Showing posts with label Hackmaster. Show all posts
Showing posts with label Hackmaster. Show all posts

Thursday, September 16, 2021

Design Structure of D&D Basic on One Page A4 ... or is it?

Among other things, I'm working on The be67 Supplement. As the name on the tin says, it's not a complete set of rules, which was a difficult decision to make ... Can you play this without knowing D&D Basic or Labyrinth Lord or any of the other clones? I'm not sure. So to be on the safe side, I decided to go with the supplement approach. For that I felt it necessary to give the reader an designer's approach to tinkering with D&D by explaining what all the pieces are and how they work together. What's more, I wanted all that on a double page A5. It's ... a tall order, I guess. Still gave it a shot, and I'm reasonably happy with it. However, I wanted some eyes on this, so here we are. What do you guys think?

Well ... not saying it's not. [source]

Basic D&D and Labyrinth Lord, Quick and Dirty

This is the general overview of the elements that make the game. Knowing this (and knowing LL or D&D Basic) will help you understand what we did here and where we deviate. How that comes together and how it plays will be explained in the subsequent pages of this supplement. So, buckle up.

What kind of game?

Role-playing games, as we understand them in the context of the original game, are about telling fantastic stories with a specific set of rules that allow a group of PLAYERS narrating setting-specific roles, with the game system and a GAMEMASTER (GM or Labyrinth Lord or Dungeon Master) providing the stage, feedback and rulings for their actions. The GM is considered to be the final arbiter in the game.

The interplay between players and GM creates an ongoing story while the system offers tools to specify and resolve turning points in said story, usually by using an assortment of dice and with the system output shaping the narrative in a way that produces a very specific playing experience.

What kind of playing experience?

System and GM provide SETTING, STAGE and OPTIONS how to interact with all that. Stage means a basic set-up what kind of story is offered in the greater context of the setting. Classically, we are speaking of some sort of fantasy world filled with wonder and magic and monsters, with the stage being anything from a town for adventurers exploring dungeons for fame and glory to the chance to play political intrigue on a king’s court. A starting point like that is usually aimed to result in a collection of ADVENTURES that sums up to what is called a CAMPAIGN.

With the stage set like that, players will chose the CHARACTERS (the “roles”) they want to use to explore their possibilities. This is considered a team effort, as the original game doesn’t allow all tools for every role, but instead different facets of the whole for different roles. That distinction is called CLASSES. The classes available are heroes one would expect in the gaming world (or setting), like archetypes of a sort.

To simulate growth for classes, characters collect EXPERIENCE. Experience is a measure of the success the characters have in their adventures and the players’ skill. Experience is collected in points (EXPERIENCE POINTS or XP) and character growth occurs in stages. With reaching a certain point limit, characters gain what is called a LEVEL (they LEVEL-UP). Each level-up comes with certain benefits that give a character more powerful tools to overcome the challenges GM and system are proposing in a campaign.

The core gaming experience, then, is about playing specific characters in an on-going campaign while using the tools available to the group to interact with the story in order to gain XP and levels utilizing dice and wits against an adjusting and intelligent opposition in form of the GM and the system.

What game tools, then?

The tools available to characters generally are expressed in abstract values and fall into four categories: active, passive, intermediate and special. Active tools interact, passive tools react, intermediate have qualities of both or are derived from the first two and special is everything else (for instance class-related abilities).

The active values are called ATTRIBUTES and comprise of the physical (STRENGTH, DEXTERITY, CONSTITUTION) and mental (INTELLIGENCE, WISDOM, CHARISMA) capacities of a character.

Attributes are expressed in numbers between 3 (low) and 18 (high) and give a basic understanding of how a character measures against other characters or the gaming world. It also shows strengths and weaknesses a character has, with high values giving bonuses and low ones giving penalties (usually range from -4 to +4).

The main passive values are called SAVING THROWS, classically comprised of BREATH ATTACKS, POISON or DEATH, PETRIFY or PARALYZE, WANDS as well as SPELLS or SPELL-LIKE DEVICES.

They mirror the attributes but map more the gaming world than representing individual characters. Attributes deviate between characters but remain static as the character grows. Saving throws change depending on class and level but aren’t individualized between characters.

Intermediate tools are HIT POINTS (HP), which give a measure of a character’s life force, ARMOR CLASS (AC), which measures how well a character is protected against harm, and an ATTACK VALUE, which shows the chances a character has to hit successfully against an AC. All intermediate tools are decided by class, change as characters gain levels and are modified by attribute bonuses.

Special tools can be anything from THIEVES SKILLS to SPELLS and MAGIC ITEMS classes or characters might have access to. They are usually very specific and give classes or characters some depth or flavor. DM TOOLS (like MORALE of non-player entities, e.g.) also fall into this last category and differ greatly between between editions and variants.

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And that's that. If the rules variants and additions in the supplement follow up on this scheme, would the understanding of it (and the original game, of course) add to the reading/playing experience? Is it necessary at all? And is it "complete", as in, did I succeed? Please, help a guy out, if you can :)

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In other news,  you can check out a free preview of the Ø2\\'3|| (that rpg I published) right here (or go and check out the first reviews here). This will be with the general populace for a little while now, but we will do some sales in the near future, of course. If you are in Europe, I'd put this on hold for a bit (wishlist it, or something). OBS still prints in the UK and since that isn't Europe anymore, tolls are mandated. No one needs those extra costs. They are working on the problem, and I'll do a happy sale as soon as they switch printers ...

If you already checked it out, please know that I appreciate you :) It'll certainly help to keep the lights on here ...

Just look at that beauty ...

Monday, January 20, 2020

It's like Jazz, isn't it? (an attempt of a post about the different types of DMs out there ...)

Happy New Year, friends and neighbors. I hope you had a good one and wish all readers a great year 2020. I'll keep it casual here on the blog and post every once in a while. For now. However, there's hope that I'll get some more time in the very near future and I also might start tackling new designs this year, as Lost Songs is in the final stages of development and Ø is about to get published soon, so the next fresh thing would be exploring The Grind a bit more (D&D steampunk heists with cards!). So excited to finally tackle that one ... Anyway, let's talk about DM styles.

DMing is like playing an instrument ...

... but with words (you can quote me on that one). All right, that doesn't sound like a big revelation, I guess. However, it's in pushing the concept to see what it means in all its consequences and dimensions where the fun is. I came across this very specific issue a couple of times, although from another perspective: that of a producer of content (as a writer and designer, if you will).

Basically I was getting the impression that reviewers in general try to enforce a standard that doesn't necessarily match (or cover) all the different styles of DM
our little hobby must produce by the sheer endless variations of the basic premise that comes from learning to DM.

Now, I have talked about this from very different perspectives over time. I did that (most of the time) based on my own preferences, of course, for the simple reason that I don't know any better. It's also what has to inform my designs, so what I end up realizing ideally should match what I prefer to run. Turns out, the result is not mainstream.

Bad design choices be like ... [sources]

Which I quite like, to be honest, but I have to defend my design decisions occasionally and it's quite the tricky thing to do, as I'm still exploring my position. Well, I'm not shy in voicing my opinion, but I'm prone to make a strong case even if I have no idea what I'm talking about (result of decades of DMing, I guess).

If I'm lucky, I will argue my way to something conclusive and true over the course of such a discussion. Most of the time I have to sit down afterwards and chew on the problem a bit before I can get anywhere with it (sometimes I get to explore it here on the blog, obviously).

One topic like that was my decision to have some empty rooms in a temple dungeon in that module I wrote. Most reviewers will make a strong case that in a "product" ALL rooms should be described, because why else use a module, for instance, if not to have all the "work" been done for you? I wasn't convincing in defending my position there. Only after I read a post about empty rooms over at Delta's D&D Hotspot and wrote a comment in a Mewe Group about it, I realized not only where I come from, but also got a fair grip (I think) on how that relates to other approaches.

Here's what I wrote:
My take would be that really "empty" rooms are best to give that impression that a ruin or dungeon is mostly abandoned and it helps to emphasize that those small areas where monsters lurk are little islands with reasons to be where they are (the goblins only need 3 room, the giant spiders came through a natural crack to the underdark and set up shop because of traffic and so on). Empty Rooms are also a chance to give players some breathing room or room to maneuver or to set the atmosphere for the surroundings (noise, furniture and stuff like that). In that, empty rooms are necessary parts of the "symphony" that is manifesting when exploring a particular dungeon (or dungeon level). The idea that every room needs to have something is not only very boardgamey, it also seems to be connected to that customer's point of view of "completeness" or the demand thereof, which I believe to be problematic ... DMing is, imo, a creative endeavor and the DM should be able to join the melody with his own (like jazz) instead of just making his attempt on the melody given (I can see value in both approaches, though).
Getting that far into it, I thought it warrants a post, and here we are. But how many types can we get out of this analogy? Let's see.

Type 1: The Jazz DM

[source]
I know I'm not the only one ticking like this. We take inspiration where we can and make them motives for our improvisations. In a sense, those motives can be described as "oracles" (as I talk about here). This style would also heavily lean on sandbox play. DM like this prefer some complexity and depth with the systems they use, but also need a high level of abstraction available (material to riff off of, so to say).

The Jazz DM sees playing the game as a team effort. All contribute to the story (rules, players, setting and DM), everyone brings their own melody, their own ideas and concepts. In that sense, rules could be analogues to instruments, which makes the DM tools the leading instrument, offering specific opportunities for the other instruments to join in. Here's the Wikipedia attempt of a definition for Jazz (as far as it relates to gaming):
A broader definition that encompasses different eras of jazz has been proposed by Travis Jackson: "it is music that includes qualities such as swing, improvising, group interaction, developing an 'individual voice', and being open to different musical possibilities". [source]
I think this illustrates how we are not talking about what music is played, but about the approach to play music.

That said, it can have serious drawbacks. For one, DMs like that will have a hard time (or no interest in) DMing most published modules or adventures since they'll find it too restricting (railroady, even) without any meaningful room for improvisation (even if it's just true for the DM-side of the game*). Another thing is that players need to be up to the task (which means they'd have to bring a somewhat similar mindset). Players that go through the motions and hesitate to add their own melody will end up having less fun.

A third disadvantage I can see would be a lack of dedication for a campaign. Other "instruments" may be too tempting and the urge to experiment can result in a lack of consistency (which I try to compensate by writing and designing stuff ... to mixed success, I might add).

Ideally, a Jazz DM will offer a lively game where like-minded players are able to explore and create over the course of small campaigns.

Type 2: The Conductor DM

For me the next logical comparison. Conductors take great and complex works of art and negotiate them with an ensemble towards a performance. Your typical AD&D DM, I'd say. They orchestrate the perfect manifestation of the "instruments" of their choice and prefer rule systems that offer depth, crunch, teamplay and long campaigns (AD&D/HackMaster, CoC, Pendragon, games like that).

They tend to take themselves out of the game as much as possible. If their style emerges, it is through the conducting of the campaign as the players reach their goals from level to level by playing their characters. They'll be (or aspire to be) very savvy in the rules and trivia of the game and their joy is in seeing it all unfold as proposed by the rules.

I'd say DMs like that are good with pre-defined campaign settings (Greyhawk, Ravenloft, the works ... AD&D again, too), but excel when combining it with some campaign spanning module of sorts (Against the Giants, to give one example ... Call of Cthulhu offers some great campaigns like that as well). They'll come preppared either way. With Conductor DMs  you can play campaigns over decades.

Conductor having a moment ... [source]
The drawback of a DM style like that would be inflexibility in some aspect or another. Depending on the DM this could be rules or canon. They will also have very concrete ideas how the game is played, which means that it'll need players that are able to play along with that. 

Ideally, Conductor DMs orchestrate epic campaign arcs for players to experience and be a part of over long times.

Type 3: The Band Leader DM

This DM is less about the rules as he is about "personality". It's your typical storyteller DM, if you will (World of Darkness is the base line here, but there sure are more games like that ... 7th Sea, maybe, or Over the Edge and Prince Valiant).

The group dynamic is more towards an assortment of band members that might even have different agendas. Teamplay isn't a necessity as it is more about exploring a selection of themes and concepts. The Band Leader DM offers the stage for the other members to express themselves and shine.

Something like this? [source]
DMs like that will tend more towards improvisational theater than indirect narration or even meta play. Plots will be more dramatic and emotional than, say, epic. However, just as meticulously prepared, with the focus more on story, history, background and personal impact.

As far as drawbacks go, I'd say Band Leader DMs can run the risk of having short-lived campaigns (usually purpose build, as in, exploring some theme or another). Another drawback can be the emotional toll of playing that way and conflicts that can result out of it, depending on how mature the member of a group are.

Ideally, Band Leader DMs offer an emotional experience for players that like to express themselves in a more direct, or say, theatrical way. Everyone gets a chance to be part of a big performance.

Type 4: The DJ DM

This might be the GUMSHOE DMs. And maybe most of the indie games in general? Definitely Dungeon World and consorts. And the whole Light rules Movement, I think. It is not as much about offering to reconstruct an experience as it is about imitating one. It follows the idea that you don't play to have a step by step recreation of whatever characters are capable of but instead an abstraction of that to a degree that the process can be evoked instead of produced.

It's a difficult distinction, but nonetheless one worth having. Hear me out here. I've been thinking about this for a while now, because people tend to ignore the difference to, say, all the other games: it's the analogue of dancing to music instead of making music (which is why the DM is a DJ here, duh).

It's games where the player gets the clue and gets to shine while exposing the murder instead of grinding the evidence and hoping for some lucky rolls. It's the games where you don't have to make a calculated risk in a fight to kill the monster, but instead fight to celebrate the action happening. It's about dancing to celebrate the tune the DJ DM is throwing. You know what I mean?

Utz utz utz ... [source]
 The drawbacks I see in DMing games like this is in the limitations it forces on narratives. You don't play to get there, you play to talk about it, if that makes any sense. It's imitation, so, there'll be no depths to most games, because they quote instead of experiencing ...

Anyway. Ideally, a DJ DM will offer a Best Of players will air guitar to for a couple of evenings. And you can have that like having a night in the club every other weekend. There's nothing wrong with that (but it is a difference).

Type 5: The Composer DM

This is the DM as author. I'm not sure this is a real category or a cautionary tale, but lets go through the motions here. This is the DM that wants to tell a story and goes through the motions of engineering it. Some say, it's the guy that should rather write a book ... However. Role playing games are a new medium and who's to say that an approach like this is wrong? If we can have interactive movies, we sure as hell can have auteur-driven campaigns.

So here's my thinking: a DM like that would be driven to tell a grand story and the players are merely audience. It'd need players going along, but those players exist, I'm sure of it. This isn't even about quality, I'd say, as long as the illusion of quality is agreed upon, everyone is having a good game (I'm thinking about a vibe like Gentlemen Broncos for some reason ...).

What I'm saying is: it can work. DMs like that are about controll and will most likely claim authorship of the rules as well (playing something obscure, if not entirely DIY). However, players into emerging themselves into that private canon, will most likely reap the benefits of indulging the Composer DM.

Make it artsy, baby ... [source]
Well, the drawbacks are obvious, I think. If the composer isn't any good, players will ride that wave of hope to be close to an undiscovered genius until they crash on some neurotic cliff incident of sorts. You'll have DM player characters and calls towards the narrative anmd all those bad habits.

Ideally, the Composer DM will do a great job to please an audience that accepts that the DM is in controll. I believe it's rare, but if you can make it work, it might actually be exceptional.

Can be, but needn't be ...

Well, that's 5 styles right there. I'd go as far as saying, it covers a lot and that the analogy goes a long way. Is it definite? No, it's most likely that people will read it and find themselves a bit here and there. It's a spectrum, maybe. Is it complete? I couldn't say. Maybe not? I sure as hell have gone as far as I dare to push it. But I could very well have missed something crucial (you tell me).

That said, I see myself in most of the above to one degree or another. I think I'm the Jazz DM right now, but I would love to be the Conductor (for some proper AD&D/HackMaster campaign, man), I've tried and failed to be the DJ (but will take that approach for some limited D&D one-shot convention gig), I was the Band Leader for a while (oWoD, for real) and the Composer .. well, who doesn't like groupies :)

Another possibly interesting take-away would be that the standards we are mainly talking about right now don't pander to all the possible styles to DM a game. They mainly pander to two (I'd say). Just food for thought.

So where do you guys see yourselves? Anything I missed? Any more benefits or drawbacks to the styles I describe (I'm somewhat biased, for sure).

What's your style?! Huh! [source]
* Uuuh ... now there's a topic I haven't seen anyone talk about: railroading gamemasters. My immediate take would be that it can be just as bad (for the same reasons) as railroading players (wrote a defense about railroading once that'd apply here too, if you are interested). I'd also say it happens far more often than player railroads ...

Saturday, April 21, 2018

Let's write a Labyrinth Lord gaming supplement (Part 1): be67 - a game of extraordinary splatter

I started writing a new adventure and things got complicated. Fast. The main problem being, that no rules (I like) exist for the thing I'm writing (classic grindhouse themes with a good dose of splatter). However, just pulling another light-rules game out of the hat sounds just as stupid, so after mulling this over a bit, I came to the conclusion that I should make it a supplement for another game, adding to one game's diversity instead. Here, have a look at my workbench ... 

What game?!

Games, actually. And part of a rather popular brand of games: I'm talking Labyrinth Lord (because it is the D&D Rules Cyclopedia at heart) and Mutant Future (because it adds things you'd want in a modern setting). Both are easy to tinker with and I know my way around the D&D RC. They also come with a fan base and I wouldn't mind that.

Going at this as a supplement would allow all kinds of crossover shenanigans and you could always take any part of this and put it in your games. I'll allow that for the adventure I'm writing, so if you want to go at it with your fantasy adventure group, you'll be able to do that (the fairy court will have some beef there and is looking for able bodies to kick some heads in ...) and if Mutant future is your thing, there'll be a hook for that as well (wanna stop the apocalypse from happening? time travel!).

There'll be new classes and all that as well and they could go explore Stonehell or what have you (wouldn't it be cool to play a couple of Marines infiltrating Stonehell? Definitely!), but that was to be expected, right? I also have a couple of (somewhat) radical changes in mind to make it work with modern world idiosyncrasies like, you know, fire arms and all that. I'm not opposed to doing fire arms like other weapons, but I want to offer a change of the game towards a more .... splattery combat resolution (grindhouse).

Ash knows what I'm talking about! [source]

I'll also port a couple of rules into it that came in very handy in that other game I'm writing, Lost Songs of the Nibelungs (a light version, if you will).

Here's the pitch and a first part of the rules:

be67

"be" stands for "basic edition" and we all know what that stands for. 1967 is the year we are playing. The war in Vietnam was in full swing, as was the Cold War and the hippie movement. The Dirty Dozen had been a hit in theaters in '67 and the president of the United States was traveling Europe. It's also the decade where spy and grindhouse movies had been wildly popular. Things had been "funky" and "gonzo" and "groovy", heroes and heroines had been cool and supervillains had their own brand of evil. Add horror and splatter, psychedelic experiences and all kinds of pulp elements to this and you are in the world we are playing in.

Not sure if the movie is any good, but that poster sure has it all [source]


Let's talk Hit Locations and Initiative first!

This post will outline the necessary stuff I'll need to test in our little D&D RC campaign right now, but expect more about it pretty soon. The basic idea for the changes I want to make for the combat in be67 has nothing to do with the already existing assumptions or values the game already offers. AC stays, HD stays, there'll be no changes to the stats as the game offers them, but a couple of small additions instead and a key to implement them.

Let's start with those additions. I wrote two little posts a while back about about aimed shots and a "wizard with a shotgun". Those will formulate the base line and a couple of directions I want to take this:
  • we keep level/hd and AC, but we add hit locations and give the six body zones a separate hp value (I'd alter the original idea a bit to make some limbs tougher than others)
  • the scheme for weapon damage needn't be affected by this, because the system produces an extra of damage itself (if you check out the posts linked above, you'll see that we used class based damage instead of weapon damage ... but you can use whatever you want)
  • the "more" of damage is produced by (1) allowing players to take disadvantages for their rolls into account to add them to damage instead and (2) by adding the overlap over the target's AC to the damage when using firearms (doesn't even alter the rolls themselves, we just use the numbers that are already there ... okay, you'd have to roll for hit locations, but that's that)
  • that said, I want combat to include a couple of elements D&D combat usually doesn't have implemented in the rules, like cooperation and a somewhat fluid AC system (because, if you have a shoot-out, you'd want people moving from cover to cover and all that)
  • Armor for different hit locations will also become somewhat important, of course, so it'd need an easy key for that as well
  • Damage will also have different effects depending on the source dealing the damage, of course (cutting, stabbing, clubbing, area damage ...) and it would be nice to have rules for pain (a saving throw when ... occurs - we'll get to that)
  • to see which body part is hit, roll 1d8:  1 left leg 2 right leg 3 left arm 4 right arm 5,6,7 torso 8 head (for now, might change to d12 ...)
And that'd be the bare bones. To find out how tough a limb of any given monster is, you just have to look at the following formula:

3 x HD (or level) + limb value (+1 for heads and arms, +2 for legs, +3 for the torso) + AC-value (take it all, magic, dex, protection, whatever)
= damage needed to dismember or cripple

Hitting a 4HD ogre on the head would need 12 hp damage to behead him, for instance (more if he has protection like a helmet, of course). A good aimed hit to the head will drop an ogre like that and it'll make sneak attacks way more brutal because of it.

However, add initiative, combat movement and level-based probability to hit a target to it, and you'll not only keep some of the basic assumption of D&D combat intact, you'll also add a necessity for tactical fighting beyond what D&D usually offers. If your character can loose an arm easy as that, you'd want to avoid it from happening.

Initiative in be67

All involved roll 1d6 + Zen-Modifier (ZEN is the be67-equivalent to WIS). A result of 1 (or less) will give you 1 Token to act that round, results 2-5 give you 2 Tokens, 6-10 will give you 3 Tokens and 11+ will give you 4 Tokens to act that round. A roll of a 6 with the d6 lets you add another d4 to your initiative. A combatant that doesn't get to (or decides to) attack although he could have, gets another +1 (per attack) to the next initiative roll (doesn't apply if initiative value had been 0 or lower, because than no attack could have occurred).

[source]
Tokens are the currency you use to get anything done but attacking itself (number of attacks per round as per the game you use, with initiative 0 or lower you don't get to attack). Unused Tokens will be added to the initiative roll in the next round.

Actions Tokens can be used for:
  • Protect - reduce your initiative and raise you AC the same amount (doing so might also reduce the number of available tokens and will make you slower) // can be declared earlier in initiative as soon as an attack is declared on the character, even if the character is faster (but never lower as the initiative last declared)
  • Helping - raise a die another character is using to the next higher die (order d4, d6, d8, d10, d12, d20 ... if a d20 is used, add another d4 and raise that with more tokens) // goes for skill checks, attacks or even damage (wizards might use Helping to raise another wizards spell effects!) // # of Tokens a character could use in a round is 1/3 of level/HD (rounded up)
  • Move - combatants can be "in reach" or "moved away [number of] Tokens" and if they are "moved away", other combatants have to use the same amount of tokens to get "in reach", for instance to make a melee attack // a combatants size and speed determine how many Tokens can be used for Move Actions (small = 1 Token per round, medium = 2 Tokens, huge = 3 Tokens and so on // slow = reduce # of Tokens by 1 (if that reduces the # of Tokens to 0, it'll cost 2 Tokens to "move away"), fast = raise # of Tokens by 1 // if a combatant gets 3 Tokens distance the opposition at the end of a round, the fight can be exited without penalty the next round after that (distance is kept until Move actions change it, of course) // the # of Tokens a target is moved away may affect ranged attacks
  • Counter -  1 Token per round may be used to counter any other already declared Token used in a round by another combatant (so you'd have to be faster) // countering Protection will leave the target at its original Initiative but have it lose the Token (which means the higher initiative is kept as well and a character might even get Tokens back he had forfeited to protect himself!)
Actions and attacks are declared from lowest to highest. You can react lower in initiative to declare Protect actions, either as you are attacked or at the new initiative you end with after reducing it to the bonus you want for AC.
Example: Say you have Initiative 7, that's 3 Tokens. However, the Goblin at Ini 3 decides to attack and he gets help from his fellows, so you decide to go down 4 point in your initiative and add that to your AC instead to dodge those attacks (couldn't go below that, as the Goblins declared at 3!). Down at Ini 3, you'd be left with 2 Tokens and one of them had to be used for Protect to begin with, leaving you with 1 Token, which also has to be declared now (if you raise your AC by just 2 instead, you would still be left with 1 Token to act at Ini 5, following that logic).
Oder of resolution is fastest to slowest after all Actions have been declared (Initiative values might have changed due to people protecting themselves). That means that combatants can move away from a combatant to avoid getting hit ... however, that can be countered!
Burning tokens, I'd say ... [source]
So combat is a negotiation with the Tokens allowing for a high amount of flexibility. People will talk and describe how they interact with each other and the environment and  as they do, the fight will manifest. It's also quite fluid, as people try to help or move or protect themselves and get moved towards or are countered.

Luck is a high factor here, but player decisions matter just as much. And remember: you can always keep tokens or forfeit your attack to get a higher initiative the next round ... so it's not just luck.

And that'd be Part 1 ...

This'll make your basic LL/OD&D/MF game way more bloody, limbs flying around all the time. Which means it doesn't hurt to have some cleric spells, for instance, available to regrow some limbs back. Or you go all medieval with it, using prostheses and whatnot (check it out). Way more gritty with just minor changes, I think.

Part 2 will clarify some of the above and add some house rules. Part 3 will explore a different approach on dealing basic damage (neither per weapon, nor per class or with one die to hurt them all ... you'll see) and how to protect against it with armor. The final supplement will collect all those rules in a nice pdf with character sheets mirroring those changes (maybe even with variants for LL/MF?) as soon as I get there.

If you like this enough to try this on your players, please tell me about it. If you think I'm missing something or reasons why this wouldn't work (beyond taste, of course), please feel free to share your thoughts. Questions are, as always, welcome, of course.

Nice hacking and slashing, folks! And keep reading with Part 2 and Part 3 ...

Friday, December 18, 2015

HackMaster! - A Love Letter (for 4e, my only true love)

I owe this one, as I announced I'd write it (really sorry about the delay here, +Charles Akins) and I want it out there, at best still with 2015 on the name tag. I also want to write this bad, as I really, really love HackMaster (4e, the one and only). And I want to spread this love like ... well, I won't go into detail HOW MUCH I want to spread it ... Okay, that derailed fast. Let's talk games and dice!

Humor and AD&D (or: Who cares about 3e?)

HackMaster 4e and D&D 3e were published around the same time. Mainly because the D&D 3e wanted to get as much distance between itself and AD&D as possible, so giving the AD&D rules to a third party publisher who already was making fun of AD&D for years must have seemed like a good move to the Wizards near that Coast (whatever). Little did they know ...

But from the beginning. When AD&D had been at the peak of it's existence, already on it's way into decadent decline, the small publisher Kenzer & Co. started publishing* the infamous and genius Knights of the Dinner Table comics (that title alone is priceless ...):

A classic KotDT strip [I dare you, read the whole story here]
The Knights played a game called HackMaster, which had been nothing but a thinly veiled, and very satirical nod towards AD&D in all its voluptuous baroqueness and its players in all their weird and manic glory. Everybody knew one or more of the protagonists from his own gaming circles. I had two of them as players. I swear. It was (and still is) great fun to read those comics.

Anyway, imagine said publisher now getting a card blanche to cannibalize the complete and significantly large canon of the now left for dead AD&D 2e for that HackMaster game they had been writing about for years already. Incredible, you say? Unheard of, I'd answer! They did it, of course**.

So 2001, one year after D&D 3e had hit the shelves, HackMaster 4e made its first entrance into the real world: the first genuine retro-clone of a D&D game***. Curtain, applause:

I know, it has seen some use, but isn't it gorgeous? [pic by me]

Now, 14 years later and 7 years after the Coastwizards took their licence back, the game is almost lost in obscurity. But it made waves back then. Lots of waves: a complete revision of AD&D 1st and 2nd editions, mixing Oriental Adventures, Unearthed Arcana and Skills & Powers into one coherent system and ending up having over 40 supplements and modules, among them 8 Monster Manuals, a Spelljammer variant (aka Hackjammer) and rewrites of classic adventure modules like The Temple of Elemental Evil (aka The Temple of Existential Evil) or Ravenloft (aka Robinloft). All compatible with AD&D, of course. That's like AD&D 2.5 right there. And they had so much fun doing it, too. So. Much. Fun.

Feast your eyes, my friends! [pic by me]
It had been fantastic for those late to the party, like me. I never had that big an interest into AD&D and when I started having one, 3e had pushed it all into the dark corners of the local game stores. But HackMaster 4e was a high concentration dose of AD&D awesomeness and for once I had been at the right place at the right time.

Well, by now you already got an idea why all that could be considered as funny. I most certainly found it hilarious and it was one of the main reasons for me to get, read and play as much of that game as possible. Anyway, there is a reason being cautious to state it actually is funny, as so many people really didn't get it.

I can remember talking and reading about that game as it was still a somewhat new kid on the block. One of the most common misconceptions about HackMaster 4e had been (and maybe always will be) that it is making fun of AD&D. Mostly without reading it or just reading parts of it. And let me tell you, that's just stupid. Not only untrue, but plain stupid, because (and let me be very clear here):
You won't find a more affectionate treatment of the game and what it meant to play it than HackMaster 4e.
I mean, if you read it and don't like it because of the humor, more power to you. It's all a matter of taste, of course. The game might be brilliant under the Monty Python routine, but who cares, right? Well, the game had been a success despite the naysayers and party poopers and it really is brilliant under that Monty Python routine. That Robinloft module pictured above? A cranked up version of the original. And that means: all the content of the original with new maps, new illustrations and better writing. This is not a joke, but seriously hours of game play, just as the original.

By the way, if you were wondering how HackMaster is already in its fourth edition, it needs to be said that it really isn't. But one can see this as a nod to AD&D as the source, the fictional history HM has from the comics featuring it and the (at this point already) shamefully obvious trend to have a new edition on a regular basis for no good reason. Because that is how they roll. And really, who needs a 3rd edition when you can have the fourth, more advanced edition right away?! Windows 10, anyone?

AD&D on Steroids (The Rules)

If you think the origin story of this game is awesome and praiseworthy on its own (like I do), you just let me tell about the system a bit and blow you away for good. This is, in my humble opinion, AD&D at its best. I know, I know, many loathed the shitload of options available for AD&D, like the Unearthed Arcana, for instance. But I doubt there are many out there who took the time to find out what would happen if ALL THOSE OPTIONS actually made it into the game. And it's magnificent to behold.
Man? Woman? AD&D 2.5?! [source]
But before I dive into this like a duck into a big pile of gp, let me rephrase this for more impact: nothing in HackMaster 4e is per se new, 99 % of the rules they used already existed for AD&D****. It's just the first time anybody went as far as putting all the pieces together! I believe an AD&D aficionado could spent months just finding out what they did and where they took it from. It could be a series of posts spanning over years if you include the modules they took and how they changed them and if they did so for the better. It's that huge.

So many words and still nothing about the rules. Let's change that. We skip character generation for now and start with the game itself. Well, with the highlights, that is, like, what is the "hack" in HackMaster. It doesn't disappoint. Characters and monsters all get a 20 hit points kicker to begin with, so there is a lot of meat to hack (only very small creatures get just 10 hp more ...). One would think that it'll result in level 1 characters lasting way too long and that is true, so there are several rules in place to make it interesting and potentially deadly fast:

  • Dice can and will explode. You rolled a maximum for damage? You just earned a re-roll of the same die -1. Did it again? Same re-roll. Crossbows are even more brutal, allowing a re-roll not only with the highest, but the second highest result, too. A heavy crossbow, for example, does 3d4 damage against large creatures. That's just brutal.
  • Trauma Damage (Threshold of Pain check) is another fine rule (and somewhat connected to the exploding dice mechanic and only possible because of the kicker). If you get as much damage as half your max hp in one round, chances are you will end up being confused by the pain, fall into shock or unconscious and might finally even die because of it. A lot of "ifs", so a character's fate isn't directly sealed, but it adds some very interesting dynamics to fights, as one would imagine.
  • Fatigue is another fun aspect of the game. Combatants will have less fatigue than hp and if they are gone it's not a very good idea to keep fighting, indifferent to the amount of hp a character might have left at that point.
  • Morale Checks are still in place, so if three goblins are down in the first round, screaming and holding their entrails, the other 20 might (and probably should) reconsider their course of action ...
  • Critical hits and critical fumbles are not only very detailed (15 pages of charts and text in the GMG) and gory, but also potentially very final.
  • The honor system adds a good deal to combat, as it not only allows a character to burn honor for dice he can use in a fight, but also gives the option to avoid death entirely for one time for 90 % of the character's honor. This will a huge impact on how the character will be treated by non player characters, for xp and several other unpleasant side effects, but he will be alive. Regaining honor is hard and you'll need a certain amount to make it happen to begin with, but people did use it in my games. It has merit.

Excessive fighting will also reduce resources, of course. Weapons become dull or break, armor will get reduced to shreds and so on and so forth. It's all fine tuned and it works like a machine. A fricking huge monster truck of a machine compared to D&D, but that shouldn't come as a surprise (that's AD&D for you, baby) and it certainly is loads of fun to HACK! in HackMaster.

It doesn't stop there, of course. Spells will not only feature all the spells you'd know from your AD&D splat books, they also added all the spells you'd know from the comics (Sidewinder-Fireballs!) and some that are probably new (I'm not sure, they still might be somewhere in AD&D), like the Seventh Level spell Anger Deity, where the caster insults a gawd, his dog and his mother to get an immediate reaction out of him (a caster might have reasons to cast such a spell, I really believe he does) or the First Level spell Phantasmal Fireball, dealing 1d6 damage per caster level if those affected by the spell fail the save and really believe they burn to death just now (loved that spell as a player, allowed it as a DM, but stopped having enemies appear in large groupings because of it ...).

There is so much to love right there and that's maybe 2 % of what HackMaster 4e did with AD&D and added for the fun of it. The Player's Handbook alone runs precisely 400 pages with double column texts in font size 9 (or 8, not sure, but it's very small) for the rules, comes 150 charts and tables and only a few illustrations, as you'd expect. "350.000 words of wisdom", as they put it.

There is an appendix about how to prime and treat your dice, with cleansing rules like the "fame-rub" if lucky dice turn bad (including pictures), another appendix about the HackMaster Association (with tournaments, listed Dungeon Masters and all that jazz) and coupons for the players to earn in the game. To name but a few things. And then there is ...

... the Character Generation!

I'll really stop after this, but HackMaster excels here beyond awesome. It takes time to create a character, but it's a genuine mini-game itself, with family drama and early character death (if done right), so I want to give you all a closer look into that whole gig.

Take a close look (open in new tab for details) at the introduction of all the races you can play in the game (HM PHB, p. 26 - 27):

That's HackMaster in a nutshell, really. Glorious! [pic by me]
So much to see here: Drow, Grel, Half-Ogres, Pixie Fairies, Gnomelings and Gnome Titans, Kung Fu moves, dwarven woman with a beard, a chain mail bikini ... It's all very educational and really a fun primer.

Take your time. I'll wait here.

13 playable races, 17 classes, among them Knight Errants, Berserkers, Battle Mages, Blood Mages and Assassins, with even more options in the official Class guides, like The Griftmaster's Guide to Life's Wildest Dreams (The fast Track to Riches and Infamy):

Who wouldn't like to play a thief after
looking at that cover? [pic by me]
Upbringing, social status, siblings, career, it's all there and a point buy system to boot and make it all so much more flexible, with Quirks and Flaws for the taking to get even more points to buy skills, raise ability scores to meet class criteria or Talents to loose them again just as fast. We had a short sighted (and color blind, I think) Knight Errant in our group, that needed the group to shout directions when he charged something, we had the meanest halfling thief in the history of our games, scars and attitude all inclusive and a Nose Ring of Viscid Globs to make him even more dangerous ...

Characters never turned out to be boring. Never. And skills are worth another sentence or two, because there are not only lots of them, they also can be useful and/or funny as hell. Digging hasty graves, vandalism, sneaking around, basic and advanced looting, all with little rules and benefits to sweeten the deal. Or Groin Punches, Round House Groin Kicks, Eye Gauges and Wuss Slaps as combat procedures (for obvious reasons).

Had a player once in a con game that went all in that performed the Manu Weasel Dance (aka "showing yer ass dance") in front of a live audience to insult some samurai and gain some more bonuses (here is the whole story). Or the players dismissed to bury a henchman in a shallow grave for wild dogs to feast on and the poor soul came back to haunt them. So many possibilities, so many good times.

All good things come to an end

I could go on and on. We had such a good time with HackMaster, it's almost uncanny for such a brutally complex game. And missed out on so much more, in fact. Magic items like The Feet of Vecna or the Chain-Mail Bikini of Eye Gouging among the pearls one could discover. Or we never finished The Temple of Existential Evil campaign (but we had an epic show down in the famous Moat-house during a con game). And I still miss some books for my collection, mainly modules like Little Keep on the Borderlands. Sometimes I want to take it all out of the book shelf and start a new campaign with it ...

That's a campaign waiting to happen ... [pic by me]

... but it can be very demanding, to be honest. Our main reason to play something else in the end, was that things got really complicated and some players wanted to take it easy for once. So we did that and never came back. It can be a lot of work and it took me ages to understand the honor system, for instance. And sometimes it's just a bit too much over the top, even for my tastes:

Funny? Yes. Lots of information? Of course.
But also a pain in the ass to use ... [pic by me]
I regret it sometimes. HackMaster had a huge and lasting influence on how I game. 50 % on the optional rules here on this blog had been attempts to transfer some of the HackMaster aesthetics over to the D&D Rules Cyclopedia. It's a great game, with so much to discover and a good read above it all. And it was close to complete before they pulled the plug on it. There had been talk about a HackRight supplement right at the end and I'd loved to see that happen. But it was not to be.

Anyway, there still is a lot of game to have, if you can get it (which is seriously difficult nowadays). If you like AD&D (or liked in back in the day) and liked what you've seen here or the Knights of the Dinner Table comics, than you will love HackMaster 4e like I do. It's also as Old School as one can get. So old school, actually, that it pre-dates the OSR :)

I hope you had as much fun reading this as I had writing it. I know it is a lot of text, but I already got the feeling that I didn't do the game any justice. There is so much more ... but I'll stop here anyway and end the post with my favorite illustration in the HackMaster GameMaster's Guide:

HM GMG, p. 323 [pic by me]
Final note: this story isn't over yet. Some day I will DM this game again ...

_________________________________________

Also on the internet: this post is part of a series of love letters across the blog-o-sphere that had been started by Charles Akins over at Dyvers and already ended some time ago. I wrote another piece back then about the Rules Cyclopedia and several other, far more talented bloggers than me, wrote about the rpgs they love and why. +Marty Walser, for instance, not only has a great post in that series about the Paranoia RPG over at the RagingOwlbear blog, but also a (as far as I'm aware) complete run down of all the other entries. Check it out, if you haven't already. It's some good stuff! 

* Okay, the publication history is a bit more complex than that and Kenzer & Co. entered for publishing with the 4th issue in 1996. But who cares, really?

** Again, it hadn't been that easy. Maybe it started that way, but it got more and more complicated for Kenzer & Co. to keep HackMaster out there. Maybe they had been to successful in keeping a game alive that D&D 3e couldn't replace. Anyway, it ended in tears, as it does so often with those things. But that's not what this post is about, so ...

*** And that's totally true!

**** A rough estimation on my side. Don't hold it against me. As far as I know, they took it all and added almost nothing.

Saturday, May 16, 2015

State of mind, state of projects (Goblintribe-Simulator, S!A!C!, Lost Songs, Community Projects ...)

Since I'm right now up to my elbows in various projects here on the blog, I thought it's about time to give you all (and myself ...) a short summary of the state of affairs. I'll try and keep it fresh (or at least short).

The Analogue Goblintribe-Simulator:

It's developing slow, which is a shame, since it got quite popular and I fear loosing the wave here. I will dedicate a weekend in May pushing this forward. Here a glimpse of how that sheet is filling up:

A "0" indicates a place for a die, there'll be different forms of storage and you
see the angry/happy scale somewhat improved ... lots of stuff to discover if
you knew the last incarnation of this thing. This is still happening :)  

The idea to use a deck of cards to build a dungeon got quite some legs. +Eric Nieudan and +John Payne took the ball and came to some great solutions in this regard (check here and here). I love it when those things happen. It's all far better than anything I could come up with.

Anyway, that's not what S!A!C! - Combat is about. Instead it's about cleaning random space stations from alien scum. And how far am I in finishing this baby? Well, I need to test it, that's how. The girlfriend and I are trying to make a test run happen, but no luck so far. We'll find the time this weekend, I'm sure. What I could do until now (it's what needs testing ...) is streamlining the combat as far as possible.

So instead of having armor and health, you have just one stat and loose action points as soon as you drop below 10 (when wounded you get slower). I came up with an idea to make firing a gun a bit more than using a die and bookkeeping ammunition (I think it's a dull exercise to keep track of those things).

What happens now is that each clip is a d6 and if you hit the target (roll d20 above card number, 11 is a true hit), you loose as much ammo as you rolled above the target number but never more than a d6 (this way you just change the die number or just take the clip from the sheet). If you miss, you roll the d6 to see what's left in your clip (keep the number you rolled and a 6 means the clip is emptied). We'll see if it holds in play-testing.

Another little problem I have is with what I call "Card Intelligence" (C.I.). How should cards move and all that. Should they move towards the player or take cover and let them come?. Again, we'll be testing all this the next few days.

Lost Songs of the Nibelungs:

We are still testing this in our Friday group and it's still developing further and further. Combat is getting somewhere but still not at a stage worth writing home about. Magic is a big gap and I need to do something about that soon, but level advancement is more important right now, as the players are already asking for it (not surprising, three sessions in).

I think the most important development so far is how ability scores are handled. Everyone starts more or less the same and the narrative (fate) decides how characters are shaped. Organic character growth, if you will, mixed with a level-based advancement system that allows some freedom in how a character develops in that regard.

Character creation takes 5 minutes and still creates unique snowflakes individuals.

In my head it keeps manifesting more and more. So much even, I'm way behind in writing this stuff down. And it's not just one thread either, but at least three sub categories that need updates. Let's see:
  • Reading the Nibelungenlied: Will take time. I might even switch to writing about each chapter in a separate post. The first post was received quite well, as far as I could tell. We'll see if I can keep people interested, but I think it's a great story with some beautiful verse and really very much like a session report of sorts.
  • Bare-Knuckle Fighter/Pub Brawl (the mini dice-game series): A bit neglected on the blog, but I test this stuff as often as possible. What needs to be happening is a complete re-evaluation of how the rules are presented. I got some ideas and I talked a good friend of mine into writing a guest post. As soon as this happens (or I know for a fact that it doesn't ...) I'll start with the updates and give this stuff a permanent home somewhere on the blog. I plan to make similar mini games for magic combat and armed duels. All of this should in it's final stage work as a skirmisher and I still plan to use this combat system for lost songs. It will take time, though.
  • The Lost Songs Page here on the blog: Needs updating. ASAP, as they say. There are already lots of strays to collect and put there. Also need to do some work on the logo. Ah well, it will happen soon enough.
  • Loose ends: Level advancement will be the next thing, but I'll start talking about layout and design of the game very soon. DM procedures will also be a topic in the near future. What I have in mind here is a method using 3d10 to generate a fully developed region for the characters to explore. I have some vague ideas how to make that happen, but all I can say is that it'll happen some time this year. Which is a shame, really, since I think it will be great fun exploring some old ideas further ...

Lost Songs is a big project and will most likely expand in many more directions I didn't think of right now. Being a weekend blogger doesn't help with all that either. I need to have some food and shelter, though :) Anyway, I'm getting there, step by step.

Community Projects

As of this writing I'm participating in two awesome community projects. Both were initiated by +Charles Akins over at Dyvers. The first will be about revenge, murder and mayhem in role playing games. I aim for two entries in this: one will be my first attempt at short fiction here on the blog and the second is a surprise (as in: no idea ...).

The second community project is about writing love letters for role playing games. I really love that idea, as it will collect a huge amount of essays about the games out there and what makes them special. It'll also get a pdf release and I imagine it a great help for introducing new people to the hobby. If we can spread it that far, which I really hope.

But look at the line-up linked to above! It's 5 names short of a Who's Who in the OSR, so it's sure to generate some noise. My entries will be the D&D Rules Cyclopedia and HackMaster 4e. Both are a big deal for me and I'll do my very best to do them justice.

So far it's been a great experience working with all those creative writers. As those things usually take lots of time to come to some sort of conclusion, I wouldn't hold my breath waiting for this to happen very soon. But it will happen eventually :)

Smell what (else) the Ranger is cooking!

Yeah, sorry, there is more. I'm going to take a close look at the blog and check it for loose ends. I need to come to a point where I actually finish the things I've started. Right now I'm thinking of one adventure and a series about clerics that need finishing/reactivating. I'll do this whenever I get the feeling I need some variation in what I'm writing about at the moment.

I also want to start doing interviews around the blogosphere to learn more about the people I read so much on a daily basis. A first shot on this will happen soon, featuring the great +Adam Muszkiewicz, finding out who he is and where he's going (if you for some reason never heard of his fantastic blog Dispatches from Kickassistan, go and check it out - you're in for a treat).

If it works, more of the same is going to happen on a monthly basis (I think).

And there is a vague idea to write about great old school products out there that people already lost out of sight (like this great D&D supplement by Cygnus, for instance). But it's just that for now, a vague idea.

That's it, folks. A lot is happening, it's just not happening fast ...

A picture of an OSR logo by Matthew Adams, because
it's fantastic and for other obvious reasons ...