Monday, June 26, 2017

Thoughts on Tabletop Roleplaying, Complicating Sandbox Adventures

Last post I mentioned how I decided to complicate the Scourge of the Demon Wolf adventure. To do this, I decided to introduce a red herring,  some bandits who were faking wolf attacks. To tie them into the situation, I added the body of a local tinker that they robbed and killed. Then the bandits made it to look like a wolf attack.

Then I asked myself would there be anybody else involved with the bandits?  Having one of the Beggars clans in the area fencing the bandit's goods would be a good addition. To further tie this group in I decided that the Beggar Clan chief's son was killed by the Demon Wolf. Plus they have more information about the the mage's conclave than what the villagers know. From stuff I established in previous campaigns I also  noted that the villagers would not be on friendly terms with the Beggar Clan adding another complication to the situation. That where I stopped, I learned that once you get up to four or five distinct aspects to a situation the players get confused.

Now I was ready to plant rumors about wolf attacks. The day of the game arrived and sure enough the players went down the road. They stopped at a crossroads inn and heard about the attacks and decided to investigate. It wasn't the only rumor they heard but it was the one closest in geography.

When faced with multiple interesting choices players are more apt to pick something that closer than further away. It not an absolute however. They could and will opt to pursue something further away if think that would be better for their immediate goal.

I don't remember much about that first adventure other than the fact they encountered every group involved.  That they went from the summoning site to the conclave, talked to the mage at which point the final series of events started happening.

The thing to remember I did not write this in any amount of detail. I had two pages of note which you can download from here. And some paper character sheets with the NPCs and the Demon Wolf written up.

What filled in the details was my conception of what life in a medieval village was like, life in a bandit camp, etc, etc. This is part of what I call my bag of stuff. Nothing in there is as detailed as you find in a published work but I internalized it so I can pull stuff out of my memory and combine it with other stuff to create interesting situations for my players. Finally it has the virtue of being able to be done on the fly.

Sunday, June 11, 2017

A new area of the Majestic Wilderlands mapped

Though out the history of the tabletop roleplaying the myth and legends of Japan has fascinated many hobbyists. For many there was a strong desire to player Samauri, and Ninjas. Have one's character wield a katana or throwing shurikens. Especially when I stated out in the late 70s and early 80s, I had numerous players wanting to play these types of character in my Majestic Wilderlands. So I carved a section called it the Karian Islands.

Flash forward 30 years, my friend +Dwayne Gillingham is running a campaign playtesting his RPG called the Crit System. He using his own take on the Majestic Wilderlands as the setting. As it so happens the campaign has taken a detour to the Karian Islands. So I thought to myself, I better make a map for it. Many characters were from there but I never had a campaign where the PCs visited it. So I looked at my notes and overview maps and started drawing.

First some background.

Karian Isles
Comprised of two archipelagos; the Silver Skein Islands to the south and the Isles of Dawn to the north. These islands were originally occupied by the Karians, humans with a culture similar to the early Japanese. They were contacted and incorporated into the Ghinorian Empire early in its expansion.

When the Empire collapsed one of the last pretenders to the title of the Imperial Prince of Ghinor fled to the islands to regroup. He married a local princess to win the loyalty of the Karian nobles. He left and was killed while trying to reclaim the throne. The princess was pregnant and gave birth to a son who was proclaimed as the new Imperial Prince.

Legends grew of the last pretender and some claimed he was the divine son of Mitra. His Karian successors adopted the legend as their own and assumed not only political leadership of the islands but religous leadership as well. Over the past thousand years their culture has grown more inward. They have developed an elaborate code of honor and social system.

Finally the main map itself. Remember each hex is 5 leagues with a league taking 1 hour to walk. A ship with average winds can make about 10 leagues (2 hexes) every four hours. Or 60 leagues (12 hexes) a day. Those of you with the Judges Guild will notices a lot of differences some due to the increased map size and other due to the different background I use.


Monday, June 5, 2017

New Maps of the Majestic Wilderlands

So I been running a Thursday night game using my Majestic Wilderlands rules. The group is currently based in Viridistan, the largest city in my campaign.

They are stomping around the region, which prompted me to make a regional map. Note that it is the most densely populated areas of the Wilderlands hence the extensive amount of cropland. Which is marked as a textured yellow brown fill.

Each small hex is 2.5 miles or 1 league, the distance a person can walk in an hour.
Each large hex is 5 leagues. For comparison a ship with sails can travel 12 of the large hexes in 24 hours or 2 per four hours.

The larger view

The Legend Key

Enjoy today's map fix.

Thursday, May 25, 2017

Joining the OSR Extravaganza with 15% off.

Normally I don't participate in OBS general sales events like GM Day because I found they don't generate any more sales over just leaving it up at list price. However the OSR Extravaganza is different as it targets you folks directly. But because I don't have my join sales option turned on, I am not listed by OBS.

Doesn't mean I can't run my own sales. So if you head over to RPGNow you will find the PDFs are marked off 40% individually and 15% off of the bundle price. So if you been wanting to pick up the Majestic Wilderlands or Scourge of the Demon Wolf, this is a pretty good price break.

As for Blackmarsh the PDF is free and the print copy is only a buck and change over cost at $5. So no discount on Blackmarsh.

Remember the Basic Rules for the Majestic Fantasy RPG if you want to see the rules I been using the past few years. They work with both the Majestic Wilderlands, Blackmarsh, and Scourge of the Demon Wolf

Sunday, May 21, 2017

Thoughts on Tabletop Roleplaying, Generating Sandbox Adventures

In the previous post I talked about how I developed Scourge of the Demon Wolf. How does one get started with this type of adventure?

Sourge of the Demon Wolf  was developed during the course of one of my GURPS campaigns around 2000. I knew the players were planning to travel along a specific road from the events of the last session. There was a small chance that something different would have occurred but given their goal the odds were high they were going to do. Remember that once a sandbox campaign gets going,it gets easier to predict the players are looking to do for the next session.

PC Route
What does it suggest to you?

Thinking of ideas I was inspired by a movie called the Brotherhood of the Wolf about the Beast of Gevaudan. Now I have a basic situation, a monster terrorizing the countryside. What the monster? A wolf of course, but abnormally powerful wolf. Where was the wolf doing this? That was easy for me as a lot of that region were medievalish manorial villages. So I picked one near the road the PCs were travelling on.

Why is the wolf on a ramage? Here I diverged from my source of inspiration and picked something more suited for my campaign. To make the wolf more powerful I elected to have the wolf possessed by a demon. How did get it possessed by a demon? By a botched summoning! Who botched the summoning? A mage's apprentice greedy for power. Where was the apprentice's master? He was one of several living in a mage's conclave in the wilderness.

Now I turned to who the demon wolf was terrorizing. I knew it was a fantasy medieval villages. So I came up wtih a reeve, a village priest, and added two characters for local color. A old guy who "minded" the local tavern and Yoluf a trapper that could act as a guide if the players hit it off with the Reeve.

To connect the village to the mage I had the apprentice be sloppy and left much of what she used for the botched summon out at a site in the wilderness to be found.

At this point I could have run it. But the situation would have been straight forward to resolve. If the PC elect to pursue the reports of wolf attack, they go to the village, do a bit of roleplaying, go out into the wilderness, maybe fight some wolves, find the summoning site, realize that mages are involved, find out about the local conclave and then head there. Another alternative they could just resolve it by main force and figure out a plan to kill every wolf in the area including the Demon Wolf.

So in the next post I will explain how I complicated it.

Friday, May 19, 2017

A world for only $5, Harnworld

Just a heads up, Columbia Games has been running a series of sales on their PDFs for Harn. The latest is $5 for the Harnworld PDF which you can get through this link. Note that it automatically adds it to your cart so if you don't get it make sure you remove it.

If you want to look at the product you can goto the normal RPGNow page through this link.

I am not using any type of affiliate ID the one on the first link is for Columbia Games.

There are other discounted PDFs that you can pick and you can see what are the latest by following this thread on the Lythia forum.

The individual articles, like Heru Castle, are often useful as resources for your campaign for when you need it a particular Locale and don't have time to generate one of your own from scratch.

Monday, May 15, 2017

The Basic Rules for the Majestic Fantasy RPG

While writing the first book of my RPG project, The Lost Grimoire of Magic, I realized that too much of it was devoted to rules that will repeated among all the supplements. So I worked on a basic set of rules summarizing the system as a whole. So I got it down to 47 pages, and just as important should read as a coherent whole.

You can download it from the following link
Basic Rules for the Majestic Fantasy RPG.

Any comments and suggestions are appreciated, I have a forum thread opened up at this link.

Some highlights

  • Designed it be highly compatible with Swords and Wizardry
  • More generous with attribute bonuses but not as generous as the d20 SRD. Instead there a -1/+1 per three attribute points instead of per 2 like d20. 
  • Four Classses: Burglar, Cleric of Mitra, Fighter, Magic User.
  • Four Races: Dwarves, Elves, Halflings, and Man.
  • Man gets a +15% XP bonus on top of their prime requisite bonus. I played with the exact number over the years by gauging the reaction of players in choosing Man over the other races.
  • For abilities, and spells, I jettisoned situational bonuses for the most part in favor of 5th edition's advantage and disadvantage. My opinion that is much easier to grasp by players than remembering whether you get a -4, -2, +2, or +4 bonus that it worth including. Plus the original edition never been big on stacking up modifiers anyway so I feel the loss of having a +1, +2, or +4 bonus (or minus) is not a big deal.
  • Incorporated the ability system from the supplement. Basic resolution is still 15 or better on a roll of a d20.
  • Any character can do any ability just that some are better at certain abilities than others. All classes have ability bonuses they can use. Rogue classes like the Burglar are built around ability bonuses.
  • A short equipment but many pieces of equipment have one or two rules associated with their use. For example using a mace give you +1 to hit versus chainmail armor. The use of Shields have been fleshed out.
  • The ritual rule allowing clerics and magic user to cast spells as a ten minute ritual plus a cost component has been carried over from the supplement.
  • Magical Immunity works a bit differently from Magic Resistance. Basically Fireball, Lightning Bolt work as they do direct damage by creating something, Charm Person, Sleep, etc are effected by Magical Immunity. The resolution has been made into a d20 roll with the same odds as the original percentage based rolls.
  • Spells note whether they are effected by Magical Immunity or not. In addition all uses of percentages been changed to d20 rolls with the same odds. Just saying if it going to be in 5% increments make it a d20 roll. There been some tweaks to specific spells like Sleep effecting 4d4 hit dice of creature max 4 HD effected.
  • The combat system uses 1d6 individual imitative. A new wrinkle is that fighters get to add their to hit bonus.
  • I allow two actions per combat round which can be summed up as a half-move and an attack. As a side note this  is the oldest section of the rules dating all the way back form when I ran ADnD 1st in 1979, 1980. 
  • My stab at easy to use grappling rules. You successfully hit, your opponent is now grappled, if the opponent doesn't break free the next round, you have a number of options including damage.
  • Combat stunts, the general idea is that you can opt to do something else other than inflict damage with a successful to hit roll. However the downside the opponent gets a saving throw which means high level or high hit dice is likely going to save. But if you are desperate it may be the best option in that round. 
  • No Monsters or Magic Items which will be presented as part of the various supplements. However anything from any version of Swords and Wizardry will work with these rules.
  • Finally I kept an eye on how interdependent the rules are so you should be able to swap in how other handle things easily. For example initiative will work with group initiative, the combat system can be replaced with the one in the B/X rules. You can ignore my spell in favor the original edition text, etc, etc.
Hope you find this useful for your campaigns and appreciate hearing your thoughts on these rules.