Saturday, May 25, 2013

Alia Juliet Rose, a Swords and Wizardry NPC.

Kelly Anne, my wife, drew this for the Saturday get together.


Swords & Wizardry/Majestic Wilderlands

AC 1[18]; 8th level Burglar; HP 17; HTB +2; Atk 1 Dmg 1d6; Move 120'; Save 8;
ABL Climbing +5, Eavesdropping +3, Legerdemain +8, Perception +2, Stealth +8;
Posses:  Leather [+1], Shortsword (1d6)  Dagger (1d4) (15 ft), Shortbow (1d6), 20 arrows, Broom of Flying, Portable Hole, In Portable Hole [One Petrified Orc, A iron door], five throwable Hairsticks (1d3), one throwable hairstick inscribed with a Fireball Rune*, Two Arrows with Lightning Bolt runes on arrow head*


*In the Majestic Wilderlands, Runes are created the same way as scrolls and work the same. They can be inscribed on any surface. When inscribed on a weapon the rune will activate where the weapon hits.**

**Runes have the range of the original spell but only when a Runecaster activates it. For everybody else activating a rune makes it takes immediate effect centered on the rune. The use on hairsticks and arrows allow the user to activate it from far away.


Thursday, May 23, 2013

What coming to me in the Fall; Dwarven Forge

So I got confirmation of my order from the Dwarven Forge Kickstarter. So here what coming to me in the fall.

First off I ordered five sets plus the stretch goals. I looked at the various layouts and my experience with the stuff that my friend Dwayne made me to figure this is where I should go in at.


I get a tote bag although I think it will be to small for all that I ordered.


Most of my pledge went into getting the add-ons, unique pieces that I find valuable to use and wished I had with my existing stuff.

1 Diagonal Wall Pack. Hopefully they will sell this later if I find I need more.

1 Curved Wall Pack: Same as above. While I had a little more money for this kickstarter there was a limit so I only got one each of Curved and Diagonal hoping that I can pick up more later if needed.


2 Floor Pack: by far the biggest I ran into was making big rooms. This should fix that issue. The downward stairways is cool as well.


2 Dungeon Dressing Pack. I can use this with the dungeon tiles or with dry erase so definitely got two of these.



Chamber of Sorrows. Probably will be the least used of all the stuff. But since I am getting unpainted Dungeon Gray stuff I can decide how to present the pieces for my own campaign.





1 Grand Stair Pack. This will also be useful even if I use just dry erase.



2 Castle Wall Packs - I will be definitely using this as a lot of adventuring takes place in regular buildings in my campaigns.



So I got Dungeon Gray to keep it within budget. So which means I have a lot of painting to so. Fortunately it look like it mass painting techinques are easily used from the DF Video on Youtube. I will let everybody know in the fall how everything turns out with the stuff.

Wednesday, May 22, 2013

A cool map

One of the sections of Columbia Game's release of the City of Cherafir is a description of the city's Alienage Quarter where foreigners and ships are allowed to freely enter and trade. What made this quarter unique in the product was every building was described.

In the most recent release of the City of Cherafir it is obvious that the maps of the Alienage was cropped from a much larger map. I found the previous releases of Cherafir Alienage very useful over the years as a template for my own cities.

Now Columbia Games has released a combined map of the Alienage for free! While it doesn't have any descriptions it would be useful in a campaign as a reference or a fleshed out addon to an existing city.

Thursday, May 16, 2013

Three City Books for your campaigns

City-State of the Invincible Overlord 
Necromancer Version 
Revised Version 
Original Version 

 The granddaddy of all RPG cities and holds up well over the decades.

Cities of Harn 
Proof that a complete cities can be done in a dozen pages or less.
The newer versions are longer but are still have the smallest page count of any city supplement out there. 

Cities by Midkemia Press
The best random encounter table ever written for city adventures. Also has a nifty Catchup table for what your characters does between adventures and a random settlement generator.

Tuesday, May 14, 2013

Revisiting Rulings not Rules

In Matt Finch's Quick Primer for Old School Gaming the first zen moment is Rulings not Rules. He describe how in the absence of mechanics or guidance the referee has to rely on his common sense and experience to come up with the mechanics to adjudicate the actions of  a character.

Since I started actively refereeing Swords & Wizardry several years ago I come up with some handy concrete guidelines that help make up a ruling without staddling the game with overly complicated mechanics.

First off I look at Swords & Wizardry and the classic editions to see what tools I can come with.
  1. There is the to hit roll.
  2. Saving Throws
  3. Modifiers 
  4. Some type of roll based on a characteristic.
  5. A skill roll.
The To Hit Roll
This is best used when the ruling involves throwning, swinging, or hitting something. If it is just about hitting the target with no real damage I usually set the target number based off AC 10 (or 9 depending on the edition).  The same with targeting a piece of floor or a specific section of a wall. If just hitting a large building, wall, rock, etc. Then I will add +2. I will also use the range guidelines for darts and other thrown weapons as a guide to when to impose range modifiers.

Saving Throws
I use saving throw to resolve actions where player is attempting to have his character do something non-lethal to another character. A character wants to do disarm or trip an opponent. I will generally say he needs to hit the target and the target gets a save. If the save fails then the character is successful in his action.

The implication is that it harder to do certain things against higher level character or monsters. I feel this is OK as in my mind higher level or HD represent characters/monsters with more points or build in other systems.

Modifiers 
The benchmark I go by here is that it is -4 to hit an invisible opponent or to fight in complete darkness. Generally this means modifiers range from +4 to -4.
There is also the issues with modifiers granted by characteristics. Some editions like ADnD have extensive modifiers while other don't. I found I was happy with this chart.

18 +3
15-17 +2
12-14 +1
9-11 +0
6-8 -1
3-5 -2

Some type of roll based on a characteristic.
I don't use this a lot myself but other referees. The basic options are
1) Roll under the characteristic with a d20
2) Roll a d20 add the characteristic and get 20 or higher
3) Multiply the characteristic by 5 and roll under the number with percentile dice.

A skill roll.
With the introduction of the Thief class skill rolls became part of DnD. The original class used percentile dice modified by race and dexterity. This is something I never really liked.  I preferred something similar to 3rd Edition version which is a d20 roll and beat a target number. I consider skill rolls valuable because they allow the creation of character class that are better at various non-combat things. Ultimately what I adopted was roll a d20 and equal or beat a 15 modified by the relevant characteristic and any bonus given to you by your class.

However the spirit of the oldest editions make for a game where characters can attempt anything. So instead of skill I added abilities. That way anybody can still try to pick a lock but burglars are better than anybody else.

By combining these various elements I can come with the mechanics needed to adjudicate just about any a players wants to do in my campaigns. With the virtue of still making the game feel like you are playing a classic edition.

Monday, May 13, 2013

This OSRCon is on!

OSRCon is on for 2013!  It going to be held at the Manulife Centre, August 3rd and 4th (Saturday & Sunday). They are also welcoming dealers this year. Good to see that it is on.

Friday, May 10, 2013