Monday, October 15, 2012
Blood & Treasure Has Arrived . . .
. . . and it is one big book. Seriously, this thing would wear "husky" jeans if it was a human! I've gotten so use to the smaller format used by games like Savage Worlds or Wordplay that it's shocking to see a full-sized rulebook again. That said, I am very excited to have a hardcopy to hand.
Tuesday, October 9, 2012
Blood & Treasure: Test-Driving Character Creation
I recently discovered John Matthew Stater's wonderful Blood & Treasure roleplaying game and have been enjoying its skillful blend of the Third Edition SRD and AD&D. Here's a test character that exemplifies much of what I love about B&T:
JORY WALKER
LEVEL 1 HALF-ELF SCOUT
STR 11 (+0) DEX 16 (+2) CON 12 (+0) INT 10 (+0) WIS 14 (+1) CHA 12 (+0)
HP 6 AC 15 ATK +0 FORT 15 REF 11 WILL 14
Languages: Common, Elven, Goblin
Skills: Climb 11, find traps 15, hide 11, listen at doors 14, move silently 11, remove traps 11, riding 11, survival 14, trickery 15
Abilities: Darkvision 30 ft., 30% magic resistance to sleep and enchantment spells, knack for trickery, backstab (x2 damage)
Feats: Magical aptitude (daze 1/day)
Armor: Studded leather (+3 AC)
Weapons: Short sword (1d6 damage), dagger (1d4 damage, range 20/40), short bow (1d6 damage, range 90/200)
Gear: Quiver with 20 arrows
Treasure: 68 gp
First of all, Jory's class demonstrates the flexibility of B&T's approach to classes: "Scout" is a wilderness variant of "Thief" that swaps out the skills "decipher codes" and "pick pockets" in exchange for "riding" and "survival." Each class in B&T has a variant in the core rulebook (e.g., you can be an "Aristocrat" instead of a "Bard" or a "Beastmaster" instead of a "Druid"), and Tanner Yea of Pulpwood has put together Heroes of Lore, a free supplement containing dozens more. These variants open up the class structure of the game without losing too much focus (or necessitating the creation of entirely new classes to handle minor variations in archetype). B&T also opts for the three saves of 3E, one of my favorite features in Wizards of the Coast era D&D. Skills are based on the save system: each skill uses a class save as its base and then modifies it in accordance with a relevant attribute—another instance of streamlining. Finally, B&T includes a short list of (entirely optional) feats; these are nice additions to characters, providing for some additional customization without encouraging the optimization culture of the post-2000 game. Characters only get a single feat every four levels (with humans picking up an additional feat at level 1), so even the most powerful of characters (a 20th level PC) will have no more than five feats in total. I'm looking forward to creating more B&T characters and seeing what John Stater comes up with next for the game.
JORY WALKER
LEVEL 1 HALF-ELF SCOUT
STR 11 (+0) DEX 16 (+2) CON 12 (+0) INT 10 (+0) WIS 14 (+1) CHA 12 (+0)
HP 6 AC 15 ATK +0 FORT 15 REF 11 WILL 14
Languages: Common, Elven, Goblin
Skills: Climb 11, find traps 15, hide 11, listen at doors 14, move silently 11, remove traps 11, riding 11, survival 14, trickery 15
Abilities: Darkvision 30 ft., 30% magic resistance to sleep and enchantment spells, knack for trickery, backstab (x2 damage)
Feats: Magical aptitude (daze 1/day)
Armor: Studded leather (+3 AC)
Weapons: Short sword (1d6 damage), dagger (1d4 damage, range 20/40), short bow (1d6 damage, range 90/200)
Gear: Quiver with 20 arrows
Treasure: 68 gp
First of all, Jory's class demonstrates the flexibility of B&T's approach to classes: "Scout" is a wilderness variant of "Thief" that swaps out the skills "decipher codes" and "pick pockets" in exchange for "riding" and "survival." Each class in B&T has a variant in the core rulebook (e.g., you can be an "Aristocrat" instead of a "Bard" or a "Beastmaster" instead of a "Druid"), and Tanner Yea of Pulpwood has put together Heroes of Lore, a free supplement containing dozens more. These variants open up the class structure of the game without losing too much focus (or necessitating the creation of entirely new classes to handle minor variations in archetype). B&T also opts for the three saves of 3E, one of my favorite features in Wizards of the Coast era D&D. Skills are based on the save system: each skill uses a class save as its base and then modifies it in accordance with a relevant attribute—another instance of streamlining. Finally, B&T includes a short list of (entirely optional) feats; these are nice additions to characters, providing for some additional customization without encouraging the optimization culture of the post-2000 game. Characters only get a single feat every four levels (with humans picking up an additional feat at level 1), so even the most powerful of characters (a 20th level PC) will have no more than five feats in total. I'm looking forward to creating more B&T characters and seeing what John Stater comes up with next for the game.
Thursday, September 27, 2012
The Wonderful Wizards of Nehwon
One of my daughter's friends recently expressed an interest in learning to play RPGs, so I've been putting together a campaign that's both appropriate for and appealing to a group of girls under the age of 10. The friend is a big fan of the musical Wicked, so I settled on L. Frank Baum's Oz as a setting and F. Douglas Wall's Adventures in Oz as a ruleset. AiO is a wonderful little game with an elegant core mechanic, an experience system that supports Baumian stories (characters earn Oz points to improve die rolls and character abilities by helping friends and making new ones), and a surprisingly flexible set of character creation rules. Wall's blog includes stats for non-Oz characters as diverse as Twilight Sparkle (from My Little Pony: Friendship is Magic) and Gord the Rogue (as a tribute to Gary Gygax). My daughter has made up her character, a glass bunny named Liana, and I'll be posting Liana's stats and character portrait soon (i.e., once I scan my daughter's drawing). In the meantime, I thought I'd take a shot at translating some sword-and-sorcery heroes into AiO terms . . .
Name: Fafhrd
First Appearance: "Two Sought Adventure"
Template: Wanderer
Size: 3
Basic Skills
Athletics: 3 (feats of strength)
Awareness: 2
Brains: 2
Presence: 3
Sneaking: 1
Wits: 2
Traits: Deadly Weapon, Poet
Friends List: Grey Mouser, Ningauble of the Seven Eyes
Name: The Grey Mouser
First Appearance: "Two Sought Adventure"
Template: Wanderer
Size: 3
Basic Skills
Athletics: 3 (acrobatics)
Awareness: 2
Brains: 2
Presence: 1
Sneaking: 3
Wits: 2
Traits: Deadly Weapon, Humbug Magic
Friends List: Fafhrd, Sheelba of the Eyeless Face
Since Fafhrd and Mouser are more or less equal as combatants and adventure heroes, I gave them identical Athletics score. I was tempted to shave a point off Fafhrd's Brains to increase another score, but I decided in the end that people assume to their eventual dismay that the northerner is just another a dumb barbarian—and left his Brains at 2. The key differences between the two heroes, then, are Presence and Sneaking. Fafhrd's striking looks and height give him the edge in the former while the Mouser's slight frame and generally furtive nature argue for an increaser in the latter. Both men have the Deadly Weapon trait (which allows them to do physical damage in addition to the Wits damage that is the bread-and-butter of the AiO combat system). Fafhrd's bardic upbringing grants him the Poet trait; Mouser's mystic apprenticeship, the Humbug Magic trait. Each man appears on the other' Friends List, testifying to their status as boon companions. I've put Ningauble and Sheelba on the Friends Lists as well: Fafhrd and the Mouser can spend Oz points to get assistance from their sorcerous patrons, but of course there's always a catch.
The best part about writing up Fafhrd and the Mouser as AiO characters is that Leiber's own rules for Nehwon allow for the heroes to shift dimensions into Oz. I'm not sure if Oz would survive their sojourn there—but then again one could just as easily argue that Oz might put a premature end to the heroes' careers!
Name: Fafhrd
First Appearance: "Two Sought Adventure"
Template: Wanderer
Size: 3
Basic Skills
Athletics: 3 (feats of strength)
Awareness: 2
Brains: 2
Presence: 3
Sneaking: 1
Wits: 2
Traits: Deadly Weapon, Poet
Friends List: Grey Mouser, Ningauble of the Seven Eyes
Name: The Grey Mouser
First Appearance: "Two Sought Adventure"
Template: Wanderer
Size: 3
Basic Skills
Athletics: 3 (acrobatics)
Awareness: 2
Brains: 2
Presence: 1
Sneaking: 3
Wits: 2
Traits: Deadly Weapon, Humbug Magic
Friends List: Fafhrd, Sheelba of the Eyeless Face
Since Fafhrd and Mouser are more or less equal as combatants and adventure heroes, I gave them identical Athletics score. I was tempted to shave a point off Fafhrd's Brains to increase another score, but I decided in the end that people assume to their eventual dismay that the northerner is just another a dumb barbarian—and left his Brains at 2. The key differences between the two heroes, then, are Presence and Sneaking. Fafhrd's striking looks and height give him the edge in the former while the Mouser's slight frame and generally furtive nature argue for an increaser in the latter. Both men have the Deadly Weapon trait (which allows them to do physical damage in addition to the Wits damage that is the bread-and-butter of the AiO combat system). Fafhrd's bardic upbringing grants him the Poet trait; Mouser's mystic apprenticeship, the Humbug Magic trait. Each man appears on the other' Friends List, testifying to their status as boon companions. I've put Ningauble and Sheelba on the Friends Lists as well: Fafhrd and the Mouser can spend Oz points to get assistance from their sorcerous patrons, but of course there's always a catch.
The best part about writing up Fafhrd and the Mouser as AiO characters is that Leiber's own rules for Nehwon allow for the heroes to shift dimensions into Oz. I'm not sure if Oz would survive their sojourn there—but then again one could just as easily argue that Oz might put a premature end to the heroes' careers!
Sunday, June 24, 2012
Dungeon World Kickstarter: Small Investment, Big Rewards
The Kickstarter campaign for SageKobold's Dungeon World RPG is now in its final week, and it would be an understatement to say that SageKobold has a hit on their hands. The original fundraising goal was $4,000. That was raised in the first hour of the campaign; since then, 1,645 backers—including yours truly—have contributed an additional $53,853 dollars. Stretch goal after stretch goal has been met: the backers are currently on the verge of adding Juntu's Floating Ice Hell, an adventure by Jason Morningstar, to the pot.
I'm posting about the campaign here for two reasons:
1. I selfishly want to get as much additional Dungeon World loot as I can, and more backers means more loot.
2. You can get an insane amount of great dungeon-laden stuff for the minimal bid of $5. To wit: PDF, EPUB, and HTML versions of the Dungeon World rules; the thanks of the developers in both the printed book and PDF; a wallpaper for your computer screen; two Kickstarter Exclusive Supplements (one full of monsters and another full of advanced character classes); a PDF of Dark Heart of the Dreamer, Jonathan Walton's planar adventure; a PDF of World of Dungeons, John Harper's "1970s" version of Dungeon World; a PDF of Number Appearing, Justin Wightbred's adventure and supplement featuring monstrous player characters; a PDF of War (tentative title), SageKobold's first "event" supplement for the game; and (assuming the campaign reaches $60,000 within the next six days) a PDF of the aforementioned Juntu's Floating Ice Hell adventure. Whew! Anyone who donates $25 gets softcover print versions of the Dungeon World rules, the two Kickstarter Exclusive Supplements, and Dark Heart of the Dreamer.
If you've already contributed, thanks for helping out! If you've been thinking of trying out Dungeon World, definitely take advantage of the deal described above—it's possibly the best gaming package I've seen for $5.
I'm posting about the campaign here for two reasons:
1. I selfishly want to get as much additional Dungeon World loot as I can, and more backers means more loot.
2. You can get an insane amount of great dungeon-laden stuff for the minimal bid of $5. To wit: PDF, EPUB, and HTML versions of the Dungeon World rules; the thanks of the developers in both the printed book and PDF; a wallpaper for your computer screen; two Kickstarter Exclusive Supplements (one full of monsters and another full of advanced character classes); a PDF of Dark Heart of the Dreamer, Jonathan Walton's planar adventure; a PDF of World of Dungeons, John Harper's "1970s" version of Dungeon World; a PDF of Number Appearing, Justin Wightbred's adventure and supplement featuring monstrous player characters; a PDF of War (tentative title), SageKobold's first "event" supplement for the game; and (assuming the campaign reaches $60,000 within the next six days) a PDF of the aforementioned Juntu's Floating Ice Hell adventure. Whew! Anyone who donates $25 gets softcover print versions of the Dungeon World rules, the two Kickstarter Exclusive Supplements, and Dark Heart of the Dreamer.
If you've already contributed, thanks for helping out! If you've been thinking of trying out Dungeon World, definitely take advantage of the deal described above—it's possibly the best gaming package I've seen for $5.
Sunday, June 3, 2012
Failed Saving Throw Vs. Lord of the Rings Legos
When I went to Meijer to pick up bread for my daughter's lunchbox sandwiches tonight, I made the mistake of going past the toy section. This caught my eye:
Needless to say, resistance was futile. Now I have a new tchotchke for my office at work.
Friday, February 10, 2012
Honor + Intrigue: Barbie, Daughter of D'Artagnan?!?
Stop laughing, I'm serious! In 2009, Artisan Home Entertainment released the animated adventure Barbie and the Three Musketeers on DVD. As the nerd father of a young girl, I thought the movie would be a good Trojan Horse where cultivating a taste for action-adventure and swashbucklers was concerned. The movie is better than it has any right to be—which is lucky, considering the dozens of times I've had to watch it in the last three years.
In the film, Barbie plays Corinne, daughter of D'Artagnan (who is apparently dead). She leaves her mother and her Gascon home to head north to Paris; she plans to present Monsieur Treville with a letter with a letter from her mother encouraging Treville to make Corinne a Musketeer. Hijinks ensue as Corinne and her three serving maid friends struggle to defeat would-be usurper Philippe (played by Tim Curry) and the marshaled forces of oppressive patriarchy.
Needless to say, Corinne's Honor + Intrigue stats follow below.
Corinne, Daughter of D'Artagnan
Motivation
Ambition (to become a Musketeer like her father)
Qualities
Might 0
Daring 2
Savvy 1
Flair 1
Combat
Brawl 0
Melee 2
Ranged 0
Defense 2
Careers
Farmgirl 1
Acrobat 2
Duelist 1
Servant 0
Resources
Lifeblood 10
Fortune 4
Boons
Attractive (Bonus die in situations where looks matter—this is Barbie, after all)
Beast-Friend (Bonus die when dealing with animals; has animal companions—see below)
Born Athlete (Bonus die when performing athletic activities other than fighting)
Flaws
Country Bumpkin (Penalty die in situations where street smarts matter)
Hot-Headed (Penalty die when attempting to suppress anger)
Equipment
Epee (1d6 damage, +1 Parry)
Miette (Corinne's kitten . . . who apparently duels as well—don't ask!)
Alexander (Corinne's elderly horse, inherited from her father)
Wednesday, February 8, 2012
Honor + Intrigue: Robin Hood Redux
Honor + Intrigue is now available in PDF form (with print copies to follow). After a quick read-through, I'm incredibly impressed with what Chris Rutkowski has achieved here. My favorite rule so far is the maneuver "Return Weapon": if your hero uses his minor action to return his disarmed opponent's weapon (as is so often the case in swashbuckler duels), he receives a reward of 1 Advantage over his foe as well as 1 point of Fortune.
Now that I have the rules I can update my character sheet for Errol Flynn's Robin of Locksley as follows:
Attributes
Might 0
Daring 2
Savvy 1
Flair 1
[No changes here.]
Combat
Brawl 1
Melee 1
Ranged 2
Defense 0
[No changes here.]
Careers
Noble 1
Warrior 1
Woodsman 2
Highwayman 0
[Again, no changes needed.]
Resources
Lifeblood 10
Fortune 6
Composure 3
Advancement 0
[Scores calculated now that I have the formulae for doing so.]
Equipment
Longbow (1d6+2 damage, range increments of 110')
Sparkly Lincoln green tunic and tights
Sword (1d6 damage, +1 Parry)
[The weapons listed in Honor + Intrigue are seventeenth-century weapons, so I've had to improvise here. Robin's sword in the film is closest to the game's epee, and I've therefore given his blade the epee's stats.]
Boons
Crack Shot: Longbow (Bonus die on all damage rolls w/bows, range increments increased by 10', more Fortune points required to reduce effect of Robin's successful shots)
Favored by Fortune (permanent +2 increase to Fortune)
Laugh in the Face of Danger (Bonus die to Daring rolls to resist fear/intimidation, Social Combat/Repartee rolls against Daring have a Penalty die)
[A big change here: I dropped "Knighted" since the description of the Boon describes it as more of a reward for services rendered, and Robin is a baron and knight by birth in the film. Hard choices followed, though. The other boons that were the most logical choices for Robin—Attractive, Daredevil, and Favored by Fortune—are all Beginning Boons and can only be purchased during character creation. I decided that an early Fortune boost made the most sense for Robin at this stage of his career: he's often luckier than he should be, and that gets him out of jams.
Flaws
Hot-Headed (Penalty die when trying to suppress anger; whenever anger gets Robin into trouble, he gains 1 Fortune point)
Hunted (whenever Robin faces off with the followers of Prince John, Guy of Gisborne, or the Sheriff of Nottingham, he gains 1 Fortune point)
[Another change here: "Obligation" is more of a specific debt or responsibility than a generic devotion to Saxon welfare. (Robin is also free of anti-Norman bigotry even as he opposes Norman tyranny: his battle for justice reflects a devotion to the virtue in general rather than to a specific ethnicity.) I therefore decided that Robin's in-play story begins after he escapes from Nottingham Castle and flees to Sherwood Forest; this gives him "Hunted."]
Vargold Turns Two
OK, the venomous pao's Strange Stones was two years old on Friday, February 3rd, and now it's Vargold's turn to be the birthday blog. What was going on back in May 2009 to give birth to these blogs in February 2010?
(Seriously, though, thanks to everyone who's followed the blog, commented on it, and/or added it to their blog roll—I appreciate it very much!)
(Seriously, though, thanks to everyone who's followed the blog, commented on it, and/or added it to their blog roll—I appreciate it very much!)
Monday, February 6, 2012
Honor + Intrigue: Robin of Locksley
Basic Action Games is getting close to a release date for its swashbuckling RPG Honor + Intrigue. While the game will have rules for those who wish to mix some magic in with their derring-do, it's largely a historical RPG. Nonetheless, it has a place on this blog if only for its clever use of Simon Washbourne's Barbarians of Lemuria ruleset (one of my favorites and a mainstay of Vargold posts).
Basic Action Games owner and designer Chris Rutkowski has put copies of both a character sheet and a quick reference sheet on the company's Facebook page and challenged fans to start creating characters for the game. (The reference sheet includes a list of all Honor + Intrigue careers, boons, and flaws.) I obliged him by putting together this version of Errol Flynn's Robin Hood (from the 1938 Adventures of Robin Hood). Once I get my copy of the actual rules, I may have to emend some of my choices (and finish stats I don't yet know how to calculate), but I think these stats do a good job of representing Robin of Locksley as he appears in his first scene in the film.
Attributes
Might 0
Daring 2
Savvy 1
Flair 1
Combat
Brawl 1
Melee 1
Ranged 2
Defense 0
Careers
Noble 1
Warrior 1
Woodsman 2
Highwayman 0
Resources
Lifeblood
Fortune
Composure
Advancement
Equipment
Longbow
Longsword
Dagger
Sparkly Lincoln green tunic and tights
Boons
Crack Shot, Knighted, Laugh in the Face of Danger
Flaws
Hot-Headed
Obligation (to protect all Saxons, high or low)
Friday, January 27, 2012
BFRPG: Starting at Third Level
Although I've played D&D on and off since 1980, I have never been a fan of the "harsh reality" approach to first-level characters. None of my groups pre-Fourth Edition ever rolled 3d6 six times in a row for attributes, nor did they go by the rules-as-written when rolling hit points. Returning to Old School D&D with BFRPG has meant that I'm confronting these issues again. What I have in mind for the kids' first characters is the following:
1. For attributes, roll 4d6 six times, dropping the lowest die in each roll. Then assign the totals to attributes in whatever order is desired.
2. At first level, hit points equal the maximum result possible for the character's class hit die. CON bonuses still apply.
I'm also considering starting the characters off at 5000 xp, the minimum amount for a Magic-User to hit third level. I wanted any boys playing Magic-Users to have multiple spells to cast per day instead of being reduced to throwing daggers after using up their one first-level spell in the initial encounter. Third level gives any Magic-User a pair of first-level spells as well as a second-level spell.
5000 xp means that any Thieves will begin the game at fourth level, no problem since that starting point doesn't make using their thieving skills a cake-walk. Clerics will be 1000 xp shy of fourth level (and will have two first-level spells), while Fighters will be 3000 xp shy of fourth level as well. Elf Fighter/Magic-Users will begin the game as second-level Fighters with 500 extra xp and as newly-minted second-level Magic Users.
There won't be any "in-game" rationale for a third-level start. I.e., the characters will be fresh off the farm. The two extra levels (three in the case of any Thieves) are essentially a narrative convention granting the PCs protagonist status (and decreasing the likelihood of an early TPK).
Two additional house rules follow from these decisions:
1. When rolling hit points for second and third level, all results of 1 will be rerolled. Once play begins, though, hit points gained through level advancement will be generated by the rules (and thus results of 1 will be possible). Enhanced survivability remains the guiding principle here.
2. Should a player's character expire, his new character will enter play at third level as well. None of my old groups were ever great fans of the "return to play at first level, even if the rest of the party is eighth level" approach to the game. We always felt that it was strange for experienced heroes to suddenly adopt a neophyte in the midst of their travails. At the same time, I want to use the differentiated experience tables of BFRPG, so a Fourth Edition approach would be cumbersome. (I assume that averaging party levels would be the likely option here, but I'll pass on it.)
Have others made similar decisions when starting campaigns at third level? Also: what are good "first modules" for third level characters, preferably adventures that wouldn't require much work to fit into a forest setting?
1. For attributes, roll 4d6 six times, dropping the lowest die in each roll. Then assign the totals to attributes in whatever order is desired.
2. At first level, hit points equal the maximum result possible for the character's class hit die. CON bonuses still apply.
I'm also considering starting the characters off at 5000 xp, the minimum amount for a Magic-User to hit third level. I wanted any boys playing Magic-Users to have multiple spells to cast per day instead of being reduced to throwing daggers after using up their one first-level spell in the initial encounter. Third level gives any Magic-User a pair of first-level spells as well as a second-level spell.
5000 xp means that any Thieves will begin the game at fourth level, no problem since that starting point doesn't make using their thieving skills a cake-walk. Clerics will be 1000 xp shy of fourth level (and will have two first-level spells), while Fighters will be 3000 xp shy of fourth level as well. Elf Fighter/Magic-Users will begin the game as second-level Fighters with 500 extra xp and as newly-minted second-level Magic Users.
There won't be any "in-game" rationale for a third-level start. I.e., the characters will be fresh off the farm. The two extra levels (three in the case of any Thieves) are essentially a narrative convention granting the PCs protagonist status (and decreasing the likelihood of an early TPK).
Two additional house rules follow from these decisions:
1. When rolling hit points for second and third level, all results of 1 will be rerolled. Once play begins, though, hit points gained through level advancement will be generated by the rules (and thus results of 1 will be possible). Enhanced survivability remains the guiding principle here.
2. Should a player's character expire, his new character will enter play at third level as well. None of my old groups were ever great fans of the "return to play at first level, even if the rest of the party is eighth level" approach to the game. We always felt that it was strange for experienced heroes to suddenly adopt a neophyte in the midst of their travails. At the same time, I want to use the differentiated experience tables of BFRPG, so a Fourth Edition approach would be cumbersome. (I assume that averaging party levels would be the likely option here, but I'll pass on it.)
Have others made similar decisions when starting campaigns at third level? Also: what are good "first modules" for third level characters, preferably adventures that wouldn't require much work to fit into a forest setting?
Thursday, January 26, 2012
This Week on a Very Special D&Dawson's Creek . . .
Last night at D&D Encounters, my satyr bard taunted a fae giant by calling him "James Van Verbeeg." That is all.
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