I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label sword&sorcery. Show all posts
Showing posts with label sword&sorcery. Show all posts

Thursday, August 01, 2024

(Yet another) critical hit system for B/X, AD&D etc.

 It is quite simple:

A) Natural 20 means maximum damage.
B) Beat AC by 10 or more means double damage.

This has several advantages.


"A" gives you a quick, optimal result that is still within the expected boundaries. You can deal maximum damage at any time, but a natural 20 guarantees it. No "whiff factor". The average damage is not significantly impacted.

And "B" gives you:

- The fighter to get a small boost in damage, especially against weak foes, which is good.
- Armor becomes more important - going unarmored is now a terrible idea.
- The thief gains more damage with backstabbing. This is good for B/X but maybe unnecessary for AD&D. OTOH the B/X thief becomes a bit more frail due to light armor and low HP.

Both give more importance to strength bonuses and magic weapons, and even make two-handed 1d10 weapons a bit stronger (although a shield also becomes more important).

But what if both happen at the same time?

There are several solutions.

- Double maximum damage. This would occasionally allow a B/X fighter that usually deals 1d8+2 damage to deal 20 damage with a single blow.

- Double damage, but ONE of the dice is automatically maximum damage (i.e., 1d8+3 becomes 8+1d8+6). I like this solution because the maximum damage is still impressive, but the average is a bit lower.

- Double damage plus another attack. I like this one because it gives the fighter some cleaving.

A caveat: monsters will get more dangerous too.

This is not a HUGE problem IMO; I like dangerous monsters, and with multiple attacks monsters are likely to spread the damage a bit. But it is something to keep in mind.

Saturday, May 04, 2024

Sword&Sorcery I: Introduction

I don't know when I'll finish this book but here is the introduction. Let me know if there is anything missing.

I'll add the following chapters as I write them.


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Introduction

Old School Sword & Sorcery (OSSS) is exactly what it says on the tin: an old school RPG in the Sword & Sorcery (S&S) genre. We assume you are familiar with RPGs, especially of the OSR type. If you are not, you can easily find explanations online. [add link to "what is OSR"]. This book will not teach you to play RPGs, since it is better to try it in practice or watch videos of other people playing.

If you are not entirely familiar with S&S, this book will discuss several aspects of the genre: characters, magic, monsters, treasure, and so on. The most famous S&S character is Conan the Barbarian, created by Robert E. Howard. Elric of Melniboné (created by Michael Moorcock) and the Fafhrd and the Gray Mouser (by Fritz Leiber) are other quintessential S&S heroes. These examples are particularly important because the term “sword and sorcery” was coined by Leiber while discussing Howard’s stile with Moorcock.

Howard (especially due to the Conan stories) is the quintessential S&S author. This book will reference Conan stories multiple times. If you are not familiar, I recommend reading a few short stories to get the idea. Red Nails, The Tower of the Elephant, Queen of the Black Coast, and The People of the Black Circle are some of my favorites. If you want to expand your knowledge of S&S literature, there is a list of authors on page xxx to keep you entertained for years.

There are multiple ways to use this book: as a complete game (with characters, monsters, tools and rules) contained in a single book, or as toolbox to create your own S&S campaign or adapt existing adventures and modules to the S&S genre (see " Compatibility ", below).

No matter how you decide to use this book, we hope you enjoy it!

 

Sword & Sorcery tropes

Sword & Sorcery has its own tropes, somewhat different from the most famous fantasy games. This section explains some of them. Each of these tropes are reflected in the rules (sometimes clearly, sometimes subtly): the heroes are a bit stronger and more competent, alignment is not always clear-cut, magic is dangerous, and so on. Understanding S&S tropes will help you understand some of the rules choices we have made.

Tough protagonists

S&S protagonists are very tough but often amoral, and sometimes true anti-heroes, unlike the noble heroes of epic fantasy. They are driven by their own interest and passions for wealth, romance, revenge or simple survival, instead of honor and compassion.

The protagonists are often competent from the beginning of their stories, instead of going “zero to hero”. They excel in multiple fields: warriors that can climb and move silently, thieves that fight with sword and spell, and sorcerers who are also skilled swordsmen.

Peril everywhere

S&S settings are dangerous and unstable. They contain pure Evil, but pure Good is harder to find. The opposition is rarely a single “Dark Lord” that threatens the realm with his goblin minions. Instead, the world is full of callous humans, prehistoric beasts, fallen civilizations, and cosmic entities that are unknown to most people.

Limited scope

S&S narratives often focus on characters and small locations rather than big armies and the fate of entire nations. Sometimes the world and the characters appear remarkably unchanged from one story to the other.

Many S&S authors choose to tell stories in episodic fashion rather than part of a big narrative. Unlike epic fantasy sagas such as The Lord of The Rings or The Wheel of Time, the stories take shorter format and uncertain chronology. You can enjoy Conan’s stories in any order (and the same can be said of Fafhrd, Gray Mouser and even Elric to some extent). 

Dark magic

Magic is seldom a superpower or a universal solution to your problems; instead, it is dangerous and costly. Most sorcerers are antagonists, but magic is a sinister tool even when wielded by the protagonists.

Wicked cities

Civilization is not merely threatened by outside forces: it is often rotting from the inside and a threat unto itself. Cities and realms are not always safe harbors in S&S settings, but places full of intrigue and backstabbing in dark alleys. Sometimes barbarism is preferable – at least it is more honest.

Weird worlds

The S&S genre flourished in pulp magazines that also featured horror and sci-fi stories, in addition to fantasy. “Weird Tales”, the most important pulp magazine in this context, featured works by Howard, Lovecraft and Ashton Smith. Sometimes, the genres (and settings) were combined to generate dark fantasy, sword and planet and others subgenres. Even within S&S, horror and sci-fi elements are present, and the protagonists often have to face aliens and demons, magic and technology, without being able to tell them apart. One example is “The Tale of Satampra Zeiros”, by Smith, that seamlessly mixes influences by Howard, Lovecraft and Dunsany.

Unique creatures

In S&S, unique monsters are more common than evil hordes of orcs or various dragons. Each monster is shrouded in mystery. This includes “nonhuman humanoids” – elves and dwarves are rare, and, if they are present, they often have a dark twist. Protagonists are almost always humans from various backgrounds, usually from a strong or mythic lineage (e.g., from fallen Atlantis or Lemuria).

Unreliable deities

Deities in S&S settings are often unreliable or simply absent. Demons, monsters, monarchs and even gigantic beasts can be worshiped in lieu of actual deities. If deities exist, they are often capricious and mysterious, sometimes having their own hidden agendas and dark appetites.

Blood and passion

Some S&S stories are famously for its violent aspects, including bloody descriptions of combat. Sexuality and romance is portrayed in a more realistic and cynical manner – or leading to tragic consequences. S&S art often contain bare-naked bodies of muscular men and voluptuous women. A few stories include (more or less obvious) references to murder, torture, sexual assault, and so on. Needless to say, you do not have to include any of these aspects in your games.

 

 

The rules

My favorite kind of rules are easy to use and remember, while also providing players enough variety for their characters.

In addition, I like them to be compatible with my favorite modules - usually, those using the OSR label or the classic ones written before the year 2000. The goal is being able to use these modules whenever I need, with minimal or no conversion.

At the same time, I enjoy the simplifications and the additions that often come with modern (post-2000s) games: a single unified mechanic for multiple tasks, skills and feats to customize PCs, and so on.

Basic Fantasy RPG (BFRPG) by Chris Gonnerman was one of my greatest inspirations for writing this game – not only for being a great set of rules but also for adopting a Creative Commons license that allows others to use their material.

The rules contained in this book attempt to fulfill the requirements described above and enforce some of the S&S tropes mentioned above. You might notice that PCs are tougher than usual, magic is more dangerous, magic items are a bit scarcer, etc.

The rules contained herein are “advanced” in the sense that we assume you are familiar with other RPGs. Still, they should be clear enough that no important question is left unanswered.

 

A note about Dark Fantasy Basic

Sword & Sorcery tropes, as explained above, shares some tropes with dark fantasy. This book is, in some ways, a sequel to my first RPG, Dark Fantasy Basic. While some ideas are similar, the rules have been almost completely rewritten not only to make them better fitted to S&S but also to take advantage of all the years of experience I had with that system since then.

 

The basic mechanic

Before delving into PC creation, it is useful to understand the basic mechanic of the game.

When a character tries to do anything that carries a risk of failure, roll 1d20, plus modifiers (usually due to ability and class/level), with 20 or more signifying success. A “hard” difficulty is assumed; the GM may set other difficulty number (DC) for particularly easy or hard tasks, as described in the following chapters.

This process is called a “check”. When the books call for a check, assume it means rolling 1d20, adding the relevant modifiers, and succeeding on a 20 or more, unless otherwise specified.

Combat, spellcasting, skills, all work in a similar way.

Now let’s create some characters!

Tuesday, February 20, 2024

Minimalist sword & sorcery I - The concept

I've been thinking about this idea for a while. I started writing a minimalist D&D but I got stuck, maybe my hearth is not in elves and orcs anymore. 

But what about a minimalist sword and sorcery game? That sounds cool. There are a few good ones out there (I really like LFG for example, but it is a bit crunchy for my tastes), but maybe I can add something of my own.

Here is how I would (will?) do it:

S&S Tropes

- Tough protagonists - Starting at level 3 is recommended, everyone has many talents: a fighter can climb and hide, a sorcerer can use swords and some armor, etc.
- Dark, Dangerous Sorcery - Must recreate the entire spell system.
- Perilous world - well, we already expect that from D&D. But add easy rules for starvation, dehydration, etc.
- Decadent civilization - even resting in town is a challenge.
- Some dark fantasy tropes apply here: nonhumans are mysterious, alignment is complex, etc.


The system

- The basis: BFRPG because it is an awesome game with CC license.
- Convert everything to a Target20-like system.
- Take some hints from AD&D.

Player Characters

- Ability scores: 3d6 in order or maybe something a bit stronger.
- Classes: Fighter, Sorcerer, Expert. Optional feats and skills to differentiate them.
- Races: none, but you can add some cultures or backgrounds (barbarian, civilized, decadent, etc.).

Adventure and combat

- As usual, with my own tweaks, including cleave and other power-ups for the fighters.
- Most challenges are simply Target20 or similar.
- Lots of optional rules for weapons and armor because I like them.

Magic

- I have to rewrite it completely to make it more dark and dangerous.
- Sorcery probably requires bounding spirits to your will, but also includes some alchemy, mesmerism and summoning.
- Add some rituals, corruption and blood magic from Alternate Magic.
- Magic items are not as common and not as useful.

Monsters

- Probably just curate the list a bit, giving more emphasis to S&S foes.
- Also emphasize unique monsters and monster variations (using Teratogenicon as inspiration).

Treasure

- Must be significantly reduced (see this post).

Minimalism

- Single save, single XP table, single mechanic for skills, etc.
- Lots of optional rules left to appendices.

Sounds interesting?

Saturday, October 14, 2023

Cyclic history (I) - The sword & sorcery paradigm of civilization downfall

“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” ― Robert E. Howard

There are two popular conceptions of history that I see everyday: I'll call them "progressive " and "conservative", but feel free to correct me if you know better terms. 

"Progressive history" believes society advances (if irregularly), somewhat like technology. There are ups and downs, but there is also a right path to march forward, and those who fail to see that are barbarians "on the wrong side of History". 

"Conservative history" believes History is not a march forward, but a series movements bringing us closer or farther from some center (usually created by a deity). Tradition should be handled with care, and those who fail to see that are degenerates and heretics.

Another possibility is "Regressive history", the belief that everything was better in ancient times. There is some of that in Hinduism, Taoism and the Garden of Eden, but it is not a common perspective of history nowadays. People often see their youth as the golden years, but the medieval period as "the dark ages".

The sword & sorcery paradigm of civilization downfall, found in the writings of Howard, Lovecraft and Moorcock, tells a different story...


“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents... some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new Dark Age.”
― H.P. Lovecraft

“Barbarianism is the natural state of mankind. Civilization is unnatural. It is the whim of circumstance. And barbarianism must ultimately triumph”
― Robert E. Howard

Within this paradigm, history is cyclical (this is also a theme in Hinduism and Plato, as far as I know.) Cultures go from barbarianism to civilization, but civilization becomes decadent until it destroys itself, returning to barbarianism. 

We could divide this in five stages, as exemplified by Conan characters: savage (e.g., the Picts), barbarian (e.g., Conan and the Cimmerians), civilized (e.g., Aquilonia), decadent (e.g., Stygia) and ruined (extinct societies like Lemuria and Atlantis). I think I read the idea in some old version of RuneQuest first, but it is common in many RPGs.

(Note: it is also possible to have utopia as an alternative to the kinds of societies delineated above - e.g., Satya Yuga, the Garden of Eden, Avalon, etc. This is uncommon in S&S settings; they appears mostly as mythical, distant or extinct places, such as the original home of Yag-Kosha. A PC or even NPC from such origin should be very rare).

Howard seems to favor barbarianism, as mentioned above, but maybe this is because he's telling so many stories from the barbarian point of view (even Conan eventually becomes king of Aquilonia, in a way choosing civilization over barbarianism). 

I prefer to look at it in a cyclical manner: barbarianism will often "ascend" to civilization, but civilization plants the seed of its own destruction

(The Lovecraft quote also explains why: knowledge is dangerous, and too much progress will bring us back to "dark ages". The idea that knowledge/power brings madness/corruption is also common in S&S and dark fantasy in general.)

This is an important point, because it's easy for us to see civilization as the epitome of society. When we think of it in terms of cycles, we can see any position is relative. Each society judges itself superior to others, and see other societies in comparison with their own. Conan sees civilized folks as degenerate already, while someone from a decadent civilization (say, Moorcock's Melniboné) would see Aquilonians (or "the young kingdoms") as ignorant barbarians.

On the other hand, an individual can see its own culture with critical eyes. For example,  you might belong to a decadent culture and denounce its excesses publically. This might turn you into an outcast or pariah.

In addition, cultures are not monolithic. You could have a culture where the elites are incredibly decadent but the poor still try to maintain some decency, for example, or vice-versa. Different groups could exist in the same nation or city. Rulers can preach morals despite living decadent lives, or conversely they can breed corruption in the population while maintaining civilized lives themselves.

Once you break free of this "barbarian is better" or " civilization is better" paradigm, things becomes much more interesting. Instead of good against evil or Law against Chaos, you get meaningful choices and shades of gray. A PC could come from any kind of society (although PCs from savage and ruined ones will be rarer), with pros and cons. 

And we could reflect on demographics, laws, customs, magic and science in each kind of society, for easy and fun world building... 

Which I plan to do soon.

Tuesday, June 27, 2023

A crazy critical hit idea (1% x level chance for damage x1d20)

I like the idea, present in certain gritty RPGs, that a critical hit from a goblin with a rusty knife could kill most PCs, although the chances are minimal. Same for the PCs shooting an arrow against a dragon. Combat is always deadly.

I tried implementing this idea in various ways, and this is the easiest I could think of... but it is still a bit weird.


Here's how it goes: a critical hit (natural 20) that doesn't kill your target has a chance (1% per fighter level) of becoming a deadly blow. A deadly blow multiplies your damage by 1d20.

A 8th level fighter has 8% chance of dealing a deadly blow for each natural 20. It will hardly come up against lowly enemies (they die immediately most of the times), but occasionally, when fighting a dragon or dinosaur, you'll create the scenes you read about in Conan stories (I'm thinking Red Nails) or Tolkien (Bard versus Smaug).

And now even a punch (or improvised weapon) could kill.

Of course, fighting a dragon becomes a lot more dangerous, for PCs of ANY level. No more guarantees...

(If you want armor so give you a bigger chance of survival - which I think is fair - subtract 1 point from the d20 for each point of AC better than unarmored, to a minimum multiplier of x2).

Conversely, there should be a minimal chance of surviving 0 HP. "There is always a chance", as Moldvay says! 1% per fighter level sounds good for that too.

Finally, if you're feeling especially generous and benevolent, you could make a random roll to see where a critical hit lands, potentially turning certain death into something more palatable (e.g., maiming for life).

(A final note: This would be even easier in a d100, system of course. Roll doubles and you multiply your damage by that number: 33 triples your damage, etc. Assuming your fighting ability is around 20% to 99%, it works quite well).

In practice, I don't think I would use such system -  it would be very hard on the PCs and I don't know if my players are ready for this much lethality. But could be interesting in a very gritty/horror system.

Sunday, June 25, 2023

My problems with old school treasure

One thing I'm starting to dislike running OSR adventures* is the insane amount of treasure and magical items that you find. In addition, the more I read the DMG, the more I feel they were just too generous with treasure and had to come up of endless ways of spending it (training, upkeep, research, rust monsters, disenchanters, item saving throws, etc.).

(* I've been running DCC, LotFP and BFRPG adventures. However, I'm under the impression that's TSR modules are the same - or worse.)

One important caveat: I'm talking about old school games because it has been a while since I've played 5e or other games. I don't remember this being a big issue then, but this could have many reasons (for example, Curse of Strahd is not full of magic items, but it also gives you lots of gold and few things to buy). My issue with 5e was the exaggerated number of class features, but that is another subject.

Anyway, I have three main issues with treasure in OSR adventures.


Magic items

There are just too many to keep track of. My current party has around 3-4 magic items per player at level 5. Each item has different powers, and simple "+1 swords" are getting rarer as each adventure prefers having unique, interesting items (I cannot blame them). Identifying magic items is another headache. 

I prefer something grittier, with a Sword & Sorcery vibe, which makes things worse. Conan never gets too many magic items, but even the Fellowship of the Ring gets no more than one or two per character over the whole story. Same for the rest of the Appendix N (except Hawkmoon, and some Vance stories, or so I'm told; let me know if you have other examples).

Come to think of it, not even in the highest of high fantasy books a "medium level" party has that many magic items. In AD&D, a paladin is LIMITED to TEN magic items!

Needless to say, intelligent swords are very rare in fiction too, with the most notable example being Stormbringer.

The problem is that giving away fewer magic weapons and armor leaves little room for improvement of old school fighters (and paladins), for example.

Earning and spending

My PCs are level 5 and don't have much to do with their money (except if they decide to go the domain-building route), unless I start charging for small expenses, note keeping, etc. At least now it will you start affecting their encumbrance (and they find  cleric willing to cure a curse for a steep price). 

Conan, Grey Mouser etc. would spend some money drinking and gambling, but I can't force the PCs to do the same. Even Conan didn't buy a kingdom - he took one!

In fact, I'm having a hard time thinking of any fantasy hero counting coins. There is one notable exception (Geralt of Rivia), but most heroes are either always broke or "rich" with things that are not money: followers, titles, lands, etc.

Gold standard

I have tried defending the gold standard before.

Now, I'm finding increasingly difficult to wrap my head around the idea that a ONE POUND silver dagger costs THREE pounds of gold, while simultaneously making gold TEN times the value of silver.

Maybe you could pretend that gold and silver are so common that one week of food (or just one garlic) costs half a pound of gold, but you occasionally find small pieces of jewelry that are worth two to ten pounds of gold. A CLUB costs 3 gold... GARLIC costs 5 in B/X... Gold must be literally growing on trees - or it would be easier to cut trees and make clubs than finding/exploring a gold mine.

Of course, changing these absurd weights will you make it too easy to carry a fortune without affecting encumbrance.

Solutions

For a S&S vibe, I could replace some magic items by "masterwork" items of ancient civilizations, maybe with +1 to hit OR damage. Alternatively, we could go the  Game of Thrones route and make different qualities of weapons. "Castle forged" swords are high quality, equivalent to +1 swords, and Valyrian Steel are +2, without any enchantments, just because the material/crafting is superior.

It would be appropriate and flavorful, and fighters could identify them immediately (without the need of a spell or specialist) - and they'd still get customization through feats, despite fewer magic weapons.

Old school D&D has enough things to spend money on, I know. The problem is my PCs are hoarders and I don't want to play tax attorney - and they don't want to build a kingdom just yet. A good solution I've seen elsewhere is giving XP for money spent. This will give them a reason to drink, gamble, etc. And maybe you can occasionally find a trainer that doubles the amount of XP you get for the money spent.

The silver standard is a good solution for the value of gold. I'd also reduce the amount of treasure altogether, maybe ten times - you could reduce the XP requirements accordingly, or just multiply XP by a factor of 5 to 15, depending on how you spend it. Or the other hand, making coins lighter (100 per pound) would allow decent amounts of money to be carried.