Monday, September 11, 2023

Itinerant Circuit Dungeoncrawlers?

 There are wandering monsters, of course, and many old wandering encounter tables add rival adventuring parties to the menu. Not all those who wander are lost (the good Professor reminds us), but where are they going? 

Well, why don't we have itinerant circuit adventurers? 

In U.S. history, circuit preachers were clergy who rode around from congregation to congregation, preaching at various stops, because there weren't enough clergy for each community to host one permanently. Similarly, circuit courts and circuit judges' titles evoke (in part) times when the voice of the law made its rounds from place to place. 

I've recently been tinkering with some sandbox setting construction that would emphasize faction situations over unknown locations (as hinted at here), with ample room for interesting little warbands (detachments, if you favor EB/Into the Odd-speak). But I'd also like to include a few small dungeons - while keeping things easy to prep. 

So then I started thinking about restocking dungeons after they've been explored...and I started thinking about plausible and enjoyable reasons for itinerant circuit adventurers to want to visit the same few dungeons, over and over again. 

For this to make sense, I really think you'd need to integrate it into the setting's logic. I'm thinking about a culture with several ancestral sacred sites - dungeons - but there is a strong taboo (or maybe even an actual geas) that prevents most of the People from visiting these sacred sites. A minority are born/come of age/etc. with a special mark or vocation to tend these sites - which means that you have a small class of ready-made adventurers, whose society supports what they're doing. And the PCs' job is to travel from shrine to shrine, clearing out all the nasty sacrilegious things that don't give a rip about taboos, like monsters, brigands, etc. (You can't just let the goblins defile Balin's tomb!). And because it's a good ol' points-of-light setting, there are many more nasty things than heroes in the wilds between settlements. 

A recurring game-play might look something like this:

+ leave base

+ travel overland to the next shrine - the route would be known, so the challenge isn't exploration of an unknown as much as facing the challenges of getting there (think of Aragorn leading the Hobbits from Bree to Rivendell - that sort of challenge)

+ reach a shrine and deal with whatever is the latest challenge there - this might require combat, diplomacy, or - sometimes! - nothing at all.

+ continue the cycle and repeat, but increasingly have to deal with factions that complicate travel, block/permit access to select routes, or get entangled in broader "domain" play issues. 

I haven't tried this, but I'm intrigued by the concept. It would make the dungeons not a "dark mythic underworld that hates you," but rather "something precious and beautiful but quite dangerous, a place that constantly must be returned to order." It would enable dungeoneers who are less "rapacious freebooters on society's outskirts" and more "essential specialists who help preserve their People's cultural identity." 

Sort of like an anti-Symbaroum premise, maybe? 

You could even hack Into the Odd's dirt-simple leveling-up scheme, but change "expeditions completed" either to "shrines cleared" or "full shrine circuits completed." 

As I keep tweaking sandbox ideas (mainly for fun in the background while I work on a real-life big writing project), this is one of the ideas I keep coming back to. We'll see whether it sticks. 

Any analogous systems or games that have taken this approach, that I've overlooked? 

Happy gaming - G

Saturday, September 9, 2023

My Craziest Kitbash Yet?

 As some recent posts have shown, I'm working on armies for 3rd edition Warhammer "Epic" - Epic 40,000. I am building a large detachment of Knights for my Chaos force - they're fallen Mechanicum/traitor Knights. Not having a spare $80,402,314.52 on hand to make eleven GW Titanicus knights, I have been using Battletech minis for the knights and small/scout titans (see an earlier example that I'm pleased with here). 

At any rate, I spent some time this weekend making some of these guys look less Battletech and more In the Grim Darkness of the Far Future, There Is Only War... these are meant to be like "War Dog" smaller traitor knights.

I'm quite pleased with this fella. Here's how he looked at first:


But now...erm...things have changed...




He's got a genestealer skull cut to shape as a cockpit-helmet, a genestealer miner tool weapon refitted for his right hand (some kind of hulking Epic-scale lightning claw, we'll say), and a terminator lightning claw for his left hand. And a sideways-mounted chaos marine shoulder pad on the right shoulder to give him a bit more of a "40k knight" profile. 

I like him. His room-mate, however, is probably my sickest and weirdest kitbash to date. I wanted to get a nice picture of him, but I accidentally left him in the Warp for 10,000 years, and now - well...



There he is on the right. He's got a terminator claw-arm too, and a chaos bolter pistol refitted as an antipersonnel weapon for the left arm. The cockpit helm, in this case, is an aggressively trimmed old chaos marine backpack with some dwarf bits added! But see the weird spider pincers coming off his face? That's because, if you look behind him...



I've given him a rather notable mutation - a bloated arachnid abdomen hanging off his back end. The spidey-bits are from a hard rubber Halloween toy my kids were done with. :-) 

I have a feeling that the human pilot inside that thing hasn't been answering emails in a looooooong time.

As always, I really enjoy kitbashing. I don't have any "green stuff" on hand, which may account for whatever roughness you can spot here, but I'm trying to fit things pretty well. So far, this army only has scratchbuilt or converted/kitbashed vehicles. What they all lack in standardization and official detail, they make up for in the inventive, creative pursuit of my own bespoke force. Very fun. 

Happy gaming! 

And if you've made it this far and you're really wanting some more RPG musings, don't worry...there's more of that in my thought-pipeline, too. 



Tuesday, August 22, 2023

On "Shadow of the Weird Wizard," now on Kickstarter

 This week, I did something quite out of character: pledged for a gaming Kickstarter, and not at the "here's a dollar" level... This is unusual, and marks only the third time in the past decade of gaming that I've jumped in to fund one of these things. But which product has sucked me in, and why?

Well, it's very-veteran-game-designer Rob Schwalb's Shadow of the Weird Wizard, an "evolution" and seriously tone-shifted successor to the Shadow of the Demon Lord RPG (SotDL). When SotDL released years ago, and since then, I liked much of what I heard about its design and experience in play: a d20 system, but streamlined and lighter than 5e, while still offering a fairly tactical experience in combat (some have said a more tactical experience than 5e). It is often described as filling that middle ground between games like 5e/Pathfinder and OSR games or Dungeon World. 

However ... SotDL also released, judging by things I've read, with an almost puerile insistence on being ludicrously grimdark, in which grimdark isn't grimdark without enough potty humor, so that the whole thing might seem a bit like a parody of a black metal album as recorded in a junior-high bathroom. Hmm. Well, I wasn't really interested in inhabiting that space at the table, or in sifting through everything to weed that tone out.  

But Schwalb eventually announced that he was working on a more 'family friendly' edition that would apply some lessons-learned while making the game feel a bit more like a 'normal' fantasy RPG. That sounded better - and after several multi-year delays, the thing is finally coming together!




There is a "quick play" document available for free on DTRPG that offers a taste of things. Note, however, that a few things here don't seem too clearly explained (I'm hoping that the final edits in the actual game book make this much simpler). Veterans of the 1st game consistently describe the game's ease of use and play, however. And the sample scenario already shows that when Schwalb says "family friendly," he does NOT mean "sucking all the maturity and gritty violence out of fantasy." Oh, no. Nope. Nay. Just ... no need for genitalia falling off mid-spell, and so forth. 

Why am I excited about this new game, and about the Kickstarter options? 

+ that middle ground between OSR and 5e-level games, as noted, is an important one; I've never really landed solidly with the available options, even though it sounds great for my normal gaming group. 

+ SotDL - and now SotWW - offer wild character customization. Not via PF2e's myriad of feat choices as you level up, but through a more streamlined system of choosing Novice, Expert, and eventually Master 'paths' that are a bit like sub-classes. This lets you deeply specialize or go broad with various character styles to suit your tastes and the story that develops across campaigns. I can imagine telling those players who've enjoyed Pathfinder 2e that "this game can create literally millions of possible character configurations." 

+ I am optimistic enough about this game's potential that the Kickstarter offerings really proved tempting. SotDL (in)famously was supported with a plethora of little .pdf supplements - to the extent that many people felt it was costly and scattered to keep up with over time for those who didn't fund the original KS. The Weird Wizard Kickstarter is going very well - it's currently at about 1,000% funded - and they just yesterday unlocked a key stretch goal that will include print-on-demand AT COST codes to make most of the initially planned supplements available in print, "for the cost of glue and paper" - plus shipping (tho you have to back at least at the $99 USD level to benefit from those). There are so many cool supplements already unlocked, from a major bestiary expansion to 30 pre-written mini-adventures as well as campaigns, class options, etc., etc. 

Anyway - I still love me some gnarly OSR gaming, still love the dynamism of PbtA gaming, and still feel that Pathfinder 2e offers the best tactical combat RPG system I've ever run - but ... dang, I'm tired of feeling like prepping the world around the next set-piece PF2e fight is an engineering schematic problem! I am hopeful for exciting things with SotWW. 

Passing these thoughts along for any not already aware of this option. Happy gaming! 

Friday, August 4, 2023

Game ideas inspired by the Yukon's forest of signs

 While driving north to Alaska, we passed through Watson Lake in the Yukon. That hamlet hosts a great "forest of signs" - somewhere now between 90-100,000 signs nailed, screwed, strapped, etc. to trees and posts in a massive collection that has been growing since the mid-20th-century. I expected a rather small affair, and was blown away by wandering the aisles and lanes (!) of this small 'forest.' 



It got me thinking about why a similar collection might grace a fantasy gaming universe. Here are some ideas. 

+ Like Borges' infinite library, the forest of signs is a legendary mystical archive recording the location of every discrete place that exists in the world -- even places utterly lost and forgotten. Not sure whether the tomb of the Fourteenth Emperor was ever constructed, or how to find it? You'll know if you find it's placard in the Forest of Signs, though the three billion other signs might slow you down a bit...good luck with the random encounter rolls while you search.

+ By official decree, all communities that yield to the Glorious Benevolence of Empire mark their submission by sending delegates to post, and later maintain, their community signpost in the Forest of Signs just outside the great capital. Of course, the Empire's rival districts measure their dignity by the lavishness of their respective signs, and harried imperial administrators have been known (or so it's said) to base regional appropriations not on the mountains of paper notes sent to the capital but simply upon the size and appearance of various signs. This makes having a better sign than rival cities of great importance. The place is well-guarded during visiting hours, but after dark, the Forest of Signs becomes a hotbed of gold-leaf-thieves, vandals, would-be-repair workers, and other adventurers paid well to boost one or another city's status. 

+ Or no, perhaps we're taking all this too literally. The Forest of Signs isn't about signposts to places; it's about Semiotics. In fact, the "Forest" lies at the world's edge, and the 'signs' posted here are guides to the mystic resonances between things, ideas, and the word-not-word signs/signifiers/etc. used to (try to) communicate with reality through the Language of Magic. As all wizards and magic-users know, graduation to the next degree of mystic mastery ('leveling up' cough cough) always requires a fresh venture into the Forest, to learn and master a new set of potentially meaningful correspondences. But the Forest can be deadly, so maybe bring some friends? 



Huh.




Faction-centered, location-decentered play: some murky musings from the road

 We've been on the road for some time, having driven faaaaar to visit friends and family in Alaska. The regular RPG-ing and wargaming have ground to a halt during the trip, of course, but the scenery is certainly conducive to musings about potential fantasy stories and adventures...

Here's a campaign concept I've been mulling (and not too revolutionary of an idea, though I am unsure whether I've really seen something like this fleshed out for play): a kind of weird cross between the faction play typical of Blades in the Dark or Urban Shadows and the normie fantasy D&D sandbox so celebrated in OSR and NSR niche circles. Oh, and I'd probably run using a version of Into the Odd or Cairn (including Detachments and Establishments) and for magic, I'd use Wonders & Wickedness or the various spin-offs inspired by that title. 

Other points: 

+ play centers around factions and their goals

+ characters are not just free agents among the factions, but the party is its own faction with its own stakes and interests in the setting

+ I envision a moderate-prep campaign with most of the prep up front. Prepping the campaign would require fully fleshing out, in advance, the major factions - their key NPCs, at least an outline of their assets and order-of-battle, their known goals and needs, and at least a thumbnail description of their hangouts, lairs, HQs, and clubhouses. And maybe the map for the campaign would be a pointcrawl that is almost entirely known to the players. 

+ Executing play would involve finding out what the party wants to do, and then -- if a location map is needed -- grabbing a suitable Dyson map or the 'generic' locations in the Monster Overhaul bestiary, etc. - and kind of winging it. 

A lot of OSR-style campaigns I've pondered or even started have bogged down in the cycle of prepping dungeons and the quests that point parties into those dungeons. I guess I'm wondering whether just having a few (published) dungeons in the entire setting could work, if I assumed that most of the action would happen in alleys, country lanes, ruined wilderland watchtowers, etc. - driven not by clearing rooms but by navigating factional politics until tensions break? 

Again, this is hardly revolutionary, but I'm mulling it over and wanted to get some juices flowing here despite being on the road. Cheers and happy gaming!

Saturday, July 1, 2023

Good grief, Gundobad is STILL scratch-building Epic 40,000 vehicles!

 Wow - I'm on a binge/roll for Epic 40k posts. Fitting, in light of today's big announcement that Epic is officially coming back. (But fear not, role-players, I've got more to say on that front too!).

This is a work-in-progress shot, but I wanted to share a picture of a detachment that I'm really enjoying building entirely from scratch. This is for a fast attack group of Dark Eldar skimmers to support my Iron Warriors Chaos host (in 3rd edition Epic 40,000). 



Everything you see here either came from the dollar store for a few bucks total or was trash already lying around the house. These are Ravager Barges (the big one, not yet painted, is the detachment's command barge with a Psyker in it). I still need to add little 'hovering' stands -- and I would really like to test my hand at adding some "Dark Eldarish" designs, either painted or printed, to apply to the red sail-banner thingies (technical term, that). 

Although these absolutely are crummy in terms of detail and precision compared to actual official minis (or 3D-printed proxies), it is really fun to personalize everything, be creative, and see what I can come up with. 

I've been building various things for my kids to wield against me, too...here is a VERY stylized Griffon Mortar Carrier vehicle WIP (its features deliberately exaggerated and abstract for ease of construction and so I can tell it from Chimeras, Rhinos, at a glance):


And one of my recent favorite scratchbuilds ... a Valkyrie air assault vehicle. 





Friday, June 2, 2023

40k's new 10e rules now available, for free (with some comments on tactical stratagems)

 GW have just posted a .pdf of the rules for their new, upcoming 10th edition of Warhammer: 40,000. They can be downloaded for FREE at the bottom of this page. 

The tagline for the new edition is "simplified, not simple" - on the heels of a 9th edition that earned a reputation as a bloated, stultifying mass of excess complexity. In recent years I haven't bothered playing the official rules at all - not when there were much simpler but still satisfying rules-systems out there. Xenos Rampant, Rogue Hammer, and Grimdark Future caught my eye instead. 

Having a flip through the new free rules this morning, I'm pleasantly surprised and optimistic at first blush. The certainly offer a more robust experience than, say, Grimdark Future, but they look like they might be a fair bit of fun to play. 

I'm especially intrigued by the new approach to stratagems - key tactical practices you can activate by paying Command Points. Each faction will have its own short list (I believe they'll be capped at 6 faction/detachment-specific stratagems) that look like they'll make each type of army play very differently from the others. The core rules, however, include a list of 11 stratagems that any army can use. If my understanding of the 9th edition stratagems is accurate, this is much simpler but also feels like it covers a lot of no-nonsense practical stuff that ought to be normal in small-unit tactical firefights: snap-firing at moving enemies, popping smoke or dropping to ground for cover, stirring up the troops to stand resolute just a bit longer, etc. - but all handled in a rather straightforward mechanical way. I particularly like the really dirt-simple but effective way to model troops' use of frag and smoke grenades via the short list of core stratagems. 

To be honest, reading that section made me think of Space Weirdos' use of command points - something I've praised elsewhere in these terms: 

In other words, every one of your figures is ALWAYS potentially on overwatch, as long as you've got command points left to spend that turn. This keeps an important tactical element in play, without any need to sit around thinking, umm, should I put this guy on overwatch, or that guy? But it's a tradeoff, because those command points are good for lots of other things, too. Dodging into cover; pushing to move just a little bit faster; shooting a little straighter; etc. Or, if you've finished the turn and never found the right way to spend 'em, you can cash in any remaining command points to better your chances at seizing the initiative on the next turn. Your pool of command points is quite small, making each use a deliberate and precious statement about your tactical priorities. All this means a really simple, one-brain-cell command and control system that nonetheless keeps the player engaged in meaningful decision-making throughout every part of the turn.

Perhaps a deeper look into the new rules will disabuse me of the comparison -- but, for now, if the new 40k is going to remind me mechanically of Space Weirdos, then the circle is complete! [Of course, I'm not sure how long 40k has used stratagems, or how much they might have influenced Garske's Weirdos design. But I'm liking what I see here].