Thursday, August 12, 2021

Epic Humble Beginnings, a tale of starting a campaign


I need to break out of my cowardice as a DM. Namely, the fear of running without a module in front of me. But that doesn't mean I'm going to free-ball it. So here are things to help me plan.

The campaign starts in the town. The town is slightly isolated. There is a great empire ruled by the Underlord. The empire is evil, but since the Underlord wants to rule humanity instead of destroy it (for now), the village isn't much bothered most of the time. There is a mayor who collects grain from the townsfolk to give up as tribute to the Baron's collector or the occasional garrison that comes up from the city-state of the invincible underlord. 

The first line of the campaign will be, "your loins are being girded by the white girdle of novice cubs. As they cinch your nethers a bit too tight, the guild receptionist-slash-bartender mutters,  'Be sure to write your name on this, so they can identify your remains.' Then he moves on to the next member of your party. Now then, who is our sole demi-human?"

There is one demi-human in the party to start. Other races can be unlocked by encountering and befriending them. But otherwise, this is pretty anthropocentric beginning. Also ask who has the highest charisma-like stat. They are the de facto leader of the party. 
 
The guild is in a public house. Joining is one coin. Beer is one coin. A night with the village sex workers is one coin and a lot of shame. A sniffer of blue-mold is one coin. Everything is, except weapons and armor. We don't even have a dude that knows how to make armor yet. Maybe you could unlock that by doing a quest for the dwarves, who are in some nearby mountains working on their glory holes. 
 
How did you feel when I did a little blue humor just now, players? Let's talk about lines an veils.

There are a few quests on the guild bulletin board. Most people in the village can't pay much though. Maybe you have to find your own fortune. Can't clear rats out of basements all day.

The town is not too far from some manse reputed to be haunted. This is mega-dungeon one. It has 666 rooms, each more haunted than the last. Lots of cursed treasure too.

The town is also not far from some standing stones, which are rumored to be a gate to The Zone. This is mega-dungeon two, but it is more of a hex crawl through a parallel world with many ruins. 

There is a forest between here and Hinterville, and the forest is a forest-crawl. People say that the druish people there had great treasure. This is an odd rumor, maybe a bit racist. Anyways, people say barbarians and bandits are constantly in those woods, coming down from hyperboreal mountains to the north. The woods have an underground network below them full of dinosaurs and mushmen. This is mega-dungeon number three. 

Hinterville is said to be a lawless place under dispute by three wizard siblings and their subhuman creations, the slow mutants. But it might be worth going there to learn a spell or two. 

To the south are the Thousand Misty Islands in the Four Lakes. People say that the are used to not be a sea, until some great disaster made a huge crater there. Traders, slavers, pillagers, and the dead live on those islands. The Necromancer has her great keep somewhere amongst the islands.

A table of nasties for The Zone

  1. Bark! d6 bloated waste-hounds. Infective bites, explode if critted.
  2. Clatter!d4 headless knights. All non-critical damage they take becomes one damage.
  3. Rustle. A phage-tree. Save when you smell its blossoms or go berserk-mad.
  4. Ootini! Ten jawas. Have blasters that only they can recharge. Their mobile fortress may be nearby.
  5. or 6. Homage! Just steal something from Beyond the Black Gate. Cuz there are none better.

What follows is a map. Plan B. Based on some old Judges Guild stuff.




Thursday, August 5, 2021

What if an RPG but only 2d6?



Edit: The version written (not embedded via Google docs) won't change, but after some actual playtesting, I now invoke my duty to update the G-doc rules...


Recently, I've been going through my massive games Claytonian made folder, polishing turds and gilding lilies. Today I found 2d6 RPG and I was digging it. This looks fun and simple! And check out the BUT ACTUALLY SYSTEM. The monster wagers system is also something I want to see in play. In case you are wondering, I think this game is a riff off of Barony, rather than any Powered by the 2dpocalypse game. Barony came first!

I've made so many games I forget what was up with them. I'll embed the google doc at the bottom of the post (it will be the most up to date version), and input the text of the game above that for ease of reading.
 

2d6 Everything

by Claytonian



To dice your way thru life, roll high as you can on 2d6.


Difficulty Number needed (roll this or higher)


Simple Nae rolls, mate (you succeed)

Tasking Seven

Daunting Nine

Yikes This one goes to eleven


Combat is a bit special. The number you roll is the number of damage you or the foe takes. You have to roll at least seven damage to hit them (if you roll six or lower, you take the damage), unless you are fighting more than one foe, in which case the minimum number to roll goes up by one per additional opponent. Low roll spells hurt you too.


The But Actually System

For each level you gain, you get a Freebie checkbox. When you would take damage, you can instead check off one of these boxes and describe how you evade the hit, at some credible narrative cost. For instance, by saying "Actually it sunders my shield" or "Actually I duck down and get a bit of a haircut."


You can also check off Freebie boxes to add mighty deeds to your successful rolls. For instance, “Actually, I shove my hammer down the dragon’s throat, and it lodges in there, choking her!”


Freebie boxes, once checked off, are gone until you level up.


Char Gen

Each PC gets 2d6 HP. Each time you level up, you reroll this and take the new roll as your new HP if it's higher (this is not accumulative; the max HP any PC will ever have is 12).


Swords and Sorcery

After you roll starting HP, choose if you will be able to use magic or not. If not, you may gain one level straight away.


Shticks

PCs have 2d6 shticks (talents/backgrounds/traits/&c). Make them up as part of character gen. When a shtick applies, a check's difficulty is one step easier.


Dying 

0 HP characters are unconscious and will bleed to death within 2d6 rounds (rolled secretly). It is a daunting task to staunch the wounds.


Healing

You get all HP back at dawn each day. This does not heal narrative wounds though, so if you have a broken leg, it’s going to affect you for six weeks.


Leveling

After a jolly good outing, the Two Dee Master (2DM) will announce a Leveling check. You can roll 2d6 and try to roll over your current level. If you succeed, you level up. 


Remember, when you level up, you gain a Freebie checkbox, uncheck all Freebie boxes you have, and get a chance to have more HP than before.


Inventory

You start with 2d6 items. This is also your Load score. If you would pick up more items than Load, you will have all checks be one step harder. Put something down, maybe?


Rounds

During a round, you can perform one action or move 2d6 hexes (not both unless you use a freebie). Initiative is not really a thing. If you don’t take care of monsters, the DM will have them dispatch you. 


Monsters

Monsters get to do horrible things to you if you roll snake eyes to hit them. For instance, snake eyes against a giant may mean that it pounds you into the ground like a nail. Monsters have 2d6×Awesome HP. An underworld rage corpse probably has Awesome 1. A god may have Awesome 10. 


Quick, while it’s winded!

Monsters can wager 2d6 HP to do special moves at the top of a round, like breathe fire. This never kills them. If they are not damaged before the next round, they gain these HP back!


Character Sheet

Name:

Level: HP:

Shticks:



Freebie boxes: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑

Load # ______ Inventory:          Encumbered?



Wounds: 



Read on google docs here
 
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Thursday, July 8, 2021

d66 Loot the Body (refurbished)

d66 things in this unlucky stiff's pockets

This post is getting remade. Tweaked a little, but mostly being redone so you can read it on a mobile device without having to substitute one of Venca's eyes for your own.

When you loot a body, first roll a d66% for location on the body where this dude kept their good stuff: 11~34: Purse 
35~41: Inner vest pocket 
42~51: Boot 
52~56: Hat 
61~66: Britches. 

Second, roll a brace of sixers. I have some sub-tables for the items marked with *.
 
11 1d4 rations                                                    
12 PC level in copper*                                         
13 PC level ×1d6! (exploding d6) copper*                   
14 PC level in copper, one silver*                    
15 PC level in silver*                                    
16 PC level ×1d6! (exploding d6) gold*
Coinage sub-table (1d66): 11~34: shmeckles, 35~41: CHUD currency, 42~44: devil lucre (blasphema franca), 45~51: obols (good for deals with Charon, so maybe leave a couple for this poor stiff?), 52~54: coin of the next realm/kingdom over, 55~56: coins from the future, where one of the PC's royal visage has been minted, 61~66:1990s USA currency (pennies, nickles and quarters).
 
21 a statuette*
22 a bonito log 
23 a lump of purest green    
24 a robot's battery
25  a map to a dungeon
26  a Tijuana bible
Statuettes sub-table (1d8): 1) cat god; 2) unknown woman; 3) eldritch entity (sanity check!); 4) a member amongst the PCs!; 5) an unknown gods god, preferably a known one; 6) a pontiff; 7) a king, 8) duck on top, key on bottom

Statuettes sub-sub-table of materials (d10): 1) dolomite, 2) gold, 3) pewter, 4) lead, 5) wood, 6) crudely carved wood, 7) wax, 8) copper, 9) brass, 10) melted coins
 
31 a fan with a faction symbol
32 a very small "shower" spell scroll
33 someone (known)'s undies
34 an I.O.U. from "Big Paula"
35 a deed to Tegel Manor
36 scrip: a demon's secret name
 
41 an ear and a lizard 
42 a wand (might backfire)
43 a hymnal
44 a kung-fu manual
45 a prophylactic 
46 matryoshka dolls
 
51 faerie in a jar
52 oil lamp (empty)
53 jewelry* 
54 a key
55 a court summons
56 spool of thread  
Jewelry sub-table (1d12)(roll a d6×10×danger of acquisition to find monetary value): 1) earring, 2) earrings, 3) eye-patch, 4) nose-ring, 5) necklace, 6) torque, 7) diadem, 8) sheriff's badge, 9) rapper's grill, 10) blinged knuckle-dusters, 11) codpiece, 12) a band (a ring).
 
61 letter from this dude's love
62 intercepted scandalous missive
63 note on where a cult is meeting next
64 a monogrammed handkerchief
65 letter written in PCs own hand?!
66 last will & testament of "Bad Bob"

Hey, maybe the players discover something before they even get to that pocket.

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Saturday, June 26, 2021

Record of Record of Lodoss War Campain Idea in Recorded Form

  

I'm thinking about when I run Lodoss again. I Fanslated the Companion Rules a while back, and ran the players through eight or so adventures. Now I'm eying translating a scenario book which has scenarios from both the past and present. I want to introduce a few houserules while I'm thinking about it.

Lodoss time trippin campaign

PCs will start 40 years in the past, right when the age of the six heroes was getting started. Eventually, they will play the descendants of the survivors of the first part of the campaign. The Descendants will adventure in the Record of Lodoss War era.

PCs will not know their HP or MP totals nor their current score. When they take damage to these, they don’t know how much it is. As HP and MP are abstract, the GM only has to give a few hints. 

PCs can attempt a concentration check any number of times per day, but it will cost them 1d6 MP damage each time. Level plays no part in how many concentration checks you get.

The GM does a lot of work, and will need to have a sheet of paper ready to record everyone’s FS, DE, and soak. The players can roll d100s, but the GM just needs their shit together so that they can just look and see if the PCs do the things they need to.

All those spells that lasted 10 rounds before? They can go any number of rounds now, but each round beyond the first will cost you an MP. Decide whether or not to pay when your team’s initiative comes.

Wednesday, June 23, 2021

Best role-playing prompt in all of elf gamedom

Gimme!

Someone else came up with the prompt--who wazzat? Imma just add some spice.

Prompt, to be answered at char-gen: 
(person) won't give me (thing) because (reason).

It's a great way to establish character traits, connections, and lore. (Person) has the right to say they are not comfortable, BTW. Use your safety tools.

Spice: what follows is a list of things. Show it to the players to inspire them.

Actual things: A cursed book, the ten gold they owe me, his father's sword, my house, my boots,  a locket, a map to a place.

Abstract things: Respect, love, candor, justice, my sister's emancipation, freedom to do something, the time of day.

Actions: A kiss, a nod of "well done", first blood, a handshake, returning my eye contact.

What you won't give me (?): a comment with more ideas... 
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Tuesday, May 25, 2021

Homebrews: Gygax vs Arneson

No Zocchi hack?

In recent weeks, I made a couple one-page treatments of OeD&D based around rumors of how Arneson and Gary played D&D in both ancient times and the later aughts, when they both leveled up to the basement in the sky.

Which would you rather play? I want comments on that.

Roll a d2 to decide which to read first and control for bias. They are both linked below, available on Googydocs. 
Hargrave link because it's Arduin week BTW



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Wednesday, May 5, 2021

Adventure Hook: Spiders of the Purple Mage by Phillip Jose Farmer for Thieves' World or Whatever

Very few people have the courage to go near the Isle of Shugthee.







'



All I know,’ she said, ‘is that they say that the mage came here about ten years ago. He came with some hired servants, and many boxes, some small, some large. No one knew what his native land was, and he didn’t stay long in town.

'One day he disappeared with the servants and the boxes. It was some time before people found out that he’d moved into the caves of the Isle of Shugthee. 

'Nobody had ever gone there because it was said that it was haunted by the ghosts of the Shugthee. They were a little hairy people who inhabited this land long before the first city of the ancients was built here.’

Spiders of the Purple Mage is very good. It would make a good adventure, especially on a world like Lankhmar. Or heck, TW has its own out of print RPG, right? And I suspect Harley Stroh may have been influenced by this one when he wrote the module The Jeweler that Dealt in Stardust.

Hook: Have a solo scene with one of the PCs. They are walking through a bad part of town that is dark and pretty locked up. They are passing a house so reputed to be haunted that it hasn't even been scavenged. 

Ask the player who the poor youth is that just staggered around the corner and just about gave the PC a heart attack. Though the PC gets the sense that the youth is being pursued and it is best to stay out of things, they also hear the youth mutter something about a jewel before collapsing. 

If the PC ignores the boy, that will be that for the most part. Probably. Soon creepy sandpeople looking dudes come in. If the youth is alive at this point, they look briefly at the PC and continue to him, grab him and interrogate him in their strange donkey language. He dies within minutes. 

The sand-people will then start searching the area and want the PC for interrogation. The PC could fight them, even kill them, that's fine. But they will soon be scared off by hearing the whistles of the town guard in the distance (a coincidence, but they don't know that).

The PC of course will probably help the youth, who will mutter things about dying and getting into the maze of the purple sorcerer and stealing a jewel. Spiders. Pain. Ow. Urg. Dies. If the PC has dragged the youth into the haunted house, the sandpeople will come in, but the PC will be saved by the bell.

At this point I would do something akin to in medias res narration and be like, "that was two months ago. Since then, the town somehow got word of what happened that night and got it into their heads that [youth name] dropped a jewel and a rat ate it, so everybody hunted rats for a couple weeks, then moved onto cats, and now finally dogs. 

"You've been dragged before constables, gang-leaders, the holy-mafia and the governor to tell your story, but everyone in power seems to be unwilling to mess with the Purple Mage. Nobody speaks sandpeople language, and they seem to have stop coming to town for supplies during the day anyway."

If the PC has a family, threaten that next. Have them be kidnapped. But the whole party will probably start getting anxious about going out there without this step. Eventually, sandpeople will come for the PC that witnessed thing if they are being passive. Then other servants come if the sandpeople are beaten or the Purple Mage can't find another way to get leverage.

Appendix N:
Now, not only would I mix in a little Lankhmar or Punjar (DCCRPG), but I'd try to find a way to get some good old Clark Ashton Smith involved too. I dunno, the henchmen remind me a bit of the priest-things from The Charnel God. And if you are going to include a mage maze, you got to get some Maal Dweb in there, son!

This story also reminded me a bit of running an old old old White Dwarf adventure,  Halls of Tizun Tane. Fond are my memories of making the faction-head-brothers Sega and Super Nintendo. Then I made the monkey creatures be neck-less things with upside-down faces in their chests. Man, I love this hobby. 
‘The fur trappers and hunters who’ve gone by the isle say they’ve seen some strange things. Hairy beast-faced dwarfs. Giant spiders.’ She shuddered.