Showing posts with label untested. Show all posts
Showing posts with label untested. Show all posts

Thursday, December 19, 2019

Combat System, Some Assembly Required

At some point, the PCs are going to fight something. While combat may or may not be a fail state, it's going to happen regardless. Traditionally, this has involved a complicated minigame with rules and procedures entirely unlike those found outside it. A move and an attack are an assumed default in most D&D-alikes. Special tricks are always a pain to adjudicate, initiative is always a hassle, and it always takes too long if it gives you very many options at all. The way many choose to play is then ultra-light and heavy on adjudication, in contrast to the method chosen by the world's largest RPG and its imitators, which are cumbersome and, well, still heavy on adjudication. Some of the more popular OSR games, like the GLOG, attempt to bridge the divide by giving PCs a limited number of options while hard-capping endless growth.

I want to try to create a set of rules for running Shadowrun using Knave, tentatively called Crave unless I can come up with something better. It wouldn't be strict by-the-book Catalyst Game Lab Shadowrun, but more a pastiche or reimagining of it, both because of the needs of the system and also because I simply don't like some of it. But to make it work would require some reworking of some basic assumptions of old school games, which typically focus on gritty early modern adventures. In that vein, here are some ideas that I've been noodling and discussing on the discord but are as yet untested. I just needed to get everything out of my head an on a sheet. Hopefully, someone else might find something useful. Some or all of this may need to work itself in any eventual hack.

Covered in this post: Intentional Surprise, Weapons, Automatic Fire, Range as Armor,  Locations and Cover, Death and Dismemberment, Stamina and Fatigue, Actions and Initiative, Stunts, Maneuvers, Unarmed Attacks, Ripostes, Monster Magnitude, and Signature Techniques

Klaus Pillon

Tuesday, November 19, 2019

An Idea For Useful Languages in RPGs

Languages are never fun in tabletop roleplaying games. People have come up with numerous ways to handle them, and their methods become especially absurd in games where languages are handled by leveled skill points ("Sorry, professor, but I can't learn Spanish until I go shank some goblins and steal their loot."). LotFP has a linguistic skill, for example, that you roll to determine whether or not you know a language; max the skill and you know everything. AD&D had "alignment languages" and people the first part of that term was even worse than the second. Some effort has been made to at least make the languages interesting. Meanwhile, most people just dispense with languages entirely. Here's a proposal.

Tuesday, July 16, 2019

Spiritualism: A new discipline for Stars Without Number


Mark Gabriel
    Stars Without Number Revised is a fantastic game by Kevin Crawford of Sine Nomine that has one of the more interesting Dungeons and Dragons-adjacent psionics systems. Most such mechanics are very beholden to Gygax, Marsh, and Kask's original, even if they improve on it significantly. Others are far too enmeshed with awful 3rd Edition-ism, like True20's Adept. Various OSR creators, such as Lexi, Spwack, and Marquis, have taken the concept in less cumbersome and more interesting directions, but none of them really scratch the itch. 

    SWN Revised's version, on the other hand, really does. It gives each discipline a signature, recognizably-psionic power immediately and then every other power is a purchased extension for that. Telekinesis, for example, lets the Psychic move things with their mind, and with investment, they can make themselves fly, create walls of force, generate psionic weapons and armor, or shield themselves from the vacuum of space. All of these are logical extensions of the core power. It also dispenses with power points by replacing them with a very small pool of Effort that's spent in a regular pattern, it has a built-in means of pushing oneself, and it works as both a full class and with the game's sorta-multiclass Adventurer. Six disciplines appear in the core book and it seems ripe for creative additions.

    Between re-reading the Book of the New Sun with its enigmatic witches residing nearby to the Order of the Seekers of Truth and Penitence in the Citadel, thinking about Dune and its Bene Gesserit sisterhood, posts in the OSR about witches, playing Dishonored, and even discussions about how low-powered the original Star Wars trilogy is, (Emperor Palpatine is running around casting an electrical variant of burning hands and Obi-Wan's most famous trick is suggestion) strange, cult-ish magic users have been on my mind. What unites all of these is that witchers are something more fundamental and primal in a setting that had seemingly passed beyond such things. In a science fiction setting, witches wouldn't be needed as herbalists and midwives, and they wouldn't face myths and persecution for being in league with Satan in a generally atheistic setting. How then to capture that feel of unsettling mystique? Dungeons and Dragon's Vancian magic is perfectly fine for its intended purpose but I wanted something a little more mysterious. With the tools available in the core book, particularly telepathy and precognition, you could probably build something close, but then you obviously couldn't build a witch Adventurer. So here's a witchy discipline for characters who want to know more than they should and use it to get what they want.

    Several people on the OSR and SWN Discord servers helped with inspiration or critique. Thank you all.

Thursday, July 11, 2019

Titles

The Mechanic

A character starts with two Titles: background and origin. One of these is probably race or species if that is relevant to your game. Each title has a name (class, race, specialty, background), one or more bonuses (probably a class ability, some hit points, and a save improvement), and a deed.

To "level up" meaning gain a new Title, the character has to accomplish a deed matching to each of their Titles, checking them off one-by-one, at which point they write down a new Title and Deed and remove the check from all. Each deed has to be distinct and any particular situation can only apply to one Deed of the player's choice, with the DM having veto power.

DMs might cap the number of titles to control the "maximum level" of a campaign. They instead overwrite the old trait of their choice. The PC is replacing knowledge and tricks as the old bits fall away.

Update (7/15/2019): Lexi of A Blasted, Cratered Land has taken this and adapted it for her own rules hack Mimics and Miscreants. It hews closer to traditional class systems than shown here.

Luke and Obi-Wan in Episode 4.
From apprentice...

A Fictional Example

Obviously, I designed the deeds around what Luke actually did in the movie, but this can still help you understand the idea in practice.
Luke Skywalker has "Peasant (Tatooine moisture farmer): Travel beyond your frontiers," and "Hotshot Pilot: Engage in a dogfight," written on his character sheet, each with some bonuses and ability. Upon meeting Obi-Wan and becoming a PC, he writes down on his sheet "Jedi Apprentice: Use the Force to do something impossible," which he manages to accomplish very soon when he impossibly blocks the remote's zap with a lightsaber blind. Going off planet is far beyond his frontier and the tie fighter attack is a dogfight. So by Yavin IV he has leveled up and gained whatever bonuses that he worked as appropriate for Jedi Apprentices. Ding.

After Apprentice, he wrote down "Big Damn Hero: Do whatever it takes to save others." Which he accomplished on the Deathstar run, after achieving dogfight in the battle above the Deathstar and frontier upon arriving on a jungle planet. But since he applied "destroying the deathstar" to save others, the use of the Force to aim the proton torpedo can't be used for it too. However, he quickly snags it when he impossibly draws his lightsaber out of the snow to free himself and defeat the Wampa. Ding. He writes: "Jedi Knight: Fight a peer using your lightsaber."

Snowspeeder Battle suffices for a dogfight and heading to Yoda on Dagobah (or solo hyperspace travel) for a new frontier. He's already lifted things with his mind but manages to convince his DM that the (impossible) escalating series of Force feats he does under Yoda's tutelage qualify for Apprentice because they are different enough from the lightsaber pull earlier. He runs to his friends despite being entirely unprepared in hopes of saving them. Finally, he (lightsaber) duels with his father. Ding. He writes "Jedi Master" and it's deed on his sheet.

He heads to Jabba's palace to save his friends. Boba Fett is a peer and he uses his lightsaber. Speeder bikes are close enough to dogfight. Death Star was never marked for frontier before, which is nice because it gets marked now. Endless impossible force uses are demonstrated, but invading the mind of Jabba's majordomo qualifies. Finally, in the duel with his father, he achieves "Jedi Master: win without fighting." Ding.

By the end Luke is (and has a marked on his sheet): Peasant, Hotshot Pilot, Jedi Apprentice, Big Damn Hero, Jedi Knight, and Jedi Master.


Luke Skywalker in Episode 6.
...to master.

Friday, June 21, 2019

Adventuring Complications Condensed

A few people commented on my last post, and one of them, Skerples, mentioned that it could be condensed. And it's true, it totally could be condensed for ease of reference. But OSR is a niche within a niche so I'm going to try to explain my reasoning whenever I can in order to make my blog as approachable as possible.

That said, long paragraphs aren't convenient for reference purposes. For pure readability, I can take a cue from Sean McCoy from his work on Mothership. In a fascinating thread about the layout process, he laid it out like this:
The rule is: can this prose be bullet points? Can the bullet points be a table? Can the table be a diagram? Can the diagram be map? Can the map be an illustration?
Mothership is a great looking game and this is good advice. So I'll apply it to Adventuring Complications. One thing that probably bears mentioning about this whole mechanic is that this is strictly for situations where the DM doesn't deem the task impossible or trivial. It only applies when they have both a chance of success and a meaningful chance of failure.

For any risky (not impossible, not trivial) task for which being prepared can render a complication easy, rate it on scale from 1-3 (moderate, challenging, extraordinary?) and compare it to the resources the players can bring to bear. If they have sufficient kit, they pass unhindered. If they lack kit, assess consequences.