Sonntag, 3. März 2013

INT score and the number of languages (old school)


Just some thoughts I had while reading Basic Fantasy RPG and the updated ORSIC 2.3.

There is a table for each of the ability scores, and I always had my problems with the INT score.
Basically, I see no relevant connection between INT and the number of languages a character is able to learn, or begins the game with. While it may be said that intelligent people are better language learners, I believe there is a fallacy, and the connection of INT and languages is a construct due to the mechanics of the game system and its game world dependency. And in my opinion, it's simply because the INT score had to be good for something. Characters need STR to inflict damage and bash in doors, DEX to get some missile attack bonus, and better AC and CON for more hit points. So what does the characters with high INT get? Languages, or more spells in some editions.

There is a real-life stereotype of intelligent people playing musical instruments, especially the violin, and the piano (because Mozart played them and PR did the rest. I'd rather have the stereotype be jazz vocalists, and electric guitar-players but I lack the PR funds.) Why is this not represented in the old school INT score?

Why, because this is not a game about musicians. Player characters may play instruments, and sing, or chant, but there are no 0e/1e skills, or class abilities to reflect this. And even the bard class does not use instruments to play music for entertainment: their special power is to influence people by device of vocal, and/or instrumental music. It is a magical power rather, or at least one of trance induction, and hypnosis (which would be seen as magic in many human cultures, anyway.)

Back to languages, and literacy. So, the fighter eventually gets more weapon-proficiency skills, but cannot learn to read and write? Not even by using all his riches to employ a decent teacher? What is the gold about then? (Experience points, yes. I remember, now.)

INT defines how many languages characters know at the start of the game, and limits what they are able to learn. Experience points do in no way simulate learning, because there are no skills that are learned (in a system without skills), and special abilities, feats, powers and so forth connected to the class are aquired in such a slow and irrational way that simulation of real-life learning is out of the question, or seems at least silly. But then ability scores are static, too. And even the long life-spans of dwarves and elves are not represented anywhere. On the contrary even, they have limits on the experience levels they may attain.

In many game systems experience points and levels represent hierarchy, and power within the game system and the game world. They have little to do with skills, or learning.
Player characters are merely playing pieces with attributes. Constructs. They are no real elves with magic powers, so I guess it does not amount to much wether INT and the number of languages they know have, or have not any plausible connection.
It's a game. And the rules can be changed.

Alternate language rule

Have each character roll 1d4 languages. Decide on fluency, and possible literacy skills depending on the character's class and background. 
1st level human fighter from the border marches between Nugluk and Goblin Plains? Knows regional human tongue and Goblin fluently, reads most of the signs, and picked up a few dwarven words that allow him basic conversation.

Languages are cool. Use them, and don't waste space on an INT table with it. Instead grant a saving throw bonus vs. puzzle traps, or something like that.

Put those INT and WIS scores to better use

Use ability scores - and not just INT and WIS bonuses - coupled with class skills to determine how well the player characters interpret the game environment. And I do not mean perception alone, but the clues that only fighters, magic-users, or characters with high CHA may find (e.g. CHA as an ability to influence people, and understand the means and ends of such influence, and consequently spot the use of it.) Interpretation is up to the players eventually, but PCs with high scores may grant their players a little help from the DM.

Samstag, 2. März 2013

[magic items] Sendrick's Utility Belts

Sendrick's utility belts come in different versions, and are usually customized. Some of the properties are due to the selected material and superior craftsmanship, some are magical in nature.
When you find such a belt it is likely to have the powers and belt pouches as described below, though custom orders vary.

Orders can be placed at Sendrick's farm, or via some peddlars and merchants. Albyan and Sorythan an odd half-elven couple travelling the Winding Roads often carry a few items of Sendrick, and offer them for sale.

Powers of the Belt
Each utility belt has one special power and a selection of pouches, and boxes that are usually wooden, and wrapped with leather, though other materials such as hardened glass, or metal are sometimes used, as well.

   Roll 1d6 once
  1. Balance: wearer will not unintentionally lose balance unless forcefully pushed. A favourite among construction site workers.
  2. Slow Fall: wearer will not fall full speed but levitate down gently. There are some belts that combine the powers Balance and Slow Fall. Normal fall can be activated with a command word. (command)
  3. Easy Walk: this wonderful belt lifts some of the weight off the wearer's shoulders. Only 25% of the weight carried, and worn counts as encumbrance.
  4. Focus: wearer will stay concentrated and awake even if tired, fatigued, exhausted. But must rest after two days of wearing the belt, or suffer a system shock (save, or fall unconscious, and sleep for 1d4 days.)
  5. Climbing: with hooks, and rings to secure ropes, and to help with climbing, and mountaineering. As long as the ropes, or chains hold the stress, these belts will keep you safe. The Icy Fist Mountaineering Club of the old dwarven community up in the north ordered a belt for each of its members.(command/gesture)
  6. Swimming: magically keeps wearer afloat, and in a safe position no matter how heavy the weather is. The fearful fearsome pirates of the Ginger Broad are rumored to have some of these onboard, at least for the captain, the first mate, and the cook. (command/gesture)
Belt Pouches/Boxes
The number of pouches varies with each custom belt. Usually there are 1d6 small, 1d3 medium, and 1d3-1 large-sized pouches on each belt. 1d3-1 Extras.

Roll d8 once for each pouch
  1. Cold Container - keeps stuff cold. You know you're gonna need those snowballs, and ice-cubes some day. Also, if you carry revenge...
  2. Hot Container - keeps stuff hot.
  3. Dry Container - keeps stuff dry. Herbs, tea leaves, and chalk.
  4. Wet Container - keeps stuff wet, and safe. Need to carry rare fish somewhere?
  5. Empty Pouch - looks and feels empty. Keeps stuff hidden. Items are retrieved via command word. The magic is difficult to detect, but if the pouch is destroyed the items will become visible. This is not to be confused with a Bag of Holding. (command)
  6. Change Pouch - put in your change, call for the amount needed, and on reaching into the pouch get exactly what you asked for. Some of these pouches had been ordered for a very busy market place in a huge port where cashiers are always in haste to keep up with hurried people.
  7. Ingredient Pouch - similar to the Change Pouch but works with spell ingredients making it a widely sought after item by wizards, and cooks. Some owners complained about tiny lizard creatures that favoured the pouches as a nest.
  8. Shiny Pouch - everything put in comes out clean and shiny. Yes, you're going to love this.
Extras
roll d4
    1. Tool Clip: for hammer, axe or other tools. Jump to the wearer's hand on command, and likewise back onto the clip.
    2. Belt Buckle: Concealable Permanent Light. A favourite with dungeoneers, and kids.
    3. Floating Disc (once/hour) (command)
    4. Waterskin of Holding, holds up to 500 gallons of water, or wine, or whatever. Supposedly stored safely in some extra-dimensional pool guarded by lesser spirits.
    Play a game!

      Montag, 25. Februar 2013

      [magic item] Sendrick's Firestarter

      Sendrick is a human magic-user who specialized in cantrips, and the domestic use of  magic. His utility belts are widely sought after, his tools are praised by many master artisans - and even more so by apprentices. He lives on a farm with his family, and some students in the sunny south near the Old Troll Hills.

      Sendrick's Firestarters
      Wooden chips of various colors (all hand-painted) with carved magic symbols. When placed near flammable material the firestarter will - on command - ignite a small magic flame that will get a fire going even during a storm. The firestarter lasts for 1d6 minutes after which a non-magical fire will continue to burn until put out.

      Sonntag, 24. Februar 2013

      [magic item] Whip of Infernal Wings

      This whip is made of ancient demon hide, the aura of fear still noticeable when touched. The handle is reinforced with rings of metal that has been forged in fires of the underworld then cooled in the fresh spring snow on top of the Lingering Mountains.
      It is a +1 magic weapon with special powers that must be activated with command words. It is nigh unbreakable, resistant to spells, fire, cold, and electricity. The command word to bestow the resistance on the wielder has been lost. The commands for the other special powers are simple words from the demonic language of Kth, and can be found in most libraries, and greater spell books. Wether the weapon is intelligent, and the essence of the demon is bound to it, is not known, although there are rumors. Terrible rumors. Rumors that are too easily dismissed once the power of flight is gained...
      1. Flight, similar to the spell, except that only a destination has to be given, and the demon powers of the whip will carry the wielder (if holding on to the handle), and/or anything attached to the whip to the specified destination. Can only be dispelled by 9th level magic, or demon power.
      2. Cause Fear*, as the spell. See Remove Fear spell (BFRPG).
      3. Flame, causes fire damage, and additional +1 damage against creatures vulnerable to fire. Can be used to ignite all sorts of flammable stuff, too.
      4. Strong Grip, the handle sprouts and grows - for example, around the wielder's hand and arm, not letting go until the release command is spoken.
      Of course, the whip can be used to entangle enemies on a successful attack roll.  I guess, that's what whips are for. At least in the movies. And hell, yeah, this is a powerful magic item. No restriction on the powers, as in daily uses. It's a fantasy world. But of course, if you utter the wrong command words, or misspell the demonic language, strange things might happen. But you want the power of flight, right?

      Samstag, 23. Februar 2013

      An empty room for the weary dungeoneer

      Yeah, I've been reading those megadungeon, 2.000 copper pieces, and empty room blog posts recently. Now, there are some bloggers who pick up the empty room-meme. Here's my take.
      1. An empty room, especially one with a lockable door offers shelter for the player characters. That's where they can hide. After all, if the monsters know, that the room is empty, they might not bother going there. Except to hide away from other monsters, they want to evade... So, do not bash in the door. Let your thief unlock, and lock the door, instead.
      2. An empty room can be filled. Move some of the furniture in there, like that cozy armchair from the hallway. Put it in front of the fireplace, get the fire going, and prepare a cup of tea. Let your cleric create food, biscuits if possible. Enjoy tea-time.
      3. You know, when you finally conquered the dungeon, drove away goblins, and chased nasty spiders out, or to the lower levels - do some spring-cleaning and move in! What, you never thought about that one? With housing cost, and real-estate prices rising everywhere? Get a dungeon!* It's like a hobbit hole, especially if you like visitors. You can lock doors, and barricade entrances to the lower levels, or some portions of the dungeon, so you don't have to worry about the whole area. Nor, will you have to go around dusting all those shelves, remove spider webs and so on.
      4. Use empty rooms to build camp. If several rooms are available set up different camps. Leave supplies, and some tools there. Spare weapons, and healing potions, for example. Secure the rooms with traps. Of course, you can. Everybody does that in a dungeon.
      5. Should you happen to find 2.000 copper pieces use them to play games, seed a trail through the dungeon (luring monsters where you want them to go), throw them down into that fountain, and make wishes. What's the fuzz about 2.000 cp in an empty room? There are so many uses you can put both to. Don't complain, play!
      6. Build a nest for love birds. I mean, really, isn't it sort of romantic to slip away with your flame into the dark dungeon, and occupy that empty room? Share ideas on how to furniture it together. Find the best, and safest route in and out of the dungeon.
      7. Fill it with lots of colourful balloons, or squishy balls. Dive in. It's fun. Monsters are gonna love it, too. Just wait until the word has spread, and you've got the rest of the dungeon for yourselves.
      Enjoy your empty rooms.

      *Actually, that makes for a nice encounter. NPC parties who occupy the dungeon to prepare to move in. And who will get all that treasure?

      Dienstag, 19. Februar 2013

      [magic item] Rod of Powerful Thought Waves

      This rod is made of the gnarled wood of an old blood-tree found in the northern marshes beyond the darkscape. Carved bone from the skull of a dragon form the handle, and the head is a ball of rare metal that fell from the sky. The rod can be used as a club +1 (+3 vs. skeletons). One of its powers allows the wielder to send his thoughts out as a wave that travels up to 30 miles. Any sentient, or magical being will receive the thought.
      A command word must be thought for the power to work and the rod must be in reach though it needn't be touched . It can be used to command armies, send messages, and drive people insane.

      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.

      自治 (じち)jichi - just code - A complete AI coding agent in C, conforming to the C89 (ANSI C / C90) standard

      Today marks the public release of jichi . A project that grew out of an experiment, and a few questions: Where is all this software people a...