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Showing posts with label SnW. Show all posts
Showing posts with label SnW. Show all posts

Thursday, May 13, 2010

Researching Cthulhu - Part 2: Books

For my next research topic it's time to delve into the deep and research the many tentacled Mythos of Cthulhu: ancient tomes of magic and dark deeds. Lovecraft's writing make reference to several books that have become staples of the genre. I'd like to use this element to add some flavor to Icosa.

As a departure from the typical 'spellbook' and to help add to the chaotic nature of spellcasting, magic-user spells will only be found scattered about in various texts rather than collected in a wizard's spellbook. Each player could have their own traveling spellbook from which to memorize, but I see these as notes and shorthand, it would not be sufficient for a magic-user to learn the spell from one of these traveling tomes. This would be the equivalent to the researchers notebook. I'm feel that this, along with few starting spells, will give the magic-users reason to delving into dungeons dark and dangerous. It also gives them a reason to have a home base where they can store their library.

These books can take many forms. They can be studies on a partiular subject, writings of many authors, perhaps an enclave or coven. They could be the mad ramblings of a magic-user whose mind has been lost or warped by the chaos he casts. So in addition to spells, the book should impart some knowledge. This knowledge is a way of slowly unraveling the mystery that is the history of Icosa. Spells in these books would be limited to one or two which are related to the nature of the work.

These tomes also help build the feel of an ancient lost world, one where magic was perhaps more prevalent than today in Icosa. This will help me introduce figures of note from history. Most notably I'd like to introduce famous magic-users through their works, ala Melf and Mordenkainen.

I believe the text of spells would be in an ancient tongue; except for possibly one ancient magic-using race, the language would be considered dead. This language is passed down from master to apprentice and would be considered secret. Magic-users could identify one another through the use of key words and phrases.

This approach will allow me to do away with Read Magic. Blasphemy you say? Isn't it required for reading magic scrolls? Well, no, because I'm not going to have magic scrolls, at least, not the one-shot magic spell variety. The reason for this is that I don't see a basis for this in any of the text I'm using as source material; magic scrolls feels more like a game element than a literary one. Magic is a language, you have to know the language to learn and cast the spells, so every magic-user will start out knowing this language.

What about clerics? Good question. My approach is that clerical spells (or prayers) would be written in a language specific to alignment. I envision Lawful clerical writing to be in something similar to Latin and Chaotic writing to be in an offshoot or distant dialect of the text used by magic-users. While magic-users could recognize the writing as coming from the same source as their spell-casting language, they could not read it and vice versa.

As mentioned above, these works would contain knowledge on various topics. This dovetails nicely with the various 'magical' tomes that increase statistics like Intelligence or Widsom (remember, in Swords & Wizardry, higher stats means faster advancement). These books could be written in other ancient languages that need to be researched and deciphered while the spell portions are written in the language related to the type of spells. this makes Read Languages a useful first level spell.

But I'm not sold on keeping Read Languages either. Without it characters will need to do research and that may lead to more explorations and lead to more adventures or be on the lookout to hire a knowledgeable sage. In an effort to keep the characters hungry and motivated to keep exploring, this idea is appealing to me.

Now this doesn't rule out a spell that would specifically encrypt text to be undecipherable. This could be used for special messages, secret tomes and such. Taken a step further, what if each version of the spell have a specific counter version in order to decipher it? This could lead to interesting adventure.

Or, instead of a counter-spell, what if it had a trigger word to display the text normally. I like this idea better because it gives players a reason not to kill everyone the come into contact with so that they can discover word they need to read the text. But, then again, if they do slay someone, that might be a good reason to locate someone who can speak with the dead.

Obviously clerics and magic-users would want to learn more languages. To keep it simple, they could learn an additional language for every point of Intelligence over 10. They could start with a default set and add others as they find the need. I see these two classes being the only ones assumed to be literate. Fighters would be assumed illiterate unless their background deems otherwise, such as a noble.

Well my sanity is holding out so far, let's see where this research takes me next. Perhaps to the land of Dreams?

Follow Your Bliss,
JJ

Thursday, April 29, 2010

Researching Cthulhu - Part 1: Horror

Picking up where I left off in my formula for Icosa (Elric + Cthulhu) it's time to visit the realm of horror that is the Cthulhu Mythos. I don't know why, but I'm really attracted to the idea of marrying fantasy with horror. Maybe it makes the heroes more heroic: standing up to the terrors that leave others running home and crying for mommy.

I think the seed of this idea was first planted after reading through Monte Cook's d20 Call of Cthulhu. The last section of the book was deticated to incorporating these horrors into an existing D&D campaign. It painted a facinating image of dark Druids and evil Clerics devoted to these mad gods of cosmic Chaos. I was hooked.

Coupling Cthulhu with Elric seemed natural after reading Moorcock's eerie description of Arioch, Duke of Hell in his natural form: a roiling mass of pure Chaos that would do Shub-Niggurath proud. Perhaps Elric's Chaos Lords were simply the Mythos in another guise.

My limited experience playing Call of Cthulhu has endeared me to the Sanity mechanic used in that game. I think it does an excellent job of instilling in the player the horror that comes from knowing dark secrets that should best be left alone. This seems to be a nice counterpoint the nigh-immortal and fearless heroes of modern fantasy. It makes those that survive to tell the tale more special when compared to other adventurers.

Swords & Wizardry has no built-in mechanic to handle Sanity, but it should be easy enough to reverse engineer. S&W already has the single Saving Throw which simplifies matters: a failed save indicates Sanity loss. Sanity itself can be a composite stat made up of (Intelligence x 2) + (Wisdom x 2) + Charisma. Failure means roll as many d6's as the horror rates on a scale of 1 to 6 and subtract those points from Sanity; i.e., horror rated 3 would cause a player failing a save to roll 3d6 and subtract the total of the dice from the PC's Sanity. Successful save could still cost Sanity points on some sliding scale. The scale here will depend on how frequent these horrors will be used. Too steep and I can guarantee a high rate of madness.

The frequency of these horrors is something that I'll have to play with. I expect to run into some as the players go delving into deep dungeons; the deeper they go, the worse it gets. I will really have to see how my players dig this. I have to remind myself from time to time that the low end range age of my players is 8 to 13. I'm not out for giving them nightmares, but they claim to enjoy books like Goosebumps and American Chillers. I hope to find a happy medium.

That being said, I do like heroic adventure. Unlike Lovecraft's bleak tales of helplessness in the face of cosmic horror, I want the PCs to be the only thing that is standing between Chaos and humanity (elfity? humanoidanity?); I want them to have a chance. Where Lovecraft's protagonists were leafs before the storm, I want the PCs to be mighty oaks. With deep roots (levels) they may be able to weather the coming hurricane and act as a protective bulwark for those seeking safety behind them.

More and more this campaign seems to be about the battle between Law and Chaos and surviving said battle. Perhaps the PCs can plot their own course through these stormy, tentacle-infested waters. How will they choose sides and what impact will that have?

Here's an interesting side note on Alignment as it relates to this campaign. Since OD&D was about Law, Neutrality and Chaos, I found this great (and strangely appropriate) post thanks to Grognardia on how to run OD&D Alignment from Jeff Rients.

Thats enough Chaos for now. Time to turn in before I fail a Sanity check. Next time around I'll be looking at a staple in Lovecraftian horror: ancient books of evil.

Follow Your Bliss,
JJ


- Posted using BlogPress from my iPhone

Friday, April 23, 2010

Copy Cat

Some say there are no original ideas under the sun. Maybe it is true or maybe truly original ideas are very hard to come by. So it was no surprise to me as I was reading through James Maliszewski's blog, Grognardia, that I started to see some similarities between his Dwimmermount and my Icosa.

I stumbled on James' blog early on in my search for my RPG roots. He is well known and respected for his work. His blog was initially a reaction to the release of D&D 4th Ed. He, like me, went back to his roots of gaming to the first game he played, a much early edition of D&D. Plumbing those depths he created Dwimmermount. He was even so kind as to list his influences in designing that setting as a response to a post by James Raggi.

I've started from the premise that by picking specific influences I would create a unique and unusual setting. It seems that from the same starting point similar settings will develop. Now I know that not every influence of Dwimmermount will affect my progress with Icosa, but I do enjoy seeing how he progressed and using it as a benchmark for my progress.

I especially curious to see if I come to some of the same choices that he did. James started with Swords & Wizardry (Core Rules rather than White Box) just as I did. He has ultimately made the move to Labyrinth Lord with some additional material to supplement what he needs. As I've stated before, I'd rather start with a bare minimum of rules and add to it as campaign play dictates.

So for now, I'll keep going with my influences and see where that leads me. From time to time I will post ways in which Dwimmermount development seems to be mirrored in Icosa as well as seeing where we diverge.

Follow Your Bliss,
JJ

Wednesday, April 21, 2010

Cutting Edge Weaponry

A while ago my youngest son had asked me why it was that clerics were not allowed to use swords and bows. I explained, from rote memory, that this was part of game balance as well as trying to emulate a particular archetype. He cocked his head at me which usually means he's not buying it.

Frankly, I don't like my answer either. I was spoon fed this explanation after years of playing and haven't really questioned it for a long time. I decided to take a long look at it since I've been formulating my plans for Icosa. I'm taking the 'question everything' approach.

Obviously the original three classes in OD&D (fighting-man, magic-user and cleric) were meant to bring to life a particular type of character from swords & sorcery literature and/or medieval history. The fact that magic-users (wizards) were limited to so few weapons and so narrow an archetype has rankled players for decades. Clerics too seem to be too narrowly focused.

My original thought was to free up at least the choice of weapons. S&W White Box gives 1d6 as the range of damage for all weapons (+1 for large weapons and -1 for small weapons). With every weapon essentially having the same mechanical effect, why not abolish weapon restrictions?

This line of thinking stems from the belief that amount of weapon damage is tied to the various classes - high damage weapons to fighters, average damage weapons to clerics and low damage to magic-users. This doesn't hold much water before some of the revisions in AD&D. Still, the White Box rules, based on OD&D, seems to level the playing field, so why the restrictions?

I stumbled on the answer as I was looking for aspects of D&D that would support elements of the Cthulhu Mythos. I was flipping through the listings of magic items searching for magical tomes when it hit me - magical weapons. The magical weapons, as well as other items, were clearly aligned with specific classes. Fighters get the widest selection of magical weapons, but they are the sole users of magic swords, the most common item in fantasy literature. This is why clerics can't use edged weapons - niche protection. So if I want to open up weapon choices in classes, how do I remedy this without seriously unbalancing the game and keeping the fighter's niche intact?

The solution seems pretty simple. Weapons of a magical sort could be used by any class just like normal weapons - a +1 sword works equally as well in hands of any of the classes. However, a sword +1, +3 vs. Dragons will only grant the additional bonus (special ability vs. Dragons) when wielded by fighters. A +1 blunt weapon that destroys undead will only act as a +1 weapon in anyone's hands except for clerics who can call upon the special ability. This opens up a world of variety now. The possibilites are endless for magical weapons (or armor) that only grant special abilities when wielded by a specific class or race.

Now this is not really a new thing. The venerable Holy Avenger has special properties that could be tapped by Paladins in AD&D and there have been many, many items before and after it that have done the same thing. For me this realization is the completing of a circuit in my brain that will let me do what I wanted to do with S&W for Icosa and not break the game. Now my son can have a sword-wielding, arrow-slinging cleric and not steal the fighter's thunder. Personally I'm looking forward some sword- or axe-wielding magic-users slinging spells into the fray. Maybe next I'll look at letting the magic-users wear armor (sacrilege!).

Follow Your Bliss,
JJ

Monday, February 1, 2010

Elric Explored - Part 3: Law vs Chaos

One of the central themes of the Elric saga is the constant battle between Law and Chaos. These two forces are personified by various Lords of godly power.Their push and pull causes the friction which turns the wheels of the worlds and keeps things in motion. In re-reading these stories I find I like this as a backdrop.

Michael Moorcock credits Poul Anderson's The Broken Sword and Three Hearts, The Lions as the inspiration for the forces of the Higher Worlds that inhabit the Eternal Champion's multiverse. In these stories Chaos is more than just evil and Law is more than just the good guys. These are primal forces at work.

It helps that Swords & Wizardry uses Law and Chaos as the default alignments. Advanced Dungeons & Dragons with its nine different alignments seems to be too much over thinking. There is a beauty to the simplicity of the Law vs. Chaos dichotomy. And yet, it's not just a morality play. By taking the ideas of Good and Evil out of the equation, Law and Chaos achieve and almost elemental aspect.

And while they battle it out, it is not anything that one side should ever win. If either side wins it could be the end of everything, as put so well but Orunlu the Keeper, minion of Chaos, in The Weird of the White Wolf:

"We exist only to fight - not to win, but to preserve the eternal struggle."
Orunlu may actually be more astute than the higher Lords of Chaos which seem determined that this is a war to be won. Which just goes to show that even gods look at things through a lens colored by their (warped) perception.

Which brings us to the concept of the Cosmic Balance. Some would argue this is simply the Neutral alignment, but I don't think so. Neutral is just coasting along, neither caring nor worrying about the struggle. Being committed to Balance takes work. Sadly, Balance doesn't get a lot of screen (page) time in the Elric stories, but that's ok, because the real action is between the two big guns.

Finally there is the question of freewill. Elric feels that he doesn't have such a thing. He labors under a destiny placed on him by his patron deity in addition to his mantle as the Eternal Champion. If he had his druthers, he would be back in the palace with Cymoril leading a 'normal' existence as king of his people. That doesn't make for good fiction, so I'm glad things turned out the way they did, because I really enjoy the stories as written.

So what does this mean for Icosa? Well, since this is an Old School Sandbox setting, it is important for the PCs to feel free to go wherever they wish and follow what ever path they desire. This doesn't sync well with the notion put forth in the books about a hero's destiny. Heck, we don't even know if the PCs will be heroes. So how to reconcile the two concepts?

In Icosa, all PCs will start 1st level as Neutral, or to put in it in 4E terms, Unaligned. A PC may choose to align with Law or Chaos at any point after completing first level. This works on a couple of levels. First Clerics (not sure what form they'll take in Icosa, but for now we'll assume that it is as written in SnW) do not get any spells at 1st level. They must prove themselves to their deity to gain the spells and thereby lock in their alignment. If they do not act in accordance with their intended alignment, they may stay Neutral and progress in hit points and such, but not gain spells until they are able to show their commitment.

Second, there is no pressure to play a certain way. The players make decisions for the characters and these decisions will slowly accumulate over time to reveal a tendency toward one or the other alignment. Also, this process will lead to consequences based on their choices. A player may not believe that his character is Chaotic, but he may sit up and take notice when he is visited by a demon to be recruited into the ranks of Chaos.

This is all still very sketchy. I'm toying with the idea that characters that summon demons must be Chaotic, but that is still a little ways away. Ultimately I want the process of Alignment to be organic not something that gets locked in and seen as a limit on play. For those that think this approach ignores 'plot' in Old School settings I think that James Maliszewski of Grognardia fame says it best here.

Another thing that this struggle implies is that the Lords of Law and Chaos are involved in the affairs of men. At the very least they will be providing spells to their Clerics and dreams and portent to their followers. If the PCs play their cards right the Lords may even put in an appearance. That's something worth looking forward to.

Follow Your Bliss,
JJ

Wednesday, January 20, 2010

Elric Explored - Part 1: Elementals

A few days ago I posted about my desire to create an original sandbox setting (codename Icosa) to explore with my players. I posted this simple formula: campaign = Elric + Cthulhu + OD&D. Well not it's time to start taking this apart and seeing what makes this formula tick in my mind starting with the first variable for inspiration: Elric.

I'm re-reading the series of books about the albino Eternal Champion by Michael Moorcock to get reaquainted with the setting. I read it long ago and found many things I liked about it. Back then I had approached the series as a result of the appendix in the DMG. Now I'm going through the stories again with more of an eye toward what elements (no pun intended) I like most and would like to use in Icosa. I feel this is an important first step to help me focus the tone of the setting. I can also then compare the elements I want to the game system to see what is supported and what needs further fleshing out.

Let me make it clear to start off with that I am NOT trying to recreate the Elric saga in my sandbox. That's already been done quite well and I have no illusions to outstrip that excellent game. I only want to borrow those bits and pieces that I (and hopefully my players) find cool.

Another reason I want to start this way is I like to design top-down. This may seem counter intuitive given the exploratory nature of sandbox play, but I need that top-down framework to provide the structure to work within. It establishes boundaries and gives me something to build upon. Hopefully that keeps things from feeling too random. I do plan to leave plenty of places to explore and discover as a result of play. To begin with, some areas of the world will only have a sentence or two at most to give it flavor without dictating reams of history. If you catch me creating long (ala Tolkien appendices) genealogies or histories feel free to call me on that. So let's get started...

The world Elric inhabits has a close relationship with elementals. By elementals I mean not only the four classics (earth, wind, fire and water) but also the animal elementals, those primal beings that are the epitome of their type. These beings are powerful entities that are called upon to do various things for those summoning them. Included under this heading are the demons that are summoned as well. These otherworldly elementals are fearsome and a powerful tool of any sorcerer.

Elric interacts not only with the more basic types of elementals, but with their kings as well. This presents a hierarchy of power that could prove interesting to tap into. PCs could make bargains at lower levels with some of the more pedestrian of the elementals and work their way up the chain as they gain power and experience.

Swords & Wizardry (SnW) has Conjure Elemental as a 5th level magic-user spell, something only a potent magic-user of high level can cast. This fits in for the most powerful of their type, but I posit a more diverse strata of beings, something that magic-users at various levels can tap into (role-playing possibilities galore) as they gain levels. This points to a possible variant of the magic-user that deals specifically with these other worlders (perhaps with charisma as prime requisite) or perhaps a customization of spell lists.

Elementals could also be a possible source of magic (a more thorough exploration of magic is required another time): Levitate is performed by calling on air elementals and Wall of Fire by calling on their fiery cousins. Also there is the obvious need for stating the various elementals that the PCs can interact with. SnW has the basics but a little more variety can go a long way to spicing up play and exploration. In all cases (spells/class/monster) SnW provides an open framework for developing these ideas.

I hope the inclusion and use of these elementals will help bring a facet of the fantastic to this setting: both dangerous and exotic like the fey of old. I want players to look forward to and, at the same time, fear interactions with the Elementals of Icosa.

As a final note, I'm looking for a name for this campaign. I want it to be something 'pulpy' for lack of a better term. I'm not too worried about it at this point. I'm sure something will spring to mind as I continue to explore the setting.