Tag Archives: design

Reskinning B/X Classes.

This is lots of fun. I’m inspired by Jack Shear’s Devilmount class re-skins. No need for mechanical adjustments. Encourages constructs, undead, and furries. Roll once for each, and you’ll have a pretty distinct setting. Here you go!

Halfling: 1d6

  1. Anthropomorphic koala bear.
  2. Anthropomorphic skink with chromataphores.
  3. Anthropomorphic rat.
  4. Animated puppet.
  5. Part sand elemental.
  6. Undead street urchin child.

Dwarf: 1d6

  1. Terra Cotta soldier.
  2. Anthropomorphic badger.
  3. Anthropomorphic wolverine.
  4. Anthropomorphic beaver.
  5. Skull golem (made of skulls)
  6. Anthropomorphic psychic mole.

Elf: 1d4

  1. Weak lich.
  2. Unicorn centaur.
  3. Orialchum construct.
  4. Anthropomorphic cat people.

Fighter: 1d4

  1. Anthropomorphic bull.
  2. Spirit that bonds with armor (can transfer).
  3. Revenant.
  4. Animated statue.

Thief:

  1. Anthropomorphic frog.
  2. Wire golem.
  3. Anthropomorphic raccoon.
  4. Anthropomorphic octopus.

Have some fun with this.

Tournament Games!

I really enjoyed what Dyson Logos and Matt Jackson were working on for tournament games in the OSR. I was inspired then, but not enough to take the steps to pin down how I’d do it in other systems. Now that I’ve got Fictive Hack to a stable place, it’s time to revisit street festivals! Here are some games and prizes.

Tournament Games for Fictive Hack

Randomizing in complex systems.

Let me share with you why Tarot and Tarokka and random tables AND ROLE PLAYING RULES IN GENERAL are compelling to me. Oddly enough, the solution was best articulated in “Mostly Harmless” by Douglas Adams.

I know that astrology isn’t a science,” said Gail. “Of course it isn’t. It’s just an arbitrary set of rules like chess or tennis or–what’s that strange thing you British play?”

“Er, cricket? Self-loathing?”

“Parliamentary democracy. The rules just kind of got there. They don’t make any kind of sense except in terms of themselves. But when you start to exercise those rules, all sorts of processes start to happen and you start to find out all sorts of stuff about people. In astrology the rules happen to be about stars and planets, but they could be about ducks and drakes for all the difference it would make. It’s just a way of thinking about a problem which lets the shape of that problem begin to emerge. The more rules, the tinier the rules, the more arbitrary they are, the better. It’s like throwing a handful of fine graphite dust on a piece of paper to see where the hidden indentations are. It lets you see the words that were written on the piece of paper above it that’s now been taken away and hidden. The graphite’s not important. It’s just the means of revealing their indentations. So you see, astrology’s nothing to do with astronomy. It’s just to do with people thinking about people.”

I found that insight stunning years ago, and to my fellow dice-slingers and rule-thinkers and table-makers, I share this gentle wisdom.

While that’s sinking in, check out this incredible rune-spinner! Use it while thinking about people, fictional or otherwise.

Starting Fictive Hack: 30 minutes, go!

So just for fun, I took 30 minutes, this book, this randomizer, this name generator, and a Word document. I made an adventuring party of 4, and took their group adventuring motive and individual adventuring motives, and whipped up the bones of a starting scenario.

Adventure and party in 30 min

That’s how you do it, folks.

As a side note, one of the characters has a net +14 (adding all bonuses and penalties together.) Another character has a net -2. In some systems, this would be cause for outcry of unfairness, but it’s really balanced in Fictive Hack.

See, the talented character will have to strain to find ways to use Awesome Points. The character shafted by the dice, on the other hand, will be spending Awesome Points just to get through basic situations.

His natural talents are not likely to be enough to get him through most situations (except his high Awareness, which helps survive.) Combine those attributes with his profession as a (puny) fighter starting with Armor of Scars, and you immediately have some amusing role-playing ideas. He must get beat up–a lot. But he’s plucky. (I’d play him with an outrageous accent in hopes of getting more Awesome Points during the game.)

And his player will HAVE to be plucky–or amusing, at least. Because those Awesome Points gotta come in, and you’ve got to turn them right back around and send them out. Attributes are not that important (though I imagine this guy’s player would boost Brawn as quickly as possible so he could handle some weight; but maybe not, as being puny is a funny concept here.) However, with any assertiveness and creativity, this is a character likely to have lots of opportunity to spend Awesome Points–and that’s not a bad thing.

Creativity and Condensation

At some point, all creative projects go from being passionate fun to being work. Accept this, or face that all your projects will reach a certain point and then be abandoned.

There is pain in this process. I think of it as condensation. When you put a cold drink out on a hot day, all the moisture in the air is drawn to bead up on the side of the glass; you go from filmy misty possibilities to dense liquid drops of the final product. When that happens, all the possibilities that are NOT chosen are lost, but what IS chosen is accessible and tangible in a new way.

There is cause to mourn this. You had a hundred ways your story/setting/adventure/etc. could go, but this is the one you ended up with. So yes, you could have done a lot of other things–but then you wouldn’t have done the one you now have in front of you. This is one reason creators are hard on their work; those who see the finished product have a much more limited vision of what could have been done. They don’t feel the loss of all the things that were excluded by the decisions to include what is in the finished product. So, they judge it on its own merits, without as many ghosts of “could have been” wafting around.

I’ve been thinking about this as I work on the World Between setting. Jack Shear set out an evocative flavor, but if I was a new DM sitting down with the book and getting all excited, it would be hard to find a way in, a place to start, somewhere to begin. There you are, all enthusiastic, but unable to answer basic questions unless you make it up from scratch; and there, you face the sad fact that you’re not the mad genius Jack Shear is, so there is a sense of disconnect and loss as your improvised stuff feels a lot like the rest of your improvised stuff, even as you reach for madcap Gothic fantasy.

So I’m working on a description of areas of the world to help people who are not mad geniuses get tools and locations and situations that they can get their teeth into. The great setting guidance at the end of the Compendium (newly revised with more great stuff) is very helpful, and having cities, areas, history to hang around it would be helpful to someone putting a game together.

I want to bridge the gap between the exciting flavor Jack projects into the DM’s fevered brain, and the experience of the gamers around the table, by providing more infrastructure and tools that project the themes and sensations closer to where the player characters are.

In a way, this is reminiscent of a D&D written for wargamers and rule designers, and a D&D written to be authoritative for kids new to the hobby. Jack knows how to play the style he likes, and he has enough support to give him the tools he needs to pull that off. For people with more slender toolboxes, they might want more help. It’s a shift in audience, in a way.

Of course Jack is still coming out with stuff on the World Between. I’m not psychic enough to really understand the details of how he runs his games, so there will be a disconnect between our versions. Still, he’s cool with having a multi-verse full of versions of his world, so we can have our adjacent sandboxes and it’s good clean fun.

I feel like I’m condensing all the cool possibilities for how each area could be, from a fine mist that’s ephemeral and intangible to droplets of water you can feel and taste more concretely. I do mourn all the possibilities that go away when I do that, but at the same time I think that for me (as someone running the game too) and for others who want in on this awesome world, it’ll be helpful.

Jack came out with four major saints for the Church of the Lady. I’ll need to think about how to fit them in. I think I’ll make each one a patron of a Midian city… That’s easier because I have names, locations, histories, and flavors for them already.

I have a direction.

I do not believe it is necessary to defend the size of my Fictive projects. They are full of good stuff. It is not bloat, it is not splat, it is not crap. Still, I got to thinking.

I will make a version of Fictive Hack that is no more than 50 pages long; that’s 2 pages short of double the original Old School Hack game. But with a LOT more stuff in it. For example, 10 templates for normal humans, then 6 more; 4 for races, and 2 for spellcasters. The additional 6 can be used as-is or used as overlay templates on the others. From 60 templates (plus, if you count World Between and other innovations since “Talents and Templates” came out) down to 16 for the one-shot version.

I will also make a longer version of Fictive Hack with all the rest of the good stuff in it; I’m tentatively naming it “Fictive Hack, Campaign Book, Official TL:DR 2013.”

That should satisfy the one-shot itch, and also have the great resources for those who want more. So maybe I can get more of an audience among those who feel that 26 pages is the perfect length for a game and the rest bloats it up.

As part of that effort, I am working up a monster-builder to include in the one-shot book. I think it will be one of the best gifts I’ve given the Old School Hack community; so I’m clearly excited about it. More to come soon.

Eight Hex Locations

Joe Wetzel does good work. (I’m still a big fan of the Dungeomorph Dice he produced.) Over at Inkwell Ideas,  he has an exchange available; eight hex locations, in exchange for access to Hexographer. Today is the deadline! (If he doesn’t already have enough submissions.) So, check it out, try it out, etc.

Here are the descriptions I came up with.

Badlands. Gashed Throat Gully. Wind erosion hollowed a corridor of rippling stone walls and worn sand, rising from the hardpan baked rock up to the tumbled maze several hundred feet higher. The only gap in the jagged cliffs is up the Gashed Throat Gully. Armies have camped on both ends. From shoulder height down, the gully is stained rusty red, and the gully has a metallic stink to it. The dead are uneasy here. The only water in the area is a deep well at the top of the Gully. Carved into the rock behind the well is the phrase “Only One Drink Quells All Thirst.”

Desert. Nomad Ribridge of Thelaxi. Some vast carnivorous beast died here ages ago, in the center of the desert. The Thelaxi are a small tribe of nomads who have fixed skins to the towering ancient bones of the ribcage, living in the sacred space within. In a place where sandstorms can dig through flesh to bone in a matter of minutes, the Ribridge is a known landmark to travelers; the Thelaxi trade shelter and water for stories. If travelers have no stories, and cannot make up stories, the Thelaxi will accept pain and blood instead. No one knows where the Thelaxi get enough water to not only survive but share with travelers. Were that secret to be known, merchants would pay dearly to gain the secrets of water in the desert, in the shade of an ancient corpse.

Farmland. The Brisket Basin of Braggatch. Hundreds of farms take advantage of the strangely rich soil of the Braggatch valley. While it is true cattle thrive there in small numbers, the name of the valley comes from its description as a tender tasty prize for whatever ruler can seize and hold it without ruining it with lots of fighting on the farmland. The only legal weapons in the area are daggers, staves, and slings, but that’s more than enough to protect the crops, flocks, and herds of the cheerful farmers. When they are threatened, the people grow quiet and watchful, and a monster rises from somewhere in the hills and targets the interlopers. When they are gone, the people are cheerful again. No one knows what the monster is, or how it is summoned, but most are just as happy not thinking about it overmuch.

Grassland. The Ticklish Fields of Drunasil. Somewhere in the waving grass is the sunken bowl of earth that used to be Drunasil, stronghold of the horse lords. The grim nickname for the area comes from an ancient legend that Drunasil was assaulted by a necromancer lord and his armies, and after a hard fight the horse lords lost out. Impressed and infuriated by their resistance, the necromancer cursed them to always defend their patch of earth, but then the necromancer had to retreat; the Drunasi had bought time for their allies to gather and march in defense of the area. Legend suggests that you will know if you find the lost ruin of Drunasil because the horse lords and their steeds will find your footsteps ticklish. They will scratch you. You will join them. Best just to stay out of those highlands.

Forest. Losval’s Forgotten Army. The revolution was over, and Losval ran from the bloody blades of the victors. He took his army deep into the woods, and shaped them into trees. When he blew his mighty horn, they would take on their human shape once more, and charge to his rescue. But he did not blow the horn, nor did his son, or any of his line. That was a thousand years ago, or more. No one has a reason to go back into the woods, the deep woods, off the beaten path; still, some curious few have. They comment, if plied with beer and kindness, on the almost-human knots and twists on the tortured ancient trees. And on the almost cruel serenity of the younger trees, which are still ancient. And on the malicious whispers and titters of the younger trees, which are still terribly old by modern standards. If Losval’s horn were to be found, it would probably be best if no one sounded it.

Hills. Womb of the Dark Breath. Streams trying to escape the jealous mountains carved through the bodies of their foothills, riddling the rocky earth and lower forests with caves and channels. The very ground whispers always, chuckling and muttering to itself. Somewhere in the deeps there is rumored to be a cavern close to the pulse of the throbbing earth’s heart, where the water is cooked into the air, and light never reaches. This place is called the womb because it is where all the fungus began, before it was carried through the darkness and spread all underneath the hills. Life down there feeds on the fungus, thrives and grows large and strange. But… still, however strange, that fungus gives life. Even to the dead.

Jungle. The Broken Face of Khal Madacht. The jungle swallowed the shattered rock of this shelf of land. Legend suggests that the soil of the jungle came from the droppings and corpses of the demon army of Khal, which was slain by five mighty heroes before time really began. This legend was likely started by people who did not like being in the food chain; parasites, insects, predators large and small, and defensive plant life have created a savage circle of life in the jungle here. Roads go around this area. Every attack invites counterattack; even cutting through brush is a dangerous exercise.

Mountains. Ghost Tunnel Pass. The pass is not haunted; it is a ghost itself. Sometimes you can find it, sometimes you have to go around. The guides for the area accept this as fact, and no longer find it remarkable. Scholars have suggested it is an ancient dimensional tunnel crafted by ancient magics, or it is a physical manifestation of a ley line through the mountains, or it is a gift of the gods. There are many stories of people who have gone into the Ghost Tunnel Pass and come out decades later, or before, or never come out at all. Also groups have entered the Ghost Tunnel Pass from some other time or place, and emerged bewildered at the foot of the mountains. Exorcist, the town at the base of the trail, has many strange inhabitants indeed.

How to Level Faster in Old School Hack

First, a caveat; if you are playing the base game, you may not want to do this. I got from level 1 to level 4 in one game; if I was playing the base game, that character would be done and I would be sad.

If you are playing the Fictive Way, then you can level as much as you want and still play. So let’s take a look at how to get the most out of your Awesome Point economy!

Focus on a fun idea. Pick a concept that makes you laugh a lot, that you think can get others to laugh a lot too. This may be min-maxed, it may not. But pick something fun and immediately different and interesting.

Be generous. Come up with reasons to hand out Awesome Points from the beginning–as soon as there are points in the bowl, start handing them out. During character generation. Because somebody brought snacks. A funny movie quote. Make up a reason to give them out that’s funny too. Encourage and appreciate the other players as much as you can, a point at a time, and make sure to toss some love to the quiet players too. Why? Because this shows others how to give out points, inspires them to do so, and gets the economy flowing for everyone. And, because it is more fun this way.

Blend. Look at what other people are doing. Play the straight man to their comedy sometimes. If they suggest something outrageous, back it. Tie your character to their plans. Fit in with their ideas. This game is about mutual admiration, not competition. You’ll still be plenty wacky with your own concept, but if you want to get Awesome Points, help other people be Awesome–they will likely appreciate it, and even if they don’t, you’ll be a better player.

A little mooching is okay. If someone laughs out loud and claps at something you’ve said, ask if that’s awesome. Be subtle if you can, but if it comes down to asking for Awesome Points in a good-natured fashion (especially when you’re low) then sometimes that’s the nudge people need to help out. You are part of this economy; you can’t give them to yourself, but as long as you are not a jerk and don’t feel entitled, it’s okay to go fishing a bit. People sometimes need help remembering to hand the points out. And if anyone gets annoyed, back off, no problem.

Don’t be good at everything. Getting points is one thing. Spending them is something else. Sometimes it’s really useful to have low ability scores or bad rolls–boost the score with Awesome Points. Pick one or two talents you plan to use frequently, and don’t buy them when you level. Continue to use them untrained, spending 3 Awesome Points each time. (Four of those, you level…)

Manage your damage. Two points to not take a wound, two points to increase your inflicted wounds. You affect damage six times, and that’s a level.

Feast and famine. Sure, there may be times you want to hoard your points, but… there will be more. A good DM will keep that bowl fed. So don’t hold on to too many unless you know you’re coming up on a real challenge. If you’ve spent all your points and you’re in a pinch, think fast; are you in a fight without armor that you can escape? Is there a gritty and/or witty comment you could bust out for insta-awesome? Or is this the time that living large carries a big price tag? In any case, be a good sport, and do note any opportunity the DM has to feed the bowl. If it’s running low, the DM can always cut loose with an evil laugh worth at least (as many points as you need right now.)

Don’t be a jerk. So if you are living large and overbearing your fellow players or DM who are not prepared to cope with this, or if you trigger resentment, that means it is time to quickly assess the situation. Are you being a jerk? If so, simmer down. Are you doing fine and they are not grokking the vibe? Well, see how you can still have fun, just don’t rely on the Awesome Economy. If people are playing the game straight, you may be better off relying on what your character is good at, until the wind shifts in an awesome direction.

I hope that’s helpful. Enjoy this great game!

OSH Alternative Table Leveling

Alternative Table Leveling

  • Figure the number of players x12.
  • Track everyone’s spent Awesome Points.
  • When total Awesome Points spent equal [player x 12] everyone levels.
  • If you have one or more overlay templates, track the Awesome Points you spend separately, not adding to the overall pool until you’ve paid off your extra debt.

It’s clean, it’s simple, and it’s unifying. I’m pleased.

So what is next for Old School Hack: the Fictive Way?

“Fictive’s Portable Pantheon 2012″ is out, and a smashing 18 deities as well as room to make obscure ones, and religious groups, and conflicts, and a history of the world by epoch. (And a poster!)

I have finished “Fictive’s Talents and Templates 2012” and promised to leave it alone for a year. (Hm; next year, maybe I’ll chuck another 9 templates in and update some little systems like standing watch…)

Here are some books I have thought about developing, with a tentative order.

  • Adaptation of “The Challenge of the Frog God.” Taking the basic sandbox Dyson Logos offered up, and adjusting it for Old School Hack while elaborating and shifting some of it to better fit the Fictive Way.
    • We are playing it before it is done. Here is the adventure report from the first foray.
  • “Legend of Hyrule.” Yeah, Zelda in Old School Hack. This will provide racial templates, equipment (magic and mundane), magic, settings, and monsters from the games. It will also include the basics for a campaign. Like all Zelda games, I’ll draw from (but not be bound by) games that came before, creating my own unique interpretation. This should be a wicked cool book, folks…
  • “Fictive’s Instant Encounters.” Pull a page out, it’s got a fragment of story, any needed stats, and a map for an encounter. Have ten encounters per area type (seaside road, winter, jungle, slum, tavern, etc), so you can randomize. Also, include a quick force generator, situation generator, and treasure generator so in a handful of rolls you can put something together and use an existing map or make your own, and a way to randomize an encounter map.
  • “Fictive’s Magnificent Mounts.” A big list of stuff that your player characters or NPCs can ride around in OSH.
  • “Fictive’s Open Seas” with age of sail rules for cannons, ships, ocean travel, etc. and probably also some adventures.
  • “Fictive’s Book of Power” with a geomorph stocker, treasure list, and bestiary plus more DM tricks.
  • “Fictive’s Great Outdoors.” Very vague at this time, but I’m thinking about a hex stocker, with local factions and rulers and level of civilization and major geographic barriers and resources, so with a bunch of dice rolling a DM could generate data that creative interpretation could transform into a neat setting.

I hope you’ve been enjoying the various offerings on this site, and I also hope a peek behind the curtain gets you excited.