Tuesday, March 3, 2020

Of Spell Memorization and Phantasmal Forces

Spell memorization seems straight forward for classic editions. You have a magic user or cleric who have some spells slots and then you pick some spells. However I discovered while writing material or running campaign that have a lot of NPCs magic users it gets rather tedious even picking spells for lower level magic users. Along with falling into a rut and picking the same spells over and over again.

Three years ago I figured that it would be good to come up with a way to randomize this for Swords and Wizardry.

I coded up the tables using NBos' Inspiration Pad Pro and tweaked the results until they look about right. After that I had everything I need to write up Random Memorized Spell Generation for the Majestic Fantasy RPG. Note that the I used the spell lists out of Swords and Wizardry Core edition.

In the 2017 post I talked mostly about the difference between random tables and random assortments. However I didn't get into how I weighted the tables.

It been my experienced that with all else being equal some spells are just more useful than others. That they are useful in more situation than other spells. So rather than assigning an equal chance to all the spells being memorized, I weighted the result based on my experience roleplaying and refereeing  magic users.

For example 2nd level spells for Magic Users

Common Level 2
1     Darkness, 15' Radius
2-3   Detect Evil
4     Detect Invisibility
5-6   Detect Thoughts
7     Invisibility
8     Knock
9     Levitate
10    Locate Object
11-12 Mirror Image
13    Phantasmal Force
14    Strength
15-18 Web
19    Wizard Lock
20    Uncommon Level 2

Uncommon Level 2
1-15  Continual Light
16-20 Pyrotechnics

Adjudicating the usefulness of spells
The first thing about the 2nd level spell list for magic users is that there is no single goto spells. For first level Charm Person, Magic Missile, and Sleep are very common. For 3rd level you have the ver popular Fireball or Lightning Bolt.

For 2nd level spells the most common I have taken as a magic user for my 2nd level spell slot is web. It effectively immobilize your enemy within in its area of effect and also serves as a barrier. However Detect Evil, Detect Thoughts, Mirror Images also all seen frequent use. The least commonly used spells in my experience are Continual Light and Pyrotechnic. The rest of the spells all have their uses in various situation.

So I am going to weight the odds of memorizing second spells like this.

1st Tier
Web

2nd Tier
Detect Evil, Detect Thought, Mirror Image

3rd Tier
Darkness, Detect Invisibility, Invisibility, Knock, Levitate, Phantasmal Force, Strength, and Wizard Lock

4th Tier
Continual Light and Pyrotechnics.

The tough call is Invisibility, arguably it probably a 2 1/2 Tier spell. I wanted to use a d20 roll as the randomizer and keep the sub tables to a minimum. So I decided that Mirror Image had enough of an edge over Invisibility to warrant a 10% change as opposed to a 5% chance. The main reason is that Invisibility drops if you attack and Mirror Image lasts for the duration of the spell and potentially prevent crippling damage.

Feel free to rework the tables if your judgement call on various spells differ from mine.

Phantasmal Force
Another spell I will be re-evaluating is Phantasmal Force. I don't have the link but on one of the old school forums somebody did an analysis of the history of the spell.

If you look in Chainmail 2nd edition, the one that predates the release of Dungeons and Dragons on page 28 to 29 you have.

Phantasmal Force (Chainmail 2nd Edition)The creation of the apparition of a unit or creature for four turns, maxi-duration.

In Original Dungeons and Dragons you have

Phantasmal Forces (ODnD)The creation of vivid illusions of nearly anything the user envisions (a projected mental image so to speak). As long as the caster concentrates on the spell, the illusion will continue unless touched by some living creature, so there is no limit on duration, per se. Damage caused to viewers of a Phantasmal Force will be real if the illusion is believed to be real. Range: 24”.

Here it is a more general purpose illusion spells but still echoes it use in Chainmail. Swords and Wizardry adapts the above but added an limitation that the illusion can only be used to deal up to 2d6 damage. 

So I decided to alter the spell in the Majestic Fantasy RPG to the following. To keep it utility as an illusion spells but also to call back to its original use in Chainmail.


Phantasmal Force
 (Magic-User, 2nd Level)
Range: 240 feet; 
Duration: Until concentration ends; 
MI: Yes; Art: Web;
The caster creates a realistic looking illusion of a creature, object, or effect. When the illusion is touched or attacked, the character makes a saving throw. If the save is made, the character realize it is an illusion and the illusion is dispelled. If the save is failed, the character believes the illusion is real. 

Phantasmal Force can also be used to create a creature or effect that is capable of inflicting damage. Anything that is capable of dealing 12 points of damage or less can be created as an illusion with this spell. For example a wolf or a flaming pool of oil (does 1d6 per round). 

When a target is attacked they get a saving throw vs spells to see if the target know it is an illusion. Success means the illusion is dispelled, failure means the target believes the illusion to be real. Combat is then resolved using the normal stats of the creature. 

Focused Art: The illusion is more effective. Creatures or characters that can deal up to 18 points damage can now be created by this spell.


The changes make Phantasmal Force more like a Summon Monster spells except those interacting with or are attacked by the spell get a saving throw.

I think this removes a lot of the grey area for how Phantasmal Force is used in combat and increases the utility of the spells compared to its original wording.

Monday, March 2, 2020

Thoughts on Detect Evil

Tim at Gothridge Manor looks at the Detect Evil spells in Old School Essentials.


Old School Essentials Mechanics
Duration: 6 turns
Range: 120'
Objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow.
-Intent only: it does not grant the caster the ability to read minds
-Referee must decide what is 'evil'.

Here is the original found on Page 24 of Men and Magic in ODnD

Detect Evil: A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison, for example, is neither good nor evil. 
Duration:2 turns. Range: 6”.

I am also familiar with Sense Foes from GURPS Magic that Tim refers too.

My own take emphasize the danger sense aspect of the spells. While it is something I prefer it is also in part necessitated by the fact I haven't used alignment in decades and still don't. 

I have two added wrinkles that in the case of magic it also senses when somebody been affected by magic against their will. For example a character under influence of a Charm Person spell. This type of magic is considered a hostile enchantment. It also detect demons and anything demonic. In my campaigns demons represents absolute evil in a spiritual sense.

Here the current write up for Detect Evil from my draft rules for the Majestic Fantasy RPG

Detect Evil (Cleric, 1st Level;)
Range: 120 feet; Duration: 1 hour; MI: No; Art: Lantern;
Detect Evil (Magic-User, 2nd Level)
Range: 60 feet; Duration: 20 minutes; Art: Lantern;
The caster detects the following dangers for the duration of the spell: hostile sentient beings, hostile monsters, and enchantments/auras that causes damage or some type of harm. It does not detect traps, poisons, and other mundane dangers. Demonic and demonic effects are always considered hostile.
Focused Art: For clerics the spell’s range is extended to 180 feet and the duration for 2 hours. For magic users the range is extended to 90 feet, and the duration to 40 minutes.

Rob's Notes
I have some additional mechanics in my take on Swords and Wizardry. MI is magical immunity. It determines whether is creature with magical immunity is effected by the spell. Since Detect Evil pertains to the caster it doesn't apply. 

Focused Art is an option in my rules where a magic user can focus on one of the ten arts of magic. If they do they get a small bonus effect to spells of that art. An aspect of the Art of the Lantern that it covers spells that impart knowledge of some kind. For clerics it depends whether the art of magic falls into the deity's sphere of influence. In the Majestic Fantasy Realms this would be Thoth the Lantern Bearer the God of Sages and Knowledge. 

Originally a focus in the art of magic would meant +1 caster level for that spell. But in Swords and Wizardry so few spells are affected by caster level that I had to come up a customized focus effect for each spell. 


Monday, February 24, 2020

Concerning Bat in the Attic Games

I want to thank everybody for their support and appreciate the solidarity that was shown. It wasn't 100% but it was very high. Keep that in mind as we move on and the debates begin.

Moving on is what this post is about. What I will be doing with Bat in the Attic Games.

The Royalty Waiver
Mr. Bledsaw granted me a royalty waiver in March of 2018 and it applies to royalties beginning on July 1st 2017. I ran the numbers and it looks like I am 66% towards reaching the cap. I don't feel comfortable with providing the numbers due to wording of my license agreement. However what owed to me was computed on the basis of what I was paid for the first nine maps plus a fee for the CSIO map. I owe Judges Guild a royalty report in April.

I already modified batintheattic.com and took down the items on my Lulu store. It been nine months since I sold a copy of anything on Lulu. However all Bat in the Attic products are still available on DriveThruRPG.

The Product Line
I sell twelve products and eleven of them have Judges Guild IP. The two Majestic Wilderlands related products can be replaced with works without Judges Guild IP. However the other nine are Wilderlands of High Fantasy related, they will eventually be delisted and the files turned over to Judges Guild per my license agreement. This leaves just Blackmarsh after everything is delisted.

The Immediate Future

The Wild North
First I will finish the Wild North. I am aiming for a spring release. Luckily this was my next project. This setting is to the north of Blackmarsh and it is loosely based on Russian and Slavic folklore. Much like how the core rules of classic D&D are based on a fantasy medieval Europe.

This was originally released as Map 19 in Fight On #3, however two years ago I decided to revamp it to fit the loose setting behind Blackmarsh and the two Points of Light books. This involved redrawing the southern edge of the map to fit Blackmarsh and write new material to bring it up to the standards of Blackmarsh. The map will be four times the size of Blackmarsh.

The first draft is finished. I am in the midst of drawing the color version of the map along with various smaller maps that are needed.

Scourge of the Demon Wolf
The Scourge of the Demon Wolf will be revamped to fit the loose setting behind Blackmarsh and the two Points of Light books. This means changing a couple of references and replacing the Barony of Westtower mini-setting in the supplement half.

Deceits of the Russet Lord.
The draft adventure that is furthest along is Deceits of the Russet Lord. It involves star crossed lovers, corrupt monks, rebellious peasants, tyrannical lords, orcs, and the Russet Lord, the faerie lord that behind it all.

The Long Term

The Majestic Fantasy Realms
This will replace the Wilderlands of High Fantasy books in my product lines. It will likely be based on the loose setting behind Blackmarsh. It will definitely take advantage of DriveThruRPG ability to print 18" by 12" posters for the maps. Other than that I am still feeling my way through how to best approach this.

The Majestic Fantasy RPG
The Majestic Wilderlands supplement in 2009 was just the beginning of my work with Swords and Wizardry. In the ten+ years since I have run several campaigns and expanded the rules beyond what in the supplement.

My challenge is twofold. First I strongly believe that Swords and Wizardry by Frog God Games is an excellent system for many. I want to supplement Swords and Wizardry not replace it. Second there are many other fine OSR rule systems out there as well. As result most OSR referees I know often kit bash the rules they use for their campaign. Taking most from a single system but the rest from different sources.

As a result my goal for the Majestic Fantasy RPG is to make it easy for people to use sections of the Majestic Fantasy RPG in their campaigns, whether it is Swords and Wizardry or another system. But also still function as a system in its own right. I am still working on what form this will take.

I do know at some point I will need an overview to summarize how it all hangs together. Hence my release, for free, of the Basic Rules for the Majestic Fantasy RPG.

The Majestic Stars
I am  bound and determined to improve at writing science fiction adventures. Once I figure it out I plan to release the results as the Majestic Stars.

5th edition 
When reviewing my work folder I found I had quite a bit of 5th edition material. It not organized into a coherent whole like the Majestic Wilderlands supplement was. But it looks there is enough for a small number of zine type supplements. Basically bits and pieces I created for the two 5e campaigns I ran along with playing around with the system.

Wrapping it up
Again I appreciate the support that was shown. I will be keeping everybody updated on my progress. I also would like to thank Goodman Games and Frog God Games for their support.

Tuesday, February 18, 2020

Concerning Judges Guild, Further Developments

Today Robert Bledsaw II posted a message on the Judges Guild Game Company group on facebook. Below are the links where you can read it for yourself:

A Private Message from Bob II
Note: the above link doesn't work as the post been deleted  you will have to use the archive link.

The link to the message
Archived Link

The tone, tenor, and many of the elements of his message mirrored the conversation I had with him on Sunday, February 8th. That conversation in conjunction with the posts I found was crucial to my decision to cease doing business with Judges Guild under Robert Bledsaw II.

My response to his message.

I still will not do any future business with Judges Guild. The moment that the royalties since the waiver equal to what is due from the work I did for the CSIO kickstarter, all Judges Guild products will delisted from Bat in the Attic Games. The two Judges Guild licensed products with my original IP will have their Judges Guild content removed and reissued in a new edition.

What happens next?
Concerning Bat in the Attic Games

Friday, February 14, 2020

Hunters in Death the last 24 hours


I want to thank everybody for their show of support throughout the week. It meant a lot and I got to talk to a lot of new people. I regret it wasn't under better circumstances.

I will be talking in a later post about Bat in the Attic Games. But right now it is last day  of one of my best friends kickstarters.

Tim Shorts of Gothridge Manor and I have been gaming together since high school along with our friend Dwayne Gillingham. In recent years he has been publishing his ideas along with some kick ass maps.

Now Tim is taking a stab at a kickstarter by offering Hunters in Death, an old school hex crawl. It part of Kickstarter's zine quest 2 encouraging and promoting various zine authors.

Here is a summary of what it is about.
Hunters in Death is set in the Komor Forest. A place that's consumed civilizations and birthed abominations. Yet there is a single outpost, Hounds Head, that holds back the darkness. It's a beacon for adventurers. Silver and blood are promised. And delivered. Some adventurers return with sacks overflowing with coins and jewels, but most fertilize the forest with their blood.
I have adventured in the Komor Forest and it is an interesting place to explore. The zine itself is a good deal at $4 for the PDF and $8 for print + pdf. Hope you check it out.

Monday, February 10, 2020

Concerning Judges Guild

I use facebook to keep in contact with various individuals including Robert Bledsaw II, the owner of the Judges Guild IP and the son of one of the company's founders.

Saturday evening, I noticed the following post:

Read the caption above the picture to see the issue.

This is unacceptable.

Sunday evening, I called Robert Bledsaw II and discussed the issue. I notified him that I will no longer be doing future Judges' Guild projects and will only continue to sell what I have currently listed.  I stated that I will be calling the other Judges Guild licensee and inform them of the situation and of my decision.

I was not planning making any public announcements. Given the mob mentality I have seen emerge, I was not comfortable in making a public statement.

However, because I was calling several people who are immediately affected by this situation, the odds of a public post were high. With issues like these, one has to follow the dictates of their conscience. It has gone public hence this post explaining what happened and why.

In addition to the above post, I noticed shortly before the call the following post.

The video is of Christian Bale dropping the card and looking disappointed

This cemented my decision that I can no longer be in a future business relationship with Judges Guild. Then later this post was pointed out to me.



This too, I consider unacceptable.

For now, I will keep up my Judges Guild related products up for sale. I currently have a unique situation in regards to the royalties I pay. Given the state of the Kickstarter finances, Robert Bledsaw II suspended the royalty payments in lieu of paying me for finishing the last nine maps. This has been going on since November of 2017 when I released the CSIO map. Since then, all revenue after taxes and expenses have gone to me. This will not last indefinitely, at which point I will have to revisit having these products listed based on how things have progressed. I will make an announcement accordingly.

Expect a post outlining my future plans for Bat in the Attic Games. In a nutshell, I wasn't expecting to have a license to Judges Guild IP ten years ago and was proceeding on that basis for what became the Majestic Wilderlands supplement. Then an opportunity came up after I finished working on the map for City State of the Sea Kings, and as a result I secured a license.

Last Word
To those of you familiar with my published writing: I try to follow a philosophy of less is more. So is it the same in the case of my response. I don't need to explain the ills caused by generations of bigotry and prejudice. It is just wrong, and it is unacceptable.

Further developments
Since I posted this, Robert Bledsaw II issued his statement. You can go to his message and my response using the below link.

Concerning Judges Guild, Further developments

What happens next?
Concerning Bat in the Attic Games

Wrapping Up the License (2022)

Monday, February 3, 2020

Hunters in Death, an old school hex crawl.


Tim Shorts of Gothridge Manor and I have been gaming together since high school along with our friend Dwayne Gillingham. Over the years through our respective campaigns we came up with a lot of ideas.

Print on Demand and the Internet made it possible for each of us to share some of what we created. Now Tim is the first to take a stab at kickstarter by offering Hunters in Death, an old school hex crawl. It part of Kickstarter's zine quest 2 encouraging and promoting various zine authors.

Here is a summary of what it is about.
Hunters in Death is set in the Komor Forest. A place that's consumed civilizations and birthed abominations. Yet there is a single outpost, Hounds Head, that holds back the darkness. It's a beacon for adventurers. Silver and blood are promised. And delivered. Some adventurers return with sacks overflowing with coins and jewels, but most fertilize the forest with their blood.
I have adventured in the Komor Forest and it is an interesting place to explore. The zine itself is a good deal at $4 for the PDF and $8 for print + pdf. It funded in the first day so it will be seeing the light of day. Hope you check it out.