Tuesday, October 16, 2018

Back to Blogging? Plus Chanbara content!

The OSR blogosphere lost a lot of energy five years ago or so, when most people migrated to G+. To be honest, the G+ system, while better than Facebook, was something I found lacking. Yes, you could more easily have a discussion about your gaming ideas. But it was so hard to search through the hundreds of posts every day to find stuff. Blogs are convenient in that what you want to read will be there where you look for it.

Now, most people are moving to different social media platforms. I'm on MeWe now (and keep calling it WeMe because the name is lame) but not sure I like the setup. It's like a cross between a Facebook Group and a KakaoTalk (the must-have app for chatting in Korea) group chat.

And since there are so many people posting on it, and I'm getting notifications of how much I'm missing by not being on it 24 hours a day, I'm not sure if I'll stick around there much. It's good to keep in touch with people I've come to consider friends through blogs and G+, but I envision myself posting even less often to MeWe than I did to G+.

So, will I move back here and start posting more often? We'll see. I'd like to. It's just that I have a LOT less free time than I did back in 2010, the height of this blog's output. But hopefully I can get some more quality posts up.

This one is obviously a navel-gazing post, so I'll spice it up a bit. People don't seem to talk about the JOESKY TAX anymore, but here's some gaming content for you:

Three Chanbara Lieges

 Lord Isenoumi

Want: The family lineage scrolls of the Isenoumi and his six vassal families, which were stolen by a lone wolf ninja named Ichikawa Goemon.

Need: To prove he his honorable to the Miyasuzu Shrine after its protective bell was stolen by monsters.

Secret: Has secret inside knowledge about the curse of Ghost Castle Hasegawa.

Description: Isenoumi Hatsumi, Daimyo of Enzan Province. Medium-size clan with six vassal families [Hasegawa, Ito, Oikari, Tosanoumi, Tanikaze and Enokido]. Principles – honorable yet ambitious, willing to buck tradition if they see some advantage in it. Long Term Goal – to see their heir, Tatsusuke, married to a high-ranking member of the Tokitsukaze Clan. Short Term Goals – to thwart the rise of the Kasugano Clan, to stamp out a rebellion by ikko-ikki religious fanatics, to reopen the Tama silver mine which was overrun by monsters a generation ago. Opposition – the Kasugano Clan threatens their borders, several vassal family magical heirlooms have gone missing, incursions from the Spirit Realm are increasing in Enzan Province.

Rewards Table:
500 mon: Command of 2d6 footmen
2,000 mon: A sizable stipend (100 mon/month)
5,000 mon: A magic weapon or armor
10,000 mon: A minor position of authority
25,000 mon: Command of an outpost or garrison
50,000 mon: A large grant of land
100,000 mon: A major position of authority

Azuma Shinobi

Want: To serve honorable lords and prevent corruption and decadence by the powerful.

Need: Funds to defeat the villainous Lord Takanohana

Secret: Has been cursed by the Kappa Queen to live forever but continue aging physically.

Description: Led by Master Jin, who is now 230 years old and very decrepit, although still mentally sharp. Their organization is based in ??? Province, but they have operatives all throughout the Jade Islands. The local contact Chunin for the PCs is known only as Yuukichi.

Rewards Table:

50 mon: Access to special equipment
300 mon: 1d4 specialist retainers
Completion of a Mission: A job-enhancing magic item
8,000 mon and Completion of 3 missions: Promotion to Chunin
12,500 mon: Named an instructor
15,000 mon: Command of 3d8 Genin
50,000 mon and Completion of 6 missions: Promotion to Jonin

Kawabe Jinja, Head Priest Miyazaki Shingo

Want: To impress the other local shrine priests with the glory of this shrine.

Need: To gain influence over the Miyazaki clan elder, Sugako, who opposes plans to renovate the shrine (her plans involve setting up a monopoly over the dried seaweed merchants).

Secret: Has influence over Lord Isenoumi for several deeds done in the past to aid the lord and his mother.

Description: The largest shrine in Enzan province, dedicated to the Kami of the River. The shrine employs six priests in addition to Miyazaki Shingo, and over thirty shrine maidens to assist them. The populace always visit the shrine at year's end to get new good luck charms, and at to sacrifice offerings to the River Kami at planting and harvest time.

Rewards Chart:
100 mon: Free travel papers
1000 mon: Access to a spell book
2000 mon and one mission: A minor holy relic
Thwarting Sugako's plans: Assistance on a quest
5,000 mon: Appointed proctor of the inner sanctum
25,000 mon and 3 missions: A major holy relic
100,000 mon: Named Head Priest(ess) in waiting

Sunday, September 30, 2018

More Paper Minis!

I've just completed another set of paper minis, available from my Hidden Treasure Books storefront on DriveThruRPG.

Linkage!

This set is Expert Monsters Set 2, covering all the creatures from the Mentzer Expert Set that weren't covered in Set 1.

For a refresher, Set 1 contains all the creatures from Animal Herd to Griffon. Set 2 contains all the creatures from Hellhound to Wyvern. This is the bigger set, 24 pages plus cover, mostly because the "Men" entry in the book contains so many types of men, with varying armaments. And I've got figures to cover them, including leader types. Also, most leader types get a male/female version to be more inclusive.

$3 per set, so for $6 you can get all your Mentzer Expert monster love going!

As usual, each image on a page is on its own layer, so you can turn off images you don't need to print. And unlike my Basic Monsters sets (which I'm thinking of revising to match the Expert style), there are multiple copies of most of the creatures that would be encountered in groups. This will save paper if you need to print a bunch of one type of creature.

If you're a BX fan (or a fan of a retro-clone of BX), there are a few monsters in the Moldvay Basic and Cook Expert that aren't in BECMI. I've got the list, and will be starting in on those monsters soon. Plus, I'm going to cover the Isle of Dread creatures as well. Because more dinosaurs is always better!

Sunday, September 16, 2018

Broom Closet, Wine Cellar, Baths

Broom Closet, Wine Cellar, Baths

Being a continuation of the journal of the stalwart Green Knight of the Eldeen Reaches, Sir Jack Summerisle, and companions various and sundry, as they explore the hidden world of Pellucidar deep inside the world of Eberron and seek to awaken The Spirit of the Mountain Above so that it may rid itself of the infestation of the Ghoul Kingdom within it.

[Editor’s Note: Several pages of Summerisle’s Journal are mostly illegible. There seem to be references to urination on faces of petrified sleeping giants, battles with demonic apes on spiked cliffs, a hunt for a serpent of some sort, travel by polymorphed ‘something’, finding a lost city, and other hints of adventure. It seems as if portions of the adventure have been lost to posterity, unless another of Summerisle’s companions also kept a record of their quest.]

We huddled in the broom closet of the giant’s animated walking house as it marched its steady path to the Temple we sought were we could awaken the Spirit of the Mountain. As we tried to get some rest to recover our energies, we were discovered by one of the animated wooden caretakers of the mansion. It mistook us for kitchen pests, and sprayed us with some poisoned substance and swatted at us with a broom. We tumbled out of the closet and set to destroying the creature, as a few of our companions succumbed to the poison. Luckily, the caretaker was easy to defeat, and Yuv and I were able to revive our companions.

We relocated to the wine cellar, having found a set of keys on the caretaker. In the wine cellar, several of our companions sampled the ancient giants’ wine. I did not, and I am glad for it turned out to be a mistake. The companions who imbibed fell into a deep slumber and had strange dreams of the house. Later those dreams turned out to be of benefit. And luckily, this time our rest was undisturbed.

Now that we were in better shape, we discussed our options. Rhea the Witch had been turned to stone by a trap, and the prophetic dreams hinted at ways that she could be restored. While I dislike her interest in and meddling with the Far Realm (home of my sect’s greatest enemies of yore), she does have her uses and I still hope to one day convince her of the power of the Greensong which is greater than any twisted horror of the Far Realm. For that reason, I agreed to help with the plan to restore the witch to fleshly form.

It turns out, conversing with the walking mansion itself was the key to solving our mystery. The house told us of a “steam bath” that had magical rejuvenating properties. Using a locate objects spell, we then searched the house and eventually found the bath chamber. In it were two strange tapestries, the figures within them were following our movements with their eyes. I detected fiendish presences within the tapestries.

Just as we were attempting to remove the statue of the witch from the bag of holding (how they got it in the bag in the first place is a mystery to me), the figures in the tapestries came to life and attacked. One tapestry showed a noble’s hunting party, the other three men fishing. The noble on his horse emerged along with a demonic hunting hawk. Iggy, the stone elemental creature, tore that tapestry and prevented another hawk and one minion from emerging. The other two minions had spells and a crossbow, and sent them out of the tapestry at us. And the three fishermen sent out their hooks and lines at us, trying to drag us in.

Luck was on our side, though. The demon spell-caster’s fear spell only affected Iggy. The demons seemed to dislike Flagan the halfling pugilist, but he is quick on his feet and good at dodging blows. I had the foresight to chant a bit of the Greensong which wards one from harm just as the fight started, and Yuv was able to effect a banishment spell upon the leader, returning it to its home in the nether realms. When the next demon, with four arms and an equal number of slashing blades, emerged from the tapestry, it was unable to strike me due to the warding power of the Greensong. With help from my allies, we slew it. Also, Feldspar the Bard, a gnome if I haven’t mentioned him before, managed to remove the fear from Iggy, who returned to the battle. However, the fishermen managed to snare Flagan and were drawing him near the tapestry. The spellcaster demon also was tormenting us with fire and ice magic. A combination of spells, weapons, and my ability to Turn the Unfaithful, sent the demons running back to hell. We burnt the tapestries.

With no more challenges, we inserted the petrified remains of Rhea into the steam bath contraption and Feldspar was able to operate it with help from our more mystically inclined companions. And Rhea emerged looking not only alive but freshly cleaned. 

_______________________________________________________________________

Been a long time since I did an actual play report like this. I've been playing Summerisle, and a few times my alternate PC the githzerai eldritch knight Ryuden Kenjumon, and missing quite a few sessions also for real world reasons. 

If I can dredge up the memories of the unrecounted sessions, I will fill in the missing pages of Summerisle's journal (and maybe a strange Ryuden journal or two!). Hey, they're good for XP in the game...

Monday, September 10, 2018

Core Mechanics

Back in 2000, when 3E was shiny and new, there was much discussion of its use of a "core mechanic" of roll a d20+modifiers versus a DC. There's been discussion of it ever since. Maybe there was discussion of it before, but I don't remember it.

Playing a lot of 5E these days, and it's obvious that to the design folks at WotC, they think die rolling is the most important part of a D&D session. Hence the focus on rolling a d20 as a "core mechanic." And yes, I am continuing to use the scare quotes for a reason. It's because WotC completely failed to understand the true core mechanic of not only D&D but of any RPG.

A few weeks ago, discussing things with some 5E people (players, not the design team), I got the distinct impression that many of them were younger and less experienced in RPGs in general than I am. Not that I'm that old. I'll be turning 45 in a few months, and I'm from the third wave of D&D players who started with the Mentzer box sets. I offered the idea that dice are there to be rolled when everything else breaks down, and gave a link to Erick Wujcik's post on The Forge about diceless roleplay. It was one of the key pieces of writing about RPGs that helped me transition out of 3.5/d20 into the OSR (much more so than any of the GNS garbage). I hope I opened a few eyes, but their reaction was hard to gauge. The topic shifted away quickly. Maybe the revelation made them lose some Sanity points! (I keed! I keed!)

Recently, reading Jon Peterson's Playing at the World - more accurately, back to reading it, I'd gotten halfway in and then found myself too busy to continue until this week - he has a section where he talks about the real core mechanic of role playing games.

And that core mechanic is dialogue.

It's one of those things I've intuitively understood from the beginning. And it's where the real fun of role playing is. Sure, there can be die rolls that are high stakes and provide a cathartic reaction when they succeed or fail. Even lower stakes die rolls can have players excited. But the real meat and potatoes is the rhythm of "description, response/question, answer/action, reaction" that comes from dialogue at the table. All of the die rolling is meaningless without it.

So let your game design freak flag fly. Add in subsystems and minigames and weird % Thief skills and weapon vs armor tables (OK, maybe that's a step too far) that don't all rely on a standard mode of resolution. Design games that don't rely only on probabilities with increments of 5%, or a pool of d6's, or whatever.

The dice mechanics are there for when the core mechanic breaks down or isn't enough, as support systems.

Wednesday, September 5, 2018

The Dungeon Board Game as Dungeon

I'm sure this has been done by others over the years, but I decided today that I'm going to use the board game Dungeon (by TSR) map as a dungeon and stick it somewhere in my West Marches campaign.

It might be a good choice for my "8-Bit Realm" where I'll have everyone make versions of their PCs using Retro Phaze (the OSR/classic CRPG mashup game). Should be fun!

I think I've got a file somewhere listing the creature and treasure cards from Dungeon. I unfortunately don't have a copy of the game. But with the list I can make the Retro Phaze (or just normal 5E D&D if I don't use this for the 8-Bit Realm) encounter tables and random loot tables.

Monday, July 16, 2018

Paper Minis Expert Monsters Set 1 for sale

You may remember (and a few of you purchased - Thank You!) my fold-up paper minis based on the monsters from the Basic Set D&D. They're still for sale over at my DriveThruRPG page, Hidden Treasure Books.

And now, the first of three sets covering monsters from the Expert Set is up for sale!

Direct Link right here!

It's got all the monsters from the Mentzer Expert Set from Animal Herd to Griffon.

If you purchased my Basic Monsters sets, you may have been less than satisfied that there was only one image of each monster. I've reformatted this set, so there are multiple monsters of creatures you might encounter in groups, like the giants, herd animals, blink dogs, etc. Creatures that are normally encountered solo, like elementals, devil swine, and golems just get one picture each (but I have different sized elementals for each summoning method).

$5 for 20 pages full of Expert Monsters, in full color. Not bad, I think.

Set 2 should be coming out in a few months. Need to finish the images for each monster. Layout shouldn't take too long once the images are ready.

Set 3 will cover the 20 or so monsters in the Cook Expert Set that aren't in BECMI, and if I get ambitious also the Isle of Dread monsters. Who doesn't love more dinosaurs?

Thursday, July 12, 2018

Game Mechanics: 'card' based advancement

A little while ago, there was talk (centered on Jeff's Gameblog and started by Zak I believe during G+ discussion, or maybe over at his blog...I stumbled across it from Jeff's blog anyway) about random advancement tables for D&D and similar games. The idea is to break the monotony of all characters of the same class having the same abilities, but avoid the rules onanism of full customization.

I wasn't thinking of that at first, but my line of thinking this morning brought me to it. So I'd better start at the beginning.

A few days ago, my son wanted me to download a game all his friends are playing on their phones (I use Android, my wife iPhone, and my son has my wife's old iPhone). It's a tank battle game. When he described it, it reminded me of my college days playing Scorched Earth.
Scorched Earth image via Wikipedia
The basics of this new tank game are the same. Choose your projectile. Set the cannon angle. Set the power level of the shot. Fire at the enemy.

Where it differs in that each tank starts out with six different types of projectile and you cycle through them. Once you've fired one of each your arsenal refreshes. In Scorched Earth, you earned money and could purchase whatever you liked. Also different is that when you win a match, you get a loot crate with random contents: gold, gems, or cards. The cards are for the tank itself or for the various projectiles/weapons. If you earn enough cards of one type, you can spend gold to level up that tank or weapon system.

Last year, my son had me hooked on Clash Royale. Similarly, it uses a 'card' system. Every victory gets you a loot crate with random cards and some cash. You unlock new monsters and spells by finding a card in a crate. You power up monsters and spells by collecting enough cards then spending money for the level up.

So, it got me thinking about RPGs. Would a "card" system work for character advancement in an RPG? I don't mean that the DM should be handing out actual cards (although you could), but there could be a random table to roll on at the end of every session to award points to different abilities or aspects of a character.

Zak, Jeff, & Co.'s system (linked above) is just roll randomly every time you level up. Systems like Gamma World (original and maybe 2nd edition too?) had something like this.

Where a "card" system is different is that the player still has some control over how they level up. So every adventure (or session, or boss monster slain, or any time a treasure hoard is discovered, or at "milestones"...when the fuck ever you want to give them out, DM-sama) the players get a random roll to see what abilities gain points. These of course should include hit points, attack probabilities, saving throws, defenses, and skills. They can also cover spells, fighting maneuvers, thief skills, etc.

Get a new "card" and you get a new ability. Thought you were a Fighter? Congratulations, you're now a Fighter who can cast Invisibility.

Get enough points (or cards) in Invisibility, and you can...if you choose to do so...spend money/time training to improve that ability. You also need to spend those cards. If you had more than the threshold amount, you have a few cards left over, it doesn't reset to 0.

Now, for the system, things could get a little complex. Some things like HP and attack bonuses may scale near indefinitely, while other things should be capped. How many points should each ability need to advance? How much gold/time should it require to level up? Yeah, making this system would be potentially a lot of work. But it might not be that bad. Keeping with the Invisibility example, you might get:

Pre-Invisibility (1st card): like an Elven Cloak, it's not really invisible, you just hide so well no one can see you unless you roll a 1 on 1d10.
Invisibility (5 cards, 100gp): like the 1st level spell. You're invisible until you attack once.
Invisibility II (10 cards, 500gp): like the 1st level spell, but if you save vs spells when attacking, you remain invisible until you attack again.
Invisibility III (15 cards, 1000gp): you and 1d4 allies gain Invisibility I.
Invisibility IV (25 cards, 2500gp): all allies within 10' gain Invisibility I, you gain Invisibility II.
Invisibility V (50 cards, 10,000gp): improved invisibility, you don't lose it until you decide to become visible or it's dispelled

Benefit? Balance between purely random advancement and customization. Don't want a power but you've got the cards for it? Don't spend time/money to level it up.

Drawback? It's a lot of work to bolt something like this onto an existing system. It might be best to build a new game from scratch designed around this. Could be good for a Supers game actually...