Thursday, 31 December 2020

[Homebrew] Project Hecatomb

Can you have a d100 game without ducks?
When fate realized the bat plague alone wasn't enough to keep me from GMing it threw deadlines and the usual holiday chaos at me. Their combined pressure was enough to make me falter and realize, it's time to ease my burden by letting some things go. The plan was to wrap up my short-lived X-Plorers and D&D5e Thieves of Fortress Badabaskor campaigns, and merge the two groups. I told my players early what options I have in mind, and after a poll and a roll of a dice to break a tie here I am hacking together something from Basic Role-Playing for a sword & sorcery sandbox...

Why would I do that when there are already a couple of games based on the Chaosium percentile system out there? For the same reason you see an endless stream of D&D retroclones: they don't hit my sweet spot. The various editions of RuneQuest and Mythras are too complicated. OpenQuest's skill list isn't what I'm looking for and it threw away skill improvement by usage (an issue I also have with Mythras). The closest to my ideal would be the early editions of Drakar och Demoner, a game I know and love thanks to a swedophile friend, but being only available in swedish makes it hard to use it at the table on the fly.1 Thus I decided to follow the original DoD's example: take an early edition of Basic Role-Playing and the Magic World booklet from the Worlds of Wonder boxed set as the foundation, and start building from there.

Unlike the thick Gold Book currently sold by Chaosium, classic versions of Basic Role-Playing are 16 pages long pamphlets containing only the core mechanics of the game and meticulous gameplay examples that feel like entries from a Fighting Fantasy book. Magic World2 is a 20 pages long supplement that adds some basic rules for the fantasy genre, including professions, more skills, encumbrance, damage bonus, major wounds, monsters, magic items, and a spell system that handles each spell as a separate skill. That's a solid core to build upon, but it's nothing more than that. Here is what I'm doing with it:

1) Expand the skill list. The base BRP+MW skill list is pretty good, but lacks some skills that frequently come up in my campaigns - including craftsmanship, playing instruments, and social skills. Communication checks are originally handled by the Persuasion/Charisma roll (which is based on the Charisma/Appearance characteristic), but I find having a single value for that too simple, and I dislike how they only change when the base characteristic does. Enter Oratory and Fast Talk from RuneQuest...

2) Throw out Idea, Luck, Dodge, and Persuasion roll. I find the percentile characteristic rolls redundant when you have a solid skill list and the resistance matrix already. I specifically hate the idea of the awkward Idea roll. It's a bullshit saving throw vs player knowledge and creativity. "Oh, you had a good idea? Well let's roll to see if your character can come up with it..."

3) Change how professions work. In MW the four professions (warrior, rogue, sage, wizard) have a list of skills that are raised to a certain value based on characteristics. Instead of that I'm borrowing some ideas from Call of Cthulhu and RuneQuest 3e: a profession tells what skills are available, how many skill points can be initially distributed between them, and what starting equipment the character gets.

4) Expand the profession list. I want some more archetypes, but I want them to be flexible. The last is achieved by leaving two skills on the profession list open to the player - thus wizard can cover shaman, priest, necromancer, alchemist, whatever, depending on what skills the player chooses. And like CoC's dilettante, I have an adventurer profession for those who want a piecemeal approach.

5) Write up a proper equipment list. MW only has weapons and armour. My players usually buy everything but those. Pets, slaves, ships, property, prostitutes, you name it, they probably bought it - but weapons and armour are 99% of the time looted. While SIZ limits for armour and weapon breakage will likely change this habit this time, that won't keep my players from buying all kinds of other "goods". RQ2e, RQ3e, Mythras, ...And a Ten Foot Pole3 were very helpful in expanding the list and coming up with some rules of thumb for economy, currency, and prices.

6) Ceremonial magic! According to MW "Wizardry (binding demons), Necromancy (raising and otherwise controlling the undead), Enchantment (making magical items), and Alchemy (making magical substances)" belong here, but other than some simple and solid rules for creating potions and magic items the topic isn't covered. I want to do ceremonial magic justice by making it a desirable long-term goals for spellcasters, and expanding it with conjuring elementals, resurrection, and maybe some other options.

7) More GM-ing tools. Getting lost, encounter frequency, random encounters, random treasure, random ruins, etc. These are musthaves for me when running a sandbox campaign.

That's Hecatomb, my new year project in a nutshell. Of course there are other minor changes too and nothing is set in stone at the moment. I don't even know what are my long time plans with it... Should I leave it for private use, or share it with the community when it's done? We'll see. I intended to write this post earlier, but now that I think about it, as a new year resolution it's a fitting way to end this accursed year.

Have a wonderful New Year!

1 Yeah, I know, there are some variants available in English. I know and loathe both of them. Trudvang Chronicles is a needlessly complicated mess, while RuinMasters is awfully designed pile of utter disappointment. Seriously RiotMinds, get your shit together, and release the iconic swedish rpg that matters...

2 Not to be confused with Magic World, the setting neutral clone of Elric!, which fails to live up to the predecessor's awesomeness, is kind of a mess, but at least is available in print dirt cheap.

3 Yup, that's a RoleMaster supplement. A pretty damn good one, which is a high praise for a book that's basically a collection of price lists.

Monday, 26 October 2020

[Review] Cha'alt: Fuchsia Malaise

Mandy meets Venger.
Sponsored content.

I thought I was done with Cha'alt after the exhausting three-part review I wrote earlier this year. I thought I can finally leave its mad vistas behind, come clean, return to normalcy, and recuperate. Then I heard a siren call from beyond the depths of the Void. The message was in za'akier, yet I understood it loud and clear. I knew immediately who was summoning me. "Hey kid, wanna buy some zoth? You know what, forget it. Here is some fuchsia malaise. It's new. It's free. You're welcome." It found me in a moment of weakness. I couldn't reject the offer. And here I am now, writing again about Cha'alt, when not staring at the fuchsia skies with a drop of drool hanging from the corner of my mouth...

Cha'alt: Fuchsia Malaise is a supplement for Cha'alt, the magnum opus of the Venger Satanis - madman, troll, za'akier, priest of Cthulhu, loving father, and old-school D&D enthusiast. Like its predecessor, CFM was also crowdfunded by a Kickstarter campaign - one that I missed. Fortunately when I was about to put the pdf in my DriveThruRPG cart the author asked me if I'm interested in a complimentary copy. Kudos for that hoss, and sorry for sitting so long on the review. It seems fate always tries its best to hinder me when I'm writing about Cha'alt.

If you are unfamiliar with the first book and too lazy to read my review (which I can completely understand), Cha'alt is a post-apocalyptic science-fantasy gonzo setting probably written on drugs, with one tentacle in pants. Besides being absolutely bonkers it also has a huge ass mega-dungeon called The Black Pyramid, which defies all logic and dungeon writing advice. What CFM offers is basically more of the same, but with a bigger emphasis on the world and its happenings.

The first chapter, Essentials, start swith summarizing the current status quo. CFM picks up 18 months after the events described in Cha'alt. There is a new sheriff in town, the alien company called Elysium, who are now in control of the entire zoth1 industry. They banned spice fracking in favour of slave labour, and use a drug called Fuchsia Malaise to keep their workers in a lethargic state until the next shift begins. They are also siphoning the planet's moisture, which turned it drier and even more hostile than before. The Chartreuse Sea dried up, the freed Kra'adumek's future is still uncertain, violet and purple priests wage an open war, while the evergrowing city of A'agrybah became the center of civilization. That's a great point to start a campaign, but the prelude barely scratches the surface. There is a lot more going on that's not covered here, but the information is all over the place, so it's up to you to pull all the bits and pieces together as you are plowing through the book.

These new times brought new races to Cha'alt. Blue velvet elves are amazing at everything and suave as fuck, but if something bad happens to a party-member they suffer the same effects, and they are also hunted for their pelts. Grogs are soulless sand-constructs capable of disassembling and reconstructing their bodies. Vores are reptilian bird-men without mouths, who can communicate telepathically and can digest anyone by wrapping their wings around them. V'symm are seven-eyed infernal creatures hiding their faces behind bronze masks, which are quite uncomfortable for long desert trips. I have a soft spot for the weirdo new races - they flavourful and unique. Are they balanced? Nope. Does it matter? Nope. This is still Cha'alt, the world of overpowered monstrosities and random deaths.

The rest of the chapter is mostly Cha'alt specific charts and miscellanea covering a surprisingly wide range of topics. The party got some important item? Here is a chart for who is following them and why. The party asks some random schmuck on the street? Here is a chart for traits, usefulness, beliefs. The party summoned some demon? Here is a chart for demonic offerings and favours. The party has a sorcerer? Here is a chart that will make their life hell. What I really appreciate about these tables is that most of them are meant to be used on the fly. They also do a damn fine job about capturing the setting's essence with weirdness, pop culture references, psychedellic sights, and of course some vengerian sleaze. Just take a look at this lovely random example from The Fuchsia Shadow (spell mishap) table:

I don't recall seeing stats for the
protoss, but it looks like they are
here too.
"Head Falls Off – The sorcerer’s head falls off immediately after the spell is cast – up from the neck hole sprouts all manner of tentacles dripping a jaundiced yellow and purple slime. Soon after, the tentacles devour the sorcerer’s corpse and give birth to an egg. Then, the egg hatches. A miniature-sized version of the sorcerer climbs out as he slowly enlarges to normal size. The whole metamorphosis takes about an hour."

You don't see shit like this in the dull D&D5e wild magic tables. It might be ridiculously over the top or juvenile sometimes, but it's also damn cool. Using the charts on the fly is hindered though by the the lack of organization. There is no rhyme or reason why things are in the order they are, unless they follow some extraterrestrial alphabetical order. If you want to use the book get familiar with the index, because this won't get any better in the following parts either.

The second chapter is about The City of A'agrybah. Like your adventures in the city, the section begins at the gates, where exiles hang around telling juicy rumours about what's going on behind the walls. The book then moves on to explaining how taxes work (and can be evaded), who are the ra'as and how can one become one of them (it involves 10,000 gold pieces and a pact with a devil), which are the noteworthy noble houses, and what is the water ritual.

A'agrybah has a few points of interest, including a colourful marketplace, the King's and Queen's palace, a temple where they resurrect people for 1,000 gp, a barely used spaceport, and various taverns. These get terse descriptions, which are a mixed bag. Check out The Chartreuse Dragon:

"The interior of this tavern is lit with zoth lanterns, giving the place an eerie yellow-green glow. An assortment of instruments hang upon the wall, all of them painted fuchsia. Various dirty and disheveled humanoids sit, drinking and eating."

Short and evocative, it sets the tone in three sentences and tells you enough to know what kind of place this facility is. Well done! Now compare it to The Burnished Soul:

"Another tavern filled with disreputable scoundrels."

That's generic and useless. It baffles me why is a damn good example of effective writing followed by something so bland and uninspired. If it was longer at least I could say it's a filler - I despise them, but at least they have a purpose. This has no reason to exist, but at least it manages to piss me off, because it would have taken zero effort from someone with such madcap imagination to barf up something that makes the place at least mildly interesting. There are a few more similar swings in writing quality throughout the book, but I wouldn't say it's plagued with them.

At least the hooks are good. Each place gets three to five of them, ranging from random encounters to adventure seeds. A merchant selling a three-eyed emerald snake, a bounty hunter looking for the bastard who sold him a junk starship, an apprentice begging for money so he can resurrect his master who was killed right after he discovered the meaning of life, universe, and everything... If these weren't enough, there is also a short table four tour guides who will gladly show you around the city, and a lengthy table for random unlikely events.

I'm torn about this chapter. On one hand A'agrybah itself is characterful and has a lot going on. On the other hand only a very small number of places are detailed, and some of those are done in a lackluster way. There is potential, but the execution needs improvement. Also, a map would be welcome. I don't expect anyone to go full City State of the Invincible Overlord, I don't even need the exact positions of buildings and precise ranges - just a vague sketch about what's where.

No clue who he is, but I have a hunch
he came here for the prostitutes.
The third chapter is Encounters, containing is a mishmash of places, scenes, monsters, charts, and important NPCs in no particular order. Two of them will get some more mention later. The Fuchsia Putrescence is a mile long floating entity randomly grabbing up people from the ground. Because its fallen slimy bits have healing properties, people began to worship the thing. Tha'anos is a scrotum-chinned warlord looking for the Rainbow Gemstones of Ultimate Power, which are hidden on Cha'aalt. Once he has all of them in his codpiece, he will create a cube outside time and space, where he can finally finish painting his miniatures while time stand stills. He is totally relatable villain, at least for me.

While it won't have any significant role later, I would also like to mention my favorite creature from the book: the clown-worm. It is a mix of sand-worms and demon-worms bread by the murderous night clown of The Black Pyramid. It's far from the most powerful entity on Cha'alt, but it can turn people with its sight into its clown thralls, and has all kinds of crap in its belly, including a magical weapon with a bonus against gods. The worm's full-page illustration is a thing to behold.

Onward to chapter four: Scenarios!

Fuchsia Flesh-pit is a genetic experiment of the wizard Vromka'ad, who was recently killed by his jealous bride La'ala. The girl came to this flesh pit looking for the other half of the glove she stole from the wizard, but she had to realize that it's dangerous to go alone: there are tentacles, mutant clams, evil cultists, a whispering cronenbergian monstrosity, and other weird shit within the organic hellpit. She tries to persuade the party into coming down and helping her out, after which she would try to betray them and leave with the treasure. It's a simply laid out, short dungeon, where the players are just as likely to release an Old One upon the world as finding a secret entrance to a synthwave lounge bar. Overall it's a decent module for a one-shot.

Tower of Vromka'ad takes place in the above mentioned wizard's tower. Since Vromka'ad's death the servants have taken over, and are now busy bickering among themselves. There are twelve colour coded rooms which could be reached by touching the corresponding orb in the entrance. Each has an interesting set-piece, but otherwise they rarely have anything else to offer. The servants are few, mostly very weak, and not worth bothering with. There isn't much loot except for the room with the three warriors and some magic items (those are pretty nice though). It ties neatly into Fuchsia Flesh-pit by wrapping up some of its mysteries, but overall Tower of Vromka'ad didn't leave much of an impression.

Tomb of Va'an Zayne is a more traditional dungeon than the previous two, with a proper layout and twenty rooms. Va'an Zayne was a sorcerer and writer, whose tomb is so frequently mentioned among the earlier rumours that it's nigh impossible the party won't hear about it. The sepulcher offers a good deal of interactivity combined with a selection of intriguing NPCs. There is a writers circle right at the entrance, a trapped clone of Elysium's head honcho, asshole energy beings taunting cultists, a play-doh statue that can summon demon, a post-modernists and anti-modernists arguing about bullshit, a gate to The Islands of Purple-Hanted Putrescene, and so on. Every room has something noteworthy and fun going on. If this wasn't enough, the tomb is tied to Cha'alt's greater metaplot in several ways. The place was raided not so long ago by Tha'anos, there is a Key to Time in Va'an Zayne's tomb that can erase time, and there are revelations about the true nature of the Old Ones and the planet's future. These open a can of worms and foreshadow a bleak future, which I hope Venger will explore in Cha'alt: Chartreuse Shadows.

A hive of scum and villainy.
Elysium
 is the biggest of the bunch, and probably my favorite. The module starts with introducing the alien races, factions, personnel, security systems within the facility, then without further ado moves unto describing its 56 rooms. Elysium feels like a living, fully functional complex. It is the most grounded from all the Cha'alt stuff so far, yet it still remains gonzo enough to not become just another boring futuristic base. The fantasy and weird fiction elements here are diminished in favour of science-fiction parody. The humour and the art feels like a distant cousin of The Hitchhiker's Guide to the Galaxy that replaced the british smartness with animated american sitcom vibe. Besides zany characters chasing their own (often shady) agendas there is all kinds of dangerous science to play with - the characters can try to stop a black hole generator, fiddle with THE INTERNET, destroy Elysium's reactor, et cetera. Furthermore, like the Tomb of Va'an Zayne, Elysium also has some mindfuckworthy lore drops and stuff related to the various ongoing events. It is by no means as large and exciting as the the Black Pyramid, but it's still a damn fine module and the zenith of this book.

S'kbah Pilgrimage is kind of a character funnel, thus it should have been the first in order, but I don't mind it being at the end of the book. The party is thrown out from the village to stop a plague of blood-sucking locusts, and aren't even allowed back until they succeed. I don't even know if returning is covered at all though, because I kept zoning out while reading it... The entire adventure is a chaotic railroad where the GM yanks the PCs from one cool scene to another. They are mostly well-written and do a fine job at establishing what's the setting is about, but the pilgrimage tries to do too much too fast - from desert travel, through subtrerranean Ka'ali worshippers, to fixing the generator of scheming dark elves... It's hard to follow its jumps between all the goodies it wants to show you and ends up being a confusing mess.

CFM ends with an appendix that contains three free products from earlier: the Crimson Dragon Slayer ultralight O5R ruleset, its Cha'alt Ascended supplement, and Old School Renaissance Like a Fucking Boss. There is also an index, yay!

Following Cha'alt's footsteps the art is stunning once again. Like the world itself it's a vivid mix of sword & sorcery, science fiction, body horror, and cosplay photos. The layout is simple, mostly gets shit done, but has a few issues. There is way too much whitespace that serves no purpose and highlighting seems to be an afterthought - while there are times when Venger plays with bolding and using colour to accent certain elements in the text, it happens rarely and doesn't help much.

CFM is chock full of content. Half of it is great, the other half not so much. Even those falling in the latter category aren't awful, but they could have been much better with minimum effort. The lack of organization and effective highlighting also diminishes the usability of the book. As a standalone product it pales in comparison to its progenitor. As a supplement it does a good job at expanding its possibilities and turning things up to twelve. If you liked the original, then by all means go grab it. If you don't have it, then get that first instead, and after absorbing it you will be able make up your mind if you want more of that stuff or not. Fingers crossed the third part will be a tighter, more focused product that manages to tie up all the loose ends.


Rules system: OSR/O5R
Publisher: Kort'thalis Publishing
Publication date: 2020

Format: hardcover
Size: letter-size
Pages: 230

Available from:
 DriveThruRPG (pdf)
69%
A flawed gem.
I want more of it.

1 Zoth is the spice of the setting, "the bilious-green liquified remains of dead gods… monstrous, extradimensional titans who once ruled Cha'alt and various other planets". It's refined into mela'anj, which can power high tech devices, grant godlike powers, and generally fuck things up.

2 Print copies aren't out yet. Keep an eye on Venger's blog if you want one of them.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Tuesday, 29 September 2020

[Review] T&T Adventures Japan

Couldn't they find a better place
 to hang out?
Tunnels & Trolls is the second oldest role-playing game on the market: its first edition was released in 1975 as a more accessible alternative to Dungeons & Dragons. Like "the world's most famous fantasy roleplaying game", it had a renaissance lately culminating in the massive, Kickstarter-funded Tunnels & Trolls Deluxe edition in 2015.

T&T Adventures Japan was released in 2018, along with the similarly themed Free RPG Day ruleset, which has the very same mini-rules along with a single solo adventure. If you thought this is an oriental sourcebook, you couldn't have been more wrong: T&TAJ is a tribute to the Japanese fandom, collecting art, manga, and adventures from their TtT Magazine.

While only 64 pages long, T&TAJ is packed with goodies. It starts with a manga about four adventurers on a dungeon crawl. The way it delivers rule explanations is a bit cringy, but nevertheless it's an amusing piece. You'll see more of them on the following pages.

The cartoon is followed by a mini T&T ruleset which explains character creation for four races (humans, elves, dwarves, fairies) and three classes (warriors, wizards, rogues), combat, saving rolls, advancement, and magic up to level 5 before it ends with random treasure generator and a bunch of character sheets - including pregens for the protagonists of the introductory manga. The actual rules take no more than 10 pages, and they do a fine job at explaining T&T's core mechanics. For those unfamiliar with it, combat usually boils down both sides rolling a bunch of d6s and adding their bonuses, then the loser takes the difference as damage. There are some cases of individual effects, like the Take That You Fiend! spell.1 Though the mini-rules might lack long-time appeal, they are enough to get your feet wet and run the adventures that follow!

The first module is Kitten-Napped, a GM adventure2 that throws players right into the whimsy! The party is hired to rescue a merchant's daughter, who was turned into cat, and kidnapped by a troll. To achieve their goal the adventurers have to infiltrate the troll hideout shrunken to tiny size, and face such dangers as spinning fans, giant-sized small animals, goblin cooks, a troll herding cats, and mundane heights that become deadly in the PCs' current condition. The author covers several ways the players can pass the challenges, and gives plenty of old-school advice for running the adventure - including punishing the players with Luck and Charisma penalties if they don't take the mission, rewarding only those who contribute to a solution, and generally allowing the players to move on if they came up with a good solution instead of asking for unnecessary saving rolls. While I don't agree with all of these, I appreciate the message. Woe to those who think XP is a participation trophy, woe to the fans of milestone leveling! Kitten-Napped is a 1-2 hours long adventure with 9 rooms illustrated on a flowchart instead of a traditional map. It's a delightful piece that captures T&T's lighthearted tone and simple gameplay.

The Guru Sylvia is well equipped
to brainwash people.
The second module, The Secret Order of the Eye, is even more comical than Kitten-Napped. It is a solo adventure where your character infiltrates a newly risen cult to assassinate its leader, a scantily clad dark elf sorceress. This is a bit more comical in tone than the previous adventure, and has a surprisingly large roster of NPCs who can be befriended or murdered. I feel kinda bad for killing brainwashed imbeciles who will gladly accept you among their ranks and trust you with all kinds of tasks, but if you get too attached and helpful your PC will have a harder time fighting the cult leader. and can even end up brainwashed. In latter case the character sheet is added to the guards as a possible foe for your next PC! That's a harsh reminder of your earlier failure... Solo adventures aren't my cup of tea, but The Secret Order of the Eye was a pleasant surprise with its interactivity, and its need for fine balance between murderhoboing and charity for success.

The last module is Journey to the Black Wall, another GM adventure. The party has to escort a weird sorceress and her servant through the wilderness, while two of her nemeses will try to thwart her journey. The whole fuss is about some teleporting shoes the sorceress wants to deliver to her disabled sister. This is a linear escort mission, with long and campy dialogues between NPCs, typical anime boss monologue by an NPC, over the top battle scene between NPCs, and almost total lack of character agency. It's like if someone gathered the worst adventure design advice and mixed it with the worst clichés of mangas and jrpgs. While Journey to the Black Wall has some intriguing elements, like the slight Wizard of Oz vibe, the sorceress and her daughter being skeleton men3, and unusual magic items, these aren't enough for redemption. It is a series of cutscenes broken up by some rolling, not an adventure.

The book ends with a manga starring the pregens once again, a short overview of what can one expect from dT&T, and some more T&T ads. Did you know there are free T&T adventures for iOS and Android? Seems like a good way to waste time on the way to the office...

T&TAJ does nothing extraordinary. The writing is forgettable, and sometimes the translation feels awkward. The layout gets shit done, but doesn't go the extra mile to help you find important details qucikly. There are small issues that bothered me probably more than they should, like references to spells and items not included in the book. The only thing I can't complain about is the art: both the cover art and the black & white interior are well done - I dare to say some of the latter are downirght stunning. Despite its faults I enjoyed the book immensely thanks to its amusing ideas, quirky humor, and amateurish charm. T&TAJ dares to be fun, which put me in the mood of giving it a shot.

Rules system: Tunnels & Trolls
Publisher: Flying Buffalo
Publication date: 2018

Format: magazine
Size: letter-size
Pages: 64

Available from:
Noble Knight Games (print)
 DriveThruRPG (pdf)
75%
A charming and entertaining
basic set for T&T.

1 I won't go into details about game mechanics. For those curious, there is a free rulebook on DriveThruRPG that has the rules, a solo adventure, and a GM adventure.
2 T&T differentiates two kinds of modules: GM adventures are your usual GM-ran modules, while solo adventures are akin to Choose Your Own Adventure and Fighting Fantasy gamebooks.
3 Skeleton men are like Nehwon ghouls: cannibal humanoids with transparent flesh. The two sisters in the module use bodypaint, mask, clothes to hide their true nature.

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Saturday, 22 August 2020

[Musings] Reviews & Ratings

One night during my vacation in Rijeka I had a vivid dream of finding new issues of PC-Guru and 576 KByte at a newsstand. These two were the defining gaming magazines of my childhood. I was an avid reader of them from 1997 till 2003. After that I stopped caring about gaming magazines, because the editors I adored were mostly gone, the magazines got ridiculously expensive, and internet access became available for me in high school. When I saw that both of them had the old layout and editorial staff I started digging for my wallet, then woke up.

PC-Guru rating StarCraft

Besides the utter disappointment that it was all just a dream one thing kept bugging me: their info boxes. Both magazines had them, usually at the end of their reviews. These summarized basic stuff about the game (developer, publisher, requirements, etc.) and the editor's opinion presented in the form of a single mighty percentile value. 576 KByte even had a short tl;dr section above the final grade, and rated each of the game's four major attributes: visuals, playability, length/replayability, and sound.

576 Kbyte rating
Might & Magic VI

I really loved the percentile ratings, especially how counterintuitive they were. For many readers these numbers didn't serve as the closure of a review, but as the beginning. While I usually read the magazines cover to cover, I too prioritized reviews about games that got excellent or horrible rating over the others. I also found amusing how people interpreted the ratings. One would think that on a scale of 1 to 100 a game with 50% rating is mediocre. Even the editors told us so! Yet the general rule of thumb among readers was that games with less than 75% were not worth bothering with. Make it 80% if you are picky.

This got me thinking about improving my reviews a bit. A terse information box will not only help the reader find basic stuff about the product quickly, but also allow me to throw out trivialities from the text - like page count and format. I will also use percentile ratings from now on, because they are awesome. I have three reviews in the pipeline: Tunnels & Trolls Japan Adventures, Monsters! Monsters! 2nd edition, and Fuchsia Mayonnaise... Maladies... or something like that. They will be perfect to experiment with the new format. Stay tuned for more!

Disclaimer: The DriveThruRPG links on this site are affiliate links. If you buy something through the link we'll get some credit for your purchase too.

Sunday, 9 August 2020

[Homebrew] It's a Kind of Magic

The magic-user's choice.
Abandon hope all ye who enter here! These heretic house rules were written in the blood of massacred sacred cows. They haven't been properly playstested, because our Old-School Essentials campaign has been in stasis since the plague, when the highest level character just hit level 4. The reason for experimenting with spell points and throwing out memorization is as old as the hobby: most of my players are ambivalent, or at best neutral towards spell slots. I also tampered with clerics, so they have magic at level 1, and don't get both level 3 and level 4 spells on the same level. We'll see how these rules work out in the end, though so far my players liked them and I'm not that worried that it will horribly upset balance or break the game. Or maybe I just don't give a fuck anymore after running DCC RPG for years.

Preparing Spells

Spell casters don’t have to memorize spells. Users of arcane magic can cast any spell within their spellbooks, while users of divine magic can cast any spell from their spell lists.

Spell Points

Instead of spell slots, spell casters use spell points (SP) to cast magic. Casting a spell costs 1+spell’s level spell points. Recovering spell points requires a night of good rest.

Spell caster classes have the following amount of spell points:
  • Illusionists, Magic-users: level x 4 SP.
  • Clerics, Druids: level x 3 SP.
  • Bards: (level-1) x 2 SP.
  • Rangers, Samurai: (level-7) x 2 SP.
  • Paladins: (level-8) x 2 SP.

Spells become available at the following levels :

Maximum spell level by class

Lv

Ill, MU

Cl, Dr

Brd

R,S

P

1

1

1

-

-

-

2

1

1

1

-

-

3

2

2

1

-

-

4

2

2

1

-

-

5

3

3

2

-

-

6

3

4

2

-

-

7

4

5

2

-

-

8

4

5

3

1

-

9

5

5

3

1

1

10

5

5

3

2

1

11

6

5

4

2

2

12

6

5

4

3

2

13

6

5

4

3

3

14

6

5

4

3

3


Spellburn

When running out of spell points, spellcasters can burn their own hit points. The chance of success is equal to the chance of copying spells (OSE Advanced Fantasy Genre Rules p. 50.) with a penalty of (missing spell points x 10%). The caster spends the remaining spell points to cast the spell, then takes damage equal to the missing amount of spell points.

Success: The spell is successfully cast.

Failure: The spell fails, roll on the table below.

Healing: Spellburn damage temporarily reduces the maximum hit points, which can only be recovered through natural healing.

Spell Mishaps

When spellcasting fails during spellburn roll on the following table to see what happens. In case of thieves failing with scrolls the spellburn damage is 1d6.

Spell Mishaps

1d20

Result

1-2

Spell fails, no further harm done.

3-4

Etheric backlash doubles spellburn damage.

5-6

Etheric explosion, in a 100’ radius everyone suffers the spellburn damage.

7-8

Caster stunned for spellburn rounds.

9-10

A random spell of manifests. Its level is equal to the amount of spellburn

damage taken.

11-12

Spell backfires at caster! If the spell is harmless, be creative with the result,

or choose another spell of the same level.

13-14

Reversed spell! If the spell has no reverse, be creative with the result,

or choose another spell of same level.

15-16

Temporary loss of random ability score equal to spellburn damage.

With each day of rest 1 point of the ability score returns.

17-18

Caster unable to cast spells for spellburn turns.

19-20

Caster knocked out cold for spellburn turns.