Friday, 10 December 2021

[News] No Artpunk, Vol 1

The First No Artpunk Contest,
as depicted by Rubens.
We are living at a time when the OSR is dominated by two cosmic forces. One one side the agents of Law worship functional, clean, elegant presentation. On the other end of the spectrum the followers of Chaos subjugate everything to their avantgarde visuals and weirdness. While none of them seem to have the upper hand yet, the Grey Lords of Cosmic Balance decided that the latter is the more harmful power overall, and have sent their Champion Eternal Prince of Nothing to diminish its influence. Under his banner a number of companions gathered to show everyone, that the old guard still alive and can pack a serious punch. Their valaint crusade was known as the First No Artpunk Contest. Their deeds are immortalized on the pages of the almanac known as No Artpunk, Vol 1.

Jokes aside... Congratulations to everyone who participated! It was an exhilirating ride, even if keeping up with the reviews was a bit exhausting by the end. I'm particularly proud of my dear friend/player/referee Chomy, whose victory furthered our little country's efforts towards becoming a major power in the OSR scene.

The No Artpunk, Vol 1. compilation will be Pay What You Want in its first three months, with every ounce of income donated to the Autism Research Institute. While you can get it for free, please consider paying for it to support a good cause.

Monday, 8 November 2021

[Update] You Shall Now Pass!

Lately I received a surprisingly large number of requests to access my character sheets1. While they were available to the public before, the September Google Drive security update messed up the links making them unavailable to those without permission. The links have been updated, so there is no need to knock on my doors anymore. Sorry for not addressing the issue sooner. Also, thank you very much for all your requests - I appreciate your interest!

A photo of Google Drive holding its ground against hordes of
DCC RPG and Zweihänder players (2021, coloured).
Speaking of sheets, since I started working on Hecatomb (which is almost the only projact I can actually progress with in my spare time nowadays) I bought Affinity Publisher during their COVID sale and picked up some bits about layouts and typography. Needless to say, looking at these old sheets with fresh eyes is amusing2. I would love to revamp some of them eventually, still following my usual KISS principle, but with better flow and more effective use of whitespace.

I will nont promise anything though. Heck, in the current state I would be happy if I could finish my review of what I consider the OSR product of the year...

1 See the "My Own Creations" sidebar if you are unfamiliar with them.

2 It also makes looking at plenty of professionally produced rulebooks disheartening, but that is a story for another time.

Friday, 9 July 2021

[Loot] Opening OpenQuest

The new edition of Ducks & Dragons.
OpenQuest is belongs to the huge family of games based on Chaosium's percentile system. It promises a similar gameplay and experience as RuneQuest or Mythras, but in a more streamlined fashion. It is crunchier than early editions of Call of Cthulhu, but not as complicated as RuneQuest - it strikes a solid middle ground with its mechanics like Stormbringer and Elric! did. It is by no means my sweet spot when it comes to percentile games (otherwise I wouldn't be hacking my own), yet it is still a game I adore and keep recommending to people who are fed up with D&D, leveling, hit dice, and stuff like that. But this post isn't a going to be a review. Maybe next time. This is just plain gushing about production values.

OSR games are all over the place when it comes to quality. You can find utterly amateurish stuff like The Meat Grinder, deluxe books like the Hacklopedia of Beasts, cool boxed sets like Old-School Essentials, artpunk experiments like Mjölk Bork alike among them. While each style has its charm, my heart belongs to simple, sturdy, black & white books. Dungeon Crawl Classics RPG has been the gold standard for me in this regard: a massive tome lavishly illustrated with characterful black & white art that often blends into the layout. Zweihänder is also worth mentioning. OpenQuest 3rd edition is the latest that made me smile. When OpenQuest 3rd edition's Kickstarter campaign started Newt wanted a print on demand print run. Eventually the Signed & Sent tier was introduced, with a more expensive, proper printing, and some neat extras. 

That's how a rulebook should look like.

While OpenQuest 3e Signed & Sent might not be the absolute fucking unit my first printing DCC RPG rulebook is, it still ticks all the right boxes and kicks a lot of ass. Both versions will get you a cool Jon Hodgson cover and a cleanly laid out, neatly illustrated black & white interior, but the sown binding, sturdy paper, red bookmark, endpapers, and colour plates of the Signed & Sent tier elevate the product to a next level. Introducing that tier was the right decision on Newt's part. Coughing up the extra cash for it was the right decision on my part. It is a rulebook that looks damn good while also feeling like a rules reference instead of a coffee table book. It also oddly feels like a mix between the RuneQuest Classic reprints and the Games Workshop RuneQuest 3e rulebooks. Well done.

Did I mention it has colour plates?


Wednesday, 7 July 2021

[Homebrew] A Quick Primer for Terminus

As promised, I dug up the players' primer for my Terminus DCC RPG. The document was last edited in 2013, and even then it was unfinished: we started the campaign quickly, and I didn't have the time to include elite promotions, descriptions for other towns, or a fucking map. Truth to be told, the campaign had a pretty swift pace compared to what I was used to at that time, and despite planning it to be a sandbox it ended up becoming an almost entirely urban campaign, with a detour to a carnival in Hell, a wintry island ruled by two vampire lords, an ancient moon base, and the body of the space-faring Hungerer.

I still have the folder of dead characters in my desk, with notes on them like "decapitated by giant beetle while vomiting from poisoned mushroom", "torn apart when a small troll crawled out of her stomach", or the twice-resurrected zombie amazon priestess of Cthulhu whose sheet says "stabbed in the chest by a ratling ninja, crushed by a rollercoaster cart, torn to pieces by zombies on the ghost train". The living weren't much better either: the party's leader was a goblin thief, whose drug addiction made his Stamina drop to 4 over time, and grew a brain tumour after eating the corpse of the slime god to gain psionic powers. He was also the worshipper of the orc barbarian from the previous Wilderlands of High Fantasy campaign. Good times!

It's probably the "bad" influence of video games that I like
my campaigns with tons of races.

The influence of Arduin and The Wilderlands of High Fantasy is obvious, among many other sources. I kept returning to the same kitchen sink approach with all my DCC RPG games - and also with the current Eremus campaign. In fact, plenty of the homebrew content and rules I used here were later adapted and converted to other games, and I have even revised them from the ground up for DCC RPG too for a campaign that never got going. A pity, because the revisions were much better than the originals.

While dusting off I did fix a few errors, improved the layout a bit, and cut out placeholders for content that never got into the booklet. That's all I changed though, so expect a good deal of shitty writing, swarms of typos, and clichés. Have fun!

A Quick Primer for Terminus

Bonus: stat blocks for Thieves Guild NPCs and ratling ninjas

There is a lot more, but alas mostly in Hungarian. Still, I'll dig up some more in the near-future (like the elite classes).

Sunday, 27 June 2021

[Musings] Back in Black

Welcome to a different, darker shade of the Simple Blogger theme. It's probably the most overused theme, but I guarantee it will be better for your eyes when you open up the Vorpal Mace blog from your phone in the middle of the night.

Summer is on the loose, and it got pretty serious here this year. I already got a T-shirt tan just from walking to work, and the temperature within the flat goes easily above 30 °C if we aren't careful. Summers is also expensive. Even if we don't travel anywhere with the kid arriving in two weeks, there are some Kickstarters and new releases to drain your funds.

A few familiars from the first Rise of the Minons Kickstarter.
Don't hang out with wizards who have friends like these.

Even if I had to put my Warhammer Fantasy Roleplay preparations on hold, I can't say no to the next Dunkeldorf Kickstarter campaign: The Kingpin of Dunkeldorf. I'm not here for the thugs though (except for Lenny, he is a musthave), but for the witch hunters and mutants. While there are some great witch hunter and mutant minis available from other Oldhammer manufacturers, their numbers are still dwarfed compared to the variety in greenskin and dwarves.

Paul Smith of Creative Sculpt Studio has barely finished his Random Dungeon Encounters! campaign, he is already pushing another project forward, called Rise of the Minions 2! I have the entire lineup from the first batch, and they are some absolutely characterful little buggers that are a joy to paint. This is also a good opportunity to get some of his earlier sculpts. I was thinking about sitting this one out, because Paul said he has plans for champions of Order (a true niche among Oldhammer manufacturers), but that modron, mini-Cthulhu, and demon fish are hard to resist. Also, another Moonfaced Horror! You can't have enough Moonfaced Horrors!

Goodman Games also started their long-awaited DCC Dying Earth Kickstarter campaign. While I absolutely adore Vance's work and have high hopes that Goodman Games will do justice to the source material (just look at the contents of The Primer of Practical Magic: curses, manse-building, magical associations!), $50 with shipping will be a bit much for now. I'll be the first in line when it comes out next September, though.

And as usual, Venger is back again, with Cha'alt After Dark, going full R-rated with the sleazy stuff. What's more interesting for me though is that he got his hands on Encounter Critical, the best garage-made science-fiction fantasy rpg from 1979 (published in 2006). Cha'alt conversion with cheap black & white illustrations and typewriter text when?

The most important OSR news (probably of the year) has absolutely nothing to do with Kickstarters though. In fact, one of the best thing about it is that you don't have to risk your money on a Kickstarter campaign, and wait months or years to get the final product. Helvéczia - Melan's picaresque fantasy RPG - is available, right now. You can get it as a hefty boxed set, or a single rulebook. 

That's all for now. Some unknown guy called Unknown asked for some DCC RPG resources in the comment section of my last post, which were lost when I rebooted the blog in 2016. Expect some of those soonish.

Monday, 31 May 2021

[Musings] Excuses and Expectations

Unintendedly the cycoyles ended
up looking like the Ahrimans
of the Final Fantasy series.
May went by so fast I didn't even notice there was one. Yesterday I sat down to write a review, but after an hour or two I scrapped it entirely, because it felt like doing homework. Hobbies should be fun, and if something feels like a chore, you should give it a rest. Thus instead of a review, house rules, or whatever, I will give a little status update about what I actually did in the last month, and what I'm going to do in the near future.

Hecatomb is crawling forward nicely. I'm at 24 breezy pages that cover character creation, game system, spells, equipment, basically everything players would need, though spells are currently undergoing major revision. While my original intent was a homage to the original Basic Role-Playing and Magic World, my manuscript inevitably began to divert more and more from its roots. As the rules began to take shape, so did a sword & sorcery setting, which over time began to affect the rules it has grown out of. I will write a more detailed retrospective around the 6th month milestone.

Despite dropping or pausing some campaigns during the quarantine I still have two of them running. One is my old D&D5 Wilderlands of High Fantasy campaign's B party, which will end soon - though I've been telling this my players for a year or two by now. The party finally found what they have been looking for at the bottom of Fortress Badabaskor, just destroyed Blackrazor using Whelm, and are now enjoying an otherworldly landscape on a demonic plane. Will they defeat the demon that inhabited the sword on home ground? Will they return to the Wilderlands and take over Fortress Badabaskor? Will the half-orc barbarian who was turned into an antagonist by the sword survive and recover his player character status? We'll see on Thursday. 

The other is the usual OSE Eremus campaign. After murdering some sirens and scalping them to get new strings for a dark elf vampire's lyre the party did a hexcrawl back to the ruined baths hiding the entrance to the Underworld. Their journey was mostly uneventful until they ran into a ruined tower infested with cycoyles, who they awakened and almost died fighting. Now they are back in the Underworld, trying to commit genocide against a spider-worshipping kobold tribe. That will be Wednesday's entertainment. "That's all nice and dandy, but what the hell is a cycoyle?" I'm glad you asked! It's just a slightly reskinned gargoyle, but it was altered enough that my players had no clue what they were fighting. Still, here is your stat block:

Cycoyles look like stone eggs with bow legs, gangly arms, small wings, and a crooked horn. From the middle of their rotund body a huge red eye is glaring evilly. They disguise themselves as grotesque statues near ruins and prey on weary wanderers who take a rest among the rubble.

AC 5 [14], HD 4 (18hp), Att 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) or cursing eye beam, THAC0 16 [+3], MV 90’ (30’) / 150’ (50’) flying, SV D8 W9 P10 B10 S12 (8), ML 11, AL Chaotic, XP 125, NA 1d6 (2d4), TT C

Ambushers: They wait for the prey to fall asleep.
▶ Blend in with stone: May be overlooked or mistaken for inanimate statues.
▶ Eggs: 50% chance for a pair to have a rocky egg worth 100 gp.
▶ Mundane damage immunity: Can only be harmed by magical attacks.
▶ Spell immunity: Unaffected by sleep or charm spells.
▶ Cursing eye beam: Can place a curse on a character once a week with a shimmering red eye beam. Save versus spells or be afflicted by a curse of the referee’s choosing. (Maximum possible effects: –2 penalty to saves, –4 penalty to hit, an ability score reduced by 50%.)

Probably the last goblins I painted for a while.
After some pause I did a surprising amount of miniature painting, preparing for a Warhammer Fantasy Roleplay 4e campaign that I ended up putting on hold. Now all those primed beastmen, greenskin, skaven, and renaissance townspeople were pushed to the bottom of my backlog, and instead of them I started working on some ancient miniatures, hoping I can use them for Hecatomb. I just received a package from Lucid Eye Publications today, containing some amazing miniatures from their Ziggurat line, a bunch of Death Dealers for a friend, and a Conann of the Fianna figure from their Jim Fitzpatrick line for my better half, which is both surprisingly big and amazingly detailed.

Speaking of other halves, our first child is expected to arrive early July. It's a wonderful new adventure into the unknown, one that's both exciting like nothing else before, and because of that, also slightly terrifying. Fingers crossed my experience with "winging it" and "herding cats" will come handy on our journey. This also means I will probably have even less free time, so don't be surprised if I'm gone for a month or two without posting anything.

Before that would happen I have two things I would like to cross out on my bucket list. One morning while it was still dark I opened my blog on my phone and was blinded by the light. Thus I will move to a dark theme, though that will require some minimal tinkering with the CSS for the info boxes. The other is a review. Emperors Choice's storefront unexpectedly resurfaced a few weeks ago on DriveThruRPG, which is the perfect occasion to finally write a review about their Arduin Grimoire Trilogy. It won't be an easy task though, for I will have to find a fine balance between being grateful and pissed off.

That's all for now. Fight On!

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Monday, 26 April 2021

[Homebrew] Getting Shitfaced

Advanced Taverns & Tankards
While browsing through my Google Drive folders, I found a bunch of house rules from the past - some for campaigns we actually played, some for campaigns that never launched. One of the recurring unused homebrews was a bunch of rules for drinking yourself under the table, which were originally written for Delving Deeper1, then revamped for Swords & Wizardry, before finally getting lost for years. Now the time has come to convert it to Old-School Essentials so we can finally give it a proper shot on Sunday's session.

The character's Drink Threshold is equal to 1 + CON modifier (minimum 0). It shows how many servings of alcohol the character can drink within an hour before its effects start to kick in. One serving equals a mug of ale, or a glass of wine, or a shot of spirits. After reaching the threshold the character must make a Save vs Poison for every further drink, with no penalty for the first one, but a cumulative -2 for each drink after that.

After the first failure the character becomes tipsy, receiving a small penalty (-1 on d20 rolls, -5% on percentile rolls) for every action. After 1-2 hours of rest he becomes sober again.

After the second failure the character becomes slightly drunk, receiving a medium penalty (-2 on d20 rolls, -10% on percentile rolls) for every action. He is also braver and more tolerant to pain, resulting in +1 hit point for every hit dice. After 1-2 hours of rest he becomes tipsy again.

After the third failure the character becomes drunk. He is incapable to do anything effectively (-4 on d20 rolls, -20% on percentile rolls), but is always eager to prove the opposite. He is fearless and shrugs of pain easily, resulting in +2 hit points for every hit dice. After 1-2 hours of rest he becomes slighty drunk again.

After the fourth failure the character passes out, usually after saying good bye to his lunch. He is incapacitated and totally unaware of  his surroundings. He will sleep for 4-8 hours before becoming sober again and he must make a System Shock roll to avoid losing one point of a random characteristic permanently.

If the character reaches at least the slighty drunk stage, he will have a hangover the next day. The length of the hangover depends on how drunk he was. For slightly drunk it lasts for an hour, for drunk it lasts for a  day, for passed out it may last for 1-3 days. During hangover the character is fatigued and sick, acting as if he had lost half his levels. Druids and alchemists might know cures that can shorten the length of hangover. The Remove Disease spell cures hangover, while Remove Poison nullifies the effects of alcohol.

We'll see how they work out in practice. They seem a bit lenient, but this is for an age of hardy people and less refined alcoholic drinks. Cheers!

1 I have absolutely no clue if it was written from scratch, or was based on already existing rules. The levels do remind me of HackMaster 5e, but it's been a while since I've read those and my books weren't available when writing this post. If anyone finds any similarity to other drinking rules, please let me know.