Showing posts with label low fantasy. Show all posts
Showing posts with label low fantasy. Show all posts

Tuesday, 5 December 2017

Party Up Like It's 1976!

I played the original version of D&D, the one published in the little brown booklets back in the 1970s, for the first time last night. Even though I've played clones like White Box Swords & Wizardry the old game presents a unique experience.


We were using the reissue PDFs Wizards of the Coast released a few years ago. Those versions were cleaned up with a better typeface but they still use the same layout and art that the original booklets had. I thought we were going to stick to the first three books with the core classes of the cleric, fighter and magic user. One player wanted to play a thief, another wanted to play a druid and I don't see the point of standing in the way of a player's fun while DMing so we added the class info from books 4, 5 and 6. For quicker reference I was using one of the fan made single volume versions with a better layout and art. It included some rules from Strategic Review like grappling to fill in the odd blanks as well.

We needed to dip into Greyhawk for the thief class and the rules for the druid class is spread out across Greyhawk, Blackmoor and Eldritch Wizardy!

Character generation went well. Everyone rolled a good spread of abilities with some 15s and 16s balancing out the odd 4 and 7. When it came time to roll hit points everyone rolled a 1. All of them! The fighter starts with +1 to their hit die, so she ended up with 2 and the druid had a 15 Constitution so he also added +1 for a total of 2. The thief was out of luck with only one and refused to name his character until second level. When asked he called himself Thief. This led to some odd roleplaying, but he insisted that he was named that way because everyone from his culture was named after a calamity of some kind to keep them safe from it.

In play the old rules held up. As well as the rules work in play though, the organization is a total mess. It was clearly a "make it up as we go along" project over the two years the books were published. I'll be adding tabs to the pages I need the most before the next game!

Combat was easy to run, and with everyone doing 1D6 damage it made for some creative maneuvers rather than strategic weapon choices. One of my favourite moments came when our the player with the fighter said: "Damage is always 1d6 right? So it doesn't matter if I hit the goblin with my sword or smash him into the tree with my shield?" New DMs, the answer to 'can I smash the goblin into the tree with my shield' should always be yes!

Strategy featured high as the players used hit and run tactics to keep the advantage over their foes. Surprise is a great advantage and easy to achieve if you plan for it. Without the hit points to take a hit and keep fighting they planned for it!


For all their clever tactics, the group didn't manage to do much in the way of adventuring. Being afraid to take anything on in a straight up fight left them unable to commit to entering the only dungeon they found.

Most of the first session was spent getting the lay of the land and roleplaying in the town serving as the centre of the campaign. They started by entering the frontier town called Swan's Landing by river barge. They spent some time gathering and verifying the rumours they dug up and made a quick foray into the woods on the eastern shore of the large lake called the Deepwater to raid the goblins they heard were there. After surviving that they felt they needed to find some magic. That led them to track another adventuring party across the Serpent River to the west that disappeared about a week ago. Player skill made the difference here as they asked around and found someone who saw where the other party entered the woods so they could pick up the trail easily. Their other option was to accept a Geas from the local wizard and they weren't too keen on that.

The setting itself is a small sandbox with a few secrets of its own. Everything should shake out over time. We have plenty of things for them to mess with and otherwise destroy to get us well into the New Year. I'm looking forward to seeing how things change when we add the people who were missing and get into the wilderness adventuring the party is headed for now.

So much better than the original cover!

As a system I liked it. I have pretty much everything I need to run in those first three books and the rest I can easily make up or borrow from somewhere else. It's a bit quirky, with the miniature wargaming roots really showing, but it's not like that gets in the way. There's so little there, it's not like we'll break it by ignoring a rule or two.

The single best thing in the old rules is the 2D6 based table for initial reactions and the hiring. It made for some interesting role playing moments and gave Charisma a relevance it rarely receives in later editions. People say that system doesn't matter but the existence of that table caused one player to say: "Hey, in this edition we can talk to anyone and anything and it might work out, right? I think we need to do that all the time!"

The other thing I enjoyed was the titles of the supplements. Greyhawk, Blackmoor and Eldritch Wizardry all evoke a feeling of the fantastic in a way that something newer, such as The Black Hack or Dungeon World, does not.

This foundation RPG project is going well so far. Everyone enjoyed it and delving into the OD&D game should give our whole group a new perspective. If you are interested in how one of my players found it, you can check out their post here.


Sunday, 13 September 2015

Religious Magic in RPGs

This post was inspired in part by the contest Zak S is running over at his blog: Playing D&D With Pornstars. The Thought Eater Tournament is a series of match-ups of two writers per topic to encourage better, deeper writing about RPG topics. The first one is about religion in fantasy role playing games and is something I've thought about a lot myself. More specifically, I've thought about the source of religious magic in RPGs while designing my own fantasy RPG.



We don't need to have actual gods to have religious magic in a game. D&D and other fantasy games have a long history of making gods characters in the setting. Certainly there was plenty of inspiration for meddling gods from the stories of Greek and Norse myth. Some of the fantasy stories that inspired the original Dungeons and Dragons had extra-dimensional beings locked in a war between the forces of law and chaos that spilled over into the fantasy world. It was often expressed as a kind of dimensional cold war fought through proxies who were champions and spellcasters given extra powers by their extraplanar backers. It also mixed in the crusaders, saints and biblical stories. D&D, especially the older editions, calls back to the legends of the middle ages and invokes the Arthurian tales of chivalry and knighthood.

With such material informing the setting it's no surprise you end up with gods granting spells to clerics and special powers given to paladins. For me it's never quite sat right though.  The idea of gods showing up, messing about with human affairs and having the odd affair of their own to create demigods has a certain quality to it, but it's more like the brat pack era of Hollywood than a group coming together over a common belief. Fantasy religions are less about faith and devotion to the idea than they are hierarchies with a supreme being at the top. They are more like corporations with clearly defined goals based on the godly portfolio coming down from head office.



With freelancers like adventuring player characters it's often a kind of contract. There's give and take with the godlike creature. Some characters who deal with extra-dimensional beings, performing sacrifices, other services and advancing their patron's goals in exchange for powers are called Warlocks/Witches/Cultists and others are called Paladins/Clerics even though at the core they are doing the same thing.

There's no reason why the existence of a god needs to be settled to account for religious magic. In a world where magic exists, reality is already disrupted. It can be bent and even broken with the correct pressure. In such a world a large enough group could form a kind of psychic pressure that could be used to disrupt reality in the form of miracles and other faith-based abilities.

A large enough group of people believing in an idea gives that idea power. The more people that believe, the more power that builds behind the idea. This power might manifest randomly in miracles and other unexplained phenomena. They could be mysterious like burning bushes, epic like earthquakes and thunder, or ridiculous like the visage of the god appearing in common food items like toast. Where it becomes interesting and gameable is when there are individuals who can tap into this power provided by the belief of faithful. People who can shape the will of others into particular effects like healing or even a plague.



These conduits of the faith would be as rare or common as is needed by the setting. They could be found leading a faith, drawing on the power of the faithful to perform miracles and gather more to their religion through these demonstrations of godly "intervention." They could even begin as charlatans who are suddenly surprised by their ability to perform real miracles thanks to the faith of their flock, despite having no belief of their own. The idea that a religious leader could fake it until they make it has all kinds of possibilities. They could also be individuals operating outside of a hierarchy as chosen champions, druids leading their communities, or even hermits serving in remote shrines.

It's the champions of the faith that are the most likely to become adventuring characters and played. Powerful missionaries carrying their message into the wide world or passionate believers living as examples in the dark times. Certainly a player character might want to build their own religion or religious faction of an established church. Depending on the campaign your group is into, the intrigue and challenge of creating a new religious order might provide the best adventure hooks.

When the characters get their power in the form of spells from some deity or demon prince there's not much incentive for them to do much in the way of religious boosting. If the character's power is tied to the faith of those following the same religion there is a good reason to spread the good word.

In game terms it could break down to numbers and distance. The larger the group the more power that would be available to an individual able to tap into it. How much of that power they could access would depend on the talent and experience of a particular character though. There would need to be some critical mass to get the minimum required to perform the most basic of miracles, the cantrip in D&D for example. It could be a number with some kind of meaning or completely arbitrary. Each level of power could require a different number of believers, growing exponentially from a single village to the population of a country or empire.



The distance would come into play as the champion moved away from the centre of religious belief. As they move farther away from the faithful the harder it is to tap into the psychic power provided by the belief of the masses. This could be overcome by setting up missions and chapels as outposts of the faith to form a kind of psychic corridor back to the power base of the faithful.

The idea that the smaller groups of worshippers could connect to the larger faith and carry the signal forward to the conduit of that faith like radio relay towers. If war or change disrupted the reach of the original religious organization the new churches could provide their own faith for the character to draw on. Regardless, there's an incentive for them to convert new followers and set up churches wherever they go. Also giving them something on which to spend any treasure they happen to find. The rest of the party might be keen to chip in since the one character's ability to access the power of faith affects their fortunes as well. The amount of available power would drop by one level for a particular distance so the faith of a theocracy might be felt and used on the far side of a continent or even ocean while a village of believers might only provide useful power out to a day's ride away.

As a factor of belief the faith magic becomes more dependant on religion and the religious instead of the terms of a contract with a god-like creature. This changes the game and creates some new incentives for players of religious characters to play their role as proponents of their religion or religious order. These are the reasons I chose this direction for the system and setting I'm working on for my own game but I don't see why the concept couldn't be used for any other fantasy RPG. It's just a matter of tweaking the setting a little.

In this model of using the common belief of the group as a source of magic rather than a god or group of gods gives the GM quite a bit of latitude in defining the place of gods in the game world. Their existence could be a question that is not answered, which is my favourite but certainly not the best. They could be remote and uncaring like Conan's Crom with the worship of lesser beings passing unnoticed. They might be like Terry Prachett's Small Gods that draw power from the devotion of mortals and are even created by it. They could need the worship to allow them power in the world. Perhaps with enough believers they could even enter it. That makes the Cthulhu cults a little more dangerous if they can frighten or bribe or fool enough people into devoting themselves to the great old one it might show up!





NOTE: This is an updated version of the original blog post. The original had an unnecessary definition of faith that people were stumbling over. I'd rather people engage the premise than debate my use of an overly simplistic definition, so I took it out.





Monday, 27 October 2014

A (sort of) new Class for your LotFP game, or how to get rid of those pesky elves!

I'm not a fan of elves. Not the tolkienesque ones we get in D&D at least. I like my fantasy elves as scary monsters that kidnap people and take them out of the world, only to get bored and return them after everyone they know has died. I like elves as evil bastards that can't make anything for themselves so they wrap themselves in illusions and steal what they can't craft from our world. This version, while completely awesome, is not really practical for player characters.

Elves as PCs in most games tend to be super-humans with all the timeless grace and beauty of old Hollywood.  They aren't really very different from humans, just prettier versions that are immune to ageing and charm. So what's the point? You can choose your character's age and appearance so the advantages of elfdom are few and not terribly interesting.

One of my favourite versions of "the world's most popular fantasy role-playing game" compounds this problem by placing its adventures in the early modern era of the real world. Lamentations of the Flame Princess has seven classes, one of which is the Elf. To play a human-only game would mean giving up nearly half of the payable classes. That means some reworking of what is there. Some of them are easy, the Dwarf class could be turned into a Barbarian just by replacing the Architecture skill with Climb and allowing them to be taller.

The Elf as a class is a lot more involved. It can fight well, cast magic, it has weird immunities and it's not quite in step with the world as it is. The best way to get all of these things and be human is voluntary demonic possession.

I like the idea of a Diabolist. A person who invites demons to share their bodies in exchange for power is pretty much the opposite of the idea of the elf while explaining all of the elfy class abilities. 

The way it would work is the character knows a ritual for summoning creatures from a dimension that borders on ours. Creatures that can't physically manifest but can inhabit willing and unwilling hosts. While they ride the edge inside a host they can interact with the world in some special way that looks a lot like the spells of other classes. It is a dangerous trade-off for power. Also, sharing a body with extra-dimensional beings would have a few side effects.

These side effects would explain most of the class abilities and add some flavour. Some of these side effects are positive. With all the extra voices in their heads, Diabolists notice more than the average person so they get an enhanced Search score. As the Diabolist advances in level the voices multiply and the control of them improves so the Search skill improves as shown for the Elf class. This same hyper-awareness makes them difficult to sneak up on, resulting in a one-in-six chance to be surprised instead of the regular two-in-six chance. Charm and Sleep would also be ineffective against them because it would be impossible to target the host's mind amongst all those others in there. As a possessed creature and the host to extra-dimensional beings bent the destruction of our reality the Diabolist is of Chaotic Alignment, is detectable as such and can be turned by a Cleric.

These demons hate our reality and our world. The reasons are unintelligible to us as their goals are so alien. Exposure to that hate makes the Diabolist aggressive. This aggression makes them fierce combatants and allows them to use all the martial manoeuvres available to Fighters (Press and Defensive Fighting).

Elfs look different, with exaggerated features, strange eye colours and pointy ears. Diabolists tend to look different from the average human as well. If they're lucky, they'll have pointed ears. The presence of demons in a body is going to cause some pressure, especially as they manifest their power. Diabolists are in a constant fight for possession of their own bodies. This internal conflict leads to changes in the Diabolist's appearance. Part of the inspiration for this class was this image I first saw a few years ago. The obvious loss of humanity in exchange for power needs a mechanical expression for LotFP. Tying it into the acquisition of spells and the option to push things a little too far is the cherry on top for the Diabolist Class.



(Update: Thanks to Zach Marx Weber and Wayne Snyder who let me know this awesome image was created by Doug Kovacs for the Dungeon Crawl Classics core rulebook. I'm going to need to check that out! You can find more of Doug Kovacs' art here!

For this I need a random chart. I don't have it yet, but I plan to put together a chart of mutations with three progressions for each roll of any single number. After three, repeated results mean two more rolls (which can just keep going if a player is particularly unlucky). An example of the three entries could be horns. The first time the horns would be relatively small and not difficult to hide. The second time they'd be grow to be larger and curl upward and possibly outward. Not impossible to hide, but certainly more difficult. The last result for horns would give the PC large horns like a big ram's that curl around the head and are virtually impossible to hide. Eyes could progress from strange colour, to glowing in darkness to glowing bright enough to show in the daytime. The farther down the line they get the more likely the PC will be burned as a witch. To get a good number and fit the situation I'd go with a D666 table. Using 3D6 with each die as a hundred, ten and single digit. So three ones (111) would be one-hundred-and-eleven. That gives 216 possibilities, which seems like plenty to me. Obviously three different colours would be useful, but a single D6 could just be rolled three times in a pinch. 

The only problem is the spells. Sure they could just sacrifice some little creature every morning for each demonic presence (spell) to prepare a spell in the same way a Magic User memorizes a spell from their book. That falls short of what could be done with the class though. A Diabolist should be a different sort of caster. With their own method of learning spells, their own spell list and custom descriptions to turn up the weird on the class. Diabolists are bad people. They have sold their souls for power in the worst way. Diabolists still need to concentrate to harness the power of the demons inhabiting them though, so all the regular limitations of spellcasting apply. Except that it doesn't require the intricate movements that Magic User spells do, so a Diaboist can cast spells when heavily encumbered and with only one hand free.

A Diabolist starts with three randomly assigned spells/demons and a random mutation. For every level a Diabolist gains the PC can use a ritual to add a new spell/demon. They don't have to use it right away. They can wait until they are higher levels in hopes of attracting a better class of demon and having more high-level spells, since they can only summon a demon with an ability of a spell level that they can cast. When they cast the ritual they need to sacrifice an innocent creature. Any animal will do. It is painful and likely to be loud so the PC will need some privacy for the process that will last the whole night. The player chooses the spell level. Fifty silver pieces per spell level needs to be spent on materials for the ritual as well. At the end of the night the player rolls a save verses magic minus the level of the spell. If they fail they get a random mutation but they also get a randomly rolled spell of the level they chose no matter what the result of the save. If they roll a spell they already have, they get to pick one.

If a player is ruthless they can use a human sacrifice to automatically pick the spell they want or roll for two spells of a given level. The extra anguish provided by a person allows the PC to have more control of the ritual and its results. It also means an automatic roll on the mutations table. The Referee should make sure these kinds of murders are recognizable and cause more than a little uproar in a community when discovered. Players should also keep in mind that the weird guy with the glowing eyes is definitely going to be blamed when people start mysteriously disappearing so there are plenty of good reasons to avoid this option.

Casting spells is the other departure from the regular rules. Diabolists would use the spell progression table for the Elf to get a total for spell levels that can be cast safely in a day. A first-level Diabolist would only have one spell level, but a fourth-level Diabolist would have six (1x2 and 2x2)! Diabolists don't need to prepare their spells, they can't forget with those demons bouncing around in their heads, but coaxing their passengers into doing what they want takes concentration and gets difficult the more often they access any one demon's ability. The first time in a day the PC casts a spell is costs as many levels as it is. Each subsequent time it is cast in a 24-hour period or without at least six hours of sleep its cost goes up by one spell level. 

For example, a fourth level Diabolist (let's call him or her Bob) has six spell levels per day. Bob casts Spider Climb (a level-one spell) and it uses up one of Bob's potential spell levels for the day, with five spell levels remaining. Bob casts it for a second time and it's harder, using two spell levels and only leaving three of Bob's total of six daily spell levels. That means Bob can cast Spider Climb one more time using all remaining spell levels without getting into trouble.

But what happens if the spell levels are just slightly over the daily allowance or the Diabolist wants to push their demons beyond the safe number castings in a day? That's where the 216 entries on the mutation table become important. If the caster has too few levels to cast a spell safely the PC can simply cast unsafely. They will receive a random mutation and must save verses Magic at a negative equal to the difference in levels or take 1D6 plus that difference in damage. Even if they fail the save the spell is cast successfully. For example, if Bob only has two spell levels left and wants to cast a spell worth four spell levels Bob needs to make a save against Magic at -2 or take 1D6+2 points of damage. If the caster has no spell levels left and wants to cast they take a random mutation and save against Magic or take the spell levels in D6s damage and the spell fails. So if Bob tries to cast a spell that costs three spell levels when he has no spell levels left it means risking 3D6 points of damage. A desperate move with no guarantee of success.

That's the basics of how I use the Elf class in my LotFP Early Modern Era Campaign. I'll add the spell list with custom descriptions later this week and maybe whip up the random mutation table too if there's enough interest.