Late to jump on the bandwagon here, but this seemed like a fun exercise to help nail down some concepts and background for my campaign...
Without further ado, my answers to Random Wizard's "Ten Questions." There are a few other sets of these around and maybe I'll try to answer those too, just to round things out. We'll see.
Race (Elf, Dwarf, Halfling) as a class? Yes or no?
Yes, definitely. I cut my teeth on B/X, and still run Classic D&D. I strongly believe in races being archetypal in my campaigns, so Race-as-Class is a given. That said, I also believe more variety for my players is better, and makes them happier, so I use the ACKS model of multiple racial classes.
Do demi-humans have souls?
Honestly, I never gave this one much thought. My players haven't tried to have anyone Raised, so it hasn't come up. I use fey races that do not. My elves are more fey than BTB elves, so they would not either. The other "standard" demi-humans in Caldera (dwarves, halflings and orcs) do.
Ascending or descending armor class?
Ascending. Heretical, I know. I use an attack bonus combat system rather than tables or Thac0 and just convert descending on the fly.
Demi-human level limits?
Theoretically, yes. Got to give they some reason to play humans. Of course, I haven't had anyone reach the limit either so it hasn't mattered in practice.
Should thief be a class?
Absolutely. Didn't start on OD&D, so for me the thief has always been a core class. I don't like the granularity of percentile skills though, and use a modification of the thief in Delving Deeper which allows improvement of the skills.
Do characters get non-weapon skills?
That they can choose from? No. Skills related to your class are built into the classes, plus I'll wing it based on the player's character concept and background.
Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?
Eventually, yes. It's part and parcel of the class. Just need to survive long enough to develop that power. When do they take the lead? Not really sure - I suppose that's variable depending upon the spells they've chosen over time.
Do you use alignment languages?
No, don't make any sense to me. I use cultural/regional human languages instead.
XP for gold, or XP for objectives (thieves disarming traps, etc...)?
Primarily just for monsters and gold. Using your class abilities to reach your objectives is your job. Do your job, you find treasure and then gain your XP from it.
Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?
Best is ridiculously objective. I have my preferences (Moldvay, Mentzer, RC) but pull the bits I like from anywhere I happen to find them, regardless of edition.
Bonus Question: Unified XP level tables or individual XP level tables for each class?
Individual. It's part of the "balance" between classes as I see it.
Friday, August 2, 2013
Friday, May 17, 2013
More OGL Musings
I've rambled on in the past about my waffling on the OGL. I don't play Labyrinth Lord or Swords & Wizardry for the most part. I own the real D&D books - B/X, Rules Cyclopedia, OD&D - and primarily use those as my references when I run my game at the table. I play D&D, as heavily house-ruled as it may be, as opposed to one of the clones. As a result of that house-ruling and such, I need to be able to share those changes and additions with my players. My issue has long been that I also want to share my creations with the online community, but at the same time, I'm too lazy to do it right, all OGL-legal and official.
It was actually this post by Dyson Logos, where he explains his reasoning behind NOT sharing his work in a PDF format, that ultimately clarified my own position on the OGL.
I find great inspiration in the boundless creativity of the online OSR community. Blogs, forums, Google+: These all contribute a wealth of information and like most other gamers I'm sure, I make great use of what I find. Sometimes it's used whole cloth, other times it tweaked, folded or mutilated into something I can use. But for something that will ultimately only be used at my table, I don't want to be bothered keeping track of where exactly I found a particular useful tidbit - who wrote it, it's OGL info if there even is any. Credit where credit is due, yeah that's important, but mostly it's not very recognizable as the original material anyway. To be honest, I don't know where the line is that makes it the original OGL content they shared versus something inspired by that, but no longer the same.
Artwork is also an issue. I'm no artist and my booklets and documents I use at the table are all gussied up with real artists copyrighted works. I don't have permission to use them and could never get it. But you know what? I decided I don't really care. I'm not making a penny sharing this stuff, and I see it as free advertising. If someone ever sees their work in a PDF I post on the blog here and wants it pulled, then just ask and I'll remove it, or put a credit in there if that's enough to satisfy. I'm not a dick.
So here's how it will work going forward. I love to see other peoples house rule books, campaign guides and all that (Outland and Planet Eris, I'm looking at you). It's great to see how they've lovingly done all the layout work to ape the format of the OD&D booklets, or the old Mystara Gazetteers, and that's the cool looking stuff I want to share too. Part of the fun for me is playing around in Photoshop making covers and fiddling with layouts and making things look pretty and "official." Making the houserule and player reference booklets I throw out on the table for my players look like real supplements to the books I use as DM. It is what it is, and I want to share the fruits of those labors. Occasionally, I'll throw a PDF up here someplace for people to look at if they are interested They won't be legal, or OGL compatible in any way. Just your run of the mill fan works. They'll use trademarked D&D terms or TSR era content WOTC won't let us use in OGL products. They'll have art and non-TSR content that may or may not be credited to the creators. These are documents I made for me, not for you, but I also don't want them to languish on my hard drive with no one but me getting any use out of them. Enjoy them for what they are.
Like Dyson's maps and content on his blog, the content posted here on the blog is yours to use. Steal away.
It was actually this post by Dyson Logos, where he explains his reasoning behind NOT sharing his work in a PDF format, that ultimately clarified my own position on the OGL.
I find great inspiration in the boundless creativity of the online OSR community. Blogs, forums, Google+: These all contribute a wealth of information and like most other gamers I'm sure, I make great use of what I find. Sometimes it's used whole cloth, other times it tweaked, folded or mutilated into something I can use. But for something that will ultimately only be used at my table, I don't want to be bothered keeping track of where exactly I found a particular useful tidbit - who wrote it, it's OGL info if there even is any. Credit where credit is due, yeah that's important, but mostly it's not very recognizable as the original material anyway. To be honest, I don't know where the line is that makes it the original OGL content they shared versus something inspired by that, but no longer the same.
Artwork is also an issue. I'm no artist and my booklets and documents I use at the table are all gussied up with real artists copyrighted works. I don't have permission to use them and could never get it. But you know what? I decided I don't really care. I'm not making a penny sharing this stuff, and I see it as free advertising. If someone ever sees their work in a PDF I post on the blog here and wants it pulled, then just ask and I'll remove it, or put a credit in there if that's enough to satisfy. I'm not a dick.
So here's how it will work going forward. I love to see other peoples house rule books, campaign guides and all that (Outland and Planet Eris, I'm looking at you). It's great to see how they've lovingly done all the layout work to ape the format of the OD&D booklets, or the old Mystara Gazetteers, and that's the cool looking stuff I want to share too. Part of the fun for me is playing around in Photoshop making covers and fiddling with layouts and making things look pretty and "official." Making the houserule and player reference booklets I throw out on the table for my players look like real supplements to the books I use as DM. It is what it is, and I want to share the fruits of those labors. Occasionally, I'll throw a PDF up here someplace for people to look at if they are interested They won't be legal, or OGL compatible in any way. Just your run of the mill fan works. They'll use trademarked D&D terms or TSR era content WOTC won't let us use in OGL products. They'll have art and non-TSR content that may or may not be credited to the creators. These are documents I made for me, not for you, but I also don't want them to languish on my hard drive with no one but me getting any use out of them. Enjoy them for what they are.
Like Dyson's maps and content on his blog, the content posted here on the blog is yours to use. Steal away.
Wednesday, April 17, 2013
Happy Swords & Wizardry Appreciation Day everyone! I know you've all got a lot of blogs to get through today, so I'll try not to keep you here too long. Anyway, I'm sure there are plenty of blogs with much better content than this sad thing - I just wanted to share a little something and be a part of the fun.
I thought I'd take a two-pronged approach and talk just a bit about what I'm doing with S&W.
The Kingdoms in Trevail Fantasy Campaign
First, know that WhiteBox is my edition of choice. While I like tweaks that Matt added in the "final" version he released into the wild, I ultimately decided to stick with the BHP version. I've got the booklet PDFs, so I can easily print off table copies of only the booklets my players will need to reference, while keeping all the DM info out of their grubby hands. I've also got the hardcover single-volume for my own reference. In the tradition of OD&D, I've got a separate supplement booklet that covers my changes of the core game: new classes and races, house rules and such.
Chrome - A Cyberpunk Supplement
I've talked about my love of the cyberpunk genre in the past and won't rehash that here. Suffice it to say, while it's Shadowrun I enjoyed the most, and one I envision doing a retro-inspired game as a long-term project, my shorter-term goal is to hash out a supplement for OD&D, Delving Deeper, S&W or whatever your rules-light system of choice may be. I chose WhiteBox because of it's elegance and the fact that a couple of it's unique features will lend themselves to my vision. Double-statted AC and Single Saving Throw- I'm looking at you! The S&W supplement will let me work out the basics of a near future rules set - firearms, vehicles and drones, computer hacking and so on.
Paying the Piper: Some Examples
The "Success Escalation" Skill Check
Within the rules of OD&D is a rudimentary skill system which carried on through the Holmes rules and into the B/X and BECMI box sets. Under those rule sets we see a base 1 in 6 chance for a PC to accomplish a desired task. In addition, there will be special cases where a particular class or race expands those chances to 2 or even 3 in 6.
With that as a base, I use the following system: First, I've established that any PC can attempt a given task at a base 1 in 6 chance of success. If the task is judged to fall within the realm of the PC's class, the base chance of success is increased. At 1st level the base chance of success is 2 in 6. This increases to 3 in 6 at 5th level and 4 in 6 at 10th level.
All skill checks are made by rolling 3d6, with "successes" at the chances noted above, resulting in 1, 2 or 3 successes for a given skill check. In cases where the skill check results in a binary yes/no result, a single success is all that is required for the PC to have accomplished his goal. However, there will often be cases where the degree of success is important. Negotiation for the purchase or sale of merchandise, gathering of information, or perhaps the determination of how long it takes to pick a lock or disarm a trap, for example. One success yields a positive result, but under sub-optimal conditions. Two successes is an average success, merely adequate. Finally, three successes indicates a n exceptional result.
So to illustrate, using the purchase of a rare item as our example:
1 Success - PC barters poorly, item available for purchase, but at 150% of the rulebook price.
2 Successes - Average results, item can be had at the standard price.
3 Successes - PC is a smooth talker, dickers the price down to just 50% of the standard price.
A "Kingdoms In Trevail" Fantasy Race
The Orc
The brutish Orc is the most primal of the demi-human races, most typically found in the borderlands and on the fringes of society. Their tough and war-like nature means that Orcs are often employed as mercenary shock troops or scouts for wilderness exploration. Orcish culture tends to be militaristic, as if they themselves realize that the enforcement of strict order is all that keeps them from reverting to wild beasts.
Orcs usually range from 6’ to 6 1/2’ in height and weight 200+ pounds. You must have a minimum Strength of 12 to play an Orc character.
Orcish Race Abilities
Character Advancement: Most Orcs advance as Fighters, and may progress as far as 6th level. More rare is the Orc Shaman, who may advance to 4th level as a Magic-User.
Weapon and Armor Restrictions: Seemingly born with a weapon in their hand, Orcish fighters excel in the arts of war and consequently have no weapon or armor restrictions. Orcish shaman have no weapon restrictions, however they are limited to leather armor only.
Saving Throw: Due to their inherent toughness, Orcs make all Saving Throws as if they were two levels higher.
Languages: or campaigns which give each race their own dialect, Orcs should be able to speak the languages of goblins, hobgoblins and gnolls.
Wild Instincts: Orcs have an uncanny ability for threat detection. They will only be surprised on a roll of 1 in 6 and this danger sense applies whether the source is natural, magical or supernatural.
Intimidation: Orcs may use their ferocious reputation and brutish appearance to bully and intimidate others into obedience. They receive a bonus to reaction rolls as if their Charisma were two points higher.
Stealth: When in the wilderness, Orcs are skilled at using the terrain to move without being noticed by his prey or his enemies.
While I do have some of the details of Chrome worked out, I think I'll keep those under my hat a bit longer and save them for another day. There are a heck of a lot more blogs for you to go check out today and I won't keep you here any longer.
Happy Gaming - Swords & Wizardry style!
Monday, April 8, 2013
The Host
THIS one... |
I do try to go into these things with an open mind, and maybe pull something interesting from it for my game. The story is essentially a love triangle with a twist. Alien invaders have taken over the planet, aside from small pockets of human resistance. The aliens are a parasitic species who are implanted into a human host body and take it over, usually crushing the original spirit/consciousness of the human. Of course this time it isn't that easy and the original person and the parasitic alien need to share the body, kind of anyway. So, two people in one body, they naturally fall in love with two different people. Blah. Still, not the utter trash I had expected it to be and I did get an idea or two.
I did like the idea of the parasitic controllers with a noticeable "tell." Infected humans eyes change so it's obvious they are controlled by the aliens. Might be an interesting cyberpunkish future setting point. Aliens controlling people, resistance trying to blend in and can mimic the eyes via surgery or something.
Was it a great movie? No. But if your young tween daughters want to go see it, you could have it worse. It could be Twilight... One thumb up.
NOT this one. |
I did like the idea of the parasitic controllers with a noticeable "tell." Infected humans eyes change so it's obvious they are controlled by the aliens. Might be an interesting cyberpunkish future setting point. Aliens controlling people, resistance trying to blend in and can mimic the eyes via surgery or something.
Was it a great movie? No. But if your young tween daughters want to go see it, you could have it worse. It could be Twilight... One thumb up.
Sunday, January 27, 2013
More Cover Concepts
Just noodling around with my covers on a lazy Sunday morning - it's what I do for inspiration. Curious what people think of them.
On the OD&D front, I realized I used the image off the cover of "View From the Edge" and not the CP 2013 box art. I also made the red color a bit darker and changed the TSR "Wizard" logo to a small image of Alt from the CP books.
Since I had gotten some feedback about the name "cyber74", I'm trying something else. How does just plain "Chrome" strike you?
Monday, January 21, 2013
Trauma Team Saves the Day!
It's been a looooong time, Choomba, but contrary to the rumors, I'm not dead. Not yet, anyway.
It turns out that cyberpunk and Shadowrun are going to be pretty hot through 2013. It isn't the world that we imagined back in the 80's, but it's still pretty amazing living in the future. A new Cyberpunk video game, Cyberpunk 2077, is being developed by CD Projekt RED, the folks behind The Witcher. Set in the world of Mike Pondsmith's Cyberpunk RPG, I gotta say I'm pretty stoked to see what comes of this one. Meanwhile, Catalyst Game Labs has announced a whole slew of Shadowrun awesomeness for 2013. A new 5th Edition of the RPG, MMO action, minis games - all sorts of stuff.
So where does that leave us? Well, there's been some interest in the OD&D/Swords & Wizardry CP supplement I've talked about quite a bit, but haven't produced yet. Given it's 2013 and all, I can't help but feel the time is right to finally crank this puppy out. I gotta new gameplan and everything!
First, a purely fan-based effort:
Supplement 2.0.2.0 for Dungeons and Dragons - Cyberpunk. A free OD&D-ized CP supplement to the original game. Theoretically, it's pretty quick and dirty to crank out and get some feedback on.
From there, I move on to the S&W version I've talked about before, Cyber74. This one will be properly OGL. There was some feedback on the name - maybe "74" throws off the 80's CP vibe. I'm considering just calling it "RetroCyberpunk" since S&W is a retro-clone of white box OD&D. Dunno yet.
And finally the golden ring of my carousel of CP projects - the full Shadowrun-inspired game, compatible with old-school D&D (by way of Labyrinth Lord) - Sixth World.
Will any of it actually happen this time around? I hope at least some of it does. One step at a time...
It turns out that cyberpunk and Shadowrun are going to be pretty hot through 2013. It isn't the world that we imagined back in the 80's, but it's still pretty amazing living in the future. A new Cyberpunk video game, Cyberpunk 2077, is being developed by CD Projekt RED, the folks behind The Witcher. Set in the world of Mike Pondsmith's Cyberpunk RPG, I gotta say I'm pretty stoked to see what comes of this one. Meanwhile, Catalyst Game Labs has announced a whole slew of Shadowrun awesomeness for 2013. A new 5th Edition of the RPG, MMO action, minis games - all sorts of stuff.
So where does that leave us? Well, there's been some interest in the OD&D/Swords & Wizardry CP supplement I've talked about quite a bit, but haven't produced yet. Given it's 2013 and all, I can't help but feel the time is right to finally crank this puppy out. I gotta new gameplan and everything!
First, a purely fan-based effort:
Supplement 2.0.2.0 for Dungeons and Dragons - Cyberpunk. A free OD&D-ized CP supplement to the original game. Theoretically, it's pretty quick and dirty to crank out and get some feedback on.
From there, I move on to the S&W version I've talked about before, Cyber74. This one will be properly OGL. There was some feedback on the name - maybe "74" throws off the 80's CP vibe. I'm considering just calling it "RetroCyberpunk" since S&W is a retro-clone of white box OD&D. Dunno yet.
And finally the golden ring of my carousel of CP projects - the full Shadowrun-inspired game, compatible with old-school D&D (by way of Labyrinth Lord) - Sixth World.
Will any of it actually happen this time around? I hope at least some of it does. One step at a time...
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