Sunday, January 30, 2011

Cosmic Caprice

The last six months have been tumultuous for me. I relocated to New York, struggled to find work, and joined an excellent gaming group. Sadly, one needs more from life than fun and games, and as a result my wife and I eventually elected to return to our home state of Florida.

Before I left, I managed to cajole the esteemed Tavis Allison into running a playtest session of Goodman Games' Dungeon Crawl Classics RPG, which has been the subject of much blogosphere discussion of late. I had a blast rolling up and playing Mortigaunt the Necromancer (and his 0-level followers, Lucky Lorinc and Goodwife Cump). If you want to know more, you should check out Tavis' rundown of the session over at The Mule Abides.

I think people who are writing the game off as yet another retroclone are going to be very surprised with the final product. Mechanically, DCC was satisfyingly wild, and felt like a strange (and wonderful) amalgamation of classic Dungeons & Dragons and my beloved Warhammer Fantasy Roleplay. In feel, it's much more like pulp fantasy or sword & sorcery than "vanilla" D&D. Magic (which followers of this blog know is one the areas where I feel D&D could use some extra spice) is refreshingly dangerous and exciting, and many of the concepts around which DCC's magic system is built mirror my preferences strongly. I'm very much looking forward to putting the game through its paces when it goes into open beta testing later this year.

(I signed an NDA which I believe keeps me from blabbing overmuch about the mechanics of the game, but suffice it to say that I was quite impressed with what I saw. Of course, my fellow players and I perceived a few wrinkles here and there, but I think we brainstormed several potentially useful solutions to them... which is the point of playtesting, after all.)

It's too bad my grand NYC experiment didn't work out, but now that I've relocated, I have a lot to be excited about. I'm looking forward to concentrating on my return to grad school, and, of course, finding another group!

Friday, December 31, 2010

An Untimely Demise

Bad news: it looks as though Magnum Opus Press has lost the rights to the Dragon Warriors roleplaying game. This has evidently been known for some time, but since I didn't see it reported on any blogs I follow, I didn't learn about it until recently. The exact details are vague, depending on who you ask, but the end result is that James Wallis is no longer involved - a result I find disappointing.

The final releases for Magnum Opus' Dragon Warriors line are a revised printing of the core rulebook (incorporating the errata to which I contributed after it was first released) and the scenario compilation In From the Cold, which should be of interest to any fans of the early days of White Dwarf magazine.

Perhaps most frustratingly, this development means that the upcoming "player's book" for Dragon Warriors, which was intended to introduce several new character careers (including the much-needed Robin Hood-esque Hunter) is apparently going to be scrapped. This is a major disappointment, especially considering that by all accounts, the book was near completion. (Jon Hodgson even showed off the book's cover artwork - which I've used as the image for this post - several months ago.)

Whatever their reasons for revoking the license, the game's owners have expressed their desire to see Dragon Warriors continue, so there may be some hope yet for what is one of my favorite old-school fantasy games.

Friday, November 19, 2010

This Is Relevant To My Interests

I should probably pick this module up soon, considering... well, you know.

I must apologize for the lack of updates recently. I had been concentrating all of my energies toward finding either gainful employment or admission to grad school.

Okay, job-and-college-hunting and playing in an excellent New York Red Box D&D campaign, which has been so satisfying that I've felt less motivation to post here. Good for me, bad for the blog. I'll work on that.

The good news is that I recently got a job at a local university, so I should be able to do things like purchase RPG books in the relatively near future.

Tuesday, October 19, 2010

Fifteen Games

There's a thingy going around where bloggers list the fifteen games that have meant the most to them, all in fifteen minutes. In my case, "meant the most" means "played a lot, or had a big impact". Since the goal is do this quickly, there are probably tons of games that belong on a "top 15" list that I've overlooked.

Anyway, here are mine, in no particular order:

1. Rifts
2. Advanced Dungeons & Dragons
3. Marvel Super Heroes
4. Earthdawn
5. Cyberpunk 2020
6. Warhammer Fantasy Roleplay
7. Street Fighter: The Storytelling Game
8. Dragon Warriors
9. The Palladium Role-Playing Game
10. Talisman
11. Final Fantasy Tactics
12. Final Fight
13. Wrestlemania 2000
14. Ultima: Exodus
15. Cadash

I play few of these games today. Practically all of them speak to my gaming heyday in the late 80s to mid-90s. A few are scorned, or regarded as guilty pleasures at best. I think that sums my tastes up pretty well.

Monday, October 18, 2010

Gaining Mastery

Is everybody sick of reading about spell mastery yet?


Too bad.


Here's the first draft of my spell mastery house rules. They're a bit clunky, and I'm open to suggestions on how they might be improved. Here goes:


Magic-users can achieve spell mastery. Any spell memorized by a magic-user can be replaced at will by a mastered spell of the same level or lower.


Magic-users who wish to master a spell must first find a mentor. Mentors are hidden mysterious beings - ancient, inhuman, possessed of alien intellects and appetites - that seek to advance their own goals, which most mortals find inscrutable. (None are of lawful or chaotic alignment.) Those that dwell in the material world are invariably found in inhospitable, near-inaccessible locales. Others must be entreatied in the otherworldly realms where they reside, be they nightmarish hells of impossible angles or gauzy opiate dreamlands. Though no two mentors are the same, they are universally temperamental and notoriously difficult to approach, each one first requiring a particular set of cryptic gestures, obscure passwords, outre offerings, etc. before any requests are entertained.


Furthermore, no mentor knows all of the spells in existence. (For example, Three-Headed Oul-Balam grants mastery in spells dealing with visual illusion and invisibility, while Glatth, Eater of Doves gives instruction in spells of travel, movement, and teleportation.) To research the means of finding a mentor capable of teaching mastery in a specific spell requires a significant investment of time and money.


The first time a magic-user attempts to find such a mentor, he must first invest 1500gp per spell level and one week per spell level desired, then roll under or equal to his Intelligence score on 4d6. Subsequent visits to a mentor who the magic-user has previously contacted cost 750gp per spell level, and the Intelligence check is made on 3d6. If the Intelligence check fails, the money and time are lost, and the magic-user must start again. If the Intelligence check is made, the magic-user has successfully contacted the mentor, and the chart below is consulted.


(The money and time represent mystical research of the proper etiquette, the purchase of the required offerings, and either an expedition to whatever inhospitable place the mentor inhabits, or the rituals - magical, drug-induced or otherwise - necessary to visit an otherworldly one. At the Labyrinth Lord's option, the costs in time and money may be waived if the magic-user and his PC companions agree to undertake an adventure in search of a hidden mentor.)


Spell Mastery Attempt Table (2d8) For a particular mentor, each roll below 12 provides a cumulative +1 modifier to future rolls on the table, until the result is 12 or higher. Once a result of 12 or higher is rolled, the modifier is reset.


2-3 What is the meaning of this? PC has offended the mentor somehow. Roll on the Spell Mastery Mishap Table below.

4-5 This should suffice. Mentor teaches PC a new spell of the Labyrinth Lord's choice. New spell is of the level in which mastery was desired, but is not mastered.

6-8 Is this what you seek? Mentor grants mastery in one spell currently known to the PC, but not the one the PC wanted (Labyrinth Lord's choice). If none of the PC's spells are those in which the mentor can teach mastery, see "This should suffice", above.

9-11 What have you done for me lately? Will grant mastery in exchange for a favor from the PC. Roll 1d6: (1-2) valuables (3-4) magic (5-6) mission. (The Labyrinth Lord should make the cost proportionate to the spell's power.) If the PC is unwilling or unable to pay the price, see "Get thee gone" on the Spell Mastery Mishap Table for consequences.

12-14 Very well; I shall show you the way. Mentor grants mastery in one spell of the PC's choosing.

15-16 You have long been a favorite of mine. Mentor grants mastery in two spells of the PC's choosing, and marks the PC physically in some fashion. (The Labyrinth Lord should devise a physical change that relates thematically to the mentor.)


Spell Mastery Mishap Table (2d6)


2 This I command. Mentor places a quest or geas spell on PC (no saving throw). Even if the mission is carried out successfully, mentor will not grant mastery.

3-5 The stars are wrong. Mentor refuses to grant PC audience. PC can try again in 1d8 weeks.

6-8 Get thee gone. Mentor ejects PC from premises and will provide no aid for 2d4 months.

9-11 Darken my door no more. Mentor casts PC out, will never be found by PC again.

12 I must despise you now. Mentor casts bestow curse on PC (no saving throw) and drives the character out, never to be found by PC again.


(These tables are based in part on Jeff Rients' "Suffer Fools Gladly" table in Fight On! #3.)

Thursday, October 7, 2010

Paths To Mastery

(For those who don't feel like reading this entire post: Yes, I'm still brainstorming my house rules on magic and spell mastery. No, I haven't got anything concrete yet.)

In my previous post, I introduced a concept I call "spell mastery", which allows magic-users to spontaneously cast certain spells. The rule, lifted from 3rd edition D&D and modified, seems workable enough, though it hasn't yet been playtested. I'm still trying to figure out exactly what process characters will have to undertake in order to gain spell masteries, but I do have some ideas.

I thought about awarding a set number of masteries based on the character's experience level, but that feels a bit dull, not to mention that it would mean that literally all magic-users would have mastered at least a few spells. I want spell mastery to feel more impressive than that. (Still, I'll probably give starting characters a mastered spell or two, most likely based on their Intelligence score.)

I also dislike the idea of creating schools or domains of related spells from which a character would have to choose. I thought long and hard about it, and in the end I feel that imposing a classification system on D&D's already reliable and mechanistic way of handling magic is just making the whole thing feel even more like a science (or worse, a technology). I've got no problem with players choosing to master spells that are related thematically, but I'm not going to force them to - if somebody wants their character to master ventriloquism, anti-plant shell, and teleport, I'm not going to object.

So, I'm thinking about making characters seek out a mentor in order to master spells. These mentors wouldn't just be old wizards that charge for magic lessons, though. I'm picturing something more like Fafhrd and the Grey Mouser's mentors, Sheelba of the Eyeless Face and Ningauble of the Seven Eyes: mysterious and inhuman figures whose goals are often inscrutable. Or they could be like the "Spirits, Partly Evil and Partly Good" described in the old demonology tract, The Goetia, who impart specific knowlege and abilities to those who call upon them, but are inherently unruly and untrustworthy (and will often seek to harm an unprepared or arrogant student).

Seeking a mentor would not be a quick or easy task. I could handle such a thing as a full-blown adventure - "Quest for the Cave of the Hidden Master" or what have you - but then I risk making the magic-user and his acquisition of spell masteries the subject of the entire campaign, relegating the poor fighters, thieves, and the rest to the role of bodyguards and henchmen. (There's already an RPG for that: Ars Magica.) My current thinking is that the best way to handle it might be something like the carousing table, to be used in the downtime between adventures, in order to keep one character's spell-questing from distracting from the meat of the campaign. Some kind of formula that lets characters convert earned gold and invested time into a chance at spell mastery, with a nice random mishap chart, I think...

Monday, September 27, 2010

Thoughts On Mastery

Good news, everyone! I've just created a house rule that will outlaw clerics forever. We begin bombing in five minutes.

Well, sort of.

Not long ago, I discussed a number of fiddly ways to handle my proposed removal of the cleric class from Dungeons & Dragons (or Labyrinth Lord, if you prefer). You may recall that by the end of it, I was ready to give up and just let the cleric stay. After all, what right had I to just rip one of the original classes out of the game, with no respect for its legacy? It's not as though I'm a stranger to backpedaling, especially when it comes to tweaking the core assumptions of D&D.

I'm backpedaling on my prior backpedaling. I'm reverting to my original idea: putting all the cleric's spells (and maybe the druid's and illusionist's, too) in the magic-user's basket.

There were a number of objections to this idea, most of them centering around the cleric's iconic status, the setting implications of its removal, and other issues of flavor. Frankly, none of these really bothered me, which shouldn't be surprising considering what I'd proposed in the first place. I have a pretty solid idea of how religion, faith, and priesthood work in my setting. It's not that these things won't exist in it; it's just that none of them are inherently magical. In Cosk, the gods don't just hand out spells to their faithful, in other words. (You might have priests that use magic, but in game terms, I think you can guess what class they'd be in my setup.)

The comment that was most troubling to my initial "lump 'em all together and let the player sort 'em out" idea was this one, from my fellow New York Red Box player Naraoia:

"The only problem that I can see is that it puts too many hats on the poor M-U's head. Is he going to be the guy who casts fireball, or heal serious wounds? Especially at low levels, it's tough enough to pick spells. If the DM is evil enough, every M-U is going to have to take cure light wounds as their first spell. And memorize it every single day."

Spell memorization! That's the problem, of course. Clearly, the answer is to just dump it! Easy, right? Well, no. I'm trying to put together a campaign that's recognizably old-school D&D here, and I've already made up my mind not to chuck Vancian magic in the bin, no matter how badly I may want to at times. So, what to do?

My idea is this: Let magic-users have "spell mastery". Any memorized spell can automatically be replaced by a mastered spell of the same level or lower. Let's say your magic-user knows three spells: charm person, magic missile, and cure light wounds. He's mastered charm person. He heads into a dungeon with cure light wounds memorized, in case somebody gets badly hurt. As it turns out, his companions find some healing potions in the dungeon, so nobody really needs that memorized spell, but it would be useful if the magic-user could charm a goblin they captured in order to learn the location of some treasure. Remember, the magic-user has mastered charm person, so he can automatically trade that memorized cure light wounds spell for charm person and proceed to make a new best friend.

(Anybody who's played some version of 3rd edition D&D will recognize this as a warped version of the cleric's "spontaneous casting" ability. I happen like this mechanic a lot, and think it's worth stealing.)

Obviously, the next step is figuring out how magic-users get masteries. I could just hand out a certain number per level. I could make characters spend money for training, much like weapon mastery in the D&D Rules Cyclopedia, or use something like Jeff Rients' well-received carousing rules to determine whether a spell was successfully mastered. I've got a few ideas as to how this could work, but first, I'd like to see what repercussions my idea would have on the way the game is played. So, let me know what you think.