Category Archives: Spotlight

Break!! RPG

Reynaldo M. (of Akenia and Barovania) and Grey Wiz (of Mysterious Path) are teaming up to create an RPG. Full disclosure: I sometimes play in Rey’s online games.

Break!! will likely be familiar in many ways to players of traditional fantasy RPGs (for example, there are checks, saves, and contests; I bet you can guess about how all those things work without any explanation). There are some interesting variations, however, such as ability scores being replaced by a trait system. Which is not to mention the wonderful, vaguely JRPG aesthetic projected by the art of Grey Wiz:

Game Master Book concept (source)

Game Master Book cover concept (source)

And check out this slick layout mockup:

Break!! RPG Character Creation (source)

Break!! RPG Character Creation concept (source)

I am certainly going to keep my eye on this.

Final Fantasy IV iOS

Final Fantasy IV (originally released as FF II in the west) just recently became available (iTunes store link) for iOS. It’s on sale right now at $8 for I’m not sure how long (which is 50% off, I think). The sequel Final Fantasy IV: The After Years is also coming to iOS sometime this november, which means I don’t have to pick up a PS Vita at some point to play it. Final Fantasy IV was #5 in my Appendix NES list.

This is a remake with new graphics, not just a port, which has both upsides and downsides. I haven’t played that much of it yet, but the controls are excellent. The old sprites left more to the imagination than the new 3D character models, which detract from the mood somewhat, but that is just a minor complaint.

This is probably my second favorite Final Fantasy game (VI being the best), and IV might have an even more inspirational setting for tabletop RPGs. Something about the setting of VI seems more appropriate for the telling of an epic story, whereas I can more easily see adventurers exploring the lands of IV. Also, IV has underworld tank dwarves (Google image search pointed me to Papers & Pencils, hah).

VI will also supposedly be coming as an iOS remake (finally!), if the IV games do well.


Final Fantasy IV iOS remake (personal iPad screen captures):

IMG_0438 Final Fantasy IV iOS

IMG_0439 Final Fantasy IV iOS

IMG_0440 Final Fantasy IV iOS

IMG_0441 Final Fantasy IV iOS

IMG_0446 Final Fantasy IV iOS

IMG_0449 Final Fantasy IV iOS

IMG_0451 Final Fantasy IV iOS

IMG_0452 Final Fantasy IV iOS

Original SNES presentation, for comparison:

SNES Final Fantasy IV (source)

SNES Final Fantasy IV (source)

Ryuutama

Ryuutama is a Japanese tabletop RPG that is being translated into english. It looks somewhat like what you might get if the Miyazaki of My Neighbor Totoro or Spirited Away created a fantasy RPG.

The full-color Japanese PDF can already be downloaded for free (this is legit; the author made it available). Check out that PDF for a sense of the scope and aesthetic. I have also included some art that I extracted via screen shots from this PDF at the bottom of this post that I think showcases the style.

This is being Kickstarted by Andy Kitkowski, who ran the Tenra Bansho Zero translation project and Kickstater. He has a good record delivering on his promises and creating quality products. I also have personal experience with his integrity. Though I was not aware of the TBZ Kickstarter when it was active, I later bought a copy of the hardcover TBZ set. It arrived damaged, but Andy sent me another copy without any hassles and free of charge, despite the fact that this is not a cheap set of books and sending a replacement required sending another package to Canada.

Ryuutama Screen Shot 2013-11-03 at 1.25.51 PMRyuutama Screen Shot 2013-11-03 at 1.24.51 PMRyuutama Screen Shot 2013-11-03 at 1.27.56 PMRyuutama Screen Shot 2013-11-03 at 1.29.06 PMRyuutama Screen Shot 2013-11-03 at 1.29.26 PM

 

LotFP Referee Book

From the upcoming referee screen (source

From the upcoming referee screen (source)

The crowd funding campaign for the revised LotFP Referee Book is almost over. At the time of this writing, there are about five days to go. If you follow this blog, you probably already know about it, but I am still going to write why I think it is worth supporting. It has already met its funding goal, and so is definitely happening, but some of the unmet stretch goals may still be of interest, and I also want to discuss what makes this campaign different from many others.

First, let me talk about what I like about this campaign. Most crowd funding efforts end up being a complex preorder system that guarantees a market floor, with exclusive extras to sweeten the deal for early supporters. There is nothing wrong with this kind of approach (and it certainly has its upsides, especially for a small niche market like the one for traditional fantasy tabletop RPGs), but it does not leverage the unique benefits available from crowd funding, which include an opportunity to make something better than it otherwise would be. This campaign, however, does allow supporters to more directly make the final product better, and in fact most of the stretch goals have this character. For example, indexes (covering both core books), and paying for an external, professional editor, have already been met. Additional full color art plates and a color layout in the manner of the hardcover Carcosa are still outstanding. Which stretch goal becomes active is determined by a supporter vote every time a goal is met.

Additionally, extra content, in the form of sample monsters and commentaries by other RPG designers, can be funded directly. The new monsters will be designed by either Aeron Alfrey or Rafael Chandler (author of the excellent Teratic Tome, one of the best RPG bestiaries yet produced). The commentary will be from Frank Mentzer, Zak S, Michael Curtis, and Kenneth Hite. Individual backers can choose which of these things they want to make happen, so you know your $50 (or whatever) is paying for a new Chandler monster (I funded one of these) that will then be available to everybody forever in the final book. This sort of thing is the way crowd funding should be done, and it is what makes the design of this campaign stand out, in my opinion.

There are also some pure extras that are less about improving the book for everyone, such as a slip case that will fit the revised Rules & Magic book (not included) along with this new Referee Book, a referee screen (which has spectacular art by someone I had never heard of before, Matthew Ryan), special LotFP dice, a poster walk-through of The God That Crawls by Jason Thompson, and so forth. Some of these extras still might be of interest to you, even though they are not so much about the Referee Book itself. I am personally pretty excited about the Thompson piece, based on the work he has recently done for WotC (for example, Isle of Dread, and he also created similar pieces for the recently reprinted S Series of modules). This option was a late addition to the campaign, so if you pledged earlier and are interested in it, you will need to add another pledge (I still need to do that, myself). There are also stretch goals for printing revised versions of some previous LotFP modules, and the one for Death Frost Doom has already been met (it is getting at least a new map and new layout).

From a consumer’s perspective, there are several aspects of the campaign that are somewhat suboptimal and potentially confusing. First, shipment is not included in the pledge amounts (you are basically pledging for a voucher that can be used in the LotFP store once the products become available, though some of the products will be exclusive to backers, such as the book with limited edition cover). While I understand why Mr. Raggi structured the campaign this way (to decrease the risk of unpredictable shipping rates), it still feels a bit half-baked. Second, only some of the pledge money is considered toward the stretch goals, and I don’t understand the strange accounting voodoo involved at all. But stretch goals keep getting met as more people pledge, which is what matters, I suppose. Keep these things in mind when you pledge so that you know what you are getting into.

Unfortunately, the new standard cover is much less attractive (in my opinion) than the cover of the older Grindhouse version, though the limited edition version (only available to backers) has a better cover. I still like the old Mullen piece more, however. If you want the limited edition cover, you will need to support the campaign though.

Despite the flaws, as is probably clear by now, I am pretty excited about this book, and think it is worth supporting.

Slipcase art, in progress, I think (source)

Slipcase art, in progress, I think (source)

Rat Queens

Image from Rat Queens Issue 1

Picture from Rat Queens Issue 1

I would describe Rat Queens as an irreverent fantasy pastiche that self-consciously recruits the tropes of fantasy RPGs. It’s also a lot of fun.

Image digital comics also seem to be available DRM-free, and in many different formats, which is nice. I didn’t know that before, and it might get me to buy single issues of Prophet and Saga, too.

Thanks to Brianna for originally mentioning this on Google Plus, and Logan for reminding me about it.

The Beautiful Thing That Awaits Us All

Image from

Image from Barron’s site

Laird Barron is one of the few post-Lovecraft horror writers that I enjoy. The others, off the top of my head, being Thomas Ligotti and (some) Stephen King, though I’m not nearly as knowledgeable about this genre as I probably ought to be. (If you haven’t read Nethescurial, it is available online for free legitimately, and is a good place to start with Ligotti.)

That is a prelude to noting that the Kindle version of Barron’s recent release, The Beautiful Thing That Awaits Us All, is on sale at Amazon until October 31st for $2. That’s a pretty good deal given that otherwise it is priced as a standard mainstream fiction release (around $20 for the hardcover from Amazon).

The Beautiful Thing That Awaits Us All is a collection of short stories. These are not overly clever stories with twists that try to surprise you, but rather solid, almost straight forward tales that seem to move forward toward inexorable doom, which is exactly how I like my horror stories. I’ve only read the first two stories so far, so I can’t vouch for the entire contents, but I enjoyed both of them.

Somewhat related, are there any other writers in this vein that I should be aware of?

* Perhaps Clive Barker deserves a seat at this table, but I haven’t read anything by him in more than 15 years, and so I don’t know if the actual texts live up to my memory of them.

Free resources, annotated

I have this folder in my Dropbox account: RPG/Tablet. It contains copies of all the PDFs that I keep synced to my tablet, using the GoodReader app (which is mandatory for reading PDFs if you have an ipad). Here are the ones that can be downloaded free of charge. (Note that “free of charge” does not imply unencumbered by copyright.)

  • AD&D Dungeon Masters Guide Appendix A Random Dungeon Generation. Gygax’s original random spur for generating dungeons. This free sample was made available as a promotion for the recent AD&D premium reprint.
  • Akratic Wizardry. Swords & Sorcery house rules, including damage by class, wisdom-based sanity, and a colors of magic system that collapses the magic-user and cleric into the magician class. HTML index of rules here.
  • Better Than Any Man. An extensive historically based early modern sandbox setting with time based events, numerous lairs, and lots of new content (spells, monsters, etc). This was the LotFP offering for Free RPG Day 2013, and is now available pay what you want.
  • Campbell – DM1 Treasure. Help generating memorable treasure. Leave Courtney a word of thanks for this great resource here.
  • Campbell – DM2 Tricks, Empty Rooms, & Basic Trap Design. Some tables to help you populate rooms without monsters. Leave Courtney a word of thanks for this great resource here.
  • Castles & Crusades Quick Start. A low-level intro to Castles & Crusades, one of the first OGL “clone” games, incorporating many Third Edition innovations (such as ascending AC) into a tight game somewhat reminiscent of AD&D. C&C was integral to the formation of the OSR, and the C&C PHB may be the best selling OSR product so far.
  • Challenge of the Frog Idol. This module is a swamp-crawl by Dyson Logos and features a raft made of zombies. What else do you need to know? Overview page.
  • Chandler – EGG Teratic Tome. Even though I’ve included this in the free resources list, technically it is pay what you want, and as one of the best RPG bestiaries released so far in any form, it’s probably worth throwing some cash in Rafael’s direction.
  • Conley – Blackmarsh. A free setting with keyed hex map and starting town. Also includes some custom rules connected to the setting, such as “viz” (solidified magic). Release post here.
  • Crawford – Stars Without Number. An sci-fi game with extensive support for setting generation and a rules-lite approach to character classes.
  • DCC RPG Quick Start Guide. Includes random birth augur, equipment, and occupation tables.
  • Delta House Rules. An elegant core mechanic approach to classic D&D. Includes a simple fighter feat system for added customization.
  • Dyson’s Delve Deluxe. A vertical mega-dungeon consisting of individually small levels, fully keyed and quite usable. Summary page here.
  • Labyrinth Lord. OGL clone of Basic/Expert D&D (incorporates several d20 SRD-isms). Has become the lingua franca of flailsnails. The pay version has an extremely tight aesthetic due to the art of Steve Zeiser. Overview page here.
  • Labyrinth Lord Advanced Edition Companion. An AD&D approach to Labyrinth Lord, with added classes, races, spells, and so forth.
  • LotFP – Rules and Magic 2013. Highlights include the tweaked magic (see the summon spell) and a recently added appendix with firearms rules.
  • Metamorphica. An entire book dedicated to tables for mutations. The softcover version available from Lulu is also quite attractive. A necessity for any devotee of chaos magic.
  • Monsters of Myth. A free, illustrated bestiary for OSRIC.
  • Mutant Future. Inspired by the original Gamma World and mostly compatible with Labyrinth Lord (and thus many other OSR clones). Wacky HP rules, but useful for mutation tables and apocalyptica. Summary page.
  • Philotomy’s Musings on OD&D. The best introduction to and discussion of the original Dungeons & Dragons game. Some excellent house rules suggestions as well. Conveniently transcribed into HTML by Ramanan S.
  • Quick Primer for Old School Gaming. Rulings, not rules. Player skill, not character abilities. Heroic, not superheroic. Forget game balance. Read this to get a sense what many people are talking about when they mention “old school” D&D.
  • Rients – Miscellaneum of Cinder. Quoting from the author’s description: “an ill-conceived collection of random dice charts vaguely compatible with games involving dungeons, labyrinths, swords, spellcraft, wizardry, lords, dragons and etcetera.”
  • Rients – Under Xylarthen’s Tower. A wonderful little archetypal intro dungeon of four levels.
  • Rients – What Went Wrong. Best random character creator ever? Very likely. Yes, the link is to a Google Doc. But! File -> Download as -> PDF.
  • Shear – TOTGAD. The gothic career system is the highlight of this collection for me, though there are many other useful tools, a gothic “Appendix N” (Jack is a professor of Gothic literature), and 13 variations on gothic settings. Also requires you to do the download as PDF thing. Release page here.
  • Swords & Wizardry WhiteBox third printing. Full LBB-inspired rules chassis. Particularly well suited for use as the basis for custom systems incorporating house rules. Free version includes all the art, and the cover of the print version by Mullen is one of my favorite pictures to come out of the OSR. Also a good intro to the “imagine the hell out of it” ethos. Overview page.
  • Telecanter – Magic Item Spur. Inspiration for creating unique magic items. This is one of my most used random tables. Summary post.
  • Theorems and Thaumaturgy. A Labyrinth Lord OSR equivalent to the Tome of Magic. Contains new classes (elementalist, necromancer, vivimancer, fey elf, expanded illusionist) with full custom spell lists and numerous custom tomes (such as the The Chronomancer’s Workbook). All text is OGL and thus reusable in your own OGL works.
  • Traveller Starter Edition Core Rules. Everything you need to play Traveller, one of the original 2d6 systems. Features a capable life path system as well.
  • Varlets and Vermin. A collection of low level monsters to add variety to a campaign by Roger from the Roles, Rules and Rolls blog. Google Docs link, so do the download as PDF thing. Release post.
  • World of Dungeons 1979. The fake progenitor of Dungeon World. Very short (only several pages) simplified version of DW. Check out the excellent magic system. Also features a page of S&S themed names.

That’s a lot of pretty amazing free resources. You could play for the rest of your life, probably, with nothing else.

I’m sure there are many other free resources, too! This list is not intended to be comprehensive. It is what I actually keep synced to my tablet all the time.

Games With Others

Image from here and here

Image from here and here

Pearce’s blog, Games With Others, has become one of my favorites. It blends streamlined mechanics with evocative psychedelia. Here are some highlights:

  • Simple character sheet that has guided character creation and rules crib sheet.
  • How to approach OD&D (and why incompleteness can be a virtue).
  • From Random Minor Deities: “The local game has a few major deities. Worshiping them is generally what the bad guys do.”
  • Using Apocalypse World countdown clocks as tools for sandbox games.
  • Psionics for older D&D following the attack roll paradigm.
  • Dungeon Genesis: “Abandoned buildings left unused for too long grow grow weedy, dusty, strange. The angles twist and the geometry buckles under the barometric pressure of anti-life. Among the dust and cobwebs, traps blossom. … Sewers have to be regularly patrolled, newly-budded secret doors smashed and burned. … Dungeons swallow adventurers and belch out orcs.”
  • Rules for kluges.
  • Ghostland: “If a ghost is a ghost of pleasure it may desire nothing more than to fill its cavities with dirt and may try to do the same to you, not because it wants to hurt you, but because it needs every open place within you to be packed with dirt because that just feels so good.”
  • Ghostland is Coming to End You: “At a tavern back in town, you hear talk of a second moon approaching the town. That night, the moon draws close enough that you can see a face on the moon and the mouth splits wide to swallow the church spire. The next morning, no one but you remembers anything. The church spire is gone and all the clergy have weird mismatched eyes (one tiny, one enormous and rolling) and their heads are on at weird angles. Pointing that out is extremely impolite and if you keep asking about the church, someone is going to get so offended they come at you with a cleaver.”

Highly recommended.

Edit: I have been informed that the image is Backbaird (バックベアード) from Shigeru Mizuki’s GeGeGe no Kitaro.

Another stunt system

Jeremy D. recently posted this simple and elegant stunt system based on the DCC deed die but intended for use with traditional rules. The basic idea is that attack rolls are made with d16 + class hit die (assuming B/X style variable hit dice), and a pre-declared stunt is successful if the hit die comes up 4 or greater and the attack roll is high enough to hit. This gives fighters (d8 hit die) roughly a 62% (4 or higher on a d8) chance of pulling off a stunt, given a high enough modified attack roll. Magic-users (d4 hit die) have a 25% chance (4 or higher on a d4). What’s the trade-off? If the stunt fails, the attack misses, even if the number would have been high enough to hit had a stunt not been attempted.

The system is clean, but does require Zocchi dice, which is a downside. However, thinking about the trade-off gave me an idea for another system based on a similar principle. The basic idea is to gamble on two independent dice both coming up high. So why not make stunts require success on two attack roles rather than one? This would still represent a single action, but would be similar to roll twice, take the lowest (since both need to hit). The essential dynamic of fighters being most able to benefit from stunts would be preserved, because (assuming the same level) fighters will have the best chance of hitting. This also seems like it would be easy to communicate to players: just make two attack rolls; no new mechanics would need to be introduced.

S Series Handouts

Image from wizards.com

Image from wizards.com

Wizards of the Coast has just made the illustration booklets from the S series of modules available freely for download. The S series was just recently rereleased. The only flaw of this book was the lack of an easy way to use the handouts. These PDF downloads remedy that flaw.

While on the subject of the S series, don’t miss the recent cartoon walkthroughs either: