gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Combat in HarnMaster is pretty fast once you get it down, and it generates real injuries as opposed to arbitrary hit points that have no real effect on the character. So you can leave a fight with a broken arm, a nasty gash on your face, and limping from when that mace hit your knee. Each wound heals separately, and while there are no hit points, each has injury points that act as a universal negative on skill rolls.

There are also immediate effects of being wounded. You might go into shock and be out of the fight. A hit to your arm might cause you to drop what you hold in that hand, or an impact on your legs might cause you to stumble and fall. In the end, a lucky swing of a sword or axe could decapitate an enemy in one stroke.

The actual mechanic is simple. You declare you are striking at a foe with a weapon. Your target chooses to Block, Counterstrike, Dodge, or Ignore. Each side rolls against the appropriate skill (except for Ignore) and compares their result (Critical or Moderates success or failure) to see the result. Every weapon has three aspects, Blunt, Edge, and Point, with a number describing their impact. For example, a spear has 4/-/7 meaning it is best used as a thrusting weapon, although you could use it as a quarterstaff in a pinch.

Armor is also rated for its defense against B/E/P, can be layered (within reason), and covers specific hit areas. So let us assume that a person wielding a spear gets moderate success against an enemy who rolls a mild failure to block. The result on the chart is A*1, meaning the attacker rolls 1d6 and adds it to the point aspect of his spear. I roll a 5 for 7+5=12—12 impact. A d100 roll for hit location yields a 42 for the right elbow. The target is wearing a long-sleeved leather jerkin, which gives 3 points of protection against Point attacks. So nine injury points go through.

Consulting the Injury Table, nine injury points to the elbow is a Serious 3 stab. This has several effects. Three Injury levels immediately incur a -3 on all attribute rolls and a -15% on skill rolls (-5% per injury level.) In addition, the wounded combatant must roll 1d6 for every point of his Universal Penalty, including all injury points, fatigue levels, encumbrance penalties, etc. This roll is compared to the Constitution of the combatant, and if it is higher, the wounded man goes into shock and falls unconscious. There is also a 3d6 Fumble roll against Dexterity; fail that, and the combatant drops whatever is in his right hand.

It sounds complex, but with practice, it flows very well. Many HM players roll two sets of d100s for both their to-hit and hit location rolls simultaneously to save time. As you can see, getting wounded has severe and immediate consequences, and you can be knocked out of combat by the first wound you take. Edged weapons can amputate limbs and even heads with a lucky strike, some injuries leave you bleeding to death, and you may find yourself crawling from the battlefield, dragging your useless leg behind you.

The system is fast and brutal, leaving PCs with real consequences for drawing swords. Did I mention the rules for wound infection? Yeah, you can die from that. Probably the best realistic combat system around. I like to take new players and have them do a few combats with pre-generated characters to emphasize that this is not D&D.

There are also rules for mounted combat, missile combat, and jousting. What is missing are rules for fighting in a shield wall, which is a glaring omission, as it was the most common infantry formation of the era for most nations. With the pseudo-Roman Thardic Republic and its legions as part of the setting, you would think that this would be an essential inclusion.

Next up, Gods and Magic!
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
While it's a bit long, here's a video showing how to create a character in HarnMaster 3.0. It shows how the fiddly bits all come together to create a living person for you to play.

gridlore: Doug looking off camera with a grin (Default)
 The heart of any RPG is the game engine, the mechanism by which tasks and conflicts are resolved. HarnMaster (HM from here on out) uses a percentile-based skill system for almost everything. One interesting wrinkle is that when rolling, and result ending in a 0 or 5 is a critical success or failure, resulting in a constant 5% chance of exceptional results.

Like any game system born in the eighties, the game is jargon-heavy. But with a bit of practice, it becomes intuitive. Character generation is comprehensive, with everything from your birthday, which determines your sun sign, which affects skills, to relations with your family and clan and your distance from the clan head.
 

There are a stunning thirty-two character attributes determined by random rolls, with seven Key Attributes determined by rolling 4d6 and discarding the lowest die. Most of these are physical or social things that don't affect gameplay but are essential as background material. One fun suggestion in the family generation stage is using your Session Zero to make the characters part of the same clan.
 

There are two tables for medical and mental issues, where you can gamble for a few extra attribute points against the chance of some severe problems. I like that included as an option. One word of advice; ignore random rolls on your occupation table. Parents, sure. But choose your path, and don't be afraid to pick up an occupation that isn't immediately useful in an adventuring context.
 

So, how do the skills work? Simple. The extensive skill list shows how to generate the Skill Base. For example, "Spear" is caused by figuring STR+STR+DEX/3, rounding to the nearest whole number. Certain sun signs add a +1 to this number. After that, there is an Opening Mastery Number; in this case, the Skill Base x3. So if we had a character with an STR of 13 and a DEX of 15 and no bonus, his Skill Base with the spear would be 13+13+15/3 = 13.6, raised to 14, and applying the OML we end up with a Spear skill of 42%.
 

It sounds complex, but it flows well in play with some practice. Character professions add additional skill opportunities, and as I said, most of this work is front-loaded in the character generation process.
 

The game engine is solid, easy to expand to new skills, and adaptable to new situations. It takes a little time to learn, like any game, but it hasn't needed heavy revision in forty years.
 

Next up, That Was My Favorite Spleen! Combat in HarnMaster.

gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
This will probably be in four parts.

Let's start with the setting. Hârn is one of the best-detailed fantasy settings around, and it is deliberately a low-magic, mostly realistic early-high medieval setting. This fog-shrouded island, off the northwestern coast of the continent of Lythia, is somewhat analogous to Great Britain and Ireland but as a single landmass.
 

Hârn was first published in 1983, and since then, the details of the world have just been added, but always in a thoughtful and careful manner. The level of detail is astounding. Visit the King of Kaldor in his castle at Olokand, and the GM will not just have the floorplan but the height and shape of ceilings, the location and probability of guards, and the names of everyone who lives and works in the place.
 

The island is home to several kingdoms and one merchant republic. The kingdoms are mostly traditional feudal states, although Melderyn is assumed to be really ruled by a council of wizards, and Orbal is an Invinian (Viking) state that still struggles with internal strife and rebellions by the subjugated Jarin population. Every state comes with some drama. In Kaldor, King Miginath amazes his subjects by just staying alive, and he has no clear heir. In Rethem, six of the last seven monarchs have died violent deaths. 
 

Along with the settled lands, the vast forests and heaths are home to numerous tribal people, some peaceful, some hostile to outsiders. Guarding trade caravans is a great way to get a group together as they guide merchants along several trade routes. Also threatening the peace of the island are fierce Gargun (orcs) monsters either created or imported from another realm by Lothrim the Foulspawner. 
 

The gods are real but limited in influence, and magic exists but is rare. I'll touch on these in the next few posts on the subject.

gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Even before the fiasco with WOTC’s Open Game License, I had decided to drop Dungeons & Dragons as a first-line TTRPG system of choice. Not because of the quality of the game or the actions of publishers, but a long-simmering dissatisfaction with class-and-level systems. I’m not a strict simulationist by any means, but the flaws of this kind of game mechanic became too much to ignore.

To begin, let’s remember that D&D was born out of miniatures gaming, where abstract power levels and damage were not only normal but really the only possible way to make the game work. When damage is being applied to a formation of wood elves or Prussian riflemen, you have to determine mass effects. But when “The Fantasy Supplement became Chainmail and then transitioned to the original D&D they kept those abstracts. And they worked, even as other game engines began appearing.

I have three main issues with the Class & Level game engine.

First of all, Classes are restrictive. To use my military experience, I knew Army infantrymen who had been Navy corpsmen and decided to trade up. People change careers all the time, acquire diverse skill sets, and are well-rounded. Being a Fighter, or a Hacker, or whatever straight jackets the ability to create anything more than a singly-focused character. Better to have a system that allows for wider skills and more choices.

Secondly, Levels create an inevitable arms race. Heroic Fantasy features many scenes of Conan or Elric cleaving through a horde of lesser foes. In a game, that is boring as hell. Unless the Game Master just gives up and describes the slaughter, which takes away agency from the players. Magic-using characters are walking artillery (and the proliferation of classes able to use magic in D&D’s various editions was a major turn-off for me) and able to pretty much destroy cities by mid-level. So the threats need to constantly ramp up, which means there’s very little changing in gameplay except for the length of combats and the clatter of dice to determine damage.

Finally, I hated the kludges bolted on to try to fix the base problem. Feats seemed to be a good idea until they multiplied like rabbits and slowed the game down to a crawl as everyone looked up all the modifiers and special effects. Class branching, like in D&D 5th edition, helped, but still had the limitations of both the classes and levels, plus too many of the branches gave magic to traditionally non-magic types. If you are going to define a class, keep the definition!

So my D&D5e shelf has been reduced to the few books I would need to play with if I were offered a space in an interesting campaign. In the coming weeks, I’ll be posting a series called Why You Should Be Playing. . . to highlight some very good TTRPGs that address these issues.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Guide to Glorantha Volume 1Guide to Glorantha Volume 1 by Greg Stafford

My rating: 5 of 5 stars


This was drinking from the firehouse.

Glorantha, the world where the Runequest is set, has to be one of the most detailed, beautiful, fantasy worlds ever conceived. It's not a planet, but rather a lozenge-shaped self-contained place, with the Land sitting under the Middle Air and the Sky, and sitting on the Waters above the Underworld. Gods and spirits are very real, and factor in daily life.

Since it was first introduced in 1975's White Bear and Red Moon, Glorantha has been detailed by both creator Greg Stafford and many, many others, writing in magazines, old APAs, official releases, and homebrew notes that reached Greg Stafford. The result is a rich, detailed world.

The The Guide to Goorantha Volume 1 collects much of that information. The various human cultures of the world, the Elder Races, a history of the world since the Creation (including a detailed set of illustrations showing the war over the Sky during the God Age), and then a region-by-region examination, with maps, population details, history, and story hooks for every region of Genertela, the northern continent.

Drinking from the firehouse. It took me close to seven months to finish this because there is just so much information! If you play Runequest, or just love fantasy worlds, this is a must-have!

Now onto Volume 2!



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gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
RuneQuest: Weapons & EquipmentRuneQuest: Weapons & Equipment by Richard August

My rating: 5 of 5 stars


This book is titled "Weapons & Equipment" because "Complete Guide To Bronze Age Economies, Trade, Managing Your Lands, Hiring Everything From Porters and Guides to Sorcerors, and oh yeah, all the Equipment and Weapon Details You'll Ever Need" would take up too much space on the cover.

Seriously, this slim tome contains so much more than just equipment that, honestly, the gear lists and weapons and armor tables feel like an afterthought. We start with a primer on how markets work, and your chances of finding what you need in one. Tolls, selling treasure, Masterwork items, and what they are worth. That's chapter one. Then we get into Gloranthan metals pottery, weaving, and what people use as fuel for their fires.

Now we get into things, starting with common goods that pretty much everyone will own. There's a chapter on Beasts, how to buy them how they are useful, and gear for riding or hitching carts. An entire chapter on hirelings and services, including a frank discussion of slavery in Glorantha. Weapons and armor get their due, and what I like about this is that while the game characteristics don't change much, the story aspects change. For example, an initiate of Waha the Butcher would probably carry a Flensing Knife, since he needs to break down animal carcasses for food and hides. That knife is just as sharp and deadly as a war dagger, but in the terms of the character's story, that knife makes more sense. The same goes for armor choices.

After that, we get expanded travel rules, which of course include buying your own means of transport, and rules for dwellings, with a great bit about what happens when your clan or temple grants you a few hides of land for being so awesome. Then an expanded chapter on training rules, and finally some fun enchanted objects and rules from the prized magic crystals, which are literally the blood of dead gods.

This is the kind of book that sits on the game table for easy reference. It's also filled with hooks for the clever gamemaster. Just reading the rules on developing hides of land had me plotting ways to make it both a blessing and curse for the player who is now a minor noble in his clan.

"Weapons & Equipment" belongs in every Runequest library.



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gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
At first glance, RuneQuest is a fairly straightforward system. 3d6 for character generation and a percentile skills system. But get into the rules, and you learn that things go a lot deeper. RuneQuest is solidly set in a Bronze Age world, filled with spirits and shamans. Everyone learns how to call the spirits to mend a broken hoe or sharpen a blade. Skilled hunters learn to kill animals in a way that frees their spirits. It's not a belief, it simply is.

Then there are the Runes. Runes aren't simple symbols, the are. They are the form and power of the universe. The Earth Rune is everything about the earth, in every aspect. Gods are defined by their Run affiliations, as are adventurers. You select three of the Form Runes as you primary, secondary, and third Rune. These not only influence characteristics and magic but offer hits as to how the character is as a person.

The next important concept is Passions. There is no alignment system in RuneQuest, but rather each character has a number of Passions expressed as a percentage score. Loyalty to a clan or leader, Hated or Fear of a foe, Love for your family, etc. These passions also help define you and can be used both as a possible boost when invoked and as a compulsion when the GM rolls for a passion effect.

As an example, two of my Passions would be Love: San Francisco Giants 80% and Hate: Los Angeles Dodgers 60%. I'm walking down the street in Dodgers' gear. I might be forced to roll over my Hate to avoid saying something insulting.

Finally, before you rill characteristics, you trace a family legacy. The default setting is in a time of great upheaval, as the armies of the Red Goddess march south to try to capture Dragon Pass again, and the new Prince of Satar has barely solidified her rule. So you pick a favored grandparent, and then a parent, see who they were and what happened before you were old enough to set out.

This is a great mechanic, because it not only tells a story, it adds Passions, reputation, even some small skill bonuses. After finishing your parent, the character gets a couple of years of background to establish themselves.

So even before we drop a die for stats and the like, we know who our character is, and what their story is. Did their grandmother win great glory in battle? Did your father die of cold in the Long Winter? Did you witness the Dragonrise, or acclaim Argath as the White Bull?

It sets up stories and can be fun in Session zero when two players were at the same event.

My back is still killing me, so I', lying down for a bit. Then, I'll get started.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I've really been enjoying The Travels of Ibn Battúta. As this is a travelogue dictated from memory of a journey that lasted nearly thirty years, he does make mistakes and confuses the timing of some of his side trips, but it is an amazing read.

One thing stood out to me as great window dressing for an RGP setting or a story. At the time of Ibn Battúta's travels, the cult of the "12th Iman" was extremely strong in Shi'ite areas of the Persian Empire. In the city of Shiraz, Ibn Battúta observed a curious custom. Every night, the men of the city would go into the streets armed for battle. They would march to the governor's house and demand a horse or mule equipped with saddle and tack.

Then, horns blaring, drums pounding, the men singing and waving their swords, they would proceed to the main mosque. This was a mosque where a well-regarded Iman supposedly vanished years before. The men would come to the mosque, and start to chant for the 12th Iman to come forth and help them rid the land of evil and inequity. This would last until the call for evening prayer.

Now put this in a fantasy setting. Imagine such a scene in a RuneQuest game, with Orlanhti warriors calling for a great hero to rise. Can you imagine the spirits that would be drawn to this event? Even if you make an event that only happens on the god's holy days, it still would be a wonderful piece of flavor, and a fun thing for characters of that cult to take part in.

Now imagine that the doors open and the Hero emerges. . .
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Random encounters. Dear Halford, how I loathe random encounters. Shall I go on about this?

Thank you!

To me, one of the goals of any TTRPG is to create a narrative storyline, a plot that has highs and lows, thrilling moments, and times of quiet reflection. This is accomplished by designing adventures in separate scenes that define a few things: why are the characters here, what happens that starts the events of the scene, and possible outcomes.

A scene can be anything from meeting with a border king to negotiate to clearing an orcish camp. But the Gamemaster needs to know what is coming. To keep the flow of the game going, the GM needs to know the layout of the king's hall and who is there, as well as the possible outcomes based on player actions and die rolls. The same goes for the encounter with the orcs. Each scene should have three scripted outcomes: Player success, Neutral, or Player Failure, with further scenes written to handle these possibilities.

And yes, the players will find a way to wander wildly off track, but that's why DMs get to decide what's on the pizza.

But random encounters just seem to stop the game cold. first of all, there's all the rolling on charts, then looking up stats, then setting things up. . . it's a colossal waste of good gaming time, especially for meaningless combats!

If the group is traveling from Point A to Point B, plan a few encounters. If they're on a well-traveled trade road, there might be a patrol from the local lord (who will be most interested in a heavily-armed group in his territory,) or a merchant caravan that will share news and barter for supplies around the campfire. You might meet religious pilgrims who will ask for an escort to the next monastery where they can seek shelter. If the party is coming close to a hobgoblin camp, it would make sense to have them encounter goblin patrols, or villagers fleeing the monsters begging for help.

But plan it out! Know the name of the merchant in charge of the caravan, and give him three features (balding, laughs everytime he speaks, wears an obviously magical amulet). Have the stats for the goblin patrol at hand ready to use. The villagers might need someone rescued, so have that adventure ready.

Keep your game moving. Don't let the dice dictate the events. Reject random encounters and all their works!
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
There's a joke that makes its way around TTRPG places every so often.

DM: "The cavern is pitch black, and you. . . "
Player 1: "Darkvision."
Player 2: "Darkvision."
Player 3: "Darkvision."
Player 4: "Darkvision."

The simple fact is that in D&D5e nearly every playable race has fucking darkvision. Dwarfs, elves, gnomes, half-elves, half-orcs, and tieflings all have darkvision. Humans, Dragonborn, and halflings are the poor critters that can't see in the dark. As a Dungeon Master, it's frustrating, and to me, sloppy design to eliminate the need for torches or lanterns.

Let's face it, of that list only dwarfs and gnomes are really good candidates for having darkvision, and I'm being generous. The justification for some of the other species having this trait makes me laugh. Elves are used to living in dim forests? I was an infantryman, I learned to use all my senses to navigate the woods at night.

What follows are a few house rules I'm considering.

Dwarfs still have darkvision, they thrive underground and even though their halls are well lit, they can operate in near-total darkness.

Elves lose darkvision but gain exceptional sight and hearing. They get an advantage on Perception checks and can see much farther than most.

Gnomes have enough advantages already, so I'm taking darkvision and giving them a +1 to any characteristic at generation.

Half-elves get the same benefit as the elves.

Half-orcs lose darkvision but gain a +2 to both STR and CON.

Tieflings keep the trait.

I'm just doing my part to make the adventuring world a bit darker.
gridlore: Doug looking off camera with a grin (Default)
I'm finally going to get a start on my project of integrating the larger D&D multiverse into the amazing The Book of the Righteous (BotR) from Green Ronin. In case you missed my previous posts on BotR, it is a complete pantheon of gods and a full cosmological structure. It includes a Great Church that encompasses the worship of all the gods (something missing in other setting religions) as well as heresies, divine and infernal critters, and rules for playing fully-fleshed out clerics. It seriously is one of the best books I've ever bought for D&D.

But there is an issue when it comes to applying BotR to a game setting. BotR gives the origin of several races. Dragons were born out of Kador's fire in the Great War of the Gods. Elves and the Fey are descendants of the Div, the first race to inhabit the world, as are all the genies. Four races were born of fruits hanging from Eliwyn, the Tree of Life: gnomes, dwarfs, halflings, and humans. And that's it. No mention of orcs, giants, or any of the hosts of intelligent species you can find in the Monster Manual or other supplements.

The easiest thing to do is to just insert these species without comment. I seriously doubt any player is going to stop a game session to inquire about the theological implications of the Kuo-toa or to inquire about the creation of the hobgoblins. But I'm the kind of guy who wants to fill in the blanks, and I want to do it in a way that respects the tight pantheon and story structure of the BotR.

The first step is editing. Foes are like seasoning, adding too many spices ruins the experience. Look at the whole span of J.R.R. Tolkein's works and count the actual monster types in them. The count is pretty low. He created amazing works with goblins, orcs, Uruk-hai, giant spiders, a dragon here and there, and a few unique foes like the balrog. This is an important rule: just because it is in an official publication doesn't mean you have to use it. Take for example the Bullywug (MM p35). While an aggressive humanoid frog is interesting, it doesn't fit in my Fantastic Europe setting, so I can ignore it. Dungeon Masters should always strive to avoid the "kitchen sink" approach to foes.

But that still leaves us with any number of classic foes that lie outside the creation stories of the BotR. I'm going to use a shortcut to handle a whole lot of them right now. Most of the monsters classified as humanoid share an origin with humans. Go back to when Eliwyn bore the fruit containing the four Peoples of the Tree. Each fruit has a just-so story explaining why each race is the way it is. For humans, the chaotic goddess of madness and inspiration, Zheenkeef ate the fruit, and it made her quite ill. Morwyn, the goddess of healing, make Zheenkeef vomit up her stomach contents, and all the gods put together what they found there.

No one said being a god was an easy job. This story is used to explain why humans can look so different, but let's take it a step further. Zheenkeef's puke also accounts for many of the humanoid foes, especially the goblin types, the goblins, bugbears, and hobgoblins. I have plans for the orcs and kobolds, so I'm excluding them.

Finally, as I embark on this, I want to state a few goals. I want to make as few changes to the existing BotR story as possible;e. I'm not going to layer on new gods. Instead, I'm going to use things like existing gods having different names, demi-gods in service of the true gods, intercessory figures, and the like. I want to keep BotR as the primary source and to create some moral quandaries. That Hobgoblin army is made up of children of the Tree, just like your forces, In the eyes of the Great Church, do elves, being descendants of the Div, have souls? I'll be playing with these themes.

First up, by popular request. . . An ancient act of cowardice being paid for today. The dragons in your basement, the cursed of Tiamat, the kobolds.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I've got the itch again. I want to run a game for a local group. I'm ready to go back to Traveller. Specifically, Mongoose Traveller v2. And the campaign I want to run is my old Finders, Incorporated campaign.

The premise is simple enough. Space is huge, and things and people get lost. Finders, Inc. locates those items and returns them to the client, or at least issues a complete report on why the target could not be recovered. Recovery operations fall into a few categories:

  • Skip Tracing Starships are massively expensive and meeting the mounting costs of loan payments and maintenance fees, plus fuel costs, crew salaries, etc., are sometimes more than the owner can handle. So they bugger off, changing transponders, forging ship papers, and trying to put as much distance between them and the bank as they can.

    Skip tracing brings in the biggest bounties, as recovery is usually measured in a portion of the ship's value. Of course, shipowners that have skipped out on their payments are not going to hand over the keys when asked politely. Getting a ship back requires planning, guile, and in the end, violence most of the time.


  • Bounty Hunting This isn't just tracking down fugitives from justice but tracking down anyone who has fled their usual situation. The heir to a planetary throne who ran off with the servant she fell in love with; the archeologist who went missing in the Trojan Reach and his family and university has posted a reward; a megacorp executive who has fled is suspected of trying to defect to a rival. . . all are fair game along with the usual criminals on the run.

    Of course, laws differ from world to world, so getting your target back on the ship might be an adventure in itself! Again, Skill trumps violence in this case, for the most part. It's Traveller, the guns will come out at some point.


  • Objects of Art or Historical Value Things get stolen, lost, or misrouted all the time.Tracking down a minor Imperial Count's heirloom chair can be quite rewarding. Recovering a lost masterpiece by one of the Vegan (the race, not the dietary option) master sculptors? Priceless. Finders might also be sent to search for obscure legal papers, family genbn=anks, or anything under the 11,000 suns of the Third Imperium.

    Each of these adventures will be a bit different. Recovering a stolen art piece from a crimelord's mansion will be different from getting access to the centuries-old archives of Strouden's family records. As a GM, I could've fun putting a rare bottle of Terran wine at the center of a firefight.


  • Debt Collection The reality of interstellar commerce means that debtors can avoid judgments from courts on different planets. The Imperium steps in these cases and will issue writs ordering the payment of the debt or seizure of assets to be auctioned off. Finders, Inc., is one of the companies bonded by the Imperium to carry out these writs.

    If you want to know how much fun this can be, look up Can't Pay? We'll Take It Away on YouTube.


  • "Special" Missions Sometimes, Finders get handed a mission so sensitive they don't even know what they are after. These usually come from the heights of power, A Count-Elector, the Imperial Navy, or a Megacorporation Regional Vice-President; and usually come with an NPC who oversees the mission. These can be quite nasty and even be used for deniable black ops. In which case, the Finders crew better realize that dead sophonts can't spill the beans and guard their collective lives.


The campaign would be episodic, so there would be downtime between assignments rather than continuous "what are you doing this week?" push. Four Player-characters would be optimal, with a mix of investigators, starship skills, and combat abilities.

I'd be looking to play every 2-4 weeks, based on everyone's schedule.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
One of the toughest questions in assembling a TTRPG group has to be "why are you all working together?" The usual random assortment of races (some of which hate each other,) classes and goals can make it hard to understand why this team doesn't just split the spoils and got their own way after the first big score.

I'm going to discuss one of my favorite methods, and I was inspired to do this after being reminded of the story of ibn Battuta, a 14th-century scholar and lawyer from Tangiers who set out to spend a year or two doing the Hajj and came home 26 years later having seen much of the world. You can see an amusing take on his adventures in these videos. The idea of the traveler in distant lands isn't a new one, we do have Marco Polo and Pánfilo de Narváez as excellent examples of this sort of adventure.

But it rarely shows up in TTRPGs for some reason. This is a shame because you can have so much fun and take the player-characters to new lands where new and interesting things will try to eat them! Or enslave them or get them involved in a plot to overthrow the evil snake people. . . you get my drift.

I'll admit that his sort of game does require a bit more world-building than mapping out yet another dungeon, but there are so many good, detailed settings, not to mention the real world, that the diligent GM just needs to fill in the blanks on the map. Pick a starting point, pick the initial endpoint, and add in a few side trips and you're off!

As an example, using the real world, let's say one player, a low-level cleric in Aachen, is charged with carrying a case of letters from the Archbishop to a church synod happening in Constantinople. This is when Session Zero becomes very important. We need to add each character to this group and give them a reason to join the trek all the way to the end. A fighter might be attached to the Archbishop's guard and be sent as protection. A ranger might be hired to scout the way. An arcane magic use might be friends or related to one of the established characters, you see how this is going.

The best part is you can use these character motivations to establish side trips along the way. The Wizard might offer her services in exchange for a side trip to Prague, City of Mages, so she can call on her order's home and make a report. Which becomes an adventure in itself! You can do this for each character, which gives each of their players starring roles as you go along.

What happens when the party finally reaches Constantinople and delivers the goods? Well, after some adventures in the Queen of Cities where they foil a plot to kill everyone at the synod, they might learn that the Princes of Rajputana are offering money, titles, and land to anyone who comes to help them finally end the threat of the Rakshasa Lords.

Of course, once they accomplish that, they'll be shown an opportunity to travel even further in pursuit of a greater goal, and so on.

Running this game almost cries out for a flow chart, as you can use it to track not only each stage of each journey but also those lovely side trips that are going to be half the fun. Using a flowchart lets you plan for how to move the party back on track, and how to maneuver them into places you need them to be without railroading them. If the next major waypoint is the City of Screaming Statues, does it matter if they walk in, arrive in a stolen pirate ship, or emerge from a cave after sacking the Derrow stronghold?

You can also build in something that is very important: stumbling blocks. All three of the great voyagers I mentioned gained and lost as they traveled. That needs to happen to the party. They are shipwrecked, and all their armor and ger except for a few precious items are lost. The Mad ilKhan imprisons them, and they escape with nothing but the clothes on their backs and few spears. Steal their money, steal their goodies, and leave them to figure out a way to climb back on top again.

Also plan for the players to pause for a time, especially if they get good jobs. The DMG has good rules for this, but wintering in a fortified inn, or waiting out a religious festival are other reasons to slow them down if need. Illness, war, and insurrection are always good, especially if they trigger an uprising against foreigners (guess who our characters are in this instance?)

Finally, one great strength of this type of game, is it allows players and characters to come and go with relative ease to the ongoing story. If Mike is tired of playing his Rogue, that character announcing he's from the city they are in and retires. Easy enough to introduce a new character in the next stop on the itinerary.

I'd love to hear your thoughts.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I've been giving the The Book of the Righteous from Green Ronin Publishing a deep re-reading, and have come to the conclusion that is, by far, the best supplement for any D&D game you can ask for. Here's why.

Let's talk about religion for a moment. If I asked you to describe the biggest factors in shaping human civilization over the millennia, I think we'd agree that religion has been an important factor. Hell, the history of the west for the past 2,000 years has been dominated by the spread and influence of the three Abrahamic religions. The power of the Roman Catholic Church over secular lords, the split between Catholic and Orthodox that doomed the Eastern Roman Empire, the rise of Islam as a unifying force. . . religion shapes our world.

And it does this based only on faith. Miracles are claimed but rarely seen. The promise of Heaven, the threat of Hell, the hope that prayers will be answered, religions dominate our cultures without any evidence. I'm not overlooking their role as moral leaders or charitable acts, but for the purposes of this essay, I'm looking at the promise of faith.

No think of the typical D&D world. The Gods are very real, as are the Demons and Devils. Gods grant amazing powers to their chosen vessels. Prayers are answered. If Uncle Uthrect slices his leg open harvesting wheat, the village priest can heal the wound with a short prayer of healing. In this sort of milieu, religion will be even more important, even with the usual concession that the gods cannot directly intervene in the material world.

Yet for a very long time, religion was the most neglected aspect of the game. Oh, we got lists of gods (sometimes with stat blocks like common monsters!) but rarely an actual structure of faith. You might play a cleric of Thor, but that meant nothing. Temples were more magical hos[pitals than places of worship. A vital element was missing.

This is where The Book of the Righteous comes in. It is a complete pantheon and mythological structure. There is a creation story, tales of the early gods, the creation of evil, how more gods were born, and the coming of the mortal races. Each deity gets a detailed write-up, including their nature, a tale or two about them, and a detailed look at their rites and holy orders. The best part is this is mostly game neutral. Aside from suggesting classes and clerical Domains for the gods and their followers, this is all prose.

We also get the evil gods, led by Asmodeus, who was the first god created by the Nameless One, the creator-figure, who fell to pride and evil and now rules in Hell. There are heretical sects, a secret about one of the good churches, and my favorite part, The Great Church. This is a "catholic" church in the sense that embraces the worship of the pantheon as a whole. I love the concept as it is far more political than the other churches, and presents a threat to some of them. This adds a layer to and game world.

After some D&D-specific rules, we get into detailed discussions of alignment that are better than any I've seen elsewhere. Also, there is a discussion of why there are no racial gods, evil races, and ways to modify the contents of the book to fit your campaign. All very good stuff.

I tend to judge a gaming supplement by how much it inspires me to create, and The Book of the Righteous hits it out of the ballpark. I found myself thinking how the orcish god Gruumish is simply an aspect of Canarak, the god of slaughter. One of my favorite monsters has always been the gnolls, given new depth in Yolo's Guide to Monsters. In this book, gnolls are recast as the children of the demon lord Yeenoghu. How to slot this into the religious structure of the book? Well, Thellos is the neutral evil god of greed, gluttony, and desire. Let's write a myth!

Yeenoghu was once a servitor of Thellos. A banquet had been prepared for the Feasting Maw, but Yeenoghu arrived early and couldn't stop himself from devouring the entire feast. Furious, Thellos cursed Yeenoghu with an endless, insatiable hunger and banished him to the Abyss. Yeenoghu passed this endless hunger onto his children. There, we've added to the structure of the book without changing things. But what of Yeenoghu? Does the Beast of Butchery desire revenge on The Hungry Brother? So much you can add to the campaign even in the background!

I've saved the best for last. You can use this book in any campaign setting. A mythic Earth, Greyhawk, the Forgotten Realms, anywhere. I've already decided that the seat of the Great Church has to be in Rome, naturally. But Venice is home to one of the greatest Basins of Shalimyr, the Waters of the World. Indeed, every year the Doge marries Shalimyr's daughter, Ocean, in a religious ritual of great power.

See? Great ideas just pour from this book. If you are a Dungeon Master or world-builder, buy this.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
There were two recent discussions on the Facebook group for Cyberpunk: RED (CP:R) that got me thinking about a campaign framework that is constructive in nature.

The first was about the murder hobo problem. If you're not familiar with the term, "murder hoboes" refers to the style of campaign where the characters go from place to place, kill opponents, take their stuff, and move on. This style of game traces its origins to the classic dungeon crawls of Du geons & Dragons, which itself was heavily influenced by D&D's background as a miniature wargame.

Sadly, this style of play has become common, no matter the genre. In a dystopian setting like CP:R it manifests as endless runs against corporate targets that are basically dungeon crawls with guns and netrunning. While combat is a fun part of any game and triumphing over foes is satisfying, endless killing gets old after a while.

Another factor against a murder hobo game is the reality of how societies work. Even in a crapsack work like you find in CP:R, a bunch of casual killers are going to attract attention and be hunted down. Look at the classic "Wild West" era (c. 1870 - 1900) and you'll see that that the famous gunfighters were hunted down and killed or forced to flee. So in any genre, the murder hoboes will find themselves with no place to rest as the world turns against them.

The second discussion was CP:R as a sandbox game. This concept is closely tied to building a better world. In a sandbox game, the characters work in a well-defined area; a neighborhood, a city, a newly cleared province, and work to improve it. D&D has taken a few steps into this kind of campaign, and Traveller: The New Era was supposed to be this kind of thing, but sadly got sucked into the Star Vikings murder hoboes trope.

Cyberpunk: RED is uniquely set for this kind of game. The default setting has already established that people are rebuilding. Reclaimers are resettling cities abandoned during the worst of the hard times, Nomad families are re-establishing highway, rail, and limited sea trade. The world economy is stabilizing. It is a time of change.

This is where the concept of a politically-based campaign comes in. Despite the advances, the default controlling authority is a corporate oligarchy. Despite the fall of the megacorps, Corporate players still control local government to a large extent in a case of raw capitalism run wild. The fact that corporations like Consolidated Foods field military forces to destroy local farms is proof enough of that.

As I pointed out above, people want security. They want shelter, clean food and water, and not to be afraid. The current situation is much like what we see in modern India. A select elite lives in well-protected luxury and work in gleaming city centers, a small desperate middle class clings to the ragged edge of financial and food insecurity, while a large disposed underclass lives in the ravaged suburbs and warrens of the city.

In the Time of the Red farming is a revolutionary act.

The collapse of the last forty years (game time) didn't happen overnight. People would have time to rip up their flower beds and plant food. Neighborhoods would band together. And as they saw society disintegrate around them, they would start organizing against the corporate and civil elite that keeps them poor. It starts with community farms and guarding them against raids by booster gangs and corporate troops.

In the Time of the Red organizing labor is a revolutionary act.

Like the slums of Mumbai, these outskirts will see a thousand cottage industries bloom. They would band together in guild structures to fend off corporate interference. In my San Francisco setting, the old Hunters Point Naval Shipyard has been rebuilt and is a thriving co-op building and repairing coastal freighters. Which has led to the south-eat corn of San Francisco becoming a hive of small industry. Each shop is more a family than a business, a commune if you will.

In the Time of the Red education is a revolutionary act.

With state-run schools vanishing decades ago, teaching has fallen to the communities. The big corps don't want well-read workers. Free schools are frequent targets of attacks. The communities have to join together to not only run but defend their schools.

The Time of the Red is a time of revolution.

This brings us to the campaign. The People and Workers Front of California has emerged as the organized political opposition to the ruling oligarchy. They educate, organize, and preach a socialist state with a distributed democratic base. With almost everyone having access to the local Datapool, everyone should have a voice. They are working with the Reclaimers to settle the homeless, working with Nomad families to begin moving goods to the people instead of the plutocrats. Like any revolutionary group, they work in cells so no one cell can give up the entire network.

For more direct action, the PWFC has the Peoples' Army of California, also known as the Bear Flag Army. This is where the player-characters come in. They are a PAC cell. They get missions in dead drops, taped X's in windows, all the usual methods of confidential communication. While some of the missions will be capers in the traditional sense, some might involve espionage, escort an important party leader, or flat-out assassination.

This campaign works because it has a clear long-term goal: power to the people! But the road is bumpy and filled with dangers. There will be rival movements, ethical dilemmas, and the possibility that one member of the cell is a plant. But having a goal to build to not only gives each mission meaning but also gives a nice endpoint for the game. You've toppled the ruling power structure. You've won.

This style of game would work with all the character roles in CP:R except the Exec, it would be a reach for a corporate climber to be working for the revolution. Also, the Lawmen would be PWFC cops, enforcing not only whatever laws exist in party-controlled areas, but also enforcing party ideology.

I'm interested in any feedback.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I had an evil thought today while doing notes for my Cyberpunk RED Bay Area setting. One of the standards of the established setting is that large container ships are a thing of the past due to economic collapse and world instability. Sea trade has gone back to smaller freighters carrying crates and bales of goods.

In my setting, the quake that destroyed Los Angeles (Learn to swim!) set off a sympathetic quake on the Hayward fault that devastated Oakland and leveled the Port of Oakland. This has led to a renaissance of the San Francisco waterfront as smaller vessels working the Pacific Rim come to one of the last three deepwater harbors on the west coast. I'm having fun with having the long-derelict Hunters Point Naval Shipyard roar back to life, controlled by a co-op that has transformed the Bayview-Hunters Point area into a thriving industrial area filled with vehicle shops and support industries.

Most of the cargo work would be at the even-numbered piers which would make SOMA (South of Market Area), China Basin, Dogpatch, and other areas close by the piers a bustling port area, filled with sailors (aka sea-going Nomads in game terms) from around the Rim and beyond. Seedy bars, nightclubs, restaurants, and houses of ill-repute would fight for space with ship chandlers and tech shops.

Of course, sailors and longshoremen work mainly during the day, so the place really comes alive at night, so most people call it. . .

. . . please. If you ever even touched a Cyberpunk RPG, you know what they call it.

But the evil idea. San Francisco is once again a crossroads for the world. The characters are approached by a woman searching for her missing sister, who has been linked to a notorious booster gang boss. She needs the party's help, and she can pay!

Almost everyone reading this will recognize this as the opening to The Maltese Falcon. Done right, it could be a fun set of scenarios.

I like how my brain works.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I've been reading Cyberpunk: RED, the latest version of the groundbreaking RPG. By the way, according to the second edition of the game, we should be living in a cyber-enhanced dystopia right this minute. We got the dystopia, where's my cyber eyes and chipped smartgun?

Anyway, this new version is awesome, taking everything learned from the earlier editions as well as thirty years of RPG evolution. The combat rules, Friday Night Firefight, is as deadly as ever. Guns kill, OK? This is a combat system that rewards sound tactical planning.

But there's one thing. The default setting. I love the history, the larger-scale world-building. It's a great setting that really sets the theme of soaring technological achievement amid global chaos. But there's one sore point.

Night City. I hate it.

First of all, it's supposedly built in the Morro Bay area. That is hell and gone from anything in this state. Even giving the idea that Los Angeles had been devastated by a massive earthquake (learn to swim!) building a massive new city on landfill, no less, when the SF Bay Area is sitting right there makes no sense! As we all learned in 1989, landfill liquifies in big quakes!

So if I run a game, there will be a few changes. "Night City" becomes the San Francisco Bay Neutral Commerce Zone. Commonly just called the NCZ, or Night City by edgerunners. The Arasaka Tower nuke was in Oakland. Biotech firms still dominate Oyster Point in South San Francisco, and the little boxes of Daly City have been swallowed by fog-shrouded corporate megabloc apartments. Atherton and Hillsborough are walled enclaves for the elite. With the loss of the global internet, Silicon Valley has become a ghost town and the place to go for black-market tech.

With the Port of Oakland devastated, San Francisco has once again become a maritime city. What sea trade stills moves comes here. The new Emperor Norton Bridge has a rail deck. Corporate towers have jumped Van Ness and moved into Hayes Valley, but the City by the Bay is still home to rockers, revolutionaries, and rejects. Block by block, apartment blocks are replacing homes in the Sunset.

Marin is a mix of walled towns and deserted subdivisions. Wester Contra Costa county survives as a bedroom ci=omunity, sending those able to afford life outside the corporate stacks into the city on maglev trains. Eastern Contra Costa is home to small farmers who defy the corps and raise food for themselves to sell at exorbitant prices to executive dining rooms. They get some protection for this.

The Tri-Valley area is mostly deserted, except the ultra-exclusive and heavily defending Blackhawk township. Rumors that the workers are kept as chipped slaves abound. Lawerence Livermore National Labs, now run by the Cascadian government, is armored like a fort. The guards shoot to kill at 500 meters.

So, any comments? I can just picture 'runners squatting in the Oakland Exclusionary Zone, riding into SF to meet a Fixer in the neon nightmare of SOMA, and trying to plan an extraction from a Hillsborough mansion.

That's the nice thing about doing this. I know the area, so I can make it live. Hell, I imagine Santa Cruz hasn't changed much, except for the drugs of choice. Can you imagine running into a Lost Boys Poser Gang at the Boardwalk?
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
This Gothic castle wasn't near water, wasn’t strategically important, and had no one living in it. So why was it built? According to legend, the answer was the only other logical option: to trap demons.

For Ars Magica, move the construction back to the 10th century and you have a tailor-made abandoned House Tytalus Covenant. Everyone says the portal was sealed, and that the old Covenant should be revitalized. . . but are they right?

For more rational FRPGs, the portal isn't to Hell, but an unusually large and shallow entrance to the Underdark. The fort was abandoned after decades of inactivity, but now it appears that something has taken over the old keep and is growing in power.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I just added Cyberpunk 2077 to my Amazon wishlist and it got me to thinking about the great times I had playing Cyberpunk 2020 and Shadowrun. Great games, the both of them.

But there was always one thing that bogged down the sessions. The Netrunner. Yeah, early-80s conceptions of what netspace was going to look like aside, the game bogged down when one player need the full attention of the Gamemaster to deeply attack programs and fight deadly ICE programs. While the rest of us sat around wishing Wizards of the Coast would hurry and invent Magic: the Gathering so we'd have something to do during those sessions.

If I were ever to run a cyberpunk game again, and it's not out of the question, here's what I'd do. Netrunners are wizards. They are holed up in a safe space with all their gear and a phalanx of guards and security around them. They are otaku, focused entirely on pushing the net to its limits and fighting anyone, corporation, or government, who tries to keep secrets. Money isn't a concern to them, they crave more and better access to the global network. They are mysterious, powerful, and you street scum don't get to see the electric Sheep, you talk to a fixer who tells you if the Sheep is in the mood to help you. Of course, you'll owe him a favor. . .

Of course, there are street hackers. These are the young and desperate, hauling cobbled-together attack decks and scrounging for every break they can find. But even they hole up when its time for the action to start. Helping a street netrunner get into the lower ranks of the true 'runner community can give the team a useful contact and patron. Doing work for an established Netrunner might draw them into a web of obligations. And when two established netrunners go to war, their organizations do too.

I think this adds an interesting faction to a cyberpunk setting while removing a game-stopping mechanic. The GM decides if the runner succeeds or fails based on story needs.

So, what do y'all think? Have I reinvented the wheel, again?

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Douglas Berry

October 2023

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