Category Archives: Reviews

Pits & Perils

Pits & Perils cover (source)

Pits & Perils cover (source)

The ranks of zero edition style games are increasing. Pits & Perils is a game in this mode, presented as a single PDF booklet of around 80 pages. It seems letter-sized when I open the file on a computer, but uses a generous typewriter font that is easily readable on my tablet without zooming, and I suspect it would print well as a digest-sized hardcopy. Illustrations are sparse and done in a charming woodcut style (digital excerpts mostly drawn from History of the Nordic Peoples by Olaus Magnus). The tone is reminiscent of pre-advanced Gygax, concise but enthusiastic, which I assume is intentional based on the other design choices.

Tasks are resolved by rolling 2d6. Nine or higher is a success in combat, while seven or higher is a success out of combat. As you might expect, some character and situational bonuses apply, but not enough to dilute the essential elegance and simplicity of the system, unlike many games that rely on modifiers. In combat, damage inflicted is one point for rolls of 9 to 11 and two points for 12 or higher. Most rules needed for common dungeon exploration tasks are handled elegantly. Encumbrance is just flatly limited to 10 items beyond armor. “Anything more is simply too much. Characters cannot perform if overburdened with equipment, and gold coins are bulky in large amounts” (page 17). Suffocation and drowning is handled simply with saving dice and the accumulation of damage.

Rather than roll 3d6 down the line during character creation, as is traditional, the player instead rolls once for exceptional abilities (which happen to be drawn from the classic six). This rule is inspired. Most of the time, this will result in only a single “ability,” but players can choose two on rolls of eleven or higher. The actual distribution is a bit strange (for example, you roll 2d6 and only get “strength” if you roll 2 or 11 or higher and choose it). Further, there are some minor complications (such as that dwarves treat rolls of strength or charisma as constitution instead). For a simple, pickup game of D&D I would be tempted to use a mutation of this rule, perhaps simplifying it to roll 1d6 for exceptional stat and then grant a simple +1 bonus to whatever is related to that stat.

There are six classes: cleric, dwarf, elf, fighter, magician, thief. Each one of these seems to roughly associate with one of the abilities, though I am not sure if this structure was intentional. The experience progression tables require less XP than many similar games, with second level being achieved around 200 XP for most classes and mid levels occurring around the low thousands. For example, a fighter with 3200 XP is 6th level according to these charts. That is probably not a bad approach. Who has time for multi-year campaigns, anyways? Class abilities are minimal. Fighters get +1 to attack dice, the use of all weapons and armor, and two attacks at 9th level. That’s it. There are no other bonuses hidden in other advancement schedules such as can be found in the OD&D attack matrices or saving throw tables. The magic system uses a very simple spell point system with no levels. Casting any spell costs one point.

There are a few things that I am uncertain about, including:

  • The benefit of wearing armor is just bonus hit points
  • All projectile missile weapons seem to get +1 damage for being two-handed
  • Thieves need to wait until 9th level (“robber baron”) for a backstab ability
  • Random encounter math implies only 1 encounter every 36 turns

These are relatively minor concerns within the overall scope of the game and are easily adjusted by a referee, but are still worth noting. Of greater impact for gameplay is the relationship between character HP and damage. As noted above, most attacks deal only 1 or 2 damage and there are very few potential bonuses to damage. Using a two-handed weapon grants +1 (making every hit do either 2 or 3 damage), and there are a few magic weapons that can increase damage. Relative to damage potential, character HP (which is static, based on class and level) seems high, ranging at first level from 5 (for magicians) to 10 (for fighters). This is not necessarily a bad approach, but it is most definitely an impactful choice, leading to far more durable PCs than in, for example, OD&D or B/X.

I often have a short attention span when it comes to reading game content such as spells, feats, magic items, monster descriptions, and so forth, usually just skimming such material while reading the occasional entry in full. In this case though, I read every single entry in the entire book. Here are a few choice quotes, to give you a sense of the rules.

BOLT scores 1d6 hits on a single target. The caster adds +1 per 3 levels gained, so a 3rd level magician would deliver 1d6+1 hits. Lightning can sunder doors up to 5′ thick and melt gold within 10′ of the point of impact.

–Page 14

Harpies attack with their two razor sharp claws. About one-third (1-2 in 1d6) are SIRENS. These use an evil song to hypnotize victims within 30′. These must save or fall into a mindless trance and present themselves for slaughter.

–Page 36

A MAGICIAN’S HAT looks like an ordinary pointed cap. However, the wearer can pull any normal/non-magical item, like a ladder or rope, out of the hat up to 3 times per day. The item must be of less than 10 GP value, so armor, weapons, and other valuables cannot be produced. This includes foodstuffs and living things of all kinds, even rabbits!

–Page 51

Exploration and problem solving is the meat and drink of these games, provided the referee makes it challenging and fun.

–Page 65

Final thoughts? Recommended if you enjoy reading variations on the 0E theme. The PDF can be bought at RPGNow for $5 and happily does not include a watermark.

Hiroshige hexcrawl

For a while I had kept a particular Taschen edition of Hiroshige’s 100 views of Edo in my “saved for later” section on Amazon, waiting for it to come back into stock. I had heard that it was of excellent quality given the low price and also bound in a traditional east asian manner. Well, just recently, I noticed it had come back into stock, and was still less than $30 though enough to qualify for free shipping. By the way, Edo is the old name of Tokyo, which was built up from a fishing village by the Shoguns during the years leading up to what is now considered the Tokugawa period of Japanese history, as a power center separate from the traditional imperial capital of Kyoto, whose emperor acquired a more ceremonial, pope-like role as true power came to be located in the Bakufu (the Shogun’s military bureaucracy).

Here is the book itself:

IMG_7280 hiroshige edo

The external hard cover is not attached to the book proper. But more on that later. Naturally, the first thing I thought about when paging through this gorgeous book was RPG setting. It even contains a keyed map of Edo, which could be used to set the scene whenever PCs visit a particular area.

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One could, of course, set a full campaign in Edo itself and probably never run out of material (perhaps focusing on the Oniwabanshū, the Tokugawa era secret police?). But why stay in Edo? A highway, the Tōkaidō, connected Edo to Kyoto, with officially maintained stations periodically along its length, and this great road was also illustrated by Hiroshige in the Fifty-Three Stations of the Tōkaidō. The Kiso Kaidō, an alternative route between the two great cities, is also illustrated by Hiroshige in the Sixty-nine Stations of the Kiso Kaidō (though unfortunately Wikipedia does not seem to have copies of the full set). The Eight Views of Ōmi shows Shiga prefecture around Lake Biwa, which is also sort of between Kyoto and Edo (though closer to Kyoto).

Some thematic coherence is gained by sticking with the work of Hiroshige, but there are many other older works, even if one wanted to only use woodblock prints, that would also fit. The encounter tables could perhaps be built from Gazu Hyakki Yagyō and other traditional yokai bestiaries. One great thing about this approach is that almost all of this work is now in the public domain. All 100 views of Edo can be seen on Wikipedia, for example, in addition to the other sets linked above.

Okay, so it would probably be more of a point-crawl, but that does not have quite the same ring. Add this to the ever-growing junkyard of campaign ideas.

Back to the book itself, which is worth showing off. Most traditional east asian books were softcover in this manner, though this particular one reads left to right (the western orientation) rather than right to left. The cover feels like silk but is probably some synthetic microfiber, and notably every page is a double-fold (not sure what the correct book binding term for that is); you can see the technique in one of the pictures below. I have also included photos of a few of my favorite prints so that you can see them in the context of the book, though the full versions on Wikipedia linked above probably contain more detail.

Now this is how you make a book. And so cheap!

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Complete Vivimancer

complete vivimancer coverGavin N., author of the City of Iron blog and the previous Labyrinth Lord supplement Theorems & Thaumaturgy, has released another book, the Complete Vivimancer. T&T is something of an OSR Tome of Magic, introducing several new specialist magic-user variants and a host of new spells and magic items. I previously reviewed it (and the PDF is free, so you really have no excuse not to check it out). The Complete Vivimancer takes the eponymous class introduced in T&T and expands it further.

Unlike T&T, the CV has an A5 layout, which I much prefer. As a PDF, the size is perfect for tablets without needing to resize. Beyond the size, the layout style feels improved as well. Details like duration are offset from descriptive text when needed, but no strict format is used, which is appreciated (including useless null info like magic resistance: none rather than just leaving it out is something that bothers me in many RPG layouts). The art is suitably weird and of a particular, consistent style. There are many worms, veins, pustules, and so forth. Breeding and reproduction are (as you might expect) constant themes. Total content is around 80 digest sized pages with periodic illustrations.

In an effort to serve as an all-in-one reference, the Complete Vivimancer repeats the relevant content from T&T alongside the new material. I can imagine this might bother some folks, but it seems appropriate to the project, and in any case there is a lot of new content as well. Interestingly, a number of spells from core Labyrinth Lord are included also, but subtly adjusted to add a vivimantic flavor, which is a nice touch. For example, the vivimancer version of jump notes that the subject’s legs develop a springing capability similar to that of a cricket, which I would probably run with and rule to be an actual insectoid transformation. Depending on how seriously a given referee takes the re-skinned details, this could dramatically alter how some spells work (as it should).

That said, what exactly is included? First, the details of the class, which look at a glance to be identical to the standard magic-user (d4 HD, only daggers, no armor, create new spells and magic items at 9th level, etc). There are some guidelines about the cost of maintaining a laboratory and keeping experimental subjects, which are required for some vivimantic spells. The spell list itself is impressively large, with 30 spells each for levels 1 through 3, 20 spells for level 4, and 12 spells for each level thereafter. A slightly more restricted list of spells (12 per level) is also provided for referees to prefer a slightly more restrained spell list.

What are the spells like? Symbiotic familiar causes a plant- of fungal-based familiar to grow in or on the magic-user’s body. Anthropomorphism allows the magic-user to impart humanlike consciousness and tool using ability to an animal. Leech blast is an area effect spell that covers enemies in a mass of bloodsucking worms if a save is failed, doing continuous damage. The chimera spells are a take on monster summoning, with randomly determined qualities, and look like they would be fun in play. Detach makes a body part separate from its owner, though remaining under his or her control (allowing crawling hands and so forth). Lockroaches are a living magic item that functions sort of like a knock scroll (I bet you can guess how they work). While a large number of vivimantic effects are permanent, allowing, for example, a given vivimancer to over time create a horde of fungal zombies, importantly (as far as I can tell) vivimancers do not have any special influence over most creations, requiring intelligent and creative play.

How specialist magic-users interact with the advancement systems of a campaign is somewhat complicated. How do magic-users learn new spells? Must they find new spells through adventuring, as suggested by Labyrinth Lord page 19, or do they automatically add one or two new spells upon level-up? This is tricky because it interacts with the system that the referee uses for awarding treasure. If you are following the LL rules strictly, magic-users are not able to research new spells until 9th level. Personally, I think this approach has some shortcomings, as few games last until 9th level. It is mentioned on page 72 that one might want to relax this rule, but guidelines beyond that are not given. Some house rules or treasure placement fudging are likely required to make sure that vivimancer characters are able to acquire sufficient new spells.

In addition to the spells and magic items, which make up the bulk of the CV, there is a one page appendix of psionic powers which looks perfectly serviceable and a random table based mutation system. Like Gavin’s other work, the CV is thoughtfully written and carefully constructed. The LL chassis that it sits upon is widely compatible with traditional fantasy games, making it easy to incorporate spells and magic items into a given campaign even if you don’t use the class itself, though the vivimancer archetype might also be well served by some more innovative rules. That said, I understand the design decision to remain close to the original magic-user. As with T&T, the entire work other than the name is open game content, making it easy to include spells or other content that you like within your own OGL-licensed products. Overall, I think I would enjoy playing a vivimancer myself, which seems like a good bottom line assessment.

Complete Vivimancer hard copy

Complete Vivimancer hard copy

OD&D reprint

I was undecided and leaning against picking up the recent Original Dungeons & Dragons reprint until recently. Before buying this set, of the OD&D booklets, I only owned the original 3 little brown books (the OCE set) in print, so getting access to physical copies of the supplements at a somewhat reasonable price was a big draw, and in the end I decided to go for it while it was still available, given that OD&D is one of my favorite RPG frameworks.

Though I do not consider myself a collector, nonetheless a big part of the enjoyment of an RPG product for me is the physical artifact itself. As such, most of this review will regard the presentation of the product rather than the contents, which at this point I do not think need much review (go read Philotomy’s Musings if you want an intelligent discussion of how OD&D works). At the bottom of this post, I have included some photos comparing the premium reprint with the OCE set I picked up on Ebay a few years back.

Compared to a standard, cardboard game box the wooden case that this set comes in is quite solid, and though it is not of the highest quality wood, it is well-constructed and the etching is attractive. The bottom is covered with some felt-like material, making it sit nicely on hard surfaces. The external design is classy and understated, with simple carved borders, a large dragon-styled ampersand on the top, and the words “Dungeons & Dragons” in a traditional font on the side. I would love to see future D&D products with this aesthetic. It has far more presence compared to the standard, loud fantasy art that most in-print RPGs use. That said, the art on the interior of the lid is only okay, and the cardboard “frame” could better have been omitted (though note that this does not impact the external appearance at all).

Though the box is attractive, it would be a bit unwieldy to use it to actually transport game materials, and it seems designed more to sit on a shelf and look pretty. Hinges and a latch would have been appreciated to make sure that contents would not fall out when carrying it around. It is also a bit larger than it really needs to be, as about a third of the interior volume is dedicated to (high-quality) foam inserts used to hold the dice. And on the topic of the dice, they are quite nice (though there should really be three six-siders, not four). The decorative work is intricate, but readability does not suffer. Despite some minor quibbles, within the context of other game boxes, the housing is nice.

The covers of the reprint booklets have a nice texture but are definitely not as thick or sturdy as the originals. They feel like high quality paper rather than card stock. The supplement language has been replaced with a strict booklet numbering (for example, Supplement I: Greyhawk has become Book IV: Greyhawk). Given that many people online reference the supplements by the original numbering, this has the potential to be confusing to a newcomer, though this is a minor issue at most. I have also read complaints that the contents do not include Chainmail (and even that the Outdoor Survival map should have been part of the set). (Regarding OD&D and Outdoor Survival, see here, here, and here.) From my perspective, those things are not needed to play the game and are really more historical curiosities, so I do not mind their omission.

The booklet covers also have new art, and though there is definitely some charm to the original covers (I particularly like the beholder’s strange expression on the cover of the original Greyhawk), I do not mind the new covers. I actually quite like the summoner on the cover of Eldritch Wizardry (which can be seen in the photos below). The interiors seem mostly unchanged, though I think they use new layouts rather than imaged reproductions.

Overall, though it is not exactly as I would have done it, in general I am pleased, and I am glad that the original books are back in print in some form. Ideally, there would also be PDFs and a collected, well-bound hardcover edition. While the second of those wishes does not seem likely (if for no other reason than it would require a new layout, which would be a nontrivial amount of work), it seems like PDFs at some point are within the realm of possibility. While I am considering what I might have done differently, I also think that some separate book explaining a bit of the context might have been good. WotC could have even looked into including a copy of Philotomy’s Musings (would that not have been fantastic?). Finally, I can see myself actually using this thing at the table, which is, in the end, what really matters for a game.

I normally would not mention the vendor I used, but in this case the service was particularly good, so I would like to give them a shout-out. I ordered my copy from Barnes & Noble on february third, it shipped on the fifth, and it arrived on the eleventh with no import duties required (this can sometimes be an issue living in Canada). Their price was good, too, relatively speaking (subtotal: $107.99, shipping: $6.48, tax: $5.40, total: $119.87).

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Orphone’s magical item generator

Image from LotFP store

Image from LotFP store

The Seclusium of Orphone of the Three Visions (from hereon, “Seclusium”) is a set of tools and procedures to help referees create a wizard’s stronghold.

As the first part of what will probably be a collection of posts on this book amounting to a review of sorts, here’s an example of using chapter 8, which is a magical item generator. The chapter is approximately 15 A5 pages that consist almost entirely of tables and lists. All of these results are interpreted in the light of previously determined facts about the wizard, the stronghold itself, and the circumstances that led to the disappearance of the wizard. I chose to focus on the creation of a magic item first, because I think it shows one of the strengths of the book, which is how the individual components can be used by a referee to help jumpstart content creation.

I’m working on a seclusium that is a collection of islands on a placid expanse of sea that is all columned verandas, richly carved wood, and fluttering silk curtains. Notes in parentheses are my own musings and ideas as I work through the results of the generator, making sense of the juxtapositions.

  • Physical object
  • Occurring here naturally or by some unknown process
  • The wizard has put it into its appointed and proper place
  • It is a magical tool, changes the way an adventuring rule applies: searching
  • The item protects the seclusium from outside magic
  • Its use introduces a minor irritation into the user’s life
  • Its use attracts the attention of others beyond the wizard’s control
  • To bring its power to bear or to come into contact with its power, the item is to be: displayed
  • (Something naturally produced at some place on one of the islands)
  • Gives a penalty to the searching rules (some sort of camouflage?)
  • It caresses and flatters your plasmic self, like an intimate or treacherous friend
  • (Waters of invisibility, “displayed” means washed in, if drunk something else happens)

Okay, what can we do with this? My first thought from “occurring naturally” was that it was some sort of spring that naturally produced a potion. Protecting the seclusium led to a variation on the potion of invisibility (which also fit with a penalty to searching). From previous work, I know that the wizard also has imprisoned enemies within the seclusium, so perhaps an enemy trapped in the spring is the source of the magic. That is enough info to start nailing things down.


There is a spring on one of the islands, within which is trapped Iakkend the Obscure, a wounded and bound sorcerer, and one of the many enemies of Foriophere. The pool is deep but clear, and an observer that peers into it carefully can see an indistinct struggling form chained in the depths. The blood of Iakkend, who is a master of illusion and misdirection, has suffused the spring and granted it magical powers. Any object washed in the waters will become invisible for one day as long as it remains near the sea (slowly fading back into sight over the next several hours). Foriophere has also learned a technique to make the effect last semi-permanently (and this is the source of the invisible structures on the islands), though such use will not be available to PCs unless they discover the required procedure and additional ingredients elsewhere.

The potency of the spring water is limited though, and there is only enough magic for 1d6 applications (which can be either bottling or direct immersion). The water glitters with an opalescent sheen when it is empowered. The magic will slowly seep back into the water Iakkend bleeds (another 1d6 doses will become available after a day passes). Bottled potions of concealment have a limited lifetime, and any older than a few weeks has a 1 in 6 chance of not working.

If the water is drunk rather than used as a wash, the drinker must save versus magic or become a vessel for Iakkend. While so possessed, Iakkend has access to the drinker’s senses, and can speak using the drinkers voice. Further, he may compell the drinker to take actions, though each such attempt allows the drinker another saving throw, and a successful saving throw causes violent retching (expelling the potion) and the termination of all influence from and access by Iakkend. Drinkers also gain the ability to see any concealed, hidden, or invisible objects for the duration of Iakkend’s influence. Thus, though Foriophere uses the power of the spring to hide certain aspects of the seclusium, it also offers a potential foothold for Iakkend to influence the world again, and so is a danger.


This process certainly led to a unique item that I likely would not have come up with on my own or if using a different generator. The result is more involved (in a good way), and situated in the context of the fictional location. It was also, however, not quick, and required time and deliberation to use. It is one of the better magical item generators that I have used, and I will definitely return to it for future inspiration, even outside of creating a wizard’s stronghold. As should be clear from the list above, the many degrees of freedom will likely result in a wide variety of qualities, and there are also many subtables related to magical entities which did not come up here at all because they were not relevant to this particular item.

In addition to tables that help you create magical items, the way Seclusium presents special abilities is interesting. The point of magic is that it lets you break the rules. That is the role of magic within the game; the ESP spell, for example, in OD&D, is presented as basically a super-reliable way to listen at doors. It is worth keeping this in mind when designing magical items. What part of the rules does the item interact with? You will recall that the generator result told me that the item modified how the character interacted with the searching rules, and applied a penalty (which I interpreted liberally). Thinking about rules interface directly in this way guarantees that the item will have relevance to adventuring.

The book is not without its flaws, which I will touch on more in future posts, but hopefully this should give some idea about the style and potential value of Seclusium. The hardcopy can be purchased from the LotFP store, and the PDF is also available (sans watermarks, happily) from RPGNow.

Ghosts

You're going to die in there (source)

Cropped image from here

I just recently watched the first season of American Horror Story, which was way better than I expected (Jessica Lange in particular is wonderful, but the entire cast does a good job). Rather than discuss the series in detail though, here is a review in monster form.

After death, sometimes spirits remain trapped partially in the material world, unable to cross over completely to the next phase of existence (be that some unknown Elysium or only pure nothingness). This can happen either due to black magic or spontaneously out of a particularly horrific death. Ghosts are trapped in incompleteness, forever yearning for that which they sought in life, be it companionship, insight, victory, or something else.

Ghosts have free will but are stuck, to some degree, in the mindset they were in at the time of death. The longer they remain bound to the material world in ghost form, the more extreme this becomes, until they become, to a mortal perspective, insane and completely fixated upon past concerns. All ghost actions should be performed with an eye to the ghost’s longing. Most ghosts are not immediately violent (though some are), but instead are manipulative, seeking to extract from the living what is needed to fill their hollow, unending existence.

Within their domain, ghosts may use minor telekinesis and telepathy at will. They may also physically manifest. This material form should be listed in standard stat block form, and will generally match statistics in life, with several minor adjustments, as noted below. The material form of a ghost will often reflect the method of death (visible wounds, and so forth), though such marks may be suppressed by the ghost with effort or occasionally forgotten. When material, ghosts may be hurt, and even slain, exactly as if they were mortal, though such a death will not permanently destroy the ghost. If slain by mundane means, a ghost will reconstitute within one exploration turn (10 minutes). Despite being dead, ghosts can still feel pain (though it is muted somewhat by their alienation from the warmth of life), and thus being killed often puts them in a foul mood. If slain by magic or mystical means (including holy water and turning), a ghost will take a full day to reconstitute. Every decade of bondage adds another hit die (usually to a maximum of 10), and the difficulty of turning a particular ghost should be proportional to its hit die total.

Ghosts may only leave the location to which they are bound once per year, on All Hallows’ Eve. Otherwise, their influence is limited to the place of haunting or actions taken by mortals in proxy. If this location is a structure, destroying the structure itself may temporarily prevent the spirits from affecting the world directly, but any new structure built on the remains of the old will slowly come to be haunted by the previous location’s spirits. And anyone living long near the ruins will feel a strange compulsion to build on the site.

Anyone slain in a haunted place becomes a ghost themselves, bound to the same location eternally. Such places can become quite crowded. Some ghosts may be laid to rest by righting some past wrong, or satisfying their hunger finally, but others are insatiable, especially if things have been stolen from them that are irreplaceable.

The Beautiful Thing That Awaits Us All

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Image from Barron’s site

Laird Barron is one of the few post-Lovecraft horror writers that I enjoy. The others, off the top of my head, being Thomas Ligotti and (some) Stephen King, though I’m not nearly as knowledgeable about this genre as I probably ought to be. (If you haven’t read Nethescurial, it is available online for free legitimately, and is a good place to start with Ligotti.)

That is a prelude to noting that the Kindle version of Barron’s recent release, The Beautiful Thing That Awaits Us All, is on sale at Amazon until October 31st for $2. That’s a pretty good deal given that otherwise it is priced as a standard mainstream fiction release (around $20 for the hardcover from Amazon).

The Beautiful Thing That Awaits Us All is a collection of short stories. These are not overly clever stories with twists that try to surprise you, but rather solid, almost straight forward tales that seem to move forward toward inexorable doom, which is exactly how I like my horror stories. I’ve only read the first two stories so far, so I can’t vouch for the entire contents, but I enjoyed both of them.

Somewhat related, are there any other writers in this vein that I should be aware of?

* Perhaps Clive Barker deserves a seat at this table, but I haven’t read anything by him in more than 15 years, and so I don’t know if the actual texts live up to my memory of them.

Dragon Age Tabletop RPG

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Three stunt points generated

Green Ronin has developed an RPG based on the Dragon Age video games and set in the same world. Currently, there are two boxed sets out, roughly following the basic/expert example set by Moldvay and Cook/Marsh. Set 1 covers the base system and takes characters from level 1 to 5. Set 2 takes characters from level 5 to 10, introduces character specializations, and includes subsystems for crafting poisons and traps. The system manages to navigate between simplicity and complexity in a very pleasing way, and it is worth looking at for the game even if you are not interested in the franchise that it is based on.

There are eight abilities: communication, constitution, cunning, dexterity, magic, perception, strength, and willpower. Starting abilities range from -2 to 4, with 1 being called out as average. They are determined randomly using a table that maps 3d6 to ability numbers. Characters also have things called ability focuses, which function somewhat like skills but are only very lightly specified. Really, no info other than focus name is needed in most cases, as they are all pretty obvious in function, and are presented in the book without unnecessary padding. More products should take this approach. A simple overview of the system, followed by a list of focuses (organized by governing ability), followed by an example of use in play.

The basic resolution system is 3d6 + ability against a target number, with the potential to bring in an ability focus for a further +2 bonus if it makes sense contextually or is explicitly called for. Thus, one might make a willpower (self-discipline) test, which would be 3d6 + willpower for most characters, but 3d6 + willpower + 2 for those with the self-discipline focus. Attack rolls are handled identically, as each weapon group has a focus; for example, to attack with a sword, a character makes a strength (heavy blades) test. As characters increase their abilities as they level, no separate attack bonus or attack table is necessary to model the increase in competency; the ability test system carries the entire load.

Of the three dice used, one is special (called the “dragon die”) and must be distinguished in some way from the others (three dice come in the Set 1 box with one being a different color). When doubles are rolled on any two of the three dice, stunt points equal to the value of the dragon die are generated. These stunt points can be used for extra effects such as more damage or a chance to immediately cast another spell (for mages).

The character creation process is elegant. I am usually quite averse to character creation with too many options or steps, but the approach Dragon Age takes makes the choices accessible. The procedure alternates between randomness and choice to help players create characters that are not entirely random but nonetheless have some interesting, unpredictable features, guaranteeing that characters of the same class and even background are distinguished mechanically.

You roll for ability scores (having the option to switch one pair), then pick a background, which determines your race and class options. Next, you roll for a random background benefit (which can be something like an ability increase or an extra focus). Importantly, the background ideas are mostly clear without needing to do extended research. So, for example, if you want to play a magic-using character, you take either the apostate or circle mage background, and then follow the procedure outlined in the background (in the case of circle mage, you pick either human or elf, roll for a benefit, and take the mage class). The last few steps involve noting down several basic class features, making one or two more choices from short lists for things like class talents (which further guide the player into choices about things like spells), and then finally equipment (I would prefer a table to roll on for equipment, but even as is it is streamlined compared to “here’s some gold, go buy stuff”). Players end up playing the class they want, in a unique way, without needing to hunt through option lists or feeling like they need to do homework to understand the choices. There is almost zero sense of missing out on synergies due to lack of system mastery despite the large array of possibilities.

If focuses are the AGE equivalent of skills, then talents are the equivalent of feats, in that they further customize and focus a character’s class (thus the difference between a dual-weapon warrior and a two-handed weapon warrior is handled in the system by providing a talent for each). Some direct examples of talents include archery style, poison-making, and entropy magic. The talents available to a particular character are determined by class, so only mages have access to the magic talents, for example, whereas other talents might be available to multiple classes (archery style is available to both rogues and warriors, for example). Each talent has three tiers (novice, journeyman, and master), which become available as the character levels, and each tier offers some benefit. The journeyman level of archery style, for example, allows faster reloading. Mages gain new spells through their talents, which helps balance them against the other classes in a way that does not feel forced.

Many talents do have prerequisites, which I tend to dislike in these sorts of systems, as they often require knowledge of later options before informed decisions can be made about features even during character creation. However, the options are presented in such a logical way, and introduced gradually through the levelling process, that I think this common stumbling block has mostly been avoided (though I would like to see it in play). For some examples, the contacts talent requires a communication of 1 and archery style requires training in the bows group.

It is worth noting that the default assumption of the Dragon Age RPG, in line with the experience of the video game, is a greater focus on combat and tactical play than is usually true for classic dungeon crawling games. Thus, most of the spells are designed for combat (which actually makes sense in the world of Thedas, as mages are only kept around to combat darkspawn, but I digress) and the game does seem to have a slight case of numerical inflation, at least coming from a predominantly OD&D perspective. For example, warriors begin with 30 + constitution + 1d6 HP, and all classes gain 1d6 + constitution HP per level achieved. That’s a lot! To put this in perspective, the bastard sword does 2d6+1 damage and the two-handed sword does 3d6 (with strength also adding to melee damage). Aside: ranged weapons add perception to damage rather than strength, which is a nice touch. That said, my initial impression, looking at monster stats, is not that combat will turn into a slog of HP attrition, but it’s hard to say for sure without playing it. The resolution system using ability tests, is, however, heavily bounded, with opportunities for bonuses few and far between, making me think that the overall power curve of the system is gradual.

Strangely, for an RPG inspired by a video game, scant attention is paid to gear. While this is probably a good thing overall, given how common magical items seems to devalue enchanted items in games that make use of the upgrade treadmill (sword +1, sword +2, etc), it still seems somewhat odd. The example magic items are mostly consumables, and don’t include things like magic staffs that increase spell power. Though Set 2 includes some crafting rules (for poisons and traps), enhancing weapons with runes and enchantment are not covered, despite their prominence in the Dragon Age video game. Perhaps such rules will be included in the upcoming Set 3. While I would rather an emphasis on gear be omitted rather than implemented poorly, even better would be to see the challenge of creating an elegant system surmounted (especially since I am attempting to create such a system for Gravity Sinister). I really appreciate the gradual introduction of complexity behind the overall design, and I can see how introducing enchantment as content for levels 11+ might make sense, though it does feel somewhat off that lower level PCs can’t pay for having enchantments laid on their weapons (for example).

While I am tremendously impressed by the core engine and the character advancement system, there are still some shortcomings. The GM book, other than the monster entries, is mostly a discussion of things like how to deal with player types and plot arcs rather than useful procedures that can be followed. Thus, I don’t think the Dragon Age sets would make a good introduction to the kind of games that I like to run, and though I can see myself running the game pretty much as written in terms of player options and resolution systems, I suspect I would need to import many tools (dungeon stocking, random encounters, reaction rolls, etc) on the referee side. There are some offhand remarks about being open to player choices that seem to caution against preplanned plotting, but little is done to emphasize the “play to find out what happens” ethos (Apocalypse World, page 108) that I think is the true strength of tabletop RPGs.

For another deficiency, the art is extremely bland to the point of being entirely forgettable. There is plenty of world flavor in the mechanics (summoning healing spirits from The Fade and so forth), but you won’t find anything interesting in the visual presentation (I feel mostly the same way about the video game, actually, despite really enjoying many structural aspects of the setting). The mechanical excellence of the system mostly makes up for the aesthetics, in my opinion.

There’s still a lot more to say, such as a more detailed consideration of the mana-based magic system and a discussion of the integration with the default world of Thedas, but I think this post has droned on for long enough. Perhaps I will continue to write about other aspects of the game if I don’t get distracted by something else. Free quickstart rules are available that contain the base system and several pregen characters (though without the full character creation procedure). PDFs of Set 1 and Set 2 can be bought (sans RPGNow-style watermark, thankfully!) from Green Ronin’s web site. Though the physical production of the boxed sets is nothing special (booklets, a few maps, and some quick reference cards), it’s nice to be able to read the books in printed form and I’m not unhappy with the purchase. The Set 1 box includes 3 standard pip-style dice, with one die of a contrasting color for use as the dragon die (I mention this only to make clear that you won’t be getting fancy dice with a dragon icon instead of a 6 or something).

Last word: not perfect for me as a complete game, but probably the best mechanical implementation of distinctive player character development that I’ve read so far.

Five Ancient Kingdoms impressions

Five Ancient Kingdoms, print edition

Five Ancient Kingdoms, print edition

Five Ancient Kingdoms is an Arabian Nights flavored game with the scope and presentation style of OD&D. Mechanically, it uses a Chainmail-inspired 2d6 resolution system. It manages to pack a tremendous amount of content into a very small word count. Five Ancient Kingdoms is probably on my short list of good intro RPGs (along with the Pathfinder Beginner Box and Lamentations of the Flame Princess).

My reaction has been almost entirely positive, but there are a few aspects that I am critical of, so let’s get them out of the way first. Yes, I suspect that “Dragon Master” was used because JB wanted to write DM, but do we really need another term for game master? “Opposite sex” language is used in the romance rules, and that is unnecessarily limiting. There are no indexes, and no “appendix N” or recommended reading section (something that a pseudo-historical setting like Barica could greatly benefit from). There are a few places where rules were hard for me to find (for example, how damage against PCs works is in the Hit Dice section rather than the Damage section). The numerous passages with “as explained in book X” would benefit from page numbers.

On to the good stuff. The entire game is approximately 150 digest sized pages in three saddle-stapled booklets. This is bigger than the OD&D three little brown books, but not by much. I find the rules as written to be very similar to how I have come to house-rule my own OD&D game. Some examples. Death is handled with save or die at zero HP (though 5AK also leaves survivors of the death save with a major wound). HP are rolled anew each session. Encumbrance is not quite as simple as my one item per point of strength, but it’s not too bad (it uses a simple list of penalties based on commonly carried or equipped items).

The core is built around four classes that you will probably recognize: hero, magician, saint, and thief, though the abilities are balanced between them slightly differently than in the traditional game (mostly for the better, I think), and all without resorting to weapon and armor restrictions. The best martial weapons (sword and bow) require training to attack without a penalty, and this is handled mostly at the class level, which is a decent way of distinguishing the hero class.

As mentioned above, the resolution systems are based on Chainmail, and use 2d6. In fact, the entire game only uses six sided dice (though results of 1 are always treated as zero, to simulate something like the d20’s natural 1). There is no AC as such; instead, attack target numbers are 6 + HD + armor (which is +1 for light armor and +2 for heavy armor). The attack roll is 2d6 + melee bonus, which is class based (+ HD for heroes and + half HD for all other classes). There is no initiative, and attacks are handled in order of attack roll (highest first). This seems extremely elegant. I have been leaning towards something similar in my own systems recently, with HD as attack bonus (and, potentially, as AC too).

Monsters don’t have HP, and instead take “hits” (which are the equivalent of what would be a hit die worth of HP in trad D&D, just without the randomization). PCs do have HP (and monsters use the familiar 1d6 damage per hit against them). This sounds somewhat complicated, but it is clear in the booklets, and I imagine the streamlining works well in practice (though it also means that monster danger is a bit less variable). Armor also has a limited per-session ability to negate several hits. In terms of system, the only significant lack I see is an absence of something like an ability check to resolve arbitrary actions (something like roll under an ability score with 3d6 would work).

In addition to expected mechanical features, PCs also have a motivation, which is rather freeform (but many examples are provided), and motivation interacts with a number of subsystems, including XP (for example, achieving a milestone appropriate to motivation can vault PCs instantly to the next level). Characters have the option to push actions based on their class and motivation, which allows relevant actions to be attempted with three dice, take two best, but with a greater chance of catastrophe. It reminds me of this stunt system I proposed a while back, though JB’s version is only usable for class- or motivation-relevant tasks. The XP system is rather overcomplicated for my tastes, but then I am sort of a radical minimalist in this area (I really don’t want to bother tracking things like +1000 XP for the first time an artifact is used properly). The romance rules look promising, though they require players to disclaim some amount of PC control (there are chances to become smitten with an NPC, for example). This would add an interesting twist to standard D&D adventures, and romance is certainly integral to the original Arabian Nights tales.

In only six digest-sized pages, JB has managed to craft elegant subclass and feat systems (though his feats are called advantages, which is actually a much better name; I’ve always disliked the use of the word feat for granular abilities in third edition and after). There are 8 subclasses provided, and they work by swapping out base class abilities. For example, the mountebank is a thief subclass with minor magical abilities. The trade-off is fewer thief skill points in exchange for having the basic spell casting abilities of a first level magician, though the mountebank’s skill with magic does not improve. Advantages include things like smart pet, ogre-kin, and tracker. There are 36 advantages (a D66 table, actually), and they are each described using no more than a few sentences. The text suggests gaining an advantage at levels 1, 4, and 8. Both of these systems could probably be easily hacked into your clone of choice.

Magic is also handled somewhat untraditionally. Magicians use a spell casting roll, which is 2d6 + level (+1 for exceptional intelligence), versus a target number of 2 * spell magnitude (which is what would be called spell level in many other games). Saints call “miracles” using a per-adventure slot system, which is more or less Vancian, though miracles do not need to be chosen beforehand. The spells themselves are mostly recognizable variations on traditional spells (charm, illumination, beast speech, and so forth), though there are a few notable additions (such as the second magnitude gale), and some of the spells have had their power adjusted (for example, sleep only works against “passive/non-hostile targets”). This is somewhat important, because the roll-to-cast system target numbers make casting spells very easy (if you do the math, the only way to fail casting a first magnitude spell, even as a first level magician, is to “zero out,” which has a 1 in 36 chance). It seems like even casting high level spells would rarely fail; consider an 8th level magician casting the 5th magnitude cloud of death: 2d6 + 8 >= 14, which is approximately 72% chance of success (and spells are not exhausted when cast). I would seriously consider increasing the spell target numbers, perhaps to 7 + magnitude rather than 2 * magnitude, though I would like to see the original system in play first.

The setting itself is pretty generic, and mostly consists of Hyboria-style renaming of historical cultures and features (Salama rather than Islam, Rhyma rather than Rome, Bagdabha rather than Baghdad, and so forth). There are no maps, but the monster cosmology has been carefully crafted to reflect the source myths. Equipment is almost identical to the three LBBs, though, which is perhaps a wasted opportunity for introducing more Arabian aesthetic (why not janbiya rather than dagger, for example?). All illustrations are by Henry J. Ford, from Andrew Lang’s version of the Arabian Nights.

The discipline required to fit the entire game into this structure has resulted in a very streamlined, concise game. The organization could perhaps be slightly improved (I found myself hunting around for various rules clarifications while writing this overview), but the system itself is well written and simple enough that I don’t think this would be a problem in practice after running a few actual situations. You can buy Five Ancient Kingdoms in print at B/X Blackrazor (Paypal link in the upper right). All booklets are also available in PDF from RPGNow (Men & Mettle, Magic & Monsters, Dragon Master Secrets, intro adventure: Sorcerer Island).

Edit: added links to the other PDFs after they went live.

Torchbearer impressions

Torchbearer

Torchbearer cover image, by Peter Mullen

This is not a review! It is a haphazard collection of initial thoughts occasioned by a first read-through. I have no previous experience with other Burning Wheel branded games. I gather that Torchbearer is sort of like advanced Mouse Guard. I have a particular weakness for dungeon crawling, especially the kind built around resource management attrition and survival horror. It is for inspiration regarding game systems to facilitate this sort of play that I originally backed this project on Kickstarter. As far as I know, the game is not yet available to non-backers.

My first impression is that this is a complex game. There are a lot of moving parts, and several different kind of game resources (not even considering character resources, such as food and light), which players need to manage. Skills, wises, nature, goals, beliefs, instincts, fate points, persona points, spells, and the list goes on. That’s a lot of mechanism for a treasure hunting game. However, I will say that the complexity is systemic, not character-build oriented. That’s a positive for me. I don’t necessarily mind complex systems, though I don’t generally enjoy games which require consideration of a large number of options (feat selection being the main example of this kind of game design).

The most interesting aspect of the system to me is how the treasure hunting and conditions (afraid, injured, etc) interact with the recovery and resupply system (which happens at camp and at town). Some parts of this are heavily abstract where D&D is extremely concrete. For example, prices are settled in abstract resources, which treasure provides. Characters pay their bills when they leave town using a single roll (things like haggling are skill options that have their own risk and reward). How well a character recovers depends on accommodation quality in town (some options are on the streets, flophouse, and inn). Of course, the better recovery options increase the difficulty of the bill payment roll, making it more likely that the character will end up in debt.

The system of phases (which leads to sequences like: town, adventure, camp, adventure, town) also moves time forward in the game: after three adventure phases, there is a winter phase. I like the sense of actual change this provides. Too often, this sort of thing seems to be an either/or of perfect calendars (the Gygaxian STRICT TIME RECORDS MUST BE KEPT) or not giving a shit at all, which is unfortunate. There are a lot of ideas that could be borrowed in various ways here for trad games.

The camp system is basically a specialized random encounter system, and, shorn of the “check” mechanics, could easily be used in D&D (there are different event tables for camps with different danger levels and locations). I really like this, and my only complaint is that the event tables are relatively limited (I bet there would be repeats relatively quickly). The check system could also be replaced with a simple set of potential camp actions and some quantity of HP recovery (one hit die worth, perhaps?).

There is some great art, as should be unsurprising given the participation of artists like Russ Nicholson and Peter Mullen. I particularly like the troll picture (page 157), the gear chapter header image with the rats in darkness (page 37), and the splash page for the Dungeoneer’s Survival Guide section (page 57). The depiction of the example characters (reused throughout the illustrations in the manner of 3E “iconics”) is less interesting to me (as they are all pretty bland).

Some of the rules are decidedly non-diegetic. For example, every four turns you gain a condition (think of this sort of like a health track), the first being hungry and thirsty (which can be recovered from by eating, assuming you still have rations left). This track goes all the way up to injury and death, which can happen just by adventuring without resting. Another example. The party can’t make camp unless they have at least one “check” between them (checks are a meta-game resource). I imagine that this might be a bit jarring to players used to the “do anything” ethos of D&D (though many versions of D&D have their own list of similar non-diegetic rules, including weapon restrictions and the levelling system).

The magic is heavily inspired by classic D&D spells. Some examples:

  • Dance of the Fireflies (dancing lights)
  • Eldritch Darts (magic missile)
  • Lightness of Being (levitation)
  • Mystic Porter (floating disc)
  • Supernal Vision (detect magic)

And so forth. I really like the implementation of spell components. Rather than being required, they provide a casting bonus, meaning that players can trade GP and encumbrance slots for increased facility casting spells. The number of spells that can be cast per session is on par with traditional D&D, and you have to roll for them too, so I’m not sure exactly how that would play out in practice. I don’t necessarily mind magic being less accessible, but it is an interesting choice.

This is a dense game, and there is a lot more here to consider. I didn’t touch on most of the social mechanics (circles, which are used for connections in town, for example). Or the conflict rules, which involve aggregating character capabilities using teams in a manner that is quite unique (basically, the team as a whole takes an action with various characters adding dice based on how they contribute). I would really like to get a chance to play at least a few sessions by the book so that I can see the game systems in action.