• Trying to find the famous Grim Reaper HIV/AIDS advert from Australia in the 1980s, I stumbled upon this miracle of rhetorical power. I think it’s safe to say that this is the pithiest example of the craziness of AIDS-denialism that there is to be found on the internet. Could you be more offensive and more ignorant in a shorter space of time?

     

  • ビクトリア世紀の女が可愛いですか?

    52ページ(戦闘)くらいまで読んだ。少しリビューを読んで、考えた。

    見た目は、このゲームは面白そうです。戦闘は簡単が、作戦が複雑みたいです。

    攻撃解決は簡単:運命(fate)カードを出して、値を能力に足す。敵が同じ感じで防御を決める。最高値が勝ちそうですが、次の一歩は、 「cheating fate」です。負けそうな相手は、「control hand」の別の7枚のカードから出たカードの交換ができる。それにも、特別な「soulstone」というアイテムを使って、カードもう1枚が出せて、 足せる。そして、勝ちそうな相手もそれができる。

    トリガー(trigger):いろな事象が他の事象の原因です。これは「trigger」と言います。たとえば、キャラクターが損傷したり、死んだり、魔法の意図になったりすると、事象が起きる。この事象が普通に危ないから、プレイヤーが相手の特技を知らないといけない。

    世界:ゲームの物語は、ビクトリア世紀の魔法的なスチームパンク世界です。4つの組がある:「The Guild」(法文の組合);「Resurrectionists」(妖術師);「neverborn」(悪魔);「arcanists」(魔術師)。こ のビクトリア世界の中で、他の世界に行ける「breach」(隙、かな。。。)が発見された。他の世界は「Malifaux」といわれている。他の世界で 「soulstone」の鉱山がある。奴隷が鉱山で「soulstone」を取って、「soulstone」が魔法の支えです。皆さんは 「soulstone」を取るように、戦闘している。

    今までそれだけしっている。まだ詳しい言語が分からないですが、基本通訳ができると思う。やってみたい!

  • This is a completely off-topic post, but I thought it covers an interesting topic in one of those areas that it benefits everyone to know something about. Last night I found myself accidentally at diner with the director of the Land and Water Division of the Food and Agriculture Organization (FAO).  His particular interest at the moment is Globally Important Agricultural Heritage Systems, that is systems of farming developed in a particular location over a long period of time that have adapted uniquely to their environment, and represent a long investment of local knowledge and experience in the local farming system. Japan has its own unique agricultural heritage, the Satoyama, which is why he is here (I think). There’s even a David Attenborough-narrated documentary about them (so they must be important!) I’ve previously written in another location about the challenge that Japan faces in the modern era of protecting food security and simultaneously preserving their agricultural landscape, as well as the generational conflict that the burden of preserving Satoyama is sure to create, and it’s interesting to see the UN taking an interest in it as well. Anyone who has visited rural Japan (and I have to recommend rural Japan for anyone who wants to come here – it’s truly a beautiful and calming part of the world) will know that Satoyama are an essential part of the landscape here, and a Japan without them would be a strange sight indeed… but times and places change, and if Japan is to increase its food supply from its current woeful state then maybe the Japanese will have to start thinking about a move to industrialized rice farming. Which, the Australians can assure you, is an environmental disaster.

    Returning to the topic of Globally Important Agricultural Heritage Systems, however, the list in the FAO website provides some stunning and fascinating environments which surely make an interesting setting for any role-playing campaign. There are the high-altitude Andean terraced farms, the Chinese rice-paddies swarming with fish that play the role of both fertilizers and food, and the lemon gardens of Amalfi that have been such an inspiration to both Porco Rosso and the eastern suburbs of the town where I did my undergraduate degree… these places are all excellent locations for an adventure, and the unique nature of their environment and their farming heritage makes for a unique culture and built environment that you can transfer, wholesale, into your campaign, with perhaps a bit of fantastic flavour, to make a genuinely different setting. Maybe those lemon farms could be transferred to mushroom plots on steep cliff-faces staring into the outer darkness of a Dwarven settlement; maybe your PCs will stumble on a high and mountainous kingdom, where slaves toil on multiply-terraced mountainsides to provide a powerful narcotic to their elven masters; or maybe the fish that grow in those paddocks have some healing property that keeps the rice-farmers eternally young despite their back-breaking labour… there’s much to be drawn from unique cultures in the real world, and the FAO conveniently provides us with a list…

  • Promises, promises…

    Last Wednesday was the second session of the urban semi-sandbox campaign I am running in warhammer 3rd edition. It was held, as usual, in the upstairs gaming room of the local gaming store, Ringtail, which is currently in the midst of being refurbished to look more like a mediaeval tavern.

    I had expected this session to run as a complex series of investigations, but my players proved very swift, and got to the heart of matters pretty quickly, and got quite a bit done in a short session. Today’s session started a little late because the Ringtail shop owner wanted to discuss a new game, Mallifaux, that he wants me to translate so we can play it together. One of our players, Mr. K, was running late so he was replaced by a nameless schoolboy who happened to be in the shop and is friends with the owner. For the first two hours or so while we waited for Mr. K to come, this chap watched; but when Mr. K confirmed it was too late for him to come, the schoolboy took over Heinze, the soldier. As we’ll see, the soldier is a really important character to have around…

    Visiting the Temple of Sigmar

    The PCs remembered that they are carrying a rather nasty Chaos artifact, the Unseeing Eye, that they can’t destroy, so they took it immediately to the Temple of Sigmar to entrust to the High Priest. The Temple itself is unusually large for a town of the size of Ubersreik, which fact the PCs put down to the fortress-like nature of the town, and inside they received a calming aura that, had they been actually stressed (rather than just wounded) would have been very helpful. The High Priest, a middle-aged woman with gentle eyes, took them into a side room where 4 rather scary-looking soldiers of Sigmar and two initiates stood guard while she inspected the picture. She told the PCs that a comet will appear in the sky in a month, and at that time she will be well able to destroy the artifact, and asked them if they would entrust it to her. The movement of the soldiers behind them suggested that at this point they had a choice to request its return, but that they wouldn’t be leaving the room alive with their prize. Fortunately for all concerned, they had no desire to keep it and handed it over without a hint of regret. No-one in the world of warhammer doubts the church of Sigmar’s willingness to commit cold-blooded murder in its sanctuaries to preserve the world from chaos, but in this case it was far from necessary.

    In exchange for the picture the High Priestess revealed some history to the characters:

    The Cult of the Unseeing Eye was driven out of Altdorf by a large assembly of soldiers and priests of Sigmar some years ago, but we never captured its leader or its most sacred paraphernalia. We never even really learnt how organized it was or what its purpose was. They must have fled to the forests where you found them, and in such a weakened state were ripe for infiltration and destruction. This picture is undoubtedly at the core of their religious enterprise, and without it and the enterprising servant of Chaos who set up that outpost, they are surely done for.

    In exchange for the picture she gave each character a letter granting them a single free visit to the Shrine of Shallya (for healing), and a magic item called “Sigmar’s Promise,” a necklace of a platinum hammer that can be worn by any initiate of any religious church, and which grants the initiate +1 Willpower for the purposes of calculating their equilibrium state of favour while worn. Obviously Suzette took this item.

    The characters then immediately set about their main purpose in Ubersreik – they went to the Temple of Shallya for some free healing.

    Finding the “Wife of the Remains”

    That evening the PCs started trying to locate the relatives of the dead man they found on the road to Ubersreik. They had a locket with a picture of a woman in it, and a game token with “The Sad Shield” written on one side. They soon discovered that the Sad Shield is a pub in the Labourer’s section of town, so they took the token and the locket and headed across the river to the labourer’s section. This section, on the poorer south side of the river, is a mixture of factories and workshops, interspersed with cheap houses and occasional slum areas. It is not the cheapest part of town to live – that sad distinction belongs to the Southbank Slums – but it is still quite poor, and on many street corners were suspicious looking men, loitering and spitting.

    In the pub they soon found out what they needed to know, though not cheaply. The man was called Manegold Stolzer, a Ratcatcher, and he lived with his wife and child in the Northern River Quarter. The PCs didn’t learn this cheaply though – the tavern keeper was unforthcoming and they had to spend a lot of money on alcohol for the Ratcatcher he directed them to before they learnt what they needed to know. Having determined this they went home, and the next night they went to the Northern River Quarter to visit the wife.

    Rumour: At this tavern they also heard a rumour that a long forgotten wizard’s tomb has been discovered outside of town, with rough directions on how to find it.

    Visiting the bereaved

    Things immediately struck them as suspicious as soon as they got to the Quarter. The Northern River Quarter is a suburban area on the north side of the river, populated with a mixture of classic Germanic courtyard-style apartments, English-style terraces, and stereotypical fantasy-world garden houses. These were clean, well-established and quiet, in a civilised, upmarket suburb.

    What was a Ratcatcher doing living here? In every other town of the Empire, Ratcatchers live in rough shacks near the sewage outlets. They don’t live in quaint, trimmed-hedge garden houses in the most expensive non-noble part of town.

    So, by the time they reached Mrs. Stolzer’s little house they were very suspicious. After they had informed her of her loss, and she had cried a little, she offered them a ring as payment for their work – they declined but she pointed out to them that they had ensured his soul’s rest by burying him like a civilized man.

    This was also suspicious. Mrs. Stolzer, just-widowed, was offering them a platinum ring[1] as payment for something as abstract as a soul’s rest, when she was looking at a future of potential destitution.

    What manner of Ratcatcher was she married to?

    Sadly they didn’t get to find out because Suzette the Initiate asked a few too many probing questions, causing Mrs. Stolzer to get angry and take back the offer of the ring.

    Spying on the bereaved

    Naturally, they took the next best option to direct investigation, and stationed the elf on watch at Mrs. Stolzer’s window to find out who she really was. Sure enough, within a few hours of their departure, three men turned up at her door. She let them in, and the following conversation ensued:

    • Men: Mrs. Stolzer, we’ve just heard of your loss and we’ve come to give our condolences. Manegold was a good man and a fine colleague, and we all hurt for his departure
    • Mrs. Stolzer: Thank you, thank you. I am very saddened by his loss
    • Men: And we are aware that now you think your future must be very grim. So we have been sent by The Organization to give you this bereavement money in thanks for his work and effort [sound of much money clinking, some crying]
    • Mrs. Stolzer: Thank you, thank you. I appreciate the efforts that The Organization has made to look after us through these years of his service. I am told that he died in the forests outside of town – is it possible for you to tell me what he was doing out there?
    • Men: As ever, Mrs. Stolzer, we are unable to tell you anything about his work, even at this sad time. Suffice it to say that what he was doing was dangerous and important to us, and he lost his life in service to The Organization. We offer him our respect and thanks.
    • Mrs. Stolzer: Thank you, then, and I’m sorry for asking
    • Men: It’s perfectly okay Mrs. Stolzer, we understand that you wish to know more about your husband’s sad death. What did the adventurers who came here tell you? Please tell us everything they knew
    • Mrs. Stolzer: Only that they found him being disposed of by orcs, and buried him like a man deserves.
    • Men: Ah, so then. Mrs. Stolzer, we trust that you told them nothing of The Organization, and it pains us to have this conversation at the time of your new grief, but our seniors direct us to it. We must remind you that, just as you were sworn to secrecy about your husband’s involvement with us during his life, now even after his sad death you are bound to secrecy about his membership of The Organization, about its existence and about anything you have noticed of it during your life with Manegold. We have been asked to remind you that your responsibilities to us do not end with your husband’s tragic passing, even though our connection does, and it hurts me to say this but I must remind you that any breach of our secret is punished swiftly, cruelly and fatally. From now there is no further reason for you to have any entanglement with The Organization, and we will have no more such visits, but we must remind you that your responsibility to maintain our secret carries with you to your grave. I’m sorry to have to burden you with threats and dire warnings at this time, but it is our way, but I must ask you to forget that we ever existed in your life, or that your husband was anything but an ordinary Ratcatcher.
    • Mrs. Stolzer: I understand the need for this warning, and I don’t begrudge you your cold words at this time. I can only thank you for your assistance, and I hope that I will respect your secrets forever.
    • Men: Then we will take our leave of you, Mrs. Stolzer, and again offer our condolences on your loss and our hopes that this small offering will see you well into your dotage. We’re ever your servants

    And with this they took their leave…

    The PCs were naturally very interested to hear about this “Organization,” so decided to go back to the Sad Shield and see if they could rustle up a Ratcatcher to answer some questions.

    The Rat’s Tail

    The elf tailed the PCs back to the pub, and outside the pub he noticed someone else tailing them. A short and nasty scuffle later they had him under control, and dragged him out of sight for a bit of a beating and some intimidation. They soon discovered he, too had exactly the same rat tattoo as the body they found in the woods, but he refused to speak of any organization, and when pressed claimed he was just an ordinary ratcatcher. They dragged him to the Labourer’s Quarter, sought out a suitably dodgy rooming house, and locked him in a room obviously well-used for similar purposes by various criminals, before heading back to town. They then went back into the Sad Shield, and located two more ratcatchers with the intention of offering a hostage-for-information swap. Unfortunately these two tried to flee, so another short fight followed. For some of this fight the Soldier was on guard at the door, and things were looking unlikely to resolve themselves until he came charging inside and flattened one of the ratcatchers. They allowed the other to flee, and the elf followed him under cover of stealth.

    The night ended here, with the PCs in possession of two hostages from “The Organization,” and the elf watching the doorway of one of “The Organization”‘s safehouses. Next time: finding out what this organization of ratcatchers is. The players aren’t yet convinced that it is even a bad group, though it certainly has been behaving in a shadowy way.

    Conclusion

    Again despite a bit of faffing and a late start things went smoothly and  a lot was covered. As usual I dropped any role-playing of shopping etc (I find this sooo boring). This was the only chance the PCs will get for healing – in fact, they don’t have enough money for much healing from now on, so they’re going to be slowly getting in trouble. They discovered a lot more than I expected, largely through quick decision-making, but there’s still much for them to do.

    I invented a new rule for this session, enabling the PCs to do submission damage at increased difficulty, to avoid the situation they were in last time where they had to knock someone out with lethal damage and then heal them in order to talk to them. This isn’t a good way to do things in town! So now they can club people into submission before they talk to them. I also made up some grappling rules on the fly, which everyone seemed satisfied with. I need to investigate that a little…

    Rules notes and comparisons

    Finally, I should add that many decisions made in this adventure would have been impossible in Warhammer 2nd Edition, because the PCs would have had such low chances of success that they wouldn’t have done them. Particularly, anything involving stealth or information gathering is impossible for first level PCs in 2nd edition, even for a thief character. Hiding under Mrs. Stolzer’s window, following the tail, would have been impossible. Also, the battle in the inn – between two relatively weak ratcatchers and 3 PCs who are also weak in melee and penalized for submission damage – would have lasted about 2 hours of real time (I’ve experienced this phenomenon before). In 3rd edition this was the slowest and most frustrating battle we have had yet, and couldn’t have lasted more than half an hour. It probably would have stretched for an hour without the Soldier’s intervention, whereas in warhammer 2 it probably would have taken an hour with the soldier’s help. This sort of thing was really frustrating in 2nd edition and makes a big difference to how enjoyable the game is. I want my players to make decisions about what they will do within their core competencies on the fairly safe knowledge that they can succeed if they plan well and are better than their opponents. It doesn’t work that way in 2nd edition!

    I think some of the spells in 3rd edition are a bit strange. The spell Shooting Star, for example, is completely useless compared to Magic Dart. Shooting star is higher level than Magic Dart, so it’s a bit weird. I removed Shooting Star from the Wizard’s list and offered him a choice of a new spell or an increase in attribute by one point (this spell was chosen at character creation) and he chose to increase willpower, which was a wise decision for the battle.

    Also, I screwed up the progress tracker a bit today, so I need to review that rule a little and think about how to handle it. Otherwise, things are going more smoothly

    fn1: In fact, Schultz cocked up his appraisal check –  he got successes, but also a chaos star. This was sufficient for him to identify that the ring was worth more than a standard ratcatcher’s wife should own, but also put a bit of confusion into the mix. The ring is really silver, not platinum, and worth 10% of what Heinze believed it to be worth.

  • I mentioned previously that I think I have stumbled upon a Japanese Grognard, who I shall call Mr. 123, and it occurred to me recently that I could try and ask him some questions about his attitude towards gaming, his opinion of old school, etc. I’ve noticed that the people I play with here, though generally willing to try new games, are completely uninterested in D&D 4e, though some have made a major divergence into Pathfinder. Mr. 123 recently ran a game using the D&D Rules Cyclopedia, and is a big fan of Warhammer 2nd Edition (which is pretty old school, I think). So he probably has opinions on games and gaming connected with the period of the games. He’s playing WFRP 3rd edition with me, but this could just be because he’s willing to tolerate new rules in order to play Warhammer rather than GM it.

    If I give Mr. 123 an interview, the basic questions I would ask would be:

    • The usual demographics
    • His gaming history
    • What sort of games he likes and dislikes
    • Whether he prefers games from a particular generation and, if so, whether this applies to Japanese as well as Western games
    • If he knows anything about the OSR, and if there is an equivalent thing in Japanese games

    But I would like to find out if any OSR gamers reading this might be interested in asking additional questions, and if so what sorts of stuff they would like to know. Please let me know in comments!

    In a related note, there is usually a Pathfinder adventure at my local monthly gaming convention, run by a Mr. S. This local gaming convention has been running for 25 years, and the most recent event was the 60th meeting (in earlier years it was much less regular than now). I discovered recently that Mr. S has been running this convention continuously for the last 25 years! Beppu has a population of 123000, so I think this is a pretty good achievement – let alone that it’s run by just one person. I wonder if Mr. S is also a grognard, despite his Pathfinder-y-ness? And I wonder if a survey of the local convention gamers might be a good idea…?

  • An army of snowmen does his every bidding…

    Having presented a random table and monster from the game Make You Kingdom, here are a few more monsters from the game. I have to return the book tomorrow, so there’ll be no more posts about it until I buy my own. Here is a translation of the monster in the main picture, General Winter.

    General Winter (level 14 Angelic Monster)

    • Bravery:9
    • Range: 1
    • Damage: 2d6+2
    • Resistance: 13
    • HPs: 60
    • Character: Sly

    Common Monster skills: Fist of the Fierce God, Divine Transformation, Swarm Defence, Feat of Arms, Sword Play, Minor Transformation

    Storm of Snow: When someone other than General Winter uses a support action, he can interrupt them using this manoeuvre. Everyone but General Winter must make a Bravery check with a difficulty equal to the General’s Bravery +5. Those who fail immediately have their hit points halved.

    Text (“flavour”): A valorous commander who serves the Winter Sovereign on the steps to heaven. He also has a side that is kind to children.

    (I don’t know what the “common monster skills” are because they aren’t in my book, but they seem pretty scary).

    Below are three other monsters that I scanned in as random trash during the process of scanning in General Winter, and figured I should upload. No translations are provided, but they’re all from the “Angels” family of monsters.

    What doesn't kill you…

     

  •  

    Woe to you oh earth and sea, for the devil sends the beast with wrath

     

    About a month ago, our little foundling Arashi chan finally recovered from his severe car-related injuries, and I present to the world this picture as proof that his recovery has been spiritual as well as physical. He’s not so little anymore, and definitely not so immobile…

  •  

    Critical reinterpretation at its worst

     

    Many people in the RPG world think what I’m about to say is heresy, but I actually think that board games and computer games have some interesting ideas to teach RPG makers and players, and a lot of them are based on making available new and specialized content – that is, objects and purcahsable add-ons – that can provide additional opportunities for role-playing, or tools to help the GM and the players manage the game. A lot of these ideas are common in Japanese RPGs, and some of these tools when combined enable the game to improve the number of rules options available, and to have incidental rules – like fatigue, encumbrance and the like – that people typically hate to use because they’re fiddly to manage.

    As an example I give Warhammer FRP 3rd ed, which I’m using now. It has 5 ideas which, used together, enable both improved role-playing opportunities to emerge from dice rolls, and give better management of in-game actions, which in turn allows Warhammer 3rd ed to use a wider range of resource types for players. They are:

    • Special dice: these enable actions to be resolved on two dimensions, with one dimension the standard success/fail and the other a good luck/bad luck dimension that is largely used to add role-playing hooks and interesting side effects to actions. These two dimensions offer the opportunity to succeed but have a bad or annoying side-effect, and to fail but have some minor quirk of luck. They also enable success in one action to affect another. For example, good fortune on a successful Sword and Board action enables  a fighter to reuse their Block defense. Such a dimension in, for example, D&D might mean that a Cleric rolling good luck on a Bless spell might regain one of their daily Turn Undead uses. In D&D 4th edition, good luck on an at-will power could lead to a recharge of an encounter power; or success on an encounter power might recharge another encounter power, or add to the tally of available healing surges. Of course, all of these extra effects in combat can be hard to keep track of, except for the additional use of Action Cards…
    • Action cards: which enable you to pull all your main effects out of a book and put on the table for easy reference,  so players do not have to constantly reference the books. This would be useful in D&D for wizards and clerics but even putting a character’s to-hit table on a card would make that action resolution very quick. I’ve given the rather trivial example of Magic Missile here (the text is from Greyhawk via Grognardia). Obviously Magic Missile is trivial, but it seems uncontroversial to me that having things like hit tables and turn undead rules on easily-accessible, attractive cards is really useful, especially in a game like D&D where lots of rules (e.g. surprise, finding secret doors) that are used a lot may differ by race, class or situation. The downside of attractively-made cards is that they add to the cost of a product in art and production[1], so they’re hardly justifiable in and of themselves[2], but in WFRP 3 they are justified by a useful mechanical tool, cooldown, which is only possible as a mechanical technique due to the combination of Action Cards with Recharge Tokens.
    • Recharge tokens: this enables actions to be limited in terms of available power (for spells) but also time to reuse, i.e. cool-down, which is something I think 4e D&D wanted to use but couldn’t get working because they weren’t thinking board-game-y enough. In WFRP3 each Action has a recharge time written on the top right corner of the card, and you track recharge by putting recharge tokens on this spot, then removing one at the end of each round. These tokens can also track other sorts of recharge. For example the Morr’s Touch spell is discharged after a certain number of hits, which are tracked using tokens in the recharge section of the card. If an Initiate of Morr gets a lot of luck on another spell roll they may be able to add recharge tokens to this card, adding to the number of hits they can deliver. But they don’t need to track these on paper using a pencil and crossing it out, because the tokens are right there. These tokens also track fatigue and stress, which can be accrued for any action and are an important consideration in the development of insanity. They are also used for tracking the duration of conditions. When I first read about this method I thought it would not be an improvement on just writing numbers on a sheet but it really actually is, both because you don’t have to keep track of actual  numbers (you just move tokens around) and because it’s trivial to keep track of 6 or 8 recharge processes at once when they’re combined with cards, while keeping track of recharge next to multiple effects written on a paper is messy and easily confused. The upshot of this is that the WFRP system enables continual use of magic, but through the combined management of power points and recharge. Power points can be redrawn after use, but this takes a round, and spells may take several rounds to cool down. This means that Wizards and Priests always have their spells available to use but can’t use them at will. I think this is the approach Wizards of the Coast wanted with D&D 4e, but without cards and tokens a truly flexible cooldown system is impossible, so they went for the more basic form represented by at-will/encounter/daily powers. I think cooldown is a natural idea for both spells and non-magical actions, and keeps the game fun for everyone because they always have the actions they want, but usable at a frequency that is balanced by the system. I don’t think recharge has much use in pre-4th edition D&D, but I’m sure there are other uses for tokens – for example, after casting bless you put a number of tokens equal to its duration on the card, and remove one per round. This frees up the GM from a lot of management issues.
    • Progress Tracker: a really simple idea for keeping track of contests between PCs and enemies that span long periods. e.g. chases, building armies before a deadline, etc.This is system-independent but really useful. For example, suppose that the adventure requires that the PCs find the location of a secret cult before the cult sacrifices the Mayor’s daughter. The GM can decide how much leeway to give the PCs and then constructs a progress tracker with a number of spaces corresponding to this leeway. Halfway along is an event space. Every time the PCs make a mistake (raid the wrong building, or screw up a negotiation with a potential informer) a token is moved one space along the progress tracker. When it reaches the halfway-point event space the cult become aware of the PC’s investigation and send assassins against them; if the progress tracker reaches the end before the PCs have found the Cult HQ, the girl gets sacrificed and the PCs have failed. This gives the GM a method for relating failure in the investigation to the outcome, and a way to construct limits on how many mistakes the PCs can make. I think this is a really useful tool for managing competitive tasks of this sort, and can offer really interesting plot triggers. In a longer adventure event spaces could be scattered through a progress tracker to indicate incidental events (unrelated to the adventure) or just spots for the GM to roll up rumours/weather/adventure hooks (this is how the progress meter was used in the Scenario Craft adventure I played). This is system-independent and again, although it doesn’t need a purchasable product, a solid cardboard progress meter with a style that suits the game is nice to use. The Scenario Craft adventure had a double-page spread in the book that could be photocopied and contained the progress meter and all the associated random charts, for easy reference.
    • Party character sheet: used to build up tension between party members. The tension meter increases with every failure, and at some point triggers a negative effect that depends on the type of party the players have chosen to play. There is also a pool for storing fortune points, which are added to whenever the party gets a success, and then distributed amongst the party whenever the number of points equals the number of PCs. I think fortune points are a system-independent idea as well, being basically a house-rule to enable players to get out of trouble. The party character sheet also has a special skill for the group, and two slots for a talent that anyone in the group can activate. In D&D3.5, there could be a special set of feats that go on this character sheet and that players can choose to purchase for their PC in place of normal feats. This would be particularly suitable for bard, rogue and other support characters (or could even be used to make bards desirable as party members!) My current party are playing “Brash Young Fools,” so when their tension reaches 4 points the party have an argument and everyone’s stress increases by one. The “Hired Thugs” party take a wound at that point, indicating that the increasing tension of continual failure has led to recriminations that actually came to blows. In this group, continual failure can be deadly. Again, this sheet benefits from the use of tokens, and is also at its most basic completely system-netural.

    These ideas are all things you can make yourself and import into OD&D, but most of them are ideas from computer games or board games. Most of them enhance options for role-playing. The current version of WFRP was made by Fantasy Flight Games, who are a board- and card-game company too, and I think they’ve incorporated the lessons of those other genres into their work. In this blog, board games are credited with improving the rules of modern wargames, again through the incorporation of ideas from outside the world of wargaming itself.

    I think RPG players and makers have an objection to “additional content” that is often quite visceral and reflexive, and has a lot to do with the way in the past companies like TSR and Wizards of the Coast have tried to sell all sorts of useless crap via splat books. But this stuff often didn’t improve or change our play at all, just gave us ever-increasing numbers of meaningless choices. Iron Crown Enterprises (ICE) did this with Rolemaster – I had maybe 3 companions, but the only useful one was the first (with the addition of the Nightblade character and a few new open spell lists); the rest were useless fluff. Of course, ICE and TSR produced some very nice world settings, but along with these useful additions came a bunch of useless stuff (especially from Wizards of the Coast) like Fighter Handbooks and The Complete Left-handed Basket Weaver, etc. However, in amongst this useless pile of accrued crap is a simple truth – sometimes the stuff that gets added on is really useful and enhances the game, regardless of its financial advantages to the original company. Even though the additional content in WFRP3 presents Fantasy Flight Games with an excellent vehicle to sell more stuff, this is neither a new phenomenon, nor something unique to card games, nor a cynical money-pushing decision on their part. The material added to WFRP makes for a genuine interesting improvement to both that particular game and to the practice of role-playing generally, and I think it’s a sign that there is a lot of gaming practice outside of RPGs that we could stand to learn from – including (shock horror!) in computer games.

    fn1: Don’t I know it! I’m currently translating all the Warhammer 3 cards to Japanese and printing them and it takes a huge amount of time and effort.

    fn2: A lot of Japanese games seem to present actions/effects in card form in the book but don’t present the cards themselves. I think it’s assumed the players will make their own cards with a photocopier, or maybe in some cases they’re sold separately.

  • This post was inspired by a discussion at Sarah DarkMagic’s blog about how to justify daily powers for fighters. I’ve read a few spots where people say they find daily powers for fighters hard to comprehend – how come you can only do your power strike once per day?

    I put an explanation on the referenced post which I think gives a mechanism for handling this. The specific situation described in a comment is one of Indiana Jones as PC, with firing his gun as a daily power that does a lot of damage (maybe it’s a save-or-die effect). Here’s my suggestion:

    How about… his gun jammed?

    There’s a challenge you can set the player – if he or she needs to use a daily power a second time in a day and can’t, try and find an explanation.

    Why doesn’t the fighter use his whirlwind attack of blah a second time? Maybe it makes him dizzy and he doesn’t want to risk it; maybe he missed the chance this time in the flurry of battle; maybe the day’s efforts had worn him down and he didn’t have the strength; maybe he thought the opponents were moving too fast and didn’t want to risk turning his back on them.

    Just because the mechanic says it’s once a day, doesn’t mean that the role-play aspect of the battle requires that to be the explicit, stated reason.

    e.g. Jack is pinned down under the beast, and yells to his gnome companion “shoot it!!!” His gnome companion doesn’t reply “sorry, can’t use my gun ’till tomorrow” and leave him to die. Rather, his companion does what you see in movies all the time and flies into a rage, charging forward to beat the beast; or the gun jams; or he realizes he left his ammunition back on the horses; or the gun is empty, and in a moment of snap judgment the gnome decides to rush forward rather than risk the reload time; or the gnome saw a vulnerable spot he thought he could get a knife through more effectively than trying to shoot through the beast’s carapace.

    In essence I don’t think the powers daily-ness needs to be made explicit – treat it as a mechanical game balance rule and find an in-world, role-playing reason for the effect. This will make battles take different tones as you try to explain your fighter’s fighting style.

    The same approach probably applies to cool-downs, and even I suppose to Vancian magic, though in the case of magic I think there are obvious excuses for any mechanic you choose to think of (“it’s magic!”)

  • This is how you build a Dungeon…

    Continuing my series of posts on the Japanese RPG Make You Kingdom, here I present a single table from the random Kingdom generation section. In this section you choose how many rooms your Kingdom will have (1 to 9), then you generate each room randomly. To do this, you first roll a d6 to see what sort of room it is (human creation, natural form, underground, etc). Once you have chosen the form, there is a table of random rooms from which to select each room. All 6 tables use the same random selection method: D66. That is, you roll 2 six-sided dice, taking the lowest as “tens” and the highest as “units,” like d100 – except you don’t designate one die to be a “ten.” Instead, the lower roll is always a “ten” and the higher always a “unit.” For example a roll of 1 and 4 is 14, regardless of which die rolled the 1. This gives you 21 options.

    The table below is an attempt at translating the results for the “Heavenly” style of room, which you obtain with a roll of 5 on the original D6 to determine room type.

    11 A room with falling rain 23 Atop a cloud, which somehow you are able to walk over 36 A colossal exhaust vent making a huge roaring sound
    12 A cavern riddled with wholes like a swiss cheese 24 A hollow veiled in mist 44 A room in which lightning strikes every now and then
    13 Many floating gardens layered atop one another 25 A room in which you drift, weightless 45 A room of gently falling feathers
    14 White laundry strung out in endless lines 26 A room in which snow falls and gathers 46 A cavity with many walls on which have been painted pictures of a clear blue sky
    15 Beanstalks growing to the heavens 33 A cloister floating in mid-air, in which space and time are distorted 55 A room on one wall of which is a mirror
    16 A colossal shaft in which hangs a rope ladder or a chain 34 A corridor in which a monster-repelling windmill spins, making a strange sound 56 A cavern in which the aurora wavers and flares
    22 A room through which a strong wind blows 35 A cavern, through the roof of which a ruin or relic can be seen 66 A room in which the direction of gravity is disjointed or strange

    With only 21 choices, in one campaign you can only make 2 or 3 wind-themed kingdoms before you run out of rooms (unless you make up your own), but even if you mix in a few rooms from a different table (e.g. roll 6, the spirit world) you’ll get an interesting and weird dungeon to play in.

    The picture is a human monster, called a Dungeon Geek (“Dungeon wo taku”). I think the name is actually a play on words, because the correct way to write “geek” in Japanese is “otaku,”(オタク) not “wotaku,”(ヲタク) but the verb “taku” means to burn, so “Dungeon wo taku” could mean “burn the dungeon.” There are a few puns in the monster section playing on either Japanese kanji jokes, or English translation jokes (like the “living room” which is literally a room that lives). The Dungeon Geek is a level 5 monster with an attack range of 1 (missile fire), 1d6 damage, 10 hit points and a resistance of 9. His abilities are:

    • Schemer: Enemy tactical checks are made 3 points harder when opposing this chap (I’m not sure what a tactical check is, as I don’t have the basic rule book)
    • Enhance Animated Objects: He can increase the resistance and damage of nearby animated objects
    • Public Enemy: This skill’s rule beats all others. This monster cannot be converted into someone else’s follower. Also, this monster’s skills cannot be acquired by a PC (I presume there is a mechanism by which PCs can steal monster skills).
    • Dungeon Tectonics (I think, this skill is not listed in the book I have): The Dungeon Geek can lay traps for enemies
    • Collector: The Dungeon Geek can equip a single common item of his choice, using it as if it were level 0

    The text in italics at the bottom is “flavour” (フレーバー) and says

    This is a human who became obssessed with the first dungeons, and was drawn into them unawares. Always losing himself in the quest to make the perfect dungeon, Dungeoneers are his perfect test bench. Being completely heedless of human conversation, he is incapable of communicating his purpose.

    A very suitable monster for our little corner of the universe…

    [All translations should be taken with the usual note of caution]