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.

Monday, 9 December 2019

Kazamaták és Kompániák - Advanced Classes

The second edition of the Hungarian retro-clone, Kamazaták és Kompániák is imminent, and even though it won't be available in English, I've decided to make certain key elements of it available for an international audience - partially because if I ever decide to run something B/X-like in English, I'll most certainly pick KéK over OSE (after years of extensive playtesting and fine-tuning, I just prefer it to B/X).

Below you will find the six "advanced" classes for the Hungarian retro-clone, Kamazaták és Kompániák (abbreviated, for it is but a reference work) - next time we look at the spell lists for magic-using classes (and as before, the devil's in the details).

Tuesday, 3 December 2019

Kazamaták és Kompániák - Basic Classes

The second edition of the Hungarian retro-clone, Kamazaták és Kompániák (Dungeons & Companies) is imminent, and even though it won't be published in English (as there are already enough B/X-like games), I've decided to make certain key elements of it available for an international audience - partially because if I ever decide to run something B/X-like in English, I'll most certainly pick KéK over OSE (after years of extensive playtesting and fine-tuning, I just prefer it to B/X).

Below you will find the seven basic classes (abbreviated, for it is but a reference work) - next time we look at the "advanced" classes (described as "classes for wilderness and city campaigns" in KéK), and finally, spell lists for both "basic" and "advanced" classes (and as before, the devil's in the details).

A few notes:

  • Level limit is 6 by default (for player characters at least).
  • Attack rolls are 1d20 + attacker's to-hit bonuses + defenders's AC vs. 20.
  • Morale and hireling rules are roughly as in B/X (see either Echoes from Fomalhaut #01 or Castle Xyntillan for details).
  • On D6 rolls (such as class abilities or random encounter rolls) it is assumed that high rolls favour the party, while low rolls hinder them.
  • XP is awareded for defeating enemies (based on HD and special abilities), recovering teasure (1 XP per 1 gp), and carousing (1 XP per 1 gp).
  • Spellcasting requires memorisation.
  • The default mode of play is dungeon exploration, and hit points are rerolled at the beginning of each expedition.
  • Small weapons deal 1d4 damage, one-handed weapons 1d6, and two-handed weapons 1d8.
  • Helmets may be sacrificed to negate a mortal blow (a variant of shields shall be splintered).

Tuesday, 19 November 2019

Review: Kuf

Disclaimer: I was provided a review copy of the game free of charge.

Kuf is an occult investigative game with a system based on Knave. The player characters are aware that something is fundamentally wrong with "reality", and thus they are drawn into a frantic search for knowledge and power. In the postscript it is explained that the author intended to match seemingly opposite styles of gaming: modern day gnostic horror (like Kult) and old-school D&D (even if some would argue that Knave isn't exactly that, I guess it's close enough).

Wednesday, 9 October 2019

Thinking About Spells per Level for Clerics

While finalizing the text of the upcoming 2nd edition of the Hungarian retro-clone Kazamaták és Kompániák, we took a look at clerics. Here's a simple table that sums up XP requirements and spells/day by edition (note that it's an incomplete table; Rules Cyclopedia, although up until level 14 matches Mentzer, grows way beyond that, and so does AD&D). I'm specifically looking at 3rd, 4th, and 5th level spells to gauge power levels. For reference, among others, consider the following spells:

  • 3rd level: Continual Light, Cure Disease, Locate Object, Remove Curse
  • 4th level: Neutralize Poison, Protection from Evil 10' radius
  • 5th level: Commune, Quest, Raise Dead

When you consider that clerics gain access to all the spells on their list (except in AD&D, where 5th spell level and up are provided directly by the cleric's deity), and the fact that the spell list grows a little bit in each edition (for instance, Mentzer adds Cure Blindness as a 3rd level spell and Dispel Magic as a 4th level spell to the cleric's repertoire), you can see the power discrepancy between the editions.

As noted on the summary sheet, a Cook/Marsh cleric gets access to 4th and 5th level spells at level 6 (i.e. 25,000 XP), whereas a magic-user in the same edition only gains 3rd level spells at level 5 (i.e. 20,000 XP). By the time the magic-user gets their first 4th level spell at level 7 (i.e. 80,000 XP), the cleric has already got access to 5th level spells (from 50,000 XP, actually).

In Mentzer (and the Rules Cyclopedia), however, the clerics' power curve is steeper. They only get their hands on 4th level spells at level 8 (i.e. 100,000 XP) and 5th level spells at level 10 (i.e. 300,000 XP), which is comparable to magic-users in this edition (level 7 and 9, i.e. 80,000 XP and 300,000 XP, respectively). Furthermore, for an extra set of 6th level spells, clerics in Mentzer can cast fewer low level spells at the highest levels (although in the Rules Cyclopedia they make up for it as they advance beyond level 14).

AD&D is somewhere between the two B/X editions, with the caveat that clerics have access to 1st levels spells from level 1. They get their 3rd level spells the quickest (at level 3, i.e. 13,001 XP). They receive 4th level spells at level 7 (i.e. 55,001 XP), which is comparable to magic-users (level 7, i.e. 60,001 XP). In fact, magic-users get access to 5th level spells sooner than clerics (135,001 XP vs. 225,001 XP).

Even though the cleric's spell per level table in Cook/Marsh hurts my sense of symmetry, it allows the proliferation of save or die effects. If you think about it, if a party of six acquires a total of 300,000 gp during their adventures (and that's without XP for killing monsters!), their cleric gets access to raise dead - for the same to happen in Mentzer, those 300,000 gold pieces must have been acquired by the cleric alone.

Tuesday, 1 October 2019

Excellence from the Blogosphere (July-August)

Finally, here's the latest Excellence in the Blogosphere post, this time looking at posts from July and August (with a few outliers as usual).

Sunday, 25 August 2019

Kickstarter: Downtime and Vermillion

I'd like to direct your attention to two ongoing Kickstarter campaigns (and something else):

  1. On Downtime & Demesnes is Courtney Campbell's next book. It contains great advice and procedures for handling downtime activities, as well as multiple ways for PCs to spend their hard-earned cash (which, in most OSR games, is often thousands of gold pieces): arena fights, theft and assassination, orgies and philanthropy, sages, hirelings, mercenaries, spell research, magic item creation, purchasing land, building castles and strongholds, crossbreeding magical creatures and more, with separate releases for B/X and 5E. Disclaimer: I'm a paid copy-editor on the project.
  2. The City of Vermilion is a mega adventure cooked in the magical kitchen of The Merciless Merchants. It describes a sword & sorcery city ripe with adventure potential with multiple locations in, around, under, and above the streets of Vermilion. Disclaimer: I have received a review copy of a different module from the Merchants earlier this year.
  3. Back when their project was on Kickstarter, I was contacted by Knight Owl Games to help promote their Kickstarter for Worm Witch: The Life and Death of Belinda Blood - which I totally meant to talk about here, but then I completely forgot about it... Fortunately, they gathered the necessary funds to make this book a reality, so the least I can do is review it once it hits the virtual shelves of DriveThruRPG.

Thursday, 22 August 2019

Review: Vigilante City (Chargen Examples)

I did everything in the order the book explained: (1) rolled and assigned attributes, (2) determined hit points and saving throws, (3) rolled twice on the background table, (4) chose a class, (5) determined starting possessions, (6) wrote down combat stats (here I made a single deviation: by the book, attack bonuses are noted before equipment is finalised).

Thursday, 1 August 2019

M&M Session #1 - Isle of the Red Minotaur

"Lanike, the only daughter of King Neokles, has suddenly fallen into a deep magical slumber. Youguys, brave and foolhardy and expendable heroes, have been tasked with finding Xenon the Sage, currently imprisoned on the Isle of the Red Minotaur out of divine punishment. Captain Boros and his crew of thirteen are ordered to take you to the island, wait until your return, and sail towards wherever the magical cure is according to Xenon." - my verbatim introduction to the players

The party:
  • Kitipos son of Karipos, Noble 1
  • Orion, Spearman 1

Arriving at the rocky island, the party wagered 20sp each against a total of 100 of the crew that they would bring back the Red Minotaur's horns.

Following a trail inland they heard a melancholy tune. Orion decided to play harmony, and soon they met the source of the music: a childlike spirit of fortune and prosperity. He shared a lot of information about the island, and tasked the adventurers with retrieving his cornucopia from a pair of mischievous lemures.

The duo advanced forth, literally cutting their way in the forest, when suddenly vines of malicious intent grabbed Kitipos. The plant-creature was quickly dispatched, and the adventurers marched on.

They arrived at a log, inside from which they heard laughter. With their fierce looks and powerful words they pressed the lemures into handing over the cornucopia, which they then returned to the good spirit, who gave them a flask of oil that would protect them from the Red Minotaur. They feasted and rested, and in the morning they headed towards the Ursid village.

The bearmen were skeptical of the adventurers' plan to rid them of both the minotaur and the griffin, but nonetheless they gave them two goats, and the old Murbo concocted a sleeping drought.

The duo applied the sleeping potion to the goats' skin and headed towards the minotaur's cave. On their way they discovered a scorched grove of trees, one of them, beneath a thick layer of ash, appearing calcified.

They lured the minotaur's pet bicephalous dogs out, who quickly fell asleep as they ate from the poisoned goats. With but a thrust the adventurers executed the slumbering creatures.

Soon the minotaur became agitated as its dogs weren't responding. The adventurers barely had enough time to apply the oil to their bodies and dress themselves in armour - the minotaur came charging. Its fiery breath indeed proved ineffective against the ointed skin of Kitipos and Orion, and withing a minute they decapitated the Red Minotaur.

They took its Girdle of Strength and Bridle of Taming, skinned the dogs, and cut the minotaur's horns. When they returned, the Ursids rejoiced.

Then Kitipos put on a goat's skin to lure the hunting griffin close enough to Orion to put force on the bridle. The griffin did show up, Kitipos escaped its claws, but Orion only managed to jump on its back. With both adventurers hanging onto the creature, the griffin flew away, trying to run poor Kitipos into a cliff or treetop. Fortunately Orion was soon able to put on the bridle.

Once they both climbed on its back, they flew towards the tower where Xenon was kept prisoner. The landed on a balcony and entered. They saw broken mirrors and an emaciated man of unkempt hair and with empty eye sockets.

Xenon regaled his tale of tragic love: the dryad he fell in love with now dead because she chose a mortal, and himself imprisoned and unable to die or leave. Upon mentioning the calcified remains of the woman-shaped tree, Xenon realised there still might be a chance.

The adventurers were directed towards an island where the Temple of Doom is built on top of many springs where waters from the Underworld enter the mortal realms. In exchange for a flask of such water, Xenon would tell them about the cure to wake the sleeping Lanike.

And so, they set the fast Okeai's sail towards the Temple of Doom - with a bridled griffin on board, nonetheless!

Referee's note: A session of three hours, including character generation and a generous amount of joking around. I slightly tweaked the number of enemies (as I was originally expecting four players), but even starting characters are fairly strong anyways. Healing is very slow, however, so the lack of a magician (and thus access to curative or area-of-effect spells) might become a problem later.

Tuesday, 23 July 2019

Excellence from the Blogosphere (May-June)

Below you may find a list of greatness that the blogosphere (particularly of the OSR side) has produced lately (chiefly in May and June). It is nowhere near complete - I'm definitely going monthly with this, otherwise I won't be able to keep up.

Saturday, 29 June 2019

News from Khromarium #1

I'm terribly sorry for the lack of posts; first I was preoccupied with moving, and now I'm gearing up for our summer gaming getaway with my friends (and, having already finished the new Peru chapter, the start of Masks of Nyarlathotep proper). Nevertheless, I'm more than halfway through with compiling the next post in the "excellence from the blogosphere" series.

But to make sure there's something of value in this post as well, I present to you a list of news I shared with my players in my AS&SH game (inspired by Chris Kutalik's news posts over at Hill Cantons).

  • The rise of Phlianos the Cruel among the city-state's oligarchs is a grim portent, aver many sages. The sorcerer, formerly known as Phlianos the Glum, has miraculously recovered from a severe case of saturnine fever (an affliction associated with prolonged exposure to arcane metals), and has already made a number of drastic propositions, including the forbiddance of vermilion and carmine (except for the highest social stratum) and the reinstatement of the archaic punishment of skeletal calcification.
  • The Order of the Flaming Yak has declared Arkadios the Silver-Tongued, former advisor to Chancellor Moebius, persona non grata. The advisor was revealed to have played a crucial role in losing exclusive privileges regarding a handful of theurgic tomes penned by Saur the Spectral, kept in the private collection of the eccentric Vilkina Uttrem.
  • A delegation from Erikssgard recently arrived with intentions to clarify their position on unsanctioned raids orchestrated by the Sons of Green. They are reputedly staying in the Tower of Serenity, a private club dedicated to humble delights.
  • The Lapidaries' Guild has voiced their concern regarding the increased taxation of gem imports. They immediately formed an alliance with the Jewellers' Guild. Rumour has it that their leadership may even attempt a formal merger of the two guilds, much to the chagrin of the Jale Triarchy.
  • Only two weeks from now, Hrabnab's Tongue, a constellation associated with adroitness and savoir faire, will become visible to the naked eye for three consecutive nights. The festive events include gladiatorial combat between man and beast (thanks to the generosity of Euthymios and his collection of foreign creatures), archery contests, and midnight theatre (this year's programme features the celebrated plays The Sordid Hero, By Xathoqqua's Tentacle!, and The Mermaiden).

Thursday, 30 May 2019

Actual Play Musing: A recent semi-TPK

Last night I killed two player characters. Well, I technically didn't kill them: one of them was left behind, polymorphed into a frog, while the other accepted the anger of their wizardly patron.

It was a campaign that originally began as repeated explorations into the city's necropolis (I reskinned parts of Barrowmaze for it). We had four player characters, but two of them (an assassin and a barbarian) only showed up infrequently: the other two (a monk and a berserker) sat firmly in the driver's seat.

For the last two sessions we've been taking a break from the undead-infested necropolis and participated in some good old urban investigation. A slave escaped from an eccentric noble's palace and kidnapped his daughter. The players quickly realised that the daughter and the slave were lovers, and through some colourful interactions found them hiding in the Lunar Garden. Before confronting them, though, they returned a diamond ring to the noble (which the couple stole and sold to cover their expenses).

The initial "I'm giving you this quest" scene and this one surely have communicated that Phlianos wasn't a simple noble: he was hiding in a completely covered sedan chair carried by 8 bald servants with visible incision marks on their craniums. Also, the spokesperson conversed with the lord, not willing to show his visage, through a serpentine thread (like a thin plastic tube or something) that entered his brain through the ear. At any rate, they were paid for a job well done - apparently, the diamond ring was of greater importance than the daughter or the slave.

Still, the party learned that the noble-sorcerer would use the gem as a phylactery to achieve immortality: something they thought they should stop. So they learned of a rival sorceress, contacted her, and told her of the news. The sorcereress told them to steal it for her, and gave them an amulet ("When you have the gem, think of this place, and call my name out loud").

The players went back to the sorcerer with a terrible excuse to sniff around. A terrible reaction roll followed, and the players - instead of chancing an escape (which, for the matter, would totally have been possible) - went for an all-out assault. Sadly, the opposition won initiative, and the berserker failed his saving throw: he was instantly transformed into a frog. The monk threw a flask of oil, but it had little effect. In the next round, he decided to call out the sorcerer's name - so he was instantly teleported back to a safe place, leaving the polymorphed berserker behind (it was apparent that the player actually wanted to grab the frog immediately after activating the amulet; its power wasn't known, after all).

Since polymorph lasts indefinitely and the polymorphed creature assumes the behaviour and mannerisms of the new form, the berserker was assumed dead, unless a rescue mission would be attempted with haste. The sorceress was also greatly displeased. I informed the player that grovelling would surely convince her to spare his life, but he refused and accepted an off-screen death.

I don't think my portrayal of the sorcerer patron/villain was insufficient: the servants and especially the wire-tube were surely enough that it wasn't normal. Also, if a wizard is about to achieve immortality, one can assume it isn't some lucky novice but one with levels and items to back it up.

My players might have misinterpreted the poor reaction roll (result 2). The spokesperson was just yelling a solid get-the-fuck-out (had they complied, they would've let them leave the premises unharmed, although followed by watchful eyes), but of course they had to reach for the flasks of incendiary oil. I even gave the enemy a surprise check (I figured the spokesperson was furious enough to miss subtle movements), but they made it, and... the rest you already know.

The last bit I wanted to mention (truth be told, it was the first thing I wanted to, but I needed some context) is that after the monk's player accepted an off-screen punishment of his character, he offered an alternative ending: one in which the monk didn't use the amulet, and instead he was also polymorphed into a frog - and so the two frogs lived happily ever after in the sorcerer's garden of fountains.

Even though it totally could've happened (had the player not activated the amulet, the sorcerer would definitely have used his wand another time), the important thing is it didn't. Even though I am totally into negotiating fitting epilogues, I am firmly against changing events, even those of little consequence, that have already been established.

As I have already said it, we aren't crafting a story together: we are recognising a story as we look back at the events that unfolded.