Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

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:


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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

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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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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.
For a longer conversation, you can join the discord of my publishing outlet (from outer space games):

Real places in RPG post series

Friday, 11 December 2020

[Ruleset Review] Dark Places & Demogorgons

 Dark Places & Demogorgons

I've had an itch to play something in the mood of the series "Stranger Things". I've collected a few games on the subject but decided to start with the oldest of them, the first to surf on the Demogorgon Wave. Another reason is that the book is small in size and not heavy, perfect to read in bed (yes, Tales from the loop, I'm looking at you. You're too heavy for reading in bed! [Is it still fatshaming when it's about a book 🙈🙉🙊?])

1.) What is it?


"Survive This! Dark Places & Demogorgons" (DP&D) is a 2017 game in the genre of "80ies teenagers fighting mysteries while trying to keep good grades". Stranger things made this a big thing and very successfully to say the least.

The teenagers play a game of D&D featuring a Demogorgon in there, hence the name of the game, which also closes the circle of a game inspiring writers, whose series inspires a game in the end.

DP&D is a rulebook to play in this style. It's 200 pages long, black and white. My book was lulu-printed (a print on demand printer) and does not have anything written on the binding (a common problem with PoD).

2.) When did I hear about it for the 1st time?

It was so quickly out after the release and success of stranger things, that it kind of made a bang. I probably heard about it on a french roleplaying forum

I even heard that it was based on B/X D&D, like the game the teenagers play in the series. To be honest, I'm not a fan of the older D&D versions (I just prefer unified systems).

3.) What did I expect?

A very old school game, with classes as race, but where the classes are "80ies kids archetypes", no skills and a a level progression up to lvl 14 (like in the expert set). And Tools to set the mood, create a town and hoped for a few scenarios / adventures

4.) What did I get?

  • Well, i'm not a big fan of B/X to start with, and to be honest this is not a bad adaptation, but B/X is not my favorite D&D to start from
  • The skills are handled nearly like in 3E, which is not per se a bad thing, but skills bonuses are capped at +5 (and there are lots of skills for few points to allocate), when you have reached lvl5. And there are only 5 levels in total (which I find a bit few)
  • Art is not ugly, but also not great (but the family photos of the game developers are ugly on purpose at that's kind of great - sadly very pixelled)
  • No scenario / adventure. Quite a few synopses featuring a "monster of the week" which are mostly inspiring, but offer no clue as to how to fight this danger / resolve that situation
  • But what mostly disturbed me with the game is that the chances to achieve anything in the game (roll against TN) are miserably low. Or better said, the random factor is too high compared to the skill possibilities.
    At level 5, you could have a skill at +5, and an attribute giving you +3. Against a TN of 15 (normal): that a 55% chance of success.
    For a maxed out character.
    So imagine the chances of an unskilled starting character to achieve any good idea of their player...

    Sure, the DM can give you advantage like in 5E. Or just consider no roll is necessary if the idea is great (did not read this in the game, though). But for a jinxed player like me, such system would just be hell...

5.) Conclusion

I hope this does not sounds too harsh, because it was really not all bad and I'd never read through if it was really bad. There are just enough small problems that it's not worth my time to patch it to my liking.

There are a few excellent tables for background and adversaries generation in the book that I'll certainly use and actually are worth paying the price of the game for. I just won't play it by the book (I'll see what Kids on bike and tales from loop have to offer)

Now I'd really be interested in what B/X-aficionados think of the game ! Comment away !


Addenda (13th december 2020):


6.) Developments

Since I've posted this review, some reactions have brought me clarify something.

I may not be a fan of the B/X system, but that is not the only reason why I dislike the system of "Dark Places & Demogorgons". In my opinion, it is a bad adaptation of B/X, my main problem being the skill system.

7.) Noteworthy commentaries

On Facebook, Jo-Herman Haugholt described a bit further what he thinks of DP&D (and its skill system, and what I got wrong with it). With his permission, I'm adding his comment to this post:

"Pretty close to my assessment, after running a small campaign which recently ended due to a too-long hiatus due to lockdown.

The rules are functional but are a bit unclear in places. They're better at being flavourful than being a solid exhaustive rules system, so expect to make many rulings on things.

If you're planning on running a campaign, I would recommend getting the "Player Options & GM Guide" book as well, as in addition to raising the level cap and adding additional classes, it includes some re-balance of the core classes. The newer "Cryptid Manual" is also very nice; beyond being in another league when it comes to presentation, it also clarifies several rules and fleshes out many of the creatures found in the core book.

I also missed a proper example adventure; while the book includes several adventure seeds, they all require some work before they can be run as a full adventure. This trend continues in the setting book and topic books.

The stated DC values seems a little high and those few examples that are in the book seem to trend on average a bit lower than the stated DC 15 for moderate difficulty.

But characters don't max out at +5 on skill rolls as the post suggest, as most classes include significant bonuses beyond what you get from skill points and attribute. For example, in our campaign at level 2, The Princess ended up rolling Persuasion checks at +9 vs. boys/parents (+7 against everyone else). In addition, abilities that give advantage or re-rolls aren't that uncommon, and you can always re-roll failed rolls by spending a Survival point.

Though I'm used to judging DCC where the DC of an average adventurer task is 10, so while running the game, I probably did set the DCs a few points lower than the guidelines suggested most of the time.

It's a game with many good ideas, but a bit rough in execution. If you enjoy the BX/OSR inspiration and are willing to do a bit of work, there is potential here. The later books are much more polished, and the newest game in the line (Survive This! Fantasy) looks to much more solid game, which probably could be used to flesh it out. But there are probably also more complete games in the genre, like Kids on Bikes, and possibly the newly kickstarted D&D5e version of the game."


Thanks for this comment, Jo! This is definitely an interesting point of view and a great expansion of the review onto the whole line of DP&D products (which I supposed would expand the classes and level caps, but i was not ready to buy it just for review purposes)

Monday, 17 August 2020

[OSR] Real places in RPG [5]: Fingal's Cave

 Fingal's Cave

Fingal's Cave is a sea cave on the island of Staffa, in the Inner Hebrides of Scotland, which is uninhabitated and known for its natural acoustics. 

It is formed entirely from hexagonally jointed basalt columns, which are similar to the Giant's Causeway's (in northern Ireland).

The cave is named after the hero of an epic Poem by James Macpherson, and is supposed to have started building the giant's causeway between Ireland and Scotland.

"Fingal's Cave on Staffa - photo by dun_deagh (Flickr)

Caves

Our human relationship to caves has always been very dualistic: It was probably the first habitat where our ancestors took refuge, but it is also a place where one of our oldest enemy reigns quite undefeated: Darkness.

It is no wonder that our first instinct as a human when encountering a cave is to want to secure it, from wild animals, enemies, or even bad weather. 

Does our survival instinct want us to purge that dark place? Is that the reason why dungeon delving is so popular?


Deserted?

The Island of Staffa, belonging to Scotland, is unsettled.

Is it because of the Cave?

Is it unsettled or unsettled by humans?

What could live here?


Trolls

My first association with this place was that it must be a troll's lair.

Probably a troll eating lots of fish, since there seem to be no source of mamals-meat in the vicinity...

But I imagine hardy settlers trying to conquer this island only to be gobbled by this ancient troll. Who amasses the belongings of the settlers in his cave... Which in turn brings more adventurers to his door.

A kind of antic "delivered food service", on a very unregular basis.


Pirates' Lair

Those villains might even be of the lazy type:
Shipwreckers!

Everybody knows it's not safe to sail in sight of the desolated island of Staffa, but it is a much shorter route to reach Ireland, so audacious captains may try their luck to gain half a day of sea time (this is completly invented - just so you know).

Since the island is supposedly deserted, if a fake lighthouse at night seem to shine on the island, captains tend to think they have arrived in sight Little Colonsay and its quiet coves...

What happens next is a boat stranding on shoal, and a horde of pirate coming to finish of the crew.

The pirates then move their loot into the labyrith town made of cave complexes carved of the basalt.


Sea singers

A very old and interesting part of marine folklore, sea singers can be great enemies for a seafaring party. They don't have to be bad per se, though. But they also can be flesh-eating manipulative merfolks that look pleasant to the eye.

What happens if a PC falls in love with one of those "monsters"?

And what do you do with the offspring?

In any case, if there is treasure at Fingal's, king of the Sea-Elves, to be found, you'd better have a lot of potions of water breathing at the ready.


Door to another place

A cave can also be an entrance. It could lead to different kind of places:

  • A volcanic underwater realm bathed in warm slightly sulfuric waters, where alguae produces light and filter the water. What civilization could live down there?
  • The lair and resting place of a gigantig sea serpent. It attacks a ship from time to time, but it also feeds the Jörmungandr, the world serpent that prevents the oceans to fall of the edge of the earth.
  • The entrance to the watery part of the underworld, where you need to go if you want to petition a drowned person. And you really need to ask Captain Ahab how he tamed that megalodon that is drowning the fleet of good King Agassiz...

OSR

Since I post these musings under the tag of OSR, i might give you a table.

Some of the ideas are taken from the article, other are new stubs to kickstart your imagination (if the picture was not enough)

D20 What is this place?
1 Entrance to a secret pirate society
2 Lair of Jörmungandotir, offspring of the World-Serpent
3 Antechamber of the court of Fingal, king of the Sea-Elves
4 Marketplace for humans and an underwater civilisation
5 Lair of an immortal fishing troll, last known companion to Sherkhan the Mad Archmage
6 Slumbering place of Fingal the Accursed, formerly builder of bridges between continents
7 Door to the murky and dark underwater underworld
8 Lair of a vicious and tidiness-obsessive Water-Dragon
9 Church of cultists praying to the deep ones
10 Place where sea singers come to the surface to seduce land-dwellers
11 Door to an underwater volcanic realm of wonders
12 Birth place of the Cyclop, son of Poseidon
13 Laboratory of a crazy geomancer - with a love for basalt (and golems)
14 Basalt portal leading to the alien quarter of a dwarf city
15 Reunion place of the Assembly of the Masterless Basalt Golems
16 Abandonned empty mining site of black pearls and basalt soul-stones
17 Entrance to the Basalt-Labyrinth where lay the wellspring of stone-to-flesh-water
18 Entrance to the palace of the Medusa, owner of the last teleportation circle
19 Former abode of the demigod Basaltus and lobby to his Forge
20 Sea-faeries bank of the lost memories. Each one is stored in a basalt column

If you need crazier results, roll a few D20 in order and make it the history of the place. Good luck tying up those lore tidbits together.


I hope this place has jogged up your imagination and that you will use it in one of your games.

If you do, i'd be glad if you could leave a comment to tell the adventure.



Wednesday, 5 August 2020

[OSR Sci-Fi Horror] Presentation of Alastor 55

I've teased some Art and told you i'm working on a new project:
With a friend, we are writing a new OSR rpg. Actually writing 2 versions of one RPG : one motorised by the black hack and another based on Microlite 5th.
I'm in charge of a lot of things, from the microlite 5th adaptation of the system to layout, but also artworks.
I've found a way to create easily and quickly art that I deem good enough for an OSR publication, and I wanted to share some with you.

The Pitch:

The "Ravenium Rush" brings hundreds of new settlers on the "Satanic Planet", but only a few will survive the horror, the demons, and the corporate greed... Will you Crew survive, die in the dirt, or thrive in this sick atmophere?

The Setting:

Alastor 55 is an outer system moon, that was colonized by a satanic church, long ago, and went missing from the human sphere, during a big "Colonies vs Earth"-independance-war.
Much later, when the United Earth Nations discovered Ravenium on Alastor, a black cristalline fuel for black hole jumpships, they tried to re-colonize the moon and discovered a world in shambles: internal strife, feuding satanic sects, technology set back in the 19th century. And DEMONS! A lot of them, with all the slaughter, orgies, gore and unethical behaviours bound with it.
In the middle of the war between all these factions, the U.N. and the corporations, are poor settlers that came as a last chance to escape the misery of life on the planets and moons of the solar system. Thinking that the demons and the black magic were rumors, like the U.N. pretends.
Poor people...
You are a Crew, freshly arrived on Alastor and you'll need a few credits to survive in the protected corporate enclaves. But maybe you 'll strive in this atmosphere of conflict, betrayal and ever present death.

The Art:

I've developped a few images, that might or might not make it into the book.

The demons:

(I have already shown them all but two)
They were the start of the project, and i'm not yet sure to use them all...
But since i'm getting better, there will be more to come, same style and same Modus Operandi.

The firedemon

CSGO-map-DM-Neon-with-Red02

Wreaking mayhem and playing fire in a plaza? Yes, that's a typical fire demon

The Chainsaw-Massacre-Demon

Demon-before-door04
This is probably not gonna be our Cover. This is the first art piece I created. But it's too recognizable from heavily copyright protected material. Sad, i really love it...

The quick and agile Demon

 Subzero-with-red02
Most of the life on the planet is settled deep under the earth. These swift jumpers are rarely seen not in packs, and are a bane for travellers.

Demonic Infighting

 CSGO-map-DM-Neon-02-2-Demons-20200716-150447
Demons would not be demons if they were not bickering amongst each others. It's always a good thing for the colonist when they steer their anger at each others...

The Succubus


Who said all demons had to be ugly and spooky?
If there are orgies with demons on Alastor, I hope for the population that a few demons (independently of their gender) are good looking too. And manipulative. Evil anyway...

The tunnel confrontation

Alastor 55 is an ice moon, where hairy demons feel at home. Unless some pesky humans starts to crawl out of their warm underground arcologies...

The Origins 

(I don't want to use the word "race" in a Sci-Fi context)

The Patrolling Cyborg

  Technically-legal-cybertrooper-02-20200716-154448
Cyborgs are human brains implanted in a robotic body. There is no reason for anxiety, they are mentally stable and not prone to PTSD or loss of humanity. Never. Not at all. Remember these are the good guys.
And good guys go to bars, don't they?
This one doesn't drink, but likes to watch humans off-guarded by alcohol consumption...

The sad Cyborg

 Cybertronic-android-insnowyvillage-BW
Why is he sad? He's working in one of the few places over the surface of the planet, at the equator.
Well why do you think he's sad? Maybe because he has to freeze his balls off to keep the privileged arseholes protected

Careers

Right now, I'm working on the careers (which is the ingame name for the classes), and there will be 8 of them:
Captain, Investigator, Medic, Occultist, Psiker, Scoundrel, Scientist, & Soldier.

I've already 3 pictures of classes, but i'll post them as a bunch when they are all ready...
Probably the next post 


Friday, 17 July 2020

[OSR Sci-Fi Horror] Sample Art

Quick and dirty Art


You might remember that I teased a new OSR project, last week.
The design crew (that's me and a friend) has decided to go for a very OSRish approach, not only concerning the rules, but also the Art which will be included in our next RPG.

I wanted to present you some of the Art I've developped for that game, because i'm kind of very proud of it.

The Setting

The setting will be a planet of horror, settled by a satanic cult who achieved to break some Seals, align the stars, or create an arcane apocalypse (no one really knows, and those who know... don't tell...)

CyberDemonPunk

So it's a futuristic setting, with cyberpunk elements (don't think only of chrome, but more of very powerful megacorporations, poluted ecosystems, and galactic misery apart for the top 0,1%), with black magic, and demons. No Angels, no other arcane powers than the dark art.
Yes it will be pretty bleak.
If you think of Doom, right now, yes, that's a major influence (along with Blade Runner, Transhuman SpaceDead Space, and a bunch of others)

The (quick and dirty) Art

I've spent a day developping a method to create Art quickly and used it for the Art you are about to see.
I'll probably make a tutorial out of my method, once the game is out.
The first art took a while, but now I need less than 2 hours for each image (and would take much longer to make it "undirty" - #StillLearning)
You can find those images on ArtStation too, where I also will add newer art pieces, later on (and will not add them into this post)

The firedemon

CSGO-map-DM-Neon-with-Red02

Wreaking mayhem and playing fire in a plaza? Yes, that's a typical fire demon

The Chainsaw-Massacre-Demon

Demon-before-door04
This is probably gonna be our Cover. This is the first art piece I created.
What noise could have troubles this Demon? I'll wait for your answers in the commentaries

The quick and agile Demon

 Subzero-with-red02
Most of the life on the planet is settled deep under the earth. These swift jumpers are rarely seen not in packs, and are a bane for travellers.

Demonic Infighting

 CSGO-map-DM-Neon-02-2-Demons-20200716-150447
Demons would not be demons if they were not bickering under themselves. It's always a good thing for the colonist when they steer their anger at each others...

The Patrolling Cyborg

  Technically-legal-cybertrooper-02-20200716-154448
Cyborgs are human brains implanted in a robotic body. There is no reason for anxiety, they are mentally stable and not prone to PTSD or loss of humanity. Never. Not at all. Remember these are the good guys.
And good guys go to bars, don't they?

The sad Cyborg

 Cybertronic-android-insnowyvillage-BW
Why is he sad? He's working in one of the few places over the surface of the planet, at the equator.
Well why do you think he's sad?

That's all for today!
As always, comments are welcome (and I normally publish them quickly - no bots allowed here though...)

Tuesday, 14 July 2020

Ruleset Review: Microlite 20 fifth - adamantine edition

Review: Microlite 20 fifth - adamantine edition 


Lately, i've been working on translating, editing, layouting and co-creating an OSR game. Its pitch is "The "Ravenium Rush" brings hundreds of new settlers on the "Satanic Planet", but only a few will survive the horror, the demons, and the corporate greed..."
With my creation mate (he created the setting), we decided we wanted an OSR system.
I had my eyes set on EXTINCTION, which is an really really good hack of the Black Hack for Space-Horror like Alien (the movie), with a touch of other Sci-Fi influences (blade runner, for example).
We could have tried to make a module for  EXTINCTION, but we wanted our system to be under the hood.

I've then looked around at other influences, because I felt that I would only want to copy EXTINCTION and add here and there some bits and odds, if we were to go "the Black Hack way".
So I needed some other basis to have my mind crunch on.
I decided to look at 5E clones/simplifications and so on, because I really like the 5th Edition and its elegant mechanics (and newer people to the hobby were more keen on trying something based on what they know).

1.) What is it?

"Microlite 20 fifth - adamantine edition" is the latest incarnation of the microlite series of D&D simplifications. Microlite has a good reputation, this version is 17 pages long (including a character sheet and the "OGL licence" for the 5E)
https://drive.google.com/file/d/1J_gPJjuDygOQWnVKXyLcAuGcIUNHeSsf/view



2.) When did I hear about it for the 1st time?

On the RPG forums and discord I delve, Microlite is often cited as a reference for D&D simplifications (there's a microlite 74, one on D&D3, another on D&D4, and this one simplifying D&D5 [There are more than just those])

3.) What did I expect?

I expected somthing easy and streamlined vaguely related to the 5th Edition. For Vanilla Fantasy.

4.) What did I find?

A stremlined and simplified version of the Basic Rules of 5E. Which means it's open source content, for the vast majority. 
It keeps the 5E feel and its iconic mechanics (advantages, Bounded accuracy) but refines it to its most simple core:
You now have only 3 Attributes and 4 skills, along with 4 classes. Still it is very well designed and written, making the core shine like a 100 GP pearl (yeah, identify is important).
It allows itself the luxury to add monster creation rules that generates 1-line-stat-blocs, encounter building guidelines, and an appendice to introduce more classes.
I really liked the quick and simple ruleset.
It's not as deadly as an OSR, but you could apply some rules from 5E-HARDCORE-MODE from Runehammer to spice up / OSR up the game experience.

5.) Will I use it ?

I need to convert my co-autor to base our game on this, but I'm really tempted to create a game based on this motor. I would make it less simple in the end, but I hope it would be an upgrade on the basis, not an over-complexification.
If he's not up for it, maybe I'll build a game around it for this blog. Or rebuild around this ruleset my SciFi project "Stellar Fiefdoms"

6.) Would I recommend buying it?

Well, since it's free, you should definietly grab a pdf. Then print it as a pamphlet at work (it's 16 pages, once you remove the page 16 where the licence is), read it in the train back home and play with your hastily got together friends and neighbourgs.
Maybe also print a one-page-dungeon?

Disclaimer:
Some of the links included in this article are affiliate-links.
One day, I will have a few dollars credit on Drivethru and I'll re-buy an item on Pay What You Want (PWYW) I found very useful there. So somehow this is supporting indie creation, right?

Any of you played with Microlite 20 fifth?
What is you go-to 5E related system?
Do you jerry-rig your 5E?

[OSR SciFi horror] New project teaser

What's going on with the setting of D.R.E.A.D.? 

Well, even if I haven't posted anything for a while, i still continue to develop things, in my head or on paper. To be honest, i've been working on quite a lot of other projects too, cooperations with other autors or illustrators that can't really write but still got to get their ideas on print... 

New projects

Anyway, right now, i'm working on 2 collaborations: 
  • One narrative urban fantasy game with faeries and a big influence of the Tarot. 
  •  The other one is probably more for the public of this blog: It's an OSR space horror game with demons and satanic cults. 
We are in the beginning stages, but the framework of the background already stands. And I made a cover for it, that I can show you here. We've decided to start really talking about the game in September, once everyone is back from holiday, but I wanted to present you with a small teaser...
And as always, they'll be a lot of random tables...



The "Ravenium Rush" brings hundreds of new settlers on the "Satanic Planet", but only a few will survive the horror, the demons, and the corporate greed...

Saturday, 4 July 2020

[OSR] Real places to use in RPG [4]: Eternal Flame Falls

[OSR] Real places in RPG [4]: 
Eternal Flame Falls

The Eternal Flame Falls is a small waterfall located in the Shale Creek Preserve in Western New York. The grotto emits natural gas which burns quasi continously.


Fire 

Fire has always been a dual thing for humans. On one hand, it is what has permitted humanity to settle down and survive, and later develop technology, and on the other hand, humanity has always felt an unhealthy fascination for fire, for it's destructive power and potential to hurt.
It is no wonder that a perpetually burning flame is something dreaded and enthralling at the same time.
Water and fire have always been seen as adversaries in antic cosmologies (and often in fantasy), so a place combining those two elements is particularly bewitching.

Leylines

Ancient European societies (celts, their contemporaries, and other cultures before them) erected structures along what they believed to be places with arcane power.
This is a concept seldom used in RPG, which I find is a shame, since it has a lot of potential.
Birthright uses them as magical power sources and they are an arcane incarnation of the raw magical power of nature and "the land" (which blooded character are attuned to). The more civilized a region gets, the weaker these magical places would get.
Another way to see these leylines is to bind them to an element: Ancient forests would create "wood/nature" leylines, mountains have stone leylines, rivers, lakes and oceans support water leylines, volcanoes contribute to leylines of fire.
Magician would need to tap into these sources of power either to power up rituals or recharge their arcane reserves (with mana, or elemental magic "atoms", to use later on)
What happens when two leylines cross each other? Well, I think the eternal flame falls is the best example of what I would picture for the crossing of a small fire leyline and an equally small water leyline.


Usage in a RPG quest

  • Alchemy:
Using the water and the flame could have interesting alchemical proprieties, for example for a water breathing potion that would also protect from heat, or anything related to steam or steam machines.
  • Enchantment:
Elementally enchanting a blade with the power of fire and water could be difficult, unless you are in an arcane locus saturated with magical energy from both elements.
  • Rejuvenation:
An eternally burning flame is certainly a symbol of infinite youth... Who knows if drinking the water from the fall heated on the flame would not lend you some part of that immortality?
  • Cure:
Thermal sources are renown to these days for their healing capabilities... What kind of ailings do you think this source would be able to heal? Burns, maybe, but what else?
  • Untapped power source:
In Birthright, the power sources are all controlled by someone. It is possible to create new sources, though... In a session, I would expect from the player wanting to create a new magical source which he or she strives to control to describe me a fantastical place like this one.
  • Doorway to another plane:
Planes of existence are suppose to spill through at places where they are near each other or in contact (like in Sharn in the setting of Eberron). This small grotto could be a doorway to the elemental plane of fire (or just believed to be, or an indication that a portal to the other plane would be easier to open there)

Do you see other usages for this place in a rpg game? What would the place mean to a nature defending Werewolf? What kind of creature would protect this place?
Develop that in the comments !