Monday, 16 December 2013

What Next?

So having just dropped the 52 Pages it's time to take stock.

First, I did an outline of the Next 52 ("Next" is intentional, my hearties), that is, the "Expert" sequel covering character levels 4-6, what I think those levels should be up to, as well as stuff for use in expert starting campaigns. A few topics might look familiar but the rest will be brand new to me. Red pages are completed (Bard and Dilettante appeared before on the blog.)
But this aside, I have a number of other projects that are about half or more finished and I really should get out the door. 

"Ultimate Wilderness": The Next 52 wilderness rules are the stripped down version of this, also colorfully graphic but aimed more at a detailed, in depth building of hexcrawls and impromptu encounter adventures. It is pretty much an account of what I do to stock a blank district the players are turning toward. It is all basically a set of instructions for using my big encounter tables with silhouettes. Readiness: 75-80%.

"36 Pages": This is my series of d20 tables for setting ideas, organized by cliche. Slowly grinding along. Readiness: 60%.

"Manden Gouge, Book 1": All right so the percentage completion of the full ambitions of this megadungeon is miniscule. Tone it down to the ambition of producing a first book, on the caves and the upper works and shallow cellars of the great castle, Karthew's Legacy (something like 120-150 encounter areas), and we can say this is about 40% done.

"The Baroque 52": A wild hair I really shouldn't start on. But you know I will. Each of these 52 pages will contain 36 table entries in a TINY font, giving a "baroque" option for that topic in the 52PP. So where the 52 has "common equipment" the B52 will have 36 weird things that you might find in a village with their uses. Where it has "henchmen" the B52 will have 36 unusual abilities and drawbacks of henchmen. The idea is to flip the script on the generic, stylized, streamlined presentation and give free reign to the other side that led to Pergamino Barocco.

So as you see, this New Year I will have no shortage of resolutions and might even make some of them come true ...

Friday, 13 December 2013

Download: 52 Pages 1.0

It's here. All 52 Pages. Download link on the right (or here if you're lazy). I even cleaned up the treasure table so it has a little more breathing room and an example.

Devil on the cover makes it Old School.
At the end, all I can say is that there are many rulebooks out there for this kind of stuff, but none like this. Enjoy.

Wednesday, 11 December 2013

She Wields the Powers of Narrativism

Work on my megadungeon project proceeds at a snail's pace but with frequent rewards. Here's my favorite NPC from a group of scheming remnants trapped in the upper works, Castle Amber-style.

Thelma, the Perpetual Student. Age: 31.
Level 3 Wizard (Narrativist), 5 HP. INT++, CON-, CHA-

Portrait: Jeff Preston
Thelma wandered here from her studies at a great and advanced academy, having heard about the strange situation in the castle from some visitors who managed to escape. As a philosopher she became a convert to Narrativism, the idea that almost everyone in the world is a secondary character in an elaborate fiction, with memories whose fallibility and vagueness betrays their false nature.

The Narrativist obsession is to identify point-of-view characters, people whose experience seems too vivid and fortunate to be true, and who may in fact assist in making contact with the Author through self-referential and meta-textual occurrences. Thelma thinks that Myrseau may be one such character, and is certain that she herself is but a secondary character, who will cease to exist once she leaves the fiction’s main setting, the Castle.

Of course, Thelma is ultimately correct, although wrong in the particulars. The characters she seeks belong to the players, and with enough exposure to their fortunes and ambitions, Thelma will eventually realize that the work she is in is not a novel, but a game. This may even lead her to develop a Narrativist heresy: that there is a Game Master who responds to the free will of multiple, self-narrating characters rather than ordaining their fates. On making this realization, she will decide to leave the castle, and never be heard from again, her meta-textual work done.

Thelma is an aloof and enigmatic character who sometimes gives the impression of being as detached from the concerns and intrigues of the Remnants as the players are. She once thought Imogen was the point of view character, but having seen her grow through adolescence, pities her as an obvious inversion of the fictional ingĂ©nue trope. Her philosophy gives her a certain ability similar to knowledge magic, with the following “spells” that she may cast, silently and without gesture, once each per day: hear internal monologue (ESP); interpret symbolism (Know Alignment); foreshadowing (Detect Evil); predict plot (Augury).

Tuesday, 10 December 2013

Sharktopus and Piranhaconda

Shark Week on RRR!

Who needs a Fiend Folio or Monster Manual II when you have these man-ennobling, straight-from-Syfy, straight-to-DVD chimerae courtesy of Roger Corman? These, of course, are the two best before you start delving into the slum section of portmanteau hell, with the likes of MANSQUITO and MERMANTULA (would have fit right in to MMII,  aquatic version of the Drider, don'tcha know).


SHARKTOPUS

HD: 11+11
AC: 6 [13]
MV: Swim 15, drag on land (tentacles) 6
Attack: Bite d8+5 with swallow whole, up to 4 tentacles d4 and hold

The ecology of this creature ... oh, who am I fooling. It's the modern equivalent of those "WEASELS RIPPED MY FLESH" men's magazine covers from the 1950s. It comes from the id, a shadow-puppet cast to validate extreme measures. Like you, dear two-fisted reader, it attempts to breed with blondes, more or less symbolically.

If a tentacle hits and does 4 damage, it ensnares you and the tentacle has to be attacked separately and killed to let go (4 HP with edged weapon, maximum of 4 damage against tentacle counted against monster's HP). If the bite attack hits and rolls 6+ on d8, Speed/wand/DEX save to avoid being swallowed whole (take d8 acid damage/round, you can do damage each round with sharp weapon, freeing self after doing 1/2 the monster's HP in damage).

PIRANHACONDA

HD: 5+5
AC: 4 [15]; 1 point of armor is defense (AC is 1 worse if attacked unawares)
MV: Swim 12, slither on land 9
Attack: Bite d10, constrict for d6/turn

This fish-headed semi-aquatic snake makes its constrict attack without counting armor bonus, and once constricting will not stop crushing and biting until you or it are dead. It is tragically misunderstood; drinking hard, on the outs with its wife, and three days short of retirement.

Things can go the other way, too. Hey Corman, interested in "OWLBEAR"? "WOLF-IN-SHEEP'S-CLOTHING"?

Sunday, 8 December 2013

Convention Game Sharkpocalypse

The Dragonmeet session was a lot of fun. I've found that a good formula for a one-shot game is to make sure that you have some sort of ticking bomb, relentless final guardian, or monsterpocalypse at the end of a fairly short adventure. Without the slow build that a campaign gives, you do well to build fun off the cheap heat, with CLIMAX written in broad strokes and bright colors.


With that in mind, I framed the original one-page adventure by Daniel O' Donnell thus: the Crown Prince of Crime in the town of Ushralec hired the party to sack the Fane of Drowned Men, sacred to the demon-gods Dagon and Charybdis, ostensibly because of a grudge he had long held before recently coming to power. There were some very subtle clues to his ultimate intent - through a crack in the door, Alinor the sea elf saw some minions of crime pouring barrels of salt water into a big vat, tapping the floor below in some sort of code and receiving taps from below in turn. The Crown Prince's audience room, also, had been stripped of all furniture and valuables.

Anyway, heedless of this, the party -- a rogue, a brawling sailor, a prophet of hoary Nodens, the sea elf, a somewhat out-of-place dwarf, and of course Gnaro the multidimensional gnome -- set off in a longboat at high tide to make a beeline for the back end of the shrine. Through incredible luck and bad rolls by the defenders they were not spotted by any of the people doing business at the front of the shrine or on the causeway.  Floating right over the deep-submerged tethered zombies, they were soon on the roof, interrupting a treasure donation ritual with arrows, spears and a Sleep spell cast through a grating.

After the high priest fought back with a successful hold person, the fight soon moved to the front of the shrine, where the sea elf cast a net to trap some of the defenders. The high priest, escaping the net, backed into the rogue's waiting stab around the corner, and having been the target of much of the previous damage, soon expired, cursing his fate to die on land.

Meanwhile, some of the surviving acolytes inside the shrine had wakened their sleeping companions and were ready to defend the doorway. But the resourceful sea elf had meantime clad himself in the high priest's sharkskin robe and triple-shark-mouth tiara, and using a Disguise spell, convinced the acolytes that he had sent these invaders to test them and that they had all better surrender. The one acolyte who had saved and disbelieved the disguise was bludgeoned to death by the others at the orders of the fake high-priest.

That out of the way, the explorers noticed a dark line on the horizon and an ominous rushing sound. The sailor recognized it as a tsunami and estimated that they had little more than an hour before it hit. Looting the fane, which consisted of a few cabins of a shipwreck atop a rocky islet pierced by a well, they came away with the jewelry of a nobleman preserved in a cask of sherry and some valuable books. But the same high tide that had eased their passage over the drowned zombies now filled up the well and access to the passages below, filled with the donations of the faithful. Gnaro threw some gnomish sausage into the water and quickly attracted one of the guardian seawolves, who provided enough deterrent for the party to gather up their spoils and head for the hills. A wise move, for when the tidal wave hit it was ridden by a giant sharktopus, unholy spawn of Dagon and Charybdis.

In the aftermath of the disaster, the party heard some strange stories circulating. Merchants and jewelers who had rushed back to their strongholds in the city, ahead of anyone else, had found emptied cellars and strongrooms they thought secure, their broken doors not wholly convincing as tsunami damage. Could the party have been set up to trigger the wrath of Dagon, God of Tides, King of Watery Death, as part of some larger, astoundingly callous caper? Best not to think about it, or the treasures you left behind in the passages underneath the Fane ...

In the afternoon we played a fun, short scenario in Paolo's Cthonic Codex world, with themes of goats, moss, and a ghost dragon whose fossilized ribcage was a bridge in a canyon. The AFG system is about as simple as it gets and I recommend it for anyone who wants to prioritize ideas and creativity over rules and process, plus it has one of the coolest magic systems out there. Paolo and I then played in a demo of Lords of War, a card-battling game with simple rules but very deep strategic play.

Dragonmeet lives up to the second part of its compound. It is a great place to meet people with all kinds of ad-hoc gaming going on, and you tend to run into a lot of people you know from the gaming scene if you have lived in Southeast England for a while. This time it continued till 11 with open gaming, which was a great improvement, even though I had to get dinner with some old L5R cronies and run off to catch the last train.

Monday, 2 December 2013

Dragonmeet 2013

This coming Saturday I'll be at Dragonmeet 2013 in London, running the below adventure in the morning and most likely playing in Paolo's game in the afternoon.



Dragonmeet is a very enjoyable one-day convention with more punch than you'd think, in terms of attendant luminaries. The adventure will be run in 52 Pages rules and is basically an adaptation (with some twists) of a recent One Page Dungeon Contest winner, so if you're coming down, don't delve into the spoilers...

And yes, I am continuing the tradition of prog-rock/metal influence after last year's Heart of the Sunrise.

Oh, one more thing. Here's part of the town map I'm using, adapted from one of Dyson Logos' creations.


Sunday, 1 December 2013

Strong Magic Cursed

I forget where in the multitudinous blogoland, but someone posted a comment to the effect that high-level characters in Lamentations of the Flame Princess (think basic D&D with player character power dialed a bit down) don't do well in high-level AD&D modules made for more souped-up characters.That may be so - and is doubly true of my own 52 Pages rules where you can't come in with 4 magic missiles and 2 fireballs prepared at the same time.



I mean, great. The less overwhelming your high-level characters, the more you approach the ideal where big scary monsters are actually a threat to them rather than resorting to blind-tiger gimmicks ("you wake up naked and bereft in an anti-magic zone") or stupid dumb munchkin armies of 4 beholders and 20 frost giants, etc. The fewer bonuses pile up on them, the less you feel you need to compensate in an eternal treadmill of armor class and hit bonuses.

Now, another assumption of high-level AD&D, that grittier referees may balk at, is the ubiquity of magic items. A 7th level character in AD&D is likely to be tricked out in at least +2 everything, or a couple of wands and many lesser items if a spellcaster. One answer to this, of course, is the low-magic campaign where items are rare. The answer I prefer is "keep Fantasia weird" and filled with magic, but balance strong magic - most +2 and definitely all +3 and above - with the cosmic revenge of the universe on tools that so defiantly flout its laws - with the karmic debt paid for owning a sword that cleaves bronze like butter - with, quite simply, the human energy cost of a stick that shoots death. Something's got to pay somewhere.

(In effect - a shallower and broader implementation of the 1st edition AD&D "random drawback" approach to artifact-level magic.)

30 Random Drawbacks for Magic Weapons and Armor (d20, -5 at +2, +5 for each plus above +2)
"Armor" here includes shields.

0 or less: No drawback
1: -3 to a random saving throw.
2: -1 to all saving throws.
3: Accentuates your worst personality traits. -2 Charisma
4: Constant whispering sound makes it hard to concentrate. -2 Intelligence
5: Estranges you from God and nature. -2 Wisdom
6: Exhausting to wield. -1 Strength if an armor, -1 Constitution if a weapon.
7: Makes unexpected, clumsy, confining moves. -1 Dexterity.
8: Take 1 hp damage when you equip it.
9: Take 1 hp damage when you un-equip it.
10: If you die while wielding/wearing it, you rise immediately as an undead creature of hit dice appropriate to your level, and attack the party immediately.
11: Has minuses instead of pluses when fighting one creature type (reptiles, undead, humans, etc.)
12: Animals are unfriendly to you while carrying it.
13: +1 of its enchantment vanishes for the day when you hit (weapon) or are hit (armor) on a natural 13.
14: You need to eat five times as much on any day you use it in combat.
15: While wielding or wearing it, unintelligent enemies attack you by choice.
16: When you are aware of an enemy, you have +3 move to go towards them, and -3 to go away.
17: To enjoy its magical benefit, requires you to forswear your religion and follow an obscure, nearly-dead god, wearing its symbol and following its strange customs.
18: Can't heal HP while you're carrying/wearing it.
19: Glows visibly when enemies are near, within 60'... but only if you already know they're near.
20: Jealous ... drops from your grasp if you're carrying another weapon (weapon), falls off your body if you're carrying any other magic item (armor).
21: Each time you do (weapon) or take (armor) 8 or more HP of damage in one blow, you lose 1 HP.
22: Fogs your vision, you can only see 30' in dim light.
23: Makes an audible screaming sound when it hits (weapon) or when you are hit (armor).
24: Only has its magical powers each day if exposed to the rays of the dawn.
25: You must rest and not attack one round out of five while wielding or wearing the item.
26: You lose the ability to speak while wielding/wearing it.
27: Gives -1 to hit (if armor) or 1 worse armor class (if weapon).
28: You hit your nearby friends (weapon) or your nearby friends hit you (armor) on a natural to hit roll of 3.
29: Any NPC's who see it and are able to wield/wear it must save (Will/WIS/spell) or become covetous and scheme to take it from you.
30: Powerful wizard/demon/undead creature thinks the item is theirs and begins pursuing you d4 weeks after you acquire the item.