Thursday, February 16, 2017
The full link is here.
I found this courtesy of RPG Net. It's been forever since I played with Legos, but even during my middle and high school years I once entertained the notion of using the old building blocks for dungeon building in my weekly Dungeons & Dragons games. Well apparently someone had a similar idea, and is currently gauging interest to see if it's worth producing. What's fascinating is that the rooms in question for this proposed set are customizable, in that they can be mixed and matched to create a variety of different sequences for the rooms.
This would be perfect for introducing children to table-top games, in that it shows off the game via a a more approachable and friendly medium.
You need to have a registered account at Lego Ideas in order to vote, but all the same if that's not too much trouble consider lending your support if you think this is a cool idea!
Thursday, February 2, 2017
It's been a while since my last blog post, and I apologize for that. Truth be told January went past me like the blink of an eye, and I neglected some of my regular duties. But over the past few months more than a few RPG KickStarters I backed began delivering finished products to me. I've been fortunate to have most of them arrive around their estimated release schedule, and be more or less what I expected. I decided to share some of my thoughts on them, starting with Dungeon Grappling.
The Pitch: Dungeon Grappling is more or less a variant rules fix for not one, but three popular rules systems: Swords & Wizardry, Pathfinder, and 5th Edition Dungeons & Dragons. From the days of AD&D to the D20 era, grappling has always been a bit of a bother with baroque resolution to the point that most gamers did not bother with it. I cannot speak as to 4th edition, and 5th Edition's grappling rules don't seem very obtuse from what I've seen and heard, but it was a common enough trend that the creator of Dungeon Grappling sought to create an improvement to make this combat maneuver a viable option as well as being easily understood.
Communication: Douglas Cole was surprisingly active ever since the project first came to light, a rarity for many crowdfunded RPG projects. Updates occurred several times a week, and this did not change even after the project was fully funded. Cole was very active in the comments section as well,
Delivery: The estimated release date for the PDF was in February 2017, with several print copy tier rewards estimated around April. I backed at the PDF level, and the final version of the eBook came to me around mid-January. There are now Print-On-Demand options for the book on Drive-Thru RPG and RPGNow in a softcover color.
Delivered ahead of schedule, a rarity in the KickStarter world.
End Product: The book itself is 53 pages, full-color. The artwork is very good, and the meat of the mechanics can be summed up in the use of Control Points, a kind of pseudo-hit point system reflecting how "beaten into submission" a target is in regards to grappling. I can't help but feel that won't really cut down on "book-keeping clutter," for as it is another value to keep track of in regards to hit points, spell slots, etc. Even more so if multiple creatures are grappled or grappling in the same fight.
The book seems rules-heavier than I like, but in regards to individual systems it does seem to make fighters, monks, and martial types quite competent in grappling in Swords & Wizardry. However, in Pathfinder the problem of huge monsters having extremely high CMD (Combat Maneuver Defense) values is still a problem as the CMD is substituted for a target's Grapple DC (or the overall defense value when people try to grapple you). As for 5th Edition, the Athletics skill is still important for various grappling moves and defenses, meaning that Bards and Rogues with Expertise and raging Barbarians are still the best class choices for this.
Although I was expecting a more quick and dirty rules-lite option in lieu of a gradient scale, the professionalism and early delivery of the KickStarter helped earn trust from Gaming Ballistic and any future projects they might have in store.
Dungeon Grappling can be purchased on Drive-Thru RPG and RPGNow.
Monday, January 16, 2017
Arcana High is a hybrid four-color fantasy and magic school campaign in the vein of Harry Potter meets Teen Titans in a D&D fantasy world. For those unfamiliar with my earlier posts on the subject, the general idea is that the PCs are adolescent mages who found some magical artifacts. With these powerful relics, they can transform into alternate identities to better fight the forces of evil. All the while they must juggle their public lives as students in a world-renowned magical academy along with keeping the good people of Brancean safe from their ever-growing rogue's gallery of villains.
It was a rather popular itch I've been wanting to scratch for a while, due to the rarity of such play elements in traditional fantasy games and retroclones. When you think about it, the worlds of Dungeons & Dragons can support a pseudo-superhero style of play quite well. You have titanic dragons ravaging cities, foul cults seeking to awaken sealed evils, mad archmages brewing up new and deadly horrors to inflict upon the world, and holy forces bestowing their powers upon worthy mortals. With the preponderance of city-based campaigns and sourcebooks, diversity of adversaries, and the ever-popular appeal towards saving the world, a superhero kind of game with masked vigilantes wielding supernatural powers not for gold but for justice is not only feasible, it can work very, very well!
Four-Color Fantasy: Masked knights, sorcerers, and druids battle a mad alchemist atop an undead leviathan creation wreaking havoc on a port city. Thieves' Guild goons shake down storefronts and make a quick getaway on charmed manticores. A golem built by the lord-governor to fight crime goes on a rampage due to interpreting the law in an over-literal fashion. The city's gnomish-designed printing press publishes eye-catching headlines of the PCs' latest exploits and clashes with the aforementioned threats.
A Central City of Adventure: The city of Brancean is modeled off of the real-world city of Constantinople, the capital of the East Roman Empire and then the Ottomans. As such, it is the focus of most of the setting, akin to what Gotham is to Batman and Metropolis to Superman. It is a city of history, formed around the foundations of Highstone Academy when Aleria was but a division of independent baronies and tribes. As a principle nexus of an intercontinental trade network, it sees folk from all corners of the world (and some say of the planes). It is home to many wonderful sights, from the Colosseum where one can watch and participate in chariot races and all manner of sports tournaments; a literal Undercity home to drow, dwarves, and other subterranean beings; a 200 foot tall statue of the Goddess of Law and Civilization; and the pre-eminent Highstone Academy, of course!
Mediterranean Style Setting: The region is known as the Bowl of Levios, dominated by a central sea also called the Sea of Levios. This body of water was home to a great sea serpent of its namesake who ruled the lands as a god-king in times long past. Although in the current era there is debate as to his divinity, there is no question that he left a great mark on the land, and many of the oldest realms are seaside and underwater cities. Here are but a few lands of the Bowl:
- the Alerian Empire, home to the cosmopolitan metropolis of Brancean and the world's most famous magical academy.
- the Al-Bahri Sultanate, a southern kingdom home to the Ridhai, who sail the seas on the back of island-sized Zaratan turtles.
- the city-state of Kremdora, which suffered a devastating cataclysm while fighting an ascendant mage-tyrant and whose domain is now located within a residual anti-magic field.
- Bristor, a northwesterly realm of small, independent kingdoms and tribes, home to knights, druids, and berserkers.
- Tabiach, a realm of merchant princes and feuding city-states.
Imagine a Venice with merfolk and aquatic elf residents. Imagine open-air tavernas serving pita bread dips and shish kebab street food to apprentice mages on their way to school . Imagine masked vigilantes fighting a possessed toga-clad statue of a long-dead emperor. Imagine an adventuring company accepting submissions from not just honorable knights and iconic elven archers, but also fair-haired northern reavers and steppe-borne nomads with curved swords. This is the world of Arcana High.
Scaling Powers: One of the chief mechanical principles of the two Pathfinder campaigns I ran for Arcana High was the use of magical relics. Once belonging to heroes of the distant past, they could transform a wielder into a masked form which the original heroes wore themselves. Aside from the super-genius gadgeteer, most superheroes were not known for carrying around gabs of equipment to act as the primary extension of their abilities.
For that reason, instead of accumulating gold and magic items as a primary campaign concern, I more or less made the relics into scaling magic items for the "big six" bonuses (weapon, armor, shield, saving throws, deflection, and natural armor). I also let the PCs choose from a broad array of relic upgrades which could be gained once per level. They included things ranging from an elemental energy blast attack to a Green Lantern-style major creation spell-like ability of limited duration. Magic items were still a thing in the campaign, and the PCs did have access to a pseudo-Batcave where they could load up on common gear between missions, but with the versatility of relics reliance upon the "Magic Item Christmas Tree" effect was nowhere near as pronounced. Being an all-spellcaster party helped ease things as well, for they are the classes in base Pathfinder which can best replicate a superhero feel.
I have a lot more to say about this dream project of mine, but right now I wanted to focus on the major themes instead of losing my dear readers in layers of lore I already wrote up in various documents.
What aspect of Arcana High should I focus on next? Talk a bit more about the magic school? Perhaps a few figures from the supervillain rogue's gallery? Sample relic powers and abilities?
Feel free to leave your thoughts in the comments!
Saturday, December 31, 2016
Lord of the Rings got the 5th Edition Treatment: Although there's only a Player's Guide, Cubicle 7 combined too wildly popular franchises within geekdom, an effective official stamp on campaigns many gamers have entertained throughout the years as the twin progenitors of fantasy fiction and role-playing games.
Delta Green got an update: Published not by Chaosium, but by Arc Dream Publishing, this 90s style X-Files blend of Lovecraftian horror took an interesting spin on a well-worn genre.
Exalted 3rd Edition released: After a long and worrysome KickStarter, Exalted hit virtual and store shelves to varying levels of appreciation.
7th Sea 2nd Edition produced one of the most successful crowdfunded works: At $1.3 million dollars, this is amazing even by general KickStarter standards. Many fans answered John Wick's call to once again delve into a world of romantic swashbuckling action.
Advent of the Chronicles of Darkness: Although the "core book" update got released in December 2015, the 2nd Edition of White Wolf/Onyx Path's New World of Darkness kicked into overdrive. From upgrades such as Mage the Awakening to entirely new lines like Beast the Primordial.
Godbound brought us playable divinities for old-school D&D: Kevin Crawford built up a good reputation within the OSR community for years, but 2016 was his most ambitious project to date. With mechanics both familiar yet surprisingly rules-lite and balanced, a campaign where players are part of a traveling pseudo-pantheon of rising gods graced the tabletops of many gamers as well as releasing top-quality artwork into the public domain.
Apocalypse World: Quite a lot of revised games this year, huh? Another heavy-hitter which spawned its own fanbase and a vibrant third party community, Apocalypse World came out with a 2nd Edition.
For a more fantasy-based milieu, Fellowship (an apocalypse world-derived game) came out in spring to critical acclaim among the system's fanbase.
Eclipse Phase gets the FATE treatment: Much like Shadowrun, Eclipse Phase is much beloved for its unique and innovative setting, yet the rules scared off more than a few interested viewers. As part of a successful KickStarter, Transhumanity's Fate came out to add a more rules-lite touch.
Quite a lot of high-profile works got released around this time. Although these are the most noticeable and renown, some honorable mentions go to Frog God Games' Bard's Gate (a metropolis set in their Lost Lands world with some tabletop gamer celebrity cameos), Swords & Wizardry Light (a minimalist 4-page treatment of the aforementioned RPG with over a thousand free downloads), Dark Obelisk: Berrincorte (a crazy 1,000 page Pathfinder adventure meant to be the first of a four-part series), and Onyx Path reviving the Scarred Lands setting for Pathfinder and 5th Edition D&D.
Sunday, December 25, 2016
Wednesday, December 21, 2016
About a month later, I saw a Pathfinder setting which combined two disparate elements of steampunk and Norse mythology into an interesting blend: Rhune, Dawn of Twilight. I'm still in the course of reading it, but it's quite a cool book. It has a strong sense of theme rather than trying for a "kitchen sink" approach, and core assumptions are built into the framework. For example, the Material Plane is not a globe, but rather the trunk of Yggdrasil the World Tree while the other planes of existence are its leaves, branches, roots, etc.
Then I was reminded of another book I got recently: the Northlands Saga by Frog God Games, which also released in its Complete version in early 2016. It was at this point I began noticing a pattern. After an illustrated book of the Poetic and Prose Eddas became a best silver seller on Drive-Thru RPG, this all but confirmed it.
Back in 2012, Cubicle 7 Entertainment released the stand-alone RPG Yggdrasil, a game set during a mythical Age of Vikings. Although Midgard by Kobold Press drew more upon Central and Eastern European themes, it did have its fair share of Nordic elements such as the world surrounded by a giant world-serpent eating its own tail.
Interest in Nordic themes is far from recent even in tabletop gaming. Going as far back as Deities & Demigods the Æsir–Vanir were described alongside the Greek and Egyptian pantheons, and quite a few campaign settings had their own pseudo-Scandinavian realms. But in regards to whole settings and sourcebooks there does seem to be a lot more Viking-related gaming material as of late. Part of me wonders how much this coincides with Skyrim's popularity (both the original 2011 and latest upgrade), and how much of it was just always there.
What are your thoughts? Feel free to let me know in the comments below!
Wednesday, December 14, 2016
For the past month and a half, I've been DMing a 5th Edition campaign set in Primeval Thule. One of the major differences from other settings out there is the emphasis on a pre-medieval, ancient feel in keeping with its pulp sword and sorcery inspirations. There were no churches, there were woodland groves and ziggurat temples. There were no plate-clad knights, instead there were barbarians and gladiators. Although there are still some standard fantasy trappings as part of the D&D ethos, Primeval Thule does a pretty good job of emulating a realm different than the Tolkienesque model.
We're at a point in the game where the PCs have enough loot and resources to begin establishing their own stronghold, complete with hired servants. I set about making a stronghold-building-in-progress set of house rules to provide some in-game boons for certain purchases. One of them was a sacrificial altar dedicated to the gods, upon which the PCs can give up some of their loot to be consumed in exchange for temporary benefits. The idea was a huge burning brazier whose fires could burn down even metal (because a Cleric Did It), but I left things to the imagination for when the players decided to obtain it.
Then I noticed something. A distinct lack of rules for sacrifices. Going even further, I could not find other examples in other Dungeons & Dragons books beyond a generic role-playing trope or the exclusive providence of evil deities.
A common cultural and religious practice in many real-world cultures is that of the sacrifice, or a material offering to the gods and spirits. Although the reasons and forms it took varied, the general intent was giving up a material possession in exchange for divine favor. While human sacrifice is generally the most iconic, animal sacrifice, the burning of a portion of harvest, and the casting of gold and jewelry into watery depths follow a similar intent of giving up something to entities beyond the mortal realm.
While it is reasonable that a devout PC can dedicate monster-slaying as honoring his god (a 'sacrifice' of a sort) or burn down a rival's house to placate vengeance spirits, the intent of these rules are sacrifice of a more formalized affair. Basically an elaborate ritual in a location, where a supplicant gives up something belonging to themselves in exchange for a boon.
*I may type up rules for Pathfinder and Swords & Wizardry/Basic D&D in due time and if there's enough interest in the subject matter.
Sacrifices are conducted at a shrine, a place meant to honor a god (or gods). The shrine can come in many shapes and forms, but must be worth at least 1,500 gold pieces and cannot be portable or mobile. The shrine must be regularly maintained by a person proficient in Intelligence (Religion) or belong to a magical class whose spells come from the patron deity in question. Different deities might have different boons, but here are a few of the more common ones:
Burden-Bearer: Transfer an equivalent number of hit points worth of damage from someone else to yourself, or a single poison or disease, for 50 gp. This can result in the death of the person taking on the maladies if the effects are too great to bear.
Fortune: Gain inspiration (advantage on a single d20 roll of your choice) for 50 gp. This cannot be gained if you already have inspiration.
Insight: Gain a vision of something relevant to your immediate objectives for 50 gp.
Sanctuary: One or more parties drain a collective total of 25 hit points worth of damage as a blood offering (can come from an animal, captive, etc) at the shrine. For the next 3 days and 3 nights all participants must make a Charisma saving throw whenever they attempt to take violent action against another. If they fail, they find themselves physically unable to go through with the action, frozen in place.
Vengeance: Speak the name of a hated foe (or group of people who are sworn enemies of the deity), and gain +1d6 on your next attack roll against them for 50 gp.
Humanoid and Animal Sacrifices: Generally speaking, animals are treated as treasure for the purposes of sacrifice, using the mounts and trade goods entries under Equipment as guidelines. A single sheep is worth 2 gold pieces, whereas a mastiff is 25 gold, a riding horse 75, a cow 10, and so on and so forth.
Generally speaking, this makes the above amounts are rather costly for the lay worshiper: sacrifices are generally communal affairs, of weeks or month's worth of saving up enough money and raising choice cattle for when villagers and townsfolk really need the direct intervention of the divine.
As for sacrifices of humanoids and sapient beings, in most campaigns this is generally the province of evil deities and/or ones dedicated to battle and conflict (in the latter case, such sacrifices are restricted to prisoners of war). But regardless, deities only grant boons when a worthy subject is sacrificed. To count as worthy, the subject must have an equal or greater Challenge Rating to the person who seeks to beseech the gods. A 12th-level warlord can dedicate hapless peasants to death, but such displays are a trifling matter of no great consequence; far better to show respect and glory by capturing and felling a mighty adversary.