The Company Gathers

I am enjoying the preparation for the LongCon all weekender of Tales from the Lone Lands, using Free League’s The One Ring. There are endless things that I have to do, from the basics of absorbng the game rules and the adventure content, through to the fripperies of preparing character stands, hand outs, table displays and painting figures.

I have quite a few of the dice sets…

There isn’t so long to go now, and feel that the readiness of our weekend game is coming along to time. I won’t focus too hard on the mass of stuff to do between now and event weekend. It’s quite a responsibility to run a full weekend for six people, and I want it to be a great and memorable weekend. My own journey has been spared the weight of ‘travel fatigue’ by the glorious help of two of my fellow players, and the ever generous Gowbear (Neil), who have been painting figures of the player characters and some of the servants of the Eye. So, we will have some minis to grace the table for those climactic combats!

  

Thanks Neil!

I am painting some of my own, but they will end up being quite basic in comparison, but I think worth throwing in to round out the look of the heroic action.

I’ll be using the Role VTT as a hosting platform this Friday, where we will meet each other, virtually, introduce our characters, make connections between them, their patron and places of safety, before opening out the Lines and Veils for the weekend.

Session Zero

All the images and location maps are to be displayed on a monitor, linked up to a laptop. This will save printing, and provide some session mood images. The locations are very much presented for theatre of the mind (with visual prompts) and the combat is abstracted into stances. Some more document and print to come, more reading, and more painting, but the game is nearing ready.

Maybe another update or two before LongCon kicks off.

I hope I do a reasonable job!

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LongCon Preparation – Tales from the Lone Lands

I am both excited and a touch nervous as I switch to a few weeks of preparation for my ‘Tales from the Lone Lands’ full weekend game at LongCon at the end of June. It will be a heady mix of reading, structure preparation, resource creating, and figure glueing and painting!

The figure painting may just prove beyond me, but I will try to get some rough figures ready for when the Shadow catches up with our company of heroes. I’m using Renown Gaming’s collection of figures and I have an impossible amount to do in the time I have left. They’ll happen either in time for the event or over time for subsequent games.

Here’s a possible resource that I have found for quick creation of base characters. The system generates based on two key choices, and then you can ‘re-roll’ until you get entries that you like. The sheet is also editable and outputs to an editable PDF.

Online Character Generator

I’m treating myself to an updated edition of my trusted guide to Midle Earth by Robert Foster. I love this book so much, and I can’t tell you how many hours I have referenced it whilst reading the texts, playing the game, or frankly just gorgeing on the details from cover to cover. Everytime I do so, I find something new, and a connection that fires my imagination. The book will grace the gaming table for gentle perusing and using lore to inform play. I may be the Loremaster, but I’m being collective with all around the table when it comes to accessing the lore. I mean, if we need to, as there will be adventures out in Eriador that will occupy most of our time! 

Buy this book!
My good friend Dom ran us a superb LongCon game last year, returning us to the Young Kingdoms, with a couple of classic adventure modules on the hunt for the White Wolf, using my own Tripod gaming engine. I’m very glad to return the favour with a game for him this year. Maybe a tradition could be established?! 😊
On which note, I’m delighted that LongCon is back and into its stride this year with five super looking all weekend games. I have recieved timely and super helpful encouragement from many of my gaming circle of mates, not least the incomperable Mr Gowbear. Dom is helping me to organise the event itself, which is a tremendous help. You are nothing, without your company of heroes.
LongCon is on the map. We’ll be doing it again in 2026. Please join us for that immersive all weekend game experience.
More soon as I continue to ready for the event.

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FantasyCraft – the noughties strike back

I appear to have an unhealthy attraction to ‘designed in the 2000s’ fantasy D20 games. FantasyCraft is my third after Dungeons & Dragons 4th edition and Green Ronin’s inventive True20. It’s not as though I have any meaningful history with the originating source of Dungeons & Dragons 3.0 or 3.5, as I went from University AD&D 1e shenanigans to anything but ‘Levels and Engorged Hit Points’ for more than 30 years. I may have played the 3.5 era once or twice due to test plays via Pete, my perennial D&D friend. Not much of a pedigree.

So, Crafty-Games’ FantasyCraft then. This heroic fantasy take on their super flexible Mastercraft system has so much to recommend it. My nearest touchstone is another 3.5 re-imagining via the True20 RPG, contemporarilary published by Green Ronin. Though both games take some of the core D20 system, they vary significantly in overall design, whilst both being excellent games in their own right. I say this on the basis of a FantasyCraft read through and many years of experience. I can generally and reliably tell when a game has the fun play juices within it, however this needs to be confirmed through actual play. Only then will I really know. Take this blog post as one of those excited ‘First Looks’, sixteen years after the fact.

What we have here is a very full, option festooned, Fantasy D20 game, ready for your own hacking and building. There is a mostly full game here, where you pick various approaches and themes for the game that you want to present. At 395 pages you have a vast and somewhat dense game, that will need absorbing and assimilating, careful considering and detailed preparing before play. This is not a pick up and play game. The delicious variances to the D20 system need a good understanding, even though the surface game can be quickly picked up, keeping the D20 plus a bonus to hit a Difficulty Class mantra.

Starting in the middle, and why wouldn’t you, I see that this exciting system properly embraces and makes a feature out of the D20 level bubble. Hey, says every D20 player for ever, as I go up levels, all the monsters go up levels, so all the numbers are larger but my chances are about the same. You’re in that bubble of managed heroic competence, facing ever more horrendous foes as your shiny ability buffs ascend to stratospheric heights.

In FantasyCraft this is explicitely called out with the threat level system. Foes are rated on a grade of 1-10 in a number of key areas, such as Initiative, Defense, Attack, Health and Skills. Then, to work out their bonus numbers, you slide along a 1-20 ‘Threat level’ that corresponds to the average of the player character level. Quite literally, the NPCs and foes journey with the PCs on their ascension. There’s more here though, as foes have the same base, and classic six, characteristics as PCs which provide bonuses, and physical size, which affects wound totals. They also have templates, such as ‘Ancient’ , ‘Clockwork’, ‘Dire’, or ‘Lich’, which modifies the base foe in a particular direction. Add in extraordinary attack types, gear and treasure and you emerge with a massively flexible system that can build anything from a peasant to a fearsome lich drake.

FantasyCraft provides a rich set of components to build any character or foe that you may wish to create. It’s a feat heavy game, with each tightly described and voluminously listed. Player Characters are rated as ‘Special’, and protagonists can either match them or be rated as ‘Standard’. Special characters get both ‘Vitality’, a level engorging sack of hope, bravery, bruises, and inconsequential scrapes, that keeps them in the fight, and also ‘Wounds’, a largely static and small number that measures real bone crunching, life limiting endurance. Standard characters simple get a Damage Save bonus (or get knocked out). To bring this distinction to visceral life, D20 rolls have both a Threat and Error range. In simple terms this would be a 20 for a threat (critical success) and a 1 for an error (critical failure). These ranges change through a variety of factors. If a foe gets a ‘threat’ then, with the spending of an Action Die metacurrency, they can apply damage straight to your wounds and circumvent your vitality bloat. There is always danger in this game, and that’s how I like it.

Action Dice are available to both players and GM. They can be spent whole to achieve an effect, or be added to a die roll to up your numbers. They continuously explode on their maximum value, potentially giving you very high bonuses. They will also flow back to players as play progresses. It looks a really fun way to give and take edges at crucial moments in the game.

The action economy essentially allows a move and attack, or two attacks from the off. A lot of actions are rated as a ‘half action’, allowing you to do two of them. Rolled initiative, running in descending order. There’s a good range of actions to choose from, before any special actions. Armour absorbs damage and you have defence as the DC to be hit.

A character’s ‘Origin’ is a mix of species and speciality, which gives a range of individually tailored benefits, before even going into the Classes. There are 12 species in the core rulebook including the usual few stalwarts and then some new and varied alternatives. Once you’ve navigated the feats system, I expect it is fairly straightforward to make your own origins.

The Class system provides a familiar range of niche roles in the Basic classes. You can elect to stay in your base class right through the 20 levels, mix and match classes, or indeed move onto Expert (accessible from level 10) and Master tier classes ((accessible from level 15) which narrow the focus to specific archetype expectations.  Other classes are available online on DrivethruRPG.

Spellcasting requires a roll against an ascending DC depending on the spell level. There are a wide range of spells and traditions and plenty of arcane powers to spice up play. As you might expect the explosive spells can be quite powerful and will soon strip away vitality, or make it very hard for ‘standard’ characters to make their damage saves.

The game has room yet for guidance on roleplay, types of fantasy and campaigns, and in Chapter 7 ‘Worlds’, a lot of thought on how to create your game and build a world setting that works for you. Similarly, there is  lots of support for creating your adventures and getting the best out of FantasyCraft. I haven’t remotely covered all the strengths of this game and the depths it can take you.

I appear to have succumbed to the ‘Fixated’ condition and, slack jawed and drooling over the games’ possibilities, feel compelled to get this to the table. It appears to be another large and involved game that I can, inappropriately, bring to a face to face convention. I also note that FantasyCraft is a publisher sanctioned Foundry VTT system. Wave the white flag. I must make it happen.

Although further output for the game is now unlikely, there is plenty available in what they have published to last you a lifetime. I may not have that much time, so probably should get started.

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Daniel-André Sørensen Map Love

At the very least from reading the Hobbit when aged nine, I have poured over maps, both real and imagined, following their contours and throughways with an open and exploring imagination. This fascination alone has voraciously consumed whole afternoons, before considering my own simplistic maps, shepherded into existence with map packages such as Wonderdraft. These imaginary spaces have ensorcelled a geosocial backdrop for many an adventure over the years, with the creative joy sometimes infusing the adventures themselves.

Recently, I have come to appreciate that, though my cartographic efforts have not been in vain, there are consumately skilled artists out there who have created works upon which you can build.  I wanted to highlight one creator, whose work I have followed for many a long year, and has beautiful examples available to download.  Daniel-André Sørensen paints such beautiful maps, and weaves his own worldbuiling upon them. Check out his glorious work on DrivethruRPG.

The western realms of Blank Continent 4 by Daniel-André Sørensen

As a huge bonus, he has also provides some large high resolution blank continents for you to label up and make your own, and share, even commercially, if you have a project that could use them. I have spent a good hour on ‘Continent 4’ visualising a backdrop for either Heroic Fantasy or Zweihänder.

His labled maps could also be taken whole cloth, finding meaning and connection between the etched in names. I wonder if there might be a ‘Clash of Steel‘ on the streets of the bustling port city of Kasra?

A small section of the sword & sorcery inspired world of Vrayth by Daniel-André Sørensen

Of course such eye candy may yet call for the services of my favourite print shop Pixel2Print, with some custom table display prints at 440gsm PVC. Appreciating such a canvas rarely has too high an impact on the actual play, especially for a focused one-shot, the casual verisimilitude of the imagined world made physical always gives me a thrill. The VTT canvas backdrop beckons…

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Updates to Heroic Fantasy 2nd Edition

I’ve completed a quick and fairly minor update to Heroic Fantasy 2nd Edition. The changes are found in the digital PDF on DrivethruRPG. The changes are predominently typos and some wording changes, plus a restructure of the Magic Chapter introduction, to clarify casting and spell slots. The print version is currently being checked by DrivethruRPG, with the addition of a hardcover forthcoming, as requested by a number of customers.

Heroic Fantasy 2e Cover

People keep saying nice things about the game, so I feel encouraged to work on a companion, which I’m just starting to sketch out. I don’t think the game needs very much more added to it, but some extra content, and a few key rule variations would be fun to put out there. I plan to use one of the rules changes in my current game on Thursday nights.

Once the companion sees the light of day, I really should crack on and get some adventure content out there. These would complement and illustrate the game very well, with lots of examples, and ideas on how to add new elements to a session on the fly. The framework is light but strong, so can take new ideas without breaking anything.

Although my play is currently deep in other heavier games, it’s been good to return to this lighter one and rediscover a fun fantasy ‘D&D’ game that’s fast to play. It’ll be interesting to see how the current short campaign plays out.

 

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Just Going For IT

The ‘Legendary Thursday Nighters’, provides an opportunity to play out a whole host of games, accumulated in a wish list that we can, over time, play through. As such, our european roster of players (I think of myself as such despite being UK based!) are primed for shorter form play to tick off dusty games that need playing. In reality the mini-campaign duration is not set in stone, and the group mood is much more ‘relaxed gaming fun’ than ‘completist game-finishers’.

In such a spirit, and realising my own goal of getting some Heroic Fantasy to the virtual table, I have offered up my own game for some play. I’ve really wanted to give this game some play, and to make some use of the Foundry VTT sheets that I have cobbled together using the Custom System Builder. In joyous frame of mind, I have eschewed a meticulously planned campaign, and just ‘gone for it’, with an empty map and some ideas to tie us into the possibility of travelling to the Gods of the Forbidden North. This campaign is a sprawling epic, designed for OSE, but easy to adapt to any fantasy game, especially one as light on its feet as Heroic Fantasy.

For now, I am revelling in not having a plan. We are using some of the narrative elements of the game to sketch out some truths in the fantasy world we create together.

Character generation is quick. Essentially, you select a kindred, archetype (class) and then transfer the abilities onto your sheet. Heroic Fantasy charcters get all their special abilities up-front at 1st level. As they ascend up to 10th level, their numbers get better. It’s more than that though. Freeform traits, called ‘Aspects’ provide setting or character flavour, with characters starting with two of them (or three if human). Adelheid is a jewelsmith and has an intense stare. Both of these will say something about what she can do and how she approaches her interactions. In game terms, these give Adelheid a Help Die (roll with advantage) for certain tasks. The intense stare may instead give her a Hinder Die as she unnerves her contact!

Characters also have ‘Deeds’, which are signature events that will make the character remembered in the legends. One is allocated at every level, building up a story of the memorable tales of this notable hero. I look forward to seeing what stories will be told.

There is always something compelling about a blank map. Our game starts with a fairly blank canvas, which we will fill in together. Our female elf paladin, Aeryndel Sunwarden, is from the forest relam of Gilfinar, so that goes on the map. I’ve added a shattered empire, filled with haunted ruins and a rising dark power to frame the early adventure. I won’t be putting anything more on until we start playing and see what the players come up with.

Returning to Heroic Fantasy took me back to DrivethruRPG, where the game continues to garner positive feedback.   

In fact, with my Age of Arthur writing largely complete for now, I’m feeling a touch inspired to return to the game and publish a second, complimentary, volume, building out elements of the game. I’ll also pt out a hardback, which I have already managed to do, but didn’t publish as the cost was much higher. A range of typos could be squashed across all versions.

Gaming fun times…

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Clash of Steel

We are living in legendary times, when lightweight and flavourful sword & sorcery rpgs are strewn like a carpet of glittering jewels over lands of high adventure. Clash of Steel from Zozer Games, sits high on the raised dias of play possibilities, delivering a simple to play game infused with genre tropes, rollable tables, mass combat, naval voyages and battles, kingdom building, and solo play.

The core game is a simple 2d6 for a 10+ using a small number of attributes to determine success. Combat is covered with opposed rolls of each Combat Value, made up of your Might attribute added to a weapon bonus. Damage is inflcted by the winner based on the difference between the rolls. An armour value grants a number of d6 to protect, where if a ‘6’ is rolled on any of the dice, the damage is negated completely.

A Skill attribute covers most tasks, with a panolply of Feats gained through profession and social choices, that give you auto successes and some extras on very specific tasks. The combination looks to give fast play with enough specialisation to make your character stand out.
Reputation grows as the hero becomes more experienced, giving social advantages as you stride the world making a name for yourself. Advancement is linked to XP per session and the expenditure of heaps of silver. The silver flows, easy come and easy go.
Sorcery is dangerous and suggested to be for your villains, though player character sorcerers are also catered for. The system is simple, based on domains and freeform effects, with difficulty modified upwards as the magic tries to achieve more impressive outcomes. Make sure you have some bound lesser demons to whisper their duplicitous advice.
Packed into this 200 page book are lots of short sub-systems to manage journeys, create taverns, dungeons, cities, wilderness encounters, and designing kingdoms. A bestiary and section on the impact of the gods all add to the tools you have to create that sword & sorcery oily glisten. 
I’d like to try the game as written, but you could also use swathes of the book to inform any sword and sorcery setting you might care to play in. A Role VTT sheet or two is surely to follow.
Although the game is available in A4 print at Lulu.com, the layout is perfectly sized for A5. So, as with Dom’s excellent A5 rendition of Zozer’s Cepheus Universal, I have produced my own A5 version of the book.

Time for a riotous, player led, tub thumper? Perhaps…
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Fading Suns Fun

I have recently returned to one of my favourite games through reading and playing its most recent 4th edition: Fading Suns. What is it with me and 4th editions?!

Fading Suns is a medieval factional space opera, set in a jump web of alien gates at a time when the suns themselves are waning. The heady dollops of tech, psionics, theurgy, dark powers, guilds, medievalism kind of sort of shouldn’t work, but it does magnificently. I’ve been with it since the first edition in the late 90s, noting that the authors very much defined the White Wolf style of games before moving to this game. Factional intrigue, dark magics, lost secrets, power plays, purging war against the symbiot plague threat, aliens, machines, sin, desire, a complete passion play. You can pick up and play the game accentuating one or more of these themes.
As fun as reading the lore is, it is great to experience it in play. I’ve got the game to a live stream on Youtube, flexing my tech to provide a 1440p resolution four hour game.
Fading Suns with friends from the Dungeon Muser’s Community

The fourth edition delivers a traditional and meta currency heavy design. It’s a bit like 2D20 on steroids. Recognisably the same mechanics from the first/second edition, ‘Victory Points’ now feature large, a metacurrency that enables choices after the task roll. I can see why some people have recoiled from the game. It is not a ‘fade into the background’ kind of system. the system drives a lot of the action through the deployment of VPs. Your character has a bank of them which can be saved and used when needed most. So, as players, you need to be comfortable having a meta currency in the background, which you explain through narrating your actions and the character energy being used to succeed. It works for me.
Fading Suns doesn’t have a Foundry VTT system, so I have been playing on Role, which works very well for a streamed game. Role’s limitations on asset management might soon overwhelm, but for a short game I can treat most things as tokens to enable multiple asset display during play.
Role with multiple tokens over an image of the Jump Web

I’ve been checking through the Streamlined Rules supplement for Fading Suns 4e. The main game is preserved, but instead of managing pools of Victory Points that you can bank and spend, you have one or two to spend for each turn, and they provide you with something like a ‘stance’. Do you keep defensive, go for effort to take out resistance or precision to increase your success chance? Your Goal roll also creates some more VP effort, if successful, and the higher the roll the better. Essentially, the numbers of VPs is roughly halved.
Although I think I like the streamlining, I’m happy enough to continue with the more voluminous full VP rules when we return to our one shot in June. I can see the streamlined rules forming the base for the 5th edition.
On which topic, it looks like there could be a new edition of the game. Hard copies are now hard to find, and Fading Suns PDFs are currently in a sale. Any edition will benefit from the great setting, but a lightening of the resolution mechanics would be welcomed. I’m happy to play either way. You can find hacks everywhere, to play in the Fading Suns with a ruleset of your choice. I’ve used Wordplay in the past.
Sometimes it is good to go back. Fading Suns delights.
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Designing a Basic Roleplaying RPG

I’m confessing to a return to my roots with some Basic Roleplaying game building. This is something we did endlessly in my early years of the hobby in the 80s, using Stormbringer as the chasis, to play out great games with a solid design core with our own flavouring dolloped on top. The recent BRP ‘Universal Game Engine’ book is a great toolkit, from which you can select components and approaches to quickly build the game you want. I’m in the midst of a ‘design checklist’ that documents the decisions I have made when presented with options. Although you could be radical about those choices, my nostalgic brain mush is crafting a recognisable BRP core. I’m tailoring a Major Wound table and then moving onto approaches for magic. Chaosium’s Magic World game, based on their Elric!/Stormbringer 5 games, is also informing the build, which feels like a proper return to the old times.  

Rather than endlessly tinkering, I’d like to get something ‘good enough’ to get into actual play. I’m even comfortable that the edges of the game can change and adapt informed by the play itself. The core is solid enough to take some maleable fringes. I had been designing my own KSR inspired D100 game called ‘Century’, but have found the BRP approach to be quick and enjoyable.

Now, of course, I have Dragonbane, Free Leagues silky smooth iteration of Sweden’s ‘D&D’ based on the original 1982 Magic World and Basic Roleplay booklet ancestry. Any home made BRP game has to stand up next to this bouncy BRP newby. I also have perhaps the most elegant and intricately designed expression of the BRP family – the Design Mechanism’s Mythras. I think what I will end up with a reminiscent and comfortable antique, with some extra designed components that will give it a freshness for play. It may be the explicit permission to tinker and build your own that draws me to BRP, even when there is a spectrum of very good designs already out there and being supported. I doubt I will get as far as publishing this under the ORC license, but you never know. 

A Publisher powered character sheet and some setting and we are off for a game. I’ll post up the design decision list and character sheet when it is complete enough (and that doesn’t need to be very complete).

Even whilst my GM gaming foreground is full of Warhammer Fantasy Roleplay and various convention games and game reading, it’s nice to have a backburner that you keep returning to. This one has a nostalgic warm glow for me, with the design options now honed and well presented in the text. I might even get an enjoyable home game out of it.

Here’s to very old friends!

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QuestWorlds

Chaosium’s QuestWorlds RPG has now arrived in POD at DrivethruRPG. I have a long history with the Hero Wars and HeroQuest game line, with my favourite being the excellent Mythic Russia.

Although I will be applying a slightly more traditional approach, by having pre-set recording of story object resistances, to enable a reproducable base consistency in some contests, I’m looking forward to giving QuestWorlds a spin.

It’s great that there are lots of ttrpg games for different tastes. My personal ‘other world verisimilitude’ openly struggled with the application of the QuestWorlds predecessor, HeroQuest2, ‘story logic’, as I wanted in-world conflict consistency to at least be part-based on story object integrity

HeroQuest 2 spurred me on to write my own ttrpg, which was a much better response than just being dissappointed! Tripod is the current iteration of that game, where you can still see the echoes of HeroQuest design. I think Tripod is much more me, not just because of the lovely d6 dice pools. Both QuestWorlds and Tripod provide a scalable and generic framework to resolve conflicts.
With such a long history, it is a delight to pick up QuestWorlds. This is a refined and well written version of HeroQuest that opens out so many worlds and adventures thanks to the ORC licensing. As ever entwined, this also reminds me that once Age of Arthur writing is finished, I should really return to Tripod and get some more ideas out there.
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