Rule systems that are heavy, modular, and not properly proofread and streamlined become subject to what I will call "rules rot." Rules rot is similar to bit rot. When a rule system is suffering rules rot, then it has a large number of exceptions, complications, contradictions and redundancies that make book keeping a bigger chore than it was before.
Pathfinder is an excellent example of a rules system suffering from rules rot. FantasyCraft is an example of how a system that complicated avoids rules rot.
Pathfinder is extremely complex and full of silly sacred cows, but is by far the most popular and well-supported retroclone. Some alternate and third party rules are mandatory. Pathfinder Unchained fixes basic problems like combat and the Christmas tree effect. Spheres of Power makes magic-users less omnipotent and more flavorful. Path of War gives fighters nice things. It's too bad it couldn't have gone the way of Trailblazer or True20.
Fifth Edition still hasn't slaughtered the stupider sacred cows that even True20 did away with. In other news, Lord of the Rings has officially licensed itself as a campaign setting.
I really can't decide on a system to build my homebrew around. I'm not going to build a new game because that's insane. Taxidermic Owlbear and Old School Renaissance Handbook are good resources for all the many options available for fantasy roleplaying.
Castles & Crusades or Blood & Treasure use a simplified third edition base. Definitely something to keep in mind. I had fun reading the books for inspiration.
13th Age certainly fixes a lot of the problems associated with third and fourth edition. The design approach is certainly flavorful.
Mazes & Minotaurs is great for alternatives to eurofantasy. Great inspiration too, even has a Norse mythology supplement.
Classic Fantasy, previously published under Basic Roleplaying and later Mythras, is entirely skill-based. Classes are collections of skills, so multiclassing or even making up your own is simple and easy. The only other comparison would be Basic d20.
Basic Fantasy has an awesome community contribution thing going on. It even has fantasy space travel in the form of Voidspanners!
OSRIC, Dark Dungeons, Labyrinth Lord, Swords & Wizardry, For Gold & Glory, Blueholmes et al are probably good inspirations what with being the foundation of the first wave of retroclones. I'm still not clear on the waves distinction.
I've heard good things about Adventures Dark & Deep, Dungeon Crawl Classics, Monsters & Magic, Lamentations of the Flame Princess, Dungeon World, Hackmaster, Ambition & Avarice, Wayfarers and Adventurer Conquer King, but I'm not sure until I read more.
A collection of my ramblings on fantasy physics, game mechanics, and planar adventures as they apply to Dungeons and Dragons and its retroclones.
Thursday, December 8, 2016
Tuesday, December 6, 2016
Monsters in myth and folklore versus gaming
The difference between monsters in myth and folklore and monsters in gaming is that the latter are well-defined. Myth and folklore is vague and ambiguous about its monsters, their capabilities, even distinguishing them from each other. Game bestiaries, on the other hand, go to great lengths to explain monsters taken from myth and folklore in clearly defined terms often at odds with the source material or combines completely unrelated concepts.
Thursday, November 24, 2016
The beast type and associated keywords
As I mentioned in my post on fantasy taxonomy, I kept my taxonomy deliberately as simple and clear-cut as possible from the outset so that it would be easy to build on later, rather than trying force square pegs into round holes. In this post I introduce the keywords mechanic, using the beast type as an example.
Keywords are applied to types to further detail a given creature. Keywords are relevant for the purposes of other rules which specifically reference them. I am not relying on a specific set of rules, so for my purposes keywords will be relevant mainly for in-character rather than out-of-character purposes. This makes it easier to distinguish player and character knowledge rather than making a monster knowledge check because a monster's type is unintuitive.
The beast type refers to creatures of any level of intelligence which have little or no capacity for even the most basic civilization (the minimum threshold is pre-industrial indigenous cultures). Apes are considered beasts because while they have opposable thumbs, use simple tools and live in family groups, they do not have language or build shelters. Dolphins are considered beasts because they lack opposable thumbs, even though they are otherwise highly intelligent. Ravens are considered beasts because while they may be taught to speak, they lack all but the most basic kinds of tool use. Likewise for fantastical beasts, since I'm not arbitrarily distinguishing magic from nature.
From there, there are several keywords which may be used to further distinguish beasts. These keywords are based primarily on OSR.
Keywords are applied to types to further detail a given creature. Keywords are relevant for the purposes of other rules which specifically reference them. I am not relying on a specific set of rules, so for my purposes keywords will be relevant mainly for in-character rather than out-of-character purposes. This makes it easier to distinguish player and character knowledge rather than making a monster knowledge check because a monster's type is unintuitive.
The beast type refers to creatures of any level of intelligence which have little or no capacity for even the most basic civilization (the minimum threshold is pre-industrial indigenous cultures). Apes are considered beasts because while they have opposable thumbs, use simple tools and live in family groups, they do not have language or build shelters. Dolphins are considered beasts because they lack opposable thumbs, even though they are otherwise highly intelligent. Ravens are considered beasts because while they may be taught to speak, they lack all but the most basic kinds of tool use. Likewise for fantastical beasts, since I'm not arbitrarily distinguishing magic from nature.
From there, there are several keywords which may be used to further distinguish beasts. These keywords are based primarily on OSR.
- Animals are beasts of subhuman intelligence, usually vertebrates. This includes both animals that existed in the real world and the fantastic animals of myth and legend (which are normal parts of the fantasy ecology). Animals may be taken as animal companions and familiar rather than cohorts or henchmen where applicable. [Optional: Restricted animals are animals with abilities that may be considered game-breaking if they are allowed to be taken as animal companions, such as griffons, owlbears, cockatrices, etc.]
- Vermin are beasts of such low intelligence that they are essentially meat robots. This includes most invertebrates (cephalopods are considered animals due to their higher intelligence). In some cases they may be tamed, such as by mite fey or vermin druids.
- Blobs are beasts of vermin intelligence with amorphous bodies. This includes jellies, oozes, slimes, puddings, jellyfish, gelatinous polyhedrons, etc. Blobs may also fall under the vermin keyword.
Thursday, November 17, 2016
Truskin
Of all the planes, the one that is at once the most familiar
and the most inscrutable is the Material plane. Home to the natural world, and
to the human race, the Material plane is host to a great many secrets, perhaps
the most wondrous of which is the fact that it is not one plane, but simply one
of many. Known to the majority of its inhabitants as a single localized place,
the Material plane stretches vast across innumerable multitudes of worlds, each
largely ignorant of the others’ existences. These worlds often share many
similarities, from the overall climate and weather patterns to the many
varieties of flora and fauna. But there’s something else that’s common to all
these material worlds.
Thursday, November 3, 2016
Alignment revised
Alignment has been treated fairly inconsistently across editions. My planar revision project takes a different approach, inspired by Stormbringer, Hellraiser, Warhammer and Exalted.
- There are only three alignments: Law/Order, Chaos and Balance/Harmony.
- Alignments are cosmological constants, not personality types or measurements of morality.
- Each alignment has its anthropomorphic personifications who seek to dominate the cosmos.
- Law is represented by the archons (not the SRD archons), who hail from the Halls of Order. The word "archon" references the rulers of the material world in Gnosticism. They include (but are not limited to) entities like the Cenobites from Hellraiser.
- Chaos is represented by the demons (and not just the SRD demons), who hail from Tarassein. They include (but are not limited to) entities like Chaos from Warhammer and Fair Folk from Exalted.
- Balance is represented by the aeons (from the PRD), who hail from the Firmament. The word "aeon" references the emanations of God in Gnosticism.
- The archons and the demons are locked in a constant struggle for dominion of the cosmos, with the aeons caught in the middle. Law and chaos at their extremes are inimical to life, hence the need for balance.
- The lower planes are a key battleground between the forces of law and chaos. The archons created the devils to compete with the demons on their own turf, and the angels to hold both in check.
- The devils are nominally servants of law, but they serve more out of fear of reprisal than loyalty to law itself. They do not always get along with the other forces of law.
- The angels are nominally servants of law, but in practice their actions serve the balance.
Wednesday, November 2, 2016
Fiend-touched
Not all mortal races hail from the various Material planes.
Deep in the bowels of the Hells and the Abyss, deities of evil have created
their own forms of sentience, races who are born into a life of predetermined
damnation. Most labor for entire lifetimes, suffering at the whim of demons and
devils, but a select few escape to other worlds, or obtain sufficient power and
skill to make themselves a force to be reckoned with even amidst such primal
evil. Some sages believe that these beings have true souls, as much as any
human or halfling born on the Material plane. Others maintain that no soul can
journey to the Lower Planes (or any of the Outer Planes, for that matter) until
death, and that these beings have no more of a true soul than any outsider.
That they are as alive as any human or elf on any other world, however, cannot
be in doubt. They are the fiend-touched, and they are perhaps the most racially
unlucky people in all creation.
Leonork
Unlike many of the other planetouched races, the Leonork tribes
are not originally from the Material Plane. They first came into existence eons
ago when a rogue Orc deity, whose name has been lost to the mists of history
and time, was outcast from the Orc pantheon for being “too softhearted”. She
was created from the calls of fallen Orc warriors, who wished for a quick, merciful
death on the battlefield but the head of the Orc pantheon banished her shortly
after her creation. Upon leaving, she wandered into the celestial realms of the
Leonals and was welcomed by the celestials and given a realm to call her own.
There, with the blessing of the Leonals, she created a race in the image of the
Orc but with the spirit of a Leonal and named them “Leonorks”. The Leonorks came
to live much like their Orcish relatives but with benevolence and celestial
ideals. Eons have passed since their creation and the tribes of the Leonorks
have found their way to many planes. Here, in the Material Plane, they have
joined together with the goodly races in a war upon the Orc and Goblinoid
races, an endless crusade to destroy all evil from the world.
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