Sunday, 4 April 2021

Alternative Group Combat Rules for D&D BECMI/BX/AD&D and Basic Fantasy, OSR etc.

Although I don't often post on here, I still have a very active Tumblr blog with the same title: adventuresandshopping.tumblr.com It's mostly a reblogging pretty covers of games, miniatures and dice, but it's worth the occasional look.  The following post is longer than most so I felt that it would benefit from being in the blogspot blog here.

Solo-play, large adventuring parties and D&D pre-history

I'm a fan of simpler editions of Dungeons & Dragons, and even more so of some of the old school rules “clones”, such as Basic Fantasy and S&W White Box (Finch, Mythmere Games).  For all sorts of strange reasons I rarely get to play.  I am very much an armchair reader and collector of RPG rules.  With momentary fantasies of running a game at short notice, I'm drawn to systems which look like they would be quick to set up and play.  One example is Tunnels & Trolls, partly because the notation required for planning a game can be minimal (i.e. "Room 3: Orcs MR30 Roll for treasure ; Room 4: Fountain Trap LSR2 ...").  I have to mention T&T because you will see an clear influence here in the way those rules treat combat as collective - with handfuls of dice being thrown and totalled in a deadly face-off, not like in a wargame or many FRPGs where each die roll equals one success-or-fail strike.  In recent years, I've found myself reading the original Chainmail rules which was a precursor to, and part of, the earliest Dungeons & Dragons rules.  If you like Basic/Expert D&D or AD&D but have not looked at Chainmail or “original” D&D I recommend that you do, especially if you have an interest in the evolution of gaming systems.  It's my belief that just by focussing on specific constants like Hit Dice and the Morale Check in D&D old school systems, players can unlock simple and sometimes rewarding mechanics.  

For myself I was interested in running solo- DM-less- games against pre-written scenarios.  Some scenarios, especially "tournament" adventures, often recommend a large number of player characters. Running a party of 5 to 10 PCs through encounters with dozens of adversaries is a far cry from, what for me, was the ultimate model of solo-play, the Fighting Fantasy gamebook, where you controlled one survivable hero against individual monsters.  Suddenly solo-run party adventures in D&D become a rapid turn off.  I can imagine it's similar for a Dungeon Master with one or only a couple of players at the table.  This being said, controlling handfuls of 0-level characters in a "funnel game" in Dungeon Crawl Classics seems to acceptable.  The assumption being that you will lose most of the characters before the end of the session.  If you want to start at first level in a D&D game, there's some serious limits as to how far back a DM can “scale” down encounters, whether or not you want to control hired NPC fighters, and the fact that you have to kill a lot of rats to reach second level. ;)  The issue here is partly a record keeping one and keeping track of which character or monster is acting when in a combat round.  I don't want to change any stats in the rules of adventure, and I'd like to find easy ways to control a large party, especially in combat without x times the paper work (x being the multiplier derived from number of characters, NPCs or adversaries). 


Going back to D&D's roots, the specialism of Chainmail (and it's Fantasy' supplement) was that it was "1 to 1" scale  i.e. every miniature was represented uniquely and not just as a whole unit or troop (Playing At The World is good book for explaining this).  These rules evolve in D&D into one player controlling one miniature or character, hence role-playing as we know it today.  As with many wargames, a single die would be rolled for a standard "fighting man”.  Special characters, like a "hero" or "super-hero”, might get to roll more dice for more attacks.  Those "levels" of fighting force are tabled with the "Hit Dice".  I'm over simplifying here, but the hit dice were rolled with modifiers as the attack roll.  Like many players, when I started playing D&D in the 80s the term "Hit Dice" seemed abstract and too easily confused with the "To-Hit Roll", but these were legacy terms which you just got on with learning.  In D&D, "Hit Dice" to the player represent how many potential Hit Points they can have when rolled, but they the dice are rolled only in character generation and experience level gain.  For players "Level" is the universal phrase for measuring power and strength, especially in relation to the abilities of their class.  For the Dungeon Master, looking at monster stats, Hit Dice are implicitly the indicator of fighting power because they tie in with the To-Hit AC matrices.  In some of the cloned rules the HD number becomes the attack modifier, eliminating the need for attack matrices.  In all of the early systems and retroclones, if you remove all references to character levels, the hit dice (and total hit points) are still the simplest way to compare survivability in melee combat.  Okay, I know this sounds like "1+1=2", but hit dice only have a passive role in combat itself, which I wanted to turn that into an active roll (see what I did there?  role, roll?  I know, I know).

I'll probably be repeating some of this below, but I felt context is needed.  The following rules are being floated for opinion on the Basic Fantasy RPG forum. I feel these rules can work for several different editions of OSR clones and older D&D, but I'm not comfortable posting them in Facebook groups, because edition gatekeeping is very tight at the moment, understandably to stop those groups becoming overwhelmed with off-topic posts. The Basic Fantasy forum is a welcoming community without hang-ups, so I've posted it there for review and suggestions.  In light of the rules possibly becoming associated with Basic Fantasy and an Open Game License, it's good practice for me not to refer to alternative editions of rules.  Old school players will recognise the universality of what is being suggested.  Just now I remembered that in S&W White Box, all HD for monsters and PCs are d6, which would simplify even further the mixtures of polyhedrals suggested below.  

There's a single small reference to Armour Class as a type of saving throw.  Basic Fantasy uses an "ascending" system, so AC is often somewhere between 11 and 20, with 11 being no armour and Chain Mail being 15, for example.  Hence rolling under or equal to Armour Class with a d20 might be plausible as a type of Saving Throw.  Different maths would be required with the traditional "descending" system of AC.  Also, it's worth noting that Basic Fantasy is more flexible with race and class combinations than some rule systems.

I advocate the ungentlemanly use of dice rolling apps, but in recent tests, with a low level party of adventurers, the quantities of dice are not a challenge for average dice-hoarding math-juggling gamer.  Enjoy.

Thursday, 17 December 2020

Those Dark Places - Industrial Sci-Fi RPG






Those Dark Places - informal review - 

If you enjoy the fact that the door keyboard isn't responding, the bulkhead lights are flickering out, the air tastes bad, the company-loyal synthetic automaton is the only one on the bridge, and that the strange passenger from Sleep Pod 7 is running amok naked, prising open magnetic cargo crates with a broken multitool ... then Those Dark Places  by Jonathan Hicks is probably for you.  This is a gritty "industrial sci-fi" RPG where players need to keep their characters' stress levels down, doing a job they might only be half qualified for, in a claustrophobic starship, in the arse-end of space, with jump scares, mishaps and environments which just want to kill them.  This is definitely a "mood piece" with a very accessible pick up and play system.  Downbeat 70's/80's movies are cited like Outland and Alien as inspiration.  The technology is physical, mechanical: tightened levers, illuminated switches on panels, interiors are about function over comfort.  Refreshingly, the setting is broad enough for a referee to create their own campaign with plausible locations for grizzled archetypal company-paid characters to be challenged in.  Space stations are like oil rigs in space etc.  The employer's profit is king.  As opposed to the Alien RPG, there's no pressure here to eventually encounter a bio-hazard organism or xenomorph, but as a dark thriller themed game the option is always there - and the players really will not know what to expect.  There's some lovely illustrations by Nathan Anderson, of clunky computers, space helmets and on-edge characters by steaming pipes, but no actual deck plans.  To be honest, plans, sci-fi art and film set photos are a dime a dozen with a Google Search by an enterprising referee, so no problem there.  The simple one six sided die based system means that it might adapt easily to online play - the publisher's facebook page features that games shared on Twitch.  The rules are appropriate for both long term campaign play (across many sessions) and one-shot "do the job" / solve the problem / "try to survive" games.  As a collector of TTRPG rulebooks, I end up often reading a lot more than actually playing, and the in-character prose here doesn't disappoint (although it can get confusing when they are describing "simulations" as though the RPG itself was something in the reality of game world, like a type of holo-deck, meta-meta).  It's definitely worth a look - it's a complete game in one, very easy on the eye, compact book.  

Those Dark Places, Jonathan Hicks, Osprey Games.  This plush colour hard copy is from ospreygames.co.uk . The PDF is on DriveThruRPG too.

https://ospreypublishing.com/those-dark-places

https://www.drivethrurpg.com/product/337292/Those-Dark-Places-Industrial-Science-Fiction-Roleplaying


... / END / ... / SIGNAL DROP / ... [ ACT/PREP:  >> estimated new transmission event window in # 15 hours 3 minutes ] ... ERR/CHK ... power break / location D28 / back up module? 0-zero-NO ... / FAIL / ... [Action required: --]...

Friday, 6 October 2017

Puerto Rico and Caribbean Hurricane Relief Bundle



https://www.drivethrurpg.com/product/220574/Puerto-Rico-Hurricane-Relief-Bundle-BUNDLE

“Puerto Rico was devastated by Hurricane Maria a few short weeks ago, and is in dire need of humanitarian assistance and relief. We’ve organized this bundle to provide what help we can. The proceeds for this bundle will be going entirely to GlobalGiving’s Puerto Rico and Caribbean Hurricane Relief Fund.” -DriveThruRPG

https://www.drivethrurpg.com/product/220574/Puerto-Rico-Hurricane-Relief-Bundle-BUNDLE

Bundle cost/donation $25.00 (USD)
(Total value of products provided is $545.33)

Saturday, 17 June 2017

Spirit of the Century RPG rules download on PWYW for Free RPG Day





Spirit of the Century - A Pulp Pickup RPG
(Evil Hat Productions 2003, 2006)

“a complete, stand-alone pulp role-playing game based on the award-winning Fate system”

I’m really enjoying skimming through this, with fond memories of Justice Inc. (Hero Games 1984) since I’ve never read any Doc Savage but am thrilled by the breadth of pulp settings. Also, I wanted to expand my collection of FATE games, since I have the special +/./- dice now. :D

The different formats are a nice touch, ebook-readers and kindle owners will approve.

Spirit of the Century is currently available as a “Pay What You Want” download. DriveThruRPG have cunningly shoe-horned Pay-What-You-Want into the celebration of Free RPG Day, which, even as an affiliate I find, slightly dubious. ;) But, hey, there’s some good stuff in there along with the usual quickstarts, samplers and unfinished tester rules.

Happy Free (and PWYW) RPG Day! :D

Spirit of the Century on DTRPG PDF download and DTRPG Sales Page

Sunday, 30 October 2016

Halloween and Horror RPG Sales on DriveThruRPG

Halloween DriveThruRPG Sales Banner

Halloween and horror themed sale with many RPG titles, rules, accessories and scenarios at DriveThruRPG

http://bit.ly/DTRPGsales
(affiliate link)

Don’t forget to click on the pumpkins for treats! ;)
3 days left at time of posting.

Friday, 14 October 2016

Visit to friendly local gaming store: Weekend Warlords (UK)

I briefly visited the bricks n mortar site of Weekend Warlords today.  A well stocked store with many tabletop ranges (including, surprisingly, some RPGs) and a large tabletop game play area. Friendly staff.  Not bad for the town of Loughborough in the East Midlands.  ;)


My actual purchases were pathetically small, this was an investigation sortie and we live in frugal times. See photo.


 



I have yet to play the wonderfully simple Cthulhu Dice, but I am planning to beat a man to death with the large d20 (blue d10 added for size comparison) or just break his furniture by slam-dunk rolling the die in a game.


Links

Online Store

https://shop.weekendwarlords.co.uk


Facebook

https://www.facebook.com/weekendwarlords/

https://www.facebook.com/pg/weekendwarlords/photos/

Monday, 10 October 2016

Inked Adventures Simple Caverns cut-up sheets (PWYW) and why modern gaming is so cool with colour printers (designer thoughts)

(Cross-promotional from Inked Adventures (on DTRPG) plus some extra thoughts.)

simple_caverns__promo_cover___inked_adventures_2016

Simple Caverns Cut-Up Sheets
Pay-What-You-Want on DriveThruRPG


Check out the hand drawn goodness!  Celebrate the simple yet flexible design!
Although there's not much by way of actual cavern scenery in this set (stalagmites, pools etc) I'm rather proud of the floor. It's a good cavern floor, one that works for gaming.

Back when I first played D&D, the GW and TSR's Dungeon Floorplans sets were a much coveted resource. The early sets were very simple, but still more exciting on the table with figures than, well most things we were doing with plan or graph paper.  It was all mainly about room shapes, with colour and a grid (in the first set the wooden sheet was used for doors, chests and tables).  Back to today, I still can't get over the fact that people can print in colour at home and cut-up a colour map. I'm still fairly excited by the idea of making made-to-measure rooms with scissors - it feels so wanton! Unlike those early Floorplan packs, we can now print as many dungeon floor sheets as we want (I say this with total seriousness, my like a vinyl fan arguing with iTunes support).

Being the product illustrator, I think of my designs as disposable (test-prints spill out over the floor, begging to be binned), especially when printing straight to paper of card, but often people want to craft permanent tiles, perhaps applying them to foam core and so on.  "Reusable" is good for the environment I guess ;)  I'm sure it's gratifying to think of the longevity of a lovingly prepared tile, gained at a low price via the interweb, despite the devastation caused to ink cartridges. I think my point is that, as with a battlemat, you can almost instantly craft a very specifically shaped cavern, which you may only need once.  Naturally it's better if you can print straight to card, skip any mounting, but blue tack will also solve those slip and paper curl problems.  I'm talking about Dungeon Floorplans being an influence, but somewhere along the line the notion of the "cavern-flagstone" from 3D-mold sets has definitely infiltrated my thinking.  In games with a grid, caverns our hard to contrive.




I've included some graphics files as well as the printable PDFs  - just the 8x11 sheet graphics as PNGs.  what people do with them in an art package is up to them (as long as they don't resell the designs, or mass-distribute).  Also, I'm including there for the virtual tabletop players, with whom I can't provide IT support. ;) It's up to the purchaser to carve, crop and import cavern shapes into the VR_Table3000SoftBeta or whatever it is these boffins spend their time tweaking, whilst the rest of us elderly gamers complain that we can't get 3 people into the same room every Sunday ...   Okay, kidding, but what I mean this is still mainly a product for printing, chopping up and glueing perhaps.
mockup_caverns_cut-ups_inked_adventures_2016
Mock-up of a possible cavern layout because my photos are not good enough.
simplecaverns_intrographic_inkedadventures2016

Actually, I'll let you into a bit of a secret here.  There's meant to be an Inked Adventures uber-sized sections, tiles and scenery counters pack (working title), but all of the art still lies in an unprepared state and is in a queue behind other just-as-awkward projects.  Somehow the floor illustration from part of that has slipped out and escaped into the greater world.  Maybe I should let the counters escape as well. ;)
 
Why is it "Pay-What-You-Want"?  I'm not sure.  It's a category I haven't sold through yet, and I can't give everything away for free, not whilst I can't sell both my kidneys.  Man, I'm broke,  Anyhow, I just needed to share about the pack and a little about it's provenance. Thanks for reading! :)


Simple Caverns Cut-Up Sheets
Pay-What-You-Want on DriveThruRPG

Monday, 26 September 2016

Musing upon the illustrating of floor plan products for RPGs whilst really trying to sell you something

A cross-promotional post follows (does it count if it's cross promotional with yourself?  I'm adding some personal thoughts to make it more blog-post-like...)

Designed in a last minute, product-queue-jumping, bubble for Inked Adventures, and inspired by, requested for, TridentCon 2016 (Maryland, US), who have a nautical theme (check out Admiral Fish, their mascot, a sort of Deep One who stayed on the surface and travelled back outwards).  I had intended to publish this on Talk Like a Pirate Day (an odious, but profitable institution), but I failed because my arch nemesis Evil Dr Real Life keeps thwarting my plans to be respectable, reliable artist and publisher with continuity of output.  Confounded again, CURSE YOU, DOCTOR EVIL REAL LIFE!

Smuggler Cavern is  a two page only design, not like the larger cut-up section packs in the Inked Adventures range.  But it is rather nice to look at, if I don't say so myself.  I was tempted to send out a mass email stating "Looks good. Works with stuff. Buy it!" But I thought that would sound a little jaded.  I really don't like sending out mass emails through DTRPG/RPGnow/WGV Onebookshelf because I don't want to come across like some of spammer mails I receive daily (is it me or are there rather a lot of "list" RPG products? "100 Orc Meal Names Part 3"! Horses for courses, I guess.  100 horse and course names?)  But I need the pennies... I needed the dubloons, m'lord!
I might just send that email.




The Smuggler Cavern can be a dungeon/cave entrance/interior or a small landing cove (exterior, no roof).  Being ridiculously strict with old-school genres, I still have trouble mixing the Arthurian Romance style D&D with the aesthetic of the 18th Century pirates of Treasure Island, but I'm learning to relax. Even since D&D Expert Set, I've had to battle with that one. ;)  But hey, in floor plan illustration world, we're just talking barrels, chests and ship wrecks -which are almost pan-setting/genre ("pan-setting/genre", oh for pity's sake Billiam, use English...).  Again, as a floor plan illustrator, I must stress that I believe that empty rooms are infinitely more useful to a DM who already has a specific dungeon in mind, than room plan with countless beautiful details, which are more rewarding for the artist - because it shows off their skills etc.  Details can inspire a DM, but I conjecture that most prefer moveable scenery counters on blanker lay-outs (actually most seem to prefer VTT these days). Hand drawing can slow the process down when it comes to trying to provide both blanks and detail counters, it's all possible, just takes longer.  I get plenty of suggestions for products that I have already have planned, but they won't be complete for years at this rate (part time working until I rob a local diamond mine/post office/megacorp).  But then the old-school player in me wants to champion the resourceful DMs - the ones that tear up a bit of desert floor plan and throw it on top of a tree canopy layout and a sheet blue paper, "You arrive on the beach of the island, there is a jungle beyond is dark and foreboding".   I know it's not much better smeared pen on a battlemat (which are very suited to natural irregularities, coastal, cave and so on), but sometimes colour and texture will help boost the player's imagination.

Smuggler Cavern is a home-printable PDF.  My best results have been from printing straight to card and photopaper. There's a plan to make a pre-print poster available from DriveThruRPG, but I'm still working through the dimensions and details -including how to bundle it in with existing orders so that no-one loses out (naturally there has to be a baseline cost for print and shipping we're dealing with physical products, unlike the noble PDF file).

Here's some pics:




In the background are the black and white / monochrome easy-print options.


Test print photo (ignore edge marks) Figures: WotC.  The Oni is very angry.


Mock up of b/w print trimmed close as a "section" (left).  Low resolution thumbnails (right).


Anyhow, thanks for reading and clicking on the pics.
Yarrr! etc.
Afternoon nap time.
 Inked Adventures Smuggler Cavern link to DriveThruRPG
Smuggler Cavern
$2.50 DTRPG

Friday, 26 August 2016

Cthulhu Mythos Sale on DriveThruRPG

Gahhh!  The tommy gun jammed.  The unpronounceable and indescribable thing was almost upon them.  If only they had foiled the cultist plot!  Bad accents and poison daggers had been nothing when compared to ... this ... hideous ... manifesting ... horror ...

Cthulhu products on drivethruRPG

Tentacles are being lopped off in the
Cthulhu Mythos Sale on DriveThruRPG

Ends: Sept 1st 2016  http://goo.gl/nCwmxb (affiliate link to sale page)



Tuesday, 2 February 2016

$20 Product Bundle for $100+ value 30 RPG/tabletop titles (for CARE Syrian Refugees)


http://www.drivethrurpg.com/product/171339/Roleplayers-Without-Borders-BUNDLE
$20 (USD) for $110+ in printable accessories
Hosted by Brave Adventures
Profits will go to CARE with the intention of aiding refugees fleeing the Syrian civil war.
http://www.care.org/emergencies/syria-crisis/care-for-refugees
I'm boosting this one up to eleven.  The Canadian government has pledged to match all donations made to registered Canadian charities with relief efforts for Syrian refugees until February 29th, 2016.  Seven publishers who specialise in paper vehicles, scenery and printable minis, from around the world, have donated over 30 products to this bargain bundle hosted by Brave Adventures  (up until 29th February 2016 - provisional date in line with the Canadian Govt. deadline).  Some of my own Inked Adventures titles are included here, and it's always an honour to be listed with other talented artists and innovative indie tabletop publishers.  Not only is this an important and immediate cause but it also is a damn fine bargain of a bundle.  Below are the cover graphics for the titles - visit the bundle page for full descriptions. Thanks. :)