Monday, October 19, 2009

I Strongly Suspect I'm Mad...

But I need to refine this a bit further...

Yes, if you can make it out, it's R.E. Howard's Hyborian Age affixed to E.G. Gygax's Oerth.


Oh, come on, as if the Suloise weren't related to the Stygians?

Friday, October 16, 2009

Lost Empires and Broken Lands

Three hundred years ago the Great Empire planted colonies on the forbidding shores of the newly discovered northern continent.

One hundred and fifty years ago, all communication with the Empire ceased. No more ships arrived and all ships that sailed southwards were lost to all knowledge. In the chaos and wars that followed the Disappearance, the settlers and natives merged and founded new societies.

Now, bleak, charnel-house, ships sail northwards, crewed by animate corpses and captained by unspeakable monstrosities...

Either D&D meets All Flesh Must Be Eaten, or a particularly grim GURPS horror parallel, it hardly matters. What matters is where you and your players go with it...

Thursday, October 15, 2009

Men Out of Time

The thought occurs to me that there has been a multitude of examples in literature of the hero being a man (occasionally a woman, but I think the disparity greatly favours men) from "our modern world" - whenever that is - who is transplanted to a fantasy world.

It never seems to be the
villain who is the cross-world voyager.

Oh, there's occasionally a lesser bad-guy who is such, usually weak, venal, or tricked into assisting the true villain, but there's not (to my knowledge) any example where the
Dark Lord(tm) is such a traveler.

So, depending on your groups style, you could spice things up a bit in your fantasy game by having the new and terrible threat be from a modern (or futuristic) world. You'd have to make such a villain a competent, lucky, and powerful as the heroic types of the stories, otherwise they wouldn't survive. Let's face it, if dropped into a medieval fantasy world, most of us would be dead in short order. This has to be someone who is able to survive, prosper, and be a credible threat.

Motive becomes something of an issue, however. In the literature, the hero usually picks the correct side by pure luck (and/or incredible prejudice), if he does pick the wrong side, he's usually made aware of this pretty early on and gets to go on a revenge kick as well as protect the good guys. This could work for a villain, but you'd still have to work out why he's evil.

Some ideas:

The villain has been converted somehow. (Been made a member of the undead, "seen the light" (dark?) and converted to an evil god, etc)
The villain is trying to make things better, casting down unfair monarchies and re-building the world in a more "sensible" fashion.
The villain is out for blood. (The fantasy world's wizards' guild refused to help him get home/refused to believe him and so he's going to smash them all, despite this nonsense about cosmic calamity...)
The villain senses opportunity... (Just because he's a cubicle-monkey back home doesn't mean he's going to be one here).
The villain doesn't want to go home... yet some heroic group are trying to make him. (This ties in well with the above, but on its own is a bit weak).

Sunday, October 11, 2009

Graveshire

Nestled in the placid Highcourt Valley, is the former County of Gehesthramayne. Though the County fell in fire and blood over two hundred years ago, there are still human settlements along the Highcourt River. The largest of these, though still tiny when compared to the mighty cities to the east, is Graveshire, a farming community ruled by a hereditary sheriff (whose authority derives from the long-dead line of counts...).

This would, no doubt, be a forgotten backwater were it not for the rise of the goblin warlords of the Brokenstone Highlands. With the vicious humanoids launching raid after raid into human lands, Graveshire finds itself on the front-lines in what is rapidly becoming a long war...

Fortunately, the farmer folk have defenders...

Not only is the sheriff a skilled soldier (F3), but that worthy commands a loyal militia of some 20-odd souls (all F1). Also, unbeknownst to the natives, the innkeep of the newly built (i.e.: within the last decade...) Knave o' Nails travelers' inn is a retired guildsman of the far off city of Roarwater and has secretly sent word to said guild about the loot the goblins have been able to amass... which might not be entirely accurate, but it has led that guild of thieves to send out certain thugs and bravos in an attempt to gain some filthy lucre for themselves. On the other hand, well known to the natives are the Monastery of the Beneficent Storm-lord, the local headquarters of a militant brotherhood tasked by their god to be always on the frontiers, and the Tower of Gherethave the Mysterious, the home of a reclusive and aged wizard and his apprentices (many of who have never seen their nominal master). Both of these isolated communities have volunteered to assist the farmers of Graveshire during the current troubles.

The role of the player characters in all of this is fairly simple, that of an elite squad striking against and scouting the goblin bands (for benevolent or self-serving reasons) and possibly unearthing what has caused the sudden wave of attacks. But it doesn't need to be limited to that, undead created during the County's fall may haunt the shire, claimants - legitimate or not - may appear demanding the old title of Count, soldiers of the nearest kingdom may appear and demand food, shelter, or other things, it all depends...

Saturday, October 10, 2009

Cross-Playability and the Warhammer Changes

So, back in August of this year, I was given the work Night's Dark Masters, the vampire book for WFRP 2nd Ed. I've been collecting the rest of said 2nd Ed since then, but I've recently found out about the 3rd Ed... which is dramatically different from its predecessors...

I'm not thrilled.

I know, the shock, the amazement...

I'm not even sure why I feel the need to ramble on about this, those that agree with me (due to exasperation with novelty, the desire to maintain perfection, or sheer hatred of truth and beauty) will continue to do so and those that disagree (due to addiction to novelty, the desire for perfection, or sheer hatred of truth and beauty) will plot my inevitable downfall... or continue to do so, as their fancy takes them.

Nonetheless...

I rather like the second edition, overall it is the same game, but it does have certain tweaks and some things were deleted, changed, and what-have-you. I think the strength and toughness changes were silly, but can understand them, and the reining in of elvenkind was an unlooked-for delight, so things seem fairly reasonable. Also, I really like the fact that the systems are basically compatible. Yes, you'll have to tinker a bit with it all, but not too much and you can use all the old material with the new.

This is, I think, an important point. Similar to how D&D was, essentially, the same game from 1974 to 2000 (I realize that the differences seem vast, but they really aren't... and I say that having already gone on record with my hatred of second edition AD&D...), WFRP was the same game from 1986 to 2009. All the material released in those periods was usable if you happened to want to use it (though some was so dreadful I wouldn't have wished on my worst enemy... OK, maybe I would have inflicted Skills and Powers on them... if I were in a really bad mood).

I like improvement (one of the things that many intelligent gamers really like is some form of non-random character generation - in many games, I like it too, but there are some times I like trying to make a character out of a set of random rolls - so packaging a well thought out "point buy" system, along with the old random method, in your game's new edition isn't going to hurt anyone, under normal circumstances...), but I also like backwards compatibility. Deleting the usefulness of the small library of game books I've already purchased isn't going to win the new edition my friendship or money.

The point must be made that I am probably not the "target market" anymore, and therefore superfluous...

So be it.

I do wonder who the current "target market" is, however. Is it anyone who's played the previous editions? And am I cheap, or does $100 seem a tad pricey for the start-up kit?

Friday, October 9, 2009

Nefarratus - The Dark Isles

Lying some 750 miles off the Indarran coast is the fair sized archipelago known since ancient times as the Dark Isles. These islands, rugged and mist-shrouded, have been ruled by the Kingdom of Nefarratus for well over a thousand years, but contain ruins far older than the cities of men...

The Nefarratans are skilled sailors and their ships dominate the sea-lanes of the world, trading everywhere from the well-known east (brokering deals in the rich cities of the Most Holy Kingdom of Indarra, the ramshackle, cutthroat ports of the disunited Principalities of the Hedorans, and the fortified clanholds of the Kalevon Islanders) to the barely explored west (using their settlements on the Peacock Islands and Starfall to both bicker and haggle with the Principality of a Thousand Icy Blossoms and the Lands of the Turquoise Throne, respectively). Due to the central location of the Dark Isles, as well as the skill of their merchants, explorers, and sailors, the king's city of Nevarrath ('the Sinking City') has become the world's busiest port.

Before the rise of men (thought to have come from the Kalevon Islands to the northeast, due to certain commonalities of culture and countenance), the Dark Isles were dominated by cruel and aggressive giants - some of which still live in the hidden and lonesome parts of the isles, more have retreated under the waves, from whence they occasionally arise to ravage the works of men - before the giants, none can say with surety, but mysterious artifacts and strange tablets covered in peculiar glyphs have been taken from the oft bizarre ruins found throughout the isles.

With an intro out of the way, some notes...

Of Men & Magic:

The races available for player characters are humans (as always... I seem to recall at least one game that doesn't have this option, but at present I can't recall it), weirdlings, and the accursed ones.

Humans - Fairly simple, unless a rather unfortunate series of events has taken place, you should be familiar with humans. If not, good luck sorting it all out. Humans are the default and most common race of the setting, as such it is not necessary to allow the next two races unless the referee wishes to do so.
Weirdlings - Human bloodlines altered, exalted, or tainted (depending on one's point of view) by either strange magics, lonely extra-dimensional travelers, or divine whim. Weirdlings pass for human in looks, but have small quirks and abilities beyond the common folk. These traits should be worked out between the player and the referee, but should not be excessively powerful. Weirdlings advance slower than humans in all professions, requiring 10% more earned experience points to advance a level.
Accursed Ones - Once human, but grown monstrously strange, oft-times through the same mechanics that produce weirdlings. Mostly confined to small villages, usually with bizarre rituals, the accursed ones can rarely, if ever, pass for human and most do not try. Generally viewed as monsters by the bulk of humanity, some accursed ones are excepted, usually as menials and the lackeys of mad scholars. Accursed ones usually possess great physical strength, but have limited intelligence and monstrous appearances (or appetites... though those are not recommended as player characters). Exact specifics should be worked out between the player and the referee, but any bonus should be balanced by a corresponding penalty.

The typical fighting classes are all represented in the setting and working in others of unique design should prove little challenge, the same holds true for the thieving and clerical classes. The magic-using classes, however, are wholly absent from the setting, replaced by the scholar.

The scholar uses the same progression charts as the magic-user, including number and type of hit dice, attack progression, and spells. The difference being that while a magic-user presumably understands the theories and philosophies behind what they do, the scholar does not - having cobbled their magical knowledge together from bits and pieces left behind in the ruins of a long dead race of, probably inhuman, ancients. Scholars are, however, scientific in their outlook, not mystical. They are aware that there is an underlying set of principles to the magics they can command and attempt to discover them. In mechanical terms, this makes little difference, as scholars function in the game exactly like magic-users, but the role-playing aspect of this should not be overlooked. Scholars are also well-versed in the natural sciences and often share their knowledge with favoured students and colleagues (whilst keeping rivals in the dark and stealing their research... and sometimes research subjects...).

More later...

Thursday, October 8, 2009

Lords in Darkness, Re-Examining the Ravenloft Setting

I rather like the idea of the Ravenloft Campaign Setting, even as I doubt its usefulness as an AD&D campaign world, gothic horror and AD&D make a poor match in my mind. However, the setting as presented is riddled with inconsistencies and there's a terrible feeling of being trapped on a Hammer movie set sometimes. That might be OK if it were just the players who saw past the curtain, but as presented it's often the characters doing so. Oh, it's deadly and you lose a lot, mainly due to stacked decks and curses, but it's not so much horrific as it is perilous, a sort of 'Grimtooth's Traps' with a story-line, if you will.

One of the things I wanted to do with my currently on-going Ravenloft game was to re-work the world into something that made internal sense, while still allowing the chance that the PCs could find out they were trapped in a malicious demi-plane. In accordance with that desire, I decided to work out the rules I wanted my Ravenloft to function by. These started simply, I didn't want every domain lord to be able to seal their domains, I've never liked anyone but Strahd being able to do this and it always seemed too focused on the PCs (sure the lord could be after someone else, but really?), so I ditched that ability. Then I started jotting some more things down.

Political boundaries might be congruent with domain boundaries, but they might not...
Domain lords were trapped in their own stories and highly unlikely to notice anyone outside of their tormented circle.
Domain lords had to be scary, they don't need to be more powerful, just able to inspire dread.
The world as a whole had to make sense, the characters living there shouldn't realize they're living in a patchwork demi-plane.
There always had to be a path to success. This contradicts aspects of the gothic horror feel, but this is a game of AD&D, not the 'Fall of the House of Usher'.

More on this later...