Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Monday, January 2, 2023

Apocalyptic Swords & Wizardry - Food, Fuel, Bullets, and Parts: The Currencies of the Future

Public Domain Art

First things first: when discussing a gonzo post-apocalyptic setting, the simplest foundation to build upon is the economy. Or, more specifically, common resources often serving in trade or as treasure: fuel, ammunition, and mechanical/electronic parts. The necessities of post-apocalyptic "civilization", if one can call it so.

The basic economic unit in my version of the gonzo apocalyptic future is the Trade Unit (TU). A TU is the worth of enough food for one person for one day. In the less-contaminated parts of the Slag Marsh, water drinkable by mutants who survived for generations on untreated water. In more arid settings, the water required by one person for one day is also worth a TU. Food for one day weighs 2 pounds.

Pre-Collapse vehicles, as well as jury-rigged post-Collapsed vehicles use fuel. I won't go as far as to differentiate the various kinds of petrol products, as an abstraction, a Can of Fuel weighs 10 pounds (just as a US "Jerrycan" weighs) and is worth 100 TU. (Fuel can also serve to create Molotov Cocktails, 10 per Can of Fuel.

Making bullets is relatively easy with certain mechanical tools and chemical supplies a post-apocalyptic town with access to pre-Collapse scrap. However, the standard dirty bullets, made after the Collapse, are inferior to advanced bullets, made before it with mass industrial technology rather than in a post-apocalyptic cottage industry. Dirty bullets are standard; they also jam the gun on a natural result of 1 or 2 on the 1d20 attack roll. The rarer advanced bullets never jam the gun and enjoy a +1 bonus to both attack and damage rolls. Bullets (as an abstraction) come as either handgun ammunition, rifle ammunition, or shotgun shells. 50 bullets of any type weigh 1 pound. 10 dirty bullets cost 1 TU; a single advanced bullet is worth 1 TU.

Most scrap left by the Collapse is not very useful for post-apocalyptic tinkering, such as repairing pre-Collapse tech and jury-rigging contraptions. 1 pound of useful mechanical parts is worth 5 TU, and 1 pound of useful electronic parts is worth 10 TU.

Food, Fuel, Bullets, and Parts may serve as "coinage". Of course, when finding a stockpile of fuel, the intrepid scavenger will have to be careful when carrying such valuable, but flammable, load back to "civilization"... Note that the most valuable "currency" compared to its weight are advanced bullets, at a worth of 50 TU per pound.

First Post of 2023 - Gonzo Post-Apocalyptic Swords & Wizardry!

 

Public domain image by Burnt Pineapple Productions

My first post in this blog for 2023 is an idea I am thinking about for quite a while: writing a post-apocalyptic hack for Swords & Wizardry: Core or Swords & Wizardry: Complete. As I noted before, I am returning to Swords & Wizardry from other d20 OSR rulesets (such as OSE and before that, ACKS), as S&W has a growing community here in Israel, and I am very actively involved in writing material for it in both Hebrew and English. I also know that S&W is extremely hackable, perfect for creating variant rules.

Now, why hack S&W for an apocalypse? After all, I have my own 2d6 post-apocalyptic game, Cepheus Atom, and there are several other prominent and excellent gonzo-apocalyptic games, most notably Mutant Future by Goblinoid Games and Mutant Crawl Classics by Goodman Games. However, Cepheus Atom is less suitable for the dungeon crawling I had in mind, and I find Mutant Crawl Classics to be a bit too random for my tastes; I am also less fond of some of the design choices in Mutant Future (such as the significant starting hit points).

So, here I am, hacking S&W: Core/Complete for gonzo-apocalyptic gaming, as a side project. Right now, this is a "hobby" project, but it may get published in the future.

What do I want from my hack?

  • If it isn't broken, don't fix it. Much of Swords & Wizardry works perfectly both in a fantasy dungeon or in a gonzo-apocalyptic swamp. No need to write the combat rules, the monster design methods, or even much of the Fighter and the Thief.
  • Ease of play, related to the above point. Not making the rules unnecessarily complicated by my hacks and additions.
  • Strong dungeon crawl and hex crawl support. The "Old School D&D game loop" of exploration, finding treasure, experience, and mechanical character growth. But mainly, a strong emphasis on exploration of ruins and wilds.
  • Gonzo! Mutants! Psionics! Robots! Sentient animals! Mobile sentient plants! Gengineered dinosaurs! Ray gun! Cool stuff that will make my inner child shine with joy.
  • Complete compatibility with S&W and most OSR. Once again, the hack must not change the basics too much; I want to be able to port monsters on the fly and turn them into mutants! Muhahahahaha!

Also, behold the tentative setting, the Slag Marsh!



Monday, November 7, 2022

Returning to Swords & Wizardry!

 
Yours truly holding the Beginner Kit and wearing the local Swords & Wizardry T-Shirt
My journey through the OSR landscape was a long one. After abandoning D&D 3.xE in 2008 or so, I moved to the Basic Fantasy RPG (BFRPG). This rekindled my joy of fantasy role-playing, after an almost-burnout by 3.xE, where I felt that prepping game material is a menial chore. In BFRPG, I could simply run with the game and have fun, even as Dungeon Master.

Afterwards came Lamentations of the Flame Princess; the Adventurer, Conqueror, King System (ACKS), a short bout of Swords & Wizardry: White Box, and, finally, settling on Old School Essentials (OSE) as my go-to fantasy RPG. However, things have changed recently, and I am returning to Swords & Wizardry!

The reason is that Swords & Wizardry is enjoying rapid growth here in Israel. After the core book was translated in the previous decade, a local team gathered and created an actual Beginner Kit boxed set! This costs 99 NIS (approx. $30 USD) and includes all the rules necessary to play the game up to level 5, as well as dice and two adventures! This Kit is now sold in multiple game, toy, and book stores across Israel, ready to bring new players and Game Masters into our hobby!

Swords & Wizardry booth at a local convention, with a wealth of new products!

This opened the floodgate to a burgeoning ecosystem of supporting books, especially adventures, put forth both by the local translation team, and by third parties. This happens while D&D 5E is unavailable in Hebrew (other than its mostly-unformatted SRD) due to licensing issues. While most adult Israelis know English relatively well, children are rarely fluent in it, and even many adults prefer to run and play games in our native tongue. So, the game is growing exponentially here!

I am also behind the local (Hebrew) Swords & Wizardry fanzine, the Fighting Agama, which already published two issues, and a third one is already in the works - this is intended to be a bi-monthly, or maybe even later monthly, publication.

The Fighting Agama fanzine!
Thus, I am switching over, for all my "D20 fantasy", to Swords & Wizardry!

Disclaimer: The Hebrew version of Swords & Wizardry is based on Swords & Wizardry: Core by Matthew J. Finch (https://swordsandwizardry.com/). The translation was performed by Itai Greif, Michael Gorodin, Eran Aviram, Itai Horev, and Eran Ben-Saar. the local team is unaffiliated with Frog God Games or Mythmere Games.

Also note that I have not been personally involved in the Beginner Kit's development, though I backed it on local crowdfunding, but I am involved in the upcoming Expert's Kit development.

Wednesday, September 20, 2017

Shanah Tova - Stellagama Publishing Jewish New Year Sale!

Stellagama Publishing wishes you all Shana Tova - Happy Jewish New Year. For the occasion, we offer a 25% discount off our products from now until September 24th, 2017. Setting material is at %30 discount as part of the September Setting DriveThruRPG sale!

Friday, June 17, 2016

White Box Rogues for Swords & Wizardry: White Box

Stellagama Publishing proudly presents: White Box Rogues!

Gold glitters in the coffers of noblemen and in the hoards of dragons. Vast riches exchange hands in the bazaars of the city. Gems of untold value adorn the dead lying in their crypts. All of these, and more, call for the cunning merchant, or even the mighty swordsman, to take them by mercantile or martial prowess. They also call to the cutpurse, the burglar, the footpad – in short, their glitter summons the thief from the shadows, to lay their grubby hands on such fabulous treasures and take them, usually with their owners none the wiser. Similarly, the intrigues of nobles often devolve into cloak and dagger affairs, with emphasis on the dagger and the poison dart; into this world of conspiracy and deceit, steps the assassin, perhaps held on retainer by some corrupt noble to fell their rivals, or perhaps a murderer for hire.

Myth and legend, as well as more modern fantasy literature and even contemporary film and digital media, include – side by side with knights, wizards, and holy men – also thieves, rogues, and assassins. From Hermes the god of thieves (among other things) to the Merry Men who stole from the rich and gave to the poor, from a Halfling hired to burgle a dragon's den to a lone, cynical urban master-thief caught in schemes of ancient gods – the life of such criminals is a life of adventure, danger, and a potential to gain wealth beyond the lout's wild dreams. This product caters to this mythical and fantastic archetype by presenting an Assassin class and a Thief class to the Sword & Wizardry: White Box™ game, with additional expanded and clarified rules for stealth and for trafficking on the Black Market, as well as some of the tools of the trade of such outlaws and scoundrels.

The supplement includes:
- Expanded and clarified stealth and loot-fencing rules
- Assassin character class
- Thief character class
- New weapons fit for rogues!

Fully compatible with Swords and Wizardry™: White Box, and highly compatible with a wide range of older-school games.

Monday, June 13, 2016

Stellagama Publishing Summer Sale!


I am pleased to announce Stellagama's Summer Sale - 25% off all Stellagama Publishing titles until June 17, 2016, to celebrate the summer! Enjoy our wonderful products, now at an excellent price!

Monday, May 16, 2016

The Price of Rebirth - variant injury and death rules for Swords & Wizardry: White Box!

Death lies in wait for the hapless adventurer in the dark corners of the dungeon, amidst the gnarled trees of the forest, and even in the halls of mighty kings. Even the strongest adventurer faces a constant threat of death, as the adventuring profession is not for the timid. 

However, not all heroes and villains die so quickly, even in the absence of powerful magic capable of raising or resurrecting the dead. Instead, this supplement proposes a possibility for first aid – or even ordinary healing magic – to bring back a character from the brink of death if applied in a timely fashion. But such lucky escape from the maws of hell is not without consequences.

The supplement includes:

- Critical injury and treating it - and lasting injury
- Variant Raise Dead rules with circumstances, from mild to dire
- Variant and less predictable Reincarnation rules
- Become a LICH!

Fully compatible with Swords and Wizardry™: White Box, and highly compatible with a wide range of older-school games.

Thursday, April 21, 2016

Porting Over Grimmsgate to White Star

Last summer I ran the Swords & Wizardry adventure Grimmsgate for my D&D 5E group, and it has proven itself to be an interesting and enjoyable adventure. I have already written ideas about converting it to Stars Without Number, but here I will present my ideas about using it as a White Star adventure.

The Ancient Temple becomes an old research lab, which once upon a time housed a crazed AI. Three powerful Star Knights defeated the said AI after it wreaked some havoc on a nearby world, and brought it, locked in a datacube, to a research lab where it would be studied and stored safely. The facility had some robotic laboratories and a medbay as well. Eventually, as the tides of civilization receded and the world became quite a barbarous backwater, the facility's staff become little more than an atavistic religious group, following ritual after ritual in place of the old protocols. A young initiate, Arumvel his name, tried to breathe some technological life into this dying ritual, and used his dataport - implanted into all initiates in a barely-functional initiation ritual - to jack into the mainframe into which the AI was locked and "chained". The old AI quickly "hacked" Arumvel's brain and brainwashed him into releasing it into the facility's still-functional computer network, using the remaining robotics to murder the other initiates and priests. However, it was unsuccessful in subverting the facility's own stable AI (the "Tomb Guardian") which still controls some of the robotics. Using the facility's high-tech medlab, the AI converted Arumvel into a full cyborg equipped with a nanite-cloud weapon. Arumvel now captures local farmers and transforms them into crazed cyborgs (the "Mogura-Jin") under his - and the AI's - control. The AI would wish to eventually take over the area and rebuild communication arrays in order to transmit itself into passing ships... Unless someone stops them.

The PCs will be hired by the regional government to investigate disappearances in the remote outback village of Grimmsgate (or Givat-Giram) near that facility...

Conversion Notes:

The demon Vuod - crazed AI
The Tomb Guardian - stable AI security system
Arumvel - now a powerful, nanite-using Cyborg!
Mogura-Jin - full Cyborgs!
Cursed Humans - Cyborgs with partial implants (due to dwindling supplies).
Undead skeletons - humanoid service robots.
"Powerful" undead skeletons - security robots (also humanoid in shape)
Etarra and Albraith - locals captured and kept restrained to tables in the medlab pending Cyborg Conversion!
Manes Demons - improved robots under AI control.
Paladins - powerful Star Knights (placed in cryogenic storage but dead due to the AI's machinations)
Fane - mainframe
Altar - backup mainframe; orb is replaced by a dataslab with full data backup.
Dragon on the regional map - local apex predator capable of flight and breathing flame/acid
Golden Treasure - ancient high-tech components fetching a high price on the black market

Sunday, April 17, 2016

Cheating Death - for White Star (TM)

Stellagama Publishing is Proud to Present:
Cheating Death!

Death is always lurking in the furthest reaches of space: a laser strike, a Star Sword chop, the maw of an alien beast, an exploding starship – all of these and many more circumstances can kill even the mightiest character. To simulate these stories and bring them to your gaming table, we offer you with these rules – intended to give the great heroes and villains of your game a second chance, typically carrying a terrible price.

These new, optional rules have three components. The first is Resuscitation – the possibility of reviving a mortally injured character despite him or her falling to 0 Hit Points. This, of course, could have very bad implications to the character, as few come unscathed out of such injury. The second is Cyborg Conversion – bringing a dead character back to life with advanced cybernetics, usually with negative side effects. The third and final is Bio Reconstruction– rebuilding a dead person from scratch with ultra-advanced biotech, provided that the brain remained more or less intact; this also has potential side-effects, of course, as rising from the dead usually comes at a price.

The supplement includes:
- Mortal wounds and resuscitation

- Repairing "dead" robots

- Bringing back the dead as cyborgs

- Rebuilding your body from scratch with Bio Reconstruction!

Fully compatible with White Star™ and Swords and Wizardry™, and highly compatible with a wide range of older-school games.

Get it HERE!

Saturday, April 16, 2016

Cheating Death - Coming this Monday!

Stellagama Publishing is proud to present *DRUMROLL*

Cheating Death - advanced rules about mortal wounds, Resuscitation, and technological ways to cheat death itself!

Ever wanted interesting things to happen when you reach 0 Hit Points? Here's the answer! Ever wanted your presumably-slain villain to come back many adventures later to exact revenge on your player characters? Here you have a way to bring him back with a vengeance - and cybernetic implants to boot!

Coming this Monday for White Star(TM) - fully compatible with Sword and Wizardry(TM) and associated games!

Friday, March 11, 2016

New Stellagama Publishing product - Zeta and Tuko!

The second Stellagama Publishing product - Zeta and Tuko - is out! This is also for the White Star(TM) sci-fi RPG based on the Swords and Wizardry(TM) ruleset.

Here is the product's overview:

This supplement centers on two playable character class for White Star™ - the alien Zeta with her powers of mind and rational nature and the reptilian Tuko hunters with their ambushing and climbing abilities. Together with these species comes a list of Psionics – mental powers possessed by the Zeta, some of which are similar to Meditations and Gifts as given in the White Star™ core book, while others are more unique. Additionally, this supplement adds two new starships – the archetypal Flying Saucer and the stealthy Tuko Hunter – as well as a few weapons and tools used by these two mysterious alien species.



The product includes:
- Clarified rules for stealth and two-weapon fighting.
- Zeta - "Grey Alien" playable class
- Tuko - gecko-like reptilian hunter playable class
- Hacking and Psionics rules for the Zeta
- 2 new starships
- 1 new starship modification
- 3 new weapons
- 2 new items of Advanced Technology

Fully compatible with White Star™ and Swords and Wizardry™, and highly compatible with a wide range of older-school games.

Grab it HERE!

Monday, February 8, 2016

Scum and Villainy - an Interstellar Crime Supplement for White Star

I am proud to announce that we have published (!!!) our very first product - the first product ever - of Stellagama Publishing! This is Scum and Villainy - a supplement for the White Star™ sci-fi RPG detailing interstellar criminals, as well as stealth rules and the tools of interstellar crime!

Here is the product's overview:

Proud aristocrats, brave mercenaries, dashing pilots and loyal star knights populate the spacelanes of the White Star galaxy. However, they are not alone. Besides the brave heroes with shining star-swords, other people ply the ocean of stars in search of profit and glory. Among these are the less savoury of spacefarers. In the bowels of interstellar society, one may find them – the scum of the galaxy: namely, lethal assassins and stealthy rogues. They might live in whatever wretched hive in the far colonies or in the stinking underbelly of a great arcology in the core. But regardless of their habitat, their stories are also stuff of legends, parallel to those of their more scrupulous brethren: stories of cunning heists, daring escapes, cleverly executed plans to bring down a tyrant – and, indeed, outsmarting the Consortium and all other stuffed-shirt, dour-faced authority-figures who think they can tell the free-spirited scoundrel what he can and cannot do.

This humble booklet offers the White Star™ player and Referee two new classes. First is the Assassin – a man (or woman!) trained in the art of precise killing and stealth. Second is the Rogue, a thief or spy skilled in getting into places people do not wish him to enter. Together with them, we present you with clarified and expanded stealth rules, two new ship modifications, five new weapons and two new pieces of gear. Altogether, we hope that this will open a secret door for you into the world of interstellar crime!

Grab it HERE!

Tuesday, January 26, 2016

Effective use of Lethality in Old-School RPGs

A few days ago I wrote about lethality in older-school RPGs. Many responses were enthusiastic; other correctly criticized my post regarding arbitrary as opposed to non-arbitrary death; after all, "gotcha" death usually sucks in RPGs, and if the Referee just wants to kill the PCs, he could always bury them in a landslide or under a collapsing ceiling. This, of course, will be no fun. So I am obliged to further elaborate regarding the use of lethality and Save-or-Die elements in older-schools role-playing games.

Lethality should always be the result of a choice. An informed choice, at least to a certain degree. As I've noted above, and as obvious to any good player or Referee, "gotcha" lethality is not very enjoyable. A Save-or-Die situation should arise as a result of a player choice. Taking risks sometimes warrants an immediate risk of death. For example, if you choose to go toe to toe with a venomous snake, you take the risk of getting bitten, which may be fatal. Typically, a good Referee will describe a snake or, at least, hint at its existence. If you choose to ignore the warning and take the risk, you can definitely face death. After all, venomous snakes are scary for a reason - many of them can kill you. A dead king's tomb still containing treasure after centuries of potential grave-robbers is bound to be trapped to the hilt, and its exploration warrants great care and many precautions. If you take the risk and rush your exploration of such a dungeon, a trap may kill you. There should always be a chance to avoid the trap by player skill and attention to details. But deadly traps in such tombs are part of the adventure genre. If you choose to drink a mysterious potion found in an underground temple of Chaos, you risk being poisoned or worse. If you enter the dungeon corridor strewn with many human bones and skulls of possible victims of a horrible monster - you might actually encounter the monster itself, and you risk turning into yet another pile of bones in the corridor. If you enter the curious garden of strange statues, you might face the Medusa - capable of turning you to stone with a single gaze.

The thing common to all of these cases is that there is a warning before the decision to take the risk or avoid it. Either an explicit warning, such as the town's elders speaking in hushes whispers about the horrors of a haunted tomb, an environmental cue such as bones of former victims or the petrified victims of the Medusa, or a risk known to common sense such as the notion that strange liquids in deep chapels of Chaos might have negative effects on you or the basic fact that venomous snakes might kill you with a bite. Taking the risk is a player's choice, and typically holds a potential reward. A pile of gold under the slithering snakes, rumors of great treasures guarded by the Medusa, stories of potions holding wondrous effects on their imbibers. If you wish to reduce risk, you also reduce the reward in many cases. You wish a big reward - you'll have to take risks.

The same goes in Traveller. In character generation, if you choose to be a Marine, you should be tough as nails - as a Marine should be, or you face a high risk of death in the line of duty. Even if you're tough, Marines are people who get kicked out of a starship in orbit and told: "conquer that planet!". This is badass, but very, very risky, especially in times of war. The reward is first the badass title of a Star Marine, and also all manners of combat skills, easy retention and relatively easy promotion. Scouts are more extreme - you die easily in the line of duty just like Marines, because you go into the Unknown and the Unknown has teeth, claws, and tentacles, but you may receive the ultimate reward - a free starship of your own! A clever character entering the Merchant Marine risks a far lower risk of death, but if you do gain a starship, it has a heavy mortgage attached. You can try and save hard-earned Credits by travelling in Low Passage, but you risk Low Berth failure and death. You can try and save on expensive refined fuel by doing frontier refuelling, but unrefined fuel can do bad things to the delicate and finicky civilian systems of your Free Trader.

Risk and reward, accompanied by at least some hint regarding the risk and reward at hand, are key to enjoyable death threats in older-school RPGs. This could add much tension, excitement and thrill to your game of handled right. This is why Save-or-Die effects are so useful in such games.

Sunday, January 24, 2016

In praise of lethality in old-school RPGs


A common complaint about older-school role-playing games (RPGs) is that they are highly lethal and, as the complaint goes "unduly and arbitrarily punish characters and players". And indeed, many newer-school players view such lethality in disdain and prefer their games to include more moderate dangers, less "arbitrary" threats and much stronger player characters. Dungeons and Dragons(TM) 5th Edition is a prime example of this. Around levels 3-5, player characters are already very powerful and are rarely killed by ordinary monsters; I found my 5th level party mowing through undead supposed to be scary, and only moderately challenged by a mummy, energy-draining wraiths and shadow-demons capable of moving through walls. Risks were mitigated; healing was made much easier; and many frightening abilities from earlier editions, such as level drain, poison and disease, were made far more forgiving. Don't get me wrong - we are enjoying the hell out of our D&D 5E campaign set in the Barbarian, Conqueror, King setting with some ACKS rule additions. But the ruleset feels to me more and more forgiving - and sometimes "flat". Risks and threats seem a bit minor compared to what the horrors of a haunted dungeon, a cemetery in midnight or a giant-toad-infested swamp should be.


Older-school games were certainly lethal. Highly lethal. A venomous snake could kill you. Green slime could kill you. Triggering a trap could kill you outright. A fight with several zombies at low level could certainly kill you. Medusae could turn you into stone with a single failed saving throw. At low levels, one or two sword swings had a potential to kill you. In Classic Traveller, you could die during character generation as well, using unrefined fuel could kill you, a single well-placed and lucky laser shot could blow your ship out of the sky, travelling in low passage could kill you, the "first blood" rule could get you severely injured from a single shotgun blast.

Why the lethality? There are plenty of reasons why this actually enhances your game. First and foremost, you typically play adventurers. Why be typical "Normal Man" level 0 villagers eke out a living at 1gp a month from the sweat of their brows, toiling on the harsh soil under the constant threat of starvation - when there are dungeons laden with marvellous amounts of gold and wonderful magical items a day's travel from the typical hamlet? Becuase dungeons are dangerous, and most who venture there do not come back. Adventurers are those brave - or some might say insane - souls who dare delve into these deadly places reeking with the stench of death. The YouTube video linked above - a promotional video for the excellent old-school dungeon called "Barrowmaze" - strikes the nail right on its head. Horrors await those who dare stray away from civilization into the wilds and the ruins of the eldritch past. Villagers huddle in the relative safety of their hovels and even soldiers - typically "Normal Men" as well except for the most grizzled veterans - find safety in their numbers and rarely dare fight anything but other Men, or at most Beast-Men hordes. Only a few foolhardy adventurers dare descend into dungeons in hope of finding gold and glory. Most find their untimely death. But a few survive and carry back sacks full of gold back to civilization, eventually becoming lords and magisters.

But adventuring carries risks. Horrid risks. This is part of the challenge of the game. This is a major source of excitement for the players. A mistake can kill you. Monsters can rip you limb by limb. A venomous snake, like a real venomous snake, is dangerous and frightening - a bite is very likely to kill you. Rush into combat like a fool - and you will typically get butchered. Tread carelessly, and you risk death. Player skill is important. This is a similar challenge to the "Roguelike" genre of digital games which is now enjoying another golden age after existing from the very dawn of digital gaming, from the sci-fi FTL: Faster Than Light, through the post-apocalyptic N.E.O. Scavenger to the fantasy Dungeon Crawl: Stone Soup. In these games, unlike more typical digital games of our day and age, you die easily. And death is permanent - you can't just reload a saved game when you die. When you die - you die. Yet players - myself included - come back and play these games again and again. Why? Because the challenge is exciting, because facing the challenge is enjoyable. Survival is its own reward, is a thing of pride. Player skill is important. Learning how to survive in the N.E.O. Scavenger world, for example, is something you - the player - have to learn; no character skill will save you from contaminated water, hypothermia and infection setting into your wounds; you have to learn how to cope with them. This is challenging. This requires thought and learning. This is also enjoyable for many gamers. An old-school RPG is the tabletop equivalent of "Roguelike" digital games; player skill is important and survival is a challenge - and its own reward.

Finally, having survived the horrors of the low levels, when death hangs over your head each and every moment in the dungeon or in the wilds - is the best background your character can have. Not even ten pages of backstory can mean as much for your character as actual experience you and your fellow player went through with your characters. You start, more or less, as a nobody, and you build your character, your personality and history - by actual adventuring. Classic Traveller adds to this a "lifepath" character generation system where you actually - though briefly - go through risky careers and face a threat of actual death for your character, making your choices and risk management crucial for your character's survival even during that early phase of the game. But even in Classic Traveller, the background your past career - rolled on a few tables in 5-10 minutes or so - is only a paragraph of text in most cases, and then you strike out to the stars to make a real name for yourself. But facing risks and threats builds your character. When a significant portion of the encounters in the game might end in a Total Party Kill (TPK), reaching Name Level - typically the 9th level in D&D-type games - is an achievement to be proud of and not just a given stage in the game.

In short, lethality in an RPG - when done right and framed correctly - can be a source of challenge, excitement and enjoyment. This is what makes older-school so appealing to many people, and this is something every tabletop gamer should try; some might not like it, but others will be thrilled.

Tuesday, January 19, 2016

Greetings from the new reptile proprietor!

Nom Nom Nom*
So, you have been wondering, what happened to the fabled Space Cockroach? Well - I ate him! Nothing fills a lizard's belly better than a fat, juicy bug from outer space! Now instead of his hideout, I, Agamemnon the Lizard King - AKA Omer Golan-Joel - hold my reptile throne, and choice basking spot, here. And from my throne room, I will offer you a wealth of new gaming material unheard of in the past of this blog. Because I have excellent news for you all - great things are happening! Things are changing for the better, not just for me, but for my humble contribution to the gaming world. I am getting published, on several channels. Far beyond my old Outer Veil and USE ME work for Spica Publishing and Alternative Armies, respectively.

Stellagama stellio, Rehovot, Israel
First things first - I have finished the full Barbarian Conqueror King manuscript last week and sent it, in all its 70,000-word beauty, to Autarch LLC. This will probably take some significant time to reach a release, as it needs rebalancing, editing, playtesting, proofreading and art, but now I am free to pursue other projects, while doing any further necessary work on BCK as needed - and hopefully within a year or so, it will be ready in its full glory!

Second, I am still translating Stars Without Number into Hebrew. As this is a pro-bono job, it is always lower-priority than anything putting bread on my table, but I'll try to finish this by March so we - the Israeli Society of Role-Players - will be able to publish it by Autumn 2016.

Third - and most importantly - I am now forming my own publishing "company" - Stellagama Games! You can see our logo to the left, drawn by the magnificent Luigi Castellani. My partner in this endeavor is none else than Richard Hazlewood - my co-author of good, old outer Veil. We will use the ease afforded by modern digital distribution to publish various role-playing games online. What will we publish? Initially, smaller supplements and adventures for White Star, Mongoose Traveller - and possibly also Stars Without Number and Swords & Wizardry: White Box. later on, something big is planned. Really big. More on that in the following months...

* I know, I know, this isn't a Stellagama but its Australian relative, the Bearded Dragon (Pogona vitticeps). I simply couldn't find a picture of a Stellagama eating a cockroach...

Wednesday, June 3, 2015

Porting Over Grimmsgate to Stars Without Number

I'm currently running the Swords & Wizardry adventure Grimmsgate for my D&D 5E group, and so far it proves to be an interesting and enjoyable adventure. But yesterday, when I was re-reading this adventure while riding the train to the Tel-Aviv University, it dawned upon me - this could be an excellent Stars Without Number adventure as well! How so? After all, it has various strong fantasy elements such as demons, undead and courses. But this could be easily ported to sci-fi concepts.

The Ancient Temple becomes a pre-Scream Perimeter Agency research lab, which once upon a time housed a crazed Unbreaked AI. Three Perimeter Agents defeated the said AI after it wreaked some havoc on a nearby world, and brought it, locked in a datacube, to a research lab where it would be studied and stored safely. The facility had some robotic laboratories and a medbay as well. Eventually, as the Silence crept in, the facility's staff become little more than an atavistic religious group, following ritual after ritual in place of the old protocols. A young initiate, Arumvel his name, tried to breath some technological life into this dying ritual, and used his dataport (implanted into all initiates in a barely-functional initiation ritual) to jack into the mainframe where the AI was used. The old AI quickly "hacked" Arumvel's brain and brainwashed him into releasing it into the facility's still-functional computer network, using the remaining robotics to murder the other initiates and priests. However, it was unsuccessful in subverting the facility's own breaked AI ("Tomb Guardian") which still controls some of the robotics. Using the facility's Pretech medlab, the AI converted Arumvel into a full cyborg equipped with a nanite-cloud weapon. Arumvel now captures local peasants and transforms them into crazed cyborgs (Mogura-Jin) under his (and the AI's) control. The AI would wish to eventually take over the area and rebuild communication arrays in order to transmit itself into passing ships... Unless someone stops them.

The PCs will be hired by the regional government to investigate disappearances in the remote colonial village of Grimmsgate (or Givat-Giram) near that facility...

Conversion Notes:

The demon Vuod - Unbreak AI
The Tomb Guardian - Break AI security system
Arumvel - now a Cyborg!
Mogura-Jin - full Cyborgs!
Cursed Humans - Cyborgs with partial implants (due to lacking supplies).
Undead skeletons - humanoid service robots.
"Powerful" undead skeletons - security robots (also humanoid in shape)
Etarra and Albraith - locals captured and kept restrained to tables in the medlab pending Cyborg conversion!
Manes Demons - improved robots under AI control.
Paladins - Perimeter Agents (placed in cryogenic storage but dead due to the unbreaked AI's machinations)
Fane - mainframe
Altar - backup mainframe; orb is replaced by a dataslab with full data backup.
Dragon on the regional map - local apex predator (see stats for Traveller here - easily convertible to SWN)
Golden Treasure - Pretech salvagecomponentss

Sunday, April 5, 2015

Strategy and Tactics the key difference between old-school and new-school D&D

Much has been said about the difference between the old and new schools of Dungeons and Dragons and similar games. A good place to start looking into this subject would be Matthew Finch's Quick Primer for Old School Gaming which is available for free on LULU.COM. However, the more I play games of both schools, the more I think that the difference between them boils down to strategy vs. tactics. That is, seeing the whole dungeon, or, indeed, the whole campaign as a battlefield, as opposed to focusing on the specific combat encounter in one or another room.

New School D&D, exemplified by the 3rd, 3rd and a half and 4th editions, is tactical. It focuses much on what happens in the particular encounter, and gives the characters many options for making interesting tactical choices in it. The 4th edition goes so far as to focus nearly exclusively on encounter tactics, while providing relatively free-form options for the wider campaign. Furthermore, in the 4th edition, and to a lesser degree the 5th edition as well, many (if not all) of the characters' resources regenerate between encounters, removing a large chunk of the resource management portion of the game in order to facilitate the transition from one tactically-interesting encounter to the next.

The Old School such as that presented in the Original and B/X (or BECMI) editions of D&D, AD&D 1E and 2E and the many retro-clones such as ACKS, Swords & Wizardry and BFRPG, on the other hand, is all about strategy. Sure, combat can be very exciting and varied, and even tactical, but the core of the game does not focus on the particular combat encounter, but rather on the dungeon, or even the entire campaign world, as a whole battlefield. One key here is resource-management; your characters have limited hit-points, light sources, food and water, and even time itself is a valuable resource as light sources run out, food and water get consumes and there is the ever-present risk of wandering monster encounters if the characters spend too much time in a dangerous area (such as a dungeon). Strategy is important - a combat encounter can rob you of critical resources, and because monsters can cause permanent damage or even instant death, it is highly important to know when to enter a battle and how to enter the battle on your own conditions.

The same goes to "high-level" campaign play, which is relatively emphasized by old-school games and much less present in newer rulesets. The epitome of this are of course sandbox-oriented games such as ACKS and Stars Without Number where you actually have rules to build your own kingdom, empire or criminal syndicate. The idea is, again, that characters "play the world" and see it as their playground, rather than focusing on encounter-level tactics and abilities. So in an old-school game, the individual combat encounter is not the central focus of the game, but rather one of many strategic goals - one of many battles in a prolonged war, and in many cases the characters will choose to avoid that battle or to engage it in their own terms...

Tuesday, February 4, 2014

Barrowmaze Complete on Indiegogo!


Just a heads up: Barrowmaze, the old-school fantasy megadungeon by Greg Gillespie, which has already been published in two volumes, is now on a crowdfunding campaign on Indiegogo to fund an expanded edition, containing both parts of the dungeon, as well as an entire new village and additional barrow mounds. Custom 28mm miniatures are also planned. Knowing how good Barrowmaze already is, I backed this in a heartbeat!

Highly recommended.

Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day: Character Backgrounds

Today is Swords & Wizardry Appreciation Day! And what is Swords & Wizardry, you might ask? It is a "retro-clone", actually a modern remake, of the very first edition of the world's most famous role-playing game. It comes in three flavours, White Box (basic rules), Core (somewhat more complex rules) and Complete (with a lot of advanced rules).


Frog God Games has discounted their entire line of Swords & Wizardry products for 1 day only in celebration of Swords & Wizardry appreciation day (April 17th 2013). The discount is good for 25% off S&W Products but you must use coupon* code SWApprDay on April 17th 2013 at check out.

*The coupon excludes items less than $1, S&W Cards, Pre-Orders, and Subscriptions.

The D20PFSRD store is also running a sale on Swords & Wizardry PDFs. Use the provided link and use coupon code: SWAD252013.

My favourite variant is White Box. Why? Because it is so simple and straightforward that modifying it to suit your tastes is completely painless. It is very easy to 'wing it' before, during and after play, focusing on role-play rather than rule-play. While this kind of play might seem weird to those accustomed to later versions of the world's most famous role-playing game, it does allow for the easy preparation and play of interesting adventures without being constrained in large tomes of rules and/or a battlemat grid.

So for this day I offer you a few simple house-rules for Swords and Wizardry - this time about character backgrounds.



Backgrounds
The following guidelines may be of assistance to flesh out a character's background and non-adventuring capabilities without involving complex rules or extensive skill-lists.



The Basis for these Rules
The key concept here is "reasonableness" - if it's reasonable, the Referee should allow it (possibly requiring a Saving Throw - this is essentially a "skill check"). Also, keep in mind that under an Old-School mindset, the vast majority of non-combat tasks should be handled by narrative and role-playing rather than dice-rolling. Neither skill nor background should allow a player to avoid role-playing and/or thinking; there should be no skill used to persuade NPCs, to sense motives, to solve riddles without needing to think through them or to disarm complex (as opposed to simple mechanical) traps.

Adventurers know how to Adventure
Player Characters (PCs) - as opposed to most Normal Men - are adventurers. Therefore, they should still be assumed to know the basics of adventuring and exploration. Assume that all player characters know how to tie simple knots, how to climb a surface with obvious hand-holds, how to swim, how to row a small boat, how to build a reasonable bonfire (usually requiring a tinderbox), how to make minor repairs and maintenance on arms and armour and how to ride a horse. Also assume that all PCs are literate in all the languages they speak, know how to read and know math at least at an elementary school level.

The fact that the adventurer knows how to do each of these basic tasks, however, does not mean that he or she will automatically succeed in doing them. The Referee should judge each attempt and rule on its results. Simple stuff (such as climbing a ladder or a rope or lighting a bonfire out of dry wood with a tinderbox) should succeed automatically; difficult tasks (such as climbing a difficult cliff or a wall or trying to light a fire without a tinderbox) should require an Adventuring Skill roll if it fits one of the eight Adventuring Skills, or a Saving Throw otherwise. Clearly impossible stuff (such as trying to set stones on fire with a tinderbox and no oil) should always fail - no roll required.

Note, again, that thinking should usually be done by players, not characters. No roll should solve riddles or puzzles - players should try and figure them out themselves (this way is usually far more enjoyable, too). In fact, characters are assumed to be literate and know a bit of math for this exact reason - to allow the Game Master to present the players with interesting and enjoyable challenges without too many problems.

Backgrounds
Adventuring aside, talented characters may also be proficient in one or more professions which are not directly related to adventuring. Each character starts at level 1 with 0-2 Backgrounds (1+/-the Prime Attribute modifier). Characters with low prime attributes have to work harder to learn the basic abilities of their class, and thus have less (or no) time to learn other trades; on the other hand, characters with high prime requisites have an easier time learning their class abilities and thus have more time available to learn additional professions.

Each Background is a broad profession, such as Mason, Carpenter, Noble, Jeweler, Farmer, Blacksmith and so on. It entails all the basic skills involved in this profession or social class. Assume that a character can easily perform the day-to-day tasks of each his or her Backgrounds as long as he or she has access to the required tools, equipment and materials; there is no need to roll dice in such a case. Only particularly difficult tasks require a Saving Throw. For example, a character with the Blacksmith background can easily produce horseshoes, pots, and even average-quality weapons as long as he or she has access to a functioning forge, coal, iron and so on; only making a special item (such as a high-quality sword suitable to be later enchanted) will require a Saving Throw.

Note that Backgrounds should not be used to simulate professions that are already represented by the various character classes. There is no need for, say, a Gladiator  Background - theis fields are already covered by the Fighter class. Also, as a rule of a thumb, a Background Skill should not directly affect combat or spellcasting.

NPC Normal Men, of course, are as skilled in their professions as the Game Master needs them to be.

Learning new Backgrounds
Learning a new profession takes time. A lot of time. And sometimes a considerable amount of money, too. There are two ways to learn a new Background Skill: hiring a teacher or becoming an apprentice.

A hired teacher can provide intensive training, taking a single season (for example, an entire winter) to teach a Background. This option, however, is expensive as the teacher cannot do anything else during that time; the cost for intensive training is thus 2,000gp. The student, too, cannot do anything else (including adventure) during that season. Alternatively, a skill can be taught from time to time between adventures, taking a whole year to fully learn it; in this case, the cost is 1,000gp.


Being an apprentice is free of charge as the apprentice works for his or her master. On the other hand, the master has to work as well, and many of the tasks that the apprentice has to do are various menial jobs rather than dedicated learning. Full-time apprenticeship (which does not allow adventuring in the meantime) requires a whole year to learn a single Background. Part time apprenticeship (allowing adventuring) takes three years.