Saturday, November 28, 2020

I Tried

 I really did. I resolved on playing a game using my miniatures. I wanted to try out my latest generic quick-play rules.

But then this happened.

And per house rules, the game ends when the cat sits on the game board.

Onyx also decided to try out the box top.


I had previously managed to experiment using my rules to run a skirmish. This was thrown together; I'm using blood spatters to represent cover.


Instead of gaming, I have been watching a lot of Me, Myself, and Die, which I previously discussed.

A couple of games caught my attention.

Savage Worlds

I've investigated SW before but never tried it. It used all the funky D&D dice, while I prefer choosing one type. 

But while watching Trevor Devall play, I was interested in the damage system. Rather than rolling damage and recording lost hit points, the amount of damage caused is determined by how well you succeeded (i.e. how far above the target your roll was). A weak hit merely stuns the enemy. Stronger hits cause wounds. The standard grunt will be incapacitated by a single wound, but major characters (PCs and significant NPCs) can take 3.

From what I saw, combat progressed more rapidly, without the long attritional slog that can occur in D&D with powerful characters. I'm now pondering ways to add a shaken mechanic to my rules.

Ironsworn

For the second season, Devall is using Ironsworn, a solo, co-op, or guided rpg of "perilous quests" in a "dark fantasy" setting. 

What intrigued me is the resolution system. You roll a D6 + modifiers and 2 D10s. Results are as follows:

  • The modified D6 > both D10s = a strong hit, where things go really well for your character
  • The modified D6 > one D10 but not the other = a weak hit. Your character succeeds but there's a twist
  • The modified D6 <= both D10s = a miss. Bad things happen.
It seems like a very elegant way to determine the measure of success. I'm currently reading the rules now to better understand the system, but I am intrigued.

By the way, both games are available at DriveThruRPG.

Friday, November 13, 2020

One Ruleset to Rule Them All

I was away from home for a few days recently. During this time, I was itching for a game but did not have anything with me. It got me thinking about a travel game set.

When I got home, I started planning it out.

The Box

I haven't used it in a while, but I do have one of these Tiger Tuff boxes lying around. It is slim, under an inch in depth, so it is perfect for traveling. 

The Supplies

As shown above, I'll supply the box with a flip mat and some dry erase pens. That will take care of the battlefield and terrain.

I'm planning to go with blocks for the miniatures, as shown here


I would also like to be able to do skirmishes. I'm thinking of using meeples.

The Rules

Now this is where things are really getting crazy. I'd like to make a generic, universal kit. Big battles? Skirmish? RPG? I want to do it all with one ruleset. Impossible, right?

Well, recently I was struck by an idea for a light solo RPG ruleset. They key concept is what I call the Res (i.e. Resolution) Test. It always works the same - roll 4+ on a D6 to succeed. Specific conditions like PC level, enemy armor class, etc. will determine if the test is advantaged (bonus to attack) or disadvantaged. What makes this system so flexible is that I can assess advantages or disadvantages on the fly without a lot of math or stats.

Then it dawned on me. I already came up with this system - it's the same core rule for the latest incarnation of my MicroBattle rules.

So now I am expanding on that core, developing guidelines on how to apply the Res Test to different types of games. We'll see how that goes.

Wednesday, November 11, 2020

Thank You Veterans

 Our democracy has survived to this point because of the valorous conduct of our veterans. Thank you!


Friday, November 6, 2020

Flying Follies

 I decided to do some aerial gaming last weekend. I was inspired by this:

It's from the classic Halloween cartoon, It's the Great Pumpkin, Charlie Brown. After watching the show, I decided that I wanted to be a World War One flying ace.

So I brought out my Fokker Dr 1 and Spowith Camel. I'm using my Sky's No Limit rules, which are an adaptation of Kaptain Kobold's Spandau and Lewis rules (which you can find on his Free Stuff page).

Lieutenant "Snoopy" Brown in his Sopwith Camel spots a red Fokker Triplane.

"It's the Red Baron!"


Snoopy turns to attack, but the Red Baron outmaneuvers him and ends up on his tail. Rat-a-tat-tat. Bullets shred the Camel's tail surface.

And moments later hits the engine.

"Curse you, Red Baron!" yells Snoopy as his guides his plane down for a crash landing.

Well, that was short. Let's try something different.

The Continuing Adventures of the Dragon Squadron

Let's bring back Devin Drake and his Dragon Squadron. I played the first campaign using my variant on Mike Crane's Battle of Britain rules. The Dragon's squeaked out a win, although the last mission was a tough defeat while attacking artillery emplacements.
 
"You've got to be kidding me!" Capt. Devin Drake exclaimed in the telephonic receiver. He could not believe his luck. His squadron, the Dragons, had just returned to the front and they were immediately tasked to attack an artillery emplacement. The last such mission practically destroyed his squadron!

But you can't reason with Wing Command. So Drake took his entire squadron with him. "Let's take out the cover first." he ordered.

As they approach the emplacement, they see two enemy Cobra fighters.

Devin (in the red, white, and blue plane) and his XO Al Hartley lead the charge.

But one of the Cobras cuts back and rakes Drake's side. Severely damaged, he breaks off for home.

The rest of the squadron carries on. Alas, their gunnery is horrific. Finally, Hartley is hit and must retire.

"Let's get out of here, boys." Hartley commands. The two neophytes, Palmer and Hobbes also break from home.

A thoroughly disheartening start for the newly reconstituted squadron. They did not score a single hit on the enemy and lost two planes (damaged beyond repair).

Sunday, November 1, 2020

Chasm of Evil

 A Tweedle & Dunh Adventure - Part 1

After their victory over the undead, Tweedle and his new friend Dunh returned to Tweedle's village. They were feted as conquering heroes, but when the novelty wore off Tweedle's life settled back into the monotonous routine of a healer's apprentice.

The duo tried to spice things up by wandering the region, providing adventuring services to the locals. But aside from defeating a "dragon," which turned out to be a rather ornery giant turkey, adventure remained elusive. At least until the day the stumbled upon a hidden cavern deep in the woods.

🎲🎲🎲

As they entered the cavern (1), they were greeted by the grotesque and malevolent-looking statue of some unknown deity. They felt a chill run down their spine, but they were determined to press forward.


They passed down a short corridor to another cavern (2). A fountain of black liquid was set in the middle of the room. When they approached to investigate, a huge boulder fell from the ceiling.

"Watch it!" yelled Tweedle as he pushed Dunh out of the way then leaped clear himself.

"Let's stay away from that." Dunh concluded as he skirted the fountain.

They passed through a corridor (3) filled with scrolls stuffed into alcoves carved into the rock.

Continuing along, the corridor abruptly ended, but a large pit (4) was set in the floor. A sinister glow emanated from the pit. Tweedle approached the edge and peered over. Deep in the pit a flame burned, providing a wan light to the corridor.

"Look!" Tweedle cried, pointing to the walls of the pit. About 30' down was a cave entrance (5). They decided to investigate. Tying a rope to a convenient rock outcropping, they lowered themselves down.


They entered a short corridor that ended in a cavern (6). Suddenly a flaming reptilian creature attacked.

"A fire demon!" exclaimed Tweedle.

As they fought, the intense heat from the demon burned their skin. Fortunately, they quickly cut down their enemy.

Next, they walked down a winding passage (7) and encountered two humans. Or so they thought.

Dunh called out to them. They turned and advanced. Their eyes were dead black and they moaned with an inhuman tone. 

They tried to grapple our heroes who struck and cut the foes down. The bodies then seemed to dissolve into nothingness. while a shrill shriek echoed through the caves.

"What were they?" asked Dunh.

"I don't know. Lost souls, perhaps? They sold their soul to the demon, leaving only a husk of a body."

Continuing down the passage, they came to a dead end (8). A form emerged from the blackness. It was some kind of monster that resembled a mantis but it was as big as a horse. Several tentacles extended from its gaping, tooth-filled maw.


They tried to fight it, but its tentacles and claws kept landing painful blows while their weapons seemed to glance harmlessly off its side.


"We can't beat it!" Tweedle cried out. "Run!"

The duo bolted, with the thing in close pursuit. As they ran through the passage, they saw 4 figures ahead. More lost souls! 

They barreled through, taking wounds as they passed. The thing then set upon the souls, devouring them with gusto. This gave our heroes time to escape!

They climbed up the rope to the first level. Dunh made a beeline for the exit, but Tweedle stopped him.

"Wait, we can't leave here empty handed. Help me carry some of these scrolls."

"Why? Its just paper."

"It may give some clue about the nature of this place."

So they duo gathered some of the scrolls and then returned home, perhaps not wealthier but a little wiser.