Showing posts with label Old School Essentials. Show all posts
Showing posts with label Old School Essentials. Show all posts

Thursday, September 28, 2023

Your OSR Setting is a Deathworld

 
Art by Cristian Ibarra Santillan; used under CC license

Your OSR setting is a deathworld. This may not seem obvious - indeed, many settings appear to have an expansive and relatively safe countryside - but an examination of the encounter tables and monster descriptions of popular Old School Revolution (OSR) games speaks otherwise.

A "deathworld" is a term popularized (or maybe coined) by the Warhammer 40K universe. It refers to a world which is inimical to Humanity, be that due to climate, atmosphere, or biosphere. Such worlds require a major effort to survive on, and, in Warhammer 40K, typically breed elite warriors forged by the world's overall hostility.

Encounter tables in various OSR games, if you examine their implications, depict a world not unlike these deathworlds. Even in the perfect fantasy environment, with a temperate climate and pleasant terrain, monsters abound. Not just wolves and goblins, but rather dragons, powerful undead, owlbears, and worse. A sea journey may even be interrupted by a dragon turtle or a kraken - monsters sometimes above the ability of even "Name Level" (level 9) characters to fight without specialized tactics, or even with them.

The encounter tables are laden with powerful monsters. In OSE, for example, on pp.218-222 of the Roles Tome, the encounter tables depict a frightening world. There is a 1-in-8 (!) chance, for example, to encounter a dragon in most biomes, always a tough encounter for characters of any level. While some dragons may be reasoned with, many of these regal beasts would demand tribute, or simply try to eat whomever they encounter. Lycanthropes are common, as are undead, including powerful mummies and vampires. In ACKS, tables are similar to those in OSE, with a 1-in-8 risk of a dragon and a major piracy risk (yarr!) in the high seas. In the Basic Fantasy RPG, 4th Edition, pp.180-181, dragons are a somewhat less common (only encountered on the results of 2 and 16 on 2d8), but still an extant threat in almost all biomes. Giants and rocs in the mountains and giant octopi in the sea are more common.

Note that neither ruleset has a "safe countryside" column. Even ACKS's "Inhabited" column has a dragon in it! It's either cities, with their own criminal and undead problems, or the deadly Wilderness!

Anything PCs can encounter, villagers and even sedentary villages will encounter often. Even if you reduce the encounter rate in "Civilized" areas to once a month, on the long run, dragons, giants, and other monsters will come to your village to raze it or demand tribute. Goblinoid tribes will raid villages on a frequent basis. It's a dangerous world out there! Not your idyllic fantasy countryside. Not the Lord of the Rings Shire, where danger is a rare occasion worthy of an epic saga. It's closer to Catachan of Warhammer 40K fame!

And add to that monsters outside the encounter tables, but present in your typical OSR ruleset's Monsters chapter, such as Cloud Giants in their flying castles.

The implications are numerous:

  • The default setting, given the encounter tables and monster chapters, would be Points of Light. That is, most of the world is deadly, and Humanity huddles around the few safer spots - typically city-states as noted below. Outside these safer points - the world is out to get you.
  • It is likely that the setting is post-apocalyptic, with a strong Gamma World vibe to it. Maybe the past was safer, with a mighty empire keeping the monsters at bay. Maybe even most monsters did not exist before the apocalyptic event.
  • A dispersed population would be at much greater risk than a concentrated settlement pattern. Defending disparate villages is much harden than defending a walled city-state and its adjacent farmland. Thus, settlement pattern will be closer to that depicted in sword & sorcery literature, namely city-states rather than vast expanses of countryside.
  • There is a reason Name Level - when characters can become "proper" lords - is at Level 9. Below that, the local lord would be hard pressed to defend his protection ra---- sorry, feudal domain - from roving monsters and humanoid hordes. But even then, remote villages ruled by high-level characters would still be at greater risk than the city-states, with their high concentration of name-level characters, strong walls, and the ability to raise large armies.
  • Personal power would equal political power - the ability to defend one's turf against monsters and usurpers.
  • Outside Civilized territory, monsters will form their own domains. A dragon may be worshiped as a protective deity, sometimes enjoying human sacrifices from its subjects. A powerful undead monster may be able to carve a domain of death or even construct a necropolis around it. Humanoid tribes are also affected by this - they will often be at the bottom of the monstrous food chain, giving tribute to more powerful monsters, and sometimes serving them as cannon fodder.
So, expect a Points of Light setting with a concentrated settlement pattern, mighty city-states, and a vast, deadly wilderness challenging adventurers seeking danger, glory, and wealth.

Saturday, March 12, 2022

If it fights like a human bandit...

 
Bandits! Illustration taken
from Darkest Dungeon


I am in the process of designing the monster supplement for Barbaric!, Stellagama Publishing's lightweight sword & sorcery RPG ruleset. This got me thinking about, well, fantasy monsters, their presentation, and their use in a role-playing campaign. In short, monsters need a purpose and a unique "feel". Why? Because once you play traditional fantasy RPGs for many years, you eventually grow tired of creatures who only have hit points, a to-hit roll, saving throws, and damage; creatures who simply rush forward and hack and slash the player characters.

So, I posit the following design rule: if it fights like a human bandit, it should be a human bandit. Where "bandit" may be replaced by any level 0 (or level 1 fighter) human. Mind you, this is not a philosophical proposition about humans being the true monsters, or anything similar. Rather, it means that for a monster to be a monster, it should be differentiated from normal humans, including in mechanical terms.

Hobgoblins, and in some cases orcs and goblins as well, tend to suffer from this problem. Sure, they look different from human bandits, but mechanically they are like human bandits, and often in description as well - other than being green-skinned or hog-snouted. Take, for example, the Goblin from BFRPG: It has AC 14, 1-1 HD, attacks and damage by weapon, and saves as a level 1 fighter.


Sure, they use "ambushes and overwhelming odds" to gain an edge over their enemies. But so do wise bandits. They do sometimes ride dire wolves into combat, which does add a certain level of uniqueness. But still, they lack significant uniqueness, especially mechanically speaking. Interestingly, maybe ironically, D&D 5E makes an interesting step in the right direction:

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Now, mechanically, they can do something a goblin cannot, i.e., avoid "parting shots" ("Attacks of Opportunity" in modern D&D parlance) and hide without expending their combat action. However, other D&D 5E monsters do not always have such design choice and have special abilities which simply add damage.

Potentially, I'd add a description of a change in tactics between goblins operating on their own and those bullied into better fighting shape by a stronger creature. Alone, I'd give them low Morale and hit and run tactics. When bullied, they will be less likely to scatter when encountering a tougher foe and may use their stealth abilities more thoroughly.

Also, imagine Froglings. Another 1-1 HD monster in my version of them. However, they do gain two additional abilities:

  • In a swampy terrain, they enjoy an increased chance for surprise, and, potentially, good concealment (like Elves in a forest).
  • They may leap. This means jumping up to 3m high and 6m far. Just imagine the challenge to players, when the Frogling ambushers simply jump over their well-crafted phalanx to attack them in the back...
So, make monsters unique and interesting. They are monsters for a reason - they have strange and, well, monstrous abilities.

Sunday, August 16, 2020

[OSE] Geckofolk race-class


After trying out Old School Essentials (OSE) for several sessions, I've grown very fond of that ruleset. Therefore, I've turned some of my creative energies towards OSE. As a huge fan of lizards of all kinds, I've decided to open my way to this with a... Gecko. Geckofolk, to be exact. So, without further ado, here is that race-class. I designed this class with The Welsh Piper LLC's BX Options: Class Builder, a book which I recommend to anyone interested in OSE.





Geckofolk

Requirement: Dexterity 9+

Prime requisite: Dexterity

Hit Dice: 1d6

Maximum level: 9

Armor: Any appropriate to size, but without shields

Weapons: Any appropriate to size

Languages: Alignment, Common, Gecko-speak

From the far deserts come the Geckofolk - small-bodied hunters who resemble humanoid fan-fingered geckos. A gecko-person weighs approximately 30kg (60 pounds) and stands around 120cm tall (4 feet) not including the tail, which may reach 60cm (2 feet) in length. Geckofolk have a yellowish to grey skin of fine scales, and large, bulbous eyes with slit pupils. "Fans" with adhesion pads adore their fingers and toes, allowing them to climb almost any surface, and even walk on overhand horizontal surfaces. Their native tongue is typified by chirps and tongue-clicks, and in Common or their Alignment Language, they speak with a squeaky voice.

Geckofolk are hunters. While they eat fruits, especially sweet ones, their primary diet is composed of prey - anything from rodents to massive reptile beasts. They patiently lie in wait, usually as a group of their tribe's hunters, for the prey to come - and leap upon it in the most opportune moment, striking with speed and without mercy.

When playing a gecko-person, be patient. Wait. Think first. Contemplate your options. The world can wait. Never act rashly. But when it is time to act - act decisively and at lightning speed, with well-calculated precision.

Prime Requisite: a gecko-person with at least 13 in Dexterity gains a +5% bonus to experience.

Combat: geckofolk may wear any type of armor, but it must be tailored to their small size. They may not use shields, but may use any weapon appropriate for their stature (as determined by the Referee). They may not use long-bows or other two-handed weapons.

Backstab: When attacking an unaware opponent from behind, a gecko-person receives a +4 bonus to hit and doubles any damage dealt.

Gecko-Climb: geckofolk can readily climb almost any wall or walk on any ceiling at half their movement speed, and cling to walls ceilings effortlessly.

Hiding: geckofolk are adept at stealth and ambushing their foes. In rocky or desert settings, they have a 90% chance to successfully hide. In dungeons or urban settings, geckofolk can hide in shadows or behind cover, with a 2-in-6 chance of success.

Infravision: geckofolk may see in the dark to a distance of up to 30 feet.

Sniping: when attacking an unaware opponent with a missile weapon, a gecko-person receives a +4 bonus to hit and doubles any damage dealt.

Stronghold: any time the Gecko-person desires (and has sufficient money), they may build a stronghold - a hideout for a new geckofolk tribe. Such hideouts are typically located in the deserts or among dry mountains, but the hidden nooks and crannies of colder, wetter cities also serve them well.

Your Tail May be Shed! Geckofolk with a full tail may shed their tail to automatically avoid one physical attack (melee or missile), or gain a +4 bonus to a single saving throw against a physical threat (such as a breath weapon). A tail takes a month to regrow, given a good food supply.


D: Death/poison; W: Wands; P: Paralysis/petrify; B: Breath attacks; S: Spells/rods.staves.

Saturday, July 18, 2020

Trying Out Old School Essentials (OSE)



Played Old School Essentials (OSE) for the first time last night (as a player) through Roll20. Playing The Bonesmith the Lawful Cleric from the OSE Rogues Gallery. Setting is dark and at least partially weird. Using ascending AC.

Migrated from Astonishing Swordsmen & Sorcerers of Hyperborea. OSE is more to my taste than AS&SH, at least in terms of rules and book layout/formatting.

The rules work perfectly and naturally. Effortlessly. Almost no need to reference the books once character sheets were ready (a few minutes' work). Only time we (players) looked into the book was to check how the Sleep spell works in this specific ruleset (it changes slightly between OSR games).

Fought some bandits and some wolves. Combat is fast and brutal. Though we spent most of the session role-playing and exploring, with the Referee rolling a few dice here and there (for random encounters, as far as I recall).

All in all, one of the best OSR rulesets I played!