Zounds! Recommended Viewing

Appendix O

Recommended Viewing

The Adventures of Robin Hood Errol Flynn, Olivia de Havilland
The Adventures of Baron Munchausen John Neville, Eric Idle
Conan the Barbarian Arnold Schwarzenegger, James Earl Jones
Dragonslayer Peter MacNicol, Caitlin Clarke
Excalibur Nigel Terry, Helen Mirren
Hercules: The Legendary Journeys Kevin Sorbo, Michael Hurst
How to Train Your Dragon Jay Baruchel, Gerard Butler
Jason and the Argonauts Todd Armstrong, Nancy Kovack
John Carter Taylor Kitsch, Lynn Collins
Labyrinth David Bowie, Jennifer Connelly
Legend Tom Cruise, Mia Sara, Tim Curry
The Lion, the Witch, and the Wardrobe Richard Dempsey, Sophie Cook
The Lord of the Rings Elijah Wood, Ian McKellen and Orlando Bloom
Pirates of the Caribbean Johnny Depp, Keira Knightley
The Princess Bride Cary Elwes, Mandy Patinkin
The 7th Voyage of Sinbad Kerwin Mathews, Kathryn Grant
Slayers Megumi Hayashibara, Yasunori Matsumoto
The 13th Warrior Antonio Banderas, Diane Venora
Time Bandits Sean Connery, Shelley Duvall
Willow Val Kilmer, Joanne Whalley and Warwick Davis
Wizards Jesse Welles, Bob Holt
Xena: Warrior Princess Lucy Lawless, Renée O’Connor and Ted Raimi

Zounds! Appendix N

Recommended Reading
Many of these are among my favorites, and all of them had an influence on Zounds!, if only to consider whether they would present any problems if you wanted to play something like them using the system.

Alexander, Lloyd The Prydain Chronicles
Anthony, Piers A Spell for Chameleon
Aragones, Sergio and Evanier, Mark Groo
Ariosto, Ludovico Orlando Furioso
Asprin, Robert Myth Adventures
Bramah, Ernest Kai Lung’s Golden Hour
Bujold, Lois McMaster The Curse of Chalion
Byfield, Barbara N. The Book of Weird
Clamp Magic Knight Rayearth
Cook, Glen The Black Company; Garrett, P.I.
Cook, Rick The Wizardry series
de Camp, L. Sprague and Pratt, Fletcher Complete Enchanter
Dickson, Gordon The Dragon and the George
Eddison, Eric The Worm Oroborus
Friesner, Esther (ed.) Chicks in Chainmail anthologies
Goldman, William The Princess Bride
Hodgell, P.C. God Stalker Chronicles
Howard, Robert E. Conan; Kull
Hughart, Barry The Chronicles of Master Li and Number Ten Ox
Jones, Diana Wynne Howl’s Moving Castle; Dark Lord of Derkholm
Koike, Kazuo and Kojima, Goseki Lone Wolf and Cub
Kuttner, Henry The Dark World; Elak of Atlantis
Le Guin, Ursula Chronicles of Earthsea
Leiber, Fritz Fafhrd and the Gray Mouser
Levine, Gail Carson The Two Princesses of Bamarre
Lewis, C.S. The Chronicles of Narnia
Lovecraft, H.P. The Dream-Quest of Unknown Kadath
Mahabharata Indian traditional epic
Malory, Thomas Le Morte d’Arthur
Martinez, A. Lee Too Many Curses; Company of Ogres; A Nameless Witch
Moon, Elizabeth The Deed of Paksenarrion, etc.
Moorcock, Michael Elric; The Chronicles of Corum
Moore, C.L. The Black God’s Kiss
Moore, John Heroics for Beginners
Novik, Naomi Temeraire series
Pierce, Tamora The Protector of the Small, etc.
Pratchett, Terry Discworld
Rosenberg, Joel The Guardians of the Flame
Sakai, Stan Usagi Yojimbo
Scott, Martin Thraxas
Smith, Clark Ashton Collected Works
Spencer, Wen A Brother’s Price
Stasheff, Christopher A Wizard in Rhyme
Tepper, Sheri The True Game
Tolkien, J.R.R. The Lord of the Rings; The Hobbit
van Gulik, Robert Judge Dee series
Vance, Jack The Dying Earth
Wagner, Karl Edward The Kane series
White, T.H. The Once and Future King
Wu, Cheng-En Journey to the West
Zelazny, Roger The Chronicles of Amber; The Lord of Light; Creatures of Light and Darkness

Zounds! is here!

Zounds! Cover

I’m thrilled to announce that Zounds! the Fantasy RPG is now available from RPGNow!  I feel like this is the best SFX! game yet.  It’s certainly the biggest in terms of content.

It’s also the first to have illustrations other than the computer graphics ones that I do… swiped from dead people the world over! (All public domain, that is.)

Check it out!

XP for Loot in D&D

Gaining XP for recovering loot is the cornerstone of level progression in D&D, or at least the early editions. You can remove it, but if you do you’ll have to make other changes to keep the whole thing from collapsing.  People deride it as “unrealistic” in the sense that suddenly being given a wad of cash in the real world doesn’t make you any more skilled, or argue that “wealth is its own reward”, but it serves a vital function in the dynamic of the game.  In essence XP for loot makes D&D a game about recovering treasure, not fighting monsters, and that’s a huge difference in how things play out and what strategies make sense.

In early editions, the XP for killing monsters is pitiful compared to the XP for the monster’s treasure.  Typically treasure is worth ten times as much as a monster.  This means that players are able to advance quite nicely even if they manage to avoid fighting monsters completely, and that  they advance relatively quickly if they’re successful.  If you take away XP for treasure then, at around 100 XP per monster hit die a party will have to defeat 20 encounters of equal numbers and level for a fighter to advance to second level, instead of two or three.  All of a sudden the fragility of low level D&D characters becomes a much bigger issue.  If a single blow can kill you, but you only have to survive a handful of well-chosen battles to advance it’s a completely different proposition from needing to survive twenty such fights in a row.

Changing the game from needing a couple of big treasure scores in order to advance to having to grind through twenty dangerous combat encounters completely changes the complexion of the game.  Many of the things that are regarded as problems with old-style D&D are really problems with old-style D&D once you remove XP for loot.  If expeditions in the dungeon are concentrating on finding loot and getting out with it, with as little fighting as practical, you have to press ever deeper to get a good pay-off. In addition, since combat is a relatively small part of the reward, and hirelings are relatively cheap, it’s viable to try to have enough force to overwhelm what opposition you can’t avoid.  You’ll get almost nothing from the combat itself, but the treasure more than makes up for it; still, to pay off, you have to get in, get the loot, and get out…

Take away XP for loot, and you introduce the “15-minute workday” and “scumming” (bumming around the upper levels of the dungeon and retreating or holing up as soon as you’ve expended any resources, be they spells or hit points).  Since the only way to advance is fight stuff that’s on the whole as tough as you, it doesn’t really matter what you fight or where… if the parts of the dungeon that you clear out near the entrance get restocked by wandering monsters, so much the better.  The only reason to go deeper is to find more monsters, or monsters of your level if you’ve leveled up.  Taking extra hands with you to help fighting just means you’ll have to have that many more fights. And since it’s pretty much pointless to explore or try to find treasure if you’re not looking for a fight, as soon as a fight would get dicey (which for a low-level D&D party is as soon as anybody has expended any spells or taken any hits), the only sensible thing is to “turtle”–hunker down until you’re in fighting trim again.  A party looking for treasure… preferably treasure that’s lightly guarded or protected by traps or obstacles they can plan their way around can profitably press on even when their resources are depleted.  A party looking for a fight, not so much.

Shifting the focus of D&D to combat has a number of other unfortunate effects.  For one thing, combat in D&D is pretty abstract, and not all that interesting.  Combat is also quite hard for low level D&D characters to survive, and for Wizards and Thieves to participate very meaningfully in. (It’s not so much that a dart or dagger are that bad as attacks at low levels, as the poor armor and low HP are basically a death sentence if you have to survive twenty combats to level up–twenty-five if you’re a wizard).  Removing the XP for loot is usually the start of a death spiral of “improvements”: increasing the HP so they’ll survive to level up, but then combats are even less interesting since there’s less on the line, so criticals are added to spice it up, but then characters die too much, or spend almost all their game time in turtle mode so healing and even resurrection are made cheap and plentiful so they can get back to the  business of combat.  Wizards are given spell points so they never have to choose between combat and non-combat spells, then more spell points or “at will” spells so they always have something to do during combat, which is now the complete focus of the game, and so on.

Some GMs give out XP for “defeating” monsters without necessarily killing them, or as “story awards”,  but it’s generally pretty ad hoc.  In an XP for loot game of D&D, the players know exactly what they can do to get that XP… and possibly even how much it is if they’ve gotten some information about what the treasure contains through scouting, rumors and treasure maps, talking to the denizens of the dungeon, and such.    How liberally the GM will interpret defeating the monster by bypassing it all together (if they find a way down to the level with the treasure vault skipping over a level in between, do they get XP for all the monsters on that level?  Doubtful). When and how much they’ll get from “story awards” is much murkier and hard to plan around…for instance knowing whether it’s worth hiring some specialist or extra men at arms to push for accomplishing an objective.  And when all is said and done, such awards usually don’t keep pace with the awards from loot at one XP = one GP.  This is probably just a psychological hurdle, but somehow once XP for GP is out the window, GM’s seem to think it’s “cheap” to award XP in multiples of what the party got for killing things, even though if you don’t you’re probably not reproducing the advancement curve of the original game.

Obviously, despite all this, many people play D&D without XP for loot awards… in fact, giving out XP for GP is probably terribly old-fashioned.  Still, I think it’s worth considering how D&D was designed around certain assumptions about how fast you could advance for what sorts of activities, particularly while avoiding or limiting combat, so if you want to make changes you can compensate.  I feel like I see too many people who’ve never actually played it the way it was intended, and then been disappointed and blamed the game for faults that they themselves introduced.   It’s fine, more than fine, to prefer more recent editions or other games entirely (I certainly do, that’s why I designed the SFX! games), but I think it’s better when you do that fully appreciating what the older editions do if you play them as designed.

What’s all this, then?

I’ve moved Tales of the Rambling Bumblers from its long-time home at webamused.com to here, at wordpress.com.  So you should probably update your bookmarks.  The reasons behind it are mostly a crappy webhost (lypha.com) that seems to get crappier every year, and a bunch of malware attacks that took far too long to clean up thanks to the crappy host’s crappy hosting.  It’s not the only hosting service I deal with, so I suppose I could have just moved it over to one of the others, and transferred the domain name, but in the end this is just easier.  Webamused was mostly defunct anyway: I got it way back when I wanted to learn how to create websites. Now that I do that for a living, or at least as part of my living, maintaining it is too much like work when all I really use it for is blogging.

So, here we are.  Eventually I may spruce it up a bit with a new theme and header, but for now, welcome back to the Tales… of the Rambling Bumblers!

Super Simple Martial Artist Class for D&D (early editions)

The Monk is a Fighter, with the following special rules:

  • AC is 3, unarmored.
  • Attack is 1d6, unarmed.
  • May use any object that she can lift as an improvised buckler, for AC 2.
  • May attack with any object she can lift (1d6 damage); the only advantage to this is not actually having to touch the target (in case it’s on fire or is an ooze or something) and she gets the reach of the object (if you’re using rules for reach).  The Martial Artist isn’t subject to the penalties for the size of the object (if you’re using those) as long as she’s not using the extra reach, since she can just change her grip to not use it at full extension.
  • May not use missile weapons, or ordinary weapons except as improvised bucklers/ways of extending reach (i.e. doesn’t get additional damage if using variable weapon damage rules, doesn’t get bonuses for magic weapons).

That’s it.  You’re encouraged to also use “Super Simple Combat Maneuvers“, to give the Martial Artist more variety and the chance to do take-downs, holds, and the like.

If you want a Martial Artist with Esoteric Chi powers, you could base it on an Elf instead, and adapt the spells to chi powers, but that’s for another day.

Actual Play: Castle Nicodemus, March 12

My Lord,
Once again I found myself at Castle Nicodemus, in the company of Philip the Bloody, Darf and his bugbears, and a newcomer who introduced himself as Hayle, and proudly announced that he was a Thief.  What is the Guild teaching youngsters nowadays, I ask you?

We returned once more to the building where I had previously bested the Gelatinous Cube, hoping to find the stairs down and perhaps recover some more treasure.  I swear that I’ve spent more on oil on these expeditions than I have recovered in gold. But hope springs eternal, eh?

Taking care to spike the doors open behind us, so that we would have no more of the foolishness of being unable to chase the mysterious spear-flinger due to recalcitrant doors, we were able to map out the section of the building that led to the room with a desk where the dwarf lost his hand (and no more, thanks to my quick action with a tourniquet, not that he ever thanked me. Dwarves.) and past the greasy remains of the Cube.

We were attacked  by a shadowy figure, again throwing a spear.  The mage, Philip, used a wand of unusual design the emitted a weird ray, but was unable to hit the fleeing creature, nor were we able to overtake it before losing it.  We suspected a secret door, and indeed it was slightly past this section where, Philip sensed some opening, but was unable to pinpoint it.  With the aid of some fine sand, I was able to detect an air current, which revealed a secret passage.  The passage was narrow, and led to a room much like the desk room, but full of shelving with shattered jars.  There was a funny, acidic smell, and a ochre-colored sludge started flowing towards us.

We retreated through the secret passage, and attacked it with fire. This had some effect, but it kept advancing.  The wizard used his wand of rays (which he called his phaser, I know not why.  Perhaps its power is related to the phases of the moon? At one point he handed it to me, but I was unable to examine it closely). As usual, he was ineffective, but it caused the jelly to retreat to a position above the doorway and out of our line of sight.  A jelly of unusual cunning, it seemed.

I poured out some of my stock of oil in front of us, and threw a chunk of rations beneath the doorway.  This had the desired effect of luring it once more into view as it oozed down to engulf the treat.  Once again we attacked it with torches and the “phaser”, and it oozed forward and attacked me.  Unfortunately, it scored a hit on me, and only my armor saved me from certain death.  The armor was ruined, but I was merely stunned, and my companions had the wit to drop a torch into the oil slick that I had prepared and roasted the beast… it retreated but this time the wizard was able to hit it with the beam and it finally stopped moving.  He fired into it again to make sure.

At this point I was more than ready to retreat and lick my wounds, but my companions wished to press on.  Not wishing to dare the way out alone, with the mysterious spear-thrower lurking about, I reluctantly followed; at least one of the hired men offered me the use of his armor.  I demurred, since even I would not stoop to taking candy from the mouths of babes, but he insisted that he hadn’t been in the slightest danger so far.  Seeing as how God loves fools, it seemed to me he would be safe enough.  Since I am not one, I donned the armor.

Past the ruined room, we found a door, and from behind the door came the sound of heavy breathing. After a quick, but not nearly silent enough conversation (honestly, amateurs), the party opened the door, only to be confronted by an enraged Owl Bear.  Philip’s sleep spell was ineffective.  We ran, proving we were not so foolish as all that, and made it safely out of the castle, shutting the secret door on the Owl Bear….only barely after the dwarf made it through.  I harbor some doubts as to whether Philip actually intended to wait for the dwarf; I should perhaps be more wary of letting him get behind me in the future, should our paths cross again.

Having restocked my supplies, I intend to have another go tonight.  We shall see if I survive, or manage to recover anything of worth.  Should you not hear from me again, know that that I remain,

your obedient humble servant,
Kylie

D&D to Zounds! conversion

D&D to Zounds! conversionStats (min 1)
Toughness 2 +/- CON bonus
Will 2 +/- WIS bonus
Stamina 2
Actions 2 +/- INT bonus (positive only)

Powers
If not spell-casting class, or if Cleric:
Name of your Class 4 + (Level)
If spell-casting class (including Cleric):
Combat Spells 4 + Highest Level Spell you can cast. Advantage: Flexible (choose number of spells equal to your score in spells) Disadvantage: Shots (number of shots = power level)
All classes:
Ruggedness 4 + (HP / 6, round nearest)
Reflexes 4 +/- DEX bonus

Shticks
Charisma 4 +/- CHA bonus
Languages 4 +/- INT bonus
If Melee combat class (Fighter, Paladin, Ranger, etc):
Brawn 4 +/- STR bonus
If Missile combat class (Fighter, Ranger, Thief, etc):
Aim 4 +/- DEX bonus
If spell-casting class:
Knowledge 4 +/- INT bonus (WIS bonus for Clerics)

Restrictions
If Cleric:
Must obey tenets of the church

Equipment
Small weapon d4 Thrown d4 Leather Armor d4
Medium weapon/staff d6 Bow d6 Chainmail d6
2H Weapon d8 Crossbow d8 Plate Armor d8
Cheap equipment d4
Medium equipment d6
Expensive equipment d8

Brynn’s Saga

Brynn’s Saga, being an account of the early adventures of Brynn, at the behest of Jeffrey of Osthoff, curator of the XPs

Brynn
iron armed, bicep bulging
hale and hearty Brynn
Warden entrusted, elf-maiden wanted
Sallies forth, friends found
stag on snow, blood bespattered
Elf-maiden safe away
Shrine spider-infested
Brynn bitten, spider squishing
stratagem suggests
offal arranged, oil arrayed
arachnids alight, shrine saved
Brynn
arrow attacked, woefully wounded
goblin’s guggle to zatch unzipped
Awful altar ablaze
grotesque goblin guts
vile vitals vented,
Wardens win
Brynn,
boon beseeched
false friend, creature’s captive
Paladin’s palliation proffered,
senile semblance sloughed
egregious evil exposed
White Lady’s wyrd, warriors warded
craven cowardly Corrruptor creeps
away. Avaunt!
Vile villain vanished!
Boisterous, bouyant,Battle-tested
Brynn

20 Questions: How I run Zounds!

Here’s the same list, for how Zounds! works (not all questions are applicable)

Untimately: 20 Quick Questions: Rules

Here are 20 rules clarifications that are likely to be needed anyways at some point.

  1. Ability scores generation method?
    Your Attribute scores are determined by your Template (Hero, Adventurer, Wise One), though you can improve them at creation or later by spending points.
  2. How are death and dying handled?
    In base Zounds! you only die if you feel it’s suitable (presumably you’ll have been rendered Out or Overkilled first, but that’s not strictly necessary); in grittier play any Overkill result means death.
  3. What about raising the dead?
    Absolutely, if you want it…though it probably comes with a price (you’re a ghost, or undead, or in the thrall of some necromancer, or under a geas by a deity).
  4. How are replacement PCs handled?
    They just show up, as soon as I can work them in. They start at 1 Boost less than the rest of the party.
  5.  Initiative: individual, group, or something else?
    No initiative, just go around the table.
  6. Are there critical hits and fumbles?
    Not as such.
  7. How do they work?
    If you’re Hindered that might be narrated the way other systems treat a fumble; if you score an Overkill, that might be narrated as a critical.
  8. Do I get any benefits for wearing a helmet?
    Helmets make it less likely that you’ve picked up a serious injury/new Complication when you recover from being Out.
  9. Can I hurt my friends if I fire into melee or do something similarly silly?
    No.  If it would be silly given the conventions of the genre you’re using, you’re supposed to refrain from doing it; if it’s plausible (e.g. you’re doing action-movie style adventure) then you might miss, but you won’t hurt your friends.
  10. Will we need to run from some encounters, or will we be able to kill everything?
    It would probably be wise to run sometimes, but if you insist on fighting then likely your worst case is capture rather than death, unless you’re playing it gritty.
  11. Level-draining monsters: yes or no?
    No levels, though there are some monsters that can infect you or even potentially re-write your character as a thrall.
  12. Are there going to be cases where a failed save results in PC death?
    No saves as such; there may be times when failing an unopposed task could plausibly result in PC death, but it’s generally up to the player to bite that particular bullet.
  13. How strictly are encumbrance & resources tracked?
    Again, the players are asked to keep things plausible according to their own understanding of the genre.  You can take extra resources with you on a quest, in order to sacrifice them along the way to overcome obstacles, but if you do so you risk losing wealth.
  14. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
    You only get XP in between sessions, but it’s conceivable that you spend XP in the middle of a session; this could represent suddenly figuring something out or spending time training and researching during the session, or getting new assets.
  15. What do I get experience for?
    1 XP per session.  1 additional XP for “carousing” (volunteering to be hit with the plot hammer). 1 additional XP for being put Out , plus one if the whole party was defeated (defeat is an excellent teacher) . Possibly 1 or 2 for completing a long story arc.
  16. How are traps located? Description, dice rolling, or some combination?
    You mostly just spot them if you have an appropriate ability; particularly well concealed or planned traps might require a roll, or might simply succeed.
  17. Are retainers encouraged and how does morale work?
    Absolutely.  At low scopes, retainers are individuals and have a Will stat (and possibly their own or your abilities) to resist attempts to scare them or undermine their morale; at higher scopes, retainers will represent entire groups and will have a Morale stat for much the same purposes.
  18. How do I identify magic items?
    Try them.  Or use an appropriate ability to research them.
  19. Can I buy magic items? Oh, come on: how about just potions? Can I create magic items? When and how?
    Buying them depends on the setting, but is likely to cost an astonishing amount of money or agreeing to a quest in order to get a magician to custom make a magic item for you.  Wise Ones can create new magic items by research (that’s part of what they’re about); other templates might be able to depending on their particular abilities.  In any case, players will have to spend XP and not just money in order to get the items.
  20. What about splitting the party?
    Be my guest.  Unless you mean overland or in the city, in which case running errands that will get hand-waved is fine, but I encourage the players not to go on separate adventures as a courtesy to each other and to me.