Tag Archives: Retroclone

Hidden Hands of the Horla – Mini Review

+R. J. Thompson of Gamers & Grognards has launched a new company, Apendix N Entertainment, and its first product, T1 Hidden Hand of the Horla [Affiliate Link], is now on OBS as PWYW. You can find it at either DriveThruRPG or RPGNow [both Affiliate Links].

I received a pre-release copy, and within a couple of days of that I received the final copy. I spotted one typo in the pre-release copy that was corrected in the final release.

Hidden Hand of the Horla [Affiliate Link] is the beachhead product waiting for Ryan’s take on the original roleplaying game, Gateway To Adventure. The cover is familiar to many who follow +Dyson Logos’ maps, a giant hand that is a set of towers. Ryan uses this map to full effect in the few pages of this module for levels 1-3.

One paragraph briefly touching on the old school style of play, one paragraph of player background, and three paragraphs for the referee.  There are tables that define certain conditions of the adventure so it will not be identical. For example, the intended foes in the module can find one of the items before the players and use it against them.  There is a rumor table to help the GM determine a random rumor that each PC knows about the place. And a well planned random monster tables that indicates which potential creatures represent a creature from a specific room.

Only five pages are needed to describe this small dungeon, with stats for a few creatures in the text.

The either total creature types are listed in the three page bestiary. A new creature is introduced that will require players to use their wits to best it, or avoid having to best it. For those used to rolling dice or otherwise unaccustomed to the old school style of play, it has the potential for a TPK. Players that use their heads and are team players should do well.

There are two pages of spells. Two of them new spells. The Hand Tower was built by a wizard specializing in hand spells. 

True to the name of the company, there is a one page Appendix N, that includes inspirational writing, film, television, and music. 

Following the OGL is a page with the hand tower, a page with a player handout, and a page with the map of the interior.

What I Liked

This is a great to the point adventure. It is simple, but with enough to the point details to help the GM run this. As a low level adventure, it could easily be modified for those who like DCC and 0 level funnels, or be powered up to handle more players or fewer players of higher level. Best of all it is designed to be reused, so is ideal for an initial adventure that is a location that can serve as the first adventure in a new campaign. The goatmen that Ryan included from his home campaign are one hit die creatures so you could easily re-skin them for the main one hit die creatures in your own campaign, if you didn’t want to introduce goatmen. There are also simple ideas for modularity of design that are easy to adapt to on the fly adventures you may run in your own campaign, or that other publishers would like to see.

He also has an idea for books that I’m going to steal for use in a future update to my own PDF on Libraries.

What I’d Like To See

This is a challenge to find something that is missing. I liked it and could see myself running it, and would like to play it if I didn’t know the secrets. I read this a couple days ago and I’m still not finding anything that seems lacking. While it may seem trite, the only thing I can think of that I want is more modules like this. I look forward to the release of his take on the original RPG. 

The only thing I see is that the OGL takes a bit more than a full page and goes onto the page with the hand image. A font small enough to get the OGL on one page is fine with me. this is very minor and can easily be trimmed off, or covered, if printed, but might detract from player experience if you show them the map from an electronic device. I only mention this as it is in the version now live on OBS as I write this.

Full Disclosure

Ryan and I are friends. We met at UCon a few years ago after I reviewed another publication of his. As a friend, I wish there was something that jumped out at me that needed work. I hope I didn’t gloss over anything that others will point out as problematic, or needing more polish.

Pay What You Want doesn’t do this module justice. You should at least pay something in the realm of a dollar or more for this. 

Thinking About Ability Scores

I started this post back on January 1, 2018 after spending some time the prior weekend thinking about ability scores and the classic 3-18. This was prompted by the 1e/2e character sheet on Roll20, where it defaults to 10 on all the abilities.

Since the average on a d6 is 3.5, this results in 10.5 for 3d6, which rounds up to 11.

Player characters are generally considered to be “heroic” or above average, one could use 10 + 1d8, for 11-18 for abilities. This will generate abilities on average of 14.5, which rounds to 15. Now there is the problem of every character is way above average. Some may not consider that a problem.

1e DMG p. 11 Methods 1-4 are presented.

I use 4d6 drop the lowest (Method 1) for character generation. I have a House Rule for my 1e campaign to get to play a class requiring special minimum scores.

But I Want It:

Players wishing to play a class in AD&D 1e who don’t roll the stats for it, can set the minimum stats for those ability scores that are pertinent, but all other stats will be rolled on a d4+8 making their range 9-12.

1e UA p. 74 adds method 5 where each class rolls a different amount of dice for each ability, making it more likely to get the scores needed to reach the minimums required for specialty classes, such as druids, rangers, and illusionists.

5e PH p. 13 – Roll 4d6, drop the lowest, or use 15, 14, 13, 12, 10, and 8. (Score – 10 = x. Divide x by 2 to get modifier.) Or use 27 points to boost scores that all start at 8, but can’t go higher than 15. Then add racial bonuses. A human could end up with three 14’s and three 13’s after applying racial bonuses, having three scores at +2 and the other three at +1. With a barbarian, the first class in the book, it gets 4 chances to raise an ability 2 points, or two abilities by 1 point, with a max of 20. So a barbarian that lives to level 19, has 8 points that can be added to other abilities. So one of those 14’s can go to 20, and another to 16, for a +5 and +3 bonus.

Swords & Wizardry basically does 3d6 in order and 13+ is +1 and less than 7 or 8 is -1. The exact score is not that important.

Skills

This comes back to the issue, do you like a game where you need a high score to stand a chance of success, or a game where player skill negates the importance of the exact number on an ability?

At what point on the scale do skills fall? Only class specific skills, but anyone can start a fire, not just rangers, or a comprehensive system that covers what a character can do. My preference is that anyone can start a file, but rangers, druids, and someone with a secondary skill like hunter or forester can start a fire in the rain.

XP Idea

I made some notes for an idea on making my own retroclone over a year ago. Nothing organized, just some rough ideas. How to handle XP is something all making a retroclone need to address.

My idea use a base XP chart that is used for all characters with the base “Adventurer” class. Additional XP is required if you want fancier skills, like magic. To have magic perhaps double the XP needed for each level. Other skills like thieving skills use 1.5 times the base. This post is already long, but the idea is to have categories or groups of abilities or skills that are a package to make one’s own custom character. Since non-humans tend to have special traits, those would also require more XP to level.

Or a system with no XP and no level advancement. How would you handle a character getting better at code breaking or fighting? With practice, one gets better. But how to gamify that in a simple way that scales and there is balance between characters of similar “level?”

It comes down to how crunchy do you want your system?

The more I delve into trying to make my own game, the more I come back to wanting something light/simple/quick.

Basic, S&W, Delving Deeper, Black Hack, etc. are looking more appealing. The teaming masses of new players today, are focused on 5e, and the style of play that they see online in shows like Critical Role and Maze Arcana. They don’t get what more experienced players know, The rules aren’t the game, and don’t really matter. We just need a mutually agreed framework for generating consistent results when it comes to rolling the die.

I’m not sure I like the story game thing where you can override parts of the narrative you don’t like. Yes, it is a game, and we should play what we like, but I think there should be a chance for complete failure or nail-biting success. The idea of yes/and, or no/but is interesting, but how to model that for the style of play I prefer?

Points On The Spectrum

Tables and charts necessitating reference to the book or a GM screen, or target numbers that are easy to calculate? Bonuses and penalties that players need to keep track of and modify their rolls quickly, so that game play doesn’t halt while they figure it out?

Other Systems

d7 system, the one live play I watched seemed interesting. I need to know more about that..

I’ve read Maze Rats and like the super simple system there. A new system more compatible with other OSR games and retroclones is in the works.

What other ways deal with skills? d20/roll under stats or roll under stats on xd6/etc? I’ve read some that use saving throws for skills, or replace saving throws with rolling under vs. stats.

Conclusion

My desire for simplicity is twofold. First, as a GM, I want a game where the rules are simple enough that all can grasp and it easy to run with minimal or no referral back to a book or screen during a game.

Second, simple is also better as a player. This is especially relevant for those new to RPGs. The fewer and less complex the fiddly bits, AKA the rules, the easier for new players to get into it.

I put out a call across my social media sites for what tips and tricks GMs have for minimizing what they need at the table. I will pull that together into its own post soon.