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Wednesday, 10 September 2014

RPGPundit Gets Insider Info on George R.R. Martin's Influences for Game of Thrones

I'm making this a main blog entry, because it's likely most of you readers have missed it.  Just yesterday, a comment was posted onto one of my old blogs, dating back about five months ago.

That blog entry was a half-humorous blog entry about how obvious it is that Game of Thrones was inspired by a GURPS campaign, as all the GoT characters are so clearly point-buy characters whose strengths are offset by the buying of shitty disadvantages.

But in general, I've always made a point of saying how it's very obvious (and not a big secret) that Game of Thrones was inspired by two things: Martin's RPG experiences, and the English War of the Roses.  I've been able to offer some insight into the latter, because of my background as an historian and the fact that I've been running my own War-of-the-Roses-turned-fantasy game, Dark Albion (though Albion is MUCH closer to the historical setting than Westeros is).

But anyways, what was posted yesterday really sent the point home in a big way, and was something I was in no way aware of in spite of my assessment up till now.  It came from a commenter named Paul Pinkosh (many thanks, Paul), and is the following anecdote:

"Many years ago I was playing the old "Hundred Years' War" game on the old GEnie network (which will let you know how long ago it was). I played a French noble, and because the French crown screwed me over, I decided to betray them. I made contact with the English side, specifically the Crown Prince, who was the military leader. I built huge estates up, gathered, resources, raised armies, and then transferred them to English players.

This was all coordinated by the English Crown Prince. The player was George RR Martin.
"

 So there you have it: George RR Martin, in a roleplaying situation, set in the era immediately preceding the War of the Roses, being a totally devious bastard.

RPGPundit

Currently Smoking:  Dunhill Amber Root Bulldog + C&D's Crowley's Best


Tuesday, 9 September 2014

RPGPundit Reviews: Other Dust



This is a review of the RPG “Other Dust: Roleplaying After The End”, by Kevin Crawford, published by Sine Nomine. Its a softcover book, roughly 200 pages; with a full-colour cover depicting a pair of survivors-adventurers (who are a little too clean-shaven and well-groomed for the part, I’d say) in an impressive “ruined city” background. The interior is black and white featuring a number of interesting illustrations of good quality, plus floorplans, area maps, and a hexmap of post-apocalyptic north-eastern North America.




This is my third review of a Crawford product (the other two being Stars Without Number and Red Tide), and those of you who read the previous reviews already know that I’m a big fan.  I’m also a fan of a certain type of post-apocalyptic RPGs, namely the kind that are mostly about gonzo adventuring and no preachiness.  Gamma World 4e and Tweet’s “Omega World” are top-notch in my book; and I like RIFTS quite a lot too, if that counts.  So what about Other Dust? Does it cut the glowing radioactive mustard?

You can’t really talk about an OSR-spectrum post-apocalyptic RPG without bringing up Gamma World.  Comparisons are inevitable.  And Other Dust has a lot of things that remind one of GW: mutants, pure strain humans, monsters that are animals mutated into intelligent or semi-intelligent humanoid forms, exploring random ruins with a mix of low- and high-tech junk to find, a survival-themed aesthetic.  But Other Dust isn’t Gamma World; its not an attempt to do a GW-clone (like I’ve been told Mutant Future, a game I haven’t read, has done). And that’s probably a good thing, because Crawford’s skills would be wasted on doing something that is just a pure retread.  Stars Without Number isn’t just a clone of any old-school sci-fi game, it has new and interesting stuff while still making you think of Traveller, and staying well within the old-school aesthetic.  Red Tide is very much an old-school D&D setting, but not like any you’ve ever seen before.  And likewise, Other Dust has stuff that is reminiscent of Gamma World, but its definitely not the same.


However, this is also a bit of a two-edged sword, because it doesn’t give you quite the same experience as Gamma World.  Other Dust isn’t preachy, but it also isn’t Gonzo. Its more serious than Gamma World (or at least, the Gamma World everyone tends to imagine), and more significantly, it frames its setting within the SWN universe. Other Dust is Earth, as its found in the Stars Without Number setting. The reason for its apocalypse is connected to the history presented in the SWN rpg.  Note that it is entirely a stand-alone RPG, however, you need not buy or even have read SWN to be able to play and understand Other Dust; its completely self-contained.

What it does mean, however, is that the GM is not left free out-of-the-box to decide on his own world.  While of course he could modify it to suit whatever he actually wants to do, he is told by default just what the world is, just how the apocalypse happened, and all the other details, that are often more cleverly left somewhat vague in this kind of game.  There’s nothing particularly wrong about the background Crawford provides for the setting, its just the fact that said background is present and fully explained that is a bit unfortunate from my point of view.

Now, as with his other games, Other Dust is an OSR-type game, very loosely based on the D&D rules, and it is also a Sandbox game.  The book provides explanations about both facts, and like in his other products, provides an amazing amount of support for the “sandbox” style of play.

The system itself is nearly identical to the system in Stars Without Number; which is to say that it varies from standard D&D in a few important ways. Besides the standard six stats, you also have a complete skill system, which is resolved by rolling 2d6 and needing to beat a difficulty number (a standard “challenging” skill check has to get 8 or higher). You add whatever bonus you have in your skill to these checks; a starting skill will have a +0 bonus, however if you have no skill at all (rather than a 0) you may not even be able to attempt the check at all, or if you can you do so with a -1 penalty.
Skills are obtained by a combination of choosing a background package (origins like “city dweller”, “entertainer”, “noble”, “tribal warrior”, etc), which gives you a couple of skills, and then choosing a “training package” within your class (effectively a kind of “kit” or specific expertise in the broader class definition) that gives you the rest.

There are four classes in Other Dust: Scroungers (who have packages like “scientist”, “retriever” or “crafter”), Slayers (who have packages like “beasthunter”, “gunslinger” or “tribal champion”), Speakers (who have packages like “diplomat”, “rogue” or “trader”), and Survivors (who have packages like “explorer”, “healer” or “wild man/woman”).  Like in SWN, each class has its own special ability, usable once per day: Survivors can recover from falling to 0hp (bouncing back up to their Level in HP), Speakers can automatically convince one NPC of one thing within the realm of plausibility, Slayers can choose a single attack roll where they’ll hit on anything but a natural 1, and Scroungers can choose a single skill roll where they’ll succeed on anything but a 2.

All four classes get 1d6hp per level except survivors who get 1d6+2 per level; interestingly enough, the entire hit dice are re-rolled every time a character goes up in level, and if the re-rolled value is higher than the former hit points, supplants the previous value.

Characters also choose at creation whether to get mutations or be a “null-strain human”, immune to the effects of mutation.  Characters can roll up to three times for mutations, or can forfeit any or all of these rolls in exchange for a +1 to a single ability MODIFIER (not attribute, and to a maximum total modifier of +2). Mutations can be more or less beneficial, and all of them come with “stigmata” (which are deformities of appearance that make you somewhat more obviously a mutant); these stigmata can range from purely aesthetic (a blemish) to being seriously disadvantageous; for an extreme example, you could start the game missing a limb (amusingly, if I read the tables correctly, you could theoretically start the game with no head!). You also additionally start the game with a mutation flaw, which is yet another disadvantage of your mutated state, unless you choose to sacrifice a second of your three rolls to avoid that flaw.  Flaws are even more serious, most of them involving either extreme changes to your body parts or serious penalties from a mechanical point of view (a -3 penalty to one of your saving throws, for example).

Mutation benefits can also be quite good, but they too have a range of worth; everything from acute hearing, to having laser eyes, regeneration, or natural armor.  What’s more, many mutations require the gaining of “system strain” points, the accumulation of too many of which means that the mutation benefit will no longer be useful until time resting reduces the accumulated strain.

As these mutations (as well as the stigmata and flaws) are all rolled randomly, it seems to me that the safer bet might be to play a null-strain human (where you’ll end up with three attribute modifiers at +1!); of course, the point in a game like this is not really to try to min-max these things, but I’d point out that there does seem to be room to play the system (something a lot of other OSR games largely manage to avoid), or at least to choose a safer route.

Note that so long as you’re not a null-strain human, there is also a chance that you could end up obtaining (more) mutations later on in the game itself; exposure to radiation has a chance (upon failed saving throws) of permanently reducing one’s constitution score; if sufficient CON points have been lost, then the character may also gain a mutation (though these have a greater chance of being purely negative; the chance of any positive benefit depending on a second saving throw).

A central element of Other Dust is survival.  Of course, fans of old-school D&D aren’t really afraid of a bit of resource-management, but there is also a difference between a D&D game where you have to watch your arrows, rations and torches while trying to obtain treasure before heading back to town to restock; and a game like this where often the entire point will be to find enough food to not starve to death.  In combat, rolling a 1 or 2 in an attack means your weapon degrades (there are a set of conditions for weapons and gear keeping track of what penalties they acrue as they degrade), and I can see weapons soon becoming useless if one doesn’t manage to keep up repairs or find replacements. One gets the sense from reading this game that an inordinate amount of a campaign will involve the PCs looking anywhere they can, not for +2 swords or a stash of gems, but for enough uncontaminated water to last the week or a pile of garbage that might have enough bits and pieces to keep their weapon from falling apart completely.

There are additional mechanics meant to keep track of this ongoing struggle for survival: aside from the aforementioned system strain points and the degradation of weapons/gear, there are also points for Thirst to keep track of, and Hunger points for hunger, and Toxin points to represent the effects of eating contaminated food or water.

Again, the tone here overall is more serious than many other Post-apocalyptic games, and the level of “resource management” involved may be a turnoff to some players; on the other hand, other players who are really into this sort of thing might thrive from it.

The setting of Other Dust is, as I mentioned, the same as Stars Without Number, though from Earth’s point of view.  To give a brief summary of what is covered in far more detail in the book, the present day of the setting is the mid 29th century.  Earth had gone through a very disastrous 21st century to rise up to develop interstellar travel, and make a vast network (the Mandate) of colonies in space.  This was enhanced by the development of psychic humans and nanotechnology, contributing to the creation of “Jump Gates” that allowed for incredibly fast interstellar travel. The Mandate also created AIs, artificial intelligences called the Maestros, that could regulate every aspect of life on earth; nominally to create a paradise, but over time transforming earth into a police state full of (literal) thought control and oppression. Rebel elements began to rise up against the Mandate, and it seemed like a great upheaval was forthcoming but before this could happen an unexpected event took place: “The Scream”, a still-unexplained event where every living psychic in the galaxy was overwhelmed with an extradimensional psychic wave that killed 90% of them, and drove all the survivors incurably insane.  As the psychics were essential to the Jump Gate technology, this caused a total collapse of human civilization throughout space (the details of this being covered in SWN), but on earth, where some of the most powerful psychics of the Mandate were located, the chaos that followed was much worse. 

The insane survivors of The Scream were tremendously powerful and in positions of enormous authority; in their madness they turned on the Mandate and destroyed all of earth’s infrastructure.  Clouds of healing nanites were warped into mutation-causing “highshine”, or death-bringing “black dust”; another superpowerful psychic killed most of the Maestros (some of these AI may still exist in hiding), and the planetary defense systems of the earth were turned on itself, launching orbital strikes against the planet.  Most of the world’s population were wiped out within the first two weeks of the disaster; and the world itself was changed forever, with mutated animals and radioactive hot-spots.

As with Red Tide, Other Dust provides an amazing set of tools for Sandbox play; not only are there wonderfully-written guidelines to how to run a sandbox setting, there’s also a huge number of random tables to create different “sites” (for survivor Enclaves and Ruins) complete with their forms, sizes, tech level, details, occupants, and “tags”, which are descriptors that summarize the essence of the site and provide examples of potential friends, enemies, things therein, complications and points of interest.
There are also random tables for adventure design, providing templates for adentures based on themes like “collapse”, “privation”, “savagery”, “scavenging”, or “defiance”.
The book also contains a 10 page sample setting area: the “bonelands”, which are the post-apocalyptic northeastern seaboard of the U.S.  This section includes random wilderness encounter tables, and template “sites” for the various settlements and ruins of the region, and a fairly cool hexmap of the setting area.

Of course, you also get detailed loot tables, with different loot “types” for various sorts of opponents or locations. There are random tables for determining loot, and what traits, quirks or condition those items may have. There are extensive lists of equipment and tech, which include tech-level ratings that differentiate gear with everything from ‘stone age’ to ‘far future’ levels of sophistication. The pre-apocalypse setting having been quite technologically advanced, you have things like laser weapons, ultra high-tech armor, “stim” injections with a variety of potion-like effects, and much weirder high-tech artifacts.  Of course, none of these can be made in the setting’s present, only scavenged; the present-day tech is usually very primitive.  What you don’t have is a currency system, since in this ruined world almost all trade is done by barter, nonetheless, a basic notion of value is established for items and expenses using the Food Ration as the base unit of barter currency.

The game also has a subsystem for managing large groups; be they religions, warbands, communities, clans, or conspiracies.  This is a complete system which creates a separate set of mechanics, with details like “tiers” (the “level” of the group), resource ratings on food, tech, morale, influence and security, and a system for “resource points” that allow the group to make progress in its ratings.  There’s also a “ruin” mechanic where you can keep track of whether forces opposed to the group’s survival do enough damage to cause it to collapse.  Some groups will also have particular perks, which are special qualities that affect the group. There are mechanics for generating groups and for how to run them.

I can imagine that for some people, this kind of thing will be seen as awesome, a mechanical system for managing larger-scale communities or organizations in the setting.  For others, including myself, I think its too much book-keeping for something that I feel more comfortable doing outside a rules-structure. For those who support the former view, these rules are very complete, and include templates and examples.  For those who support the latter view, you won’t find the chapter dedicated to this whole subsystem of much value, but at least its a self-contained subsystem that any GM who wishes to could very easily ignore.

The game also provides a bestiary of about 15 pages; it also provides basic template guidelines for creating your own weird mutant animals (though sadly no interesting random tables like one might have hoped to find). The pregenerated monsters include animal-men of all types, toxic black-nanite dust clouds, cultists of the still living insane superpsychics that caused the big collapse in the first place, robots (complete with rules for building robots), and NPC stats for different types of humans one might run into; including psychics (the author chose not to include an actual psychic Character Class in the book even though about 1 in 1000 humans are supposed to be psychics; but here he provides some very rough guidelines to playing a psychic).

The tail-end of the book provides some more random tables as GM Resources; these include random tables for settlement details, lengthy and detailed random NPC generation tables, templates of quick Class stats for sample NPCs of each class (for levels 1, 3, 5, 7, and 9), quick name tables for a variety of cultural backgrounds, random maps and area-stocking tables for villages, caverns, bunkers, security stations, factories and offices; as well as random religion-generation tables (for your crazy Post-apocalyptic cult), and more general wilderness encounter tables.

In the end, I find Other Dust as impressive an oeuvre as SWN or Red Tide, but I have to say I don’t care for it quite as much.  I suspect this is for personal reasons; I just think that the level of resource-management and the survival-focus in this game would be a bit too extreme for me and my gaming group.  I guess I like my post-apocalyptic play a little more light-hearted. But if you think that games like RIFTS or Gamma World are too goofy or gonzo, but you also don’t want to just play “the road” or some misery-tourism game with no adventure at all, then Other Dust might occupy the happy medium; or rather, the “Depressing But Not As Depressing” medium.

RPGPundit

Currently Smoking: Lorenzetti Stanze + Balkan Sasieni

(Originally posted June 8, 2013; on the old blog)

Monday, 8 September 2014

Cracked Monday: Monsters Not For Children

So, in today's Cracked Monday we have an actual cracked article, for a change.  Today's article is suitable as inspiration for monsters in your fantasy RPG campaign, but only if you're running a game that's at least "R" rated.

We give you: the most sexually deviant monsters of mythology.  The Brazilian Hat-Wearing Sex Dolphin is the best.

RPGPundit

Currently Smoking: Lorenzetti Solitario Volcano + H&H's Beverwyck

Sunday, 7 September 2014

DCC Campaign Update



Today, the PCs were forced to confront:

-the inter-dimensional unfathomable terror of having your drug dealer, who happens to be a Shoggoth with a fondness for reggae, send out a distress message in your fever-dreams revealing he's been kidnapped.

-the bizarre consequences of having your very being touched by a thing man was Not Meant to Know, much less get weed from.

-The realization that the first stage of shoggoth-touched madness is having your farts shoot acid.

-The news that Bob Shoggoth has apparently been kidnapped by a long-vanished order of elven ultra-tech knights.

-The curious fact that humans who smoke Shoggoth-weed will become mutants; while elves who smoke Shoggoth-weed suffer from a much weirder fate.

-The urgency of the need to go rescue him, once a tentacle-eyestalk that is not your own begins to emerge from your ass.

-the further greed-motivation that emerges on learning that Bob Shoggoth knows the hidden location of a mint-condition GCM-L Pythian Power Armor complete with Jet Pack and Butt-Rocket accessories.

-The return of the Smug Elves of the Silver Dome, mistakenly attacking the PCs while looking for the Pythian Knights.

-The increasing seriousness of the situation when the tentacle-eyestalk thing in your posterior grows a mouth and starts to sing Tiny Tim songs... and later vomits vanilla ice-cream.

-(the troubling OOC RL development that the mention of 'ice-cream' leads all the players to want to go get some ice cream, in spite of the in-game ice cream coming out of a tentacle-thing lodged in the elf PC's ass).

-The unchanging crapulence of the everyone-hating Purple Mutants of Cordallen.

-The tragic destruction-by-fire of the tentacle-eyestalk tiny-tim-singing ice-cream-spewing mythos-butt-monster, just when the elf was starting to like having it around.

-The somber realization that said destruction was probably for the best, as the tentacle-thing kept getting bigger and more elaborate, and that whole situation was heading towards nowhere good.

-The entry into the humanoid Badlands, en route to Yeti Country.

-The long-awaited thrilling encounter with the Pythian Knight kidnappers of Bob Shoggoth.

-The strong suspicion, upon noticing the presence of fake-elf-ears and patchwork-armors, that the kidnappers are not so much "Pythian Knights" as they are a "Pythian Knight Cosplayer Society".

-The confirmation of said suspicion when they spot that one cosplayer found in every group of cosplayers who REALLY isn't even trying; in this case, having just put a box over his torso with the word "pythian" written on it, and not even written in Elvish.

-The dark decision to kill most of them anyways, except for 'box guy' and "guy armed with a stick he's pretending is a wand of lightning bolt".

-The inevitable inter-player fight over who gets to loot the least-shitty of the pythian armors.

-The rescue of Bob Shoggoth, and unanimous decision to carry on in search of the Pythian Power Armor.

RPGPundit

Currently Smoking: Lorenzetti Freehand + Rattray's Marlin Flake

Saturday, 6 September 2014

Arrows of Indra Now at a NEW Low Price!

 Due to having switched distribution from Avalon  to doing it themselves, all of Bedrock games' products had to be re-released on rpgnow.

The bad side of that is that all it's reviews and sales rankings were lost in the process.
The good news, for you, is that the Arrows of Indra PDF is now, thanks to our not having to give Avalon a cut, available at a new low price of only $9.99!

So it's a great time to check it out if you haven't done so yet; all the Arrows of Indra goodness for 25% less than it used to be!



RPGPundit

Currently Smoking: Stanwell Compact + Image Latakia

Friday, 5 September 2014

Famous Pipe Smokers

Today's famous pipe smoker is mainly famous for smoking a pipe; but in between puffs he also rethought the way we fundamentally understand the universe.





A mystic, scientist, and nobel-prize winner in pipe smoking and physics, Niels Bohr was one of the many great pipe-smoking thinkers of the 20th century.

RPGPundit

Currently Smoking: Lorenzetti Oversize + H&H's Beverwyck

Thursday, 4 September 2014

Lords of Olympus: The Destroyer of Worlds



In Lords of Olympus, both characters with Advanced Olympian Magic and Advanced Primordial Magic can effectively destroy entire worlds (and by “worlds” I mean anything from the small cozy pocket realm of a deity to an entire vast universe with millions of stars and uncounted gazillions of life forms).  This is an awesome level of power that theoretically, a PC might be able to have right from the start of a campaign (I say “theoretically” because some GMs will choose not to allow Advanced Powers during character creation; but in any case, its still a power that one way or another will be reasonably accessible to PCs).

How does a GM handle a level of power this big in the hands of his players’ characters?  The short answer is: let them use it.  There are worlds that will have safeguards, of course; but generally speaking, if a PC with this power really wants to blow up an entire universe, and he’s not immensely stupid in how he goes about it, everything suggests he should succeed.  There’s no “chance of failure” involved in these powers, assuming he has enough time to reach the critical mass of the energy he’s putting in, that universe WILL be destroyed.

What’s to stop PCs from going around committing “Cosmocide” rampantly? Mainly that its not very well seen by any of the other gods.  Destroying another god’s personal realm is a lot like if you burned down somebody’s house. And there’s a good chance on top of that you might be burning down his house with all his favorite pets, some of his most valuable stuff, maybe even lovers and illegitimate children he never told you about living inside there!  Its the sort of thing that qualifies for massive retribution.  Even destroying a world no one lays specific claim to can be problematic: you can’t know who might be just passing through that realm at the time and might get caught in the carnage; it also disrupts the known paths of the Divine Roads that travel from one reality to the next, screwing up everyone’s business and/or vacation plans. So destroying a world that isn’t owned by any deity is still equivalent to blowing up a big chunk of public road (whether its a “rural route” or a “major highway” depends on where its positioned along the Divine Roads).  And you never know which god might not have owned the place but considered it one of his favorite “truck stops” along the way to or from Olympus or Atlantis or the Underworld.


This means that clever PCs are going to make a point of trying not to get caught being the one doing the world-killing, unless their whole point is to send a serious “fuck everyone” kind of message. GMs should avoid the temptation, if a player is clever about not being seen, to have the PC found out just-because; of course, if there’s a good reason why or how an NPC (or another PC) could trace it all back to the apocalypse-mongering PC, then its all well and good; but it shouldn’t happen just out of some gut GM-instinct that PCs doing huge campaign-changing things must always have blowback.

In general, this one of the hardest things about running games at the Lords of Olympus power-level; a GM has to rethink how he handles thing, and cut out the instinct of always wanting to restrict player power.  Nothing sucks worse than a game where PCs are given enormous power and then discover that the entire system, or the setting, are set up to make it impossible for them to ever really use said power.  Make sure that everyone sees the consequences of massive actions like world-destroying, but don’t prevent it from happening out of knee-jerk conservatism, and don’t insist that the PC who did it must always pay the piper.

RPGPundit

Currently Smoking: Castello Fiammata + Image Perique

(Originally posted June 7, 2013; on the old blog)