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Showing posts with label Any RPG. Show all posts
Showing posts with label Any RPG. Show all posts

Wednesday, June 23, 2021

Lands of Legend OSR Toolkits

 

Do you like random charts? Do you like Mork Borg style layout? Then these are the books for you. I recently was sent a copy of Axian Spice’s Lands of Legends – Mundane and Lands of Legends – Grim.  Both books provide you with 100 random encounters (broken up into ten d10 charts) and 100 random area. The encounters and areas and reasonably generic to be used with most games, but the two different books add a bit of flavor. The Mundane book most likely has the most versatility as it could be used in almost any setting. The Grim book has a darker twist that might not be suitable to certain campaigns and fit others like a glove (I am looking at you Warhammer Fantasy). These encounters do not contain specific "monster" encounters or layouts to small dungeons. They are more like seeds for overall plotlines and interesting obstacles that the party must overcome. You will not find an entry like, "You run into D20 Kobolds hauling a chest." The entries are more unique and engaging. 



The layout for these books has a large leaning into the style department. To me, it does really look like Mork Borg and that artistic outlook. Some people absolutely love that style some favor a cleaner layout like Old-School Essentials. Taste will vary on this issue. I find that it increases the experience of reading the entries and is part of the flavor of the text. While flipping through the PDF you get a sense for how the author wants you to feel about a certain section, with the layout.



I will admit, I am not the biggest on using random tables at my game on the fly. On occasion I use them in prep, but I mostly read through them for ideas and then use the ones I like. These books are chocked full of those. Here is an example from the chart labeled Grim Civilization. “NIGHTMARISH EXECUTION. A murderous witch is about to be burned in the main square. A crowd has gathered, as many blame her of all their ills. As soon as the flames touch her, the crone curses the city, laughing and prophesying the death of all those who have gathered within the next new moon. After that, her twisted body becomes a cloud of bats, flying towards the nearest dungeon or Grim area. In the following days, the authorities might hire adventurers to investigate.” This to me is a good plot device that can be used to kick off an adventure. This starts the wheels turning in my head as to what I can do with the witch, who is the witch, or who will come for revenge because of the witch.



Overall, I think these products are good and you can get some great inspiration from the entries. According to the author, these are the first two of a series of Lands of Legends. I cannot wait to see what comes from this company.


If you want to purchase these products, please click the link HERE.

 

I run Old School Essentials weekly and post our games to YouTube, click HERE to see.


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Wednesday, October 7, 2020

Faux-Adversarial Dungeon Master

 


               I have seen many a discussion on Facebook groups, YouTube, and Blogs that there are different styles of being a Dungeon Master. One style that is often looked upon negatively is the Adversarial Dungeon Master. This is a Dungeon Master that feels they are in competition with the players and one of their objectives is to “beat the players” often resulting in a total party kill. It is often stated that the Dungeon Master must be a fan of the characters and be there as a supporter of the characters. Some with an older mindset might feel that the Dungeon Master is a neutral arbiter basically calling “balls and strikes” in the fantasy world that is created. But what if you project the aura of an Adversarial Dungeon Master, while really supporting the players in the long run?

                Let us be clear from the get-go that if a Dungeon Master wants to kill a party, they will have not an ounce of difficultly in doing so. No amount of clever play will save you or amazing build for a character will survive. If the DM is out to get you, you are going to die. For all intents and purposes the DM is god in the game, and that give them the ability to interject deadlier challenges until the PCs die, they cannot be defeated. I think this fear exists in every player that the DM at some point could turn against them and it is all over. As Dungeon Masters, we can use this to make a more exciting game.

                We can take on the mantle of the Faux-Adversarial Dungeon Master. What do I mean by this? Oftentimes in my game I will state things like, “Oh, you are going to die now.” Or maybe, “I am going to kill your character.” I FULLY have no intention on doing so, but this makes the player fell there is a viable threat. I become the makeshift “enemy” and they then become the team that is opposing me. This bonds them together. When I then make the proclamation, “You guys are not walking away from this fight!” They have that slight moment of fear, but when they overcome that obstacle, that the all-powerful DM said they could not win, they feel like they really accomplished something.

Give the players this look and make them think twice.

                I first noticed this phenomenon when I was playing dungeon crawl-like board games that have a competitive edge to the game. I am talking about games like HeroQuest, Star Wars: Imperial Assault, and Descent. These games mimic the Dungeon Master and player relationship of an RPG, but the difference is that the Dungeon Master is on their own side and out to win. In these games I was almost always the DM figure role. I noticed that players started calling me names, like “Dirty Imperial Scum” or “Bastard Sorcerer”. I became the personification of their enemy in the game because I was it. I was there to try and win, because if I won, I got cool stuff in the game too. This led to me playing hard to win and really pushing the players if they wanted to win. I remember playing Imperial Assault and I won the first 3 missions; I was killing it. The fourth mission they managed to win with only one character left on the board. The Rebel players literally jumped out of their seats they were so excited. High fiving each other and rubbing it in my face.

                The difference between these two situations though is that the power of the Dungeon Master role in the board games is limited by the rules. The power that is afforded a Dungeon Master in an RPG is virtually unlimited. The idea of the board game is that it is an equal playing field between the two groups whereas in a traditional RPG there is a clear imbalance in the way the power dynamic is structured. Thus, some kid gloves need to be applied. You cannot use this tactic when the players are already almost down and out. You cannot use this tactic on a player that has already had a string of terrible luck. You can use this tactic when the players are fully rested and ready-to-go. You can use this tactic when the players have a string of good luck. A basic guideline is to not pile-on the player or group but antagonize them a bit when they feel superior or immune from harm.


                Bottom line is that I want my players to be successful and I want their characters to do well and grow. I do not want it to be easy for them, because the struggle is the fun. I want my players to have ups and downs, but always feel like their character’s life could be in danger. If I must tease them a bit to make the win feel good, I will. Remember that a dramatic statement like, “I going after you, because I want you to die,” and a roll to hit out from behind the DM’s screen will add tons of tension to the game. Push on your players a bit, but do not push too hard.


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Tuesday, September 29, 2020

Lessons On Using Roll20 - Tokens & Websites





           After I posted the first video on setting up a Roll20 game and using the character sheet, I had plenty of people wanting to know how I created tokens in my games. This video goes over token creation and implementation on Roll20. The video also covers some of the websites I use in my Barrowmaze/Stonehell game. These cover the Barrowmaze random tables page and the Old School Essentials SRD website. I hope people are enjoying and getting use out of the videos and if they have something they want to know about, please let me know in the comments.


If you are having problems viewing the video (happens with mobile users) here is a direct link to the YouTube channel. Click HERE.


Lesson #1 on Basics in Roll20 and the Character Sheet is HERE.


My Twitch channel for live videos is HERE.


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Friday, August 7, 2020

A Review For The Adventurer’s Guide to The Yol’Najj Forest

 

          Zine Quest 2 was a few months ago and many of the products are starting to reach the public. This week I received The Adventure’s Guide to the Yol’Najj Forest by Zeshio. I was not familiar with Zeshio before this project, but I was pulled in by the evocative art that many have mentioned has a Mike Mignola feel. I also knew going in that it would be a micro-setting that would be system agnostic. Other than that, I was just taking a $10 chance on a product. I am happy that I took that chance, because dollar for dollar, this was one of the best products I have purchased in a while.   


What You Get In The Book

-          37 pages including the interior of the back cover

-          3 maps (1 valley, 1 city, 1 fortress)

-          10 new pieces of gear/magic items

-          9 factions

-          15 NPC character descriptions

-          Lots of new creatures and plants

-          Plenty of lovely art

-          A ton of random charts

-          More stuff I did not mention

As you can see quite a bit is crammed into 37 pages of content. The one thing you cannot blame Zeshio for is not giving you plenty for the price of admission.

 

The Concept

                The setting for the book is about a magical forest and the surrounding areas. Besides the forrest itself there is the Cutting Fields, the Mycon Swamp, the Yol’Najj Jungle, the Votari Vertical Caverns, the Oldwood, Volax – The Crystal City, and the Crystal Crevice. Each location has a section in the book and gets a few pages of description, factions, monsters, and interesting inhabitants. The magic forest also sits on an ancient ley line that gives it power. The ley line is corrupted and causes an explosion in the mountain nearby raining magical crystals all over the area. These crystals are influencing the local flora and fauna in various ways. There are several factions in the area, and each are reacting to the magical crystals and the disease it creates, in different ways. As time goes on you can form relationships with different factions and completing missions for the factions will help in shaping the world around them.

Stuff I Like

                I have other articles that I talk about my love of “plug and play” mini-settings and this is just that. I could easily plug in all or part of this book into a larger campaign like Barrowmaze. If you are a reader of mine, you might have seen me compliment Thunder Rift as a product, and this is a smaller version of that. I also like that the art truly gives you a feel for the setting. Zeshio seems to have on their website different art projects and seems to be quite proficient in their craft. It would be easy to snip pictures from the PDF to create an art book for the players to look at during game or make tokens for Roll20 and the like.

                The game is completely system agnostic and I do mean completely. There is not a stat in the entire book, just suggestions on powers or effects that should happen. I find myself automatically figuring out how I would make this magic item in Old School Essentials, 5e, or even Savage Worlds. This can literally be used with any system and is like Rocketship Empires in that respect if you are familiar with that game. Here is an example of a magic effect from an item in the book.


“Those hit with the bow are stunned briefly and take decay damage. Shadowy, ethereal tendrils cover the bow.”


                In OSE, because OSR rules are a bit brutal, I would have it be a +1-bow doing d6 damage, plus a save vs paralysis or suffer an additional d6 damage from dark energies.  If I were running it in 5e, I would have the have the bow be a +2 and do D8+2 damage plus a Constitution saving throw. On a fail, the victim is slowed the next turn and takes an additional 2d8 necrotic damage. As you can see it is completely flexible with whatever system you are planning to use and since I run a host of different games it is useful in my entire collection. 

What You Might Not Like About It

                I can see that some people might not like the fact that the game is completely game agnostic. There are suggestions on how monsters and items should be, but if you really want stats, this is not the supplement for you. I have been playing RPGs and especially D&D for 30 years and coming up with things on the fly are not difficult for me, but I know some people do not want to put work into a product for which they are paying money. I understand that feeling.

                The game has a subsystem in it that needs to be tracked if the setting is to be used fully. There is a mechanic that tracks Order, Health, Chaos, and Death. The actions that players take need to be tracked and they effect how the forest and the area react. Over time the meters will build, and the forest changes and different factions will take different actions. It is a bit of a clock mechanic that allows actions to happen in the background and make the world feel more alive. To be completely fair and honest, the mechanic is not that difficult to track, but I know some people do not want to have anything extra to do when running a game.

 

Where Can You Get It

                I do not think that it is currently available in print format, outside of the people who backed the Kickstarter. It is available in PDF format for $7.99 from here. For the price I do not think you can beat it. Possibly if there is enough demand another run of the physical product can be done.


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Thursday, February 6, 2020

3 Great Zines on Kickstarter Now


        I do not know how many people know about Zine Quest, but it is a cool challenge that is going on in the month of February. People are challenged to run a 2 week Kickstarter for a small zine with some form of RPG content. You have lots of creators out there creating new material at a low price point. The zine range from OSR zines with a ton of maps, to awesome new settings for multiple genres, to complete microgames. If you have not gone to Kickstarter and checked these out you should, and more will be coming as the month goes on. Just go to Kickstarter and search for Zine Quest. If you are possibly interested in publishing a zine for the contest, check out this link for the rules to the completion.



I have backed three of the zines so far, and I wish my wallet could afford more. Here are the ones I am getting behind, in no particular order. (Links provided to each below)





According to the Kickstarter:

                “Hunters in Death is set in the Komor Forest. A place that's consumed civilizations and birthed abominations. Yet there is a single outpost, Hounds Head, that holds back the darkness. It's a beacon for adventurers. Silver and blood are promised. And delivered. Some adventurers return with sacks overflowing with coins and jewels, but most fertilize the forest with their blood.”

            I dug the art on this one, and I can always use another forest location that is full of blood and treasure. Seems like I can plug this in just about anywhere, possibly in one of the forests surrounding Helix in the Barrowmaze Megadungeon. There is something in the full description of the game that appeals to me, I like the “don’t expect anything in the way of balance.” It had a goal of $500 and it is extremely close to $3000 at the time this was written.



According to the Kickstarter:

                “This zine will take players on a journey into a land of the never-dying, a dungeon where the worst fate in most adventures may seem like the greatest mercy. Players will have to navigate a starved, hostile land, where their minds will prove their greatest weapon for their survival.” 

                Again, art is so important and this one brought me to this one again. The style is vastly different from the previous campaign, but it has a style of its own that seems to match the theme. I also thought this was an interesting idea. What happens in a campaign if your PCs cannot take a “Kill my problems” away mentality? This also seems like it will be portable and I can place it wherever I want possibly in multiple settings. As of the writing of this article the project was about 70% funded with nine days still remaining. It is only about $100 or about 10 pledges from being fully funded.




According to the Kickstarter:

                “The Adventurer's Guide to the Yol'Najj Forest is an adventure setting for intrepid travelers in any fantasy table top RPG. Focusing on the Yol'Najj Forest and the surrounding mountain range, the area is known as one of the magical power centers of the world. Recently, a great explosion ruptured part of the mountain range and showered crystals upon the forest, causing chaos and unveiling long hidden mysteries. The region will change around you based on your adventuring party's choices!”

                Another plug and play setting that seems to have some interesting ideas, and the art looks cool and interesting again. Out of the three listed so far, this seems the most polished. There is no way this project was not started a few months ago and just launched a few days ago. In the full breakdown you are getting quite a lot for $10, it is shaping up to be a small book instead of a zine. As of writing this it has tripled its $800 goal, and several of the stretch goals are being ticked off the list.

Conclusion

                These all look great, and there are multiple others that look great too, but I have a limited budget. I am excited to say that I was asked to participate in a Zine for Zine Quest #2 that is being quickly put together. I don’t know how much I am allowed to say due to an NDA, but those familiar with my work might be a tad surprised by the content. Hopefully more to follow soon. Get out there and support these indie creators, they are the lifeblood of our community.

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Tuesday, January 28, 2020

D10 Random Caravans You Meet in a Desert





Roll a D10 and see what type of caravan meets your party.




1 – Poor Caravan: A meager caravan with little to trade. The caravan master, Ali, explains that they were attacked mid-route by a set of bandits with a sorcerer. This caravan has little to trade and is desperately low on vital supplies like water.

2 – Foreign Caravan: A caravan of foreigners arrives with goods that cannot normally be acquired in this area. Communications tends to be a problem due to different native languages and customs. If a trade is conducted, roll a d10. On a 1, there is a misunderstanding that is grave and dangerous. A duel or contest of strength might be required to resolve the conflict. On a 10, there is a misunderstanding that is beneficial, if not comical for the PCs. Maybe one accidently marries someone in the caravan with a really cool hat, or does not understand that the trade comes with a herd of livestock. On a 2-9, the trade proceeds as normal.

3 – Seer Caravan: A caravan with a powerful Hakima (Wise Woman) arrives and is willing to help the PCs in their endeavor. They will host the PCs up to three days with food and lodging and any wounded will be treated. The final night the PCs are in camp the Hakima will coax Fate and try and provide insight to each of the PCs. These predictions can be pleasant, or possibly painful, the DM is encouraged to come up with appropriate messages for the players. If you want to randomize the message, roll D6, 1-3 a pleasant prediction, 4-5 and mixed result, and 6 a painful message.

4 – Rich Caravan: A royal tax caravan approaches under heavy guard. It is laden with taxes and officials for the local government. The caravan contains 1D100 x 10 + 500 GP worth of coins in various denominations, plus 1D1000 x 10 GP worth of goods. The caravan is guarded by 2d20 + 20 0-level guards, plus a 1st level fighter per 10 guards. The entire caravan is led by a 5th level sorcerer with a 3rd level Fighter who acts as a body guard. Half the guards have access to missile weapons, and the other half are mounted at all travel times.


5 – Nomadic Caravan: A desert tribal caravan appears in the distance. They will act with extreme caution sending out a scout party to investigate the PCs. The caravan will start as mildly hostile, but with clever role-play the PCs could be welcomed in for the night. The tribal caravan knows the terrain extremely well and can answer any questions the PCs might have about the nature of the area they are traveling. They know places to avoid, the best oasis, the types of dangers that might be posed, etc.

6 – Thieves Caravan: A false caravan approaches full of bandits and thieves. The bandit gang will pretend to be an honest caravan looking to trade. Careful PCs will notice certain things out of place, like the bandits not knowing how to read their accounting books, blood on some of the goods, often the caravan animals will react as if they do not know the bandits, etc. If the PCs do not discover the ruse, at night the bandits will attempt to rob them of their goods and make off.

7 – Undead Caravan: A caravan of the dead approaches. From a distance this caravan looks like any other, but as it grows nearer PCs might notice that something is not right. The caravan might be run by a powerful Ghul-Sorcerer, or possibly a Ghul Overlord themselves. The undead use the caravan as a disguise to lure travelers to trade then add them to their horde, or feast upon them. The caravan consists of 2d10 skeletons, 1d8 Ghuls, and a Ghul-Sorcerer or Ghul Overlord.

8 – Illusory Caravan: A caravan mirages is in the distance, if the characters choose to approach it they will discover it does not exist in 1d6 hours. The time to discovery can be halved if traveling with an expert in desert terrain that succeeds at a WIS check.

9 – Multiple Caravans: A large group of caravans are off in the distance is in camp. The camp has at least 2d100 + 50 people in attendance.  As the PCs approach it seems that the caravans are celebrating a high holiday/wedding/local festival etc. As long as the PCs show no ill intentions, they are invited to join the revelry. If the PCs decide to provide a gift/donation to the event, the caravans will be so honored they will return the gift/donation in some other form with twice the value. The celebration will last 1d10 days.

10 – Extradimensional Caravan: A caravan of genies approaches rapidly upon the dunes. Roll a d8. On a 1-3 it is a caravans of Jann, on a 4 Djinn, on a 5 Efreeti, on a 6 Marid, on a 7 Dao. If you roll an 8, roll again twice and combine the results. If the PCs choose to engage with this caravan the results will vary greatly depending on which type of genie they encounter. Jann and Djinn are generally helpful, if not playful. Marid believe themselves above all mortal affairs, and might just ignore the PCs. Efreeti and Dao have a tendency to enslave mortals, but might want to have fun with cruel pranks. If the PCs can trick them, they might earn their respect though.

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Friday, December 20, 2019

Is There a Way to Make Our Hobby Healthier?


                Last Monday while I was actually in the middle of posting my Orc race as class, I started having some chest pains. I was on break at work and was rushed by EMT to the local hospital where I had to stay for 24 hours of observation. I appears to not be related to my heart directly, in the sense that I did not have a heart attack, but I still might have some blockages, tests will tell. I also noticed lately that many of our producers of content that have passed on, on average, went before a ripe old age. The doctors spoke to me about diet and exercise and the entire realm of “lifestyle” changes. The issue that comes up though, does my hobby make me unhealthy?

Trying to protect this bad boy.

                First and foremost this is not solely pointed at roleplaying games, I also have a desk job where I sit for 8+ hours a day. I have an extremely busy life that sometimes prevents any form of exercise, and not the best eating decisions. These factors weigh in far more than anything RPGs are doing to me. That being said, sitting for prolong periods of time and eating the common fair at the usual RPG session is not doing me any favors either. This does not include the time I spend reading RPG books, watching RPG Youtube shows, and writing this blog.

                I am thus reaching out to the community, have you found a way to possible make your RPG time a healthier experience? I think the obvious is to cut the poor foods out of gaming and substitute healthier options, but that only gets you halfway there. Beyond being in a boffer LARP, can you get any form of exercise in your RPG hobby? I think this issue is important to the community as it ages and we will have more and more premature deaths happening in the community.

                This was short and to the point, but I am hoping it can spawn some decent discussion in the community.

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Monday, July 15, 2019

Critically Failing as a DM aka Why I Do Not Want Backgrounds Anymore


                   I am going to start a new campaign for OSE in about a month and I have begun talking with some of the potential players. They are starting to have “ideas” for characters, and wanted to begin writing backgrounds. Normally this would not be a big deal, in fact, in the past I use to offer my students bonus XP for having a background. I had rules, that it could not be over 500 words, it could not use trite, overused troupes like; your parents were killed in a raid, you are an orphan, you are searching for a lost relative, or you are seeking vengeance on the man that harmed you in the past. The grammar had to be good, and it was to be treated as an assignment you would turn into a professor, but was completely optional.
Have to take a honest look at my mistakes.

                The last campaign was supposed to be a pure dungeon crawl sandbox (for reference Morgansfort), but it ended up being a sandbox that started to take a narrative life of its own. I started to add portions of the character’s backgrounds into the overall world, and I started to tie characters together. This actually led to me changing my style of campaign as things happened. I grew attached to the characters that the players had, and I liked the stories that were being produced. I found myself taking it easier on the characters, and even fudging a few things here and there, because I wanted the stories to continue in a certain way.
                As time progressed, the sandbox became less and less open, and I started to have a “vision” for how the game should go. The focus became my vision, and less about the player’s desire of the game. I even got so possessed with my own genius that I switched editions mid-campaign. I went from a BECMI to 2nd Edition because it had mechanics I wanted in the game. This through my game for a loop, and just as they were getting the BECMI rules down, I went and upset the applecart. This was generally hubris, and I did not see the cracks forming in the foundation when many of these changes happened. Eventually, I wrote an article about how I did not know how to end the campaign which can be found here. Little did I know, I would not get to that point in the game.
Should have kept it simple.

               
The game collapsed with in-fighting and a general toxic feel to the game. I got the people so invested in their personal story, that they did not see themselves as part of a group anymore. I had tried to snake plotlines into the game that set the group at odds with one another, trusting that they would take the narrative option to form together and defeat evil. This did not happen, many paid lip service to the party, while plotting the doom of other PCs. The game ended when players got so upset over each other’s actions, that they either tried to get themselves killed to leave the game, or try to kill other players. It was a mess, and an absolute failure as a DM. When the campaign was simply about going into dungeons and getting treasure it was fine, but eight players seeing themselves as the main protagonist in a larger narrative ruined the game, and I fed that notion.

Actual picture of my campaign.
                With DM’ing, as with most things in life, it is important to look at your failures as well as your successes. I ran half a year’s campaign that was prosperous and focused, then I changed the focus mid-stream, assuming I was amazing enough to counter ANYTHING that could come up and I was wrong. I allowed players to get far to invested in their characters, to the point that they took things personally. I allowed some toxic behavior at the table, assuming that I could mitigate it with time. I thought myself immune to the mistakes a younger DM could make, and in all my advance techniques forgot about some of the basics. Keep the game focused. Keep the game understandable. Correct toxic behavior immediately and firmly. Let the player’s decisions matter. Remember it is just a game.
                Moving forward I am going to focus on getting back to the basics, literally. I will be using B2 Keep on the Borderland to introduce a new group of students to the wonderful world of D&D. First thing first, no backgrounds. I actually want less investment in the characters, because the characters are disposable. We will forge the narrative of the characters as we go. Also, they will likely die, but the group will go on. Emphasizing the success of the group will be the most important feature. Keep the sandbox an actual sandbox and allow the players to dictate what direction the game is going to go in. Do not switch the game mechanics mid-stream. That does not mean I cannot house rule or modify, but the core mechanics should not change. Do not get cocky and realize that you might need to re-examine the campaign at regular intervals to see what is going on and make sure that you are on the path that is good for everyone. No “world-ending” events, play should consist of a local area, and a localized threat.

Going back to the beginning.

                It is easy to write and discuss the victories of you DM’ing career, it is actually quite hard to take a look and realize that you did not do as well as you could have done. It would be easy to turn this on the players and say that they did not do well, or they made certain decisions that drove the game in certain directions, but at the end of the day the buck stops with me. So I made some mistakes, I have hopefully learned from them. In my second year running the school campaign I will do better.

               
EDIT: This article proved to be very popular. I went ahead and created a Facebook group for the blog, if you are interested the link is here

Thursday, June 27, 2019

D&D Without Combat Rebuttal

               I recently read an article on Master the Dungeon called D&D Without Combat and I had a few thoughts on that idea. Can D&D be done without combat? Yes, but why would you? D&D does roughly three things each progressively worse, Combat, Exploration, and Roleplay. The rules support the first portion, Combat, quite explicitly. The rules are decent for Exploration as well, though you have to dig into the most DMGs to get the main thrust of that. D&D, regardless of edition, has either none or very few rules in support of Roleplaying.

This is the blog in question.

               Often I will be on the Facebook groups and a question will come up like this, “I want to run a game where my players are trying to solve a mystery and I don’t want to have any combat. How should I do it?” My standard answer is, “Don’t use D&D.” Why would you try and fit a square peg into a round hole? To be fair, the article admits, “Other systems might be more convenient for this, but we play DnD(sic)”. I find this to be a very silly conceit, “We play D&D therefore”. You don’t have to play D&D, there are other games out there that do not do combat well, but do mysteries very well. The Gumshoe System springs to mind, but there are plenty of other. 
               

Trying to cram D&D into every paradigm of gaming.

               I have literally played over 200 different RPG in my day, and for the past several years I was very into the Indie RPG scene. The games people produce can be ultra-specific to the exact thing you want to do. Why are you trying to shoehorn D&D into a one size fits all model? Do you want to play a game about the stresses of war and the bonds it can create, play Night Witches? Do you want a game about inexperience, young adults having to make life and death decisions about others, play Dogs in the Vineyard? Want to play a game about supernatural creatures and the torrid relationships they can get into, play, Monsterhearts? These games all have small premises, but do that one thing really well. 
               I do not want to get too hyperbolic, but this was the issue that brought about the “Dark Days” of D&D when 3.5 was out, and the entire RPG industry was making 3.5 products. The creativity in the market was stripped bare, because everything had to be “3.5 compatible” or it was not wanted and could not sell. This created a glut of product on the market, and the entire industry suffered, not just WotC. I think the people at WotC are being smart these days and not trying to make D&D an “everything” system, and focusing it on its strengths; Combat, Exploration, and some light Roleplaying.
            I do not think there is anything inherently wrong with playing a non-combat D&D game. The author of the articles does have some good ideas if you choose to do it. I just think you might be better served to try and find a game that does what you want in a better fashion. We are not living in the 1970s anymore, and only have a few games to choose from. There are thousands of choices out there, you just have to open to it. 

Monday, June 17, 2019

A War Over Battles


Mass combats tend to be a sticking point for most table top games. A percentage of people want the gritty detail and moving the units around the board, but many others find this level of detail boring. I love wargaming, but I do not want it mixed in with my role-playing games. I am more concerned with what the characters are doing in the battle and how they are making a difference. I think the Battle of Helms Deep in the LotR movie is a great example of how a battle can go. The battle is happening, and we get a glimpse of it from a macro view, but most of the time it is the heroes trying to handle different situations that are arising in the battle. This is what I am trying to recreate with these rules; something quick and easy for the GM and players to use and which creates a type of narrative for the battle. 
RPG's roots is a wargame.

Battle Rules

      First, we need to determine the overall tide of battle and how the armies as a whole are operating. Much of this is going to be GM’s fiat, but I find that a simple roll with a few modifiers would do in this circumstance. We will roll a check each Battle Turn, which, for our purposes, is 30 minutes of combat. Each side in the battle rolls a D20 and adds any of the applicable modifiers from below. The side with the highest total scores a Victory Point. At that point, a Push/Pull mechanic ensues. Each side is trying to accumulate three Victory Points to achieve a Total Victory in the battle. If the losing side scores a Victory Point, it first removes points from the opposition, before gaining its own Victory Points. In the case of a tied number, no points are scored by either side.

Modifiers
·         +2 Currently Winning the Battle (Has the most Victory Points)
·         +1 Won the Last Battle Round
·         +1 Larger Forces
·         -3 to +3 Army Leader’s Competency (DM determined)
·         +1 to +3 for Superior Magical Ability
·         +1 to +3 for Superior Troops
·         +1 to +3 for Superior Equipment
·         +1 for each Fortified Position or Terrain Piece
·         +1 for Defeating an Enemy Champion in previous Battle Turn
·         -1 allied Champion refused a FIGHT
·         -5 Commander Killed
·         DM’s Discretion for any other factor

Note: If one side’s battle roll is 10 more than the opponent, two Victory Points are scored.


Example: Army A has two Victory Points and is one Victory Point away from a Total Victory. Army B is currently losing quite badly. Both armies total their modifiers for the round and roll a D20. Army A, with modifiers, rolls a 15, while Army B, with modifiers, scores a 17. This now changes the Victory Points. Army A has 1 Victory Point, and Army B is still losing, but they have pulled themselves back from the edge of Total Victory. Army A now needs to win two more rounds in a row to win, and Army B needs to win 4 more rounds in a row to win. 


Optional Rules

The Curve - Some might find the randomness of a D20 too much for their taste. I might recommend using the same modifiers, but rolling 3D6 instead. This should give more of a Bell Curve result, and less variation.

Overwhelming Forces – If an army is more than double the numbers of an opposing force, roll 2D20 and take the best result for the Battle Roll. If using the optional rule, The Curve, roll 4D6 and take the best three numbers.

Variable Morale – Using the first to 3 Victory Point rule is good for a standard battle, but different army's morale/training can vary. You can have a harden force of knights defending their final keep, or you can have an unruly mob of goblins and kobolds that are as likely to fight themselves as the enemy. To reflect this, you can set different break points for the armies. The knights might fight until the enemy gets four Victory Points, maybe even five. The hoard army might break after just one or two victory points against them. This is as always up to GMs discretion.



An attempt at mass battle rules.

Characters in Battle

This is what most players want to know about in a battle: what is my character doing? I have modified an older Legend of the Five Rings Battle System to be reasonably system neutral. It will allow each character, or small groups of characters to act on the battlefield, make a reputation for themselves, and possibly help sway the battle. I am hoping the combined two systems will make something that is both satisfying for the players and GM and reasonably quick to complete.
Refer to the Character Battle Chart (below) when examining these rules. Each Battle Turn a player, or group of players, decides how engaged they will be. They will have 5 options Reserves, Disengaged, Engaged, Heavily Engaged, or Retire from the Field. Depending on how well the character’s army is performing, and their engagement status, will determine the row that will be rolled on. The character will then roll a D20 and add his Base Attack Bonus (Do not include pluses for weapons or any attribute) this will determine the row that the character is on this Battle Turn. Where the row and column meet is the result for that character. This can also be done as a group. Each player will roll and take the best result, but for each additional character, shift the row down one step. The more people in a group, the more likely people will take damage, and the less Reputation to go around. When looking at the result, you have how much damage your character takes from the fight, calculated in dice. You also have how much reputation is earned for their actions on the field. Lastly, you could hit a special event, FIGHT or Heroic Gambit, which is expanded upon below. Players may resolve their rolls in any order they choose.

Optional Rule 

Wizard/Arcane Spellcasters -  Characters may expend a spell slot to add the level of the spell to their Base Attack Bonus for the Battle Turn. Dropping Fireballs on the battlefield is helpful, but it also attracts a lot of attention.





Damage and Reputation

The damage is purposely vague so that the GM can determine what is best for their game. If you are using low level characters, you might want to use a d4, higher level characters possibly a d8 or even a d10. Armor should be taken into account. I advise, if using an Ascending Armor Class System, each point above 10 should reduce the damage by 1 point. If using a Descending Armor Class System, each point below 9 should reduce the damage by 1 point. Damage can never be reduced below 1 point of damage. In a battle, you are going to get fatigued and banged up. Groups of characters suffer full damage dice to each character in the group. At the start of any round, a character may choose to Retire from the Field, which effectively removes them from the rest of the battle.
Reputation is there for the GMs to use as a measure of the people in both armies seeing the actions of the players. If the characters roll a space that does not have a special event, have the player/s tell you what they are doing to earn that reputation. If the character lands on a space that has a special event, the reputation should be tied to that event. Reputation does not have a tangible mechanic tied to it, but I would encourage the GM to award special accommodations from the General of the Army, or maybe the king themselves for large amounts of reputation earned on the battlefield. You could tie some form of XP to the reputation for the battle, maybe 10 – 50 XP per point depending on the experience curve of your game. Reputation in a battle may never go below zero. If a group of characters gains Reputation, the Reputation is split among them, with remainders dropping off. If a character chooses to Retire from the Field, they lose half the Reputation they gained in the battle and the GM can rule that this causes a dip in morale. This should be especially true with characters that have already gained high levels of Reputation in the battle as their leaving will be noticed.

Another attempt at creating mass battle rules.

Special Events

                FIGHT occurs when two or more champions from both sides of the battle find each other and clash. The GM is encouraged to come up with a few champions for the battle before the session. These champions should range in ability and class, and could even be war machines or monsters. The player characters may turn down the FIGHT, but it will result in a -1 on the Battle Roll next round. The character/s will lose all Reputation gained up to that point, and is forced to Reserves the following Battle Round. I cannot stress enough that these should be quick engagement. If you are breaking out the battle mat, you might be taking it too far. It seems thematically interesting to have like type FIGHT like type. An example of what I mean is a Wizard Duel, or two Rival Clerics squaring off in a battle to see whose god is mightier. If the characters are acting in a group, the GM can have multiple combatants, or one larger combatant versus the group. XP and items should be awarded to the characters for defeating the enemy champions.
                Heroic Gambits are interesting things that happen on the battlefield that give the players a moment to shine. Each will have its own premise, and outcome. All are optional and characters can refuse to attempt them. Below I have given some examples for the GM to pick from, but feel free to make up your own that fit your scenario, genre, and gaming group. Many of these are easily re-skinned into any RPG.

The Banner Has Fallen
Your character has the opportunity to pick up the fallen war banner. While he has the banner he gets +1 reputation each turn, but has a -1 to his Character Battle Chart roll each turn.

Come With Me
The Army’s commander has lost/separated from their honor guard. They want your character to join them in the battle. While you are with the commander, they (GM) gets to determine your level of engagement. You will receive a +1 Reputation each Battle Round you are with them, and other possible in game rewards.

Have Our Battle In The Shade
Enemy arrows are blotting out the sun and the character has found a route deep into enemy lines to strike at the archers. It is a highly dangerous opportunity. If the characters choose to attack the archers, they suffer double dice damage this round, but receive double the Reputation for fighting all the way to the archers. The next round, the character is automatically Highly Engaged. If still alive at the end of that round, the archers are defeated and the enemy has a permanent -1 on the Battle Roll.

WIZARD!
An opening in the lines has revealed a route to an enemy spellcaster. Removing the spellcaster would be a great boon for the character’s army. If the character chooses to attack the spellcaster, have them make an appropriate saving throw, or take triple damage dice that round, making it to the spellcaster but gain double the Reputation. The next round they are automatically Highly Engaged, an if still alive at the end of that turn the enemy has a permanent -1 to the Battle Roll, and the character/s gain a magic item.

Here And No Further
The character is ordered to hold this position, the character may not change your Engagement at the start of next turn. Roll a Basic Attack Bonus roll on a 15+ add two additional Reputation, 20+ add four additional Reputation, 25+ add six additional Reputation.

Break On Through To The Other Side
Your character is ordered to break through the enemy lines. Next round the character has -3 to his Character Battle Chart, but gains three additional Reputation.

The Perfect Shot
The character has a perfect shot at an enemy champion. Provided the character has a ranged weapon, allow them to make a ranged attack. If successful, count it as defeating an enemy champion.

Lure The Hoard
The character has been given an order to pull the enemy line out of position in order to make a gap. Next round your character is considered to be Heavily Engaged and gains two additional Reputation.

A Savior Unto Thee
Your character sees an ally fall on the battlefield and you manage to make it to them. No matter how grievous an injury, the character manages to stabilize the ally. For the next two rounds the character is considered Heavily Engaged as they battle their way with the ally back behind friendly lines. The character receives an additional two Reputation each Battle Turn, and the GM is encouraged to reward the character for their effort.

Help In The Unlikeliest Place
Your character sees a wounded enemy calling out for help. The character can choose to ignore the plea, and will not suffer for it. If the character chooses to help, follow the rules above, except no additional Reputation is gained. At the end of the battle it is encourage that the GM reward the player with a new retainer with increased loyalty.

Where’s Sarge?
Your character is now the highest ranking person in his area. The character gains 1D3+2 warriors to lead for the rest of the battle. While these warriors are alive and with the character, they gain 1 extra Reputation per Battle Turn.

Battle Fury
The character is struck with a rush of energy from the battle. They can choose to heal two damage dice of damage or have a +2 to the next Character Battle Chart roll.

Magical Gift
An allied spellcaster has cast a beneficial spell on the character. The GM will determine the effects.

Capture The Flag
Your character sees an opportunity to capture the enemy’s battle standard. Once your character has the banner they may only move one step towards the reserves every turn. This draws plenty of enemy attention and your character is at a -4 to their Character Battle Chart Roll until the banner is secured in the allied reserves. Each turn you spend with the banner you gain three additional Reputation, upon getting the standard into reserves it counts the next round as a champion defeated for the enemy.

That Was Close
An ally of the character moves them out of the way to avoid damage. For this round the character does not suffer damage dice. The character possibly owes a favor to the ally in the future.

Support The Engineers
Your character has been asked to defend a group of military engineers trying to fortify a forward position. Your character cannot change his engagement status for the next two Battle Turns, and you must subtract -1 from the Character Battle Chart. If the character is alive at the end of two Battle Turns, your side gains a Fortified Position Advantage.

SAPPERS!
Your character is needed to escort a unit of sappers to an enemy fortification. Your character cannot change his engagement status for the next two Battle Turns, and you must subtract -1 from the Character Battle Chart. If the character is alive at the end of two Battle Turns, your enemy loses a Fortified Position Advantage.

Be Prepared to Dig Two Graves
Your character sees an ally cut down by a champion from the enemy army. The ally has no chance to be saved, but your character can seek revenge. The character may spend the rest of the entire battle seeking revenge. At the end of each Battle Turn, your character may choose to move horizontally or vertically on the Character Battle Chart to an entry that has a FIGHT in order to defeat the champion.

An Army Which Carries The Ark Before It Is Invincible (Cleric/Divine Only)
Your character has a relic of their faith, and is escorting it to the Battlefield. As long as the character is on the field with the relic, they must be Engaged or Heavily Engaged. While on the field the relic inspires the character’s allies and there morale increases, thus it will take one additional Victory Point to defeat the army. In a standard battle this will be four victory points. While the relic is on the battlefield, it is the target of enemy aggression and the character/s must roll their Character Battle Roll at a -3 penalty. The character can at the start of any Battle Turn move into reserves and safely store the relic away, and all associated bonuses are removed. If the character dies/goes down, the enemy recovers the relic, and the associated bonus is removed from the allies and granted to the opponents. A character completing this action gets an additional Reputation each Battle Turn. If the character loses the relic, the character loses all Reputation and cannot gain any until the relic is recovered. This Gambit can only be attempted once per battle.


I Aim To Misbehave (Thief/Rouge Only)
The character comes up with a plan that is so unusual, it just might work. Or it could completely blow up in their face. The character rounds up a group of Special Forces and disappears into the chaos of the battle. The character will not participate in the next Battle Roll as they are sneaking and getting into the perfect position. The following round they are automatically considered Heavily Engaged. The character will then roll a D8 and get a result. The GM will roll a D3, and subtract that from the result. If the number is positive, the plan went off and that number is added to the Battle Roll next turn. If the result is negative, the plan went south and the number is subtracted from the Battle Roll next turn. This Gambit can only be attempted once per battle. If multiple Thief/Rouges attempt the mission, roll multiple D8s and take the best result. There is no additional Reputation, because the characters are so stealthy they were unnoticed.

Cut The Head From The Serpent
The enemy general is exposed and your character has an opportunity to rush in and attack. This choice should be reserved for at least several Turns into the battle. The general will be guarded by his honor guard, and the GM is encouraged to create an appropriate level challenge for this combat. If the character/s win, the enemy army suffers a permanent -5 to Battle Rolls, the character's allied army immediately earn one Victory Point, and the character gets triple the Reputation.

These rules owe a lot to this book.

I hope people try these rules and that they work out well. Thanks for reading and if you liked this please remember to follow and share.

If you are interested in Legends of the Five Rings click HERE.


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