Showing posts with label Inspiration. Show all posts
Showing posts with label Inspiration. Show all posts

Tuesday, January 27, 2026

Practice First: An Approach to Campaign and RPG Design

As I wrap up Into the Majestic Fantasy Realms, the Northern Marches, I am thinking ahead to my next major project, the full version of the Majestic Fantasy RPG.

While I still need to write the final manuscript, the rules themselves are written and have been playtested extensively. I started out with Swords & Wizardry by Matt Finch back in 2008 and adapted it to my Majestic Wilderlands setting. This involved adding a light skill system so players could have their characters be better at things other than combat and spellcasting, adding viz and other tweaks to the magic system to reflect how magic worked in my setting, tweaking the cleric class to reflect the diversity of religions, and so on.

The design process I used was iteration. Starting with Swords & Wizardry, informed by ongoing research into the origins of D&D, I added, tweaked, and modified the system until it took its current form. The final proof was always how it played at the table, measured against how I described the Majestic Wilderlands and what people actually did as their characters in past campaigns using other systems like GURPS or AD&D 1e.

However, the point of the campaign was never just to play these rules. How I used these rules mattered. I have discussed sandbox campaigns many times, along with my own specific variant, which I call a Living World Sandbox. My living world sandbox approach started out as me finding it fun to let my players trash my setting back in the late 70s and early 80s. Over time, it developed as I tried to make trashing the setting both fun and an interesting challenge.

In time, I realized that what I was doing to make this happen was bringing the setting to life in a way that left the players feeling as if they had opened a door, stepped into my world, and pursued some interesting adventures of their choice. The setting endured, reacted, and changed as a result of what they did.

Again, my design process here involved iterating across many different groups and using many different systems. I also applied my Living World Sandbox techniques to other settings in other genres, including Middle-earth, the Third Imperium, the four-color world of superheroes, and so on. In each case, I weighed what happened at the table against whether it left the players feeling as if they were in the campaign's setting and had the freedom to pursue the adventures that interested them.

While doing this, I experienced other RPGs like Fate and Blades in the Dark that played very differently from my own campaigns and those of my friends. As I learned more about RPG history and encountered various ideas and theories about RPG design, I noticed that all RPGs shared certain practices, regardless of how they were implemented or the rules they used.

  • At some point, the campaign's circumstances were described, including the characters involved.
  • The characters' actions were described.
  • Those actions were adjudicated.
  • The outcomes of those actions were determined, and the campaign's setting was altered as a result.
  • The session and the campaign involved repeating the above over and over again, in various orders and at various levels of detail.

What makes individual RPGs distinct from one another is how these shared practices are implemented, including the order in which they occur, not just what the rules say. The rules are only part of the equation. To understand how a campaign or system actually operates, you have to look at how the rules are used, how they are practiced, and what the group does at the table. This includes the order in which situations are described, actions are declared, and outcomes are resolved, as well as how adjudication is handled and who is responsible for making those decisions.

As I discuss RPGs, campaigns, and design going forward. I will start with practice and work outward from there.

Wrapping up this post, I want to give a shout-out to my friend Greg, known as the Chubby Funster, who also made a good video on this topic. In the video, he tackles the same issue from the angle of individual referees' "spheres of practice".



Tuesday, November 8, 2022

Now for the news about Space the Final Frontier

Updating everybody on the pressing irrelevant question of the day. What uniforms will the US Space Force pick?

A bit of background. So among world's aerospace units, the triangular delta symbol is somewhat popular. So when the US Space Force was formed they went with this. Whose popularity probably is no small part influenced by a certain beloved late 60s series


So the question now is where their uniform will come from? From which navy of American sci-fi they will draw inspiration from?  Well, we now have our answer.


Another beloved sci-fi tv series but not the original but the reboot version


Enjoy!

Monday, September 12, 2022

Keeping Strict Time Records in Lord of the Rings

 So apparently J.R.R. Tolkien kept strict time records.

Chronology of the Lord of the Ring ($20)

Rob's Note: This is a link to a PDF purchase of an academic article. You can read the synopsis for free.

Rob's Note: I realize the sample image is hard to read. It was the best avaliable.

Monday, September 5, 2022

Stuff in the Attic updated with Faeries and Demons!

 I shared these PDFs on other forums but forgot to update my Stuff in the Attic page.

Demons and Divine Servants

This booklet contains how I handle demons using my Majestic Fantasy rules along with a first pass on what Divine Servants are like. It also has a short essay on the nature of evil and demons. Note that when it comes to my take on fantasy settings I am not a fan of Milton's approach where Lucifer is a anti-hero. Although I did thoroughly enjoy the Lucifier series. 

Demons and Divine Servants


Sometimes I like to do things because I find them fun like making a in-game religious document. This is the Scroll of the Beginning which is a version of the Bible's Book of Genesis for some religions of the Majestic Fantasy Realms. This also relevant to the origins of the demons. 

Scroll of the Beginning

Faeries

For a long time, I struggled to come up with a "hook" that allowed me to roleplay Faeries. Faeries in the Majestic Fantasy are born from magic coalescing around strong emotions both positive and negative. In order to grow and thrive, they seek to recreate these emotions. The more emotions they master, the stronger they become. This booklet contains a short essay about their nature.

Faeries



Wrapping it up
Hope you find both of these useful for your campaign. As for Into the Majestic Fantasy Realms, I am in the midst of southern mountains and deserts describing what I find. Currently, I am about 75% of the way through all four maps.


Saturday, January 1, 2022

Happy New Year, Bat in the Attic Updates, and a bit of medieval trivia.

 Happy New Year everybody! Hope folks have a great 2022.

An update on my Bat in the Attic projects. 

Into the Majestic Fantasy Realms

I am currently working on Into the Majestic Realms which will be a four map set combining the Wild North, Blackmarsh and Southland. This will be formatted the same as Blackmarsh as well as set in the same world as Blackmarsh and the Points of Light series. 

The maps will be offered the 12" by 18" format that DriveThruRPG support. Unlike the Wilderlands where I had to divide the maps, Majestic Fantasy Realms maps will be designed around this size. In addition like my Wilderlands project these maps are cropped from a much larger whole. So as the series progresses in the coming years everything will overlap perfectly along with the option of printing the entire setting as a complete whole. The image is showing the four combined maps.

Scourge of the Demon Wolf Redux

Along with the above, I will be reworking the background of Scourge of the Demon Wolf to set it within the Majestic Fantasy Realms. Which is will hopefully address one of the common complaints of the original that the hexcrawl setting I included was a bit thin. This will also allow me to continue to offer the adventure after the Judges Guild license sunsets. 

The Majestic Fantasy RPG

After I get this out I will get the next volumes out for my Majestic Fantasy RPG. Unlike the basic rules this will cover all the levels and options. The volumes currently being planned are:

  • The Manual of Puissant Skill - covering character creation and combat.
  • The Legendarium of the Fantastic - a collection of monsters. 
  • The Domesday Codex - a collection of NPCs. 
  • The Tome of the Mundane, Strange, and Arcane - rules for campaigns along with magic items and other treasures. For example rules for playing merchants, and lists of herbs and potions.

Like the Basic Rules I will giving everything a sense of "place" that they exist as part of a larger world. 

Deceits of the Russet Lord

This will be the next sandbox adventure. Like Scourge of the Demon Wolf, it is a situation that can be resolved in a number of ways. What is it about?

The Deceits of the Russet Lord is an adventure involving star crossed lovers, corrupt monks, rebellious peasants, tyrannical lords, bloodthirsty orcs, and the one that orchestrated it all, the Russet Lord.


Further out

The above should occupy my release schedule for the next year and a half. I have several less developed projects most of them focusing on the Majestic Fantasy Realms. I do want try my hand at science fiction roleplaying at some point. I have a setting that I call the Majestic Stars centered around the idea that 65 million years ago the dinosaurs had a star spanning civilization that terraformed nearly every world in local galactic space. It was then wiped out leaving many of these planets including Earth to develop on their own.  I came up up with the idea to account why there were so many inhabitable planets when you use the Traveller world generation system.

Medieval Filing System

So recently I been watching a Discovery of Witches. Part of the series is set during 16th century Europe. Throughout this portion I noticed this in several places.


Letters hanging from cords or threads. So I dug into it and found that during that era and earlier, places that deal with a lot of paperwork and letters would punch a hole in them and thread along a cord. Related documents would go on the same cord. You can see some of this in this painting. Just zoom to the upper left corner to see the cord those letters are hanging off of.


Hopefully you find this useful as a bit of color when the PCs break into some medieval clerk's or noble's office.

Friday, December 24, 2021

Happy Needfest! The Digital Darlene Greyhawk Map

Over on the Flanaess Geographical Society facebook group, I noticed that Zach Henderson started to post a clean up of the original Darlene Greyhawk map. One of the things he did was to go through the map with Photoshop and removed all the hexes. A monumental task. 

I realized that you could digitalize that version and make a crisp clean copy of Darlene's original Greyhawk map. I started talking with Zach and it turned out he broke up his work out into layers. We exchanged files and I started to digitalize the text, fills, and symbols.

Using a variety of tools managed to turn nearly everything on Darlene into a vector. This allow arbitrarily small or large maps to be made from the file. Plus you get a smaller file size for various resolutions.

I then added a few requested bells and whistles like 6 mile hexes, and a black and white version.

I was able to export as SVG file containing most of the map. The only thing that didn't come through are the forest and mountain drawings. The digitization of those layers did not translate well into a SVG  file. But I managed to export the rest and sort it into proper layers usable with the free Inkscape  illustration software and most other illustration and mapping programs.

This is released under the Wizards Fan Content Policy and the few original elements I have are released under the CC-BY-SA-NC 4.0 license.

The main file is a layered PDF. In testing this I found many PDF readers to be hit or miss on their ability to turn layers off and on. Adobe Reader definitely works. 

Digital Darlene Greyhawk Map (PDF and JPGs)

Rob's Note: I been received errata on the map. I uploaded the fixed PDF. It is Rev 12b. Appreciate everybody who sent me errata on Christmas Eve. 

Rob's Note #2: I applied more errata. Fixing up settlement symbols because of the lack of clarity in the original scan. Also restored the missing i in White Fang Bay. Finally I sorted out the issue with the mountain and forest fills in the SVG file. They are now present. The PDF and SVG are now Rev 12c. The JPGs been all updated.

Here is a jpg export of the full map.

Digital Darlene Greyhawk Map (JPG)

Everybody have a happy and safe holiday and Merry Christmas to one and all.

Original Darlene Style

Six Mile Hexes

Greyscale version

Thursday, October 28, 2021

The original release of Dungeons and Dragons was a supplement.

It occurred to me recently that the original release of Dungeons and Dragon is best viewed as a supplement. Not to the Chainmail Miniature wargame but to the unwritten rules, systems, and methods the miniature wargaming community of the early 70s were using.

After reading Playing at the World, Hawk and Moor, and other accounts of early miniature wargaming I had a better understanding of why the 3 LBBs of ODnD were organized the way they were. It makes  sense to me to view it as a supplement to what folks were doing at the time. And why everybody else who got a hold of it was scratching their heads over the missing parts.

What got me thinking about this was thinking about my Majestic Wilderlands Supplement. This was written for Swords and Wizardry. I didn't bother explaining what hit points, armor class, and levels were. My target audience was hobbyists playing Swords and Wizardry and other classic editions. I assumed that they would "get" the stuff I left undefined. I did receive a few criticisms and comments early on about where was rest of the system was. I explained that it was a supplement to another game. Luckily for me it was free to download.

With all the interest generated in the history of our hobby with the Game Wizards, I figure this would a interesting insight when weighing the original release against later editions of Dungeons and Dragons.

Friday, September 3, 2021

Concerning the OSR, Everything is All Right.

Over the summer and recently I seen posts and opinions on the direction of the Old School Renaissance or OSR. Just keep in mind that due to how it came about. A result of discussion and sharing on the Internet combined with judicious use of open content like the D20 System Reference Document. Because of this, differences in content, tone, and feel are not only expected but inevitable. 

Everybody has equal access to the foundational material and the situation is such that one can do quite a bit within the time one has for a hobby. Even when it something more involved like getting a work in shape for publication. 

The result is that the OSR is confusing kaleidoscope of many voices doing their own things. Which is a good thing in my book as this ensure that your voice will be heard if you have the interest and time. Plus thanks to digital technology it only take a few hundred folks interested in particular take to keep it going.

The downside is that if you have a specific interest and it not being handled by anybody then the only recourse available is to do it yourself. Encouragement or promotion might work but the only way to ensure that something gets done is for somebody somewhere to pick up the available tools and starting making stuff.

Which why what I said back in 2009 is still true today, the OSR belongs to those who do.

Finally remember what you see, including myself, is just a slice of a much larger effort. With nearly 8,000 items on DriveThruRPG alone, I would not trust anybody's assertion that the OSR is about anything in particular other than it that probably originated in a theme or set of mechanics associated with the various classic editions of the world's most popular roleplaying game. 

But if you look at specific groups and specific individuals, like myself, then that will not be the case, and that there will be a specific focus. For me it been mostly about sandbox campaigns, hexcrawl formatted settings, letting players trash settings ,and when needed using rules based off of Swords and Wizardry. Other folks have their own focus.

One particular thing I want to mention that matured quite a bit since 2009 are virtual tabletops. Even after face to face gaming resumes it former place, the development of VTT software, like Roll20 and Fantasy Grounds continue to allow people separated by geography or circumsantces to get together and play the games they like and love.  And the best part you can switch easily between a VTT and face to face when time and circumstances permit. Both start with the same material and require pretty much the same type preparation although there are differences in how the session are handled. 

As always Fight On! and have fun with the stuff. It yours to do as you will whether it is playing, promoting, sharing, or publishing. 


Tuesday, July 6, 2021

Food for thought concerning MegaDungeons

James over on Grognardia talks about the list of upcoming Greyhawk products that can be found in Dragon #55. 


Later in the post he focuses on this tidbit

As with most extensive dungeon complexes, much is developed and kept in the head due to actual play, and some areas are so difficult as to be impossible for those not used to our DM style.

A while ago I talked about Minimal Dungeons inspired by my reading up books on the early days of the hobby and this picture of Gary Gygax refereeing where we see part of his notebook.

Minimal Dungeons

Minimal Dungeon Redux

As food for thought, perhaps a megadungeon "fit for sale" shouldn't be focus on presenting a product formatted like a tournament style dungeon. A dungeon map with every room keyed and written with a description. Rather a megadungeon should be focused on teaching the reader how the author ran the megadungeon. Accompanied by any aides the author used whether it is a complete map, geomorphs, or a sketch. 

Keep in mind that the work for a dungeon (or even one of my Blackmarsh style sandbox settings) grows by the square of the area covered. A map twice the size is not twice the work but rather four time the works if one try to format it like a tournament style dungeon.

When it comes to the Greyhawk Dungeon, we do know that Gygax was able to teach how to run it at least once with Rob Kuntz. My opinion that any thing we can do as humans can be taught or at least explained to other humans. 

Personally I was able to do a lot with the map to Tegel Manor because of the numerous notes and the room labels. The key served as a reference to specific content like monsters, and treasure. Occasionally a room would have a paragraph if it was a special encounter. What Tegel was missing was commentary and notes by Bob Bledsaw on how he ran the adventure. Plus a page or two page introduction for novices to running a megadungeon or for less experienced referees would be a good thing to have. 

Wednesday, June 16, 2021

Adventures in the original Wilderlands of High Fantasy.

 I made another map. This one showing where all the known adventures and supplements were set in Judges Guild Wilderlands of High Fantasy prior to it first shutdown in the early 80s. 

Note that some of the great JG Adventures like Dark Tower, The Thieves of Badabaskor, the ADnD modules, etc. don't have a Wilderlands location and largely presented as their own thing. Even some of the locations depicted in Book of Treasure Maps 1 to 3 don't have a Wilderlands location. But all the ones that have a location are noted on the below map. Just open the image in a new tab to get the full scale view. 

Plus many of the above modules gained a location in Necromancer Games Wilderlands Boxed Set and Goodman Games remake for 3.5.  For example Badabaskor is located in Hex 2906 on Map 2 Barbarian Altanis. 

Link to Map Image



Tuesday, May 18, 2021

Random OD&D Tables updated


 I updated the random ODnD tables on batintheattic.com to include the following

  • Updated Unguarded Treasure to the full range of level (1 to 13+)
  • Updated To add Generate Magic Sword Only
  • Added Dungeon Room Content Generation
Additional web based tools I have are

DnD Combat Simulator (only two folks whacking at each other but handles any edition)
Majestic Wilderlands RPG Tables (only treasure generation at the moment)

Enjoy!

Thursday, January 21, 2021

The Central Mechanic of Tabletop Roleplaying Games


I participated in a discussion about how the game plays in tabletop roleplaying. The following is probably not constructive for the conversation but it does sum of my view of what make RPGs, RPGs, and why they are so different than boardgames and wargames. 

While the following is a specific series of steps, the circumstance they can be applied too is nearly infinite. Also it can turn on a dime if the circumstance the referee describes changes. Whether that change follows from what the player did a their character is sometimes debated but it still implies an inherent flexibility that all RPGs possess. 

Sub Main()
  Setting := CreateSettingAndCampaign(Referee)
  Players := CreateCharacters(Setting)
  Do
       Call RefereeDescribesCircumstance()
       For Each Player In Campaign
             PlayerAction =  DescribeCharactersAction(Player)
             Call RefereeAdjudicateCharacterAction(PlayerAction)
       Next
  Loop Until Campaign = CampaignStatus.CampaignEnds
End Sub

Sub RefereeAdjudicateCharacterAction(aAction as CharacterAction)
   Decision = RefereeDecidesAdjudicationProcess(aAction)
   Select Decision
        Case DecisionType.Failure
             Call RefereeDescribeFailure()
        Case DecisionType.Success
             Call RefereeDescribeSuccess()
        Case DecisionType.Uncertain
             Call RefereeUseSystem(aAction)
    End Select
End Sub

Friday, October 16, 2020

Our AI future and Tabletop Roleplaying


 What I hope for and think will happen, is something like this.

So you want to create a setting and populate it. 

Most folks I know generally has two or three dozen ideas going into this. It may be more but there is some limit. Once you start working beyond this limit it become a bit of a chore and not fun as a hobby. The good news is that most of time you can start small. If you keep the result of what you do for the next campaign then within a few years you will find yourself quite a bit of detail for your setting and that was fun to create.

In my experience a lot of the reason this stuff is not fun is because it is repetitive work. It fine when you describe the first handful of shopkeepers. When you try to describe the 20th often it is not as fun unless some time has passed to recharge your creativity.

A great set of random tables can overcome much of this but even they have their limit. For example Traveller does a great job of generating sectors. But even that process breaks down if you tried to use to generate an entire Imperium of 16 sectors or more.

But what if we didn't use even a great set of random tables? What if we used a trained neural network instead? What if it was setup not just randomly generate but randomly generate with the two to three dozen ideas we already had? 

You tell software or webpage take what you already thought of. Then it will generate the rest around it. In addition after it done, you can review the results and have re-generate the elements you don't like. 

Maybe the result is partially there but needs to be tweaked. So you edit it and then have it regenerate the rest of that specific element. As a bonus it would be nice to drill down to the level of individual character.

What make this possible, is something I noticed about the best random tables. That they seemly capture the author experience with the subject of the table. Whether is something specific like traps, or magic items. More general like a dungeon maze. Or expansive as an entire galaxy worth of sectors. 

While it doesn't replace our creativity, random tables allow us to extend it by using the wisdom of the author of the table. The same with the use of AI software. 

Now that I can see being very useful tool for the hobby.

Monday, September 21, 2020

Advanced Edition Tables with Javascript

I continue to covert over some of the tables I made with Inspiration Pad Pro into Javascript. This time it is the Grenade Scatter tables from the DMG and the NPC Personae Table.

Enjoy!

Advanced Edition Tables


Sunday, September 13, 2020

Bat in the Attic Kickstarter, Cover is Finished!

 Richard Luschek turned in all four cover pieces. Without further ado here is the completed cover. 

 I hope you are as pleased with his work as I am. 

Wednesday, September 9, 2020

Bat in the Attic Kickstarter, Funded!

That was a strong finish and I appreciate everybody backing this kickstarter.

The deadline for this project is in November. The big unknown at this point is how long it will take to get proofs back from DrivethruRPG. With the current pandemic the times for cards and book shipping keep shifting. I will keep everybody up to date on the latest advisories as I get them. I posted the latest one (August 24th) at the end of this post.

Timeline

  • The draft is in the hands of my editor Emily. She is just starting her edits.
  • Richard Luschek is starting on the cover art. I have requested one of the pieces to be done in b/w for an interior illustration. More on that below.
  • When the editing is done I will update the quick reference cards first, apply the edits that Howard Bampton has graciously done, and post a release candidate for comment.
  • I will do the layout and cover.
  • While doing layout, order a print proof of the cards and release the final version of the quick reference cards. 
  • Post a release candidate for the PDF and wait a few days for comments.
  • Make any final corrections to the layout, and order a print proof of the book.
  • Post the Reward Survey to collect everybody's email address.
  • Release all DriveThruRPG print and PDF coupons to finalize the rewards.
  • Once I know the rewards are working I will release the products for sale.
  • First piece of art and additional content.


Richard Luschek has released the first piece of art to me. A b/w version of one of the cover pieces that I will be using in the interior of the book. This particular illustration will have a background and color added for the cover.


Creature being depicted is a Silurian. It not in the current draft so I moved it and the snake category it part of into the draft I submitted to Emily.

Click to see the full size version
I made a small 4 page booklet with Snakes and Silurians from the list of Majestic Fantasy Monsters. You can download the booklet from the below link

Snakes for the Majestic Fantasy RPG

(from DriveThruRPG) Printing & Shipping Update (August 24, 2020)

Printed books are currently taking roughly one month to be printed in the US (UK production is not delayed). In addition, due to Covid-related slowdowns, shipping can also take considerably longer than usual. Note, media mail shipments cannot be tracked and will not be replaced until 45 days have passed undelivered (or 60 days for deliveries to Australia).

Card printing and shipping is also somewhat slower than usual right now. Expect delays.

Monday, September 7, 2020

Bat in the Attic Kickstarter, The Final Hours


The kickstarter for the Basic Rules for the Majestic Fantasy RPG has entered its last hours. This kickstarter is to fund the cover art and editing of the Basic Rules for the Majestic Fantasy RPG. In addition I am offering a set of quick reference cards for character generation using these rules. The reward levels are $8 for both PDFs, and $12 for a at-cost (plus 50 cents) print coupon for DriveThruRPG that covers the book, and the quick reference cards.


Given the number of excellent systems that have been published for the Old School Renaissance, what makes the Majestic Fantasy RPG different? During the Kickstarter I wrote a series of posts going through the rulebook and highlighting some of its elements.

Attributes

Classes

Backgrounds & Abilities

Equipment, Magic, & Spells

Combat, Monsters, & NPCs

Treasure, Rulings, and the World Outside of the Dungeon

Bedrock Podcast Interview
Sometimes reading is not as effective hearing the case being made for a product. Recently I had a nice chat with long time friend, Brendan Davis. We talked about the kickstarter and gaming. Brendan is president of Bedrock Games, an independent publisher of RPGs. He specializes in publishing fantasy RPGs with settings inspired by different time periods and cultures outside of medieval western Europe. I have done maps for several of his products.

Bedrock Games

Bedrock Podcast Interview.

Wrapping it up.
I hope you decide to back this kickstarter during these last few hours. If not the both products will  be available for sale on DriveThruRPG late this fall.

Finally thanks to everybody who backed the kickstarter. It is great to have you all on board and your comments and suggestions have been appreciated and helpful.

Friday, September 4, 2020

Bat in the Attic Kickstarter, Treasure, Rulings, and the World Outside of the Dungeon.

This is the sixth and last in a series of posts about some of the design choices I made. In addition to explaining what the system is about, it will also help folks in deciding which elements are the most useful to them. One of the goals of this project is to support kitbashing.

Basic Rules for the Majestic Fantasy RPG Kickstarter

Treasure
Due the limited number of pages in the basic rules, I combed through various classic edition basic rules to get a sense of what available. From that I was able to cull a subset of the larger list found in Swords and Wizardry and what I added in the Majestic Fantasy RPG.

Viz
Viz is magic in physical form. The concept was developed during a campaign where every player played a mage using GURPS. Ars Magica was a great source of inspiration for the campaign and one of the elements that was adapted was the idea of viz. Since GURPS Magic wasn't the same as the magic system in Ars Magica, it got altered into viz. For those who know GURPS, it functioned as a 1 pt powerstone that dissipated after one use.

When I started running Swords & Wizardry I ported over viz. It still dissipates after one use but now one viz allowed a magic-user or cleric to case a first level spell without losing it from memory. It gives a substantial credit towards the creation cost of a magic item. More viz can be used to cast higher level spells without losing it from memory.

In the years since it worked out well as a source of low powered magical treasure. Plus flexibility of its concept allowed it to be found or harvested in interesting ways, ranging from a dragon's teeth, to a wellspring in the midst of a forest that produces 1d6 viz in the light of the full moon.

Treasure Assortment
In the full Majestic Fantasy RPG, I have an elaborate treasure generation system. I automated it using a program called Inspiration Pad Pro from NBos. Overall the system worked out nicely for my campaign. But not everybody wants to use software at their table. In addition, people don't want to use deeply nested random tables during a session.

I used Gygax's Monster and Treasure Assortments while experimenting with randomly generating dungeons. Unlike my treasure table and the treasure tables in Swords and Wizardry, the treasure tables in those books was a simple list with a 100 entries. Each entry is a complete treasure hoard.

I then realized that a complex sets of random tables can be made much more useful, if they are accompanied by a table of pre-generated results. I am calling these types of tables a random assortment.

For the basic rules, I generated 20 items for a 100d (silver piece) treasure hoard, then repeated this for 200d, 500d, and so on up to 2,500d. If I am writing an adventure and I want to generate something special I used the main set of tables. If something happens during a session or I need something quick while writing. I used the random assortment table.

For those who like to use software while writing or running a session, I wrote an on-line random generator written in html and javascript. This allows  you to randomly roll your own treasure hoards for the basic rules at any value.

Treasure Hoards for the MW RPG Basic Rules


Rulings
This is the first of two sections of referee advice I include in the basic rules. "Ruling not rules" is an idea discussed by Matt Finch in the Old School Primer. The minimalist nature of many classic editions, results in the need for a referee make a ruling for when a player does something that their character logically could do but there is no explicit mechanic to cover it. There been a lot of discussion about the idea but little in the way of describing the nuts and bolts of how one uses the classic edition mechanics to craft new rulings.

The section address that by talking about the available mechanics and how I use them to create specific rulings. I talk about when to make a ruling, assumptions about character competence, and the relevance of failure. Finally I talk about the elements that go into the ruling: Armor Class, Attribute Bonuses, the To-Hit Roll, Hit Points, Movement, Non-Combat Tasks, and Saving Throws.


The World outside of the Dungeon
Here I briefly cover the different elements that go into my campaigns. Why I focus on the World outside of the Dungeon, along with the various elements that go into bringing it to life, this includes constructing locales, characters, and plans.

Next, I talk about the World in Motion, how you take all that and make it work from session to session. The importance of the initial context, and how to handle the continuing saga as the campaign unfolds. Finally I touch on building one's Bag of Stuff. Material that you have memorized or made notes on to use when the players decide to do something unexpected like go west instead of east. Or decide to talk to the innkeeper on the other side of town, instead of consulting the sage by the waterfront.

The idea of this section to provide a useful framework as a starting point for one's own effort. In later supplements I intend to support these ideas further with various tools and techniques to handle common situations found within fantasy campaigns.

Wrapping it up.
This concludes this series of designers notes. I am currently working on various edits as are result of the feedback I gotten. I will post Rev 02 once that is completed. As part of the final push, I will make a combined document available with all these notes collected together.

I thank everybody who backed this kickstarter, your generous support, help and comments are all appreciated.

Basic Rules for the Majestic Fantasy RPG Kickstarter





Tuesday, September 1, 2020

Bat in the Attic Kickstarter, Combat, Monsters, & NPCs

This is the fifth in a series of posts about some of the design choices I made. In addition to explaining what the system is about, it will also help folks in deciding which elements are the most useful to them. One of the goals of this project is to support kitbashing.

Basic Rules for the Majestic Fantasy RPG

Combat



This section is the oldest of the rules I wrote. I am 50% deaf which made refereeing a crowded table of teenagers in the early 80s challenging. One reason I used miniatures from the get go that it was far easier for me to visually see what the players wanted to do in a combat round than it was for them to describe it for me. Another technique I used was to try to stick to the rules in the book when it came to combat. It was easier for me as result of my hearing loss.

As a result I tried running the combat in ADnD 1e by the rules. Some of it was straight forward and some of it wasn't, particularly initiative and what you could do in a round. In hindsight I came close but how I handled it still bogged things down in play.

Around 1984, I made my own system. Everybody got their own initiative roll and you could do two things when it was your turn; one attack and a half move. If you wanted to do a full move that all you could do that turn.

I played this for a few years before switching over to Fantasy Hero and then GURPS. When I started playing Swords and Wizardry in 2007, I picked up where I left off with the combat rules. Started to develop them further. The system still boils down to everybody gets a initiative roll, everybody get to do two things in a round. Some of the refinements included how to handle individual initiative with a large group, and combat stunts.

Of everything in the Majestic Fantasy RPG, the combat rules have most hours behind them.

Monsters
The description reflects how I use them in my campaign. I try to keep it short and highlight the elements that turned out important in my campaign.

A minor addition is that all monster get a initiative bonus. In general it is equal to 1/2 their hit dice rounded down.

I also added a line for what you can harvest off of the monster after you kill it. You can blame Tim of Gothridge Manor for this as he sold me on the idea and showed me how fun it was to incorporate harvesting into a campaign.

Perhaps a little controversial, I use a stat block to organize the mechanics for each monster. Traditionally classic edition systems used the one line stat block to great effect. I found that works well only half the time. For the other half, you only get some of what you need from the one-line stat block. For the rest of it you have read the description and parse out the elements that are important.



In the midst of my first campaign with Swords and; Wizardry I found myself making bullets list for certain creatures so I didn't have to read through the description to reference what they can do in combat. By the second campaign, I eventually wound up with the entire list of monsters formatted this way.


In the basic rules for the Majestic Fantasy RPG and future supplement, the description focus more about how the monster exists in the setting, and with the rest are detailed in the stat block. Aside from the addition of the Initiative stat, and Harvest, for most the rest is straight out of Swords and Wizardry just formatted differently.

NPCs
This section it not often found in various systems or editions. Because much of what my players do to make their mark on the world involves dealing with folks living outside of a dungeon or wilderness, I found I had a roster of common NPC types just as extensive as the list of monsters. They are formatted in a stat block similar to that of the monsters with the additions of what attribute the character has and any ability bonuses they possess.


The section on Rogues give a roster of NPCs suitable for a thieves guild, or a bandit gang.

Fighters give NPCs for any type of organized military force like a city guard or a medieval army along with knights.

Magic Users list NPCs at different levels of experience, apprentice, journeyman, and master.  I also add the typical spells they memorized.

The section on Clerics also list NPCs at different levels of experience. There are two separate lists, one for the Church of Delaquain, the goddess of honor and justice. Another list for the Church of Sarrath, the Dragon God of War and Order.

Next I detail lists of NPCs for Orcs, Goblins, Dwarves, Elves, Halflings, and Lizardmen.
For example the Halfling Shadows who are gentlemen who form a club in order to protect the Halfling realms. These lists reflect some of the details I created over the years for sentient beings capable of having their own culture. Last are the Viridians, the only ones to have escaped the Abyss after the demons were imprisoned there after the Dawn War. In the introduction for each of these, I give the mechanics needed to a make a new type of character from scratch.

Saturday, August 29, 2020

Bat in the Attic Kickstarter, Equipment, Spells, & Magic

This is the fourth in a series of posts about some of the design choices I made. In addition to explaining what the system is about, it will also help folks in deciding which elements are the most useful to them. One of the goals of this project is to support kitbashing.

Equipment
Coinage


One of the biggest difference between the Majestic Fantasy RPG and other rulesets supporting the classic edition is the use of the silver piece as the basic coin rather than the gold piece. In my early campaigns using the advanced edition, I found that the gold rapidly lost its luster. When treasure was found it gold was common enough that it no longer felt to be special. Through exposure to other settings like Columbia Game's Harn, I found that coinage based around one common type, and one valuable type to be more engaging. I adopted the silver penny as the common coin, and the gold crown which was worth 320 silver pennies as the valuable coin. I had a few other coin types for use by other cultures. For example viking cultures used the 1 1b silver mark worth 240 silver pennies. Since 1990 this system has been a mainstay of my campaigns regardless of the system I used.

Weaponry


I played various forms of live-action roleplaying and medieval reenactments for two decades. I no longer had the time to continue after my kids were born but the internet was picking up speed including Youtube. Youtube has a wealth of videos where various reenactors try out medieval weapons to see how they work. When I started using Swords & Wizardry I wanted to use some of that knowledge to make the different weapons distinctive but not at the level of detail other systems had. So I tried various things and eventually settled on the current system of describing one or two special characteristic for each weapon.

For example a battle axe is not the two bladed axe that is commonly depicted in fantasy art The battle axe has a large single blade with the bottom longer than the top. This give it the ability to be used to pin an opponent's weapon or shield. A mace is particularly effective against chainmail or gelatinous creatures. A poleaxe give the wielder a free attack when a enemy combatant first comes into range to represent its longer reach. In each case I try to keep it simple to reflect the spirit of the original editions and not to over complicate the system.

In addition to above I provide descriptions for Armor, Dungeon Equipment, Horses, Dogs, and Hirelings.

Magic
This section details common rules for magic: magical immunity, memorization, rituals, and spellbooks. There are two main differences from other classic editions rules. First I divide the magic resistance percentage by 5 and used that is a bonus to a 1d20 roll. So a creature that had 50% magic resistance would now have a +10 magical immunity. You roll 1d20 and if the modified roll is higher than a 20, the spell or effect is resisted. If you like percentages just multiply the modifier I give by 5% and use a d100.

Rituals
The other big difference are magic rituals. A ritual allows a spellcaster to cast any spell they know (spellbooks for magic users, spell list for clerics) and cast it as a ten-minute ritual as long as you have the required amount of ritual components at hand. As I mentioned before if this makes your campaign too magic rich you can omit this.


Spells
This section is perhaps the least changed from Swords & Wizardry. There are a few tweaks. Some spells I tweaked the mechanics into something that worked the same but was more playable in my judgment. For example the effect of the sleep spell is now 4d4 HD with a maximum of 4 HD creatures affected). There are some additional spells like Commmand that are not present in the Swords & Wizardry core rules. Finally there are new spells like Scryguard which protect an area from divination spells. It is a spell especially favored by Foggers, illicit magic users working for the criminal underworld of a city state.

Each spell has a note whether it is effected by magical immunity or not. Magical immunity protects characters from spells like charm person or detect thoughts which use magic to directly affect a target. While it doesn't protect from spells like fireball or magic missile which work by creating something that does the actual damage to the target.

Basic Rules for the Majestic Fantasy RPG Kickstarter