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Numenera point buy stats

Black Monolith

Black Monolith (source)

Numenera might have the first point buy system for stats that I don’t hate. Usually, I find such systems extremely tiresome because 1) I don’t care much about fairness in starting stats and 2) it takes way too much time and effort to shuffle the numbers and I’m lazy.

The Numenera approach works for me because you get a default profile by class (so Glaives have slightly higher physical stats, for example) and then only six points to distribute between them. The number of options is small enough that it is quick to distribute the points, and the end effect is similar to more fiddly approaches like the old D&D method of trading 2 for 1 or 3 for 1 to improve prime requisites.

It helps that there are only three stats (might, speed, and intellect), rather than D&D’s six. I don’t think the method is directly portable, but the design is still elegant. Aside: might, speed, and intellect are basically the 3E save categories of fortitude, reflex, and will repurposed as stats.

The genesis of Cade Casey

Egg of the Phoenix

Egg of the Phoenix (source)

Or, making a 2E character.

Erik of Wampus ran the tournament module Egg of the Phoenix on G+ as an experiment. I got in on the last of three sessions dedicated to the adventure, and given that the character I usually play in Wampus is only a third level FLAILSNAILS planeswalking magic-user (originally from Barrowmaze), Slin Zad the Purple, I decided to create a higher-level second edition character for the hell of it. I had about 30 minutes before the session started.

First, roll ability scores. 4d6 drop the lowest arrange to taste: 12, 14, 14, 14, 15, 14.

Second, determine level. Wikipedia tells me Egg is intended for characters of level 5 to 9, so 4+1d5 = … 8. I need to make this character quickly, and I guess it would be fun to roll up a random intelligent magic sword, so let’s go fighter. Human, of course, by default. Abilities: str 14, dex 14, con 15, int 12, wis 14, cha 14. Wow, 2E is pretty stingy with attribute bonuses. Those physical stats only grant +1 HP per hit die and nothing else. That’s okay, 8d10 +8 HP yields… 64 HP. (Jot down THAC0, to-hit table, and saves).

Still no back story… Courtney’s NPC traits tell me smells of smoke, grave, and violent. 2E’s secondary skills table tells me he was a farmer.

How about that magic sword? Following some rolling in the DMG, +3 bonus, int 13, communicates by empathy, 2 primary abilities, alignment: neutral good. Okay, so the sword is neutral good and he is violent by nature, so the sword is probably a force of restraint in his life. Making up sword backstory… was created by some ancient extradimensional agency to recover/destroy/warehouse things that might cause chaotic imbalance in the multiverse. Agency may be long gone, but if so the sword doesn’t know that and has tasked its wielder with seeking out agency headquarters in addition to guiding the champion to dangerous items which must be contained. (Aside, from the section on intelligent weapons in the 2E DMG: Such weapons are useful to give higher-level fighters some additional tactical options and limited-use special abilities.)

Powers: detect magic, 10′ radius (rolled twice, so that becomes 20′ radius) at-will (by chance, that fits the sword’s purpose, to track down dangerous items, perfectly). In pursuit of its mission, it can confuse enemies (as per the spell) on a hit (save vs. spell to avoid). Shoe S. named the sword during the session: Most Furious Gantling.

What about other magic items. Weren’t there some guidelines in 2E about equipping high-level NPCs? Flip flip flip… can’t find it… okay what seems reasonable? How about 1d4 (= 3) rolls on the magic item table the DMG? Yeah, that sounds good. Roll roll, banded armor +2, cloak of elvenkind (yep, this is definitely a 2E character), and ring of fire resistance (ah, that explains the “smells of smoke” trait).

For other mundane equipment, I’ll just use my strength-based encumbrance for guidelines because it’s the best and so Cade can carry up to 14 items before taking encumbrance penalties. I’ll just pick some mundane items: helm, 50′ rope, grappling hook, magic sword, pouch of 3d6 x10 (= 140) GP, shield, heavy crossbow (damage: 1d4+1, 1d6+1 vs. large creatures), case of 20 quarrels, dagger (1d4, 1d3 vs. large), rations, rations, waterskin, 6 torches. Insignificant items: cloak of elvenkind (insignificant because it’s clothing), ring of fire resistance, flint & steel, banded armor +2 (insignificant because it’s magical). There is one encumbrance slot free before penalties start to accrue in case I need to pick something up during the adventure. Yep, I’m inserting my house rules in unilaterally, but they are mostly restrictive, so I don’t think Erik will care. AC 4 (banded), +2 (magical bonus), +1 (shield) for final AC of 1.

Specialized in long sword, because that’s the main class feature of fighters in 2E. +1 attack, +2 damage, two attacks per round (which I didn’t actually remember during play). No non-weapon proficiencies, because who wants to deal with that noise.

So, I have a mystic X-Files eternal champion type, dominated by Most Furious Gantling.

Worked out well in the session too, though he lost two levels to some jerk vampire and so is now only 6th level with max HP of 48. I’m figuring the sword probably had something to do with giving him all those levels to begin with, though that was a one time thing that the sword most likely can’t do again (at least not without visiting headquarters, which may be the product of some past cosmic cycle and so dust by now).

Random Wizard Questions

Because questionnaire lists are fun. Original question source here.

(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no? Yes, but I also like the OD&D approach of separating race and class but limiting the classes that specific races can take, and the ACKS approach of creating a number of unique classes per race (for example, the elven spellsword and elven nightblade). Also, the race-classes work well for humans, too (just consider the elf to be the fighter-mage class, for example, or the halfling to be something like a scout).

(2). Do demi-humans have souls? Probably not. The real question here is most likely about how raise dead works. My current method requires a successful constitution-based roll (so there are no guarantees), and also results in a permanent stat decrease. I would probably require something different for elves, though elves have not been unlocked as a player class in Pahvelorn yet.

(3). Ascending or descending armor class? All the custom rule sets that I’m working on right now use ascending, but I can deal with either. In either case, care must be taken to avoid an arms race of bonus escalation (+5 swords versus +5 armor, and so forth).

(4). Demi-human level limits? I prefer overall level limits, like E6, but don’t mind demi-human level limits either. This post by Jeff is worth reading. Most games don’t last so long though, so I don’t have much practical experience here.

(5). Should thief be a class? Sure, though campaign seems to do thief skills differently. In my own games, I think thief skills work best when the cost of use in time is clear (due to random encounter checks) and I prefer to consider failure as “no progress” (with a much smaller chance of a critical failure) so that starting thieves aren’t quite so inept.

(6). Do characters get non-weapon skills? Generally no, though right now I’m pretty excited about the simple d6 skill system I put together for the JRPG Basic game, and I think this would work well in trad D&D too.

(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)? I don’t know; I haven’t seen this cause any problems in play. My preference is usually for low power play though. My understanding is that the whole “quadratic wizard” thing arose from experiences in high level optimized 3E play, which I have no experience with.

(8). Do you use alignment languages? No, but the idea would work well for the languages of heaven and hell (or the black speech of Mordor).

(9). XP for gold, or XP for objectives (thieves disarming traps, etc…)? XP for gold spent seems to have the benefit of objectivity and also (bonus) requires little work on the part of the referee.

(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next? I think B/X (Moldvay Basic and Cook/Marsh Expert) is the tightest and most approachable. OD&D has a lot of hidden virtues, and in some ways has my favorite engine. It requires a lot of work to fill in the gaps though, which is both a benefit and a drawback. AD&D has some inspirational content (DMG demon generator, Fiend Folio), but as a whole is way too complex for me, and begins many negative trends, such as making ability scores too important (and thus making randomly generated characters less attractive to play). 3E had a lot of good ideas for streamlining game mechanics, but became too much about character optimization. High level characters also differ too much in power from low level characters (I prefer a more gradual power curve). 4E also introduced some innovations, but it homogenizes the classes too much in pursuit of balance, rests too much on numerical illusionism, and requires miniatures to get full use of the tactical depth available in the rules. 5E has some useful concepts like bounded accuracy, and interesting mechanics like advantage, but it remains to be seen what the final product will look like, and whether the modularity will support a game simple enough to appeal to me. My favorite D&D art is probably from Moldvay Basic, AD&D, and some parts of 2E.

Bonus Question: Unified XP level tables or individual XP level tables for each class? Either way. I’m tempted to just have everyone use the fighter progression, even in older games, because I don’t think it really matters.

Religious Influences

Tenra Banso Zero monks

TBZ setting book, page 142

I have been reading Tenra Bansho Zero, and it’s really interesting to see how religion is handled in the default setting. Unlike most non-historical western RPGs, each of the religious groups has a very specific real world antecedent that should be immediately recognizable by those that are familiar with Buddhist history.

Phoenix Sect. Tiantai/Cheontae/Tendai Buddhism; most institutionalized. The Phoenix Sect is accepted as “official” Buddhism by the Shinto techno-priest overlords of Tenra. Mt. Hiei is obviously the inspiration for Suzaku Mountain.

Ebon Mountain. Chan/Son/Zen Buddhism, concerned more with individual enlightenment, also most associated with martial arts.

Bright Lotus. Pure Land Buddhism; salvation through recitation of a mantra. Popular with common people due to the accessibility of the teachings.

(These are oversimplifications, but they are not mischaracterizations.)

How many western RPGs create fantasy versions of Christian sects? Not many. The reason is probably rooted in the satanic panic, but it is nonetheless odd that the west is more sensitive about tapping directly into religious heritage for fantasy inspiration, preferring to go the safer route by appropriating things that are at least one level removed from direct religious practice.

There are some stirrings of deviations from this tendency (for example, the 30 Years War setting for LotFP’s Better Than Any Man, and this post about Biblical mythology from Beedo, though it is worth noting that both of these are more directly historical than Tenra). The Books of Pandemonium, by Rafael Chandler, about a war between heaven and hell on earth, might fit the brief, though I haven’t read it myself, so I don’t know how directly it draws from Christian doctrine.

JRPG Basic Golems

Within the setting, golems fill the role of giant robots, mecha, built minions, malevolent constructs, and even adventure locations. The golem wars serve as a landmark setting element, which can be incorporated in a number of different ways depending on the particular campaign. Golems will also be the basis of at least two upgrade classes, the golem crafter and golem knight. They will likely interface with spell crystals and mana somehow, though I haven’t totally worked out those game systems yet. The “JRPG Basic” project now has a real name: Gravity Sinister.


Golems

Golems are constructs fuelled by magical energy. They have dramatically different forms and powers based on the materials used for their manufacture and the skills of their creator. The first golems were originally created by mages as servants. As the art form of creating golems developed, it became more specialized, requiring practitioners to dedicate their entire attention to the crafting of magical automatons, to the exclusion of other kinds of magic. Such mages became known as golem crafters.

The use of golems spread as their power was discovered. This led to the creation of golem armies, used by wizard lords to conquer vast swaths of land. The destruction wrought by these powerful constructs in service of war was great, toppling kings and forging empires. However, the real danger posed by golems came later, as many living mages lost control of their automaton servants, their will usurped by the spirits of long-dead arch-mages. What ended the tyranny of the golem kings is unknown, but in the wake of the golem wars, creation of golems has become anathema and is looked upon with great fear. Golem crafters thus rarely advertise their skills. Many ancient golems still moulder (or lurk) in unexplored ruins.

There are several different types of golem.

Puppets

The first golems were simple, mindless constructs which could be directed by mages to do specific tasks. They had minimal intelligence, and usually required continual magical attention, like remote controlled robots. Despite this limitation, some puppet golems can be immensely powerful. Puppet golems are still created, but due to the stigma attached to golem creation, they are usually disguised.

Hosts

The next evolution of golems was as spirit prisons. Golem crafters learned how to prepare a mechanical body so that it could be inhabited by a spirit. The conjuration and binding of this spirit was an elaborate process. Wise mages learned how to strip most of the individuality from the bound spirit, leaving a pliable, but still intelligent, core. Host golems do not require continual direction, but are still mentally inflexible and lack initiative. Hosts continue to follow their programming for eternity if they outlast their creator, which many do.

Haunts

The golem shell is an animate, motive creation, with will supplied by some external source, such as a mage. However, as essentially platforms for consciousness, golems are also susceptible to other influences, as was learned when the first banished lich spirit figured out that a golem was a perfect foothold in the material world. Though undead mages are the greatest of such spirits, kept alive by pure force of malevolent will, other unquiet incorporeal undead can also occupy incorrectly created (or damaged) golems. Such undead spirit possessed golems are called haunts, and often become slowly twisted to reflect the nature of the undead spirit, such as the bony skeletomaton, haunts possessed by spirits so old they have lost all but the most basic will, or the ravenous, golems possessed by hungry ghosts which seek unending gluttony, despite being unable to digest mortal remains or ever truly derive sustenance from eating. Some powerful haunts have strange necromantic powers, such as the ability to animate corpses or summon other undead spirits.

Feral Golems

Most sophisticated golems that remain have become feral, either through hatred of humanity for past servitude, insanity from long entrapment in ancient ruins, or corruption by demonic entities. Sages speculate that the strange energies released by meteorfall have contributed to the aberrant behavior of unchained golems. Some feral golems are engines of destruction, attempting to reduce anything in their path to ash, while others are more devious, hunting conscious beings for their own, inscrutable purposes. All are extremely dangerous. The component parts of feral golems can still be quite valuable to a skilled golem crafter though, so despite the danger, they are still sought out be the reckless and greedy.

Carapace Golems

Once the creation of more autonomous golems was forbidden, the golem crafters turned their considerable intelligence toward other ends, and carapace golems were born. These golems require a pilot and can do nothing without a conscious driver. Special seals are built into carapaces so that they can only be operated by a particular individual, limiting the danger and creating a special caste of attuned operators. They are similar in some ways to the earliest puppet golems, but do not require magic on the part of their operator to control. Instead, they bond mentally with their users and augment their capabilities. The nature of this connection varies from carapace to carapace. In some cases, the carapace provides little more than an adaptable exoskeleton, but other carapaces interface directly with the nervous system of the pilot, providing access to golem vision and other magical senses. There are stories of pilots becoming lost in their carapaces, fusing with the magical construct, and transforming into a new, hybrid form of biomagical life. Carapace golems are the only form of golems that are not generally considered forbidden, and some golem knights are greatly admired for their skill and bravery.

Husks

Husks are golems which retain some of their motive force, but have become otherwise alienated from most of reality. Previous programming has been lost or warped, and if they were ever once conscious, that intelligence has been buried or destroyed. Husks are rarely dangerous, but often have strange fixations, such as arranging rocks in piles, staring at waterfalls, copying the motions of animals, or building intricate structures for unknown purposes. They rarely acknowledge or interact with anything living. Some husks have become integrated into the natural world, such as the great pollenating husks, which serve as a vital part of the mobile forest ecosystem.

Moving Fortresses

Huge, moving war machines were the pinacle of golem creation during the golem wars. Most were destroyed or sealed away by those fearful of their terrible power. Despite their great complexity and power, the basic design of a moving fortress is similar to a carapace, though often requiring many mages and pilots to coordinate the actions of such a titanic construct. There are also stories of moving fortresses possessed by demons, or attaining autonomy through their own complexity. Golem crafters still argue about whether such things are actually possible, or just legends spread by those that fear the use of golem craft.

Appendix NES

Because this post idea by Reynaldo is too good not to bandwagon, here are a list of the video games that have most influenced my tabletop RPGs. I don’t have nearly the knowledge of obscure games that Rey does, so most of these are probably not new to you.

I am not actually (and have never been) a very heavy video game player, and my attention span for video games has gotten shorter as I have gotten older. Video games have always been primarily of interest to me for tabletop gaming ideas rather than as independently valuable experiences. Partly because of that, I enjoy watching interesting games being played almost as much as actually playing them myself (is that strange?). I haven’t played any of these games within the past 10 years, so I’m going almost entirely from memory. I have ranked the games based on how much they have influenced me, not in terms of their quality.

A few honorable mentions that don’t quite make the final list: Mega Man, CastlevaniaGolden Axe, Diablo, Diablo 2, Final Fantasy XII, Shadow of the ColossusŌkamiMass Effect, Dragon Age: Origins. Those have all influenced my tabletop RPGs also, but not quite as much as those listed below.


11 – Tunnels of Doom. This may have been my first RPG, period. It ran on the TI-99/4A, which was kind of a proto-console, half pretending to be a full-featured computer as well. It is about as simple as a dungeon crawl game can be, but wandering around and finding magical fountains still fired my imagination.

Tunnels of Doom

Tunnels of Doom (image source)


10 – Resident Evil. I didn’t play this game much myself, mostly because it was hard and I wasn’t very good at it (particularly the manual aiming). Luckily, I had several friends who did like playing it, and so I got to watch it being played extensively. The mix of exploration and slow-burn survival horror was a huge influence on me. I specifically remember running an adventure centered on an inn that was taken over by plant-zombie doppelgängers that owed a large debt to RE 1. The more recent sequels seem to focus more on cut scenes and plot to the detriment of exploration and mood, which is unfortunate.

Resident Evil

Resident Evil (image source)


9 – The Legend of Zelda. The spareness of the original Zelda left a lot to the imagination. I still love the understated puzzles that don’t announce themselves as puzzles and the various ways to modify the environment (such as bombing the walls). It’s also a great example of open sandbox design with multiple areas available, though I don’t think I noticed that back then. I still have fond memories of the shiny gold NES cartridge.

The Legend of Zelda

The Legend of Zelda (image source)


8 – The Legend of Zelda: A Link to the Past. Probably the first game that started to get me interested in the possibilities of modal dungeons (for example, flooding or draining in order to gain access to new areas). The dark mirror world concept is something that I would like to work into a tabletop RPG, especially if it could be done in a more structural way than 4E’s Shadowfell (I’m thinking about needing to map various areas and maybe find entrances back and forth to shortcuts or access routes).

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past (image source)


7 – Shining Force. A characteristically JRPG mix of fantasy and weird technology. Has ways to upgrade character classes. Most notable is probably the grid-based combat system which runs full battles rather than the more common abstract group on group skirmishes as used by most other video game RPGs of the era. This series was the reason to own a Sega Genesis console.

Shining Force

Shining Force (image source)


6 – Final Fantasy VII. Amazing techno-magical setting realized with stunning painted backgrounds. Great atmosphere, with most of the expected Final Fantasy elements (summons, chocobos, airships, Cid, etc). FF VII walks up to the edge of seeming too modern (a problem for me in some of the later games in the series, such as X and XIII), but in the end seems to maintain a balance between technological and fantastical elements. The story gets somewhat lost in grandiosity by the end (I’m still not sure how all the parts are meant to connect), but that doesn’t take away from the tremendous aesthetic achievement of this game. The sense of brooding menace that the best sequences in this game evoke is probably what influenced me most. Something like limit breaks would be fun to incorporate into tabletop RPG classes.

Final Fantasy VII

Final Fantasy VII (image source)


5 – Final Fantasy IV. Probably the first video game I played that actually had a good story. Most of the characters are actually interesting. Also, you get to go to the moon. And transform a character from dark knight to paladin.

Final Fantasy IV

Final Fantasy IV (image source)


4 – Tomb Raider. The original Tomb Raider is almost my ideal dungeon crawl game, despite the lack of fantasy elements. The underground locations have an open, expansive feel and are an interesting mix of natural caverns and built complexes. Like A Link to the Past, many of the Tomb Raider puzzles also involve things like flooding areas or activating bridges. The separation of the look controls from the aim controls also made the game feel just as much about exploration as about killing enemies, which was rarely the focus (though there were a few boss monsters). I’ve been playing Tomb Raider 2013 recently, which is also an excellent game, though the experience feels more linear than TR 1 (despite the fact that TR 1 is, objectively speaking, probably more linear due to the level sequencing).

Tomb Raider

Tomb Raider (image source)


3 – Final Fantasy. The original. This is the first video game I remember beating. It has far more traditional fantasy elements than most of the later Final Fantasy games (more elves and dwarves, less mecha). In retrospect, it’s quite linear, with quest A leading to quest B, and rarely any choices even about the order in which to do things. Despite that, it’s still a great game, and has a simplistic though fascinating cosmology of elemental fiends, which has persisted in modified form through many of the later games in the series. I used my Nintendo Power strategy guides pretty much as D&D supplements (somehow).

Final Fantasy

Final Fantasy (image source)


2 – Dragon Warrior. An extremely simple game, but somehow so satisfying. Totally unique style without resorting to “metal” or spectacle. It has an almost pastoral feeling, while being legitimately difficult (and also somehow avoiding being frustrating) at most points.

Dragon Warrior

Dragon Warrior (image source)


1 – Final Fantasy VI. A perfect blend between the more traditional fantasy of earlier FF games and the technology of later games. Halfway through the game, there is an apocalypse followed by a whole new game. A coherent storyline, even to the end, with fantastic characters, which is something that got lost in many of the later games. Though Final Fantasy XII, for example (which is the most recent FF game that I have played through to the end), has beautiful settings and character designs, is there even one really interesting character? FF VI has plenty of fun mini games that don’t seem to take away from the main game (esper collection, the arena, unlocking secret characters). I still find some of the music from this game haunting, and I don’t think it’s because of nostalgia.

Final Fantasy VI

Final Fantasy VI (image source)

Basic feats

Pick one of these at first level. You can either double down on your archetype (such as a magic-user taking an extra spell slot) or grab something from another class (like a fighter with climb walls). Or you can roll 1d20 and trust in the Norns. This should allow the creation of many different hybrid character types with minimal fuss. I was working with the Basic rulebook in mind, but I bet this would work with many other, similar systems.

  1. Magic-user spell slot (and one spell)
  2. Scroll casting (and one scroll to start with, determined randomly)
  3. Wand proficiency (and one wand to start with, determined randomly)
  4. Cleric spell slot (and one spell)
  5. Turn (or command) undead as cleric of equivalent level †
  6. Tough/lucky: +2 all saving throws ‡
  7. Increase hit die one step (for example, d4 becomes d6)
  8. Dwarf-sense: notice dungeon features as dwarf
  9. Elf-sight: infravision and find secret doors as elf
  10. Harrier: +1 missile attacks, AC bonus of 2 vs. large creatures (as halfling)
  11. Backstab as thief
  12. Pick pockets as thief of equivalent level
  13. Climb as thief of equivalent level
  14. Move silently as thief of equivalent level
  15. Hide in shadows as thief of equivalent level
  16. Open locks as thief of equivalent level
  17. Remove small traps as thief of equivalent level
  18. Hear noises as thief of equivalent level
  19. Armor proficiency (ability to use the next better category of armor)
  20. Weapon proficiency (ability to use a weapon not usually allowed)
My Basic Rulebook

My Basic Rulebook

Some of these options are likely to be redundant (such as a thief with “open locks as thief of equivalent level”). You can either not pick such options, re-roll them if rolling, or use the following guidelines for handling redundant options. Weapon proficiency becomes weapon specialization, and means +1 to attack and damage with the weapon in question. Armor proficiency becomes armor specialization, and adds a bonus of 1 to AC when wearing armor. A redundant thief skill grants a bonus (+1 if using d6, +15% if using d%). Redundant backstab adds an extra die of damage. Redundant elf-sight or dwarf-sense adds +1 to the d6 roll. The “harrier” feat stacks with the halfling class. Redundant turn undead grants a +1 to the 2d6 roll. Redundant scroll caster or wand proficiency? I don’t know; make something up. Maybe it’s just a free item at first level, or extra charges when using wands, or bumping up the exhaustion die if using something like abstract wand ammo.

You’ll note that there are not really any new abilities on this list. That is intentional, to keep the options as familiar as possible. If you’ve ever played Basic D&D, it should be super obvious how all of these things work.

† Choose either turn or command when the feat is taken.
‡ +2 is equivalent to the difference between the dwarf and fighter saves in the Basic rulebook.

Session Record Sheet

Session Record Sheet

Session Record Sheet (click for PDF)

Behold, my new session record sheet. Now with marching order roles included. I added some silhouettes from Telecanter’s public domain collection to spruce it up. This was created with Mac Pages. Click the image to get the PDF.

My previous version of this (discussed here) has pre-generated turns (with random encounters indicated) and pre-generated HP totals to use for monsters. These allow me to easily check off turns as they progress, and mark off NPC hit points without needing to rewrite totals. I still use both of those tools, but have moved them each to their own sheet, so that I don’t need to edit newly generated turns and HP into the sheet before each session. I use a simple Ruby script to generate the turns and HP.

Pre-generating HP totals for NPC hit dice would obviously not be practical for games with higher HP totals, but it works great for OD&D where the numbers stay relatively low, even for the most powerful monsters.

Coming full circle

My old AD&D PHB

My old AD&D PHB

When I left for university in 1999, I sold almost all of my RPG books. My memory of exactly why and to whom is hazy, but somehow and for some reason I did.

I had written my name on the interior of some books, though, and somehow my AD&D Player’s Handbook made it into the possession of Guy F. (of Unvisible Citadel and Chaotic Henchmen Productions). He sent it back my way.

The world is small.

.

.

.

Welcome home, book.

The arcane sigil that brought the book back

Inscribed, an arcane sigil of return

 

Sui generia

In myth, monsters and treasures are often unique. For example, not a medusa, but the medusa. Not a sword +1, but Excalibur. The advice to give items or creatures a backstory to increase interest is sort of obvious, but what if this principle is taken further so that most things are not only named and distinct, but also unique? Taking this approach also serves as a self-discipline mechanism for controlling the supply of power within the game, by making magic items essentially take the place of artifacts.

I had originally wanted to sketch out an entire setting using this method, but that proved too ambitious, so instead I am presenting a suggestive miscellany. The basic model was to take each example element from the rule book (Swords & Wizardry WhiteBox), interpret it through the lens of the setting (often as a unique element), and then place it on the hex map. This also serves, procedurally, as a checklist for campaign creation. Since you are placing game elements on the map, it guarantees that you are focusing your preparation on things that will show up directly in play.

Based on this principle, there were two other seeds from which the setting grew: each magical staff became the symbol of office for one arch-mage (leading to 10 arch-mages) and the most powerful monsters became the gods of the setting. This was also partially inspired by the original Deities & Demigods (which is in essence a high-level bestiary) and the way Carcosa presented the great old ones.

The divinities, thus, are immanent. For example, Xelior is the efreeti. Hegombol is the dragon. Though they may be challenged and slain, if killed within their domain they will not be truly destroyed and will rise, full of vengeance, on the next day. The gods are not divine aspects of mundane monsters; there are no dragons other than Hegombol.

  • Arudin, genie of the air, ruler of the open skies and patron of all who would remain unchained. Stats as djinni.
  • Baalroch, ruler of HELL. Stats as baalroch demon.
  • Garviagad, ruler of VALHALLA, the land in the sky above the southern seas. Honorable warriors are reborn in VALHALLA. Stats as storm giant.
  • Gezarvalu Catastrophon, the many-headed, incarnation of chaos and destruction, worshipped only by the insane. Rises from the sea without warning and lays waste to all nearby. Stats as hydra.
  • Hegombol the Volcano, terror of the northeast, the dragon. Demands, and is paid, monthly tribute from the town at the base of his mountain. Stats as red dragon.
  • Xelior, genie of fire, slave to the arch-mage Azafont of the Brass Tower. Stats as efreeti.
  • Yex the Colossus. Said to once have been the mightiest of the gods, until tricked by the arch-mage Luder Dreamwalker. It is said that Yex first taught humans the mastery of stone-craft and building. Luder destroyed part of the fabulous temple of Zumen, and while Yex was distracted stole his capstone, which was also his soul. Now Yex stands frozen, supporting the remains of the temple. Stats as stone golem if the capstone is returned. The realm of Yex is all lands above the sea.

There are 10 arch-mages, each of which possess one of the 10 staves of legend. The staff is not only a source of power, but also a symbol of office. Anyone who can claim one of the staves becomes a new arch-mage. The staves no longer have charges, but instead may be used any number of times. After each use, 1d6 is rolled and on a 1 the staff will not work again until the next moonset.

  • Dedardima the Collector. She possesses the Staff of Absorption, and has peppered the known lands with bunkers and underground compounds, many of which she has forgotten about, in preparation for the final battle which she perpetually fears is about to occur. She is also known as the Doomsayer.
  • Azafont of the Brass Tower. He possesses the Staff of Beguiling, and also ring of Xelior, the Efreet. The pleasure gardens of his estate are infamous.
  • Gorbex. She possesses the Staff of Command. She dreams of killing all the gods and being queen of the world. She has a huge army.
  • Sambasmyr the wanderer. She possesses the Staff of Healing. She was driven out of her tower by the betrayal of an apprentice, Cassadior, who also tried, and failed, to steal her staff.
  • Aznix. He possesses the Staff of Power and delights in the struggles of kings and warlords. He will sell his loyalty to the highest bidder.
  • Kokal the Undying. She possesses the Staff of Lordly Might and is ageless. She allows few mortals into her presence.
  • Sathifor the Corruptor. She possesses the Staff of the Snake and is worshipped by the lizard-men of Neshistathelex.
  • Luder Dreamwalker. Possesses the Staff of Striking. It is said that he lost his first body long ago, and survives by claiming new hosts through their dreams.
  • Magaitand, the Liche. He possesses the Staff of Withering and rules from the drowned palace of DAI-PALAN in the Swamp of Beltikur.
  • Chalasu. He possesses the Staff of Wizardry. Nominally the highest ranking of all wizards, but nobody pays attention to him. He is said to have forgotten more spells than most magic-users have ever cast. His eye was taken by Baalroch, and he would like to get it back. His tower in the hills is where the council of arch-mages meets, once per year.

Though this setting is directly compatible with the unmodified Swords & Wizardry rules, several house rules developed naturally during the process of creation. First, clerics do not in general exist. Any clerics played will be of the singular, prophet variety. The cleric spells that do show up in the setting can be prepared by magic-users.

Further, I see magic working slightly differently. Spells are prepared as normal by magic-users, but require components to cast. This came from the idea of distributing components around the hex map explicitly. Rather than fire and forget, each time a spell is cast, a component is consumed. A spell cannot be cast without components, even if it has been prepared. Magic-users begin with 1d6 components for each spell known. Components beyond this beginning allotment must be acquired during play.

Components are specific things, not abstract GP values; a list of components by spell can be found below, along with hexes where the components can be found. Occasionally, components may be available for sale, but this is neither consistent nor reliable (especially considering that the sale of many spell components would be considered morally reprehensible by most upstanding persons). If you are playing with my strength-based encumbrance system, each type of component consumes one encumbrance slot.

For an example of another sui generis magical item, consider Mendo’s Magnificent Flying Machine, last of its kind, as a stand-in for the flying carpet. 1 in 6 chance to learn how to operate, but then it also need fuel. The flying machine can transport up to 10 persons. This item also shows how this procedure is not just re-skinning. No existing mechanics are necessarily privileged, but instead are used suggestively. For example, this version has an added benefit (can carry more people) but also some downsides (you can’t roll it up, and you need to secure fuel). So it’s not exactly the same. I like doing this much more than just giving existing stats a new face.

The images below were done by Gus L. from Dungeon of Signs. Thanks Gus!

Azafont of the Brass Tower (Staff of Beguiling)

Azafont of the Brass Tower (Staff of Beguiling)

Queen Gorbex (Staff of Command)

Queen Gorbex (Staff of Command)

Sathifor the Corruptor (Staff of the Snake)

Sathifor the Corruptor (Staff of the Snake)

Magaitand, the Liche (Staff of Withering)

Magaitand, the Liche (Staff of Withering)

Sambasmyr the Wanderer (Staff of Healing)

Sambasmyr the Wanderer (Staff of Healing)

Mendo, master of the ancient flying machine

Mendo, master of the ancient flying machine


Swords & Wizardry Appreciation Day

Swords & Wizardry Appreciation Day