Monday, August 22, 2016

Simple Weather for Gaming

One thing which helps immersion in gaming, including setting the mood or tone, is weather.  Some games don't really cover it, while others go into deep simulationist detail.  Recently, I decided I needed some weather tables for my Neo School Hack rules.  I wanted them to use either a d10 or a d12, because that's what Old School Hack uses, and I wanted them to be one-roll simple.

For me, I want weather tables to tell me two things: 1) does the weather impose any effects and 2) what is the general mood or tone for the day.  So I built these 1d10 tables for the four seasons of a generic northern hemisphere temperate zone, such as you'd use for a classic pseudo-European medieval fantasy game.  I think they'll work just as well for temperate North America and Asia.

Spring
  1. Breezy & Cool 
  2. Breezy & Cool
  3. Sunny & Nice
  4. Sunny & Nice
  5. Sunny & Nice
  6. Sunny & Hot
  7. Sunny & Hot
  8. Rainy
  9. Rainy
  10. Rainy & Thunderstorms

Summer
  1. Sunny & Nice
  2. Sunny &Nice
  3. Sunny & Hot
  4. Sunny & Hot
  5. Sunny & Hot
  6. Sunny & Very Hot
  7. Sunny & Very Hot
  8. Sunny & Very Hot
  9. Rainy & Hot
  10. Thunderstorms

Autumn
  1. Sunny & Nice
  2. Breezy & Cool
  3. Breezy & Cool
  4. Breezy & Cool
  5. Cloudy & Cool
  6. Breezy & Cold
  7. Breezy & Cold
  8. Cold & Rainy
  9. Cold & Rainy
  10. Cold & Dusting of Snow

Winter
  1. Sunny & Cold
  2. Sunny & Frigid
  3. Sunny & Frigid
  4. Sunny & Frigid
  5. Cloudy & Frigid
  6. Cloudy & Frigid
  7. Cold & Light Snow
  8. Cold & Light Snow
  9. Cold & Heavy Snow
  10. Blizzard

Saturday, August 6, 2016

Review: Call of Catthulhu, Book 1: the Nekomonicon

It finally arrived!  I say finally because back in early June by friend Bill got me Call of Catthulhu as a birthday gift (because he that sort of awesome dude) on RPGnow.  But then...nothing happened.  It just sort of disappeared into cyberspace.  Happily it recently reappeared and I eagerly dived in.

Catthulhu is a very rules-light game where you play ordinary cats (well, if any cat can ever really be called "ordinary") having adventures opposing the forces of Lovecraftian wrongness.  The GM is called the Cat Herder, which is perfect (or should I say purrfect?).  There are five roles (classes): Catcrobat, Pussyfoot, Scrapper, Tiger Dreamer, and Twofootologist.  These roles are combined with a Breed and a Tale.  Breed is whether your cat is feral, a house cat, or a show cat.  Each combination of the five roles and three breeds as a couple background tales or stories to choose from.  For instance a Pussyfoot/Feral could have the background of Pitiful Beggar or Friend to All. These stories add talents to your cat.  For instance, a Friend to All will "make a circuit of many associates, from fellow street cats to friendly restaurant workers to house cats in windows to kindly old ladies.  A saucer of milk here, a place to sleep in a catpile there, some choice scraps and life works our pretty well for this free spirit."

The mechanic is very simple, basically rolling 2d6 and seeing how many successes (roll of 3 to 6) you get.  Apparently there was a boxed set with "cat dice" where the 1 and 2 sides are each a sad cat face and the 3 to 6 sides are happy cat faces.  The difficulty of the task determines how many happy cats you need, plus there are some special situations involving an extra die, etc.  Injuries are a simple three-level model with injured, badly injured, and dying--and, of course, you do get Nine Lives.

There are two other books which go with this 40-page basic book.  I haven't read them (yet) but from the descriptions you'd probably need at least the GM book to run a game.  The third book is a selection of settings from vikings to spaceships.

Bottom line: this is a fun game, but you might need at least one other book to play.




Sunday, July 24, 2016

Review: The Petal Hack

Okay, so I was perusing the cornucopia of gaming goodness which is DriveThruRPG, drawn there by their "Christmas in July" sale, and purchased several reasonable priced items.  One item I obtained, particularly reasonable priced in that it's free, was The Petal Hack.  The Petal Hack authored by Brett Slocum is a hack of the old Empire of the Petal Throne (EPT) game using The Black Hack rules.  The pdf is just 64 pages and yet it provides just about everything to play.  The only thing lacking is in-depth information about this unique campaign world but the introduction has links to several excellent sites which provide plenty of resources.  The Petal Hack takes all the cool elements from EPT and mates them up nicely with the simple mechanics from The Black Hack.

I bought the original EPT back in the late '70s.  I still have my boxed set with the extra full-color maps printed on thick plastic like shower curtains.  Alas, back then I was only able to talk my players into playing it once.  This game is simple enough to jump into that I could probably get my current group to try it as an off-night game.  Brett did an amazing job in not only converting EPT to TBH, but also in fitting everything into a mere 64 pages, including cover, legal, etc.

I definitely recommend checking out The Petal Hack.

Saturday, July 16, 2016

First game of Dungeon World...some thoughts

So we threw together another session of gaming and BBQ today.  Since it was an "off" day with less than a quorum of our regular crew available we decided to not play one of the big campaigns.  I offered to run Dungeon World, using the Servants of the Cinder Queen adventure.  None of us had ever played DW before and apparently I was the only one who'd even heard of it, let alone read it.  But my crew was game to check it out and we plunged in.




I ran the game as GM and my five friends played, taking the Ranger, Paladin, Cleric, Barbarian, and Immolator.  The character sheets have a fair number of choices presented but since everything is right there on the sheet it's way faster than any game where you have to pass a book around or look up a bunch of stuff elsewhere.  I had everyone make a 2nd level character so they'd get to make at least one move choice beyond the fixed starting set at 1st level.

We started the adventure "in media res", with a quick prologue from me about what they learned in the village the previous day when they arrived and then starting the action just as they arrive at the destroyed monastery up on the plateau.  The game went very well--with purchased adventures I'm not always certain they'll work.  They visited pretty much all the locations, had a good chase scene pursuing the evil boss, lost him, then caught up with him just at the last moment to ruin his evil plan.  At the close all the characters either had enough XP to level up or were just one away.

From character creation to end it was about four hours, thus well structured for an evening or afternoon one-off, or a convention game slot.  I think everyone enjoyed the adventure although I don't think anyone was really super thrilled with the DW rules.

Some random thoughts:
  • A lot of things in DW are done sort of "backwards", so that in the end you get to the same place as you would with Swords & Wizardry or Pathfinder, but it feels like you were doing something in there wrong.
  • In a lot of places when someone rolled a 6 or less it was hard to come up with an appropriate "penalty".  A lot of the time a simple fail was enough, but DW urges the DM to do something creative with fails.
  • In a lot of cases the "bad things" which happen with a roll of 7~9 to balance the success are worse than the sort of blank space the game leaves with a roll of 6 less.  That often felt off, even if it worked okay in play.
  • We all found the Discern Realities move unsatisfying because the six fixed questions often didn't allow the players to ask the question they really needed, or led to them asking more questions than they needed just to "game" the fact that they had two more free questions to use.
  • Everyone found the lack of a "critical hit" disappointing (or is it in there somewhere and I just missed it?).  I realize this is meant to be a relatively "flat" game, so it fits the overall design intent, but it felt like one of those classes in school where the teacher starts the semester by saying "I don't give out As".  But really, the monsters all had so few hit points that you could kill them in one to two hits without criticals.
  • Even though everyone wrote down at least one inter-character bond they only got used a couple times in play.  This was partly because it was a new concept to remember but also because only some of my group are into character backgrounds like that.  I'm thinking that it would work better to give characters Instincts like the monsters have and give XP at session end if they follow an instinct in a dramatic way.
  • Characters get XP pretty often and I got the feeling that leveling up to the game's maximum of level 10 would not take too many sessions.  I've been evaluating DW as the basis for my next campaign but the leveling would need modification to run a really long campaign with it.
  • I liked that XP came organically during play, plus the short evaluation session at the table at the end.  As DM it is a chore to sit down after each session to determine the XP and DW totally cuts out all that work.
So overall I like a lot of the things DW does, but don't understand why so many of them are "backwards"--it's like doing something by looking in a mirror instead of just looking right at it.  But the core mechanic is solid and the overall simplicity of it all is very appealing.  I think with some house mods I could turn it into something I'd use for a big campaign.

Monday, July 4, 2016

Servants of the Cinder Queen for Dungeon World - via Belgium

Okay, so I jumped in to back a project by this crazy guy in Belgium called Bastien 'Acritarche' Wauthoz to do an edited and translated version of Servants of the Cinder Queen (La Serviteurs de la Reine des Cendres).  I saw this as an opportunity to 1) get an interesting-sounding adventure to show me a bit more about how Dungeon World is supposed to work, 2) practice my Belgian (which I was pleasantly surprised to find is remarkably similar to French), and 3) support some indie type gaming efforts out there.

My Phat Lootz
The project was funded through Ulule, which is just like Kickstarter.  For 25 Euros I got the adventure and an extra "forward" with some nice little additions and play aids tailored to the adventure.  The project funded quickly and I got my loot in a very reasonable amount of time.  One is always a bit nervous tossing money into one of these projects but Bastien came through for us like a champion.  He provided very good updates as things went along to keep us informed and excited.

The book is 24 pages plus the cover.  The art by Keny Widjaja is great.  It has a cartoony feel which I think goes well with the general vibe of Dungeon World and gives the story a unique feel.  The couple of maps are hand-drawn style which I have come to appreciate and enjoy.

The adventure is the classic "villagers are disappearing, find the bad guys are behind it, explore their lair, save the world" type, but in a very compact, clean package.  There are only a couple maps and a diagram to link the locations together, the rest being Theatre of the Mind.  There are only a few "monsters" so you don't get lost in pages of stats, and the two big baddies are explained in just enough detail.

After reading through this I now have a much better idea of what a Dungeon World adventure should look and feel like.  And, more importantly, I think this style of game works well with my actual DMing style.  I'll see if I can convince some of my players to try it out some time.

Sunday, June 26, 2016

More Super Dungeon Explore minis painting

I managed to get some more painting done on the fun miniatures with the Super Dungeon Explore game.  These are the four spawn point models and the six pets you can get as treasures.


Saturday, June 25, 2016

Kuro, a Japanese horror RPG

So my good friend Bill very kindly gave me a gift card for my birthday from our local FLGS, Games and Stuff.  I love going in there because it's full of exactly the sort of cool nerdy game stuff I love, but I hate going in there because it's full of exactly the sort of cool nerdy game stuff I love.  Thus, having a gift card helped save me from myself.  After wandering for a bit I decided I should get something new and different rather than adding to my Pathfinder or D&D archives.  Then I spotted this game, Kuro from Cubicle 7.

Kuro (exercise bike not included)
I love the cover and was immediately captivated by the blurb:

The year is 2048, and something dark has returned to Japan. With an international blockade set up around the beleaguered country, there is no escape. To ignore the horror will only delay the inevitable, but do you have the strength to face the nightmares?  Kuro is a developing game setting that mixes a dark near future with unremitting Japanese horror.

I was pleasantly surprised because it sounded a lot like a game I ran in the early 2000s I called Neo Tokyo using a mashup of some homebrew mechanics, skill trees ripped from Paranoia, and hacked anthro races from Teenage Mutant Turtles and Other Strangeness.  The setting was a near-future Tokyo in the aftermath of a mysterious catastrophe, full of Yakuza, aliens, robots, furries, interdimensional wierdness, and a dollop of the supernatural.

Naturally I bought Kuro immediately.

The basic mechanics are a d6 dice pool using dice from your attribute plus any dice for a relevant skill.  One very appropriately Asian twist is that fours don't count because the word for the number 4 sounds like the word for the word for death.  (I was a bit surprised here because I thought the taboo on the number four was a purely Chinese thing.  FYI, kuro/黑 means black or dark/darkness.)

Once I wrap up my current Pathfinder-based fantasy game I'll see if I can pitch a bit of Kuro to my group and revive my old Neo Tokyo campaign.