Showing posts with label BRP. Show all posts
Showing posts with label BRP. Show all posts

Tuesday, May 14, 2013

Review of Magic World

So I picked up Magic World by Chaosium, the latest iteration of fantasy role-playing for the d100 system. Though broadly similar to the other contenders, RuneQuest 6 by The Design Mechanism and Legend by Mongoose, Magic World, not surprisingly, more closely adheres to the Basic RolePlaying game system. Interestingly, it doesn't use the expanded magic system presented in The Magic Book, released in 2011, which updated the magic rules from older editions of Chaosium's RuneQuest for use with BRP. Rather, Magic World expands the sorcery rules from the basic BRP game. In other words, all magic in Magic World is sorcery. If The Magic Book is derived from RuneQuestMagic World seems more influenced by another old Chaosium game, Stormbringer. Though the darker aspects of Stormbringer and its later edition Elric! have been toned down in Magic World, the rules for summoning demons and elementals are there. If you can get your hands on the excellent Elric! supplement, The Bronze Grimoire, to incorporate its more detailed summoning and necromancy rules, Magic World would make an excellent ruleset to run a dark fantasy campaign.

-Rognar-

Thursday, February 21, 2013

Too much fantasy for d100?

Chaosium has just jumped in with both feet in the d100 fantasy battle royale with the pdf release of Magic World (hard copy expected in March). Alongside RuneQuest 6 from The Design Mechanism and Legend from Mongoose (not to mention OpenQuest, which is a nice, little rules-light variant from a nano-publisher called D101 Games), we now have three major versions of the venerable d100 game engine for fantasy role-playing. This is shaping up to be an interesting, if ultimately, self-destructive competition involving a young upstart, a disinterested, second-tier publisher and a creaky old-timer that doesn't know when to hang 'em up. My money is on RQ6, largely because both Mongoose and Chaosium have other priorities (miniatures and Call of Cthulhu, respectively) that drive their release schedules. Still, given the glacial pace at which all three companies release supplements for their respective games, I should have little trouble supporting all of them. Anyway, the three games are so similar, any material published for one can easily be converted to use with another. An embarassment of riches, to be sure.

-Rognar-

Monday, February 18, 2013

The Magic Book (Basic RolePlaying)



Basic RolePlaying is a generic game system. As such, it has a variety of different kinds of supernatural powers, magic, sorcery, mutations, super powers and psychic abilities. They are designed with the idea that multiple types will be used together. For example, a futuristic sci-fi campaign might include both mutations and psychic abilities, while a "kitchen-sink" style campaign might throw everything in there. For a pure fantasy or sword-and-sorcery campaign, however, the magic system is a bit sparse and bland. Fortunately, Chaosium has access to the rich history of RuneQuest and has released The Magic Book, a revised and updated version of the RuneQuest 3rd Ed. magic system for BRP.

The Magic Book contains four integrated magic systems, Spirit Magic, Divine Magic, Wizardry (formerly called Sorcery) and Ritual Magic. Anyone familiar with any version of RuneQuest will be recognize with the first three. Spirit Magic, as the name implies, deals with the Spirit World. Its practitioners are typically called shamans and they communicate with and bind into service various types of spirits including demons, elementals, ghosts, beast spirits and even spirits contained within inanimate objects such as weapons and armour. Not surprisingly, Divine Magic is derived from the power of the gods and includes a lot of spells involving healing, illusions and natural forces. Wizardry derives its power from scholarly study of the universe. It demands greater commitment from its practitioners than other forms of magic, but can become the most powerful. There are a wide variety of spells in Wizardry including many that resemble those of the other types of magic and is the tradition of choice for anyone dedicated to serious sorcerous power.

The last type of magic is Ritual Magic. Rather than being derived from a different source of power, it represents a different way of spell casting that can be practiced by any sort magic-using character. Powerful summoning, enchantment and divination spells typically involve time-consuming magical procedures, called rituals, to cast.

The Magic Book is an excellent supplement to the BRP core rules. Although it could be used along with the magic system already included in the game, The Magic Book provides a self-contained set of rules that are far superior. I suspect most gamemasters will prefer to simply use them in place of those provided in the BGB.

-Rognar-

Sunday, July 31, 2011

Weird War II monster factory 3

The "Widowmaker" demon is the most powerful of the common extradimensionals and the only one to demonstrate any significant intelligence. Though apparently unable to direct the actions of the lesser abominations, widowmakers are able to use the natural instincts of these monsters to their own advantage. They will use the extremely aggressive racknees and devil dogs as cannon fodder before moving in to mop up any survivors. Besides their enormous ripping claws, the most terrifying aspect of the widowmaker is its mind blast attack, which can render several foes helpless before the demon moves in to rend its victims limb from limb.


STR 5D6+9 (ave. 26-27)
CON 3D6+6 (ave. 16-17)
SIZ 5D6+9 (ave. 26-27)
INT 2D6+6 (ave. 13)
POW 3D6+3 (ave. 13-14)
DEX 2D6+3 (ave. 10)
APP 1D6 (ave. 3-4)
Move: 8 Hit points: 21-22 Damage bonus: +2D6
Armour: 4 pt carapace
Attacks: Claw 50% 1D10+db (bleeding)
Skills: Dodge 30%, Hide 30%, Jump 20%, Listen 35%, Sense 50%, Spot 35%, Stealth 20%, Track 30%
Powers: Super Sense (Infrared Vision) 2, Mind Blast

-Rognar-

Saturday, July 30, 2011

Weird War II monster factory 2

Devil Dogs are the second most common of the dimensional horrors, after racknees. The size of a riding horse, but with the ferocity of a badger, devil dogs are a nightmare of fangs and claws. They are not as fast as racknees, so they often fall upon victims already crippled by the smaller, faster abominations that precede them. Otherwise, they use their greater strength to hunt prey which has managed to find some protection from racknees, such has locking themselves in a car or room.


STR 4D6+3 (ave. 17)
CON 3D6 (ave. 10-11)
SIZ 3D6+6 (ave. 16-17)
INT 5
POW 2D6 (ave. 7)
DEX 2D6+6 (ave. 13)
APP 1D6 (ave. 3-4)
Move: 10 Hit points: 13-14 Damage bonus: +1D6
Armour: 2 pt hide
Attacks: Bite 50% 1D8+db (bleeding)
Skills: Dodge 40%, Hide 30%, Jump 50%, Listen 35%, Sense 50%, Spot 35%, Stealth 40%, Track 50%
Powers: Super Sense (Infrared Vision) 2

-Rognar-

Weird War II monster factory 1

This new series of posts will reveal new monsters created for my "Tommies at the Gates of Hell" Weird War II campaign for BRP. Only monsters that have already appeared in the campaign, now into its third session, will be presented.

Though details are sketchy at this point, it is clear that Nazi scientists have released some kind of monster apocalypse upon the war-ravaged European continent. The carnage has been horrific. The Allies are in full retreat, leaving civilians behind to face an onslaught of horrors from some alien dimension. Whole nations have been depopulated, including Germany itself.

Small pockets of survivors struggle daily against the waves of alien abominations that sweep across the land, including a small group of British soldiers and Belgian civilians near the city of Rochfort. This is where the story begins.

The Horrors:

Racknees are six-legged arachnoids the size of large dogs, but with the speed of a race horse. Though not displaying any discernible intelligence, racknees are exceedingly cruel. They rarely kill their prey immediately, preferring instead to take one or two large bites from the victim's legs or flanks and then moving on, leaving the wounded person or animal to bleed out.


STR 2D6+6 (ave. 13)
CON 3D6 (ave. 10-11)
SIZ 1D6+3 (ave. 6-7)
INT 5
POW 2D6 (ave. 7)
DEX 3D6+6 (ave. 16-17)
APP 1D6 (ave. 3-4)
Move: 12 Hit points:8-9 Damage bonus: none
Armour: 2 pt carapace
Attacks: Bite 50% 1D10+db (bleeding)
Skills: Dodge 50%, Hide 40%, Jump 50%, Listen 35%, Sense 50%, Spot 35%, Stealth 40%, Track 30%
Powers: Super Sense (Infrared Vision) 2

-Rognar-

Wednesday, July 20, 2011

Yay! More RuneQuest

As mentioned previously, Mongoose has unburdened itself of RuneQuest and Glorantha, but will continue to publish its MRQII rules in a new game called Legend. Now, two of the game designers that worked on MRQII have started their own company and negotiated the rights to RuneQuest from Issaries and will release a new edition, RuneQuest 6, next year. This will make four major tabletop rpgs in print, Basic RolePlaying, Call of Cthulhu, Legend and RuneQuest 6 based on the BRP game engine. Does this represent a renaissance for the venerable system? My guess is probably not. I don't get the sense that a gritty and realistic game like BRP appeals to the younger gamer looking for the anime-inspired hyperpowerful characters wielding ridiculously oversized weapons. Still, it seems the game has endured and continues to attract a following. I just hope they don't oversaturate the market.

-Rognar-

Monday, April 11, 2011

Weird War II - The Sons of Solomon and the OSI

The Poor Fellow-Soldiers of Christ and of the Temple of Solomon, more commonly known as the Knights Templar, was a powerful Christian military order charged with the defense of the Holy Land during the Crusades. From humble beginnings, the Knights Templar grew to become a wealthy organization, with holdings from the eastern Mediterranean to the British Isles. With the fall of the Crusader States in the late 13th century, the Knights Templar lost its primary function as an order of fighting monks, becoming, in effect, a multinational bank with a standing army. This was a situation which caused both envy and fear among the kings of Europe. In 1307, King Philip IV of France, with the grudging support of Pope Clement V, brought the hammer down on the Knights Templar, executing its leaders and seizing its assets under trumped up charges of heresy and corruption. The Templars were no more, or so the official historical record says.

During the time the Knights Templar resided in Jerusalem, they were exposed to the ancient knowledge of Greece, Persia and Egypt. They learned of prophecy and the mysteries of the world beyond the frontiers of Christendom and they grew powerful in the practice of sorcery. Although their accusers did not realize it, some of the Templars really were guilty of the crimes of which they were accused. Forseeing their own demise, they orchestrated events to ensure the survival of their inner circle of sorcerers and their most valuable and potent treasures and magicks. Escaping to Scotland, which was under papal excommunication at the time, the surviving Templars eventually made their way to North America. Abandoning their old name and their association with the Roman Catholic Church, they became the Sons of Solomon, a fraternal order of sorcerers dedicated to understanding the true nature of the universe and defending humanity from the horrors of the void. They remained very secretive for centuries, but questions persisted. Only a handful of Templars were executed and a minority were absorbed in other orders. This still left many hundreds of Templars unaccounted for. Rumours of a secret order circulated and it was assumed, of course, that much of the wealth of the Knights Templar remained in the hands of that group. As the population of the United States grew, it became more difficult for the Sons of Solomon to keep their activities secret. So, they created Freemasonry. Purposefully secretive and incorporating many symbols associated with the Knights Templar, the Freemasons drew the attention of those who believed the Knights Templar persisted. They were well-funded and they attracted a lot of powerful men, especially in 18th-century America. Once fully-established, the Sons of Solomon drew away from the Freemasons, secure in the knowledge that they could retain their anonymity. In truth, the Freemasons, though steeped in mystical traditions, never had much understanding or belief in the arcane basis of their rituals. They were little more than decoys, providing cover for the true power, the Sons of Solomon.

Throughout their history, the Sons of Solomon have fought many evil sorcerers, who sought power through alliances with horrors of the void. The most prominent include Vlad Dracul and his son, Vlad Tepes, Countess Elizabeth Báthory and Rasputin. Throughout the centuries, their power was always sufficient to ensure the enemies of humanity could not establish a foothold in our dimension. However, the seers of the Sons of Solomon saw a rising darkness as the Nazis rose to prominence in Germany. Their visions were cryptic and hazy. A great, malevolent force was rising in the heart of Europe and for the first time, the Sons of Solomon felt their power was inadequate to contain the enemy. Using their Freemason connections, the Sons worked to influence the US and UK governments and militaries. They arranged for the creation of the OSI to serve as their eyes and ears on the battlefronts of Europe. Embedded within the Allied armies, but not part of them, the OSI would investigate incidents of a weird or supernatural nature, always seeking to ascertain what Nazi sorcerers were doing. They even recruited the great British sorcerer, Aleister Crowley, despite his unsavoury reputation and far too public profile. Crowley's sorcerous delvings proved immensely invaluable, giving the OSI much-needed intelligence into the activities of the Ahnenerbe. Sadly, his scrying efforts would eventually cost Crowley his sanity, but without him, the Nazis would have surely proved victorious in the war.

-Rognar-

Monday, March 28, 2011

Weird War II - The Thule Society and the Ahnenerbe

The Thule Society and the Ahnenerbe were both real organizations. The former was a secret society formed in Germany in the dying days of WWI. The Thule Society was created to advance a theory of German racial superiority based on the works of 19th-century mystic, Helena Blavatsky. Though never a large organization, several of its members would be influential in the early days of the Nazi party. Rudolf Hess and Hans Frank were known to be active members, while Dietrich Eckart, Heinrich Himmler, Alfred Rosenburg and Hermann Göring were believed to have had some association. The formal association between the Thule Society and the German Worker's Party (later to become the Nazi Party) was severed at Hitler's insistence in 1920 and the organization was dissolved in 1925. However, one of its founders, Rudolf von Sebottendorff revived it briefly in 1933. The Nazis moved to suppress the organization and von Subottendorff was imprisoned briefly, before being released and fleeing to Turkey. That is where the official history of the Thule Society ends and the unofficial history begins. Rudolf Hess still believed in the theories of the Thule Society, even if the Führer did not. Working behind the scenes for the next several years, he aided the Thule Society, providing documents and money to former members, allowing them to escape Germany and set up branches of the organization in Istanbul and London. During that time, Thule members delved deeper into the occult, learning about sorcery and psychic powers, parallel dimensions and extraterrestrial beings. The mysticism of Madame Blavatsky, the racist theories of Houston Stewart Chamberlain and the speculations regarding Atlantis advanced by Ignatius Donnelly, combined with their own occult experimentation and their sense of betrayal by Hitler, forged a powerful league of sorcerers determined to overthrow the Führer and bring about an Aryan superpower that would encorporate all the Anglo-Germanic nations of the world, including Britain and America.

The sorcerers and psychics of the Thule Society faced a difficult dilemma in the early stages of the war. They wanted to undermine Hitler, but the success of the military campaigns in Poland and France served their interests. Furthermore, what efforts they did undertake were easily countered by Nazi blood mages, who were far more numerous and powerful than the Thules realized. In fact, Nazi occult research had advanced far more than that of the Thule Society. A secretive bureau within the SS known as the Ahnenerbe, created by Himmler, was advancing the theories of the Thule Society far beyond anything that had been conceived of before. Formed in 1935, they had, by the start of the war, made contact and even alliances with extradimensional beings. They had learned much from these entities and their sorcerous knowledge had grown exponentially. Opponents, such as the Thule Society and the Sons of Solomon (descendants of the Knights Templar from which the OSI would be formed), were no match for the sorcerers of the Ahnenerbe. Indeed, only Aleister Crowley, Britain's most powerful sorcerer, had any insight into what the Ahnenerbe was capable of and his grip on sanity was failing by then. Oddly enough, the Ahnenerbe and the Thule Society were working toward the same goal, removal of Hitler and the establishment of an Aryan empire that would span the globe. However, the Ahnenerbe had far more ambition and could see much farther into realms of space and time that were beyond the modest abilities of the Thules. They needed to keep the Führer around for awhile longer until their grand plan could be fully realized. On December 25, 1944 at a place of horror in southern Poland, the first stage of that plan came to fruition.

-Rognar-

Friday, March 25, 2011

Sorcery in Weird War II

Sorcery, as it's presented in the core rulebook of Basic RolePlaying, is actually a small subset of a much larger set of options broadly outlined in the Stormbringer and Elric! roleplaying games. For those familiar with Call of Cthulhu, which also uses sorcery, the biggest difference is the variety of offensive, defensive and utility spells available. CoC tends to view sorcery as something performed under special conditions, requiring detailed rituals and much preparation. Except for a handful of offensive and defensive spells such as the Elder Sign, most CoC spells involve contacting various Mythos entities or summoning/binding servitor races. For this reason, sorcery is a pursuit best avoided by most right-thinking characters in Call of Cthulhu, except in cases of extreme duress. And, of course, the very act of performing sorcery in CoC has a corrosive effect on one's sanity.

In BRP and Stormbringer, sorcery is more common and has no sanity implications, although the requisite POW score is prohibitive, ensuring that sorcerers are a rare breed. There are three main types of sorcery and typically, a high-level sorcerer will be adept in all three. These are spells, runes and summonings. Spells represent the default form of sorcery, the type to which most low-level sorcerers will be limited. Spells have the advantages of being quick to prepare and demanding modest power point expenditures, although durations are quite short. This is the type of sorcery used most often in combat.

Runes, as the name implies, require the preparation of an inscribed symbol which will trigger a sorcerous effect when certain conditions are met. Runes can persist for days or even years until triggered, making them useful for setting traps. Some runes duplicate the effects of spells, while others offer unique options such as wards or alarms. Most forms of Lawful sorcery are runic.

In game terms, summonings work just like spells, except they are more detailed and require greater preparation. In that respect, they are similar to Call of Cthulhu sorcery. Sorcerers can summon demons or elementals. There are also some necromantic summonings which allow a sorcerer to summon spirits to inhabit prepared corpses or even living hosts. In the latter case, the spirit of the victim is destroyed and the summoned spirit takes possession of the body. The newly-created undead is then bound to the service of the necromancer. Summoned entities are often bound, either in their living state or as the animating essence of some powerful magic item. The summoner has to spend enough power points to define the summoned creature. A fully-formed demon servant will be more costly because points will have to be spent to define physical characteristics such as STR, SIZ, CON, DEX and Move as well as POW and INT. Such a demon would require far more power points than even the most powerful sorcerer would have available. Therefore, a means of storing power points is needed to cast summonings. This requires significant preparation. Also, binding demons, elementals and undead requires the sacrifice of POW points. This is a particularly demanding requirement and one only considered by truly powerful summoners.

-Rognar-

More on allegiences

In the previous post, I talked about earning points in allegiences in order to define your character's motivations. Now I'll discuss what sorts of actions earn those points. As one might expect, it is easier to earn points for a Chaos allegience than either Law or Balance. Betrayal, wanton violence and vandalism are all ways that can potentially earn Chaos allegience points. Another way is the use of sorcery. Sorcery is inherently Chaotic, although there are a handful of Lawful spells and runes. Ironically, even the casting of Lawful sorcery can earn Chaos points, unless the sorcerer atones afterwards. A sorcerer with a Lawful allegience has to walk a fine line, using his powers reluctantly and always mindful of his allegience budget. Needless to say, demon summoning and necromancy are extremely Chaotic forms of sorcery and should never be pursued by Lawful sorcerers.

Law stresses self-discipline and respect for authority. A character with a Lawful allegience will depend on skills rather than sorcery or supernatural aid. Advancement of skills to high levels will earn Law allegience points. Other Lawful actions include obeying one's superiors and destruction of obviously Chaotic constructs such as summoned demons and animated corpses.

Balance is, perhaps, the most difficult path to follow. It demands much of its followers, including, sometimes, the ultimate sacrifice. An adherent of Balance must be merciful and a defender of the weak. He must resist both tyranny and anarchy without resorting to either. He may use sorcery as long as it serves the greater good, but must never dabble in summoning or necromancy. Any effort on the part of a character with a Balance allegience, either through the use of sorcery or skill, that prevents death and destruction will be worthy of allegience points.

-Rognar-

Wednesday, March 23, 2011

Allegiences in Weird War II

Basic RolePlaying does not use an alignment system the way Dungeons & Dragons or Pathfinder do. Rather, a character has multiple allegiences and builds up points in them depending on his actions. To use D&D as an example, the GM might decide to create five allegiences; Good, Evil, Law, Chaos and Neutrality. A character would typically start out with 1d6-2 pts. in each and then gain more points in one or more of the allegiences through the campaign. If one allegience exceeds any other by 20 pts. or more, that allegience becomes dominant and may attract the attention of powers who share that allegience. For example, a novice cleric of a lawful diety might not attract much notice from either his god or the hierarchy of his church. However, if he acts in an exemplary fashion and accumulates a lot of points for his Law allegience, he may be rewarded for his piety. Of course, if he acted in a chaotic manner and his Chaos allegience began to overshadow his Law allegience, the resulting attention he would receive would not be welcome. Furthermore, when a character reaches 100 pts. in one of his allegiences, he may be approached by a supernatural agent to recruit him to serve as a champion for some diety or similar powerful being.

In my upcoming Weird War II campaign, I will be using the Law-Balance-Chaos allegience system introduced in the Stormbringer role-playing game. Although, Good and Evil are not explicitly represented in this arrangement, it is generally accepted that the closer one gets to perfect Balance, the more "Good" characteristics one displays. Extreme Law is oppressive and hidebound, while extreme Chaos is anarchic and destructive. To illustrate this, I have created a graph showing where all the various powers in the campaign fall along the Law-Balance-Chaos axis:



As you can see, I've added a Good axis projecting from Balance. I define Good as respect for life and beauty and a capacity for self-sacrifice. Those organizations that demonstrate such qualities tend to cluster close to Balance, while the more evil and destructive organizations tend to find themselves at the chaotic or lawful ends of the scale.

-Rognar-

Thursday, March 17, 2011

Chronicles of Future Earth....more tasty goodness

I'm happy to report that, despite my initial concerns, the first supplement for The Chronicles of Future Earth has already been released. Although only available in pdf format from Chaosium.com, The Chonicles of Future Earth - Children of the Worm is an excellent little contribution to the setting. It includes a short adventure, but the real value of the publication is the added crunch. A new race, the P'Tek (aka Troglodytes), an Esteri race of subterranean humanoids, is detailed as well as their primary diety, Babisiya, the goddess of darkness. Several cool new demon powers and spells are also provided, including necromancy spells adapted from the old Stormbringer rpg. This is hella cool for me, because I recently bought a pdf of The Bronze Grimiore from the Elric! edition of Chaosium's Elric of Melniboné rpg. This book introduced necromancy and it is excellent. Seeing at least some of that stuff showing up in Chronicles makes me even more excited about the setting.

My one beef with Children of the Worm is that it is only available as a pdf. While it is probably not long enough to be a stand-alone print publication, it has clearly been ready for some time to have been released so soon after the first book. This leads me to wonder if this was material that was intended to be part of the original setting and was later edited out in the interest of achieving a particular page count or price point. If so, it's unfortunate. I would have gladly paid a few more dollars to have this material included in the original setting book. Hopefully, sometime in the future, Children of the Worm will find its way into a print format.

-Rognar-

Thursday, February 24, 2011

Movement rates in BRP need repair

I've started disassembling the Basic RolePlaying rules in anticipation of my upcoming campaign with an eye toward establishing any quirky bits that will grate on my OCD tendencies if not fixed. Some can be dealt with using various optional rules (of which, BRP is amply endowed), but some require house ruling. The first is movement rates. A fit, unencumbered human is expected to be able to move 30 metres in a 12 second combat round, assuming he is performing no other actions. This is a movement rate of 2.5 m/s (5.6 mph) and is represented by a MOV characteristic of 10. A top sprinter can move four times as fast, but we're not talking about a world-class athlete under ideal conditions, so I accept that movement rate to be reasonable. However, once you start looking at the MOV rates of other things in the game, it goes off the rails a bit. For example, two things I'm interested in for my campaign are horses and tanks. A horse has MOV 12 which corresponds to a movement rate of 3.0 m/s (6.7 mph). Now I know horses aren't the most sure-footed of beasts and their size means they need a few seconds to get going, but an average horse can run about 25 mph (to say nothing of a thoroughbred). So, even if you cut their speed in half, they should still have a movement rate twice that listed. Incidentally, all the other large mammals listed in the BRP core book have the same MOV 12 (or less) save one, the bear, which has MOV 14.

Things really get wobbly when you look at vehicles. A "vintage" tank is described as a WWI-era tank and has MOV 42. This works out to 10.5 m/s (23.5 mph). Yet, the fastest tank of WWI, the British Medium Mark A Whippet, had a top speed of 8.3 mph. The blinding speed of the vintage tank is closer to a Panzer IV which has a top road speed of 26 mph, but even the Panzer IV could only manage about 10 mph off-road.

Based on this analysis, I would suggest the following changes. A human MOV 10 serves as a baseline for a speed of about 6 mph. A horse can sprint about 12 mph, so it will have MOV 20. A WWII-era tank such as a Panzer IV or a Sherman can move about 18 mph if we simplify things and average its road and off-road speeds, giving it a MOV 30.

-Rognar-

Sunday, January 30, 2011

Chronicles of Future Earth - mine at last



The wait was a bit longer than I'd hoped, but The Chronicles of Future Earth finally arrived at my FLGS and I eagerly bought myself a copy. It's a 112 pg. softcover with a removable double-sided, two pg. map of the city and the province that comprise the setting (more on that in a moment). Chronicles, written by Sarah Newton, author of the Mindjammer campaign setting for Starblazer Adventures, describes the territory of southern and central Spain as it might be a hundred thousand years in the future. The province of Korduva (modern-day Cordoba) is the northernmost territory of a great, but decaying empire called the Venerable Autocracy of Sakara spanning what is now North Africa (Sakara = Sahara, perhaps). Just to the north of Korduva is the Amadorad (modern-day Madrid) Protectorate, a vassal state and ally of Korduva against the Chaos Wastes which lie further to the north. The world of Chronicles is strange, depleted and decadent. Dozens of races, some human, some near-human and some decidedly non-human struggle to survive in a world haunted by summoned demons and creatures of chaos. The Gods are real and their temples are sources of magical power. Employing ancient technologies such as gravity cannons and force blades along with powerful sorcery and simple spears and shields, the peoples of the future earth defend the remnants of civilization from the horrors that wait Beyond the Veil.

Chronicles of Future Earth begins with a chapter on races and cultures. There are very brief descriptions provided for a couple of dozen races, human, humanoid (Jeniri, the "Cousins of Man") and non-human (Esteri, "Not-People of Urth"). Of these, four races are given detailed descriptions for use as player races. Two of these are human, the Hivernians and the Amadoradi. The former are the people of Korduva [and the neighbouring province of Elikan (modern-day Alicante)], civilized citizens of the Venerable Autocracy, while the latter are the people of Amadorad, hard, militant folk only recently brought into the imperial fold and still chafing under the yoke of civilization. The third race are the Virikki, a Jeniri race of blue-skinned scalyfolk with powerful psychic abilities and a refined aesthetic sense. Finally, there are the Hsun (or Spider Folk), an Esteri race of large arachnoids known for their skillful artifice and their ability to produce alagin, a hard substance used instead of metal (which is rare and expensive).

The next two chapters, detailing character generation and divine powers and demon summoning respectively, serve to adapt the Basic RolePlaying game system to the setting. The details on summoning and using demons are particularly welcome as I always thought the rules outlined in BRP were a tad sparse and unclear in this regard. After that is a chapter on the Gods of the Great Compact, powerful extradimensional beings who united in the distant past to defeat an evil entity known as the Great Hegemonist. Two in particular, Regos, the god of rulership and conquest, and Vareltias, the god of diplomacy and trade, are described in detail such that their temples can be used as patrons or sources of spells. A chapter on artifacts and equipment, another brief chapter on the city of Korduva and a bestiary follow.

Lastly, there is a sizable introductory adventure included which incorporates pretty much everything that is detailed in the rest of the book. It ties everything together quite nicely and provides a pretty good feel for the setting. Other features include the aforementioned map of the city of Korduva and the territory of Hivernia, a handy glossary, a complete index (though no table of contents) and an appendix for various tables and maps.

I really can't find much to criticize in this book. The artwork is black-and-white throughout, but it's quite well-drawn and appropriate (although a couple of images are used more than once). My only concern might be the limited scope of the book. Many things are described briefly, but not to an extent that they could be readily incorporated into an ongoing campaign. This wouldn't be a problem if further supplements were to be released in a timely fashion, but it would not be unfair, I think, to describe Chaosium's publication schedule as glacial. Thus, it could be many months before we get to see the next installment in this excellent campaign setting. I hope Chaosium realizes what a gem they have in Chronicles and proceeds to quickly get some new content into the pipeline.

-Rognar-

Friday, January 07, 2011

New campaign wiki

For those who will be participating in my new BRP Weird War II campaign (and for those interested onlookers), I have started a campaign wiki entitled "Tommies at the Gates of Hell". You can find the link in the link list on this page. The introduction has been posted and more information will come soon.

-Rognar-

Tuesday, November 09, 2010

A look at Basic RolePlaying, pt.3

Basic Roleplaying incorporates rules from many past and present Chaosium games, such as Call of Cthulhu, Runequest and Elric!. Though all these games used the basic d100 mechanic, there were some variations in some aspects of the game system. You certainly see that in the powers rules and you also see it in combat, resulting in a variety of optional or alternate rules. For example, initiative can be handled in a number of ways. The basic approach has four stages; statement of intent, power use, actions and resolution. In the first step, players and NPCs declare their actions. This is typically done all at one time in order from highest DEX to lowest DEX. However, several variants exist, including dispensing with the declarations entirely or declaring them in reverse order, lowest DEX to highest so that characters with higher DEX can react to the declarations of those with lower DEX. The next step is the use of powers such as sorcery or psychic abilities, performed in order from highest INT to lowest among the characters who have chosen to use them. Powers typically take a full round to use, so their effects are manifested in the following power use phase. After power use comes actions. Actions are performed in order from highest DEX to lowest, although one optional rule is to add a d10 to DEX to allow for some random component to initiative. If this option is chosen, however, it has implications for multiple attacks since the number of attacks possible in a round is dependent on initiative number, so it's possible to get more attacks with DEX + d10 than just DEX alone. This may make smaller weapons such as daggers more attractive because of the extra attacks they allow. Following each action is resolution. Unlike the other phases, this phase is done after each individual action rather than being grouped together. Resolution in combat is generally some sort of active defense (assuming the attack was successful), a dodge or a parry. There are varying degrees of success for both the attack roll and the defense roll, so these results have to be compared. It is possible for a successful attack to beat a successful defense if the degree of success is greater for the attack. However, the successful defense likewise reduces the effect of the attack, even if it doesn't defeat it entirely.

As mentioned above, there are multiple degrees of success when making an attack or defense roll (or any skill roll for that matter). A roll equal to or less than your skill percentage is a success, a roll equal to or less than 1/5 of your skill percentage is a special success and a roll equal to or less than 1/20 of your skill percentage is a critical success. Each level of success defeats a lesser success, although in the case of dodge or parry, a lesser degree of success will mitigate the effects of a special or critical success result for the attack roll. Special successes on attack add a special weapon effect to the normal damage, such as bleeding, impaling or crushing damage. Critical success cause maximum damage for the weapon and ignore armour. There are rare circumstances (i.e. impaling attacks vs. unarmoured opponents) in which a special success result is actually better than a critical result. In those instances, the player is permitted to choose the better effect when scoring a critical success. In BRP, armour serves to reduce damage, rather than reduce the likelihood of success. This means that combat is somewhat less streamlined than in D&D, but it also allows for more realism and more options, especially for cross-genre campaigns. A perfect example is the introduction of firearms. D&D has never been able to handle firearms satisfactorily. The challenge has always been to model the advantages of firearms over bows. Bows are obviously faster, so even if a musket does more damage, the extra attacks enjoyed by the archer will finish off the musketeer long before he gets reloaded. Factors such as ease of use or intimidation just never seem to be incorporated into the rules in such a way as to make firearms attractive. However, in BRP, firearms work just fine. Armour only provides half the normal protection against firearms and reduces your active defense options significantly. Therefore, the introduction of black powder weapons into your campaign greatly reduces the attractiveness of heavy armour, just as it did in history. Sure, your heavy plate will reduce the damage from a musket ball, but it's far better to dodge out of the way entirely. This is the real strength of the Basic RolePlaying combat system. It is very portable.

-Rognar-

Friday, October 29, 2010

A look at Basic RolePlaying, pt.2

As mentioned in the previous post, there are five types of special powers in BRP; magic, sorcery, mutations, psychic abilities and super powers. Of these, you might think of magic as the default, since it is the only one that uses the basic d100 resolution machanic. It is also the one that most closely resembles the standard D&D style of magic. If you want to cast spells that burn or freeze your target, or turn you invisible or heal wounds, you use the magic system. In keeping with the d100 mechanics, successful casting of a magic spell requires a roll. Spells are treated like skills and in order to be proficient, a lot of skill points must be invested. As such, a typical magician will only have a small repertoire of spells that he is really adept at casting. It is also possible for a non-magician character to cast spells, but such a character would not be permitted to use professional skill points to improve his spells and would, therefore, be far more limited in his spellcasting abilities.

In a typical heroic-level campaign, a magician will start out knowing six spells. While it is possible to learn new spells, the magician will never be as adept with these new spells as he is with the original ones. Spells must be memorized, but once they are, they can be cast as often desired or until the magician runs out of power points. A magician can memorize a number of spells equal to half his INT, although if he has more spells than that in his grimoire (i.e. spellbook), he may cast them directly from the book. Variables such as damage and area of affect are determined by the level of the spell which is a function of the amount of power points invested into the spell. For example, a Fire 1 spell does 1d6 points of fire damage and costs 3 power points, while a Fire 4 spell does 4d6 points and cost 12 power points. Needless to say, players with D&D experience may find BRP spells somewhat underwhelming at first, but given that a typical character will start with 10-12 hp and probably never see an increase in that number, one can see that spells can be quite lethal.

Sorcery is handled differently from magic. Originating with the Elric! and Stormbringer games to model the distinctive Moorcock style of magic, sorcery spells are generally weaker than magic spells, but do not require an activation roll. The more powerful sorcery spells are those that summon demons and elementals, in keeping with the dark fantasy genre that spawned these rules. It should be noted that sorcery is rare in any game in which it is used. A character requires a POW of 16 to even cast sorcery spells. This requires some pretty good rolls or, at the very least, decent rolls combined with a redistribution of stats.

Mutations are, as you might expect, handled quite differently from magic or sorcery. They typically involve physical changes to the body, giving the character enhanced (or diminished) abilities or even new abilities such as flight or poison attacks. Mutations are rolled randomly and may be beneficial or harmful. When an adverse mutation is rolled, it may be avoided by a Luck roll (5 x POW). If successful, the character is entitled to a reroll. Any time a Luck roll is failed, the character is stuck with the negative result. Needless to say, mutations are a mixed blessing.

Psychic abilities are handled in much the same way as magic spells. They are learned like skills and require a successful activation roll. Characters normally use personal rather than professional skill points to improve psychic abilities, so the number of abilities a character can be good at is quite limited, although GMs are advised that some settings may allow the use of professional skill points, creating, in effect, a professional telepath. The abilities themselves include all the standard sci-fi tropes such as telekinesis, mind control, precognition and pyrokinesis.

Finally, there are super powers. Personally, I am thoroughly indifferent to just about everything associated with the superhero genre. Combine that with the fact that the super power rules are the most complicated set of rules for any of the powers in BRP and suffice to say, I just couldn't bring myself to fully absorb them. It appears a roll is required to activate some super powers, although they do not work like skills, so it is not entirely clear how the success number is derived. The number and relative power of super powers are based on a number called the Character Point Budget derived from the character's unmodified stats and the power level of the campaign. There is a large variety of super powers to chose from, although they do not seem any more powerful than the other types of powers available in the game. This is probably a good thing since it allows cross-genre campaigns without fear of super-powered characters dominating the mutants, psychics and sorcerers.

That is all for now. I will look at combat next time.

-Rognar-

Thursday, October 28, 2010

A look at Basic RolePlaying, pt.1


The upcoming release of Chronicles of Future Earth has renewed my interest in the Chaosium game system Basic RolePlaying (BRP), so much so that I parted with $40 of my hard-earned scratch to buy the core rulebook. Weighing in at a hefty 400 pgs., this tome is too much to review in one post, so I will divide it up into sections and review each separately.

As I've mentioned in the past, I played Call of Cthulhu before, so I am quite familiar with the d100 system that BRP is built around and the character generation procedure is the same as the one used in CoC. There are eight basic stats, strength (STR), constitution (CON), size (SIZ), intelligence (INT), power (POW), dexterity (DEX), appearance (APP) and education (EDU), although EDU is optional in BRP. INT, SIZ and EDU are generated by rolling 2d6+6, while the others are rolled using 3d6. There are options for redistributing some of the statistics and there is also an alternate point-buy system included for those who dislike random generation. There are a variety of derived statistics based on those listed. These include melee damage bonus (or penalty) based on STR + SIZ, hit points equal to the average of CON + SIZ and power points, the fuel for things like magic and psychic abilities, derived from POW. These stats also provide bonuses (and occasionally penalties) to various skills.

After generating the basic and derived stats, the player choses a profession. This is like a class in D&D, except that the only purpose it serves is to determine which skills are professional skills. A character gets a much larger pool of professional skill points than personal/cultural skill points, so the selection of a profession will determine what a character is good at.

By necessity for a generic game system, the skill list is extensive, especially since attack and defense actions are also governed by skills. The list is manageable, although there are a few examples (i.e. Spot, Listen and Sense or Fast Talk, Bargain and Persuade) where some streamlining could have been applied. Still, I find little to fault in the skill system. I appreciate the elegance of a game system that uses the same mechanics for all actions, be they combat-related or skill-related. It took D&D decades to achieve this and it's clear from looking through the skill list, that BRP was a major influence on the designers of D&D 3.x.

In my next installment, I will look at the powers; Magic, Sorcery, Psychic Abilities, Super Powers and Mutations.

-Rognar-

Thursday, October 21, 2010

More on Chronicles of Future Earth

After checking out the fora at basicroleplaying.com, I find my initial understanding of the setting to be somewhat wrong. It is not really a "Dying Earth" setting, although it does share some stylistic characteristics with the genre. The author herself describes it as far future techno-fantasy. She mentions a number of influences including Leigh Brackett, Clark Ashton Smith's Zothique setting and H.P.Lovecraft's Dreamlands. Going back to the movie Heavy Metal, it may be the "Den" sequence, rather than the "Taarna" sequence that best captures the style she describes. Still sounds cool to me.

-Rognar-