com.jpeg" width="200" /></a></div>
<br />
<br />
Origin: Transformed<br />
<br />
<u>Attributes</u> <br />
Prowess: 2 (Poor)<br />
Coordination: 4 (Fair)<br />
Strength: 2 (Poor)<br />
Intellect: 6 (Great)<br />
Awareness: 4 (Fair)<br />
Willpower: 6 (Great)<br />
<br />
<u>Powers</u><br />
Shrinking: 6 (1" tall, Limit: max only)<br />
Duplication: 4 (Limit: only when shrunk)<br />
Fast Attack: 6 (Limit: only when shrunk)<br />
Leaping: 4 (about a city block, Limit: only when shrunk)<br />
<br />
<u>Specialties</u><br />
Investigation<br />
Law<br />
Science<br />
<br />
<u>Qualities</u><br />
"Always on the case"<br />
"Lack of funding keeps me clever"<br />
"Never truly know where I am"<br />
<br />
Determination: 2<br />
Stamina: 8<br />
<br />
A brilliant and dedicated but unassuming forensic lab scientist, Phoebe Boson was ambushed in her lab one night by criminals out to destroy damning evidence she'd uncovered in their case. Locking her in an experimental quantum-scanning device to create an "accident," the rays of the machine instead imbued her with the ability to express quantum characteristics. After foiling her attackers, Phoebe now serves as the mysterious special agent Quantum Cop. <br />
<br />
<i>This was a pleasing result for my first try at the char-gen system. Definitely a concept I didn't have in mind going in and was happily surprised to end up with. I confess, to get the final result to match the crystallized image, I freely tweaked the results, trading in some attribute and power levels and adding the "only when shrunk" limit to buy the Leaping power, which isn't actually how the char-gen system works RaW. I'd allow (even encourage) such trading in a game I ran, but other referees may not be so flexible.</i><br />
<br />
<h3 style="text-align: center;">
R.E.C.O.N. (Robotic Extreme Combat Operations Nocturnal)</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-q185_43iHHo/WlacM_GINmI/AAAAAAAAJOU/iahm1PnmEZcW40Q6hsFO8sMmVPxsXHNIgCLcBGAs/s1600/4cfb5581f2699545e3ac778731dc8609.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1095" data-original-width="564" height="400" src="https://4.bp.blogspot.com/-q185_43iHHo/WlacM_GINmI/AAAAAAAAJOU/iahm1PnmEZcW40Q6hsFO8sMmVPxsXHNIgCLcBGAs/s400/4cfb5581f2699545e3ac778731dc8609.jpg" width="206" /></a></div>
Origin: Artificial<br />
<br />
<u>Attributes</u><br />
Prowess: 2 (Poor)<br />
Coordination: 5 (Good)<br />
Strength: 5 (Good) <br />
Intellect: 6 (Great)<br />
Awareness: <span style="color: red;">7 (Incredible)</span><br />
Willpower: 5 (Good)<br />
<br />
<u>Powers</u><br />
Adaptation: 7<br />
Detection: 3 (Heat)<br />
Life Support: 5 (No need to breath, eat, drink, sleep and immune to disease)<br />
<br />
<u>Specialties</u><br />
Military, Expert<br />
Technology<br />
Weapons (firearms)<br />
<br />
<u>Qualities</u><br />
"Mission objectives ... targeted"<br />
"A two-hundred million dollar asset"<br />
"Just because it's war doesn't mean we can't be civil"<br />
<br />
Determination: 2<br />
Stamina: 10 <br />
<br />
An android built to survey and survive even the most extreme of battlefield conditions, with secondary roles as sniper and ambusher (often serving with counterpart units A.R.M.O.R. and S.T.R.I.K.E.). After several years of experience, R.E.C.O.N. has developed a professional pride in its performance and a unexpectedly personable demeanor (it enjoys trivia contests and collecting knock-knock jokes).<br />
<br />
<i>I like this one as well, but it took a bit more effort to get it to solidify. Again, I freely tweaked on the fly to bring things together. Particularly, I trashed a couple rolls that gave power ratings of 1 (I don't even see why that's a possible result, since there's no compensation) and swapped the +2 Strength bonus that comes with the Artificial origin for +2 Awareness in line with the reconnaissance role. In the end, though I ended up with an interesting character, R.E.C.O.N. works better as a NPC or antagonist than a player-hero.</i><br />
<br />
<h3 style="text-align: center;">
Dame Diamond </h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-AWaCY7xvSPw/WlalVvkeBpI/AAAAAAAAJOw/Mg8UVK8md2MbuqrfA-1GZk51ZGYKVc-nQCLcBGAs/s1600/e4b096a9fba48e2a4f96e5437baf781a--steampunk-skirt-steampunk-costume.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="850" data-original-width="600" height="320" src="https://2.bp.blogspot.com/-AWaCY7xvSPw/WlalVvkeBpI/AAAAAAAAJOw/Mg8UVK8md2MbuqrfA-1GZk51ZGYKVc-nQCLcBGAs/s320/e4b096a9fba48e2a4f96e5437baf781a--steampunk-skirt-steampunk-costume.jpg" width="225" /></a></div>
<br />
Origin: Gimmick<br />
<br />
<u>Attributes</u><br />
Prowess: 5 (Good)<br />
Coordination: 6 (Great)<br />
Strength: 5 (Good)<br />
Intellect: 5 (Good)<br />
Awareness: 5 (Good)<br />
Willpower: 4 (Fair)<br />
<br />
<u>Powers</u><br />
Binding: 4 (Device: confetti cane; Extra: Burst)<br />
Swinging: 4 (Device: confetti cane)<br />
<br />
<u>Specialties</u><br />
Performance (dancing)<br />
Martial Artist<br />
Sleight of Hand<br />
<br />
<u>Qualities</u><br />
"Wealth and fame I do <i>Not</i> ignore"<br />
"Always looks good doing it"<br />
"Knows who to know in theater"<br />
<br />
Diana Karat was a multi-talented performer too good for the hack magician she was stuck serving as assistant to. When she learned his show was just cover for lucrative heists, she leapt into action (with full stage costume and props) to personally thwart his scheme (and not incidentally use the resulting arrest to break her contract). Flattered by the stunning front-page photos her exploit earned, she decided to pursue the crime-fighting gig full-time.<br />
<br />
<i>After ending up with a police officer and soldier, I began this character aiming for something decidedly non-institutional, so I deemed they'd be an artist before even touching the dice. Unsurprisingly I went with a dancer (it's a bit hard to justify an action-adventure sculptor). I like this flashy and well-rounded character who is much more of a broadly capable "adventurer" than the previous two. I don't recall nudging anything in char-gen, but the "gimmick" origin revealed I'd prefer a bit more explicit consequences and trade-offs for device-based powers. I suppose it could be argued that the vulnerabilities that come with a device are offset by versatility (Dame Diamond can just loan her Confetti Cane to anyone who needs it) so it's not really the issue I perceive it as; too much min-maxing instinct in me. </i>E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-66555987518858519702018-01-03T03:29:00.000-05:002018-01-03T03:29:20.909-05:00Buying a Yacht, But Paddling a Kayak.Here's a New Year's confession: when someone declares they're playing a heavy traditional roleplaying game like <i>Pathfinder</i> or <i>GURPS</i>, I don't really believe them. Not to say I think they're lying; I agree they're really roleplaying, and they're guiding that process using means gleaned from the text they're referencing. But they're not actually using all the rules implied by invoking the full sytem title. Because over decades of gaming I've come to repeatedly observe the following:<br />
<br />
<br />
<h3>
<span style="font-family: inherit;">Given
play centered around a multi-hundred page rules text, 90%
of play will actually use only 10% of the official rules, and pushing
play into that other 90% of rules will only produce about 10% as much
fun for the participants.</span></h3>
<br />
<br />
Thus I regard traditional "big
book" roleplaying texts as inherently ... futile, I'll say. <span style="font-family: inherit;">I've never actually observed, in one-shots or
campaigns, either as a player or GM, a big-book rule system that didn't in practice get whittled
down to little more than just action checks, damage rolls, and whatever few broad-strokes setting points were needed to justify the wild schemes and monster hunts the players always ended up pursuing (in other words, about the same thing as a twenty-page rules-light system). Note, I don't think there's anything wrong with playing this way; in fact I feel accepting this practical upper limit on mechanical consensus only make things better for everyone involved. But somehow, despite all this, the commercial counterpart to this hobby keeps finding an audience for big texts that I think are mostly going ignored.</span><br />
<br />
Perhaps I'm blinded by my preferences; I openly prefer light games, minimal stat-lines and lots of room for at-the-table improvisation and rulings. And I admit, I've heard second-hand of people playing mechanically expansive games like <i>Burning Wheel</i> and <i>Champions</i> with all the gears engaged. But I've played <i>Burning Wheel</i> myself (run by the author no less) and in those sessions, we ignored most of the small text on the character sheets and just threw dice like most other games.<br />
<br />
A caveat I'll allow is that there's usually at least one participant who is very much into something in that outer 90% of rules. <span style="font-family: inherit;">A</span><span style="font-family: inherit;"> player who's all about the
magic system or another who's all about the personality mechanics, or a GM who dives into the tech-building processes. but
those are effectively sub-games maintained by just those people; the group as a
whole doesn't engage with those rules any more than is needed to validate
the enthusiasts' contribution to play.</span><br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-_bKRNcUqaQY/T_1PExoO-9I/AAAAAAAADBI/MdXk2C796Mo/s1600/DSC05423.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="300" src="https://3.bp.blogspot.com/-_bKRNcUqaQY/T_1PExoO-9I/AAAAAAAADBI/MdXk2C796Mo/s1600/DSC05423.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A tiny little book about vampires, from the blog <a href="http://onbeingaminimum.blogspot.com/2012/07/making-miniature-books-part.html">On Being a Mini Mum</a>.<br />
Because something something rules light.</td></tr>
</tbody></table>
<br />
<br />
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-9784944353859604962017-07-04T16:37:00.001-04:002017-07-04T16:40:23.907-04:00Meet the Gang, the Star-Travelling GangAllow me to introduce the expeditionary party from Pan-Ravenna University (PRU), a crack team of self-directed academics and support personnel with the skills and experience for pro-active archeology, daring sociological research, and dynamically finding solutions to their requirements for equipment and funding in the field (or, as baseless vicious rumor would phrase it, shameless ruin-raiders committing crimes of bribery, intimidation, assault, theft and looting far from the oversight of the deans of PRU).<br />
<br />
<h4 style="text-align: left;">
<a href="https://www.scribd.com/document/352918587/SWN-Convention-Pre-Gens">Take a look and judge for yourself (pdf link).</a> </h4>
<br />
For several years now, I've presented this regular set of pre-generated PC's at my <i>Stars Without Number</i> convention sessions. Though the concepts have stayed consistent, I've revised them several times statistically, narratively and in presentation. The biggest change is that originally I wrote up these character's as neutral as possible. Just stats, no personality or motivations, on the assumption that would leave room for the players to turn the characters into what they wanted. But in practice players were eager for ready behavioral hooks to launch off from, so I added some flavor in part based on how I'd seen these characters played already. I still have the players come up with their own names and appearances, though (note that descriptions are also gender neutral).<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.oregon.gov/oprd/HCD/ARCH/PublishingImages/dig834.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="426" data-original-width="640" height="266" src="https://www.oregon.gov/oprd/HCD/ARCH/PublishingImages/dig834.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">So far, no expedition of the PRU team has looked like this... </td></tr>
</tbody></table>
Mechanically, these are all mostly standard 1st edition SWN 3rd level characters, which I find to be the sweet-spot when running OSR games at conventions (capable enough to have a couple tricks to choose from, sturdy enough to take a solid hit and keep standing, but still limited enough to require shrewdness and teamwork). I've incorporated the higher skill point advancement suggested by Kevin Crawford, and bumped the attributes up a touch from natural-roll results. Also, I've tinkered with the background and training package to make them more colorful and given each character one unique piece of gear with a enigmatic description of subjective utility, which has turned out to be a rich inspiration for player improvisation (I've seen a whole session hinge around the Space Marine's crystal alien pet).<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.theglobaldispatch.com/wp-content/uploads/2015/01/Mad-Max-Fury-Road-battle-scene.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="490" data-original-width="699" height="280" src="https://www.theglobaldispatch.com/wp-content/uploads/2015/01/Mad-Max-Fury-Road-battle-scene.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">... but quite a few looked like this.</td></tr>
</tbody></table>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
I only run tables for up to six players, but offer eight characters to choose from so there's plenty of variety for everyone and the choices made can indicate how I should tune the scenario (everybody took the Warriors but nobody took the Psychics? okay, time to set up a bunch of combats). But still, making the party a research team with wide discretion on a far-away survey mission seemed a good way to keep options open for a wide variety of scenarios. Rather than being mercenaries all about battle or merchants only looking for profit, these folks can get caught up in anything from "the Dean at PRU orders you to go investigate the Bloody Murder Planet," to "you're broke and stuck in a backwater starport, and you need to figure out a way out of here," or the classic "the local Mafia King has a Shiny Pre-Tech Dingus that would look really good in the PRU museum (and win you a healthy commission)." I'm sure I'll convert these characters to SWN 2nd edition when the time comes, and continue to offer them to players for years.E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-91395889213529622742017-06-27T16:51:00.001-04:002017-06-27T16:56:43.044-04:00Landsscape of the Imagination ... with Dice It feels so dignified to be the subject of a portrait.<br />
<br />
While I was running my "Terrible Thunder Lizards" scenario for <i>Stars Without Number</i> at Fear the Con X last weekend, unknown to me Jeb Brack was sitting behind us painting the whole tableau of the game-in-progress.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-xZC80FplfXQ/WVLCtDQaktI/AAAAAAAAHQo/aizKEdjThcsr9uBLP-_steoOHf6SAN2SACLcBGAs/s1600/FtBX.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1002" data-original-width="1600" height="250" src="https://2.bp.blogspot.com/-xZC80FplfXQ/WVLCtDQaktI/AAAAAAAAHQo/aizKEdjThcsr9uBLP-_steoOHf6SAN2SACLcBGAs/s400/FtBX.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Since we're all middle-aged nerds, this probably mostly still counts as a Still Life.</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
The reveal of the work at the end was a humbling surprise; I'm glad I happened to be wearing a colorful shirt that day. Mr. Brack is amiable to sending me a full scan, so I'll likely get to have this framed on the wall of my home gaming parlor before too long.<br />
<br />E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-62453939254350117842017-06-13T03:02:00.003-04:002021-02-26T14:59:28.399-05:00So it Began<div class="separator" style="clear: both; text-align: center;">
</div>
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Talking with folk at last weekend's DieCon, I was reminded that my initiation into tabletop roleplaying seems to be atypical of most others in the OSR audience. </span></span><br />
<br />
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">As a kid in the 1980's, I didn't have a an older brother or wargaming uncle (or venerable SF-fandom aunt) to show me how to throw my first d20, nor a hobby/SF/Computer/AV club to hang out with. Growing up literally isolated in the hills, I didn't have many friends to hang out with at all, so if there were kids caught up in the (by that point waning) D&D fad in my area, I never met them. What I did have though was a TV and a heedless dedication to adventure cartoons. So my introduction to "Dungeons & Dragons" was the </span></span><span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;"><span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">eponymous </span></span>Saturday morning show. And that show was <i>amazing </i>back then (actually, it still holds up pretty well even today). </span></span><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://s-media-cache-ak0.pinimg.com/736x/25/0e/bc/250ebc703e46219db32dd438ad41d28f.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="480" data-original-width="628" height="305" src="https://s-media-cache-ak0.pinimg.com/736x/25/0e/bc/250ebc703e46219db32dd438ad41d28f.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><div class="watch-title-container">
<span class="watch-title" dir="ltr" id="eow-title" title="▶ Dungeons & Dragons Episode 16 The City at the Edge of Midnight">Episode 16 The City at the Edge of Midnight
</span></div>
</td></tr>
</tbody></table>
<br />
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Of course, though it was great entertainment, the cartoon wasn't at all good at conveying what <i>D&D </i>actually was<i>.</i> Somehow, probably general pop-culture osmosis, I got the insight that D&D was originally a game ... but at the time and at that age, "games" meant to me either boring old boardgames like <i>Monopoly</i> and <i>Scrabble</i>, or hot exciting computer games (mostly in arcades), and I had never seen <i>Dungeons & Dragons</i> in either of those contexts. Eventually however, I caught the right ad and I finally knew what D&D <b>really</b> was: a </span><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">bulky squawking castle-shaped plastic slab that you moved an adventurer around trying to find the treasure before the dragon got you and the buzzer went off.</span></span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><br style="background-color: white; color: rgba(0, 0, 0, 0.87); font-size: 14px; white-space: pre-wrap;" /></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://img1.etsystatic.com/000/0/6017061/il_570xN.253650405.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="484" data-original-width="570" height="271" src="https://img1.etsystatic.com/000/0/6017061/il_570xN.253650405.jpg" width="320" /></a></div>
<span style="font-family: inherit;"></span><br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/MyYNjQ5CT-8/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/MyYNjQ5CT-8?feature=player_embedded" width="320"></iframe></div>
<br />
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Yes, that was what little-me thought the show (and all those D&D action figures and comics and coloring books) was based on.</span></span><br />
<br />
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">But wait, it gets even goofier: the first roleplaying book I ever bought was the 1st edition </span><i style="background-color: white; color: rgba(0, 0, 0, 0.87); font-size: 14px; white-space: pre-wrap;">Monster Manual</i><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">, but only in an act of complete misapprehension. Through the 80's, parapsychology was still a fad, and "non-fiction" books listing monsters and ghosts were common, particularly illustrated ones written in list-format directed at kids like myself. So when I found the <i>Monster Manual</i> in a hobby shop</span><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">, I took it for another encyclopedia of monsters for its own sake, albeit with spectacularly involved stat spreads (sorta like baseball cards). As for the "D&D" branding on the cover ... well, it was a time of </span><i style="background-color: white; color: rgba(0, 0, 0, 0.87); font-size: 14px; white-space: pre-wrap;">Battlestar Galactica</i><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;"> beach towels and </span><i style="background-color: white; color: rgba(0, 0, 0, 0.87); font-size: 14px; white-space: pre-wrap;">Kool-Aid</i><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;"> video games; trade dress often had nothing to do with function. </span></span><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://learningdm.files.wordpress.com/2014/11/monstermanualadnd.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="602" height="320" src="https://learningdm.files.wordpress.com/2014/11/monstermanualadnd.jpg" width="240" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Really, with that great cover image, it's surprising I ever got around to even reading the title.</td></tr>
</tbody></table>
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Eventually enough clues piled up that I figured out, "oh, this is a paper & pencil version of <i>Rogue</i> ... I can play it without a computer!" </span></span><span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Like I said, I'd met computer games first, and played uncounted hours of the ASCII dungeon-crwler <i>Rogue</i> on a for-the-time cutting edge "386" desktop (which both gave me a head-start on a lot of D&D's concepts but a lot of incorrect notions about others). </span></span><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/1/17/Rogue_Screen_Shot_CAR.PNG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="371" data-original-width="637" height="186" src="https://upload.wikimedia.org/wikipedia/commons/1/17/Rogue_Screen_Shot_CAR.PNG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Still prefer Rogue to NetHack; that little dog is a pain.</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table><p>
<br />
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Entranced by the boundless possibilities, next birthday I asked for the Red Box Basic set, much to my father's chagrin. He was distressed at my persistent interest in monsters and science fiction and fantasy, things he thought I had to grow away from in order to become a </span><i style="background-color: white; color: rgba(0, 0, 0, 0.87); font-size: 14px; white-space: pre-wrap;">real</i><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;"> man (he was already annoyed I'd wasted all that time on the computer playing <i>Rogue</i> instead of learning how to make spreadsheets). So I was disappointed but not surprised when the celebratory day came and went without the requested gift. </span></span></p><p><span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">Until the next day, when my mother conspiratorially handed me a brand new Red Box. She said they just forgot to bring it out with other presents, but I suspect there was a behind-the-scenes showdown and late visit to the hobby store in defiance of the old man's gruff. Thanks mom, you're the best.</span></span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;"><span style="font-family: inherit;"><span color="rgba(0 , 0 , 0 , 0.870588)" style="background-color: white; font-size: 14px; white-space: pre-wrap;">So there it is, I'm a testament to successful media licensing.</span></span></span></span><br />
<br />
</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.dmsguild.com/images/44/116578.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="591" height="320" src="https://www.dmsguild.com/images/44/116578.jpg" width="236" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Where it all started ... eventually.</td></tr>
</tbody></table>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-10949248590133264512017-06-04T00:32:00.000-04:002017-06-13T12:50:16.448-04:00Casting Woo onto the Dice<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="margin-left: 1em; margin-right: 1em; text-align: center;">
</div>
<span style="font-size: small;">The annual <a href="http://www.paganpicnic.org/">Pagan Picnic</a> is this weekend here in St Louis. Though I long ago filed away witchcraft, wicca, faery magic and other pagan revivalism into the category of "benign bullshit," I yet still love to participate in gatherings dominated by such magical thinking and perspectives. The vibe is just so positive, the craftwork so sincere and the community so welcoming. I'll even buy the occasional Green Man or Artemis icon just to be supportive.</span><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-12EtmUvZGsA/WTN5fvfVibI/AAAAAAAAHEU/XJbYW7e0604JTRbN6BIir9C29JcKxaIcQCLcB/s1600/vendors-row16-2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="577" data-original-width="720" height="256" src="https://1.bp.blogspot.com/-12EtmUvZGsA/WTN5fvfVibI/AAAAAAAAHEU/XJbYW7e0604JTRbN6BIir9C29JcKxaIcQCLcB/s320/vendors-row16-2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Official event photo, credit unknown</td></tr>
</tbody></table>
<br />
<span style="font-family: inherit;">Another thing it quickens is a particular sense of nostalgia, one integral to my approach to roleplaying. I don't hear it often mentioned anymore, but some of the earliest adopters of <i>Dungeons & Dragons </i>after it got away from the war-gamers were Medievalists (SCA'dians, Renaissance Fest actors) and late-era bohemians, especially the one's heavily into Tolkien and pantheistic spiritualism. Though by the time I found roleplaying it was not physically present in the circles I gamed in, their foundational influence was still a big part of the culture. Articles and rulebooks would discuss running campaigns taking more-than-casual inspiration from history, ancient art and "personal discovery." It was an approach that resonated with me, much more so than play focused on combat or advancement-hunting, because it was reaching, however vaguely, for something sublime. Not to say it was dourly serious-minded; these were the folks who loved Monty Python, after all.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">As far as I've seen, contemporary game texts don't really acknowledge that flavor of "Woo" anymore ("woo" meaning a soft, non-rigorous belief in magic, a bit of harmless irrationality). Sometimes I wonder if it all got drawn off into then used up by the Gothic aesthetic of the <i>World of Darkness</i>. Todays' tabletop culture seems largely dominated by hackers and collectors, builders of spreadsheets and action figure archives, not a tarot card reader to be found. Sometimes I ache to experience a game with a little <i>old-tyme magik</i> in it, and I don't mean a spell list.</span><br />
<div class="separator" style="clear: both; text-align: center;">
</div>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-25473095720967631932017-05-09T12:46:00.000-04:002017-06-13T12:50:50.171-04:00200 Words and a Coupla' Coins<div class="separator" style="clear: both; text-align: center;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-d-i71AKqlcU/WRJKyu4uh8I/AAAAAAAAG5M/NS8HHJJibYwhifdm_N-Lwk6BCQM0C-75gCLcB/s1600/Qadrans.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="162" src="https://1.bp.blogspot.com/-d-i71AKqlcU/WRJKyu4uh8I/AAAAAAAAG5M/NS8HHJJibYwhifdm_N-Lwk6BCQM0C-75gCLcB/s320/Qadrans.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">These are Quadrans, You'll get it in a moment.</td></tr>
</tbody></table>
<br />
I threw an entry into this year's <a href="https://200wordrpg.github.io/">200 Word RPG Challenge</a>, mainly because I'd recently sketched out something that fit the parameters. Didn't win any accolades, and I didn't expect to, since what I submitted wasn't all that ambitious, didn't have an inherent theme and mechanically was boringly traditional (though I do feel it was at least a bit clever). But it was something I actually conceived and finished and there's a mote of pride in that.<br />
<br />
My submission, <a href="https://200wordrpg.github.io/2017/rpg/2017/04/23/CastaQuadrans.html">Cast a Quadrans</a>, started as a private joke years ago, abruptly developed last month in a post on RPG.net (where it was called <i>Heads You Win</i>) and then upon the announcement of the contest was revised into something I could actually see playing before submission. The rules are deliberately open to interpretation but, I feel, absolutely playable, and all you need to run it are a couple coins. If I ever do a "2E," I'm tempted to expand the range up to <i>three</i> coins.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://4.bp.blogspot.com/-PfY5yfQ0UE4/WRHxmPqTIoI/AAAAAAAAG4w/MFc3n0vcKvoe-Sfsw_plHpWsxgCUoFglACLcB/s1600/C_a_Q_Charsheet.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="238" src="https://4.bp.blogspot.com/-PfY5yfQ0UE4/WRHxmPqTIoI/AAAAAAAAG4w/MFc3n0vcKvoe-Sfsw_plHpWsxgCUoFglACLcB/s400/C_a_Q_Charsheet.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The official <i>Cast a Quadrans</i> character sheet.</td></tr>
</tbody></table>
<br />E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-14890663000884483832017-04-28T14:41:00.001-04:002021-02-24T15:51:12.403-05:00Consumed by Consumerism<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
I didn't think I had problem, until...</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div style="clear: both; text-align: left;">
Though generally aware I'd been steadily acquiring game books lately, when I realized I couldn't even find enough space on my desk between the looming stacks to fill out a notecard, it was time to take stock. So I piled together every roleplaying volume I could remember buying over the last twelve months, and here's what I got:</div>
<div style="clear: both; text-align: left;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-luACQAqwBRI/WQN-Jksx3XI/AAAAAAAAG0w/4wAY3ovC2wEd7_EemvWntlgvvFJtXdUkQCEw/s1600/IMG_20170428_123557.jpg" style="margin-left: auto; margin-right: auto; text-align: center;"><img border="0" height="300" src="https://1.bp.blogspot.com/-luACQAqwBRI/WQN-Jksx3XI/AAAAAAAAG0w/4wAY3ovC2wEd7_EemvWntlgvvFJtXdUkQCEw/s400/IMG_20170428_123557.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Covers plenty of floor space, but not as fluffy as a carpet.</td></tr>
</tbody></table>
<div style="clear: both; text-align: left;">
<br /></div>
<div style="clear: both; text-align: left;">
Oog. And I probably missed a few. The most ironic part is I'm pretty sure a year ago I entertained aspirations of "evolving" past the need for published materials and even purging my library. Not the first time I've felt that way, and not the first time it faltered entirely.</div>
<div style="clear: both; text-align: left;">
<br /></div>
<div style="clear: both; text-align: left;">
The thing of it is, my modest buying strictures and habits haven't changed, but I've experienced a dramatic increase in opportunities that match them. I cringe at the thought of paying fifty bucks for a rulebook (or worse, a hundred or more for a boxed set) but I now live in an area with two <i>Half-Price Books</i> and the storefront for <i>Miniature Market</i> offering plenty of discounted games (note many of the volumes in the above picture still have their reduced price tags on them). On top of that, I'm closer to many more game conventions than I used to be, giving me direct access to creators I already follow (there was quite a haul carried back from <i>Gary Con IX</i>). Also I'm more connected through online networks than before, so I'm catching publisher discounts, Lulu coupons and even notable <i>Ebay</i> listings more often. So both physically and online, old curiosities (<i>Middle-Earth Roleplaying, Palladium Fantasy)</i> are crossing my path along with idle interests (<i>Fate, 13th Age)</i> that were previously beyond my acceptable price range. Also, kickstarter is a seductive harpy.</div>
<div style="clear: both; text-align: left;">
<br /></div>
<div style="clear: both; text-align: left;">
Combine all that with my strong archival instinct and ... well, time to add a new wing to the Library o' Gaming.</div>
<div style="clear: both; text-align: left;">
<br /></div>
<div style="clear: both; text-align: left;">
Maybe one or two of these books has seen actual use at a table so far, which is embarrassing because I'm often chiding other people for their poor own-to-play ratios. I haven't even fully read most of them, though at least they've all gotten thorough skims.</div>
<br />E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0tag:blogger.com,1999:blog-7094204300175633504.post-63552335856955438172017-04-05T14:01:00.002-04:002017-04-05T18:16:33.454-04:00I've Probably PeakedMy previous post about Marc Miller and <i>Traveller </i>has garnered more views than anything else I've ever posted here (and possibly anything I've ever posted anywhere). I'd love to follow it up immediately to reward the attention of the many fine and wonderful people who've newly stopped by <i>Trollbones </i>[in other words, capitalize on the audience building], but I'm a bit busy heading off to another gaming con' this weekend, <i>Forge Midwest </i>(amusingly like last week's Gary Con, also in Wisconsin) so I won't have time to put together another detailed post for a while.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-V7qNY1MD6-4/WOUtVLKALQI/AAAAAAAAGjE/QCb2dxvj6a0_kQplKIdK0lAmS--tr5EUQCLcB/s1600/18448805340_07dca36aa7_z.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://2.bp.blogspot.com/-V7qNY1MD6-4/WOUtVLKALQI/AAAAAAAAGjE/QCb2dxvj6a0_kQplKIdK0lAmS--tr5EUQCLcB/s400/18448805340_07dca36aa7_z.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I guess the glory of Milwaukee keeps calling to me.<br />
Source: <a href="https://www.flickr.com/photos/olsonj/18448805340/in/photolist-drgBRt-u7fX5G-6V4Pj6-99g1qx-j8auPK-9hjz3Y-qsqfZg-shgCQN-qT9xB4-hjv9GE-qHUPDQ-qFW2nN-qwbD2B-qN6adv-9D52xH-cjc4sJ-s5N8kr-pL4Xv3-qNwr1j-qyfb6C-g6Hy6g-bVPFKm-h2K5eX-gHd8Tm-jff3K9-qm3hLd-9keAsF-6qEXdR-os99Gb-ruwW9Y-pswK7d-osfLd8-edaowo-7hFDw1-e7Xjsh-e7Xjeo-fjwAQ1-gHd2Gx-e7UC1P-fowgNL-ed8ywV-dNaGVu-rjswLj-eGYpRq-bg3fcc-KNJnDF-9ECGe2-czaYfb-pxkmck-8QNun5/">olsonj</a></td></tr>
</tbody></table>
<br />
But I do have some interesting stuff planned for when I can next get back for a long sit at the keyboard:<br />
<br />
<ul>
<li>Similar to the Marc Miller post, notes from Jeff Dee, who also offered a Q&A seminar at Gary Con IX, and also refereed a game I had the fortune of attending.</li>
<li>Comparisons of my recent experiences playing several different superhero RPG's: <i>Hideouts & Hoodlums, Savage Worlds, Marvel Super Heroes</i> and <i>Villains & Vigilantes</i> 3rd edition. </li>
<li>A retrospective on <i>TWERPS, </i>"The World's Easiest Roleplaying System" of the 90's, my happy experiences with it and what I've recently learned about it's history. </li>
<li>A critical review of <i>Stars Without Number</i>, how it's played for me, why I like it, what I think its flaws are and what I'd like to see change for its upcoming 2nd edition.</li>
<li><i>Heads You Win</i>, a satirical yet totally playable role-play rule system that fits complete on a single 4" x 6" note-card.</li>
<li>Maaayyybe finally getting back to that comparison of XP systems I started last month.</li>
</ul>
E.T.Smithhttp://www.blogger.com/profile/04816067470809236388noreply@blogger.com0