Hulks and Horrors, written by John S. Berry and released by his very own Bedroom Wall Press, is a neo-retro game, designed specifically to be a game of "dungeon crawling in space". Its mechanics are partly derived from B/X D&D and, as a result, compatible with most D&D-esque games to a great extent. It provides an exploration-based game structure focussing on crawling through abandoned hulks, space stations, and ruins found in uncharted sectors.
A place to post my ramblings on gaming, house rules, setting and adventure ideas, etc.
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Monday, 20 January 2014
Saturday, 18 January 2014
Alternate Clerics
When it comes to house rules that signal a particular flavour and reinforce atmosphere and genre conventions true of a setting, Clerics and the workings of divine magic are one of the most often reworked parts of D&D. In most first and second generation OSR rules sets, Clerics work almost exactly like Magic-Users, except they do not need spell books and their spells come from a higher power, which also implies the existence of gods (or at least creatures with godlike capabilities) who are willing to grant power to their followers.
In this post I talk about some alternative ways of handling Clerics and their magic. In no way it is intended to be a detailed analysis or comprehensive list of options; nevertheless, I appreciate links and others ideas posted in the comments, for this post is not about inventing something new but appreciating the richness of house rules people have shared.
In this post I talk about some alternative ways of handling Clerics and their magic. In no way it is intended to be a detailed analysis or comprehensive list of options; nevertheless, I appreciate links and others ideas posted in the comments, for this post is not about inventing something new but appreciating the richness of house rules people have shared.