Saturday, 11 May 2013

Oldhammer

It was inevitable I'd be drawn into Oldhammer.

My route into the whole OSR / G+ thing was from stumbling across Coopdevil's WFRP - Not Syphilitic, Not Knee-Deep In Shit post one bored evening. My Warhammer Fantasy Battle history stretches back nearly as far as my gaming history, but I burned out on Warhammer long before I burned out on RPGs, and was correspondingly reluctant to dive back in.

But the Oldhammer community seems precisely the antidote to what burned me out in the first place, namely the gimmicky, "this brand new expensive model will win games for you", business-driven approach that I finally sussed out in the early nineties. And the Showroom on the Oldhammer forum is seriously inspirational.

Hand in hand with Oldhammer I've also signed up to eBay (which is probably a very slippery slope) and today "won"* my first auction. So now my dilemma is working out what I actually should buy, compared with what I could buy...
  1. Re-building my orcs and goblins army, concentrating on figures I like (and which show up in auctions!)
  2. Re-buying figures I used to own, never liked, but which now have a distinct old-school cachet
  3. Buying figures I hankered after as a teenager but couldn't afford

And yes, today's "win" was in category 3.

* I hate the term "win" when used by / about eBay. It smacks more of marketing than reality. However when you don't win you definitely feel that you lost...

Thursday, 25 April 2013

RPG combat and realism

Noisms' latest post on creating gritty and realistic tactical combat struck a chord with me for a number of reasons.

I swing between a variety of moods when it comes to RPGs in general, and their combat systems in particular. Sometimes I think that D&D combat works fine on an abstract level, hit points are not meant to represent actual damage, and it's fine that a hero can take on a dragon and win. Usually I need something grittier, and think all PCs should be afraid of dying to mundane threats, and certainly shouldn't be able to shrug off attacks from dozens of lesser foes. And occasionally I think that PCs have it far to easy in even the grittiest system, and anyway we just don't know enough about medieval / renaissance combat (despite the wonders of YouTube!) to create a remotely credible system so why bother!

Most of the time though I'm happy that combat in WFRP1e is "good enough", and appropriately gritty for me. I would like to put that to the test a bit, and for example model some of the following, in order to put some sort of metric on the lethality of the system -
  • Lightly armed militia versus unarmoured labour
  • Unarmoured dualist versus each of the above
  • Fully armoured dwarf judicial champion versus each of the above
Hopefully at the end of things I'll still be happy that it's gritty enough. If not I might have to adopt Noisms' system.

Meanwhile, I need to learn more about the life expectancy of a Roman gladiator.

"Fixing" WFRP 1e - what to house rule?

Thanks to the WFRP A-Z blogging challenge, in particular some great posts from +Marc Torley, I stumbled across the nostalgia fest that is Let's Read: WFRP First Edition and hence Zweihänder's Whiff Factor discussion.

This led me back to a topic that's been on my mind if I ever do ever get back to GMing WFRP, which is what if anything I would house rule?

I don't remember us having house rules back in the day, although I know I overlooked at least two rules as written - the +10 bonus for winning, and critical skill failures (30+ over the target number). I also had a dwarf warrior player in my main group, and while he and the party knew he was very hard to kill it also never led to the mindset where they could just fall back on violence at any opportunity. WFRP players know that the world is against them, even if right now they may be winning...

So, with the benefit of hindsight, what if anything do I feel is wrong with the WFRP 1st edition rules, and is serious enough it needs fixing?

Not broken, in my opinion (but commonly viewed as such)

  1. The imbalance of starting careers (that's life)
  2. The extremely slow progression of spell casters (magic is difficult)
  3. Elves dominating with high Initiative (they're not human)

Broken, but leave as is


Strength / attacks for large creatures. Clearly dragons and giants should be on a whole other strength scale than the characters are, and in the case of giants should probably be slow but hard hitting (miss, dodge, miss, miss, dead character). However I can't see myself using anything larger than a troll in a campaign, so this doesn't bother me enough to house rule

Slightly broken

  1. The "whiff" factor
  2. Naked dwarf syndrome
I don't think the "whiff" factor (i.e. starting characters being a bit rubbish) is nearly as big an issue as the Zweihänder author does (for example). He has valid points - the chance of critical failure versus success is too high for starting characters, and the multi career characters are conversely powerful. There is also the common complaint that in some circumstances (often elves again) an unskilled character with high stats is better than an average character with the appropriate skill. I think my house rule here should be to follow my earlier ignorance, and for first career characters at least to play critical failures for comedy rather than danger value, rather than forgetting about them entirely. Otherwise I feel the rules as written are good enough (though clearly not perfect).

The naked dwarf syndrome I'm also not sure is a huge issue, but they probably are slightly too tough in some circumstances. I'd probably have a rule something like for creatures of above average strength (4+) an above average hit (either 6, or perhaps 4+) does a minimum of 1 wound. So I'm happy to have goblins beat on an armoured dwarf all day, but at some level they do have to worry about attrition from tougher opponents, even without the possibility of an exploding dice.

So that's my starting point, though I do have a big list of discussion threads to review from around the interweb to see if there's anything I've overlooked. Meanwhile, what glaring holes are there in my list?

Saturday, 2 March 2013

Campaigns I'd like to run

I say "like to run" as a I'm quite keen to do the research and prep work. I'd be equally happy to play any of them too.

Middle Earth
I played a fair bit of MERP in my youth, but I'd like to try to re-visit Middle Earth with a more appropriate rule set and my now much greater appreciation for the setting. In what little spare time I have at the moment I'm laying some groundwork for a campaign (although I don't currently have a gaming group!) and as part of this have just re-read the last few chapters of Lord of the Rings on my way to the appendicies. It struck me how morally black and white the book is (although some of the history less so, e.g. relations between the Rohirrim and Dunlendings, where the "good guys" can't really claim any moral high ground) which will be a challenge. I'm used to characters being a lot more ambiguous... I'm getting more and more interested in The One Ring as a system, which amongst other things seems to have some quite flavourful mechanics to address the Shadow that hangs over Middle Earth.

Norse / Celtic / Sidhe
A mashup of Tad Williams' Norns and Hernystiri and C.J. Cherryh's The Dreaming Tree, with a smattering of the Bloody Nine. Castles & Crusades Codex Celtarum is looking quite interesting too.

Original Enemy Within campaign - Warhammer FRP (1st edition)
I've never run the original Enemy Within campaign which is a bit of an oversight, given that when I was actively playing WFRP was my preferred system.

Tekumel
I first heard of Empire of the Petal Throne in my teens, and thought it sounded cool, but never discovered anything about it. Now I know somewhat more I'd be interested in running a campaign to move me a bit away from my northern European default.

Old-school D&D
I originally dropped BECMI D&D for WFRP, through a mix of Games Workshop marketing and loss of faith with D&D and PC power levels in particular. Nowadays I think I'd cap things at level 14, or perhaps even try E6. However it'd be fun to try a stereotypical high fantasy campaign, applying everything I've learned since I last ran D&D.

Friday, 15 February 2013

Roleplaying in Middle Earth - low magic healing

I received some useful feedback on G+ from my previous post about the challenges of an RPG properly set in Middle Earth, specifically on the healing side of things.

One of the main points I hadn't really considered is that in both in The Hobbit and Lord of the Rings the fatality rate, and even the injury rate, from some fairly hairy situations is pretty low. Bilbo is knocked out and misses the Battle of the Five Armies, Frodo is injured on Weathertop and Eowyn by the Witch King, but otherwise characters are either fine or dead. So, we have 'a large dose of "don't be a wimp, carry on anyway"' (thank you +Jane Williams), perhaps a mechanic as per Heroes Against Darkness where characters can recharge significantly during or after a battle.

There are also plenty of the things I had considered - herbal cures, the "orc draught" and various other pieces of mystical healing, especially by Aragorn and various elves. The internet being what it is, there's good documentation on Wikipedia (of course) but also stacks to think about in a long article by Tinw.

So, I think that characters can be made fairly resiliant, although the challenge as always will be keeping some of the mystery and magic in the mechanics.


Friday, 11 January 2013

The Hobbit: The film and the game

Finally got around to see The Hobbit last weekend. I've been drafting this blog post ever since, and then decided to give up and re-write the hard bits as sequels...

Overall I enjoyed the film, mostly I really enjoyed it, but there were a few bits that I actively disliked as they totally broke my suspension of disbelief:
  • Most of the Radagast bits, but especially the orc chase*
  • Standing on the knees of giants
  • Bits of the escape from the goblin king
While putting the quest to Erebor in its broader context, and basking in the scope of Tolkien's worldbuilding, the film simultaneously made me want to play in that world again and reiterated to me how difficult a game setting Middle Earth is. I played a lot of MERP in my youth, and it always struck me then how poor a fit the game was to the setting. But I'm struggling with four (at least) aspects of the world which don't really fit my views on what a game setting need -
  • Low magic - so healing is hard and downtime is long
  • Low magic - so rewarding players with cool stuff is tricky
  • Mary Sue madness - lots of beings that are off the RPG power scale, but not sufficiently aloof from the world (Elrond bad, Gandalf good)
  • That story - how to really involve the players in Middle Earth, without having them anywhere near the One Ring or its Fellowship?
I've some thoughts on working around these issues which I'll cover in future posts. Meanwhile I'd be really interested to hear of approaches to these questions (especially the first), or even to hear that I'm plain wrong!

* Two Istari (one of whom we've just seen defeat a wraith) plus twelve decently armed dwarves versus a dozen or so warg riders - seriously? Gandalf may have an injunction against confronting Sauron directly, and it may have gone totally against the mood of the book and the film, but those orcs are toast...!

Tuesday, 4 December 2012

How much should characters be able to cheat death in a (fantasy) game setting?

My train of thought is something like -

Akrasia has some very interesting suggestions on making magic in OSR type games more like the tales that spawned them (old post found via Brendan via Dr Bargle).

In that post, Akrasia casually drops in that he has "removed the spells ‘raise dead’ and ‘reincarnation,’". Which is right and sensible, since it deals with a couple of the biggest potential mood issues of D&D, in my view -
  • At a certain level, death becomes a road-bump rather than an ending
  • Even with Autarch's rather good The Demographics of Heroism, your small duchy / large city still has a high priest(ess) who can 'raise dead', so it's not just your PCs who won't stay dead
Just because it's a good fantasy setting, that doesn't mean it's a good game setting (Lord of the Rings being one of the stand-out examples here). And a key differentiator in my view is whether a fair degree of magical (or at least non-natural) healing is available to the characters.

So, my thought is that Akrasia is right, and those two spells should be removed, unless you're going for properly high-fantasy. But that characters should be given Fate Points a la WFRP, to partially make up for this.

I also really like his view of merging cleric and magic user spell lists, and having there be consequences to 'black' magic - the latter point also being echoed in Brendan's post.

However, I'd do things slightly differently -
  1. Magic users get the merged spell lists, and the consequences of 'black' magic, and the normal magic user armour restrictions. This, as per Akrisia's intent, gives you magicians from the vast range of architypes.
  2. Clerics you keep, and with their armour / weapon options. They also get no consequences of spell casting, as the power comes from their deity - except that over time (levels) they get more and more like the deity they follow. Presumably they're OK with this, but it might seem like a tough bargain when viewed from the outside. Mechanically I'm not sure how you represent this, since the alignment 'penalty' that Brendan alludes to for magic users is irrelevant for clerics, and you want the player to still have control over their character. What you can do mechanically though is, per deity, limit the range of spells from the full list that clerics can cast (although this requires a lot of preparation work on fleshing out the deities and their spell lists). Perhaps starting with few restrictions and low levels and ramping this up at high levels is how this would work