Sonntag, 17. Februar 2013

On creating your own material for role-playing games

I am happy with a simple set of rules for which it is easy to create new material. I do not mean new character classes that do the superduper stuff, or recreate fictional character cliches such as the ranger class.

I like to write text and thus create new artifacts, spells, places, riddles, landscapes, and cities, and their inhabitants. That's why I write magic items. They appear before my inner eye, and I write about them. Or sometimes I sit down to write, and when I begin the description of a place, some people, or an item forms in the text.

Reading published source books on magic items and such things rather bores me. When I read a set of rules all those spell descriptions, monster stats, and magic item tables rarely receive a glance from me. Especially with all those retro-clones, and their originals. I owned lots of equipment source books for all kinds of systems. They are as fascinating as catalogs for musical equipment, I know. You can rummage about and think of how this guitar, and that amp might fit and feel, but in the end its wasting time on fantasies. Worse still, rpg equipment books are doubly a waste of time, because they're catalogs for a virtual world. So, it's fantasizing about non-existing stuff for a rather non-existing character in such a game world. It can suck you in, I know.

My point is, I don't like reading that stuff from published books. I enjoy writing it, and reading it from time to time. Funny, eh?

I've come to appreciate the Basic Fantasy RPG because it is free. I own a printed copy from Lulu, but nonetheless it's available for free. There is no need for me to buy equipment source books. And there is no need for me to read the spell section, monster section, or magic item section in the BFRPG. I can skip it, and use the rules section. Or I could edit the BFRPG odt-document and throw that stuff out. The tiny OGL 0e heartbreaker that I mentioned quite frequently in the last few articles follows a similar approach. I wrote it from scratch, left that boring spell stuff out, and put some ideas on how to tweak the system in.

Anyway, I can understand it if people do not like reading about my magic items. And it would be beside the point to argue that these items are quite unique, and ought to be published professionally with nice illustrations. ;-)

I enjoy writing text, even though it is hard work.

AutoWrite 50 - Apfelerkenntnis

"apfelerkenntnis" (ald)

[magic item] Memory Tablet of the Eye

The memory tablet is about one square foot in size, one inch thick. It has a crystal surface embellished with precious metals, and it is framed in dark red wood. When the command word is spoken the crystal surface captures an image of what lies in front of its surface, and stores it. Command words can be used to hide the image, or delete it. The captured image is lifelike, and eerily enough reacts to light. So, if the image was taken in a dark room, it can be lit by holding a light source next to it.

Freitag, 15. Februar 2013

OSR and lethality - One does not simply walk into 'Megadungeon'

'One does not simply walk into that place of darkness!' Boromir actually has an old school perspective, while Aragorn and the rest are a bunch of new school story-tellers who rely on their DM's good-will (read DM's fiat) when setting out as nine companions and with no hirelings to invade the realm of darkness and destroy the enemy's artifact of power, firmly believing that, because they are the player characters, they ought to succeed for the sake of the story. And of course, the DM being a new school type himself lets the old school guy die.

Suggested Reading
Over at the Basic Fantasy RPG Blog there is an article on 'What is Old School?'. A good read on the effects of long and detailed character generation in some systems, game balance and some thoughts on the Basic Fantasy RPG, as well. (Tolkien obviously spent a lot of time on character creation.)

*

I read another post on the fighter class with statistical data on the chances of survival in different editions of the D&D game. (I cannot find the link anymore. It's on the great 1d8 blog.) Way-back editions were rather dangerous (lethal) systems for player characters while the 3+ editions seem to be piece-of-cake/god mode-variants where players can drive their characters through hordes of enemies. It seems to me to be a mixture of hubris-inspired day-dreaming, video game aesthetics, and ignorance. I understand the video game experience, and day-dreaming is important. The ignorance part bothers me. Players have to accept boundaries, at the table, in their off-table lives, and within the game world. Ignoring the boundaries of another character (PC, NPC, or monster) leads to conflict.
There is one thing I do not like about AI in computer games. These AI controlled characters act like players, attacking everything on sight. It is such a bad thing, that there are no encounter reaction tables for player characters.

Lethality should make you pause, and think for a while.

Walking into the dragon's den is trespassing, intrusion of its territory, and is easily interpreted as threatening. So, why wonder, if the dragon attacks? Leave him alone, you plate-mailed magic-sword wielding bullies. And you dwarves! Thinking you can claim your old gold, and defeat the mighty Smaug by brandishing your old grudge, and a hobbit-thief alone? And who slayed your dragon, anyway?
When you delve into the dungeon, be prepared, or else leave the site to live another day, and find suitable adventure elsewhere. (Remember how Boromir did not want to delve into the Megadungeon of Moria?)

On your next encounter evade, move along. Take a walk on the sunny side of the street, instead.

Lose balance to find balance.

Notes: 
  • I love Tolkien's work, and I like the Jackson-cum-Henchmen&Hirelings-interpretation of The Lord of the Rings, and The Hobbit. 
  • And I defend DM's fiat over exacting rules enforcement. The rules are made for the gamers, not the other way around. 
  • And I like different playing styles: old school types, and new school types.
  • Also, I do like Aragorn, and the Companions' bold effort to sneak into Mordor. In fact, they did not behave like players in some games. They snuck. Players don't do that.
  • I yet have to find out what that last cryptic sentence means to me. I wrote it with some blurred idea on game balance in my mind. 
  • I know that my LotR/TH example is not quite appropriate as the stories were written by an author, and not invented during play.
  • There is no real problem here. Move along. Play a game.

Dienstag, 12. Februar 2013

Wie ich Mitglied des Internationalen Ordens von Risus wurde...

Risus - The Anything RPG ist ein sechsseitiges regelleichtes Rollenspielsystem von S. John Ross für Spieler mit Witz, Humor und schlechter Laune. Die schlechte Laune ist keine Voraussetzung, aber sollte man sie haben, wir man sie mit großer Wahrscheinlichkeit während der Lektüre der Regeln, der Charakterschaffung und des Spiels los.

Für alle, die lieber auf Deutsch, Japanisch oder Esperanto lesen, gibt es eine entsprechende Übersetzung.

Der Risus Companion

Ich habe schon eine Menge Material für Rollenspiele gelesen. Der Risus Companion zählt zu den unterhaltsamsten Texten des Rollenspielbereichs.
Der vierundsechszigseitigen Risus Companion ergänzt und erläutert die sechs Seiten Regeln. Außerdem gibt es jede Menge Lesespaß, eine Anleitung zum Strichmännchenzeichnen und alles Wissenswerte über Klischees. Wer irgendwann ein Seminar oder Workshop zu Klischees besucht oder hält, kommt am Risus Companion nicht vorbei. Er kostet (als PDF, mit der Erlaubnis zuhause zu drucken) inkl. der Mitgliedschaft im Internationalen Orden von Risus $10 (Das sind zur Zeit des Schreibens etwa 7,70 Euro.)

Spielmechanik

Spieler bestimmen bei der Charakterschaffung mehrere Klischees für ihre Spielfigur. Zehn sechsseitige Würfel dürfen verteilt werden. Ein Klischee mit dem Wert (3) gilt als professionell. Sollte während des Spiels eine Würfelprobe fällig werden, weil die Spielfigur eine Handlung probiert, die unter ihr Klischee fällt, so würfelt der Spieler eine entsprechende Anzahl Würfel gegen einen vom Spielleiter bestimmten Schwierigkeitswert (z.B. 10). Die Würfel werden addiert und die Handlung gelingt sofern der Wert erreicht oder übertroffen wird.

Beispielsweise könnte man einen solchen Charakter entwerfen:
Red N. Axela
Rollenspielhausregelbastelblogger (2)
E-Gitarrist (4)
Pizzabäcker (1)
*irgendwasanderes (3)

Um einen lesenswerten Rollenspielhausregelartikel (Schwierigkeit 10) zu verfassen, würfelt Red mit zwei sechsseitigen Würfel. Schwierigkeit 10 ist selbst für Professionelle eine Herausforderung, daher sagen wir mal, Red wolle nur einen Rollenspielhausregelartikel verfassen und lassen das lesenswert weg. Dann sind wir bei Schwierigkeit 5, und er hat mit seinen zwei Würfeln auch 'ne Chance. Hauptsache was veröffentlicht, wa?

Man kann angeblich einen Charakter innerhalb von zwanzig Sekunden schaffen. Solange man in der Lage ist, mit dem ersten Blödsinn, der einem einfällt, loszuspielen, ist das möglich und sehr unterhaltsam. Der gemeine Rollenspieler wird sich mit den Entscheidungen wohl etwas schwerer tun.

Was freut mich an Risus?

Risus ist unterhaltsam, leicht und eignet sich für sämtlichen erdenklichen Unsinn. Das macht es zum Kandidaten für kommende Spielabende mit Nicht-Rollenspielern, denen es als lustiges soziales Würfelspiel vorgestellt werden kann.

Außerdem darf ich nun als Mitglied das I.O.R. Wappen auf meinem Blog zeigen. Ausjemalt ha'icks selba mit GIMP. Ich zeige es hier noch einmal extragroß, damit seine ganze Umwerfigkeit deutlich wird.

"Imprimatur Domi" lat. - Es werde zuhause gedruckt!
Bzw. die Erlaubnis zuhause zu drucken -
nachdem man den Risus Companion erworben hat. 

Zum Wappen

Ich sehe mittlerweile einen Spielleiter hinter einem grünen Spielleiterschirm an einem Tisch, auf dem drei Würfel liegen (4,6,5) und an dem drei weitere Spieler sitzen. Der Spielleiter hält einen Würfel (3) in der rechten Hand. Vielleicht jubelt er, vielleicht will er die Spieler erschrecken oder hat sie schon erschreckt und freut sich nun darüber, oder er bewirft die Spieler mit Würfeln während er sich hinter dem Spielleiterschirm versteckt. Egal, jedenfalls sah ich in dem Wappen, bevor ich mit der Ausmalerei begann, ein Risusmännchen der Sonne gleich hinter dem Horizont erscheinen, weswegen ich mich auch für diese Farben entschied.

Wie wurde ich denn nun Mitglied im Internationalen Orden von Risus?

Ich bestellte nach reichlicher Überlegung den Risus Companion. Dann war ich drin.*

* Von dem geheimen Initiationsritual will ich an dieser Stelle nicht sprechen.

Freitag, 11. Januar 2013

Wieder mit Grafiktablett

Schüssel auf dem Kopf.
Kritzelei mit Wacom Intuos5 M

Wieder Werkzeug, wieder Bilder

Ich weiß schon garnicht mehr, wann ich die letzte Zeichnung mit Grafiktablett angefertigt hatte. Jedenfalls habe ich jetzt ein eigenes Wacom Intuos5 M (Pen only) und freue mich auf Kritzeleien und Allerlei. Dank Grafiktablett konnte ich auch alle meine Rekorde bei Mahjongg unter Ubuntu brechen. Aber das nur am Rande.

Donnerstag, 18. Oktober 2012

This is not a sword. (With a slight nod to René Magritte.)

This is not a sword.
sword d6

And this is not a sword.
sword d8

Nor is this.
sword d12+2

The sword is only in your imagination.

Dienstag, 16. Oktober 2012

[magic items] Machete of Vangus and Cap of Magic Lantern

Machete of Vangus
A blade crafted by the Master of the Cloud of the Silvermountain Elves. The blade is of dark green hue with a sharp black edge and handle of dark wood. A sling of dark leather with seven colourful beads is attached to the handle.

The blade is magically enchanted to protect the wielder against poisonous animals and insects. They will move away from it and stay out of the circle of protection (10' radius.) Saving throws vs. poison within the circle are at +4.
It is a +1 magic weapon with a +1 damage bonus (1d6+1). Command words can be used to make it shed light, and to return to the character's hand from a distance of up to 120 feet.
When the sling is worn around the wrist no penalties are suffered due to moving and climbing on wet and slippery surfaces . The sling can be detached from the handle and used as a bracelet.

Cap of Magic Lantern
Caps, and sometimes helmets that are magically created and cast a beam of light in any desired direction. The intensity of the beacon can be varied by the wearer on command from a barely noticable glow to a bright beam of a large lantern. They are favourites of kids exploring old caves, diving in lakes, and running around at dusk while playing games of hide and seek.

Montag, 15. Oktober 2012

[magic items] Globe of Mapping, Saddle of the Wind Mount and more

Globe of Mapping

This is one of several globes created by the Sorceresses of Copperlake for the Greater Expeditions of Prince Angis of Dragondale. The prince required his companions to map all their journeys, and mark places of interest so he could travel from one point to the next without having to find those places on his own.
The globe is small enough to fit inside a closed fist. It is crafted of a red wood covered with leather. It is inscribed with fine lines, images and patterns which can be identified as similar to maps. On command the globe can be enlarged up to a diameter of 10' thus making it possible to read the entries, and write onto it.
Once the command is spoken the glove hovers in front of the character, it can be moved aside, up and down, but it will not float if pushed into any direction.
Entries can be made via hand gestures after a command word has been spoken.

Master Set of Fine Tailoring
A set of assorted magic sewing needles, scissors, knives, yarn, and buttons. It grants a +5 bonus on sewing, mending and similar tailoring tasks. With the necessary materials (fabric, leather, and accessories) and the command word a character can make one set of clothes of exceptional quality and design per day. Basic tailoring skills are a prerequisite for such tasks.

Sledge of the Mountain Queen
A wondrous vehicle of high craftsmanship and with luxurious features made to meet the demands of comfort of the Mountain Queen.
The sledge has enough room for four (plus the driver), and baggage. The roof is retractable. The sledge is enchanted with Protection from Cold. It can rearrange itself to a bedroom, tea-chamber, and maybe more.
On command eight magic horses will appear out of thin air and pull the sledge. The are corporeal and their manes glow with a warm blue hue. +4 on driving maneuvers. Speed: 18.

Saddle of the Wind Mount
A heavy magic saddle that on command creates a magic beast, called a wind mount. +2 on riding maneuvers. Can be equipped with two saddle bags, and safety harness.
It is nearly as invisible as a gust of wind on a dusty road. Whenever the creature passes through dust, leaves, rain, or snow it will become easier to spot.
Wind Mount 7HD AC 0 (immune to normal weapons) 1 attack 2d6 dmg Save 10 Move 24 (fly on command)
If the wind mount gets killed before the command word is spoken to make it disappear the saddle becomes useless.

Boots of Riding
The green riding boots of the Elfland Rangers. Come equipped with a knife (either left or right boot) and small pouches.
+3 on riding maneuvers, and any reaction rolls involving mounts.

Dienstag, 2. Oktober 2012

[magic item] Cursed Sword of Zabre

Ich habe mehrere halb bis dreiviertel fertige Artikel über Rollenspieltheoriediskussionen, Player Empowerment und derlei Dinge auf dem Desktop liegen, aber irgendwie macht es mir gerade viel mehr Spaß, magische Gegenstände zu erdichten.

Cursed Sword of Zabre

As mentioned in a previous article on the Quarterstaff of Zabre this cursed weapon was made by an elven mage. The blade was commissioned by the famous, and quite arrogant warrior Zabre. The swordsman demanded a great blade engraved with runes of power, but he tried to haggle the price down, and made rude remarks about the mage's appearance ("overworked and isolated"). The elf-mage felt insulted, but accepted and forged the Cursed Sword of Zabre while enchanting his own quarterstaff with the powers originally meant for the blade.

The Magic Blade of Zabre (Cursed)

It is a two-handed sword of exceptional balance and design. It could have been a masterpiece, and would have become a sword of legend, were it not cursed. Its evil magic is difficult to detect, and nearly impossible to dispel.
The weapon works as a fine +3 magic sword in combat, but in any normal situation the curse affects the wearer immediately: any day-to-day activity has a chance to turn into a deadly accident (1-2 on a d6), and the character must save vs. death or die.

From the notebook of Clern Asgenoth, a prominent member of the Magic Investigation Department, it can be learned, that the elf mage allegedly intended to shatter Zabre's fame by murdering him in a mundane accident. Zabre, who was known to be a great horseman, and a proud fighter, who claimed to have slain several dragons and had just prepared for a long campaign against rogue knights in the West, died in a street accident being run over by several horses. It has not been verified, though, wether the accident itself led to Zabre's death, or wether he choked to death on a piece of pie prior to the collision. Some remains of the sweet delicacy had been found blocking his windpipe, and his right hand was clutching an opened package of Radley's Finest Berry Pies.
Radley's bakery picked up on the incident, and started to sell his pies with slogans like "Even fierce warriors are prone to its sweetness!" and "Delicious to the end!" Clern then goes on in detail about Bradley's other fine assortment of sweets, and makes notes on recommendations for his colleagues. "Bradley's Fine Spirit Chocolate Marbles -> Dristat, Department of Order"
Clern later had been found dead at his own home, with a broken neck, next to a broken chair, and a collection of anatomical art studies scattered around him that had obviously been stored on top of a book shelf. The Cursed Sword of Zabre was lying on a table.

There were several other deaths reported, that were rumored to be in connection with the blade, but no further investigation was conducted by the Magic Investigation Department. The name of the elf-mage was never mentioned.

Montag, 1. Oktober 2012

[magic item] Bow of the Long Hunt (with adventure hooks)

The Long Hunt of the Snowind Tribe

The Long Hunt is a rite of passage for young members of the Snowind tribe to prove their maturity. Within a period of one month the youths must go on a long hunt that includes the exploration of new terrain, gathering information on wildlife, and other inhabitants, a spiritual awakening, and the hunting of a beast that must be ritually prepared for the Feast of Return.
The Feast of Return lasts another month and during this time the newly gathered information is wrought into song lyrics, inscribed on maps, painted on walls and hides, and so forth.
The function of this tradition clearly is exploration, and gathering knowledge.

There is, however, a mystical Long Hunt, too, which is sometimes used to find a new leader for the tribe, or to select and prepare a warrior who then becomes champion of the tribe in order to protect them against evil forces.
One of the tribe is selected and receives the Bow of the Long Hunt, a weapon made by a master bowyer, enchanted by a wizard, and blessed by a priest of the Snowind tribe.
Those who receive the bow will have a quest bestowed upon them. It is alway accompanied by visions (daydreams, and nightmares) of a mythical beast, that must be tracked, hunted, and slayed.
Again, the purpose of the Long Hunt is to gather information, and explore new terrain, and ways. As for the mystical long hunt, it means self-exploration as well, the longer the journey, the more the character can learn. The Beast at the end of the quest is not necessarily the worst enemy the character will encounter.

Powers granted to the character on quest
+2 tracking, survival, perception, endurance, astronomy/navigation
Receive 50 XP per day of quest duration.

Upon command (given only to Snowind people)
Add 2d6+3 to hit point total. This is only for the duration of the quest.

Combat modifiers against Quest Beast only!
+5 to hit Quest Beast; on hit it must save vs. death or die. On successful save it suffers 3d6 damage.

Against other enemies this is a normal bow.

Duration

The duration of a Mystical Long Hunt differs from character to character.

Table A (d6)

1-5 One month
6 One year (Upon completion the character automatically becomes a loremaster, and rolls twice on table c.)

The Bow features a magical ornament that grows with each night that has passed since the beginning of the quest. It will stretch over the whole weapon when the time is up.

Failure

If the quest is aborted, or the hunt failed in the required amount of time, the character will face the Quest Beast a final time in a vivid daydream encounter and put a mark of failure on the character along with the following effect:

Table B (d6)
  1. Lose all class abilities, and become a 0-level character. You can keep your hit points, and attack rolls, though, but will want to start a new career as a farmer, fisherman, or tailor and become very proficient at it.
  2. You failed, but learned a lesson. WIS +1, but reduce hp total by 1d6+3 (to a minimum of 1).
  3. Lifelong nightmares of the Quest beast, unless another life quest is fulfilled.
  4. Urge to settle down, and never go adventuring again.
  5. You are cursed, and must take on a new quest next year. Until then you are at -3 on all rolls.
  6. You are cursed, though everyone will think you're a hero. Get used to -3, and being sent on quest after quest, and getting challenged by evil warriors, and dragons.
Success

On quest completion the character receives the mark of Completion by the Quest Beast along with a gift of power and maturity. Roll d12 two times (No gift may be taken twice, so reroll.)

Table C
  1. +1d3 WIS
  2. +1d3 CHA
  3. +1d3 STR
  4. +1d3 DEX
  5. +1d3 CON
  6. +1d3 INT
  7. +1d12+5 hp (permanently)
  8. Receive spirit companion
  9. Receive blessing: all saving throws +4
  10. Protection from evil 120'
  11. Gain healing touch: twice per day cure disease, poison, heal serious wounds
  12. Character becomes loremaster and gains all the knowledge gathered by the tribe: +4 on survival, nature, astronomy, tribe lore etc.
The character thus becomes a champion of the Snowind Tribe, and can be summoned by the tribe for protection, or special quests. The character is bound to the tribe.

Quest Beast

8HD, AC 0, # Attacks 1 Damage 2d6 , Move 14, Save 7 CL/XP:* See Table C.

Size and shape vary. To one character it may be a dragon, to another a giant bear. It cannot be harmed by any weapon other than the Bow of the Long Hunt.

Adventure Hooks

A PC who is member of the Snowind Tribe may receive a mystical Long Hunt quest, and thus is strongly tied to the history of the tribe. If you (DM) want the PCs to be part of the game world, let 'em have it.

The PCs are hired to find the Bow for another warrior who wants the artifact to help him slay a dragon. The PC who gets hold of the bow first will receive a Long Hunt quest, and will probably be hunted by the warrior himself.

The PCs encounter a member of the Snowind Tribe on a Long Hunt, or someone who stole the bow, and has difficulties in coping with the visions. The NPC needs help to fulfill the quest, and is willing to part with the bow once the quest is completed.

The PCs find the bow in a random location (d6):
  1. On the bed of a brook.
  2. At a merchant's store.
  3. Gathering dust on display over a fire place at the local inn.
  4. As part of a dragon hoard.
  5. In any one dungeon room.
  6. Resting in the hands of a skeleton archer who found his death on a cozy bed of green moss in the forest.

Speedreading: Testing Elixir - Effective, and robust testing for Elixir, and its ecosystem (Andrea Leopardi, and Jeffrey Matthias, series editor: Bruce A. Tate, development editor: Jacquelyn Carter)

Testing Elixir Die späte Schnelleselektüre dauerte fünfundreißig Minuten und zwanzig Sekunden, und ich hatte sie zuvor auf fünfunddreißig Mi...