Sunday, October 23, 2011

Poll Closing in a few hours!

Just an update to remind anyone who has a preference on the layout of Flying Swordsmen, the poll closes in a few hours.  Right now, it's a runaway for 2-column portrait.  I doubt enough people are gonna read this blog and vote for another format in the next few hours, but here's your opportunity if you'd prefer another format to let your voice be heard!

Saturday, October 22, 2011

Taoist Element Saving Throws

Just a little more thought on the Taoist (Daoist) Motions, commonly called Elements for use as saving throw types for Flying Swordsmen.



Wood (Yang) - Generative: strength, flexibility, cooperation, growth, life

Fire (Yang) - Expansive: dynamism, persistence, heat, agression

Earth (balance) - Stabilizing: stability, conservation, empathy, harmony

Metal (Yin) - Contracting: rigidity, control, materialism, transformation

Water (Yin) - Conserving: stillness, intelligence, softness, fear/calm

So how to best use this in an RPG context, specifically a D&D-based context?  First was deciding which element to replace each traditional save category.  That was fairly easy.

Death/Poison/Paralysis is now Wood.  Your vitality/life force counteracts these negative forces.

Magic Wands is now Water.  This one ended up actually by default, but since there aren't magic wands in the game, there wasn't really anything for this save to do, besides 'unofficial uses' like saves vs. traps and stuff.  And in that context, your stillness/calm can save you from getting decapitated by the spinning blades or from plunging feet first into a pit trap, so it sorta makes sense.

Petrification/Polymorph is now Metal.  Your affinity for Metal prevents you from being transformed to another shape/substance against your will.

Dragon Breath is now Fire.  Your dynamic nature and persistence allow you to avoid or resist area attacks and heat (and come on, despite there being 5 basic types of dragon breath, don't we usually imagine a fiery blast of dragon breath by default?  I know I do.)

Spells is now Earth.  Your stability and harmony with nature, not to mention balance of Yin/Yang, becomes the default save vs. magic without any type, and against many unusual monster attacks.

How they work in play:

First of all, if a spell has an element type listed, use that element to save.  Second, all spells are labeled as Yin, Yang, or Chi.  If there's no element to override Yin/Yang association, use the better Yin or Yang value for your class.  Chi spells only have one save to use, Earth.

Now to tinker with the numbers for the classes.  Traditionally, every class in D&D is best at saving against Death/Poison, and worst against either Spells or Dragon Breath.  That will be changed.  I'm currently thinking about which element to assign as best to each of the 4 classes.  Here's the best I've got so far:

Fighter: strongest in Wood.  High hit points, lots of vitality and strength.

Wizard: strongest in Metal.  Control and transformation being the key points of magic, this seems to fit to me.

Shaman: strongest in Water.  Stillness and conservation seem to fit the image of the Shaman/Cleric.

Thief: strongest in Fire.  The image of the Thief is one of action and motion contrasted with patience and perseverance. 

I may also consider using Earth for the Shaman and then Water for the Wizard, but I kinda like the idea of keeping Earth as the default "everyone sucks at this, and any attack that doesn't fall into another category goes here" save, like traditional Save vs. Spells.  So I'm probably going to go with the above.

Now, the final question I'll have to decide.  Once the 'best' save is set, do I order the other saves by the generative motion (circle in the image above) or the opposition motion (star in the image above)?

Thursday, October 20, 2011

A Subtle Threat

Here's another Castlevania monster for Halloween.  Sorry this one's a bit late in coming. 

For this monster, I want another threat that is not just a hit point bash then collect the XP.  This monster is a nuisance that will hopefully make for interesting encounters, once the players finally figure out what it's doing to them.


Bitterfly
AC: 3 (17)
HD: 1**
Move: 30 (10), Fly 180 (60)
Attacks: 1 touch
Damage: poison
No. Appearing: 3-12 (3-12)
Save As: Fighter 1
Morale: 8
Treasure Type: nil
Alignment: Chaotic
XP:16

Bitterflies are creatures with skull-shaped bodies with large moth wings sprouting from the side.   They can change their coloration for short times to match their background, surprising on a roll of 1-4 on d6.  Once detected, they may disappear again on a roll of 1 on d6 even while being observed.  They do not usually attack directly, but when they do, their touch is toxic.  Opponents hit must Save vs. Poison or die in 1d4 Turns.  The biggest threat that these creatures pose is an aura of doom that they project.  Creatures within 20' of a bitterfly must Save vs. Spells or be affected as with a blight spell for one hour.  Undead, constructs, elementals, and slimes/oozes are unaffected by this.  The auras of multiple bitterflies are not cumulative in effect, but the area of effect can be increased.

Tuesday, October 18, 2011

Sunday, October 16, 2011

New Poll Up!

I'm doing the preliminary formatting for Flying Swordsmen, just trying to see how easy it is to piece it all together in a way that looks good, and get an idea of how much art and flavor text to include.  I'm shooting for a 128 page book, and it looks like I'll manage that easily with a picture or two or some flavor text on nearly every page, including most monsters.

Still, I'm interested in what you, the potential downloaders and hopefully users of this game would prefer.  Since I'm not planning to put out a physical edition yet (hopefully in the future, if it gets enough positive feedback and enough downloads in electronic format, but that's a discussion for another day), how would you like this presented for reading on your computer?

Only five options, and only one vote allowed.  I have my draft text in single column portrait, and the current formatting test in double column portrait.  But I also like how, frex, Greg Christopher [should I have linked to his G+ account instead?  He seems to have given up the blog for G+] does all his games in landscape because they're meant to be read on the computer. 

Anyway, the poll will be open for a week.  Let me know what you think.  Thanks!

Friday, October 14, 2011

Update on my RPG developments

I've made another small change to Flying Swordsmen from the original D&D based Dragon Fist game.  Instead of the standard D&D style list of saving throw types, I've instead made each save against one of the 5 Taoist elements, Earth, Water, Fire, Metal, Wood.  Each has a Yin/Yang association for effects that are not obviously of an elemental type, with Earth being the Chi save for spells/effects without either an element or Yin/Yang association.  I'm gonna tinker with the numbers a little bit, as well.  I think each of the four classes should be good against one type of save in particular, but I'll need to think a bit to decide which element best fits each class.  Earth (Chi) will be the save that's not so good for everyone (map to Save vs. Spells in D&D), but I don't want everyone to be best against Wood (AD&D's Poison/Paralysis/Death save).

Preliminary formatting is coming along apace.  I'm almost through with the monster section.  After that, it's treasure/rewards, then the Campaign Setting section which still needs a bit of fleshing out.  Finally, the appendices. 

In my other RPG, Presidents of the Apocalypse, Paul and I had another one of those cycles where one of us adds a bunch of stuff that complicates the game (me this time), and the other wisely cut it down again (Paul, obviously).  Paul had some good ideas, riffing off of some of my good ideas from last time, and some new simplifications that will help keep this game as the beer-and-pretzels simple silly fun game we want it to be. 

I'm gonna try to see if any of the Busan gamers are brave enough to get silly roleplaying a cyborg Ben Franklin or mutated John Quincy Adams and give this new slimmed down set a try.

Wednesday, October 12, 2011

Last Year's Castlevania fun

In case some of you are too lazy to use the search or tags, here are last year's Castlevania monster related posts.

Restless Spirit (Castlevania/Gauntlet style ghost)
Phantom Bat
Robber Bat (not Castlevania, but could work for it)
Medusa Head
Grim Reaper (Classic and 3E stats)

And a map of the CV version of Transylvania for a campaign I never got off the ground.