More RPG Musings

About a week ago, I posted an article about some mechanics for an RPG that I’ve had in mind for a year or two. Yesterday, I had some ideas that I quickly put in Evernote while I was out running errands. I was copying them from Evernote and next thing I knew, I had something a bit more fleshed out.

Of course, the main mechanic always centers around combat. My idea is for combat to be lethal and the damage to be on a sliding scale from ’tis but a scratch to a mortal wound. This serves both to limit the appeal of getting in a fight and the realistic nature of killing blows.

My new idea is Types of Mortal Wounds.

Mortal Wounds

If a hit is made and a mortal wound is indicated, roll to see what kind of mortal wound, and how soon the target is taken out of the fight.

This definitely allows for both realism and cinematic death scenes, as people can take an unusual amount of damage, and keep fighting.

Imagine wounded animals like bears or boar who history tells us have the ability to fight long past when they should. Their adrenaline and fight instinct has focused their all on fight, and they don’t drop until their body’s ability to do so has exceeded all remaining capacity for it.

Similarly, people have fought on past a mortal wound as they can fight until the threat passes and they relax, or their adrenaline and other fight response is exhausted.

How many movies has the hero, or one of the heroes, been victorious only to fall dead at the conclusion of the danger?

Table for Type of Mortal Wound d8

  1. Slow x weeks
  2. Slow x days
  3. Slow x hours
  4. Slow x turns
  5. Quick x rounds
  6. Quick 1 round
  7. Quick counter attack
  8. Instantaneous

Where x can be any die type desired by the GM. I’m thinking d6 is good, or go with d8 since d8 is rolled to determine damage and wounds. Hmmm, maybe I can call it the d8 system.

Of course a doctor on hand or magical healing has a chance if within so many rounds of death or before death.

  • Weeks (A bruise, blood clot, or embolism causes a fatal stroke or heart attack. They might even be able to return to action, seeming to be OK.)
  • Days (A major organ, like the liver has been pierced and a painful, lingering death occurs.)
  • Hours (Might be able to travel a short distance with help, but lose all energy as their life force slips aways as they drift into unconsciousness.)
  • Turns (By the end of the fight, victors have picked over the bodies and the dying are either allies to be comforted, or foes to be dispatched. No energy remains for fight or flight.)
  • Rounds (Perhaps a quick flurry of blows can be made in the next few rounds and they fall over dead at the conclusion of the combat. Their only consolation is their foe fell first.)
  • 1 Round (After their action on the next round, they fall.)
  • Counter Attack (One last attack before they fall, either in this round or the next.)
  • Instantaneous mortal wounds take the target out of combat immediately, if their turn to strike remains, they do not get that attack. Examples of instantaneous mortal wounds include: beheading, brain shots/head shots, through the heart, strike to major veins/arteries in the trunk (chest, stomach, back, or side), fall from a great height causing massive trauma.

NOTE: An additional wound will finish a target with a prior mortal wound, if they have not received emergency treatment by a doctor or magical healing.

Language and Writing Systems

Back in February, I awoke with a murky idea about language and writing systems. Here’s the podcast episode from February 7, 2019, where I talked about it before the article was done.

Writing

My idea was about how complex a writing system could be, for its level of specificity and differences in the way different species or aliens might read.

Most written languages have a standard horizontal and vertical movement across the characters. For example, English and most European languages go from left to right and top to bottom. Some oriental languages are written vertically from top to bottom with different characters.

A flowery flowing script might swirl around the page with little flourishes along the way signifying different information.

A writing instrument that can write with multi-spectrum ink. Ink that shows different colors and across the human visible spectrum to infrared to ultraviolet. Some sort of odor that is the equivalent of certain pheromones.

There are different kinds of writing systems, alphabets, syllibaries, pictograms, ideograms, etc.

Languages

Related to that is the complexity of languages. What if a language was so complex/advanced that it’s construction specified time of day, time of year, weather, etc.

I imagined a journey by these people from northern to southern hemisphere or vice-versa. They are in the time of cold & snow, but it’s sunny & warm. How would that language adapt to that?

Short of building your own language on the scale of Tolkien, how would one emulate that in-game at the table?

Some creatures might speak at a register to high or low for humans to hear. Some frequencies could cause issues. For example, elephants make sounds a such a low frequency that it can interfere with humans’ balance.

It’s a lot for an RPG. Perhaps a few tables with different concepts to help put a twist on things. Is there such a product? I don’t have my head wrapped around this idea enough to attempt it myself. Perhaps someday.

My RPG Game Musings

Like many in the RPG/OSR space, I have dreams of making my own RPG, but the key is to come up with something different. For me, how to avoid being yet another clone is the issue.

So far, I don’t have a specific coherent system, just lists of potential ideas.

At one point I was musing about making my own western RPG, but there are several and a few new ones in the past few months. Instead, I think I will focus on a western campaign setting or campaign planning book or guide.

My idea is for simplicity and I have two “paths” in mind. One is a level less system, where all the trappings of leveling up don’t happen. I have vague ideas for how to implement it so that some aspects improve, but not to the degree it does in other games.

The other is a change to the level progression. I imagine a standard base amount of XP to level, but to have more options, like using magic takes even more XP to level. The more bells and whistles you add to your character, the more XP it takes to level. Of course, that will require defining the things that increase XP and the perpetual problem of not thinking of something that some can argue is essential. So a framework for adding new things. Not so simple once you drill down.

I think my level less idea is simpler and more workable than a complex way to track XP. I suppose some might like a more complex option, but it sure doesn’t sound fun to design and write up.

The Level Less Ideas So Far

This takes advantage/disadvantage for some elements from 5e, and the usage die from Black Hack, and adds in my own twist for combat. Magic is not well thought out, and sounds like systems I have heard about, but never played. The major thing to keep in mind, these are all ideas at this point, as nothing has been play tested.

I want combat to definitely be risky and life or death to be determined quickly. My thoughts are a base d6 for HP and a high CON will get you 1 or 2 extra “real” HP. A high DEX will get you 1 or 2 “dodge” HP. Warrior types, who are trained in fighting, in a fantasy setting, fighters, paladins, rangers, monks, and perhaps clerics, will get 1 or two extra “martial” HP.

The DEX based and “martial” HP would each be reduced by 1 from the flank, and negated from behind. Perhaps only negated from behind if surprised. Only the CON based extra HP are real and flanking has no effect on them.

You could allow players to choose the average base HP or take a chance and roll. They have to live with their choice. Average on a d6 id 3.5. GM can decide to roll up to 4 or roll down to 3. GM should announce before characters choose, as the odds of rolling a 4 or better is just over 50%. Rolling more than 4 is less likely. Or you could give them a minimum of 3 if they roll a 1 or 2.

Weapons Damage

All weapons roll 1d8 to determine damage:

1-2 = Cut/nick, bruise. 10 = 1 actual HP (Track with Tick Marks?)
3-4 = Glancing Blow 1 HP
5 = Solid Hit 2 HP
6 = Wound 3 HP
7 = Severe wound 5 HP
8 = Mortal Blow 6 HP*

*Martial Hit Points and Dodge Hit Points help here. Rear attacks are fatal unless have extra HP from a high CON.

Bound or immobile opponents can be slain automatically.

Larger or smaller base hit die for monsters is one way to handle it, and some might take more than one 8 on a d8 to be slain, if they can be hit by the weapons available to the players. Another option would be to set a usage die for the creature and every time they roll 6 or more check the usage die. The mortal blow could require rolling the usage die twice.

This suits multiple genres, as you don’t have to figure out how to bolt on firearms or plasma guns. It could easily be abstracted to siege engines verses a section of city wall, or galleys vs ramming galleys, sailing ships, and space ships.

Saving Throws: Roll under appropriate skill.

Magic: Roll under either INT or WIS to cast
Physical Damage: Roll under DEX to dodge. Roll under CON to resist.

Spell Casting

I’m thinking the average of a caster’s INT & WIS to start for their Power Points, or whatever I decide to call them. Those could represent their “mana pool” and as long as they can cover the cost of a spell that they know they can cast it. The key is to determine how these increase, and new spells become known.

Usage Die For Other Mechanics

Magic items with a limited use, like Wands, staves, and rods and the like are assigned a usage die.

Use a larger usage die to make it last longer, use a smaller usage die to make it use up quickly.

Exceptions would be a ring of three wishes has maximum 3 wishes, GM determines how many and tracks, etc.

Permanent magic items like magic swords and other weapons, and magic armor won’t need a usage die for their magic. Unless, of course there is a reason they have a limit.

Weaker items can have a higher usage dies.

  • Wand of Magic Missiles d20
  • Want of Fireball d12
  • Wand of ice d10
  • Powerful game changing magic no bigger than a d8, most likely a d6, depending on exactly what it does a d4.

Armor absorbs damage, to simplify keeping track of actual HP, implement a usage die mechanic. Need to tie in to d8 damage system….

The quality of armor determines the usage die.

  • d4 gambeson
  • d6 leather
  • d8 scale mail
  • d10 chainmail
  • d12 platemail

Shield adds one die type, so platemail & shield is d20.

Damaged or poor quality armor moves down a die type.

Artisan quality armor moves up a die type.

Magic armor is artisan quality armor with advantage. That is roll two of the die type that type of armor is and take the higher roll.
For example, magic chainmail is d12, advantage is rolling 2d12 and taking the higher roll.

Damaged armor can be repaired.

Similarly, weapons can be damaged in use and have the same penalties for poor quality and bonuses for artisan work, and magic items roll with advantage.

NOTE: Some or all magic items may be ruled to be immune to damage for simplicity, or only a certain procedure or type of attack can damage it.

Rations, ammo, etc. If a player does not record and keep track of their rations and ammo, assign them a usage die for simplicity.

Combat

I hadn’t worked out anything on this yet. For simplicity, d20 with ascending armor. Martial types get a straight roll, and all others get some form of penalty. Either through surviving multiple combats or some training mechanism, non-martial characters could reduce their penalty.

Improving

So far, I only have the initial idea that certain aspects of a character will improve with time. For example, martial types might eventually get a +1 to hit. Thief types get better at picking pockets, etc. Spell casters would add to their collection of spells and so forth, and increase the number and power of spells they can cast.

Perhaps a certain number of adventures or milestones are needed to track improvement.

Aging/Deteriorating

With age one loses strength, endurance, and agility. With major injury one can also lose endurance and agility. I’ve really started to notice this the last couple of years….

When Will It Be Published?

I’m not spending a lot of time on this. I wrote this article to get my idea out there so I can get back to other things I have in the works. I don’t anticipate it this year. Perhaps I can do it next year once the Kickstarter is wrapped up.

  • In addition to my blog, I have a Patreon, for which I create monthly RPG related PDFs and publish on DriveThruRPG [Affiliate Link].
  • I do a podcast with three episodes a week.
  • Then there’s my YouTube channel for which I recently started a popular series, How to AD&D 1e.
  • Of course, there is the card game I plan to Kickstart in 2020. Sign up for an email when it is launched here.
  • I also go to cons and run games for which I make my own scenarios.
  • Finally, I have hopes of putting out my western RPG campaign ideas this year, but that might be stretching it.
  • I also have to keep up with a nearly 100 year old house, mow a big yard, and all the other daily life things.

EDIT: Read the next article about Types of Mortal Wounds.

Wishes Gone Wrong

Last night the idea came to me of wizards casting a wish or limited wish to remove their magical aging.

It occurred to me that an unwisely worded wish can easily backfire if taken literally.

There are degrees of bad that might happen:

Less bad: Immune to spells that cause magical aging, like haste.

More bad: Can no longer cast spells that cause magical aging, like haste. No longer can they send their fighters into a high speed multi-attack frenzy.

Most bad: Immune to anti-aging potions and effects. This could include wishes that attempt to undo the effect, since wishes cause aging. Even wishes another makes on their behalf may not work.

This has a good news side, as they are also immune to the ageing effect of ghosts and other creatures

Ultimate bad: The wisher dies thus solving all their problems. Or they rise as one of the undead….

Spreading the Bad: Wish is applied to all members of the party, so cleric can no longer cast restore to reverse magical aging.

Spread far and wide: No one is affected or can use magic that causes or reverses magical aging. This might have the effect of eliminating all undead and prevent the creation of more, depending on the exact wording of the wish. Or it only makes creatures that have ageing or anti-ageing effects no longer work.

Conclusion

Limited Wish, Wish, and Alter Reality are the ultimate power players can fiddle with in their quest for wealth, power, and glory. Poorly worded wishes are a gift to the Game Master to twist and mess with the players. Wise players are very careful and precise in their wording of wishes, if they choose to employ them.

Sometimes wishes appear to have no immediate ill effects. An example I have mentioned before is the time players in my brother’s campaign found a Deck of Many things. One person wished for the finest in in the world. It is a strange, magical place that changes size and decorations. The decorations are from the various inns throughout the world who have nicer things, they become part of this character’s inn. When the original owners find out, if they are rich or powerful, that character will have some explaining to do.

One can never anticipate all the ways a player might mis-word a wish, so one must keep some general ideas in the back of their mind when a wish is in play.

Also, don’t put wishes or similar into your campaign if you don’t want the characters to change the face of your world.

More Musings

I have a vague idea that I’ll reflect on a while. But I’d like to have some sort of obvious effect to happen when mortals make wishes.

In AD&D 1e, magic is explained as channeling power from other planes. What might the enormous power of a wish cause to happen?

If such a thing happens, you’ll want some backstory about previous wishes and the “coincidental” happenings that happened about the same time.

I’d love to have more consistent play in my campaign world where players come across wishes, like with a luck blade, ring of three wishes, genie’s lamp, Deck of Many Things, etc. I’m not afraid to let the players, via their characters, alter the face of my campaign world. Why should I? I set my campaign in motion, in media res, a thousand years after the collapse of the last major empire. I have all these ideas for how things were wrecked in the past, why not let the characters be the agents of change for the next cycle?

Game Systems & Scenarios At Cons

While organizing my thoughts and notes for the games I will be running at Marmalade Dog and Gary Con in 2019, I made a list of all the RPG systems I’ve run. I noted what modules/scenarios I ran and what con I ran them.

Since 2015 when I first DM’d at a convention at Marmalade Dog, here in Kalamazoo, I’ve run for at least 10 different RPGs. I have run 16 different scenarios, one is Village of Homlet, the other is Stop the Flow by Mark Hunt. The other 14 are all scenarios I wrote myself.

The systems I have run are:

AD&D, Delving Deeper, The Front, Gangbusters, Metamorphosis Alpha, Gamma World, Boot Hill, DCC, White Star, and Stars Without Number. [Affiliate Links]

Since 2015 when I GM’d my first game at a convention, I have GM’d a couple dozen times at 4 conventions: @marmaladedog @GaryCon @GameholeCon and @ucongames.

I’ve run 10 different RPGs for 16 different scenarios/modules. 14 of those I wrote myself.

It’s taken me 3 hours since I uploaded the podcast (#80) to locate all of my notes for the scenarios and rule books for reference. I realized I needed to organize what games I have and will run by Rules System, name of the scenario, and which con(s) I’ve run each one.

Had I thought this through, I wouldn’t need to dig back 4 years and have to do searches on my blog to determine some information.

My notes during each session help me improve those scenarios I am running again. I need all notes for each scenario consolidated into a master document for the scenario. Then I can find it when I need it.

Run it from a tablet or press print.


This is what I mean by minimalism at the table.

Series Introduction: How to AD&D 1e

As I mentioned in yesterday’s blog post, I decided to launch a new series on my YouTube channel.

Today, I posted the Episode 0, series introduction.

The TLDR; I give my background with AD&D and explain that I plan to do two episodes a month on my channel. One for the new How To AD&D 1e series and another for my Rol20 For the Absolute Beginner series. I plan to do an episode for each before the end of the month. That might lap over into May, we’ll see how things go.

How To AD&D 1e Series Introduction

New YouTube Series: How to AD&D 1e

I have a series on my YouTube Channel, Roll20 For the Absolute Beginner. I haven’t put out a new video in the series since the Fall and I have viewers asking for more, and I have lots of ideas. I just haven’t found the time since I started publishing a monthly PDF. It’s not that there isn’t time available, I just haven’t had the energy or desire to make the time to do it.

This morning on Twitter, someone I follow, Bill Allan, asked if there were any YT series on AD&D 1e.

He Tweeted:

I started playing D&D in 1978. I haven’t played 1st edition since around 1989. Who or what channel would you recommend for tips and tutorials SPECIFICALLY geared towards 1st edition AD&D?

I then mentioned my 1st edition efforts online:

I never stopped playing 1e.
I played in a 4 1/2 year campaign on Roll20 that wrapped up last fall.
I have a game on Roll20 & a home game, both on hiatus.
1e is the system that is the focus of my blog.
Nothing specific on my YouTube channel, but I probably should make a series.

I then started musing about actually doing a series and Retweeted his tweet sharing that musing:

To which Bill replied:

Yes man! I would dig it!

Bill is a high school teacher in the Chicago area who teaches audio/visual stuff, and he had a prior career in television. He knows a ton about video creation and editing and is a member of a FB group I’m part of and it is his sharing of information, slong with that of others, that lead to the marked improvement in the quality of my videos. It’s another reason, I’m able to make a really good quality podcast if I set my mind to it and make the time.

I’ve got a rough outline for an episode 0 and ideas for various episodes percolating. I’ve started regular walking since the 1st and that’s taken a couple hours out of each day. Great for thinking & generating ideas, & catching up on podcasts. I have to reorg my office for it…. the list goes on. I have the equipment, the desire, the knowledge, and the ability to make the time, I just need my office to be presentable, or make use of a background.

I think the how to AD&D/1e/1st edition would work better as a video series since there is so much visual information to it.

I know a lot of the OSR Anchorites know AD&D either from back in the day or exposure to it via the OSR. Would that be something you are interested in? If you’re interesting, I’d like ideas for topics. I have a ton of ideas, but want to speak to what others want as a focus.

My thought it to do 2 episodes a month, alternating with my Roll 20 For the Absolute Beginner series.

I don’t have a final title for the series, but the working title is, How to AD&D 1e.

I look forward to your comments, questions, and suggestions for this series.

The key is to stay organized and keep up with the other projects I’m working on, including the preparations for the card game kickstarter

The companion podcast to this article: Episode 106 – Saturday Scrawl – YouTube Series How To AD&D 1e

Flying Carpets & Powerful Spellcasters

In my Broken Lands online AD&D campaign that has been on hiatus over a year, I planned to talk about it in today’s podcast. I thought I had written an article about the mountaintop Temple of The Necromancer along with the isometric map I drew. Turns out, it’s a false memory. I did write about it… on G+. No wonderI couldn’t find the article I was looking for. I didn’t go into great detail on G+, just showed off what I managed to do with isometric graph paper.

Via Roll20 this map made it a lot easier to convey the layout. Both the players and I appreciated that.

The players had found The Tomb of The Necromancer and sealed him in and faced the minions who were trying to free him. The party used a portal that had been opened via powerful magics to open from the mountaintop temple to the far off underground tomb. The party dealt with a hoard of undead that filled the tomb and used some things they found in another underground area to seal him in. Up to this point is a scenario that I ran at Marmalade Dog a last year ago, after the players had done it.

They then went through the portal and faced more undead and some living guards. The party managed to defeat the undead. A successful turn undead had the undead fleeing at top speed away from the good cleric. This was hilarious as the skeletons, zombies, and ghouls ran over the edge of the mountaintop temple, climbing over the winch for the elevator that provided access and resupply to the human guards. The undead were killed in the 500 foot fall and caused death and destruction to the people and equipment they landed on. NOTE: It took more than one turn to get them all, and some they still had to fight.

Just as they had defeated the last of the foes on the mountaintop, a figure in plate mail and flowing robes with four crossbowmen attacked from a flying carpet. The party managed to kill a couple of the archers, and wound the robed figure. They were amazed that he seemed to cast both clerical and magic user spells. One comment was along the lines of, “Wait a minute that’s a magic user spell and he’s wearing plate mail.” “Yup!” was my answer.

The party did all they could to try and take out this spell caster, but couldn’t do it. I forget what spell they used that sent him away from them, but the carpet was too fast and out of their reach. One of the players said, “That flying carpet is mine!”

They were nearly out of spells and all of them hurt, so they decided to flee through the portal and seal it so that the bad guys could not access The Necromancer without waiting for the right conditions to open a new portal, or traveling the unknown distance from the mountaintop temple.

Last we played, the party was making plans to find the individual with the flying carpet who they believe carries the title, Son of The Necromancer. I gave them a foe with his own neat magic items and abilities they were not prepared for. Interesting times lie ahead. I’m hoping to pick up where we left off in the coming weeks.

You can find the companion podcast episode here.

Inspiration From Movies – Kung fu Hustle

I watched Kung Fu Hustle on Netflix. I had heard of the name of the movie and decided to try it. It is a comedy kung fu movie that goes over the top. This is what some mean by gonzo. I recommend not reading about it and just watching the movie.

My inspiration is that I now have the idea for a village that is full of tough NPCs. Strong and muscular farmers and laborers who don’t take nonsense. This was all from the first few minutes of the movie before I knew what was going on.

I can imagine a group of PCs trying to run roughshod over such a village, only to be hoist by their own petard. Definitely something to use on a group of players that think they can rule over any village in sight.

It is good for a laugh and has several things in it that one could use for RPG inspiration.