Categories
Old school Tabletop RPGs

Coins & Scrolls on fast kingdom mapping

This method for quickly mapping fantasy kingdoms over on Coins & Scrolls is really neat.

Start with a blank map, just coastlines. Add dots for major settlements, and color the hexes around them to identify the “core regions” of different counties/duchies. Then roll dice to expand those counties, determine undeveloped regions, and create enclaves.

The end result looks dandy, but — perhaps more importantly — this mapping methods looks like a lot of fun and seems like it would produce a gameable map.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school RPG community Tabletop RPGs

Hate speech has no place in gaming: Stuart Robertson’s OSR logo

Stuart Robertson is right the fuck on the money with this one: As the creator of the most widely used OSR logo, he is legally withdrawing the right to use it on any works containing hate speech (as defined by Canadian law).

The thread on Google+ where he made this announcement is epic. If you have as many toxic right-wing assholes blocked as I do it will be a gap-filled but highly entertaining read. Anything that pisses off bigots is a good thing; that it’s a principled stand backed up by Stuart’s apparently infinite patience is all the more impressive.

Hate speech has no place in gaming.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school Story games Tabletop RPGs

Dead Friend and Two OSR Dungeon Crawls

I’ve added a couple new books to my list of my favorite free & PWYW RPG products on DriveThruRPG (covering about 3% of the 7,500+ products available) that are both so good that I want to talk about them here.

The first is Dead Friend: A Game of Necromancy (paid link), by Lucian Kahn, which is a two-player RPG — one of my favorite types of game.[1] One of you plays a necromancer; the other plays the necromancer’s dead friend. It reminds me of Murderous Ghosts (paid link), which I love, and I can’t wait to try it.

In it, you place a ritual symbol in the center of the table, surround it with a ring of salt, move coins around, hum, make strange utterances — and try to pursue wildly opposed goals — like “bring your dead friend back to life” for the necromancer, and “kill your friend” for the dead. It’s a polished and fantastic-looking little game, too.

The other is John Battle’s Two OSR Dungeon Crawls (paid link), which provides what it says on the tin. Bland title aside, these are both fascinating dungeons. It would benefit from some editing and a nicer layout, but the content is delightful — so delightful that I dropped it right into my “I’d love to run these modules anytime” folder.

My favorite of the two is The Globe, which involves an enchanted snow globe, a tooth-stealing lich, a host of mummies, a truly terrifying variant of mummy rot, and some deeply creepy moments. It also includes something I’m always excited to see in any dungeon crawl: potentially campaign-shaking consequences based on how the PCs handle it.

[1] When I first started gaming, one GM and one player was the only way I played for a couple of years. In retrospect I don’t know why I didn’t try to link up the separate friends I gamed with, but the intimacy and tone of two-player gaming is so fantastic that it just never occurred to me.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school Swords & Wizardry Tabletop RPGs

Comparing Swords & Wizardry Core vs. Complete

Reading Rappan Athuk (paid link) renewed my interest in checking out Swords & Wizardry (paid link), and it also made me curious about the differences between S&W Core and S&W Complete.[1] I searched for a simple summary of those differences and kept seeing variations on this: “Core is the 3 LBBs + Supplement I (Greyhawk); Complete is 3 LBBs + the classes, spells, monsters, treasure, and some additional rules from all supplements to the LBBs.

I wanted something a bit more definitive, and when I glanced through both books the classes jumped out at me as the only substantial difference — so I decided to do a quick side-by-side analysis. I compared the latest printing of both books, the 4th printing of Core and the 3rd printing of Complete.

If you’re new to S&W, or want to compare versions on your own, the game is free and you can grab almost every printing here (with thanks to Smoldering Wizard for collecting those links).

Quick and dirty

Here’s the TL;DR version of what I found:

  • Complete includes more classes
  • Complete includes one additional race
  • Combat in Complete alternates sides for movement/missiles and then again for melee/spells, while in Core each side does everything before the other side goes
  • PCs die at -1 in Complete vs. -[level] in Core
  • Complete includes rules for siege, aerial, and ship combat
  • Core and Complete include the same monsters, spells, and treasure (except for Complete having druid spells)

The additional classes are by far the largest difference, followed by the variations in combat and dying and the special combat rules that appear in Complete.

Marginally less quick and dirty

Here’s a more detailed look at the differences I found when comparing the two versions. I didn’t do a deep dive and compare monster stats or spell descriptions because that wasn’t what I needed at the moment — I needed a snapshot to tell me which edition I would prefer.

Classes

  • Core includes cleric, fighter, magic-user, and (optional) thief
  • Complete adds assassin, druid, monk, paladin, and ranger

Races

  • Complete adds half-elves

Combat

  • The first three steps (surprise, declare spells, initiative) and final step (end of round) of combat are the same, but the default approach to the middle steps differs (see below)
  • In addition to offering Holmes as an alternative combat sequence (which both do), Complete also offers Core’s approach and a third variant
  • In the Special Situations section, Complete notes a house rule about critical hits and fumbles, and also clarifies spellcasting in melee with a note about wands and staves
  • Under Damage and Death, dying is different:
    • In Core, 0 HP means unconscious and bleeding out 1 HP/round, with death at -[level]
    • In Complete, 0 is unconscious, -1 is dead, and bleeding out is noted as a house rule

Combat steps

Here’s a breakdown of the first bullet, the middle steps of combat. In Core, the middle steps are:

  • Initiative winner does everything (move, missiles, melee, spells)
  • Then initiative loser does everything
  • Then folks with held initiative go

In Complete, the steps are:

  • Initiative winners move or fire missiles, then initiative loser moves or fires missiles
  • Initiative winner makes melee attacks and their spells go off, then initiative loser does the same
  • Held initiative doesn’t exist

High-Level Adventuring

  • Complete includes a few additional details about constructing castles.

Magic

  • Complete adds Gate as a level 7 cleric spell
  • Complete includes druid spells (since it includes the druid!)

Designing the Adventure

  • There’s an additional dungeon example in Complete

Special Combat Rules

  • Complete includes siege, aerial, and ship combat in the Special Combat section (both include mass combat)

Monsters

I looked at the monster lists by challenge level, and wherever they varied I confirmed that both books do in fact include those monsters. In Complete, the variations are:

  • Dragons don’t appear in the Monsters by Challenge Rating lists (they do in Core)
  • CL 1 adds the lethal variation of giant centipedes
  • CL 2 adds lethal giant centipedes
  • CL 5 adds giant leeches
  • CL 9 subtracts giant fish
  • CL 10 subtracts baalroch demon, which becomes CL 13 (although its description says 17)
  • CL 13 subtracts dragon turtles, which become CL 12
  • CL 14-16 adds dragon turtles

There are alphabetization errors in both versions’ monster lists, so my guess is that dragons were an unintentional omission from Complete’s lists. The leech, centipede, turtle, and fish look like cases of Complete correcting omissions from the lists in Core (since both books have those monsters, and their CLs are identical). I’m not sure what to make of the baalroch demon: He’s CL 10 in Core, and appears at CL 10 on the list; in Complete, he’s CL 17 and appears under CL 13.

Hack to taste

S&W is designed to be hacked to suit one’s personal preferences, and if I were to sit down and run an S&W game right now I’d probably grab Complete and just eliminate all classes except the original three (cleric, fighter, and magic-user).

Complete already uses my preferred approach to combat and dying, and given that the rest is functionally identical I’d rather have the small amount of extra material (castle stuff, aerial combat, etc.) just in case it came up. Both versions share Matt Finch‘s excellent writing, a conversational tone, clean layout, and clear rules, and of course you can just as easily drop the bits of Complete you like into Core (and so on).

Having now spent quite a bit of time with different versions of S&W, I’ve found that I love the clarity and spark of the presentation in the 3rd printing of Complete — the 2017 version helmed by Stacy Dellorfano, with layout by Leigh Tuckman. Given that it was only a buck during the KS and the every other printing is available for free in PDF, I hope this one will eventually be available for free as well.

[1] S&W WhiteBox is a different animal from both Core and Complete in ways that are much easier to evaluate (all weapons do d6 damage, most monsters have one attack, flatter power curve, etc.), and in any case Rappan Athuk is written for S&W Complete; the easiest course being to run it with Complete, that’s what I wanted to look at.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school Swords & Wizardry Tabletop RPGs

The Frog God Swords & Wizardry Superbundle

While prowling around for a deal on Tome of Horrors Complete I stumbled across this PDF bundle on the Frog God website — the aptly named Superbundle for Swords & Wizardry. It’s broken into 3 tiers: $5, $13, and $25.

I love monster books, and in addition to ToHC this bundle includes two others that were also on my wishlist. Sticking to just the monster books, Tome of Horrors Complete ($25 tier) is normally a $30 PDF, Monstrosities ($13 tier) is normally $15, and Tome of Horrors 4 ($5 tier) is normally $25 — so that’s $70 of monstery goodness for $25.

And that’s not even taking into account the other stuff I’m also curious to check out, like the Borderland Provinces (all 4 included) and Hex Crawl Chronicles books (all 7 included), or the stuff that’s completely new to me. This bundle made my day — maybe it will make yours, too.

Here’s the breakdown:

$5 tier:

  • Quests of Doom 1
  • The Borderlands Provinces
  • Tome of Horrors 4
  • The Mother of All Encounter Tables
  • Rogues of Remballo
  • Adventures in the Borderlands

$13 tier (includes lower tier):

  • Monstrosities
  • Quests of Doom 3
  • The Borderland Provinces Gazetteer
  • The Borderland Provinces Players Guide
  • The Borderland Provinces Journey Generator
  • Strange Bedfellows

$25 tier (includes both lower tiers):

  • Digital Maps
  • Hex Crawl Chronicles 1-7
  • Chuck’s Dragons
  • Swords and Wizardry Card Decks
  • Tome of Horrors Complete
Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D OD&D Tabletop RPGs

Agreement, rough edges, and combat as sport vs. war

This post is a round-up of three things that crossed my path and grabbed my attention, all RPG-related.

Gygax on agreement

I found this fascinating 1975 Gary Gygax quote over on The Acaeum:

Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the “rules” found in DandD. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, DandD will have become staid and boring indeed. Sorry, but I don’t believe that there is anything desirable in having various campaigns playing similarly to one another. DandD is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson’s campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to “survive”. Now, for example, if I made a proclamation from on high which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds or even thousands of other players. My answer is, and has always been, if you don’t like the way I do it, change the bloody rules to suit yourself and your players. DandD enthusiasts are far too individualistic and imaginative a bunch to be in agreement, and I certainly refuse to play god for them — except as a referee in my own campaign where they jolly well better toe the mark.

Looking at the last 40-plus years, at all of what’s come after that quote D&D-wise, this quote is mindblowing. So many things that have become commonplace assumptions in many RPGs are gleefully and confidently disregarded in this paragraph. I love it.

1975 was still salad days for D&D — the era of OD&D, and of this quote (also Gygax) from the afterword to The Underworld & Wilderness Adventures (emphasis mine):

We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you?

I love that ethos as a GM and as a player. It’s directly at odds with the existence of supplements (and many other aspects of the RPG industry, including some of the books I publish) and other books I enjoy, though, so I’m also always torn about how it applies in practical terms. But as a foundation and a navigational aid, it’s one of the principles I like most about old-school RPGs and gaming in general.

Maliszewski on rough edges

I’ve spent quite a bit of time mulling over this excellent GROGNARDIA post. Back when I first read it, it didn’t sound like what I wanted out of gaming. Nowadays, I couldn’t agree more.

I don’t know about you, but I don’t want every session of my D&D campaign to come with guaranteed fun. That may seem odd, but it’s not. Most of us, I think, if we’re honest, understand that we like rough edges — we need rough edges. Something that’s too smooth, too formulaic, especially in the pursuit of entertainment, will wind up producing its antithesis.“

Looking back on my best gaming experiences, they often had rough edges — and maybe those were integral to making the overall experience richer. To get the alchemy that makes gaming so exciting, you have to accept that sometimes lead just stays lead, and not everything has to be perfect.

Combat as sport vs. combat as war

I remember seeing this thread about combat in different editions of D&D going around (and around) a while back and never clicking on it. But a year or so ago, when I finally read it, it changed my understanding of D&D. It articulates things I’d previously thought about in a nebulous way, but could never have put into words this clearly.

Here’s a few excerpts from the original post by Daztur:

Without quite realizing it, people are having the exact same debate that constantly flares up on MMORPG blogs about PvP: should combat resemble sport (as in World of Tanks PvP or arena combat in any game) or should it resemble war (as in Eve PvP or open world combat in any game). […]

I think that these same differences hold true in D&D, let me give you an example of a specific situation to illustrate the differences: the PCs want to kill some giant bees and take their honey because magic bee honey is worth a lot of money. Different groups approach the problem in different ways.

Combat as Sport: the PCs approach the bees and engage them in combat using the terrain to their advantage, using their abilities intelligently and having good teamwork. The fighter chooses the right position to be able to cleave into the bees while staying outside the radius of the wizard’s area effect spell, the cleric keeps the wizard from going down to bee venom and the rogue sneaks up and kills the bee queen. These good tactics lead to the PCs prevailing against the bees and getting the honey. The DM congratulates them on a well-fought fight.

Combat as War: the PCs approach the bees but there’s BEES EVERYWHERE! GIANT BEES! With nasty poison saves! The PCs run for their lives since they don’t stand a chance against the bees in a fair fight. But the bees are too fast! So the party Wizard uses magic to set part of the forest on fire in order to provide enough smoke (bees hate smoke, right?) to cover their escape. Then the PCs regroup and swear bloody vengeance against the damn bees. They think about just burning everything as usual, but decide that that might destroy the value of the honey. So they make a plan: the bulk of the party will hide out in trees at the edge of the bee’s territory and set up piles of oil soaked brush to light if the bees some after them and some buckets of mud. Meanwhile, the party monk will put on a couple layers of clothing, go to the owl bear den and throw rocks at it until it chases him. He’ll then run, owl bear chasing him, back to where the party is waiting where they’ll dump fresh mud on him (thick mud on thick clothes keeps bees off, right?) and the cleric will cast an anti-poison spell on him. As soon as the owl bear engages the bees (bears love honey right?) the monk will run like hell out of the area. Hopefully the owl bear and the bees will kill each other or the owl bear will flee and lead the bees away from their nest, leaving the PCs able to easily mop up any remaining bees, take the honey and get the hell out of there. They declare that nothing could possibly go wrong as the DM grins ghoulishly.

So much of what I enjoy about older editions of D&D and dislike about 3.x and 4e, and what I enjoy about sandboxes, is neatly encapsulated in the sport vs. war analogy. I’ve returned to it many times over the past few months, and I wanted to make sure it was archived here on Yore for future reference.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
Old school Tabletop RPGs

An overlooked OSR gem: Lesserton and Mor

Lesserton and Mor (paid link), written by Joel and Jeff Sparks of Faster Monkey Games, is a product that I don’t think has received its due. It’s a fantastic, unique, flavorful, and versatile sourcebook for a premade city and its neighboring open-air megadungeon, and it’s incredibly cool. (Update: And it’s now free in PDF!)

For starters, just look at this glorious Peter Mullen cover:

The late, great Steve Zieser did all of the interior art, and his style — like Mullen’s — matches up beautifully with L&M’s “dirty British fantasy” aesthetic.

The hook

L&M has an awesome premise: The ancient city of Mor, “mankind’s proudest achievement,” was sacked by barbarians, and then destroyed in a mysterious cataclysm. The refugees of Mor made their new home next door, and grew that ragged settlement into the city of Lesserton — “the adventurer’s paradise,” a home base for those brave and foolhardy enough to venture into Mor to claim its riches.

Lesserton is fully described in L&M, from districts to buildings to personalities to laws. But Mor is not — Mor, you make yourself. It’s even possible to roll it up as you play, creating new hexes and populating them as the PCs venture into unexplored territory (along the lines of my own Hexmancer).

What’s inside

L&M is a shrinkwrapped bundle, old-school style: a wraparound cardstock cover, unattached to the three booklets inside. The loose cover doubles as a map of Mor, intended to be filled in as you go. Inside are three books: a ref’s guide to Lesserton, a thinner players’ guide to Lesserton, and a guide to rolling up your own Mor.

Lesserton reminds me of WFRP’s Middenheim (paid link) and Terry Pratchett‘s Ankh-Morpork — two of my favorite fantasy cities — but it’s also its own animal. It’s populated by a ragtag mix of people, including many part-ork (“orkin”) folk descended from the original invaders of Mor, and home to all manner of gambling houses, pubs, and brothels. (“Fantasy Mos Eisley” would also be decent shorthand.)

The Referee’s Guide to Lesserton plumbs its depths rather well, and packs a lot of stuff into 68 pages. It’s not chaff, either — it’s stuff you’ll actually use at the table (like another of my favorite city books, Fever-Dreaming Marlinko [paid link], which I’ve written about on Yore).

There are regular pit fights, places to rob, weird shops where you can buy weird shit, normal shops that will sell you adventuring gear, and on and on. There’s a whole section on carousing, which I now realize I missed in my look at carousing in D&D from 1977 to present, and it’s great.

I loathe homework in RPGs, but I love players’ guides to settings; for me to be happy, players’ guides need to be extremely well done, or they’re just homework. The Player’s Guide to Lesserton is extremely well done. For starters, it’s 16 pages long.

What’s the city like? One page, boom. Where is X? There’s a map on the back cover. “I want to get shitfaced.” Covered. “I got too shitfaced, where do they take drunks here?” Covered. “Where do I gamble/drink/fuck?” Covered.

Also covered are lots of things that feel very Lesserton to me. For example, Brinkley’s Assurity Trust will, for 100gp, sell you a bumblebee pin that signals to the orkin tribes who live in Mor that there’s a ransom for your safe return. That’s brilliant! L&M is full of touches like that; it’s designed for play, not just reading (or worse, endless, droning setting-wankery), and it shows.

Finally, there’s the Referee’s Guide to Mor, plus its companion map. This booklet (28 pages, also a great length for what it needs to do) opens with useful background on Mor — what was where, what sort of city it was, and the like. That gives you a good foundation for improvisation during play.

The balance of the book is a framework for generating your own version of Mor, hex by hex, either in advance or on the spot. Random terrain, random buildings, random encounters, special areas (caches, dead magic zones, excavations, etc.) — pure hexcrawl goodness. It even covers generating the orkin clans who call Mor home.

Awesome possum

Put it all together, and L&M is a hell of a toolbox. To stretch the toolbox analogy a bit, it’s like a toolbox that contains some top-notch tools you’re likely to need, as well as the parts to make the ones it’d be more fun to create yourself, and an owner’s manual to help you make the most of both.

I rarely hear anyone talk about Lesserton and Mor (paid link),  which is a shame — it’s a true gem of a setting. I rate it a 10/10, and heartily recommend it.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
DCC RPG Tabletop RPGs

DCC RPG: convention funnel edition

When I thought about what I wanted to be able to run on short notice at Go Play NW, if the opportunity arose, DCC RPG (paid link) was on the list — except I didn’t want to carry the whole rulebook.

Having already trimmed the rulebook down to 18 pages, I wondered if I could go even lighter by printing out a version that only includes the rules I needed to run a funnel. There’s stuff in the “core 18” pages that doesn’t apply to funnels, but for a pickup game with strangers I’d also want a few other things included. Here’s what I came up with.

Funnel packet

So what’s in the pile? Seven things (starting in the bottom left in the photo, and working deeper into the pile):

  1. A stack of pregenerated peasants, produced using Purple Sorcerer’s o-level party generator[1] and then cut out, so that we could draw randomly for everyone’s PCs (which feels appropriately DCC).
  2. The 12-page convention funnel edition of the DCC rules, which is only the stuff you need to run pregenerated peasants, and nothing else. Setting aside the cover pages (use whatever you like), and using the printed page numbers from the 4th printing (not the numbers my PDF reader assigns), that’s:
    • Skill checks, pp.66-67
    • Equipment and related rules, pp.70-73
    • Combat, pp.76-82
    • Damage, healing, and other misc. rules, pp.93-96
  3. The Portal Under the Stars, a fantastic funnel, printed straight from the core rulebook (pp.452-456); ideal for a short session.
  4. A second funnel option, Sailors on the Starless Sea (paid link), which I haven’t run before but have heard only good things about; ideal for a longer session, at least four hours.
  5. A character creation packet, pp.18-24,[2] in case we decided to make characters. I wanted to have that option, because making funnel PCs is fun.
  6. Extra copies of the occupation tables, pp.22-23, because experience has taught me that having more than one of these available is a big timesaver.
  7. A few blank “four-up” 0-level PC sheets, also from Purple Sorcerer, which are hiding at the very bottom.

The whole idea is to reduce size and handling time. If I was less concerned about carrying stuff, I’d have stuck the pages in a binder; keeping them as little packets made them smaller. Making packets also helps with handling time: Not creating PCs? Set that packet aside, and now I don’t have to flip past those pages to look up rules I actually need.

I didn’t wind up running DCC at the con — my lone pickup session was of another game I’d brought, The Quiet Year (paid link; one of my favorite RPGs). But the next time I need my “convention edition,” it’ll already be there in a tidy little stack, just waiting to mangle some peasants.

[1] With the option to only show Luck modifiers if they matter turned on, because those are just noise to first-time players.

[2] This could easily be included in the main packet, and it does contain rules that aren’t unique to character creation — stuff about saving throws, etc. I’ve run enough DCC that I don’t need these basics handy.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D Old school Tabletop RPGs

Exemplars & Eidolons: an OSR Swiss Army Knife

I’m going to be playing Exemplars & Eidolons (paid link) next week, so I figured I’d better pick up a copy. Because Kevin Crawford is a mensch, it’s free in PDF and cheap in POD.

In a nutshell, it’s designed to mash up godlike heroes and old-school D&D adventures. Grab a D&D module, read a few numbers included therein a bit differently, and toss in E&E characters — or make your own, of course. Either way, “a single hero is transformed into a figure of towering might,” and the whole thing is delightfully rules-light.

The tacky gold stripe edition

I booklet-printed my PDF copy and took it to an office supply store for assembly. I went with a gold border because they didn’t have any plain options, and gold is fancy. Coil bound, of course, because all hail coil-bound gaming books.

It runs 47 pages, and once you subtract the covers and so forth it’s really just north of 40 — this is a game that does a lot with a little, which is something I love. And while E&E looks like a book, it’s actually a Swiss Army Knife. You know:

The larch

That Alox Electrician (paid link) was my constant companion during our 2015 move from Utah to Seattle.

It cut, pried, poked, and unscrewed all sorts of stuff while we packed up our house; it bounced along in my pocket for a thousand miles; and it broke down dozens of boxes when we arrived in Seattle. It’s one of my favorite pocket knives.

It’s compact, tough, multifunctional, and can accomplish a lot with its handful of cleverly designed tools. Which is a pretty good analogy for Exemplars & Eidolons, because just as you can do all sorts of stuff with a SAK, E&E isn’t only a game:

Exemplars & Eidolons is really an RPG book layout template. Its pages are intended to provide a basic framework for other indie game publishers who’d like to print booklets in the same vein as the original “Little Brown Books” of our gaming youth.

The PDF package comes with InDesign templates, artwork, and permission to use them as you see fit (including for commercial projects). This is basically the most Sine Nomine thing possible, and Kevin’s ability to do stuff like this while also publishing a really nifty-looking game is one of the things I love about his approach to publishing.

Under the hood

Like all the other Sine Nomine books (paid link) I’ve read[1], E&E runs on a lightweight D&D-like chassis: 3-18 for stats, classes, saving throws, hit points, yadda yadda. But, also like Kevin’s other stuff, E&E is its own thing; there are flourishes and tweaks and additions that make it tick.

(Illustration by Joyce Maureira)

Here are my favorite elements (so far):

  • One-page character creation. Nine steps, one page, all neatly summarized. Yeah, you’ll need to look up a few things, but still: zippy.
  • Facts. You write down three facts about your character, each one sentence long, and in play you get bonuses whenever they’re relevant. Instant flavor, player-driven worldbuilding, and mechanical heft — I dig it.
  • Gifts. This is how PCs start as “figures of towering might.” Want amazing AC without armor as a rogue? Take Dodge Blows, and boom amazing AC. As a sorcerer, want to cast a low-level spell at will, as often as you like? Take Mastered Cantrip. Gifts are powered by Effort, a scarce resource which grows as you level up, keeping things interesting.
  • 1st equals 5th. E&E PCs are about equivalent to 5th or 6th level old-school D&D PCs. Grab a higher-level module for an epic challenge, or enjoy grinding a mid-level one into pulp under your godlike boot-heels.
  • The Fray die. Alongside anything else you do in a round of combat, you can always roll your Fray die. It’s automatic damage applied to foes within range who have fewer hit dice than you do levels. In just three short paragraphs, this mechanic goes a long way to giving the game a godlike, larger-than-life feel.
  • Converting from D&D. To use a D&D monster with E&E, just treats its HD as HP; most E&E characters have single-digit hit points. 8 HD monster? 8 HP in E&E. I balk at any sort of game conversion that requires work[2], but this is so trivial it’s brilliant.
  • Wealth. “Legendary heroes don’t count coppers.” Small treasures are ignored; you always have that kind of spending money. Substantial ones are worth a point or two of Wealth. Need to acquire something big, like a ship? Spend 1 Wealth.
  • Problems and Influence. The basic “unit of adventure” in E&E is the problem. A problem is something that calls for heroes: plagues, invading armies, evil cults, etc. Each problem has a difficulty rated in Influence, which is E&E’s version of XP. When the PCs do Hero Stuff, they earn Influence; if they do Hero Stuff which works towards solving a problem, they can apply that Influence to the problem’s rating until it goes away. That’s a really slick way to create a setting, and adventure opportunities within that setting — and, like every other damned thing in E&E, it’s handled clearly and efficiently. E&E’s adventure and setting advice is excellent, and takes up just five pages, one of which is random tables for adventure seeds. So fucking solid.

Notice how E&E is just one letter further along in the alphabet from D&D? I don’t think that’s an accident: E&E is like D&D, one layer higher — epic fantasy on an old-school chassis, with similar expectations around creative problem-solving and making your mark on the world, but a different focus.

Exemplars & Eidolons (paid link) is a deft, clever, and efficient take on epic fantasy, marvelously lightweight and streamlined, and compatible with all things OSR. I’m excited to try it out.

[1] Favorites include Red Tide, An Echo, Resounding, and Stars Without Number (all paid links.)

[2] Because it’s fucking work.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
B/X D&D D&D Old school Tabletop RPGs

Small But Vicious Dog: B/X + WFRP + love

Thanks to a post by James Aulds over on G+, I got to enjoy reading Chris Hogan‘s mashup of Warhammer Fantasy Roleplay and B/X D&D (paid link), a free RPG called Small But Vicious Dog.

It’s a flavorful delight.

Rules needn’t be dull

SBVD presents fun, coherent rules that express the ethos of the game and the world, all in 36 pages. It’s everything I love about dirty British fantasy (which in turn is part of why the Fiend Folio [paid link] is my favorite monster book). Chris knows his B/X, and he knows his WFRP, and he groks them both.

By way of example

It’s easier to show than tell, so here are some of my favorite bits from SBVD.

The introduction:

Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witchhunters; a place where “Blather”, “Flee!” and “Mime” are legitimate skill choices; and where all material on the insidious threat of Chaos is officially interchangeable between settings.

From the write-up on dwarves:

All dwarves are beersoaked beards on legs who stop mining only to fight, drink heavily and/or sing about mining. They consider everything they say and do to be SRS BZNZ and nurse a grudge like a Bretonnian nurtures a fine vintage wine. All perceived similarities between Dwarves and Yorkshiremen are coincidental.

It’s funny, but it’s also functional. I could play an SVBD dwarf character using only that description, and it would be a hoot. The game is excellent at combining concision with humor.

In SBVD, a character’s social status makes it harder for peasants to do anything against them:

Social position affects all dice rolls made directly against a particular character. […] Exactly how and why this works the way it does is something of a mystery: the consensus is that it’s rather difficult to beat the crap out of someone while you’re malnourished and/or busy doffing your cap. Either way, this rule prevents some dirty oiks with rusty knives and a plan from opportunistically assassinating the Kaiser.

This is a great example of a clever rule that’s also a fun read. The whole section on how social status runs less than a page, but it communicates a lot about the setting and the people in it, and the actual mechanics are excellent.

Lastly, here are items 4-9 from the list of stuff to keep in mind that closes out SBVD:

4. Everyone has an agenda, sometimes several.
5. It can always get worse, and generally should.
6. If in doubt, Chaos did it!
7. If it appears that Chaos didn’t do it, check harder.

Even if it never hits the table, Small But Vicious Dog is a fun read for fans of WFRP — or anyone interested in how to communicate RPG stuff clearly and briefly without it coming off as dry.

It also does some neat things to B/X D&D that could work well in other settings. For example, it immediately makes me think of the OSR setting Lesserton & Mor (paid link), which is criminally underrated (and which I should really post about sometime!) and shares some of the same dirty British fantasy feel.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.