Showing posts with label retro clone. Show all posts
Showing posts with label retro clone. Show all posts

Wednesday, 29 April 2020

Old RPG Words That Make No Sense

Progress in RPG design and play is held back by the words we use that don't make any sense.

Hit Points.

So many RPGs have some version of "hit points" whether it's called hits, hit points, health, vitality, or whatever, it is expressed as a representation of how much damage a character can take. Video games have copied this idea for years, and you see your little digital bonhomme getting wailed on while a bar or a number  of hit points gets smaller. Why not? It's there in the name, right? Hit points, those are points you use up getting hit, right?

Someone is hoping the undead giant is almost out of hit points

Except it's not right. Not really. Hit points have almost always been an abstraction expressing something else entirely. I've talked about the problem of damage before, but in terms of Dungeons & Dragons and many games using hit points, there is no damage until the hit points are gone. Hit points represent the ability of a character to postpone the inevitable through skill, experience, luck, or script immunity. They represent an ability for a hero to keep fighting when everyone else would be done. They are more a measure of endurance than damage capacity.

This idea is further confused by the old-school rates of healing where characters only got one hit point back per day of resting. Something ridiculous when characters can easily get to a place where they have 20 or 30 hit points. If they are healing, then they must have been hurt, right? Except that is not how it works. A character is just as effective at one hit point as they are at full hit points. Because they are not hurt unless they are at zero! In the old days if your character went below zero they were dead! Not just wounded, but killed. Luck finally caught up with them and took her due. It wasn't long before rules developed for going into negatives where a risk was involved, but not immediate death.

Fast forward to the last few years. Two different innovations double down on the idea of hit points as an abstract that expresses endurance. The first is the death and dismemberment tables that came out of the Old School Renaissance (OSR) Blogs. The idea was if your character went below zero hit points they had been wounded and could be badly hurt or even dead. Rolling on the tables got you a result that your character had to live with. Maybe they lost a limb, or an eye, and it had ongoing mechanical effect on the character. After a while they could look pretty rough. Eventually a character could even be forced into retirement by accumulating too many, "old war wounds." I'm a big fan of the death and dismemberment tables. Partially because they reinforce the concept of how things work, but also because they add a real element of risk to fighting to your last. Players with characters who can be brought around in a moment to fighting condition with no consequence are not going to have any good reason to surrender, if there is no consequence to negative hit points. The idea that the table might give them a reason to play as if getting wounded is something to be afraid of encourages more realistic role playing.

Oops! You interrupted her short rest.
What's the worst that could happen?

The other innovation is the idea of short and long rests. I think the first game I saw this idea in was Barbarians of Lemuria, where a few hit points could be recovered by taking a breather and a quick drink and full recovery required night's rest. This same approach made it into a few different small press games, and the latest edition (the so-called 5th edition) of D&D. By explicitly recovering hit points through short and long rests the D&D, and any other RPG, rules are making hit points endurance. There is nothing wrong with this approach. I like it. It's cinematic and makes for high-speed pulp-fiction action! That's all great! It allows players to accomplish more by giving them more significant choices about how they use the two resources they have, time and hit points.

The problem is the thing is still called, "hit points," and we generate them by rolling, "hit dice," when these two things are expressions of endurance. It doesn't really matter where the name hit point came from. It may be a hold-over from the war games the designers of the early versions of D&D were playing and using to inform their first RPGs. Maybe someone thought it sounded cool. The fact is, it doesn't fit and is actually misleading. All the grognards and legacy players are already composing their comments about how wrong I am and how the word doesn't matter because obviously we all know what it means.

Except we don't. Many players think the fast recovery of hit points through rest is unrealistic because you can't walk of a sword thrust to the abdomen. If we expressed it as endurance and described combat with point loss as close calls, bangs, jams, bruises, and numbness in the limbs it would be easier to get more people all in on the concept. The other problem is new players. RPGs have exploded, in no small part to the efforts of Wizards of the Coast to make D&D accessible and easy to grasp. Words like hit points get in the way of that because they suggest the character is getting hit when they lose hit points. Why set them up to fail? Why not call it what it is? Because of tradition? Meh, there are more new players now than ever before. Because someone can tell them? People are learning to play from the books and watching actual play on you tube. Terms matter in both of these cases because that is how the new players will interpret what is happening in the game. I'm not the first to come to this conclusion. The Neo-Classical Geek Revival (NGR) fantasy RPG has used the term "Luck" for these points for years.

Someone is rolling on the death and dismemberment table!

The waters are muddied further by the idea of weapon damage. When D&D was first created, almost everything on two legs had single digit hit points. Humans were all assumed to be zero level with, at most, three hit points. That means that first hit was probably taking them down. A dagger could do it, but a two-handed sword had a better chance of ending a generic cultist or town guard in one shot. Fighting fantastic monsters the assumption was they were magical or huge beasts that could actually be hit more than once with little effect. Calling it hit points under those circumstances could have made sense to the people running and playing those first games. It might even still make sense to call the ability of a dragon to keep fighting hit points now. I'll concede that point. Still, for the sake of having a consistent expression it is better to have magical creatures with endurance than characters with hit points for the reasons I outlined above.

So if a weapon doesn't do damage to a character, what does it do? The way I run it at my table is attacks remove hit points. no one takes damage until they go down. Monsters snarl in pain at flesh wounds, enemy shields buckle under the assault, or they are beaten back as they lose their hit points. I've run it like that for a couple of years now. For example, "Your shield arm is still vibrating from the blow and you lose (rattle-rattle) four hit points." It seems cleaner to move this to something like, "Sparks fly as the bugbear's axe crashes against your sword and you stumble back a step. You lose (rattle-rattle) 7 endurance."

It's visceral, it keeps everyone in the fiction, and it shows the player what they still have in the tank to finish the fight. Then they choose how far to take it. Can they push through and find a place to hole up for long enough to get their wind back? Has the alarm gone up and they are facing a running fight until they can win or get out? Endurance is no less exciting, or dangerous with the addition of a death and dismemberment table. It's also still all close enough that converting old modules and third party adventures on the fly should be no problem for a referee/game master.

I run a hugely modified version of the original Black Hack rules. I call the threat to endurance, "attack dice," and it seems to work well. The attack die represents the combat ability of a given character or monster when they attack. It's logical, accurate, and it works well in play. I like to run for new people and experienced players alike. Everyone seems to like it so far.

Belkar Bitterleaf, of the Order of the Stick

These old words, hit points, have the baggage of old assumptions based on their wargaming routes and new assumptions based on what the words mean. For ease of adoption of current gamers, the words are used. They are a short hand that no one will question. Because no one questions the short hard, the baggage follows us to new games that arguably, would be better off without them. There are a host of D&D clones and D&D-ish games out there thanks to the Open Gaming License. These new and different games all put some kind of a spin on the tabletop RPG experience. The publishers of D&D might fear losing their current base by changing too much, but small press publishers have more freedom to break new ground. That's why most of the best innovations in game mechanics, campaign settings and game art come from the small press publishers.

If we take advantage of this freedom, and we dump hit points, hit dice, and damage, what is next? What other words make no sense? Levels, maybe? There are character class levels, spell levels, dungeon levels... How many different things do we need to describe with the same word?

Character level seems sacrosanct. The concept of leveling up is ingrained in western culture thanks to video games borrowing their framework from D&D.  If characters get levels, then everything else needs to find a better word.

Dungeons could be described in terms of floors: Floor one, two, etc. That makes sense and translates well enough to real experience. I don't go to an office on the fifth level of the building, I go to the fifth floor. This seems easy enough to change and will not make it more confusing, at least.

When we talk about spells, we are talking about power. Each level a magic wielding character ascends gives them access to more spell casting power. If spells were described in terms of power, it would make more sense for a level five wizard to finally gain access to power three spells like fireball! Power one, power two... or is it first power spells, second power spells, etc? Regardless, power is a suitable replacement.

As designers and runners of games, many of us do our best to trim the fat of game mechanics so our games run fast and smooth. We should be doing the same with the terminology. If we don't we are leaving a barrier in place for no reason other than that's the way it has always been done without asking if it's the best way to do it.

I'll be trying these out in in my home game and any D&D type games I run online this summer. I'll see how it works out. If you try it, let me know how it works for you. Does it change anything?

What?
I have the Warrior Princess Prestige Class so these arrows used up temporary hit points.
I'm still at full HP!

Thursday, 16 August 2018

Review: Troika

I received a PDF of the "Troika! RPG" in one of the charity bundles I supported. Sadly, I don't even know which one. I didn't pay much attention to it at the time but the kickstarter has a bunch of people talking about the game in glowing terms again so I decided to see what the fuss was all about. Overall I was impressed and wished I'd looked at it sooner!

Daniel Sell and Jeremy Duncan created Troika and publish it under the Melsonian Arts Council.

It gives you a lot to work with in only 50 pages, but feels incomplete. It may not be an issue going forward because the new edition is projected to be nearly twice the page count and will come with a series of supporting chapbooks. Still, it's worth mentioning because I'm not sure if the brevity is a feature or a bug.

I like that the setting is baked into the rules. All of the character classes, called backgrounds here, are full of implicit setting information. The skills, the spells, and the handful of monsters, give you a strong sense of the setting. The way this is executed is great! These brief references to the world(s?) of Troika are an evocative way to root the different game elements to the setting without clogging up the game with pages of text. The problem is there is no other reference to the setting in the book. It's only implied, never described. For veteran gamers this setup is not a problem. The game master will simply run the version of the setting that blew up in their mind as they read the rules. Every group would be playing in their own unique version of Troika. I like this idea, but the game is billed as a good beginner role playing game. While the rules are easy, I think people new to RPGs would be a bit confused about what they should be doing and what is supposed to be going on in Troika.

The setting, as far as I can tell, is amazing and full of wonder. It takes place in a series crystalline spheres that hang in a "humpbacked sky" and serve as the stars for each other. It's possible to move between them on golden barges powered by mirrored sails. It also appears to be possible to fall out of one and land in another. Goblins seem to be able to connect underground labyrinths from one sphere to another. In these ways people and cultures from the different spheres mix with each other and adventurers have the option to get into all kinds of new brands of trouble. If things get stale in a long campaign the party need only move to another sphere to get a fresh start or new experience!

Troika is science fantasy, with a mix of swords, energy weapons, and magic. Personally I love the science fantasy, sword and planetesque style RPG setting. If you want a more pure fantasy game, the science fiction elements of Troika could be scrubbed out without much trouble. Certainly a lot easier than the old Star Wars RPG.

The rules are based on an RPG that grew out of series of solo adventure books. Both were called "Fighting Fantasy" and were apparently quite popular in the UK in the 1980s. Living in Canada, I never saw either and I don't remember any ads for them.

The system uses regular six-sided dice for everything but manages them to get a wide variety of results. The core of the system is 2d6 + base skill + advanced skill vs opponent or 2d6 to roll target number or under of the total skill (base skill + advanced skill). So if your character is using a hammer to fight an enemy you roll 2d6 add your skill and any skill you have in hammers and hope you get more than the GM does with 2d6 plus the enemy's skill. If your character is climbing a cliff, you need to roll 2d6 and get the total of your base skill and climb skill or less to succeed. Advanced skills are attached to specific things like climbing, etiquette, specific spells, and swords. I found it easy to grasp and good for all kinds of situations. The roll high sometimes, roll low others I find a bit irritating but it's hardly the first game I've played that switches back and forth.

A sample page from the character generation section with two backgrounds.

The book opens on character generation which is fast, random, and wild. I like character generation at the front of an RPG rule book, since it is the portion used the most. The system allows you to produce a character in a few minutes. There are no classes, but there are 36 backgrounds rolled for using d66 (11, 12, 13, 14, 15, 16, 21, 22, ... 65, 66). Because there is no class and level advancement these backgrounds are starting places for each player's character. The character improves the skills they use and learn new ones they spend time and effort on. With so many different starting places and no clear path forward, playing each character should be a unique experience.

The game only has three stats: skill, stamina and luck. Usually a game with so few stats ends up with little to differentiate the different characters from each other. In this case, Troika avoids that fate by having a long list of specific "advanced skills" that create the detail and flavour of each player character. It might be more accurate to say this game has one stat and two resources. The base skill is the raw talent the character can apply to any action and augment with a relevant skill if they have it. The stamina is the character's total effort that they use to take lumps and keep going or fuel their spells. It's recovered pretty quickly for an old school game. It is fairly close to 5e D&D's hit points in that respect. The character's luck is another resource they can spend to tip the balance in certain situations or as a saving throw. It's by no means certain, it is luck after all, but it can run out.

One thing I noticed with the advanced skills is there are none for social situations outside of etiquette. I'm guessing this comes from the creators relying on player skill and roleplay for situations that would call for a deception or insight roll in another system. Although the rules specifically invite the invention of more advanced skills, so it;s easy to adjust it to your play style.

The cover image from the game's first print run.

The backgrounds are summed up in a few paragraphs including starting equipment, skills, any special rules that apply and a brief description. The variety of backgrounds include some of the usual suspects with a handful of warriors, priests, and wizards each with a flavourful spin of its own. They also have odd things like a lost king from another sphere who no one has heard of. It turns our a king without a kingdom is just a random person in a crown with a high etiquette skill. The dwarves in Troika are not born, they are made by other dwarves. Each dwarf is an artistic achievement, except the poorly made dwarf character. To other creatures they look like an ordinary dwarf, but other dwarves either ignore them or have a discussion about their flaws and draw on them to emphasize the points made. There is definitely something for everyone in the list. A party randomly rolled of such options would be a motley crew and makes me think of the groups of characters found in Terry Prachett's Discworld.

The encumbrance system is streamlined and easy to use, but has a clever innovation for finding equipment in a hurry. Your character has 12 slots of carrying capacity before they become encumbered. Some items take multiple slots and others, like arrows, can be packed into one. Any time your character tries to grab an item you have stowed like a potion, or a crossbow bolt, you need to roll its position or higher on the list with 2d6. Otherwise they must stop and rummage through their belongings to find it. This set up means players need to "pack carefully" to keep the important stuff, like weapons and ammunition, within easy reach. It's a fun quirk and adds a sense of urgency and suspense to changing weapons or getting a rarely needed item.

The other big innovation is the initiative system. Players each put two tokens in a bag for their character while the game master puts in the appropriate number for the enemies' initiative and the end of round token. Tokens are pulled one at a time to determine the order in which each character or creature in the conflict acts. The bag is refilled and a new round starts when the end of round token is pulled, so it is possible some wont act in a given round while others act multiple times. This makes combat a completely chaotic mess where opportunities are taken as they come and sometimes you get caught flat footed! I love the idea of this system even though I'd need to dig out my poker chips or find something else to make it work.


For me, the section that could use the most expanding is the enemies section. The monsters are fantastic! The dragons are wonderful beings of light and thought, the manticores are brilliant bookworms living in splendor. Each monster entry only takes a few paragraphs and includes a d6 table of creature moods when they are met to keep the encounters unpredictable.

My favourite monster is the parchment witch. This is a long dead sorcerer that covers their bones and rotting sinew with leather, parchment, paper or vellum to hide their true nature. Their thin disguises are vulnerable to water and fire which can make things awkward. They can also wear someone's skin for about a week before it starts to rot and becomes useless. This one is so messed up and it doubles as one of the background options! The parchment witch is only part of the picture though. Some of the monsters are rooted in comedy, like the road knight that appears to be a reference to the black knight of Monty Python's Quest for the Holy Grail.

The magic system has a simple skill roll and stamina cost to keep spell casters in check. It also has an "Oops!" table for when the player rolls box cars. This system means magic is a bit unpredictable and dangerous without making the casters a constant danger to themselves and everyone around them. The spells themselves have enough variety and are flexible enough to be used in a wide variety of circumstances. This section is probably the most complete in the book.

The equipment section is brief, but doesn't appear to need anything more than it has. One thing I like is how the damage for different weapons is on a d6 table. Rolling a 1 on the d6 does dramatically different damage when the character is using a polearm than it does when they are using a knife. The weapons are defined by their damage spread and how they punch through armour. The armour is a simple damage reduction.


The art is consistent and good. It fits the contradictory elements of comedy, grittiness, and the strange captured by the text.

From a GM's point of view, this game is easy to run on the fly with heavy improv but doesn't need to be run that way for it to work. The stat blocks for monsters are skill/stamina/initiative so everything is there at a glance. The damage tables are in the back of the book so they are easily referenced. I will definitely run this game the first chance I get!

I like that it's not another in a long line of similar games with a twist. Like the d20 retro clones, the Fate games and the powered by the apocalypse games that are becoming legion. By using lesser known system as a jumping off point their game is all twist! Troika is different in a way I respond to. It reaches for the wonder found in the best science fantasy art and I think it's a good tool for a group to get there.

Like my review of The Black Hack, this one is a bit late. I think the reason is the same though. Both games have terrible names that don't inspire me. I thought Troika had something to do with eastern European legends, which I'm not overly interested in. The fact that it hits my sweet spot for crazy science fantasy with a magnificent mixture of awe, darkness and silly, is not referenced in the name. I asked Daniel Sell about the name and he said it was combination of it being the name of the tri-city that was the main population centre of the setting (something not in the book), a reference to the three stats, and something that sounded funny. I can't argue with that logic.

If you are looking for a tight, rules-light science fantasy game with a wide open setting, check out the kickstarter for the Numinous edition of Troika they are running now. It's already funded and the stretch goals will add to the supplementary setting and adventure material that this new version will have to expand what is at its core a solid game. So solid that I think we may see some Troika clones next year.


Have a crazy character sheet I found online.

Wednesday, 20 December 2017

Why Let D&D Be the Gateway?

Teach Your Kids to Game Week last week started me thinking about introductory games. In my last two posts I talked about wonder in RPGs and gave some advice to non-gamers on what to buy to get their kids into tabletop RPGs. These two things are tangled up in another idea I have struggled with for some time as well.

The Problem

It feels like the RPG hobby is set up to make D&D and all its assumptions the default. This situation is perpetuated by WotC being the only company actively marketing to people who are not gaming yet. By ceding this introductory space to D&D we allow the idea to persist that D&D is the default RPG and for many, the correct way to play.

There is certainly good aspects to the situation. It makes it easy to jump from game to game as all fantasy RPGs have familiar elements such as elves, dwarves and hobbits. It is easy to understand who the good guys and bad guys are and understand the basics of the world without instruction. In this way, the bar is lowered for entry as the D&D platform for play has been repackaged for other media over the years, from video and board games to books and films. These advantages only serve the argument that D&D is the best product for introducing the hobby to new people who do not have someone to guide them into the hobby.

In my last post I explained why Fifth Edition D&D would be my first choice as a tool for someone to introduce themselves to RPGs. The thing is, I would not use it to introduce new people to RPGs when I run. I have done so, and it works well enough, but I prefer using something else for many reasons.

Philippe Caza

Genre is not one of them. I love playing in fantasy worlds. I love the possibilities allowed by the magic or blend of sorcery and super-science that is available in such settings. Genre may be a factor for others though and it is certainly a valid reason to try to grab people before D&D gives them ideas about the right way to play.

This past year, I used The Black Hack to introduce my kids and some others to playing fantasy RPGs. With my kids and their friends we call it D&D even though we're using a completely different 20 page rulebook designed for experienced GMs to run fantasy games with simplicity and flexibility in mind. I've reviewed it before if you are interested. Although, between their play and the blank spots in the rules we've added and changed so much it's not the Black Hack anymore either.

What bothers me about D&D as an intro-RPG is also one of the reasons it works so well. It is generic. It is the fantasy that everyone is familiar with and that means it in many ways is not fantastic at all. My struggle with this issue is mixed up with my post on wonder in RPGs. When I started playing D&D it was an amalgam of the different ideas in the fantasy genre. It drew on all kinds of fantasy traditions to create a tool to allow groups to play in worlds of their own creation, inspired their favourite stories and themes used by the game's creators or jump into their favourite worlds from the list of influences, such as E.R. Burroughs' Barsoom, R.E. Howard's Hyborian Age, Jack Vance's Dying Earth, Tolkien's Middle Earth, H.P. Lovecraft's Dreamlands, and the world of Poul Anderson's Three Hearts and Three Lions.

Forty years later, controversy and corporate design has scrubbed it clean. Now its place in fantasy has eclipsed the media that inspired it and the elements in the game are part of regular fantasy.

"Regular fantasy."

"Normal fantasy."

"Mainstream fantasy."

As accurate as these descriptive terms are, they are words that simply do not belong together! Fantasy is expansive and wondrous! I think the first game should open doors to new spaces, like it did in the 70s and 80s, rather than present people with a well-worn path. While the well worn path leads to fun, it does not often lead to wonder. (I know it can, and since that earlier post generated so much discussion I'll certainly talk about that in another post. There's a lot to process!) I don't want new people who pick up an RPG, flip through it and try it with their friends to only have fun. I want them to have their minds blown the way ours were blown when I first started playing.


I'm not saying it is bad that so many people are exposed to fantasy as a genre, but the regulation of it makes the achievement of wonder more difficult. Reinforcing the walls around the fantasy gospel with the intro to fantasy gaming only makes it harder for people to hit one of the the high points of the gaming experience; the 'holy shit that's amazing' moments.

Sundered Skies is a campaign setting for the Savage Worlds RPG that suffers from where it stays inside the walls. The world is a shattered collection of rocks floating in an glowing mist full of madness and fantastic creatures. These islands of rock float in a chaotic arrangement that only increases the dangers of travel between them. Many could be lost or cut off to develop outside of the core society. Adventures feature characters sailing through the mists to explore these floating islands. The concept seems ripe for moments of wonder, at least in the short term, but it is populated with elves, dwarves, orcs, etc. Everything largely follows its type with a few changes to the elves. There are some playable fantasy creatures created exclusively for the setting that are interesting because they interact with it in unique ways, but even their origin is tied to the elves!

That's not the real problem though. Even if the publisher had committed to the setting and created everything to enhance their vision of the world no new players would have discovered it as their first RPG experience. It was made for Savage Worlds, a generic RPG system that is marketed to experienced gamers. In fact, the target audience for Savage Worlds is people tired of playing crunchy games like Pathfinder and 3e D&D.

If you agree with me, and I'm sure many of you don't, we're still stuck with a number of serious problems. How does a person design a game with wonder in mind? As an introduction, how much is too much when it comes to RPG conventions like levels and hit points? How do make sure the game works as an intro but is still fun for experienced players so they don't need to abandon it in favour of other games? How do we get an introductory game in front of the potential player without millions of dollars and 40 years of cultural capital?

Can a game be created to introduce the concept of RPGs, be fun to play and be a good platform for moments of wonder? What does that look like? To design something like that every element of a game's design could be examined with the criteria in mind to make sure it supports these three goals.

Hacking It Together

My home game, based on the Black Hack, could be a good place to start such an experiment (it certainly is for me), but almost any system or setting could work. I think simplicity is important for entry so a medium to light rule system is probably the best way to go. The lighter the better to keep rules from becoming a distraction that pulls people out of the events in the game.

Because the Black Hack is a D&D clone with bits cribbed from other, more modern games an intro version might be a gateway into regular D&D. The mechanics are different enough, and take enough from other sources that it should lead different places for different people. Hopefully, this means they explore RPGs with less of a bias than they would had they started with D&D. Besides, I think the main problem is the assumptions built into D&D that keeps it and many of its fans trapped in its lane.

One big thing from D&D that I did away with that is so ingrained in the system is initiative. The words 'roll initiative' signal a change from open roleplay and exploration to regimented, turn-based combat. 'Roll initiative" is such a part of the D&D culture it is an easily grasped punchline or image caption. I threw it out in my game with the kids because it was boring. Their short attention spans makes the moments where they are waiting their turn excruciating. Also, as the Black Hack has all player facing rolls so it seemed silly to keep it. Because they don't know when the monster will turn on their character or have a set time to act, they pay attention throughout the round, tense with anticipation or looking for opportunities. It's good for adults with smartphones too!

In practice, instead of switching from doing stuff to the combat game the players continue doing stuff in combat. This lack of transition is supported by the resolution for combat staying exactly the same as every other action. I've found this set up stops players from staying inside the box in combat. There's very little 'I roll to hit' and more of the 'I throw my maul at his legs' and 'I jump on the lion's back' I enjoy so much as a GM. It probably helps that I threw out half of the rolls from combat to cut down on needless die rolling as well. Anyone who plays Dungeon World will recognize these things as pretty normal, but from a D&D perspective, it's pretty revolutionary to separate RPGs from their wargame roots.

I'm keeping humans as the main playable choice because I think it is good to have us as a reference point to start from. I also added other options for creatures that characters can play as well as a host of human origins. The human origins help place the characters in the setting and add an extra dimension to them without needing too many character classes. They range from traditional staples like Barbarians and Street Rats to extraordinary ones like Child of the Prophecy, Driven by a Terrible Secret and Haunted. One good point made in the discussion about wonder was that it was most effective if it was interactive and personally relevant. These origins help flesh out the character's background with a single role or choice and that is something that can be used. The head of a giant statue might invoke wonder, but one that opens its eyes and delivers some important bit of information about a character's situation takes it up a notch.


I made playable creatures other than humans each its own origin. It makes the shared identity of each alien group important. Their otherness presents opportunities for conflict, roleplay and maybe even wonder. That's where I want to keep the focus. Otherwise the players are merely playing humans with pointy ears, etc. Lizard Folk have a different set of cultural values from humans largely based on their biology. Siebh (sheeve) are utterly alien hedonists cloaked in dreams. I was mocked on the internet for including felinoids and the like in my campaigns before because of the popular derision of furries, but they are fun to play, some people love them, and if I can think of a reason they support the presentation of wonder I'll keep them!

Goblins remained much as they were from our campaign as these malformed creatures, hatched fully grown, with a basic set of genetic knowledge and instincts. How does entering the world without a childhood change a creature's outlook? How much of that influences goblin behaviour, culture and history? Does playing that out give opportunities for wonder? I'll have to playtest it to find out.

I think there can be wonder found in playing something that thinks or feels different from humanity. Committing to that otherness might lead to some interesting ideas or interpretations of events that could change the whole group's perspective on events.

One game that built up each fantasy race as a different element well was Talislanta. It had a great variety of creatures to play with unique cultural identities. An example is how the desert people always wore elaborate masks. At one point in the fiction the masks were likely for protection from the elements but by the time the game was set in the masks had cultural and even religious significance. How does such a thing create opportunity for wonder? I'm not sure in that particular case, but room needs to be made for players and GMs to create those moments.

I don't feel like there is much room for wonder presented by another dour dwarf with a wretched Scottish accent. Fun? Certainly, but probably not wondrous. Do dwarves sap a game's or setting's potential for wonder simply by being present?Should they stay part of the mix because so many people love playing them? Is there a line that needs to be drawn? Am I being too hard on dwarves?

Maybe we accept dwarves the same way we accept humans and make sure there are no hobbits/halflings. The last time someone tried to make hobbits more interesting we ended up with kender. No one wants to take a chance on anything like that happening again!

The next thing is classes. Do character classes contribute to wonder?

Having each character inhabit an archetype of some sort ensures them spotlight moments. Dungeon World commits to that idea by not allowing two characters of the same class and going as far as saying the cleric, ranger or thief in the party is the only one of their class in the game world. Their archetype is unique in that setting. With the mix of stat variety, origins, classes and player choices every player character should be different enough to present the spotlight moments for everyone.

Is a spotlight moment wonderful though? On occasion, maybe, but they certainly are fun. With a good GM classes aren't necessary for spotlight moments but they might be for the sake of wonder. If anyone can cast spells is magic still magical? Besides, classes or any other form of specialization helps to ensure spotlight moments which might be important in an intro game where there is a learning curve for the GM.

For an intro game I think it's important to have clear differences between the classes. My nine options even start with different letters to make it that much easier to differentiate them (or put class in an NPC stat block with a single letter). In my campaign we have two spellcasting classes with the cleric and the magician. Their magic differs in significant ways. There are three classes that have magical abilities but no spells with the bard, druid and sorcerer. I set them up as reflections of each other, being structurally the same but thematically different. There are three classes that are exceptional at doing certain things with the expert, thief and warrior. The last one, the ranger, is so skilled at certain things they are kind of magical. I find this covers plenty of bases for fictional archetypes without being overwhelming. I didn't want to have more than nine because I read somewhere that the ideal number of significant choices is seven, plus or minus two.

Bards get a lot of hate for being lame, but in our campaign they are keepers of the law and truth. They are semi religious figures more like paladins, celtic bards, viking skalds, or biblical judges than the singing fools the class is often identified with. It works well with the Moorcockian Law verses Chaos vibe that I like to have in my games.


Levelled character improvement does serve the idea of presenting wonder. It allows the GM to scale events up so the experiences in the game can become bigger, more amazing and more epic. That process allows for more or easier opportunities for wonder. There's also an upward curve so the campaign feels like it is building. It's also good for new players as they get to grow with the character, learning how to play their archetype in slowly increasing stakes as they become more effective.

Hit points are a sore point for many and I can see both sides of it. I won't go into all of that in detail again since I've posted about it before. The real question is do hit points help with the presentation of wonder?

Hit points as an abstract certainly promote the cinematic style of play. That can help a group get to a place of wonder. The loss of hit points is often presented as a wound or other damage sustained which quickly becomes silly and makes it difficult to suspend disbelief as the characters level and gain more hit points. Making the recovery of hit points a healing process only exacerbates that problem. To keep new players from scratching their heads and to make hit points cinematic they need to be presented as the ability to continue fighting rather than soak up damage. Then hit point recovery needs to match the concept. With all of that, the abstract matches up with the levels and it all serves to get to those moments of wonder without breaking the fiction.

Based on the ideas above and my experience running it for the better part of a year I think our version of the Black Hack could deliver fun and wonder. I know it works for new players, but it needs to be repackaged for them.

Organization and Presentation

The problem with an intro game is how much of the necessary parts of it become useless the more it is played. The hate for the "what is a role playing game" section of every rulebook has featured in game reviews and internet arguments running back for years. It is a waste of space the moment it is read and understood, but it is necessary info to deliver in an intro product. This problem could be solved by putting the what is a roleplaying game on the back of the book along with the description of what is this roleplaying game.

As a reference an RPG works best with character generation in the front, followed by the rules and other resources for play. The how to play, and how to run are not necessary for most of the people using the book. In fact, the only person that likely needs to read such information is the first person to run it in a social group. They know their group better than any game designer and can explain it far more efficiently than we can. That means all the how to play, sample play transcripts and other nonsense can go in the back with the how to run a game advice.

The only problem with that is, as an intro book it's pretty crazy to expect someone to slog through all the other bits before getting to the context in the back of the book! Does that mean there should be a companion pamphlet that can be discarded? Would a 'how to use this book' section of the introduction/first page pointing new players to the relevant appendices in the back do the trick? I like the idea of the the context of what an RPG is and how to play it staying in the book because I'd like to be able to hand someone new the book and know they have everything they need. That's part of the problem with the game I'm playing now. I have nothing to hand to one of my players and say: "Here's the game. Have fun!"

What About the Marketing?

Let's say it's possible to have everything on how to play in the book without ruining it for experienced players. That still leaves the biggest problem: How do we reach the people not playing RPGs yet that would enjoy it without the advertising budget and place in our culture that D&D has?

Numenera owes much of its success to how its early marketing communicated a sense of wonder. The art was a huge component of that, but the setting itself seemed full of possibility. The idea of the Ninth World, an impossibly ancient version of Earth, filled with relics of an advanced past captured my imagination. The game itself is simple, the mechanics are easy to grasp and system takes no experience to run. It is organized so all the important rules are in the first 60 pages. The layout and design is nothing short of brilliant and it is a great reference book for game play. It could do all the things as far as presenting wonder and introducing new people to gaming.

Too bad it's marketed to experienced gamers based on Monte Cook's reputation in the gaming industry. It makes sense to do that. It's difficult and expensive to create new players for a game. Why not market to a receptive audience? It's good business!

Fate is dramatically different from D&D despite being part of its Open Gaming Licence. The gang that published Fate spent more than a decade building the audience for their game that they leveraged to create a hugely successful Kickstarter for the current version. With the exception of the Dresden Files fans who came to to Fate through their licensed RPG for it, Fate's core audience is gamers looking for something different. It's more of a game design kit, than a game itself.

Certainly there are games other than D&D used to introduce people to gaming. Plenty are brought into the hobby with all kinds of small press and indy games, but only when introduced by an experienced gamer. That limits new people to what they can find. For instance, there's no way anyone in my area plays Fate. I haven't even found anyone who has heard of it and there's no place to buy the special dice it uses within several hundred kilometres!

Even Hero Kids, a game designed as the first RPG for children, is marketed to gaming parents who are looking for a system they can use to introduce their children to the hobby. It's great for that, but it's not likely to be purchased by someone not already invested in the hobby.

D&D's fifth edition is the only RPG marketed effectively to new people. Pathfinder has its own starter set but you'll only find it at a gaming store. Even then, I'm not sure how many store owners would suggest Pathfinder to brand new gamers. When it comes to access, D&D is in the local bookstores and toy shops on top of the gaming stores. It is everywhere and that means many people will start with it not even knowing there are other possibilities. That's how it managed to cement its place in the market in the first place. I bought my first copy of D&D in a department store in 1982.

When successful gaming companies are shying away from the intro market what can a person with no money, reputation or cultural impact hope to accomplish? How can I get an alternative to D&D into the hands of the new people that don't even know they want it yet?

The 3 iconic player characters from the Lamentations of the Flame Princess RPG - LotFP.com

I can think of two ways to approach it.

The first is a grass roots marketing effort. I'd reach out to people I know in the library system and try to get open games running there (because it fits with their mandate of promoting literacy). I'd need to convince them to support it with copies of the game book in the city and town library branches. It's possible local success could be built on to roll it out to other city libraries.

The local library also runs the local comic con. That's another cost effective way to get the word out to people receptive to the genre and possibly interested in the hobby. Getting some tabletop RPG intro games into the Con as events might even be possible.

There's a video game con that is put on locally that has potential as a place to reach the like-minded gamers. A lot of the common themes used in tabletop RPGs made their way into video games so it shouldn't be too hard to get some people at the con to try it out.

Both of those would do better with an online component. Luckily I'm married to a film maker who could shoot and edit a series of actual play videos. With those in place the people on the fence could see a demo that looks like actual fun. It also allows for a reach beyond the local area, which is key. A solid website is another necessary component but also not that hard to manage these days. That online component could then be delivered to bloggers and podcasters in any space that overlaps with RPGs. Building out from the face-to-face built core.

The other facet of the grass roots campaign would be marketing it to the current RPG market. Plenty of current players would love a solid tool they could use to introduce new players to the hobby that they could also hand off to them. Building some excitement in the gaming community for the game on its own merits would be important too. The more people playing it, the easier it will be to find a group to play with! A Kickstarter for an edition with colour art or a large print run might help build excitement and a reputation too.

As for the second method, I'm working on another approach that might completely change the RPG market. I'd be throwing out most of what I have above to operate on a level no one has conceived of before for gaming. I'll get to that in a later post. There's a lot of work I need to do first to see if it's even possible.

In the meantime, I'll at least get my rules into a printable version so I can hand it over to my players. The sooner they don't need me to play the better!








Friday, 13 October 2017

Rules for Pets in the Black Hack

The longer I run David Black's stripped down old/new school D&Dish retro clone called The Black Hack, the more I find myself writing rules to suit the situations my players create and modify the game to our taste. The more I add and change the more I find myself with what looks like the beginnings of a great RPG that straddles the old school and new school well enough to function as a great little introductory fantasy RPG. That might fuel some posts for later, but for now here are the rules I created for running pets and animal companions in the Black Hack.

My players for my Keep on the Borderlands campaign went into the woods to see if they could find the dragon they heard about and only found the crazy hermit and his lion. They killed the hermit and then they tracked down the lion so they could use a Charm Monster potion on it. The warrior character treated it well and fed it more than the hermit did while they had it under control. I gave the player in control of the warrior a Charisma roll when the potion expired to befriend the lion. I figured with a 6 Charisma I was safe and the lion would just run away.

That's when they rolled a critical and the lion became their pet. Now I have rules for how pets work in the Black Hack. These are the expanded and polished version of what I sketched out during that session so they could use their lion right away. They've worked well so far. If your players force you to make up rules for pets you can use these ones!

There is a Moebius image for every blogpost!

Creature companions/pets have three attributes besides their regular DMG, HD and HP: Action, Sense and Loyalty. The ACT and SEN attributes are based on the creature’s HD. ACT is 10 + HD  to a maximum of 16 and SEN is 10 + HD + (roll 2d6 and choose the lowest one) to a maximum of 18. LOY is a usage die and depends on how well trained and well treated the pet is before bad things start happening. A faithful dog that has been with the character for a few years will have LOY of d8 or even d10. A pack animal that was recently purchased will have a LOY of d4.




ACT is used for physical tests like dodging falling rocks or combat. SEN is used to notice something, track or any test that depends on the animal’s senses. LOY is tested any time something bad happens, such as the beast is wounded, mistreated or neglected when hungry. If the LOY result is a 1 or 2 on a d4 the animal will attempt to run away.


Pets and creature companions can play different roles during combat. One option is to attack independently using their ACT attribute. If used this way they risk damage from opponents if ACT rolls are failed. Another option is for them to fight with the character that owns them and add a +1 to their effective HD for the purposes of fighting powerful or multiple opponents. Pets could also harass and distract a single opponent to create an opening and allow the character that owns the pet to get Advantage on an attack. It depends on circumstances, but creativity should be rewarded.


Pets get one action or attack, the same as the characters. Their damage based on HD already reflects the results of using all their natural weapons.


Here’s an example notation of a lion that was charmed using potions and then became a pet:
ACT 15 SEN 15 LOY d8

DMG 1d10 HD 4+1 HP 18

This way all the rolls stay player facing while they roll against the stats their pets have when they take some kind of action. The loyalty die allows whoever is running the game to keep things from getting too out of hand. If the pet is being overused they can call for more loyalty rolls.

Let me know what you think in the comments. Especially if your try them out too! 


Tuesday, 28 February 2017

Moulding Young Minds and Other Madness

This post was supposed to be the third session report of my D&D campaign with my daughters but I'll be combining several weeks of play into this post to bring you all up to speed and talk about a few of the developments.

We're still using The Black Hack by David Black along with the legendary D&D Module, B2 The Keep on the Borderlands. I've made changes to both since we started but the biggest change is the expansion of the group.

I volunteered to watch my friend's son while she took her daughter to the clinic one evening and since it was D&D night, after supper I asked him if he wanted to play. Carter had never even heard of Dungeons and Dragons so I described it as "like a video game, but everything happens in your head." He thought that sounded cool so we rolled up a character. He decided on a Warrior named Dabber. When he rolled four for his Charisma he asked if his character could be missing an eye with a big scar and loose flap of skin. I was a little worried I'd need to draw that so I suggested a scar with a metal plate nailed into his skull to hide his empty socket. Carter thought that was a great idea and we were off!

The Black Hack Character Sheet for Dabber, the Warrior played by Carter, 9

Getting him to the rest of the party was easy enough, he simply followed the trail of corpses in the goblin cave to the supply room where the girl's characters were finishing up a short rest. Their rest had been interrupted early on by some hobgoblins coming through a secret door, but they were ready to go. They accepted their new party member since he was a bad-ass looking warrior and the Conjurer was tired of getting wailed on in combat.

It didn't take them long to find the seat of power for the goblin caves. I swapped out the original chieftain, honour guard and mates for a goblin queen and her retinue in her nest. I described it like something out of a HR Giger painting and they ate it up. The kids loved the large, bloated queen with her chain-mail stretched across her heavy body, swinging her great-axe at them while shouting in goblin. The large black eggs stuck to the walls and floor where goblins hatched as full-sized and functioning adults was alien and great scenery for them to work with as they moved around the room fighting the queen's honour guard.

They managed to kill the queen and ran through the last of the honour guard after she surrendered. Not much for mercy, these kids. My daughters also argued over who got to stab the goblins that fell to the Sleep spells because they both wanted to do it.

That was also the session where they started chanting, "One, one, one!" while rolling important hits in hopes of encouraging a crit.

With their huge treasure hall they were able to buy better armour and spend a month at the Keep trying to learn the Goblin and Giant languages from some people they found who were willing to teach them for a fee. They made their Intelligence tests at the end of the month and each added the language they had studied to their respective character sheets. Then they made another delve into the goblin caves only to find a giant spider had taken up residence in the common hall.

Apparently Carter talked about D&D and how much fun he had non-stop for a week. Since it worked out for everyone's schedule I offered to take him and his older sister on Wednesday so they all could play. Hailey was a little wary since Carter's excited descriptions made zero sense to her, but since my youngest, Pascale, was playing she said she'd try it out.

Hailey rolled up a character with both a high Strength and Dexterity. She decided to play a Thief like Pascale's character but wanted to use a giant, two-handed hammer. Since weapon damage is by class in The Black Hack and I had thrown out the weapon restrictions on day one anyway, I saw no reason to say no to her idea. Erie started tiptoeing around the caves with a giant hammer on her shoulder.

Erie, the maul-wielding Thief played by Hailey, 10

The group spent time bribing the ogre (now that they could talk to him) for safe passage and using their sneak attack on the hobgoblins that they found behind the secret door in the store room. My oldest, Chloe, thought it was hilarious that the hobgoblins had looted all the stuff from the goblins that the party wasn't able to carry in the previous session.

They tangled with the Hobgoblin Queen and ended up in a huge fight since coming in the back door allowed the bad guys to raise the alarm. The crazy fight stretched over several rooms and took the better part of the session. Two characters where knocked Out of Action, but the cleric's spells held out long enough to get them on their feet again and good rolls left them no worse for wear. Dabber ended up going toe-to-toe in an epic battle with the Hobgoblin Queen. She was immense and had as many hit points as the ogre from earlier that they were afraid to fight as a group. He held her off in her throne room until the rest of the party was able to mop up everyone else and pitch in.

Old Wojeb, the NPC Cleric they like having around even though his
abysmal strength and occasional cowardice make him kind of useless.

The kids poked around the room until they found all the treasure, but didn't even bother opening the doors to the rookery, or searching for the secret door into the complex. They were all satisfied with the crazy combat and wanted to get their characters back to the keep to sell their loot and heal up.

The next session they went back in through the goblin caves to get back into the hobgoblin lair to chase down the rumour about a captured merchant. They decided they weren't going to chance sneaking past the ogre's cave now that tow of them had chain-mail and they weren't paying the ogre any more money. Instead they drew him out into the open where they delayed him with a wand of web they had and filled him full of arrows before closing for melee. Some good rolling kept the party safe from thrown boulders and they took him down. They stripped of his outfit in the hopes of getting some gold for the bear pelts he was wearing.

This time they found the rookery. My 13-year-old felt pretty silly about not finding it or the secret door the first time. They destroyed the eggs and made their way into the armoury. They found out that telling the guards they had killed the queen was a bad idea but won that fight too.

Olys, the Conjurer played by Chloe, 13

They wanted to tap and scratch at every wall in the hopes of finding secret door but also wanted to be stealthy and sneak around. When I pointed out it was impossible to do both they decided on stealth.

The funniest part of the session is when my oldest decided to bluff the goblins preparing the hall for a feast into believing that they had paid the queen for the return of one of the prisoners and had gotten turned around in the caves. My youngest was trying to goad her sister into casting Sleep instead, "I don't think it's very heroic to lie to them."

Snekava, the Thief played by Pascale, 9

They pulled it off and got directions to the prisoners. A short battle and a running fight later and they were high-tailing it out of the ravine and heading for the Keep.

So far they've cleared out the goblins, the ogre and crippled the hobgoblins. It should be interesting to see where they go next. At this point they still trust the chaos priest spy at the Keep and have promised to come and get him to help them if they ever find any chaos altars, worshipers or relics.

As far as the rules go, I found the 4D6 HD for the Sleep spell was hugely overpowered when spell slots are only lost on a bad roll. I decided to use the LotFP version with only 2D8 HD affected by the Sleep. It's working out much better.

When we started I used the ablative armour with the recovery on short rests. I found it worked OK, but I slowly phased it out in favour of the damage reduction optional rule, starting with shields first and eventually moving to all the armour as damage reduction. The damage reduction solves the shield problem and speeds things up a bit. The monsters still get extra hit points from armour because hitting for zero damage is not fun!

The party is shaping up! They only have a handful of low-powered magic items, but they are well equipped now that two of them have plate mail and everyone else has exactly what they need. The Conjurer has added a spell to her spell book and the party has a townhouse rented inside the walls of the Keep for the next month. They are building relationships with the NPCs in the Keep and getting a feel for the Caves of Chaos. The characters are second and third level and they've all had a couple of stats increase while leveling.

All four are having the time of their lives and can't wait to play again!



#DandDwithKids

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.