Friday, 3 June 2022

Review: Maelstrom

Disclaimer: Note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you or the publisher).

Maelstrom is a British old-school game written by Alexander Scott and published in 1984. The subject of this review is based on the current edition published by Arion Games.

Monday, 9 May 2022

Kazamaták és Kompániák - Spells for MUs and Elves

As promised way back, here are the spells in KéK available for Magic-Users and Elves (albeit in an abbreviated form).

Tuesday, 19 April 2022

Project Edgerunner: First Glance

An old friend of mine and I have been slowly working on a cyberpunk game engine (tentatively called Edgerunner) following our initial disappointment with Cyberpunk Red (which, in our estimation, oversimplified rather than improved an otherwise good combat system). It began as a house rules document, fixing CPRED in ways aligning with our preferences and priorities, but as we thought more and more about the various subsystems, it became clear that a complete overhaul would be necessary.

The goal of the system is straightforward: a fairly realistic, simulation-first approach to combat and technology; traditional GM and player responsibilities; no fate points or bennies; reasonably realistic outcomes (whether in or out of combat); a fairly accurate representation of character capabilities (i.e. a separation of raw talent, knowledge, and practical expertise). Ideally, the system should be able to handle most modern eras of history and speculative sci-fi. As for the default setting, we have a couple of assumptions that are a mixture of genre conventions (corporations overshadowing the state, the economical divide between the rich/corpos and the poor/punks) and our own estimations regarding a possible future.

Here are some of the features of the system as it stands now:

  • 2d10 + modifiers vs. Target Number as general resolution mechanic for that sweet bell curve
  • 2-second combat rounds; this makes combat rounds long enough for several things to occur but also short enough to allow quick reactions
  • stance is something that must be tracked (standing, crouching, and prone) with appropriate modifiers to movement, attacks, and defence
  • after much deliberation, we opted not to use hit location tables (as the chances of hitting a particular body part are subject to many factors, and we didn't want to go the silhouette route like Aces & Eights)
  • melee combat is almost entirely maneouvre-based and handled by opposed rolls
  • grabbing is handled like all other maneouvres, and it makes it harder for the grabbed target to do anything other than melee maneouvres specifically against the grabber
  • rules for choking, shoving, tackling, disarming, and dragging
  • ranged attacks are against a distance-based TN usually modified by cover (none, partial, or full), stance, and running
  • a single attack roll and the recursive application of the weapon's recoil stat determines the number of bullets hitting in case of autofire
  • actions can be prepared to a specific trigger ("I'm gonna shoot the first bloke who exits through that door over there" or "I'll start running as soon as I hear Jim drawing the corpos' fire"); a prepared action can be changed only in case of being attacked
  • damage die type is weapon-based; two dice are rolled on a normal success (+1 die per each 5 above TN)
  • armour reduces damage by its current Defense; the amount of damage absorbed reduces current Defense (subject to the armour's Durability)
  • hit points are a factor of Physique (a primary stat); taking 5+ or 10+ damage from one source cause bleeding or heavy bleeding

It's a pretty lethal system that encourages smart tactics and teamwork. It's pretty crunchy, which means it starts fairly slow but picks up nicely as the players get accustomed to the rules. Our latest internal playtest scenario involved 3 player characters versus 13 gang members in and around an abandoned warehouse (on a 48 by 48 grid) — in 4 hours and 45 minutes of riveting firefighting, two player characters fell (and were promptly replaced by backup characters) in a blaze of glory (or foolishness, depending on whom you're talking to), three gang members escaped, and the boss was apprehended for further questioning — the rest were killed viciously. All in all, a night of fun cyberpunk skirmishing.

We have only begun working on a skill system proper (after much, much headache and discussion) and the cyberware subsystem, and there's even more to do. Expect sporadic updates on the process with more details on both the system and the default setting.

Wednesday, 22 December 2021

Review: Ballad of the Longbow

For future reference: the following review is based on the 1.01 version of the book.

I first became aware of Ivan Sorensen and his imprint Nordic Weasel Games through MeWe, where his posts I found quite entertaining and inspiring. I think I first checked out Five Leagues from the Borderlands (whose glorious third edition will soon be released through Modiphius, much like its sci-fi counterpart, Five Parsecs from Home). Upon joining his Discord server, I quickly learnt that a rules-light RPG was in the works. This review is about that game.

Ballad of the Longbow is a medieval fantasy role-playing game inspired by Robin Hood, Wilhelm Tell, Arthurian mythology, and various adventure novels. It's a game about outlaws and heroes fighting a central villain (the main cause of injustice around); it's fairly down-to-earth but never really grim or gritty.

The game first provides a basic outline of its assumptions: d20 roll under or equal skill, explicitly no fail forward or fail with consequence mechanic (as a very traditional GM, I heartily approve of this choice), medieval setting (although it's fairly easy to adapt the system for other adventurous settings), and no magic system of any kind.

Player characters each belong to a character type (Knight, Outlaw, Noble, Yeoman, Clergy, Veteran, Retainer, Scholar, Forester, Entertainer, or Beggar), and each type provides a list of starting equipment and a choice between three Abilities (although more may be gained during play).

Abilities can be used once per session each. They usually work without rolling (although a few of them turn specific failed rolls into successes). Examples include the Knight's Challenge (issue a challenge to another knight or noble; backing down is certain humiliation), the Yeoman's Common fighting (turn a failed attack/defence roll into a success with a quarterstaff), or the Clergy's Long-winded speech (hold up a person for 15 minutes by expounding theological doctrine).

Skills are rated from 2 to 18. There are fifteen of them in total (ranging from Agility and Deception to Religion and Stealth). Their starting values are determined by arranging 15 given scores in any order (keeping in mind character type and background).

Aside from success/failure, the game recognises Finesse and Perfection (rolling a success with a 10+ or 15+ die roll, respectively). Fumbles are explicitly missing.

Applying modifiers, helping each other, and opposed rolls are described succintly. A really neat idea is the handling of "weak link tests" where everyone has to succeed in order to avoid failure (like group sneak attempts) — in these cases the GM randomly determines which character has to make the test (with regular modifiers if applicable). I like it because it invisibly factors in each and every participant's score without having to compute an average skill value (whereas using only a "best" or "worst" value would disregard every other participant).

A few activities are specifically called out and described in detail (on account of being likely events in a game): picking locks, social interactions, doing physical things, building things, knowing things, searches, and languages.

Nordic Weasel Games is a miniatures wargame publisher first and foremost, so it's no surprise that the combat system is very miniature friendly.

A combat round represents 5-10 seconds of activity. A round consists of five phases: (1) Quick Action Phase, (2) Enemy Action Phase, (3) Slow Action Phase, (4) Ally Action Phase, and (5) Morale Test Phase.

Player characters must make a skill check (Agility if within 10 metres of an enemy, Alertness otherwise) — on a success they decide whether to act in the Quick or the Slow Action Phase; those who fail automatically act in the Slow Action Phase. Enemies and allied non-player characters simply act in the Enemy and Ally Action Phases, respectively.

Succeeding at the initiative roll with Finesse or a Perfect roll grants an immediate half-speed movement bonus (even if engaged in melee!) — a pretty neat reward in an otherwise simple initiative system.

Characters may move and take an action on their turn; the order can vary, but movement cannot be split (i.e. you cannot move-act-move). Characters can also attempt to defend themselves against attacks any number of times — up until they succeed once.

Attacking is a simple Fighting or Archery skill roll. Defending against an attack is either an Agility (evasion) or Fighting (parry) check — the defender must get at least an equal level of success as the attacker. A successful evasion must be represented by 1 metre of movement; a successful parry may be followed by backing down 1 metre. I like this kind of detail a lot; it creates a naturally flowing melee without relying on GM fiat.

Successful attacks are followed by a damage roll — a skill check using the regular attack skill modified by weapon and armour (although non-villain NPCs use a reduced skill value for dealing damage vs. player characters). On a success the attack inflicts a Wound. Grunts are out of action after 1 Wound; Expert characters can take 2 Wounds; player characters and villains may take up to 3.

Non-combat damage is handled very similarly, but instead of the enemy combatant's skill, a Hazard Factor is determined (e.g. 6 for falling from a horse); sometimes even more than one so multiple Wounds may be sustained (e.g. 14/10 for falling off a roof). A successful Agility or Alertness skill check is usually allowed to avoid risking damage in the first place, though.

The rules cover a lot of other action types — from interacting with the environment to giving first aid — but the one I most like is the Bravado action, which covers all sorts of swashbuckling and other dramatic activities (a neat little list of possible effects are provided).

Morale, of course, plays an important role in combat. Unless led by a villain, NPCs must roll against their Morale if they are ambushed and outnumbered, their leader falls, or a quarter of their forces are lost in a single round of combat.

Inventory management doesn't play a big role in the game, and the equipment section is mostly concerned with weaponry and simple goods and services. It's largely okay, and as the text says, suitable price lists are easy to find in other games, like GURPS Low Tech. I personally would've preferred a little more detail here.

Advancement is fairly simple. After each game session, increase a single skill by 1 point (up to 18). After 3 Good Deeds, gain a new Ability (this may be off-type if it makes sense, but only twice). Good Deeds are basically the goals of scenarios: rescuing folks from unjust imprisonment, saving the villagers from bandits, and in general foiling the villain's plans. The game assumes a medium-length campaign, suggesting that a few sessions after acquiring the third Ability is a pretty good time to wrap things up.

Stats (Attack, Defence, Skill, Morale) are provided for a number of NPCs and animals, including a few villain and ally abilities as well. Then guidelines ("The commandments") are laid out in the spirit of the game (e.g. surrenders are always accepted, villager NPCs are rarely traitorous, avoid gotchas, and never assume a fixed solution).

There's some minimal GM advice regarding impersonating NPCs (including a nifty reaction system), handling travel, adjudicating ally actions, considering loyalty, and setting up satisfying combat encounter (with regards to numbers and such). A few pages of optional rules and the obligatory design notes (the coolest recurring feature of NWG publications) end the book.

Overall, Ballad of the Longbow is a neat little game of dashing heroics. The combat system — while simple — shows just enough depth to remain interesting for the duration of a campaign, and the character Abilities help reinforce the genre in a satisfying way. At this stage the book has a bunch of typos, and it lacks a compelling starting setting/adventure. With a robust scenario generator and/or a reasonably detailed mini-setting and its bespoke villains that would facilitate quickly getting it to the table (much like how the character types accomplish the same from the players' side), it could be really good. As it stands, it's just good.

Tuesday, 27 July 2021

Forgotten Gems

This is gonna be a low-effort post: a discussion on Reddit reminded me of all the forgotten little games of the OSR. They aren't necessary revolutionary, but at the time of their release/annoucnement, they offered something cool and/or fresh, and it's weird that they are so rarely - if ever - mentioned nowadays.
  • Adventure Fantasy Game (a simple but robust d6-based D&D-variant by none other than Paolo Greco; most notable for the 5MORE and EXPERT systems)
  • Avatars & Annihilation (I don't think it's ever got released, but I always thought the bits and pieces found on the author's blog heralded something extraordinary)
  • Cascade Failure and Errant (beautiful full colour D&D variants for sci-fi and fantasy, respectively; you can still find Cascade Failure on DTRPG, although Errant I believe was succeeded by Novarium)
  • Champions of ZED (I believe it was plagued by a late Kickstarter; still, best to read the KS page for a good summary; available on DTRPG)
  • Chanbara (a complete Japanese-themed fantasy B/X variant; I'm especially fond of the social interaction rules; available on DTRPG)
  • Epées & Sorcellerie (a French D&D-variant; first edition available in English for free; it's nothing extraordinary, aside from using d6s only, but it's still good craftsmanship)
  • Faerie Tales & Folklore (a re-imagination of D&D based on myths and Chainmail; a preliminary version is freely available along with lots of notes from the author; the finished product would be Kickstarted and incorporate my extensive editorial notes; alas, I haven't heard from Morgan in a long time)
  • Five Ancient Kingdoms (already reviewed it here)
  • Humanspace Empires (an EPT-based sci-fi game; sadly incomplete; lots of stuff on the author's blog, though)
  • Mazes & Minotaurs (although there's lately been some chatter regarding M&M, it's still relatively rarely discussed, even though it's obviously the best and most hilarious old-school game that isn't a clone of D&D; and it's completely free)
  • Platemail (a re-imagination of D&D based on Chainmail)
  • Renegade and Corruption (probably the most complete S&W-variants; available on DTRPG)
  • The Big Brown Book (another d6-based re-imagination of OD&D)

Wednesday, 16 June 2021

Review: Wandering Heroes of Ogre Gate

"Welcome to Wandering Heroes of Ogre Gate, a game of gravity defying Martial Heroes. Characters start as lowly members of the martial world and roam the land perfecting their Kung Fu. Some uphold justice in the lawless shadow of a corrupt empire, while others seek only to further their own glory. Whatever path they take, to improve their martial arts they must learn from and defeat more powerful masters. Only then will their Kung Fu grow profound." - Wandering Heroes of Ogre Gate, p23

Wandering Heroes of Ogre Gate is a wuxia game (although heavily featuring xianxia elements as well) set in a fictional world (Qi Xien) inspired by ancient Chinese history, mythology, and literature. The system it uses (called the Network System) is fairly simple, and most of the crunchy bits come from the dozens of techniques and rituals characters can master. It also falls more on the trad/simulationist end of the spectrum (no metacurrencies or shared authorship) and promotes an open-ended approach (with the characters acting as wandering free agents collecting rare manuals and learning secret techniques, for example).

Tuesday, 8 June 2021

Review: Warlock!

Disclaimer: Note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you or the publisher).

Warlock! is a rules-light traditional fantasy game, conceptually sitting firmly within the British old-school tradition (the revival of which is sometimes charmingly called the B-OSR). The terms Stamina and Luck and the way combat works conjure images of the Fighting Fantasy gamebooks, but the sort of freeform career system with Agitators, Footpads, and Rat Catchers make it look like a WFRP-light game played with a d20.