A Personality Mechanic

Here’s an orphaned Personality Mechanic that I developed for Elves & Espers, before we started using Savage Worlds. It was a pure descriptive mechanics, intended to give the player some ideas for a personality for the character, but having no mechanical affect during play.

Drive: Roll 1d10 to determine your strongest drive:

    1. Sex
    2. Money
    3. Fame
    4. Power
    5. Religion
    6. Knowledge
    7. Thrills
    8. Comfort
    9. Love
    10. Food

    Note that the way you choose to live your life may be in opposition to that drive–it is just what tempts you, not necessarily what you do.

    Aversion. Roll 1d10 on the Aversion chart to see what drive you are averse or indifferent to. If it’s the same as the positive drive, you can choose to either regard yourself as neutral in that regard, or as powerfully conflicted.

      1. Commitment
      2. Work
      3. Attention (you’re shy)
      4. Responsibility
      5. Rules
      6. New Ideas
      7. Danger
      8. Boredom
      9. Rejection
      10. Being Unattractive

      Return to the Stinking Sludge

      Session Summary for 3/8/09, Elves & Espers

      The Party for this session consisted of Idariel 7, Twonkey, Josepi, Bon Go, and Traumiel. It has presumably been some short time (less than an hour) since the last session, and some of the party members have wandered in and out on errands of their own. The early part of the session was spent bringing Bongo and Traumiel’s players up to speed. As the result of a particularly clever Knowledge (Arcana) roll, the party now suspected that the mysterious Figure in Red from the previous session fit the description of a Super-Model, a race of technologically and magically enhanced creatures, gorgeous in appearance, near-perfect in every way, and endowed with what can only be considered “superpowers.” No one else could have held up the zombie mammoth by main strength, or moved quickly enough to be unseen while causing a sonic boom. The Super-Models had evidently taken over the city some decades back, ruled it with an iron (but immaculately manicured) fist for about a year and a half, and then abruptly vanished without trace, after which the current Lords of Infrastructure took power.

      Idariel came to the conclusion that finding the Super-Model might somehow lead to the return of her investigator’s license, and she was determined to track down the figure. After the parade ended, the party trooped down to the street to examine the site of the amazing rescue. Unfortunately, investigation of the area proved fruitless; there was no way to track a figure who seemed to have vanished completely. Many bystanders had seen the event, but they had all been deafened and knocked down by the sonic boom, and were unable to provide any leads as to where the figure might have gone. The party decided to change tack and question the G-Nome family. Fortunately, some of the bystanders recognized the girl as the younger daughter of the Gruff family, so the party had somewhere to start. Visiting a G-Nome family isn’t easy, as they all live in the Web. Fortunately, getting G-Nomes to come to you is easier–you simply hire them. Idariel and Josepi made their way to the nearest G-Nome booth, where they were able to request a contract with the Gruff family. Almost immediately, a teenage boy G-Nome by the name of Bob Gruff appeared, offering to take a message. Idariel asked him about the incident, but as he had been busy working, and not attending the parade, he hadn’t heard about it yet. He agreed to carry a message to his mother Phoebe, however…for a fee, of course. Josepi grudgingly paid up, and Bob zoomed off into the Web. Not long thereafter, Phoebe showed up. After expressing their concern, and hoping her daughter was all right (she was), Idariel asked if Phoebe knew anything about the red-cloaked figure. She didn’t.

      The party batted around several more ideas and quizzed the GM about Super-Models for a while, but eventually gave up the search as a dead-end. At a loss for anything better to do, Josepi and Traumiel suggested that perhaps earning some money was an acceptable alternative, so they decamped back to Barbis Boltbiter’s establishment to ask for another contract.

      Barbis wasn’t in the best of moods when the party arrived — he had been expecting them right back after the parade, and had been wondering where they’d been the past few hours. Setting that aside, though, he informed the party that he’d been negotiating with Lord Shadrach, owner of the Sludge Works, over the rights to the Thaumivorous Ghost Moths. Lord Shadrach had agreed to pay the party a generous percentage of all proceeds arising from use of the Moths (of which Barbis took a cut as well). The party was naturally surprised that things had worked out well for them, through no action of their own…until Barbis mentioned the catch.

      It seemed that Lord Shadrach needed a job done. Carvin Spiker, who the party had met previously, manager of the Sludge Works, and therefore employee of Shadrach, had been murdered, his office burned with him in it, and Shadrach wanted the party to investigate. (The GM explained that the police wouldn’t get involved unless they were paid to do so, and that the Lords generally handled crimes on their own properties.) Barbis made clear that the deal about the Moths was contingent on the party taking care of this, so of course they agreed immediately.

      The party retraced the steps of their previous expedition, and made their way down to Poisonville. Josepi suffered from the same allergic reaction to the fumes that he had before, this time joined by nature-boy Traumiel. Eventually, the group made its way to Carvin’s office, and found it quite thoroughly torched. Carvin’s corpse sat unmoved, but deeply roasted, behind his desk. Figuring he should put his medical skills to some use, Traumiel examined the body, not entirely certain what more he could learn. He was able to definitively determine that the body was Carvin, that Carvin was quite dead…and that he’d been killed with a garrote before he had been burned. While Traumiel was playing medical examiner, the others searched the office, and noticed that Carvin’s papers had been carefully spread around before they were burned, so that nothing readable would survive. The fireproof safe had also been carefully opened and the contents burned. The party made knowing “Hmmm” noises at each other–clearly, they were dealing with professionals here. But why garrote Carvin before burning the office? Bon Go also noted a spot of flooring that appeared different…she recalled that there had been a locked drawer in that spot before, but it was gone now. Twonkey volunteered that Carvin had never let anyone see what was in that drawer before, and had locked it hastily the one time that Twonkey came into the office while it was open. Idariel attempted to Detect Arcana on the room, and was able to determine that the firebugs, whoever they were, had left behind a spell designed to mask any clues from prospective forensic investigators…and that the spell was working quite well. Idariel had been fortunate to detect it at all.

      Giving up on the office, Josepi decided to canvass the neighborhood. He’d noticed a diner nearby that was not only a greasy spoon, but also a greasy knife and fork, and probably a greasy soup ladle and whatever that fork is with the three tines that no one can remember what it’s for. He introduced himself to the owner, M3j (a Droll…a cross between a dwarf and a troll, 4 feet tall and 7 feet wide -jm), and asked if anyone had seen any strange air-cars in the area. M3l was only interested in talking to paying customers, of course, so Josepi and Bon Go each bought a cup of coffee, which turned out to be surprisingly excellent. M3l still wasn’t terribly forthcoming, so Twonkey, an acquaintance of M3l, spilled the beans that Carvin had been murdered.

      Meanwhile, Traumiel wasn’t about to go anywhere near a place that ostensibly served food in Poisonville, so he stayed behind. He reasoned that if the arsonists had blocked spells and technology, they might have failed to account for purely physical methods of investigation. With nothing to go on except for memories of cop shows from his youth, he cast around outside the office, and was lucky enough to locate the scorch-marks left by a landing air-car on the street just outside the office. He decided to wait until Josepi came back to see what he made of it.

      Back at M3l’s, the cook was visibly upset about Carvin’s murder. After all, Carvin did considerable coffee-and-danish business with the diner. After recovering his composure, M3l opened up a bit more. He hadn’t known Carvin particularly well (people in Poisonville don’t ask too many personal questions), but it was obvious that Carvin had a little something going on the side beyond running the Sludge Works. He was known to flash some cash around, and was frequently seen with some “honeys” on his arms. Given Carvin’s rather expansive physique, it seemed likely these companions were paid. M3L recalled that they’d probably come from the Pussycat Club, and gave Josepi directions as to where to find that establishment. With a couple of new leads and a probably course of action, the players decided to call it a night.

      Get Awesome!

      Awesome! The Storytelling Game is now available as a PDF or Open Office file.  There’s also character sheets.

      Download it and give it a whirl!

      Mucho thanks to Mike DeSanto, who took the original blog post and turned it into a nifty brochure.  Truly Awesome indeed!

      Tunnels & Trolls: Monsters

      Here’s a stat-block for a monster from Tunnels & Trolls:

      Basilisk MR 78

      Here’s the same monster, with the initial Combat Adds prefigured:

      Basilisk MR 78  Adds 8d6+39

      Here’s a Basilisk with special damage:

      Basilisk MR 78 Adds 8d6+39
      4/Medusa

      4/Medusa means that any turn when it rolls four 6’s in its damage it also uses its gaze to turn someone to stone (as if it had cast the 9th level spell Medusa, though costing no WIZ to invoke).  As far as I can tell, there’s no save…the only thing protecting adventurers from the gaze is the monster needs to roll well in order to use it.

      And with some more special abilities:

      Basilisk MR 78 Adds 8d6+39
      4/Medusa
      Healing Feeling (self only), immunity to poisons

      Partially Statted:

      Basilisk MR 78 Adds 8d6+39
      4/Medusa
      Healing Feeling (self only), immunity to poisons
      INT 27  WIZ 19

      Fully Statted:

      Gidorah the Basilisk

      Basilisk MR 78 Adds 8d6+39
      4/Medusa
      Healing Feeling (self only), immunity to poisons
      STR 18  DEX 32 CON 78  SPD 14  LK 20 INT 27  WIZ 30 CHR 14

      I think you get the picture.  Monsters can be described in a single number, or be as elaborate as a player character (not that PCs are all that elaborate), or anything in between as is convenient for the GM and suitable for the adventure.

      Run of the mill monsters generally have only one attribute: Monster Rating.   From their Monster Rating you derive their CON (HP) (same as MR), their Combat Adds (MR/10 d6 + MR/2), and their WIZ (MR/10 round up).  As they take damage, their MR drops as do the pluses they get to their Attack, though not the dice rolled.  Unlike adventurers, that means that monsters do have a “death-spiral”–the more you damage them, the weaker their attack becomes.

      They can also have additional special abilities to spice things up, like armor, spells, gaze weapons, and so forth. Armor is usually constant, but other special abilities generally trigger when a certain amount of spite has been generated (e.g. the basilisk being able to use its petrifying gaze whenever it rolled 4 or more 6’s on its 8d6 attack).

      T&T has a simple rule of thumb for balancing combats… a fair fight is one where the monsters have about the same number of dice of damage as the adventurers.  That might be one monster, or ten.

      T&T gets another A from me for the way it handles monsters.  Who needs to “shemp” when you can describe a monster in as little as a single number, or give it a bunch of special abilities, name and personality in one or two lines of text?  For that matter, who needs rules for ganging up, swarms, or over-bearing when a hundred MR 10 goblins are mechanically almost as dangerous as an MR 1000 Titan?

      It’s Raining RPG Soup!

      So what are you waiting for? Grab your bowl!

      Stargazer’s World » Dungeonslayers: The deed is done!

      This marvellous tome is based on the 3rd Edition of the original German Dungeonslayers rulebook and already includes the latest errata. The PDF document which can be downloaded for free contains all the rules you need to play Dungeonslayers including the introductory adventure “Lord of the rats”!

      I haven’t had a chance to do more than glance at it yet, but it looks interesting. Seriously, the care and professionalism of the free RPGs available continues to ramp up. This is the stuff that makes me excited to be part of this hobby, not news about Hasbro’s latest quarterly reports and lawyerly parsing of either licenses or rules.

      So many games, so little time!

      Hot Off the Presses

      And just in time to run a memorial game on the anniversary of Gary Gygax’s death one year ago:

      RetroRoleplaying: The Blog: Microlite74 Version 2.0 Now Available

      Microlite Version 2.0 is now available for free download. Over 2000 copies of Microlite74 version 1.1 have been downloaded since its release on October 6th last year. Microlite74 is dedicated to the memory of E. Gary Gygax and Version 2.0, which is even closer to that the very first edition of the world’s most popular fantasy roleplaying game he co-authored over 30 years ago, is being released on the first anniversary of his passing.

      Plus, if you look on the very last page, you’ll see I got an acknowledgement (under my nom de comment jamused) for help in proofreading. And if that’s not a reason to download it, I don’t know what is!

      Seriously, though, Microlite74 is a solid rule-light approach to Old School RPGs in the spirit of the old D&D boxed set (0e) for those who think even retro-clones like Swords & Wizardry are too crunchy.  It’s intended more as a guide for those are familiar with D&D3 and d20 and want to try a simplified rule set that has more of the feel of the original D&D  than a complete introduction to role-playing for the novice.  Check it out!

      Social Stuff

      At the suggestion of one of my commenters, I tried adding some social stuff to the blog so that people could submit posts to Digg, Reddit, and so forth.  Since I don’t use any of those, I don’t really know how valuable they are… but I ended up turning off the Digg button for now, since their site seems to be down and that prevents my site from loading their button properly.  I might add it back in later if they fix whatever’s ailing them…

      Also, I’ve enabled caching on the blog, hoping to speed things up further.  Let me know if you see anything broken or working funny.  Installing it was more of a chore than I had hoped…

      update: now they’re back, so I’m re-enabling it… humph.  We’ll see if this is worth it.

      Alliterative Alphabet

      Reposted from Trollhalla, because I’m rather proud of it, my entry in today’s “most popular letter alliteration”:

      Letter D:

      Dungeon dinos dine dangerously, drooling, devouring desperate Dwarves, dainty delicate damsels, deadly Deodanths, dark Drow, downy ducks, deciduously decolletaged dryads, droning dowagers, demonic dholes, dashing debonair dandies, deceptive doppelgangers, deranged demons, damned devils, dry desert dervishes, dire drakes, dead dragons, delicious donuts (dessert)…decidedly done, drooping dragging denwards, dropping, dozing dreamily.

      Tunnels & Trolls: Combat

      Combat is the true heart of any role-playing game.” – Ken St. Andre, Tunnels & Trolls v7.5

      Combat is the first place that T&T is radically different from what went before…and what came after.  Combat is quite abstract, with turns taking 2 minutes each, during which there is

      “probably 10 seconds of action and 110 seconds of maneuvering for advantage.  It can be considered a rapid exchange of strikes and parries by all the fighters involved. By arbitrary convention we stop and evaluate how the fighters are doing at the end of each combat round, but in your imagination you should conceive the action as hot and heavy until such time as the winners win and the losers either lie down and die or run away.”

      Magic and missile fire are handled separately, but there is no blow-by-blow accounting taking place in melee combat.  In fact, T&T does away with the to-hit roll entirely.  Instead both sides roll damage, and the side with the lower total takes the difference in damage, spread among them as they like.

      So that brings us to another thing about T&T combat: there’s a lot of arithmetic.  A sample combat between two parties of adventurers of 3rd to 5th level involved totaling 4d6+4 + 38 + 2d6+5 +2d6 +3 + 26 + 6d6+3 + 27  for a total of 162.  Then the other party rolls its combination of weapon dice and adds, and gets 154.   Higher level groups and monsters could probably easily see results in the many hundreds or even thousands.

      It’s not particularly hard math, and each player except the GM handles a small chunk of it, but there’s a lot of it… if you play it a lot, I can foresee either getting quite good at multi-digit arithmetic or farming it out to a calculator.  For some larger monsters you probably need a dice-roller program even to calculate the damage.  A 3rd level fire-breathing dragon might have 88d6 + 440 as its roll.

      For the most part, combat is just that simple.  Both sides roll all the dice for their weapons, add in any combat adds, and then compare.  The losing side divides the damage as they see fit, subtracts any armor, and applies the result against CON.  When a character’s CON goes to 0, they’re dying.  (At -10 they’re dead, dead, dead.)  Allowing the losing side to divide the damage among the characters is interesting; it means that the stronger, more heavily armored characters can effectively protect the weaker characters–at least for a while–and opens up the possibility of mixed-level parties where the low-levels aren’t automatically toast.  Other than that, there are no tactical decisions to be made in standard melee combat.

      Magic and Missile fire happen at the very start of the turn, and have the unusual (for T&T) property of directly damaging a particular target as well as counting towards that side’s adds.  There’s also a rule (new in 7+) for “spite damage”… damage that happens despite win/loss or any armor: for every 6 rolled, the other side takes 1 spite damage (again divided as they see fit).  It’s entirely possible, though probably rare, that the losing side does more actual damage after armor than the winning side.  This apparently addresses the problem in earlier editions that even moderate amounts of armor could cause a fight to drag on forever if the parties are fairly equally matched.  Because you can choose specific targets for magic and missiles, this is your opportunity to try to knock out spell-casters and deliberately whittle down the effective members of the opposition, which can cause a steep drop in their side’s total damage if you can pull it off.

      At its most basic, there’s not really much room for individual tactics in T&T combat….  It also has a moderately low pace of decision.  At least, it seems to me that unless you’re heavily outmatched, fights will go on for at least a few rounds.  One complaint I’ve seen on some boards is that thanks to armor, evenly matched groups stalemate and the only thing that counts is spite damage.

      On the other hand, T&T offers a great deal of scope for rules-light RP modifications to combat.  That is, while there are no specific combat rules to cover any sort of facing, maneuver, special attacks like tripping, grappling, disarming, stunning or the like there is a single rule that you can describe what you’re attempting to do and the GM will give you a Saving Roll to accomplish it and rule on the results.  If you have a Talent that you can invoke, so much the better.  In one of the example combats in the rules, the centaur character decides that instead of attacking with her axe, she’ll try to kick an Ogre to knock it out of combat for a round or two.  The GM rules this is a Level 2 SR vs Dex, and the centaur succeeds by so much (rolling a 45 when she needed 25) that the GM decides that not only is the Ogre stunned and out of commission for 3 rounds, but it takes damage equivalent to the centaur’s Combat Adds.  Everything that crunchier systems handle by specific rules to cover each individual situation, T&T handles by the player specifically describing what out-of-the-ordinary feat they’re attempting to influence combat and the GM ruling on it and giving it a Saving Roll to see if it works.  For a “Rulings, not rules” approach, it’s pretty much perfect.

      It’s easy to see why T&T is a success for solo gaming and play-by-post: with no blow-by-blow adjudication or maneuver you can easily and relatively quickly resolve combats even if they involve lots of characters.  And because combats can be resolved without much decision-making if you’re not playing real-time or with a live GM, it’s ideal for the sort of “if you beat the monster, go to 12A, otherwise go to 27B” thing found in solo adventures.  On the other hand, if you have a live GM and bandwidth for everybody to describe what they want to do, the sky’s the limit to what kind of combat you can RP.

      Overall, I’d give T&T combat a B.  It’s simple, and flexible, can be explained to someone in a sentence or two, and there’s plenty of scope for clever ideas, though perhaps not a lot of tactics… but the sheer number of dice that need to be rolled and resulting arithmetic is a burden.  Play-by-post, with a handy die-roller, it’s no big deal, but I don’t like to be reliant on something like that for face-to-face play.

      Tunnels & Trolls: Armor, Poisons, and Treasure

      Continuing our look at T&T 7.5, the next bits deal with Armor, Poisons, and Treasure.

      Armor is damage resistance; the value of the armor is subtracted from any damage rolled against the character (apparently including magical damage), though not against “spite” damage.  It can be bought either in complete suits or piece-by-piece, with the values of the pieces being additive. They seem to be equivalent, though you have to be up on your armor names to be able to deduce exactly what pieces go into a particular suit.  They have Min STR requirements, also additive.  As near as I can tell you are flatly prohibited from using any armor or weapon for which you don’t meet the minimum requirements; that’s certainly simpler than figuring in penalties.  Warriors, remember, get double the benefit from any armor worn, which is a pretty spiffy ability, and probably necessary to distinguish them further from everybody else in the world who can wear heavy armor as long as they meet the STR minimum.

      Next is a list of 11 example poisons, most of which can be applied to weapons or are a result of a bite or sting by a monster; some do damage, some reduce combat adds, some paralyze a creature, and some permanently reduce an Attribute.  There are also rules for Antidotes (each poison has a specific antidote) and for potions of permanent immunity to a particular type of poison.

      Finally (as far as this post is concerned), there’s a Random Treasure Generator.  This is a fairly standard table of types of treasure and sub-tables for more specific details about each type: money, weapon, armor, jewelry, potions, and jewels.  Of note are the facts that, like absolutely everything else in T&T, the charts only use d6; armor is sized for a particular type of Kindred; and potions require a Level 1 SR vs LUCK to see if they do anything each time they’re used!

      Nothing particularly special here, though at the time armor as damage reduction instead of armor class as a reduction in the chance of scoring a meaningful blow was a big innovation.  If I recall correctly, T&T armor used to be ablative–that is each hit reduced the value of the armor until it was gone.  Subtracting from each attack is a much more meaningful contribution.  It all seems pretty playable.