Wednesday, June 29, 2016

A Post Wherin I Commit Heresy

  Some time ago I read the interesting post here.

  The same writer, Lowell Francis also wrote this.

 A fair amount of both lists strike me as common issues (we all want combat to go relatively quickly with little need for a lot of book checks, etc.) and some of it is a well-stated preference (called shots, for example - in a really abstracted combat system they might not be possible in order to make combat smooth, etc.). A few of the items made me pause (why should reloading be a free action? It isn't in Real Life and can be a simple mechanic to offset the advantages of big guns). And others (describing wounds, number of opponents, etc.) are just, well, about the GM and the game and the setting and the adventure and such so....

  But a couple of them caught my eye. On the 'Player' list numbers 12
  'everyone should have someone to fight' 
  15
  'If I'm a magic user, I should be able to dish out damage relatively equivalent to a fighter. Some of those effects will probably be not measured in damage, but in my ability to debuff or disable. I accept that the flexibility of magic means a slight trade off, but I should not be significantly behind other characters. If magic costs mana, I shouldn't tap out in a fight unless I've really pushed myself'
  28
  'I should feel all players have equal opportunities'
  And from the 'GM list, number 2
  'Every player should have something to do in the combat'

Saturday, June 25, 2016

Worldbuilding - How Far Away is the Horizon?

  In both my Blackstone and Patchwork Lands campaigns I made worlds larger than Earth. In the case of the Patchwork Lands the planet is much larger - the diameter of the planet is 16,000 miles, a hair over twice the diameter of Earth.
  Since it is a fantasy world there is a lot of handwaving about gravity, etc. because I am more interested in vastness than the speed of a falling object (plus, there are reasons the gravity is still about 1G). But there is a question-
  How far away is the horizon?

  Here is a math formula
   Square root of[D x H/C]
  D = diameter of planet in miles
  H = height above surface in feet
  C = 5280

  So, on Earth a 6' tall person looking out across the plains would see the horizon as 3 miles away. From the top of a 30' tower (36' total!) the horizon would appear 7 1/3rd miles away.

  But on the world of the Patchwork Lands a 6' tall person would perceive the horizon as being 4 1/4th miles away and from a 30' tower that same person would perceive the horizon as about 10 1/2 miles away.

  Now, I am just eyeballing it here, but this appears to mean the horizon is about 50% "further away" on my new world. This also means things like mountain ranges in the distance can be seen a long way away.
 Here is an example: I created a 7 miles high mountain in my world. Because of the larger diameter the peak should be visible from someone standing at sea level 334 miles away. To put that in perspective, on a clear day if you stand at the summit of Dankova mountain in Kyrgyzstan you can just see the tip of the peak by the Hindutash Pass: this is the longest ground-based line of sight on earth and it is... 334 miles away.
  This was completely coincidental, by the way.
  But ti does mean that from the largest mountain in my main story area someone standing on its summit could peer across the plains between and see that peak clearly because the distance between them is only 500 miles!

  It is always the little things in worldbuilding that surprise me.

Rolemaster Unified Beta Playtest: Profession - the Astrologer

  Back in the day when I was playing Rolemaster twice a month, I played an Astrologer. To me, the Astrologer is a good example of everything good about Rolemaster. Let me explain.
  The Astrologer is a hybrid spellcaster mixing Channeling (what Clerics use) and Mentalism (sorta' like psionics). So it is, in a way a multi-class cleric/psionicist for magic-user/cleric. Another hybrid Channelling/Mentalism class is the Healer.
  The Astrologer has some great 'base spells' (or 'primary class spells') that allow them to communicate over vast distances, use some precognition, do a lot of cool tricks with lights, etc. This makes them an interesting mix of diviner and minor illusionist. They can also throw in a broad range of minor healing spells, invisibility, etc.
  But very few attack spells. They also couldn't wear a lot of armor and they could, potentially, be OK in combat with a single weapon. Maybe.

  But everyone in the party wanted the Astrologer along. In addition to being a decent backup healer he was also really good at things like 'no, there is a troll that way' and 'that stair leads back to the surface' and 'don't touch that, it is cursed'. And the Far Voice spells were great for talking between people hundreds of miles away, Really Big Deal in any pseudo-medieval setting!

  The Rolemaster Unified playtest is a ton of fun and we re enjoying it immensely. But since it is a playtest they are sticking to the core professions. So - I made my own RMU version of the Astrologer:


  This is a bare bones version, but complete enough to play in the playtest!

  Anyone have their own favorite profession they;d like to see return?

Wednesday, June 22, 2016

Why My Default Ruleset is 1e, or: I Like Your Ruleset, But Not That Way

  I have a lot "in" the OSR: I write stuff to sell to people in the OSR; I write stuff for free I hope people in the OSR read; I chat with people in the OSR and, like any group, I like some people in the OSR, am neutral about others, and find some to be a bit off.  Heck, I have that little OSR logo on my blog, just over there.
  But I think I might be taking that off.

  No, not because I dislike the OSR, or the people, of anything like that. Nor am I disillusioned by the OSR - there is a lot of great, creative, fun stuff coming out of the OSR. It is because I am not OSR in and of myself. I am of the actual Old School itself.

  This hit me through two things. I decided to do an actual review of Swords & Wizardry (thanks for the feedback, G+ pals!) and I read in about 9 places in one week 'the OSR began with Castles & Crusades or with OSRIC'.

  I own Castles & Crusades, and a lot of their stuff. I've owned it for a long time, actually, getting plenty of it as it came out. Admittedly, some of that was to find out why the Hell they had Redcaps led by someone called 'the Horned One' since I ran Lew Pulsipher and friends against the Horned One and his Redcaps back in 1988, but still.
  Pure coincidence. Redcaps are creatures of folklore as is the Horned One.
  I also got OSRIC early on and refer to it a lot. heck, I have sent about 50 new RPG players to OSRIC as a resource in the last few years and will continue to do so. Great stuff.

  I also have a ton of the OSR stuff from S&W to Blueholme, left, right, up, and down.

  I also have the complete rules plus splats for HackMaster 4th (2 PHBs because we used them so much). I was an HMGMA member.
  Remember HackMaster? Won Game of the Year at Origins? Was a monster impact and produced the most amazingly awesome GameMasters Shield EVER? They even took the old Combat Wheel from Dragon Magazine and turned it into a real thing that I freakin' own?
  Remember that?
  Yeah, well, in my opinion, that award-winning retooling of AD&D 1e/2e is what started the hard look at OD&D/AD&D/Basic that spawned the OSR.  C&C came out three years after it, OSRIC five.
  This doesn't take away anything from anything in the great work from the creators of the OSR, I think we just need to recognize one fact-

 HackMaster 4th spawned the OSR

  Anyway, one of the reasons I loved HackMaster (in addition to the fact that I have an abiding love for KotDT since it is set in my home town and is about my hobby) was I couldn't get AD&D stuff anymore without mortgaging my kids on eBay. Yes, the Source in the Twin Cities (one of the best FLGS I have ever been in, BTW) helped, but it was still hard. HM was great stuff, readily available, and it took minimal effort to make it AD&D.
 But AD&D is the core system I have used for my hobby since about 1978-79. My notes, rules, house rules, monsters, etc. - all based on that foundation.

  So I use those books. I use that core ruleset.

  "Fine, Rick," you say, "But that means you are part of the OSR."

  Maybe not. I mean, let's look at OSRIC: it is such an amazing clone of AD&D that my house rules work as-is with about 3 word changes and dropping stuff about monks and bards and campaign specifics. My streamlined initiative and combat rules, updates to disease, maintenance rules, special hirelings, new NPC-only classes, spells, PC classes - SNAP! Fits right in, all of it. People that bought Far Realms and use it with OSRIC have given me such positive feedback, it really is humbling.

  But I don't run OSRIC, do I? I run AD&D. If I couldn't get any reprints or PDFs of AD&D books I would have 3-4 hardcopies of OSRIC sitting around, all well-thumbed, with copies of my Book of Seaward (the in-house version of Far Realms) and enjoy it a great deal.

  But I have AD&D 1e and 2e. I have OD&D and its supplements. And too much 3e. And 4e. And 5e. And all of the other rulesets that fill 3 bookcases in my house (not counting my kids' copies, which they keep track of).

  I am also doing the public playtest of Rolemaster Unified and won three version of that system, too. And I think the kids are buying Palladium FRPG right now in the other room.

  In the end this all boils down to two things, one of which I already said in another rant -

 I am always making my own game and just sue AD&D as the jumping off point. 

  The second thing is something that I believe might separate me from being in the OSR-

I am not interested in stripping down rules and mechanics.

  My goal is to make a set of rules and mechanics that allow me to create the game experience I want to pass on to the players. Here is an example - in AD&D there are some nice tools to roll for followers for fighters who become Lords. My charts are more involved with non-combatants, scribes, smiths, etc. More complexity, not less, to better reflect the total followers a fighter would get. 

  Here's the thing, though. That chart, that 'extra complexity' is for me a simplification. Before I made the chart I would sit down and spend a long afternoon working out the types of troops, their numbers, how many blacksmiths would appear, etc. 2-3 hours of solid work. At some point, about 1989 I think, I instead spent 3-4 hours making a series of charts so I could roll raw numbers in a few minutes, then spend an hour fleshing out details, modifying, etc. and - net - save myself time.

  Swords & Wizardry, For Gold and Glory, OSRIC, etc. all meet their aims well - strip down rules to their foundations. But I've spent almost 4 decades tweaking, changing, and adding to the rules. That's why I love HackMaster 4th with its wacky, complex skills and such - it looks like what I saw in the '70's. It looks like a labor of love.

  So keep doing what you like, OSR, and I'll keep making stuff that works with what you like. But my AD&D books will always be the ones most used at my house.

Monday, June 20, 2016

Rolemaster Unified Playtest: First Session

  Today was a brief (3 hour) playtest of the new Rolemaster Unified. The focus was on a quick, simple combat encounter with travel, etc.

Players and Characters:
All are 4th level, made as Legendary.
My Wife: Melinda Rosybranch, halfling (sylvan) Rogue
        Focused on stealth and ambush with locks and traps
        25 year veteran of RPGs, never played any Rolemaster before.
Oldest Son: Timorbatar 'Timor' Khalyn'Ku, human (nomad) fighter
        Horse archer focus with spear and dagger
        All the boys played 6 sessions of FMFRP with me 3 years ago. All are very familiar with all versions of D&D, HERO system, and many more.
Second Son: Shin, human (highlands) Cleric
        Broad mix of spells with good medicine and herbalism skills
Third Son: Ingmar, human (urban) Magent
        Built as a crossbow sniper and con man
Fourth Son: Fen Chang, human (highlands) Magician
        An eclectic scholar and good combat spell caster

Play Report: Fathers' Day Game

My fourth son is starting his own AD&D 1e campaign. The most recent arc involved following a treasure map that leas to - a treasure map! The map we had claimed to lead to a hidden cove that hel a map to the treasure of Qraros, the legendary King of the Pirates from over a century past.

  I played Brother Bertram, a 2nd level human cleric
        Bertram has a valet named Arthur
  My wife played Amelia Daisybottom, 1st level halfling thief.
  My oldest son played Marcus the Mighty, 1st level human magic-user
  My second son played Falafel the Magnificent, 1st/1st half-elf fighter/magic-user
  My third son played A'Madeus, 1st/1st elven fighter/thief

  We had found the map-to-a-map in the warrens under an old cemetery and had immediately set out for the hidden cove it described. After a long trip with essentially nothing but color encounters (tinkers, merchants, gypsies, and a mendicant cleric) we reach the large town close to the map's destination.

  Following the map we soon find an old, old ship in a hidden sea cave. Arthur carried a torch as the aprty explored and, after a short bit of walking, lights were seen in the darkness, far ahead. The halfling and elf, who were stealthy, slipped off to scout
The cave had been almost-sealed by a landslide long before and, cut off from the sea, the water had mostly dried up. At the far end of the massive cave the scouts found an old ship. trapped for long decades. There were torches burning on the top deck and a new ramp led from the deck to the cave floor. No movement was seen. The scouts informed the party and everyone moved to the ship.
  Marcus and Arthur took cover behind some stalagmites and Bertram (who had the best AC and hit points) moved to the base of the ramp and called out, asking for parley.
  Up popped a skeleton and battle was joined!

  I was on fire - for 7 attacks only 2 missed and I got max damage with my morning star 3 times!  I totally failed to turn anything, though.
  Amelia was very effective with her sling bullets, too. Falafel got a Light spell over the middle of the ship right away and the light really dd a great job helping us.
  A'Madeus was amazing with his bow, hitting a lot for a ton of damage.
  Marcus and Arthur ended up is a separate fight versus a freaky owl that injured them both but they eventually prevailed - causing it to turn back into a small figurine (!).

  During the battle a guy in chainmail with a shield and mace popped out of a hatch and really hurt Bertram with a mighty blow. Eventually, though, A'Madeus' arrows, Bertram's morningstar, and a timely backstab from Amelia brought down the evil cleric who had animated the skeletons, although only unconscious.
  Bertram healed up everyone, we secured the evil cleric, and tossed the ship. Total cash was in the 3,000 gp range and the magic haul was a +1 shield, +1 chainmail, 2 Potions of Extra-healing, and a Serpentine Owl. The cleric, skeletons, etc. was enough for everyone to raise at least a level in one of their classes.

  Number Four's narrative is getting very good with his description of the appearance of the skeletons earning praise from the entire table. The pacing was good, the monsters tough, and the overarching plot just starting to peek out, which is a ton of fun.
  The map points us to the entire other side of the continent so we have a ton of travel ahead of us.