Showing posts with label Renaissance. Show all posts
Showing posts with label Renaissance. Show all posts

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.]

Wednesday, 25 July 2012

'Advanced' Skills in Hammerstein!


Hammerstein! is [going to be] a d100 skills-based game. My first draft of the Hammerstein! 'Skills' chapter, obviously built on the equivalent OpenQuest and Renaissance chapters, renames 'common skills' as 'aptitudes' : "those skills in which everyone, by dint of natural capacity or commonality of human socialisation, has some ability."

Here's my first attempt to describe 'Advanced Skills':

"In Hammerstein!, skills beyond the list of aptitudes are classed as Languages, Lores, and Crafts. These are skills that require training or experience in order to have any grasp of the basics. While the Hammerstein! basic game provides a range of examples of skills of these kinds, there are, potentially, a vast number of these skills – a GM (and players) with a taste for granularity could decide that each craft specialism, no matter how obscure, should have its own Craft skill, that all dialects deserve their own Language skill, and that every minute field of knowledge is defined by differentiated Lore skills. Hammerstein! does not recommend this approach. Keeping the Language, Lore and Craft skills broadly defined ensures that players can develop competent, rounded characters with skills that benefit adventuring. If it becomes necessary to differentiate the abilities of a character with Craft (Farming), whose background is in arable farming, from those of a character with Craft (Farming), whose background is in dairy farming, the GM might want to consider just what kind of fantasy adventure role-playing game that he is running. If there is still a need to differentiate, use difficulty modifiers and common sense."

Bandits and Farmers... might have high % skills but they're not the 'rock star' adventurers of Hammerstein!

Of course, the chapter then continues for [too] many thousands of words describing just the kind of skills that I consider are appropriate for fantasy adventure roleplaying. Lately, though, I've been thinking about collapsing these skills further still. First, Languages, Lores, and Crafts are all the same kind of thing - bodies of knowledge and capacities for action that require some specific training or experience not covered by basic human socialisation.

Second, I've been thinking of adopting the ideas that I'd been using to deal with 'advanced' combat abilities to cover 'advanced' or granulated forms of the basic aptitudes. Here's what I mean: I've always been disatisfied with the tendency in d100 games to allow a character to have 100% skill using a sword but only 20% skill using a dagger, or 80% in Influence but just 15% in Seduction (or whatever). So OpenQuest, with its collapsed skill list, really appeals (as does Legend / 'new' Runequest with its combat styles). Nevertheless, I like the individualisation and characterfulness of the differentiated skill system, as an idea, even if I don't like it in play.

So, with regard to combat I have been taking my lead from WFRP1e - most weapons are covered by the Close Combat or Ranged Combat skills, and basic unarmed combat is covered by the Unarmed Combat skill. Some weapons or advanced techniques, however, need more training. In Renaissance, these are given their own % skill rating. In Hammerstein!, these will be learned as 'proficiencies' - if you have been trained to use a polearm in combat, you can use it at your Close Combat skill %. If you have not, it is going to be Hard (-40%). As well as specialist weapons, there are also advanced techniques such as two weapon fighting - including sword and shield - and unarmed combat techniques. Most of these weapons and techniques provide those skilled in their use with options in combat that go beyond simply 'add X% points'. Learning one of these proficiencies, if not provided in the archetype, requires training and improvment rolls (two, three, more? I've not decided) and a roll against the relevant skill, with rolling under being a success - it is easier to learn new techniques the more advanced your ability in the basic skill.

I have already adopted this system to deal with literacy (related to the appropriate Language skill , but a high % does not necessarily = literacy), and the ability to swim (related to the Athletics skill). I had been musing over just where to draw the line with other skills. As with advanced combat techniques falling under the umbrella of the three combat skills, so do many advanced skills seem to be subdivisions of other aptitudes - particularly, but not limited to, Influence and specific Regional Lores. Does Hammerstein! need an Etiquette / Courtesy advanced skill, for example? I am leaning towards treating all those advanced skills for which an aptitude could be used as substitute as 'proficiences'. This allows two characters, both with Influence 80%, to have very different ways of putting the skill to use; one could have the Seduction proficiency, the other the Leadership proficiency. These would have the effect of altering the difficulty of tasks by one(?) step - i.e. a 20% bonus - for skill use in those narrow areas. This prevents skills such as Influence being an undifferentiated mixed bag, while also avoiding the sitiuation in which high Influence is for nought as advanced skills eat away at its niche, producing a skill proliferation that breaks the advancement system.
In short:

Aptititudes - everyone has got 'em, ability = %.

Languages, Lores and Crafts - skills for which an aptitude cannot act as a substitute, which need training or experience to learn, ability = %.

Proficiencies - the ability to use the above skills in specific ways, which need training or experience to learn, ability = you've either got it or you don't.

Yet more complications to a wonderfully elegant system. Why do I persist in breaking OpenQuest?

Friday, 8 June 2012

Lenk the Sour


Rather than simply putting up pictures of whatever I have managed to paint, I thought it a good idea to write them into my campaign as NPCs or encounters, even if the miniatures themselves won’t necessarily be used in play. I've statted them out for Hammerstein!, which is simply OpenQuest/Renaissance/Legend with a few tweaks.

Lenk the Sour is a Captain in the forces of the 2nd Centurion of the Half Clock*. 

Lenk the Sour [Brugelburg Miniature]

The 2nd Centurion is a brutal overlord. Refugees from his underpopulated Shadow can be found in Wilderhaven, living in crowded Docktown tenements. The 2nd Centurion will burn villages in reprisal for some slight, or simply to clear land for his great passions, the noble pursuits of hunting and tournament. The 2nd Shadow abounds with ruined villages and overgrown copses, providing a home for Faerie and worse. 

The 2nd Centurion has little need to maintain a population of agricultural peasants, and has even less inclination to meet his feudal obligations to them. He controls the Fort-agin-the-Moors. The Fort is a staging post for Adventurers into the Craggen Moors, and as such is home to trade in exotic pre-Cataclysm artefacts and relics, with ‘liberated’ abhuman treasure hordes inflating the prices of everything from ordinary provisions to weapons and armour. There is also a woollen mill and monthly textile market, as the luxuriously fine wool from the Ogre shepherds enters civilised lands through the Fort. 

Lenk is the 2nd Centurion’s prime thug. The 2nd Centurion despises Lenk for his crude manners and low birth, and Lenk responds with ever greater servility and renewed attempts at ingratiation. Lenk, therefore, has erased any conscience that he may once have had. He feels no doubt or remorse when he dispossess peasants, mutilates poachers, or cuts off the thumbs of militant wool workers. There is nothing Lenk will not do to his own people, if he thinks it will win favour from his ‘betters’.

Lenk is a tall, powerful man in his 40s. His small, alert eyes are set in angular features. Even as his face is mean, it takes on a pathetic cast when interacting with those of noble birth, or who otherwise hold power; from weasel-cruel to grovelling-mouse. 

Lenk the Cruel

STR: 15 CON: 14 SIZ: 15 INT: 11 POW: 8 DEX: 9 CHA: 6


Damage Modifier: +1d2


Weapons: Coward's Falchion (1d6+2, M), many daggers (1d4+1, S)
Armour: Breastplate and backplate, helmet (4 AP)


Combat Skills: Close Combat 70%, Ranged Combat 50%, Unarmed Combat 50%

Notable Skills: Athletics 60%, Dodge 50%, Influence 70%, Insight 50%, Perception 40%, Persistence 40%, Resilience 50%, Ride 40%, Stealth 30%.

Magic Points: 8
Cantrips: Demoralise (2), Ignite 2, Strength 1, Weapon Enhance 1 
Cantrip Casting: 30%

Among Lenk’s weapons is a COWARD’S FALCHION. Lenk knows that it is a powerful magical weapon, but he does not know its true nature. Forged by a sorcerer for his orc general, the brutal looking weapon has a vestigial intelligence, and seeks to be in the possession of the strongest warrior it can. When fighting an opponent with an inferior combat skill (use the opponent’s highest skill, even if it is not the one being used), the Coward’s Falchion grants a two step increase in the wielder’s Damage Modifier. This means that Lenk often has a +1d6 Damage Modifier. However, when the Coward’s Falchion is used to attack someone with a superior combat skill it betrays its wielder inflicting a -20% penalty to both attacks and parries.

[The Coward’s Falchion impresses its own primal personality onto the wielder. You might want to resolve this by using ‘experience’ checks against Pendragon-like personality traits. The owner of the Coward’s Falchion gains a check against Cruel, Arbitrary, and Cowardly at the end of each game year. This is IN ADDITION to any checks against these traits that may have been gained for the cruel, arbitrary, and cowardly acts that the character might have performed using the weapon. If the character hasn’t carried or handled the Coward’s Falchion for any significant period of time during that year – for example, if it has been locked in an armoury, no checks are necessary. However, even if the character primarily fights with another weapon, or does little fighting at all, so long as he or she carries the Coward’s Falchion it will warp their personality. A simpler option is to impose Persistence tests that increase in difficulty over the years, each time the wielder is presented with an opportunity to be cruel, and especially to cut down the weak. If the test is failed, the personality of the Coward's Falchion will assert itself.] 

*Wilderhaven is built on the site of the Classical city of Kallipolis. During the Cataclysm, Kallipolis burned, its buildings fell, and much sank into the bubbling tar of the Belch. During the Classical Era, the countryside was controlled by six forts arranged in an even semi-circle – a half-clock – to the east. Each of these controlled a ‘Shadow’ of Kallipolis, with the city itself conceived of as the hand of a sundial. After the Cataclysm, the commanders of these six forts used what was left of the legions under their command to carve out hereditary baronies. They have retained some of the Kallipolian stylings – Classical history is the source of their legitimacy – so tin-pot barons call themselves centurions and their brute squads are their legions. They currently owe their feudal loyalty to the Pirate King, their power inextricably tied to the economy of Wilderhaven.     

Thursday, 7 June 2012

Archetypes for Hammerstein!


Hammerstein!, is my OpenQuest/Renaissance/Legend work-in-very-early-progress hack that attempts to build a simple(ish) OGL d100 game that evokes WFRP1e with the 'adventuresome' turned up and the 'grimdark' turned down (but not off). Basically, WFRP1e in Fighting Fantasy's Titan... hmm, perhaps I should just do that rather than write my own game... No, I need my own 'heartbreaker'.

Anyhow, when I think about running WFRP1e in Titan, I think about stripping out all the non-adventuring professions, to ensure everyone has combat, magic, or other specialist skills that would help them adventure rather than scrabble in the mud, pushing their own guts back inside. WFRP1e does adventuring well, if everyone rolls a combat profession (which tend to come well equipped and highly skilled) and someone rolls a wizard's apprentice. If, as has happened when we've played, everyone rolls characters whose chief skill is the ability to dance, you have a troupe of poor, ill-equipped buskers*, and any dungeoneering will get grimdark indeed. However, I play RPGs with people who have no intention of poring over lists of skills or equipment. Even OpenQuest character generation turns my players off the game, as they take a long time to assign skill points and buy equipment, have little fun doing so, but then have invested so much time into the character that killing them off early would be a real enthusiasm drainer. WFRP character generation was easy. Players chose three things; their race, their career category, and their name. Everything else was settled by random rolls, but nevertheless produced interestingly shaped bones on which to build a character. The oracular power of the dice demonstrated right at the outset.

With Hammerstein!, one thing that I've been doing is building archetypes that assign all the skill points and select the equipment of starting characters in order to make d100 character generation a quick, easy process. It's one step up from using pre-generated characters, as the players still get a feel of the system in character creation, and get to roll dice even if they don't make too many choices. Here's part of the work-in-progress, from the chapter on character creation. Why the bombardier archetype? Because it is alphabetically the first of the fighter archetypes.     


1.4     Archetypes
Though their earlier, mundane lives might have been dangerous, player characters now delve deep into the undercities, the faerie forests, and the Chaos wastelands of the world of Hammerstein! Every adventurer in Hammerstein! begins the game with an ‘archetype’. Players should choose whether their starting character is a fighter, a scoundrel, or a thinker. Characters need a STR of 9 to be a fighter, a DEX of 9 to be a scoundrel, and an INT of 13 to be a thinker. A generous GM may allow a player to re-roll a character who does not meet the requirement for any of these backgrounds, ruling that the player has rolled a normal person, not an adventurer[1]. For the hardcore Hammerstein! experience, however, players may add points to STR, DEX, or INT to transform these mediocre characters into adventurers, but each point increase deducts two points from another characteristic.

Players may choose their archetype within these broad classes, but should be encouraged to roll 1d100 and consult Table 1.4. Adventurers in the world of Hammerstein! rarely reach middle age, and so players should be encouraged to roll up and get playing.

These archetypes grant characters bonuses to aptitudes, specific languages, lores, and crafts, and advanced techniques. In cases in which the archetype grants the character a knowledge or craft skill the character already possesses by virtue of their culture and class background, the character gains a +10% bonus to the skill. In cases where the archetype grants the character an advanced technique that he already possesses, the character should add +10% a plausibly related skill. For example, in the Hammerstein! basic game, the Literate advanced technique can be granted by an educated class background or by several of the archetypes. In these cases, add +10% to a Lore, Language, or appropriate Craft skill, or to a common skill such as Evaluate.

Table 1.4 the Archetypes
1d100 Roll
Fighters
Scoundrels
Thinkers
01-15
Enforcer
Burglar
Cleric
16-30
Highwayman
Confidence Trickster
Herbalist
31-45
Marine
Gambler
Lawyer
46-60
Soldier
Pickpocket
Wizard
61-70
Bounty Hunter
Forger
Alchemist
71-80
Highwayman
Smuggler
Doctor
81-85
Bombardier
Assassin
Professor
86-90
Duellist
Bard
Elementalist
91-95
Gladiator
Revolutionary
Necromancer
96-00
Witch Hunter
Spy
Warlock

1.4.1 The Fighters – The Bloody Handed
The fighters are the brawn of an adventuring party. They brawl, fight, kill, and are often the first to be killed. Fighters, whatever their profession, specialise in putting bits of metal into the bodies of other people. There are a surprising number of ways of doing this.

All fighters, regardless of profession, start with some basic skills that have helped them to survive so far in the bloody world of Hammerstein!

Fighter Aptitudes
Combat Skills
Unarmed Combat +10%
Close Combat +10%

Resistances
Dodge +10%
Resilience +10%

Common Skills
Athletics +10%
First Aid +10%

1.4.1.1             Bombardier              
The bombardier is a military specialist skilled in the use of explosives. In Hammerstein!, cannons and bombs are unreliable weapons, capable of inflicting devastating carnage on even the best armoured and fortified opponents, as well as tearing great rents in the bombardier’s own lines. Bombardier careers often end in ways that are viscerally messy even by the standards of the brutal and cruel world of Hammerstein!

Ianto Hoppenhouse is the most famous bombardier in the world of Hammerstein! A mercenary who styles himself the Professor of Saltpeter, Hoppenhouse was responsible for the explosive undermining of the walls of the Citadel of Heroes. The explosion not only brought down the walls, but scattered the ensorcelled masonry across several square miles, leaving a wasteland blighted by creatures of Chaos.  

Bombardier Aptitudes
Combat Skills
Close Combat +10
Ranged Combat +30

Resistances
Dodge +30
Persistence +20
Resilience +20

Common Skills
Athletics +10
Influence +10
Perception +30

Bombardier Languages, Lores, and Crafts
Craft (Bombardier) +20
Craft (Engineer) +20

Bombardier Advanced Techniques
Literate
Combat Proficiency – Blackpowder
Combat Proficiency – Bombs

Bombardier Cantrips
Extinguish 2
Heal 2
Ignite 2

Bombardier Equipment
Armour: Hard Leather Apron and Gauntlets (2pts)
Weapons: War Sword, Dagger, Musket, Pistol, 2 Grenados
Powder and Shot (20)
Good Quality Clothes and Boots
Telescope
Hoppenhouse’s Tome of Demolition
Purse (XZ silver shillings) [Average Wealth]



[1] In the world of Hammerstein!, there are soldiers with a STR of less than 9 (though they tend to end up crippled or dead), pickpockets with a DEX of less than 9 (though they tend to rot in dungeons or hang), and doctors with an INT of less than 13 (though the Gods must protect their patients). Only player characters, as adventurers, are bound by these minimum scores. 

I've pretty much finished my first draft rewrites of the character creation, skills, and combat chapters, taking the best bits from OpenQuest, Renaissance, and Legend. There won't be many changes for the examples set in these (related) rulesets. Some skills have been merged or rationalised, I've adopted large parts of the Renaissance Serious/Grave Wound system, there'll be some changes to the magic systems, but not much. If it ain't broke, don't fix it. But I do believe in tweaking what ain't broke, so bits here and bits there have minor changes. Hammerstein! will be using the OpenQuest/Renaissance combat system rather than Legend's beautiful system simply, because that much complexity is wrong for our group. Rather than have specialist combat skills, as Renaissance does, unusual weapons or advanced styles are dealt with by 'combat proficiencies' - the core skill remains Unarmed Combat, Close Combat or Ranged Combat, but the combat proficiency allows them to use the weapon without penalty and/or use it in mechanically distinct ways. There will be madness rules, and while I always want to add in Pendragon-esque personality traits and passions, I think I might be able to stay my hand this time.


*Actually, by the rules, busking is one of the best ways to make money in the cities of the Old World. It's certainly better than much low-skilled labouring, which barely pays well enough to keep a character fed and housed. 42 shillings to support a character for an 8 day week. That's just over 5/- per day. It's 2/- per night to sleep on the floor in a common room of an inn, and 3/- is the minimum a character can spend on (pre-prepared) food and remain healthy. Okay, so you might be able to live even more cheaply than that, of you are not renting a patch of floor and have the space and equipment to prepare your own food. But still, it is realistically (for a grimdark game) hand to mouth. Buskers, however, so long as they make a Fel test, make 1d4+1 GOLD CROWNS every hour. If they fail, they still make 1d6 pennies. Why, in the name of Sigmar, would our characters even think of battling Chaos when they could prance in the street and live like dancing kings?  

Tuesday, 29 May 2012

Random Character Generation = Double Plus Good



This is why I have so much love for random character generation. The players don't need to know the rules, they just pick up the dice, make a handful of narrow choices, and 20 minutes later they have a character ready to play. No skill points to allocate, no building a character with high level play in mind, no min-maxing. WFRP1e is brilliant in this regard. Despite being a skill-based game, these skills are all determined by random rolls and a randomly determined profession. The player doesn't need to know how skills work mechanically, they just roll up a character. And what WFRP1e has over the vast majority of D&D[-alikes] is that these randomly determined professions also determine a character's starting equipment; his trappings. Even classic D&D character generation slows down, with new players, at least, when the starting money is rolled and the equipment lists are brought onto the table.

Random character generation can combine the oracular power of the dice with a rapid entry into adventure.

When I write my fantasy heartbreaker - and I am writing it; a version of OpenQuest/Renaissance with the flavours of WFRP1e and Titan, current working title Hammerstein! - it will have a random character generation system that can get a player into adventure in 20 minutes. Don't hold your breath for Hammerstein! But when I do finish writing it, you might be (just) able to hold your breath while a new player generates a starting character.