Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Sunday, December 20, 2020

Outline of Brave's Magic System

God I fucking hate magic systems.

Seriously, is there anything that epitomizes pure nerdiness more than designing magic systems? Part of me feels like I seriously wouldn't mind playing fantasy dungeoncrawl RPGs with absolutely no magic for eternity.

But I also love wizards, dammit.

Okay, I assure that what follows will not be lame and cliched. No "elemental spheres of magic + soul + positive + negative + whatever other stupid word" diagrams. I don't want to pick on anyone specifically because worldbuilding is very personal to people and it can be difficult to open up and share. But just go on reddit.com/r/worldbuilding and search "magic system" and you'll see plenty of examples of the kind of diagram I'm talking about. I will not abide such rampant nerdiness.

The logic of my system that follows is mostly a response to issues with the conventional D&D magic system and inspiration from Necropraxis's Wonders & Wickedness and Marvels & Malisons. The basic goal is to open up possibilities and begin allowing for far more, zanier ideas about what can constitute a "school" of magic.

Tuesday, November 17, 2020

Changes I'd like to see in new RPG Products

If you are making RPG products and want my two cents, read on for the changes I'd like to see:

Sunday, October 18, 2020

Decent Rules to Make Languages Fun

First, here's some supplemental reading you may find insightful. All of it is from other RPG bloggers tackling the same subject as me:

  1. https://goblinpunch.blogspot.com/2020/04/dungeoncrawling-languages.html 
  2. https://monstersandmanuals.blogspot.com/2016/03/on-language.html
  3. https://monstersandmanuals.blogspot.com/2008/11/languages-or-why-we-shouldnt-be-able-to.html
  4. https://falsemachine.blogspot.com/2020/05/soft-ass-d.html (he covers language as a specific part of the post and I think his take is neat)
  5. https://thelastdaydawned.blogspot.com/2016/11/making-languages-make-sense.html
  6. http://thealexandrian.net/wordpress/38698/roleplaying-games/untested-fantasy-lorem-ipsum
  7. https://www.paperspencils.com/making-languages-relevant/
The RPG Mausritter, about playing as tiny mice in a fantasy world, has some really cool language rules that I don't think can easily work for most other settings:
As a general rule of thumb, the more closely related two creatures are, the more likely they are able to be able to understand each other. Use the creature’s taxonomy to make a ruling. Magical or highly intelligent creatures may break these rules. • Same species (mouse): Can easily communicate. • Same family (rodent): Can speak and communicate, with some difficulty and difference of custom. • Same class (mammal): Make a WIL save to see if communication is possible. • Otherwise: Can’t directly communicate.
So yeah, all those thoughts are very neat. I'll throw in my two cents.

Monday, October 5, 2020

A Revised Dungeoncrawl Procedure

I recently drafted this page on dungeoncrawl procedure I may add to Brave. It needs playtesting. Some of it's weird, so I felt like it would be worth explaining the design choices I made. My intention is that this page would comprise 100% of the dungeon-related advice and rules in the game. But for context, earlier in the rules I've established a timescale called the "active turn" that lasts 10 minutes, which should be familiar. The main reason I even felt this was worth making and putting into the game was because, the more I thought about it, the more I believed that 1) having a committed dungeoncrawling procedure has great value, especially baking one into the system itself, and 2) I have issues with the standard options.

For those who want context on the old-school tradition of dungeon procedure, I'd point you to threads like this one, this one, and this one. But of course, the main point of contrast is going to be the codified procedure from B/X D&D, as re-packaged by Old School Essentials (courtesy of Necrotic Gnome), which is far and away the most popular option these days. Here is the 2-page spread included in OSE:


Let's talk about what they have in common before talking about the differences. 1) There is a play sequence up front, which is there for both the referee and the player to see and understand. 2) They both cover movement, traps, random encounters, and at least a little bit about miscellaneous common activities. So what's my problem with the original?

Tuesday, August 4, 2020

BRAVE Character Sheets

Finally got around to this part, since I always treat it as an afterthought. So here's the deal. In Brave, there are two character sheets. The first (link to it here) is for new characters up to level 3. As you can see, it's small enough that you can fit two on one sheet of paper. Anything that doesn't have a designated place on this sheet but that you need to write down, go ahead and jot it on the back.

Then, once you reach level 4, you've proven yourself a cut above the rest and have probably outgrown that old sheet. You have a decent chance of maybe not dying young, so it's worth it to actually have a full sheet. That's where this second (link to it here) sheet comes in.  I figured that, even though I'm adding a lot onto Knave, the majority of characters are still gunna be pretty disposable and won't need a full sheet.

I'll need to playtest these as well but they look promising. And anything on there that you might not yet recognize (the speeds, languages, whatever) are gunna be in the next draft of Brave so don't worry.


-Dwiz

Friday, July 31, 2020

Fifth Edition Downtime

I'm running a new 5E campaign in quarantine, and I'm trying not to get ahead of myself. But I'm also finally reading Matt Colville's Strongholds and Followers and I'm pleasantly surprised. It's very tempting to go all in and use. Demesne/domain level play is something I've always really wanted to try but I've never had the chance. I've never played more than a session or two of the oldest D&D editions (back when demesne play was just an assumption of the game) and even then, only as a low-level murderhobo. I've read some of the rules for getting castles and whatnot from BECMI and I'm not crazy about the old system. But the idea is really cool to me.

Actually, just doing a lot more downtime play is something I want a good experience trying. I think in my mind, it is one of the biggest elements that makes me really think of a game as a "campaign" rather than a bunch of one-shots strung together. I do, after all, basically just play a bunch of mostly-unrelated miniseries of dungeoncrawls and mysteries. I've never fleshed out a sandbox world that my players have the freedom to invest in easily. One of the things that makes downtime play really sing is a well-realized world full of potential. I tend to design isolated scenarios, but for a player to feel inspired to delve into the world and start moving mountains and making their impact feel real, they need a place that's got some jen-yu-wiiine verisimilitude.

This has been one of my design goals for Brave, and so far it's going fantastic. But I even want to try it for 5E as well. Like, I might even be able to trick my players into liking the Forgotten Realms if they get really invested. So read on for some bizarre ideas about how I might achieve this.

Thursday, July 30, 2020

Bugbears that Go Bump in the Night

I never liked Bugbears much. Always loved Goblins and I long ago fleshed out Hobgoblins into something I was so happy with they became one of my favorite races. But Bugbears didn't do it for me.

One visual re-skin later and now I love them. This does not fundamentally change much about them or their lore, but I think it "clicks" with me better now. Here are some images of Bugbears as they appear in my setting:

...more below...

Monday, July 13, 2020

Potent Potables

Here's a small one you can steal. It's going in the next draft of Brave but works great as a standalone homebrew. This is inspired by something Patrick Stuart once spitballed in (I believe) an interview I saw/read at some point. I've worked out the kinks and then fleshed it out further.

Potent Potables 

Characters can get intoxicated to temporarily adjust their stats. A character drinking alcohol loses an amount of WIS and gains HP equal to Xd6 - CON, where X is the number of drinks they have. If they reach 0 WIS, they become poisoned and have disadvantage on all checks. Every point of negative WIS incurred also gains one level of exhaustion. Characters sober up at a rate of 1 hour per WIS point regained/bonus HP lost. If sobering up reduces your HP below 0, you pass out and gain exhaustion.

Example: You drink 3 bottles of ale and have a +2 CON bonus. You roll 3d6 and get 1, 5, and 6. 1+5+6-2 = 10. You gain 10 HP and subtract 10 from your WIS.
These mechanics can apply to other potables as well! While “pure” potions and poisons exist, many consumable items instead have a tradeoff. Different items that affect the same stats will stack. Potables with this tradeoff are usually listed with the notation of “stat gained/stat lost” with their ratio.

Example: Alcohol is listed as: HP+1/WIS-1. This means that for every temporary hit point gained, a point of Wisdom is lost.

But wait! There's more!

Thursday, July 2, 2020

Medieval City Sizes

Paris in the year 1300. At 150,000 people, it was the largest city
on the continent, rivaled only by Constantinople. It was also about
1.5 miles across. Compare to Paris in 2020, closer to 6 or 7 miles
across. But a typical "city" in 1300 would really have had a
 population closer to 10,000. Think just how small that must be.
Medieval cities were very small. Like, even the really big ones were small. Something that makes it tricky to research is that "size" of urban areas is almost universally measured in population (which for the vast majority of anyone's purposes is a lot more useful) but I am deeply interested in "size" as measured by actual physical area. I think it's important to making maps, and I like using maps when running adventures in urban areas. Not for most activities. It doesn't matter for shopping or carousing or even investigating, for the most part. Or it doesn't have to. But what if you have a battle happening in the city? It's being attacked, raided, besieged, whatever. Mapping out the specific parts that have been taken is useful. And even those other activities can be enhanced by map elements. I like using tables of random encounters and locations the PCs would run into, but being able to divide them by district or neighborhood or whatever would break it up some and give the city as a whole a better sense of identity.

Monday, May 18, 2020

Talking Statues: The Ultimate Quest Dealer

Statue of Saint Tarscel. Click the pic for details.
This is one of the best ideas I've ever had and you should all steal it immediately.

Have you ever heard of the talking statues of Rome? I'd known about them for awhile, thought they were neat, maybe some potential worth exploring for worldbuilding purposes. Tucked it away in the back of my mind. Now, I've finally found a use for them.

Rumors are a classic thing to include in D&D. More so in the old school, but it's an ever-popular tradition. Lots of adventure modules come with them. But I've always found them tricky to integrate, myself. That's not the sort of things my players usually go for, and I'd hate to force-feed them stuff like that. But I'm working on a cool sandbox campaign, and suddenly having a system for "quest hooks up for grabs!" is really convenient.

And especially because we're all playing online now and I'd like the PCs to have an idea of their next adventure during the week between sessions ("downtime" in a sense), having a passive way to distribute this info, and consumed at their own pace, is the ideal.

So my city has a bunch of talking statues that my players can always look at. They update regularly, and the player characters can even post stuff themselves. There are 6 statues, each with a different theme, so there's a ton of variety. They have fantastic potential for worldbuilding, as the statues themselves and their theme embody a specific deity in my setting. In addition, not every post is tied to a quest. Lots of it's just flavor. A decent amount of it came about as a consequence of something the PCs did. That top-right post on my boi Tarscel up there? About vacated farms? Yeah, that all happened during our last session, and the PCs' next planned move was to start looting.

Want to know how to set this up in your game? I'll give instructions on how I did it, below. Adapt it however you need to fit your table's setup. I'll also show off my own statues a bit more if you want some inspiration.

Tuesday, May 12, 2020

BRAVE 1.5 Playtest Recap

For our last session, I got to playtest my current draft of Brave. It was pretty successful. I don't normally care for "game tales" myself but I'll share some of the experience here since this was an incredibly valuable learning experience for me.

Firstly, here's a link to the playtest doc the PCs used. I modified a handful of things specifically for this session because certain features might not be "ready" for testing yet, but this is the first time I've had a chance to play with the actual classes.

Here's a map that the PCs used for the session. This is an area called the Wyvern Marches, with modest Marion at the center of all the chaos. Each location is 3 miles (1 hour, generally) apart. Here's the quick-and-dirty 3-step travel procedure I used:

Monday, April 20, 2020

Infatuation as a Condition

No, this is not the same as the Charmed condition. I'll explain, just hear me out.

Love usually doesn't find its way into TTRPGs, for obvious reasons. Some people try to tackle it, usually they fail. The systems most open to it are ones that already impose mechanics on lots of personality and communication related things anyway, like a lot of story games. It's pretty common in Pendragon to make a flirting check or to roll on a cuckoldry table or have to make a saving throw to not be too heartbroken or whatever.

But people like agency over their character's brain and are less inclined to allow "character skill, not player skill" into that part of your stats. That is more true in OSR games than probably anywhere else and lots of people in that scene will shriek at the mere suggestion that you mechanically enforce a specific mental state on a PC. It is a common paradigm that you cannot tell a player how their character feels about something, and I've frequently heard people bring this up as a reason you can't roleplay a true Arthurian story with all the romance bits. BUT...

Sunday, March 22, 2020

BRAVE Class Hack Beta

Picture is also a link to content
EDIT: If you've been directed here from somewhere online, there's a newer draft of this material. Click on the "Classes for Brave" link on the right sidebar of this blog to get the full version!

This is a beta-test sample of my ruleset for adding Character Classes into Ben Milton's RPG Knave. Here is a link to it. This is building off of my original Knave hack, which you don't need to be familiar with. But if you're interested, here is a link to the post I made about that.

I put a fair amount of designer notes in the first page, but I'd be happy to explain anything more in detail. I would love some feedback, and even better, to hear if anyone actually tries using this for a one-shot or something.


-Dwiz

Thursday, March 5, 2020

Magic Metals and Stuff

You know what's a cool fantasy trope that everyone likes? Magic metals. Made-up metals. Those things. It's true. Tolkien gave us Mithril and it was cool and people kept it going. There's Vibranium. They make a big deal out of it in those Marvel movies. Game of Thrones has Valyrian Steel, and every time it comes up the dialogue always sounds really forced and fake. Like they're trying really hard to make it a cool thing but it will never be as effortlessly cool as adamantium. But whatever, it's cool. Meteorite swords are also really cool. They give you just a taste of sci-fi but they aren't out of place in a medieval setting.

But like D&D just has +1 magic weapons most of the time. Sure, the DM can hand out a silver sword or something. But just a general +X to attacks and damage and being vaguely "magical" (to overcome resistances/immunities) is what players hunt for. Not that there isn't a strong history of lore behind that. Gygax had some very weird ideas about +X swords*. But I kind of like the flavor behind the magic metals and how specific they can each be.

Anyway this is a perfect trope to emphasize in a system like Knave because it's an RPG all about equipment. Thus, magic relating to equipment and its special properties has a much greater impact in this ruleset. It's good tying together of themes and mechanics. So here are the metals in my Knave game and what each of them does and stuff. Borrow/steal/be inspired by or whatever else.

Friday, January 31, 2020

Fumbles Can Be Great if you Just Make the Perfect Rule

I have done this. I have made the perfect fumble houserule.

And no, fumbles are not "inherently bad" and unfix-able by nature. I did it. I made them good.

We need to stick to our design principles. You know how much I like a well-thought-out houserule. So, if people have come up with houserules for fumbling attack rolls, there must be a reason they did it. What drew them to it? The first question when you are modifying the existing rules is...

What's the Problem?

The usual logic goes: if critical successes are a thing, why not critical failures? If you can have a 5% chance to whoop some ass, why not an equal chance to fail? Doesn't that kind of chaos add a little bit of crazy fun? Simple enough, right?

Monday, December 30, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 4)

You may have thought that we had wrapped this up sufficiently, but I think we could benefit from
more than just looking at each setting individually. The points of overlap can sometimes also be interesting, and I can think of some more game-able stuff that'll apply to these. Which I realize may seem to run counter to what I said previously.

In a sense, wouldn't the best way to satisfy our goal of making each setting feel really, really distinct be to downplay what they have in common? Like, try to not step on each others' toes if you can help it. Especially for those points that technically overlap. Yes, all three of these settings has furry races. But Mystara is the one that really leans into it, so if you're doing one of the other two settings then maybe you should go out of your way to avoid furry races so as not to steal Mystara's thunder.

But any way in which they can be made distinct from the rules of default D&D is an opportunity to capitalize on.

Monday, December 9, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 3)

I'm going to be upfront about this: this is not going to be a very positive article. In seeking to answer the question of this series (see title), I... just don't have much good to say about the Forgotten Realms. Maybe some FR superfans can come in and help me out but I feel like a lot of the obstacles in this article will serve to illustrate some of my more important arguments about setting and worldbuilding.

Forgotten Realms
So let's get into it. What are the main features that characterize FR in contrast against Greyhawk and Mystara?

  1. ... Uh ... Well...
  2. What does the Wikipedia article talk about? That should give us an idea of the most important stuff. Let's see...
  3. ...Uhhhh. Uh oh.

Tuesday, December 3, 2019

Running On Empty

Adventuring is tiring work, when you think about it. Traveling across wilderness after wasteland, slay beast foul and fantastic, saving the helpless and carting their lazy buts back to civilization, not to mention the loot. How can one forget the loot?! And it's not like it doesn't show up in the fiction either, I mean, dealing with being tired from walking is most of the page count of lord of the rings after all. 

But DnD and its ilk rarely have a good mechanic for this, or rather, not very usable ones. 3e had a pile of conditions, including fatigue and exhaustion that I'd always forget, and 5e has a downward spiral of exhaustion that I'd rather not remember, one that is so punishing that I can't hit the players with it too often or they'll not want to adventure at all. Besides, I usually play Knave, or my co-writers variant Brave, most of the time these days. 

Monday, December 2, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 2)

Picking up where we left off, we'll continue to identify all of the "greatest hits" of the three default campaign settings. We found Mystara, most associated with Basic D&D, to be a realm of exciting locations, potential for immortalized achievement, and waifus (furry and non-furry options available).

Greyhawk
In contrast, let's talk about Greyhawk, the default setting of AD&D and Gary's own creation. Perhaps my favorite official campaign setting, here are the standout qualities to me. I find this one to be the most distinct of the three. It's also, to me, the easiest to envision mechanical structures to reinforce its qualities through gameplay:
  1. Sword and Sorcery, full stop. Gotta go hard in this direction. Magic is rare, powerful, and corrupting, morals and grey grey grey, people are selfish, there are no great and grand kingdoms anymore, etc.
    • I think a lot of people still picture "sword and sorcery" involving deserts somehow because of Conan the Barbarian fighting desert snake cults and Dark Sun and Barsoom and, to an extend, Fafhrd and the Gray Mouser. When Lieber described the setting outside Lankhmar itself, he wrote, "think of Saracens, Arabs, Parthians, Assyrians even. They ride the camel and elephant, and use the bow extensively." In any case, while there are deserts in the Flaeness, you would have to be able to pretty extensively envision Sword and Sorcery without it. Which really just means...

Monday, November 25, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 1)

D&D is a chance to share a world with people. So after an adventure, you probably want your players to remember the setting it took place it. The experience of being transported to that world is usually one of the important takeaways DMs want to instill in their audience. But unless your players are completely new to all fantasy fiction entirely (e.g. no real exposure to things like elves, wizards, dragons, orcs, etc.) then the baseline assumptions of D&D’s “implied setting” aren’t going to have that impact you’re looking for. You have to go a step beyond to make them feel the world as an element of the story.