Showing posts with label pub crawl. Show all posts
Showing posts with label pub crawl. Show all posts

Sunday, April 10, 2011

Three Companions - Monsters




Ah yes, monsters.... the guys that your players attack with D20's and then they drop loot and stuff for your players to collect! Nothing more to say on this one.

This topic is going to be hard for me to cover in only one post, but I really want to complete this series covering the Three Companions that I started in ~January. I have a fruitful past in this blog of starting things and then dropping them quickly. If you don't believe me click the tabs at the bottom of this post that read Pub Crawl (discontinued in the middle), Streets of Madness (also discontinued in the middle), Forgotten Realms (dropped quickly and replaced by my most recent obsession of "The Known World"). I have a limited amount of time to spend on "this blogging thing" and sometimes I like to bite off more than I can chew. The monsters section of the three companions that I am reviewing is such an elephant. There are way too many things to talk about if I wanted to cover them and compare them completely. It would probably take 2-3 massive posts, but I am really serious about slamming this out today and having some fun with it.... so I think what I might do is give a 1000 foot overview of these sections for each book and then perhaps pick out 1 or maybe 2 monsters from each book that I find the most appealing to me.

Almost every morning this week when I'm sitting at my computer before the sun comes up sipping coffee like a zombie, just waiting for the coffee to give me enough energy to shave, or shower, or iron some clothes.... I've been reading about monsters. Ah the life of a gamer with a job. I think I've come up with some conclusions about the different companion books and how I will use them in my campaigns.

So lets start out with our wide angle lens and try focusing on the Barrataria Companion Expansion. The monsters here do not cater to the 14th level and beyond adventurer. Instead we have a suite of monsters that remind me of the AD&D game rulebooks along with a few original ones. I find this monster section the weakest of the three books I'm reviewing since I already have prior versions of almost all the creatures. However, the companion expansion book has a different purpose relative to what I was looking for in a "Companion Book". It reminds me more of the LL AEC which intends to add more layers of complexity to the B/X style game. This is actually opposite in the direction that I wanted to go with my B/X games. I find that the simplicity of the B/X system is one of the glorious things that makes it work so well.

Probably my favorite monster from this book was the Wax Golem. It was a cool, low powered golem that I could see using to create a very creepy House of Wax Golems horror inspired adventure. It got me thinking down really cool threads of how I could mutate these guys and make a bunch of adventures from this one monster. These guys got me excited to play some D&D which is a really good thing.

Next in line is the B/X companion, by JB of B/X Black Razor. I love the monsters section of his book. I think it is probably my favorite of the three books. First off, there are many creatures of what I would call the "near-original" creations. They are monsters that are familiar tropes of fantasy but statted up for B/X style play. JB also give all the creatures his own twist which I really like. I seem to be babbling here at the mouth so let me give you a couple of examples: The Goblin Lord is a handsome, tall, magic using goblin that can boss around hordes of regular goblins and is a throwback to the days when goblins and elves sprang from the same common ancestor. I can see many really cool applications for this guy.

JB also added Maenads and Frog People, and greater mummies. Who can go wrong with adding Greater Mummies? Another good example is the Death Lord - this guy is very similar in nature to Lord Soth of the dragon lance series, but the death lord also reminds me of the Spawn comic book. Again, JB adds his own twist to these guys and gives them some really neat powers that make them a good choice for the villian of a high level adventure series.

And then we end with Mentzer's D&D Companion set books. It starts with the Beholder statted up for B/X style play - heck yeah, the Beholder :) We then have rules for making super powered dragons capable of withstanding high level adventurers. High level ghosts, gargantuan creatures with 24-51 hit dice, and other unique creatures such as the Drolem. This is a really cool creature with a horribly unfortunate name. It is a mechanical dragon golem construct - how cool is that, right? It has 20HD, has massive damage output, is immune to all sorts of magical attacks, and has the name Drolem. Well, I guess this harkens back to the early fun days of the game when a certain amount of humor was regularly injected and we all didn't take this game so seriously. Dragon, golem, dragon-golem, and finally Drolem, I totally see how you get from A to B. I almost want to make my PC's fight one of these guys controlled of course by an evil wizard who will yell out," You will all die at the hands of my DROLEM!!! (insert nefarious cackle)".

Overall, I really like Franks monster section, and he also had a lot of elemental plane creatures for PC's to interact with, some of which are really neat and creative. I especially liked the Horde creatures from the earth plane with their "hive mind" and strange alien purposes.

Anyway, these three books give me a lot of ammunition for the DM cannon. I think I will start covering the magical items and treasure sections of all three books next. Until then young DM's, go forth and scour rulebooks for new monsters, if you don't like the monsters you find there, then tweak them. Send out your civilization ending beasties statted up on the back of spiral bound notebooks, find inspiration on saturday morning cartoons, read through mythology, there is a wealth of monsters in our history that are just waiting get some D&D stats. You can figure out if they have type Q or T treasure tables or whether they play chess later. However young DM's, just remember to give them a better name than "Drolem" or....

this guy will come and wreck havoc on your city!

Saturday, March 6, 2010

RPG Lite PubCrawl 3: SLUG





Yep, slug ---- this stands for Simple Laid-back Universal Game system. This is about as rules light as it gets. The rules fit on one page. There are a bunch of games like it. They are usually put out there with comedy gaming in mind or for when you just want to do some cooperative story telling with some minor injection of rules and randomness. I'm going to make this overview as light as this game is. Lets get right into the elements analysis:


Elements:


Explanation - in SLUG, you can make your character any way that you choose as long as the GM can understand what you are good /bad at.

Action Resolution - if the GM isn’t certain that you will automatically succeed you grab some dice (any kind or number really) - higher is better. The GM decides by the result how good you did and adds in factors from your character description to modify this.

Development - throughout the game if you think it makes sense you can add ideas to your character if the GM agrees.



Adaptability (5 out of 10) - while in theory you could run any kind of game with this type of system - this kind of light hearted system


Feather Scale (10 for 10) - there is only one page of rules - nuff said.


Combat (2 out of 10) - There really aren’t any specific combat rules. I guess if you really wanted to have a combat you would have to make them up. I think following in the spirit of the game you would just have the two contestants each roll some dice and you would modify the rolls with modifiers based on the character sheet. Whoever comes up with the best total would “win” the round. You could employ the magic rule of 3 and say if one character “wins” 3 times in combat he has dispatched his foe. You could be free form and let the winner decide what that means (death, grievous wound, or in “combats” that are non-violent, verbal, or really more a skill contest you could be creative, maybe the loser has lost self esteem or finances or something) with GM approval.


Longevity (5 out of 10) when you feel that you character has been practicing a skill in the game or you have revealed something new and important about the character’s past - if you can convince the GM that it should be added you just put it down on the character sheet.


SLUG is a fun idea and I think you could actually use it to play roleplaying games with very little additional development. The players and GM have to be on the same page with their interpretation of the character and the spirit of the game.

Friday, February 12, 2010

First Stop on the Pub Crawl: Fudge




Fudge a game not just a chocolaty treat - it is a "way"of thinking about running games. I personally love Fudge and I’ve used it to run several games in the past. My favorite Fudge game I ever played was a low power level supers game where one PC had the ability to split himself into a molecular fog and then recombine and the other PC had perfect aim (he couldn’t miss with a ranged attack). Fudge is really easy to learn and is very rules light. Well lets get started with elements analysis:


Trait Levels (instead of having numbers to describe how good you are at something you get adjectives, good, terrible, superb, etc.), Attributes - the gm will specify how many of these - they describe physical or mental qualities for characters in a game world where almost all characters should have a description for how good they are in this area, examples, Strength, Agility, etc... Skills - these described abilites that are typically trained, where attributes are something determined by Genes. Skills are not connected to attributes in standard fudge so you can run games without attributes if you wanted. Gifts - these are character qualities describing particularly good traits or benefits that a character has, examples include wealthy, good looking, quick reflexes. Flaws - a trait that limits a characters behavior, abilities, or other peoples reactions to the character - opposite from the gifts. Fudge Points - I think these were an integral part to the game which made the game special. Fudge points allowed a character to manipulate fate to some extent in the game. In a critical moment they could use these to change the outcome of dice. Wound Levels - wound levels were the default method for tracking damage from combat in fudge - this is something I would modify if I was ever to run fudge again. Since the trait levels are so granular, a great swordsman has a huge edge on a good swordsman, so in a combat between the two the great swordsman will land a few blows which will penalize the opponents future attacks and soon the fight is over. I’ll talk about the benefits of this and the penalties later in this post. Super Powers - self explanatory - magic, psionics, etc... Fudge Dice - fudge dice are cool. They are d6’s with two sides marked -1, two sides marked 0, and two sides marked +1. You can roll multiple fudge dice to create a distribution of +/-X where X=the number of dice rolled and the center of the probability curve is always zero. The default for most fudge rolls is 4dF giving you a +4 to -4 range to modify the result of a skill or attribute check.



Adaptability: (8 out of 10)


Fudge can be used to run almost any game genre imaginable. There are certain genres where it doesn’t perform as well. I’d say games where the focus will be on hack n slash - fudge is lacking. The combat system is meant to be quick and deadly - not detailed or multifaceted. You can’t really run combats where the contestants rock back and forth in a duel. Instead, one opponent will quickly gain the edge and the other will death spiral. Another area that fudge is lacking is rules for technology - so sci fi games would be hard to run without a lot of modification of the core rules. I personally like technological items to be quantitatively described with all their features, not just a “good magnetic accerator”. I could see fudge used to describe a “firefly” or serenity type of sci fi where the technology sits in the background for the most part. Another neat thing about fudge is that things can be ported into the game easily and almost all the rules that I described so far could be modified or removed :) to create exactly the game that you want.


Feather Scale: (7 out of 10)


This game is pretty light. Anybody can create a character pretty quickly - although you could also spend hours creating a character if you want to be really detailed about it. You can add more and more rules to Fudge and bog it down to maybe a 3 on this scale or you could strip everything back and be close to an 8 or 9. I picked 7 on the feather scale as representative of the average fudge game using the rules as presented with few changes. There are some nice pre-thought through versions of Fudge like: Five Point Fudge, or Fate which already give you a less fuzzy version of the game rules and clearer descriptions of how to get from point A to B.


Combat (7 out of 10)


I’ve already described combat in fudge a bit so I won’t spend much time here. The attacker rolls his attacking skill in a contest vs. the defenders defense skill (or against a dodge check). You roll 4dF as a contest against your opponent - rounds can be dealt with using a turn system or via a simultaneous system. I always used an agglomerate of both. The combat system is quick and lethal although there are ways to adapt it toward more combat focused game by altering the wound system and by adding little intermediate levels in between the ranks to spread out the scale a bit and add more variation to the ranks.



Longevity (7 out of 10)


Fudge can easily be used to run a long campaign. There is a system of giving out experience or you can just work subjectively to improve characters based on agreement between the GM and the players.


Overall


Fudge is a great game system. It is rules light, adaptable, and the rules are very familiar since the use of adjectives makes it so everyone can understand the level of ability. I’ve had a lot of fun playing this game and I think aspects of this game system have shown up in many newer systems. Remember the golden rule, if you don't have a rule to cover it - just fudge it...