Showing posts with label not old school. Show all posts
Showing posts with label not old school. Show all posts

Friday, October 22, 2021

Rose Colored Glasses OSR and 5E Musings


Well, finally got to run a game of Labyrinth Lord with a group of old gamers and some of their kids and cousins. 
I guess I look back at Old School gaming with rose colored glasses as the character creation compared to 5E was 
a drudgery.

Without some kind of very nice preset character creation help built in like 5E has, the game can really be taxing on 
your patience. Once everyone had their characters made we finally started to play.

Now mind you we were already a few hours late getting started. After playing the extremely smooth unified 
mechanics of 5E (and my Back to the Dungeon RPG), I quickly realized that much of the old school systems are quite
clunky in comparison. We just had gotten used to how they work and wrapping our head around another system 
can be hard. 

Having used both 5E is pretty much an old school game (because of the design advice from RPG pundit) mixed with 
some new school unified  mechanics which just simply flows better. It's not totally lethal like B/X games but it can be 
once you have ran out of dice for a short rest AND if you have used the exhaustion mechanics. After that, it becomes 
quite hard on the players once those buffers are gone.

The unified mechanic is pretty much Superior to any and all of the old school methods of task resolution. Why? 
Because system matters if it gets out of the way of the game! Roll a D20 instead of just pulling out the various dice 
for checking on sometimes the same thing. Some abilities use a D6 while as a thief they use a % so after coming 
from the B/X, 2E background from my early days of gaming, it seems 5E mechanics are a sweet spot. Very simply 
it just is way smoother than the old stuff.


I am pretty sure that I will be shelving pretty much all my old school games and for my fantasy fix will just be playing 

Friday, September 20, 2019

DUNGEONPUNK RPG

https://www.drivethrurpg.com/product/209450/Dungeonpunk









DUNGEONPUNK

The stinking dirty giant rotting cities built upon many layers of ancient ruins. The pitiful and weak people hiding in dread behind great stone walls from the chaos outside. All surrounded by the dark and unforgiving wilderness of a dying world.

Far and wide the stony mysterious remnants of some lost foreboding and ancient powerful civilization peak forth from the ruins scattered across the realms waiting centuries to be explored! Ancient and forbidden monster and forgotten nameless demon filled dungeons deep and full of marvelous plunder. The omens have been read and the signs in the stars tell of this age of adventure!

The desperate, brave, pious, and insane adventurers in search of magic and treasure so that one can gain fame, comfort, drink, and pleasure! The fools that delve deep and fear not stirring up of the ancient powers that hide away in the darkness, least they die invisible and forgotten after time! No not these brave and foolhardy ones! Their names shall be remembered and etched in the tales and legends of many generations!

So one may take the sword, dagger, staff, and mace and go forward! Forget not your trusty backpack and equipment for adventure! It is time for one to begin their adventure and not die forgotten by time!




DUNGEONPUNK

So you want to be an adventurer eh?

DUNGEONPUNK game that takes minutes to make a character and provide hours of fun. The only dice you need for this game is a 20 sided dice. When you want to do something you roll a Dice. The higher you roll the better the outcome. How high you need to roll is determined by your described skill and the amount of difficulty from 1 (easy) to 20 (nearly impossible) assigned by the game master. A natural “1” is a complete failure and a natural “20” is a complete success. A set difficulty class is DC for short. The set difficulty may be lowered IF the character has a skill or tool to make it easier. Any other dice will do as long as everyone is using the same dice but the D20 is the king.

Destiny Points

You may roll again if you spend a Destiny Point if you do not like the outcome of the story. You may spend as many Destiny Points as you want as long as you have them to do more powerful attacks or effects. You may only spend Destiny Points on powers and abilities that you have.

  • Destiny Points can also allow one to shrug off damage results in combat. Most of the time it takes only one Destiny point to shrug off most damage.
  • More powerful attacks may require you to take more than one Destiny Point away to shrug off damage or effects.
  • Each Player gets 5 Destiny Points to start.
  • Most of the time you get your Destiny Points back after a good night’s rest, recovering 1 an hour.
  • When you are out of Destiny Points you are very much alive BUT the random dice roll controls your fate.




WRITING INSTEAD OF ROLLING A CHARACTER

When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exists “outside” the game itself. The players write up Characters on a piece of blank paper and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is. One may also put his character in a small handmade journal with a leather cover. There the player may track his character's adventures and tales!




FIRST PICK ONE OF THE FOUR CLASSES





FIGHTER

You are a heroic (or not) warrior of old. Your primary purpose is fighting and killing the enemy. You can wear all armor and use all weapons! You have Piecemeal or Leather Armor, Old Helm, Backpack, Sword (or whatever) and Shield, (Spear and Shield or Dual Weapons or Longbow and 20 Arrows or Staff or Pole Arm and no Shield or Two Handed Weapon and no Shield Giant Battle Axe and no Shield)




ROGUE

You are the sneaky stealthy type that prefers to let the fighting be done by others. You can Pick Locks and Disarm Traps if you spot them. You also have the ability to Sneak and Hide which allows you a free attack and move if you succeed to a distracted or unwary victim. You are always dabbling in Ancient Lore and Tales to try and find where tombs and dungeons full of treasure are to plunder. You have Leather Armor, a Dark Cloak, Backpack, Lock Picks, Blackjack, A Short Sword or Twin Daggers or Short Bow and 20 Arrows.




WIZARD

You are a practitioner of the ancient arts of sorcery and magic. Wizards either have been trained by ancient schools of magic or their magic awakened in them naturally. There are no two Wizards alike in the world. Most wizards are full of ancient and forbidden lore. You can pretty much do any spell that comes to mind at the cost of 1 Destiny Point at a far range that last a few rounds. You may actually do a spell that harms at close range at a cost of 1 Destiny Point with more added to create more damage and to effect more than one victim. One must roll a dice for each spell and roll high. Magic can be dangerous and backfire so don't roll a “1”! Most Wizards have spells that do damage like a magic missile, or spells that control the mind like charm, or even more powerful spells such as fireballs and lighting bolts! You have a Spell Book, Backpack, Staff, Dagger, Robes, Large Hat.





HEALER

You are a priest or cleric of the olden gods. You have been trained in the ways of combat and divine magic. Magic works exactly as it does for a Wizard except that most of your spells involve healing and helping as well as turning away undead and foul demons. Some healers can even raise the dead if powerful enough! You have Mace (or chosen weapon of your god), Shield, Piecemeal or Leather Armor, Old Helm, Backpack, Holy Book, Holy Symbol.



MAKE UP A DESCRIPTION OF AT LEAST 25-30 WORDS

You must include your character's Name, Class, and a short description of what he can do. You must have at least 5 (equal to your Destiny) descriptors, skills or spells. Other strange races are allowed as well such as Dwarves, Halflings, and Elves as long as they fit in the description. There is no limit to the choices!

For Example:
Gonar Brightshield the Fighter is a Strong and Tough Fighter from the ancient wastelands. He is very tired from years of battle and wishes to settle down to farm and read.

So the example says he is an experienced strong tough fighter who is a literate farmer.







PICK YOUR OTHER ADVENTURE EQUIPMENT






You get to carry an additional five items of equipment. The list will get larger as the game progresses. Don't see something? Add it in.





Acid Flask
Antitoxin
Axe
Bandages
Bedroll
Bell
Blanket
Block and Tackle
Boots
Caltrops
Candle
Canvas (10')
Chain (10')
Chalk
Chest
Cloak
Crowbar
Firewood
Fishing Net
Fishing Kit
Flask
Flint and Steel
Grappling Hook
Hammer
Hat
Healing Potion
Holy Symbol
Holy Water
Hour Glass
Iron Spike x5
Ladder (10')
Lantern
Large Sack
Lock
Manacles
Map
Mirror
Musical Instrument
Oil
Parchment (10 sheets)
Pen and Ink
Pick
Pole (10 ft)
Pot
Preserved Ration per day
Ration per day
Rope 50'
Saddle
Saddle Bags
Scale
Scroll Case
Sewing Kit
Small Sack
Soap
Spade
Stakes, Wooden x5
String 100'
Tankard
Tent
Toolkit
Torches x10
Water Skin
Wet Stone
Whistle
Wine Skin
Wolfsbane






 DON'T FORGET THE MUSIC!!!!

GAME MASTER SECTION

One person has to be the DUNGEONPUNK Game Master which is basically the teller of the story. He makes up the story, setting, and all the people that the players meet including the villains. Use what you know!

If a character tries to do something and is able to do with ease the charter succeeds. If there is a pivotal time in the adventure the Character rolls the dice. The roll is not modified in any way. The result is read from the vantage of the skill of the character. For example if a skilled person and an unskilled person both roll an 4 it would mean different things for each Character. A skilled person may have his result described far better while an unskilled would not have done as well. A bad roll is not always a failed attempt to do something. It also can be a change of plot against the positive flow of the Story. This is actually a good thing as it makes very exciting stories. A Destiny Point can let there be another roll to see if there can be a better outcome but even with more chances your Destiny can still be bad!
COMBAT

Each player declares what they are doing based on their descriptions and power levels. Each player rolls and attack and defense plus any other rolls they are doing. The higher result usually wins unless the other player pulls a cool stunt or is just far more superior. Destiny Points can be spent if one does not like the results.
Damage is judged from the weapon used, the protection offered from cover, armor, and stamina and the result of the Plot Roll. Make it dramatic!

Remember in fantasy novels that during combat there is always a lot of collateral damage. Windows broken, buildings leveled, wagons thrown about, explosions, people injured and killed, and whatever else can go wrong.

The effects of combat damage can be very detailed from a detailed description of each body area injured to a simple Uninjured, Scratch/Beat Up, Injured, Severely Injured, Incapacitated, and Dying. Use descriptions INSTEAD of numbers. It all depends on how you want to run the game.
It is up to the players and the game master as well as the dice to figure out where your character stands.

You have to decide how much damage or effect was done according to the power and skill level described in the character’s text minus any relevant defenses.

As stated before, Destiny Points can also allow one to shrug off damage results in combat. Most of the time it takes only one Destiny point to shrug off most damage. You still get wounded but it just does not effect you as much. More powerful attacks may require you to take more than one Destiny Point away to shrug off damage or effects.

For instance, falling out of a two story building may take 2 Destiny while getting caught in an explosion may be 2-5 Destiny to still be able to function.

When you are out of Destiny points then your life depends on the roll of the dice only! Be careful how you use your Destiny points!

Mental states can be done this way as well. Insanity and addiction has been a part of many fantasy stories!




NORMALS, MINIONS, AND GOONS





Normals – Normal people are simply wiped out if they decide to engage in combat with DUNGEONPUNKS. Roll a 1D20 and that is how many fell in a single round.

Minions – Minions are weak bad guys that are wiped out in usually one hit and many times multiple bad guys are wiped out a round! Most won't have many skill or powers but will have weapons and possibly armor and magic items. Example include Goblins, Orcs, Kobolds, Skeletons, Zombies and other terrible creatures from Dungeons Deep. May have 1-5 Destiny.
Goons – Goons are more powerful bad guys that work for large organizations and more powerful bad guys. Some goons will even have powers or magic items but are still quite weak compared to a SWORDPUNK. Some examples include ogres, trolls, giants, chimera, gorgons, hydras, vampires, and more. May have 1-10 Destiny
Masters- Masters are the lead bad guys that are very powerful and may lead large organizations and have armies of goons, minions, and normal. These may be evil wizards, dark lords, dragons, vampire lords, and more! They may have 10 or more destinies. Most likely more!

REMEMBER! Make up new monsters as you need them. Let the party think that they know then show them they don't know!




DELVING THROUGH DUNGEONS DEEP

The characters are delving through dungeons deep and deadly. Have weird traps and tricks. Most will be interesting but some are deadly, killing the player right away! Beware! In some cases, a completely deadly trap may do 5 or more Destiny points, effectively killing any weakened character. As one goes deeper into the levels of the dungeon, it gets more deadly.




WANDERING THROUGH WILDERNESS WILD

The dark wilderness is even more deadly than the dungeons the farther out that you go! There are points of light.




TREASURE

Each encounter with monsters and traps has the chance to bring piles of gold and treasure! Each encounter may have up to 100 gold pieces per encounter per level. Some items such a gems and jewelry may be worth even more. Make it up as you go.



MAGIC ITEMS

The greatest of treasures are magic items from the long lost age! There could be magic potions of various effects, magic rings, amulets, weapons, and armors! There are some magic items that are one or more uses then you throw them away and there are some magic items that are unique and each item being more powerful the deeper in the dungeon you are!




EQUIPMENT

There is only a small equipment list and nothing else listed. Is that a problem? Not for a DUNGEONPUNK Gamemaster! Make up additional equipment and prices as you go. Prices may be different depending on how far into the wilderness you are!




EXPERIENCE

As you play, you get better. After a few encounters one may add a point to their destiny total. At the starting 5 Destiny you are considered a low life. When you get to 10 Destiny you are considered a local hero. At 20 Destiny you are considered a national hero. When you get to 40 Destiny you are considered a Legend. Normally you have as many descriptors, skills or spells as you have Destiny.




MAKE IT UP AS YOU GO

You are a DUNGEONPUNK Gamemaster! Make the game up as you go. Make up new monsters, traps, and magic items. Don't like these four classes? No problem! Make up new classes! Any character tying to do something? Let them roll and see how they do. No modifiers are needed! Roll high is good. Roll low is bad. Roll a “20” something great happens. Roll a “1” something terrible happens. Between than make up the difficulty depending on the Character. For instance if a there is trying to pick a lock with his lock picks then make the difficulty lower. If a fighter is trying to use a dagger to pick a lock then make it harder. Sometimes you need to roll for them when they don't know what's going on. Sometimes you need to roll just to make them paranoid.




DUNGEONPUNK GAMEMASTER SCREEN

As a DUNGEONPUNK Gamemaster one must create a badass Gamemaster screen! Make it look cool with at least three panels, Decorate it with fantasy art and make it functional! Creativity is the key!









Saturday, January 27, 2018

Back to the Dungeon RPG: The Class Act! Fighter and Rogue

So why another Neoclone? 
If you print them out in booklet style, they make nifty little zine book! 

Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules! 
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run! 

It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!  



Here are monsters for example! 

For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.

Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.

Orc...
Orc AC12+ HD2 Move30 By Weapon +2

The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.

Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6

The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.

There will be an entire post on monsters in the future. 

I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.

FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.


Here is the nifty character sheet!

ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any

Hit Points:1d6 per level



Sunday, February 16, 2014

We Can Never Be Has-beens!

We are Gamers and WE can never be Has-beens!

Pen and Paper Tabletop is what I am talking about.

UNLIKE other hobbies and such where in one's youth there was a rise, then a peak and decline, we can always have another glory day!

We don't have to sit around and talk about how good it was in the old days because we can still live new ones!

Unlike other hobbies we can game until the day we die if we can talk and roll a dice!

We can become young again! We can have adventures! We can become some other person or being!

Nothing else can do what gaming does!

A gathering of friends old and new with a twinkle in our eyes ready for adventure!

The smell of fowl and loin cooking upon the grill! Slow cooked soups and vegetable trays sometimes replace sodas and chips.

Dark beer and fine bourbons flowing mixed with the smell of incense and fine cigars coming in from the outside. 


It's not like it was in our youth but something more deep.

We look around and see or children are there at the table as well, having their experience with the game.  

Hopefully we have been good stewards of the hobby and have ignited and passed the torch to them.

So you still have a chance to gather your party and explore through dungeons deep and caverns old!

You still have a chance to delve the labyrinth!

Sunday, December 1, 2013

Is the BlogOSRsphere dying off?

Is the BlogOSRsphere dying off? 

It seems to be waning a bit.  Oh there are people who post quite a few times a week but not like it was just a few years ago. It is kinda nice to be able to keep up with the blog post though.

It is very much alive though! 

Some of the main players have stopped posting or have slowed down to a mere trickle. Some have fallen to scandals or have made scandals.

Still every day there is at least something interestingly posted for the love of the game. 

I know that I am here for the long haul whatever that is even though my blog is one of the least of the OSR blogs. 

It seems that the OSR has not really moved forward at all if you compare the post of Chicago Wiz way back in 2011.

Does something needs to happen publishing wise to get the OSR ball rolling again? I don't think that is ever going to happen (save the release of Adventures Dark and Deep but that's just me getting excited about a product that I have yet to buy) again. 

People are still going to publish Retro Clones (Neo-Clone, Simulacrums, Fantasy Heartbreakers, etc.)  but the chance for glory has passed. 

I hope to be proven wrong on that statement but we shall see...

People seem to be very happy with the RPGs they are playing.


What needs to happen that would re-excite (Like it was a few years ago!) the BlogOSRsphere? I think people getting out there and playing and posting about it. 

Some sort of organized play starting on a local level and then possibly becoming state, regional, and then possibly national and posting about it.

TARGA needs to come back. 

Some really good ground breaking home made modules and house rules! 

New race and class options! 

Wait, that still is going on !  

In my area, RPG Gaming seems dead though rumors of groups existing in secretive insular little clans. Old School Gaming locally has a few small sparks but they never seem to ignite. If there is an OLD campaign that has existed since the late 70s and early 80s in my area I don't know about it.  

What to do? What to do?

Friday, August 17, 2012

Classic Fantasy Role Playing Game: Update

Well I am back to having thoughts of releasing the rest of my CFRPG.

It's like 99% done but after the Word Processor Formatting Demon Possession Problems I had I kinda gave up.

The announcement of D&DNext was kind of a bummer but at the same time I like what I see but I also just am not excited. Maybe it's the few thousands of $$$s they already got from me.

I dunno.

I need to get my Neo-Clone out to the world as a personal quest as there have been a few members of the "community" that have naysayed your good and kind Eldrad.

I stayed classy and did not respond in a FuhQDiK but I should have. I will not say whom but it still bugs me although a long time ago.

BUT I must say the rest of the "community" is the cat's meow! Except for a few that never...Oh never mind.

I am so close but this gamer's block that I have! BUT I must admit every time I look upon an old D&Dish type game from modern to olden I get bugged.

The oldens and the clones the same (some say stupid) restrictions that hamper role play.

The modern the same overcomplicated CLUNK that hampers role play.

"Uh yeah my Half Unicorn Vampire Half-Dragon Were-Bulette Lich with a Shirley Temple Template Fighter Thief Death Wizard Exotic Dancer Uses her or his Damper Jet Plane Feat and does a five foot step and warps back in time using his Alter Time Space power to get an opportunity attack with sneak damage ans critical hit because he is a Quadruple three weapon specialist. That's a uh 4+7+16+93+1d20! I roll a uh 234 yeah! WHadda ya mean you have a reverse megaton feat??" Pages are flipped the rest of the night looking for the rules! LOL!

The solution?

A game as simple as the classics but with SOME of the options of the new BUT without RULES bloat.

Easy to Run and Easy to Play!


My Game! The one that had very little to no response from the OSR Blogger world due to way too many games bloat form the OSR but at least they are mostly all free!


BUT it would be argued by a few that I am wrong! Some in the OSR like the restrictions!

Many if not most of the New School don't even pay attention. LOL!

"We only play 4th Edition"
"We only play Pathfinder"
"That old stuff is OOKIE! Stuff!"


Forgive them Gods of Gaming! They know not what they do! OR maybe it is I that does no know! LOL! I am going to bed.

Thursday, August 9, 2012

Hero's Mag: The "Free Form" Version of the Game.

Multiple Versions of the same game! Yes I am an insane flip flopper!

So here is my most updated version of Hero's Mag in the Free Form version. It is free form BUT there is a dice roll mechanic added to solve disagreements on how things should go outside the story.

https://docs.google.com/open?id=0BzYaSvmA-OpUV0pVTmZjTUlVRk0

I have had quite a few gamers LOVE the freedom of it all AND a few HATE it with full passion. Even if they never tried it.

The "free form" tends to short the circuits of rule's lawyers and min-maxers as well. The claim by a few of them is it gives the Game Master too much power. Game masters have that anyway!

Go and download and print out the rules and make it into a fold over booklet. Then make a few characters.

Make a super team.

Make them interesting.

Don't just let them be great at everything make them flawed. Give them problems like their girlfriend is cheating on them, drug and alcohol problems, family members are terminally ill, the character is terminally ill, mental problems, unemployment, homelessness, real world problems in a supers world.

Non Playing Characters are a breeze because there are no attributes just as brief or as long as you would like. Make a sheet for each character of who these NPCs are and how they effect their life.

Make sure and have all the sights and sounds of where the story takes place as well. Our world but with supers added.

Make sure all of the iconic supers (don't copy make your own versions) have aged and now are facing old age and death thus making room for new Supers.

In fact in my notes the main super group based in New York was killed by a third plane during 911 so the entire city of New York and surrounding cities are now know as The Criminal Playland.

How did a mere bomb kill supers? It was an antimatter bomb in the third plane. There is literally a gaping hole and residue antimatter left on the scene.

The L.A. based team is full of troubles as well as they are facing internal strife and troubles from gangs.

The Houston Based Supers are having problems with The Cartel as they have all been targeted for assassination as well as any friends or family.

Saturday, March 24, 2012

Classic Fantasy RPG Update

Well I decided to cut and paste the S&W treasure table and I shall modify it accordingly.

After making the Back to the Dungeon Zine I really am thinking about getting my CFRPG back on the burner.

IF I can get this sucker is a state that I don't want to tear down and redo I may be happy with it. I can't help but think there are people not satisfied out there and want the style of old with some of the options of new.

BUT anyway switching from nights to days and have to wake up in a few hours after sleeping most of the day.

Friday, March 9, 2012

Dark Horror D6 Role Palying Game Idea.

DARK HORROR
Dark Horror is a very rules light Role Playing Game. Unlike most RPGs you simply start out with a name and concept and start playing. Everyone starts out with no equipment and must collect it as the game and story progresses.

First of all come up with a concept. You are a normal person trapped in a Dark Horror world. From your concept you can come up with your hit points.

Hit Points
Nearly Superhuman 180+
Extremely Tough 160
Very Tough 140
Tough 120
Average 100
Wimpy 80
Very Wimpy 60
Extremely Wimpy 40
Nearly Cripple 20

Nearly all actions are done by rolling a six sided dice. 1-3 is success and 4-6 is a failure in most cases. If a character WOULD be better than average at a task the Game Master may give an additional +1 or +2 bonus to the chance of success at the same time there may be times where is is harder to succeed and a -1 or -2 is subtracted from the chance of success. In most cases you will succeed on a 1 unless the action is impossible.

One possibility is to give each player 4 points to built their characters. Younger characters will have less than 4 points.

Example: Tom says his character is a tough construction worker so he spends one point on hit points giving him 120 total. He also says he is a good fighter so the GM will let him hit on a 1-4 and miss on a 5-6. He also get one point on Fabrication as his story is he is a machinist. He put the last point on perception as he considers himself paranoid from all the bar fights he has been in.

Example: Kenny is a teenage computer nerd. He automatically gets Very Wimpy 60 as his hit points but the Game Master decides to give him the two points back for computers. Any actions with computers he can do on a 1-5 success and 6 a failure. The GM decides to let him have the other three points. He choose hiding as one as he is used to hiding from bullies. Chemistry as another and Comic Books as the last.

You never know what skill may save your life so no skill is too ridiculous.

Try not to make super characters as the world of Dark Horrors will take notice of someone too great and send it's evil minions to destroy.

A few Example Skills
Shooting, Fighting, Hit Points, Perception, Speed, and many others.

Combat
In most cases you roll a 1-3 Hit and a 4-6 Miss. Damage is subtracted from the total Hit Points. At ½ Hit points you get -1 to all actions and -10 to movement and at ¼ hit points you get -2 to all actions and -20 to movement. When you reach 0 Hit Points you are Dead.

If a character's concept has him hitting on a 1-4 or 1-5 he is capable of a critical hit. On a roll of a 1 the character does DOUBLE DAMAGE!

Armor: Light 10 Medium 20 Heavy 30 Stops Damage. Any left over is subtracted from Hit Points.

Cover: From 10 to 100. Stops Damage. Any left over is subtracted from Hit Points.

Healing: You heal your total Hit Points divided by 10 with a full 8 hours of rest. Bandages Heal 20 points. Medical Kits Heal 40 points.

Here below is a chart of different damages.
Punch, kick, slap 10
Small Weapon such as knives, daggers, hatchets, clubs, and short swords 20
Medium Weapon such as swords, axes, maces, and the like 30
Large Weapon such as two handed swords and axes 40
Huge Weapon such as great swords, great axes, and chainsaws 50
If someone were to add points to their character concept such as Strong +1 or Very Strong +2 It would add 10 or 20 points to damage respectively.

Guns are much deadlier
Pistol 40 and fires twice. 2-12 +3 bullets left.
Revolver 50 1-6 bullets left.
Submachine Gun 40 fires three times 3-18 +2 bullets left.
Rifle 60 1-6 +2 bullets left.
Assault Rifle 60 Fires three times 3-18 +2 bullets left.
Single Barrel Shotgun 70 and 1-6 shells left.
Double Barrel 70/ Fires two times 1-2 shells left.
In the world of Dark Horror bullets are always rare. There are many different types of guns and different rates of fire. Most guns will only shoot 1 round a turn but some may shoot up to 3 if fully automatic.


In most cases players move 30 feet a round unless they have come up with a good story of why they are faster and so athletic. No player can move faster than 50 feet a round.


Now for the setting of Dark Horror. Your character wakes up in a dark place. Some kind of building in the dark. How did I get here? Who am I? That is up to the Player. Has there been some tragedy in the Character's life? Have they been searching for a lost loved one? Has a dead loved one been seen and they followed?

What is the Setting?

1. Large Farm or Ancient Estate
2. Small Town
3. Large Town
4. Small City
5. Large City
6. Megalopolis

It's really dark outside and there appears to be a problem with the electricity. It turns on and off. There is usually a storm or bad foggy weather. It is mostly a bone chilling coolness but once in awhile it may be terribly hot. Weird sounds of moaning or screaming is in the distance but it seems to have no source. If you wander outside you hear things wandering about. Make a terror roll 1-3 stay calm or 4-6 become terrified and run back inside.

Anyone that tries to leave by the wilderness is
1-3
Returns with half hit points and has aged 1-6 years with a 6 adding 1-6 more years. For every year lost past 30 years old you permanently loose hit points from your maximum amount.
4-6
A scream is heard and they are never heard from again. Make another character. May return as a monster later.


Monsters of Dark Horror from A to Z.

HP Damage Movement

A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Zombie HP40 Damage20 Movement10
This is your typical walking rotted corpse. They are quite mindless and easy to kill. They are not very good at attacking and only hit on a 1-2 and miss on a 3-6.