D100 like it’s 1986

I’ve had an old times blast today. Inspired by Che Webster’s Roleplay Rescue Podcast, episode 911, I have gone back to old roots and started to build a Chaosium ‘Basic Roleplaying’ game that feels right to me. I suggest 1986, only because I was deep into RuneQuest 3rd Edition by then, rolling around with Stormbringer and other offerings. For a long time some form of BRP concocting was my default game system creation. Since then we have seen some great developments of the core game, in particular out into the Mongoose ‘Legend’ branch of the family.

Mythras (RQ6) is the most elegant and complete expression of the game today. Pete Nash and Lawrence Whitaker have fashioned a detailed and balanced version of the game that, for me, stands taller than any other. I am looking for a slightly simpler expression of the game and though I could have gone with Mythras: Imperative, I pulled off my relatively new OpenQuest (OQ) 3rd edition, that takes from the Legend SRD and delivers a more streamlined expression of the game. Truth is, I’m probably looking for something just a little different from OQ, but it can form a substantial base for my game.

Blending sourcebooks 

In additon to the blending ingredients above, I have access to the Mythras Classic Fantasy books, that take Mythras into a more D&D like experience. It is very strange for me to be heading back to BRP through the lense of recent D&D play. There are strengths to both, and a slight blend isn’t obvious from the purer documents in the illustration.

Legends of Anglere is a fun Fate implementation of heroic fantasy that I never remotely got to the table. It is choc full of stealable concepts, though how far I extract and re-purpose them I don’t know. I could equally take 13th Age, or indeed D&D 4e, and do the same. The blend will always be recognisably OQ though. I’m not in much danger of encumbering OQ with so much extra crud that I lose the simplicity of the base design.

Having said that, in bullet form, what do I have so far:

  • OpenQuest as the base expression of the game
  • A revised and slightly expanded skill list. I may retract back, as OQ’s simpler list is very much a strength. Having a few more skills will help with the niches below.
  • No hit locations.
  • Hit Points equal SIZ+CON. An oldie but a goodie that I have played with for 35 years. Slightly more survivable heroes 
  • Minor and Major Wounds as per BRP Gold Book
  • Passions from Mythras
  • Basic Magic is reskinned as ‘Talents’, extraordinary effects that heroes know how to do. This is simple chicanery to assuage my 40 year aversion to everyone having magic. I come back to this from D&D 4e, where everyone has Powers and it just works for me. This is unnecessary of course as Basic Magic can be described as all sorts of things, but taking out the name ‘Magic’ is an important step in my adoption of the game and keeps the fun of the effects. I shall probably rename quite a few of the Battle Magic spells and possibly rebalance some. Heal for example will be ‘Heroic Recovery’, only applies to battle wounds, and only for the individual character. Of course I may decide that an ‘inspiring word’ triggers a recovery in others. Surge on.
  • Characters choose a Profession/Concept/Class
  • Professions provide a template for initial generation of Skills and Talents (Concepts in OQ) 
  • Profession defines the Talents that your character can access
  • A Critical Hit delivers double damage, though I will need to consider how this stacks with some Talents, which  may lead to quadrupel damage.

Thanks to OQ and other sources I probably already have enough to bodge together a game that could actually see the light of day and play. A simple Google Doc character sheet would seem in order to make it happen. There are rough edges to what I have, but that’s fine, as my flavour leans on rock solid design over decades. 

Why? Well, simply put, I have had a bit of a tiring week, and wanted to regress to an early state, where I designed games with a simple pallette. The range of colours has expanded now, but the experience was terrific and really took me back. 

Maybe I’ll put on a game for old times’ sake?

Posted in Games | Leave a comment

Danger in Highfort Pass

A Dungeons & Dragons 4th Edition game set in Kallahn.

With the eastern lands of the Kal crumbling to remorseless Kestolian pressure, Haldun, King of Thrail, has commissioned you to uncover a new threat to the north. The pass through the mountains to the fortress city of Menelcar has fallen silent. This critical trade route to Thrail’s most northerly sentinel city must be kept open! Trade caravans have not returned. Rumours abound that old Highfort, deep in the pass, has fallen to some nefarious evil.

A major quest that calls for heroes, and you qualify! Can you uncover the truth of the pass and clear it once more for safe travel?

Thrail and the North

Posted in Conventions, D&D4e, Games, Mapping | Leave a comment

Talking with Ron Edwards about D&D 4th Edition and Con4eR

 It was great to have the opportunity to talk with Ron Edwards about Dungeons & Dragons 4th Edition and the running of the Con4eR online convention. Check out the video link on Ron’s Adept Play site:

https://adeptplay.com/seminar/conversation-about-4er

We’ll collaborate some more as we go for a second outing for Con4eR later this year.

Posted in Conventions, D&D4e | Leave a comment

A D&D 4e Stack Tour

I take a tour of the big stack of books… 

Posted in Uncategorized | Leave a comment

My First 4e D&D Convention Game

 I’m organising a quick pop up D&D 4th Edition convention online at the moment. I’ve talked about the process and how easy it is to do. There’s been some great play at Con4eR so far and it is heart warming to see people getting together and playing this edition of the game.

Having been DMing a 4e campaign, I’ve become much stronger on the core game rules, which are some of the most straightforward and unambiguous versions of all the D&Ds. It’s a joy to run. A four hour convention slot comes with all the usual challenges, including new players to either the system, or the VTT, or both! I went with Role as it is the most familiar to me, and the Foundry 4e system isn’t quite there yet.

My setup on Role

I took a classic ‘Delve’ from the 4e Dungeon Delve book and set the game at 5th level, eschewing the obvious ploy to set your game at 1st level to streamline options. Mostly, the game went down really well for all at the table. There was a lot of fun in the session, but it was ‘full on’ throughout.

I started with a lightning tour round the VTT and player character sheets. I’ve setup clickable sheets for 4e that is designed to speed up dice rolling. There are currently limits to the flexibility of the sheet template system on Role, which they are addressing over the summer. For now, I have a character management sheet that looks after resources and dice rolls.

Inevitably, there is a trade off in providing succint and usable information on VTT function and getting into an actual game, and I was as quick as i could be, hoping that any kinks would be worked through during play. Again, mostly, I think I got the balance about right. I had offered an orientation session before the game day, but in the end i needed to do the walk through as part of the game introduction. understandably, some players clicked on the wrong things, due to the sheet not being completely intuitive. We got over that after the first time different things happened, so no biggie.

There were a couple of things that cropped up as we got into the game. It wasn’t obvious to new people how to make guest accounts to enable them to log in to the table. I haven’t done that journey, so haven’t tried to replicate it, but they were truly stumped.  They got there in the end, but the signing up for the $8.99 was much clearer and suspect the options tree at that point needs to be more clearly expressed.
Another is the need to explicitly and manually clear a dice roll creates too many clicks in the process. One player started to shout “CLEAR” to remind him to do it, and I would respond “Dice in the hole!” The main problem is that uncleared rolls were merging with sheet created new rolls. It was unintuitive and slowed everything down.

As a Role long timer I’ve got used to this change, but I think it needs to be revised.
Acknowledging the usefulness of an uncleared dice roll perpetuating results on screen (we also now have the dice log), I would like to see a timer on dice rolls, so that they auto clear after an elapsed time. Given player ’rounds’ in 4e, the player switches from ‘to hit’ rolls ‘to damage’ quite quickly. If there isn’t a consensus on this then you could have this set as a parameter at the table info, where the game organiser can choose between immediately, never, or a time in seconds entered on screen. I think I would set it to about 10 seconds. I have provided this feedback to Role.
The game itself was a dungeon delve and thus accentuating the rich tactical combat that comes shining through in 4e.
The Barony of Harkenworld is in chaos. A raiding army from out of the carcass of the southern Empire of old have attacked and taken Harken, the castle and the Baron. The ‘Iron Circle’ have command of devils and all manner of evil has become emboldened, striding freely amongst the scattered settlements.
Heroes of the North, you have responded to a crisis out in the East of the Wold. One of the lieutenants of the Iron Circle, Tal Lorvas, has terrorised the settlements that nestle by the Briar Hills and is said to be uncovering some ancient magics in a rumoured tomb of a banished Empress, Nemeia of Bael Turath.
You are in pursuit to prevent Lorvas gain control of the cursed treasures of the tomb. Our adventure begins as you arrive at the uncovered maw of the tomb entrance, breathing a fetid stench from its long deep and dark throat…
#Dungeon Delve, #PG-13, #Co-operative play

Or, Delve 5 in the book!. I re-drew the maps in Dungeondraft so that they would pop out and scale well on the VTT. I was pleased with the results; it’s proving to be a really useful tool. 

Thanks Dungeondraft

Tokens were created using Token Tool and linked to images of the characters that were created from scratch using the offline character builder. The characters were exported through One Note out to images that were embeded in Google Docs to facilitate easy sharing. During the game I had tabs open with each of the character sheets to check on powers and rules questions. That seemed to work well, as the main challenge for players was to get on top of their power options in game. The players were awesome, picking up the variety very well and, on the whole, swung into the groove of working out what they wanted to do whilst they waited for their turns.

I pushed the combats quite hard in terms of cycling round the roster of heroes, to help people stay engaged and keep some sense of pace in the combats. We got through three meaty combat encounters during our session and fnished pretty much to time. There’s more to 4e than tactical combat, but it really does shine to that regard and I was pleased to see the players enjoying their options and the emerging team play as they riffed off each others abilities to maximise their outcomes. 4e is a real team game and it is baked into the class design. Great to see.
I had knowingly overcooked the amount of content for the game, creating two whole extra encounters, that I suspected would never be used, delving beyond the locked doors into remnants of the Tiefling connection with the ancient tomb. It was fun to build those encounters, and who knows, perhaps they will see the light of day, one day.
So much to explore and so little time

A sound room was setup for online sharing of music using RPG Sounds a very nice free application for sharing music and sound effects online. We had ambience, stirring theme music, and some growling of monsters.
Worth checking out RPG Sounds
My main reflecton is that the game was tactically intense, with me cramming in three combat encounters in the time. Some players were well experienced with 4e, others were fairly new. The players did great. On balance I was OK with 5th level, and that didn’t create too much additional complexity. I might lean into more of a Skill Challenge next time and mix it up with the combat.

A good game and inspired me to run some more 4e at conventions.

Posted in Conventions, D&D4e, Mapping, VTT | Leave a comment

Old Friends Returned

 It seems that the process of redrawing the old fantasy map of my youth has brought back old friends and memories of campaigns of long ago, as much legend as reality. Early days with it and a gentle process. I’m starting to place som e nation or peoples’ names and ‘re-imagine’ some of it.

Middle Kingdoms of the Kal looking east to the reborn empire of Kestolia

As enjoyable as the process is, in and of itself, I may extend to running some games there, or at least one! It’s quite fun looking at the games I might use. If it is to be D&D 4th Ed then the old empire of Tareon will be Eladrin, with their faded palaces dotting the landscape to this day. The human Kestolians are seeking to emulate the glory of the past, but choking under the demands of their infernal advisors. The Middle Kingdoms of the human Kal are a fractious concordance of many ancestries bound by the frailties of the old clan alliances of yesteryear.  The hinterlands are wild and dangerous and in the inner lands continue to hold mysteries that beguile and threaten.

Meanwhile, placing symbols…

Posted in D&D4e, Mapping | Leave a comment

Homebrew Mappage Project – Kallahn

So, I have brought out my dusty old maps from 35+ years ago of my fantasy campaign world of Kallahn, originally a home for some Chivalry & Sorcery 2nd Edition. I’m not going to claim anything too innovative or amazing, but it was mine.

I’ve started the process of mapping it afresh using Wonderdraft…
Early work in the Middle Kingdom area centred on Palar

Having a 16GB RAM PC with decent onboard Ryzen 3 graphics, means that I can create a large map and zoom in to 100% and add detail. I think it will be a while before I get it complete, but much earlier in places to have something that can be used as a backdrop for an actual game.
With its roots in C&S2, the world was quite humanocentric, with tinges of Tolkien. Whereas I may stay with that vibe, I’m open to some re-interpretation, depending on what I want to tell and with what. Current front runners are Dungeons & Dragons 4th Ed (of course), but also True20, Heroic Fantasy, D100, or even a home for Tripod Fantasy for a light game that brings own setting and system together. Of course, it could be all of them.
Meanwhile I shall enjoy filling out the map and posting updates over here.
Posted in D&D4e, Games, Mapping, True20 | Leave a comment

Back to the sort of table you can put a pint on

 It was always our student house joke about Logical Positivism. You can’t doubt the existence of the table in front of you, if you can put a pint on it. It was the sort of test that we were sure the Vienna Circle would have deployed, down the boozer, in the 20s.

I’m starting to think about gaming around real tables with real people. I think I may find it a challnege on a number of fronts. Virtual Tabletops are here to stay. All of my three regular games have people from other places, either in this country or much further away, so the games will go on and, in any case, I think I prefer playing online. That’s right, I think it is more me. This may place me in a minority, but that is just fine. Embrace the weird.

It isn’t just the convenience of the ‘switch on and play’ nature of virtual gaming, or that I can connect with so many more people and play the games that I really want to play. I think I like the creating of the session experience online. The ease with which you can create the richness of the surrounding assets that give the game the visual pizzazz, and the way the tabletop provides a dynamic concensus to what is going on. Accepting the limitations of the video box we sit in, the commnication tools on chat provide lots of opportunities for group communication.

You can’t go back to savoury now.

Nevertheless, I have space and a gaming table, and our local conventions are going back to the hotel venue, so I will be running realspace games before very long. Getting my current jam of 4th Edition Dungeons & Dragons to physical has been occupying some spare processing space. I have ordered some 5cm wooden disks to go with my 2.5cm fridge magnets to give me quick, cheap and portable tokens for grid based play. Oh yes, all hail the beauty of the grid. I may also have to say hello to Loke, not the blind alley, but the battlemat purveyors. At least I hope that’s not a gaming cul-de-sac, but something like this looks pretty good:

Dungeon Draft and printer ink may also be deployed.

Genesys is something I’d definitely like to do more with, and I have my sights on the Summer Twilight Imperium release as the space opera for me. physical will encourage me to get out the specialist dice that I have and watch them clatter around the very real table next to my pint.

Yeah, that sounds pretty good.

Posted in Conventions, Games | Leave a comment

Con4eR

 

A D&D 4th Edition Online Convention

I seem to have a congenital need to create gaming spaces, to bring people together to play tabletop roleplaying games. There could be have been worse things. My next project is to see if I can develop an online convention for the playing of D&D 4th Edition, a game that I am enjoying running at the moment, and fueling some fun with a #4eRenaissance on Twitter. I mean, if you want to own a meme, where better to go?

This is in conceptual/planning stages at the moment, and will act a bit of a wrap around me creating a 4e one shot with some pre-gens to showcase the game for people. I thought I might investigate using Warhorn to enable me to solo organise the schedule, possibly backed up with a Discord, depending on what Warhorn offers in terms of communication. For such an event, I will need to create some safety guidance, and devolve trust to any participating DMs, with a feedback loop to me if needed.

I’m currently targeting the weekend of 10th to 11th July 2021, the one before schools break up in the UK. That’s not far away by design, though might be a bit too tight. It gives just enough time for people to plan ahead, either to get something to the virtual table, or to free up some time to play.

What do you think?

It will be interesting to see if I get any DM takers, and the VTT tools they choose to use. I’ll get some pregens into Role VTT and have the game as a taster for the future.

I have some time away from work next week after the Bank Holiday, so will reflect on when it could be and get some details out and see what happens. 

If ‘Con4eR I’ is just me running something for an afternoon, well, it’s a start! 😊 

Posted in Conventions, D&D4e, Games | Leave a comment

4e Stat Blocks

Created from Masterplan output to HTML and edited slightly to give me an NPC. 

A thing of beauty. 

Posted in D&D4e | Leave a comment