Thursday, January 27, 2022

Electric Bastionland (06-03-21)

 

This is another game I was led to by Ben Milton of Knave & Questing Beast fame and the last one I read (just for the record, right now I’m almost finished reading Knock a really impressive OSR zine and UVG will be up next). It’s an OSR ruleset but the setting is *much* more like Over The Edge than D&D, in fact it is OTE that it reminds me of the most. It's also a sequel to Chris McDowall's previous game Into the Odd which I have not read.

The system is very stripped down and all the rules are explained in 4 pages - the vast majority of the rest of the book being taken up with Failed Careers (character classes). So the rules - there are only 3 ability scores, Strength, Dexterity & Charisma, all rolled on 3d6. Saves are made on a d20 roll under basis. Combat is fairly radical - there is no roll to hit, you simply roll damage and deduct that from the opponent’s HP - Hit Protection, once you reach 0 HP you are wounded and further damage is removed from your Strength score. Each wound inflicted requires a Critical Damage save (against Strength!), failing this means you are incapacitated and will die within the hour if unattended. There's a Scar Table to roll on if you reach 0 HP, which interestingly is the only opportunity a character gets to improve their stats, there is otherwise no leveling system ("5 Bloody Mess - You need stitches. You are DEPRIVED until its done by a Specialist. Reroll your Maximum HP on 2d6 and keep the result if higher"). Disputed initiative is determined by Dexterity saves. 

The 300+ page book is laid out so that you can start playing immediately and learn what you need as you go. Most of the world flavour comes from the player characters Failed Careers, out of 100 or so: Cryptohistorian; Student of history that never was, or  Inseparable Twins; There are two of you, identical in most ways. Your career is determined from a look up table where you cross reference your lowest and highest ability scores. These give you some random piece of equipment and the answers to two questions specific to your background (“How are you messed up by experimenting with time?”, “What does the elder twin get?”), serving to balance out the roll of the dice with the power of starting equipment/abilities. And to make sure the game has direction from the outset, the failed career of the youngest player determines who the group as a whole owe £10,000 to (The Hot Slab, Morgue and Social Club:Take shared ownership of a case of 12 bottles of Highly Carbonated Formaldehyde. It can be drunk without harm for a mild buzz, but causes foul-smelling trapped wind).

A key difference between this and OTE is that where OTE gives you maybe hundreds of pages about the denizens, gangs and zones of its city, Bastionland just gives you some tables and rules for how to make up what the players will find there. There is something really engaging, vital and incredibly efficient about this. In the words of it's creator Chris McDowall; “This is a game to be played, not a textbook to be studied. It’s designed for the game table, not the library.” That's me told.

Physical and digital copies of Electric Bastionland can be ordered from the creator's website.




Thursday, January 20, 2022

Knave (06-03-21)

 

I first heard of Knave when I bought Rakehell (though I have no idea what lead me to that) and did not really know what it was, though I have a feeling I may have looked it up on drivethrurpg at the time. It was after I got Mork Borg that I thought I should read some of the older OSR systems to see how it compared, having seen these references to Knave I assumed it must be old, or at least well established. Then I realized it was created by the Questing Beast guy (Ben Milton) who’s videos I'd been watching. That seems like ages ago now, more from the amount of Questing Beast I’ve watched and the number of games I've bought on his recommendation, than the actual length of time.

Knave is a 7 page, no frills pdf. Like Mork Borg it dispenses with the D&D Ability scores and uses only their bonuses, but is even more efficient - you roll 3d6 for each and keep the lowest die roll as the bonus. Savings throws are made by rolling a d20 and adding the appropriate ability bonus, with a total of 15+ granting success. To this it adds the concept of an ability Defense score - this is your bonus plus 10, the number which has to be beat (d20) in an Opposed Save, i.e. when an opponent is trying to do something to you, or you to an opponent. Hit Points (1d8) and Armour (the opposed save which must be beat to hit you) round out the character stats. Leveling up improves Armour and 3 other ability bonuses by 1, increases HP by 1d8 and happens every time you gain another 1000 xp.


There are no classes and encumbrance is a simple slot based system. Anyone can cast magic, but a spell book is a weighty item which takes up one slot and holds just one spell which can be used once per day, thus carrying a lot of spells comes at the expense of wearing armour etc.

Character Sheet


In addition to these elegant streamlined mechanics there are a number of really good d20 feature and personality tables to roll on, the combinations of which make for distinct, flavourful individuals. Having spent a considerable amount of time working on a complex procgen character system for a videogame I’m surprised by how evocative this small set is. A Background dictates what you did previous to becoming an adventurer (Alchemist, Cook, Outlaw etc) and a Misfortune explains why you've become just such a knave now (Addicted, Exiled, Robbed). Then there's a Virtue and a Vice, and adjectives for Physique, Face, Skin, Hair, Clothing & Speech.

From Random Charater Generator https://perchance.org/knave-lotfp


It also comes with notes on how to convert D&D monster stats (super easy), a list of 100 random spells, oh and like Mork Borg it has Morale and an NPC Reaction Table.

The whole thing is incredibly elegant and I’m using it as the system for this solo game I’m playing, critically my characters were all rolled using an online generator (the excellent one I used is 404 now, but this one here does the trick, albeit without the ability scores).

Knave is on Drivethru.

Sunday, January 9, 2022

Mythic - Game Master Emulator (27-02-21)


 

Mythic is an RPG which has within it a system for ‘game master emulation’, i.e. solo play, apparently there was sufficient interest in this that the author (Tom Pigeon) published just the emulator rules as a standalone, which is what I bought.

How I got here - I read the Questing Beast Newsletter for February (2021), it contains many fascinating links some of which i am still investigating now, one of them under a section on solo RPGs is a video by Geek Gamers. This video is an entire metropolis of rabbit holes all by itself, although solo play seems to be the focus of the channel. In this video she uses the Fate chart from Mythic extensively and its basic structure. Having been inspired by English Eerie I had already embarked on my own solo play rpg before I watched the GG video, otherwise I would likely have tried playing a game using the whole Mythic system, as it is I have only borrowed from its tables on the odd occasion.

Mythic is based around asking questions - which arguably regular rpgs are too in that they essentially progress via the players and GM asking questions of each other. So you frame a question about the circumstances - was the village massacred by a new threat? Is the chest trapped? Then decide the likelihood that the answer is yes and roll on the Fate table which modulates the probability by the Chaos Rank to produce an answer from from Exceptional Yes to Exceptional No and includes the possibility that a Random Event occurs.


The Chaos Rank is an indicator of the general state of control the player has over the world, it is modified by the outcome of each Scene. This is the basic structural unit of Mythic, you decide what the setup and purpose of a scene is then use the Fate question format (or whatever additional RPG rule-set you are using) to resolve it. Randomness is interjected by rolling before beginning the scene to determine if it should be altered or interrupted entirely. The details here are generated from 3 tables, one which sets the focus of the random event (a player character, a story thread etc), and 2 others which are d100 lists of Actions and Subjects to be interpreted into some kind of encounter. Lists of NPCs met, NPCs important to the player character and the Story Threads provide further grist for the random event mill.

Thus far I have only used the Action and Subject tables for my own solo RPG, but I may well give the system as a whole a go at some point, though I generally prefer making my own quick tables for possibilities rather than following the twenty question approach.