Sunday, June 10, 2012

WaRPed D&D

Getting ready for this afternoon's Weird Adventures game using the WaRP system (the OGL rules set derived from Over the Edge, just in case you haven't heard) got me to thinking about how WaRP and D&D could be hybridized, at least partially. Why would anyone want to? Well, because they're there.  More seriously, because I wonder if D&D with a more freeform style character creation system would still work pretty much like D&D?

And I saw somebody do it with Tunnels & Trolls, which gave me the initial idea.

Anyway, characters in WaRP are defined by three traits and a flaw.One of these traits is a central trait (i.e.more central to the character concept), and the other two are side traits. These are freeform and player-defined with GM input. These traits are all related to dice pools, where their rating is the number of dice used.

You could adapt this to D&D by having the central trait be character class (or race/class, if you like). You could do these strictly D&D , so player's just choose from a list, or freeform (within reason) defining new classes would be relatively easy, so long as their abilities could be analogized to old classes. Now, instead of dice pools, for D&D you would just use bonuses.  Maybe the central trait isn't associated with a bonus, or maybe it gives a +1 to abilities related to your class (to hit for fighter, spell slot for magic-users, rolling for some thief-y thing for thieves--whatever).

The side traits could handle special character defining abilities, but could also take the place of ability scores. Ability scoreless D&D has been discussed before since they don't do much in OD&D besides (at best) provide a bonus for a limited number of specific situations. You could define these two side traits as one for "physical" and one for "psychic/social." So a player could be "strong" or "quick" for the former and "learned" or "natural leader" for the latter with an associated bonus (+1, +2, or whatever depending on the edition of D&D your working with). Of course, they could stay completely open too. Any ability coming into play where one didn't have a bonus from a trait would just be the equivalent of an average, bonusless "10."

Flaws would work like the side trait except in reverse: "clumsy"or "frail," for instance.  Or, it could be a freeform trait.

Random generation of characters is part of what a lot of people enjoy about D&D, but you could do that here, too.  Just make a chart of side traits with appropriate bonuses, and flaws with appropriate penalties, and have the players' role.

Friday, June 8, 2012

Cool Maps, Weird World

I've talked about Marvel's fantasy series Weirdworld before. If you missed it, go read that post.  I'll wait.

Anyway, I thought I'd share a couple of maps that appeared in the saga:


This one's the same thing, but with some locales noted:



Thursday, June 7, 2012

Ferris Wheel, Longship, and A Dinosaur Graveyard


You might have seen Berlin's derelict Spreepark in the film Hanna or in photos on the internet. In any case, it seems like it would make a great setting for an adventure.  Post-apocalyptic gaming comes immediately to mind, but it wouldn't take much imagining to turn it into some wizard's bizarre garden in a fantasy game.

To make that easier, here's a map:


Here's the Dragon-prowed longship:

And the swan boats:


How do these things fit together? You decide.

Wednesday, June 6, 2012

Warlord Wednesday: Assassin's Prey

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Assassin's Prey"
Warlord #94 (June 1985)
Written by Cary Burkett; Art by Mike Chen.

Synopsis: Morgan has barely returned to the camp, when he’s leaving again to go meet the pirate, Captain Hawk. Shakira decides to tag along.

When the two reach the camp at the mount of the Ramphos River they find an ambush by Vashek assassin’s waiting:


Morgan’s gun and Shakira’s transformation give them the element of surprise, and they’re able to make a break for it. The assassin’s catch don't let them get far, though. The Vashek are deadly warriors, but they’ve pissed off the Warlord and he goes all berserker on them. Cutting his way to Shakira, he throws her over his shoulder and scrambles up a tree—then starts doing his Tarzan imitation carrying an unconscious woman! The Vashek assassins can’t keep up, or are too stunned to.

Morgan’s luck runs out when a branch breaks in his hand. He falls to the forest floor and is knocked unconscious.

Back in the camp, Tara is lonely and sad over the loss of the armlet Morgan gave her. She’s looking for someone to talk to and sees Graemore, but she knows she needs to stay away from her former lover.

Meanwhile, Ashir continues to “watch out” for Tinder by teaching him lockpicking skills. After the lesson, Ashir puts the pick he was letting Tinder use back in its hiding place under his belt.

Morgan and Shakira wake up to find themselves surrounded by Hawk and a group of his pirates. Hawk starts to extort more money from the Warlord, but they’ve both got another enemy. The Vashek assassins attack. Outnumbered badly, Hawk, Morgan, and Shakira make a run for Hawk’s boat on the shore. They escape the assassins and have a moment for Hawk and Morgan to try star each other down again:


Then, an orange sea reptile attacks and overturns the boat. All the men are killed but Morgan and Shakira are able to swim to a nearby barge—where Hawk has already hauled himself aboard and has his sword point at the throat of an old man in a loincloth.

The barge belongs to a Princess Hooranami who gets all imperious and demanding with them until Shakira knocks her on her ass. The old man suggests they should sail back to the island of Kasamaga. Hooranami ran away against her father’s wishes. The people of the isle are forbidden from crossing to the mainland due to the danger of the monster.

Meanwhile, the Vashek assassin’s haven’t given up. They climb a cliff to use the Dakoth-Shurka Technique—which means building hang-gliders to fly over the head of the monster.

Back at Fire Mountain, Ashir goes looking for Jennifer and finds her staring at the Evil One’s gem looking all evil and possessed. She turns her him and she says: “I’ll fry you to a patch of stinking grease,” but then she manages to shake free. Despite what just happened, Jennifer is still mainly concerned that the gem will corrupt Tinder. He won’t be able to resist its narcotic like effect. Ashir again suggests she destroy it, and she says she will after a rest. As Ashir leaves, he notices his lockpick is missing from it's hiding place.

Back on the island, Shakira has left the others to hunt and falls asleep in the sun after her meal. Hawk gives Morgan some drugged soup and Morgan is out, too. They awaken to the Vashek assassins bearing down on them—and a precipice at their only route of escape!

Things to Notice:
  • It seems odd that our heroes aren't familiar with Kasamaga island when it's so close to an area they do seem familiar with.
  • Attention to detail is important: the very modern looking padlock on the box where Jennifer keeps the Evil One's gem has a bat on it.
Where It Comes From:
The orange (a common color for prehistoric monsters in Skartaris) sea creature looks sort of like a mosasaur.

Given the Japanese-evoking names of Kasamaga and Hooranami, the loincloth clad elder Odanak probably derives his name from Oda Nobunaga.

Monday, June 4, 2012

INFERNO-LAND!

Beneath the wilds east of the domain of the dwarves, there is a series of caves and grottoes, lit crimson and cast in flickering shadow by ever-burning fires. This subterranean realm is know as Hell.

Hell’s most famous entrance (though there are rumored to be many) is located in a lonely ruin near the sea. It’s accessible through a door in the mouth of statue of a giant head. Near the head is a runic legend that resists translation: “D NTE’   NFEFNO-L N !” The head’s leering and horned visage is said to be in the likeness of Hell’s sardonic ruler. He names himself Mephisto (though he has other names) and appears as a Man of ancient times, save for the small horns on his brow and the ever present flicker of flame in his eyes.

Lord Mephisto is not confined to his domain. He tends to appear when people are at their most desperate to offer a bargain. And a contract. Souls are typically his price and stories say that he doesn’t wait until a person’s death to collect them. Unwise bargainers and those who blunder into Hell unaware find themselves in the clutches of Mephisto and his minions: snickering fiends with crimson skins, horns, and often, batwings. Smiling, they escort captives to one grotto or another and enthusiastically apply some torture or torment.

There have been a lucky few to escape Hell’s clutches. Their tales are difficult to comprehend, even considering the strange nature of the place. They speak of a room full of copies of Mephisto in repose upon slabs and glimpses of ancient devices of Man behind the torture tableaux.

Sunday, June 3, 2012

Roll Credits and A Roundtable

With "Team Victory" having completed their first mystery in the City, I figured it was time to give credit to the players and nonplayer's alike:

"THE NIGHT CITY"
A Weird Adventures Mystery

starring:

Tim Shorts as BORIS BROVSKY

Pat Wetmore as "AMAZING" CRESKIN

Chris Sims as DON DIABOLICO

and featuring:

Ann Southern as VIVIANE VANDEMAUR

Joseph Cotten as INDRID BLISS

Lillian Gish as URANIA VANDEMAUR

Angus Scrimm as ZACHERLY GRAVES

Errol Flynn as HEWARD KANE

Cousin Eerie as TOOMBS

Tuesday Weld as Sue Ann Wilde 

Also, last night Erik came in from Wampus Country and Jason managed to shake off the Dust so we could sit down and discuss fantasy America and its use in gaming.  If the three of us talking like experts arouses your interest or your schadenfreude, check out the video at one of their sites linked above.

Friday, June 1, 2012

Where Goblins Come From


When sleeping in isolated villages, it’s prudent to shutter the windows and bar the doors, for goblins hunt the night. They crawl from their underground warrens and scramble forth in a gibbering, mumbling, mob. They overrun farmhouse, manor, and hamlet--and even strike the outskirts of cities--in their search for victims, whom they snatch up and carry back to their lairs.

What do the goblins do with the folk they carry off? It has long be supposed that goblins don't reproduce in the manner of most man-like creatures.  All (or almost all) appear to be of the same sex, and while most goblins are small, scrawny and sickly green, there is an extreme degree of variability in form and features among members of the race.

The subterranean lairs of the goblins are always built within ruins of the time of Man.  There strange machinery--hissing valves and wheezing pumps--surround large pools of viscous liquid. These are the goblin spawning pools.  Their surfaces eddy and bubble and finally erupt with protean goblin life: here a hopping thing with one leg and one arm, there a headless giant (compared to his kin) with a slavering maw in his belly, and between a snickering thing with a goblin’s head on spider’s bloated body.

These neonates crawl from the muck and soon take their place with their fellows, apparently directed to tasks suited to their particular forms by their elders.  Some tend the strange machinery, while others guard their den, but many are assigned to the raid gangs.

The gangs are essential, for the spawning pools need a substrate. Through the working of the machines and the fluid, and a process beyond the kin of anyone in the current age--including the goblins themselves--the unfortunate folk kidnapped are rendered in the pools into the stuff of more goblins.