Monday, September 9, 2013

30 Day Challenge 9 & 10


And the train rolls on!

Day 9 – Favorite character you haven’t played



Wow, this question is really indicative of gaming. Everyone has had the experience of rolling or ruling up a good character, then have the game or campaign evaporate without a session.

We all feel that pain.

I’d have to say that my Retro Spacer from a GURPS Space vaporgame back in the day was the biggest disappointment in this regard. While all the other players made up cybernetic enhanced, Traveler style spacers with fission powered spacecraft, my guy was from a colony that had developed a 1950s style futurism. Fedora hat and suit in a big clunky diving-suit style spacesuit, with a computer that took up half his rocket’s compartment space. He made up for this by having mad engineering skills and ray guns.

Day 10 – Craziest thing

Where to begin? I think anyone who’s been gaming any length of time has a boatload of crazy stories – it’s half the reason why we play games.


In D&D, we had a year long (in real time) game derailed when the PC who drew lots to get the Divine Magic Weapon Thingy (I forget, maybe a Bow of Light?) needed to defeat the Destroyer of World had, unbeknownst to us, drawn from a Deck of Many Things the day before. His card? Next magic item is destroyed. The player couldn’t tell us, and so his PC touched the bow, it went poof, and we switched to Rifts after that, I think.

Chaosium games have also given us some memorable craziness. We had a group TPK in Stormbringer after an ill-conceived raid on a fat merchant with 2 Weeping Waste bodyguards, which ended in our Swordmaster with a broken sword, our Hunter with a broken Bow, and a Sorceror who fumbled with a demon sword and got run through.

Crazier still, we switched to Call of Cthulhu and the same group of players had a TPK after an ill-conceived raid on a construction site to steal dynamite ended with a merciless fusillade from the night watchman whose dinky pistol let him shoot twice as many rounds as the PCs heavy guns. Even a pop gun is dangerous if it has double the chance to hit and do damage.

los jeugos de rolas sont locos...

DIY ROBOTECH MINIATURE GAME






Time for a break from the 30 day challenge ; )

DIY ROBOTECH MINIATURE GAME
The other week I had an enjoyably nostalgic conversation with Jeffro about the Robotech RPG, which he reviewed on his blog. We had the usual conversation on Palladium’s great IP and outdated, clunky system, which I as a former Palladium-junkie and the author of the ‘Palladium Patch’ floating out there on the internet know quite well. (I might try to re-create and post this patch at a later date)

The conversation got me to thinking about Palladium’s recent successful Robotech: Tactics Kickstarter. Regardless what you think about the Palladium system, and considering the success of the Star Wars miniature game (which I played and LOVED), Palladium has a chance to spin some gold here and make 80s nerds very happy.

I hope they let go of the reins enough to let their wargaming partners Ninja Division shine and succeed.

That being said, I thought I’d try to cobble together some simple DIY Robotech miniature rules, based on stats from the old rulebooks. In the original Robotech RPG, all combat takes place in what Jeffro calls ‘the theater of the mind.’ Between the original rulebook and rules sections in the other RDF books especially, there are enough examples of moves based off of skill roll penalties that a good GM could describe an anime style mecha dogfight totally in this mental theater. We had lots of fun back in the day rolling for maneuvers with penalties to skills and tracking dogfight distance with pennies on a distance gauge swiped from the car chase rules for old Call of Cthulhu.

Here are my DIY Robotech miniature wargame ideas:

SET UP: MINIATURES
First, miniatures. I live in Japan, and the local recycle shop is filled with old Macross figures selling for under 2 bucks a pop. They are partially articulated, beautifully crafted, and stand at 5-6 inches.


I have a nice (and growing) selection of Veritechs in V and B modes, but sadly only 3 Excaliburs, although there are tons of Gundam and random robomecha figures that I could substitute in a pinch. Zentradei mecha are limited to two Battle Pods (with interchangeable missile racks!), but as with the Destroids, substitutes abound.

STEP ONE: LAND VEHICLE SCALE & SPEEDS

DISCLAIMER: I have never been into wargames, and the few times a friend has roped me into a game of Warhammer or Space Marines hasn’t changed my opinion. Which means that I am a newb and will probably make real wargamers smash their heads into their keyboards in frustration. That said, this is an interesting thought exercise to wash the phd readings out of my brain, so here I go!

SCALE
First, I need to choose a good scale that will be faithful to the stats but allow manageable tabletop mayhem. I figure I’ll have to split scale between Ground Combat and Aerial Combat, as the latter is unzodly fast. I’ll also split this project into three posts, Ground, Aerial, and Mixed to reflect this.

After several back-of-envelope calculations, I figure a Hex of 50 meters would be a reasonable scale for ground combat.

Speed in kph/10 = Speed in 50m hexes per round
Weapon Ranges = convert to 50m Hexes

The math is not totally exact, but close enough for government work. It allows me to keep the stats from the books and the 15 second combat round.

RDF LAND SPEEDS (hereafter LS)
Battloid 60 mph / 96.5 kph = LS 10
Excalibur 50 mph / 88 kph = LS 9
Gladiator 65 mph / 108 kph = LS 11
Mac II 20 mph / 32.18 kph = LS 3
Raidar X 80 mph / 128.72 kph = LS 13
Spartan 45 mph / 72.3 kph = LS 7


ENEMY LAND SPEEDS
Zentraedi Tactical Battle Pods 175 mph / 280 kph = LS 28

One thing stands out when you crunch the numbers – RDF mechs are painfully SLOW, while Battle Pods are hilariously FAST. However, Destroids are armored and brimming with weapons, while TBP’s are the opposite - why armor up when clones are dispensable and are living tanks themselves? Looks to be an interesting fight.

STEP TWO: ORDER OF ACTIONS, COSTS & PENALTIES

Number – Mechs get the pilot’s number of actions plus those listed in mecha skill from the rulebook. However, I will be using my old houserule of Combat Momentum from the Palladium Patch. Basically, a player with initiative keeps attacking until 1) He fumbles 2) He runs out of attacks, 3) He is interrupted by a sneak attack, or 4) He decides to stop attacking. This last is useful since a character who has used all his actions can no longer Dodge!

Mecha can do the following things. Note that Attacks, Dodges, and other actions use up one Action.

1)      Advance their entire LS while attacking enemies directly to the front with fixed-forward weapons.
2)      Advance up to half their LS, then attack an enemy in the 90 degree arc in front of them with handheld or rotatable weapons.
3)      Attack an enemy in the 90 degree arc in front of them with handheld or rotatable weapons, then advance half their LS.
4)      Scuttle or Retreat – As 2) or 3), but instead move sideways or in reverse at half LS, and minus one to hit or be hit.
5)      Scan – While scanning rules are non-existent in the RPG, they make a nice gritty addition to a wargame. A character can see any mecha in a 90 degree arc in front of him (line of sight), but for a picture of the area around him he needs to check his radar. Costs one action, allows 360 degree radar pings, no roll required.
6)      Transform – Go from Valkyrie to Fighter or back, or Valkyrie to Battloid or back. Costs one action, can be combined with a Dodge, bonuses equal to pilot’s alone.
7)      Change facing – Costs one point of LS to change 90 degrees while moving.
8)      Missile Lock – Automatic action, requires a skill roll.
9)      Other Action – Jump, Go Prone, Scoop up Minmei, cost one action.

Additionally, I will be using my MDC damage rules to make mecha fights more interesting:

High Explosive Missile – Does an equal number of dice of SDC damage to human pilot or passenger, pilot can roll for half. Ignore MDC damage multipliers.
Fragmentation Missile – Apply each dice of damage to a different part of the mecha within the blast radius.
Armor Piercing Missile – Automatically causes critical damage per critical damage tables.
Plasma Missile – Does full number of dice in damage first round, then one less dice per round thereafter until no dice remain. Player can use an Action to shake plasma off.
Multi-Warhead Missile – Attacker rolls two d20 when attacking, takes the best roll.
Hand to Hand – Always does critical damage on a maximum damage roll, plus any roll does equal SDC damage to human pilot.

THE NEXT STEP
Hopefully, I can get together with some gamer friends the next week or so and try these out. I’m thinking to replay Rick Hunter’s first fight against the Zentraedi just to test the system out, then set up some Destroid versus ZBP action.

Until next time!

Saturday, September 7, 2013

30 Day Challenge 7 & 8

Lucky 7! What edition do you prefer?

Easy! 4th edition is the best!
The old Games Workshop green cover with the great painting of Elric atop ruins as he destroys the Young Kingdoms. You have some rules clarifications from preceding editions (demon summonings & skills), and it adds in the material from the Companion.


Oh. We're not talking about Stormbringer? D&D? Oh, then definitely NOT 4th edition.

I played 4e once. ONCE. Two hours to build a character. Made me want to cry.

I've read 3e, seems needlessly complicated. The Midnight campaign setting I'd easily poach, though. Damn good. Easily portable to Basic Roleplaying, hell there's even a BRP retroclone called 'Age of Shadow' that tacitly does this.

I played a whack of 2e games back in the day. Lots of fun, and tons of great settings. Planescape is basically the Multiverse. Spelljammer and Dark Sun were nicely gonzo and deserve retro-clones. Mazatlan and Al-Qadim were interesting experiments. You could also play a whole campaign out of the Vikings, Celts, or Rome splatbooks. I dunno why they didn't do one for every major culture's mythos. Even Lankhmar got some adventures & sourcebooks.

Never played 1e - by the time I was gaming in earnest, people had moved on to the cleaner 2e rules.

I started with D&D, but I'll be damned if I know which book. Most probably a mishmash of BX and BECMI.

I'm dying to try Swords & Wizardry Whitebox, maybe with Age of Conan. Peanut butter and chocolate.

I'd have to say my favorite edition is whatever I'm playing at the moment. The differences before 3e seem really inconsequential to me. My recent Labyrinth Lord experiences with Vaults of Ur felt the same as all that came before, and markedly different from the 4e I suffered through. And I'd have to chuck in some houserules (mainly skills) anyway, so it's all good.

8 - Favorite Character You Have Played

Funnily enough, all D&D characters I have played were ill-defined, probably because 'world-building' was never a big thing back in the day. The gameworld in the late 80s and 90s was more like that endless loop of scenery in the background when Scooby and Shaggy were hightailing it from some suited goon - just a means to get to the dungeon.  I noticed how things had changed when I played in Vaults of Ur last year - Justin's gameworld was incredibly vivid and detailed. It takes a bit more player investment and GM work, but I think it is a great development in the art of gaming.

Enough digressions - my favorite fantasy character I ever played was Emile (Eh-meel), deposed King of Wallachia and Bard.

It was in a GURPS Fantasy campaign back in the day. While everyone maxed out fighting skills, Emile was good at rapier, but a master in singing, dancing, storytelling, and just about any other social skills. He also was deluded and believed he was deposed king of the non-existant kingdom of Wallachia, which appeared on no maps. He seduced barmaids and queens, sent minions into dungeons while he lounged around the tavern, and was finally assassinated by a powergamer who HATED the way I subverted the game.

I consider that a thing to be proud of.



Thursday, September 5, 2013

30 Day Challenge 5 & 6

Not sure if this challenge thing is improving my blogging muscles or taking time away from projects & life, but it is a nice bit o fluff so let's keep at it.

5 Favorite dice. Hmmm, I have to admit being not much of a dice aficionado, and lacking in dicing superstition. I have my old long tube of yellow dice with extra green d6s so you can roll attributes - they are functional and unlovely and therefore my go-to dice when gaming.

I have to admit I always liked the dice that came with Heroquest - the shield, skull, and tusked ones. Rounded edges with aesthetically pleasing B&W art. I feel lots could be done with dice like that, and although I have seen some nice geomorph dice, I don't think anyone's really capitalized on specialized dice for gaming - they're still just number generators, even the Zocci ones that seem to be the rage.




6 Favorite Deity. Once again, as a dude who games lamentably but few times a year, and often non-D&D games, I am neither that conversant nor interested in a setting's gods, as they are all-too-often handwaived and not as clearly DMed as they should be. Being a proud atheist and believer in the general suckiness of clerics, this tendency is reinforced in my life and gaming preferences. If I had to choose, I'd say Izrador from the Midnight campaign setting is the baddest ass of them all. Sure he is a knockoff of Sauron from LotR, but any god who locks out all the rest and turns the world into his own dumping grounds is cool in my book. The fact that killing his legates and defiling his temples and smashing his mirrors feels so GOOD is another mark in his favour. All around good example of how a god should contribute to the setting and character motivation.



Tuesday, September 3, 2013

30 Day Challenge 3 & 4

Day 3 - Favorite Class

This is a toughie, since I normally play an Elf, who are either multi-classed or are their own class. I guess in a pure-human campaign I've always gone for Ranger. Maybe it's my upbringing in the wastes of unknown Labrador, or maybe the coolness of Aragorn, but Rangers are eminently playable. Even when transported to an urban environment, they become like Frazer in 'Due South', an in tune survival expert who always pulls through on their inner strength. Quite the opposite of Thieves, who exploit others' weaknesses.

4 Favorite Gameworld

Has to be the Young Kingdoms of the Elric novels. I've played in the Realms, Eberron, and Mystara, but they've never seemed real to me. That said, an AD&D 2e game I played in Lankhmar felt right, so maybe I just find gameworlds stemming from fiction more appealing than those made for a game. Truth to tell, although I started playing with D&D, Stormbringer RPG was my first true love. I've never played, just GMed, and the emulation of the bleakness of the early novels hits me as just right. I'm almost tempted to do up a D&D retroclone in the YK based on the old Melnibonean Mythos from Deities & Demigods and the godawful d20 Dragonlords of Melnibone. Maybe send any profits to Mike to make up for the screwing he got from Chaosium & Mongoose.



Monday, September 2, 2013

30 Day Challenge 1 & 2



I initially wasn’t going to get into this 30 day challenge, but the posts I am working on (2 scenarios & some minis rules) are taking longer than expected, so here goes. I may post 2 or 3 at a pop as I have things to do these days, but it should be good for a laugh.

1)      How did I get started roleplaying?
Although I had read RPGs earlier in the 80s, I didn’t have the mental development (i.e. I was a space case) or the group of friends necessary to get seriously into gaming until the end of the decade. In 1989, I was 19 and had just failed out of uni, was working at a crappy convenience downtown midnight to 8 am to make the measly extra 50 cents an hour for fighting off robbers and serving trannies coming out of the gay bar (NB: no big deal for me as I had solid LGBT friends and went to gay bars myself, but the boss & clerks were homophobes and so I was happy to get the extra money). I had an uber-cool, death cookie girlfriend named Naomi who looked a lot like Death:



Anyhoo, Naomi would disappear every Sunday into a room with three guys for hours, and wouldn’t talk about what went on. Of course, I got jealous and demanded to see what was happening in there. Were they making porn? What was the secret?

They were playing D&D, of course. The girlfriend was a Valkyrie, Mike played a Dwarf, Damion a Wizard. I rolled up my first character and was in.

2)      Favorite Race?

That first character was an Elf, and without a doubt, Elf is the race (or class) I gravitate towards. That sweet combination of fighting and spellcasting is just is so much more compelling than a fighter who is toast against the arcane or a mage who can never get his hands dirty. My first character carried two swords (NB: although the first Drizzt Do’urden book supposedly came out in 1988, it didn’t get to my town for a few years, so not a clone of him, although possibly very Elric inspired), had no name I can recall, was chaotic and got banned from the game after 1) setting loose some bone golems, then locking the other PCs in with them (thank you Haste and Wizard Lock), and later 2) setting afire a library we were looting and escarping before the dry papers created a firestorm taking out the other characters.


Monday, August 26, 2013

LODOSS RPG REVIEW


It’s been a dog’s age since I last posted, but family & career deadlines hijacked my freetime this month. I’m still in the docket until Friday, but I thought I’d take a few minutes and review a Japanese D&D clone to blow off steam.

Without further ado, I present to you ロードス島RPGベーシックルール, Lodoss Island RPG Basic Book!



BACKGROUND
Most RPG fans know of or have seen Record of Lodoss War, a Japanese manga & anime set in a D&D style world. Lodoss was created in the mid 1980s, and the story goes that the creator, Ryo Mizuno of Japanese RPG powerhouse Group SNE, simply turned the session reports (or ‘replay’ as the Japanese call them) of his D&D game into the story of Lodoss and serialized them in a gaming magazine. I myself have seen Lodoss Replay books in used bookstores out here in Kyoto, some with the main characters statted out for Tunnels & Trolls. Regardless of the particulars, the original manga & anime bring fantasy roleplaying to life with beautiful art, so it is no wonder that Lodoss has inspired gamers for so long, and even a fan-made RPG using the Fuzion system of Cyberpunk & Mekton (available HERE).

Today, however, I will be reviewing the 1995 Lodoss Island RPG’s Basic Rulebook from Sneaker Bunko.

THE BOOK
The Lodoss RPG book is in the typical Japanese RPG pocketbook format, making it much more portable than western RPGs. The layout is clear with a logical chapter progression – About This Book (including setting details), Characters, Skills, Combat, Items, Magic, Character Growth, Monsters, Other Rules, Gamemaster Section, a Sample Scenario, and finally copies of all the charts you’ll need to run the game thankfully reprinted from the main text. It also contains a foldout character sheet stapled into the front cover, a removable cover and highly readable text inside peppered with generous examples of manga-style art. Which brings me to my next point…




THE ART
As you can see, the Lodoss RPG cover picture of elven main character Deedlit is GORGEOUS (excuse my somewhat dark cellphone camera and my computer for turning it sideways for some reason). The fantasy watercolour style fits the feel of Lodoss perfectly, although Deedlit’s features are arguably a bit too Japanese for the genre. Inside, there are three styles of art – hyperrealistic action manga style for the bestiary, a simpler line drawing style for equipment sections, and a cutesy bobble-head style for the examples of play. 



The grotty action style really makes the monsters come alive, while the simple line style presents items efficiently and allows players to imagine them on their own character. The bobble-head art, though irksome at first to me, has grown on me, and I feel it fits the ‘pathetic aesthetic’ (to quote Dr Bargle) of beginning characters in old school games. There’s even a dirty pun on the similarity of the words ‘donkey’ and ‘condom’ in Japanese (‘roba’ or old horse and ‘rubber’), which I think a fine tongue-in-cheek antidote to the melodramatic seriousness of modern fantasy game introductions.



THE TEXT
The font is easy on the eye, while the text is eminently readable and understandable. In fact, Lodoss RPG was one of the texts I forced myself to read before taking the Japanese Language Proficiency Test, which I passed with some thanks to studying eclectic and interesting texts. If you’re a gamer and can read Japanese even a little, break out your dictionaries and use Lodoss RPG as a study text and you’ll be gaming in Japanese in no time.



THE GAME
The mechanics show old school roots but are cleaned up and straightforward, consisting of 7 attributes (Strength, Constitution, Agility, Dexterity, Intelligence, Luck & Charisma), with some derived bonuses. The chassis is a d100% system much like Chaosium’s Basic Roleplaying, which as a diehard fan of Stormbringer and Cthulhu, I adore. The spell system is point-based and contains an eminently useful and wide variety of spells, while monster statblocks are very manageable.

Playable races include human, elf, dwarf and half-elf, and these are expanded with grassrunner (aka hobbit) and dark elf in the Expert Book. Classes include Warrior, Knight, Priest, Thief, Elementalist Shaman, and Mage. Magic is further subdivided into Sorcerer Magic (in Japanese ‘Ancient Tongue Magic’), Common Magic, Priest Magic, Shaman Magic and Demon Scream (‘’Dark Magic’ in Japanese).

It’s been a while since I read the Lodoss RPG, but scanning the book again confirms my good impressions. Chargen is straightforward and involves no intricate calculations like Swordworld RPG, just the addition of a bonus to skills based on attributes which is very reminiscent of the old Stormbringer RPG. Players choose race but randomly roll background like Stormbringer, which gives them different skill points to allocate. The skill list is generous and logical, as is the list of spells for each discipline. Level advancement gives bonuses to hit points, but also ‘Growth Points’ that can be used to improve skills & attributes, while XP advancement for all classes are on one table. XP is gained from defeating monsters and achieving mission objectives.

All in all, Lodoss RPG seems a near perfect blend of D&D and Chaosium system-wise, with some very efficient modern changes made to the chassis of these older systems. It is not without its flaws, however, and the two most glaring problems are the Dodge skill and weapon damage vs monster hit points. The Dodge skill is SUBTRACTED from the attacker’s weapon skill, which would seem to make the ‘whiff’ factor of combat rather high and make melee somewhat tedious. Perhaps this was done to make combat ‘one-roll’ like D&D, but is unnecessary and easily remedied by using Chaosium-style back & forth attacks and defenses.

Another odd rule is that weapon damages are all rolled on a d10 or d6 with arbitrary modifiers, plus Strength bonus if any. Again, this is not a deal-breaker, but makes for some odd choices with a dagger doing d6 + 3 and greatsword or bow doing d10 + 5. Monsters have similarly wonky hit points based on d10 + mods, with an Ogre having 5d10 + 30 and a Kobold having d10 + 5. Meanwhile armor is all static values that are subtracted from damage inflicted, with a robe being AV 2 and a suit of Mail AV 9. Perhaps this works in practice, and I would play RAW before making any changes, but it admittedly feels odd to someone used to dice tube progression in weapon damage and straight rolls for hit points.

SUPPLEMENTS
The rulebooks are split somewhat like B/X D&D, with the Expert book giving details for levels past 5, more spells & skills, monsters, races, rules for figurine & mass battles, and ‘Advanced professions’ that function very much like prestige classes of latterday D&D and thus are very ahead of their time in this respect. I also own two fullsize (i.e. western softcover gamebook size) supplements, with adventures, more gorgeous art, reprints of Basic book content for player reference, replays (i.e. session reports), and designer advice. All in all, Lodoss materials are a beauty to behold and are a great addition to my RPG collection, especially since I got them all 2nd hand for a few dollars.

I should note that the few scenarios for Lodoss I have read seem somewhat…odd to me. For example, the Basic Book scenario, “An Adventurer’s Nature,” involves the characters joining an ‘Adventurer’s Guild’ right off the bat. They are sent on a ‘test’ by the guild to some caves, where they solve some riddles they find in a trail of letters, ‘fight’ some guild members dressed as goblins, then come upon a real robbery in progress. I would imagine this scenario would not be to the taste of most north American gamers (I could be wrong), both due to its railroadey nature and the concept of joining a guild to go on a fake dungeon crawl. I’d prefer to run B2 with it myself and see how it stands up to The Caves of Chaos.

CONCLUSION
I would certainly love to run or play the Lodoss RPG, and of the 3 Japanese RPGs I have reviewed, it is the most runnable straight out of the box, while also having the smoothest rules. Lodoss RPG shows both its western old school roots, the Japanese aesthetic sense of design, and the strangeness (from the north American standpoint) of Japanese culture.