Friday, 18 December 2009

And what if the adventurers don't save the day?

Roll on the following table whenever the adventurers do not save the day.

1: Noone saves the day and the bad thing happens as expected.
2: Someone known by the adventurers tries to save the day instead but fails horribly, dying in the process.
3: Someone known by the adventurers tries to save the day but fails, barely escaping with their lives.
4: Somehow things just work themselves out and nothing bad happens afterall.
5: Some other adventurers save the day and become local heroes.
6: As luck would have it the adventurers are presented with a second chance to save the day!

Tuesday, 17 November 2009

Creature Collection Preview

Today's the day I throw out a sneak preview of my tentatively titled Creature Collection for The Adventurer's Tale. I wanted to keep the monster list in the core game quite pure so this is where I've been able to mess around with some more unusual enemies. Here are a pair of new Undead minions. Put them to use in your Adventurer's Tale game!

Bloodling
These creatures resemble bald, bloated dwarfs, usually found waddling around the lairs of their vampire masters. They serve without question, usually carrying out menial tasks, acting as lookouts and being disposable sources of blood when the need arises. Creating a Bloodling is a process that only a vampire can carry out and involves biting a captured victim in a particular way while casting a Command spell. This causes them to swell with blood and become completely at the command of their master.
Body 5
Melee 3, Shooting 3, Craft 2, Grace 2
Crossbow (Damage 3) and Dagger (Damage 2).
Blood Sacrifice: A Bloodling may fly into a combat rage, adding 2 to their Melee score for a single engagement. In doing so they exert themselves so much that they explode in a splatter of blood as soon as the engagement is complete. Usually they only use this technique when their master is in direct danger.
Variety: The blood splatter of some Bloodlings may carry disease or even burn an opponent's skin for a point of damage. Vampires with military backgrounds often train their Bloodlings in the use of a larger variety of weapons and armour.

Floating Corpse
Dark Wizards may create these horrors without the exertion required in creating a mass of zombies or skeletons. These rotting corpses float upright a few inches off the ground, making no sound as they patrol a set area or head towards a given point. If patrolling they will turn and float towards any intruders they notice, unable to attack, but often serving as a deterrent for inexperienced intruders. When they reach their target they do nothing but helplessly bump against them, hoping to provoke enough of a noise to alert the real guards.
Body 6
Lifeless Hang: Floating corpses cannot cause damage. If they hit an opponent they bump into them lightly, perhaps shedding some rotten flesh on them. Note that engagements with a Floating Corpses still count towards Combat Fatigue.
Variety: Some Floating Corpses are able to pass on curses or diseases with a touch, with others bursting into flames upon contact with living flesh.

And perhaps something larger, if that's to your tastes...

Spider Dragon
These towering horrors would seem to be prime examples of a wizard's experiment gone wrong. They are, in fact, natural creatures predating even Dragons, which they are unrelated to. Forced to the surface from their home deep beneath the ground they have developed a taste for cattle and slowly gained tolerance to sunlight. They resemble pale, gigantic six-legged spiders with a hideous head sporting beady eyes and an unfolding jaw bristling with teeth. No one has ever been known to tame one of these beasts or find a nest of young.
Body 20
Melee 12, Grace 2.
Leg Claws (Damage 4), Chitin (count as Heavy Armour).
Burning Spray: Damage 3 and reduces Body by 1 until healed, Hits 1d6-3 targets at the start of the dragon's turn. Targets can dodge this with a DN10 Grace roll. A spider dragon may do this once every hour.
Web Wrap: A Wild Dragon deals 2 extra points of damage on a Critical Hit, rather than 1. If this would cause their opponent to roll on the Death Table the Spider Dragon will (if they are cow-sized or smaller) wrap them in webbing and later devour them.

Wednesday, 26 August 2009

One Page? I can do that (sort of)

A couple of days ago I was linked to Searchers of the Unknown, which is a one-page trimming-down of classic D&D. Despite being dubious about its limitations and holding on to descending AC at first I soon found both of these were good things.

Firstly the limitations meant you had very little to consider, as a player, mechanically. We encountered a pit very early on and rather than rolling athletics to leap over it we went back and unscrewed a door, using it as a makeshift bridge. This is extremely basic D&D stuff, but it felt so much more encouraged with such a minimal ruleset.

Secondly, descending Armour Class actually made sense for the first time. It was a roll-under target for attacks and was used for things like sneaking in a way that made the smaller=better idea actually fit.

Not to be outdone, I remembered that I had my own very-light system, The Adventurer's Tale. Although this game is very simple in itself the document is still pretty large with the optional rules, monsters and spells. Could I trim the core of it down to one sheet? I could. All the rules for creating an adventurer and playing the game are on the front of the sheet, with the back filled with spells and monsters for characters to encounter.

So here's the Adventurer's Tale One-Sheet Quickstart. Grab a few friends and run a pickup game today!

Wednesday, 22 July 2009

GAME OVER!

I'll level with you. This game idea is almost entirely inspired by the Street Fighter movie with Jean Claude Van Damme and Raul Julia that everyone hated. I can say without a hint of irony that I thoroughly enjoy this film. Yes, the characters mostly bear no resemblence to their videogame counterparts. Yes, they're mostly awful characters even if you forgive the first point. But something about the film just keeps me entertained from start to finish.

With that in mind I wanted to play around with creating a game where you could take that concept of martial artists fighting off mobs of masked soldiers before going toe to toe with the boss but draw it a little closer to the videogames that inspired it. Yes, in this game I'd like my hero to be able to throw a fireball or two.

All very preliminary. The idea is little more than 30 minutes old but FreeMind has drained the words from my brain and I present them infront of you in a foetal stage.

Free Image Hosting at www.ImageShack.us


Stay tuned for what will inevitably turn into another game document. I should clarify I'm aware of a few RPGs out there that tackle this subject matter, but none of them have really grabbed me. Besides, more game design practice is never something I shy away from.

Monday, 6 July 2009

100 Interesting Magic Items: The first half.

Here's the first half of a nice handy d100 table for what I think to be interesting magic items. I'll describe the effects for each but leave out anything system specific for you to fill in yourself.

Hope you enjoy!

  1. Aardvark Cloak: This cloak may be thrown around the wearer to wrap them in a protective shell. They cannot move or act while inside the shell other than returning the cloak to its normal form, but while protected they are unable to be hurt in any way.
  2. All-Seasons Scabbard: As long as a sword is kept in this scabbard the wearer suffers no ill effects from extreme weather.
  3. Angel Dart: If a target is whispered to the dart it may be thrown into the air, where it will fly to the target and hit it without error, regardless of distance or obstacles. The tiny dart causes no damage itself.
  4. Aqua Grease: This pale grease can be rubbed over any equipment to completely protect it against damage from water exposure.
  5. Amulet of Silence: Nothing within a foot of the holder of this amulet can cause any sound at all.
  6. Broken Dagger: This incredibly ornate dagger is snapped in half partway down the blade and is not able to be repaired by any means at all.
  7. Bell of the Crier: As long as the holder is ringing this hand-bell their voice will carry across great distances and be audible by all within a mile.
  8. Boat of Murder: If a corpse is placed in this small rowboat it will drift out on the water and return an hour later, empty. There will be no trace of the corpse anywhere and no evidence left in the boat.
  9. Bat Sword: If this sword is tapped against something hard it rings out a tone. This allows the wielder to see in the dark or smoke as well as they can in daylight.
  10. Crystal Ship: This miniature ship is beautifuly crafted and valuable, but if it is ever taken on board a ship that ship will sink before its voyage is completed.
  11. Coin Beetle: A normal looking coin. However, at night it comes to life and eats one other coin it can find, before disguising itself as a coin once again.
  12. Chalice of Moods: Anyone drinking from this cup must roll. On 1-3 they remember something sad from their past and their mood drops. On 4-6 they feel a new vigor for life and start to smile.
  13. Candle Beans: If one of these beans is bitten or pinched firmly it will glow for a few seconds before igniting in a low flame, much like a candle. It will burn for around ten seconds before going out and leaving a faint trail of smoke.
  14. Digging Spoon: This tiny spoon can dig through any substance with a forceful push.
  15. Death Drum: Anyone that bangs this drum thirteen times or more will die.
  16. Dogpack Tooth: If this tooth is pressed into someone's gums it will take root and allow the owner to speak with dogs and wolves.
  17. Diving Pearl: If a target is named and the pearl dropped into a body of water it will sink and move towards the target and latch onto it, returning it to the pearl's owner. The pearl cannot move objects larger than a person.
  18. Dustbane Broom: This broom not only brushes away dust, twigs and other leavings, but removes them from existance. This cannot be used to destroy other unwanted items, only things that would normally be swept up.
  19. Elephant Bread: This grey bread tastes faintly meaty and is incredibly filling.
  20. Eternal Chessboard: Anyone playing chess with this set cannot win or lose a match. It simply goes on and on no matter how many moves the players take.
  21. Ether Flute: Playing this flute causes any ghosts or spirits to freeze, mesmerised.
  22. Engraving Quill: This quill can engrave messages onto any substance.
  23. Fisherman's Blanket: This blanket will become dry with a quick shake, regardless of how wet it is, and is always faintly warm.
  24. Frog Box: If this box is left open near to a frog it will be compelled to hop in and sit there happily. The frog will stay in the box without needing food, air or water, until instruted to hop out.
  25. Firey Ring: If a container of food or liquid is held in the hand bearing this ring it will slowly heat up. Within a minute it will be boiling, but the container will still be safe to hold.
  26. Frost Thread: If this thread is dangled into a body of water it will freeze at the rate of around one pint per minute. Once the thread is removed it will start to thaw.
  27. Fingerless Gloves: Anyone that puts on these gloves feels a faint tingling in their fingers. An hour later it will be uncomfortable cramps. A further hour later, intense pain. At this point, if the gloves are removed their fingers will magically disappear.
  28. Grey Paste: This pot of watery paste can be eaten, acting as both food and water, but tastes a little like ash. The pot magically refills with grey paste every night.
  29. Golden Mule: A tiny golden statue of a mule. Anyone carrying this may carry twice as much weight as normal.
  30. Howling Horn: This horn makes a very convincing howling noise, like that of a wolf.
  31. Happiness Beads: Anyone wearing these beads feels a little happier than when they're not wearing them.
  32. Hidden Sword: If this sword is tucked behind a robe or cloak it will not be found by anyone searching for it other than the person that hid it there.
  33. Inspection Lens: Peering through this small lens reveals the true value of any jewels, gems or other art items.
  34. Ice Diamond: This diamond is found sumberged in crushed ice in a specially sealed box. If it is removed from the ice it will gradually change over the next minute until it resembles a grey pebble. If submerged in crushed ice again it will quickly return to its diamond appearance.
  35. Juggler's Balls: If thrown these balls will always make their way back to the thrower's hand before hitting the ground.
  36. Jump Rope: When told to jump, this rope coils like a spring and bounces upwards twenty feet, carrying up to one passenger with it.
  37. Jinxed Axe: This handaxe functions normally in melee but if thrown it will hit an ally if you miss your target.
  38. Kindred Bracelets: When two people are wearing one of these bracelets each they are always aware of when the other is in life-threatening danger.
  39. Karma Vase: Filling this Vase with expensive drink will cause it to drain away, but cure any ailments or damage affecting the pourer. Breaking the vase will kill the breaker.
  40. Kingsblood Weed: Boiling this weed produces tea that will taste delicious to anyone of royal blood but foul to anyone that isn't.
  41. Life Eating Sapphire: Whenever anyone holding this sapphire in one hand kills another being of above animal-level intelligence it glows and swells, increasing its value by 5%.
  42. Leech Dust: Scattering this dust over a wound will clean it and drain any poison from it.
  43. Longstride Breeches: Anyone wearing these red breeches will never become tired from walking.
  44. Lion Gauntlet: This awkward steel gauntlet has a lion's head at the end in place of fingers. When the jaw hinge is moved from inside it makes a convincing lion's roar. The hand inside the gauntlet can't be used for anything else.
  45. Madman's Blanket: Anyone sleeping under this blanket will have horrible, maddening nightmares.
  46. Moon Rock: This rock has a strange feeling and is a weird yellow-grey colour. Any inspection suggests magical properties but infact it's completely mundane.
  47. Marble Man: This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces.
  48. Master's Ring: This ring causes a faint tingling sensation whenever one of the wearer's employees, servants or hirelings is planning to betray them in some way.
  49. Map of the Head: The holder of this map may look over it when trying to remember something they witnessed while carrying the map. Within a minute of looking at it they will remember, even to the smallest detail.
  50. Money Belt: Any amount of money may be pressed into a small slot on the front of this belt. The money can be retrieved by tapping it three times and announcing how much is required. This will even cause larger coins to be converted into change for specific amounts.

To be continued...

Wednesday, 17 June 2009

Fantasy Boyscouts and Resurrecting Old Projects

Been a while since my last post, so time for a quick update on what I've been working on. 

  • Working on Lookouts adaptation of The Adventurer's Tale after being truly inspired by one of Penny Arcade's latest projects.
  • Being wowed by another awesome map from the Tao of D&D
  • Scouring my contacts for someone with good pdf layout skills and a little free time they're willing to offer up to help me finally turn A Wanderer's Romance into a nice pdf
  • Realising more and more that Greywulf speaks a lot of sense
  • Considering bringing Inheritance back onto a front burner to see if I can improve it significantly and eventually have a completed document for mechanics and fluff


It's the last of these things I want to talk about today.


Back when I spoke about Inheritance in January there were two main areas I felt needed improvement. Firstly the setting needed to be made more accessible and presented alongside the rules in the document rather than seperate in a wiki. I have an idea for how to do this, but it can wait for now while I deal with a more mechanical issue. This second problem was that combat options mostly consisted of "attack" or specialist options like disarm, grapple, charge and so on. I wanted to present more options for character that just wanted to hack away. In addition to this issue there was often a rather high "whiff factor", which I've come to hate in games. Here's how I plan to tackle both of these, without going too far into specific Inheritance mechanics.


Attack Focuses

At the start of a character's turn they may choose an Attack Focus if they wish. This will provide both a bonus and a penalty in combat.


Speed: The character gains a +1PL bonus to their Initiative roll but suffers -1PL to hit on all attacks.

Damage: The character gains a +1PL bonus to Damage rolls but a -1PL penalty to their Initiative roll.

Accuracy: The characters gains a +1PL bonus to hit on all attacks but suffers -1PL to Damage rolls

The desired effect of this is that if a character is whiffing a lot in combat, be it through missing or being unable to hurt a target, they can shift their focus as required. On the other hand, it needn't slow down play as the DM is advised to not use them for NPCs and Monsters and even the players can ignore them if they wish. 


Bring on a playtest!

Thursday, 28 May 2009

Invisible Eyes made Visible

Well, I've teased at this for two posts now, so it's finally time to unveil my new game in its first stage. Far from complete and pretty much untested, here's Invisible Eyes.


My target was to hit a couple of design goals I've been mulling over for a while. 

  • Make Exploration and Travel key elements of the game.
  • Have very little focus on combat and replace rewards for killing with consequences.
  • Use a real-world modern setting that can be "spiced" to the GM's liking through conspiracy theories and supernatural happenings.
  • Encourage teamwork in as many areas of gameplay as possible, while not making a small group unplayable. 


As it stands it seems like I'm hitting all four. Exploration is the name of the game, as is pushed through the sample character, sample groups and gameplay examples. Investigation goes hand in hand with exploration and the Knowledge and Insight mechanic makes this a focus of the game too, somewhat supported by the Connections all characters have (explained later). Travel is enforced through the parkour-inspired movement mechanics and the fact you're going to doing a lot of sneaking-in and  running-away.


There's very little reward for combat. The hostiles you're likely to encounter will be security staff or policemen, if you follow the suggestions in the document. Leaving dead innocents wherever you go is going to make you public enemy number one, not desirable for supposed "invisibles". What's more, combat can be nasty, especially against someone you're outclassed by. It's not a matter of getting killed in one hit, but if a trained security guard catches up with you and he's probably going to pull you to the ground and put on the cuffs. In many ways a breaking and entering charge is scarier than death for a PC. Finally, there's a Shock mechanic that means you don't want to be constantly being shot at unless you have a steady mind and a good psychiatrist.


Teamwork is encouraged most simply through the Helping mechanic, which can literally be a lifesaver. However, a couple of secondary methods enforce it further such as every character having connections. These connections mean that even in a solo game the character will have some friends to call in favours from. In addition, starting characters have a relatively small pool of points to put into Stats and Expertise. This encourages specialisation and means a group are likely to have  a variety of personnel that depend on each other in certain area.


As always, the game is free, but remember this document is little over two days old. Changes will be frequent and there are sure to be lots of mistakes riddled through. It's good enough to get across what I want out of the game, though, so check it out.