Monday, January 28, 2019

Wizards made two things that are very similar

It occurs to me that I am way over thinking this whole D&D/MtG mash-up – and it should be noted when I say D&D I am not necessarily referring to the actual product, and right now it means Lamentations of the Flame Princess. Paging through this old adventure, and looking at the way they doll potions and scrolls and such. If I replaced every (or most) minor potions with a random spell with the right “color”. Adding color identity to things on the fly probably won’t be onerous and it gives some mechanical weight that alignments do not, and just co-opting existing spell scroll rules with the addendum that if you match the ‘charm’s’ color identity you can cast it without fail. Also just allow for lots of mutations, enchantments, and other randomness to happen to anyone who keeps sticking there fingers in weird places, and really the thing should work itself out.

 On the note of color identity, the easiest way to represent it is add a sliding bonus-penalty scale for each color you have in common with a spell. This will naturally favor a struggle between staying pure in one color (and hence most powerful using those spells), versus taking on more colors to have access to a wider range of spells. Spells can occur in the wild almost like fruit, and you’ll usually find a spell or two in an area that correspond to the mana type of the land. Easy stuff, the colors all have terrain and elemental types associated with them which ought to make a rough, shared expectation and delivery system with anyone hunting for wild spells. Also, mine weird sources for spells: this is where all that time reading other blogs will come in handy.

Saturday, January 19, 2019

All alone

Well, things finally worked out that the spouse suggested I should leave for my own sake and I couldn't disagree with her. It's a quiet little way for it to go down, but there it is. Now I'm living in what we'll charitably call an artist's commune in a small "studio apartment" which is actually just a very nicely decorated shed with an extension cord. The spiders have been pretty friendly, but the wasp keeps coming back even after I've tossed her out on her butt like, three times at least.

Actually I was thinking about the different roles in the game I've been playing, Arena of Valor. It's a MOBA on my phone that I've been pretty consistently into for a few months now, which is a weird amount of dedication for me to one game these days, especially a mobile one. I guess it's the competitive angle, I haven't really been enjoying a online team deathmatch kind of game since Halo: Reach and AoV finds me at a time in my life where being able to take a game on the go has been pretty crucial.

But yeah so team roles; the insidious thing is each character is assigned a "class" even though each one is a: split into two sub-classes that overlap and means that you get characters who say 'mage' but mean 'warrior' but that wouldn't be on theme or whatever, and b: each character is ALSO assigned by default to one of the map 'positions', which are just a gentlefolk's agreement to the general dispersal of players during the 'laning phase', or before either side's bases have started taking serious damage at which point it's more of a roaming free-for-all that hopefully sees some team cohesion.

So I typically pick my character after a few other people have in an effort to support the team by taking whatever class didn't get picked. This is fine, I have half a dozen characters I rotate through and often find that some of my best matches are taking a character I haven't used in a while and jumping into a game semi-cold.

Anyway aside from realizing I need to make my character picks based on whatever map position I'm in first, and who everyone else picked as a secondary concern (and I mean everyone is good with Valhein right?) but it got me thinking that this could be a good way to frame how each of the classes will work in my Innistrad game. Lets see,

Fighter: High health, armor, and base attack ability. Lacks high burst potential. Could make excellent archer with consistent long range hits, as well as being able to target enemy back row.

Specialist; Depending on build, can be master of environmental factors or high burst damage. Sneak attacks require careful positioning, synergies' with Skill Checks which allow you to bypass the normal DC of a task.

Magic-User: Highest damage and utility potential but also the squishiest. Depending on spells found though could play in just about any fashion, but this also requires finding the right magic.

Cleric: More durable then the Magic-User at the cost of some spell casting ability.

Artifact Creature: Highest durability of any class but lower damage output. Higher carry weight also means ability to carry more gear, which can offset damage reduction.

Spellshaper: Similar to Magic-User, but has higher HP and can ware armor while using magic. Requires more XP then any other class.

Rebel: Durable and mobile, but lacking the utility of the Specialist. Stealth abilities are good but only work in the bush.


Monday, February 5, 2018

Why haven't my thumbs mutated into the perfect shape for writing on a smartphone?

Man life is just kind of ass, you know?

I don't think people read this which makes it my own personal diary, yay! Whatever.

Gaming, I still want to and still haven't. I really was interested in the possibilities of solo role playing, and I did a couple weekend binges of it that went alright. It is slow going. I think what I need to turn my designing and creative ideas to is building a "game" where I am also writing the rough drafts of stories. I can inject all the various interests of games and sci fi and decrepit fantasy into little games until the build into a franchise that will make millions! Ahahahaha!

Anyway, I am 90% island. They say a man can't be an island but I'm pretty close. And I ain't no man! Merr

Ok I should stop just dumping my subconscious here and put down my actual notes. Use Mythic as our base "game", maybe even go buy their other products. Beyond that my game system will go a long way to setting the tone. I like Archmage for this because I think the distinct classes and lower chance for death will play into the storytelling aspect. I can swap out pieces here and there, and I should probably look at what other products they have put out too

Maybe tonight though, we just put together what we've got laying around and do a fast and dirty Stardew Valley homebrew, and I can Netflix and chill with my main squeeze Maru


Thursday, June 9, 2016

Apprentice Engine Races

So in the last post I gave a quick overview of the mechanics I want to use for running a stripped down 13th age for kids. Now we'll talk a bit about races and classes.

I want races to be more like generic categories that a lot of character ideas can exist in comfortably without each one needing unique abilities. Ironically by making the races super simple it makes reskining them trivial. Also, I am coopting the power sources from 4e minus the Divine source, I haven't decided what signifigance they have yet except giving me some easy keywords to play with.

The Kith (Martial Races) - (Power) Detect Secret - The kith are great adventurers, and they are really good at reading the magic in the air and finding out secrets from it. When you are in a dungeon and enter a room the DM will tell you one of the room's secrets for free.

So this rolls the elves, dwarves and halflings into one thing. The power is from old school elves but honestly they've all had some kind of perception boost included in their stats at various times.

The Beasties (Primal Race) - (Power) Angry! - If you get hurt during a combat or puzzle your power grows to the next size up. This only happens once!

Orcs, shifters, minotaurs, the list goes on what this race could represent.

The Jenn (Arcane Race) - (Power) Elementary - You pick one of the four elements, fire, water, air, earth, and get a special ability from it.
Fire - One time per rest you can burst into fire and attack everyone around you.
Water - You can breath water and swim like a fish.
Air - You don't get hurt from falling.
Earth - One time per rest you can grow your power dice for defense until the end of a fight or other challenge.

I realize that some of these powers seem pretty spamable, but my intention is for the players to try and do a lot with only a few powers. Unless they are a wizard. Like maybe they get each power on a card, but can only take three cards with them into a dungeon? It doesn't have to perfectly emulate anything, I think a big advantage here is kids can both understand that the game has rules and still suspend their belief.

Also Jenn is kind of a mashup word from Gensai, Jinn and Jaan. I might come up with something better later.

The Shards (Psionic Race) - (Power) ESP - You can talk directly into people's minds or send them pictures, and they can talk and send pictures back. You can also wobbily levitate small objects.

My original plan for the psionic race was for it to be robots? Yeah I don't know what I was thinking either.

The Darklings (Shadow Race) - (Power) Vanish - If you can find a shadow you can try hiding, even if there isn't anything to hide behind. If it is totally dark you turn invisible. Why is this useful? Well lots of things that think you are tasty with ketchup can see in the dark, and you probably can't.

Tieflings, vampires, shadar-kai, emo kids, all wrapped up into one.

The Robots (Robot Race, because Robots! - (Power) Robot! - You are a robot! Rwar! You don't have to sleep (but still have to rest if you want your Magic Words back), don't have to eat, and don't have to breath. You can't swim though, and have to drink oil as a snack instead of regular snacks.

I couldn't imagine a world with robots, then take them out. That would be cruel even if I was the only one who knew I did it.


On the off chance you've followed my blog (seriously who are you if you did?!) you'll know this wouldn't be the first false start I've had, but I feel pretty good since my kids aren't likely to not be here for game night if I get this going. Next post will be classes, then formalized rules maybe? Also I have a post I was working on about making 4e type characters as pregens, but run them like League of Legends so they are all weird and awesome and players can swap them out a lot and players get fast and dirty level ups in the game which don't translate between adventures, but earn badges that do. I might finish that some time.

The Apprentice Engine: 13th Age for my kids

One of my only claims to fame is that I was an early supporter of the game 13th Age, which if you don't know is a sort of successor to Type 4 D&D in the way Pathfinder is to Type 3.5, though not quite. 13th Age plays a lot more loose, doesn't use minis or any kind of tactical movement system, but Monte Cook said if he had had full creative control for Type 4 then 13th Age is what he would have made, I guess.

Anyway so I was a contributor, and that means my name is on the second page in the long list of other contributors, so that's neat. It's also a pretty hefty book, yet I've only run one game with it and it was underwhelming. It is a powers-centric game, like 4e (sorry Zak, Type 4 is too much of a mouthful) and, I dunno, just wasn't quite what I was expecting, I guess? If you've ever looked through the fan made Final Fantasy d6, it feels a lot like that (you should go google FFd6 though, it's pretty rad).

My last game was a brief foray into LotFP, but I don't think I am brutal enough to run that game on all cylinders, and besides I can't get people to commit to a game, so what to do?

I don't remember where this idea started, but I got it in my head that it would be great to run a stripped down D&Dish game that my 7 year old daughter, who is good at math but can't read, could follow along with. Anyway this idea ballooned from there, and I dug around on the internet for similar styles of game and found one that was a stripped down 4e for children and it gave me enough of a mental starting point to get this going.

Working title is the Apprentice Engine, since 13th Age claims to use the Archmage Engine. I will probably change that name though because apprentice just doesn't have enough bite to it.

Here is the rundown of the system. There are 3 ability scores, Strength (or maybe Physique), Dexterity and Intellect. Constitution is rolled into Strength, Wisdom is rolled into Intelligence, and I assume that instances of the Charisma skill can be metted out on a case by case basis. I know that I want most (if not all) NPC interaction to be handled purely through role play and some hand-waving.

Combat and Skill checks will basically run on the same system. 13th Age already gives you a dice pool for damage based on level (3rd lvl Fighter rocking a longsword does 3d8 damage, etc. Spell damage is fixed but I'll get to that). Extrapolating that, skills also get a dice pool based on their skill, with the dice size set by the character's 'power', which is derived from their attributes. d6 is average, d12 is like having a score of 20. Speaking of scores I think they will be rated either 1-10 or 1-12.

Ok so you want to make a skill check. Instead of setting a DC all checks are opposed checks. I imagine two or three d6 being the standard opposed roll. Both sides roll, drop all but the highest die, ties go to the defender. There will be bonuses for rolling doubles, runs, other Yahtzee kind of shenanigans but I haven't worked that out just yet.

So that's the core mechanic. I didn't want to muddle around with d20+attribute bonus+skill+situational/magical modifiers+god only knows what. You have your pool, maybe you get an extra dice in it depending on how you set the whole situation up, but that's it. And since swinging a sword, sneaking around, decrypting a wizards spell book, all use the same core mechanic it puts more weight on the narrative. This is where thinking about running a game for children has my mind really humming along.

I was reading through the very nice remake of Palace of the Silver Princess over at Playing D&D with Pornstars, all while thinking of this system, and as I read each room this is what came to mind. "How would this whole scene played out if it was part of an episode of Adventure Time?" I have only seen a couple episodes but I know it is exactly the kind of gonzo weird fantasy that old school D&D is famous for, excpet that it is also  kids show so nothing too terribly bad ever happens. The main kid never gets eaten alive from the feet up by inbred mutant ogres, as just an example off the top of my head.

So now I am thinking how can I put each of these rooms through a filter where all the weird is still there, but without the lethality. First thing is monsters have to be a lot more talkative. Like, everything is probably an NPC. If you watch these shows even in the ones for 'boys' fighting is often not the best course of action. Balance that with a show like My Little Pony, where fighting only worked in one episode I can think of. Traps are way less deadly and way more goofy. Magic items can do whatever seems cool. Treasure will be scaled down to just readily useful items, snacks (which the players trade in for healing between battles), and coins. Buying stuff will be boiled down to the bare minimum of complexity. Most stuff costs one coin. Some cool stuff costs two or three. You don't need to find more then three or four coins in a dungeon to make it worth you time.

When they do fight, the 4e for kids adventure had a great idea that gels well with the way 13th Age monsters work. They are simple, for one, and two they all do interesting things. The example the author of said adventure likes to tote is the bulette, which can swallow you whole. You can then tickle the inside of the bulette's stomach to get coughed up, which means now you're all slimy and move a little further if its in a straight line because you slide. Something I thought up are skeletons which, each time you hit them, one of their body parts flies off and now they have to hop around on one leg or go chase their skull around. Another would be a zombie, which tries to jump on you and chew on your head. If it does then now you're a zombie, which is the same as not being a zombie except now you want to chew on people's heads and that might be inconvenient, so best get it healed.

Finally a note on spells. No spell descriptions, we are catering to a child who can barely sound out a single word. So that's all a spell is, one magic word. What does it do? Well, do you know what the word means? What are all the possible ways you could cast a spell with just the word 'Night' or 'Fire' or 'Friend'. We are looking at creativity and freedom, more rules would not be appreciated by this crowd.

So that's the core idea. Players will also get to pick a class and race as per normal D&D, but they too will be boiled down. I also want to keep 13th Age's One Unique Thing rule, where each player describes, in a totally free form way, one unique thing about their character, which can be anything that doesn't have a mechanical effect. When we played my oldest, who is 13 now, made a paladin who, as a right of passage, cut off his arm then found the biggest undead he could and tore its arm off to replace his old arm with.

Friday, December 4, 2015

Lets talk about how bronies are best artists



So today I want to talk about ponies.

Oh screw you, it’s my blog. Besides no one reads this thing, I might as well be writing in a diary I keep in a lockbox.

Anyway, I am a brony. Broney. Bronie. Apparently I am not a very good one because I don’t know how its spelled. So besides My Little Pony being a pretty good kids show, and I do have a 6 year old daughter so what’s YOUR excuse(?) the fan community around it is just mind boggling. Forget trekkies, they can go die in a fire compared to the stuff I have seen out of teh brony community.

It started with artwork for me. I’d save it on my phone, no big deal. Then I decided it would be fun to use cartoon pictures for the contacts on said phone, and an image search for “teal kitty cat” came up with a teal pegasus[D1]  pony which was pretty much a dead ringer for my wife, with her Crayola colored hair and general eclecticism. That search doesn’t yield that result anymore so whatever. As far as my phone is concerned I married a pony. It doesn’t help that one, while under the influence of alchohol and cough medicine, my wife once said “fuck your little Rainbow Dash” while we were, in fact, fucking. So I got to come inside Rainbow Dash, eat your heart out cloppers.

I’m off topic. Started collecting fan art, etc, didn’t go anywhere else for a long time. Then I read Fallout: Equestria and holy shit. Or as that fic so succulently put “Luna fill my cunt with moonrocks and call it home!” After that I started pursuing fimfiction.net which until then I was convinced was just filled with pony smut (that’s half true), and I don’t remember what my second fic after FO:Eq was but the next distinct one was Hard Reset, part one of the Time Loop Trilogy

Let me make this clear. The author, Eakin, wrote a trilogy of novellas which are better then half of the shit I had downloaded off Scribed. He did it for free, for fun. If you take the plot and strip away the pony bits he should be making a goddamm million dollars off this story. And pretty much every damn day I download another story, have my phone read it to me in sultry computerized synthesis while I kill bugs, and I am floored at the talent in this community.

An apprentice wizardess and her dragonling companion try out a magic spell that should let them view alternate timelines, but it literally blows up in her face. “Well that didn’t work” the dragon says, so to clear her headache she and the young drake go out for some sandwitches only to realize body-snatching bug monsters just invaded in force. On noes! Of course she will save the day right!?

No. She gets murdered by bugs. Brutally muderered. Then wakes up with a  spell blowing up in her face. “Well that didn’t work” Was it just a dream? They head out for some air. Bug monsters! Fights vallently, tries to warn the guards! Did she waste her premonition? Then throat ripped out by nasty things which are probably going to eat her.

“Well that didn’t work” This wizard, barely level six by D&D standards, is in a fixed time loop where every time she dies, she starts over about two hours before the invasion. Now the quest is clear, unwravel the puzzle of foiling this takeover with her unlimited retries. All she can take with her from loop to loop is information.

Hundreds of loops, near madness at the impossibility of the quest, a temporary unhinging of morals as she realizes there are literally no consequences to her actions, so why not loot and stuff her face with donuts for a few loops? And it makes for a safe way to come out of the closet to her parents (who already found her stash of girly magazines when she moved out to wizard college, so they are pretty nonplused. As her mother says “I just want some grandkids, and you know they are doing some interesting things with magical contraception these days. And double the wombs means double the grandbabies!”), so that’s a plus. Eventually though, she will have to solve the problem or be stuck in the loop forever, because not even death is a release from this little slice of hell.

Doesn’t that sound fucking awesome? And that’s just the first book! And it’s a FANFICTION! Arg I am so mad…

Then, THEN you go watch some youtube videos. Epic Wub Time, Friendship is Witchcraft, Flufflepuff, holy shit people WHY AREN’T YOU MAKING ALL THE MONEY. Sigh. Anyway tonight I dove down one of the last rabbit holes, music.

I don’t like the songs that are just too on the nose, if you know what I mean. I get it, we’re singing about pretty pastel ponies, don’t rub it into my ears like you’re doing classical opera. Little tact, people. Regardless of that I wasn’t disappointed by the disparaging split between good music and shit. Hint: I liked most of it. Aside from a lot of original songs, sung by both men and women which is weird if you’ve ever gotten into a fandom because it’s mostly just remixes of existing stuff, and there are a lot of those. Jesus that was a clunky sentence. Well I am not editing it, ha.

So two videos here, one of the original and one the remix. When I think remix I think, you know, glowstick music. And I like glowstick music, and there is plenty, but see what this asshole did. Here is the original from the cartoon.

Credit where credit is due, for a show with a  20 minute run time and aimed at kids under 10 they put some effort into their musical numbers. But now check out this asshole.


Don’t you get it? The bronies, they are just… just so good. Good at all the stuff I want to be good at. For no money. I want to make money writing. These guys churn out a billion words a month that consistently impress me. Sigh. All I can hope is that the bronies are just the first wave of a new world order, where everyone just makes stuff because its fun and everyone else gets it for free, and the economy collapses without the influx of consumer dollars to hold up the mammoth skeleton that is capitalism.

I’m not bitter, really.


 [D1]

Thursday, October 8, 2015

New Campaign Primer

Hi ho. I'm Sean, this is my OSRD&D thing. Actually assuming I actually make posts it'll mostly just be me codifying my new D&D campaign, of the same name of this blog. So new players will be directed to this post, and I'll leave it public so I can be INTERNET FAMOUS!!!!!111!!!

My game is set in the established setting Eberron. You may have heard of it. If not, this is the Eberron Wiki
So if you want to brush up on the setting go ahead, but be warned I am running the thing basically off of what I remember from my first Eberron campaign years ago, and I make no apologies for misspellings or incorrect facts. This is my campaign after all so I figure published setting or not doing it off the top of my head is the best way to make it my own.

Anyway, on to important information. The game system is Lamentations of the Flame Princess, which is easy to acquire in pdf form around the internets if you are inclined. Please keep in mind I am not running Lamentations totally straight, because I am not a sadistic bastard. Also I am anticipating my players coming from newer iterations of D&D and being used to being more heroic. That said, Eberron also assumes heroic PCs even moreso then stock 3E did.

So lets go over the keywords here so you know what to expect. Next post will get into actual mechanics changes and new content. Eberron is discribed as pulp fantasy, gritty magepunk. I have no problems with any of that, but lets analyze what those mean. Or at least what I think they mean.

Pulp fantasy is simply fantasy stories that often feature heroes and settings which don't spend a lot of time trying to justify why they are what they are. Conan and Lord of the Rings both count to my knowledge, and D&D came out of the huge succcess of the genere in the whenever D&D was made. Late 70s I think. I am a bad nerd...

Grit is hardwired into Lamentations. We have run one game and the most notatble thing about it is that, after shipwrecking on a small island the party had, after their first near fatal attempt at dungeoneering, split up to hunt for food and the party bard was drained dry by a stirge. The party has, as of yet, not recovered her body or are techncially aware she is dead. So yeah, grit. Like I said I am going to tone it down a bit.

Magepunk, is that even a thing? Ok so steampunk is well known, and insofar as I haven't researched it I am assuming that the whole 'punk' genera started with cyberpunk and the novel Neuromancer, which is a fun read. I think Blade Runner falls into this space too. Anyway, punk settings imply over saturation of some kind of technology. It widens the gap between the upper and lower class astronomically, with the 'haves' basically running things how they see fit and the 'have nots' trying to scrape up or scam whatever they can. In the case of Eberron magic is both commonplace and about as exciting as having a computer. In other words, no one cares. People are more likely to be impressed by someone skilled in swordplay then the guy who can conjure magic missiles all day.

The campaign itself will initially be set in Sarlona, hence the name of the campaign (The Dreaming Dark are the Sarlona secret police). All the races of Eberron will be playable, though I am partially sticking to Lamentations race-as-class precedent because even though it is a little clunky it is also a really effective tool to get you into the mindset of playing something that isn't human. Classes run basically as written, with numerous sub-classes to fill in the traditional D&D roster as well as whatever I think is cool. One caveat is MUs can cast spells off the cleric list. Clerics and Bards are my two least favorite classes, because they just clash with your usual group of adventurers, so I am still fiddling with ways to make them more palatable (Bard is already a done deal however)

As for obvious rules hacks of Lamentations, I am changing both Skills and Saves to more contemporary systems. Saves will follow 5e in that each Ability is also a saving score. You make con saves or str saves or whatever. Skills will follow a system that I don't have the link to, but will be more similar to newer editions with a skill rank adding a bonus to your attribute modifier vs a DC set by me. Easy DC is 15, with a sliding scale probably looking like 17, 20, 25, 30. This assumes for normal skill checks a flat d20 roll succeeds 25% of the time, players will succeed closer to 33% of the time, and someone with relevant training will succeed at least 50%. Some things I will be trying to avoid making players roll for are Perception, Diplomacy and Knowledge. These are things I would like to be up to player skill vs character optimization, we will see how it goes.

Ok wow this got a lot longer then I was planning on. Next time we get into races, classes, psionics, dragonmarks and some actual rulescraft. I would also like to address engineering versus artifice, and there was something else... Well if it was important I'll remember later maybe.