Showing posts with label Vikings and Valkyries. Show all posts
Showing posts with label Vikings and Valkyries. Show all posts

Sunday, 9 February 2020

Mini-Review: Mazes & Minotaurs

This one is, I believe, the last mini-review I originally wrote for EN World but never got around to publish, slightly edited.

Disclaimer: The article includes affiliate links.

Back in 2002, Pault Elliot wrote an article about how different D&D (and the whole TTRPG scene) could have been if its inspirations were different; say, Jason and the Argonauts and the Odyssey instead of Conan and the Lord of the Rings. Olivier Legrand became fascinated with the concept and soon began working on such a game that could have existed back in the 70s, first on his own, and then collaborating with Paul himself. Eventually, the fruit of their collaboration was the design of Mazes & Minotaurs.

Mazes & Minotaurs was not just a design experiment, however. It was minimalistic, amateurish, and even parodistic, but it was a game to be played, nonetheless. Soon the original version received numerous supplements, and then a major revision, bringing us the advanced versioní of the game, which is now available on DriveThruRPG.

A shtick of M&M is that every product is written as if it were a re-release of something from the 70s or 80s, and a whole fake history of role-playing games is constantly referenced (like MAZECON and the Griffin magazine), which makes it a hilarious read on its own. As noted above, however, M&M is not merely a parody; it is a fully functional game with a simple but powerful core.

M&M has a slightly tweaked list of Attributes (Might, Skill, Wits, Luck, Will, Grace), whose modifiers are used extensively to calculate various secondary statistics (such as melee and missile attack bonuses, and saving rolls like Danger Sense and Mystic Fortitude). There is no standard resolution mechanic per se, even though every test is made using the familiar mechanic of "d20 + modifiers vs. target number". There is no skill system either (just like in the early editions of D&D), but there are various Background Talents detailed in the Companion.

The Players Manual describes twelve classes (such as Centaur, Lyrist, Spearman, and Thief). They differ in their starting Hits (the equivalent of hit points), primary attributes, and special abilities (everyone gets two or three of these, except for casters who only have their spells). Combat is very straightforward, but the supplements detail a fair amount of special maneuvers. Magic uses spell points (called Power Points), and every caster class has access to six unique spells.

The Maze Masters Guide provides information regarding the setting (called Mythika), whose bare-bones descriptions are further detailed in a series of articles (cf. Atlas of Mythika). It also has a handful of random generators (adventure plots, city states, temples, mysterious islands), and an easy-to-use monster creation system (the actual monsters are presented in the Creature Compendium; circa 200 opponents of various types and power levels).

Mazes & Minotaurs is an amazing work of love. It retains the simplicity and familiarity of old-school D&D, while improving upon it at the same time. There are a lot of supplements covering a wild range of topics (new monsters, mythic items, classes, and adventures), yet the game remains simple and elegant. And the best part is that the entire product line is completely free.

Thursday, 25 September 2014

AS&SH - Session 11

Session 11 (September 20, 2014)

(Back to Session 1)

In which the party seeks a great healer but find only his hand on an island in another world, conduct the perfect heist, and blow up because of a cursed scroll.

The party members present were the following:
  • Esja (Ranger 2)
  • Freydís (Priest 3)
  • Gylfi Flogasson (Legerdemainist 1)
  • Harald Greentooth (Fighter 3)
  • Ingegeirr Lynetsinner (Anti-Paladin 1)
  • Jormund (Magician 3)
Referee's note: The player of Gottfried decided that, since there were already enough combat-oriented characters in the party, he would try one of the more interesting classes: he chose the Legerdemainist, a thief with ample magical skills to be really different. Obviously, he went for illusionist magic, as well. Also, a new player joined the party (actually, a first time table-top role-player), who really liked the idea of an evil paladin. Although the rulebook doesn't include that option, for now, we went ahead with simply reversing every ability of the paladin (e.g. his touch caused damage and disease instead of curing it; he would control undead instead of turning them; he would use necromancer spells, etc.)

Friday, 29 August 2014

Vikings & Valkyries - Session Ten

Session 10 (August 23, 2014)

(Back to Session 1)

Lately, I have become quite enamoured of AS&SH (see my review); I discussed it with the party and we decided to convert our campaign to AS&SH. Thus, this post both reports about the events of our last session and thoughts about the conversion and whether we appreciate the changes the new system brings to the campaign.

For continuity's sake, further reports of this campaign will still  be tagged Vikings & Valkyries, although I will, of course, add the ASSH tag, as well.

Thursday, 21 August 2014

Vikings & Valkyries - Session Nine

Session 9 (July 26, 2014)

(Back to Session 1)

In which our intrepid heroes gathered information about the mysterious sorcerer who attacked their village, travelled north to personally investigate a possibly related matter, and saved a damsel in distress.

The party included the following characters:
  • Esja Waldensdottir (Hunter 2)
  • Freydís (Priestess of Freya 2)
  • Gottfried Flogasson (Prince 3)
  • Harald Greentooth (Viking 3)
  • Jormund (Sorcerer 3)

Thursday, 31 July 2014

Vikings & Valkyries - Session Eight

Session 8 (March 22, 2014)

(Back to Session 1)

In which our troublemakers found the location of the legendary Sommarsverd, fought undead warriors, had a wedding, and win a spectacular battle against the forces of an unknown wizard. The player of Esya (the Huntress) was still abroad, so the party roster was the following:
  • Harald Greentooth (Viking 2), javelin-thrower and spear-wielder with an unlikely high Defense Class
  • Jormund (Sorcerer 2), cunning sorcerer
  • Möjmöj (Half-Giant 1), amazingly and gamebreakingly powerful warrior
  • Gottfried Flogasson (Prince 2), tank of the party and fiancé of Ingrid Olafsdottir
  • Freydís (Priestess of Freya 1), plotting archer-priestess

Wednesday, 26 February 2014

Vikings & Valkyries - Session Seven

Session 7 (February 22, 2014)

(Back to Session 1)

In which the party learnt of a legendary sword, fought some monsters, and negotiated with dwarves. The player of Esya (the Huntress) was abroad, so her place was taken by another player; the party thus consisted of the following characters:
  • Harald Greentooth (Viking 2), javelin-thrower and spear-wielder with an unlikely high Defense Class
  • Jormund (Sorcerer 2), cunning sorcerer; so far he has kept his powers hidden from his companions
  • Gottfried Flogasson (Prince 2), noble tank of the party; fiancé of Ingrid Olafsdottir
  • Freydís (Priestess of Freya 1), archer-priestess; eager to learn Jormund's secret identity
  • Möjmöj (Half-Giant 1), powerful warrior capable of turning any likely TPK to TMK (Total Monster Kill); at least so far

Vikings & Valkyries - Session Six

Session 6 (January, 2014)

(Back to Session 1)

This year's first face-to-face gaming session, during which we tested the mass combat rules found in the M&M Companion (slightly changed to reflect minute differences between M&M and V&V), some general raiding rules (mostly inspired by Aegir's Fire), and my crudely programmed village-generator; lastly, the party returned to Jarl Olaf Gunnbjörn's court and became involved in the local politics.

The party consisted of the following characters:
  • Harald Greentooth (Viking 2), veteran javelin-thrower and spear-wielder
  • Jormund (Sorcerer 2), cunning sorcerer
  • Gottfried Flogasson (Prince 2), designated tank of the party, also of noble heritage
  • Esya Valdensdottir (Huntress 1), a hunter living in the forest
  • Freydís (Priestess of Freya 1), a priestess coming from a secluded community of Freya-worshippers

Wednesday, 4 December 2013

Vikings & Valkyries - Session Five

Session 5 (October 26, 2013)

(Back to Session 1)

I am very much late with this play report, so let me just get through it quickly.

The current party of adventurers:
  • Harald Greentooth (Viking 2), veteran javelin-thrower and spear-wielder
  • Jormund (Sorcerer 2), cunning sorcerer
  • Gottfried Flogasson (Prince 1), designated tank of the party, also of noble heritage
  • Esya Valdensdottir (Huntress 1), a hunter living in the forest
  • Freydís (Priestess of Freya 1), a priestess coming from a secluded community of Frey-worshippers

Friday, 1 November 2013

Vikings & Valkyries: XP and Advancement

The following house rule suggestion was made with Vikings & Valkyries in mind (which means it also works as written with Mazes & Minotaurs), though I believe it would work with other iterations of The Classic Fantasy Game.

The default rules for advancement in Vikings & Valkyries (a little bit simplified) are as follows: Warriors, Magicians, and Specialists earn Glory, Wisdom, and Experience, respectively, through different actions (Glory by fighting monsters and doing heroic deeds, Wisdom by fighting magical beasts and experiencing the supernatural, Experience by using skills). This means the incentives are different for each character (and also quite similar to what Roger describes as "XP for means"), which I would like to avoid as much as possible. Furthermore, I would like my reward system to be more directly related to deeds of legend, even if that means less generic and more campaign specific rules.

Tuesday, 1 October 2013

Fate and Doom

In the sixth issue of the Minotaur, Igor A. Rivendell introduced the Fate/Doom mechanics to Mazes & Minotaurs (for which boxes later appeared on the Vikings & Valkyries character sheet designed by Rubén Navarro, rising to a sort of "semi-official" status - at least, that is how I see it). Below I first describe the original mechanics, point out some aspects it covers and others it does not, and finally introduce my own, not yet playtested, version of the rule. It was designed with Vikings & Valkyries in mind, but with minimal tweaking it should be applicable to most D&D-esque systems.

(I would like to thank my Vikings & Valkyries group for reading and commenting on this sub-system, Gábor Palkó and Kapitány, and especially ZeroDivide for his keen insights. Thank you guys!)

Thursday, 20 June 2013

Vikings & Valkyries, Session 4

Session 4 (June 8, 2013)

(Back to Session 1)

The report of our latest Vikings & Valkyries game of ours, in which the party fights Sea Devils again, gain some help from villagers, and - by a hilarious(ly clever) trick - conquer a whole village, the home of the bastard Gregorssons.

Thursday, 6 June 2013

Weather and Fortune

Since our last Vikings & Valkyries game, I have been thinking about the random weather table, the given sailing speeds, and the sailing rules in general (Mazes & Minotaurs Player's Manual, pp42-43). I have read several takes on randomly determining weather (Talysman, LS, and Brendan) and decided to use the 2d6 reaction table for that, because (1) it eliminates the use of d10s (except for the morale rules - but I will get to that) and (2) I can easily roll 3d6 together, two for the weather, one for random encounters. Anyway, the revised table is below:

2d6
Weather
Speed
2
Calm
20 miles
3-5
Pleasant Breeze
40 miles
6-8
Average
60 miles
9-11
Strong Gale
80 miles
12
Storm
2d6 x 10 miles

Last session I also had to improvise a way of determining a ship's Fortune modifier and ultimately settled on the following formula: 1d4 minus 1d4 (thus 62.5% of ships have a non-negative Fortune modifier). The only drawback of this that I can see is that it introduces the use of d4s, whereas it is my intention to use d6s and d20s wherever possible.

An alternate approach that popped into my mind was to use 3d6 and the traditional B/X modifiers to determine a ship's Fortune; I dislike it for two reasons: (1) the arrangement of modifiers in V&V resembles 3E not B/X and (2) non-zero modifiers would be much less common which, concerning the frequency of acquiring a boat, would make Fortune much less relevant.

I am not pleased with the official rules regarding Storms and Drowning whatsoever; in time, I will surely propose my own variant rules for those situations.

Friday, 31 May 2013

Vikings & Valkyries, Session 3

Session 3 (May 18, 2013)

(Back to Session 1)

Our third session was quite a short one: we began playing later and finished playing earlier than usual, plus there were five players instead of three. Nevertheless, the session was fun, they managed to set sail and get the hell out of Jarl Olaf's court. Below, I present the most important occurrences only.

Wednesday, 29 May 2013

Vikings & Valkyries, Session 2

Session 2 (April 20, 2013)

(Back to Session 1)

I am quite late with this session report; I am remembering less and less details about this fine session, hence the brief report (the actual game was about eight hours long, including having a pizza, non-game-related talks, and such).

(For some information on the NPCs, check the previous session report.)


Wednesday, 10 April 2013

Vikings & Valkyries, Session 1

Session 1 (March 30, 2013)

I have previously played Mazes & Minotaurs with a couple of Hungarian gamers (Narmor, Marvin, and Premier as Maze Master) and I also launched a Vikings & Valkyries PbP game; unfortunately, both were pretty short (the former spanning over two or three sessions, the latter only a single scene). Nevertheless, my enthusiasm for M&M and V&V reached its peaks over and over again, this time resulting in a longish gaming session.

With this play report I actually try another method for presenting the game sessions. Instead of writing in summarised points I write in full sentences, occasionally pausing to make a comment on my own refereeing, realising mistakes in hindsight, describing why I thought something would work, etc. You are encouraged to tell me in your comments whether this approach to actual play reports is more enjoyable/useful/better or not.