Thursday, September 3, 2015

FHB Rundown (Part 2)

Just picking up where we left off...

The third heartbreaker I picked up Tuesday was Seven Voyages of Zylarthen by Oakes Spalding (copyright 2014). I should note that, up until four or five hours ago, I really knew nothing about Mr. Spaulding; apparently he has suffered some backlash for his various opinions (political, religious, and gamer-related). After spending some time reading through both his blogs today, I can safely say that I strongly disagree with most of his views, despite our shared religion. Yeah, for a Catholic he's kind of an asshole...but every religion has its share of assholes (like those Muslim assholes that blew up the Twin Towers a few years back).

Anyway, this post isn't about describing or debating our disagreements, it's about reviewing his fantasy heartbreaker. There's some good stuff there.

Spalding has taken some similar approaches to what I did with my Five Ancient Kingdoms: he aped the look of the OD&D books (the title is inspired by the sample character, Xylarthen, found in Volume 1), and he uses public domain art from a single, 19th century illustrator (though he uses John D. Batten, while mine came from Henry J. Ford). His book, however, comes in at four books, not three...a total of 228 pages (not counting covers), though these are half-sized pages like the LBBs. Also, despite the evocative title, there is no specific campaign setting (other than some sort of "Old Earth" ravaged by "Ancient Wars") for Seven Voyages, and it is quite the kitchen sink, including androids, cyborgs, and Jupiterian aliens along with all the standard favorite monsters and a slew of deities from across the various pantheons of Deities & Demigods.

[his Campaign Book (volume 4), does have a section on How to Create a "World" in One Hour using a computer program called Hexographer]

Despite its similar format, there are more than a few changes from 0E (or S&W). For one thing, Spalding limits the available classes to Fighting-Men, Magic-Users, and Thieves (and "thief skills" have been heavily edited, being limited to hiding, picking locks, attack bonus with surprise, "luck," and the ability to read magic scrolls at 10th level). Magic-User spells include many of the spells normally found on the cleric spell list, though notably there's no raise dead spell.

All characters are considered to be Lawful in the "Chaos-represents-Cosmic-Evil" kind of way. The ability to turn undead is a skill available to all characters, provided they carry a proper holy symbol. Wisdom (high and low) adjusts a character's ability to turn, which is otherwise based on level. That's something I was doing in an earlier FHB draft of my own (using the "holy person" as a kind of class overlay for all classes), but I gave it a very high WIS requirement to gain "saintly powers." I think I prefer Spalding's version.

His combat system is also new using a Weapon versus Armor Class matrix adapted from CHAINMAIL's Man-to-Man Melee table, but using a D20 (similar to early edition Gamma World), yet still accounting for increased combat effectiveness based on class and level with B/X standard increments. It is very elegant and well done, allowing Weapon Class to influence first attack (a la CHAINMAIL) and giving real differences to weapons while retaining both D6 damage and weapon distinction...it's well worth stealing. Some of the other combat stuff is fiddly, but this is a definite highlight, IMO. Reduction of HPs results in a roll on the Zero Hits table, rather than instant death...very similar to Bezio's X-Plorers.

Magic is Vancian and pretty standard, though again he makes an interesting choice of creating separate spell lists for monsters "Evil High Priests," "High Priests," and "Witches" each of which include some spells not normally available to PC magic-users (NPC only). It's a decision that says, look, there are these other magics in the world, but its magic that's only used by non-adventurers. I like that. Similarly, the monster list includes paladins and rangers, they're just not available as PCs.

Everything else is fairly standard, though cleaner and better laid out then the original LBBs. All in all, not a bad entry into the FHB scene.

30 years in the writing.
The last game I want to talk about is definitely the shortest of the bunch. Creatures & Caverns by Peter Schweighofer weighs in at a whopping 26 pages (including the full color cover and two full adventures). While the copyright is 2012, the author explains that the basics of the game was written in 1982 at the age of 13 as he tried to emulate the Dungeons & Dragons game he'd witnessed. C&C is thus far from a retro-clone and more like other "inspired" FHBs Tunnels & Trolls, Palladium Fantasy, etc.

There have been a few reviews of the game over the years with its two class (Knights and Wizards), D6-based system. It is, as others have pointed out, much closer to a board game than an RPG, with an exposed board, and pawns kicking in doors (a la Dungeon!). However, it has some interesting systems...the dual attack/parry combat, the HP/XP currency exchange (Heal yourself by killing monsters! Trade in HPs for skills!)...as well as a real "charm" or personality. I wish I had been this talented at game design at age 13.

It's definitely playable, and easy enough that even a young kid could grok. I really only have two gripes with the thing: #1 I really wish he'd divide all the damn numbers by 25. Everything is in increments of 25 anyway (with the sole exception of XP awards for a couple of the small monsters, which is set at 10). Why start the characters at 250hps when you could start at 10? Why have daggers (the weakest weapon of the game) do 25 damage when you could set the baseline at 1? Setting the numbers so high denies easy access to younger kids (my 4 year old can handle numbers up to 20 or so, but these triple-digits will just overwhelm him!).

The other gripe is more of a nitpick: if the wizards' use of fire and shield are unlimited and have the same attack/fend chance, then there's zero reason for a wizard to ever use a dagger. It's not like any of the monsters are immune to fire (though perhaps some should be).

These gripes aside, Creatures & Caverns is a solid game with a good foundation that could be expanded fairly easily (it has nice art, too). It was impressive enough that I started checking out Schweighofer's other games and Valley of the Ape (an adventurous war game for young kids) is slated for an evening play-test tomorrow. My boy is VERY excited.
: )

All right, that's enough for now. Returning to Moldvay tomorrow (hopefully).

FHB Rundown (Part 1)

Tuesdays are tough days for posting, just because of my schedule; however, I did catch up on a lot of my (blog) reading...which for me includes traipsing around the "outskirts" of the OSR blogging community. And O my, what's lurking around out in "the Outer Dark." I came back with not one, not two, not three, but four...yes, four!...fantasy heartbreakers. Or what I like to call, entries into the arena of D&D Mine. All were published after 2012, so I feel safe in categorizing them as such (i.e. post-announcement of "D&D Next") regardless of when their authors initiated the work on 'em. The point is, 5E was on the horizon and the creators of these games didn't care. I appreciate that.

So, I've spent the last couple days reading and I thought I'd try something a little different and talk about 'em all. Call these mini-reviews, though mainly it'll just be my first pass impressions/thoughts on the things. All of them are available for free or Pay What You Want, so it's easy enough for people to pick them up if something strikes their interest.

Let's jump right in.

First up is Fantasy Heroes & Witchery Retro-RPG (Version 2.0) by Dominique Crouzet, copyright 2012/14. The free version omits most of the Table of Contents and Spell Index. There's been quite a bit written about FH&W around the web so I won't spend too much time on it, especially as this was my least favorite book of the four I checked out. It is an absolutely huge tome: 425 pages. The work itself is a hodgepodge of multiple editions of D&D, including 1st and 2nd Edition, B/X, 3E, and 5E. There is no bestiary of monsters, nor list of magic items, the game takes pains to remain "backwardly compatible" with earlier editions and suggests picking up your favorite Monster Manual or retro-clone for this type of info. It is more "kitchen sink" than any game I've seen, with one exception, yet it doesn't appear to have any concrete setting, other than what is implied by the classes, and alignment cosmology. Instead it's like a generic FAG with a D&D-ish chassis.

I don't see much here that's new, just a mash-up of various tastes. In fact, it looks about the way I expected 5E to look. Pretty though: much of the art is good, especially the Jim Holloway pieces.

Next, we have For Gold & Glory (Old School Roleplaying) by Justen Brown, copyright 2014. FG&G is a retro-clone of 2nd Edition AD&D. It is NOT very pretty to look at: much of the art is of the "cheap" variety (there are no illustrators credited, and appears the illustrations may be hand-drawn by the author and his buddies), and there are lots of blank spaces that appear were reserved for art that never materialized. At a whopping 374 pages, it is the second biggest FHB on my list, so we're talking a lot of ugly. I point this out because there are more than a few people that are put off by poor presentation, and here it is noteworthy. Having said that...

No Elmore/Easley Art
Looking back over the blog, the only times I've devoted any real time to 2E is to talk about how terrible it is, how much I dislike it, all the things wrong with it, etc. Yeah, things go to the dark side pretty quickly 'round these parts. Here's what I haven't told you:

I stopped playing Dungeons & Dragons circa 1987...a couple years before Second Edition hit the market. Around 1997 (ten years later), I decided I wanted to get back into the game and I picked up all the core 2E books from the local shop. Despite the changes from 1st edition that (years later) I would come to loathe, when I first opened the books I felt goddamn delight. All those little blue bars, succinct rules and clean organization, full color art plates and a consistent feel and layout throughout the entirety of the system. It kindled not just joy in me, but a newfound excitement. My 1st Edition books had long ago become nothing more than a tool for play...to this day, I require no index to find the most obscure passage in the PHB and DMG because I've reread them so many times and know where to turn to by heart. Reading the Second Edition books reignited a sense of fantasy in me, a sense of possibility that hadn't been there for a long time...a chance to start over, fresh, with something of real quality. Nearly 20 years later, I am O-So-Quick to point out the missteps I feel "Zeb" Cook took when it came to certain design choices in the game, but that wasn't my original feelings on 2E...the slight pangs of "missing pieces" from 1E were secondary to the overall product held in my hands. And while I won't say I regret my decision to chuck all my 2E books a few years later (because I'd grown tired of its clinical, PC-ish, "high fantasy" sensibilities...not to mention my preference for earlier editions), it would be unfair of me to say I never enjoyed that edition. One of my most memorable...and fun...one-off games as a player was using the 2nd Edition rules.

I say this because, as I scrolled through Justen's retro-clone of 2E I felt the same sense of interest and excitement that I did the first time I read through the 2E PHB. Those same feelings again bubbled to the surface: a "new" type of D&D, still recognizable with its core (1E) roots, but with a fresh take on system. For Gold & Glory is very much 2nd Edition AD&D; other than the mandatory IP changes ("Gazers" instead of Beholders, for example) everything should be pretty familiar to the veteran 2E players, right down to Warriors, Wizards, and Priests (Hey! Specialist Mages! Remember those? I want an Evoker!). Some changes are notable, though: gone is the old 2E system of class-specific XP; found are demons and devils in the monster section. And there's also an assassin available for hire as a specialist that I don't recall in my 2E books...but I might be misremembering that.

If you want 2E in one, complete tome (kind of like Pathfinder for 3E...except with monsters) then For Gold & Glory might be your (ugly) bag.

Seven Voyages of Zylarthen by Oakes Spaulding (copyright 2014) is the next entry on my list...but I see this is another post I'm going to need to turn into a "two-parter."

[to be continued]

Wednesday, September 2, 2015

Well, Crap.

Do I need to say something about DriveThruRPG's new policy regarding offensive content?

Probably. But I'll keep it short.

As I grow older I find myself tending to become more conservative regarding a number of issues that, in the past, I was uber-liberal regarding. It happens, especially after you have a couple kids and you want to protect them from the insanity of the world that they, at this moment, are totally unequipped to deal with.

Even so, I understand that the best thing I can do to protect them is to provide good parenting, acting as a "gatekeeper" (of sorts) while they're young, and arming them mentally with good information and supplemental education drawn from my own experiences and reflections. Do I want my children to be pack-a-day chain-smokers (as I was for a decade)? No, of course not. But there's little I can do to stop them once they come of age...should they choose that path. The best I can do is model what I consider "right behavior" (I haven't purposefully put anything in my lungs besides air for 14 years), and share my experiences and knowledge, hoping that they'll make decisions that are beneficial rather than detrimental (for themselves and others).

It is unfortunate that there is a market for things that are, well, terrible in my opinion. Check out the documentary Hot Girls Wanted regarding the "professional amateur" porn industry. I disagree with some of the people interviewees that they are simply "fulfilling a market demand;" I believe it is possible to create market demand. But once that demand has been created, it's a pretty tough thing to turn off. The Prohibition of alcohol in the 1920s failed dramatically and, as far as I can tell, the War on Drugs is a continued failure after 30+ years of effort. Will banning something "bad" (physically, spiritually) stop people from wanting it? Generally speaking, no. And for many folks, forbidding something automatically ups the attraction of the thing.

I think I can honestly say that, 25 years ago, I would be doing all in my power to buy a book called Tournament of Rapists...just to see what's inside...the same way that, at age 11 or 12, I was doing my damnedest to get a copy of Purple Rain to hear the song Darling Nikki. And in retrospect, I'm glad I did, since the music of Prince is excellent and has led to much enjoyment over the years.

Ridiculously inappropriate.
The same could not be said of 2 Live Crew's As Nasty As They Wanna Be. It yielded a couple afternoon's worth of interest before being quickly forgotten, except anecdotally. At least it didn't permanently scar me or transform me into a misogynist. But, then, I had some good core values instilled by good parents...I don't think any piece of artwork (good or bad) could've overwritten my basic "programming."

So...I suppose I'm on the side of anti-censorship. But I'm not about to go all nuclear about it. DriveThruRPG is a private business, and they are allowed to cater to their customer base in a way that allows them to best make money and survive. If hot-button books are a turn-off for the people they wish as their clientele, I think it's fair for them to do some policing on behalf of their target demographic...Reader's Digest doesn't publish the same jokes as Hustler, after all. Having said that, I find myself disagreeing with part of their reaction, namely their intent to:
code more customer-facing options to allow customers to report potentially offensive content to us.
I would think the proper method of gatekeeping would be the way they responded to the complaints regarding Tournament of Rapists: allow offended folks to contact DTRPG and then follow-up with scrutiny (against company policy) and dialogue (when appropriate). Giving the public a "This Offends Me" button, seems a little too prone to abuse and/or overreaction misuse.

And that's as much as I want to say on the subject.

Monday, August 31, 2015

Stocking Per Moldvay (Part 1)

AKA Adventure Design, B/X Style

Looking back, I can see that up until June I was blogging away at a fairly good clip, on pace for my highest post output since 2011 (when my first child was born). Then June hit and *ppbbbtt* things started sputtering. What happened exactly? Travel, vacations, the slow ramp up that happens when transitioning a child to a new school...family stuff in other words. However, things are starting to settle back into some semblance of a "normal" routine, and I hope to get back to what I was doing pre-June. There is, unfortunately, a LOT that needs revisiting.

One thing I want to get back to is those abstract "treasure units" I was writing about. Remember these posts? Maybe not...they got very little "read" over here, per my blogger stats. That's fine, but I plan on working with the concept a little more (doing some conversions and such), so you can expect a little more blather on the subject in the near future. However, before I started blathering, I thought it might serve to write a bit on how I stock "dungeons" (i.e. adventure sites) in my games.

Usually, I'm a fan of all things owlbear.
It's funny...I was reading a recent post over at Raging Owlbear in which Marty states he feels 5th Edition does "Old School" better than many OSR games, including the original systems like (for example) 1st edition AD&D.

[yeah, I know: "why are you bothering to read this kind of stuff, JB?" Two reasons: I have at least a passing interest in the ongoing development of D&D, and (as mentioned earlier) I'm having a bit of a curiosity/gaming pang that leads me to this kind of post]

Um, yeah...so one of the things Marty wrote that kind of stuck in my craw was this:
I don't know anyone who played Basic D&D or AD&D "by the book". That person doesn't exist. The fact of the matter is that we've always been house ruling D&D. That's also part of the DIY philosophy of the old school movement. So why is it that 5e isn't considered old school simply because one must house rule a few of the mechanics? That's a double standard. No OSR game is played 100% RAW.
I mean, I didn't even have to think about it. That person does exist...it's called me or, at least, was me for a number of years. I played B/X RAW when until I started adding AD&D books to the mix (circa two years in). My friends and I played AD&D RAW (including all those fiddly DMG rules...speed factor and helmets and disease tables and gem fencing and weapon versus armor, etc.), only spicing it up with the occasional add-in from Dragon Magazine. Later, years after I'd chucked AD&D (which for the record was about a year prior to the advent of 2E), I started a long-term campaign using the BECMI rules because (I felt) that RAW BECMI was the "most complete system" of D&D ever written. That party of 6 or 7 lasted through B2 and X2 before finally perishing, mid-level, somewhere on The Isle of Dread. When I started playing B/X again (a few months after starting this blog), it was once again Rules As Written, and while I've experimented with various "house rules" (and even wrote The B/X Companion for high level play), more often than not I've come back to Rules As Written, specifically because B/X is such a well-written game, regardless of the random gripes I've voiced and modifications I've put forward over the years.

In fact, the only "house rules" I've ever stuck to with any degree of regularity are:

  • Allowing clerics to choose their spells at the moment of casting (rather than requiring pre-memorization) in order to A) distinguish clerical magic from magic-user/elf magic, and B) to model the heartfelt prayer for divine intervention at the moment such intervention is required, and
  • Adding +1 to damage inflicted by two-handed weapons (since I use the standard D6 damage for all weapons). Sometimes this has been switched for a standard D8 roll.

However, even these rules only come into play when clerics or two-handed weapons are present in the game...and no, these rules aren't always used. "Straight B/X" like straight pool is a fine and under-appreciated game.

Sometimes, stripes don't matter.
But I'm digressing (and I realize I'm mostly preaching to the choir here). What I really wanted to talk about was how Moldvay has influenced my adventure design. See, one thing I realized in the process of playing B/X (and a lot of adventure modules either written for B/X or adapted by me for B/X) was how unfortunately sloooow my players' characters were advancing. After all, we were doing weekly sessions of 3-4 hours, getting through multiple encounters per hour and only seeing tiny incremental increases in XP totals. Considering the minimal power-curve combined with high mortality rate of your average B/X session, this was proving frustrating to all the participants, including myself. I wanted to expose the party members to greater threats and more deadly encounters, and their glacial rate of advancement was cramping my style.

So I checked what Moldvay had to say on the matter; from page B61:
PLAYER ADVANCEMENT: If no one has reached the 2nd level of experience in three or four adventures, the DM should consider giving more treasure. If most of the players have reached the 3rd level of experience in this time, the DM should consider cutting down the amount of treasure, or increasing the "toughness" of the monsters.
Keep in mind the term "adventure" in Moldvay Basic is defined as a single session of game play. In other words, enough XP-granting treasure needs to be placed within an adventure site ("dungeon") to allow the advancement of one level over three to four game sessions. "Treasure" is the good measure in this case because A) monsters award such an insignificant amount of experience in B/X play, B) treasure is always a "mission objective," and C) treasure acquisition as an objective encourages players to think creatively in how they go get it. It allows all sorts of interesting in-play dynamics related to risk-reward (what are you willing to risk to gain a great treasure).

[I should note that, for this latter reason, I'm not a big fan of the "fake treasure trove" in adventures: the gold-painted coppers, worthless "glass" gems, and paste-board jewelry. I tend not to stock such unless there's something in the dungeon that might tip the players off to the fakery]

With the aid of a simple spreadsheet, I can easily figure out how much treasure I need to stock in an adventure site in order to provide enough "score" to level up the characters. But then, how do I seed the treasure? Welp, I use a very nerdy, mechanical method developed from the stocking scheme Moldvay presents in the Basic book.

But this post is getting a little long so I'm going to have to make this a two-part series. Tune in tomorrow!
; )

[to be continued]

The Outer Presence

Venger Satanis asked if I'd be interested in reviewing his new book, The Outer Presence, and I said 'sure.' He sent me a courtesy copy and, well, I guess there's no such thing as bad publicity, right?

Here's hoping.

Bold art, bland system.
The Outer Presence is a 45 page PDF containing (per the fly leaf) "rules for an old school, investigative horror roleplaying game, as well as a Lovecraftian scenario that takes place in the 1970's." Truth be told, the majority of the book is the adventure ("The Outer Presence") which starts on page 13. As I am not hugely experienced in Cthulhuian-inspired adventures, I really don't feel qualified to judge the latter part of Venger's work. It has very nice maps and good art, but I can't even hazard a guess how it would play at the table. You can read a fairly positive review of the adventure over here. I'll instead concentrate on the game rules, pages 4 to 12.

My first reaction upon reading VS's Quick And Dirty Rules For An Investigative Horror Roleplaying Game (the title of the section) is that there's a new contender for the owner of The Most Boring RPG Design of All Time trophy, currently held by Cadillacs and Dinosaurs (a game which, for its title alone, should scream "fun" and "interesting," but no...). That's my initial take, but upon a second read through...well, it's still pretty boring.

But I'll elaborate.

If you read my earlier review of Venger's Crimson Dragon Slayer, you'll see I had quite a few nice things to say about his rules light, D6-based system. Really...go back and check it out. The teaser on DTRPG led me to believe that I was getting the CDS system for a Call of Cthulhu-style game; here's what it says:
The system is simple. No attributes, skills, or weapon stats to keep track of. If you're playing an explorer, then you're the consummate explorer in the party. If your character is an occultist or professor, same thing. He'll have all the capabilities of that profession. PCs will also be defined by their weaknesses - just like in real life (heightened for dramatic effect). 
The principal game mechanic is d6 dice pools. It's a simplified, closer-to-the-real-world version of Crimson Dragon Slayer.
But the system is so streamlined as to cut out most of the interesting stuff one finds in CDS. Instead, we have a system that is highly reminiscent of Robin Laws's seminal RPG Over The Edge, combined with a resolution mechanic derived from Vincent Baker's Otherkind, but without the objective of apportioning narrative control in a non-arbitrary manner. And neither of these games, nor their approach to system mechanics are what I'd describe as "old school."

Now, while I like and appreciate those crazy story game people and their "antithesis-to-old-school-RPG" design sensibilities, this isn't what I was hoping for, nor expecting with The Outer Presence. I figured I'd see something like CDS, and I got some of it...but all the cool/neat stuff I praised in CDS was left out. The bonus dice for genre emulation appear to still be present (via Immersion), but it's neither explicit, nor clear as in CDS. The "dominance" mechanic is gone, and nothing fun replaces it. There are no "classes" (presumably in sticking with the Call of Cthulhu paradigm), which I think is a bit of a missed opportunity (see Beyond the Supernatural's OCCs or Horror Rules's archetypes). Alignment's out, there's no magic system in any form (for psychics and sorcerers, their skills are simply narrative color added to a standard dice roll), combat (and associated systems) has been rolled into the standard mechanic, and the neat advancement mechanic is absent. Characters gain bonus dice for surviving a game session (similar to OTE's "experience dice"), but they are a finite resource (they don't come back when spent) and require no justification for use. On the other hand, bonus dice are also awarded for portraying a character's weakness (like having the character show up drunk or running like Shaggy and Scoob at the sudden appearance of a sheet-wearing cultist), which to me would seem to encourage comedic (or non-heroic) role-playing...right up until someone needs to cash in those bonuses.

Despite the "light," abstract nature of the system there is one thing that's very "old school" about The Outer Presence: interpretation of dice results and narrative control rests squarely in the lap of the GM. Considering how abstract the system is, that requires a high degree of trust in the GM (and has the potential for abuse). The Insanity mechanic (the only "during play" system not based on the game's core mechanic) does have specific, objective results but the use and call for insanity checks is 100% subjective to the GM's whim...and the limited results, again, leads me to what I'd consider humorous role-playing circumstances. And I'm not sure that "comedic horror" is what Venger was going for with The Outer Presence.

[oh, yeah...there's a new doubles rule that allows dramatic editing outside of the normal results, but it's again subject to the narrative decision of the GM and, thus, at least a little redundant. How is a doubles result much different from a final die roll of 3, for example?]

Anyway, I guess I was more surprised than anything at the rules presented in The Outer Presence. Is it a lot less complex to use than, say, Call of Cthulhu or Trail of Cthulhu (the Pelgrane Press version using GUMSHOE)? Sure. Is it less deliberately jokey than, CDS or similar themed, light games (like InSpecters)? Sure. But it's far from a robust system that supports the genre. You might as well use Risus. No, I didn't think much of it...sorry, Venger.

Then again, the bulk of the book is the titular adventure included, which Venger (and others) have pointed out is easily adapted to a different favorite system. So it's quite possible that horror-fan GMs will still find something useful in purchasing the PDF. Hell, I could easily see adapting The Temple of Dark Secrets to a standard D&D game...as I said, very nice maps.

Friday, August 28, 2015

People Getting Killed...Again

There's been a lot of news the last couple days about the reporters that were murdered on live television Wednesday...hard not to miss it. Unfortunately, these were only gun deaths #8,513 and #8,514 in the United States this year. As was recently pointed out, the other 8,512 haven't received quite as much attention, though the end result...senseless death at the end of a gun barrel...has been the same.

And as of this morning (two days later) the total number of gun deaths for 2015 has risen to 8,548. Right now, we're on pace to hit 13,000 deaths by gun in The Greatest Country in the World, up from 2014's total of 12,560, which was up from 11,419 in the year 2013.

Long time readers know my stance on guns...if not, I'd direct you to my 2012 post on the subject. My opinions on the subject haven't changed...we need to get rid of all the fucking guns. Period, end of story. I know there are folks who vehemently disagree with this opinion...one told me quite explicitly that he wouldn't buy my products because I am a "moron" on this particular subject.

As if I was using the money from my product to fund anti-NRA campaigns or something?

Anyway, just felt it was time to mention the subject again in the wake of the recent news/publicity. I will now return to writing about game-related items (as much as I ever do). Hope y'all are having an otherwise happy, healthy summer.

Imaginary guns in RPGs still allowed.

Tuesday, August 25, 2015

B/X Overlays - Revisiting the Beastmaster

Tim Brannan had some nice things to say about The Complete B/X Adventurer the other day, specifically with regard to the beastmaster class it contains. Rereading the entry (it's been awhile since I've had reason to skim through the book myself) I found myself a bit disappointed at the way I chose to handle the concept, specifically the whole call/befriend/master mechanic (not to mention the learned languages...a throwback to the original inspiration found in Stephan Sechi's Compleat Adventurer book). It makes for a wordy class entry which is quite un-B/X, in my opinion.

The version of the class found in Five Ancient Kingdoms (an optional Hero subclass presented towards the end of Book 3) is a lot simpler, and much closer to what I wanted to model: a knock-off of the cult classic film, The Beastmaster. It's a movie that I find enjoyable to this day for all its sword & sorcery sensibilities. The class found in TCBXA is a bit too much of an homage to the Tarzan/Sheena feral-child-raised-to-be-lord-of-the-forest archetype. Which, when you think about it, doesn't make a whole helluva' lot of sense for a dungeon delving game. Those types are homebodies (protecting The Wild), not restless wanderers in search of adventure.

In considering rewriting the class (for my own amusement...I have no plans to alter TCBXA or issue a "2nd edition"), I hit upon a slightly different idea from doing the "one-more-new-class-for-B/X" thang: Class Overlays. Figured I'd share the idea with y'all.

A class overlay isn't a new class; instead, it's a set of conditions added to an existing class. Subclasses are a bit like this (at least, they were in the original D&D supplements). However, while a subclass is a set of conditions applied to a specific class (for example, ranger as a subclass of fighter), a class overlay is a set of conditions that can be applied to ANY class.

Dig it?

For example, a beastmaster is simply an individual who has a supernatural affinity with animals. There are many examples that don't resemble Marc Singer's oiled body: Radagast the Brown, St. Francis of Assisi, Dr. Doolittle, Voldemort, Mowgli, those kids from A Game of Thrones, Marko from Wizards & Warriors, some of MZB's Darkover characters (I know there are others I'm forgetting at the moment). These individual "beast masters" have a wide range of skills and attributes, and few of them are cut from the rough-and-tumble Tarzan mold. So rather than try to create a single class that encompasses the wide range of disparate examples, we just create a conditional class overlay that adjusts the existing character class.

"He senses danger, m'lord. Also, he wants a carrot."
[BTW: for my money, I'd probably only apply class overlays to HUMAN character classes in B/X; i.e. fighters, clerics, magic-users, and thieves. But if you want your dwarf to ride a giant mole or whatever, feel free to knock yourself out]

Below I've written up the conditions for the Beastmaster overlay. Other overlays I'd strongly consider for B/X would include Summoner (think pulp-style sorcerer), Witchhunter, Bard, and half-blood types (like Ogre/Giant or Elf). Yes, I am aware that most of these were classes I wrote-up for The Complete B/X Adventurer...I think they'd all work excellently in a variety of styles.

BEASTMASTER OVERLAY

"Beastmaster" is an overlay that can be applied to any human character class. Beastmasters have a natural affinity for, and deep rapport with animals, though this is limited to the vertebrate classes of mammals and birds (lower lifeforms...reptiles, amphibians, fish, insects, etc...are too primitive and/or alien for the human mind to touch). Communication with giant or prehistoric animals (smilodons, mammoths, cave bears, etc.) is possible; it is up to the DM to determine if a beast master's powers apply to magical or mythical animals (like a pegasus or griffon).

Beastmasters automatically understand, and are understood, by the animals in question. It is not necessary for the beastmaster to speak like an animal (hooting and howling); the animal simply understands what the beastmaster is saying. Beastmasters are thus able to interact with any animal encountered (normal reaction rolls apply, modified as necessary by charisma and circumstance). Beastmasters suffer a -2 reaction penalty when attempting to communicate with prehistoric animals.

A beastmaster may proposition an animal to join the character as a retainer/follower. The animal may not have more hit dice than the beastmaster (note: all B/X characters are limited to a maximum of nine hit dice). Animal followers count against the beast master's normal number of retainers, as determined by charisma. Animals whose hit dice exceed the beastmaster may still be friendly and offer temporary aid, as determined by a positive reaction roll.

Beginning at 4th level, a beastmaster may use a type of animal clairvoyance, limited to any animal retainer possessed. The beastmaster may utilize all the animal's senses, directing the creature telepathically, at a range of one mile per level of experience. There is no limit to the number of times an animal may be possessed and utilized in this way, but only one animal may be used at a time, and the beastmaster may take no other action when so engaged.

Conditions: a beastmaster loses all abilities when wearing armor of any kind ("scent of man") or carrying any type bow, crossbow, or sling ("the hunter's weapons"). Spell-casters may not learn or use magic that inflicts damage at range, nor any spell that manifests fire or lightning. Animal retainers will temporarily leave the beastmaster if the character uses forbidden equipment, and must test Loyalty (as per page B21) to see if they permanently leave the beast master's service.

DMs may OPTIONALLY choose to include cold-blooded beastmasters, whose powers only function on reptiles, amphibians, and fish/sharks. All conditions apply but, in addition, spell-casters may use neither cold nor water magic.

Just can't get enough, can you?