Saturday, 27 March 2010

Saving Throw Saturday: My Top Five RPG Boxed Sets

This top five is not in order of preference or any other order. Please note, this is "my" top five rpg boxed sets rather than what I think are the top five definitive boxed sets. It's also not my top five rpg's, many of my favourite RPG's such as Savage Worlds don't come in boxed sets and others such as T&T do come in boxed sets but I never owned the boxed sets. So this is just the five best out of the ones I owned. There were plenty of other boxed sets back when I started in the hobby that'd I loved to have owned, but didn't because either . . .

a) One of the other guys in our group had it and it was preferable to spread our gaming pounds around as many games as we could. For example I never got the Call of Cthullu Boxed set or the Moldvay Basic D&D boxed set, because my friends already had those.

b) My local game store Reider’s Axe didn't stock. Not everything released in the states made it to the UK, especially not the provinces.

c) Back then I couldn't afford to buy every game I wanted.

. . . so it's the best of what I did own.

   Runequest II

I loved this purple box, with it's evocative Bronze Age mythic artwork and I loved the Runequest rules too. It was wildly different to the other games I'd played before and was packed full of real atmosphere and great mechanics. The boxed set came with The Rulebook, the adventure Apple Lane, Fangs a booklet of monsters stats, and the Basic Role Playing booklet. A 16 page stripped down semi-generic version of the rules that would become the basis for Chaosium's house system for games such as Call of Cthullu, Elfquest, etc.











Golden Heroes

Back in the mists of Time, when Red Dwarf was a great RPG magazine Games Workshop used to make RPG's. This is still my favourite Supers RPG (although to be fair I haven't tried that many others). It had some really neat rules: such as combat turns represented by the number of frames (Comic panels) you had as action, the excellent Campaign experience system, but most of all the random character/power generation. Rather than design your character with a set number of points to buy powers you had to roll randomly for you powers and then write a origin story describing how your Hero got his powers. Which I thought was really neat. The boxed contained, a Players book, Supervisors book, and the Legacy of Eagles scenario, plus maps.






Bushido


Fantasy Games Unlimited made some great boxed sets and Bushido was one of the best. These days, as far as rule sets go, it's a bit on the crunchy side for my tastes, but given the chance I'd jump at the chance to run it again, faster than an 80's ninja flips head over heels for no apparent reason. The box contained A players book (The Heroes of Nippon) a referee's book (The Land of Nippon) and an adventure/mini-setting The Valley of Mists, plus a gatefold hex map of Japan, and GM screen full of useful charts.






Traveller

In many respect Traveller was a disappointment when I first got it. I was a Star Wars kid, I wanted droids, Stormtroopers, light sabres and a cantina full of weird aliens from my sci-fi games, in short I wanted space opera, but Traveller was based on the Hard Science Fiction, and military Sci-fi of the 70's. It was a totally different beast. However, that didn't stop us using it play star wars type games. Not ideal, but we didn't care. There is a lot to like about Traveller especially the life path character generation which I still think is great, plus it just looked great and I loved the digest size. The box contained Book 1 - Characters and Combat, Book 2 - Starships, and Book 3 - Worlds and Adventures and a star chart.

Swords & Wizardry: WhiteBox

It's been 26 years since I had a new boxed set (Golden Heroes) so it was great to get this awesome little digest sized box of gaming goodness through the post. Swords & Wizardry, for those that don't know, is a Retro-clone of the original Dungeons & Dragons game that was published in 1974 and came in a whitebox, hence Swords & Wizardry: WhiteBox. This box contains 4 digest sized rule books a short primer for Old School playa, a digest sized pad of graph paper, a pencil and a set of dice. Nice.

Friday, 19 March 2010

FRPG FRIDAY: I Hit it With My Axe

As I mentioned before Zak from the excellent  Playing D&D with Pornstars  blog has a reality webseries airing at Escapist Magazine. It's called I Hit it With my Axe and it follows a group of D&D newbs getting to grips with the game.

Here's the first epsiode . . .



Epidsode 1 is more or less just a 'meet the gang kind of affair, not much adventuring, but I had to laugh when Zak recapped where they had got to from last session . . .

"Okay, so last time you'd started a drunken brawl and set fire to the bar."

Yup, sounds like pretty much every tavern visit, by every party I ever GM'ed for.

Tuesday, 16 March 2010

Pressure Building . . .

. . . the pressure to write, that is. Perhaps the urge to write is a better way of putting it. In particular the urge to start on my novel. Of course, it's purely internal, not external, pressure. No one, other than the writer himself, cares if an unpublished writer writes his novel.

I mean I am writing: scenes for a script, a few non-fiction projects, but the urge to start on the novel, the pressure to write, is growing. I'm not going to start yet, because I don't think I'm ready. I've tried a novel without an outline, and that didn't work for me. I wasn't really surprised, as even though that's how I started writing short fiction, in the end I found I was getting better results with an outline or plan or some sort of structure to work from even for short stories. Stil,l I thought I'd at least try a novel with no outline, just to see.

I see the fact that I'm feeling this nagging urge to start my next WIP as a good sign, it means I'm keen, it means the story idea is a good one, one I can live with for a year.

I'm going to hold on to that feeling, that nagging urge to write, and nurture it while I keep scribbling notes, jotting scenes ideas on index cards, and thinking about who my characters really, are.  I wan't to sprint off and get into it, but I have to keep telling myself that a novel is more like a marathon than a sprint, and I wouldn't want to run a marathon with out the right preparation.

Sunday, 14 March 2010

The Art and Craft of Fiction

I love books on the craft of writing fiction, what some people call How to Books. I mean I'm a writer, right, so I love reading. That's why I'm a writer in the first place, because I love reading. So books about writing, what's not to love?

Quite a lot apparently.

There are a number of negative reactions from people when the subject of books on the craft of writing are raised . . .

Who? Never heard of 'em. They obviously can't teach me anything.

This one's great. Unpublished wannabe writer X on forum Y hasn't heard of the author of a book about writing, therefore there's nothing they, and in their opinion anybody, can learn from that writer. Really? Really? This one is close to . . .

What have they ever published?

There's almost a logic to this one, obviously when a writer as prolific and successful as King takes on the subject with his excellent  On Writing, you should take notice, but that doesn't mean someone with less or even no publications, who after all might be an agent, a publisher, or writing under a pen name, can't teach you anything. Which is closely related to the old chestnut . . .

Those That Can't Do Teach

Except that most of the people who run courses or write books on the craft of writing are people who are making their living in the publishing industry whether that's as writers, publishers, or agents. It's almost as if people think if you're not outselling Rowling, King, Myers, and Brown, you have nothing to say worth listening to.

Just Read Nabakov

This is my favourite. On a forum a new writer asked for recommendations on books about plotting only to be told, "just read Nabakov." That's about as useful as telling someone who wants to learn to play the piano, "don't take any lessons just listen to Rachmaninoff and figure it out for yourself."

Of course we should all read the greats, but to paraphrase Joseph Heller: "They (students) have only been taught masterpieces, and they're apt to get the wrong impression and get the idea that only masterpieces are published, when in fact masterpieces are the exception in publishing."

These negative reactions to books on the craft of writing often stem from the idea that writing is art and art can't be taught. Writing is an art, but without a solid foundation of craft there can be no art . . .

Art begins with craft, and there is no art until craft has been mastered. - Anthony Burgess.

Friday, 5 March 2010

FRPG Friday: More Redwald Magic

I'm making good progress on the Redwald playtest PDF, in the meantime for those that haven't already seen it here is Redwald's human magic . . .

The Forbidden Path of the Scinnlæca

The necromancy of the Scinnlæca is the most reviled, feared, and taboo sorcery in Redwald. Even the patronage of a powerful lord might not be enough to ensure the safety of a Scinnlæca. If NPC’s learn that a character is a Scinnlæca his player must roll under the character’s Charisma, on a D20, to avoid an overly negative reaction.

There are three distinct realms of power used in the necromancy of the Scinnlæca, or the Shinning Ones as they are known. All three powers require a Scinnlæca to call a ghostly undead apparition known as a phantom, trap it in his body, then use the phantom’s powers. This is done with a Calling the Dead roll. To make a Calling the Dead roll the player must roll under his characters Wisdom+level on a D20. If he succeeds he summons a malign phantom from the otherworld and may control it for a time. There is however, a cost paid in fatigue and the taint of necromancy. If a Scinnlæca fails his roll, he looses the battle of wills with the phantom and it escapes back to the otherworld without serving him. Unfortunately a failure still incurs taint and fatigue.

Necromantic Taint
Every time a Scinnlæca attempts to summon a phantom, successful or not, he accrues 1 Taint Point (TP). If his Calling the Dead roll was under his current TP score he has gained a permanent taint and must roll on the taint table. At this point his TP resets to 0. If his TP ever reaches 20 he takes two rolls on the table before it resets to 0.

Taint Table
Roll 1D12 . . .

1 Spectral Sinews -1 Str
2 Corpse Twitch -1 Dex
3 Wights Wound -1 Dex
4 Cold Black Heart -1 Chr
5 Grave Stench -1 Chr
6 Dead Man’s Eyes -1 Chr
7 The Dead do Howl - 1 Int
8 Ghostly Visions -1 Int
9 Think only of the Grave -1 Int
10 Death Kissed -1 Con
11 Spectral Chill -1 Con
12 Death’s Embrace -1 Con

All taints are cumulative. The path of the Scinnlæca is an unforgiving one.

Deathly Fatigue
The use of his powers causes deathly fatigue to the Scinnlæca based on either; the duration of the summoning, or the power of the phantom. Each point of fatigue counts as a 1 point of damage (deducted from the character’s Hit Points). In most respects this deathly fatigue is the same as normal damage. For example if a Scinnlæca with 8 HPs loses 4HPs using necromancy, then takes 5 points of damage from a sword blow, they are reduced to 0HP and may die. Unlike normal wounds, HPs lost by way of necromancy return at the rate of 1 per turn, as long as the Scinnlæca is doing nothing more strenuous than walking. Because of this the player or referee should keep a separate tally of HPs lost from wounds and necromancy.

The Three Powers

1: The Call of Fear

When using the call of fear the Scinnlæca summons a hideous phantom, takes on its ghastly form, and appears to his enemies as a half-rotted spectre that shines with a dazzling eldritch light. If he succeeds in his Call the Dead roll each round everyone who witnesses this must make a ST (modified by the Scinnlæca’s level) or run screaming in fear. Those that make the save stand firm, but are shaken fighting at -2 to hit and damage. He can protect his allies from the fear by gifting them amulets made from the finger bones of a virgin.

This power can be used instantly as long as the Scinnlæca has his coin, stained with the blood of a traitor, in one hand and his Rowan wand in the other. It costs 1 taint and causes 1 fatigue to use this power, and an additional point of fatigue for each round it is maintained. It may be maintained for 1 round per level + Wisdom bonus.

2: Call of Kinship

The Scinnlæca appears as the shade of a dead friend or family member of his intended victim. The phantom is not actually the victim’s friend or relative, but a malign phantom that enjoys being party to such manipulation.

The victim, upon seeing the Scinnlæca in the form of his dead relative, makes a ST modified by adding the Scinnlæca’s level and Wisdom bonus to the roll. If they make the ST the victim is merely terrified and will flee in fear and the Scinnlæca will be unable to make another attempt for at least a week. If the victim fails their ST they except the shade as ‘friendly’ and the Scinnlæca may manipulate the NPC by issuing advice, ideas, even commands. For each such manipulation the victim may make another ST (again modified by the Scinnlæca’s level and Wisdom bonus). If they make the ST they are not convinced and do not act on the advice, if they fail they act as directed. For every ST they fail, they gain +1 to additional rolls, for every success -1.

This power requires a certain amount of preparation. The skull of a murderer must be hidden somewhere where it can ‘see’ the victim for a day before the power is used. This is so the malign phantoms of the underworld can see who it is in order to take the form of their dead relatives.

Each use of this power costs 1 taint and an initial 1 point of fatigue, plus 1 point of fatigue for each round the Scinnlæca holds the form of the shade.

Exactly how the NPC victim reacts, and how the player has his character manipulate them, is up to the player and referee to decide during roleplay. If the victim fails his ST the referee should have him do what the player wants him to, but players should bear in mind there are certain things people won’t, or can’t do, even for a dead relative!

3: Call of the Underworld

This is the most potent of the three powers. The Scinnlæca calls an evil and destructive phantom from the underworld and takes on its form enabling him to use its powers to smite his enemies. Using his knife, that has pierced the heart of an adulterous woman, the Scinnlæca cuts himself and drips blood onto his Rowan wand. This action takes one combat round. On the next round the Scinnlæca makes his Call the Dead roll if he succeeds he takes the form of the phantom. If he fails nothing happens, but he suffers 1 fatigue and 1 taint.

Each phantom summoned to fight will have a number of HD, and powers determined by the Scinnlæca’s level and Wisdom bonus and a base Armour Class of 7 [12]. Whilst in the form of the phantom the Scinnlæca fights with its powers, HD, and HPs, and AC, rather than his own. This lasts until he either banishes the phantom voluntarily, its HPs are reduced to 0 in combat, or the duration of the possession is exceeded.

The taint incurred by such possessions is equal to the number of powers the phantom possesses. The fatigue is equal to its HD.

Each phantoms powers are randomly determined by rolling 1D8 per power . . .

1 Boneshard Shredder
2 Eldritch Lightning
3 Ghostly Glide
4 Funeral Pyre
5 Skeletal Skin
6 Grave Bound
7 Shinning Shade
8 Death’s Touch

Boneshard Shredder
The phantom bestows the gift of deadly bone claws that do 2d6 (keep highest) +1 to hit and damage. For each additional time this power is rolled increase the bonus to hit and damage by +1.

Eldritch Lightning
The phantom can cast green bolts of eldritch lightning for 1d3 damage (no to hit roll needed) at a range of up to 25 feet. For each additional time this power is rolled you may either increase the damage by an additional 1d3, increase the number of targets affected by 1, or the range by another 25 feet.

Ghostly Glide
This phantom can fly, allowing the Scinnlæca to glide through the air at walking speed, and at heights up to 10 feet above the ground. For each additional time this power is rolled you may increase the height by another 10 foot.

Funeral Pyre
Anything the Scinnlæca touches has a 2 in 6 chance of bursting into flames, even usually non-flammable things. To ignite a living thing the Scinnlæca must first roll to hit. The ethereal flame burns for 1d6 damage per round and can’t be put out, but stops when the Scinnlæca’s possession of the phantom ends. For each additional time this power is rolled you may increase either the chance of ignition by +1 or the damage by 1d6.

Skeletal Skin
The phantom encases the Scinnlæca in bone giving him an Armour Class of 5 [14]. For each additional time this power is rolled you may increase the AC by -1[+1].

Grave Bound
The earth itself drags the victim into the ground up to the waist and holds them firm. They may defend themselves (at -2 to hit and +2 [-2] to their AC), but may not move until released or the phantom has gone. For each additional time this power is rolled you may hold one more enemy.

Shinning Shade
The Scinnlæca becomes a shade so bright that his enemies, and anyone not wearing an amulet made from a virgin’s finger bone, are dazzled by the light and attack at -1 to hit. For each additional time this power is rolled increase the penalty by another -1.

Death’s Touch
The phantom allows the Scinnlæca to drain his victim’s life force with a touch (roll to hit+1). Each touch drains 2 points from their victim’s Constitution and restores, or adds 1 HP to the Phantom’s total. The loss of Con is permanent and if it is reduced by more than 6 points in one combat the victim must make a ST or slump into unconsciousness. If reduced to zero they die. For each additional time this power is rolled either the number of Con points drained, or HPs gained, may be increased by 1 point.

Wednesday, 3 March 2010

Wednesday Worldbuilding: Village of the Hahn

Previous Wednesday Worldbuilding posts . . .

1: Thou shalt not Tolkienize!

2: How the Hell Do You Build a World Anyway?

3: The Shape of Things to come

4: Of Men and Monsters

5: It's A Kind of Magic

The Hahn

The Hahn people are a tribe of forest dwelling hunters and gatherers, who worship and are protected by their namesake Hahn the monkey god. Their village is isolated. It lies deep within the rainforest, nestled in the foothills of the Spine Mountains, and is as far away from the sea as anywhere on the Spine can be.

The tribe consists of about a 150 people, who live in extended family groups in thirty or so longhouses. They live side by side with a troop of blue monkeys, who are revered as ancestors and roam freely about the village.

The relationship between the Hahn and the monkey’s is beneficial to both as the monkey’s not only know where the best fruit in the rainforest is, and when it is ripe, they also serve as lookouts, spotting predators and enemies from their vantage point in the higher reaches of the rainforests canopies. It’s also not unusual for the mothers to leave their toddlers in uncannily attentive care of the monkeys as they tend their daily chores.

The men of the tribe are not warriors and do not have a warrior culture although, they are superb hunters. They hunt using bows, spears with spear throwers, and blowpipes. They utilize a poison extract from parasitic fungi that grows on a number of different trees. The poison is not deadly, but a strong enough does can paralyse creatures a large as a panther or even a man. They hunt and eat anything and everything, except the blue monkeys.

There is no tribal chief, but each year a hunt leader is chosen by his peers based on his wisdom, luck and prowess. The hunt leader only has influence on the hunt. Day to day governance, such as it is, is overseen by a council of elders made up of the tribe’s oldest men and women. There are also two lesser councils the men’s, and the women’s council. Both consist of five members, chosen by the whole tribe. These lesser council make decisions matters specific to the men and women, such as deciding which women are ready for marriage and which youths are ready to become hunters.

Matters spiritual resided over by the Hahn-Bo and his assistants. The Hahn-Bo resides over important events such as special feast days, births, marriages, and funerals. He also talks to the spirits of the ancestors and the spirits of the blue monkeys’ ancestors, and uses this spirit-magic to aid the tribe’s hunts, help heal them, and guide them in times of trouble. He can call an ancestor or monkey spirit from the otherworld and have it posses one of his assistants, each one a Hahn-Bo in training. In time of dire need the Hahn-Bo calls on the monkey god Hahn himself, and begs him to take possession of his body to intercede and save the tribe. The cost is the life of the Hahn-Bo. No mortal can be possessed by a god and survive.

The Hahn people, like the blue monkeys, are peaceful friendly people, with a playful and sometimes mischievous streak, but fierce when defending their territory. Their only human enemies are the Aze-Toh a tribe of head-hunters. They know little about the Aze-Toh other than that they have no village or territory of their own and seem to appear every now and then, normally once every two years or so, attack with no purpose other than taking heads, and then disappear again.

The only other enemy are the Hidden Apes. Huge carnivorous apes that are ambush predators with the chameleon like ability to blend into their surroundings. The elders say that a generation ago the Hidden Apes where solitary hunters who only hunted the blue monkeys, but in recent years they have started attacking hunters and have been seen hunting in pairs. One hunter even claims he saw one wielding a club. More worryingly, one of the tribe’s women says she saw a Hidden Ape watching the village, watching it the way a hunter might watch a herd of forest deer.

Tuesday, 2 March 2010

TrollsZine Issue 1!

TrollsZine Issue 1, a free Tunnels & Trolls eZine, is available from RPGnow and DriveThruRPG.

Here's the table of contents . . .

Trolls Talk - by Dan Prentice
Trolls Regenerate - by Ken St Andre
The Trollgod Rants 1 - by M. E. Volmar
Selling Used Equipment - by Gary McCammon
Funny Shaped Dice and Massive Monsters - by Dan Prentice
Aeulungs Tale: Chapter 1 - by Tom Grimshaw
The Trollchefs Cookbook - by Salvatore Macri and Dan Prentice
Grumlahk - by Jeff Freels
The Trollgod Rants 2 - by M. E. Volmar
Roadhouse - by Greg Backus
TrollsZine Competition
The Blood War at Saxon - by Tom Grimshaw
Item! Item! - by Greg Backus and Dan Prentice
Dare to Daro - by Dan Prentice
Delverton: The Smithy - by Lee Reynoldson
The Game of the Sphinx - by Mike Tremaine
Going Solo - by Dan Prentice
The Restless Mausoleum - by Salvatore Macri

There is also artwork by Jeff Freels, ME Volmar, Chad Thorson, Kevin Bracey, Alex Cook and Mike Hill.