Monday, October 28, 2024

Legacies of Exera: Session 15

 

As the party continues up the trail, they come across their old friend Stephononcles who looked defeated and like Stephonocles have had a difficult few nights out in the wilderness. After catching up, Anari notices some smoke out in the distance and the party decides to follow the smoke as they trek down a trail into a wooded butte that split from the main trail that was partially hidden by some bushes. 

As the party heads down the trail they notice three large white dogs keeping pace with them on the side of the woods before encountering a band of the Alpine Cavemen. Harl offers council about the benefits of retreat and starts to move back up the trail before the Alpine Cavemen sounds the charge and the dogs attack as Vladimir charges in blindly. 

The rest of the party are left with no choice but to charge in to attempt to save Vladimir from being surrounded as more and more Alpine Cavemen join the battle that were hidden in the treeline. As the battle rages on, Stephonocles watches Vladimir fall to the Alpine Cavemen's blows and Stephonocles fights his way towards Vladimir to heal but as soon as Vladimir starts to get up another Alpine Cavemen drops Vladimir again along with Enama. At the end of the battle Harl, Gareth, and Helenista are the only left standing and they spend some time dragging their unconscious friends to safety before helping the fallen members wake up. After a quick conversation, it is decided for Gareth to go on a stealth mission to discover what lies at the end of the smoke trail in the sky. 

When Gareth returns, Gareth reports that the smoke trail ends at a rather large Alpine Cavemen village and how the party should probably head back up the trail and leave the village alone. The party decides to go back to the large rock where they fought the hill giant to camp for the night with the safety of cover. 

The next day, the party nearly avoids a rock slide as they are noticed by two small red dragons out for breakfast. The party quickly responds with ranged attacks and spells before the dragons can get into chomping range. Enama and Anari have the honor of the final blows with fist and bolt. 

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PLAYER NOTES: It was fun to be reunited with one of the guest players ala "Stephonocles". The player always gets 100% into character which is always fun. The battle with the dogs and the Alpine Cavemen was a cluster and could have been avoided but decisions were made by other players that negated the effectiveness of the retreat. I thought it is going to be a TPK but we were able to squeak by and survive. The DM explained at the end of the session is that the DM has been heavy handed with random encounters to help us get to the level we should be at for the continuing journey.



Thursday, October 24, 2024

S&B Reforged Updates

 

So, as I teased earlier in this post I have been working on Sword & Backpack: Reforged and through lack of sleep and sheer stubbornness plus a healthy dose of inspiration the hack has been completed.  

I have even ordered a proof copy from Lulu but after doing so, I got it in my head that the blank note pages I included (to meet Lulu's minimum page requirement for global distribution) were not that professional so I am working on adding dot matrix pages instead, I have a friend of mine working on that as I type this. This means that I will need to order a new proof copy if I am able to work out the changes. I may just be paranoid and the blank pages titled Note may be just fine but that is the current situation for the print edition of Sword & Backpack: Reforged. 

With that being said, I have also made updates from the proposed version discussed earlier to the final version. These core updates are:

  • I have reduced math completely. There is now an advantage mechanic in place in specific situations. This will keep things simple and make interpreting the rolls faster.
  • Combat is now all or nothing. Whoever wins the roll off is allowed to deal a hit. This keeps combat fast, dynamic, and fixes action/turn economy in specific situations such as engaging a BBG. 
  • Adventurer hits have been increased. 

The final version across the board also includes:

  • 9 pieces of art
  • A sample adventuring party of 3
  • A character sheet

The PDF version will be 20-24 pages long that include note pages (US Letter) so it can be printed out in booklet style at home or at a print shop. If I do not include the cover art page, it will be 20. If I do include the cover art page it will be 24. 

The POD version is going to be 34 pages with 17 note or dot matrix pages that will be US Letter softback perfect bound.  

Finally, here is a sneak peak of the character sheet created by the talented Mr. Gone.


 

 

Friday, October 11, 2024

Legacies of Exera: Session 14

 

The begins their morning trekking up the Giant Mountain and as the morning wears on, Harl and Enama notice some movement by a large rock and Enama, Harl, and Vladimir split off into the bush to try to flank the possibly enemies. Enama, Harl, and Vladimir discovers a hill giant posed to ambush the rest of party walking up the main trail. Vladimir is able to sneak up on the hill giant and land an opening blow as the rest of the party engages the hill giant and the giant can barely respond to the onslaught before the giant finds the sweet embrace of death. 


The party cleans their blades and continue up the mountain before they find a clearing off of the main trail to make camp at the end of the day. During the early evening, the party notices some chittering and Anari looks up into the sky and notices what appears to be an oddly shaped humanoid with wings closing in at the parties location. The party readies for the attack as they scan the night sky. 

Helenista announces to everyone that she sees four the creatures heading their way moments before they bat creatures land amidst the camp. The sounds of battle echo through the night sky as the party makes quick work of the bat creatures and the rest of the passes without incident. 

The next morning the party continues up the trail that gradually becomes narrower as the party encounters a group of Alpine Cavemen blocking the path. As Harl is trying to parley with the Alpine Cavemen, Vladimir issues a challenge to fight that turns the situation into aggressive negotiations. Harl sighs and mumbles, "Here we go again" as the sound of steel breaking leather rings off of the mountain side before the party ends the lives of the cavemen. 

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PLAYER NOTES: I do not have much to say here. It was a quick and to the point session. My character Harl was trying hard to parley with the Alpine Cavemen and was hoping to even to see if they would be willing to help. That idea was ended quickly and I was more then a little frustrated.

Friday, October 4, 2024

Review: Frontier Scum

 

This is a game that I have had my eye on for a long time but I missed the initial release and it sold out (the first printing was 500 copies). I had to wait around for the second printing. I have always been a fan of Westerns and that whole era as a soft spot in my heart as it is one one of the settings where the world still feels bug and unknown. Just like the age of sail. 

The Author states that the game was inspired in flavor by by movies such as Dead Man (1995), Ravenous (1999), Bone Tomahawk (2015), The Hateful Eight (2015), El Diablo (1990), Gallowwalkers (2012), The Quick and the Dead (1995), The Lighthouse (2019), The Witch (2015), and I Sell the Dead (2008).

As far as the term or setting Acid Western goes, I had to do some quick googling and have a few discussions with other people to understand it as it is a new term/style/setting for me. A consistent google result for the definition is this: 

"Acid westerns are a unique subgenre of Western that emerged during the 1960s and 1970s. Pauline Kael first coined the term in a 1971 issue of the New Yorker during her review of Alejandro Jodorowsky's 'El Topo.' Acid Westerns combine classical revisionist Western motifs with the cinematic excesses of Spaghetti Westerns, incorporating LSD-inspired countercultural narratives to create a provocative, drugged-up version of the American Frontier"

With that being said, the "big picture" view can be summarized as follows (it is easy to replace filmmaker with Gamer Master and so on):

  • Acid Westerns are a unique subgenre that combines classical Western motifs with cinematic excess and countercultural narratives.
  • These films use symbolism to explore themes of spirituality, masculinity, femininity, and the journey towards death.
  • Acid Westerns provide filmmakers with a space to experiment with narrative and image, challenging the audience to think differently and explore deeper philosophical questions. 

 Disclaimer: I was provided a physical copy for review purposes from Games Omnivorous.

Presentation: Right off the bat this book is layed out and presented in a way that I have not seen before. The first thing that stood out to me is the cover - the cover feels like it is made out out of thick solid cardboard - but that is not the material. In addition, the book sports an open sewn spine that is sealed with glue but allows the book to lay completely flat. For all intents and purposes it is just has durable as a book with a closed spine. I have not had any personal issues with durability or have I heard of any complains about the books durability from any of my online sources. 

The other major thing that stands out to me is the page layout. The page layout is such that it feels like you are reading directly from a newspaper in the frontier. Handling and reading the book provides a unique immersive experience.

The book clocks in at 66 pages that include rule reference sheets and an adventure.  

Character Creation: Character creations follows a type of life path system where the player rolls or can choose results fro various tables that bring the character to life. 

Resolution: The core mechanic boils down to rolling a ability check, which is 1d20 + Ability Modifier versus a Difficulty Rating. The standard Difficulty Rating is 12 and unless otherwise listed, that is the Difficulty Rating for most things. There is a Difficulty Rating table that provided benchmarks to adjust the Difficulty Rating up or down. 

It is written in black and white, that successful or not, no roll of the dice should stop the action or the story. 

If a character has a skill that relates to the course of action and the GM agrees, the Player can make the check with advantage. A character can only have six skills and when a player rolls a natural 20 on a skill check they can opt to learn a new related skill instead of earning an Ace.

An interesting thing to note about the resolution system is that the system is player facing and NPC's do not roll 99.9% of the time. The characters react to what is going on around them.

Combat follows these steps:

  1. Roll a d6 every round, one a 1-3 the enemies go first, and on a 4-6 the PC's go first.
  2. On a turn you can move and take an action. The actions include melee attack, ranged attack (not a gun), shoot a gun (in melee), shoot a gun (tough shot), or do something else. If you are rolling multiple damage dice, you can assign one to different opponents within range. 
  3. The Wrestling Clause: When players and NPC's are wrestling around or in a bar fight, instead of the players rolling twice for attack and defense, they just roll for attack and if the player succeeds they hit their opponent and if the player fails, the opponent hits them. If one side or the other is outnumbered, then +1/-1 DR depending on who is outnumbering who.
  4. Rinse and Repeat as needed.

Death, Dying and Healing:

  • After a Scuffle: Heal 1d4. +1 for each - smoke, drink, and nap. 
  • Until  Morning: Heal 1 + 1 for each - entertainment, food, sleep. 
  • Heal twice as much in comfort with good beds, company, food, and drink. 
  • If reduced to below 0 or below HP by non-lethal means roll a Drop Check: d20 + Grit - any negative HP. 10 or less drop unconscious until you gain 1 hp. 11 or higher remain at your current HP. If you are reduced by lethal means, you make the same roll and it is considered a death check. Compare the die results to the table and the high the better it will be. 

Some other mechanic things to be considered or needs further explanation:

  • Aces are a meta currency that each player start the session with one and they can spent on a re-roll. When a player rolls a natural 20, they can choose between gaining an Ace or a new skill. Though be warned, if any player rolls a natural 1, everyone loses their aces. 
  • Skills as explained before (and if the GM agrees) allows the player to make an ability roll with advantage. Characters can only have a maximum of six skills and if the player wants a new skill, they have to forget an old one. 
  • Advantage and Disadvantage is used. Advantage = rolling 2d20 and taking the higher result while Disadvantage = rolling 2d20 and taking the lower result. 
  • Tough Shots are the way to adjust the target number by GM fiat or to take into consideration range, weather, if the target is small/moving/behind cover/etc., is the shooter distracted/moving/blind firing, and the gun - rifles are good at long range/shotguns are good at hitting moving targets/close range. The more unlikely the shot, the greater the DR of the Slick check to
    hit and the lower the DR of the Luck check to avoid being hit.
  • Conditions fall into two categories. Miserable and Drunk. Miserable results from a character not meeting basic needs/being poisoned/Frostbit/Exhausted/Soggy Boots and so on. If a character is deprived they cannot heal HP until the condition is resulted. Drunk results from intoxication and the first time a character becomes drunk they swap to abilities and must make a note of which abilities were swapped as the same abilities will be swapped each time the character becomes drunk. 
  • A small list of drugs, medical kits, and so on + what effect they have. 
  • The Hat! Players can sacrifice their hat to avoid being hit as their hat is shot off instead. 


Final Thoughts: I have to say that Frontier Scum is dripping with flavor flavor from the layout, the character creation choices, the baked in setting, baked in locations, and some really great tidbits like determining the horse personality/looks/etc. One of my favorite things in the game is the ye old cowboy hat and how you can sacrifice the hat to avoid being hit. 

I think the setting it comes with along with the adventure in the back really go a long way to help the players and the GM understand the vibe of that game plus, the characters are wanted men and women. You are Scum and Scoundrels in a frontier that never was.

If I am being honest, this game was my first exposure to the theme of "Acid Western". I had to do some research on the genre. I still need to watch some of the recommended source material but at the moment I do not have a firm grasp on the genre except for the foundation of things are bad and will rarely get better. People are just trying to survive day by day and will generally mind their own business unless they are up to nefarious plots.

The game also has information and proves for equipment, services, hunting/fishing/foraging, city life, NPCs, and a great starting adventure. There is an overshadowing of the weird/grotesque so a GM could lean into those aspects for a more supernatural feel or stay away from them for more of a focus on the darkness of humanity and the harshness of frontier life. Or just anywhere in between.

Frontier Scum originally started out as a Mork Borg hack but grew into its own thing before release. Though you can still see Mork Borg's influence. There is also some influences from Death in Space

Now there are some caveats I would like to mention:

  • There is a lack of explanation on the genre
  • There is a lack of guidance on how the wanted PC's interact with towns and other people. This includes what actions will cause the PC's to be reported to the authorities and how well known the PCs are. 
  • Low HP/Low possible stats can make the game lethal and the players will not have a chance to take advantage of the healing/rest rules.Though, with that being said, if the players are smart there character can end up being tougher then you think.
  • Progression is not linear, characters can increase HP and abilities from death checks. This also includes gaining new skills (to a max of 6) and getting new gear and silver.
  • The crime and wanted dead/alive/dead or alive determination tables can get a bit wonky as a character can end up being wanted dead or dead or alive for more minor crimes. 

You can find Frontier Scum at: