Monday, January 30, 2012

Folding up the gameboard

Given the fact the I'm not gaming on a regular basis right now, and given Google's new invasion of privacy policy I'm going to bring this blog to an end. I'm not going to do anything drastic like delete it or anything, but there won't be any new posts. I may keep blogging somewhere, just not on Blogger, so check out my sf blog Triplanetary for details. I want to thank all of you who follow this blog for reading my ramblings. I hope I didn't bore you too much. It's been fun. さようなら

Saturday, January 14, 2012

Two T&T Dungeons



Spoiler alert! These aren't original dungeons, they're mapped-out versions of two Tunnels & Trolls solo dungeons, Buffalo Castle and Sword for Hire. If you've ever played a T&T solo you know they don't come with maps. That would be a dead giveaway. You have to map it yourself as you go along. So I cleaned up the maps I made playing through the adventures with the idea that I could later run them as GM'd dungeons with a group of players. I think it's kind of funny that even though I was doing this for my own private use among a small group of people I still took the trouble to add copyright credits to the maps.

Friday, January 6, 2012

Double Barreled


 As a result of the holiday tradition of gift giving I now have access to a working scanner. I also managed to dig up a pile of old game notes that I thought I'd lost, including what looks like a complete dungeon. Time will tell whether or not I scan all of it, but some of it will show up here. Here's a sample of what I have. During a sf campaign one player wanted both a laser rifle and a slug thrower, but wanted to avoid the encumbrance penalties for carrying around two weapons. So he wanted a combined laser/slug thrower rifle. The sketch on the right is his concept of what the weapon would look like. The two to the left are "transitional forms" you might say, of a bulky laser rifle and a provisional design. On the bottom is the final rifle design I came up with for him.

And you'll notice that in the right-hand margin someone has written "John W. Campbell, Anthology Trilogy." That's not my handwriting so it's just as much a mystery to me as it is to you. Presumably it refers to his Astounding Science Fiction anthologies, which shows that we were at least drawing on some good source material.

Thursday, December 22, 2011

Indistinguishable from magic

Adam, Zak S. and Jeff R. have all been musing about magic lately. Sounds fun, so I'll chime in. Probably as a result of playing T&T, I tend to regard magic as a specialized form of psi power. (As you can imagine, I've never been a fan of the way D&D adds a separate (and IMO clunky) system for psionics.) This is more in keeping with Vance's idea of magic, too. I tend to imagine it being more like Norton's Witch World or Bradley's Darkover series, where magic ain't nothin' but psi misspelled.

(3rd edition hardback)

For a straight-up magic system my favorite is still the one from Ken St. Andre & Steve Perrin's Stormbringer. The system revolves around summoning and binding elementals and/or demons. In case you're wondering, the psi angle is that your mind is reaching out to another plane of existence and drawing those creatures to you. The cool thing about the system is that it's simple but very versatile. You do all the usual stupid wizard tricks, like cast a fireball (fire elemental) or make a flying carpet (demon of travel). And it naturally limits magic powers, since demons of combat can be very dangerous. If you pick up a magic sword in this game it could kill you.


In more general terms, I don't see why magic couldn't be done with straight psi powers. You could even use them to explain most superpowers. Super strength is just psychokinesis with no range, fireballs are just a special form of pyrokinesis, x-ray vision is a type of clairvoyance, etc. One thing that really got me thinking this way was Claude J. Pelletier's excellent article "Put Some Magic In It" which used the Mekton II psionic rules as a framework for a magic system. But why bother with separate rules? Why not just use the psionic rules to account for "spells"? There are a few things that standard psionic rules don't cover, like shapeshifting or breathing water, but it's easy to expand the rules to cover that stuff.

And really it just comes down to a matter of semantics.As Jeff R. showed, whether you want your Magic Missile to be a bolt of mind force or a spray of pixie dust is all up to you.

Friday, December 16, 2011

"That's no moon..."

Marc Miller's Traveller (1977) introduced a system for randomly generating space maps that has been widely imitated. One thing that is sometimes overlooked in these systems is the possibility of exotic interstellar phenomena. That's what makes David Cook's planet generation system for TSR's Star Frontiers (1982) so interesting. It appeared in Ares Magazine Special Edition #2 (1983) and when rolling up a system there was a 1% chance you'd roll on a "Special Feature Table" that covered unusual deep space objects.

Special Feature Table

Die Roll...Feature
01-03.....Alien artifact
04..........Alien lifeform
05-06....Artificial world
07.........Black hole
08-20...Dead star
21-22...Derelict spaceship
23-50...Dust cloud
51........Neutron star
52-71...Protostar
72-80...Rogue planet
81-99...Supernova remnant
00........White hole

Most of those features should be self-explanatory. Dust clouds cover 1D10 cubic light-years and may interfere with communications, as might neutron stars, supernova remnants, et al. Artificial worlds can be anything from a hollow asteroid to a ringworld or Dyson sphere. You get the idea. So the nest time you're rolling up a space map throw in a few special features to spice things up.

Thursday, December 8, 2011

The History of FASA Trek

You probably already know the story of Guy W. McLimore, Greg Poehlein & David F. Tepool's Mekton supplement, Mekton Empire (1990). But there's an equally interesting tale behind their development of FASA's Star Trek RPG. A couple things really stand out to me. One is that they had to do a rush job on the project. That probably explains why the campaign advice was so sparse. Another is that they eventually split with FASA over the company's push to militarize the game. But I'll let McLimore tell the story in his own words.

1st edition cover

Star Trek: the Roleplaying Game

Guy McLimore, Greg Poehlein, and Dave Tepool were privileged to add their small part to the Star Trek legend as the authors of Star Trek: The Role Playing Game for FASA Corporation. As long time Trekfans, the trio is still very proud of the work they did on this project in its early days.

Guy, Greg, and Dave, operating at that time as Fantasimulations Associates, were assigned the Star Trek project by FASA after five other design teams had failed to turn in a manuscript that both FASA and Paramount Pictures would approve. FASA's license option was about to run out, and they needed to get a product into print almost immediately.

"We had only a few weeks to create character creation, character combat, and starship combat systems," remembers Guy. "When we made that deadline, FASA assigned us the entire project." It was to absorb almost all of their design efforts for the next several years. Guy, Greg, and Dave created the first edition of the basic ST:RPG rules, which debuted at a Trek convention in Omaha, Nebraska. The game was an immediate success, and soon became the second best selling RPG in history at the time (although well behind #1 - Advanced Dungeons and Dragons).

The first boxed set included both the role playing rules and a role playing style starship combat system that remains unique among game systems. Instead of a tactical board game, the role playing combat system offered players the chance to sit at "consoles" for the various bridge stations and perform their duties by allocating power to various systems, setting course, activating the shields, and firing weapons.

A series of expansion volumes soon followed, all written by Guy, Greg, and Dave, including The Klingons, The Romulans, and Trader Captains and Merchant Princes, which introduced non-military personnel as player characters for the first time. Most of the early adventure supplements were also written by one or more members of the trio. David created and later revised the Star Trek Tactical Ship Combat Simulator, which was eventually boxed as a separate component of the system and probably outsold even the role playing game because of its fast play mechanic and authenticity.

The main books of the system, including the Basic Game and the Klingons, Romulans, and Trader Captains supplements, entered a second edition, using the Fantasimulations Associates systems and text that was edited by John Wheeler. The second editions proved even more popular than the first.

FASA was already pursuing another success story in the form of Battletech. Future warfare was very popular, and FASA was in the forefront of the new gaming craze.

FASA's desire to stress the combat aspects of Star Trek led to disputes between them and the Fantasimulations Associates designers, who wanted to maintain the less-violent focus of the Star Trek TV series. This led to ST:RPG projects being assigned to other designers, and eventually to a payment dispute which ended the three Fantasimulations Associates designers' association with FASA and the Star Trek property.

The later ST:RPG works became very controversial in fandom because of their focus on military themes. Gene Roddenberry returned to active interest in licensing (during the initial planning of Star Trek: The Next Generation) and was reportedly unhappy with the change of approach to the game materials. A number of proposed FASA projects were turned down when submitted to Paramount for approval. One short-lived sourcebook was actually sent to press and distributed before Paramount had ruled on it. When it was turned down by the licensee, Paramount insisted that FASA withdraw the book from publication.

Eventually FASA's license to produce Star Trek materials was not renewed, and the game went out of print. Copies usually bring high prices from used game dealers. Paramount never again allowed a role playing game license to be sold for any Star Trek property, despite the interest of companies such as TSR, Mayfair Games, and Steve Jackson Games, until January 1998, when a license was granted to Last Unicorn Games.

Wednesday, November 30, 2011

Klingon Random Name Generator

I was looking through my RPG stuff to find some of my old notes, but it doesn't seem like much has survived. I think most of it got thrown out one of the times I moved. Bummer. One thing I did find is something I don't even remember doing. It's a Klingon Random Name generator for...I don't know what. I guess I must have wanted names for Klingon NPCs in a Star Trek game, but I can't for the life of me remember the details. Nevertheless, here it is in all its mysterious glory.

Klingon Random Name Generator

I: Given Name:

First Letter (Roll one die): 1-3 = K-, 4-5 = Q-, 6 = M-

Mid. Syllable (Roll one die): 1 = -ar-, 2 = -il-, 3 = -ah-, 4 = -ir-, 5 = -al-, 6 = (Roll on Short-Name chart)

Last Syll. (Roll two dice): 2 = -dar, 3 = -gran, 4 = -mtav, 5 = -rvan, 6 = -gga, 7 = -mato, 8 = -tarc, 9 = -gak, 10 = -gar, 11 = -ssa, 12 = -ramark

Short-Name Chart (Roll one die): 1 = -or, 2 = -ruge, 3 = -ang, 4 = -ex, 5 = -zak, 6 = -altz

II: Honorific (one die): 1 = no honorific, 2 = tai-, 3 = vestai-, 4 = sutai-, 5 = zantai-, 6 = epetai-

(NOTE: The honorific is added as a prefix to the line-name.)

III: Line-name:

First Syll. (Roll two dice): 2 = Sol-, 3 = Jur-, 4 = Sub-, 5 = Hav-, 6 = Pal-, 7 = Ney-, 8 = Tre-, 9 = Jav-, 10 = Hur-, 11 = Lim-, 12 = Uru-

Mid. Syll. (Roll one die): 1 = -ai-, 2 = -ge-, 3 = -us-, 4 = -az-, 5 = -la-, 6 = (No middle syllable)

Last syllable (Roll two dice): 2 = -esh, 3 = -ra, 4 = -iss, 5 = -bh, 6 = -arn, 7 = -th, 8 = -ric, 9 = -sig, 10 = -exa, 11 = -vrk, 12 = -ltz


That's it. Let's see how well it works...

#1: Qang vestai-Palgeth
#2:  Qilgga sutai-Neyaziss
#3:  Kirmato vestai-Neygeric

Qapla'! Not half bad, although the slight bell-curve on those 2D rolls weights things toward the middle. Good enough for a quick-and-dirty Klingon NPC or two though. But what do I know? tlhIngan Hol vIjatlhbe'!

Wednesday, November 23, 2011

FASA Trek's prescience

Guy McLimore, Greg Poehlein, and David Tepool's Star Trek: The Role Playing Game (1982) had a lot of interesting points. While generally staying true to the Star Trek universe, it also emphasized some aspects that were more reminisent of Marc Miller's Traveller (1977). For example, the supplement Trader Captains and Merchant Princes (1983), which let players unleash their inner Harry Mudd. But in the equipment lists of that book was something remarkable, even uncanny. It came disguised as a simple description of a data storage card, or "computer cart."

The text seems to be describing a standard memory tape, but look at the illustration. Look familiar? That's no memory tape, it's a USB flash drive.


But flash drives weren't around until c. 2000 CE, eighteen years after that game was published. This is highly illogical. Is it a clue planted by a time traveler, as in Asimov's The End of Eternity? Did the game designers have precognitive abilities? What's going on here?


Thursday, November 17, 2011

Glitches

The R. Talsorian sourcebook for Cyberpunk based on Walter Jon Williams' book Hardwired (1986) included some interesting variations on the core rules. Most significantly, the netrunning rules were revamped to a more realistic system. CP2020 is a good game, but the treatment of cyberspace is very idiosyncratic, to say the least. Another thing I like is the table of "glitches" for NPCs. These are personality quirks that can give characters a distinctive personality. It's like a quick-and-dirty Life Path. To determine the number of glitches, roll 1D10. 1-5 = 1 glitch, 6-8 = 2 glitches, 9-10 = 3 glitches. Roll 2D10 for each glitch and cross-index on the Glitch Table.



Friday, November 11, 2011

Radiation rules

I was browsing Joseph Heck's Traveller website and found these rules for radiation poisoning from GDW's Twilight 2000. They are very realistic (i.e., lethal) and will work as written with any game that has a stat range of 1-10. In games that don't have a Constitution stat just use the equivalent; e.g, in Interlock use the Body Type stat, in CORPS or Action! System use Health, etc.

Date: Fri, 29 Sep 1995 12:30:17 -0700 (PDT)
From: John ---- ---------- <-------@uclink.berkeley.edu>
Subject: Rads
Re: Radiation T:2000 rules

Effects of Exposure: Exposure to lower levels of radiation will produce temporary illness, while higher levels can kill. All exposure is cumulative. When a character's accumulated rads reach or surpass 50, he must be checked for radiation illness. Thereafter, each time the character accumulates one or more rads he must be checked for radation illness. however, the character is checked for radiation illness only once per day on each day that he accumulates additional rads.

The Radiation Illness Chart (below) gives the multipliers used to determine the chances of illness and death from exposure to radiation. Use the rad level on the chart that is closest to (without exceeding) his accumulated rad level.

Rads...Slight Illness...Serious Illness...Death
50.............1.0..............nil....................nil
100............0.5............1.0...................nil
300............0.2............0.5..................1.0
400...........Auto..........0.2...................0.5
600...........Auto..........Auto................0.2
800...........Auto..........Auto................Auto

Multiply the character's Constitution by the multiplier to determine his target number (round fractions up). Roll 1D10. If the number rolled is equal to or less than the chance, the character avoids the effect.

Slight Illness: Nausea, vomiting, and headaches. Onset is 1D6 hours after exposure. The character has strength, agility, and intelligence halved for the duration of the illness. Symptoms last one day at lower levels, two days if exposure is greater than 600 rads.

Serious Illness: First suffers slight illness, as above,. Then suffers serious illness and is incapacitated with severe vomiting and diarrhea, spotting on the body caused by bleeding under teh skin, and blood int he stool and vomit. Onset of serious illness is 2D6 days after exposere at levels less than 300 rads, 1D6 at levels above that. Incapacitation lasts 1D6 days, plus one day for every two days spent without bed rest and medical care. The amount of medical care required is the same as for a character with a serious wound to two body parts -- or two additional body parts if the character is already wounded. General illness, approximating the effects of slight illness listed above, will persist for 1D6 weeks.

Death: The character first suffers from slight radiation illness and then from serious radiation illness. During the incapacitation period (and usually within 30 days of exposure) the character dies.

At higher tech levles, presumably an automed could treat slight and serious illness at increasing levels of exposure, and a full medical facility could prevent death, and "roll-back" a persons cumulative exposure. The description in FF&S of the consequences of getting too close to a Fusion Drive suggest that bone marrow transplants etc, would be necessary, so presumably the character is till going to be laid up for some time.

*Apologies to those not interested in radiation, but enough people had expressed an interest that I thought it was worthwhile.
--M



Whether or not you want to use these rules depends on how realistic you want to be. They would be very useful in a hard sf game but would be inappropriate in a planetary romance or superhero game. If you do use them in a super-science game - a space opera setting like Star Trek, for example - you might want to allow medical science to provide a cure, like the original poster suggested. Assuming the doctor has the necessary drugs on hand and makes a successful skill roll she could alleviate the effects of the radiation poisoning. If the science is sufficiently advanced you could even allow treatment that would reduce the number of rads the character has accumulated.

Thursday, November 3, 2011

Warp "speed"


I know Warp 6 is slow, but as Murphy's Rules points out Warp 7 isn't much better.

Thursday, October 27, 2011

Count Dracula

Picture by Gene Colan

Count Dracula is a centuries-old vampire and Transylvanian nobleman who exudes a veneer of aristocratic charm. He claims to be a Székely descended from Attila the Hun. He is deeply proud of his boyar heritage and is nostalgic for the past times of heroism, honor and valor. Although Dracula dons a mask of cordiality, he often flies into fits of rage when his plans for world domination are interfered with.

Count Dracula

Body: 8 Mind: 7 Soul: 9
Health Points: 125 Energy Points: 160 Shock Value: 17
Combat Value: 11 Defense Value: 6  

Attributes: Alternate Form (Bat: Body 6, Mind 4, Soul 1,  Flight 2 (50 kph), Heightened Senses 1 (Sonar)), Animal Summon/Control (5 Wolves) 2, Attack Combat Mastery 3,  Contamination (Vampirism) 5 (12 hr for transformation to complete, 1 Person), Energy Bonus 4, Extra Attacks 2, Heightened Awareness 2 (4 Check Value Bonus), Heightened Senses 2 (Hearing, Smell, Vision), Highly Skilled 1, Mind Control 3 (+2 Check Bonus, -1 to Resistance Check, 1 Person), Mind Shield 3 (3 defensive levels of Mind and Soul, +30 mental armor), Natural Weapons (Fangs) 1, Regeneration 1 (5 Heath Points restored each round), Special Attack (Vampire bite) 4 (20 damage attack, Incapacitating (Body Check Required), Drain Soul (1 soul points drained), Vampiric, Only Restore Lost Levels, Low Penetration, Melee), Special Defense 7 (Ageing 2, Disease 2, Air/Oxygen to Breathe 2, Poison 1), Special Movement 3 (Wall-Crawling, Cat-Like), Super Strength 1 (2 tonnes and +10 damage in close combat and +4 strength check bonus), Tough 2 (+40 health points)  

Skills: Climbing 1, Cultural Arts (Transylvanian History) 4, Etiquette 3, Forgery 1, Intimidation (Street) 2, Languages (English, Lip Reading) 2, Stealth (Silent move) 3, Urban Tracking (Underworld) 4, Wilderness Tracking (Forest) 2,

Defects: Achilles Heel (Wooden weapons) -2, Bane (Holy Symbol, 20 pts/round of exposure) -1, Bane (Sunlight, 40 pts/round of exposure) -2, Marked (Red eyes. fangs) -1, Nemesis (Professor Abraham Van Helsing) -2

Character Points: 165 Skill Points: 30


Notes: Made with the SAS Character Generator for use with the free Tri-Stat rules. The write up is based on BESM Hellsing (02-907), BESM 3rd Edition (WW76000) Vampire template, and of course Bram Stoker's 1897 Gothic horror novel Dracula.

Wednesday, October 19, 2011

The Rule of Five

I think we've all been in games alongside Power Gamers. You know the ones. They could care less about their character's personality. Their only interest is to turn them into an unstoppable juggernaut. If it weren't for encumbrance rules they'd haul around every conceivable weapon. They also like to load up on any and every magic item they can grab. What's a poor GM to do? The Fantasy Trip had a nice way to deal with the latter problem called The Rule of Five.

The Rule of Five: Wearing Several Magic Items
The Rule of Five states that one person cannot use more than five magical items at a time. However, any one item can contain up to five spells. This means that a person can have up to 25 spells going for him at once -- which ought to be enough.

Of course that won't be enough for the Power Gamer, but they'll just have to lump it. And in practice the average magical item will have far fewer than five spells in it. That could make for some interesting choices for the players as they try to decide between this magic wand and that magic ring. On the other hand, you might also want some special rules to take into account artifacts and other legendary magical items of great power. If someone finds the Ring of Gaxx, which has nine different powers, it might have to count as two items.

You could work any number of variations on this rule. For example, in a more gritty game you could have a Rule of Seven stating that a character can have no more than seven spells - from magic items or elsewhere - going for them at once. That could help keep wizardry from overpowering the game and really annoy the Power Gamers.

Wednesday, October 12, 2011

Extraordinary Voyages

Previously I posted about how despite the best efforts of RuneQuest's creators they just couldn't persuade the game's fans to use it for settings other than Glorantha. I even posted the mock-ancient map from RQ3 and then speculated that the landmark called "Chariot of Gods" might be a reference to theories of ancient astronauts. Well, it turns out that map was much more realistic than I imagined, and that there really was an ancient mariner who sighted the "Chariot of Gods." That sailor was named Hanno, and here's what H. G. Wells has to say about him in The Outline of History (1920).

About 520 B.C. a certain Hanno made a voyage that is still one of the most notable in the world. This Hanno - if we may trust the Periplus of Hanno, the Greek translation of his account which still survives - followed the African coast southward from the Straits of Gibraltar as far as the confines of Liberia. He had sixty big ships and his main task was to found or reinforce certain Carthaginian stations upon the Morocco coast. Then he pushed southward. He founded a settlement in the Rio de Oro (on Kerne or Herne Island), and sailed on past the Senegal River. The voyagers passed on for seven days beyond the Gambia, and landed at last upon some island. This they left in a panic, because, although the day was silent with the silence of the tropical forests, night they heard the sound of flutes, drums, and gongs, and the sky was red with the blaze of the bush fires. The coast country for the rest of the voyage was one blaze of fire, from the burning of the bush. Streams of fire ran down the hills into the sea, and at length a blaze arose so loftily that it touched the skies. Three days further brought them to an island containing a lake (?Sherbro Island). In this lake was another island (?Macaulay Island), and on this were wild, hairy men and women, "whom the interpreters called gorilla."

The Carthaginians, having caught some of the females of these "gorillas" - they were probably chimpanzees - turned back and eventually deposited the skins of their captives - who had proved impossibly violent guests to entertain on board ship - in the Temple of Juno.

Hanno's own account mentions a notable landmark.

"Sailing quickly away thence, we passed a country burning with fires and perfumes; and streams of fire supplied from it fell into the sea. The country was impassable on account of the heat. We sailed quickly thence, being much terrified; and passing on for four days, we discovered a country full of fire. In the middle was a lofty fire, larger than the rest, which seemed to touch the stars. When day came, we discovered it to be a large hill, called the Chariot of the Gods."

So that's what the map is referring to. But even if you leave space aliens out of it this kind of extraordinary voyage would make a great basis for a game. It could either be an epic campaign, with players undertaking the whole voyage from beginning to end, or it could be a jumping off point for more episodic adventures. Fabulous ruins, mysterious civilizations, lost Atlantean colonies -- any number of adventures await. It would be like a cross between Conan, Tarzan and the old Wagon Train TV series, only set in ancient Africa.

Friday, October 7, 2011

The Pillars of Hercules

The state of affairs about 750 B.C.

This is a follow-up post to my earlier suggestion for a game set during the time of the Cimmerian invasions. While in the east the Assyrians and Lydians are fending off the rampaging barbarian hordes, in the west the Phoenicians are extending their sway. This map shows the disposition at the time. The Phoenician colony of Carthage is the dominant city-state in the region. They are so sure of their power that they tend to regard the whole Mediterranean as their own private property, and have been known to seize ships and cargoes. Yet when the Greeks or Etruscans return the favor they're branded "pirates." A loose federation of Etruscan city-states dominates the Italian peninsula. Rome at this time was still ruled by the legendary kings. It was little more than a colony of Alba Longa, only just beginning to assert its independence. The Greeks, both Ionian and Dorian, have a strong presence in the toe and heel of Italy and eastern Sicily. They present a serious challenge to the Phoenician dominance of trade.

Although the Phoenicians counted biremes as part of their navy, and triremes were starting to appear, the most common ship plying the seas was still the pentekonter. Even a century later, at the Battle of Alalia, the Greek fleet would consist entirely of pentekonters, and decades later Polycrates, the tyrant of Samos, would wreak havoc on the Aegean with a navy of 100 pentekonters.

In addition to the usual opportunities for adventure --  treasure rich, monster haunted ruins, etc. --- the prevalence of colonies in this region presents an opportunity for an interesting variation on the standard "D&D endgame." Instead of just getting a stronghold, players reaching a certain level (either literally or figuratively if playing a game like RuneQuest) could set out to found their own city. This could become a campaign in itself, with the party playing out a scenario similar to the one in the later books of The Aeneid.

Friday, September 30, 2011

Cimmerian hordes

A while ago I suggested that the Hellenistic Era would be a good historical campaign setting for a Conan-style FRPG. But of course Conan was a Cimmerian, and there really were barbarians by that name, but they lived centuries earlier.

Western Asia, 7th century BCE. 

It was a time of empires in decline, when Egypt was in turmoil, the mighty Assyrian empire maintained a precarious dominance, and the Phoenicians ruled the Mediterranean waves.  It was then that, as Herodotus tells us, "...the Cimmerians, driven from their homes by the nomads of Scythia, entered Asia and captured Sardis, all but the citadel." For decades the barbarian hordes ravaged Anatolia, often seeking only loot. "For the Cimmerian attack upon Ionia...was not a conquest of the cities, but only an inroad for plundering." Before they were vanquished as an effective fighting force by king Alyattes II of Lydia towards the close of the century they had clashed with imperial Assyrian armies, brought Phrygia to its knees, and ravaged the kingdom of Lydia. Who knows what other exploits they had, what solitary adventurers set out form among their ranks and what dangers they faced?

Of course Howard's stories were not historical, and his Cimmerians were not the ones of history. But I think the history of this period is just as exiting and exotic as the imaginary world of Hyboria. It was a time of brave Greek mercenaries, wise Egyptian sorcerers, wily Phoenician merchants, Etruscan pirates, fierce priestesses of Ishtar, and of course rugged Cimmerian barbarians.

However, there are a few historical details that may challenge the average role-player. For example, coinage had not yet been invented. At that time people mainly used weighted bits of metal as currency. It was the Lydians who would mint the first electrum coins, but it would be centuries before the system was widespread. And at the same time the Lydians were also just inventing the inn. I think that facing a world with no inns or coins might reduce the average gamer to a twitching wreck. You could fudge things, and add those conveniences to make things comfortable for the players. Since there's going to be magic and monsters in the game there's no need to be a stickler for historical detail. On the other hand, sometimes it's fun to watch the players twitch. It's your call. In any case, your chariot awaits...

Thursday, September 22, 2011

Arduin, Bloody Ardiun

Different Worlds was Chaosium's house magazine back in the day. Although never as popular as The Dragon or The Space Gamer it was a pretty good zine. One notable feature was the "My Life & Role-Playing" series. As editor Tadashi Ehara explains,

"To provide content for the first issue, I invited all the prominent game designers and role-playing personalities at the time to submit a "My Life & Role-Playing" article. The response exceeded expectations and many heart-felt articles were submitted. The premiere issue of Different Worlds debuted in early 1979 with articles from 13 of these members of the role-playing world. Many others followed in subsequent issues. To my chagrin, Greg Stafford himself has never contributed to the "My Life & Role-Playing" series."

Dave Arneson, Ken St. Andre, Steve Jackson, Marc W. Miller, Paul Jaquays, and others talked about their experience with gaming. They provide a great glimpse into the early days of the hobby. One of the others to contribute was David A. Hargrave, author of the unforgettable Arduin Trilogy. The second issue of the magazine featured an article by him titled "Arduin, Bloody Ardiun" in which he wrote about his eclectic (eccentric?) campaign setting and which included this cool early map of Arduin.


Whether that article was written before or after his infamous spat with Greg Stafford I can't say, but he didn't seem to have a problem with promoting Arduin in the pages of Chaosium's zine.

Tuesday, September 20, 2011

Chariot of the Gods

RuneQuest is a game that will always be associated with the fictional world of Glorantha. This is despite the fact that the game's authors have always encouraged players to use it for other settings. In the introduction to the 2nd edition of 1979 they emphasize the novelty at that time of situating a game in a particular world, but also recommend that it be used in other venues.

However, this game is not limited to Glorantha. The experience system, the combat system, most of the magic system, and the training/guild system, and everything but the specific references to the world of Glorantha can be adjusted to fit any time and space with a minimum of hassle. We think you will find this system more realistic, and at the same time more playable, than any system you have seen before.

They even published Questworld, a non-Glorantha setting for the game. It never caught on. When the third edition was released by Avalon Hill some years later they went a step further. The default setting of the game was changed to a fantasy version of Europe, with Glorantha provided as an optional setting. They even included a nice map in the rules.



This is a great map. It has the feel of a pre-modern map. It's a little crude, a little sketchy, but has enough details to be useful for the players. I like this much better than the overly realistic maps in some games. (As much as I admire the world building that went into HârnWorld, the presentation in the form of a modern atlas always struck me as somewhat anachronistic for a pseudo-medieval fantasy setting.) One curious thing about the map is that mountain in east of "Libya" labeled "Chariot of Gods." Just what is that? For me it brings to mind all those stories of ancient astronauts, aliens from other worlds mistaken for gods by earthlings. It's easy to envision a group of PCs mounting a major expedition to explore it, with plenty of adventures on the way and an encounter with strange creatures from the void at the end. Despite intriguing features like this, and further supplements like Eldarad, these non-Glorantha settings never caught on. For most gamers RuneQuest remained synonymous with Glorantha. And so the Chariot of the Gods remains a mystery waiting to be explored.

Wednesday, September 14, 2011

D&D magic using BRP

Back when I was using BRP to run FRPGs I was always figuring out ways to adapt material form other games to the Chaosium system. Since it dominates the hobby it was inevitable that this would involve D&D. BRP was similar enough to TSR's juggernaut that it was a fairly straightforward process. Monsters could be thrown right into a game after giving them an Attack % and with just a slight tweaking of the damage they did. Magic swords fit right in by the simple expedient of treating each +1 as a +5%. But when it came to magic things got a little trickier. BRP is a skill based game, and it uses Magic Points to fuel spells. That's a far cry from D&D's Level-based, cast-and-forget system. How do you fit that into a game?


All your base are belong to us.

I hit on this simple expedient. The minimum INT required to learn a spell was the spell's level+11; e.g., a 4th level spell requires an INT 15 to learn. Each spell was treated as a separate skill. The spell-caster's "level" for determining the power of the spell was the skill divided by 5. The Magic Point cost for each spell was equal to the spell level, plus additional Magic Points for extra range, duration, etc. For example, a Wizard with an INT of 13 (or more) knows the second level spell Detect Invisible at 45%. He could cast it as the equivalent of a 9th level D&D wizard with a range of 90', but it would cost him 10 Magic Points (2MP base+8 for extra "levels" of effect). However, a magic user can opt to cast a spell at a lower "level" by pumping fewer Magic Points into it. So our wizard could opt to put only 3MP into the spell for 20' range, etc. A Critical Success means the spell only burns the minimum number of Magic Points but takes effect at maximum level (or less at caster's choice). For example, our wizard knows Fireball at 45% and gets a Critical Success. The spell only consumes 3 Magic Points but does a full 9d6 damage. A Fumble means the spell is a dud. It uses up all the MP put into it but has no effect.

You don't say.

That's all there was to it. Nothing too earthshaking, I admit. It worked OK, although I didn't playtest it extensively. It was only used in a few encounters with NPC's on alternative worlds. Other people have thought of their own versions of this long before I did. I saw and old Pegasus magazine article where someone had come up with a very similar system, although he also added (IIRC) a pool of points called Mana that limited the amount of magic that could be cast in a certain time period. And I can think of plenty of variations. You could have a character pick a class and that class would have a % ranking, starting at 5% ("first level"). This would function as the Level your character has in their "class". So a Druid 30% would be the equivalent of a 6th Level D&D character. Etc. So don't just limit yourself to plundering dungeons. Plunder those other games for rules, monsters and magic, too.

Friday, September 9, 2011

Baron Xaq von Sytok

I've had that freeware Traveller Character Generator on my desktop for a while and every now and then I'll roll up a character to see what I get. Since Traveller chargen is an almost entirely random procedure, what I end up with is pretty hit or miss. Surprisingly few of the characters have died while being rolled up, but it does happen. More common are characters with some ridiculously low attribute, like the Army vet who had a successful career, acquired several skills and reached the rank of major -- all with an Intelligence of 3! Then there was the Navy man who ended up with an Endurance of 1. I'm all for playing challenging characters, but and invalid is a bit much.  Anyway, here's my best result so far.

 Baron Xaq von Sytok, Capt. Imperial Navy (ret.) Male Human, Age 34 

UPP 96AABC

Skills: Blade (Sword)-1, Computer-1, Engineering-2, Gunnery-1, Jack of All Trades-1, Navigation-1, Pilot-1, Vacc Suit-2

Gear: 25,000 credits and one sword.

With a determination to reach the stars and the top of society,  young Xaq entered the Navy and embarked on a stellar career. Although never gaining a command of his own, he became an accomplished ship's engineer, willing to go the extra parsec and suit up to crawl into a hot reaction tube for some emergency repairs. His outstanding service and social graces saw him created an Imperial Baron. He now seeks adventure on the Imperial frontier, where his formidable skills and urbane demeanor are always welcome aboard ship.