Monday, May 19, 2025

Monsters in Flying Swordsmen 2E

I've been writing up the monsters for Flying Swordsmen 2E. I have around 50 of them (monsters and animals, not stock NPCs) total, and around 20 left to stat up. I've been basing a lot of them off of the OGL d6 Fantasy Creatures book, but with some modifications to fit the system I came up with for FS2E. 

A lot of the descriptions have just been copy/pasted from the original Flying Swordsmen, but there are some places where I've made some changes. One thing I did with the dragons is to make sure they all have some sort of special environmental effects they can create to make fighting them more challenging but also more interesting. 

Having done that, though, it makes me realize just how similar many of the monsters are to each other. Similar dice codes for abilities and skills. There's not really a huge range. Most creatures have attacks and skills at around 4 or 5 dice. 

I have given special abilities to some monsters, and some also get martial arts Powers and Techniques (Powers are sort of like the Force Skills in Star Wars d6, Techniques are a combination of the martial arts maneuvers and spells from 1E Flying Swordsmen, with a few new things thrown in). That helps distinguish some of the monsters. But I think I need to go through and figure out ways to make monsters more interesting. I think human opponents and rivals will be primary antagonists of the game, but there should be interesting monsters to fight when you have to throw in a monster.

Tuesday, May 6, 2025

Movie Review: Thunderbolts*

On Saturday, my younger son and I went to see the newest MCU movie, Thunderbolts*. I have to say, I wasn't eagerly anticipating this movie, but the trailers did make me hopeful that it would at least be entertaining. I went in with fairly low expectations, and it surpassed them by quite a bit. 

Note for anyone wondering how much "cursing" is in the movie, there's a fair amount of mild swearing. 

Yes, Google searches for movie titles plus "curse words" still lead people to my movie reviews. 

So, Thunderbolts. The team of the B-league antiheroes. Former villains/opponents, brought together and trying to do the right thing. It's got the Marvel action, humor, and heroics we expect. It's also a movie built around exploring depression, regret, and redemption. Yeah, the movie has heart. It's not a huge world-shattering plot. It feels fairly small and personal, despite the way things go south in the third act and do threaten the world...or at least NYC. 

And for a team that "just punches and shoots" as you may have heard in the trailer, our protagonists can't fall back on their military training to resolve the plot. 

I'll avoid spoilers, but this movie felt like a callback to the Phase I MCU movies. And yet, the resolution (and post-credits stinger) tie into the overarching plot of...what is this, Phase VI? After the slightly better than mediocre (fun and full of action, but failing to resonate) Captain America: Brave New World, this is an improvement. 

Watching Thunderbolts* after watching Daredevil Born Again (which was excellent!), I feel like Marvel may have finally figured out their new formula for success. And I was already looking forward to Fantastic 4 this summer, but I'm even more excited now! Of course, the MCU is also going up against the new James Gunn Superman, which I'm also really excited for. 

If you're missing the feel of the early MCU in the post-Disney+ glut era, check out this movie.

Monday, April 28, 2025

I feel a disturbance in the Force...

Next Sunday is May the 4th (be with you), and yes, I'll be running my Star Wars d6 campaign instead of my TS&R (D&D) campaign. Last year, I tried to run a session to introduce SW gaming to a new audience, but out of five players, only two were new. At least they both stuck around (Randy's wife has been keeping him busy most weekends, but he still wants to play). This year, I'm just running with the regular crowd. 

I recently got involved with the TTRPG in Korea Discord group, during their last WinterCon. I offered to run a SW game for those guys on the 4th, but no one signed up. So I cancelled that game and will run for my Busan group. 

If I'd done the Discord group game, I would have used one of my old adventures (the first one I ran, actually, based loosely on the plot of the move Shaft). Since it's the regular group, minus the people who can only play online, I'll be furthering the game as we shift into the post RotJ era. 

The Hutts want to retake their planet Dandoran, which an Imperial invasion made them flee (with help from our Anti-Heroes). Now, the Hutts Strike Back. I've got four mini missions in mind, and the PCs are free to take or leave them (although the first one is smuggling heavy weapons to Dandoran, so they'll probably take up that mission). 

I've still got a bit of prep to do for the other three missions. But the good thing is, if we don't have time for all four (I figure we'll get two done), I've got content prepared for the next time we run SW. 

Friday, April 18, 2025

Happy Little Accidents

Back in early January, I posted about painting minis from my 1/72 collection. Over the course of January and February, I did end up painting quite a bit. I hadn't posted about them because I hadn't taken many pictures. But today, I did take some pictures for the TTRPG in Korea Discord group I'm in, and I figured I'd share these little rascals here as well.

I painted one set of Cyclopes and a set of Minotaurs, both from Red Box Dark Alliance. I didn't take a picture of them today, so that will have to wait. 

Then I finally painted the Caesar Goblins that I bought I'm not sure how many years ago. Maybe 10? These goblins look cool, but they're only wearing loin clouts, so I think I do need more goblins with armor on them. The easy way to distinguish these guys are the color coding on their loin clouts.


Then, I got some more of the Red Box historical Russian War Monk Artillery, and some figures from Strelets' Vikings and Scotish Army of Wallace sets that I bought way back around the time I got the Caesar goblins. The war monks make good magic-users/clerics, and the others became a mix of possible clerics (mace/club/war hammer in hand) and fighter-types. A few of the war monks were painted and shown in that post linked above from back in January. 

The Fighters

The Clerics

The Magic-Users

 

No, I don't have enough Thief types. I have an order pending with Michigan Toy Soldier Company, which includes the Red Box Dark Alliance "Southern Kingdom Rangers" (based on Faramir's Rangers of Ithillien) and some more goblins with armor.

Just at the end of the winter break, I but a base coat on my Red Box DA Half-Orcs (based on Saruman's uruk-hai from the movies), but I haven't had time to paint any more than that the past two months. 

For the Discord, I also posted a couple of reference pictures to show the scale of these guys. If you're using Reaper, WotC/Wizkids, or other similar scale minis, these guys can be halfings or gnomes. Here's the WotC Warduke mini next to a goblin and the Macho Man wizard (The resemblance was not intentional, it was the happy little accident of all this painting!).




 

 


Sunday, April 6, 2025

Advancement System Before Action Resoultion Mechanics

The other day, Jeremy sent me a file for a Supers RPG that he's working on. He wants to play test it, and I'm looking forward to that. He's going for a rules-lite system, so he's trying not to bog it down with too many subsystems or overly define what any particular superpower can and can't do. That's fine. 

He's got an interesting action resolution/combat system. It's 2d10 based, but you add attribute scores (your superpowers or skills) as appropriate. If you roll snake eyes, you auto fail. If you roll any other doubles, the dice explode and you keep rolling (but snake eyes on a further roll is still auto failure). That's interesting and I want to see how it plays out.

Character creation has lots of d% tables for determining things randomly, but he also says that picking and choosing to fit your idea is fine as well. The only problem I found with this is that the big list of Attributes (again, the super powers or advanced skill-sets that heroes have) is a 3d100 chart. If you're picking the abilities that you want, no problem. If you're rolling randomly, this will skew heavily into the middle of the alphabetical list of 297 options. I checked the dice probabilities, and you're 7500 times more likely to get item 151 (or 152) than to get item 3 (or 300). Of course, with nearly 300 entries, it's still only a 0.75% chance (each) to get 151 or 152.

And what do you know, when I rolled a random PC, I got Leap (entry 151) as one of my rolls.  

So there are a few things to work out there, but nothing major. 

The big problem is, there's no advancement system. No way to earn XP or additional Build Points (once you determine your powers, you can set their strength with build points, then add features or limits plus or minus more build points) after play starts. There's no goal of play other than "play out stories like in comic books" which seems like it will only be conducive to one-shots/convention play. 

I think that anyone designing an RPG should figure out what the advancement system is before trying to figure out the resolution mechanics or char-gen features. You've got to know what the players should be doing with their PCs before anything else. Otherwise, what's the point of play?

Friday, March 7, 2025

The "Your-Canon-Concerns-Me-Not" Middle-Earth Campaign

I've been re-reading Lord of the Rings the past two weeks or so, getting through a chapter some mornings, and one to three chapters in the afternoon/evening. I started on Feb. 28th (Monday) and I'm currently up to the chapter Flotsam and Jetsam. And of course it's got me thinking about how I would run a Middle-Earth campaign. 

I'm not going to do this. At least, not any time soon. My TS&R Jade game is going strong, and I've got some ideas percolating for continuing my Star Wars campaign. But maybe one day, I'll do this. 

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So, the first thing is, what rule set to use? There are plenty of "official" Middle-Earth games to choose from, and unofficial OSR games like Balrogs and Bagginses. But me being me, I'd probably stick to either BX or BECMI style D&D, just with a few house rules. Maybe this could be a TS&R Silmaril version? I'd have to file off lots of serial numbers if I did that...

I've seen ideas bandied around to modify BX/BECMI for ME gaming. Some say use the Elf class but with the Cleric (or Druid) spell list for elves (or at least the Noldor) and the Cleric minus weapon restrictions for the Wizards (Istari). Some say use the Cleric class for the Noldor and use the Elf class for the Wizards (with a curated spell list, or the Cleric spells). Some say all Men should just be Fighters, but Numenoreans might get some Cleric spells (like the BECMI Paladin/Avenger), or porting in the Ranger and/or Paladin from AD&D. I've seen debate on whether Burglars (the Thief class, but for Hobbits) should be included as its own class or not, or if a few more Thief skills should be added to the Halfling class. It seems that the only BX/BECMI class people find suitable without change is the Dwarf.  

I would probably end up doing some combination like the above, except I might still keep the MU class for the Istari, only with an edited spell list and a few more weapon options, and probably the Lore ability of my TS&R Bard class. Possibly with a custom spell list for each Wizard! This would limit player options for Wizards though, and as the title of this post says, this is a "screw canon" campaign. 

For Elves, I think probably the regular Elf class could be the Noldor (Galadriel, etc.) just with the same edited spell list for the Wizards. Sindar (like Legolas) would use the Fighter class, but with the Elf class special abilities (ghoul touch immunity, secret door finding). Some Sindar might use the Cleric class to give them some magic ability.

For Hobbits, there could be Bounders (the Shire's guard/militia/border patrol) using the regular Halfling class, and Burglars using the Thief class plus Halfling special abilities. I don't think there would need to be a difference between the different types of Hobbit. 

Dwarves? Yep, as is. 

Men -- now we need to consider a few things. Are they all just Fighters (and maybe Thieves) with some cosmetic differences for Breelanders, Numenoreans, Men of Dale, Rohirrim, Beornings, etc.? Or do we need special classes for some? I'd say most Men could be covered by the four normal BX/BECMI classes, with a few limitations to make Clerics and Magic-Users rare. 

I could modify my old Barbarian class (cut from TS&R before release) for Beornings, and make it into a werebear class with increasing transformation abilities as they level up.

Numenoreans/Dunedain are the tricky part. The Rangers of the North are all Dunedain, but not all Dunedain are/were Rangers. Also, Gondor had rangers, but while they may have been descended from Numenoreans, they don't seem to have the pure bloodline like Aragorn. I'd probably just use normal human classes for them, including Cleric and Magic-User, and give them my TS&R Human special ability of rolling twice for hit points each level and keeping the better number, but making sure they have some ability score requirements like the demi-human classes to be one. 

Nope, sorry, you can't play an Ent or Eagle. Or an Orc or Troll or Giant Spider. 

The biggest "chuck canon out the window" thing I'd do would not be related to PC options, though. It would be the campaign world itself. I'd use one of those maps that float around where 1st Age Beleriand and 2nd Age Numenor haven't sunk under the waves, along with the 3rd Age Shire, Mordor, Mirkwood, etc. most people are familiar with. I'd keep Aman on the 'straight path' while the world is bent thing, to keep all except very high level PCs (if we ever got there) from raiding the Undying Lands.

Now, to really chuck the canon out with the bathwater, Morgoth would rule over Angband, Sauron would be in Mordor, the Witch King ruling Angmar, and sure, the Necromancer in Mirkwood. Elves would have several kingdoms in Beleriand, plus in Mirkwood, Eregion, Lothlorian, and Rivendell. Hobbits would have the Shire (and share Breeland), and maybe I'd throw in Smeagol's folk in Wilderland near the Beornings. Dwarves would have isolated strongholds in Moria, the Lonely Mountain, the Iron Hills, Belegost, etc. and they would be commonly coming and going between their strongholds. Arnor would still be a kingdom, as would Gondor, Rohan, Dale, and other human lands from the 3rd Age. There would also probably be a kingdom of Men somewhere in Beleriand, for Beren, Turin, Hurin, and all those guys from the Silmarillion. Oh, and yeah, I already mentioned Numenor would be there.

Basically, it would be more D&D in Middle-Earth than Middle-Earth role-play. And in proper D&D fashion, it all goes in the blender and gets turned into what James Mal once called an "unholy goulash" of a campaign setting.


Sunday, March 2, 2025

It's a Problem of Tone

 I've been reading over some of my draft of Flying Swordsmen 2E, and I'm not happy with it. 

Well, I'm happy with the d6 system, and the mechanics I'm using for the game. I'm not happy with the tone of my writing so far. 

I was hoping for a nice, friendly, guiding hand explaining the game and how to play. Similar to Frank Mentzer's tone in the old Basic Set. But reading it over, there are a lot of places where I'm slipping into "professor" mode and explaining concepts for the advanced referee and player, rather than for the new gamer. I've also got a lot of sections that are too much like 3E D&D's rules lawyery tone. 

Luckily, it's still the first draft, and I've just barely started in the section for the referee on how to create adventures and run the game. 

I feel like I need to go over what I've already written and simplify and clarify my writing. I also need to figure out the best way to explain some of the more detailed mechanics. I want martial arts battles to include strikes, parries & dodges, ripostes and reversals, just like in the wuxia source material. d6 allows for that, easily, but my explanations of the mechanics feel too technical in many areas, and over-explained in others. 

I know that good writing habits are to get that first draft done before going back to revise. But I think in this case, revising what I've already got and trying to give it a consistent tone will make writing the rest of the book much more enjoyable. And hopefully, clear and fun for the players and referees to read as well.