Showing posts with label simplify and add lightness. Show all posts
Showing posts with label simplify and add lightness. Show all posts

Thursday, 19 July 2012

Towards a More Simplified Corpse Robbing

Being of an unashamedly lazy nature when it comes to GMing duties, I'm constantly on the lookout for ways to simplify loot generation. This is particularly true when it comes to 'pocket money' treasure carried by wandering monsters, NPCs, etc.

Problem: My loathing of Classic D&D Treasure Type tables (too damn fiddly and involved by half).
Solution: steal and a adapt a simpler, more intuitive treasure generation method.

Reading Advanced Fighting Fantasy recently -- the original pocket paperback AFF, not the Arion Games 'printed on sheets of beaten gold' re-release -- I happened upon a table I just wish I'd known about/remembered when I was working on Small But Vicious Dog.

Behold, in all its glory, the original version of the Advanced Fighting Fantasy random treasure generator:
d6    Treasure
1    -
2    1-3gp
3    1-6gp
4    2-12gp
5    Special Item   
6    1-6gp + Special Item

Humanoid -- d6
Monster -- d6-1
Undead -- d6-2
All Others (Animal, Bird, Insect, Magical Creature) -- d6-3

2d6    Special Items           
2    Enchanted Axe: +1 skill
3    Potion of Invisibility
4    Magic Sack: 5 items weigh as 1
5    Silver Arrow
6    1-6 jewels, 10gp each
7    1-3 gems, 25gp each
8    Scroll of ESP
9    Healing Potion
10    Cursed dagger: -2 skill
11    Poison potion
12    Magic Sword: +2 skill

Clever innit? Presence, quantity and quality of loot generated with a couple of d6 rolls and reference to only two tables. A treasure system simple and intuitive enough that even the dozy kids can see how it's supposed to work. What a difference from the opaque gabblestorm of Classic D&D Individual Treasure Types (HC: I-VII in Labyrinth Lord, TT: P-V in BECMI, J-Z(?) in AD&D) which had anything up to a dozen or more separate die rolls and gave you no way of telling at first glance roughly what a creature may be carrying. I know which system works better for me in the midst of play...

Simply adapt the Special Items sub-table to the D&D magic item types, add a couple of house rules for higher HD monsters, and that's my new go-to 'monster pocket money' swag table:

Individual/Non-Lair Treasures Revised 

d6    Sweet, sweet loot!
1    -
2    1-3gp
3    1-6gp
4    2-12gp
5    Special Item   
6    1-6gp + Special Item

Humanoid*     1d6
Monster     1d6-1
Undead        1d6-2
Animal**, Conjuration*** or Lowlife**** 1d6-3

* Anything with intelligence, a culture and the potential for acquisitive habits.
** Beasts mundane, giant and prehistoric.
*** Elementals, golems, animated statues, invisible stalkers, etc.
**** A broad monster type from BECMI's Creature Catalogue. Lowlife covers creatures which are "...non-intelligent and have a very simple lifestyle." (CC, p3) - Plants, Bugs, Worms and Goos.

Special Items? Roll 2d6 on the subtable to determine type, then resort to the customary magic items tables:

2d6    Special Items
2    Ring
3    Misc. Weapon
4    Misc. Magic
5    Jewel (1d100x10gp)
6    Gems (2d20x10gp)
7    Non-magic items*
8    Scroll
9    Potion
10    Swords
11    Armour
12    Rod/Wand/Stave

* Keys, faction identifiers, plot coupons (roll on the Vornheim "What Has It Got In Its Pocketses?" chart or nearest local equivalent), non-magic gadgets and gizmos, etc.

Notes:
  • Multiply cash by total HD of creatures defeated. So knocking over 5 bugbears out for a stroll will net you 15 x whatever you roll on the random swag chart. Sometimes this will be 0gp, other times the party will end up with a bag of cash and maybe a shiny thing.
  • Cash value is gp equivalent only. You can dish it out in copper, silver, platinum, even electrum (*spit*) if that floats your boat.
  • You only even find one instance of Special Item per encounter, usually in the hands of the biggest, burliest monster present. If magical that item will probably be of the lowliest power for its type.
That's the entire non-pre-placed treasure system reduced to 3-4 die rolls. Maybe a couple more if you roll 'scroll' or 'intelligent magic sword' on the item type sub-tables.

This mod does increase the probability of discovering magic items in the possession of WMs substantially from the baseline D&D Treasure Tables. But then again, only two types of wanderers (Humanoids, Monsters) have even the possibility of carrying Special Items, which keeps the sheer Diablo-ness within semi-reasonable bounds ("Why exactly were the beetles carrying magic boots?"). Of those random items two-thirds will be either a bit of extra cash, non-magical gear, or one-shot items. As for wandering undead, summoned entities and the clean up crew, they're now wildly dangerous and dirt poor.

Thoughts? Criticisms? Demands that I actually finish the job before posting?

Tuesday, 17 July 2012

Subway Megadungeons

Here's a half-formed thought on megadungeon mapping. (albeit one that has probably already been done to death, then resurrected as a zombie thrall, turned by clerics, dispatched by adventurers, and then ground down for glue)

Need an megadungeon/underworld map quick? Use an underground map ('subway' in Western Continentalist).
  • Each station marker is either a single isolated room, or a Dyson Logos/Dave's Mapper geomorph; 
  • interchanges between lines are larger pre-planned clusters of levels; 
  • the lines between stations are the seemingly endless tunnels, sewers, burrowings and wormholed cellars that give the undercity its intimidating scale. 
  • The railway interchanges? They might be Saturday Night Specials, sealed sub-areas, or dimensional portals to other worlds entirely.
I've recently decided to expand the Vaults into a full-scale Tekumel-style underworld. Being an unabashed Englishman I've decided to use the classic London Underground map as the basis of my underworld.

Here's a spatially corrected version (created by Mark Noad) which combines the clarity of information of the classic Harry Beck schematic map with the spatial clarity of the 1930s geographic version.



The existing Vaults megadungeon will be roughly where the Bank-Monument interchange is. Lots of connections from there to as yet undefined areas underneath other parts of the Lost City of Nagoh. Some might spin off from Level 1 of the existing megadungeon, others from levels further down.

All I need to do is repurpose the exasperatingly familiar pale blue line of the River Thames as a canyon, rift, escarpment, or perhaps some sort of odd underground environmental anomaly, and Bob's yer muvva's bruvva: instant undercity ~and~ a schematic layout of the Lost City of Nagoh.

Yes, this is all very lazy DM. But I have good form for that. My world map? The Green Lantern map of Mosaic. My Sea of Os'r map? An old map of the Aegean Sea, flipped and rotated. It works for me. Less time wasted mapping = more time for play.

Pic Source: Mark Noad

Monday, 21 May 2012

Lets Read Mythus pt14

It being - as is traditional around this time of the week - Monday, it's once again time for our regular dive into some obscure, archaic, densely-written text which speaks unto us of eternal verities about tragic, self-destructive ambition.
"Stepped in so far that, should I wade no more,
Returning were as tedious as go o'er.
Strange things I have in head, that will to hand,
Which must be acted ere they may be scanned."
-- MacBeth, Act 3, Sc4
(It is like that Bill Shaxberd bloke was reading my mind, but I was referring to Advanced Mythus.)

"I think I saw something useful over that way."

Spirit Skills
Pages 175-200 of the Dangerous Journeys: Mythus rulebook cover K/S Areas governed by the Spirit TRAIT. And may the Future Buddha help your accursed soul if the preceding sentence means something to you. This is the shortest of the three skills sections in terms of number of skills, but still longest in terms of page count.

Here's what we'll be looking at over the next couple of weeks:



For the purposes of comparison with the other sections of the skill lists:

TRAIT# skills # Pages Skills/page Heka Y/N?
Mental 60 17 3.5 6
Physical 43 13 3.3 4
Spiritual 37 26 1.4 20


Even without reading any skill descriptions raw numbers clearly indicate that Spirit skills are supposed to be a big deal in Advanced Mythus. There's quite a bit of implied setting scattered about in these skill descriptions, in a way that we've only previously encountered in the (*shudder*) language skills. Also - in stark contrast to the casual dismissals given to many earlier skills - these chunky skill descriptions contain actual game mechanics and defined character benefits.

There's a lot of Unconscious Wizard Privilege going one here: either your skill is magicky ('Heka Active' in Mythuspraak), or it ain't worth a damn.

For example
  • Leadership, Military Science, or Seamanship - 1 paragraph apiece, no references to other rules sections
  • Alchemy (partial rules) - 3+1/2 pages; Exorcism - 2+1/2 pages; Mysticism - 2 pages. All have additional references not just to other sections of the rulebook, but to a whole other 400-page tome entirely devoted to magic.
From this it can safely be inferred that - for all its pretensions towards being the apogee of versatile fantasy gaming - Advanced Mythus is actually a game about being a wizard, albeit one in an alternate Earth where magic is a workable replacement for science. Advanced Mythus is provably *not* a game about brawny warriors (Howardian barbarian or otherwise) leading armies to crush the thrones of the world beneath their sandaled feet: the rules for executing these classic adventure fantasy tropes in the game are practically non-existent.

To adapt an old management cliché: what gets rules gets done.

One other thing before we once again launch ourselves screaming into the abstruse abysm of the Advanced Mythus skills-verse. That Table. We've encountered That Table before several times in the Mental skills section, but I'll reproduce it here:


That Table makes over a dozen appearances in this section under various names, but invariably containing exactly the same information. (Distrust anyone with that many pseudonyms and no visible means of support.) I kid you not, after a while this thing leaves you feeling a little like the wolf in the old Droopy cartoons: wherever you turn, it's already there.

Enough preamble, on with the winnowing:

Alchemy
I presume I don’t need to define what alchemy is for this audience. No? Good. This is the first of the BIG skill descriptions that are something of a motif of this section. The (partial) rules for alchemy given here cover about four pages.

Alchemy is, as we noted back in the equipment section, a rich boy's game. Doing magichemistry requires at least 150K in expenditure for alchemical implements (cup, dagger, pentacle, ring, rod, wand), and anything up to an extra 200K(!) for alanthors, basins, lodestones, etc. All these can be used as regenerating Heka stores, with their self-renewing Heka being good only for the purposes of doing alchemical magic.

Oh, and you also have to buy an alchemical lab, which modifies the DR of whatever you're attempting by non-trivial amounts. No lab at all? All alchemy is 2 DR harder for you than normal.

So what does all this expenditure get you?

Well, you gain Heka, which is nice, and so do your alchemy tools, as mentioned above. You also gain access to Alchemical Castings (spells) gained per That Table.

On top of all the above - at which most non-Spirit skills can only gaze with envy - yon Alchemy K/S Area-haver also enjoys the opportunity to perform mad science Alchemical Operations. These are kind of like Hekaforging, which regular readers may recall was the art of imbuing items with power through the magic of hitting them. Alchemy infuses Heka into items using the power of applied money. Rules for doing this take up a column of dense, closely written text, which takes quite a bit of parsing out before it makes sense.

Yes, your alchemist character can turn lead into gold. Shazaaming 1lb of lead into a similar amount of gold will take 320 Heka and a bunch of skill rolls, the last at a difficulty of “Hell no!” (Base DR: Extreme, x0.1 skill). Note that such noodle-twisting of the laws of nature can only be performed at certain auspicious times. But you can do it...

As well as the basic ‘do this, get that’ rules the Alchemy skill description also covers:
  • Creating artificial life (golems, homonculi, meatpuppets, etc). Animals can be reanimated as you like (no souls, see), but reanimated corpses - known as alchemical zombies (or Corpse Golems, or 'Frankensteins' if you're Jeff Rients) - may be taken for a joyride by malign eldritch intelligences. Herbert West, Reanimator approves!
  • Bringing back the dead with the power of your bloilping hiccupy glassware and wacky rites. These rules are largely implied/inferreable.
  • Rules for transformation of materia (Latin for 'stuff') based on binary oppositions and lunar phases (one page), complete with another page of example stuff you can make.

Yes, because nothing says arcane mysteries of the universe like a standard price list.

I see three ways for an alchemist to make gunpowder/napalm there, but science absolutely positively never-ever can't? Right-oh Gary, that seems perfectly fair and reasonable.

Full and complete rules for alchemical items and castings are, of course, found in the Mythus Magick book (sold separately). Insert your own pithy sarcastic comment about turning dross into profit here.

You know, in some games this single skill description would form a chassis for an entire magic system. In Advanced Mythus, it is merely one of many ways in which caster wank is made manifest. Is any of this stuff salvageable for non-Mythus games? Well, I've long been seeking a way to give non-wizardy characters the ability to play with magical effects [link to old alchemy article]. Would I use this one? Maybe. With some work. ‘Scuse me (*gluk gluk gluk*)

Animal Handling
The woo-tastic art of beastie whispering, like in that estrogen-drenched Robert Redford film. Distinct from Riding/Teamstering and/or Agriculture: Animal Husbandry in that you can use Animal Handling to Crocodile Dundee/Beastmaster non-domesticated animals to your will. There are six degree of affinity rated 0 (unaffected) up to 5 (bonded) achieved by successive skill rolls.


Table might be useful as the basis for a beastmaster class if you don't have such in your Classic game.

Astrology   
EGG takes a substantial paragraph to tell us that in a magical world astrology is more than woo; it actually does what it says on the tin. Astrology generates Heka, and characters knowledgeable in Babylonian numbers also gain Heka from their Astronomy skill. Zodiac-fanciers also gain Astrologist Castings (planet- and zodiac themed divination) according to That Table.

Buffoonery
Another big skill at no less than 2+1/2 pages. This is the remainder of the Fool's Guild curriculum (see also: Acrobatics, Juggling). EGG obviously intended that foolery (in the cap-and-bells, ‘speak truth unto power’ sense) be a big deal in games of Advanced Mythus; there are a *lot* of mechanical options here.

The Super Clown Power skill grants the ability to do stand-up, physical comedy and minor magic tricks. Essentially comedy magician Tommy Cooper with malicious intent and an even sillier hat. These abilities are typified as either Ploys or Physical Actions, because calling them ‘Routines’ and ‘Pranks’ would obviously be far too nebulous and abstract to make any sense in context.

Ploys - gabbling at an audience for an Action Turn (about five minutes in old money) allow you to modify their reaction to something on a skill roll (usually of Moderate or Hard difficulty). There are no less than 12 types of ploy: Amuse, Distract, Pay Heed, Suspect, Belittle, Enrage, Question, Trust, Confuse, Feel Assured, Re-evaluate, and Value. Clown-san gets them all: no sub-areas for him.

I’d have reduced that list to half-a-dozen, or maybe to just a single ‘modify public reaction’ ability. But that’s just me.

Physical Actions - with a skill check (usually vs. DR of "Hard") the fool can do any of the following:
  • Cause Minor Injury - create booby-trapped devices that cause 1d6 Physical damage and stun a target for 1-2d6 CT (rounds).
  • Precipitate Stumbling, Tripping or Falling - cause Humiliation (no defined effect, but makes ploys more effective), Delay (no defined effect), or Physical Damage (1d3 to 3d6+3 + 1 CT delay per point of damage).
  • Set Minor Trap - 8 types of trap: Catching, Damaging, Gas, Light, Noise, Prank, Severing, and Spray. These generally replicate the above actions, or cause a one-time minor status effect. The killer clown knows how to make 1 type of trap per 5 skill points he has in Buffoonery.
The Physical Action rules are objectively badly written. Cause Minor Injury directly duplicates Set Minor Trap, which in turn repeats information in the Precipitate S, T or F section (which anyone without a tin ear would just have called ‘Pratfall’). This mess of half-formed ideas could have been reduced to one single list of effects, some of which were only available through traps, others through either traps and/or physical antics. There’s simply no excuse for this. I know Gary could do better when he wanted to. Just read the Guards and Wards spell description in AD&D; lotsa info, clearly formatted. Heck, *I* can lay out rules better than Buffoonery does when being flippant! [SBVD, DjG]

I think this is the first time the 'Every page of wordswordswords that could have been reduced to one simple rule: take four drinks' rule of the Mythus Drinking Game has come up, or at least the first time in a long while. Let us celebrate in the traditional brain cell-killing manner. (*gluk gluk*)

The Baboonery skill description has all the makings of a full-blown killer clown class, IF re-written good and hard by someone with a hatchet. It’s just not for me though; I don’t get the Jester-as-adventurer archetype, and have no desire to. I know some people dig the Harlequin warrior vibe, but I can't just get past the mincing Mr Claypole jester look:

Actual real advertising image from a more innocent age.


A final couple of notes on Buffoonery before we smack it in the head with a shovel and roll it into an unmarked grave:
  • This skill description appears to have influential on the Jester class found in Joe Bloch's Adventures Dark and Deep theoretico-retro-clone (of an alternate universe Gygaxian 2E).
  • I think I've just tumbled (no pun intended) to what the Clown College career in HOL: Buttery wHOLesomeness was parodying.

Charismaticism
Essentially gladhanding plausible fraud ability, this is a version of the Deception K/S Area (q.v.) for Spirit-focused types. We’re actually referred back to the Deception skill for mechanics. Charismatification is usable in conjunction with “...Influence, Espionage, Leadership, Thespianism, Hypnotism(!) and Mediumship(!!)”. (Multiple exclamation marks as original text. I’ve no idea why.) 

Possession of the Charismagicjizm skill also adds to an HP’s Attractiveness score: +1 Att per 20 skill points. No idea if this is supposed to be because of the innate attractiveness of clubbable hucksters, or a 'good moral character' bonus, or what. It's either an oversight, or perhaps EGG wants the reader to meditate on the uses and abuses of charisma.

I’m really not all that keen on this skill. It duplicates Deception to no benefit, and is worth mention at all only because the word Charismaticism is a classic Mythus neologism designed to:
  1. make your spell checker cry, 
  2. increase my blood alcohol level, and 
  3. send the Campaign for Plain English into frothing berserker rage.

Conjuration
A page on the basics of making spirits, departed souls, elementals and godlings appear to do your bidding. This is basically the entire Stormbringer RPG magic system compressed into one handy skill.

The Mighty Xagyg is quite unabashed about conjuration’s use of magic circles, pentagrams and thaumaturgic triangles. This gives the skill description a slightly sulphurous whiff reminiscent of the One True DMG, and of the days before TSR ran scared of calling a demon a demon. Whether this as a direct take that! to early 90s TSR, or just Gary doing fantasy magic the way he things it should be done (rooted in real world occultism), is an open question.

The conjurer is able to use his puritan-baiting pentacles to drag all sorts of creature into the physical world according to the table below:



The accompanying text helpfully defines what each of these categories means directly below the table, rather than in another section or book (as is traditional in Advanced Mythus).

Base DR is modified by things as varied as material preparations, bribes/sacrifices offered, use of spirit name (covered under Occultism skill), truename (see Demonology skill), or invoking the spirit’s superior. This whole can of worms is sensibly handwaved with a notice to ‘refer to other skill descriptions’.

Failing a conjuration roll just wastes time and money, but fumbling one is all kinds of (actually defined) bad. At best 1d3 of your expensive spirit-wrangling toys spark and melt like burnt out fuses. At worst the conjured entity (or its bigger, meaner cousin) appear in your pentacle to ask "What’cha doing?"

So, yeah. Caveat invocator.

Once you’ve got a beastie in your pentacle you can torment it with various Conjurer Castings (gained, as usual, per That Table) in order to “...encourage their cooperation”.

As well as all the above there’s a paragraph on Heka generation from Conjuration; another para’ on the implements, material magica, rites and writings necessary; and a note that you can make the physical items into Conjuration-specific Heka reservoirs if you like. Pretty comprehensive then.

Conjuration cross-feeds to, and is cross-fed by, the Sorcery skill at 10%, which I think is the first cross-feed we’ve seen this week. There’s also a passing mention of sub-areas in this skill, but whether this refers to the types of creature summoned, or is just an erroneous reference that sneaked past the editors, is unclear.

Would you use this skill for a Classic D&D game? Maybe, if the ‘summon-and-bind in pentagrams’ aspect of fantasy is a thing in your setting, and the ‘one spell, one entity’ system of Carcosa isn’t to your taste. It’s certainly more flavourful than the ‘fire and forget’ monster summoning/planar patsy spells of modern (WOTC) D&D.

Divination
Runecasting, gut-gazing, tea-leaf gawping, daphnomancy (divination by burning laurel leaves apparently *gluk gluk*) and the like are all covered by this skill. Divination is somehow distinct from the - superficially almost identical - Fortune Telling skill in ways that elude me.

There are no sub-areas: you either know divination, or you don’t. If you know divination you gain Heka, have access to Diviner Castings per That Table, ~and~ you can demand that the GM ‘clue you’ by reference to an annoyingly overcomplicated divination sub-system.

The better part of a page is spent on the particular mechanic in question. Most of this text defines the modifiers to skill DR a character will have to take to get answers to various degrees of question (from simple ‘yes/no’ up to actual useful information) from their GM.

Oh, wait. No, I got that wrong. The actual wording is that “...the GM should always secretly make the HP’s divination rolls.”

... Right ...

So basically the already-busy GM has to spend actual time, effort and skull sweat pixel-bitching difficulty modifiers to a behind the screen roll which should be a simple “Do I let them know this? (Y/N)” binary decision. That’s just...


*wipes froth from mouth*

I do not like this skill. It is an over-fiddly mess, nothing that D&D’s commune and contact other plane spells didn’t do better a decade-and-a-half earlier. Divination belongs in an unmarked grave along with Buffoonery.

Exorcism
Exorcism is the arcane art of evicting unwelcome (and usually foul-mouthed) boojums from people, animals or objects. Distinct from Apotropaism in that Exorcism is getting unwelcome visitors out of people/places once they’re in, rather than keeping them out in the first place.

The 2+1/2 pages(!) of rules for the Advanced Mythus exorcism mini-game seem to be modelled on actual Catholic exorcism. I’m not sure if this is a function of Gary having seen The Exorcist right before writing the skill description, or of the man’s active Christian faith. Could be either/neither/both.

A possessing creature will be of one of nine degrees, and the more powerful the creature, the harder it is to shift. The Difficulty Rating of getting an unwelcome visitor out of their current vessel is modified by:
  1. the nature of what they inhabit (human, animal, tree, building, etc.),
  2. what knowledge of the possessor the exorcist has (origin, nature, power, name, place in the arcane hierarchy, etc.),
  3. the relative power of the exorcist and possessing spirit.

Fortunately the skill description has a bunch of tables furnishing us with all this information. Look! There’s one of them now:



There are nine steps to the process of exorcism, although the first six are really just actions performed with ritually prepared (and possibly Heka infused) items. First off the possessed is botherized with: candles, symbol, fumigant, wash, incense, and consecrated oil, in that order. The better part of a page is devoted to the exact details and requirement of these items.

Preliminary nuisance tickling over with, steps 6-9 of the interloping entity eviction process are: naming, rebuking, and reciting the rites of exorcism. This is when the investment of time, effort and Heka pays off, and actual skill rolls are made ... At least, I think that's what happens:

Nope. No idea. It’s probably Enochian or something...

What happens to spirit, vessel and/or exorcist as a result of the exorcism is determined by reference to yet another table. The specially unpleasant effects for Fumbling are buried tastefully out of sight in the accompanying text.

As well as providing hours of exegetic and number juggling entertainment for anyone who takes the skill, Exorcism also generates Heka and allows access to Exorcist Castings (per That Table). There are no sub-areas or cross-feeds to other skills.

Is the Exorcism skill retrievable for use in a non-Mythus game? Well, although chunky the skill description isn’t as egregiously offensive in its mechanics as, for example, the Divination skill. The stuff that's there generally makes sense in context. These rules might be usable for Call of Cthulhu or other modern horror RPG that needs an exorcism mini-game, but they're way more complicated than I personally would ever use for Classic D&D.

Fortune Telling
The Fortune Telling K/S Area is the art of divination by card reading, phrenology, palmistry, runes and/or tealeaves. It is not to be confused with the Divination K/S area, which is the art of fortune telling through card reading, phrenology, palmistry, runes. It is likewise not to be confused with Victorian railway engineers Robert Ste(v/ph)enson.

Unlike Divination, Fortune Telling gets sub-areas:
  1. Cartomancy (inc. Tarot)
  2. Palmistry and Phrenology
  3. Runes (inc. I-Ching)
  4. Tea Leaf Reading
One sub-area only until you get to 41 STEEP in this skill, then you can pick a second (or specialise if you hate yourself...).

Fortune Telling is yet another ‘roll to clue me’ skill usable at the mercy of the GM. As well as letting you play Gypsy Rose Lee the skill also generates Heka and gives access to Fortune Teller Castings per - yes, you guessed it - That Table.

There is no reason for this skill to exist as something separate from Divination. It is just credulous, lowbrow foretelling in ethnic costume.

Herbalism
Herbalism in Advanced Mythus is not just knowledge of which plants can be harvested for Heka (complete rules in Mythus Magick, available from all good remaindered book stores); it is also the only curative paradigm that actually works on Aerth.

Scientific medicine? *Pshaw!* You seem to be forgetting that science is unreliable hokum. To quote the Alchemy skill description: “Because it contains some concepts of science, this Area is always a difficult and uncertain practise.” (p175). Note that animals are still treated with (non-wootastic) Veterinary Medicine, which may be something to do with them not having souls spirits (again, see the Alchemy skill), but for actual people in Mythus-world it’s nettle poultices and athelas, or nothing. Go figure...

As well as generating Heka and granting access to Herbalist Castings (spells) according to That Table, Herbalism also allows the designated medic character to:
  1. Double Physical healing rate with a “Moderate” (x2) skill roll.
  2. Heal Mental damage at a rate of skill x0.2/day with a “Hard” (x1) skill roll.
  3. Heal Spirit damage at a rate of skill x0.1/day with a “Difficult” (x0.5) skill roll.
  4. Cure disease at double normal rate with a Very Difficult (x0.25) skill roll, or at normal speed with a variable DR.
  5. Immunize against disease with a variable DR, based on rarity of disease.
All ist clar, ja? Goot!

Included for the edification of the reader is a table of DRs by rarity of disease.


The skill description is rounded out with a column of caveats, commentary and general blah blah (also pronounced *gluk gluk* in this part of the world).

As you can see Herbalism manages to tread heavily on the toes of several other skills, simultaneously making Acupuncture, First Aid and Botany (all non-Spirit and non-Heka generating) all feel a bit small in the pants. There's no good game mechanical reason to take any of those three if you have the option of spending skill points in Herbalism.

Would I use this? I suppose Herbalism has its place in a fantasy RPG. You could do worse if you’re going to have non-spell magical healing in your game.

Impersonation
The art of pretending to be someone you’re not. I don’t know why this isn’t just a function of the Disguise or Thespianism (*gluk*) skills, but there you go.

Two types:
  1. Impersonate type of person – base DR “Moderate” (skill x2), 1-2 DR harder if you’ve no clue how they would act, another 2-3 DR harder if impersonating in front of that type of person. Being of the right social class (SEC) or having relevant skills will reduce penalties.
  2. Impersonate specific person – base DR “Moderate” (skill x2), modified as above, and even more if you encounter people who actually know the subject of your imposture. 10% of Buffoonery, Disguise and/or Thespianism skills can be added to skill level where appropriate.
Impersonation cross-feeds to and from Disguise at 10%. Which necessary inclusion leaves us all greatly relieved, I'm sure.

Jury-Rigging
Screwdriver-&-duct tape-o-mancy is a spiritual exercise. Who knew? Ignatius of Loyola missed a trick there: the very concept of Jesuit Father MacGyver would have filled the Protestants of early modern Europe with fear and awe.

Cheap gags aside, there are no actual rules for getting stuff to work when it shouldn’t. Difficulty Rating is too situational to be defined, and the whole mess is dumped in the GM’s lap with the blithe assurance that “...it’s theoretically possible to jury-rig something with no knowledge of how it works, no tools, and no help whatsoever. (That is, if you can beat a DR of “Extreme”!)

Ah, now I see why this is a Spirit skill: jury-rigging in Advanced Mythus is ‘clap your hands if you believe’ cargo cult engineering, not actual problem solving through deductive reasoning and ingenuity. It's some guy poking around and fixing a machine 'as if by magic'.

*crickets*

Nothing here the old Metamorphosis Alpha/Gamma World Tinker with Artefacts charts didn't do better.

Leadership
You can lead people. D&D from its ‘O-’ iteration onward devoted entire sections to the skilled arts of command under pressure. Advanced Mythus gives you a paragraph: six lines of text, no formal rules. This makes Caesar, Alexander and Patton sad pandas, and once again gives the lie to the brag that Mythus is a game “...far beyond any other.

Sub-areas? Skill cross-feeds? “Pwahahaha!!! No.”

Magnetism
In Advanced Mythus terms Magnetism is a form of Hypnotism (q.v.) that works on the Spirit rather than the mind. It is difficult to magnetise the unwilling, or someone who hasn’t already taken their Effective Level in Spirit damage. So it's a case of emotionally abuse, then Magnetise ... I think.

Three possible uses, although poor formatting manages to kludge them together into two text blocks numbered ‘1’ and ‘3’ respectively:
  1. All non-hostiles within 20’ radius regard the Magnetist (Magnetiser? Magnet Monster?) favourably. This requires a skill check vs. “Hard” DR.
  2. If one non-hostile is concentrated on for AT = their SPCap Attribute (*gluk*) they act as if hynotised for 1 hour per 10 Magnetism skill points.  Whether this requires a skill check to effect, or just time, is unclear. Affected subjects can be controlled per a Spirit attack to Subvert (explained in the Combat chapter, but nearest D&D equivalent is the charm spell: ally, not mind slave). No post-hypnotic suggestion is possible, but the person will refuse to believe they were ever magnetised.
  3. Heal Spirit damage equivalent to the Mental damage healed by Hypnosis (1d6 per DR, cause damage on a fumble).

Being a pervy soul-fondler doesn’t generate Heka, surprisingly. Nor does it make you a better Hypnotist, Charismatic, or public speaker in any way.

Would I use this? Not in a game that already has charm, dominate, affinity/antipathy and other such mind affecting spells as standard, and probably not in any game with an existing Hypnotism skill either. It’s just a bit *meh*.

Medicine, Oriental
This is Chinese medicine through a pop culture filter, plain and simple. There’s not even a pretence that the 5,000 year old Indian medical tradition gets a look in. This is Yin-Yang balancing; chakras don’t get a mention. Yoga? That’s for fire-walking and meditation purposes.

Oriental Medicine in Advanced Mythus is largely another palliative care skill. It increases healing rate to "Prime" (which equates to bed rest + medical care AFAICT), also adding 10% of skill level to a regular patient’s disease resistance. The benefits of Oriental Medicine stack with Acupuncture in all instances.

There are no sub-areas, and likewise no skill cross-feeds. Nope, not even to Herbalism, which, IIRC, is a substantial part of Oriental Medicine.

So scientific medicine doesn’t work in Mythus-world, even though First Aid, Veterinary Medicine, Herbalism and now traditional Oriental Medicine all do. Likewise gunpowder can’t be created, but all sorts of bizarre alchemical explosives can. There’s really no consistent internal logic there, just a knee-jerk ‘anything that smacks of lab coats does not belong in my fantasy game’ mentality.

-----

And that one last gripe about the one last skill I have the stomach to sample in one sitting brings us right back round to some of our opening comments far, far above.

Were I a less charitable person, or one prone to edition jihadery or game snobbery, I'd cite this entire section of Advanced Mythus as the bad old gygaxian 'muggles can't have nice things' mentality in action. You know, the same one that unintentionally spawned the linear fighter, quadratic wizards meme, a stick with which D&D was long beaten by its detractors. As I am a generous soul - not a joyless game purity fedayeen - I'll instead call it as an intended authorial focus. It sort of makes sense to expend a lot of words on mechanics about the magic-slinging skills in a game about adventures in a world where magic is a workable substitute for science.

The very specific lacunae in which physics as we understand it just stops working? (western medicine, gunpowder, etc) Sadly, that's Gary falling into the trap of trying to *enforce* the fantastic, rather than making wonder so appealing in itself that resorting to science is perceived as sub-optimal. That's just a little too much "It works like this because it does!" for my tastes. If you're confident in your setting and mechanics you shouldn't even need to roadblock certain non-genre-appropriate options, people will be too busy having fun with all your cool new stuff to miss the same old, same old.

Grumbles aside, this week’s schlep through the skills has been surprisingly rewarding. The first chunk of Spirit skills has the makings of three or four types of specialised wizard class for a fantasy game, as well as a complete exorcism mini-game for modern/historical horror buffs. The dozen-or-so pages interrogated have also been replete with exemplary instances of ‘don’t do it like this’; scattered with jargonic excuses to lubricate the system; and have also given me a little bit of insight into the intended game buried beneath the verbiage and cruft.


Advanced Mythus: an alternate world Ars Magica that got out of hand. (It’s just a shame Ars Magica already existed and was, y'know, better...)

Next Time: more Spiritual exercises, literal and figurative, as we relentlessly grind our way from Metaphysics to Yoga. Who knows, we might even hazard a peek at K/S Area Use for Economic Gain: seven ages of light and fluffy witticisms and sparkling humour.

Pic source: Dangerous Journeys Mythus rulebook, Metro newspaper Sociological Images, the internet

Monday, 9 April 2012

Lets Read Mythus pt8

Welcome again to our weekly examination of the Dangerous Journeys: Mythus RPG, the post-TSR fantasy heartbreaker in which EGG parodied and deconstructed his own mystique as the father of role-playing. Look upon his works, ye nerdy, and despair.

Today we will be taking an exploratory spork to the heap of financial auditing tapioca that is Heroic Persona Resources, an especial delight exclusive to "...this game far beyond any other."

Chapter 10, part 6: Heroic Persona Resources

After several pages of legible and potentially usable tables (dissected for possible value last week) the infamous Mythus textwalls reappear with malicious intent and a decidedly rapey glint in their eyes. Most of pages 112-113 are a straight word-for-word reprint of the coinage and general item price notes from Mythus Prime. Even the Metal Values table and its accompanying footnotes are reproduced verbatim. This was windy and overlong first time around, and doesn't get any better on second reading.

There are short new sections on coinage and the value of money in inflationary or deflationary areas. This is exactly as dull as you picture it being. A copper standard (5x the value of Mythus normal BUC) is suggested for particularly high cost-of-living locales: worlds away from D&D's assumption that chunks of gold should be the normative coin of exchange. On which subject there is a note on converting prices to Mythus BUCs from unnamed 'other game systems' which use gold as the assumed price base.

There's also an aside on valuing gemstones in BUCS - 10,000 per carat up to 10, more per carat for larger stones. So many zeroes! Of such little use.

Determining HP Wealth
Another reprint of material we first saw in Mythus Prime: Net Worth, Cash on Hand, Bank Account and DMI are all defined again. There's an expanded Initial HP Finances table which contains the data on all these things orphaned on p114. Looking at this table rams home the point that it's really good to be high SEC in Advanced Mythus. Good as in, your starting money and kit can be up to five orders of magnitude richer than that of the low-caste peons with whom you associate. I sincerely wonder why any high SEC character ever bothers going off adventuring rather than sitting safe and comfortably at home atop their fat stacks of cash.

Wealth Adjustment For Age
A new wrinkle. One paragraph saying that the younger you are the poorer you are, and the older the richer. The accompanying table modifying starting money could be simplified down to two columns and a footnote with no loss of meaningful data.


Spot the potential for simplification

So between the skill adds and the wealth increases that accrue to older characters in Advanced Mythus that's everyone with an eye to the main chance playing rich fogies. In that respect Sadvanced Yiffus is little like Traveller, only with a chargen system that won't kill you (however much you might pray for the merciful release of death).


Net Worth
This is Bank Account + value of Possessions. Possessions are divided into Dwelling, Clothes, Weapons & Armour, Transportation, Misc. and Securities.
  • The stuff you own is valued at half purchase price for the purpose of determining Net Worth. Your stuff is worth what you could get for it if you sold it, not what you paid for it.
  • Your horse doesn't count as part of your Net Worth at all. Which is odd...
  • Exception to the 'half value' rule is Securities (real estate, gems and coins), which are always costed at full purchase value. No one cares if a house/gold/jewel is 'used'. Quite how this last ties into the earlier 'gemstones in BUCS' section's assertion that purchase price mark-up on gems is 2-7 times their resale value is gracefully ignored.
There is also some non-useful guidance on buying equipment: "Housing, clothing, weapons, armour and transportation should take top priority."

This whole section is almost tear-inducingly dull and makes me actively hate it. As a taster for the tone of the section, here's a table from the worked example of an HP's Net Worth:

I hear Fafhrd and the Gray Mouser weeping.

No, they are not joking.

This part of the Papers and Paychecks Advanced Mythus comprehensive chargen mini-game is absolutely not fun; it is a nitpicking, beancounting chore above-and-beyond the standards of earlier sections. Any sane gamer should just disregard this whole mess and use something like ckutalik's Quick Start Gear Tables (to be found at his damn fine Hill Cantons blog): 4 quick die rolls and you're ready to go. Life is too short for aught else.

Special Connections
HPs get one NPC contact for each Trait they have at >90. So an HP can either be skilled and popular, or they can end up with crap stats ~and~ no mates. This particular 'reward for winning' at chargen is a classic gygaxism, much like extra XP for high stats in Classic D&D (a rule I never grokked).

The actual Special Connection tables (orphaned overleaf from their parent text) are naff: d20 gives you the occupation of your special imaginary friend's imaginary friend, and that's it. I presume you're expected to roll on the Instant HP Information Tables we looked at last week for more on these characters; no guidance is given. There is nothing here that the One True DMG's Quick NPC Generation tables didn't do first and better.

Possessions
Page 116 has more waffle on stuff your HP owns, including a snidey little rule that 'if you forget where your character is carrying it, he left it at home'. I quote: "...what your Heroic Persona has on hand must be known at all times." This just screws players over in the name of simulation IMO. Your mates at the table will not - and arguably shouldn't - take as much care and attention over the imaginary gear of their imaginary character as actual real people will take over preparing for an actual expedition. YMMV however.

Encumbrance
After the avuncular advice that any soldier (or boy scout) knows the importance of distributing carried weight evenly, encumbrance gets handwaved. No, really. After all the nitpicking we've endured so far Enc is handled via player discretion and GM fiat.

So let's just unpack that last in the light of recent reading, shall we? According to Advanced Mythus calculating every last brass razoo of net worth and the location of each and every carried item are worthwhile investments of player time and effort, but tracking the bulk and weight of this same swag and survival gear is just *snerk* absurd.

Now that's just lazy. If you're going to be comprehensive in the "...elective complexities..." of your 400+ page RPG then you don't knock off early when it comes to putting actual numbers to things that might be some use in play. It's not like Advanced Mythus lacks sufficient mechanical detail on which to hang some quick-and-dirty Encumbrance rules. Simply writing something like
"An HP suffers a cumulative -10% to move rate and all skill checks each time pounds weight carried exceeds his/her Physical Muscular Power Attribute" 
ain't rocket surgery. (note: it actually took me longer to look up what the Advanced Mythus Strength stat was called than it did to think that rule up!)

Instead of any actual useful bloody rules the Encumbrance sub-section is padded out by paragraphs of waffle about situational kit lists (adventurers don't march around town in full fighting kit, you don't go ghoul-hunting in courtly garb, etc.), an unexpected tangent about how players are expected to "...think, reason, imagine and solve problems on your own against a background of sketchy information...", and by repeated admonitions on the importance of tracking nature, cost and location of each item.

I can (*gluk gluk*) feel... my... (*gluk gluk*) braurgh... (*gluk gluk*) melgipublin...

Thus far the Heroic Persona Resources section has been 5 pages of non-useful gab: an 'orrible mishmash of the overly specific and the hand-wavey which has kept my drinking arm even busier than expected and filled me with uncharitable feelings to all involved in the creation of this game.

Oh well, I'm the one who volunteered to scour this particular Augean Stables of a game. Press on.

Special Equipment
Some notes on equipment scarcity: Standard, Specially Constructed and Rare items (in order of increasing rarity). You'll probably have to wait for non-standard kit to be made to order. Again, vague to the point of uselessness; I know what 'rare' means as an abstract concept. Give me actual mechanics or GTFO. (*gluk gluk*) For the record: WFRP has better (for which read ‘actual’) scarcity rules.

Transportation
Half a page on how the various types of horses, camels and elephants you can buy to ride around on differ. Do you need to know the difference between a genet, a garron and a palfrey? Nope, me neither. And if I do I can look it up in an encyclopaedia. (*gluk gluk*)

Equipment Lists
Pages 118-122 are kit lists, a dull but necessary element of traditional RPGs. Rarely have I been so relieved to see page-after-page of bland price lists. It may just be Mythus Stockholm Syndrome setting in, but mere well-tabulated dullness is a relief after the dense-yet-vague blah blah of what has come before.

You have separate price lists for Standard, Specially Constructed and Rare general equipment, and then additional tables for specialist Heka Equipment, Mounts, Land Vehicles and Ships.

General kit (Standard, Specially Constructed or Rare) is as you'd expect for a fantasy RPG. The list entries will be immediately familiar to anyone who has perused the AD&D equipment lists, albeit with a couple of extra zeroes tacked on the prices. Livestock, tools, musical instruments, furs, broadcloth, torture devices; its all in there. Its nice that EGG was able to recycle his research into the costs of the minutiae of medieval life. All told it's a dull but worthy, and at least logically organised in a way that is entirely too rare in Advanced Mythus.

Heka Gear is non-magical but necessary trappings for ‘doing magic’, and covers everything from tweezers and magnifying glasses up to tomes of spells and alanthors. Some Heka gear (cauldrons, prayer beads, tomes, etc) is marked as being able to store Heka points. Such things are expensive, which keeps alchemy a rich man's hobby.

The Mounts table is *insanely* specific. Even the King Arthur Pendragon RPG - a game which is entirely about guys with a horse-centric lifestyle - isn't as exhaustive as Advanced Mythus in the sheer variety of horseflesh on offer. Nor does KAP have prices for three types of camel and two types of elephant.

Two letdowns from what's an otherwise pretty comprehensive table:
  1. No footnote to explain if the prices for the exotic mounts are local or import price: shame that.
  2. No actual fantasy mounts. Mythus is supposed to be a fantasy game, so where's my thoats, war lizards, pegasi, riding tigers and Tarns at?

The Land Vehicles table offers prices for five types of increasingly elaborate cart, from two-wheeled tipcart up to royal carriage. Damage points are listed in case you need to smash them up.

Boats
Last but not least in the gear section is p122, a full-page boxout containing a very familiar list of medieval ship types (raft, galley, warship, etc.) along with rules for damage, movement speeds, turning radius and seaworthiness. In effect it’s a potted system of sailing rules, and stands as poignant proof that EGG could actually pack a lot of info into a small word count when required.

And that concludes our examination of the character generation chapter of Advanced Mythus. It's been...emotional. Section 6 in particular has been an unremitting desolation of tosh that makes me want to take those responsible by the scruff of the neck and rub their noses in it. Even the last little surprise Easter egg of unexpected sailing rules only throws the preceding waste of words into stark high relief. There is literally NOTHING here for players of Classic D&D (except possibly that unacknowledged silent minority of accountancy fetishists).


Let us depart (staggering and veering) and never speak of this again.

The only thing I've come away with from this week's masochistic exercise? Desolation of Tosh would make a good name for the wasteland left when a civilisation collapses under the weight of an infestation of banalising systemisers (accountants, auditors, actuaries, etc). The numbingly tedious records they created are still uncovered by unfortunate archaeologists, who recoup their losses by selling them on as insomnia cures, wards against interesting people, and/or the material components of sleep spells.

Next Time: Chapter 11: Core Game Systems - doan stuffs in Advanced Mythus games. Forthcoming delights include combined efforts, rolling via guesswork, 'try and try again', and why ten degrees of difficulty is not excessive.

Pic Sources: Mythus rulebook, Jollyjack's Collected Curios

Friday, 30 March 2012

Howling Emptiness of the 5/6/8-mile Hex

(yes, the titular reference to Rob Conley's mapping bugbear is intentional)

This is just a half-formed thought inspired by noisms and steamtunnel's recent posts on just how big and potentially full of adventure even a single 5/6/8-mile hex is.

Hex map icons, by their nature, only indicate the single most salient feature to be found in that particular 21/31/55 square miles of landscape. Sure, you can drill down to a more granular level with the help of nested hex map templates (such as Welsh Piper's fine 1/5/25-milers), but creating a whole new map for a smaller-scale area is a whole extra chore for the already-busy GM. I don't know about you, but I want to minimize my level of extra work thanks.

Could we perhaps add a simple 'emergent exploring' rule that allows the party to uncover more stuff (up to the limits of the GM's taste/patience) the longer they stay in a hex?
  • Castles, cities and the like should all be in plain sight unless intentionally hidden away (like Gondolin or Derinkuyu). Heck, roads point you directly to most of them.
  • Infamous lairs, ruins and dungeons should, of course, retain their "Here be dragons" hex map icons and easy-to-find status. The yokels can point out exactly in which direction the castle we don't go near lies.
  • More obscure lairs, lost ruins, buried tombs and especially treasure map loot should require a bit of active hunting out by adventuring parties.
I was thinking either some form of skill check per day of exploring a hex (something for that otherwise worthless Halfling to be doing with his time?) ~or~ an standard Xin6 chance per day of uncovering a particular feature. In either case the base chance can be modified up or down for degree of obscurity, concealment, speculative vs. purposeful searching, etc.

Perhaps integrate this into the Wandering Monster encounter rolls that are already part-and-parcel of wilderness exploration in Classic D&D? Just tack the 'discovery' chance onto the existing roll so that it goes from being
d6 1-2: encounter, 3-6: no encounter
to something like
d6: 1-2 encounter, 3-4 fruitless wandering, 5-6 Eureka!
with the Eureka! result representing discovery of a previously known (to the party) but locationally undetermined feature.
"I told you the Tomb of Screaming Death was out here. Pay up."
"Alright, but I want a discount for the sheer length of time you dragged us around this filthy swamp."
Thoughts? Suggestions? Accusations of reinventing the wheel?
Is there already such a rule hidden away in the TARDIS of a game that is OD&D?

Tuesday, 27 March 2012

Djangos Gurnery

An uncannily accurate representation of my work process.

Further to a question posted in the comments by Kelvin Green ("Kelvin, a name derived from the old English word for 'shameless instigator and causer of trouble'."):
If you rewrote Mythus so that it said what it needed to say and nothing more -- and putting aside any attempt to make it fun and playable -- to how many pages, would you say, could a ruthless editor reduce it?

I initially thought the answer was 16 pages. It turns out that -- at least for Mythus Prime -- the answer is actually one single solitary page (plus about 1/4 page of setting material).

For those few who might be interested I hereby present the world's first super-condensed (and, AFAIK, only) Mythus retro-clone:

A one-page fantasy RPG
(inspired by Dangerous Journeys Mythus 
by Gary Gygax and Dave Newton)

And, for further delectation of the loyal, Mythus-loving readership:

A one-page supplement of
GM pointers and setting material 
for Django's Gurnery


Thoughts? Opinions? Demands that I rein in my tendencies to grandiloquent verbosity at the expense of rules clarity?

Note: Last modified 28th March

Sunday, 7 August 2011

[SBVD] Pretty Pictures Edition

Note your humble author in yellow

Sorry for the long silence: it's been all about Dark Heresy (using the RT/Necromunda-derived Book of the Arbitrator fan rules) around our way recently, and InquisiMunda - although fun - is Off Topic for a Classic D&D blog.

New and improved version of SBVD (ver0.3) uploaded. Thanks again for downloading, perusing, using and feeding back.

Tweaks include:

+ switched to pdf format.
+ prettificated with public domain pics.
+ Added Social Injustice rules.
+ Experimented with Drugs and Poisons.
+ Played with Madness.
+ Split off Encumbrance.
+ Acquired Retainers.
+ Dabbled in higher Magic.
+ Obsessed over Treasure.
+ Extended the Menagerie.
+ Opinionated waffle given free rein in the footnotes.

++ SBVD character sheet.

If interest is expressed I'm happy to reformat the game for the OSR's preferred Format of Awesome (A5, 8.5" x 5.5").

Possibly of interest to those who remember White Dwarf back when it was good: Gobbledegook skirmish game by Sean Patten. My impressions on a first read: lotsa zoggin' fun! Take a couple of minutes to look over his other homebrew games and his fantastic scenery collection (including "how to" guides).

Edit: also of possible interest. Noisms' dungeoneering dog breeds and dog quirks-and-traits table.

Pic Source: detail of "Landscape with Blind Orion Seeking the Sun" by Nicolas Poussin, courtesy of sightswithin.com

Thursday, 7 April 2011

AtoZ April - F is for Fisticuffs

Day 6, and F is also for "feeble effort on Weds there. Try harder".


"Come on you! Fight like a squamous tentacled man-thing!"

Living as they do Hobbesian lives in a world of monsters, magic and insane godlings, the people of the Wilds have a much more casual attitude to interpersonal violence than do we pansified cubicle mice of the 21st century West. The 'civilised' societies of the Wilds exist in a barely restrained state of violent semi-anarchy at the best of times. Even in the big cities it's perfectly acceptable to call someone out for a fight, either over a point of principle, or to establish superiority in a non-lethal manner, or just to pass the time if bored.

However, in order to prevent people being killed left, right and centre over inconsequentials, a simple fight etiquette has evolved. This etiquette is understood and adhered to by most intelligent, non-inimical races. So a hobgoblin or ogre will understand (and may respond in kind) if you put up your dooks; but a manticore, troglodyte, brain flayer or memory fish will just shrug at your antics and eat/enslave you. Cave pugil.

The commonly understood "Marksburg Rules" run thus:
  • One-on-one. First come, first served.
  • No weapons.
  • No magic.
  • It ends when he cries uncle or passes out.
A lot of the non-human races consider surrender in a fistfight to be tantamount to agreement to get in the cooking pot, or worse, the Orcish pleasure barrel.

Breaching these rules can do anything from escalate the fight to an outright brawl or full-on melee, or, in especially egregious breaches of the rules, to extended mutual raiding and skirmishing. So SRS BZNZ.

There are a few wrinkles to the simple code that stop people from taking up all your time with pointless brawls in the street. Wealth and status are, as in all things, a major factor, as is profession:
  • If he's of markedly higher status or level than you (see Fame article) then he's perfectly entitled to have his man (henchman, hired thug, pet fighting ape) beat you to a pulp for wasting his time.
    "Do you know who I am sonny? You can't even stand up to my valet; what chance do you think you'd have against me?"
  • If he's of markedly lower status or level than you, then you look like a fool and a bully for calling him out instead of just sending your man to beat him to a pulp. Expect snide comments from people you meet, and sarcastic songs about "the man who took a sledge to crush an egg" to make the rounds.
  • Constantly calling people out for little or no reason will get you a reputation as a "vexatious pugilist". People like that are surprisingly prone to having the roof of their house catch fire in the middle of the night...
Also taken into consideration in the "who gets to punch who in the face" decision-making process are profession, sex and caste:
  • It's not done to call out members of the local Watch. An assault on someone wearing the local lord's colour is lese majeste, and the Powers That Be tend to look dimly on such things. As in 'heads on pikes' dimly.
  • If he's a wizard or priest, then you're a damn fool! Everyone knows these guys think mortal rules don't apply to them. What, you like the idea of life as a toad/pillar of salt?
  • If you're a wizard or priest, then you're a damn fool! Generations of your predecessors have spent their lives making the pointy hat/mitre a symbol of "touch it not" sacrosanctity. You have better things to do than grub in the gutter with scruffy plebians.
  • No women, no kids. Amazons are a source of endless disputation, havering, logic-chopping and categorical tip-toeing here.
  • No hitting beggars, cripples, weaklings, halfwits, slaves and halflings. Beating up on someone unable to fight back is just bad form. Beating up on a Halfling ditto, and its unhygenic to boot.

Some adventurers make it a point of pride to do things the hard way in their professional capacity. More than one would-be hero has met his end by drunkenly bragging that he'll "...beat [such-and-such a creature] to within an inch of it's life with my bare hands...". Most such braggarts end up dead and flattened/eaten/cremated for their bravado, but the renown to be garnered from dragging a hog-tied, punch-drunk monster back to town (and the big stacks of cash to be made selling it off alive) mean that a crazy-brave few continue to chance their arms against the horrors of the Wilds.

-----

Rules for Punchan Peeps dans la mush

I never got into the two pages of (Boot Hill-derived?) pummelling, grappling and overbearing rules in the 1E DMG, or the three pages of same in the BECMI RC. And don’t even ask about the swamp of needless complexity that was the 3E grappling rules. For me they were all too much wordswordswords, and not enough "I whack 'im!"

For the past while now I’ve used Sham's WPG? grappling rules for OD&D, taking great delight in their ease and lightness. Each side rolls 2d6 (adding mods for Str, level/HD, dagger, magic, and additional attackers). High roll wins. Boxcars wins doubleplusgood. Simple.

The above, or more commonly the LL unarmed combat rules (reproduced below in full), are about the limit of what I can stand.
Unarmed Combat
Unarmed combat is the same as melee combat, but all damage is 1-2+Str modifiers.


My Modifications to LL Unarmed Combat

This subsystem can be used to model grappling or strangulation (and any other "I wanna get my hands dirty..." kinky sh*t styles of fighting) as well as representing the manly art of boxing. 

  1. Increase unarmed damage to 1d4+Str per strike.
  2. Only 1/4 of damage taken from unarmed strikes is actual hp damage, the remainder is just bruising.*
  3. When 100% of damage is taken the excess divided over the starting hp score and used as a percentage chance per round that the target will fall unconscious when next struck**
  4. If a person passes out, you can elect to beat them to death; but it takes some kind of vile psycho to do that...
* Bruising damage is healed by a night's rest. You're "gonna be sore in the mornin'" (pace Hellboy), but that's it.
** per the AD&D rules for subduing dragons. So, if a person has taken 150% their starting hp in unarmed damaged they've a 50% chance of going down. When they do they'll have taken (150%/4 =) 38% of their hp in actual damage.

[Yeah, the rules will likely lead to long, drawn out fights. But unless you have total mastery of the situation that's what trying to beat a person unconscious is like; they fight back. You might want to use morale rules to indicate will to continue a fight and/or model glass-jawed loudmouths who crumple at the first blow.]

Modification: I use an EPT-derived Additional Damage Dice from HD chart IMG. In unarmed combat extra dice added are d4. This prevents a solitary 1HD goblin from ducking-and-weaving a Superhero-type to a standstill so easily.

-----

JLCC

Fighting Apes of the Wilds

Rich, high-status people usually have bodyguards to deal with challenges from low-status oiks, but a recent fashion is to have trained fighting apes as champions. As people are only supposed to fight their social equals in effect a noble who answers your challenge by calling for his fighting ape is saying - in no uncertain terms - that he doesn’t consider you a civilised being, let alone an equal. The custom of dressing the fighting ape in an parody of the challengers' preferred garb is just adding insult to injury.

These intelligent, well-disciplined animals (obeying orders as well as smart dogs) can be purchased fully trained from the beast pens of the animal trainers in most major cities of the Wilds.

Boxing Chimp - treat as Higher Baboon (200gp)
Fighting Great Ape - treat as Albino Ape (500gp)

Attack with unarmed combat strikes (25% real damage). Treat as having +3 Str bonus to damage.
Drawing a weapon on one will result in either cowering surrender (25% chance small ape, 50% large ape) or berserk assault (small: 75%, large: 50%) for full damage.

The finest trainer of fighting apes is the grim-faced, rye-soused Nagai Plainsman Oliph Eddwob. A former adventurer who tired of a nameless, drifting life scraping after a few silvers, Oliph can usually be found drowning his (unexpressed) sorrows in the company of his favourite red ape Leith.

Sir Oran Haut Ton (known to his intimates as Pongo) is a former fighting ape raised to the nobility by the whimsical will of the Apostarch of Netesh. The chivalrous Sir Oran is held as a model of aristocratic dignity; grave of countenance, abstemious in habit and unimpeachable in his discretion.

Pic Source
Cthulhu vs the Flying Nun by Kelly 'Coelasquid' Turnbull

Tuesday, 22 March 2011

The Universal Combiner

A simple enough trick I'm going to add into an as yet unexplored section of the Gearworks (level 3 of the Vaults).

Like this, only minus wheels, plus hoodoo

This immense, room-sized mechanism has two input hoppers at one end (each large enough to take something 2' x2' in size), a bunch of Willy Wonka odd-tech pistons, gauges, levers and gears on its body, and a large output hopper at the other.  Simply put any two things in the input hopper, pull the lever and stand well back. The selected objects will be slowly, inexorably drawn into the machine, exiting the output hopper irrevocably fused into one. Whether the new object is usable, and to what end, is entirely dependent upon the whim of the GM and the ingenuity of the players.

The racket of the machine's operation requires a wandering monster check.

Putting a living thing through the machine? I'd say a save vs. death (or perhaps "vs polymorph" is more fitting?) to come out relatively unharmed. Well, apart from their bizarre new appendage and a lasting grudge against the person who pushed them in*... Failed save: they're a mangled wreck of meat and organs.

* What? You thought the sullen-faced winged baby-head gargoyles were just a decorative feature?

Simple enough then. That is until your players get cocky and start dumping things like corpses, henchmen, magic items, the odd magical substances of a fantasy world (solid shadows, reified memory/sorrow/true love, etc.), and/or clever-clogs dichotomous oddnesses (a living being in one hopper; an undead in the other) into the machine. The cleverness and inquiring natures of such players should be rewarded in the customary manner (I believe "worlds of hurt" is the operative phrase).

Of course, if there's a universal combining machine, it stands to (un)reason that somewhere in the Vaults there's also a universal divider/renderer/refiner of some kind...

(I'm certain I've nicked this from someone, but for the life of me I don't know who. Any help with attribution appreciated.)


Pic Source
Victorian thresher from fotolibra.com

Wednesday, 9 March 2011

Rubblecrawl? Ruincrawl? *crawl, in a dead city.


"Yep. Looks like a massive 'X marks the spot' to me."

Inspired in part by Zak's excellent urbancrawl ideas, here are a few half-formed thoughts on a quick ruined city generator.

[note: This is a work in progress piece. I'll probably be tinkering with it and adding more stuff as it occurs to me]

Draw a flow chart of interesting, lootable places in your city (in the case of my own Ruined City of Nagoh this would include such cheesy soubriqued sites as the Toppled Colossus, the Intermittent Tower, the Electric Eye, the Ruined Palace, the Verdant Ziggurat, the Grand Gate, the Necropolis of Certain and Horrific Death, the Valley of the Wang, etc).

Make each such ‘tourist attraction’ the focal point of its own neighbourhood/ward, then arrange them in kind of a spider-web looking diagram of how everything relates together.  Don't draw out every street or building, because that’s simply not important. Oh, and don’t forget to merrily cut some geographically nearer locations off from easy access, simply because you are a GM and being a difficult bastard is your calling and vocation.  ("You can get there, if you swing past the harpy-infested Throne-Temple of the Triple Goddess.  Can’t go directly, unless you fancy running the gauntlet through the Ghoultracts, then climbing the Sanguine Cliffs into the upper city while the Hivers bombard you with rocks...")

Getting from A to B
Sure, you could just decree that there are vast unobstructed Parisian boulevards between the major attractions, but how dull is that?  Far more fun to make the PCs slog their way through furlongs of devastated, overgrown ruinscape on their way to wherever they’ve decided to Greyhawk first.  Try and get the music from the early scenes of Wall-E gets stuck in their heads...

Make an encounter table of things that could happen on the way to the next major landmark.  Either a simple big table, or a convoluted series of same, as you prefer.  Add trap/trick/terrain hazard stuff like:
  • Looters (not upstanding scholars of the past like our heroes)
  • Wandering monsters
  • Small lairs/shanties
  • Avenues of foreboding statues
  • Fallen buildings blocking the path
  • Overgrown gardens/parks
  • Flooded decorative pools/fountains
  • Massive sinkholes into the sewers/undercity
  • Magical effects gone bad over time
  • Inexplicable Wacky Crap [I like the Wilderlands of High Sorcery tables and/or BTBG’s Random Ruins]

Whether you elect to roll for random events/encounters/complication per turn (as in a dungeon), or per exploration turn (4 hours – after MF), or per hour, or every time the players say a particular word, is entirely your business.

Detours Along the Way
If the party decide to nose around in ruined buildings then use the tables below to work out what the hell they used to be, and if there’s anything entertaining/lucrative still in there.  Roll or pick for Function, Layout and Style, Structural Features, Condition, Contents:

Function
What was this place? Choose, or consult the random building table in your preferred city sourcebook.

~Civic~
Temple/shrine
Monument/mausoleum
Museum/library
Basilica/council law/courts
Exchange/bank
Theatre/auditorium/arena
Aviary/menagerie
Guildhall/office/embassy
Hospital/mortuary
Hospice/lazar house
Guard post/barracks

~Commercial~
Shop, merchant*
Shop, craftsman*
Shopping Arcade
Inn/tavern/caravanserai
Slaughterhouse
Masons/builders yard
Warehouse

* See list of example trades and services at the end of this article.

~Residential~
Hovel
Slave Pens
Dormitory
Insula/Tenement
Town house
Urban estate

Layout and Style (choose, then d8)
What does this place look like? Pick a letter or random syllable (jab your finger into a block of text or something...). The shapes of the letters, flipped and mashed together however you choose, define the general floor plan of the building. Rationalised rectilinear blocks? Sooooo 20th century.

Block off rooms, corridors, passages, staircases and such based on function, or as you see fit. This can end up with such apparent incongruities as a big old multi-floored palace divided up into loads of tiny, awkwardly-shaped rooms, blind staircases and voids. But there's nothing to say that this wasn't either: 1) intentional on the part of the designer (architects are nigh-on mad wizardly raving egotists at the best of times), or 2) a building repurposed halfway through its working life by a bunch of guys lacking access to the original blueprints.

(This section is partially urbancrawl's 'numbers as roads' idea, partially leximorph mapping as popularised by John of Nine-and-Thirty Kingdoms. Why re-invent the wheel?)

What architectural form does the building take within the footprint established? Roll d8:

1 Tower house (1d4+3 floors)
2 Insula/Block (1d6+4 floors)
3 Courtyard building (1d3 floors)
4 Terrace (1d3 floors)
5 Hall/Longhouse (1d2 floors)
6 Gable End building (1d4+3 floors)
7 Kraal/Ringhouse (1d3 floors)
8 Other

Structural Features (d8)
1 Balconies
2 Garrets
3 Turret/Belfry
4 Fortified ground floor
5 Overhanging upper floors
6 Colonnades
7 Atrium/Impluvium Pool
8 Other

Sub-basement?
50% 1-2 levels
1in6 chance dungeon/sewer/tunnel entryway

Condition (d6)
Is it still standing, and does it look safe? Or is heading in there tantamount to signing your own death warrant?

1 - Rubble (3in6 unstable)
2 - Dangerous Ruin (risk of cave-ins, possibility of deliberate traps)
3-5 - Ruin
6 - Partial Ruin (3in6 occupied)
  • Floor cave in: risk of collapsing floor 2in6, take 2d6 damage and make 2in6 chance again.  Yes, this can lead to a cascade effect...
  • Wall/roof cave-in: 2in6, [1d6]d6 as it caves in, save for half.  2in6 chance of any remaining roof collapsing if a wall goes.
  • Rubble-slide: 2in6 chance, 2d6 damage (save for half)
So, yeah, pack a sacrificial dwarf or two to check the quality of the stonework.

Contents (d6)
"Little pigs, little pigs. We've come to nick yer stereo." -- Dog Soldiers

1 Monster
2 Monster + loot
3-5 Empty
6 Empty (3in6 hidden/unusual feature)

Bear in mind that most of the original movables, fixtures, and fittings will have been looted or rotted away over time.

Backstreets/Alleys/Slums
If the party decide to head deeper into the ruins, away from all the big, shiny feature you've spent hours detailing, they're probably going to end up in the remains of the low-rent areas that all cities try and airbrush away. Assume these are present by the hectare, and that they've got even more run-down and desolate than the rest of the city.

If you want, you can use them as 'rough terrain' to get the party moving in the direction you desire. Heading into uncharted, organically-developed slums should be tantamount to asking the GM to roll extra 'Getting Lost' rolls, just as if the party were out in the wilderness.  Either use a random dungeon generator or some urban geomorphs (the old Lankhmar, City of Adventure book had some ones). Do they want to risk climbing a building to get their bearings?

Example Trades and Services
(reproduced from Noonan & Wyatt - "Building a City")
A list of trades found in cities. Reproduced here because I have no intention of reinventing a well-researched wheel.

~Trades, Exotic~
Alchemist, art dealer, calligrapher, costumer, imported goods dealer, magic armour dealer, magic item dealer (general), magic weapon dealer, pet merchant, potion dealer, rare wood merchant, scroll merchant, soap maker, spice merchant, trapmaker, wand merchant.

~Trades, Upscale~
Antique dealer, bookbinder, bookseller, candy maker, clockmaker, cosmetics dealer, curio dealer, dice maker, distiller, fine clothier, gemcutter, glassblower, glazier, goldsmith, inkmaker, jeweller, map seller, papermaker, perfumer, pewterer, sculptor, sealmaker, silversmith, slave trader, toymaker, trinkets purveyor, vintner, wiresmith.

~Trades, Average~
Armourer, baker, bazaar merchant, blacksmith, bonecarver, bowyer, brewer, butcher, carpenter, carpet maker, cartwright, chandler, cheesemaker, cobbler, cooper, coppersmith, dairy merchant, fletcher, florist, furniture maker, furrier, grocer, haberdasher, hardware seller, herbalist, joiner, lampmaker, locksmith, mason, merchant, music dealer, outfitter, potter, provisioner, religious items dealer, roofer, ropemaker, saddler, sailmaker, seamstress, shipwright, stonecutter, tailor, tapestry maker, taxidermist, thatcher, tilemaker, tinker, weaponsmith, weaver, wheelwright, whipmaker, wigmaker, woodworker.

~Trades, Poor~
Bait & tackle dealer, basketweaver, brickmaker, broom maker, candlemaker, charcoal burner, dyer, firewood seller, fishmonger, fuller, leatherworker, livestock handler, lumberer, miller, netmaker, tanner.

~Services, Upscale~
Animal trainer, apothecary, architect, assassin, banker, barrister, bounty hunter, cartographer, dentist, engraver, illuminator, kennel master, masseur, mewskeeper, moneychanger, sage, scribe, spellcaster for hire, tutor.

~Services, Average~
Auctioneer, barber, bookkeeper, brothel owner, clerk, engineer, fortuneteller, freight shipper, guide, healer, horse trainer, interpreter, laundress, messenger, minstrel, navigator, painter, physician, public bath owner, sharpener, stable owner, tattooer, undertaker, veterinarian.

~Services, Poor~
Acrobat, actor, boater, buffoon, building painter, burglar, carter, fence, gambling hall owner, juggler, laborer, limner, linkboy, moneylender, nursemaid, pawnshop, porter, ship painter, teamster, warehouse owner.

Sources
S John Ross - Medieval Demographics Made Easy
Noonan & Wyatt - Building a City (DMG 3E web supplement)
Legoman of the GITP forums for his instant city builder method

Lost Empires of Faerun by WOTC
Lankhmar, City of Adventure by TSR
Warhammer City of Chaos by Games Workshop
Pathfinder: Spires of Xin-Shalast (Rise of the Runelords #6) by Paizo

Pic Source
Wayne Barlowe
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