Monday, February 20, 2017

DCC session report - Blackrock Manor #5

In this installment of Blackrock Manor, we return to our intrepid band of monster killers and treasure hunters, standing over the body of a slain construct of metal and glass in an otherworldly trophy room.  So far, their expedition has made good decisions and possessed good fortune.  The former would be remain the case, but not the latter.


Vanquished at the end of last session
The trophies in question occupied metal plinths, some of which were surrounded by strange fields of light, of which some were stable and others flickered unpredictably.  With little difficulty, the party was able to obtain all the artifacts that weren't protected by constant fields.

Let's pause a moment to take the roll call, in alphabetical order, no less:
  • Brendan, doing his best to prove with Gregh the Warrior that might makes might
  • Gareth, offering the sage judgement of the Wizard Sizarius, and getting the hell out of Gregh's way
  • Stan, whose Courve the Thief always erred on the side of Not Dying
  • Steve H., bravely rescuing fellow dwarfs with his Rune Priest, Martine
  • Steve W., insuring that Grognard the Dwarf gave Martine plenty to do
  • Xavier, pushing Archimedia the Thief's luck to nearly-tragic ends
So what treasures did our gang liberate from this forgotten museum?

Friday, February 17, 2017

An idea for the sandbox: no character progression

Sometimes, we are so used to traditions and convention that we forget to question them.  One that I've been re-considering lately, for the first time ever, is the idea of character progression.  I only know of one RPG where improvement of skill over time was not assumed to happen: classic Traveller. 

This was the rulebook I had back in the day

With that one exception in mind, I can't think of any tabletop RPG that doesn't have a system for character progress.  The main question that most rules answer is whether to have a class-and-level system, or track individual skill levels.  Games carefully consider what is the proper rate of character improvement.

But is this all absolutely necessary?

Tuesday, February 14, 2017

Review: The Well of Souls and The Treasure Vaults of Zadabad


This is technically two reviews, since we're talking about two adventures; The Well of Souls is billed as an introductory adventure, and The Vaults of Zadabad is its immediate sequel.  Both are sold by Stormlord Publishing, with both being penned by Carl Bussler, with Eric Hoffman on Treasure Vaults. You can find them on DriveThru, but The Vaults of Zadabad has versions for DCC and Swords and Wizardry.  I have both adventures for DCC, in PDF format, and that's what I'll be reviewing here.




Sunday, February 12, 2017

Empress session report - The Rise of the Murderhobros #1


As I mentioned in my last post, I am now GMing for a weekly crew using my homebrew rules for Empress 2.0.  Now, I still need to catch up on session reports from the Blackrock Manor campaign, but due to its monthly nature, it won't be hard to bring this blog up to speed.


A legend is born

So as for my Empress gang, a bit of history...I was previously GMing a group with Empress 1.0 as a weekly thing, with all players connected to an audio group chat in Roll20 (later using Roll20 for shared maps and Google Hangouts for the audio).  With that group, we had some great moments, but I didn't feel that my campaign was working for the group, and we tried to transition to a weekly DCC campaign.

That campaign eventually ran into scheduling issues, and as a result, it's become my monthly DCC group aka Blackrock Manor.  And I have to say, the rules and whole sensibility of DCC are a much better fit for this crew, as are in-person sessions.

Unfortunately, the mix of in-person and online players didn't really work for the people online (crosstalk at at the gaming table can become very indistinct over webcam).  As a result, I lost one of my original players, but he wasn't done with our campaign, bless his soul.  Instead, he wrangled up a couple of players in HIS area, hyped them up on probably-untrue stories of my GMing prowess, and drafted me into being their GM.  Well, I always said I wanted enthusiastic players.

Tuesday, December 27, 2016

Empress 2.0!

This is a bit out of nowhere.  In short, I just drafted a new set of rules for Empress, my homebrew FRPG.  As the post title suggests, we're going to call this Empress 2.0, for now.


Here she is!

What's different?  In a nutshell: it's much simpler.  I reduced the ability count from seven to five, and that's with adding Luck as a new ability.  Armor is handled simply by increasing the Hit Class, with some rare attacks halving or nullifying the armor contribution.

Also, magic is a lot simpler.  Rather than describe a complex framework for custom spell casting methodologies, I reduced it to two: a semi-Vancian system, with slow-cast spells being stored up in a limited container for fast-casting (sorcery), and a fatigue-based system where casters develop mutations or restrictions as they advance (witchcraft).

I've added a few concepts, mostly stolen from Dungeon Crawl Classics (DCC).  There's the aforementioned Luck, of course.  In this case, all characters regain a Luck point per day.  There's also a skill in Cantrips, which can basically be used to apply Luck to other characters (and also as a penalty), and to have it occur based on conditions.  It yields double the bonus of a simple Luck expenditure, as well.  This is an Explorer skill (my renaming of the Lamentations of the Flame Princess' (LotFP) Specialist) rather than a straight-up mage art, and it kind of simulates the mechanics of the DCC Halfling.

I also introduced my own system for feats which is based on Mighty Deeds.  Basically, all characters are encouraged to supplement every attack with some special effect.  The damage will always succeed if the attack hits (assuming the attacker wants to do damage).  The feat will succeed if (1) the attack succeeds by an amount based on the difficulty of the feat, and (2) if the defender fails a saving throw.  Warriors have an advantage, here, since they can take combat specializations that decrease the required margin of success to activate the feat.

The kind of mutations and restrictions that witches accrue, called "marks," are based partly on corruption from DCC, and similar ideas from Crypts and Things. The latter game influenced a number of these mechanics in subtle ways.  They show themselves most clearly in how damage is handled.

Finally, note that this is a work in progress.  Some of the tables are incomplete, and there's plenty of room for things to change.

Latest update: 2/10/2017

Without further ado...

Wednesday, December 21, 2016

More house rules for DCC - swords and crossbows

One of my very few nit-picky issues with DCC is how they categorize swords. They go with the old set of categories established back in the TSR days (I'm told 5e improves on this, which is IMO a good thing).  In those days, there were five swords types (that I can remember): short, broad, long, bastard and two-handed.  DCC does away with broad and bastard.

It was never entirely clear what the difference was between long and broad swords, and some rules (IIRC) permitted bastard swords to be used one- or two-handed, giving slightly different characteristics for each usage.  I could be wrong about that part, or it might just be edition dependent.  But the thing that irks me the most about this is that these names seem completely arbitrary, and create confusion when people talk about actual swords.


See, longswords are held in two hands

On top of that, most FRPG rules I've learned have left me a bit cold where crossbows are concerned.  In this department, DCC is quite the offender.  There is quite a bit of variation in crossbow damage, range and reload speed, and DCC only has one crossbow.  On top of that, somehow it has a range in excess of a longbow!



You aren't loading and firing this in one round!

I made a couple of table rulings on these matters, but they didn't quite sit right with me later, and they weren't properly explained.  So after giving it some thought, I revised my ideas a little and wrote them up for my players in an email.  That's what I'm going to talk about here.

Tuesday, December 20, 2016

DCC session report - Blackrock Manor #3 and #4

It's been a while since we visited that blasted suburb of Punjar, Blackrock, and its eponymous brothel - although, it should be noted that its owner, mistress Archimedia of...what was the name of her family, anyway?  Anyway, her - she renamed it "Blackrock Manor."  And why not?  It's no less a manor than a brothel.  The reality is neither; it is the rat-infested and rain-sodden guildhouse of a budding adventurer's guild.

That's nothing new, just a bit of a background recap.  Except for the part about the new name.

Anyway, when last we visited our intrepid adventurers, they were emerging into the sun, blinking furiously and too parched to form words.  As they greedily eyed the babbling brook, looking to slake their collective thirst, a peculiar troupe of imps had emerged from the forest path bearing an unconscious priest.  Upon sighting the party, they had laid down their recumbent cleric as a disembodied voice bid them to feast on your flesh.  That's pretty much where we left off.