Friday, December 25, 2009

Geek gifts YOU should have!

The holiday fairy was kind this year, I got some truly awesome Geek Gifts. I'll tell you why they're cool and show you where to find them.


Why It Rocks: A badass little boardgame/rpg hybrid about the zompocalypse. Each player narrates a little scene until a conflict between characters comes up. Then dice are rolled, losing character moves down the board (toward the zombies) and winning character moves up (toward Escape). A tie moves the zombies closer to the characters. Lean, mean, and looks like a load of fun!

How Much: $20. There's not much in the way of pieces, but it's pretty enough. Parts + Concept is definitely worth 20 bucks.



Why It Rocks: Someone thought the award-winning FATE rules for Spirit of the Century were far more tedious than necessary. Someone felt a 'pulp' game needed to be faster and sleeker. Someone took the love and the time necessary to retool FATE into a game that truly rocked. This... is everything I wanted Spirit of the Century to be. This... is the essence of FATE.

How Much: $20. Very, very worth it. Spirit of the Century is a great game and well worth $30. Awesome Adventures is a much better game (my opinion) and definitely worth $20.



Why It Rocks: A nice, clear mini-tackle box sort of thing containing...
35 d20s - more than enough for D&D!
30 d10s - more than enough for World of Darkness or even Exalted!
10 each of d12s, d8s, d6s, and d4s - 10 each is the number I'd have picked myself, more than enough!

How Much: $12, that's the best part! As a gamer, of course I've got enough dice. But now for $12 I've got a spare box I can pull out if someone forgets theirs or if I'm running for newbies that don't have their own sets yet. This thing would sell in a game store for like $40, but for $12 a starting gamer could get all the dice they'll ever need! Well, mostly. But you know what I mean! :-P


Alright, I've shown you mine. What did you get this year that I'm totally going to be jealous about? Send us a link and tell us why it rocks!

Friday, October 2, 2009

Rules of War: HELLAS (and D20) Edition!

A buddy of mine, one of the writers of HELLAS, asked about the rules I created for rpg mass combat. He wanted to give them a look, since some of my players were raving about them. After glancing at them, he said "This looks good. Is there a way you can convert it and make it more applicable for HELLAS?"

I naturally said "Sure!" and then immediately thought "Wait... How fuck do I do this?" It took a little crunching, but I managed to convert the die pool system I had originally used to a simple version of the Omni System that uses only a D20. I managed to keep all the flavor of the original rules and even incorporated a little of the panache that makes HELLAS so fun.

As a bonus, there's absolutely no reason the HELLAS version of The Rules of War won't drop smoothly into any other D20 based game out there! Enjoy...

The Rules of War - HELLAS Edition

Warfare Mechanics Inspired by Sun Tzu

When 550 soldiers attack 1000 farmers, most game systems break down. These rules handle large battles quickly, with just enough strategy and drama to maximize the fun, while the PCs get a chance to influence the battle around them!

Size

The larger army always starts at Size 10. Divide the number of troops in the larger force by 10 to determine the worth of each point of Size and then give the smaller force a proportionate Size (round up). This represents quantity alone, quality is factored later. Size, for both armies, may be doubled for longer (i.e. more dramatic) battles.

Example: If 1000 farmers are Size 10, then 550 soldiers are Size 6.

Strength

There are six fundamental factors to determining the outcome of a battle. Superiority in all six of these factors all but guarantees victory. Therefore, advantage in any factor grants an army 1 Strength. Determine which army possesses the advantage in a coming battle by answering the following questions:

  1. Psyche – Which army possesses the highest morale?
  2. Heaven – Which army benefits most from the weather, time of day, etc?
  3. Earth – Which army gains more advantage from the terrain?
  4. Leadership – Which of the two generals is the better leader?
  5. Discipline – Which army is more skilled, trained, and supported?
  6. Spear – Which army uses the best weapons and technology?

No significant edge, grants no bonus for that category. Clear advantage grants 1 Strength.

Example: The soldiers have high morale, good leadership, great discipline, and good weapons, giving them 4 Strength. The farmers gain advantage only from their home terrain, leaving them with only 1 Strength. The sky, cloudless and clear, grants no advantage and no bonus to either side.

Battle

To do battle, each side will implement a simple strategy to apply its Strength most effectively against the enemy’s Size. Each round of battle consists of the following phases:

1. Strategy – Armies choose how much Strength to apply to defense and how much to offense

2. Chaos – A D20 is rolled for each army, with the Degree of Difficulty determined by the following:

a. Strength applied to offense adds a +2 bonus to the rolling army’s DOD

b. Strength applied to defense adds a -2 penalty to the opposing army’s DOD

3. Reckoning – Compare the final roll, after modifiers, to the Omni Table as usual:

0 or Less Critical Failure Lower the rolling army’s Size by 1

1–5 Failure No damage is inflicted to the opposing army

6–10 Partial Success Lower the opposing army’s Size by 1

11–19 Success Lower the opposing army’s Size by 2

20 or More Critical Success Lower the opposing army’s Size by 3

Example: The soldiers apply all their Strength to defense ( -8 to the farmers’ DOD) and the farmers apply theirs to offense (+2 to their own DOD). A D20 is rolled for each army, the soldiers have a 15 and the farmers have a 16. After factoring in Strength, the soldiers remain at 15, but the farmers are dropped to 10 (16 rolled, +2, -8). The soldiers lose only 1 Size while the farmers lose 2. The farmers fought surprisingly well that round (rolling a 16), but still lost many men.

Spotlight Missions

After each round of battle, PCs can volunteer for spotlight missions in an attempt to affect the factors contributing to the opponent’s Strength or their own. Many PCs can volunteer for the same mission, thus fighting together and increasing the chance of success, or separate to take on several missions. Missions can be anything the PCs dream up, scouting, assassination, demolition, etc. It’s up to the GM to determine the difficulty and opposition for each mission, but they are under no obligation to make a tough assassination attempt easier should only a single PC undertake it.

Note: Only PCs not directly contributing to Strength can undertake spotlight missions. A PC acting as the general of his army, thus contributing Strength through Leadership, cannot step down for a secret scouting mission without forfeiting his contribution to Leadership as well.

Missions are resolved using the normal rules for HELLAS. A spotlight mission can be detailed and drawn out to add drama or shortened and summarized to speed the action. Ultimately, each spotlight mission should produce an opposed action to gain, or maintain, the advantage. After the roll, the Strength point for that factor goes to the winner.

Example: Two farmers attempt to break the soldiers’ morale by undertaking a spotlight mission. They decide to defeat a group of 10 soldiers in a spectacularly bloody fashion, loudly proclaim themselves to be “The Chosen Warriors of the Right Hand of Areson”, thus sowing fear and uncertainty among the opposing ranks. Should they succeed in defeating those 10 soldiers, they’ll need a Deception roll vs. the soldiers’ or their general’s Deduce Motive as he attempts to rein in his men. The Degree of Difficulty for that Deception roll can, and should, be modified if they defeat more or less than 10 soldiers.

Players should be encouraged to get very creative with ideas for spotlight missions, but GMs should step in with any ideas or alterations of their own. If a PC wants to call forth Hephaeston to melt enemy swords, the GM should help out by declaring the number of swords necessary to make a difference.

Additionally, PCs may opt to protect the Strength of their own army rather than weaken their opposition. An army that already possesses superior Leadership has no need to undermine their enemies. Instead the PCs could simply guard their own leaders to make sure no terrible fate comes to them. This is, of course, an opportunity for the GM to send assassins their way. Treat it just like a spotlight mission being undertaken by the opposing forces!

Casualties

An army is defeated when its Size is reduced to zero. Whether this defeat is due to destruction, rout, or retreat simply depends on the narration up to that point. After the battle, each army attempts to recover its losses by healing the wounded or tracking the fleeing. This is done by rolling a D20 for each army, applying a Degree of Difficulty of -5 (loser) or a +5 (winner), and checking the result against the Omni Table:

0 or Less Critical Failure Army loses an additional Size from disease, injuries, etc

1–5 Failure Army recovers none of the Size lost

6–10 Partial Success Army recovers only 1 point of Size lost

11–19 Success Army recovers half (rounded down) of all Size lost

20 or More Critical Success Army recovers all Size lost

The GM is encouraged to modify the DOD on the casualty roll during unusual battles. The Atlantean habit of devouring dead opponents would make recovery for difficult for the opposing armies. Alternatively, Priestesses of Hestia will have an unusual knack for recovering their own fallen warriors.

Monday, September 14, 2009

The Rules of War

The Rules of War

Warfare Mechanics Inspired by Sun Tzu

Written by Jarvis Mishler

When 600 soldiers attack 1000 farmers, most rpgs break down. These rules handle large battles quickly, with just enough flavor and drama to maximize the fun, while the PCs get a chance to influence the battle around them!

Size

Give the larger army 10 tokens. Divide the number of troops in the army by 10 to determine the worth of each token. Give the smaller force a proportionate number of tokens (round up). This represents quantity alone, quality is factored in next. Size, for both armies, may be doubled, tripled, etc. for more ‘dramatic’ battles.

Example: if 1000 farmers have 10 tokens, then 600 soldiers have 6.

Strength

There are six fundamental factors to determining the outcome of a battle. Superiority in all six of these factors all but guarantees victory. Therefore, advantage in any factor grants an army 1 Strength. Determine which army possesses the advantage in a coming battle by answering the following questions:

  1. The Way – Which army possesses the highest morale?
  2. Heaven – Which army benefits most from the weather, time of day, etc?
  3. Earth – Which army gains more advantage from the terrain?
  4. Leadership – Which of the two generals is the better leader?
  5. Discipline – Which army is more skilled, trained, and supported?
  6. Steel – Which army uses the best weapons and technology?

No significant edge, grants no bonus for that category. Clear advantage grants 1 Strength.

Example: Soldiers have high morale, good leadership, great discipline, and good weapons, giving them 4 Strength. Farmers gain advantage only from their home terrain, leaving them with 1 Strength. The sky, cloudless and clear, grants no advantage and no bonus to either side.

Battle

To do battle, each side will implement a simple strategy to apply its Strength most effectively against the enemy’s Size. Each round of battle consists of the following phases:

  1. Strategy – Armies choose how much Strength to apply to defense and how much to offense
  2. Chaos – Armies roll 6 dice and count successes
  3. Strength applied to offense adds automatic successes
  4. Strength applied to defense subtracts successes from the opponent
  5. Reckoning – Each remaining success lowers the opponent’s Size by 1 token

Example: Soldiers apply all their Strength to defense and farmers apply theirs to offense. Both armies roll 6 dice, soldiers roll 2 successes and farmers roll 4. After factoring in Strength, soldiers end with 2 successes and farmers end with 1 (4 rolled, plus 1 automatic, minus 4). Soldiers lose only 1 Size while farmers lose 2. The soldiers’ victory proved costly.

Spotlight Missions

After each round of battle, PCs can volunteer for spotlight missions in an attempt to affect the factors contributing to the opponent’s Strength or their own. Many PCs can volunteer for the same mission, thus fighting together and increasing the chance of success, or separate to take on several missions. Missions can be anything the PCs dream up, scouting, assassination, demolition, etc. It’s up to the GM to determine the difficulty and opposition for each mission, but they are under no obligation to make a tough assassination attempt easier should only a single PC undertake it.

Note: Only PCs not directly contributing to Strength can undertake spotlight missions. A PC acting as the general of his army, thus contributing Strength through Leadership, cannot step down for a secret scouting mission without forfeiting his contribution to Leadership as well.

Missions are resolved using the normal rules for the rpg you’re playing. A spotlight mission can be detailed and drawn out to add drama or shortened and summarized to speed the action. Ultimately, each spotlight mission should produce an opposed die roll to gain, or maintain, the advantage. After the roll, the Strength point for that factor goes to the winner.

Example: Two farmers attempt to break the soldiers’ morale by taking a mission. They decide to defeat a group of 10 soldiers in a spectacularly flamboyant fashion, loudly proclaim themselves to be “Dragon’s Chosen Warriors of His Holy Wrath”, and so fear and uncertainty among the soldiers. Should they succeed in defeating those 10 soldiers, they’ll probably need a bluff roll vs. the soldiers’ will or their general’s leadership as he attempts to rein in his men. Their bluff roll may be easier or harder should they defeat more or less soldiers.

Players should be encouraged to get very creative with ideas for spotlight missions, but GMs should step in with any ideas or alterations of their own. If a PC wizard wants to use a “Heat Metal” spell to melt enemy swords, the GM should help out by declaring the number of swords necessary to make a difference.

Casualties

An army is defeated when all of its Size tokens are lost. Whether this defeat is due to destruction, rout, or retreat simply depends on the narration up to that point. After the battle, each army attempts to recover its losses by rolling 1 (loser) or 2 (winner) dice for each Size token lost. One Size token is recovered for each success on this roll as warriors are healed, pulled to safety, etc.

Dice Pools

Missions always use the normal rules employed by the rpg you’re playing, but a simple dice pool is used during the ‘chaos’ phase of combat and recovering casualties. If the rpg you’re playing doesn’t already use dice pools and successes, just grab some six-sided dice. Any die that rolls 4+ is considered a success. A high target number (5+) places more value on Strength (automatic successes) where a low target number (3+) introduces more randomness during the battle. These rules were written with a 30% chance of success in mind (8-10 on a D10), but you are encouraged to adjust this as you wish!

Thursday, September 10, 2009

Mass Combat Plug-In based on Art of War: Intriguing or Useless?

I'm currently re-reading The Art of War. I'm also finishing a long campaign that's led up to epic thousand man battles. There are currently two things going through my mind:

1. Mass Combat systems in RPGs are atrocious at worst, groan worthy at best. Yet, 'epic heroes' will inevitably find themselves there time and again. As fun as it is in the movies, it's absolute shite in an RPG. Even DitV's awesome rules for Groups break down when you have a group of 50. (break down as in tedium, not 'realism')
2. The Art of War is simple, classic, deep, and heavy with the ring of truth.

My idea (inspired by Daniel's Fighting Fighters) is to design a plug-n-play set of Mass Combat rules that can drop into almost any game, using the classic Art of War as a starting point.

The Art of War 1:4The art of war, then, is governed by five constant factors, to be taken into account in one's deliberations, when seeking to determine [advantage] . . . These are: (1) The Moral Law; (2) Heaven; (3) Earth; (4) The Commander; (5) Method and discipline.

To me, this just screams for the initial skill rolls to martial your troops and the recon missions necessary to gauge the enemy's strength. The better your scouts or generals roll on their 'Knowledge Nature' checks to evaluate the terrain, the larger the bonus provided to your army for the upcoming battle. Etc, etc, etc.

So what do you all think? Is this a curious idea that you'd love to hear more on or is this a complete waste of time and something you'd never use?

Sunday, September 6, 2009

Done and Done

Dead Running is finished and uploaded! Time to go catch a couple hours of sleep before my Sunday game. ;)


Character Sheet!

All done with the text of my game, now I just need the character sheet!

GM Duties

In a game of Dead Running, the GM has several duties to keep the story flowing.

Interesting Opposition - The GM should always use interesting obstacles and opponents. A retinal scanner is more interesting than another locked door and a blackmailed father is more interesting than another thug. Also, it's the duty of GM to create interesting alternatives for tests. When a player tests to steal a car, "you fail" is much less interesting than "the car's owner sees you and comes running, with a knife."

Encourage Suspicion - When the players narrate, the GM should offer ideas to make characters more suspicious. When the GM narrates, all manner of NPCs, opponents, and even obstacles can be used to breed suspicion among the characters. Maybe the police only hassle half the team, maybe thugs kidnap a character and suddenly return him without injury, maybe an opponent keeps giving signals to one of the characters, etc. Little things like these can go a long way to set the mood of the game.

Spend Harm - The player lost a test. The GM was about to narrate an awesome defeat, but the player took a re-roll. Now it's the GM's duty to use the harm generated to make things tougher for the rest of the group! Spend that harm. Spend it!

Bring it Together - The toughest duty the GM will face is tying the whole tangle of plot together. If one player narrates rabid dogs tracking the courier team and another narrates secret microchips, it falls to the GM to tie these threads together with implanted tracking dogs or the like. Some threads can't be tied together, and that's fine, but it's the duty of the GM to create the most entertaining and sensible story possible.

Settle Disputes - This is when the GM steps in to mediate. When one player claims he stole narration before she did, the GM is the final word. If two players both want to start the next scene, the GM chooses one. Should pirates begin fighting ninjas during the game, the GM settles the debate.