Samstag, 23. März 2013
Sonntag, 17. März 2013
[Vektorkritzel] I'm going to dance
[character] Olvgart, magic-user
(3d6 in order, no cheating, lots of fun)
Olvgart
human male magic-user; Level: 1; XP: 0
STR 13 DEX 10 CON 12 INT 8 WIS 6 CHA 4
hp: 4; saving throw: 15
stuff:
- staff
- colourful robes
- bunch of bags with an assortment of pouches, and sacks made of various materials decorated with ribbons he made and some cantrip embroidery
- scroll cases with research notes for spells
- dagger (that never cuts the wielder; enchanted by Sendrick)
- spellbook: read magic, light, sleep, (cantrip - house rule)
Samstag, 16. März 2013
No thief class. The Swords&Wizardry White Box 3rd Printing
Rollenspiel ohne Diebe?
Ein Retroklon, der nur auf den ersten drei Büchlein der nullten Edition des 'bekannten Rollenspielsystems' beruht. Darin finden sich drei Charakterklassen für menschliche Figuren: Kämpfer, Kleriker und Magier sowie drei Klassen, die Fantasyrassen und stereotypische Fertigkeiten verbinden: Elf, Halbling und Zwerg. Kämpfer kämpfen, Kleriker zaubern und Magier zaubern, während Elfen kämpfen und zaubern, Zwerge kämpfen und unterirdische Bauwerke bewundern und Halblinge kämpfen und sich verstecken.
Versteht man das Titelbild als Illustration des Spiels, dann scheint es cartoonhaft und unterhaltsam zu werden. Damit sind die Spielregeln und das durch sie bedingte Spiel möglicherweise leichter anzunehmen, als bei Erwartung eines Wirklichkeit simulierenden Systems.
Ich bestellte mir die S&W White Box Regeln auch wegen des Covers von Peter Mullen und des handlichen B5-Formats. (A5 und B5 Regelbücher lassen sich leicht transportieren, nehmen weniger Platz im Regal ein und sind oft günstiger.)
Die 122 Seiten sind regelleicht gefüllt und angenehm zu lesen. Das etwas träge Gefühl, das mir noch beim Lesen des PDF am Bildschirm den Spaß trübte, kommt mit dem Buch nicht auf. Im Gegenteil: Ich freue mich jedes Mal, wenn ich das Cover erblicke und blättere gerne schmökernd durch die Regeln.
Das Buch beinhaltet sämtliche zum Spiel nötigen Regeln. Hausregeln und Ergänzungen lassen sich leicht einbinden. Es gibt keine Trennung von Spielleiter- und Spielerinformationen.
Was mir noch gefällt
Die Eigenschaftswerte spielen eine geringere Rolle als in anderen Editionen. Es gibt keinerlei Mindestanforderungen für die Spielfiguren, um eine Klasse zu wählen. Magier mit INT 5 sind genauso spielbar, wie Kämpfer mit STR 3. Spaßig wird es, wenn diese Werte im Spiel interpretiert werden. Hier zeigt sich meiner Ansicht auch eine Stärke des regelleichten Ansatzes: der Freiraum zur Interpretation. Einigt man sich in der Spielgruppe auf eine unterhaltsame, spannende und humorvolle Herangehensweise, dann kann man mit S&W White Box gewinnen.
Wenn mir dann die Frage kommt 'Geht das eigentlich ohne Diebe?', dann stelle ich fest: Klar geht das. Die Spielfiguren sehen sich möglicherweise anderen Herausforderungen gegenüber. Das Spiel gestaltet sich etwas anders.
Eine Spielfigur, die ich in unter zwei Minuten erstellte (3d6 in order):
Wolke Regenbogen
female 1st level fighter
STR 8, DEX 11, CON 13, INT 12, WIS 10, CHA 12, hp 5, saving throw: 14, heavy winter clothing, chain mail, longsword, dagger, bag, blanket, wineskin, rations, some gold coins.
Ab ins Abenteuer!
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
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
- Balance: wearer will not unintentionally lose balance unless forcefully pushed. A favourite among construction site workers.
- 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)
- 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.
- 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.)
- 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)
- Swimming: magically keeps wearer afloat, and in a safe position no matter how heavy the weather is. The
fearfulfearsome 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)
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
- Cold Container - keeps stuff cold. You know you're gonna need those snowballs, and ice-cubes some day. Also, if you carry revenge...
- Hot Container - keeps stuff hot.
- Dry Container - keeps stuff dry. Herbs, tea leaves, and chalk.
- Wet Container - keeps stuff wet, and safe. Need to carry rare fish somewhere?
- 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)
- 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.
- 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.
- Shiny Pouch - everything put in comes out clean and shiny. Yes, you're going to love this.
roll d4
- Tool Clip: for hammer, axe or other tools. Jump to the wearer's hand on command, and likewise back onto the clip.
- Belt Buckle: Concealable Permanent Light. A favourite with dungeoneers, and kids.
- Floating Disc (once/hour) (command)
- 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.
Montag, 25. Februar 2013
[magic item] Sendrick's Firestarter
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
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...
- 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.
- Cause Fear*, as the spell. See Remove Fear spell (BFRPG).
- Flame, causes fire damage, and additional +1 damage against creatures vulnerable to fire. Can be used to ignite all sorts of flammable stuff, too.
- 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.
Samstag, 23. Februar 2013
An empty room for the weary dungeoneer
- 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.
- 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.
- 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.
- 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.
- 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!
- 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.
- 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.
*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
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 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.
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...
-
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...
-
Sendrick's utility belts come in different versions, and are usually customized. Some of the properties are due to the selected materia...
-
'One does not simply walk into that place of darkness!' Boromir actually has an old school perspective, while Aragorn and the res...
-
"On the day I jumped over all my fears, I skipped the fun parts." (ald) Graphitstift auf Tapetenrückseite - 01.07.2010 Einladung z...
-
The travelling wand-whittlers of Arcath Lea not only make the finest wands and prepare them for various enchantments; they are known to wor...
-
Tips von Ihrem Lieblingskünstler Ein kleines schwarzes Notizbuch: 1 Euro. Bleistift und Kugelschreiber: als Werbegeschenk kostenlos. Ihre Id...


