Showing posts with label TTRPG. Show all posts
Showing posts with label TTRPG. Show all posts

Thursday, November 21, 2024

Ol' Gadda's Pirate Game

 

y'know what, sure, why the fuck not?

Howdy, Farmhands.

    As of the time of writing, it is the release day for Dicegoblin's "Block, Dodge, Parry" (and thus, "Cairn") supplement, "Sail, Swab, Scurvy." The document is available on itch for half off during release weekend, and is apparently only 5 dollars full price once the promotion is over. BDP is one of many Cairn hacks that I return to for inspiration while collating my own personal preferred ruleset, and while I don't yet own it in physical, it's near the top of my To Buy list for a good reason.

    But I'm not actually here to talk about BDP or it's new supplement. Because as it turns out, I've been running my OWN odd-like pirate game for the past 6 months, using it as a testing ground for whatever nonsense I decide to try and put into the Sanic Hack. The first iteration was made of me doing copious amounts of googling to see what other people who wanted to sail the seven seas in an OSR-y fashion had done before me; cobbling together their concepts and roll tables until I had something CLOSE to the vibe I expected. Every change since then has been seasoning to the taste of my actual players. So color me surprised when, at the very end of SSS, there's a short list of credits and references Dicegoblin used while writing the thing.

    - Enthusiastic Skeleton Boys by Sam C.
    - Lilliputian: Adventure on the Open Seas by Manadawn Tabletop Games
    - This series of blogposts on Wavecrawls and Pirates by Skerples

    This is list is, I shit you not, the exact same 3 sources I used to cobble together the first few iterations of my ruleset. Not for a lack of Other, equally impressive sources, mind you. They were simply some of the most immediately obvious results to read from, and so I did.

     I found this happenstance very funny, but it also made me wonder. If two completely separate people could approach a similar project, around the same time, using the same core texts as inspiration, and come out with two different systems, then there's got to be other people who will inevitably try as well. So here's the point of today's post. I could let what I've got fester in the word document I keep it in, polishing it off and on over the next 10 years until it's PERFECT and ready for public consumption. I could dripfeed individal rulings and concepts out as some sort of retroactive design documentary, for you to piece together. Or. I could slap what I've got down here, in the hopes that it becomes useful to the next person wanting to craft their own bespoke Pirate OSR NSR POSR D&DIY Elfgame Mark of the Odd Odd-like Wavecrawl Sailing TTRPG experience. At the very least, I've linked like, 6 different games they might not have found in their search yet. To those future people I say welcome. 

    Quick disclaimer: This is only the player facing rules my table needs to reference; character creation item data, and monster statblocks use standard Cairn notation. We also play in a Shounen Furry Waterworld with Sanics and rubber people and stuff. I hope this helps you, despite this, lmao.

Brace yourself for whatever This is
- Sonic Prime, available on Netflix


Until next time,

    Farmer Gadda

Tuesday, November 19, 2024

Sherbet Forest Clearing

Sherbet Forest Clearing

(An Adventure Site for your Fantasy Elfgame of Choice)

"Forestmen’s Hideout 6054", TLG 1988

This Adventure Site was written as a thank you for a generous monetary donation that arrived during a moment of need!  Thank you so much for your support, Anonymous Farmhand!

    Deep within the dark woods of Sherbet Forest lives the jolly gang of misfits known as The Forestmen. Beloved by the peasantry and begrudgingly tolerated by royalty, these free spirits spend their days carousing in search of food and song. But one should never forget that the Forestmen's autonomy was hard won through their talents with sword and bow. They are a genial folk, but only as long as your respect their freedom.

Sunday, November 17, 2024

Slip-Wreck Rock

 Slip-Wreck Rock 

(An Island Adventure Site for your elfgame of choice.)

"Island of Dragons Bones" by Zhang Li

     A simple jut of stone and sand, upon which the fossilized bones of some great beast lay. The water surrounding it feels oily and smells revolting. A small pit-stop of a village has been built here, with little to offer but cheap grog and the barest of supplies.

This Adventure Site was written as a thank you for a generous monetary donation that arrived during a moment of need!
Thank you so much for your support, Nebulabash!

Wednesday, October 30, 2024

Camping! A Save System and Repopulation Procedure for Heroes of Cerulea

"Pokemon Base Camp" - Pokemon Legends Arceus, Game Freak

Howdy, Farmhands!

    Heroes of Cerulea by Blackfisk Publishing comes with 3 separate campaign styles printed in it's rules. The first, Dungeon Campaign, allows Players to skip all overworld travel, teleporting them from entrance to entrance of the main campaign's 3 Dungeons in whatever order they like. In the second style, Overland Campaign, the map is placed before the players with the Dungeon's locations clearly marked, with overland travel being used to fill in the space between them. The final, and most expansive style, Screen Crawl Campaign, is the focus of today's post.

    My current game is run in Screen Crawl style. The map is entirely whited out, with the contents of a square only being made known to my players as they choose to enter it. NPCs will mention the names and general direction of landmarks, but until the players choose to head in that direction, they know nothing about it. Sure, both of my players have access to the PDF with the full map included, but ostensibly, they're traveling blind. Rules as written states that "completed" squares can be ignored for fast travel purposes once the obstacle within it is solved, be it a puzzle or a fight with Monsters. I've decided this is too easy, and have seasoned the game to taste with the following homebrew.

Monday, August 19, 2024

The Nether - A Depthcrawl for OSR/POSR games

 

Welcome to the Underground
(Minecraft Dungeons via Minecraft.net)
 

Howdy, Farmhands

    Yes, The Nether. Yes, like in Minecraft. No, I don't ever tire of making half-baked adaptations of media I enjoy separately from the TTRPG hobby. Here's what a Depthcrawl is. Here's what the Nether is. You're basically all caught up now.

    The purpose of introducing such a thing into an OSR game is twofold. Firstly - the option to take a quick kip to HELL is just fun. There's resources and adventures to be had without needing to invest in a whole campaign centered around the setting. Second of all - the Minecraft Nether is famous for its ability to act as a shortcut for travel. In-game, every 1 block is equal to 8, allowing you to blaze (heh) past difficult terrain, so long as you're willing to risk a fiery death in exchange for time saved. In an OSR game where an area may be straight up impassable, a dip into the Nether might get you onto the other side of that mountain range, supposing you survive it.

    This post is acting as a sort of proof of concept for now; some things like specific Adventure Sites will need their own pages with internal details, and I'm not about to sit here and write out an entire Minecraft Bestiary. What is going to follow is a series of posts where I take a Nether Biome, either from Vanilla or Modded (and won't that be a fun email to some poor coder, wondering what on earth I'm talking about when I ask permission to use their IP), and produce some simple tables with their unique content. Feel free to use as many or as few of these as you like for your own personal experience. I, for one, will be overloading myself until I burn out from the effort. Heh. Burn.

    Until Next Time,

        Farmer Gadda

Saturday, August 17, 2024

Babidra! Dinosaur Racing (and Gambling) for Heroes of Cerulea

 

Tyrannomon, as seen in
Bandai's Digimon Analyzer


Howdy, Farmhands.

    During the Kickstarter campaign of my current ttrpg fixation, Heroes of Cerulea, one of the met stretch goals was for the creation of a proper Third Party License for others to make and sell content compatible with the game. At the time, reading through the unlocked content and my pledge already safely invested, a single thought came unbidden to me and branded it's words into my soul; "I must add Chocobos." Years later, and with the final product in hand, I seek to fulfill this glorious purpose.

    There is a number of problems I had to address first, the largest being "how can I shave off the fewest serial numbers without making Square-Enix mad at me," so I sat down to determine what EXACTLY I wanted to include for an experience similar to the one in classic Final Fantasy. Using them as Mounts for easier travel was more or less out. Heroes of Cerulea has no codified rules for Overland Travel.  What I had left was "funny bipedal bird fellow" with "Racing?" underlined multiple times in my notebook. But Heroes of Cerula already has the playable Avian Kin, so even the BIRD part of this formula wasn't going to work.

    After some tinkering and scrolling pinterest for inspiration, I've settled on combining a Racing minigame with a separate inventory space for storing Items, in the form of a bunch of bumbling little Dino-guys, The Babidra! I hope you like them!

Until Next time,

    Farmer Gadda


Disclaimer:

    This is an independent production, unaffiliated with Lucas Falk and Blackfisk Publishing, published through the Heroes of Cerulea Third Party License. Heroes of Cerulea is copyright Lucas Falk and Blackfisk Publishing.

Wednesday, August 14, 2024

Songs for Heroes of Cerulea

 

My mother didn't live to regret forcing me to take
piano lessons, so that honor goes to you ig


Howdy, Farmhands!

    So, Music. Music is like. A core element of video games. Especially Zelda video games.

    I'm gonna be honest that's the entire premise of this post. I wanted to add Songs to Heroes of Cerulea

    Here ya go.

Until Next Time,

    Farmer Gadda <3

Disclaimer:

    This is an independent production, unaffiliated with Lucas Falk and Blackfisk Publishing, published through the Heroes of Cerulea Third Party License. Heroes of Cerulea is copyright Lucas Falk and Blackfisk Publishing.

Tuesday, August 6, 2024

Dabloons and Hint Merchants for Heroes of Cerulea

I've been given this power and am about
to make it everyone else's problem


Howdy, Farmhands!

    Blackfisk Publishing released the 3rd Party License for works based on Lucas Falk's "Heroes of Cerulea," ahead of the game's public release and promised Itch.io Jam. I'm already super in love with the base game, and cannot wait for there to be additional content to fill out the empty spaces of it's overworld map. So much so, that I started working on this project the same day my kickstarter backer physical copy finally arrived at my door!

    The issue was in finding a foothold for which to insert anything new. Heroes of Cerulea is a game that flirts with being a Capsule Game, where both the game mechanics and campaign setting are cleanly laid out for you with limited room for expansion. There really isn't much the game system NEEDS outside what's already offered, barring those un-written squares on the World Map. I've chosen to come at this from the other direction, then. Instead of asking "What does this video-game adaptation need to be a better ttrpg", I'm wondering "What does this ttrpg need to be a better video-game adaptation?" 

    Heroes of Cerulea wears it's inspiration as a badge of honor, emulating the screen-crawly dungeon games of the 8 bit era. A time before internet and google, with secrets shared across the school yard at recess with no way to vet any of the information other than trying it out for yourself. I've decided to try and re-create the experience of having little but some cryptic dialogue from an in-game npc and your own common sense to try and figure out the game world.

    One thing before I begin, though- *ahem*

 This is an independent production, unaffiliated with Lucas Falk and Blackfisk Publishing, published through the Heroes of Cerulea Third Party License. Heroes of Cerulea is copyright Lucas Falk and Blackfisk Publishing.

Until next time,

    Farmer Gadda

Wednesday, July 31, 2024

Rubberwho, a Player Option for The SANIC Hack

Howdy, Farmhands.

    This was sitting almost complete in my drafts for two months, just waiting for someone to complain loudly enough that I hadn't posted anything about the Sanic hack in a while.

    This one's for you, whiny little baby.

Till next time,

    Farmer Gadda

RUBBERWHO


RUBBERWHO

Rubberwho are a group of vibrantly colored, cartoonish folk. Their bodies are extra pliable, with skin like rubber and limbs that can streeeeeeeetch! Their physique and properties allows them to be incredibly mobile, with architecture built for primarily Rubberwho societies featuring long lengths of tubes, slides, and trampolines that would give other Kinds trouble. Despite the number of large family units choosing to settle among human-centric cities on the mainland, Rubberwho are adaptable enough to live comfortably anywhere that isn't too cold, and it isn't a stretch (heh) to find solitary Rubberwho happily added to a Furkind's pack.

 

NAMES 

Rubberwho traditionally retain strong familial ties, with a single naming convention being adapted into the names of every additional member. This could mean a shared surname, similar to Humans, or a phonetic syllable repeated across multiple forenames. Solitary Rubberwho may choose names that, when combined, create a sort of pun or word association. 

(I.e. The Smiths; Mac, Jack, and Plaque; Trom Bone)

 

COLOR AND SHAPE

Rubberwho can mold their bodies into almost any shape they want, choosing their form based on personal preference. Most tend to stick to simple geometric shapes, but some give themselves pseudo hair, ears, or other facial features. Sure, people read into their choices, make some assumptions about who they are based on their appearance, but are they accurate to the person inside? (That is, in fact, the joke.)

How do you choose to let the world PERCEIVE you?

d6Color    Shape
1Red
The color of Power and Passion.

Red Rubberwho are known for their aggression and short tempers. They may come across as irrational and difficult, or easy to mislead.

Ball

The most common shape of the Rubberwho, simple to maintain and easily recognizable. They appear soft and nondescript, making an individual easy to overlook in a crowd.
2Orange
The color of Stability and Warmth.

Orange Rubberwho are called the homemakers of the world, always ready to listen and offer comfort. As an extension of their gentle nature, it's said that Orange Rubberwho are uniquely skilled at handling children and wild creatures.

Cube

Sharp right angles and smooth, even planes make up all 8 corners of a Cube Rubberwho. They have a reputation for being stubborn and difficult to talk to, and it's said that an opposing group of them are impossible to negotiate with.
3Yellow
The color of Youth and Joy.

Yellow Rubberwho are seen as childish or naive, with cutesy personalities. They may appear to be unknowledgeable about complex topics, or unable to remember details.

Objectual

Usually an offshoot of Ball or Cube shaping, Objectual Rubberwho emulate a physical object as a form of self-expression. It can be as simple as including a "leaf" to look like an Apple, or adding bumps and divots to replicate a computer monitor. This decision is considered quirky and trendy by most.
4Green
The color of Safety and Success.

Green Rubberwho are considered trustworthy, but shrewd. It is commonly believed that any bet taken by a Green Rubberwho is sure to have a modest return.

Humanoid

While every Rubberwho has qualities comparable to Humans and Furkind, some take it a step further by replicating Human physique. This appears in the presentation of a more detailed torso, a head separated from the main body by a proper neck, and extraneous body parts like ears and hair.
5Blue
The color of Melancholy and Calm.

Blue Rubberwho have long been known for their emotional stability and ability to help shoulder burdens. Their coloration symbolizes rain in many cultures, so a soothing nature that washes away worries is expected of them.
Quadruped

An inverse of Humanoid, many Rubberwho take inspiration from creatures, adding features like snouts, tails, and ears. Most choose to emulate an animal that exists within their local environment for efficiency purposes. Unfortunately, these forms come with the expectations of behavior similar to the creature being emulated, with Quadruped Rubberwho being labeled wild or feral.

6Purple
The color of Prestige and Refinement.

Purple Rubberwho are assumed to have a strong sense of duty, with an air of authority to back it up. Being natural leaders in society, their taste in quality is never to be doubted.

Conceptual

Rarest, but most notable, Conceptual Rubberwho base their appearances on ideas over objects, attempting to express themes such as 'Dreams' or 'Hope' with their shape. These Rubberwho choose vague designs for their bodies, emulating the fluffiness of clouds or the shining points of a star as part of their overall presentation. The Rubberwho themselves frequently describe this practice as freeing, but outsiders describe them as pretentious.

TECHNIQUE

  •     All The World's A Stage - You play into the perception of people around you, triggering a new Reaction Roll from any NPCs nearby. Roll 1d4; your DM will inform you of the results if you were to add or subtract that number from the Reaction table result, and you choose which you take. This Technique only works once on any given group of NPCs per day.

BLESSING

Unlike Furkind, who's blessings are chosen at the whims of the planet, Rubberwho inherit their special abilities from their ancestors, rarely deviating from generation to generation. This means that their pranks and bits can be iterated on for decades, with each successive Rubberwho continuing the work of their forefathers.

What BLESSING have you inherited from those who came before you?

d6        Blessing (Refer to This Blog Post)
1       
Reach
2      
Form
3      
Iron Stomach
4      
Cloud
5-6 

Elements

Saturday, July 27, 2024

There SHOULD only be One - Exclusive Class-as-Hirelings Options for OSR Games

 

Considering a third of this image is "blue haired anime guy with sword",
it might not be the most appropriate to the topic but oh well.
-Fire Emblem Heroes Official Art


    Not So Recently, I read SandroAD's blogpost, "Hirelings as Specialists." It's less of a gameable system, and more of a proof of concept for turning existing fantasy game skill sets into hireable NPCs, and thus allowing Players to access those abilities without needing to be of that class themselves. Slightly More Recently, I went down a bit of a Rabbit hole, beginning with Joshy Mcroo's blogpost, "A Campaign Where There Is One Of Anything." As the title suggests, it posits a fantasy world in which concepts, classes, monsters and the like are singular and rare. It's part of a longer discussion among multiple blogs, some helpfully listed at the end of Mcroo's post, about the nature of Monsters, the banality of 'generic' fantasy concepts, and ways to mitigate those issues. With both of these blogposts rattling about in the empty space where my brain should be, they were bound to eventually collide, which is where I find myself today.

   In a game where There Is One of Anything, especially if Player Options are also uniquely limited, there comes a question of how literal that One is. Having The Bard doesn't mean there are no other sassily homoerotic lute players roaming the lands and getting gigs at taverns. Having The Witch doesn't mean the concept of a full Coven is an alien one. The impetus on creating a world Where There Is One of Anything is a matter of focus. Yes, there are "Paladins", knights that swear oaths to a higher power and follow a code of conduct. But for the purposes of your adventure? Your characters? Your party? There is only one that truly matters. Only one whose purpose and goals are truly divine in nature, and who's decisions will alter the path of history (or at least, do so where your players can see them).

    Expanding on SandroAD's concept of placing class features into a hireable npc to feature multiple classes is fairly simple. The Specialist Point system they posit would need tweaking and balancing, but the base concept is sound. Each Hireling has a set of abilities with a point cost, which the players can trigger once a Dungeon Turn by paying it. There are a handful of passive abilities that make just having the Hireling come along a good choice, even if you never use their Point abilities in that specific dungeon. I could open any edition of DnD, blur my eyes, and come up with a bunch of these in one go.

    For a DM who runs multiple campaigns, especially those with overlapping players, this system might already sound like an utter wash. Do you just make 12 NPCs, one for each core class, and reuse those over and over? Isn't that??? Boring? And to that I say no, not really. For starters, while Sandro details a specific Thief in his blogpost, none of the mechanical abilities are tied to that character's species, personality, or toolkit. I think this should be left alone on purpose. By keeping the mechanics the same (i.e. all thieves across games have the same abilities), but changing the context in which those abilities came to be, you create a familiarity with the Rules and their use, while creating a new social challenge for your players to overcome in order to attain them. Rannie the Human Thief may actively want to work for the Party in one game, while Yoseph, the Dwarf Thief might actively dislike a member of the party in another game. If the players already know what they will gain by convincing Yoseph to put aside their differences, they may choose to invest more time in that character in the hopes they can add his abilities to their toolkit.

Saturday, June 15, 2024

Gotcha'! - Capture Monster Friends for Old School Gaming

 
Life's just better with friends at your side.
Doubly so if they're Magical Pets.

    Recently, I read Dwiz's blogpost, The Genres OSR Can't Do. I must admit, I sort of expected a listicle of weird media that have nothing in common with european medieval fantasy, with the unspoken reasons they wouldn't work within the expected framework of OSR left for the reader to assume. Gaze upon me, for I am Boo-Boo the Fool. A better blogger than I, Dwiz instead specifies what each genre offers that might intrigue a ttrpg player in the first place, detailing what he feels sets them apart from other genres in an appreciative tone. Sure, the OSR as is probably can't support it without crossing it's eyes a little and unfocusing, but that's no reason to build a wall and forever cordon them off from your tables. Even with the examples Dwiz puts forth, there have already been instances in the ttrpg scene where individuals attempt to make OSR Hacks to emulate those genres.  
 
    To me and my twisted little gremlin mind, this almost sounds like a challenge. Also, God is dead and Life is short, so why not give it a shot. 

    To that end, I decided to take something I'm fairly familiar with, and take a swing at jamming it into an OSR/POSR/NSR-ish experience: Magical Monster Buddies and How To Catch Them. I'm a big Digimon fan, and you can't be one of those without also being intimately aware of how Pokemon works, so I'd say I'm pretty well-rounded. Goblin Punch took a swing at putting the Pokemon experience into a Wizard-ish Class, which certainly is a way to do it; but I'm imagining something a smidge more modular, something to be placed over your system's existing mechanics and procedures without replacing them directly.
 

RELIC/ARCANA/MAGIC ITEM: "GOTCHA PAWN"

very best dot gif
 
    A hollow sphere made of a marble-like material that separates into equal halves. Magically stores or summons a single Bonded Creature at will. While inside the Pawn, Bonded Creatures are placed in a pseudo-stasis, aware of external events, but stabilized in time until summoned. Should a Bonded Creature fall to or below Zero HP at any time, they will be instantly stored within the Gotcha Pawn, stabilized until medical help can be offered.
 
    To bond a creature to a Pawn, the creature must be a Sentient Non-Humanoid capable of consenting to the ritual. Once completed, both the Creature and it's Bonded PC can activate the storage or summoning function of the Pawn at will. The bond will be broken should the Pawn ever be destroyed, freeing both members from its responsibilities, unless a new Pawn is used to reinstate it.

BONDED CREATURES 

Monsters rule, actually

    Stat as Hireling. If your system of choice includes armor and weapons, roll their values into the base creature's abilities. Choose 1 thematic beginner level spell, the creature can cast it innately. While not requiring payment, like most Hireling rules suggest, Bonded Creatures instead require an equivalent amount of daily rations to keep happy.
 
    Creatures should not be capable of using weapons and tools, though they should gain the positive effects of armor they wear. If using a game with a Slot-based Inventory system, halve the expected number of slots for a PC. 
 

Orders & Quick Orders

    On your Turn in Combat, you may use your Main Action to give a simple Order to your Bonded, which they will attempt to complete to the best of their ability. (i.e. "Run Away!" is easier to follow than "Dodge under his legs and escape out the North door")
You may instead use your Movement or Free Action (talking) to give a Quick Order, however it won't be as commanding. The DM will roll the Bonded's response on their Obedience Die.
 

Obedience Die 

    If a Bonded Creature is given an Order that is too complex or hurried, the DM will roll a die and compare it to the table below. The value of this die begins at a d6, but may be increased to a higher die size via a Downtime Action.
 
Result Effect
1 REBEL/INVERT
2 IGNORE/BE DISTRACTED
3 RETREAT/FLEE
4 REPEAT PREV. ORDER
5+ OBEY ORDER
 
  DMs should feel free to temporarily lower your Obedience Die Sizes in relation to behavior at the table. Using your pikachard as a meat shield too often will naturally make it less likely to listen to you.
 

 DOWNTIME ACTION: CREATURE TRAINING 

I refuse to raise an uneducated 'mon

    For Downtime spent primarily on Training your Bonded, roll a WIS save against the Creature. On a success, the Obedience Die is temporarily increased 1 Size until the next Downtime. After 3 successful Downtime Actions, the increase becomes permanent.

    Creatures may also gain the benefits of Downtime Actions available at the table, such as Stat Improvement, Learning Spells, and Carousing. (please don't lead your pikachard to drink) 


EVOLUTION: 

IMMA' MOTHER FUCKING TEEEEEEE-REX!!!

     At a Milestone, Bonded Creatures gain a new form unattainable in the wild.

  •     Roll 1d20 against each Stat, increasing them by 1 on a success.
  •     Learn to innately cast 1 thematic Spell of the PC's choosing.
  •     Decrease the Obedience Die by 1 Size.
  •     If the Evolution occurs mid-combat, heal the Bonded Creature by the difference between their previous and new Max HP values.
    What constitutes a Milestone depends on the system at your table, but in the abscence of a leveling mechanic or story-based progression, consider the first time a Bonded Creature's Obedience Die is permanently increased to a d10, d12, and d20 as milestones.


Extra Notes

    The availability of Magic Items in your system/setting greatly determines how accessible any of this is. Are Gotcha Pawns purchasable? Expensive? Lost Relics of which only a few remain? Perhaps the Bonded Creatures in your setting are limited to Elemental Spirits, prebonded to a Pawn and waiting for a Hero to find them?

    I personally would limit the available Gotcha Pawns, filled or empty, to 3 to a PC. Being able to only issue a single Order per Round balances out the convenience of a magical pet in combat, but trying to keep track of more than 2 positions on a grid will slow down the game considerably.

    As Evolution potentially increases a Bonded Creature's stat, Evolution is triggered by a Milestone tied to the Obedience Die, and increasing the Obedience Die requires a Downtime Action Save against a Bonded Creature's stat, there SHOULD be a slight, but noticable increase of time/difficulty in achieving further evolutions. I personally wouldn't go any granular than this, but as with anything you find in an OSR blogpost, feel free to season to taste.


Saturday, June 1, 2024

Daggerheart: The Beta: The Twitch Thread: The Blog Adaptation: Part 1

 

As logos go, it's fine.
Howdy, Farmhands.

    There is a non-zero chance that if you are reading this blog within a reasonable time of it's debut, you have found me specifically because I read the Daggerheart Playtest Document and live-twote my reactions. My meager audience of just shy of 400 followers ballooned to 700+ in a five day period, simply because the SEO Gods (cruel and fickle as they are), saw fit to put my dumbass ramblings in front of thousands of people. This was a mistake, and led to the creation of this very blog.

    Confetti and noisemakers all around.

    Unfortunately, those stream of conscious ramblings are, again, originally to be found on Twitter. And while it's death is a slow and agonizing one, it's one I'd be stupid not to preempt by repoasting my content elsewhere. Therefore, today, I will be taking my megathread and compiling it here, editing for readability and not much else. They've already released the next patch notes. So now I have to read those too.

God fucking damnit.

Wednesday, May 29, 2024

The SANIC Hack - Weapons and Mastery

 

Wispon Concept Art for Sonic Forces

Prev Post / Next Post

Howdy, Farmhands.

    I like to think that my posts in this series up to this point have been somewhat novel. TTRPG blogs tend to cover a lot of the same ground, which is not a critique or complaint- there's a limited number of tried and true topics that everyone ought to take a whack at. Meanwhile, I've been over here talking about Sanics and Soda and whatever other nonsense passes through my twisted little mind. Today, I'm giving you a list of Weapon stats and expecting you to ooh and aah in all the right places. I promise we'll get through this. Stay strong.

PART 1: I ESTABLISH A BASELINE OF WHAT TO EXPECT WITH THE AFORE-MENTIONED LIST OF WEAPON STATS

    Weapons in this hack are made up of 3 things, Category, Damage Die, and Damage Type. Damage Die is the simplest; ranging from d4 to d12, and rerolled with every Attack. Attacks in Odd-likes Auto-hit, meaning that most of your math will be done calculating how the damage die is modified by the environment you're using it in.

 Damage Type is a bit more interesting. Maybe a bit too interesting. Consider yourself lucky; I have had to physically restrain myself from creating a full-on Pokemon Type Chart for this. I think what I've landed on is still good. Instead of having pre-determined interactions between an exhaustive list of types, I intend to make use of the existing Enhance/Impair mechanic found in Cairn and a good dollop of Common sense. 

If fighting from a position of weakness (such as through cover or with bound hands), the attack is impaired and the attacker must roll 1d4 damage regardless of the attacks damage die.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die. - Cairn, as usual

    Damage Types, then, are an opportunity to have visible triggers for Impairment or Enhancement of attacks. Fighting against a Wood Creature with a Fire type Weapon? Of course that's Enhanced. Trying to slice your Sword through something covered in Metal? Probably gonna be Impaired, bud. While every table is different, and some players may not be willing to take the lead on determining whether their character does LESS damage, I like the idea of the GM and Players working together to establish these interactions through play. Player A was Impaired the last time they tried to use Arrows against a Water Creature, so Player B innately assumes the same without the GM needing to add that tidbit to every Water Creature Statblock in their notes. 

    The core Damage Types I'm currently considering are-

  • Slashing - Generic Sword Damage
  • Piercing - Stabbing, mostly
  • Clobbering - Any sort of blunt or heavy impact
  • Explosion - When things go BOOM

    And of course, we need Elements, but these I'm not considering to be quite as exhaustive as the core types. These can be paired with or used in absence of the core Damage types.

  • Fire
  • Water
  • Electric
  • Rock
  • Psionic
  • Laser
  • etc

    The final component of a Weapon is it's Category, a classification that works as shorthand for additional mechanics and range. Generally these will be grouped by shape and function. A Katana and Fencing Rapier would both be "Sword" Category; with their differentiation in use conveyed via their Damage Types. Maybe some enemy statblocks could specify a weakness to an entire weapon category instead, but I'm not going to hardcode that into place. Some example categories include-

Category Name 
Category Description
Sword
Swords, Clubs, Hilted weapons with a specific end you hit with.
All Swords can perform a Flourish as a Technique, adding 1d4 to their attack if successful at the risk of taking Fatigue on a failure.
Polearm
Staves, Spears, and the like.
All Polearms have double the reach of other Melee weapons, but do 1 die size smaller to foes that are too close
Dagger
Daggers, Knives, Throwing Stars.
All Daggers have two sets of Damage Die, one for Melee and one for Ranged, as they can be thrown. The intended use of the specific dagger will determine which is mechanically optimal.
Gun
Any weapon that discharges an object as ammunition. Yes, Bows count as guns.
All Guns are exclusively ranged weapons, unable to be properly fired at melee range. They also tend to have higher die sizes compared to weapons of the same quality class. The trade-off is their need to Reload- whenever a Gun rolls max damage, it becomes jammed, emptied, or otherwise unusable. A PC can use their action next turn to clear it, returning it to use the turn following.
Buster 
Any ranged weapon that discharges energy as ammunition. Usually mounted on one's forearm.
All Busters can Charge as an action, sacrificing a turn to add an additional Damage die to their next attack.
Bomb

Anything that goes Boom.
All Bombs deal damage with Blast, affecting every target in an area around it. All Bombs require 2 turns to trigger, one to Activate it (lighting it's fuse, setting it's timer, etc) and another to Ignite. All activated Bombs will automatically ignite at the start of the Activator's next turn.

    Putting these three Components together creates a ton of interesting Weapon options! The tried and true options are available, but what about a Sword that does Clobbering Damage? Daggers that do Explosion damage when thrown? What would those even look like? And more important to the game I'm writing- what choice will the players make when they have the option to choose a bizarre weapon, but don't have the space to keep their more standard tools?

PART 2: THE AFORE-MENTIONED WEAPON LIST

    Remember, your lines are "ooh" and "ah." Don't ruin this for me. 

Name Category Damage Size Damage Type

Bronze Dagger
Dagger d6/d4 Piercing

Shuriken Star
Dagger d4/d6 Slashing/Piercing, Explosion

Bomb
Bomb d6 Explosion

Napalm Bomb
Bomb d12 Explosion, Fire

Nocturne Blade
Sword d8 Slashing

Bashōsen
Sword d6 Slashing, Wind

Katana
Sword d8/d4 Slashing/Piercing

Piko Piko Hammer
Polearm d8 Clobbering

Rusty Spear
Polearm d6 Piercing

Popgun
Gun d6 Clobbering

Pudding's Guitar
Sword/Buster d4/d6 Clobbering/Electric

Energy Ball
Buster d6 Electric

PART 2: MASTERIES AND OTHER COOL SHIT YOU CAN DO WITH A STICK

    I've been playing a lot of Legend of Dragoon (PS1, 2000) lately. It's a turn based rpg with a quick-time mechanic- successfully pulling off combos increases an xp track per named combo per character. I'm not... going to make everyone engage with the same level of detail lmao. But this will be here as an Option.

    As an OPTIONAL Mechanic, Players can choose to pursue a Weapon Mastery. This is a title and list of Techniques granted to a player character that has invested time and study of a specific Damage Type or Weapon Category. A PC can only be pursuing one Mastery at a time, though they may choose to change which Mastery is 'active' during Downtime.

    A PC actively pursuing a Mastery that rolls Max Damage when using a Weapon that matches that Mastery's focus can choose to instead mark a Track and re-roll, taking the second value. For every (X amount? Set amount? Increasing amount?) of Marks, the PC may learn a Technique from the Mastery List. This Technique is permanently added to their kit, though it requires a Weapon of the Mastery's focus to perform.

    In my mind's eye, each Mastery list will have at minimum 5 techniques to choose from, and the order in which they're taken is up to the player. Depending on the context of the technique, it's entirely possible a player will "dip" into a single mastery for 1 technique, then switch to another for the remainder of their play. Note that as Mastery is gained via a track that logs Max Damage, Mastery is easier to accrue using weapons with smaller damage die. In theory, that means faster advancement at "lower" levels, but riskier combat. Enemies hit like trucks in odd-likes; sticking with a weaker weapon to MAYBE get a new technique is in itself a massive risk.

Example Sword Mastery 

Technique             Effect
Flurry Blade For every Dice Size you choose to lower your Weapon Damage this turn, you may make another Attack with that Weapon
Leaping Strike You may move up to 1/2 your movement speed vertically to target an enemy that would otherwise be out of range.
You Are Already Dead Choose a target within your range of vision, and quickly unsheathe, then sheathe your blade. At the beginning of the target's next turn, their action is interrupted as they take delayed Damage from your Weapon
Gambit Finish Roll a number of 1d4 up to the amount of Fatigue in your inventory, adding the sum to your attack. On a failed save, accrue an equal amount of Fatigue.
A fifth one idk man i've been editing this for like a week i'm tired and just gonna hit post so i can not think about it anymore lists are hard 

    -Until Next Time,
        Farmer Gadda

Wednesday, May 22, 2024

Furkind, a Player Option for The SANIC Hack

 Howdy, Farmhands.

     Something I always struggle with when writing anything is remembering what i have and have not actually put into words. My brain is a disorganized cacophony of images and sounds on a good day, and lining them up into a string of comprehensible words is a challenge. My work on the SANIC hack, even when collated into an overview post, probably still doesn't look like anything close to a complete picture for an outside observer. 

 

    This post is me filling in some gaps; something I'll be doing for the next couple of posts as well- writing up semi-complete pages for character options for the SANIC hack that doesn't really need a full deep dive to explain them. The goal is just to have the edges of my imagined product be less blurry, as opposed to me thinking I've done anything clever and deserve praise.  

 

    Also it allows me to introduce readers to some of the setting lore I've been holding back for fear of Telling You About My World Lore, an activity that everyone loves unconditionally and should happen as frequently as possible. (/s)

 

Until Next Time,

        Farmer Gadda 

 

FURKIND 

 

I actually owned this poster before the house fire destroyed my
belongings and left me homeless for a winter.
Maybe I should blog about more important things..

FURKIND 

Furkind is an umbrella term for the many sub-species of humanoid animal people that exist all over the world. They are known for their relatively short stature, vibrant coloration, and durable bodies. While Mammalian Furkind are the most common, Reptilian, Avian, and Insectoid members do exist; some using more fitting variations of the term to refer to themselves. (I.e. Scalekind, Featherkind, etc). Furkind are more plentiful in regions too dangerous or chaotic for Humans to traverse, with the majority of Furkind cultures originating from the many islands that dot the great seas.

 

NAMES 

Common forenames include Nouns or Verbs the Furkind identifies with. Common surnames use descriptors, such as their animal ancestor or their chosen job title; though a shared Clan or Family name may be substituted. 

(I.e. Rush The Cat, Claws The Hunter, Carrot The Lop-Ear, Lavender Of The Tulip Clan)

 

WANDERING 

Established Furkind societies develop around settlements of one or two Packs; groups of individuals that make up a family unit. The members of a pack can vary wildly, even including other Kinds a Furkind befriended along the way. More solitary Furkind can be found living with other Kinds the world over, adapting to those communities' structures. It is common knowledge that young Furkind will eventually feel the need to wander off on their own, leaving on a journey to find their own place in the world.

What made you leave your den to WANDER?

d6      Reason
1Your Voice beats at your chest; you wander to share all that you know.
Your Keepsake is a Crumbling Statuette, an Official-looking Seal, or a Decorated Mask; a symbol of your obsession
2Your Heart feels a Yearning; you wander to find those who will be your Pack.
Your Keepsake is an Old Bracelet, a Pock-marked Stone, or a Feather; a gift for your fated ones
3Your Mind is ever-curious; you wander to learn of other cultures.
Your Keepsake is a Pocket Watch, a Wooden Abacus, or a Faded Tome; a tool of your education
4Your Feet never stop moving; you wander because staying still feels like drowning.
Your Keepsake is a Broken Compass, a Carved Walking Stick, or a Cracked Spyglass ;your first companion on your journey.
5Your Hands feel empty; you wander to find something you've lost.
Your Keepsake is a Bronze Locket, a Sepia Photograph, or Ragged Toy; the last memory you held onto
6Your Blessing is a Curse; you wander to avoid those who would mistreat you.
Your Keepsake is a Threadbare Scarf, Dark Eye-covering, or Broad-rimmed Hat;how you once kept yourself obscured

BLESSING

Furkind are naturally in tune with the planet, and many find themselves blessed with supernatural abilities from birth. Often, these will manifest in enhanced natural abilities, like speed and strength. Rarer, a specific element will imprint on their being, giving them some control over it in a manner not unlike spell-casting. Neither are considered odd to Furkind, though other Kinds might be surprised to learn what they can do!

 What BLESSING has the planet gifted you?

d6        Blessing (Refer to This Blog Post)
1       
Speed - A flash in the pan, a split second reaction, a foot that won't stop tapping. You're not just fast; everyone else is too slow.
2      
Strength - A bent metal bar, a shattered boulder, a world that folds around you like paper. Your strength is greater than most could gain with training alone.
3      
Flight - The wind in your wings, a gut-churning dive, the end of the horizon and a bright blue sky. You've broken your shackle to the ground, and now you are limitless.
4      
Shell - A tough hide, a strong constitution, a will to power through the pain. Your body has a covering you can use to shield yourself from harm.
5-6 

Elements - A burning passion in your heart, an icy chill down your spine, the depths of the ocean in your eyes. You gain the power of an Element, able to call it forth at will.



Solo-Ish, An Experiment - Overview

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