Saturday, March 04, 2017

Macciato Monsters

Macchiato Monsters is another descendant of the Black Hack system. Unlike some of its peers though I feel it offers greater freedom with less complicated rules.

The basic mechanics are 5th edition D&D, a d20 roll under your statistics with advantage or disadvantage being handle by rolling two dice and taking the higher or the lower value.

Risk dice are pretty much from Black Hack making low rolls bad and stepping down the die and high rolls lucky. This means introducing a personal frustration of mine where the reading of the dice is different depending on the type of roll you are making.

The remainder of the rules are all some of the simplest and flexible in this family or rulesets that I've seen.

Characters have levels but essentially each level up allows you to use the same rules as character generation to expand the character.

Spells are particularly satisfying because they don't come from a spell list. You do have to pitch your spell to the GM and the GM is responsible for setting the numbers on it, which is a bit disappointing. The guidelines for spell design could be stronger to allow players to take responsible for spells themselves. A simple risk-reward element would probably have been sufficient.

The spell rules are elegant as well each spell has a hit point cost which can be paid for by using component risk dice, you then try to beat a stat in a normal check. Succeed and the spell's effect happens, if you fail you then have the choice to go to a Chaos risk die and see if you can get a favourable result or not.

Combat sensibly keeps to the Black Hack rule of only players rolling the dice but damage is quite variable. It is something I would need to play to see how I feel about it in practice.

Overall I think this rules set was one of the more exciting attempts to blend the freedom of early fantasy gaming with modern game design.

Sunday, February 26, 2017

The Golden Sea

The Golden Sea is a short game by Grant Howitt. It's about a great civilisation that has been smothered by sand, leaving roving scavengers sailing on the sands and looking for treasures thrust up to the surface.

This is one of Grant's handwritten and manually laid out games (follow the link to see what it looks like).

Like a lot of these small games the setup is traditional with a GM and players with each player holding a single character that they generate themselves.

The game is whole mish-mash of ideas, you have an initial map drawing phase that creates the world. The basic mechanism is a d20 roll plus modifiers versus a fixed target number. You have archtypes and associated abilities like Lady Blackbird. The GM gets lots of random tables to help create a scenario. Advancement is a "please the GM" style affair.

The real appeal though is in the background of wandering agents in a sand skimmer, given a license to wander and embody the cultural values of your religion and employer.

If you've ever wanted to mash-up Fury Road, Dark Sun, the Quiet Year and Lady Blackbird. Don't bother. The Golden Sea is here.

Sunday, February 12, 2017

Troika!

Most OSR community is based around Dungeons and Dragons, however like a lot of Europeans my first encounter with roleplaying or fantasy gaming was not through D&D itself by through reflections of those who had read a copy or heard of the idea and created their own.

Like a lot of early British roleplayers my nostalgia is really for Fighting Fantasy, a formative experience that was notable different in tone from American fantasy while being composed of much the same tropes.

Troika! is an attempt to create a retro-clone that brings together Warhammer and Fighting Fantasy into a simple rules system that bakes weird fantasy into core of character creation in the same way that the Ratcatcher career did in the 1980s.

The basic mechanics are pretty simple. Mainly 2d6 are used and the basic characteristics are Skill, Stamina and Luck.

If you are attempting something against the environment you try to roll under your Skill on two dice, if contested you roll and add, aiming for the highest total.

Combat is pretty interesting, with the use of an initiative bag filled with counters to determine who has the next action and rounds being variable length due to a turn end token.

One of my bugbears with OSR games is also fixed with the use of a damage table that ensures that damage is very consistent and occasionally poor and sometimes high.

My biggest issue with the game (apart from some of the inconsistently sloppy game design) is that I find a lot of the esoteric fantasy over the line into incoherence and obscurity.

Instead of being a stepping stone to your own interpretation some of the ideas that are enshrined in the rulebook are mood-killing whimsical (brawlers are from the Society of Beef Steaks, one of the backgrounds is as a Befouler of Ponds), story killing (spell results that turn the caster into a pig) or just impenetrable (the Cacogen).

There's a lot to admire in Troika!, in particular the way that a particular view of weird fantasy is invoked through the origin stories, items and abilities of the characters. I think it might be one of those games that I might have to play to really understand.

Saturday, February 11, 2017

Cabal

Cabal is a game about sinister conspiracies trying to seize power through a corporation or organisation. Mechanically it feels weirdly like a game where a group of players share a single Runequest character and try and make them a Rune Lord.

The company has various attributes that are rated on 0 to 100 scale with points being spent at generation time and then the players going on missions to try and raise the value of the attributes by between 1 and 5.

The target value is also used to set the difficulty and provide the mechanisms of opposition. The game uses a GM to manage the opposition and provide the colour to the missions. Something that feels like a design cop-out.

The game does make some interesting use of the fact that the players take on the role of individuals in the company and therefore you get to play very different characters and the risk of them dying is lessened by the meta-reward to the organisation.

However it also has an experience mechanism that makes characters who survive missions both more powerful and hence valuable. Therefore the same risk and reward pattern settles in as for more conventional games.

Cabal has a lot of precedents, I have to admit that I thought it was an updated version of Covenant. It also reminded me of Wilderness of Mirrors and Black Seven but without the structure of either as it has a broader scope than just espionage.

Reign does a similar job of mixing individuals and organisations but Cabal is considerably simpler at the cost of flavour.

I'm not sure Cabal hits the spot for me, it relies too much on a GM to create interesting stories and the implications of playing an organisation are not really explored in the game design. The relationships between characters and the organisation are too shallow and conventional to be really exciting.

Friday, May 27, 2016

The Undercroft #9

Issue 9 of The Undercroft (buy digitally here) marks a step change for the zine, moving to a larger A5 booklet format and switching from its characteristic red covers to black. Cedric Plante contributes an amazing cover in an etched style white on black. Overall the impression is of something more substantial and professional than a regular photocopied zine.

The content isn't markedly different, a collection of monsters (including a penis monster, a giant penis you can fight), rule variations for Lamentations of the Flame Princess and a few historic research pieces, this time the subject is the occult properties of those executed by hanging.

At a quick glance the interesting pieces look like the Skinned Moon Daughter class, drawn from a campaign that looks like it is heavily influenced by Arctic Circle cultures and Nine Summits and the Matter of Birth, an adventure that seems to be a fantasy recasting of the Dutch and English exploration of the South China Sea with added anti-life death cult.

Undercroft is one of my most intriguing Patreon campaigns, I'm not really the target audience for the material but I enjoy the quirky distinctive nature of the material and it provides a regular transmission from outside the indie storygames bubble that I spend a lot of my time in.

Sunday, May 22, 2016

Blade of the Iron Throne

Blade of the Iron Thone is a Kickstarted successor to the Riddle of Steel. I haven't played either Riddle of Steel or Blade of the Iron Throne and I'm not sure I ever will. Primarily I was interested in Blade to have access to its mechanics as I never picked up Riddle of Steel.

The basis of the system is a dice pool builder of d12s that are aiming for a target number of 7 to be considered a success. The systems mainly aim to manipulate either the number of successes required to complete a task and the number of dice that are added to the pool.

The basic concept is pretty sound, this after all is basic the World of Darkness system with a dice that is easier to roll.

Unsurprisingly there is a substantial focus on combat and simulating small melee battles, there are even different hit location charts for different kinds of attacks. Interestingly there is more abstraction than I was expecting and more emphasis on a fictional conceit of looking at discrete units of interesting action. It isn't as dry as I was expecting, although armour does model three types of damage so there is certainly a level of detail which the system revels in.

Magic also gets a bunch of specific systems with an idea that magic-using is corrupting and sorcerers need to manage risks as well as rewards. I was also surprised here as you don't get the normal endless, droning list of spells with their specific triggers and effects. Instead you get these broad "mysteries" around themes like cursing and enslavement. This definitely moves things to a more mysterious and flexible form of magic that is both more unpredictable than Vancian conventions and more powerful in terms of where it might take the story. Crunchy but not dull.

There is a default setting in the back of the book but the ethos being invoked here is very much the Conan stories with freebooters encountering sinister and strange things at the fringes of civilisation and bloodily fighting for their lives at the heart of it.

Overall its still hundreds of pages long and I'm not sure I have the motivation or the audience to discover its nuances but it does seem to be occupying a sensible middle-ground between Burning Wheel and Dungeons and Dragons clones.

Sunday, April 10, 2016

Beyond the Wall

Beyond the Wall aims to re-create the classic "first adventure" story of both classic fantasy stories and D&D games. A group of young and inexperienced people venture into the unknown and are tested and changed by the experience.

It's looking to recreate that level 1 or level 0 experience in a rules system that is similar to AD&D 1st edition or RedBox D&D. However in an acknowledgement of more modern designs it also aims to be zero prep. There is a collection of playbooks providing tables to roll up a background with attendant stat changes on top of the basic class templates.

Scenario packs build on top of this by providing a basic scenario structure with random elements to keep it fresh but within the theme chosen for the pack. These are quite neat structures for OSR play.

Beyond the Wall aims to deliver a low-key fantasy experience where the fantastic awes with both fear and astonishment. It roots the adventure experience in the character's life within a community and therefore tries to get that "there and back sensation".

I like a lot of things about what Beyond the Wall is trying to do but like a lot of OSR/nostalgia games it strands itself between the experience it is trying to create and the rules that it hopes will create that experience.

Since the game is really about low-level play you would expect the rule system to be simplified and focussed in equal measure. However it keeps multiple types of saving throws and the Base Attack Bonus vs. Armour Class combat that has generated so much inactivity for a lot of dice rolling.

It has a simple roll under a statistic system but then keeps random generation of statistics rather than linking them to the class archetype.

Magic is still presented as a massive list of spells to be selected from, rather contradicting the desire to restore the specialness of magic.

So ultimately I don't feel motivated to try playing this. For me it doesn't really present anything over Fighting Fantasy and Dragon Warriors if you want an authentic old-school experience or the Pathfinder or D&D beginner boxes if you want a simplified d20 experience.

I will be borrowing the ideas in the scenario packs for other situations however.