Showing posts with label Into the Odd. Show all posts
Showing posts with label Into the Odd. Show all posts

Friday, April 29, 2022

Three Statlines for All NPCs

Jack made it clear that you can just use bears

I utilize this all the time in general handwave fashion, but when I specifically run Into the Odd/Weird North/Cairn/Monolith etc, I've landed on a three-tier measure of NPC power so as to better represent varying tactical levels of possible encounters. It's not rocket science, and it's not perfect, but it's what I do and it's been nigh-on effortless for me for years now.

There are three NPC statlines, and that's it. Ever.

Obligatory image because blogpost. Also because Stepan Alekseev. Artstation.

Thursday, October 28, 2021

Faction Procedures + Dolmenwood Example

Sandboxes tend to imply factions, but faction play is sometimes a boogeyman for open world games. Should it be subtle, just a thought? Should it be a tracked rubric of needs and wants, like a private rumor table with bonuses? Should it be a complex system of rolls and resources, like a solitaire Matrix game the referee plays behind the screen on off-hours? Well, it ought to be something if merely to add some variability to whatever sociopolitical forces prop up the flavor of the setting. 

Tuesday, January 12, 2021

d66 Cairn Background Loadouts Adapted from Old School Essentials

As I mentioned before, I forever admire the B/X & OSE feel regarding traditional Dungeons & Dragons adventuring, but I'm partial to Into the Odd's take on classless characters. The consequent reliance on items, background, flavor, and cunning to formulate your "class" identity in-game (and several factors therein allowing for constant malleability and foreground growth) is the sweet spot for me in terms of who a character is and what they do. This comes full circle with Yochai Gal's adaptation of the Into the Odd family for "traditional" adventuring in dark wood and dungeon alike, Cairn.

Stepan Alekseev

So, without further adieu, I present to you my interpretation of nearly all extant Old School Essentials classes (including Classic Fantasy, Advanced Fantasy, and selections from Carcass Crawler and Dolmenwood) in Cairn loadout style.

(Also available in free PDF at DriveThruRPG and itch.io)

Monday, December 7, 2020

My Interview with Alone In The Labyrinth

Short but sweet, Sofinho invited me to his podcast for a chat about my history with board and roleplaying games; Free Kriegsspiel and whatever the heck it means; the beats behind Any Planet Is Earth, Weird North, and Galaxy Far Away; and playing RPGs with little kids. All of this led to a larger conversation about imagination, it's training, and how to lean into it with new and old players alike.

The JIMTERVIEW

I make this post mostly to add the clarifier that DJ Kool's "Let Me Clear My Throat" is my headcanon theme song for Svarku the Efreet from Hot Springs Island, presumably surrounded by breakdancing combustarinos. That's all.

Friday, November 13, 2020

The Dank Morass: A Swampcrawl for Weird North

So, the Gygax 75 bit is supposed to be weekly. Well, this second installment of my attempt is, uh, monthly. I blame my infant, my seminary degree, and Hearthstone*. That's at least a start.

With the help of my son, Ted (who has starred in all of my RPGs With Kids posts), I put together the first of what I hope to be multiple regional maps/crawls/supplements for Weird North. A while back I pitched him "a spin on the Dark Tower," which, of course he doesn't know about, given that I don't recommend suggesting Stephen King novels to children. He thought I said "Dank Tower," and stuck with it. It cracked me up, so I decided, yeah, Dank Tower, in some awful swamp filled with dinosaurs and relics from a bygone era. The Dank Morass was born, and now I will attempt to translate it here for your rudimentary use as I slowly hone it for my own purposes. So, well, I guess this is my second offical "Gygax 75" post. Hoo boy. 

It's dank. Dank.

Tuesday, September 15, 2020

Quick Dolmenwood Loadouts for Bastionland

After reading Susanna Clarke's Jonathan Strange & Mr. Norrell I was enchanted all over again by the dark and quasi-creepy folklore of the British Isles and Northern Europe that I grew up hearing. Clarke nailed the eerie otherness of faerie, and proved for modern audiences that concepts like neverland are not, in fact, streaked through with rainbows and pixie dust. 

Pauliina Hannuniemi

There is one RPG setting that has perfectly captured this strange, disturbing-at-the-edges folk feel, and that's Gavin Norman's Dolmenwood as made popular through the Wormskin zines by Necrotic Gnome. As I type this, there is a Kickstarter for the setting somewhere on the horizon. Could be this year. Could be five years from now.

Who knows? But I want to know... pssst, Gavin!

Friday, September 11, 2020

Weird North is LIVE

When Eclectic Bastion Jam was announced back in July, I decided I wanted to try my hand at writing a full-scale RPG hack based on Into the Odd. I'm all for pulpy fantasy like Conan the Cimmerian, Fahfrd and the Gray Mouser, and Dying Earth, so I set to work putting together a proper Sword & Sorcery hack of the Bastionland family of games.

At forty-five total pages, Weird North is a stripped down ruleset which is easy to learn, use, and adapt. 

- A simple but punishing inventory and encumbrance rubric forcing tough choices about treasure and lackeys.

- Corrupting magic with a chance to turn your players into snake people, demons, and eldritch pillars of otherworldly strangeness.

- More than a dozen generators for dungeons, warbands, pocket realms, NPC problems, and occult rites.

- Six archetypes for players to delve into the flavor of the world, such as the grave-robbing Sepluchrite, the weapon-mastering Contender, and the rat-controlling Dirtfriend.

- Genre-focused public domain art, clean layout, and a magnificent character sheet designed by Cosmic Orrery.

You can download the PDF in pages and spreads, the plain text rules under CC-by-SA 4.0 sharing, and character sheets in A5 and Letter size for $6.00 at DTRPG and itch. The DTRPG page has a preview of everything but the generators and gear lists. The full description is below.

Tuesday, September 1, 2020

RPGs with Kids, 3: Thumb-Wrestling with Lizardmen

After a hiatus of travel, a wedding, more travel, and then hiding under a blanket for two weeks of isolation, my son and I brought out the Into the Odd goodness yet again and got to work in the Intemperate Jungle and the ruined Caverns of Thracia below it. This ended up being a short session due to a certain uncoorperative infant who refused to nap in the interim, but it was a fun one all the same, and a great look into Ted's burgeoning storytelling and roleplaying self.

Anjo, Rock, and Roxley left town after a solid restock and wound their way back to the surface ruins and the several entrances to the dungeon below. The Encounter Die d6 rolled a 1, signalling a run-in with NPCs, so I let Anjo & Co know that they could hear squelching footsteps in the swampy grounds surrounding the overgrown ruins. Ted decided that Anjo and his buddies would head down the big stairs to slip out of notice, especially since he was curious about them when the party chose to rapel down into the deep black hole in the earth on the last visit. 

For the moment, the footsteps go away, and the party delves into a large chamber filled with rubble and flanked on the remaining sides with dark passages. Ted heads for the forward passage which is marked with old pillars on either side. I remark that it smells like musty poop down here, which both grosses him out and piques his interest. Rock holds up a torch and sees that the ceiling is moving... bats, and zounds of them! Pulling back from the bat-and-guano corridor, the footsteps come back into earshot, but this time they're moving down the stairs to the lower chambers!

After my best hissing and clicking sounds successfully spook Ted, I have a sibilant voice call out from the darkness. "What are you doing down here? Are you friends with the armored ones along the southern chambers?" Ted put two-and-two together and responded in the negative, saying that the bad dudes in armor (the cultists for Thanatos) are no friends of his. He introduces himself and his peers, and the encroaching figures step into the flickering torchlight. Two lizardmen, taller than anyone in the party, broader, stronger, and better equipped. Ted is a bit frightened, but puts on a brave face. "We are not your enemies. We're your friends." He says with confidence in his voice. He goes on to explain that he is just an explorer, that he and his friends are trying to find a name for themselves without harming anyone who could be a friend. 

Ted was really impressed by the lizardmen's chakram weapons.

The lizardmen introduce themselves as Sik'Garuk and Krask, and both seem more curious than aggressive (I rolled a 7 on the reaction 2d6). Ted was doing well in guiding the encounter to a helpful resolution. Sik'Garuk asked that they vow not to harm each other so long as they share a common enemy in the cult. Ted agreed. I reached out my hand to his at the table as Krask went to shake Anjo's hand, but Ted decided that as a show of cameraderie, Anjo would thumb-wrestle Krask rather than return the shake. I had both lizardmen appear confused, but Ted was adamant that it's something real friends would be comfortable doing, so I laughed and obliged. 

Both of the party's new friends told them all about the dangers and possible traps and pitfalls in this level of the complex, and warned them that some of their own kin had joined up with the nefarious dogmen and other foes lurking further below. Ted took a piece of candy from a bowl on the kitchen counter and handed it to me, expressing that he wanted Anjo to give it to Sik'Garuk as a token of his friendship. The pair graciously accepted, and exited back into the shadows with goodwill towards the three plucky adventurers.

Wednesday, August 5, 2020

(hopefully) Simple and (possibly) Universal Player Advice

As a short, sweet follow-up to yesterday's post on pared-down and generic referee advice, here are seven short maxims for players in any adventure game. Regardless of genre, these ought to prove helpful for framing the expectations of your game and either softening the crunch of tenured veterans or quickly bringing new players up to speed.

Stepan Alekseev, "50"

Agency: Attributes and related saves do not define your character. They are tools. Don’t ask what your character would do, ask what you would do. Be creative with your intuition, items, and connections. 

Teamwork: Seek consensus from the other players before barreling forward. Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than individuals. 

Exploration: Asking questions and listening to detail is more useful than any numbers, items, or skills you have. Take the referee’s description without suspicion, but don’t shy away from seeking more information. There is no single correct way forward. 

Talking: Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems. You'll find that most people are interesting, and will want to talk things through before getting violent. 

Planning: Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding. Do some research and ask around about your objectives. 

Ambition: Set goals and use your meager means to take steps forward. Expect nothing. Earn your reputation. Keep things moving forward and play to see what happens. Pull the lever.

Violence: Fighting is a choice, and rarely a wise one; consider whether violence is the best way to achieve your goals. Try to stack the odds in your favor, and retreat when things seem unfavorable.


Monday, August 3, 2020

(hopefully) Simple and (possibly) Universal Referee Advice

While pumping out more copy for Weird North (Into the Odd/Electric Bastionland hack for the Sword & Sorcery genre), I've tried to keep my referee advice as succinct and helpful as possible. Adages, not block text. Suggestions, not a manual. Common sense, not overwrought pedantics. Hat tip to Chris McDowall for spearheading many of these concepts for the thick-skulled and slow-brained, like me.

I adore Stepan Alekseev's art. That is all.

Tuesday, July 21, 2020

Six Weird North Archetypes for Bastionland

With BastionJam ongoing, I'm working on a full sword & sorcery hack of Into the Odd/Electric Bastionland. I'm calling it Weird North, and it is inspired by various pulpy picaresque tales, as well as my deep-diving into the monolith that is Astonishing Swordsmen & Sorcerers of Hyperborea (2nd Edition). As to the latter game, it's too crunchy for my taste (though I'd totally still run and play it!), but the flavor is on point. The gazetteer in the back, alone, is a goldmine. But, my preferences being what they are, it's Into the Odd or some close derivative just about every time, so that's the mechanical mold into which I'm pouring this atmospheric pulp novella goodness.

Armor, Odilon Redon
Jason Tocci and I discussed on the Bastionland Discord recently that we were both tinkering with soft classes/soft progression for Chris McDowall's games--not so hard that it forces some abstract compartmetalization of the game, but just enough to carrot-on-a-stick players in different directions through organic means. Then we both chuckled as Chris simply posted a more refined version of the same idea himself with Paralegal Bastionland. Kudos to Chris, as it's his game after all! Paralegal Bastionland affords a concise, actionable template for similar ideas, so I've decided to directly adapt it to Weird North.

Friday, June 26, 2020

RPGs with Kids, 1: Into Thracia

Here's the thing, I've played (and more often run) a lot of online RPG stuff over the years. It's great, and I don't deny how much I enjoy it. Play-by-Forum has become a bit of an artform since I started in 2015, and I rarely have a dull day since those notifications always pop up with something delightful.

I don't have a local game group and don't really have the time to go find one, so I've put off live games for a while... until now. Until now, that is, because my oldest son, Ted, turned five years old a little while back, and I thought I'd risk possible over-the-headedness by offering to run a proper dungeon delve for him. He's already a very enthusiastic storyteller, so I didn't think it would be all that big a stretch for him to get into the game.

Opting to start as simply possible, it was a toss-up for me between using Maze Rats and Into the Odd for the game, and I opted for the latter, if for no other reason but because I've been running Maze Rats for two parallel tables of Hot Springs Island over on RPGGeek.com. So, Into the Odd it was, and Ted really enjoyed rolling up some characters. I decided that I'd run Caverns of Thracia for him...

Anjo, Roxley, and Rock descend into Thracia...

Thursday, May 14, 2020

Any Planet Is Earth: Core Rules Draft


"Any planet is 'Earth' to those who live on it." 
Isaac Asimov, Pebble in the Sky

I thought I wanted to set out to make a fantasy adventure game of my own design. I was wrong. I already held Into the Odd and (the tragically lesser known) MoldHammer up as near-perfect designs (the former with a bit more crunch than the latter [which sounds amusingly impossible]). After digging into the Electric Bastionland rules (not to mention already enjoying Mausritter, Maze Rats, and other venerable off-Odd derivative hacks), I realized that there is no fantasy design space I really care to fill. I will 100% always play or run or hack any title from that family of games.

So with few other strong contenders for genre, I turn to science fiction, which I've really always admired reading and exploring far more than fantasy literature and games of all stripes. Isaac Asimov, Robert Heinlein, Jack Vance, Orson Scott Card, and William Gibson took up (and still take up) a great deal of my reading budget, among other similar contemporaries.