Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Wednesday, July 30, 2014

Stompers (Heroes and Other Worlds)


Stompers (Territorial)
#1d4; ST20  DX12 MV6; AR-1; DM 1d6; TR (Pouch, Lair X2)


Strange, mostly-reptilian beings, the Stompers appeared suddenly from seemingly nowhere and laid waste to fiefdom after fiefdom as they descended upon the fertile fields of  isolated farmsteads and baronies like a plague of locusts. What they could not immediately consume, they carried off or burned. Then winter came. The Stompers seemed to be completely unfamiliar with notion that the seasons might change, that a cold winter might follow the warmth of summer. Wherever they came from, they did not have such changeable seasons.

Unfortunately, the Stompers survived their first winter and have gone on to invade, despoil and lay waste to a host of small villages and farming communities. The people cry out for help. Surely someone, somewhere will come to their aid in this time of dire trouble...


Example Counter from Set One













Heroes & Other Worlds is a fantasy adventure game inspired by Metagaming's classic Melee/Wizard/TFT games, with some elements taken from the Moldvay edition of the oldest and largest table top RPG. The system is simple, easy to learn, very flexible and a lot of fun. It uses standard six-sided dice and can be used to revive and re-play some of those classic old adventures like Death Test...or one of the programmed adventures from Dark City Games...or to create brand new ones. There is a dedicated H&OW forum, G+ community, some nifty free resources (Including Issue 0 of The Cauldron, the official Heroes & Other Worlds fan-zine). The rules are available HERE.

We're currently working on a set of counters and an adventure for Heroes & Other Worlds that makes use of those counters...so you will be seeing the Stomper and it's cohorts in the near future.

...and yes, the Stompers are an Invasive Species, so this post is part of this month's RPG Blog Carnival.

Wednesday, December 18, 2013

Gravelands: Behind the Scenes

There is a generally different approach used when playing a game that has very abstract and open-ended rules from the approach taken when playing a game with a more comprehensive set of rules. In both cases, the task is to bring life to the imaginary situations that arise in the game, but the tools are different...
Matt Finch, Mini-Interview November 22nd, 2011

What are The Gravelands...
This is our non-official, non-canonical, open-source and open-ended setting-by-implication underlying a series of mix-and-match adventures we've been building for Swords & Wizardry (Complete). The six adventures in the series may or may not fit together as you decide. Each adventure is set within a single hex that can be plopped down into any Old School campaign map. The Series can be explored in any order, even at random; just roll a d6, and you're good to go.

What we're building is not setting agnostic, but rather deliberately setting-porous. We have designed The Gravelands Series to be easily combined or connected into any other OSR adventure or Megadungeon or campaign with a minimum of bother, but with plenty of unique opportunities and flavor.

Swords & Wizardry (Complete) clocks-in at around 140 pages and it delivers a lean, mean imagination machine for dungeon-delving and wreaking mayhem upon monsters firmly rooted in the best of the old school traditions. It does an excellent job of capturing and conveying the essence of the old game and makes it fun to tinker with things all over again. The Gravelands Series is built upon the Swords & Wizardry (Complete) rules as its foundation and springboard. Everything we provide in each of these adventures builds upon those rules and is completely compatible with that one rule book, but will take things farther, just like it was the good old days all over again.

We're wrapping-up work on a Player's Intro, Gravelands Character sheet, and a few other handy resources, as well as the selection of Pre-Generated Characters we'll be bringing along with us to Con of the North. You should be seeing more of this stuff appearing here at the blog in the next couple of weeks, barring any unforeseen disasters or whatnot.


What Can You Expect?
Take a look at the two free Mini-Adventures we did for Swords & Wizardry Appreciation Day; Taglar's Tomb and The Not-So Empty Tomb of Baljessor. Both of those have been revised and slightly expanded and ported into a pair of handy pay-what-you-want PDFs. The original, freebie versions will remain in-place at the blog indefinitely.

Two more adventures in The Gravelands series, Grave Robbing in Xanibet & Shifting Sands (and Black Cairns of Loshimur) will make their debut at Con of the North in February as we mentioned in a previous post.

The whole series of adventures will be made available as pay-what-you-want pdfs via DriveThruRPG fairly soon. Look for our announcement later this week or early next week. Fingers crossed.

There will also be a few posts here at the blog that offer some optional/supplemental stuff, new critters, and so on. If there's enough interest, and enough material generated, we'll see about making that into another pay-what-you-want pdf as well.

So, if you liked the free mini-adventures we did back in April, this series might interest you.

And yes, there will be a cross-over that involves stuff from Space Age Sorcery in one of the pending adventures...so consider yourself warned.



The Gravelands Series

GL1: Tagler's Tomb (Revised) - COMING SOON!
GL2: 
Grave-Robbing in Xanibet
GL3: Shifting Sands and Black Cairns of Loshimar

GL4: The Not-So-Empty Crypt of Baljessor (Revised)

GL5: The Low Mounds of Gorl Hazik

GL6: Flooded Graves of Old Pazwin


The Gravelands: Behind the Scenes
Player's Intro |  Player's Resources  |  DM's Resources
Swords & Wizardry (Complete) | S&W Free PDF | S&W SRD | S&W G+

Saturday, October 26, 2013

Games We Enjoy

We've gone through a few changes over the last few years, but we're still plugging away, building stuff for the games we play and like. Here is a short list of the games we make things for, and that we are involved with in terms of hosting a campaign, running scenarios at conventions, or taking up the role of a player character from time to time.



Labyrinth Lord
We've been building resources for Labyrinth Lord for a few years now. We'll be running some Labyrinth Lord scenarios at Con of the North in February 2014, including a session devoted to the dauntless Cellar Inspectors of Wermspittle. The revised and expanded Zilgor's Repose, Grimoire Vol. I, and two different Bestiaries will all be Labyrinth Lord Compatible products that we hope to release soon. We'll post an Index of all our Labyrinth Lord posts in the next few days. We also plan on expanding things to include Advanced Edition Characters and possibly Realms of Crawling Chaos. Wermspittle is firmly rooted in Labyrinth Lord and the first supplement for this setting will be Labyrinth Lord Compatible.

Mutant Future
Our first set of September Short Adventures featured ten scenarios for Mutant Future. We also offer Pig in a Poke as a Mutant Future Scenario-Seed, several Monsters & Mutants such as the Rilligong and Synthetic Soldiers, and there will be more Mutant Future stuff coming in the weeks ahead.

Swords & Wizardry
We originally wrote-up a bunch of stuff for Swords & Wizardry (White Box), but have since moved on to Swords & Wizardry Complete. Our two Mini-Adventures from S&W Appreciation Day have been revised, edited and expanded into PDFs that will be released very soon. We're also going to be running some Swords & Wizardry adventures at Con of the North in February 2014. More details, including a revised Index of our S&W stuff will be posted to the blog as we get it all revamped and revised. A series of Mini-Adventures are in the works currently, each one taking place in, on or around the ruined necropolis and crumbling villages squatting along the fringes of that region known as the Gravelands. In addition, the Space Age Sorcery sourcebooks are powered by Swords & Wizardry.

FATE & FAE
Yes. We backed a Kickstarter. Our books are on the way, but we have the PDFs and we've been tinkering with some of this newfangled stuff and we like what this system brings out in our stuff...
(It's all John's Fault.)

Isophasmic Light
Incredibly compact set of ultra-flexible rules from Porky. A complete re-think of what rules need to be, and an intriguing system that just simply invites collaboration and improvisation from the beginning.

Rogue Space RPG
Fenway's rules-light Skirmish-level SciFi RPG. You can find our Index HERE. You can download a version of the rules at the RogueSpace Blog. Our first adventure for Rogue Space is going back into revision and editing, we expect it will be available in the new and improved format after the first of the year.


We are also considering one or two more games to add to the mix. You can see our working list HERE.


Currently In Limbo

Humanspace Empires
The Drune's mash-up of EPT and Mutant Future. Amazing Swords & Planet Adventures in a universe inspired by the work of Prof. M. A. R. Barker, only this time things take place prior to the disappearance of over 700 worlds into pocket universes. You can find our Index HERE. The Play-Test version of the rules remain available for download HERE.

Games We're Considering

There are a LOT of new and classic RPGs out there. More pop up all the time. this is where we will keep track of the games that sound interesting to us. With luck we'll get an opportunity to try some of these games out in the days and months ahead. Then we'll see where things go from there. 

Games We're Currently Considering...

Ambition & Avarice
Created by Chubby Funster, the game designer responsible for Cascade Failure and several other games, supplements and resources, all of which are of the highest quality. This game is currently available as a softcover & PDF bundle for $12.42.
From the Description text at DriveThruRPG:
"The entire package is designed to allow quick character generation and presented in a format that is clear and easy to read. The text is packed with explanations of not just the rules, but the reasons behind the rules. It is an ideal choice to hand to a new player who is looking to get into the great game, but turned away by thick rulebooks with byzantine organization. The adventuring mechanics are also OSR compatible and allow easy integration with a variety of old school campaign material. You can pick up this game, grab an old module, and get playing in a very short amount of time."

Beyond the Wall
This is another OSR-compatible, rules-lite rules-set, but this time the game focuses more on the coming-of-age type tales of Lloyd Alexander & Ursula K. LeGuin. That alone makes it interesting to us, but the added feature of the Playbook approach to character creation is simply brilliant. The game itself is $7.99 for the PDF via DriveThruRPG, no word when/if it'll be available in soft/hard cover. They also offer a few supplements, playbooks, adventures--there's plenty of free stuff to get you started. We're thinking about how to do up a few Playbooks for creating characters in Wermspittle...

Blood & Treasure
Another OSR-compatible rules-set, this time from M. John Stater of The Land of Nod. The Complete Game comes in three flavors: E-Book $11.99, Softcover $22.99, Hard cover $35.99. You can also get the rules broken-out into a Player's guide and a Game Master's guide, both available in all three formats. There is an official adventure, errata, supplemental materials and a growing community backing this game. This game combines the features of BECMI and 1st Ed. AD&D with a healthy infusion of newfangled stuff like Feats taken from the 3.x SRD and various Open Gaming Content. It sounds like a total rewrite and revision of 1st Ed. AD&D, but modernized to an extent, and that makes it sound potentially quite cool. We'll see...

Cthulhu Dark
All the rules you need for sanity-blasting Lovecraftian Malpractice and Misbehavior on one page of paper. Genius. Sheer insane genius. We have to do something with this one of these days...

DCC RPG
Dungeon Crawl Classics RPG from Goodman Games. One of most impressive RPGs to hit the shelves and invade the table-tops in recent memory. They were kind enough to mention our old blog in the appendix, for which we're very thankful. The system is full of tons of crunch, especially in terms of the spells & magic. We own a copy, but we haven't had the opportunity to test-drive this game just yet. The icosohedral mapping they use is a very cool alternative to the more top-down approach most of us use. This game has gotten a lot of folks to reconsider some cherished notions and try some new, weird stuff out and that's awesome. It might be fun to convert some of our critters over to DCC RPG...

Diaspora
A wonderfully light, yet thoroughly engaging approach to Traveller-style Hard SF gaming using FATE as the foundation. this game comes in a deceptively small seeming booklet, but it really packs a wallop. There are some amazingly cool sub-systems in this book, like Social Combat, for example. That section alone could become an intriguing and unique game unto itself. The approach that this game uses, having the group develop the setting as part of the game itself, is also very cool. There's a lot of great resources, ideas and tools packed into this book. We're looking at adapting some of the Diaspora Toolset for fleshing out one of our settings in particular.

FATE
We backed the Kickstarter. We have the PDFs. Our hardcopy books are on the way. This is an interesting system. We're still reading through the system and trying things out. Our friend John over at FATE SF has been very helpful in getting us up to speed with this newfangled system. It's a very different approach, another way to think about things we've taken for granted for years now, so this is all fairly new and shiny to us still. Hopefully, we'll get an opportunity to play this game at Con of the North, if not sooner. We'll probably start monkeying around with some FATE stuff on the blog sooner rather than later, possibly converting monsters over to FATE and things like that...

Heroes & Other Worlds
This is Fenway's "Love Note to The Fantasy Trip," and it looks great. We have been looking over our copy of H&OW here at the Hereticlair and hopefully we'll get to run this game one of these weekends. we're still putting together some Metagaming-style Counters (Sword-wielding Octopi!) and some new Paper Minis just for this game. One of our S&W Appreciation Day Mini-Adventures was adapted to H&OW but we haven't seen it yet. It's in an issue of The Cauldron, the official fanzine supporting H&OW.

Monsterparts
Attribute-less D&D where your characters are no younger than 7 and no older than 14...this seems like it might be a perfect fit for Wermspittle-style adventures, especially around Spring, when the children are sent off to the dubious protection of the fortified town up on its bluff overlooking the cursed and tainted Low Lands. The game itself is extremely simple, yet feels very atmospheric. We may just get a chance to try it out before Halloween...

Monsters & Magic
A modern, narrative-meets-OSR hybrid rules-set that promises to let you unlock all your old modules in completely new ways. The License for this system hasn't been made available yet, so we've held off getting too involved. The system sounds interesting, but we already have FATE and numerous other systems that are already out in the Open Gaming ecology. We'll see...

Renaissance
This is a bit of a departure for us--a D100 system--but in this case the rules-set is very well written and ripe for all sorts of development and tinkering, which we find very appealing. This grew out of Runequest and Clockwork & Cthulhu, so it has an impressive lineage. It also features a wide-open magic system that could be fleshed-out with all sorts of weird grimoires and strange rites just like in Wermspittle. We're tempted...

Renegade
Another Rosetta-Stone-type OSR revision of the World's Oldest & Most Popular RPG. It's wide-open, nicely done and it's available as a 'Pay What You Want' product via DriveThruRPG. The entire rules-set has been rewritten from the ground-up to make it as suitable and accessible to new gamers, especially young kids, as is humanly possible. This might be a good game to use for running games for a younger crowd, like at Conventions, possibly...but we're still very happy with Labyrinth Lord and Swords & Wizardry...so this remains a very tentative, very tenuous 'maybe,' someday...

Savage Worlds
Savage Worlds is a fairly robust game engine, with tons of possibilities, especially for Pulp-Style role playing. It also seems to have more life in it than say True 20. Just sayin'. Now that we're actively looking into FATE, this game might have to wait some more...

Tunnels & Trolls
A new edition is on the way and the old ones still work just fine. T&T is extremely well-suited to solo-play. We still have a small stack of old Solitaire Dungeons here, and we've always wanted to draft-up a few of our own...so maybe, what with the new edition and all, we'll take a swing at doing a T&T Solo-thingy. Maybe.

WaRP
Wanton RPG, the engine behind Over The Edge, which always looked cool, but we never got to try-out. This stripped-down system is built for full-contact surrealism and subversive violence at the table-top. It's an Open Game License system, and Trey has been pretty enthusiastic about it, so we're seriously considering it for a very special project...

X-Plorers
Old School D&D In Space. This is a great, light-weight RPG for ray-guns and reprobates. Very Pulp-esque, and wide open for development and tinkering, this game is just begging to be played. Jay over at Exonauts is quite an inspiration for adapting this game and making it even cooler than it was to begin with. We really need to finish our Space Dungeon...

Friday, September 16, 2011

RPG Toolset: 12 Word Trick from Ars Ludi

Thanks to Risus Monkey for posting about Microscope (and Corkboard, which looks like another really cool resource!) and thus facilitating our clicking over to the Ars Ludi site and discovering a rather ingenius approach to encapsulating some Mythic Flavor for a setting by boiling it all down to ten or twelve evocative words, weeding-out anything lame or weak, and really getting down to the essence of the setting in a nutshell. What an excellent technique for really, truly getting to the heart and soul of a particular setting. This is a great way to really get things sorted out and to further refine the identity and focus of the campaign, game or setting.

Here's what we came up with for a few of our campaign/setting projects so far:
Ain 4 (Humanspace Empires)
Abandoned, Forgotten, Decayed, Fallow, Horrific, Implications, Consequences, Toxic, Wasteland, Barren, Post-Industrial, Polluted

Riskail
Surreal, Art, Infrastructure, Humanity, Renaissance, Rebirth, Autonomy, Adulthood, Inheritance, Expression, Exploration, Development, Civilization, Networks, Differentiation...

Worldboat at Life's End
Exploration, Mysterious, Collaborative, Technology, Evolving, Independent/Autonomy, Ecology, Vast, Macroscale, Adaptation, Transformation, Survival, (Post Extinction Event)

Bujilli's Sojourn (Zalchis/Labyrinth Lord)
Adventure, Investigation, Experimentation, Sorcery, Journey, Knowledge, Transition, Growing, Experience, Monsters, Exploration, Worlds/Locales (Weird)

Zalchis (Labyrinth Lord/Mutants & Mazes/Mutant Future)
Weird, Post-Cataclysmic, Sorcery, Science, Loss, Entropy, Finality, Endings, Scale, Darkness, Broken/Fragmentary, Challenging, (Transitions)

Tsan Yian (Terminal Space/Swords & Wizardry[White Box]/OD&D)
Degeneration, Corruption, Infection, Mutation, Transformation, Mythos, Hybridization, Rampant, Hubris, Beyond, Outgrowth, Acceleropalypse (Less Tentacles, More Archaia...)
Wermspittle (Labyrinth Lord/*/possibly Savage Worlds)
Exploration, Knowledge, Adventure, Pulp, Crossroads, Bastide, Wilderness, Monsters, Plague, Turmoil, Opportunity, Discovery...Alternate Histories...
Interesting method. We'll try this out with the rest of our efforts and see where it leads.
We've purposefully left-out a few other projects because they're still in the works and need more time to fully ripen before we spring them on anyone outside of our play-testers.

This 12-word method looks like it will be a very useful tool for further refining and developing our various  projects like the Adventure Modules we're building for Zalchis and Wermspittle -- or the Planes of the Paraverse -- or even the Archipelago we've been developing for the Sea of O'sr (Maybe we'll just use 6 or 9 words or less for each island...) -- and this scheme fits nicely into Lester Dent's Master Fiction Plot Formula that he used in developing over a hundred Doc Savage adventures.

Thanks Risus Monkey!