Showing posts with label Lone Wolf. Show all posts
Showing posts with label Lone Wolf. Show all posts

Wednesday, 13 February 2013

Old school tactical roleplaying - a simple core ruleset




It may be the best time since the mid-1980s to start playing in the expansive style of the early tactical RPGs, and a new golden age for production and play.

That said, there are still barriers to entry. The range of rulesets, supplements and ideas emerging from the OSR and beyond can be overwhelming, and references to past work and debates on fine points can be confusing and may be discouraging potential players.

This post is an attempt to offer a simple starting point. Purists may dislike it, but it may help the interested potential player grasp the whole and grow the hobby. It's not a full system, more a distillation of themes and a generalisation for the early leaps. I'm using a similar approach with a drop-in campaign at a local game store and it's helping no end.

All we really need to know to get playing is how to create characters, how to explore, how to perform actions and how to resolve encounters, so that's what this will cover.

Tuesday, 14 August 2012

Casting off a Vancian magic

JB at B/X Blackrazor has been carrying on the debate about the magic-user's role and power in early D&D and similar old school tactical RPGs. The two key aspects are generally spell access and rate of use so here's a suggestion for each.

First access. The suggestion here is having spell levels exchangeable at a given rate, which could be one-for-one, i.e. two first level spells are worth a second level, a first and second are a third etc. The magic-user can pool spell slots to memorise more spells of a lower level or fewer of a higher.

Second is rate of use, arguably the least intuitive element of the Vancian approach. The suggestion in this case is that spells are not lost if cast, but cause harm to the user, a more Bujillian and Lone Wolfish approach. The MU can use each spell multiple times a day. However, each use costs, say, a number of HP equal to 1D[spell level], i.e. a first level spell 1 HP, a second 1D2, a third 1D3 etc., adapted to suit spell progression. With no Zocchi dice, and for a D9 or D11, roll the die for a level higher and reroll a maximum.

If this seems too easy on the party, or you want more drama, a simple, non-tabled side effect could be a blast of energy over an incremental radius, e.g. HP x 5', so a loss of 4 HP means anyone at 20' from the MU takes 1 HP damage, at 15' 2 HP, at 10' 3 HP etc.

Using the first suggestion could shake up the usual campaign pacing, and maybe even the setting as the world-changing spells became available far earlier. With the second, MUs could be more involved and even sacrifice themselves to a higher purpose. It could also encourage riskier play, keeping a party pushing where they might now withdraw.

Update: There are some thoughts on fighters here.
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Saturday, 2 July 2011

Peake and British gaming




A couple of interesting articles on Mervyn Peake, probably best known as the author of the influential Gormenghast series. One has reflections from four writers, among them Michael Moorcock and China Miéville, the other an interview with Peake's children.

Tied in with this are two posts on British gaming and its major influences. The first is by Chris at Vaults of Nagoh and focuses on the dungeon concept; some Gormenghast too. The second, by Coopdevil at Fighting Fantasist, has more emphasis on WD and GW
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Saturday, 12 March 2011

Scrapes (3) - Developing devices




More cool rules ideas, with something for almost everyone this time. A quick recap.

In the first we had horrific injury ideas from Tales from the Maelstrom, for wargames and 40K especially, with new counters from me too. More Maelstrom house rules here.

In the second, we had Ork fungus brew from Digital Waaagh!, also for 40K, and a set of numbered counters useful for remembering D6 results.

Today magic items and high technologies, bringing together excellent ideas from five different blogs and some of my own thoughts on expansion.