Showing posts with label low magic RPG. Show all posts
Showing posts with label low magic RPG. Show all posts

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.





Sunday, 2 November 2014

National Game Design Month?

I posted an image last November of the notebook I was using to write down the details of my RPG. By putting it out there on G+ I was making a promise to myself to finish it. November is as good a month as any and better than some for getting back on it.


November is a popular month for writing or at least starting a novel. A few years ago the creative action spilled over into game design and we got the National Game Design Month or NaGaDeMon. Last year I jumped in knowing I wouldn't be able to finish because I'm busy this time of year but hoping the momentum of a month-long press would get me far enough along to that I'd be able to finish eventually. That worked for a while and it looked like I was going to have a first draft ready by January. Then my life exploded in December and I dropped the game along with pretty much everything else.



By the spring I was almost back to normal and I started working on the game again. I started carrying the composition notebook that still said "NaGaDeMon 2013" on the cover with me everywhere and working on it when I could. I had a system where I would write large ideas that were fairly well organised in my head on the right hand pages and use the "backs" or left hand pages for shorter ideas that just came to me as I was going. Trouble started when I found myself writing on the left-hand pages as much as the right-hand ones as the game came too quickly put down neatly into one notebook. I solved that problem with the chromebook I got for my birthday which wasn't much larger than the composition notebook but allowed my to work on multiple sections at once. It was slow going though since summer is my busy season. Which brings me back to now. It's a year later and the game that has percolated in my head, changed and grown basically the entire time I have played RPGs is now so very close to being a playable thing that I could share with the world instead of merely a collection of ideas and experiences that inform my play and GM style.

Over the course of the month I'll be sharing bits of the game I have already and more as I write them. Feel free to comment on anything you like, don't like, or think could be better with a change. I'll be continuing with posts on other topics as well so if my game isn't your bag I'll still have content you might be interested in.

So what is this game I'm talking about? Why bother when there are so many games out there? I have a half-finished blog post on the go that mentions there are so many systems out there you probably don't need to reinvent the wheel to get what you want so what makes me think what I have here is worthwhile or remotely necessary?

I've always liked fast play. In recent years, the rules-light games with little in the way of rules to slow down the fun are my favourites. I've been playing since the early 80s and I started with those early rules-light games, then moved to newer, more complicated games but the wild speed of the retro clones and some of the new games are the ones that have me now. It could be that I'm old and my life is complicated enough that I don't want to spend time with the rules any more. I just want to play. Maybe I'm just lazy.

There are other games that come close to what I want but don't quite hit it. I like a possibility curve because it allows skill and talent to shine in an opposed encounter. I like a single die mechanic because the question "What dice do I use for that?" slows down the game for no good reason. I like six-sided dice because there's no barrier to entry since people can usually get (or even make) a set of normal dice without any trouble anywhere in the world. I like having a simple framework of rules to allow a GM to give a fair and consistent difficulty for the roll so players can try any action without consulting the rule book. I like to do things in the game and rolling dice is a fun part of that, but I like games with a single roll to determine both success and the amount of success. If I roll well to hit something it should do a lot of damage or something awesome. Two rolls are a hassle and can give silly results. There's nothing out there that has all of that and emphasizes the kind of play I love.

Enter the 3D System. It uses 3, ordinary six-sided dice rolling on a simple resolution table. One roll gives not only success but also the degree of success. It depends on the GM being fair and applying the rules consistently but gives a lot of leeway for players who come up with wild schemes on the fly.




Mediocrity is the most likely result unless some exceptional circumstances come into play. It's not hard to succeed, but it is difficult to excel. In combat that means minor hits are more likely than a decisive, fight-ending hit. When rolling to do other things it means you can get by but won't be able to get a grand effect without some talent or a mismatched contest coming into play. I'll expand on that in another post. This time around it's just the basics.

My game design process is all about boiling it down. I originally started with 15 different attributes. As I ran it through different scenarios in alpha testing I would often find that two attributes are equally relevant to the roll. Every time that happened I combined the two. Eventually I ended up with only four attributes to differentiate one character or creature from another: Acumen, Physical, Social and Will. When I moved from hard copy to e-documents these became: Acumen, Body, Charm and Determination. I think the ABCD will look cool on a character sheet and make it easy to remember.



For the skill section I had a similar epiphany of simplification. I started off with with skill groups kind of like what you would see in ZeFRS where expertise in one skill gives a basic ability in related skills. This seemed a little unwieldy for playtesing so I came up with a simplification that I may end up using long term because it speeds up character generation in huge way!

What I'm working on right now is character generation. I'm creating a flow that will allow PCs to grow out of handful of rolls or choices so players can be ready to go in ten or twenty minutes. I'm going with the simplified skills for now. Even if I return to the more detailed skill groups I may keep the simple method as a basic version of the game. I'll test them both out and see.

Once I have some character generation documents and the rough draft of the magic system I can playtest with me as the GM to see how it all feels in play. Once the initial bugs are out I'll be able to put together a more complete rules document and maybe a couple of sample adventures or conversion notes for existing adventures so I can see how it works for another GM.


So here it is, the beginning/continuation of my #NaGaDeMon adventure! Here's to another big push for my own personal fantasy heart-breaker! Hopefully this year I keep the promise to myself to finish it.

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.

Saturday, 18 October 2014

Plans for Carcosa...

Geoffrey McKinney's latest version of the controversial D20 RPG supplement called Carcosa was published by James Raggi's Lamentations of the Flame Princess back in 2011. It's had plenty of reviews so you won't see that here. The publisher is all out of Carcosa books and there's only a handful of new copies to be had now anyway, so a review would be kind of pointless. This post is all about how I plan to use this book of weird stuff.



You might think my timing is odd since it's three years later and the thing is at the end of its print run. That's true, but today I came across the information that McKinney is close to half-way finished a companion to the first Carcosa book that has a bit more detail on how the world of Carcosa works. He still has it arranged as a hex crawl, he's just providing a lot more information in each hex. All of that information together would allow the GM and players moving chacters through them to build a better picture of how life on Carcosa actually works.

This new development got me thinking again about what I wanted to do with this book that I've had on my shelf for a few years now.

Carcosa is an awful place full of amoral peoples, cultures and creatures. It's a cruel, nasty world that is moved by horrific rituals and covered with dinosaurs and shambling creatures out of H.P. Lovecraft's nightmares. It should be a something of a shock to players who are used to more traditional fantasy and science fiction settings. I think that's where the fun of the setting can be found and developed.

I think the best party to have in Carcosa would be explorers from our world or a close approximation of it. The first time I read this book I thought it would be cool to trap a team from earth in it like the film Stargate. A team of specialists from modern times (anywhere from WWI era to right now) could go through an ancient gate to the world of Carcosa. The timing for this trip would be bad and they would enter during some kind of event that destroys the gate on the Carcosa side before they can figure out how to return through it. Now the party has a simple goal: Find a way home. They could chase rumours and technology all across the map.

Since attrition is a natural part of the game and the Player Characters from earth would need to be replaced by locals when they died, the party that finally found the gate back to earth might be entirely Carcosan. It's only natural that the party would find locals to help them as guides and translators. These people would naturally want to leave Carcosa for the amazing land of Earth where they need not live in fear of terrible creatures or dying as a sacrifice in some horrific summoning ritual. A place where food is plentiful and people live and work together in what would seem insane luxury would be an impossible dream for the humans of Carcosa. I picture what would eventually become a party of mixed-colour Carcosans speaking English and wearing bits of earth-made kit as they cross Carcosa looking for clues to get to the promised land.

I'd play everything in Carcosa pretty much as it is written. I'd even use all the nutty dice conventions, at least for a while. I'd have everyone roll for psionics the first time they encounter a minion of the old ones like a shoggoth or a psionic-using creature. That's the easy part. My biggest decision would be deciding on a system to use and the modifications to the classes for their modern interpretations.




I've thought it through with the Lamentations of the Flame Princess: Weird Fantasy RPG System. For anyone unfamiliar with LotFP, it's a D20 RPG based on the Basic/Expert books of the early 80s with some innovations and changes that push the tone of the game towards exploration of the unknown and horror. Carcosa is designed to be played with those rules so it would be fairly easy to have a group roll up a bunch of appropriate fighters and specialists. I'm playing a lot of 5e D&D lately though, and I can see how well the conventions in the Carcosa rules could work with 5e D&D. It is tempting to make some adjustments and use the new D&D rules to play. NOTE: at the time I'm writing this post the 5e DM's guide is not yet available. It may have advice on running in a modern setting like earlier versions did.

Making a list of kit that everyone has like E-Tools (folding shovels), canteens and ration packs is not a big deal. It could even be fun since things like solar charging units and laptops are not out of the question. Firearms need to be addressed though.



The firearms rules in LotFP could be adjusted for faster rates of fire and loading. For automatic weapons a long burst (full mag, minimum 20 rounds) could do two dice damage in a cone area of affect with a save verses devices for half. A short (or long for that matter) burst on an individual could add +1 to hit for every round used beyond the first. So holding the trigger down for a five-round burst would get a +4 attack bonus. This would need to be declared before the roll to hit. Anyone other than a fighter would a die six and add the even number rolled divided by two and subtract the odd number rolled to the desired amount of rounds used. For 5e the long burst as a cone would work the same but the short burst on a single target would be 3-5 rounds (D3+2) and would give the attacker Advantage on the roll to hit. Grenades could just use the Carcosa grenade rules. I'd give everyone five full 30-round clips and maybe include a box or two of ammo for the group.

The thing I like about 5e in Carcosa is the healing in 5e is based on Hit Dice. That means players could recover lost Hit Dice after a rest and have them to roll for the next encounter.  It just fits so elegantly into the system and solves the problem of healing slowing down a party in Carcosa. The unpredictable dice conventions of Carcosa and general lethality of 5e mean the stakes in any given fight will be high regardless.



The players would need to build a team. Such a group would be hand-picked for certain skills and trained together as a unit. The fact that they would likely have an expert on antiquities/ancient technology/cultures/myth since such a person might have been needed to get the gate up and running in the first place means the modern party could contain a wizard. Everyone would be human. In 5e that means feats would be available so at least one of the party would need to take the feat that allows for extra languages and talent for linguistics (like Daniel Jackson in the aforementioned film Stargate). It's possible this character would be a 5e bard who is a lore specialist and would be included for the first contact team for cultural adaptation and communication. In LotFP it would just be a specialist with the languages skill. The team would also include a medic so LotFP could add the Medical skill to the specialist skills and the 5e player could take the Healer feat. A sniper in 5e is just an Assassin but in LotFP it could be a Specialist with Stealth, Sneak Attack and pips for +1 attack bonus with a rifle. A close-combat specialist would be a fighter in LotFP and possibly a monk in 5e.

Some classes for 5e would need to be removed. Paladins, Clerics and Druids just would not fit. Sorcerers, Rangers, Eldritch Knights and Arcane Tricksters also don't work well with the setting material, having no real place in either world. I'd remove them as well. Warlocks with an Old One as a patron fit well but the other patrons would not be available. In fact, I'd be tempted with a 5e game to remove the Carcosa Sorcerer class and rework the Pact of the Tome to be the ability to learn and cast the Carcosa list of rituals. That would mean all the NPC Sorcerers listed in the book would be Warlocks. Wizards could stay the same but would be extremely rare, super-scientist types.

It would make for a long and satisfying campaign. Especially if the party actually succeeds in returning to Earth with a pile of alien technology. Players could play in the gonzo sandbox that is Carcosa and I could ramp up the evil nature of the setting while the players played PCs with a positive value system totally out of whack with the world.



Friday, 10 October 2014

Retro-Speculative: D6 Star Wars, What Is It Good For?

West End Games' D6 Star Wars is by far my favourite version of the game. It did exactly what it said on the tin. It gave our group a cinematic gaming experience in the Star Wars universe. Granted, the first game was a lot of roleplaying into situations where we could use quotes from the movies, but after that we had some grand adventures as part of the Rebellion.



A couple of things have pulled me back to my shelf to have a look at my well-worn Star Wars RPG books. I've seen the WEG D6 System attached to a few projects for RPGs based on different intellectual properties lately. I wondered at the choice of this open system instead of the others out there? And why not design a new system? All these questions had me itching to take these down and read through them again, but there's only so much time in the day. Then I saw the pilot for the new Rebels animated series and started wondering how the game holds up and if it might be worth running some old Star Wars?


I think the last time I played Star Wars was in the late 1990s. Reading through it now is extraordinary! Not only does the game hold up for Star Wars, but it just might be the best Sword and Sorcery RPG ever written.


The game is beautiful in its simplicity. The majority of the rules are in the first 24 pages! The pulpy action this RPG emulates is the same pulpy action George Lucas was copying from the wild adventures of speculative fiction from the early 20th Century. With these things in mind it should hardly be a surprise that there is so little adjustment needed to bring the game full circle and use it to run a Sword and Sorcery game.

I'm a different person now than I was when I first encountered this game. It didn't occur to me back then that you could reskin a "sci-fi" game for another genre. I hadn't read the same breadth of material in the Sword and Sorcery genre that I have now either. This time I had all that and a pile of extra RPG hacking experience riding my shoulder and whispering in my ear while I turned the pages.

For those of you unfamiliar with the game, character creation uses templates of different character archetypes. It works because it takes a player minutes to customize the template to fit their own preferences for play but still gives a wide variety of choice with the 30 odd templates in the core rules. Each template comes with a description. You get basic equipment and starting money. There's also a typical background, personality, a quote to show the flavour and a possible connection to the other players. Any of these can be changed, but they are a great starting point. After that the player only needs to pick name, write a physical description and assign seven dice to the skills.




The templates are where the majority of the work of conversion is going to come from but it's a fast way to deliver setting information without cramming it down the players' throats. Players are not going to read your world setting document but they will definitely read the descriptions of all the character classes (at least until they find one they like).

The skills need to change.

It's fairly easy to switch out the sci-fi references like "blasters" and "planetary systems" to something more appropriate like "bows" and "lands and kingdoms." The technical skill under Knowledge could be swapped out for Arcana or Magic.

The Mechanical section can keep its name and just change to things like navigation, charioteering, catapults, handling small watercraft, sailing ships, etc. Beast riding can stay though.

The Technical section has to go. It could be renamed Arcana and could include things like rituals, ancient technology, magical creatures, the old ones, wards and sigils, etc. Medicine could stay in this section since effective medicine relies on knowledge typically gained from cutting up cadavers. Something which is often frowned on.

That leaves the Force.

Things like Force Points can easily be reskinned as Fate Points. Heroes are often fated for great deeds so it fits the sword and sorcery genre. The Dark Side works well with S&S too. When a character commits some heinous act of evil, dark forces take notice. This interest is represented by the Dark Fate Points. Instead of rolling to lose the character because it turns, you could roll for a dark gift and have a table of hideous mutations. As soon as the character mutates the Dark Fate Points are set back to zero as the nameless extradimensional entity or ancient intelligence moves on to other pursuits. The sorcerers would be able to make use of the Dark Fate Points when casting just like Jedi do, but the fluctuation and the stream of mutations would make evil sorcerers unpredictable and grotesque.

Magic can pretty much stay as it is. The force powers Control, Sense and Alter are wonderful, low-magic ways to express magical ability. Call them magical disciplines and you are good to go. The list of force powers in the book make a fine starting point for common spells. You could also have powerful summoning rituals for terrible creatures and spirits with all sorts of requirements as part of the magic system that would make great seeds for adventures.

It's starting to come together, but we have all these space-opera templates. A Pirate is a Pirate in any genre but it might be harder for the others. Let's take a look at the first three: Alien Student of the Force, Arrogant Noble and Armchair Historian.


The Arrogant Noble is another easy one. There are arrogant nobles everywhere and it looks like the skills can all stay where they are. No problem. The Alien Student of the Force could be a Mysterious Foreign Sorcerer. I would probably drop the Strength down to 2D and bump "Arcana" up to 3D as well. The Armchair Historian presents something of a problem since it doesn't fit the new genre. Looking at the stats though we could easily reskin this one as an Indiana-Jones-style Relic Hunter.



The text on the back would need to change to match the setting. The short list of equipment fits Sword and Sorcery well but it would need to be altered to work in the setting (no blasters for you!). The credits could just be removed or turned into coins after a couple of zeros are knocked of the total. The backstory for the Arrogant Noble fits multiple genres. There's not much work to do here. The Alien Student of the Force needs a major rewrite but the focus of the character is still to seek magical knowledge in a place far from home. That is likely going to take the background text in a similar direction. The Armchair Historian is a total rewrite, but since we are using a well known character as a reference for our tomb-robbing Relic Hunter the text should come easy. Just think, "What would Indy do?"

I'm liking this reskin better than my other options for sword and sorcery. It's more simple than ZeFRS(TSR Conan) and more robust than Barbarians of Lemuria. As much as I love the other options I may dig into this sometime over the next few months.

Maybe I'll return to this one with some developed templates and that random table of mutations.