Showing posts with label game systems. Show all posts
Showing posts with label game systems. Show all posts

Sunday, September 14, 2025

Crypt: A Found Fiction FKR MicroRPG

Recently I've been editing a TTRPG book with a found fiction element to it. By found fiction, I mean to say that the game book also functions as a book in-universe, a part of the fiction that has been annotated by other characters prior to falling into the player's hands. And unlike something like the Book of Gaub which is supplemental in nature (and which you should buy if you haven't!), this one contains its own stand-alone ruleset. I'm not sure if found fiction is the right name to give this, or even if there is a proper term for it. It's a little like the found footage trope in cinema, or an epistolary novel without the back-and-forth.

Whatever it is, it's extremely novel to me, and the first of such a game I've ever encountered, let alone had the privilege to work on.

So it's weird that just the other day I ran into another one. Two nickels and all that.

"Are you seein' this!?"

Trollish Delver, patron saint of this blog's pseudo-reviews and main character of my Itch.io collection, recently released Crypt, an addition to a growing collection of Free Kriegsspiel-style games in what was once a catalogue dominated by ultralight d20 and d6 OSR rulesets. Mechanically, it's Yet Another FKR Thing with one or two tweaks. But the mechanics are not the only reason why I'm writing this post.

Crypt bills itself as a recently discovered piece of TTRPG history, a long-lost game written by an anonymous British wargamer sometime in 1970, years before Arneson and Gygax ever got to work on the zero'ith edition of their critically acclaimed friendship-ruiner. The manuscript was lost for years amid the aroma of stale rhubarb pie and nerd musk in some West Yorkshire wargaming club, only to be rediscovered by one Thomas Culottes. Culottes did his best to compile the manuscript into a coherent whole and track down the creator, but he never succeeded in the latter, and once he passed away in 2021 a family friend handed the manuscript over to Scott Malthouse, the Trollish Delver himself.

Malthouse (the character) then annotated and published this manuscript alongside Culottes' story in order to share this artifact of gaming history with the world, while also helping to make it comprehendible for modern audiences. Malthouse (the real person) then uploaded it to his Itch.io, where I found it while I was five-and-a-half hours deep into listening to a new song on repeat until I had wrung every last mote of dopamine out of it (this one was country rock sung by Nurgle for some reason).

With character!Malthouse as our guide, the rest of the book is dedicated to the quirky and weirdly charming rules of the game itself, plus marginalia offering context, speculation, and occasional quips on the sides.

You learn that the creator was probably a theater kid because of their reliance upon Shakespearean archetypes and some of the language of theater that they use as a way to explain what the heck a fantasy imagination game inspired by Middle-Earth and Zothique is supposed to be like. Players are cast members treading upon the boards of the theater of the mind for example, and the list of character attributes (Courage, Humour, Romanticism, Status, and Friendship) is far more tied to interpersonal drama than to combat, which barely gets two paragraphs in the whole book.

They also came up with some mechanics that I find very believable as novel ideas cooked up by some wargamer who didn't know what they were doing as they branched out into a whole new genre in the '70s. Instead of rolling d20s to resolve chance, players flip one or more coins (ideally penny farthings) like a sort of proto-dicepool system. Yet it's still grounded in what the writer was familiar with in little ways, like the game master being called an umpire, as in actual Kriegsspiel.

The book is short and sweet with some stylistic jank, both a game and a piece of self-referential short storytelling. And for the price of PWYW, I thought that was worth a shoutout.

I feel a sudden and mighty need to "run" Lucian's A True Story or one of the lesser-known Arthurian poems with this system to see what sort of shenanigans can be gotten up to.

Friday, March 29, 2024

A Boring History Lesson on the Much More Interesting Talislanta, the Game That Won't Die

I started writing about Talislanta a few weeks ago and realized I was cramming way too many things into a single post again, so I've decided to split the wordcount up a bit.

You can read the more gamey bits here once those are finished.

1st Edition

In 1987, after several trips and false starts, a tiny publisher named Bard Games, headed by a weird and eclectic saxophonist named Stephen Michael Sechi, released the first edition of the Talislanta roleplaying game. It distinguished itself from other fantasy worlds of the time with its relative lack of inspiration and/or derivation from Tolkien or European mythology, in favor of a slightly more exotic and more obviously post-apocalyptic feel (not to say that LotR isn't a post-apocalypse story).

It's more influenced by Horror Person Lovecraft's Dreamquest of Unknown Kadath (my favorite thing by Lovecraft ever, partly because the fussy Cheez-It eater hated the story himself) and Jack Vance's Dying Earth setting- though interestingly, this did not extend to pilfering Vance's magic system like certain other games of the time were doing.

To simplify greatly, Talislanta is a game of optimistic post-apocalypse. The world was trashed by the fall of a magical empire 600 years prior in a Great Disaster, leaving the world scarred and full of magical aberration. You pick your character from dozens of archetypes ranging from mage-hunters, to mutants, to lizard people, to hyper-intelligent snails, and have yourself a Weird Fantasy adventure with occasional magitech and airships thrown in.

From its inception Talislanta was played using a skills-based resolution system where every action is decided using a single d20 roll on the Action Table. The Action Table operates on intent, and weighs the outcome against what you wanted to happen with possible mishaps or unforeseen bonuses depending on how bad or well you roll. It was consciously streamlined in a way that most systems making use of the d20 in the '80s were not.

2nd Edition

Between 1988 and 1990 a series of Talislanta books was published that updated the game to second edition piecemeal. These were small rules revisions, additional character backgrounds, some optional systems for edge cases of gameplay like mass combat, etc. These books were then collated into a single gamebook plus a world atlas. As far as new editions go it was a rather mild update, on par with the AD&D 1E to 2E jump.

Bard Games then went out of business.

That would have been the end of the story of Talislanta, if not for the timely arrival of a plucky young TTRPG company that had just recently emerged on the scene and was looking to grow its modest catalogue. The company decided to go out on a limb and buy the license to publish a new edition of Talislanta in collaboration with Sechi in 1992.

That company?

Wizards of the fricking Coast.

3rd Edition

At this point WotC were a brand new company that only had one other game, The Primal Order, to their name. Hell, they hadn't even started Magic: The Gathering yet. What a weird, small world we live in. And what a glimpse into what could have been. Imagine if they had stuck with Talislanta or other weird little games like Everway instead of snapping up D&D and going the way they did.

Regardless, this gave Talislanta another lease on life, and for 2 more years WotC published the third edition of the game. The differences in this edition were more pronounced, shifting the game away from a purely skills-based system to one that combined skills and more traditional character level progression. The timeline also advanced 20 years, with new developments and subplots that found their way into some of the first full-length adventures for the game, also published under WotC.

WotC then dropped Talislanta in 1994 and pivoted to other projects like MtG, which proved to be explosively popular at the previous year's Gen Con.

Anniversary Edition

The license shifted hands again then, to a small Canadian company named Daedalus Entertainment. Daedalus' only other RPG was Feng Shui but their primary focus was on the collectible card game Shadowfist, which shared a universe with Feng Shui. It was kind of a weird urban fantasy Legend of Five Rings situation. It seemed like the trend of a new edition with every new publisher would continue with Daedalus, but development of the next Talislanta languished for years, and eventually the CCG crash of 1997 bankrupted the company with no new Talislanta published.

But 1997 was an auspicious year. It would be Talislanta's 10th anniversary, and Sechi hoped to have a new book out in honor of the date. So he shopped the license around a little more, and eventually found Pharos Press. I'd never heard of them before, and they don't even have a Wikipedia page these days, but they seem most notable for publishing the first edition of Nobilis back in the day. Pharos got to work, but production was plagued by setbacks that delayed publication repeatedly, until finally 1997 came and went with only a mostly-finished new edition extant in the form of a handful of ashcan prints. The licensee was also nasty to work with and "treated Tal fans like sh*t" during that time, reports Sechi.

4th Edition

Sechi pulled the license from Pharos Press after that, and took some of the ashcans with him. When the publisher Shooting Iron took over and in Sechi's words saved the day, they based their version of Talislanta on the unpublished Pharos draft, to the point that the failed 10th Anniversary edition and the successful fourth edition of 2001 are mostly identical. Or at least that's the usual claim that people, including Sechi himself, have made; the ashcan copies are extremely rare, and I don't believe they've ever been scanned and uploaded to the internet, so I haven't been able to take a look for myself.

When people talk about how Talislanta is the game that just won't die, this is what they mean. Every time a deal falls through or a publisher up and evaporates, it springs up in another mutation of itself somewhere else. And this isn't because of some massive fandom clamoring for more. Don't get me wrong, Talislanta has always had very devoted fans. But they've always been more of a cult following due to the game's relative lack of mass appeal compared to the leviathans that came to dominate the industry. Yet they've shown up for the game year after year and helped carry it forward into the new century. Sechi's stubborn determination to manifest his game the way he's envisioned it certainly helps, too.

Talislanta fourth edition (AKA the Big Blue Book) scrapped the character level mechanic of third edition, refined its magic system to be more freeform and versatile, and reined in most of the bits of NPC-centric metaplot that started to become prominent in third edition. You will sometimes see it written online that Talislanta refuses to have a metaplot, but I think it's more accurate to say they tried it early on, found it didn't work super well with the rest of the game, and then dropped the idea. Whatever the reason though, Talislanta took a step back and tried to become more evergreen with its content at a time when years-long adventure paths and character-focused stories with their own continuities and regular installments of new lore were becoming the norm.

Shooting Iron published Talislanta materials until 2005, at which point it relinquished the license after its largest distributor went out of business without paying them. This cut out most of the money the company should have made off of fourth edition. But instead of languishing in development hell for years again, Talislanta quickly and successfully changed hands to Morrigan Press, which then published a slew of fourth edition material. It took 18 years, but the game finally had a peaceful transfer of publisher power!

Talislanta d20

Sechi shifted toward music as a full-time career at this time in his life, and he let Morrigan Press go wild with the license without any direct involvement from him. As a result, Morrigan Press was perhaps the most prolific of all Talislanta publishers. It released about a dozen titles for fourth edition in 2005-2006, as well as an OGL d20 adaptation of the game. They even blurred the lines between the two parallel versions of the game by including dual stats for both games for their monsters in the 4th edition Talislanta Menagerie.

Everybody and their auntie was scrambling to shoehorn their IP into a d20 book in an attempt to ride the wave of almost-mainstream success enjoyed by D&D 3E at the time, no matter how weird the fit was. I call this the 3E Gold Rush, for lack of a better name. It's unsurprising that even Talislanta joined ranks with such names as Iron Kingdoms, Farscape, and World Wrestling Entertainment. If it sold well, it could have buoyed the IP as a whole.

Did anybody actually play this one, or was it only used
as episode fodder by early YouTube gaming channels?

The d20 version tries its best to emulate the other edition within 3.5E without shaking too much up, but even at a glance it's not the same. I might give it a full blog post comparison someday, but for now I'll leave it at a few observations.

Only some of the playable cultures in the base games make the cut in d20, although balance between them is as stylistically wonky as in the source material. There's a "Restricted Classes" rule that some species have that is never explained anywhere in the book. Are they forbidden from playing that class entirely? Can they only not start as one at 1st level? Is it a matter of class level caps? They never state. 

Some of the classes they wrote or retooled are interesting choices, like removing rage from Barbarians and making them more wilderness warriors with a few Ranger abilities. Others raise my eyebrow in suspicion, because I think they were stolen from other third-party d20 books.

Take for example the Scout class' 15th level ability, Heroic Sacrifice, which lets you continue to fight even after being reduced to -10 hit points, not dying until the end of combat. It's unusual, flavorful, rules-wonky, and almost identical to the 15th level Borderer class ability from the Conan the Roleplaying Game, another d20 book first published in 2003.

I recognized such a weirdly specific "your wilderness scout's ability is to die for your friends" class feature immediately from my days when I gave a crap about the Hyborian Age. It's very clearly ripped from it and then slightly tweaked. Heck, even the way the text is formatted in each book cuts some of the words up in identical ways.

Don't get me wrong, I'm not decrying Morrigan Press' writers here. I don't think they did anything especially wrong by copying an ability from another OGL property; that's kind of the reason why we have those licenses to begin with. Some of the Conan stuff was extremely shallow and in the spirit of the 3E cash-in craze too, for fairness' sake. It's just kind of weird and funny to me.

They do an admirable job trying to port freeform magic over without falling back on Vancian magic, which I fully expected them to do for an OGL game. But it's a good job achieving what's ultimately an imperfect fit, and it leaves the d20 skill system begging for even greater abuse than usual; modes of magic are skills in this version of the game, you see, and d20 skills can be... janky.

Also the book suffers from a few editing issues, like the unforgiveable "Gamemaster's Only" chapter heading.

5th Edition

After dipping their toes in d20 for a bit, Morrigan Press returned to more traditional Talislanta in 2006, but in yet another form; fifth edition. It is largely a continuation of previous Talislanta rules, with some minor alterations like a magic rework, and some big ones like the point-based character building system. The builder brought Talislanta in line with many other skill-based RPGs, but it also took something that was somewhat unique and appealing about Talislanta—character archetypes—and relegated them to a mere optional rule buried toward the back of the book. It wasn't a fanbase breaker, but among the criticisms made about fifth edition, this was among the biggest.

And I slightly agree? I know that sounds weird coming from the guy who abhors impositions like race/class limits or race-as-class. Don't get me wrong, I would 100% enjoy building a character from scratch (and probably will in a New System, New Face post sometime). But the bundles of abilities, gear, and lore that archetypes are were designed in a fun way that help add to the characterization of the world without locking players into a single gameplay path, similar to how Dark Souls starting classes work.

If archetypes were limiting in the long-term the way D&D classes are, or if Talislanta the game was intended to be played with universes other than Talislanta the setting, I'd welcome the change fully. But that isn't the case, so I am left feeling a very slight amount of loss from the change.

Perhaps the changes in fifth edition played a part, or perhaps there was a lot else going on behind the scenes, but the end result is that in 2008 Morrigan Press went out of business, as so many other publishers of Talislanta tend to do. The curse returned, and for almost a decade the game laid dormant.

Talislanta: The Savage Land

But Talislanta isn't only a game. It dabbled in short stories since the '90s, with the release of the Tales of Talislanta anthology. And in 2015 Talislanta returned to narrative storytelling via graphic novel.

In the Tales of the Savage Lands web comic, Sechi and artist Ben Dennett tell the story of the Vandar endling Severus as he tries to survive in the Age of Confusion immediately following the Great Disaster that ended the world. It's a story of loss, struggle for survival, and the sheer smoldering ruin of the world, quite unlike the tone of modern Talislanta. The comic was eventually completed, taken down, and then published for sale with the help of a Kickstarter as The Savage Land - The Graphic Novel in 2017.

Savage Land served as a distant prequel to the modern age of Talislanta, as well as the first car in a new Talislanta hype-train. Also in 2017 Sechi teamed up with Nocturnal Media, headed by Stewart Wieck, one of the founders of White Wolf, of all people. Their mission was to turn the Savage Land setting into a new edition of Talislanta.

They started a Kickstarter campaign with an ambitious goal: a new Talislanta book, x5. First, they would publish the nearly complete Savage Land for normal Talislanta rules. Then, they would port it to D&D 5E, Savage Worlds, Pathfinder RPG 1E, and OpenD6.

The KS launched on March 29, 2017, coinciding with the game's 30th anniversary. It started off good and got better, funding in ~12 hours and steadily blowing through stretch goals day after day before totaling just under $70k (out of an initial goal of $10k) a month later. Things were on the up-and-up, and it looked like the shotgun approach would work.

Of course, this being Talislanta, that couldn't last for long.

First, Stewart Wieck died in June, throwing the continued existence of Nocturnal Media into jeopardy. Then, it became clear that despite funding very successfully, the project had bitten off more than it could chew: the number of orders placed by Talislanta's devoted fans could not justify porting The Savage Land to every system they had planned. Savage Worlds and Pathfinder had to be scrapped, leaving just the Talislanta, 5E, and D6 versions. Somewhat understandably, a wave of refunds quickly followed as people who had wanted those specific books backed out. Then, somebody linked a spambot to the refund survey form and spoiled all of the response data, forcing the whole process to start over again.

This was in addition to a host of other, more minor issues like BackerKit glitches, delays in printing and fulfillment, and all the other stuff you tend to get with big Kickstarter projects.

But in spite of all of the screwups and bad luck, Talislanta: The Savage Land launched in 2019.

... Aaand since I didn't back the KS and I don't happen to have $50USD to burn comparing and contrasting the three different books, I have to keep actual details of this edition to a minimum.

I never said I was a good historian.

But! I do know a few things for certain.

Savage Land expands the scope of gameplay by including an optional campaign mode where each PC is the leader of a tribe struggling to survive in this new dark age. Leading, protecting, and helping your tribes flourish can allow you to eventually forge larger polities that can then exert their will on the continent at large, enforcing the 'order' of empire on the vacuum left behind by the sudden and literal fall of the Archaens.

It can even set the stage for your own custom campaign in modern Talislanta, where the actions of one party and their tribes can fundamentally shape the face of the world for the folks who come along 600 years later.

The Great Disaster has also caused a rash of anti-magician prejudice, which causes the prequel to be a lower-magic setting compared to modern Talislanta. You can still use magic if you so choose, but your character has a higher chance of being killed by an angry mob than you might normally expect.

Going into the 2020s (and all the existential fun those have been so far), I might've expected Talislanta to coast along with this new edition for a few years, publishing a handful more books before reentering dormancy, like it always does. Not so.

6th/Epic/Final Edition

Last year saw a campaign to fund the 6th edition of Talislanta, also known as the Epic Edition for the name of its new publisher, Everything Epic, who also seems to have inherited rights to all of The Savage Lands products after Nocturnal Media shifted to focusing on its outstanding projects in the wake of Wieck's death.

6E/Epic is intended to be a greatest hits album of every edition up to this point, synthesized together into a truly gigantic set of tomes that sets out to complete the game and the world as Sechi always envisioned it. It will consist of a player's guide, menagerie, and world atlas, accompanied by a novel, and a 5E conversion guide, because we're in the midst of our own 5E Gold Rush at the moment.

It's also known as the Final Edition because, well, this is it.

The game will be considered finished after this point, and no further development is planned. In a market where so many recognizable IPs chug along on creative fumes for as long as it's possible and profitable to, I respect the desire for a clean cut and a graceful bowing-out after so long a fight.

I hope they nail it. We'll see, when the books ship sometime this year.

But at the time of writing, the end of Talislanta is not yet written, and this overdone overview can finally peter out.


4/12 Edit: I was remound in the comments below to include a link to the official Talislanta website where ALL of the older editions of the game are available for free, forever, after Sechi released them under the Creative Commons license. Dive into the trove here.

Saturday, March 9, 2024

The EverQuest RPG is a Pile of Baffling Design Choices Masquerading as a Generic d20 Cash-Grab

In the past I've touched on the early-to-mid 2000s phenomenon of everyone and their auntie adapting their property to d20 rules under the OGL. D&D 3E wasn't as market-stagnatingly powerful as 5E has become, but it was the game's first true brush up against mainstream popularity, whereas in the 20th century it had only enjoyed mainstream awareness (and occasional mockery) from other media.

This 3E Gold Rush for lack of a better term happened for pretty understandable reasons; nothing quite like the Open Game License existed previously and there were many early adopters of this novel concept, pushing out a single d20 book wasn't too risky for the average publisher considering the likely return on investment, and it was a pretty reliable way to introduce your IP to a wider audience.

Or at least that's how things started.

By the mid-2000s the market had hit 3rd party product saturation, and it was increasingly difficult to distinguish oneself amid the sea of similar d20 adaptations. There was also growing consumer cynicism toward the seemingly huge number of poorly-made books shoved out in order to ride the wave of market success that was already flattening by that point. It was a little bit like when self-published e-books became really big on Amazon and other platforms a few years later: an amazing opportunity for creative freedom and art also created a sucking mire of garbage and vacuous opportunism as a byproduct.

I'd insert a joke about capitalism here, but I haven't had my coffee yet, and in the spirit of our subject today I will not be going back to make edits.

That isn't to say there weren't some good adaptations out there that made the system work for their particular worlds and fictions; there absolutely are, you just have to know what you're doing when you're bending and bashing a semi-generic, semi-simulationist thing like d20 into different shapes that it wasn't originally intended for.

I honestly don't know which camp today's topic falls into. The creators obviously cared about transferring the original experience to tabletop, as opposed to just mapping existing names to existing features and calling it a day. But their care was a hacksaw that they used to Frankenstein together a bewildering pile of design choices that borders on endearing to me, because I have a weird habit of dragging out and trashing things that I end up feeling mildly positive toward.

I should probably examine that urge soon.

Anyway, we're talking about the EverQuest TTRPG!

AKA Keith Parkinson's Greatest Hits

Beginning in 2002 and topping out at a respectable 17 publications total, the EQRPG was Sony Online Entertainment's answer to the d20 craze by way of Sword & Sorcery publishing. It was not marketed using the d20 System logo and branding however, because of the plethora of small but cumulative changes made to the game in order to better replicate the systems and gameplay loops of the 1999 MMORPG. These include significant differences in character creation, progression, and the specifics of magic and combat.

There's plenty to cover, so let's get right into it.

Character Creation

To start off, randomized ability score generation is thrown out in favor of a modified 27 point-buy system. This isn't unusual by itself, since 3E was when point-buy became essentially coequal with (and often preferred over) 4d6-drop-lowest. What's odd is that this point-buy exists alongside a conversion system that allows you to transfer your character from the MMO to tabletop. So if you and your EQ guildies decided to sit down and play pen-and-paper instead of the video game version because, I dunno, maybe your dialup is particularly bad one summer weekend since it's 2002, then you would have a relatively easy time recreating your toons if you really wanted to.

As I understand it, the stat cap was 255 back in the day, but climbed steadily with each expansion since then. So I don't think you could convert a high-level character so easily these days. Then again at that level of play you'd be swimming in number soup, so maybe that's not a real issue.

Next you pick your race, which has far more weight in this game than in others. This is because EQ, like other D&D derivatives of the '90s, uses hard racial limits on character class- the first of several "AD&Disms" we'll see. Although I will say that in this case it is even stricter than what is found in AD&D, because in those editions there was at least an assumption of ultimate DM fiat with permitting certain character options. Not so with EQ; the list of available race/class combinations is all you get, because that's all you got in the video game (at the time of publication, at least; limits have mostly been removed in recent decades).

Note the saddening lack of playable frogloks, berserkers, etc.
No content after The Shadows of Luclin got ported to tabletop.

Besides being major gatekeepers to character class, species also comes with the bonuses and penalties you'd expect of 3E. Modifiers tend to be bigger and more swingy in EQ, despite usually cancelling one another out to total ±0. For example, the magical and slightly cone-headed Erudite humans get a whopping +6 to Int and +2 to Wis, but also -2 to Dex and Cha, and a -4 to Str. Similarly the woad-covered Barbarians of Norse-Gael inspiration get +4 to Str and +2 to Con, but also receive what I like to call the "orc treatment", -2 to all mental stats. This makes each species fairly specialized to a role, which feels redundant with the class lists that already point them in that same general direction.

For 4 out of the 14 playable species, another AD&Dism becomes an important factor: percentile XP penalty. Barbarians, trolls, ogres, and the reptilian iksar all suffer varying degrees of reduced XP award in exchange for their stronger innate traits, ranging from -5% to -20%. These numbers are ported directly from the early years of the MMO, with the somewhat surprising exception of halflings' +5% bonus, which was dropped for the book. Note that these are in addition to any penalties earned from multiclassing.

I'm not fond of XP modifiers in tabletop to begin with, but these mods really make me yearn for Level Adjustment. At least that can (usually) be bought off at a later point when racial abilities cease to make a significant impact on character strength. But in EQ, these numbers are forever. And with the standard level progression going all the way to 30 instead of 20, there's a lot of room for a gap to form that limited regeneration or Large size just won't close.

This gap is even more pronounced than in the MMO, I'd argue. In EQ online every XP penalty or loss from death is ultimately a measurement of extra time that needs to be invested by you, the individual. You can keep your troll shadowknight on par with your friend's human rogue by logging in during off hours and grinding a bunch of mobs to compensate, because even though it's a very social game, it's set in a living world and you aren't limited to a single circle of friends from start to finish. But D&D is a fundamentally party- and session-based game, which creates a lot of headache for the GM and anyone wanting to solo on the side in order to keep up with their friends.

On paper it's all quite similar to the bonuses and penalties that everyone gets in the MMO however, and it seems like that's what they were aiming for in the end. Good or bad, the writers often try to reify as much material from the virtual game for the textual one as they can. At least they didn't also include the class-based XP penalties that combine with others multiplicatively? Otherwise that troll shadowknight would be taking a combined -68% hit to every single reward.

Once you've selected your species, it's time to pick a class, spend your skill ranks, and select a starting feat like usual. Unlike usual, you also receive 5 "Training Points" to spend on more skill ranks or energy resistances, or to save up for your next feat or your first ability score increase. Training Points are awarded every level, and either supplement or entirely replace the standard skill, feat, and ability increase tracks of 3E. They are meant to simulate the Alternate Advancement system introduced in the Shadows of Luclin expansion, except instead of having to wait until level 51 to start dumping experience into it instead of new levels, you get a trickle of both from the very start.

There are limits in place so you can't dump all your points in one area, but overall it's a pretty unguided and freeform system for deciding how you want to improve your character outside of class abilities. Another way of describing it could be "time-consuming newbie trap", because of the extra bookkeeping required, and the increased chances of spending yourself into a corner if you haven't plotted stuff out in advance. The things up for purchase also don't really share multiples with the amount of points you get every level, which feels odd and awkward to me? It's like when they rig the prices in F2P MMOS so that you always have slightly too much or too little in-game shop currency to buy a thing you want, except they're not even trying to sell you anything here- it's just busywork.

Once you're done with all the essentials, the rest of character creation is mostly identical to your average 3E game. Name, gender, age, etc. You're also encouraged to choose a deity, with the welcome addition of an agnostic (read: fantastical apatheism) option for certain non-priest characters.

Alignment is present, which feels kind of weird. There are planes and loosely aligned factions of "good" and "evil" in the cosmology and lore of EQ, but moral alignment remains just shy of being an objective, bracketed thing in the MMO. Not so here, where the classic 9-point alignment system exists, with the words "lawful" and "chaotic" replaced by "orderly" and "discordant" because the latter terms have slightly more currency in the lore of Norrath.

Skills

Fortunately you're not limited to spending training points to get skill ranks; those are bonus ranks you can buy in addition to your usual class amount + Int every level. And refreshingly, no class in EQRPG is saddled with 2+Int skill points per level; most have 4+Int or more, and the lowest is 3+Int. This means that your average character is more likely to engage with some of the changes that EQRPG makes to the skill list.

For the record, EQ online has skills, but they don't work anything like 3E skills. They're closer to the skills of a d100 system or maybe Elder Scrolls games, where they encompass most character actions like types of attacks or spellcasting, and improve with use. I remember back when I made my fourth or fifth burner email in a row to play free trials of EverQuest as a kid (my parents don't believe in credit cards so I could never subscribe), I found a big group of people sitting around in the Mines of Gloomingdeep spamming each other with long text macros. I learned that this was to mutually improve their language skills; however much text your character 'heard' other people say in other languages slowly trained them in that language until the language cypher was removed entirely from their interface.

Luckily you don't have to do that here, nor will you run into a scenario where you get a neat new weapon but your skill in its type is a 1, forcing you to spend hours grinding it up to par. But it does create a case in the self-imposed constraints of trying to make EQ work in d20 where the writers just didn't (probably couldn't) port things over. Instead, they worked with the existing skill system and made a few more modest changes.

For starters, unlike most other d20 systems (and all of the memes about massaging orcs or seducing dragons), EQ actually does use the automatic failure and success rules for rolling 1 and 20 on skill checks, respectively. This doesn't include Take 20 checks, of course. And I'm slightly disappointed that they don't lean into it more by including skill crits or fumbles.

The skill list itself looks somewhat different, too. Since it was based on 3.0E rules you see the usual Sense Heading/Wilderness Lore divide and things like that. But we also see some additions to the list lifted straight from EQ online, like Alcohol Tolerance, Channeling, Meditation, and Taunt.

Alcohol Tolerance (Con) is a weird skill, both in its purpose and how it's used. You don't ever make Alcohol Tolerance skill checks by themselves; instead, you make a check, consult a table to find your check result, and then gain a corresponding bonus to your character's Fortitude save vs. inebriation when consuming large amounts of alcohol.

The reason you would ever invest in this skill is because alcohol is double-edged buff food in the EverQuest universe. Succeeding at your saves allows you to benefit from the positive effects of a specific drink, such as "metabolic" bonuses to Strength or Charisma-based checks, while only suffering the minimum penalties for getting sauced; usually a stacking -1 to Dex, Int, and Wis. Credit where credit is due, the writers did not pick the low-hanging fruit of giving dwarves a racial bonus to Alcohol Tolerance.

Channeling (Con) is a rebranding of Concentration, plain and simple, but Meditation (Int, Wis, or Cha depending on class) is an equally vital new skill for all casters. It controls spellcasters' ability to regenerate mana, and to prepare spells quickly. As with EQ online, casters have a mana pool and are limited to 8 prepared spells at any time (unless you spend feats to expand that number up to a max of 16).

But you can sit and meditate to regenerate spent mana per hour based on your ranks in this skill, and you can swap one spell out for another by taking a number of full-round actions equal to the spell's level minus your ranks in Meditation, minimum 1. You don't even need to leave slots empty like a wizard in 3E. The end result is that Meditation is the skill for casters, and it enormously improves their versatility and sustainability throughout a long and varied day of adventuring.

Taunt (Cha) is... such an aggravating missed opportunity. The language of aggro, taunts, and tanking may originate with early MMOs like EverQuest, but the thematic concept of heavily armored adventurers covering for and protecting their squishier counterparts has existed since basically the beginning of modern fantasy as a medium. D&D has sorely needed something like a taunt ability to reflect this element of the fiction for years, and even today in 5E it's only beginning to approach the concept with some success here and there. Obligatory shout-out to Barbarians of the Ancestral Guardian path.

So what is EQRPG's version of Taunt? A move action opposed by your target's Sense Motive to force them to target you with their attacks for 1 round. Said Sense Motive check can get pretty high bonuses if the target is already attacking someone else, can't understand the taunter, etc. So if a wolf got the drop on your party and is munching on the wizard (AKA the exact moment you'd want a reliable taunt ability), your 1st-level warrior could be looking at a DC of up to 30, plus whatever the actual Sense Motive check result is. The skill was a valiant attempt, but a failure.

There's also a whole host of custom Trade Skill, uh, skills which are new but don't do anything especially weird, so I won't go into them in depth. Baking, brewing, and shaman-exclusive alchemy all make different buff consumables. Pottery makes everything from humble jars to magical grenades. Tinkering, exclusive to gnomes, creates all manner of technological inventions, though thankfully they avoided going the way of guns, combat automatons, and power armor. The d20 rules for crafting and using things like that always tend toward jankiness in my experience.

Feats

Obviously feats didn't exist in EverQuest in 1999, nor when they were making these books, so their role here is to give 3E players something familiar, as well as pad out the class feature lists. Returning feats are mostly identical to their 3E counterparts, some with altered math to match the new rules here and there, like metamagic feats increasing mana cost by a percentage instead of higher spell slots, etc.

This section originally went into whiney detail about how they made the baffling decision to make Weapon Finesse worse by rewriting it to be selected per weapon type, but then I looked up the 3.0E version of the feat and realized that's exactly how it used to be.

I need to stop taking the QoL updates of 3.5E for granted, as weird as that is to say.

There are a few additions that give martial characters something resembling goodies, though. In EQ online anyone with a shield can perform Bash attacks, and members of the larger species—Barbarians, ogres, and trolls—can deliver Slam attacks in addition to their normal auto-swings. Bashes deal very little damage, but they're good for interrupting spellcasting and even stunning enemies briefly. Slams do much the same, but don't require a shield. There's also a Kick used by monks, rangers, and warriors of any size that functions similarly, but for some reason that was dropped for EQRPG.

The remaining Bash and Slam feats give you a special off-hand attack and a natural weapon, respectively. It's odd calling Slam a "feat" though, because it's only available to Large species and Barbarians, and they all get it automatically at 1st level. If you're using a magic shield or have a magic piece of armor on your shoulder, knee, or other slam-appropriate location on your body (a sequence of words I never want to type ever again), they count as magic attacks for the purposes of bypassing damage reduction, but any enhancement bonuses don't actually transfer to better attack or damage rolls. 

The feat gestures vaguely toward Bash's use as a spellcasting interrupt in the MMO, but it only increases the Channeling DC vs damage taken by 2 when you use it that way. Considering a shield's low damage (1d3 to 1d6 depending on size) you may as well save your Attack of Opportunity for your normal weapon; assuming the enemy spellcaster isn't just casting defensively, which feels like an oversight made when porting the attacks over. Using both at once on top of a full-attack option is a cheap way to throw a lot of attacks at the enemy though, and it's way more efficient in terms of BAB and feat cost than going down the finnicky Two-Weapon Fighting and Dual Wield feat lines.

Classes

The classes themselves are actually pretty uncontroversial when seen through the lens I'm using here. They resemble a mix of the EQ online classes and their D&D counterparts where there are overlaps like paladin and ranger, and they are slightly more true to the EQ class where there isn't anything comparable in base D&D, like shaman or shadowknight. They rely on a lot of bonus feats (and "bonus" feats that merely unlock a feat you still need to pay training points for) to flesh out class ability rosters, but each also receives at least one list of selectable powers, stances, or other abilities unique to their class identity.

Unsurprisingly for a 3E-inspired game, pure martial classes get a really raw deal compared to casters or even hybrids (which also get full BAB and high-level stance abilities just like martials do). This is doubly unsurprising, because EQ online also tended to treat a lot of its nonmagical classes like trash. The life of a warrior is pain. It's obviously a bad design choice, but by the standards of the time it's not an odd one.

More peculiar to me is how classes and equipment proficiencies interact.

Equipment

Armor typing is essentially unchanged from 3E, but weapon proficiencies have been tweaked. Only simple and martial categories exist, but these have been subdivided into many more types like one-handed slashing, hand-to-hand (blunt), or archery (piercing). For the most part these map to the weapons each class can wield in the MMO without creating too much work deciding where weapons from other d20 books should fit, but it also creates some weird edge cases within its own core content.

One example is how rogues are proficient in piercing weapons. Since there is no one-handed vs two-handed distinction within piercing weapons, this means your average rogue knows how to wield a heavy pick or a halberd as well as a dagger. Alternatively, a shaman normally limited to "tribal" weapons can fight just as effectively with a rapier or even a spiked chain, that infamous old mainstay of 3E trip builds which somehow made it into the list.

Weapons have also been given a new "delay" parameter that is meant to emulate the different speeds that weapons swing at when you are auto-attacking in EQ online. Daggers attack more times in a minute than a mace, a mace more than a big two-handed axe, etc. The way they try to do this in EQRPG is by giving each weapon a delay number that tells you which of 6 tables to look at when you're calculating your character's BAB and iterative attacks per round. It's like if AD&D's weapon speed factor was designed to impact raw DPS instead of initiative, but it's just as annoying to track.

You also have to familiarize yourself with at least 2 or 3 of these tables, because haste and slow effects alter these delay numbers. This is in addition to adding or subtracting whole additional attacks depending on the power of the particular effect, a la 3.5E Haste.

Let's finish up the subject of weapons by talking about procs.

Procs, or programmed random occurrences, are effects placed on a piece of equipment or given by an ability that occur with a set frequency in response to X criteria being met. When you swing your sword and sometimes it blasts the target for extra fire damage, that's a proc. It's pretty clearly inspired by D&D weapon enchantments that only take effect on a certain die roll, like vorpal swords. In EQ online there is a huge number of proc weapons that each have their own formula being computed behind the scenes to determine how often they trigger their effects, usually expressed as PPM (Procs Per Minute).

In EQRPG the writers opted not to go for calculations like that, mercifully. But they still wanted to include proc weapons somehow, because they include some of the most iconic weapons in Norrath. Instead they went for a much simpler system where if a weapon has a proc effect, then every time you roll to attack you also roll against its proc DC. Rolling for a proc is a Dexterity check that scales with the relative power of the proc's effect, starting at 20 for the lowest. Proc effects exist in addition to more normal 'static' effects placed on a weapon, so it's possible to find a flaming longsword that also has frost (proc).

I kind of like this decision, but I kind of don't. By decoupling certain effects from the 'on crit only' enchantments we see in 3E, you might see them used by more characters than falchion- or rapier-wielding crit-fishers. It's tied to an ability score that people probably won't bump super high since Dexterity didn't become a true god stat until Pathfinder 1E, but EQRPG throws enough stat bonuses around that they might be semi-consistent; I haven't done the math there. But the big thing for me is that you have to roll every time you attack to see if you proc. The book recommends you pick a differently colored d20 specifically for that, and just huck both dice at once with every attack. So past a certain wealth level you may as well hand 2d20 to everyone who isn't a dedicated spellcaster.

Speaking of dedicated spellcasters, we may as well move on to that whole mess.

Magic

As I alluded to earlier with my brief gloss over classes and the Meditation skill, dedicated spellcasters are strong in EQRPG. They also require a whole lot of extra bookkeeping, because both mana pools and spell costs can rise into the dozens and eventually hundreds of points. The caps for those pools can also fluctuate throughout the day from spells, gear bonuses, or ability damage. A good comparison for what you're dealing with is the 3E psion's power point pool.

Spells go up to 15th level in EQRPG, even though it would have made sense to just throw out that legacy system alongside all of the other changes being made. Spell lists cleave very close to their EQ counterparts, usually mimicking damage, healing, CC, and buff spells as well as the two games' very different math systems will allow.

There are fewer spells with noncombat applications here than in 3E, which makes full casters slightly less godlike than say, conjuration wizards in D&D. EQRPG wizards can still do things like hop across the planes and dominate a combat scenario, but they do so by traveling to very specific landmarks from the game world and by dealing direct hit point damage, respectively. Monsters are limited in the same way, with the majority of NPC casters and spell-like ability repertoires geared toward combat. This flattens encounter design quite a bit, which is a big loss in my opinion. Although the worst part of player magic limitations to me is the truly lamentable loss of the prestidigitation cantrip.

I also wish the editors had gone through the spells a little more closely. Spells tend to be organized into spell lines with only the 1st rank explained in full, but the descriptions of spells are given alphabetically. This requires you to flip back to that first spell for reference when looking at differently-named spells over a dozen entries deep into a line. This gets especially annoying because most spells are just increasing amounts of direct damage or healing, and so much space and effort could be saved by consolidating all the different ranks in a line together on the same page.

Buff spells love to add odd-numbered ability scores, or more awkward percentile modifiers to the mix like -10% mana cost or +66% movement speed. One haste-adjacent spell I found even adds staggered bonus attacks depending on whether it's an odd or even-numbered combat round, a la AD&D fighter weapon specialization rules.

And sometimes, the writers' math just doesn't add up.

Beyond the Player's Handbook, which has been the focus of this post, there were many other EQRPG books. You get the usual GM's guide and monster manuals, some are region-specific gazetteers like Faydark or the moon Luclin, others are dungeons or adventures taken from the MMO, and a few provide new magic spells and items, or NPCs. All of it is pretty standard stuff you see coming out of any 3rd party d20 series that lasts long enough. They all follow in the footsteps of oddity set by the handbook rather than doubling down on anything, however. The weirdest thing I found in those supplements was a weirdly good, high-level spell named "Skin of the Cabbage".

4/23 Edit: Somehow I forgot to mention another bit that EQRPG does differently throughout its adventures and modules, and only remembered it while working on my post about the Diablo II games. You get experience points for completing quests in this game. This is the norm for video RPGs, but it was pretty rare in D&D prior to its experiments in alternate tracks of advancement starting in 4E.

At its core, this is extra mechanical incentivization to pursue a satisfying narrative conclusion over plain old murder and theft. Which you might think would be unnecessary in a game called EverQuest, but unfortunately it was the one to introduce the world to some of the worst MMORPG grinds ever. Quest rewards in tabletop therefore act as both a faithful mechanic and another means of avoiding what the original game is guilty of. End Edit.

As poorly as some of these systems conversions performed, and as strange or pointless as the concept of porting an MMO to tabletop can feel, I kind of applaud the writers behind the EQRPG? They could have phoned this series in so hard and made a very forgettably bad product, but they chose to try and do something with it instead. The art direction also helps; though most interior illustrations are not by Keith Parkinson, they all try to emulate the feeling of those old cover art spreads. The page borders and chapter heading plates even evoke the chunky old user manuals you used to get with every disc set. Even if it's certainly not the EverQuest, it tries hard to be an EverQuest game.

The same can't quite be said of its sequel.

EQ2RPG

After 2003 rolled around with 3.5E, there was a second surge of OGL games. Among this wave were a few "second editions" of games that had previously published under 3.0 rules that set out to update their games for the new rules. Sometimes the changes were meaningful and allowed a game a fresh start where they corrected their past mistakes and moved closer to their vision of what the game could be. Sometimes they were like the glorified textbook reprints that you have to shell out over $100 to use for a single semester in community college.

EverQuest II RPG is... kind of both?

EQ2 pushed the game's timeline forward a few hundred years and nudged it over an alternate universe or two. Set in a version of Norrath where the moon exploded and rained destruction across the planet, many familiar sights from the first game were destroyed or irrevocably altered. Entire continents were broken up into disconnected islands, prompting the early story to be focused on hopping on a boat and exploring what the world has become.

EQ2RPG (these acronyms are getting stupid, but just bear with me for a little longer) is also set in this different Norrath, but it still shares most of its 3E DNA with the previous game. It cleans up that 27-point character generation slightly, and makes Training Point prices cheaper across the board, as well as providing a few more options for it. The skills vs cross-class skills mechanic is removed, making it so that class skills are the only ones you can buy at 1st level, but everything after that is equally available. Even race/class limits are done away with.

Another big change in accordance with EQ2 online is Archetypes. The MMO genre was shifting toward a more rigid class role structure of tank, melee DPS, ranged DPS, and healer at this time, not just in the way characters performed in end-game content, but in the way they were conceived of to begin with. An example of this is the elimination of hybrid classes as their own unique category, and shoving everything else under the umbrellas of Fighter, Mage, Priest, and Scout in EQ2.

Everyone starts off as one of these 4 archetypes in the tabletop version as well, but can specialize into a class starting at around 5th to 7th level, and an advanced class specializing even further starting at around 10th. Some of these options were alignment-locked in the MMO at launch, but not so here. In fact, alignment was dropped entirely! 

In essence, classes and advanced classes are the prestige classes of 3E, but grafted onto generic starting classes as branches in a series of multi-path character trees. MMO class specs, if you will. Of course you the tabletop player aren't limited the same way your MMO character is; multiclassing is still an option in this ruleset, which creates kind of a best-of-both-worlds scenario.

Not that you'd necessarily want to stunt your progression with multiclassing; you're kind of on a tight schedule. After all, you're only just reaching your character's real class identity and fruition of the arc of mechanical growth at 10th to 12th level. That's the bottom of the valley where most campaigns die in typical 20-level D&D, let alone the 30 levels of EQRPG.

This strikes me as an odd and probably unintentional mistuning of progression, because in the source material most characters could finish with their archetype and start on their class as soon as they left the tutorial zone, the Isle of Refuge. Most GMs don't rocket you from 1 to 6 in a session or two, though; something that can be done in about an afternoon in the video game becomes something many days or weeks in the making in tabletop. In general that's fine, and to be expected; tabletop is just slower on average. But I don't think that's what the writers were intending here.

At least the starting archetypes aren't devoid of depth, thanks to Talents.

Talents are another very MMO'y term injected into the game that act as an answer to the problem of bloated, sometimes very lopsided class feature rosters. Every few levels—more frequent for Fighters and Scouts, less often for Mages and Priests—you receive a talent point that you can spend on your choice of class talent, which is a single discrete class feature. Many have minimum level requirements like feats, and also like feats a few are clearly traps that are best avoided. But otherwise you can pick the order and type of abilities you get. Classes and advanced classes also give talent points with their own pools of abilities to draw from, but you can always spend them on features from previous lists as well.

This system has no parallel with anything in EQ1 or EQ2 to my knowledge, but it's also just kind of good on its own. I liked it when Pathfinder did something similar with most of their classes, and this feels like a more drastic prototype of the same idea.

In other ways, EQ2RPG refused to advance, not even to match its online counterpart. Sometimes it even regressed slightly.

As an example, EQ2 removed all XP penalties; at launch, the only thing you'd suffer from was XP debt from dying. EQ2RPG did not remove the penalties put in place by its predecessor. In fact they added more for new species like the kerra and ratonga, and made them slightly worse for existing ones, by bumping trolls up 5% to match what they'd originally been saddled with in EQ1 online.

Spellcasting remains fundamentally unchanged from its predecessor, although they did tidy up the lists partially by condensing spell lines into the same spell with multiple ranks, like I was complaining about up above before I bothered to finish doing my research down here in the present. Where once there may have been project lightning, followed by thunder strike, thunderclap, thunderbolt, etc. you now just have 2 markedly different spells with 3 ranks each. It's a step in the right direction I think, but it's weird that they didn't go all the way with the fix.

They also decided to bring back the 3.0E rules about how weapon sizes affect what a weapon counts as in somebody's hands, instead of just going by size category alone? Not even the first EQRPG did that, and it's so weird to see it pop up now.

The sequel also feels like it had way less of a budget than its older counterparts. The vast majority of the art in this book is either a CG still lifted from the promotional campaign for the video game, or an in-game screen shot or loading screen asset. I recognized about a dozen different frames from the charmingly goofy series of new player introduction videos that SOE hosted for a while.

The usage of preexisting assets isn't bad in and of itself, or at least I don't think so; it's just that EQ2 wasn't a very good-looking game one year after launch, and its low-res and weirdly lit graphics don't do the book any favors. Especially not when the models and spell effects have been awkwardly cut out of an existing screen shot and then transparencied onto the page.

Don't even get me started on that mitten hand.

#UnpopularOpinion tract time, I always thought the extremely cartoonish kerra from the trailer for the cancelled EverQuest Next project still looked better than the soulless, plasticine meat puppets of EQ2. Stylization is like light rust resistance for your character designs. Even if they're not that good to begin with, they won't age quite as rapidly.

Another indicator of the lower effort put into the sequel by the publisher is that half the classes are missing from the Player's Guide. The Priest and Mage archetypes aren't even playable without consulting the Spell Guide that was published exclusively in PDF form in 2005, over a year after the first book went to print. Apparently Sword & Sorcery released a free PDF of some basic low-level spells on their website in the interim, but to my knowledge it's lost to link rot nowadays.

Even with the Player and Spell guide, EQ2RPG is kind of unplayable by itself. It still needs several books from the first RPG to give it the monsters, magic items, GM tools, etc. to make a working campaign with.

The creators supposedly said that going forward, all new books would support both EQ1 and EQ2. I say 'supposedly' because Wikipedia says so, but there's been a [citation needed] tag on that sentence since October of 2007. A list on the White Wolf Wiki references 3 cancelled books that were referenced in issues of White Wolf Quarterly or Sword & Sorcery Insider; these were to be EverQuest II Gazetteer: The Shattered LandsIslands of Mist, and Kunark: Past and Present, the title of which allows us to infer that the plan to support EQRPG 1 and 2 simultaneously was real, at least at one point.

But planned or not, new books never happened. Troubled production ultimately led to the entire EQRPG line getting quietly shelved after its second edition sloughed out onto the scene. I have no evidence to back it up, but I can't imagine sales were great either. The 3rd-party d20 market had not grown less saturated during this period, after all.

The End, Finally

Like so many of my rambles, I'm not sure how to end this. I began wanting to lightly mock the existence of these books, and I suppose I did in the end. But I also grew strangely fond of this weird little experiment. It was at the periphery of a massive shift in the industry, and though I don't think its effects could be felt very far or for long, I like it for having existed. If only so that folks like me with nothing better to write about can do a bit of RPG archaeology and wonder at what came before.

One thing it did leave me with, was a question of how other people received this game in its day. EQ has always had lore and story if you look hard enough for it, but the 'role' has always taken a backseat to the 'play' in this game, whether it takes the form of exploring the relatively huge living world, earning DKP in raids, or just grouping with new and old friends.

But what stories have EQ role-players been able to tell, both on-and offline? What memories and experiences did this tabletop edition help create, rather than merely mimic? Is this game beloved to anyone out there?

And can someone please explain the Fippy Darkpaw meme to me? Weren't there like a dozen other gnolls? Why'd he get so popular?

Friday, September 1, 2023

SotU Hack: Sojourners of the Unknown

Last month I didn't publish anything because I was flitting back and forth between three or four different things that might turn out to be major, trajectory-altering projects for me, or they might end up being nothing at all. It's hard to tell at this stage. But the tiny voice in my head that embodies all the passive-aggression of a YouTube commenter saying "you should really do X again" has gotten loud lately, so I decided to take a break from flitting and focus on finishing something small.

Incidentally I've recently learned about Searchers of the Unknown, another hackable 1-page OSR system that got its start in the late 2000s. It was inspired by the single-line, barebones monster stat blocks of old school modules. If that's good enough for the monsters, why not for PCs too? So asks the expressly minimalist SotU, before going about offering an answer. It has dozens of hacks now, and I see the charm in it. So I decided to give it a shot too.

To do that, I spent a day diving into the 2012 SotU collection. If there's a more recent edition, I couldn't find it, but even back then it offered plenty of hacks and version updates to study and compare. Most of the rules down below are tweaked or outright stolen from the various hacks found within.

The remaining rules are borrowed from D&D 4th Edition's skill challenge system, because there are no gods and no masters, and we must hasten entropy in all things.

The end result took a few turns away from the spirit of SotU, but then again that's the heart of hacking. It's a watered-down nomadic exploration flavor of game, somewhere in between my old Desolate Days idea and some of the house rules I've regurgitated in the past. It also works about as well for a cozy, nonviolent camping trip style of game. Go figure.

I did a much better job limiting myself to the right size this time than with previous 1-page projects. It still spills over a little bit in the original two-column Google Doc, but that doesn't matter so much here in Blogger because either the editor lacks the support for it, or I don't know the HTML sorcery to make it myself.


Sojourners of the Unknown


Concept

Another SotU hack that turns the minimalism toward trailblazing and discovery. Your tribe/village/community is migrating after being driven from its home by marauding adventurers. You are scouts sent ahead of the caravan to find safe passage through unfamiliar lands.
Or if possible, find a new home.

Build a Sojourner

PCs are not expert guides or hardened survivalists. They’re novices, apprentices, and surplus relatives. The only reason they’re out here instead of someone else is because the community could afford to let them go.
1) Choose a Background. Could be herder, tradesperson, musician, healer, etc. You receive +2 on all related checks.
2) Choose Traveling Gear. This gives your PC survival rate (SV) and movement rate (MV).

Gear Level

SV

MV

Unencumbered

7

10

Traveling Light

8

9

Always Be Prepared

9

8

Complete Packrat

10

7

You get a backpack, walking stick, waterskin, etc. regardless of gear level.
The party also gets 1 pony/wagon/travois/etc.
3) Roll for Hardiness (or don’t). Roll 1 hardiness die (HD) per level, or take half the die’s value. Do the same for all future HD.
4) Finish up. Choose a name, a 1-line description, and a 1-line background for your PC if you're feeling extra fancy.
Example: Nergui (3HD SV 9 MV 8, househusband, apprentice shaman) is a ruddy, reedy fellow in search of snacks for the village kids during his cheerful self-exile.

Encounters

Any discrete scenario that offers stiff resistance, like a perilous hike or a pack of angered animals, is an encounter.
You face an encounter by rolling checks. The referee determines how many successes an encounter requires to advance, and how many failures will thwart the party. Remember to fail forward and/or complicate victories.
The players are encouraged to get creative with checks, and the referee decides if their logic and applied bonuses fit the fiction.
Example: The party failed to avoid hostilities with a neighboring tribe, and decides to circumvent them by rafting down the nearby river. The referee decides 4 cumulative successes means they navigate without issue, while 3 failures whisk them far downriver, out of control on the strong current.

Exploration

All checks are made by rolling 1d20 +½ level (rounded down) +other modifiers (background bonus, etc). A result of 20+ succeeds.
Survival Checks: Knowledge and grit. Treating an injury, following tracks, identifying (and surviving) poisonous plants, befriending strangers, etc. Roll +SV.
Movement Checks: Athletics and fine motor skills. Climbing, swimming, sneaking, avoiding mauling, etc. Roll +MV.
Hazards: Exploration is dangerous. Bad encounter outcomes deal 1HD to each PC from injury, stress, or loss of resources. Disastrous results deal 2HD. Certain dooms deal 4HD. PCs recover hardiness by setting camp and resting. PCs who run out of hardiness need to be brought back to the community for healing before they can rest.

Magic

The occasional scroll, potion, wand or runed piece of tree bark bearing a magic spell can be found by the party while exploring.
Spell names imply their effects, the dimensions and details of which should be described by the players when they cast them.
A spell lasts 1 encounter and counts as 1 or 2 successes without needing to roll checks, depending on how cleverly the player uses and roleplays it.

Experience

The PCs’ community starts at level 1 with 0 XP. Each time the party reports back with new discoveries or resources to share, the community gains XP.
The community requires an additional 1000 XP multiplied by its current level to advance to the next level. There is no level limit.
The community gains 1000 XP per major discovery. Discoveries include finding a landmark, meeting another community, making alliances, recruiting new people, facing a new foe for the first time, etc.
The community also gains 1 XP per GP worth of supplies or treasure donated (i.e. not spent by the party or on the party).
When a community levels up the party shares in the benefits, gaining better rolls and another Hardiness die (or half its value). Every 3rd level the PCs each gain a new background, or improve an old one by +1.


And now, for sure, wander on!

Thursday, May 12, 2022

Detritus

(I recently learned about the concept of "depletion dice" mechanics and decided to graft it onto an older idea I had. You'll probably see a lot of similarities between this quick draft and my Desolate Days post, another single(ish) page RPG, though I think Detritus distinguishes itself enough in tone to have the right to exist. You could also probably use this as the chassis for a Crypt-Cities game, too. Just swap constructs for corpses.)
FF1 Guardian by Yoshitaka Amano

Detritus is a game about loss. Not loss in the sense of just going along, making progress until you inevitably face something too great for you, or luck ceases to go your way- though that may also be the case.

Loss in the sense of constant, incremental decline. You do not level up in Detritus, you level down. Tools break as easily as your body. Wear, tear, and time force painful decisions on you, and the best you can do is cut your losses for the moment. You may get frustrated, or you may enjoy the challenge- both feelings are irrelevant. All is fleeting, soon to be dust.

In Detritus you play as a simulacrum cobbled together from scrap and garbage and endowed/burdened with a semblance of life. You are of approximately humanoid shape, lopsided and misproportioned. Your creators, and the means by which they created and repaired you, are long-lost.

You “live” on borrowed time as stone crumbles, wood splinters, and the gears in your head rust. You are soon to be nothing, and you have nothing except for one last order screaming over and over on a fraying ribbon inside your brain as you wander a dead, ruined world:

F̶̦͛Ḯ̴̦Ṉ̸͑D̵͇͝ ̸̯̐T̶̫͋H̴͙̉E̴͍̐ ̴͔͝A̵̩͘Ǹ̷͖T̵̤̈́I̷̪̍-̴͎̒T̷̯͆Ȍ̶̧Ŵ̶̤E̵̗̚R̷͙̈́

T̴̻̏U̶̫̾R̵̪̉N̷̛͔ ̶̉ͅŤ̷̞H̷̭̔E̵̪͗ ̶̤̒K̵̰̊Ě̷͔Y̴̹̅

Making sense of this agonizing geas, to say nothing of actually achieving it, presents you with an insurmountable task: survive in this world that is fast rejecting your existence. Brave continent-blotting sandstorms, plumb the hollowed-out shell of the planet, climb the shattered heights of the tetrahedral sky, all without your (mal?)functioning kin stripping you down for parts.


Simulacra have the stats Force, Finesse, and Focus.

  • Force holds things together or tears them apart.
  • Finesse navigates fragile things and deadly places.
  • Focus maintains your fraying mind and senses.

Assign d12, d10, and d8 to your stats. Smaller dice are worse. Everything will weaken and crumble.

Only roll dice when you want to do something and there is serious risk and meaningful consequence for failure, or when the world or its denizens have thrown something harmful at you. Roll the most relevant stat's die and test against the risk's Target Number, which can be anything from 2 up to ~14.

Roll sparingly and reluctantly, but remember that you will inevitably fail.

Roll at or above a target number to succeed or avoid harm. Rolling below the target number is a failure, and causes Breakage. Rolling a 1 is a critical failure, and causes double Breakage. Rolling the max number on a die is always a critical success regardless of Target Number, but also causes Breakage.

Breakage is the wear and tear on your body made manifest. When you suffer Breakage, reduce the rolled stat by 1 die size: d12 becomes d10, d10 becomes d8, etc. If you suffer double Breakage from a Natural 1, you reduce the die size by 2 steps. This reduction is permanent. Stats can break all the way down to d2. When a d2 stat is tested and breaks, your simulacrum breaks down into the Wreck it was always destined to be. When all simulacra wreck, the game ends.

You can stave off Breakage by using Tools, and Cannibalizing.

Tools are leftover machines, devices, and aids that can be scavenged from the dead world around you. If you're lucky, they make up for the resources you expend trying to get them. Tools come in d2 and d4 sizes and have an associated stat. You can choose to roll 1 Tool die alongside a stat and add the results together before determining if it succeeds or fails. Rolling the maximum number on a tool die is not an automatic success, but it does still break. Each simulacrum can carry up to 3 Tools each.

There's a rumor/theory/lie that better, less worn-out tools of d6 or even bigger size are somewhere out there, hidden by the Makers.

Cannibalizing is a bit like scavenging for Tools, except the heaps of rubble you rifle through are your fellow mismade simulacra. When another character (whether PC or NPC) is wrecked, you can harvest their body for repairs, spare parts, and the rare upgrade. Cannibalizing allows you to replace 1 or 2 of your stat dice with the dice your target had at the time of death, excluding the broken stat. Replaced dice must share the same stat; you can't replace your d6 Finesse with a d12 taken from a wreck's Force, for example.

You will probably happen upon the wrecks of your previous player characters and their Tools while on subsequent excursions, and should take advantage of any you find. Incremental progress measured in dust and failure.

At the end of every session (or with each major milestone reached), every simulacrum takes 1 step of Breakage in every stat from the inexorable passage of time, unless that would drop a stat below d2- that thread will break when its time comes.

Saturday, January 30, 2021

Desolate Days: Rudimentary Exploration.

 (A follow-up to my previous post about Desolate Days, in which I make the "game" slightly more than nothing by way of every properly lazy designer's fallback: random tables!)

THE WORLD was shaken to its core by the final victory, subsequent impotent ennui, and eventual explosive suicide of the Dark Lord. Many lands are ephemeral and transitory, rising up out of the sea of dust and discordant music of creation to meet living eyes, only to sink back down into oblivion after their passing. Stable islands stand out in the dust, but they are few and far between.

Because of this, the world cannot be mapped with grids or tiles. You can only know specific points, and their approximate locations relative to one another. Fortunately for goblins, they haven’t invented maps yet, and they lack the specialized language to talk in exact units of measure.

EXPLORATION is the main thrust of the game. Goblin expeditions venture out from recently discovered openings onto the surface to see what the wide, ruined world has in store for them.

The expedition begins on the Home point. This is where cracks in the earth lead down to the goblin vaults. Home is almost always a safe place to rest or resupply, compared to the wilderness. With luck, Home is the beginning and end point of every expedition.

From here, you can Visit Home, Quit and end the expedition, or move Outward to a new Point.

When moving Outward, the referee rolls d6. That is the number of times the referee rolls on the Encounters table. The Encounters can be rolled all at once and ordered how the referee chooses, or they can be rolled one at a time as the goblins overcome them. Every 3 Encounters is a full day of travel. After you navigate all Encounters, roll once on the Points table for a destination.

After arriving at a new Point, you may Explore the Point, move Outward to another Point, or move Homeward to travel back to older Points. All moves may involve Encounters.

Home can have up to 6 Points directly connected to it, like spokes on a wheel, but each of those “spokes” can lead infinitely Outward… or at least as close to infinite as goblins can count.

The sample Encounters below are more like evocative phrases meant to get an idea going. They are open-ended, and should always have multiple different paths to overcoming them. Goblins are encouraged to think of something and roll with it.

Each Point should have a full day or more worth of content if they are delved into. They should also be able to be bypassed if the goblins can't handle it, or if they just really would rather not.



d20Encounters
1Uneventful travel, spiced up by “games”.
2The weather turns. It rains dust and discord.
3Dizzying, flashing lights descend on you.
4Swarms of stinging, biting bugs harass you.
5A sick, frightened animal blocks your path.
6Something scurries off with your food.
7That cloud is too low, and moving too fast.
8Something glitters enticingly in the darkness.
9The ground opens up. Something grabs you.
10Voices whisper contradictory orders to you.
11Melancholy and homesickness grip you.
12You swear you’ve been through here already.
13The plants here don’t like intruders.
14A distant figure seems to be following you.
15You meet a friendly goblin expedition!
16You meet an unfriendly goblin expedition.
17An old rock with carved scribbles. Magic!
18Fellow misbegotten monsters from the deep.
19Accidentally wake up shades of Tall Things.
20The Shadow hangs heavily over you all.


d20Points
1A completely empty dirt field- eerily empty.
2Watering hole with strange and exotic beasts.
3Labyrinthine grasses that sway without wind.
4Old, gnarled, and angry forest.
5Ford across a furious, rocky river.
6Many small, round caves in a cliff face.
7Ancient, iron-studded battlefield.
8Tall, jagged tor of unusual rock for the area.
9Wide, wine-dark lake with a lone island.
10Immense fissure leading deep into the earth.
11Black sand desert pockmarked with ruins.
12Murky, roiling hot springs.
13Solitary, crumbling tower of basalt.
14Frozen tundra with bizarre ice formations.
15Magnetized, floating isles of rock in the air.
16City once belonging to the Tall Things.
17Temple to some dead, forgotten faith.
18Ruins bearing the marks of the old Lord.
19Foreign goblin Home- abandoned.
20Foreign goblin Home- populated!