Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Thursday, 16 July 2015

The legendary Thuloid's gold

If you're reading this, you might be interested in a solid and fairly wide-ranging batch of discussions going on at Thuloid's latest post at the House, all assisted by that gleaming new Disqus plug-in.

The post looks at what makes a game interesting and the comments cover D&D and old school art, the aesthetics of GW's Age of Sigmar, the Iliad, Vampire, The World's End, Frozen, roleplaying the life enlisted, milking in the industry, and character history tables.

If you don't already know and you're a blogger, the House is a network you can join here.
_

Friday, 6 March 2015

Dragons as dungeons and titan diving

My post at the House this week got a bit out of hand, trying to cover just a little too much. I did manage an approach to going inside the big kits, a look at character infection as a way to offset combat, and the idea of living delves and spaces.

But I had a lot more, so as a start on it, here are three related tables, for weird infections to replace more ordinary ones, for living landscapes, and for wargaming inside creatures.

Friday, 20 February 2015

The meta-part kit and character corporealisation

If you've followed the discussion on kitbashing at the House, now moving on to Lego, and the one at Tenkar's Tavern on using miniatures in roleplaying, you might be interested in the set of posts going up at Iron Mammoth's Studio showing a miniature being made up from scratch.

On the subject I have a question, and a thought about character creation, or generation.

Tuesday, 17 February 2015

Dragoncrawls and behavioural deployment

Still here. One of the posts I put up ahead of the lull was Dragons & Dungeons, on reversing the standard emphasis, and since then Red Orc and Jens D. have given the idea a bit more thought.

Suggested reading order would be the original post, Red Orc's follow-up then the latest.

I'm still wondering how it might work in wargaming. Maybe the forces would be set up based on likely unit activity, and the terrain simultaneously? Each force could be divided into a few categories, say Special, Scout, Column, Support and Patrol, which already happens to some degree in various games, with organisational charts, special rules etc.

Monday, 25 August 2014

Edition whoring; fifth and seventh; and things unseen

So we've lived to see a fifth D&D and a seventh 40K. Who'd have thought it, back in 1974 or '87?

I've been reflecting. The more editions, the more I think the magic, and the truer quality, was in the first, in OD&D and Rogue Trader; and the more I think that after any new thing appears, if we love it, the way to honour what it represents is to carry on truly developing, to push the limits in corresponding ways, not just rework.


Saturday, 16 August 2014

When worlds collide! or share a barycentre for a while

I've not done a funky link set for a bit so here are some recent crossover posts, or more intricate combinations of theme, you might not have seen.


There's a lot more weirdness going on, especially in the upper three blogrolls on the left.
_

Wednesday, 13 August 2014

From the Osteolix to the Inner Clumps

Underworld Lore #4 is coming this week, which means the Arcane Dwellings table needed to be done faster than expected, so I did the last nine myself, to be sure there are 30 ready to go.

If you want to add any, like Red Orc did with the Threshold of Eternity on Monday, go right ahead, and Greg can push that many of mine off the list.

Monday, 11 August 2014

At Offalmongers' Folly

I'm going to finish the Arcane Dwellings table at Gorgonmilk entry by entry. This is the first. If you want to jump in, no need even to ask: post here.

Here it is then, weird and maybe a little gross. If it's a mealtime, you might want to stop right now.

Sunday, 10 August 2014

Unused, but useable die sizes

If you wanted to out-DCC DCC and recapture the magic and disorientation of early D&D with a new set of die shapes and ranges, what dice are left?

The classics of course are the d4 and d6 - the d2 and d3 included - the d8, d10, d12 and d20, plus the d100. Most are fairly useful, for the spread of factors. DCC uses the d5, d7, d14, d16, d24 and d30, which are still solid. We covered the d1 here.

The d9, d15, d18, d21, d25, d27 and d28 could all be useful, the d18 and d28 most of all, and maybe the d22 and d26 as well, but the rest up to 30 less so: the d11, d13, d17, d23 and d29. The d31 has a certain cracked old school charm, but does it exist? And of course, when rolling with larger ranges, extracting smaller factors can slow the reading.

The shapes would likely play a key role in the decision, given how analogue the hobby has been and is at heart - you might want that d9 and d15, say, for being more distinct.

Does unfamiliarity mean lower practicality from now on, or is there another way to do it?
_

Friday, 8 August 2014

Fifth edition thoughts - the depriving background?

A quick comment on a piece of fifth edition D&D.

At first I was generally positive about the idea of the so-called 'background' - the personality traits, ideals, bonds and flaws. Now I'm not so sure. It seems more gimmicky as time goes by, more predetermining of narrative as if establishing the characters for the first chapter of a novel, a set narrative, rather than supporting an exploration of another world - and ourselves - wherever it leads; and a shortcut avoiding the need for fuller player engagement, or further restricting player freedom.

Why play to someone else's prewritten background if you can decide one for yourself or start vague, as light as in a DCC funnel, or with a single word or less, and let specifics emerge in play, based on choice and the elaboration of the world in the interaction between players and GM, and characters, factions and landscapes? I'm genuinely curious as to the justification. Surely not just to save more of that increasingly precious time..? If so, I've got a suggestion - do less. None of us have to do everything we're sold.

Thursday, 7 August 2014

Pro-millinerial tension

Hats can be big in adventure fiction. Best known of all maybe is that myth made for Indiana Jones.

But how do we know how important they are, or more importantly when they've fallen off? In mass wargames, who cares? In skirmish games many might, and in tactical roleplay it could be critical, not least because there could be things under them. But where's the rule, or rather that option?

And what about wigs, bandannas or weirder, grimdarkling-ish things? The navigators of 40K have a third eye with an effect that in D&D and related games could be save or die: if it slips, we really need to know. They might be the season's must-have accessory - or not - and affect reactions. Here's a simple approach:

Monday, 4 August 2014

Dragons & Dungeons

I wonder how different the world would look today if 'D&D' actually stood for 'Dragons & Dungeons'?

Maybe no different. The typical module might be creature-focused rather than site-based. But the cascading consequences of even that fine change, in minds across the lands and down the years, could have done odd things.

Sunday, 3 August 2014

The Unbearable Lightness of Grimdark?

This particular thread is one of the more useful discussions on the aesthetic trends in 40K that I've seen in a while, going beyond level of detail, phwoar factor and producer ranking. It's at BoLS believe it or not, on a more or less ephemeral post.

One of the arguments corresponds to that idea that D&D is now its own set of reference points, which came up again with the nods to past fiction in fifth edition. A couple more:
 

Wednesday, 30 July 2014

Digging the Gravelands

Have you seen this? While I was in stasis, Hereticwerks released a first shortform module, GL-1, Taglar's Tomb.

It's a revised and expanded take on a site they posted for Swords & Wizardry Appreciation Day last year. If you're a regular reader, you know what I think of Hw, and this is as accessibly weird and as dreamily expansive as ever.*

If you play a tabletop game, or like a speculative genre, you can probably do something with the contents. If you play a rules-light roleplaying game, like D&D or a game inspired by it, like S&W, you can probably do even more.

Even for wargaming, and not just for Oldhammer. For an unusual scenario, the tomb could be set in a hill in the centre of the field, with a scaled up version of the map on a side table and troops entering moving between. The objective would be to get in, hold the line while the diggers go to work and get out with more goods. Assign a tolerance to the surrounding slopes and walls, agree a rule for collapse and let the madness commence.

The trek with the guide could also work as a rolling road, with one side deploying hidden.

It's PWYW so you can get it for free and if you like it go back to pay what you think it's worth. They've also got a page of extra material, developing some of its vaguer elements.

As ever, check out their blog too, and Bujilli especially - he's got a big decision to make.
 
* As says André Breton via their sidebar: "Objects seen in dreams should be manufactured and put on sale."
_

Monday, 2 December 2013

Traveller, the epi-character and a very long game




First go read this. Epigenetics focuses on the idea of meaningful genetic change being passed down the generations by means other than DNA. Lamarckism is the supposedly discredited thinking that change to an organism in a single lifetime can also be inherited.

The article suggests that life has developed methods to transfer by reproduction not only genetic information, but even the experiences of the parents, a form of actual knowledge.

The significance of this is difficult to downplay, and the ramifications are going to keep people occupied for a long time. This is something traditionally fantastical, hard sci-fi at best. Before I come back to what this could really mean, a quick detour through gaming.

Monday, 21 October 2013

Review - Stalker

I don't do enough reviews these days so I've decided to post my thoughts on intriguing things as I find or revisit them. Anything relevant to the blog that seems worth looking at.

Here's a classic to start. Incredibly, John Till at Fate SF just posted his own review of it.

Stalker (1979)

A film adaptation of a Russian SF novel, Roadside Picnic; directed by Andrei Tarkovsky.

One man leads two others into a mysterious, militarily quarantined Zone - an overgrown ruined landscape, possibly struck by a meteorite, possibly the site of an extraterrestrial stopover, a form of roadside picnic - hoping to reach a chamber believed to grant wishes.

This is one of the most old school D&D films I've seen, without being related to D&D in any overt way, and it has a rich, dense terrain that might surprise and inspire wargamers too. The central location - the landscape of the Zone - is arguably at the heart of the film.


Tuesday, 1 October 2013

Choose-your-own-annihilation and cheese with peas




Pegboard left an interesting comment at Faeit 212 yesterday. Here's the essential part:

Tzeentch book has a table on every page. You start by rolling a d6 per page number and comparing it to the table. Your army then takes that many hits. Your opponent gets that many models back. If you roll an even number, you go back a page, odd, forward a page, roll more dice and then your opponent gets the special rules haywire and feel no pain.

It's a joke of course, presumably aimed at GW and a certain thinking on randomness and fun, but there's a radically conservative idea in there. Wargaming and roleplaying have long used tables for resolution, but they've fallen out of favour in the mainstream even if a business model based on large books of rules hasn't. Games like DCC still get good mileage, and there are the funky system-neutral tables at the The Dungeon Dozen.

Imagine this: a choose-your-own-adventure-style book of tables for use at the table, for gaming without randomisers like dice, but with more potential effects and less linearity, at least as many outcomes as table entries. Choose your action, check for contexts and apply the results, maybe jump. But not Student's-t-like distributions: there could be nested tables, option trees and 2D or 3D charts, even close-the-eyes-and-point pictures.

Monday, 22 April 2013

The wombull - a possible new character class?

I read this. And with Saturday's round-up still fresh in my mind, it all started to happen.

Picture the scene. Late '80s, the UK, a temple of gaming near a rambling common. A creature looking rather like a Womble elopes with one looking a bit like a Citadel ambull into the folds of what could be a BECMI box. They dig a lair and start a character class.

If I was going to write up that character class - and why would I? - I might do it like this...

WOMBULL
Motivation  Likes holes in the ground. Drawn to the intolerable waste in forgotten spaces; prefers not to steal, but will to put a thing to better use.
Requirements  Strength and Wisdom of 13+

Nature  Wisdom is the prime, with dice, saves and levels as per the dwarf.

Equipment  May use any; has jaws and claws (1d4 dam.), and paws only a little clumsier than human hands (-1 with missile weapons and devices).

Abilities  Digs twice as fast as a human. Has infravision, the dwarven feel for structure and a 1-in-6 chance of identifying inconsistencies or later changes in the contents of a space. May combine suitable items into a new form given that form's gp value in minutes; the new form is one degree poorer for its type and has a 1-in-3 chance of failing with each use.

Knowing the creativity of the people round here, someone's already done it, but I think I'd be happy to play any version. Now, where could a party with a wombull go adventuring..?


_

Saturday, 20 April 2013

40K OSR? (22)

It's been yonks since the last 40K OSR? update.

Not sure what a 40K OSR? is? If you know what a 40K is, and an OSR, you're pretty much there.

If you're part of it, feel free to use Colonel Kane's logo, here to the right, and consider linking to a superb example: their Tales from the Maelstrom.

Since that last update, they've set up and run a multiplayer Rogue Trader game, posted the photos and mused on the nature of old school.

And there's been plenty more going on too, for various systems and scales, and none.


I've probably missed a huge number of posts so feel free to leave links in the comments.
_

Wednesday, 17 April 2013

Why I appreciate S&W and you might - even for 40K

Today it's Swords & Wizardry Appreciation Day.

Lots of readers of the Expanse will know what S&W is - a rules-light tactical roleplaying game, and more especially an Original D&D 'retroclone'.

But quite a lot of people reading have probably never even heard of S&W: this is for you.

I'll look at what I appreciate about it, then what you might, then finally a way of using it to do something it's not explicitly designed to do: run 40K. There's a discount today too.