Friday, April 13, 2018

An Ominous Portent: The release of the "Scenario from Ontario" this Friday the 13th

The Biggest Write-Off of 2017

Late in 2017 Kiel Chenier and I had a 24 hour adventure writing contest.  We were each tasked with writing a small (~7000 word) adventure about maple syrup for use with Lamentations of the Flame Princess.  Our resulting works were compiled together into this handy-dandy volume with redone maps (by Dyson Logos) and with professional art and layout (by Chris Huth).

This is 100% uncut Canadiana and is available to you now in PDF form.   We will hopefully have a PoD version in the future.

It is available here.

Wednesday, April 11, 2018

Seed Table: The Great Northern Desert

Now that my Xan Than Du game has been done for awhile, I thought I might post one of the seed tables used to generate wilderness encounters.

The Great Northern Desert Seed Table
  In ancient times the area was a wealthy agricultural hub with many small city states. Thousands of years ago a cataclysmic drought struck, followed by winds carrying great clouds of fine red dust.  Only the stone age hill tribes stayed and continue to live on the hostile land.  Caravans cross from the great coastal cities to the jungles beyond and where they go the nomad king of the horse bandits follows.  The ancient ruins still crawl with undead, and roaming packs of ghouls have slunk into the area to consume them (as well as any fresher dead they can find or create).

Roll 1d8, 1d6, and 1d4 before consulting the table before. Only roll the dice once.

Where (D8)
1: Plain of cracked earth with the odd scraggly bush
2: Dust coated (d4 inches) packed earth, odd tree, some agave
3: Dust coated long dead forest (stumps, some greyed wood)
4: Abandoned farm or manor area, many building foundations, dust drifts
5: Slightly rolling hills, scrub
6: Slightly rolling hills, giant cactii
7: Scrubland, odd tree,  obelisk (even) or statue (odd)
8: Great dust drifts covering scrubland and dead/dying trees.  Obelisk on 15+.

What (D6)
1-  Desert Demon (night only)
2-    Beasts
         1 = Jackals (d8+d4) night only
         2 =  Buzzards (on 13+ they bestow curse of Carrion God if attacked), circling a corpse on even
         3 = Red Kangaroo (d8) day only
         4 =  Step near a rattlesnake ( on 12+ they bestow curse of Yig if attacked)
3- Boon (less than 9) or Bane (12+). * Use the next entry on the list.

4-  Monster
         1-2: Giant Camel Spider (size d4) (night only)
         3-4: Giant snake (size d4+1)
         5-6: Terror Birds (d4) (day only)
         7-8: Giant Scorpion  (size d4-1) (night only)
5-  Nothing
6-    People: (d8 x 3)
           1=  Caravan on camels (day only)
           2 = Bandits on horses
           3 = Orange Tribesmen (1/3rd have dingo sleds)
           4 = Ghouls (night only)  (1/3rd guns, +4  hyenas)

Weird (D4)
1=  Dried out watering hole
2= Tumbleweeds
3=  Windy (rain on run of 3)
4=  Rubble, with a tomb on 13+ or a road segment on 9<

Special Results
1  - The watering hole is actually an oasis
2 -  Lost caravan (dead or dying)
3 - An air elemental in bird form haunts the area
4 - Amidst the ruble is a secret Temple of Yig with 13 cultists worshiping the snake
5 - A sudden Dust Devil tears through the immediate area
6 - Quadruple amount of people, cave temple is present for Orange Tribesmen, Dice Total/4 undead are present if Ghouls.

Max (18): Besieged Ziggurat (Ghouls vs mummies).  A special location (dungeon**) has been found. Ghouls besiege the ancient tomb, hoping to eat the undead inside and plunder their wealth.

Runs (based on start):
1 - An unattended camel with bags full of quinoa and jug of water is wandering lost.
2 -  d4 is used as an extra d6
3 - A wise Dervish (level d4) is nearby, offering blessings and cryptic wisdom.
4 - Undead forces lair in the tomb (20 and level d6-1 Undead noble)

* I had a separate page of unique minor positive and negative events. Every time this came up I'd cross the top one off the matching list and use it. At the end of the game I'd randomly make something up and add it to the bottom.  Things like "You find a supply cache marker, buried are two jugs of water and some flour in a sealed pot" or "The biting flies here may spread a disease, make a health save".

** I had a number of dungeons pre-setup that would appear in whatever hex they were first rolled in and then remain there from then on.

As an additional update,  here is a sneak peek of the upcoming Zzarchov/Kiel joint for use with LotFP "The Scenario from Ontario".

Tuesday, April 3, 2018

The importance of a "Leader" in a player lead game

The last couple campaigns I've run have been specifically set-up to handle the realities of mid-life and busy schedules.  Players drop in an out week to week due to a hundred competing priorities.  This means that I've avoided setting the games to pick-up seconds after the last one ended, instead they are based on excursions from a home base (or bases) with assumed down-time in between.

In a game without this structure, it wasn't essential to have a designated leader since there were usually immediate priorities that needed to be dealt with.  If a game ended on a cliff hanger then you could easily jump back into the mindset needed to keep going. Sometimes you would run into a dysfunctional moment where "Analysis Paralysis" would set in and the group would become stuck, and sometimes you'd run into someone becoming a "self-appointed" boss, but assuming your players are all well adjusted adults those are pretty rare.

When you move to an excursion based game the math changes.  Each week is a fresh start and you can easily burn 25% of your game time in a brainstorming session of what to do and what the risks and benefits are.  One of the changes I implemented is to randomly assign one player as leader each game after the first 10-15 minutes if no plan of action is decided.  The game follows that player character's actions for the rest of the session.  If a player doesn't feel like making the calls they can pass the baton to another player (sometimes you just aren't 100%).

I find this has a couple of effects:
1.) The game both gets moving faster and handles puzzles and other choices faster. Things keep moving.

2.) You get a much larger variance in what people do week to week.   Instead of 10 weeks in a row of the forbidden temple because 3 of 5 are most interested in that, you'll get mostly forbidden temple but interspersed with some jaunts to a haunted castle and one to an ancient tomb.

Unrelated, here is a sneak peak at the title of one of the upcoming releases:

Tuesday, March 27, 2018

The Development History of Neoclassical Geek Revival

Decades ago, I started playing Dungeons and Dragons and was hooked (Advanced of course, I would accept nothing less).

Right away though there was this one little thing that was off and didn't flow well in the way I wanted to game..

And then this one little other thing I noticed the game after that...

First it was that shields did not seem appropriately useful to how important they should be.  Then armour seemed off because it didn't help you against traps. I wouldn't read Vance for over a decade so magic seemed wrong to me.  Having a mish-mash of 1st and 2nd edition books the XP system was bonkers since the 2e books didn't mention gold giving XP but 1e Monsters gave pitiful XP as they assumed treasure based XP. I questioned what exactly a hitpoint was.

Soon there was a very lengthy set of house rules whenever I ran a game. As I grew older the usual breaks for life came to be and gaming got put aside for awhile.

In the early 2000's I decided to try and return to gaming.  After a few games of 2e I felt the need for a change in how I ran the campaign and cranked out what would be the first version of NGR which I just called "Piecemeal" since it was a horrid Frankenstein of patched together rulings and subsystems.  There wasn't any AD&D in it.  Things flowed how I wanted them too, but it was too finnicky,  too many things to remember. Good enough to game with though.

So iterative pruning happened.  Any time something was ignored at the table, or slowed things down,  I took a note.  I also took mental notes of things that went smoothly. Using those notes I made changes to the rules and announced them at the start of the game. Initially weekly, then slowing down to monthly, then yearly. Anyone who works in technology probably intuitively understands this as iterative and incremental development.

When I still called it Piecemeal this was frequent with many big changes.  When I put out physical books and released it as "Neoclassical Geek Revival" I tended to hold them off to be small changes or tweaks with maybe one major (but still reverse compatible) change per year as changes needed heavy testing at that point and the game was hitting 99% of the notes I wanted it to.

As an example of how big changes came to be,  the first release of NGR proper had types of attacks.  You had wild attacks, knock downs, power attacks, grapples.  It was fine, it did the job of dynamic combat when it came up.   But in playing with Kyrinn it came to a single point in a game where she wanted to cut at someones legs with her sword, to hopefully hurt them but also knock them over.

The attack types didn't really allow that (those were two different options).  You could cut them (dealing damage, or double damage on a critical),  or knock them down (a check, or two checks on a critical). I could have kicked it old school and just made a one time ruling and moved on. But this was an opportunity to improve without adding complexity.

So I changed the way things like attacks work.  You roll the die,  if you beat the target you choose a success from a list of options (deal damage, try to knock someone down, etc)  and if you got a critical you could choose two things (such as double damage, or two knock downs, or a knock down and damage).  It solved the immediate problem and lowered complexity without taking away from the game.  You could do everything you could before with the same roles, it was just more flexible and easier to explain.

And for almost 10 years of Neoclassical Geek Revival and another decade of Piecemeal before that, there has been constant iterative development like that based on actual play from a number of different campaigns.   Most GM's house rule it heavily to suit their own tastes and that is something I encourage, but it always interesting to hear feedback from how the little tweaks and changes impact player behaviour. I also like to see how adventure design leads to changes.

In the current version of NGR (which will have only minor changes in the upcoming kickstarter) a curse is cast upon a person or item.  Through running my Xanthandu game I had many situations of tomb robbing legitimate archaeology where some hideous curse was foretold upon those who dare open a sacred chamber.  This lead to a small change to the curse spell description where you can make it a trap if you write the curse out.  Now there is an easy way to quickly make an adventure to use them as traps. It is minor, but it changes the way you think about designing the small side quest locations that only get about 20 minutes of writing as a GM.  The larger locations already have enough deep planning and custom content that these sorts of changes probably aren't front and center in a GM's brain.

Sunday, March 25, 2018

The Upcoming Trilogy Release

This year I plan to release a trio of works in one (likely) crowdfunded campaign.  It will have the following three works,

1.) A version of NGR that has "Hark! a Wizard" and "Rampaging Monsters" included as appendices and new art.

2.) A compendium of all of my NGR/OSR adventures until the end of 2017:
- A Thousand Dead Babies
- The Gnomes of Levnec
- Scourge of the Tikbalang
- Under the Waterless Sea
- Trail of Stone and Sorrow
- The Gem Prison of Zardax
- The Price of Evil
- Temple of Lies
- The Roots of Bitterness
- Down in Yon Forest

3.) City of Tears,  which is an NGR dungeon adventure, set in the ruins under a plague ravaged desert city.  It features art by Jez Gordon, layout by Jensen Toperzer, and maps by Dyson Logos.

These will be physical books, and not all of them will have electronic copies available.

Saturday, March 24, 2018

What is in the pipeline?

So I recently put out a blog post detailing what is done (or at least done my portion) and will be coming out in the current year.   But I am always tinkering on the next thing.

For those who follow at all I am running an early iron age game, so you can expect some small adventures to emerge from that particular forge.  The game is based on a mythic underworld so the good adventures that bubble to the surface will be in that vein.

I am also still working on my Four-Dimensional Hyperdungeon, which has been done for several years but has constantly vexed me for how to effectively present that information for use at a table. With any luck I'll have that done and in the queue by end of year.

My underground adventure "Hall of the Mountain King" is still half transcribed from notes, as I wonder where I should snip its tendrils to fit into one release. The problem being that all of my work stems from things tested through gameplay, and I run campaigns. Finding where I can make a clean break is sometimes hard to do without losing the charm from the adventure threads.

I have also begun tinkering on another boardgame, but it is still really early in its infancy.

Tuesday, March 13, 2018

Murder at Devil Pines, an upcoming board game

I have a real soft spot for co-operative board games,  no doubt tightly linked to my love of Roleplaying Games  (which are co-operative by nature).

I am very careful about who I try to play a co-operative game with to the point where I'll usually just be playing NGR with someone before I'd bother trying to run Arkham Horror most of the time. I often play board games in a more casual setting where I don't know the fellow gamers as well as I do when I play an RPG.

The reason is a common occurrence in any co-operative gaming situation with relative strangers.  There is a high likelihood that someone tries to micromanage the entire table as a one person game.  In an RPG the GM often gets involved. In a board game the whole table gets involved.  Still, its solvable if an annoyance.

But its so common because its kind of required.  To be hard, most co-op games require a high degree of teamwork and group planning or you suffer crushing defeat.  This requires players to get together and plan.  This can start to convert each turn into an office place meeting.  This is compounded by how long these games take to set up which means there is a higher cost of losing.  It takes 30 minutes to reset the board.   And of course games that take 30 minutes to set up tend to take 4+ hours to play.  This is probably your one chance with this game for weeks or months (I have some I enjoy but play once every other year due to time constraints, as I am no longer in college with free time to spare).

This is the "problem" I wanted to solve by making "Murder at Devil Pines",  its a usually co-operative game where it isn't natural for one player to take over, where set-up time is under five minutes and a four player game is about an hour.  It still has the usual proto-RPG elements that make it a good gateway game if that is your thing as well.

If you are wondering why I said its usually co-operative its because it has a special traitor mechanic where anyone could be a traitor and won't know (even themselves) until the game is at least halfway done but statistically more than half of games have no traitor at all. Some may even have a table full of traitors (very rarely).

This game features art by the talented Alex Mayo and is set in Small City 1991 America. It will be hitting Kickstarter later this year.