Saturday, March 30, 2024

Review: Swords and Six-Siders

 

This is a review that has been a long time coming and the game has an interesting history. I want to discuss some of the history of this game before I get into the review. 

In 2015 I discovered Sword and Six-Siders by happenstance and I do not have a date when the game was first made available. It was originally designed by a user known as Vanquishing Leviathan and the rules that turned into Swords and Six-Siders evolved from Vanquishing Leviathan's house rules for Tunnels and Trolls.

"Yes, what eventually became Swords & Six-Siders started out as my houserules for T&T. I'd say S&SS is one part T&T, one part BX, and one part modern innovations to my own taste." - Vanquishing Leviathan

The original author offered the game through his website (which does not exist anymore) where the author produced the books himself (print, art, cutting, stapling, etc). The original game was offered in a box set and included three booklets (players guide, DM's guide, and an adventure) and a small stack of yellow character sheets. What was great about the three booklet offering is that it had some fun nuances - one of my favorites was that the back cover on the DM's guide had a graveyard tracker where the GM could keep track of how and when the characters died. It was a fun way to honor the death of a character. I have had the chance to interact with the author during this time and it was refreshing to see an author that truly believed in the game.

"The box is a candy box with an adhesive label attached. The way I can afford to produce this game is by doing everything by hand. I did the design, writing, layout, art, all the folding, stapling, trimming. I think this is a great game, the best at what it does, so I invested my own time and money in it. This isn't a kickstarter, where you wonder when/if you'll ever receive your product. I figure if I believe in the game, why should I put the financial risk onto the customer?

I am so confident in the game, I made it available for free, the full rules, with art, as a pdf fully loaded with bookmarks. That way, you can try before you buy, and you don't even need to buy if you don't have the money."
- Vanquishing Leviathan

The game is designed to operate with a single d6 (I will go into the system more during the review) and to allow the players and the DM to focus on the story over mechanics. The game itself also went through many revisions and adjustments before becoming the product that was offered.

"Earlier versions of Swords & Six-Siders were more T&Tish, where you advanced by increasing your stats. At one point, there weren't any classes, you could build your PC however you wanted by distributing your gained stat points, unlocking various abilities. The downside was that it is even harder to achieve balance that way, and it created an enormous amount of choices at every turn.

That is when I put in the class system. The classes in the basic game are really more archetypes: someone who is good in combat but not with spells: fighter, someone good with spells but not combat: wizard, someone who is sneaky and skilled: thief, someone who is a little of everything: myrmidon. That pretty much covers the basic archetypes in fantasy, and streamlines character creation.

Everything about this game is intended to speed things up, so you spend more time playing and having fun and less time wrestling with the rules. I've run convention games with strangers, people who have never played S&SS before, and in a 6 hour game, we spent maybe a total of 5-10 minutes looking at the rulebook (to check spell effects; spell descriptions are a single sentence). The comments I received were to the effect of "I can't believe you could do so much and have so much fun with such a simple game."
- Vanquishing Leviathan

 
With that being said, we now fast forward to circa 2018. The rights of the game were sold to Precis Intermedia Games. This move spawned a (mostly combined reprint), a Companion book, and eventually a complete "expanded edition". This is in addition to play test science fiction offering called Lasers & Six-Siders. Precis Intermedia Games have given Swords & Six-Siders a lot of support including a Compatibility License, various adventures, and conversion guides. I tried to track down a press release of the acquisition but my google fu failed me and I could not find anything.

 
There was also a limited run adventure titled "The Circle of the Yawning Void" (I think only twenty five zines were produced) and I believe that this title was also sold (along with The Castle that Fell from the Sky) to Precis Intermedia Games and Scribes of Sparn who converted and expanded the adventure for 0e. Though, I have not seen any release or heard of any plans to release and update The Circle of the Yawning Void.
 
Alright, the history lesson over, it is now time to get into the actual review. As a disclaimer, I was provided a physical and digital copy of the Swords & Six-Siders Expanded Edition for purposes of review. This review is going to be with the Expanded Edition Hardback. 

Presentation: This book clocks in at 213 numbered pages that are wrapped in a full color hardback. There are also a few extra pages that include the character sheet and advertisements. The game uses an easy to read font in a single column format with black and white art. The pages have a black border as well. The page count approximately breaks down to the following:
  • 17 Pages for Core Rules/Character Creation
  • 11 Pages for Spells
  • 7 Pages for Action and Conflict 
  • 5 pages for traps
  • 27 Pages for Monsters 
  • 15 Pages for Treasure
  • 11 pages for Optional Advanced Options 
  • 93 Pages that include a sample adventure and setting
  • 12 Pages of Appendix's
  • Handful of pages for licensing information, character sheet, advertisements 


Character Creation: Character Creation may feel familiar to some and characters start at level 1. Players with guidance form the Game Master will follow these steps:

  1. Choose a Race (Dwarf, Elf, Halfling, Human): Note Attribute Modifiers.
  2. Determine Ability Scores (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma): Roll a d6 three times and on each result record the number that is showing and the number opposite from the number showing. This will give you six different scores that are placed wherever the player wants to place them. A score of 1 gives a -1 penalty to rolls involving the Attribute and an score of 6 grants a +1 involving rolls with the Attribute.
  3. Choose a Class (Cleric, Fighter, Myrmidion Pathfinder, Thief, and Wizard). The Myrmidion is a hybrid between a Fighter and a Wizard where the Pathfinder is something akin to a Ranger.
  4. Choose Alignment (Law, Chaos, Neutral) and note languages by race.
  5. Determine Hit Points by rolling a d6. Anything result under 3 can be bumped up to 3 and starting HP can be modified by Race and/or class. 
  6. Select Armor, Weapons, and Starting Equipment. 
  7. Choose Spells for Myrmidions and Wizards. 
  8. Calculate and record armor class and damage reduction, bonus and penalties to attack, damage, and saves per class and class. It is important to note that damage and attack modifiers are applied to both melee and ranged weapons unless a specific weapon is not available per class. 
  9. Name your character something cool. 

As you go through the character creation process I find it important to note that Shields and Helmet increase armor class or the difficulty to be hit and "armor worn" provided damage reduction. Players are allowed to pick whatever equipment (including weapons and armor) that is within reason and makes sense for their character. No prices are listed for armor, weapons, and other adventuring gear. There is gold in the game, but that is more used for services and leveling. 

 
Resolution: All mechanical resolutions systems use a single d6! That is right, a single d6! The game states this at the beginning of the Action & Conflict section:
"Most of the game is handled through narration, whether by the gamemaster describing s scene or other players describing their characters actions. Dice rolls are appropriate for situations related to combat, accomplishing great feats, and resisting harmful effects and hazards."

These checks are broken down into the following ways:
  • Ability Check: A catch all for any action as it relates to a single ability. 1d6 + Ability Modifier (if any) vs. a target number of 6. 
  • Class Skills: This is something described in their class and it follows a 1d6 + Ability Modifier (if any) + 1/2 of class level - rounded up vs. a target number of 6.
  • Saves: 1d6 + 1/2 level vs. target number of 6. 
  • Death Save: When a character reaches zero HP, they are considered alive but unconscious and must make a Constitution save every round to stay alive. If one of the saves fail the character perishes. 

When characters enter combat, this formula is followed:

  1. Determine Surprise for both sides of the conflict if necessary (1-2 on a d6)
  2. Initiative is determined every round by rolling for the groups or individual on the PC side
  3. Characters can move and attack in the round. Movement is determined by range bands (contact/reach/close/far/distant/yonder). Each of these have ft. measurements associated as well. To make at attack roll, toll 1d6 + to hit modifiers vs. Armor Class.
  4. Determine Damage: If the attack hits, roll damage (most weapons deal 1d6, two handed weapons deal 1d6+1) and subtract damage reduction (if any) from the opponents armor. Regardless of damage reduction, a successful attack will always deal 1 point of damage.

Initiative is re-rolled every round and there are some additional modifiers/rules for things like cover, prone, etc.

There is one major caveat to the core resolution mechanic. This is something that is important to remember and may get forgotten when new people are playing this game. The caveat is that a natural result of a "1" is always a failure and a natural result of a "6" is always a success. 

The final thing to mention in this section is about Advancement. Character's level max out at level six and various bonuses are gained at certain levels. Characters acquire gold to count for XP but the gold only counts when the characters can transport it to town.


Final Thoughts: When I first read this game back in 2015 I thought there is no way that a game that uses a single d6 could have any legs but once I played a few games and ran a play by post game for over a year, I was proven wrong. This game proves that you can get a lot of mileage out of a single d6 and the auto fail "1" and auto pass on "6" rule can create some hilarious moments. This allow players to succeed at ridiculous odds or humble powerful characters, in addition to being a good balancer of the system as even obscenely armors foes (or characters) can be hit (and hits always result in at least 1 point of damage regardless of damage reduction). 

What Swords and Sic-Siders does well is creating a high immersion and high trust environment where the experience does not trip over the rules. The game does sport a lot of standards and habits from old school games. Though, with that being said, the Expanded Edition has a section of optional rules that effect action and conflict, spell points (alternate spell system), beyond levels (advancement after level 6), monster focus, abstract movements and ranges, a conflict action map, and paper minis. 

This game is also a great way to get a Tunnels & Trolls like experience without Tunnels and Trolls or the tongue and cheek aspects.
 
Since the Precis Intermedia Games acquisition, Swords and Six-Siders has spawned a conversion of The Misty Isles and an adventure called Smuggler's Bane. The adventure The Castle that Fell from the Sky is included in the Expanded Edition along with the setting Blackmarsh,

You can find it here:
 Additional Discussions:
 

Wednesday, March 27, 2024

Legacies of Exera: Session 10

 

After a half a day spent creating a campsite, building a smoker, and a successful hunt the party settles in to ease their aching bones, nurse their injuries, and actually enjoy some fresh meat that did not feel like chewing leather. Once again, watch rotation was established and it seemed like the night was going to pass without incident until Anari's watch. About halfway through the watch, Anari notices what appears to be some glowing red eyes that blink in and out of apparent existence. With a squint Anari realizes that the eyes are attached to a shadowy body that the darkness of it stands out against the black if the night. The next the eyes vanish a few more pairs appear in its place before one of these shadowy creatures appear right next to Anari! With a yelp and almost tripping into the fire to create space from the creature Stephonocles is woken from the sleep as makes haste in rousing the rest of the party as everyone starts to stumble out of bedrolls and tents in all manners of undress. 

The shadow creatures attack and the party responds in turn but it does not take long for the party to realize that the creatures vanish and reappear to avoid ranged attacks. This new found realization causes the parties strategy to change and the battle ranges on until dawn, the sun seemingly causing the remaining shadow creatures to vanish. 

An exhausted party consults of the maps in the first rays of sunlight and decides to travel as fast as possible on the main to road to a farming village called Arduin. The party reaches the village as evening falls and they are met with suspicious looks as people of the village quickly enter their homes and the distinct sound of bolts being thrown to lock doors and windows almost echo throughout the streets. The party quickly decides to head to the general store but find in closed and Helenista points out appearent claw marks on some of the doors and the sides of some of the buildings as everyone starts to head to the Inn. 

Stephonocles knocks loudly on the door and is met with a loud voice explaining about how there are monsters that come out of night that take people away and devour them. The voice on the other side of the door gets into an argument with Stephonocles about being an Orc and how do they know that this is not a trick to let the monsters inside for a midnight snack. The argument becomes more heated as the voice yells that the monsters are probably werewolves and can look like anyone, even orcs. Prince Claren finally has enough of this nonsense and in a powerful commanding voice declares himself as prince that included Claren's long list of titles and a sampling of the history of Claren's bloodline. 

After a long pause, the party hears the sounds of multiple locks being unlocked and the dooris finally cracked open revealing a short portly fellow with a ridiculous and unkempt mustache. This portly fellow quickly ushers the party inside and spends time locking every bolt before turning to face the and apologizing profusely as the Arduin would never ignore royal orders or hinder the duties of the Prince of Rylos. During the subsequent discussion, the party learns that the attacks started four or five months ago and at first it was just livestock vanishing but then then people started to notices scratches on doors, carts, buildings, etc. Then about two months ago, people started to vanish.

The party is offered free room and board as well as baths and to laundry their clothes. The party smiles and makes some jokes as this has been their best treatment since leaving Rylos. 

________

PLAYER NOTES: Alright, this session was brutal. The combat with the shadow creatures took almost three hours! Between their abilities and the ire of the dice Gods, it was atrocious. Though after that, it was a huge relief to reach the village and the argument and role play between Stephonocles and the Inn Kepper was top notch. It was also really cool to see the prince announce his royal status and use it as leverage. This is the first time it happened in game and I think it saved the day. Without it, I do not think we would have been welcomed in the village until dawn and it would be a rougher welcome. The villagers paranoia and fear is sky high and the sense of dread in the village was felt. Good job on the Dungeons Master's part for sure.


Sunday, March 24, 2024

Secrets of Arn

 

It is no secret that I prefer rules light games and the FKR style of play. I may not get chances play or run in those types of games often but my research into the history of the hobbit, how it affects what I want out of the table, how it effects my own Referee style, and how it effects my game design continues. 

The research and deep dive into history has also sent me into an archival mode so to speak. There are games, play styles, and history that has been lost to the sands of time or are close to it. This has created a drive to attempt to preserve things where I can. 

But I digress, last week I re-watched Secrets of Blackmoor and I came across this video about a week ago:

The above video was the tipping point that sent me into a creative spiral. I am harnessing this creative energy to create something that will capture the style of game Bob Meyer describes above, how Blackmoor was and continues to be played since 1975, and for an archival purposes as well. With all of that being said, here is what I want to accomplish with Secrets of Arn:

  • Players should only be given (will have access to) the character creation process
  • Character creation will be in a free form manner where the players answers various questions/prompts/and make choices 
  • Players will experience the rules as the play the game in an emergent and immersive way
  • Include the "secret" rule book for referees so anyone (even those that has never played this style of game before) has everything they need to share this experience with their players 
  • Straight forward rulings and "how to use dice" guidelines for the Referee to use as the story unfolds
  • Capture the DIY/Print it at home vibe

 It all seems like a lofty goal but I am hoping to create something that will stand the test of time, expose players and referees to a new gaming experience, and a game that the Twin City Gamer's would be proud of.  

The writing continues in earnest and I have received the cover art from Inked Gas! His art never fails to impress.  There will also be some art at the start of the Referee Guide and maybe some for the Referee Tools. There also may be some spot art included. 

Regardless, Enjoy the sneak peak at the cover!


 

Monday, March 18, 2024

Legacies of Exera: Session 9

After a few days of travel in the early morning some of the party members discovered large boar tracks and the hope for bacon had most of the party crashes through the woods tracking the creature. Harl and Gareth stayed on the road for lookout in uneasy silence. 

It was not long before yells and the sound of battle alerted Gareth and Harl and instances they rushed to the sounds drawing their respected weapons as they ran. It does not take Gareth and Harl long to find their comrades but the scene before them caused a pause. Their fellows were fighting a grotesque hybrid of man and pig! The battle was fault cautiously as all were trying to avoid the tusks but it was Enama or leaped from the trunk of a close by tree and connected with a flying kick ended the creatures life with a sickening crunch of the skull. 

A lively discussed was had over the dead body about the creature being a wereboar and the ethics of eating it as bacon was strong on some minds. In the end, it was put to a vote and the side stating that it was unethical to eat the wereboar due to it being to close to cannibalism won. 

In late afternoon the party came across a group of strange looking green creatures with four legs, a long body, and an oversized head. These odd creatures were feasting on the remains of bodies from a small caravan. Helenista noticed the part of the caravan looks like it was burnt and there was a large black smear in the middle of the road. Enama raises a hand up to lips and motions for the party to try to walk around and avoid detection. In a whisper, Enama explains that she has not seen these creatures since leaving the homeland but they have an unique ability to explode, which can cause a lot of destruction. The rest of the party nods but once again, Stephonocles lute gives the party away and the strange green creatures give chase. Enama yells, "Try to keep distance if you can, you don't want to be caught in the blast zone." 

The creatures closed in as everyone tries to keep them at bay with arrow, stone, and magic. It was a futile effort as some of the creatures survived the onslaught from afar and closed in. As Prince Claren slays the first creature up close and personal, Prince Claren notices that as the creatures perish, they let out a "poof" from the undersides of a strange black powder that creates a pile. Before Prince Claren can even think the next thought, one of the green creatures charges directly into the parties formations and explodes in a cloud of gore and fire. This explosion sends Prince Claren and Valdimir flying backwards to land unceremoniously on the ground some ways a way. This explosion creates a new desperation in the rest of the standing party members and the rest of the creatures are dispatched without further explosions. 

After helping Vladimir and Prince Claren to their feet Enama explains that the powder they leave behind is highly flammable and can be packed in small containers to create explosions. Enama, Gareth, and Vladimir take some time collecting the piles of black powder in pouches before everyone moves on. 

The party eventually finds a suitable place to camp as the last rays of sun vanish over the horizon. Anari sets up the fire as watch orders are discussed and every snacks on some rations. As the light of the fire dwindles, Harl screams out in pain as an new arrow is found to be sprouting from Harl's shoulder. Before Harl could stand up, a group of bug bears rush the party and Vladimir cries out, "AMBUSH!" 

During the ensuring bloodletting, Enema falls and as the last bugbear is sent to meet its maker, everyone is left with injuries. Harl quickly comes to the aid of Enama and announces that she still lives, but barely. Harl calls about his divinity to heal Enama and everyone else Harl can before Harl becomes exhausted with the efforts. Other wounds are tended to and it was quickly decided that the party needs to find a settlement to rest in and get some much needed sleep. 

________

PLAYER NOTES: I will have to say that the in character discussion regarding the ethics of eating the wereboar was hilarious and highly entertaining. There was good arguments on both sides and the vote ended up being 3-5. The Creepers from Minecraft became an interesting and unexpected encounter which was refreshing as it took awhile for some of the players to realize what was going on in a meta-gaming type of way. Though, the Dungeon Master's son runs his own campaign set in a Minecraft adjacent world with all of the trappings. There was some good role play between the characters and the player playing Stephonocles sang us some road worthy ballets to easy dust covered feet and life the ye old spirits.


Wednesday, March 13, 2024

Superstitions of Math Rocks

 

So, as a gamer and a table top role player specifically I have acquired multitudes of dice. These multitudes include polyhedral sets, sets of d6's in various sizes, sets of d10s, and some odder and more unique dice thrown in for good measure. Many moons ago I took a bunch of bags and organized all of my dice (at the time) into these bags by what type of the dice they are. Though the cubes of d6s and other sets that come in their own containers are kept in said containers still.

Since then, I have obviously acquired more dice and in my old age I have become more superstitious about my dice. I have a favorite sets that I use consistently but I will occasionally switch out a set for another one of my favorite sets. As I do not want to travel with a dice bag that is overflowing. In addition to becoming more superstitious with my dice, I have become a lot more careful/picky/discerning when I choose to acquire new dice. This can be hard for me as sometimes it takes some serious self control. Though, I think that might be because I am part dragon and lust after "shiny". What I look for now are dice that have better contrast, maybe slightly bigger then standard, and a set that I can acquire an additional d20 and 3d6.

Regardless, there is a ritual when it comes to my dice and when I acquire a new set. This is in addition to how they are treated at the table and at home.

  • New dice are cleansed in various ways. This is to remove any negative mojo
  • Dice are then stores in my currently preferred bag/box for travels (assuming they are one of my favorites and in the rotation of use)
  • No one is allowed to touch my dice 
  • I keep my dice with the highest value facing up at the table, even in roll under systems
  • I have a three strike and your out rule for my dice - this mostly pertains to d20s but others can carry the same rules. Usually a strike is earned when the dice roll really low. After the third strike, the dice is placed into a dice jail and will remain there until the next session or for an extended amount of time (like a week or more). 

That is really it. Though, I will add that is someone touches my dice at the table I will not use that dice and then re-cleanse them all.  

Now, do I have any statistical evidence that this improves anything? No. Does it give me hope and make me feel better? Yes. Do I think it appeases the Dice Gods? Yes.

Are the dice still little traitors? Possibly. 

In my travels, I have heard some pretty great superstitions or things that other players do with their dice. A person I knew would take his misbehaving dice and put them in the freezer. Others have made a mojo bag for their death and used candles and other things. Some stores I have heard is doing a lot of test rolls and bringing to the table only those dice that passed. 

I am curious what other superstitions are there. I find these stories interesting and fun. Please, drop a comment and let me know. 

Thursday, March 7, 2024

Legacies of Exera: Session 8

 

Harl awakes in a bed surrounded by his friends and feeling like he just came off a week long bender. The rest of the party immediately barrages Harl with questions about what happened and some of these questions are not exactly friendly. 

After some breakfast with a Mug of dark strong ale in Harl's hand, Harl recounts a part of his past that has not left his lips in years. 

Harl explains that when he was younger to make money for himself an his family, Harl worked as a Mercenary with a band called the Vikings. A member of the Vikings, Harl traveled on occasion to capture bounties.  While he was away on one such expedition, his fiancee, Galadriel, was accidentally killed during a robbery by a thug named Liam Ehman.  Upon returning and finding Galadriel had been murdered, Harl investigated her death and discovered the identity of her killer.  He then went to this low-life's home to seek vengeance.  However, Harl was surprised to find the home occupied not only by Liam, but his wife and young teenage son.  Given the surprise encounter, Harl killed them all.  When this was discovered, the Vikings banished him from the City of Hammarburg. Harl did not stop there and continued to explain that this senseless murderous act has left him haunted and how Harl wishes that things could have been different but Harl was overcome with grief and blinded by vengeance.

Harl's story left a lot of the party members speechless but Prince Claren left the room in disgust as Gareth states coldly, "you straight up murdered a women and a child...I don't know if I can trust you" as Gareth follows Prince Clarens lead. The rest of the party gets home to give Harl some peace but as Helestina gets to the door she says "There will be a discussion. Come downstairs in awhile. I do not know who is going to be understanding of your actions, regardless of the reasons." Harl eventually makes it down around noon to the table everyone else is sitting at and a frank discussion is held regarding Harl's past actions. It is made clear that there is some trust issues and Harl's past has created the biggest rifts between Gareth and Prince Claren. It is decided that Harl can remain with them on their mission, but it is now a more probationary type of situation. 

After an uneasy night, the party resumes their journey towards Sirabulter and what appeared to be a calm morning on the road did not end up calm at all. As the party traveled along with a jovial attitude that was broken with the obvious sounds on conflict and yelling in the distance. Before anyone could determine the direction a well dressed Orc and Leonin but haggard looking burst forth from the shrubbery and once the two interlopers see the others, they yell "Help Us! We are being chased by a band of orcs." No sooner did these words leave the newcomers mouths, multiple Orcs from a few different directions burst forth and with a war cry, charged everyone! Everyone in the party broke leather and confronted the band of orcs as now it was more of a matter of personal defense then coming to the aide of others. The battle is fierce and decisive in the favor of the party. As the party drags the orc bodies off of the road the new Leonin introduces himself as Vladimir and his orc companion as Stephonocles, the voice of the marsh. Stephonocles and Vladimir both explain how Stephonocles is a traveling bard and was hired to entertain one of the local settlements of Orcs but well, the Chief did not appreciate the satire in the Bard's choice of lyrics and both of them were chased out of the settlement; then hunted.

Stephonocles and Vladimir both continuously thank the rest of the party and offer to help them in any possible as they do not feel safe with an angry Orc chief that obviously cannot take a joke. After some delegation the party notices soft music playing and Stephonocles explains that it is his lute and it never stops playing. 


After a quick lunch on the side of the road, the party along with their new companions continue on down the dusty road. It is late afternoon as the party realizes the strange sound they have been hearing are wing beats and they make out the noise just in time to dive into cover.  Though, Stephonocles lute kept playing which alerted the Chimera who quickly changed directions and unleashed a gout of fire where the sound was coming from. The fire burnt away the parties concealment and singed some clothes. The Chimera landed in the middle of the party which caused everyone to scatter to avoid being squished. The party surrounded the Chimera and after a fierce but decisive battle, Prince Claren delivers the final blow as he removed the burden of two of the Chimera's heads from its body. 

The weary and bloody party traveled on looking for a safe place to camp for the night and get some well deserved rest. As night fell, the party set up camp under an out cropping of stone a good distance away from the main road. Everyone decided on watches and the party talked with their new found comrades.

As the party starts settling in for the night, they are approached by a group of cloaked ratlike figures that explain how they are wardens of the road and demand tribute. Gareth greats them warmly but with caution as Gareth motions to the everyone else to be on the lookout for trouble. Gareth explains that they do not have much coin to speak of but they are more then welcome to share the fire and some food. The ratlike beings did not take kindle to this offer and the demands became more insistent. Gareth along with Prince Claren and Stephonocles joined in adding that Stephonocles would happily sing them a tune as Stephonocles motioned to the lute by the fire and continues to play. This seemed to enrage the ratlike figures even more and they choose violence - attacking without warning. The sounds of the clang of steel and rat screams woke up the others and the party was able to put down the rats suffering only a few bites to the flesh.

These bites were washed thoroughly as the bodies of the ratlike beings were buried. The rest of the night seemed to pass without incident....

 ____________

PLAYER NOTES: I think I mentioned this previously, but I am really enjoying how the Dungeon Master is using things from the characters backgrounds and is creating trails for them like what Harl has experienced in the last couple sessions.  These trails are acting like a mini quest of sorts and are revealing about the characters past, mine was just up first. From what the Dungeon Master explained, that each character is going to have a couple trials along the way. I also really enjoyed how the some of the role play happened with the other characters (but especially Prince Claren and Gareth) in regards to my characters sordid past. It has been a long time since I have had any serious PC conflict and I was kind of worried that my character might have got voted of the island so to speak. I think it is going to be interesting how the trust issues are going to be played out and the shift of the new dynamics. 

Session Zero Character Profiles have been updated with the two new characters... 

The Items have power have been updated to reflect Stephonocles and Vladimir's items as well as everyone's 3rd level increases to their items...

Saturday, March 2, 2024

Here's Some F*ckin' DnD!


I came across Here's Some F*ckin' DnD on the internet and it is solid gold for multiple reasons:

1. It's hilarious and full of inside jokes.

2 It is one of the best set of rules light or "micro" systems I have seen in regards to Dungeons and Dragons.

3. It is completely viable for campaign play.

4. Comes with an amazing character concept generator and all you have to do is ask yourself Who the f*ck is my dnd character?



Saturday, February 24, 2024

Legacies of Exera: Session 7

 

We last left our heroes chasing ghosts knee deep in a rancid swamp after surviving an onslaught by lightning throwing glowing orbs. As the rest if the party catches up Harl explained to Gareths barrage of questions that basically equated to "What the hell is going on?" that the the lady is the ghost of Harl's murdered fiance and that Gladriel is in some type of trouble and how Harl will not fail to save her twice. Gareth in the conversation points out that the orbs were focused on attacking Harl and the rest of the party quickly comes with a plan to keep Harl surrounded to help migrate their focus on Harl. It was at this point that the screams of Gladriel echo though the swamp and the party takes off in the direction of the screams as their travels through the muck of the swamp seem to keep Gladriel right on the edge of their vision. 

As the party wades deeper into the swamp, Skeletons and strange pale gaunt figures rise up from the muck in what seems like an endless swarm. The parties plan not only works out to protect Harl but creates a distinct advantage as some of the skeletons and gaunt figures ignore the other party members to try to attack Harl. As the party destroys what appears to be the last wave of undead, the pause to catch their breath and Gladriel appears out in the distance and calls out for help. Harl responds by yelling to her to come closer so they can protect Gladriel. As Gladriel starts towards Harl, the two ethereal figures rise form the ground, grab Gladriel, and run off with Gladriel once again. 

The party takes chase after Gladriel and her captures through the muck with Harl leading the charge. Everyone draws in an halt when the break through some bush to discover a falling apart house in the middle of the swamp that Harl secretly recognizes as the house of the people he murdered all those years ago. 

As the pause continues, the ghost of Gladriel appears at the front door once again pleading for help before being violently pulled inside by unseen hands. Without a second thought, Harl takes off and rest of the party does not have a choice but to follow behind confused. Gareth grabs Harl's shoulder before Harl crosses the threshold and says, "We need a plan." Harl responds quickly as Harl keeps moving, "I will not fail to save her again." 

The party enters the tun down hobble and sees a living room full of dust, rotting furniture, and mold. Gladriel is seen cowing in the corner as ghostly little boy walks down the hall followed by his ghostly mother as the little boy exclaims "I will not let you hurt my family again..." Harl responds with a blubbery barely coherent stream of words that was roughly heard as a string of apologies and something about being overcome with grief. During Harl's incoherent rant, the two ghostly figures attacked Harl and the rest of the party were able to assist Harl in destroying the ghosts but the party noticed that tears never left Harl's face.  

After the ghost's destruction, before anyone could even breath a "What the hell", a dark raspy voice full of murderous intent echoes throughout the building as a solid figure of man walks down the hall into the living room. Harl eyes goes wide as he states, "Liam!" Liam responds with a charge and yell of "You will join my family!" 

During the ensuring chaos and battle, Prince Claren fell to the might of Liam and as Harl tried to come to Prince Claren's rescue - Harl was knocked into the wall loosing consciousness... 

________

PLAYERS NOTES: This was a crazy and chaotic session as my characters backstory was brought into the forefront of the game and none of the other characters knows the parts of my character's history as this quest - for lack of a better word focused on. A lot of the other characters and players were confused as they had no idea what was going on except for my character's vague answers and desperation to help the ghost of the fiance. This left the characters and players deciding to assist their fellow comrade or not let him run away into the swamp by himself.

  

Saturday, January 6, 2024

Review: Those Dark Places

 

Hot on the heels of the release of Free League's Alien RPG, my review of said Alien RPG, and my experience in Chariot of the Gods has created a lot of buzz online and personal discussions regarding space horror/Industrial Science games. One of the games that got a lot of buzz was Those Dark Places by Jonathan Hicks. I ended up buying a physical copy least year and it is on the top of my list of backlog games to review. 

The official description of this game is as follows:

A science fiction roleplaying game of exploration, isolation, and survival in a dark and dangerous universe.

Space is a hell of a thing but you need to be sure that this is what you want. Like, what you really want. The idea of space exploration to further the frontiers of mankind is noble, but let's not kid ourselves--it's really all about furthering the profit margins. There's money to be made and out there is the place to make it, but you hear all kinds of stories… equipment malfunctions, strange discoveries, crew members going insane... You'll be out there in the reaches, alone, for months or years, breathing recycled air and drinking recycled water, with nothing but a few feet of metal and shielding between you and certain death.

Are you sure this is what you want?


– From the Crew Orientation Briefing

****
Those Dark Places
is a rules-light, story-focused roleplaying game about the darker side of space exploration and the people who travel the stars in claustrophobic, dangerous conditions. Starships, stations, and outposts aren't havens of safety with clean, brightly lit corridors--they're potential deathtraps, funded by budget-conscious corporate interests and running on stale, recycled air and water. The stars may be the future of humanity, but they are also home to horrors and terror the human mind cannot comprehend.

****

Presentation: The book comes tightly packed in 127 pages encased in a black, white, and red hardcover. Within the cover you will find single column formatted pages with headers, full page artwork, and some tables (with character sheets) in the back. The art is a thematic black and white style that has color splashed in on strategic areas to increase the impact and catch the eye. 

The book starts with an introduction where the author talks about how he saw Alien in 1982 and other movies/games that gave the author inspiration. This introduction then bleeds into advice directly from the author about being what the game is, being a Game Master, being a player, and the rule book.

After that, there are the Players Section that includes character creation, resolution systems, combat rules, hyper sleep information, and stat ship information. The players section is then followed by the General Monitor's section (the Game Master stuff) that includes all the how to run the game information, interpreting die rolls, conflict, using pressure, episodes, simulations, and linking episodes and lingering effects from those episodes together. Then there is an intro adventure, reference tables, and character sheets in the back. 

I am going to mention this again later in the review but the Players Section does something that I do not see very often (or at all). It is mostly written "in game". This means that the fiction is talking to the reader like the reader is signing up to work for some shady corporation to settle some debt and go on some possibly dangerous jobs in space.

Character Creation: Character creation is straight forward and opens with a discussion about how character concept is important and that should be the first thing a player focuses on. After that, the rest of character creation follows these steps:

  1. Place the scores of 1, 2, 3, and 4 in the attributes Charisma, Agility, Strength, and Education. The higher number being better. 
  2. Choose a primary and secondary Crew Position. The Crew Positions are Helm Officer, Navigation Officer, Science Officer, Security Officer, Liaison Officer, Engineering Officer, and Medical Officer. It is important to note that all crews are REQUIRED to have a Helm Officer and a Navigation Officer. 
  3. All characters begin with an ID Chip and a Comm Unit that has surface to Orbit range. All other equipment are on the ship, in the settlement, or on the space station as need. This includes tools, limited access to weapons, food, water, clothes, and so on. 

There is also an explanation/rules about Synthetic Automation (The SAM series) that are functionally androids similar to what is found in the Alien Franchise and other science fiction movies. They do not need to eat, breathe, sleep, etc. In addition, they do not suffer the effects of Pressure (Stress) and players are able to play one if they so choose with the GM's permission. The only caveat to the SAM series is they make decisions out of reason and lack the human component - so of it means to seal of a part of the ship to save the rest of the ship even if their are other crew mates in it, the SAM series will do it.

Resolution: Those Dark Places possesses a straight forward resolution mechanic that is used for most things in the game. The player rolls a single d6 + Attribute + Crew Position (if applicable) + Tool Bonus (if applicable) vs. a target number of 7. The GM can make a task easier with a Target Number of 6 or make task harder with a Target Number of 8.

If the result is less then the target number, the task fails. If the result is higher then the target number, the task fails. If the result is equal to the target number the result becomes a fail forward - an "YES, BUT..." information from the GM.  

Then there are opposed rolls - both sides roll and whoever has the highest result wins. If there is a tie, no one wins or no progress is made.

A fact regarding Charisma rolls was discussed multiple times throughout the book that basically states a PC or NPC cannot take away player agency using a Charisma roll.

There are a couple of sub systems that are important to note. 

  • Conflict: When major issues happen, initiative is settled by making a d6 + Agility roll and the highest goes first, then the second, and so on. If there is a tie - the two that tied roll off to see who goes first. Initiative stays the same for each round. Hand to Hand Combat is resolved by contested Strength rolls and Security Officer's get to add their crew bonus to these rolls as well. The winner deals the allotted damage. Ranged combat is handed by an Agility roll vs. a target number of 7 (again, Security Officers get to add their Crew bonus to this roll). If the target is within close range, the Target Number becomes 6 and if the target is far away, the target number becomes 8. The PC or NPC being shot at can declare a dodge which increased the Target Number by 1 but must be declared before the attack roll is made and the PC/NPC dodging sacrifices their opportunity to act for the rest of the round. A PC/NPC who has already acted in the round cannot Dodge. In ranged combat, once again damage is dealt it the attack is successful. Some weapons or modes deliver a set amount of damage while others deliver variable amounts of damage that is decided by a single d6 roll. 
  • Damage/Healing: Damage is removed from the Targets Strength score, -1/-2 the target is unconscious and dying, and beyond -2 death is met. Medical attention restores 1 point of strength per hour and medical packs can restore 1 point of Strength - though is this gets the character to zero - the character is still unconscious and needs help. 
  • Pressure: This is Those Dark Places Stress mechanic. All characters have a Pressure Bonus equal to the total of their Strength + Education score. When the GM calls for a pressure roll after something really stressful and messed up happens to you the player will roll a d6 + Pressure Bonus vs. a Target Number of 10. If the roll passes, the character is able to work through the stress without incident but if the roll fails, the pressure level increases by +1 (its on a scale of 0-6). At 1, there is a little stress but everyone gets stressed, right? Every time the characters pressure level goes up over 1, roll a d6 and if the result is lower then the pressure score the character suffers an episode - a mental break. These episodes effect the character mentally and psychically that come with in game penalties that is decided by a d6 roll and consulting s table - though it is important to note a character cannot suffer a result on the table that is higher then their pressure score. The only way to reduce stress is time in a non stressful environment - a few days back on Earth or sometime in a Long Sleep Chamber. 

Final Thoughts: The game does an amazing job with setting the tone, expectations, and explaining what life is like out there in there in the black. This is in addition to solidifying what Industrial Science Fiction is. A lot of this is done by having the book mostly written in universe and the players section reads like you are actually going through the interview process for some big corporation. The motivation is that the characters are essentially signing a 25 year contract and the contract pays enough where the characters can retire to a life a luxury after they fulfill their contract. This theme is reinforced by the process of the mission from take off, Long Sleep, etc.

This is in addition to how it described technology. Everything is basically dialog - buttons and levers and nobs. Other planets are not suitable for humans and require space suits. Everything is bulky, durable, and can be repaired or maintained by a skeleton crew if needed. For inspiration/theme/mood media listed includes Alien, Outland, and Blade Runner. Video games listed for the same purpose include Dead Space and Alien: Isolation

Those Dark Places also reinforce the theme by talking about in different locations is psychology effects of being out in the black as well as combat should be a last resort. Bullets flying around a space ship/station is dangerous in itself regardless of actually being hit with a projectile. This is reinforced by how each crew is issues two Dazers Mark III (tasers that fire an electrified dart) that can be carried by crew members but if the crew enters another station or ship this needs to be declared to the other crew leaders. Then, in a weapons locker the crew has access to two security pistols and a single shotgun. That is it. 

I am also impressed by smoothness of the mechanics - the rules do not get in the way of the story, the characters, and other personalities. This is especially true for the Pressure mechanic. This mechanic can cause extremely detrimental penalties for the characters and the GM's section of the book stresses about how to not use this mechanic arbitrary and only where it makes sense. If the characters are searching for a body and find it, that should not call for a pressure roll. The GM chapter goes on to explain that the GM should create or plan for one or two pressure points per story arc - not per mission. 

Now, with all of that being said the only issue I can see coming up is how Strength is basically a power stat. It governs health (and the death spiral - which makes the game even deadlier then it needs to be), hand to hand combat, brute strength, and the pressure bonus. To negate this and reduce other issues that come along with having a power stat would be to include either some type of meta currency or a separate health track. I am also surprised that the author did not list 2001: A Space Odyssey or The Black Hole (Fun fact, is technically a Disney Movie) as a point of inspiration.

My final "wish the game had x.,," would be more NPC's, maybe alien ideas, and other challenges. Though the system is simple enough that would not take much on the mechanical front - but I want to see these examples more for the story/them angle.

You can find Those Dark Places here:

 

Monday, January 1, 2024

Legacies of Exera: Session 6

 

The party awakens late in the morning after the night of the Kobold attack and decide to take their leisurely time getting ready, eating first and second breakfast, and decide to continue on their journey to the Dwarven City of Sirabolter. 

The party travels on the main road and most of the day proves calm as there was little to no travelers on the road. Sometime after midday, the party hears what sounds like a woman screaming off in the distance somewhere in the woods. The Party takes off in the direction of the screaming with little deliberation and as everyone is trekking through the woods as fast as possible Harl notices two figures keeping pace with them but staying out of sight. Harl warns the rest of the party to expect trouble. 

The Party busts into a clearing where they see some camp supplies and a women tied to a pole in the center of the clearing. The woman is wearing a torn dress and some dried blood on her face and dirty limbs. As soon as the woman notices the party she quickly starts begging for help and states she is from Nemore and a group of people took her as she was out clearing brush on the edge of town. Gareth heads over to the woman to assess the rest of the situation and notices that the woman does not appear to possess any recent injuries. The woman seems to notice Gareth's hesitation and how he glances over his shoulder and quickly explains that she has been a prisoner for almost a week and she thinks they are planning to sell her to some slave trade. Just as Gareth reaches for the ropes to free the woman, there is movement in the bushes and Gareth jumps back as a crossbow bolt whizzes by his head. In reaction, Gareth quickly jaunts a group of trees to a different location leaving a couple very confused bandits without cover. 

The rest of the party quickly comes to Gareth's aid and create a defensive semi circle around the captured woman as Claren, Harl, and Enama dive into the bush to flush out the rest of the Bandits. Helena summons dancing lights to help illuminate the woods and chaos erupts with the sound of crossbows being fired, swords hitting steel, and the screams of wounded men. Additional bandits run into the clearing followed by a rather brutal looking orc and the party realizes that this was a trap all along as Gareth notices the woman start to wiggle free. The party fights desperately on and Helena gets a moment of clarity to cast a spell to put the rest of the bandits still standing asleep. 

The party ties up the surviving members of the camping after stripping them of any weapons and armor. The party ties them together and follows the road through the woods until they make camp for the night. Watches are set up and the bandits are given food and water. On Harl's watch, he attempts to have a conversation with the woman as she is the only member of the crew that seems to have anything to say, even though most of the words that have left the woman 's lips have been obscenities. Harl ends up promising the woman that he will make sure everyone gets turned over to the authorities and how Harl will put in a good word the officers that the woman was helpful. After this promise, the woman explains how she got mixed up with the bandits, the paths they use to travel, and where the home camp is. 

The next morning, the party and their prisoners are up early for a light breakfast and they make the town of Nemore by noon. Harl, true to his word hands over the prisoners to the captain of the town guard and shares all of the information the woman gave to Harl about the bandits. The guard captain thanks Harl for the information, the capture of surviving bandits, and explains that the guard captain will share the same information with the city council when the bandits go on trail. 

Harl finds the rest of the party at the local tavern enjoying room and board on the house due to how they put an end to the "bandit menace" that has been plaguing these parts for over a year.  

During the night, Harl feels a tap on his shoulder and awakens to the ghost of Gladriel (his fiance ) standing over him. Gladriel whispers, "follow me" and gracefully starts to move towards the door. As Harl quickly throws on some clothes, he notices that the skull on the spear is glowing and picks up the spear along with the shield. As Harl exits the Tavern, Gareth is awoken by the commotion and yells at Harl, "Whats going on?" Harl does not turn his head, but yells back, "its the ghost of her..I have to follow." Gareth quickly ducks back inside of the tavern room, throws on some clothes, and bangs on the doors of everyone else yelling incoherently about Harl and some ghosts. 

At the end of town, Gareth is on Harl's heels and Harl reaches out to touch Gladriel but right before the fingertips touch the ghostly substance two shadowy figured appear next to Gladriel and take off with her. Harl screams in frustration and charges after them with Garth close behind. 

Harl and Gareth follow Gladriel and the shadowy figured into the swamp and they come across four glowing balls of light and the spear glows brightly in the gloom of the swamp. Harl can hear the voices of his friends in the distance as Gareth starts to ask "what the hell", the glowing orbs begin to move and shoot lightning from their spherical bodies...