Wednesday, 14 December 2022

[OSR] D20 "Alternatives to scrolls"-Table

 Scrolls

Spell scrolls are really boring. Automatically getting new spells at each new level is also boring. Like you'd find time to work on new spells when your stomach is empty, your campfire is not big enough, or your tent is leaky.

New spells should not be automatically granted at each new level (in my opinion) but actively developed by the character, or even better: found as a reward.

Keeping new spells to scrolls found in dungeons is stale, boring, and kills the magic. Academic magic, reproducible, tamed, and cleaned is the death of the sense of bewildering that should accompany Magic and its manifestations. Without sense of wonder / danger, you just have  a technology alternative.

So if you, like me, would like to reward your party wizard with a new spell, but think yet another scroll would be boring, here is a table of where a scroll might be found...

Table

D20 Where is the spell ?
1

Carved onto a yellowing gnome skull

2

Naturally spelled out on the spots of a mushroom

3

Written onto a cloth doll of a marsh crone

4

Scratched onto an ogre's glass eye. He's unhappy of having lost it

5

Secretly written onto a portrait, seen when illuminated by green flame

6

Stained onto a small leather throwing ball

7

Signed by an illusionary fairy springing out of a music box

8

Tattooed onto a stuffed white ape paw

9

Dripped from the bleeding eyes and nose onto the ground, as the small idol is gripped in shaking hands; the blood forming the hellish, arcane symbols needed to cast the forbidden spell

10

Seen only by the half-crazed mage as flickering runes once they dare to open their mind to the alien presence that lives in the glowing orb of energy

11

Carved in goblinish language inside the shell of a giant turtle

12

Words were eaten up by insects on giant leaves collected in an herbarium

13

Embroidered into the hem of a gaudy cloak that unravels when the spell is read off of it.

14

Tattooed in minuscule script within the sorcerer’s eye sockets. They need to turn their eyes inside to read the spell

15

Spell is readable on the surface of the moon when observing with a very precious kaleidoscope

16

Hidden as an alchemical rebus on the most holy wand-tapestry in the private quarters of the archbishop

17

Encoded as the missing twines of the net of a poor fisher who never knew why he didn't repair that net - maybe because it belonged his grand-father, an archmage that retired as a fisher?

18

Written as a music partition / sheet, each note corresponding to a letter. If played as music, it sounds discordant and gloomy

19

Camouflaged and carved on the top bough of a tree in a forest accessible only by consuming hallucinogenic mushrooms. Beware of overdosing...

20

Carved as runes on the cylinders of a steam engine. Only readable if the steam engine rotates in unison with the heartbeat of the reader


Credits

This table started as a D8 table on mastodon, originated by Scott Malthouse (@trollishdelver@dice.camp) and was complemented by Michael / Chgowiz (@chgowiz@dice.camp), myself, John W Sheldon (@JohnWSheldon@dice.camp), and Gɪᴀɴɴɪ’s Eᴠɪʟ Tᴡɪɴ (@gianniseviltwin@ludosphere.fr)
You can find the thread on mastodon HERE

More Alternatives?

On social media, Shane ward from 3 toadstools publishing reached out to me, because he also had done a table on the subject, and his entries are different ! More entries for your games !

Other Tables?

I have a few tables on this blog, but the following three are perfect to kick-start a game on the fly.

Wednesday, 28 September 2022

[D.R.E.A.D.] Neptoma's map progress

 It has been a very loong while since i've posted any advancement on dread's universe development...

And surprisingly, I have no new text to show, but the progress I've made on a map, the map of the main human city, the lagune city of Neptoma (in the Lacuna Nepis)c.

It's still a work in progress, and there are errors that I will have to correct in post-production (with gimp), but I really like how it's getting somewhere (and how ideas for the setting come from developing the map and naming the places)

Here's the map !


And because i've reworked on it, but it's worth not a new post, i'll give you here the new development:




Thursday, 19 May 2022

[OSR Review] Warpstar!

What is "Warpstar!" ?

  • "Warpstar!" is the science fiction counterpart of "Warlock!", which was an RPG implying that they were neocloning Warhammer fantasy roleplaying first edition, but with a more unified system, and a similar setting, feeling the same but not infringing on games worshop's copyrights.
  • Warpstar wants to do to warhammer 40k, what warlock did to warhammer (and warlock was good, hence this buy).




What was I expecting?

  • A simple, unified, and twist-able system, based on a skill and career motor, with a D20 for resolution (and none of that percentile system from WHFRPG which I dislike so much).
  • A system for Sci-fi "magic", or psi powers, something like that, but I had no preconception of what I wanted, I just knew it needed to be gritty to fit with the universe.
  • A sparingly described universe, mimicking the desperate and fascist sci-fi of warhammer 40k at its beginnings. Something like 40k but with a really developed universe, not just with filed down serial numbers (doing to 40k the kind of unification and homogenization of the background they did in Warlock with the WHFRPG lore)


What did I find?

  • A simple system, to my taste, based on skills. There are not even attributes (and since they are not needed, you could wonder why you ever use them in game design). There are a lot of careers and advanced careers in the book, enough to cover all your basics but no 3rd level careers (my mind burped, they do not exist in Warlock either). Each basic career has 2 random tables to help build the character's background, and these are well done, introducing a lot of background - more details than the "universe" section afterwards.
  • A really dirty and gritty warp-glyph system with dire and mutagenic consequences for those than dabble too often in this corrupting power. I liked what I read: short, simple, and atmospheric.
  • The basis of a universe description, but nothing really deep. Larges axes are described: The Autarch is the sole ruler of the universe through his military, the Hegemony, and his monopoly on the Cadence, a substance that allows those ingesting it to get addicted but also living eternally, as long as they take it regularly; a very big merchant's guild; noble houses governing their planets in the name of the Autarch and bickering among themselves; a gigantic technological consortium that creates warp engines and miraculous tech (but their stuff is rare and not available to everyone). From what I read, they are not enough details to start a campaign without doing some heavy lifting and the stuff is vague enough that you could play in the universe of Dune without changing a lot. It's also vague enough that the universe could be collaboratively refined during a session zero. But it IS well written, concise and I felt compelled to order the other "warpstar!" books while i was reading this part of the book.


Advantages of Warpstar!

  • As I said before, it's well written. Simply, clearly, and with a will to keep it concise and dense, on the information value's side. The GM's tips part of the book is in my opinion the weakest, addressing a public of first time GMs but not going into enough details to be interesting (in my opinion). Still it's the only RPG book that I have read cover to cover in the last 5 years (last one was Mutant : Year Zero).
  • I liked the format (6'' x 9'' Hardcover), which is a bit like A5. It's easy to transport and light enough to be read in bed.
  • Art is black and white and very OSR-ish, pens & ink style that reminds of the illustration of the game books like fighting fantasy, and often full page.
  • Layout is simple but effective, no stupid background that impairs reading. It's not simplistic, though, and does serve what the book wants to convey.
  • It's nearly a all-in-one, as was WHFRPG back then, an adventure is all that i think is missing. But you have all careers, rules (including starship fights), a universe description, a bestiary, magic, and technology (quite expeditively covered - no details, but enough to be able to make rulings on the fly).


Disadvantages of Warpstar!

  • It's only available on print on demand, and I really fear what amount of import taxes i'll have to pay when it arrives (probably 7$ + 5% of the ordered amount - but if the toll declaration mentions game instead of books, they will probably ask for 7$ + 19% of the ordered amount and that would be a pain in the wallet).
  • There is no adventure / scenario in the main book, only a page trying to explain how to write one (which I did not find interesting because too theoretical - in this matter, Warlock! took more time and pages to explain how to prepare a scenario, doing a better job at giving us ways to ponder the fact, that no scenario was included).
  • The gaming universe is barely described. Inspirationally described, but really shallow. On the other hand, anyone having read a lot WH40k will be able to easily fill the blanks. Still, I have now great expectations concerning the background books that I have ordered. If it is as good as this book, i'll certainly adapt a campaign I'm planning to this sector.


IS it OSR?

Well, that's a difficult question.

  • If for you, OSR needs to be based on D&D, then no.
  • If for you, OSR needs to be fantasy, then no.
  • If for you, OSR needs to be gritty, then maybe.
  • If for you, OSR needs to be lethal, then maybe.
  • If for you, OSR needs to be rulings, not rules, then maybe.
  • If for you, OSR needs to be player's skills, then maybe not (depends on your style, I'd say).
  • If for you, OSR needs to be an invitation to go adventuring, then maybe.
  • If for you, OSR needs to be Black & White art, then maybe.
  • You're adult enough to know if you have enough maybes to call it OSR in the end (there are so many definitions of OSR anyway).

Also another point: Warpstar tries to give us an alternative to what WH40k RPG would have been, if it had been released with the philosophy behind WHFRPG 1E, back in the days. But there was no such book, the first WH40k books are much newer. So it's kind of funny to have a neoclone of something that did not exist back then. Still, it is believable and emulates the genre well, so i'd say, job done ! In my book, you are OSR and deserve that title (but I know that I'm lax with this terminology)


Would I recommend it, and to whom?

  • Clearly, if you want to play in the universe of WH40k, the system is much easier to learn than the fantasy flight games systems set in this universe (dark heresy, rogue trader, ans so on). It's a real good alternative if those are too complex, or not unified enough, for your taste.
  • For "on the fly" Sci-Fi gaming, with no preparation and commonly created universe, it would work too. There are no tools to help in this shared creation, though, so you'll need an imaginative GM, able to ask a lot of questions. Only warp, warp motors, and warp powers are anchored in the system, so it's really versatile and acceptive of stuff on top (maybe use the oracles of Ironsworn Starforged? [given you don't like it's system, because Starforged is excellent for this kind of situations]).
  • To those that want to use the game engine and pack their universe and campaigns on top, i'd say go for it, that's what I intend to do myself.
  • If you are really crazy and want to tinker a bit more, I'm sure there is a here an engine which would word with the universe of Starfinder. Add some stuff from Warlock! and you should be good. Playing Starfinder without having to spend weeks to re-learn D&D 3.x, what a dream😉.


For those that have read Warlock!:

  • Same engine, really. Even the books are organised very similarly. Should be easy to learn and use.
  • The main book is bigger than Warlock's and includes stuff that Warlock would have in the companions. You see that the editor's skills were better when he started this project.


What I intend to do with Warpstar!

  • Depending on how enthusiastic I am about the extensions, I would tweak a campaign to fit in a sector described in said warpstar extensions (I ordered Warpstar-Omoron & Warpstar-Caldera). Something that was in my head for a while and never found the system / universe I wanted to settle it in.
  • The campaign would be very similar to the SyFy show "Dark Matter": All characters wake up in a stasis pod while their ship is being attacked. But they have no memories whatsoever. They'll have to investigate to learn that they were really bad apples (not always by choice, or what they first discover is not even necessarily true). So will the reset of their memories allow them to reset their way of life and become a force of good?


Other Articles you might find interesting on this blog:


Community

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Friday, 25 June 2021

[OSR Review] Dark Sun boxed set (AD&D reprint)

Dark Sun

Introduction

AD&D Settings

As much as I hate AD&D2's ruleset and its inform bunch of heterogeneous rules (where there is no rules without an exception, or an interdiction to mix this and that), the settings developed by TSR back then have earned a lot of praise.

I have been for a long time a fan of the Birthright setting, but it is the only TSR setting that I have read.

I really started D&D with the 3rd edition and its lovely unified mechanics, and fell in love with Eberron, but was already done with the typical "vanilla fantasy", having had my cup of that in the end of the 90ies, in a long campaign where i had mixed modules for warhammer, D&D, stormbringer, basically any fantasy module i could get my hands on with my very limited funds (Magic was taxing my teenager purse, too).

4th Edition came and flopped, it was not my cup of tea either, but suddenly appeared this strange thing: The OSR movement. Even though I was not a fan of the older rulesets  (to be honest, because of AD&D2, I didn't really know them, and they are far better than I thought... But were not available unless in original and really pricey).

Now 5th edition is here and Wizards publishes mainly revamped versions of older campaign, mainly set in the Forgotten Realms. Still very high fantasy, not my thing.

Curse of Strahd's success demonstrated the appetite of the gamers for the mythic settings and Print on Demand started to get really good...

Available again

Wizards was able to offer reprints of their old settings, not in the original box format, but at least in Hardcover and color. To a price that is much cheaper than what the boxes get traded for on the secondary market.

So it is possible to get those renown settings for a price that is actually under the price of a new setting. So, in January, I decided to close a gap in my RPG culture and order two of these mythical settings:
Planescape and Dark Sun.



I thought that Planescape would be more something for me, but I have not yet been able to get deep enough in the book to find anything that tingles my sense of wonder and triggers my imagination (to be honest, i never liked alignments, which is a big deal in Planescape)

Having Dark Sun at home, it somehow fell on my "to read" staple and it surprisingly appealed to me, probably because it's clearly a post-apocalyptic fantasy world, and that's not very common. On top of it, it's a hard world, with really borderline subjects (survival at all cost and slavery)

Review

I decided to do a review chapter by chapter, booklet by booklet (they are all printed one after the other in the reprint), mainly because most of what i liked can be found in one book and most of what i did not like in another

Rules Book

Character creation (chapter 1-5)

This is the part that i liked the least in all the boxed set. As I said, I don't like the AD&D2 ruleset. I had to force myself to read it through, but there were enough tidbits of the universe to make reading this part interesting. The "new take on races" praised on the cover was really kind of new. Not well written, but definitely new. I really hated how most races are untrusting towards other races, how elves are completely described as loners (good luck with your group, if you have someone playing an elf in the group, whose player wants to follow the guidelines of the rules book). It's not that it's badly written, but the game design behind the race creations is... Let's say outdated to stay polite.
I understand that in the early 90ies, they were only starting to introduce the "role" part of roleplaying into D&D, the whole "character centered" hype, induced by Vampire and the rest of the World of Darkness, had not yet happened, and there was not a lot of pre-existing theories or even books that had gone in that direction before. So that's why I say outdated instead of crappy. At least they were experimenting something different to get D&D out of the "dungeons only" style of play.

Money and equipment (chapter 6)

During this mysterious apocalypse, metal disappeared. Not completely, but metal is really scarce. The books tells you so like 8 times during the whole text of the boxed set. Still, that is a very interesting chapter, going over the alternatives to metal (for coins, they use ceramic instead of copper, which would be much more valuable, and all other metals and metallic objects cost a hundredfold - XP in measured in copper, instead of gold), but also describing a lot of the material needed to cross a desert.

A good chapter in my opinion, even though the AD&D stats were boring and the way "suboptimal" weapons (made from bone or obsidian) is just a -x to hit, which is also kind of lame. But it works...

Magic (chapter 7)

Very interesting chapter too, presenting a very different magic system corresponding to new and modified magic classes. The setting is very well expressed through these differences in the way that magic works.
I wonder whether the Templar class would not be better emulated in 5E with a warlock reskin, bound to one of the sorcerer-kings, or as a fallen paladins.

Psionic abilities are also something difficult to emulate in 5E, but i'm sure the internet has already brewed a solution for this...

Experience, Combat, treasure, and encounters (chapter 8-11)

Not the most thrilling chapters to read if you're not gonna use the AD&D ruleset.
In a nutshell:

  • Combat in the heat is exhausting. The Arena disciplines / types of entertainment are well written and inspiring, at least.
  • There are experience rewards for playing your class/race the right way (which I find often working against group cohesion, the same way as the races were described)
  • Metal is scarce and therefore worth a lot - forget that plate armor...
  • There are a few specific magical objects, related to desert or psionics, described, but most important is that the gauntlet of ogre power NEED to be named differently because there are no ogres in Athas (doh!)
  • The encounter chapter just lists which creatures of other settings also exist on Athas (very boring and devoid of interest, badly presented on top of it)

NPCs (chapter 12)

2 pages on how to use the classes as NPCs, particularly the druid and templars. Most of the information there is a repetition of what was said earlier, but one table listing duties of templars related to their level is really interesting.

Vision & Light, Time and movement (chapter 13-14)

Vision and light gives rules for fighting in a sand tempest. Forgettable. You'd be better off with a ruling than these rules.
Time and movement covers also the Athasian Calendar (some people love other calendars, this one is well done, at least), overland travel and vehicles, and dehydration.
The part on overland travel and vehicle brings a lot of information on the world and is really well made.
The rules on dehydration are hash, like really harsh, but well thought of to illustrate the importance of water in a desert setting.

Spells (chapter 15)

New spells and modification to pre-existing spells, for example with spell that create water: They create much less.
Short chapter and interesting, even when not using AD&D


The Wanderer's Journal (DM's guide)

All in all, the most interesting part of the boxed set, but with its problems. Most of the stuff is really good but suffers from repetitions (quite a lot is described twice of thrice, if relevant to more than one chapter) and lacks in details, barely scratching the surface (liberty for the DM, my ass, there is nearly nothing playable without putting a lot of effort in developing around the described crumbs of setting).
The Atlas of the Tyr region was my favorite part, describing the city-states, but also all places where water can be found and where the interesting ruins are.
The metaplot is not described here, neither is any explication for the apocalypse.
The monsters that are described are interesting and illustrated (B&W and old school).
Actually, I should have spent more time of the review on this booklet, which is the real meat and really interesting, even with some slight defaults. This booklet makes me want to read more on Athas (which I will)


A little Knowledge

This booklet in a smaller format is in two parts. The pages were not scaled to the size of the book, so half of the surface (around the page itself) is just blank. That's a bit lazy on the part of the editor... I'm sure that scaling it to 90% of the page would have looked better without being to much troubles.

The booklet starts with a short story set in the world of Athas, which I found quite OK. It's entertaining and delivers the tone of the setting quite explicitly and relentlessly. You know Athas is dangerous after reading this.

After that, there is an introductory adventure in 2 parts, one for the DM, and one for the players with images to show them. The adventure is extremely directive and really bad written. Couldn't get myself to read it until the end, that's how bad it is. The player's part is cool too, and the images very evocative. So the author HAD TO MAKE SURE YOU'D HAVE TO USE THEM ALL. Therefore letting no room outside of his diktat of a scenario to do anything. Felt more like roll-playing than role-playing to me. To me this is by far the worst part of the box. I don't think that TSR kept this idea for other settings and i can understand why.

Review of the Print on Demand

I've bought a hardcover version of the boxed setting and it's quite good. The paper feels a bit cheap, but the colors are nice and the paper is thick. The ink does not stink. The binding is good. It's really a nive object and I'm happy to have bought it.
Only minus points are the maps, printed on 8 pages (but I did not expect that to be any other way) and the smaller folio that was kept in original size with immense margins.
I was really enthusiastic about the overall quality of the PoD books. Enough to order Spelljammer.

Reading Next

I've also bought the PoD of the 4th edition Dark Sun book, dreaming of a more detailed setting. I'll compare and tell you then


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Wednesday, 19 May 2021

[OSR] Real places in RPG [8]: Majlis al-Jinn cave

 Majlis al-Jinn

Staying in the "desert mood", I want to present you the second largest cave on earth, the Majlis al-Jinn.

It means the "gathering place of the Djinns". How could we leave out this place 😊?


This gigantic cave under the plateaus of the Oman desert is a single chamber measuring about 310 metres by 225 metres (over 6 soccer fields of base surface!)

From above


It actually looks like 3 black holes in the ground, nowhere anybody sane would like to get it (unless a loved one was falling down)

The smallest hole is about 2 meters wide, while the biggest (on the middle of the image) could easily swallow 3 cars at the same time...

From the top, it's difficult to make anything out in the cave, 120 m further down

Inside

Once inside, it's another matter completely: The sun comes through the 3 holes, in fierce rays of light...

Photo by Yousef Tuqan: DSC_17
Photo by Yousef Tuqan: DSC_17

There the ambient light is in the yellow tones, because of the reflection on the walls and floor.
All sort of animal bones litter the ground under the holes, these having not survived the 120 m drop.
You can see on the photo how small humans are in comparison, one is under the left ray of light.

Lake?

After a heavy storm, some water can be found in the cave... If the climate outside was more temperate (or at least rainy), this cave could be an extremely big water reservoir or underground lake. No hole leads out, but one might exist, caved in under tons of rubble, allowing excess water to seep through.

Djinns?

In most Arabic legends, free Djinns live in this kind of gigantic caverns.
It is easy to imagine that a magic force has created these caves, because of their majesty, eerie size, and awe-inspiring proportions.

Typically, Djinns grant wishes, but for a price, and often interpret the wish in the worst way possible. Only the craziest and most desperate persons would seek their help.

1D12 reasons to seek a Djinn

Desperate times call for desperate measures. If you want your player characters to meet a Djinn, you need to prepare them for the encounter:

  • have an NPC tell them where to find a Djinn and how dangerous they are
  • Put the characters in a very bad situation (see table)
  • Apply pressure until they have no other choice left ("there are times where all choices are bad choices"). Have their allies arrested, or obligated to lay low. Attack their finances (you don't have  to take their finances away, just make them temporarily worthless, like coins from an enemy kingdom). Have the authorities and the sultan's men track them. Don't let them sleep or heal their wounds. Let them go to daddy-Djinn...

D12Reasons to seek a Djinn
1A character in the group died, and no clergy will or can perform a resurrection
2The love of your life has been kidnapped and no one else can find out their location
3A curse has been bestowed on a party member and its state is worsening by the hour
4A ransom for someone important to the party has been issued, but how should they find that much money?
5An important object was lost in Aether by the destruction of a bag of holding. Who else could locate it?
6A character caught the Sandplague. Their heart will soon start to turn into sand, if not cured...
7A dangerous cult think you are the perfect sacrifice to their dark deity. You need a new identity
8A party member killed the beloved Sultan's son by mistake. Nowhere to run, nowhere to hide 
9A caught spy gave your names as its accomplices'. And you thought he was just a resourceful guide
10The captain of the ship that brought to the city is accused of piracy. You arrrrr now hunted as pirates
11Someone paid a big bounty to have the best assassin in the known world chasing your party
12You need passage to the City of Brass, where many Djinns & Efreets live

What could the Djinn want from you

A Djinn will not give you three wishes, only in Disney does that kind of thing happen...
Not only will the Djinn try to corrupt your wish with a technicality, he will want from you something in return. Something you'd prefer never to lose.

D12Compensation for a Djinn's service
1The fiery part of your soul. You can't be resurrected without it
2Your ability to love 
3Your reputation. You will always get defamed ever after
4Your firstborn. Beware of the Djinn's wrath if you made a vow of chastity
5All your good memories of your parents. You keep the bad ones, though
6Kill someone very near to you in the future, when asked for it
7A quest to set free an innocent spirit. But, can an Efreet really be innocent ?
8Kill a minor god of a small pantheon and bring back their divine essence 
9Bring them back the heart of the Emir's young daughter, literally
10Give away some of your life experience (yeah, you'll loose levels)
11Give away 33 years of your life expectancy (or considerably more for longer living races)
12Your ability to read and to ever be able to learn it again (not proposed to barbarians)

What else could the cave be?

If you're not into Djinns & Efreets, the cave could also be:
  1. The mating ground of sandworms / sand dragons
  2. The pit in which all the dead are thrown - a necromancer's wet dream
  3. The entrance to the tomb of Pharao-King Psamtik 66th
  4. The Hall of grievances of the Wraith-King of the desert (only appears when the full moon shines vertically over the main hole)
  5. A refuge for the sand giants, before they disappeared
  6. The antechamber to a circle of teleportation, hidden under the rubble
  7. the brooding ground of a serpentkin race
  8. A ruined stonelift to the underworld
  9. The place of worship nearest to the body of a slumbering non-euclidean chtonian entity
  10. An abandoned Mythril mine. Maybe there's ore left?
  11. The nearly depleted quarry for the bood-stone pyramid
  12. The temple where all the known true names of demons where engraved in the walls

Community

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Real places in RPG post series




Tuesday, 11 May 2021

[OSR] Real places in RPG [7]: Izadkhast Caravanserai

Izadkhast Caravanserai

Location

70 kilometers north of Abadeh next to Izadkhast city, in the Iranian Desert.

This place is on a road that has always  fascinated me: The silk road. This was a network of mainly land trade routes going from China to western Europe. It's by no mean only one road, lots of branches have been created during its centuries of existence, with the rise and fall of powers along its tracks and the ever changing taxation on the goods going along that road which have dictated its course...

Recommended music to read this post: Prince Of Persia OST - A Fight Of Light And Darkness

File:Izadkhast Old Caravanserai Iran.jpg

"File:Izadkhast Old Caravanserai Iran.jpg" by Alireza Javaheri is licensed under CC BY 3.0

Why Iran?

I know most of you probably have some prejudices against that country, but its situation on the silk road and relative war-free recent history lead to a country full of historical and cultural treasures, but few tourists at the same time (which is important if you're searching for images).

Caravanserai?

Etymologically meaning a "palace for caravans", a caravanserai was a roadside inn where travelers and merchants could rest and recover from the day's journey. They supported the flow of commerce, information and people across the network of trade routes covering Asia, North Africa and Southeast Europe, at which point most caravans and merchants continued on with their travel using the sea ways of the Mediterranean sea.

You can compare them to the fortified Inns of medieval Europe, because they served the same purposes:

  • protecting travelers, merchants, and caravans from adverse weather (sand storms, flash-floods, storms)
  • offering a nightly refuge in security from marauding bandits and wild animals
  • serving as a place of exchange for wares, rumors, and information
  • Trading place between local farmers and artisans with the passing merchants

The network of these palaces was tight enough that you would normally not have to sleep in the dangerous wilderness.

Inside

File:Neyestanak Caravanserai Inner Courtyard 2007-01-01.jpg
"Neyestanak Caravanserai Inner Courtyard 2007-01-01" by Kaveh Hosseini (CC BY-SA 3.0)

Typically, after stepping through a fortified entrance portal, you would enter into a spacious court, around which niches and roofed accommodations can be rented. These were somewhat spartan, and meant as well as stables for the beasts of burden.
Some richer caravanserai would also offer access to a public bath, and access to a mosque (with a place for ritual ablutions)
Some of these palaces were also situated in towns, but their court would be much smaller, but the buildings much higher, offering lodging for the town population in the higher floors (an independent stream of income in case of bad times for commerce). These are then named Khan, Funduq, or Wikala.

Fantasy Economics

Unless you have a very developed network of cheap teleportation circles, or a very advanced technological level allowing advanced sea travel or railways, you'll need this kind of inn networks along the most commonly used trade routes of your fantasy world.

These inns are an excellent starting point for a new campaign, even though they might not be different enough from a tavern for the most experienced readers.

I recommend reading what you can find on Oleg's trading post, a renown fortified inn with a central role in the start of the "Kingmaker" campaign. But if you're playing in an Arabian Nights setting or Dark Sun, you're gonna want to read more on caravanserais.

It's worth mentioning that import goods, particularly those that come from far away, have to cost a lot in a medieval setting, because transporting them takes a lot of time, is dangerous, and wares often get taxed along their transport. This is why silk was so expensive back in the days where nobody knew how to make it in Europe.
You have to wait for Louis the 14th's economical policies to start royal workshops (the beginning of the industrialization in Europe) and his economical espionage forays, to see silk production in Europe.

Adventure seeds around the caravansarai

I hope these adventure seeds will help you give life to this place and you'll want to include it in your campaign (as a fortified Inn or Caravanserai, both would work)

D12 Adventure seed
1 A group of bandits is ambushing the caravans & needs to be dealt with
2 A group of bandits attacks only the wealthiest of merchants. Who is informing them?
3 A feud between the local lord & the next on the road makes travel unsure. Can you help find an arrangement?
4 When you enter the courtyard, everyone & all animals were slain, & the wares destroyed. Was it the whim of a Djinn?
5 The Caravanserai is quarantined, but the merchants met the day before were not sick. Poison or malediction?
6 A thief posing as a merchant robbed another one blind and disappeared on a secondary road. Can the wares be recovered?
7 A dangerous cult infiltrated a few caravans and prepare a mass sacrifice of merchants to invoke a bloodthirsty Abomination
8 A sandstorm has been raging on the sarai for abnormally long. Can the PCs find the mischievous air-magic-user? 
9 A troop of the Sultan is bringing a dangerous Felon to the capital. Their accomplices will try to free them tonight
10 The Sarai fell under the control of mercenaries that racket the caravaners and use the inn keepers as slaves
11 The Sarai refuses to pay its dues to a local guild. The guild has build a siege around the building.
12 Last night, the religious shrine was desecrated and a minor relic was stolen. It must be retrieved

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Tuesday, 4 May 2021

[Book review] Timeline by Michael Crichton

Timeline 
by Michael Crichton

Reading is like a second nature to DMs. Our hobby is rooted in the fantasy writings of the big past monsters like Tolkien, Howard, or Leiber...

But it's also good to read newer stuff... And timeline belongs to the good stuff category, in my opinion.


Beware, there are some spoilers in this review

About the Author

Michael Crichton is a well known Hollywood name... Quite a lot of his books have made it onto the screen (Jurassic being the most well known), and the reason for that is that his books sold well and were easily portable to the screen.
What he writes are page-turners and Timeline is not an exception

Movie?

As most of Crichton's best sellers, Timeline was adapted to the silver screen, and as research for this review, I've watched the movie. And I understand why the movie was not a blockbuster (to put it mildly 😄). Hollywood tends not to respect what makes a book great, and a lot of what made the book great was trampled on for marketing reasons. Historical accuracy apparently doesn't sell, and that was one of the book's greatest assets.
Timeline was apparently Crichton's first (and last) venture in adapting one of his books as a computer game. Wikipedia can tell you more on that failure 😇. I'm not a masochist enough to have inflicted the game onto myself for this review, though...

Story

A wealthy genius tech magnate (à la Elon Musk, but more of an arse) discover a way to travel through time. Something goes wrong. A group is sent into the past to rescue the precedent group.

While is does not sound particularly original, the story is always intriguing and compelling. The very short version I wrote does not do justice to the book, but i didn't wanted to spoil it for you...

The characters and their motivations are believable and relatable (at least the present day characters)

Science

It's been a characteristic of Crichton's writing to use scientific facts and extrapolate on them to create science-fiction. In this case, he extrapolates on quantum theories and quantum entanglement to explain time / dimension travel, thus creating a believable theory for time travel, with it's limits and risks.
I really liked that part and think it's much better than most theories you can see in RPGs (when those deem to even try to explain dimension/time travel).

Still, like the rest of the book, the explanations are really well written and easy to understand, without dumbing it down too much...

History

The majority of the book takes place in the southern France 14th Century, and Crichton did a lot of research to actually keep as much of historical accuracy as possible, using recent sources that depict the middle ages as a harsh time, but certainly not a time of darkness, bigotry, and ignorance as the Renaissance thinkers depicted it, an image that has long tradition in our commonly shared imagination.

The biography at the end of the book is 4 pages long, and there are a lot of good references there too (but I'm not an historian, so some might be bullshit and I couldn't say).

One thing that Crichton got really well in this book is how different people thought back then, and how society was structured. 

My opinion is that the historical accuracy is respected but not invasive. You won't get a lecture on the Three-field system or heraldry, but some of the repercussions on the life of those topics will be shown en passant (the ubiquity of horses is something we have to use in our games).

To me, this historical accuracy is the main appeal of this book, on top of the compelling story.

Style

The book is nearly a page-turner. I say nearly because it has more substance than your typical thriller that you will have forgotten in 6 weeks time.

The style is easy to read, yet not simplistic like a Da Vinci Code. The vocabulary used is also accessible, preferring to use common English than specific medieval terms (if a horse is a Percheron, it will be said once, and then called a draft horse)

Story

The story may not have been very original, still it was well rounded and balanced.
Let's say it was better than most easy fantasy novels on that side, because it never uses the "magic" artifact. The only "magic" is the quantum entanglement time travel.

There are actually 2 stories being told in parallel, one in the past (main story) and one in our modern day (the now of the characters - a side story), and both are interesting and intertwined.

The book has a very good rhythm, hence the "page-turner" denomination earlier on.

What's in it for roleplayers?

Well, the historical accuracy is very important, and can be reused in your fantasy game:

  • people in the past behave with another mindset - the mindset of the middle ages. Getting the mindset and not applying our "modern" way of thinking to people in the middle ages is for me one of the greatest challenges of fantasy roleplaying. Sure, you can describe a far-west-world with bows and arrows instead of guns (yes, i'm looking at you, D&D), but then you don't really need a pseudo feudal society, if the law of the strongest is gonna be your sole societal structure...
  • Horses, horses, horses. In all shapes and forms ! Everybody has a car, nowadays... Well most people needed more than one horse back then (transportation? Horse! Field-work? Workhorse! Battle? Warhorse! Cargo & logistics? Mules & Horses!). Everyone has to have a horse, and all these creatures are important to the survival of a family. They surely have names...
  • The feudal system does not oppress women completely (it's not kind to them, but they have rights... Widows in particular can be very powerful women) and you should not do that in your games either. Even though you might see it as historical, that's just a pretext to be a dick...
  • Danger was everywhere in the middle ages. Stuff like crossing a big river or falling from a horse could mean a life long injury. Life was cheap and short, and people started their "adult" life much earlier

Would I recommend it?

Yes, certainly. The book is MUCH better than the movie. Don't watch the movie, it's a loss of time and doesn't do justice to the book material. And it was better fantasy than most books I read in the past few years (I don't read a lot of fantasy, though)

Community

Did you read the book yourself? Leave a comment, i'd love to know what you thought of it !
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Friday, 30 April 2021

[Europol-X] Feats

 FEATS

Europol-X' system, although it is based on the fifth edition of the OldOne™, is a class-less and level-less system.

Feat based experience

All character improvements are acquired through feats, as do most character features that are usually packed in a class in the d20 system derivations.

You want to have another hit die? There's a feat for that...
You want to have expertise in SNEAK? There's a feat for that...
You want to deal more damage while backstabbing? There's a feat for that...
You want to have psychic powers? There's a feat for that...

Examples

I've started writing the feats, and I'm already finished with the proficiency / expertise feats.

I do have others ready and written, but not layouted and illustrated yet, so i'll only show you the 3 first pages of that chapter 😇




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Monday, 29 March 2021

[Europol-X] Advancement Report

 Advancement report

Writing a game is more akin to a marathon than a sprint. Once the enthusiasm of the first days fades, it's not easy to sit down and write what's already developed.

How to keep the flow going?

It is always helpful to run your game parallel to developing it, to keep it on you mind and seeing problems before you wrote them down.
In the case of Europol-X, I've run about 5 sessions with a group of 2 friends, and the introduction of a 3rd player was the kick I needed to end writing the character creation tables.
Since they have received experience, I also was obliged to create the XP system, based on feats. Those are now being developed and written down (this is my next step in the book dev).

So what has been done?

Well I'm happy that, apart from corrections, the careers of the system are fully written down and illustrated. This is maybe not a cornerstone of the system, but the D10 "PAST PROBLEM THAT COULD COME TO HAUNT YOU"-tables are a big help in introducing side-problems and flavor to the game

And layout?

Well I actually try to do layout and writing simultaneously, because both steps don't seem to be a chore if I can do the other one, once I'm bored with the first... It also helps showing nice results before the product is final.
Sure, one could argue that someone might steal the stuff, but what I share is only pictures, and normally, not all the stuff is available. Certainly, one could steal my stuff, but I can't imagine someone giving that much fucks about the game to redo the work from my originally posted stuff as images. You could surely produce something as nice and personal in the same time. I expect the game to be pirated after it is available on Drivethru, not before 😄

Anyway, what I wanted is to show you how the careers look like, as of now (I've already spotted things to correct)


Community

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Wednesday, 3 March 2021

[W.I.P.] You believe in what now?

Hey, What's up?

 It's been quiet over here, because I was working on a new project:

Layouting, illustrating and editing a book, full to the gills with random tables to create a religion, with all its aspects (size, age, prophets, relics, cosmogony, etc.)

What's that project?

It's called (up to now at least) "You believe in what now?" and it's gonna be 25-30 pages of historical weirdness (most of the tables are rooted in historical religions from all over history and the world)

Wanna see?

Sometimes it's just better to watch you a preview than praying around the bush:


It's not completely finished (I still have to create the appendix listing all the images and their sources), but I hope to be able to publish it on drivethru before the end of the month...


Who wrote that?

I actually am not the author of the book, i did "only" the layout, all visual aspects and some proof-reading / editing.

It was written by the talented Felix Dester Hultgren, who has delivered here something truly fascinating and learned.

Can I buy it?

Not yet, you'll have to wait a bit more, but soon it will be available as pdf on drivethruRPG, for a reasonable price (we haven't agreed on a price yet, but it will definitively be under 5 Bucks)

You might wanna follow this blog to be sure to not miss the release 😉


I hope you like what you see !

Community

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Wednesday, 10 February 2021

[DREAD] Scrap princess' 20 Questions about a setting

Questions to fine tune Middellærd

Scrap princess is not only a major figure of the OSR blogosphere but also a talented illustrator.
in this blog post, a magical internet thingy happened: a post from another creator (JEFF RIENTS) was twisted into awesomeness:  this-is-not-that-list-of-questions-for-your-campaign
Dating back November 2014, it's nowhere new, but it's so fun I decided to use those to create content for DREAD... It's been very quiet on that front, lately

 1. Is there weaponized Squid? 

Well there was not before this question. But there definetely will be some, in two understanding of the word "weaponized"...
Some water-elves/merfolks will train squids for war...
And organs of squids will be part of alchemical recipes, weaponizing those poor creatures further...

The giant squid at bay / Keppler

2. Is there undead robots?

Undead will not play a big role in DREAD. Using zombies as a cheap workforce (some kind of robots, if you will) is not a bad idea, but does not really fit into my vision of this universe... Maybe the big-bad-demons will do this... Thx for the suggestion

3. Do Icebergs walk across the land ?

No climate warming in this world, so if an iceberg walks the land, it must be some kind of gigantic mimic... Or a glacier shard launched into the air by a dwarven mega-catapult...

4. What do birds know?

Birds do know that their feather are precious and know how dangerous adventurers and hunters are.
Magical birds (like lotus hummingbirds and birds of paradise) have been nearly hunted to extinction...

5. Does medicine work like it does here but no-one knows CPR or does it work like a cartoon so I cure amnesia with more head injuries or does it work like medieval euro people thought it did with demons in your teeth?

Well it's gonna be more in the direction of Renaissance Europe medicine + Alchemy... So the base is the same as our medicine (germs and stuff) and not based on humors... But alchemy will be a potent alternative, based on ancestral herbalism & magical ingredients. Demons will also be able to heal you, for the right price...

6. I want to play a hobbit but really I'm the fleas controlling the hobbit. Where is that in the book?

Well demonic fleas that are a hive mind and control, better said possess, a humanoid host, will be found in the section about demons. Sexual intercourse will be a major way to take root on new hosts, for sure...

7. How much could I rent my body out to spirits before I lost control of my character?

Well, they might call themselves Spirits, but they are actually demons... You will lose parts of your soul first... And if you do exaggerate, you will lose body and mind for an eternity of pain and slave labor.

8.What level do I have to get my character to before I am the g.m?

All humanoids will be limited to lvl 9 and will need to use alchemy to better their bodies and skills afterwards... Once you have a lvl 9 character and i've written the game, i'd be delighted to let you read and DM it... I want to play this setting too !

9. What is the dumbest thing I can spend my money on?

A sand clock that is not precise enough: You'll ruin a lot of good alchemical components before realizing...
Buying an indexed book on demonology would also be an extreme bad idea...

10. How ugly can my guy be? Like Can I be a walking fish?

As ugly as you want, as long as other in your party are more capable to speak in public and society...

(ok that's an old joke... He wasn't that bad, in hindsight...)


11.The lamp oil? Is that like cooking oil, kerosene, white spirits or napalm?

It's gonna be very typically cooking oil or raw petroleum. Or some kind of alchemical decoction, for longer lasting and stronger illumination. Or just animal fat, that works too, it just stinks...

12. How does physics work in this world?

I intend to stay very near our principles, for simplicity's sake...

Alchemy will be a form of science, mixed with magic...

Magic will be vancian, since we're playing D&D, but without teleportation and resurrection. Rituals will be important, too, for higher level effects, for example...

13. Can I start with weapon hands?

Depending on the group, are demonic weapon hands a possibility, but not one I would recommend... The social stigma would be horrendous. 

14. What cultures approve of cannibalism?

Demons do. It's part of the way they corrupt the humanoid societies: by giving part of the power of the eaten to the one that eat them, but with a big load of corruption on top.

15. Can my character not be real , but a hallucination of another character?

Seems like an interesting concept for a group of 2 players. A challenge to DM, to be sure, but interesting nontheless (let me grab my old Wraith: oblivion books)

16. Which is the rome but with lava fire country in this world? 

Before the collision of the planes and the Severance, Urbarin was very like an almighty Rome (without the Pompeiian volcano references), but it does not have the same influence as before... The town is still very powerful but lost its colonial reach...

One of its colonies did get through into Middellærd, too, and is getting an important position: Neptoma, a Venice-like town with a powerful marine and a trading ports network around the sea on which the town "stranded"

17. Can I invent an insect?

Insects can be invented. Recipes to cook insects can be invented. They can be stitched together and revived with alchemy if you are experienced enough. They tend to be very voracious afterwards, though...

18. Is there reverse fire?

Seas, waterways and ice will play a big role in the setting... Is it not what you meant with this question? 

19. How much money can I make inventing siege engines?

Probably a lot, if you find a good Warlord to employ you. But beware, your job might not be as stable as you think if you do not deliver what's expected of you (however realistic this might be)

20. What is the most significant tree to the economy of the starting place?

Neptoma's economy (this will be the default starting place) is based on the exploitation of the lagoon and sea resources: fishing is very important, shipwrights are very influential, and a blooming trade of secrets is deeply rooted in the corrupted but pragmatic city... As a place of trade, Alchemy will be important there too, since it's one of the few place where lots of exotic ingredients can be found... It's the reason the main academy for alchemy was founded in Neptoma (the NATICRA: Neptomian Academy of Transmutation of ingredients, chemical refinement, and alchemy)


Conclusion

I hoped you liked this 20 answers as much as I loved these questions. It is a very interesting exercise to answer seriously questions that were not really serious in the first place...
I'll have to do Jeff's questions on day, too.
It's a really good world building exercise !

Community

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Friday, 29 January 2021

[OSR] Real places in RPG [6]: Rakotzbrücke

Die Rakotzbrücke

or the Rakotz / Devil's bridge 

Location

This old bridge is situated in the easternmost part of Germany and has fascinated me for a while: its own reflection on the water always make it seem to be a portal into a new world. Those that read this blog often might know: I love parallel universes...

https://fshoq.com/free-photos/p/249/rakotzbrcke-devils-bridge-in-germany

Legends of the bridge

The architect of the bridge started to work with a spirit on the bridge's construction, promising the spirit the soul of the first being to cross the bridge. However, when the bridge was finished, the architect hushed a dog to cross the bridge as the "first crosser", and the spirit holds a grudge.
Another legends says that passing under the bridge in a boat on a day of half moon lets you travel to another world...
1983, tourists tried to do this and disappeared, never to be seen again...
It is forbidden to cross the bridge, nowadays (under the pretense of "dangerous construction")

Trolls

I wrote about bridges before in this series of posts, but since the one depicted was make out of roots, and I imagine (D&D) trolls to be on the heavy side of creatures, I did not mention trolls at that bridge.

It is a typical fantasy trope to have trolls guarding bridges (I think Tolkien started it). It's always an interesting kind of encounter, with a clear objective: coming to the other side more or less unharmed or not broke. Trolls guarding should be able and willing to communicate, which makes this kind of encounter more interesting.

They most of the time just collect tolls and eat those that won't pay.


Tax collectors

The legend of the bridge trolls is also a metaphor for the toll collection that happened on bridges in the European middle ages. Constructing a bridge was a costly business, and the lords that had invested in the creation of the bridge would appoint a tax collector to the bridge, the collected money would pay this person and a part would go back to the lord. 
The collector were also responsible for the upkeep of the bridge they were guarding.

A doorway, but where to?

This bridge and it's reflection on the water look so perfect it is natural that the human mind would see here a door to another world:
  • Where we see a door to a fairy realm, our forefathers certainly saw something much more gloomy. Calling this one the Devil's bridge is almost certainly an indication that the people from the past thought it to be a doorway to the underworld, the world of the dead.
  • In a Planescape-esque realm, that could also be a doorway to the plane of Order, or maybe Water.
  • The duality of the bridge over the water and it's reflection "under the water" could also mean an access to a place of duality, like the house of a 2-faced god (like the Roman Janus).
  • This could also be part of a series of portals used to bring ships from one place to another remote one...
  • In Birthright, this would certainly be a door to the shadow world, opening when the half moons aligns with the bridge, releasing hordes of undeads & skeletons, but also letting halfling back into their lost territories, on the search of a lost love or treasure (actually anyone could cross, but halfling know their way on the other side)

Guardians

A portal is an extremely valuable asset and anyone controlling it can name a steep price for its usage.

D 12 Guardian
1 A saltwater merfolk tribe. They control both sides and have a side business selling salt. Only their outcasts are left to stay on the lake-side of the portal.
2 An old troll widower and his young and brash son. Their liege is on the other side. He also controls passage *over* the bridge
3 4 Gargoyles, that only come to life when the portal is active. The locals fear them while they are in stone form nonetheless, fore their 
4 The Tax collector pretends to be a cleric protecting the village from a flood of undeads and racketeering money to "keep the door closed", on top of crossing the bridge
5 A Giant frog (over 2 m high) rules over a big tribe of toadfolks, a humanoid frog mix, about as big as goblins, but extreme good and strong swimmers
6 A young Water-dragon that fell in love with a dragon turtle. They will only accept payment in the form of things that might help her grow as big as him.
7 A giant squid guards the other side. The only way to get through the portal is to get pulled by a gigantic tentacle from the other side
8 Water elementals thrive in the lake but do not allow any boat on the lake, unless a payment in salt-water pearls in paid beforehand, naturally...
9 Nobody guards the bridge. For a good reason: on the other side is the hideout of a ruthless pirate crew. They sometimes sell booty and fish at the nearest village
10 Supposedly, each time you cross the portal, an evil twin is created that crosses it in the other direction, bringing havoc in your life
11 The portal can only be crossed swimming. Men are transformed in dolphins and women in sirens
12 The portal only lets through wearer of tridents without metal armor. On the other side, a gladiator fight is organised, and the owner gets an audience with the goddess of the sea

Unspeakable destinations

Beyond the portal, you could find dangerous places, like:
D12 Place
1 Carcosa
2 Pandemonium, capital of the demons
3 Mino's Labyrith
4 Hellish Swamp
5 Sewers of Sharn
6 Plateau of Leng
7 Morgana's lake on Avalon
8 A dragon-turtle roost
9 Oubliette - the dimensional city no one escapes
10 The Sea of Blood - stained by the blood of a dying titan
11 One arm of the Styx river
12 Near the mouth of Jörmungandr, the World Serpent

Inspiration

This place really makes me dream, so I created an artwork featuring it. Here it is, just for your pleasure:

I really like this piece of art, hope you guys & gals, too !

Community

Don't refrain from sharing your thoughts in the comments, I normally validate the comments quickly.
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Real places in RPG post series

Friday, 22 January 2021

[Europol-X] Career preview - Soldier

Soldier

Project advancement

I've started the first play test round with friends, even though the system is not totally finished (but I know where I wanna go), because it's motivating for me to have a kind of urgency...
As sure as 1+1=2 , they chose careers that I had not developed, so I had no "Past problems table" for them, therefore I let them roll on the existing tables (I present here the 5th - I do not post all of them on the blog), and luckily they rolled some entries that were not too specific to the career and generic enough to be adapted easily on the fly...

The Soldier Career

Europol-X recruits for their cell on two criteria:
  • You had contact with an unexplained phenomenon and survived
  • You have interesting skills
In the case of a soldier, it can be both, since their skills are always in high demand (in RPG at least), and in Europe (where guns are much less  available than on the other side of the Atlantic), it is rarer to find shooters without a military background (shooting ranges exist, and so does hunting, but you don't get to practice outside a controlled environment).

The Table

As always, remember that the "past problems" are optional... You can also just use them as inspiration for your character's past, but having troubles to add to the game will help your DM (or GM, or Storyteller, or Control, whatever you want to call them) personalize your troubles and make them feel more real. Up-close and personal, if you will...






My players

The characters that have been created are:
  • A marketing Expert that was Head of Marketing at the Royal Dutch Shell (the oil company), where he has a lot of enemies - (expert in Manipulate skill) - He has a 12 y.o. daughter in a closed private School in Switzerland. A lawyer wants to put him in Jail because he influenced his star witness in a case against Shell.
  • An intrusion specialist - like a white-hat-hacker, but for security systems (expert in Sneak skill), from Frankfurt. Her ex boss still long for their past relationship, and his secretary hates her for her special status in his eyes. She was abducted as a child and the only surviving abductor just got out of jail.

Plot Preview

Next week, they'll be confronted with the corpse of a Duplicate (a dupe) - Half robot / half human creatures that can copy the apparence (and therefore steal the identity) of any corpse...

Quick question

If I were to create a tipee/patreon page for this project, would you be interested?

Discord

If you wanna join my Discord ("from outer space games" is the name my publishing entity), click here:

Tuesday, 12 January 2021

[Europol-X] Career preview - Olympic Fencer

 Europol-X's system is starting to really take form.

I will not post all the "past careers" (you should still want to buy the book someday 😁) but from time to time, so you see the work advances.

Remember that the "past problems" are optional... You don't have to have one, and it doesn't have to be one from the list, but they are a good help to help create some drama for your storyteller (or DM, or GM, whatever you call him).

This is the 3rd career from the twelve I want to develop (one per skill).

This time with the illustration included


By the way, I've opened a discord around my creations (all of them, not only what's posted here), so if you like my work and use this platform, come over and chat !

https://discord.gg/usYXJG7zBu

Thursday, 7 January 2021

[Europol-X] Career preview - Brute

Brute


 I've decided to create a system extra for Europol-X.

It is heavily inspired by 5E and the Year Zero engine.

4 Attributes, 12 skills (3 for each attributes).

And a previous Career, for before you joined your EU-X-cell. These can be compared to the backgrounds of the 5th edition, but without a feature.

I present you the first Career, the "Thug" which can be any kind of very bulky and physically imposing character, specialized in demonstrations of shear strength.




I will probably make an illustration for the rest of the page...

Anyway, tell we what you think of this ! 

And happy start in the new year !

And I've opened a discord around my creations (all of them, not only what's posted here)
https://discord.gg/usYXJG7zBu


Edit: I renamed the Career Brute bc of the negative connotation that Thug has gained in the last few years

Thursday, 24 December 2020

[Europol-X] Which game system ?

 Europol-X

Game system

I envision Europol-X as an investigative RPG, with an healthy dose of action and then some sense of wonder, once the possibility to "step sideways" has been discovered.

Therefore, I need a game system which will support these ingredients.

I could certainly brew a D&D based system (3rd edition proved it was possible, with Spycraft for example), but somehow, it feels like too much work, for a system that would be working, sure, but not supporting the gameplay any more than any other generic system.

GURPS has a lot of support for this kind of elements (even a completely described ecosystem for time and dimension travel), but as much as I love reading the GURPS books for their ideas, I can't see myself running that system (Don't like how perception is handled, for example)

TORG also has support for dimension travel (dimension war, to be precise), but the power level is a notch too high for this project, nearing cinematic level.

Don't start me on Rifts, I've never put my nose into one of the books, but from what I heard, the system is too outdated too, for my taste.

My favorite Game of the last 10 years is Mutant Year Zero.
I love the game for its perfect support of the system to the kind of fiction to be emulated (post-apocalypse).

So I started to work on a "Year Zero Engine"-adaptation for dimension war. There is a SRD online, it's actually quite easy.
I developed a 1st draft for a character sheet, and I like it.




But after a dinner break, I had one of these moments of realization:
This is not the right system for this project.
So I lose some work, sure, but in the end, better see now that attrition is not an important part of this game and that this system does not support the investigative play-style more than any other generic system (so it basically has the same problem as D&D)

Square 1 ?

Somehow yes...

There are still alternatives that I can think of:

  • Savage Worlds is a good candidate (it can run Rifts, so it could definitely work), but the power level might be too high and the system is not OGL
  • The Strange by Bruce Cordell is also about dimension hopping and could work quite well, but is also not OGL
  • The Chronicles of Darkness would work too, and normally they'd be my favorite (they have the right amount of support for action and investigation) but I'd like to maybe publish Europol-X one day in a zine format, so I need an OGL game system (or one I've developed myself)
  • The same problem exist with Modern AGE: they have a multiverse setting, but the system is not OGL either (and probably too technical for my taste)
  • Develop something else, unique? If I had a second life, maybe?
But as you see, nothing seems good enough. There is a very cool, simplified, and streamlined version of D&D3 to play investigative cases in a native reservation (like the books of Tony Hillermann) that was published in France. The processes of the Bureau of Indian Affairs are certain.

Well, we'll see... I'll sleep on it and you'll be amazed at the wonderful character sheet i've built, that probably will never be used