Showing posts with label Magic World. Show all posts
Showing posts with label Magic World. Show all posts

Sunday, 12 October 2014

Shattered Bone! A [pinched] Skeleton Rule


Skeletons, by Bob Harvey (Talisman of Death, FF#11)

Before I get round to polishing off the other six Skeleton encounters, I came across a cool little rule in Elric! I've seen rules for adjusting damage to Skeletons based on weapon type - i.e. bludgeoning weapons do more damage, peircing weapons very little, but Elric! has a suitably elegant spot rule. I can't say that I'd ever noticed it before, probably because Skeletons are relegated to a 'Natural Beasts & Generic Monsters Table' at the very end of the bestiary. Anyway, here is the footnote that relates to Skeleton 'armour':

"Does normal attack damage. Destroyed completely by weapon damage roll x4 or less, as rolled on D100: thus damage result roll of 4 needs a D100 result of 01-16, or there is no effect. Include any damage bonus." (p 137)

An elegant spot rule, if inelegantly put. I'm not sure what the first sentence means, but given that Skeletons have only 5-6HP I have assumed this means that armour (which in Elric! reduces damage according to a dice roll) does not reduce the damage roll for purposes of calculating the percentage chance of destruction. If attacks also do HP damage, this rule isn't half so cool - most Skeletons would be 'killed' long before they are shattered. However, reading it my way, this rule requires no increase in bookkeeping (indeed, it requires less, as we're no longer tracking Skeleton HP) to achieve an interesting effect. I don't see why this rule couldn't be applied to Skeletons in most fantasy games. 

I certainly could see myself using this in a D&D/OSR game. If I wanted to make 'tougher' Skeletons - such as the Skeleton Champions in The Cursed Holmgang, I would improve their AC rather than fiddle with the multiplier that is used to derive the percentage chance of destruction. As HP doesn't matter (at least not with regard to crude weapon attacks), improved HD would be used to increase their ability to hit.

If I wanted to complicate things further, we could alter the multiplier by weapon type. For example, piercing weapons have a x1 multiplier, slashing a x3 multiplier, and bludgeoning weapons a x5 multiplier. Or something like that.  

(Credit for this rule is due to one or more of Willis, Watts, Morrison, Pursell, Shirley, and Shaw, authors of Elric! I'm not sure if there are antecedents for this rule to be found elsewhere.)

Incidentally, Magic World (which is largely Elric! reskinned, though the bestiary is drawn from RQ3), does have Skeletons taking HP damage in the normal way. I think. It has Skeletons taking no damage from thrusting weapons (except on a Special or Critical) and being automatically destroyed when it takes a Major Wound. Except the MW bestiary doesn't give us a HP score from which we can derive the Major Wound threshold (a product, presumably, of an incomplete translation of material from RQ3, which had hit locations, to MW, which has total HP scores). Going by SIZ alone (average 13), we could guess that Skeletons might have 13 HP and a Major Wound threshold of 7. However, Elric! gives Skeletons just 5-6 HP, based on (SIZ+CON)/2. If this was transferred straight over to Magic World it would mean that the Major Wound threshold would be just 3 - so pretty fragile! Shards of bone everywhere!   

Friday, 2 May 2014

Some Thoughts on Magic World




We recently played quite a few sessions of Magic World, Chaosium's update/compilation of its BRP fantasy rules (Elric!, with a bit of RQIII squeezed in there too). We enjoyed playing it, using it to run a brief sandbox game based around Salamonis in the Fighting Fantasy world of Titan. I have a few thoughts on the system:


1.    I like the combat system. This is no surprise, as it is basically the Elric! system, which is very smooth and quick to run, while at the same time retaining plenty of texture, mostly by way of a large number of 'spot rules' that handle things such as disarming or knockout blows, variable weapon length etc. Variable armour adds another dice roll when compared to most games, but it is a simple one that adds to the drama of combat, and using total hit points rather than hit locations allows for easy bookkeeping. The major wound system can provide plenty of specific and 'colourful' injuries, all the same.

2.    There are too many skills. This is particularly noticeable in the case of the 'physical' and 'perception' skills, groups of skills that, to my mind are so interrelated that skill in one should almost always accompany skill in (some of) the others. In terms of 'perception', Magic World has Insight, Listen, Sense, Search, and Track, plus other 'information' skills such as World Lore, Evaluate, etc. It is a weakness of my Refereeing style that I have a hard enough time running a game with a single 'perception' skill. If these kind of skills are going to mean anything in the game, the Referee must 'gate' important information not by player decisions but by character skill. If a PC has Sense at 90% (as was the case in our game), the Player must get the sense (ugh) that such a skill is as mechanically meaningful as having Sword at 90%. Whether a PC has Sword at 90% or 60% or 30% determines her chances of defeating the Baron's Champion. If we are going to have perception skills, the percentile rating should determine the chances of the Player being given information that will allow them to make better decisions. Oh, I know I am hashing out old territory here…

But it is not just the types of skills, but the granularity. The fact that competency in these closely related skills is not related, which leads me to…

3.    I like the way combat skills are handled (but…). In Magic World there are weapon groups, which encompass all weapons of a particular type. Skill with one weapon in a group = skill in all other weapons in that group. This skill is used for both attacks and parries. This is a nice middle ground between the extreme granularity of Chaosium RQ with skills for each individual weapon and separate parry skills, and the broad strokes 'styles' of  MRQII and RQ6 and the 'close combat / ranged combat / unarmed combat' split of OpenQuest. But then, if I’m going to enjoy this level of granularity for combat, for the sake of consistency shouldn't I accept a similar level of differentiation for 'perception skills', or for the eight (yes, 8!) physical skills? Perhaps, I should, and here you can see how my preferences waver between the granularity of Magic World and the condensed skill list of OQ.

4.    I don't like the fact that the equipment list is all out of whack. Who would. That's not a taste thing. The Bronze economy appears to make little sense. The weapon groups on the table are all over the place, but this is easily fixed by reference to the table describing what ought to be in each group. But this does cause one to lose confidence that the other numbers on the table reflect the intent of the designers. Should the STR/DEX requirements be that high? Should this weapon really do more damage than that one? Should a falchion really be that expensive? I own Elric!, and so could do a comparison, but actually, when I run Magic World again, and I shall, I will most likely dump the entire equipment section and replace it with a bespoke list, likely derived from Arms of Legend.

5.    Character creation is great! Quick and simple, but without losing the distinctive customizability of a BRP game. Players don’t simply have a pool of points to distribute as they see fit, which leads analysis paralysis as they pinch a percentage point here and there, tinkering with details that drag out character creation for little gain. Rather, they have blocks of points based on their culture and prior occupation, rather like Peter Maranci's Skill Pyramid. Players simply have to decide which of the listed occupational skills they want to be best at, which they want to be good at, and with which skills they want some competency. The, as default, limited magic helps speed up character creation, too. Which leads me to…

6.    Magic. By default, only characters with a POW of 16 or more can use magic. If Players are randomly rolling their characteristics, this means that magic using characters will be pretty rare, unless they make a grim bargain and begin trading away their other characteristics in the pursuit of magical power. I'm pretty happy with that – it matches the tone that my fantasy worlds, regardless of starting point, eventually take. And with magic as a power limited to just a handful of people it means that the assumptions of the game are roughly compatible with the assumptions behind most (D&Dish/’vanilla’) fantasy worlds.

There is only one type of magic in Magic World (barring Advanced Sorcery, or plugging in the Unknown East for Elric!, or the BRP Magic Book, or stuff from the BGB, or, or, or...). But, actually, that’s not quite true. There is only one mechanic for handling magic in Magic World. But that doesn’t stop a Referee creating a specialist spell lists for different types of magicians and magic users, changing the flavour text and so on. And it is certainly easier to do this than to grokk and incorporate the mechanically distinct magic systems in RQ6. 

This is not a review. But here’s something like the conclusion to a review: In a nutshell, the disappointments that I have with Magic World are largely a back-handed compliment; while I wanted a clean, revamped Elric!, Magic World appears a bit undercooked, perhaps because Chaosium haven’t backed the game with any great gusto. Which probably makes business sense – who wants to put too much of their resources into a competition with Legend (the $1 OGL D100 game!), RQ6 (a game of supreme polish), and OQ2 (the quickest and easiest system for running D100 fantasy, and it is OGL too!)? I don’t expect Chaosium to invest great resources into fighting a losing battle because it’ll please my idiosyncratic desires for a relatively low magic D100 game of medium crunch that uses the resistance table! But I’m glad that they let Ben Monroe resurrect the Elric! system, and hope that Magic World releases are part of the BRP catalogue for some time to come.

But update the .pdf with the errata, already!  

Monday, 17 February 2014

Ugly Beginnings


A few weeks ago we resumed our regular fantasy adventure gaming, starting a Magic World game set in Fighting Fantasy’s Allansia. I had recently picked up the ‘World Builder’ Bundle of Holding, which contained the fantastic Tome of Adventure Design by Matt Finch. Before our first session I spent a very happy hour or two rolling on the tables in Book1: Principles and Starting Points, generating a panoply of potential starting points for the first adventure. In the end, I settled on a mission to recover the ‘Skin Mandala’. More on that next post.

A, D and C generated their characters. Magic World is quick, but the process is still too long – with these players, anyway – for my taste. The 'with these players' is an important caveat; Magic World character generation is fast and straightforward, as rather than assigning each skill point individually it assigns them in big chunks according to ‘culture’ and ‘profession’. As far as equipment goes, I was an especially generous Chronicler (referee) when it came to equipment, especially with C, who wanted his character to have all sorts of potentially expensive bits and bobs, including an Elvish dictionary and a spyglass, on top of his metal armour!

A rolled up Nia, a thief that she imagined as an adventurous grave robber. D rolled up Cedric Tanner, an ambitious bandit. C rolled up Doncho, a dispossessed minor noble from the Vale of Yore. Unfortunately, as I let them assign their stats and allowed the limited point swapping set out in the rulebook, we ended up with some characters with some serious… problems. Doncho and Nia both had an Appearance (APP) of 4, while Nia and Cedric both have an Intelligence (INT) of 8 (which in Magic World is human minimum!). Doncho has a pigeon chest, six toes on each foot and a terrible lisp, while Nia is balding and constantly dishevelled – no matter what she wears it appears that she is dressed in someone else’s clothes. Both Nia and Cedric speak in pretty crude, broken Common.

A party of much promise…

So, there they were, drinking away their last silvers (I am generous, but in exchange for all that gear they were certainly going to be skint) in their inn, the Black Elf Moon near the New Bridge in Salamonis, when a tall, expressionless man with a brass hand approached them. He was Pak Pao, manservant of Darmand the Sage, and his master had an offer for them.

Next: The Skin Mandala.

Wednesday, 15 January 2014

A critical hit with the ugly stick


In Magic World, a BRP game, characters have an Appearance (APP) characteristic. As with any characteristic, if, by magic, ageing, disease, or wounds, the characteristic is reduced to zero, death follows shortly. But just how does a character 'ugly away'?


This is a pressing question. In the our new campaign, a Magic World game set in Allansia, the players have rolled a particularly ugly bunch of PCs. Forget the good, the bad, and the ugly, we have the ugly, the ugly, and the ugly. As these players are particularly reckless, I can envisage (en-visage, geddit?!) an early-campaign Major Wound stripping them of 1d3 points of APP, leaving them hovering at the door of death by disfigurement. But what does this mean? 

Well, it means that the player characters perhaps ought to head to the Salamonis School of Decorum and Ettiquette for some APP training. And it means I should have used Elric! characteristic generation, which I remember as being 2d6+6 right down the line. But in terms of being reduced to zero APP, I see two options. 

Option one is to interpret a Major Wound that reduces APP to zero as a catastrophic fatal wound (sword through face kind of thing) regardless of remaining HP. "Yes, I know your character still has just under half his HP remaining, but that sword stroke chopped his face clean off. Sorry." 

Option two is the Call of Cthulhu solution. Having APP reduced to zero causes permanent destruction of the character's personality, and control of the character passes into the hands of the Referee. The character is 'dead' as a player character. Incidentally, it is not the ugliness itself that causes this, but the damage to the character's sense of self.

Are there any other ways of explaining character 'death' through APP loss? Have you ever had a character 'die' through ugliness in your game?

Wednesday, 18 December 2013

A Gift from Dave Morris - Silent Night


Dave Morris has provided everyone with a Christmas present; a detailed, atmospheric, Yule-themed adventure - Silent Night. If possible, I plan to run it while we're away over the holiday. 

Yippee! It's Christmas! Let's Danse.

I'll have convert it - it is written up for GURPS, with which I have zero familiarity*[1]. But to what? To Dragon Warriors? The adventure is set in Legend, after all. And that is a possibility - I actually think that Dragon Warriors is a pretty nifty system for handling gritty D&Dish games. But unless you are going to populate the PC party with a bunch of magic using characters, or exotic Assassins, mechanically the PC Knights (and maybe a Barbarian or two) will be pretty much the same. That's fine in a game where character, personality, and history emerges through play. But for this one shot - that is not so much focused on combat - it is more likely I will try to run it in a d100 system, considering OpenQuest 2e, RuneQuest 6, and Magic World. 

As attracted as I am to RQ6 - it is a wonderful, elegant iteration of d100 fantasy - the players will be my wife, brother, sister, mother, and cousin. That's Christmas for you. While they all have played RPGs before, it'll need to be straightforward pick-up-and-play. When I started to stat-up some pregenerated characters in RQ6, I realised that the character sheet would likely baffle a player being handed the sheet ten minutes before the game begins. Plus, we'd have the confusion over Special Effects, which are a breeze... once you have been involved in combat as few times. So I decided that I'd run it using OpenQuest 2e, which won out over Magic World thanks to the rationalised skill list and the greater versatility of the magic system.*[2] 

The players will have the choice of the following pregenerated characters:

Sir Werian Keppel
A knight, returning from the Crusades. Pious. Uncomplicated.

Brother Abel
Werian's personal priest and tutor. Impatient. Stern.

Hugh Smithson
Werian's squire. Hulking. Brutish.

Alan of Barndale
Troubador. Cynical. Flippant.

Soliman the Saintly
A Ta'ashim convert to the True Faith. Self-taught theologian and Ellesland-ophile.

Nick Lliedr
A greedy rogue. But has a knack for solving problems.

I will be trawling the internet for suitable images with which to decorate the character sheets, and thinking carefully about the place of Battle Magic in a game with the atmosphere of a fantastical Dark Ages/Early Medieval Britain.

*[1]Gurps intimidates me. Even GURPS Lite sends me running for the hills... while I can see the appeal, I can't see it being the kind of game that I could interest our players in.
*[2]In other circumstances I might well make a different choice. With strong player commitment, RQ6 would edge closer to being my choice, while Magic World is a good for Sword & Sorcery thanks to the way that magic using PCs will, by the book, be uncommon. 

Monday, 4 November 2013

One Hundred Percent Yes



Newt's lovely looking OpenQuest 2e

After The Crown of Kings concludes (probably tonight, with our face-to-face group convening over Google+ - except for my wife, who I hope will join me at the table rather than play from the next room on her laptop), I'm increasingly drawn to the idea that our next game involve plenty of percentile dice. Thing is, as well as several out of print d100 fantasy games, I own OpenQuest, RuneQuest 6, and Magic World to draw from. I've also got the in-print Legend, but if I'm going to play that, why not just play RQ6? That's not to say that YOU shouldn't play Legend at is $24 cheaper (or one 25th the price...), but given that I own RQ6 (plus lots of MRQII books), I may as well play the 'refined' version. 

I know that the *right* answer is to take the best bits from each, and build my own game, but I do like being able to run a game from a single book - or at least, a small number of directly comparable books. 

I like OQ2e for its simple but comprehensive skill list and the way that the game runs smoothly at the table, with next to no fiddling about. I like MW for its character creation, which uses 'culture' and 'profession', providing a bit more flavour than OQ2e, but avoids the extended chargen process of RQ6 by allocating the skill points so neatly - in good sized blocks - that generating a PC is almost a quick as it is in OQ2e. Actually, it does what I was trying to do with my 'Hammerstein!' templates, but far, far more neatly. I like RQ6 for its elegant combat system (to what degree would using some variant of that break the simplicity of OQ?). Can all these be shoved together? Is it worth bothering, or should I just run a game straight from the book?

And where to play, one which worlds....

Thursday, 25 April 2013

A Hundredweight of d100 Fantasy



I bought (.pdf, have you seen the shipping costs that Chaosium quote for transatlantic shipping?!) the new version of Magic World, which is basically a reprint of Elric! stripped of it Moorcockisms. And very nice it looks too; a clean, relatively simple d100 fantasy game. The first supplement, Advanced Sorcery, is due soon - again it is largely a reprint of Elric! material, in this case The Bronze Grimoire. 

Chaosium should note* that they are selling .pdfs of Elric! on DriveThruRPG for a couple of quid cheaper, at current exchange rates, than Magic World. And, of course, that nothing short of free is quite a cheap as Legend, which itself is basically a reprint of Mongoose RuneQuest II stripped of its Gloranthaisms. And speaking of Elric, with Legend you could run the Mongoose version of everyone's favourite albino (outside the one played by Mel Smith in The Princess Bride), as all(?) their Elric of Melnibone stuff is on DriveThruRPG for less than £10 a book...

But as Brian Butterfield would say, "that's not all". So, what do we have on the d100 fantasy scene at the moment? Well, we have OpenQuest 2e on the way (I backed the IndieGoGo campaign, and am looking forward to seeing the improvements/additions that Newt Newport has made to this system). Slightly more complex than that, we have Magic World from Chaosium. An extra level of complexity is added - mainly by virtue of its 'faction' system - by Renaissance (now available in a Deluxe form), built on OpenQuest and Legend. One level more complex again is Legend, with its Combat Action 'economy' and system of Combat Manoeuvers  And then we have the big boss of d100 fantasy gaming, RuneQuest 6, which I haven't had a chance to look at yet, though I expect it to be stunning, if I bit too much for my current tastes. 

I own OpenQuest (and soon will have a copy of 2e), Magic World, Mongoose RuneQuest II and Legend, and Renaissance (in the free SRD and hardback Clockwork and Chivalry 2e form). I also own the Basic Roleplaying 'big gold book', will probably buy RuneQuest 6 if it ever appears with a UK supplier, and have a number of out-of-print d100 fantasy systems (I particularly like my GW-produced RQ3 books). With all these extant systems, and given the fact that many of them are OGL (and those that are not appear keen to licence third parties to produce supplements), this is a vibrant, lively time for d100 fantasy gaming.

Well, if there are many other gamers are as daft as me, willing will buy umpteen different versions of d100 fantasy, of course the d100 scene is vibrant! I can't quite decide which is my favourite d100 engine for fantasy gaming (which is yours?). "No, really?", I hear you say, shocked. "I had no idea that you suffered from gamer ADHD", you gasp. However, the intercompatibility of these systems - and the nature of the d100 system itself - not only its modularity, but the simplicity and consistency of the mechanics - means that GMs can pick and choose the best bits from each of these systems. Sadly(?), between Magic World, OpenQuest, and Renaissance, there is little need for Hammerstein! as yet another d100 system. But hopefully this flowering of d100 fantasy systems will stimulate the production of d100 fantasy adventures and other supplements for use at the table. 

*Hopefully, if Chaosium did take note (though given that they don't even notice e-mails, it seems) I'd hope this would not mean an end to the sale of the classic Stormbringer/Elric! .pdfs - we wouldn't accept other kinds of books being deliberately kept out-of-print, and the resurrection of out-of-print gaming books is one of the great success stories of recent RPG history - or an increase in their price, but rather a more reasonable .pdf pricing structure at Chaosium.com.

[Extra: Of course, this is not the limit to d100 fantasy built on a BRP(ish) chassis. In the pipeline are both AEONS, built on the D100II SRD, and Classic Fantasy (originally a BRP supplement) is being rewritten as a 'Legend compatible' complete game.]