Thursday, September 27, 2018

Moment of Truth Probabilties & Target Numbers

This will be somewhat of a throwaway post. Someone can easily just look up this information on their own (or, more impressively, do the math themselves). In case that someone who reads this blog plays Moment of Truth (MoT RPG) and is trying to determine whether they'd want to use one or two hits as the Target Number (TN) for a success roll, I'm providing the probabilities below. For all of these, the target number of each die is 5 or higher. If you want to know the probabilities for an unskilled test, look them up yourself maybe, pester me to add them, or just know "they're lower than getting a 5 on a d6."
Dice
1 hit
2 hits
1d6
33.33%
0%
2d6
55.56%
11.11%
3d6
70.37%
25.92%
4d6
80.25%
40.74%
5d6
86.83%
53.91%
6d6
91.22%
64.88%
7d6
94.15%
73.66%
8d6
96.10%
80.49%
9d6
97.39%
85.69%
10d6
98.26%
89.59%
11d6
98.84%
92.48%
12d6
99.22%
94.60%
13d6
99.48%
96.14%
14d6
99.65%
97.25%
15d6
99.77%
98.05%
Along with the table, I will also provide a handy graphic, because that's helpful sometimes. When I wonder whether a game should have a default 1- or 2-hit TN, I look at this table to help me decide. A 1-hit TN campaign (cinematic) will, as Stu Venable suggests in the rulebook, allow for a more cinematic game as even a character with an abysmal stat who's familiar with a skill has a chance at accomplishing something. Meanwhile, a 2-hit TN campaign (gritty or default MoT RPG) will require an average stat and be trained in the relevant skill to accomplish the same task (with a slightly higher chance of success). It all depends on how wide a variety of tasks you'd want your group to accomplish.
I brought this up because I've been working on a Moment of Truth campaign setting that I'm probably going to share on this blog. It's a Martian planetary romance type setting, but it's also got alternate history to provide some antagonism between the humans who come to Mars. It's pulp scifi, but I wasn't sure that I wanted the game to be so cinematic that any character can be a virtual swiss army knife with a 1-hit TN. So I decided that the pulp would be the setting -- you fly rockets, land the rockets on mars, operate rovers with sails, Mars has an atmosphere, and RAY GUNS are a thing (better to stay away from them, though). The system itself, though, wouldn't be as cinematic. As I develop the setting, I'll post more (hopefully all the material I have for the setting) and also give some more thoughts on Moment of Truth.

Friday, September 21, 2018

Another blog's review of Lamentations of the Flame Princess

I'd write a review of the OSR game Lamentations of the Flame Princess. I might write a few words about the odd man who's the author. I might write a paragraph or two on the mechanics of the game. I might write a whole lot about the artwork, its disturbing tendency towards violence against women, and how that might reflect the guy who commissioned the artwork. Instead, I read a review of the game from Tim H from Happy Jacks RPG Podcast. So instead of writing it myself, I'll just throw in this link and be done with it.
That said, I'm not saying I might one day write a post about that disturbing artwork.

Thursday, September 20, 2018

GURPS Macros

For most of my gaming 'career' I have run games online over Roll20. My first game on Roll20 was Pathfinder and I was pretty inexperienced with it. By the second game, I had learned what macros were and how much it can speed stuff up. At first I was making simple macros for NPCs and combatants. As things popped up, I would add more queries to my macros to cover more situations and my macros became more sophisticated. Instead of writing a new macro for each NPC and mook, I decided to instead write a formula where I would simply plug in the relevant information and copy/paste that information into NPC Abilities. The GURPS Macros that I have collected are stored in this note of my pastebin. I am also posting all of the macros here, because why not? However, I'll point out that these macros below will be updated every now and then when something relevant needs to be changed, such as when I need to include higher range increments from the Speed/Range Table when we get into higher Tech Levels.
You may notice that there are certain modifiers added to some of the macros, such as Hard to Subdue or High Pain Threshold. This is because these macros are from the "An Orc's Lot" Campaign, where the PCs and nearly every NPC is an orc. There has been far more orc-on-orc violence than otherwise. I also recommend inspecting the macros on pastebin, as it'll be easier to view them there. Please comment with suggestions and questions. I hunger for your thoughts.
SPEED
/emas @{selected|token_name} has a speed of [[Speed&{tracker}]]
/w gm @{selected|token_name} has a speed of [[Speed&{tracker}]]
AIMING & EVALUATING
/emas @{selected|token_name} aims at @{target|character_name} ?{how many times|once|twice|thrice}
/emas @{selected|token_name} evaluates @{target|character_name} ?{how many times|once|twice|thrice}
ATTACKS WITH DAMAGE
/emas @{selected|token_name} swings his weapon at @{target|character_name} [[SL+?{Hit Location|0[torso or RHL]|-2[left arm]|-4[left hand]|-2[right arm]|-4[right hand]|-5[face]|-2[left leg]|-4[left foot]|-2[right leg]|-4[right foot]|-5[neck]|-7[skull]|-3[vitals]}+?{misc mod|0}-3d6]] for Damage Roll and Type
/emas @{selected|token_name} launches a projectile at @{target|character_name} [[SL+?{Aiming|0[I don't need to aim]|Acc[Acc]}+?{Further Aiming|0[No further aiming]|1[I need to aim]|2[I really need to aim]}-?{Speed/Range|0[1-2m]|1[3m]|2[5m]|3[7m]|4[10m]|5[15m]|6[20m]|7[30]|8[50]|9[70]|10[100]}+?{Hit Location|0[torso or RHL]|-2[left arm]|-4[left hand]|-2[right arm]|-4[right hand]|-5[face]|-2[left leg]|-4[left foot]|-2[right leg]|-4[right foot]|-5[neck]|-7[skull]|-3[vitals]}+?{misc mod|0}-3d6]] for Damage Roll and Type
[[(Damage+?{mod to basic dmg|0}-?{DR|0}[DR])*?{wounding multipliers|4[skull or eye]|0.5[all else]}]] small piercing (pi-)
[[(Damage+?{mod to basic dmg|0}-?{DR|0}[DR])*?{wounding multipliers|1.5[typical]|2[neck]|4[skull]}]] cutting Reach Parry
[[(Damage+?{mod to basic dmg|0}-?{DR|0}[DR])*?{wounding multipliers|4[skull]|1.5[neck]|1[all else]}]] crushing Reach Parry
[[(Damage+?{mod to basic dmg|0}-?{DR|0}[DR])*?{wounding multipliers|4[skull or eye]|3[vitals]|2[face/neck/groin/torso]|1[limb or extremity]}]] huge piercing (pi++) or impaling Reach Parry
Random Hit Location pieces
?{RHL?|no RHL|[[1t[RHL]]]} wounding multiplier without knowing hit location: |1[I chose RHL, multiply the damage yourself]
ACTIVE DEFENSES
/emas @{selected|token_name} attempts to dodge [[((Dodge*?{Reeling at n hp?|0.5[reeling]|1[not reeling]})+?{DB?|DB[DB]|0[no DB]})-?{Encumbrance|0[None]|1[Light]}+?{mod|0}-3d6]] (a result of *-0.5* is a successful dodge)
/emas @{selected|token_name} attempts to dodge [[(Dodge*?{Reeling at n hp?|0.5[reeling]|1[not reeling]})+?{mod|0}-3d6]] (a result of *-0.5* is a successful dodge)
/emas @{selected|token_name} attempts to Parry [[Parry+?{DB?|DB[DB]|0[no DB]}-?{Number of Parries|0[first parry]|4[second parry]|8[third parry]}+?{mod|0}-3d6]]
/emas @{selected|token_name} attempts to interpose his shield [[Block+?{mod|0}-3d6]] @{selected|bar1}
HT ROLLS
/emas @{selected|token_name} attempts to grasp onto consciousness and/or life (respectively) [[HT+1[Hard to Subdue 1]-?{negative HP Penalty|0[more than -1xHP]|1[-1xHP]|2[-2xHP]|3[-3xHP]|4[-4xHP]}-3d6]]. ?{Risk of dying?|[[HT-3d6]]|No risk of dying}.
/emas @{selected|token_name} is stunned by a major wound? [[HT+3[High Pain Threshold]+?{misc mod|0}-3d6]]
If anyone wants any instruction on how to use these, please comment below and I will make another post (and link it here) or just detail here what is to be done with these macros and what to do to make a GM's job easier. Also comment if I messed something up. 

Wednesday, September 19, 2018

Against or For the Barrow King: Module Inversions & Hearing Both Sides (of Good & Evil)

In my GURPS "An Orc's Lot" Campaign, I wanted to include as many aspects of what an orc typically does in most fantasy literature, excluding the typical "mook existence." I should say that Orcs by Stan Nicholls was in part a great inspiration for me in preparing this campaign. One of the tropes of orcish existence is finding employment by ugly non-orcs with a lot of wealth and little conscience -- and generally a psyche mostly fueled by vengeance to a perceived unforgivable slight. I had the idea that the PCs should be enlisted to work for some unscrupulous monster (a human, but likely less ethical than the orc PCs) and likely have to fight against comical bands of demi-human adventurers who enact their own tropes. I never really got to the part where adventuring companies started raiding their boss's stronghold of evil and dread, though.
So, with that idea in mind, I started looking through some D&D modules that included orcs so I could invert it. A helpful tool was the website that was Matt Colville's brainchild and was built up and coded by his fans -- a wonderfully collaborative project with a great purpose in mind -- was the Adventure Lookup website. In the end, I chose a D&D 3.5 module from Alderac Entertainment Group -- "Against the Barrow King" from Adventure I. I had read through this adventure before and decided that the gruesome details in the module perfectly served my purpose. I fleshed out the map of the dungeon, converted the NPCs into GURPS and developed their personalities, and clutched Mass Combat close at hand for preparation for when the orcs and their monstrous co-workers would attack and subjugate the village.
I started the adventure by having the PCs be hired off by their Orc Chief to some strange evil human cultist. The human cultist had them, and a few other orcs who'd been hired, brought to through the desert and plains that is the Orclands, and then they passed into West Chetsia, a human empire modeled after the West Germans (Saxons, Franks, etc.). During the travel, I have the PCs chat and get to know each other (it was still a little early in the campaign and there were a couple new characters) and get to know the Orc NPCs who had also been hired by this evil employer. I had counted the orcs present in the module, subtracted the number of PCs, and set half of the orcs as other hirelings of the evil employer and the other as devout members of his evil cult.
from the module
A Chirurgeon from the module.
Wonder of wonders, upon meeting the rest of the evil cult in the Barrow in which they'd setup their temple to their god of slaughter, they discovered the village of Glenn Hollow. This is the village that the PCs would have found in distress had they been a regular adventuring company. Instead, it was the village that the PCs were paid to distress. The group did a mass combat with the poor villagers and bested them pitifully. After the group dominated the village and attempted to keep any villagers from escaping to get help, the PCs continued their duties of helping their evil employer of guarding the Temple as well as the village. The evil employer set about gathering villagers to either sacrifice to his evil god of slaughter, Voodrith, or to remake into his nasty Chirurgeon monsters (basically flesh golems that served as "new" monsters for the adventure).
Long story short, the PCs did exactly what I was hoping they would do: betray their evil employer and steal his treasures, while one of the stranger PCs (who wasn't raised among orcs, himself) ran off to the humans to warn them about the cult. The PCs and the other orcs who'd been hired by the cult ran off from the evil temple of Voodrith while the PC who'd surrendered himself to the humans brought a sizable (at least compared to the cult which had now diminished due to the orcs' desertions) force to both liberate the village of Glenn Hollow as well as the root out the cult from their barrow-temple. The evil employer and his evil friends all died, and the PC who'd surrendered himself to the humans wound up escaping them with both a power-stone as well as the spellbook of the necromancer.
I would recommend that another GM who's running a campaign that allows grey morality try this out. Including adventuring hooks for both the typical and the inverted forms of a module is a great way to add some dynamism to those adventures and the campaign world. If the quivering villager asks the Party "mysterious bandits are isolating our village and kidnapping us! Please help us! We have 40 gold pieces among all of us, as well as this cow" while the well-spoken cleric promises a fairly well-paying gig guarding him against opportunists and marauders (adventuring parties), who might the Party likely side with? It's the perfect way to have the PCs begin wondering if they're working for the bad guys and to deploy your rival NPC adventuring party. Besides, all those mooks that the adventuring parties would be killing in most any other campaign that uses the module were hired and promised some good old-fashioned gold and glory, too.
& here's a token

Tuesday, September 18, 2018

ACKS Review: Don't & What to Play Instead

[From the Future: I have made a follow-up post to this one here]
I have only recently discovered the Adventurer Conqueror King System (ACKS) and have poured through its pages and a selection of its supplements. ACKS is a B/X D&D-based retroclone whose twist is an emphasis in the end-game of the campaign (“domain” level play) and a nice way of customizing characters while retaining its OSR, BEC simplicity. Throughout the review I will make comparisons to the Basic Fantasy RPG (BF RPG) and I will make suggestions on how one might port and hack material into the BF RPG. I will refer to the BF RPG for reasons illustrated below.
So what’s so OSR or B/X about this game? Well, it’s got the OSR Ability Scores. It’s got: the 3d6 right down the list generation; the ability scores and their derived bonuses/modifiers follow typical OSR conventions; there are prime requisites for classes (which is, to qualify for a class you must have a 9 or more in a certain ability score); and, finally, those prime requisites affect experience accumulation.
The game has the classic four classes of Cleric, Fighter, Mage, and Thief. A variety of ‘campaign’ classes can be constructed using the guide in the Player’s Companion. I was fairly impressed and excited by this. The campaign classes that can be constructed are all based off of elements of the four core classes. The races of the fantasy dwarves or elves and so on are presented as racial classes. These classes are built as campaign classes, but also include elements from races. The advantages of elfhood or dwarfhood are balanced by level caps. For instance, Elves have, in the core book, two classes: the Elven Nightblade (a mage-thief fusion, max level 11) and the Elven Spellblade (fighter-mage fusion, max level 10).
As I said, the guide and option to create your own campaign classes from the Player’s Companion impressed me. With the proficiencies (described below), it grants the players even greater ability to customize their characters and their campaign. This is, however, able to be done with BF RPG. The Downloads and Showcase sections of the BF RPG website provide plenty of character class options. While the creation and use of these classes isn’t as formulaic as that of ACKS, BF RPG still has a fan-based forum which continually play-tests its materials. Admittedly the ability to create campaign classes with an eye to formulae is an advantage over the BF RPG.
In the introduction of the game, the author sets some bizarre dice rolling conventions. He makes a probably unnecessary distinction between a “roll” or, a roll, and a “throw,” or a test, check, or success roll. A “roll” refers to a “roll of the dice,” where there is no success/failure to be determined but a method of randomly determining something (typically how many lizardmen the Party is going to kill or be slain by). The “throw” is the random determination of success or failure. I tend to feel that this distinction was not unnecessary to make, but I guess plenty of other RPG systems mention it. Perhaps folks newer to the hobby might not find the difference between something that determines a range of outcomes and something that determines either success or failure as intuitive as those who’ve been a part of the hobby for a while. Somehow I doubt that. 
The Saving Throws are very Old-School, having individual saves for each kind of supernatural attack: Petrification & Paralysis, Poison & Death, Blast & Breath, Staffs & Wands, and Spells. They are very near the progression of Basic Fantasy RPG. That’s a bit more esoteric and old-school than even Dungeon Crawl Classics (DCC), which has adopted the Fortitude, Reflex, and Will of incarnations of D&D following 2000.
Now we come to a somewhat annoying aspect of the game. The game uses an ascending Armor Class (curse AC!), though it applies it as a modifier to the throw (either a bonus to the target number or a penalty to the die roll). To hit AC 0 (yep, that’s what he was trying to do, besides be different) one must roll 10 or more on a d20. Brilliant. Depending on your class, your likelihood of striking an unarmored opponent increases. Effectively, it’s the base attack bonus (BAB) of 3.x, but done with a different appearance. Why was this necessary? It’s not at all and it actually makes things more difficult by complicating things and making folks who might be used to 3.x get a headache trying to wrap their heads around both how it works and then why he made such a silly design choice. Maybe it’s a Harvard thing. Thankfully, it’s very simple to change its appearance back to what it really is – 3.x-style BAB, just add 10 to the AC for the target number and subtract the attack throw value from 10 to find the BAB (or bonus/penalty to hit). I provide the reorganized charts at the end of this post.
Besides the fuckery about the attack throws I discuss above, there is a cool thing about the attack throw progression. The numbers for attacking stay fairly low, despite how high level one gets (the maximum level is 14, btw). Mages have a max attack bonus of +4, Clerics and Thieves have a max bonus of +6, and fighters can only ever get up to +9. To put this into perspective, the AC (according to my ‘correction’) of a Venerable Dragon (which is what ACKS calls a Great Wyrm) is 22. There are some fiddly things that can change the attack bonus, however, which will bring me to my favorite part of the system.
Proficiencies make this game much better. The end-game can be done in Basic Fantasy pretty easily. There’s a section for it. Not as much. But the material for the end-game, domain-level play could just be a supplement for Basic Fantasy (free isn’t the Harvard way, though). Anyway, Proficiencies are what makes this game worthwhile at all. To illustrate, I wondered where the barbarian was (actually, the barbarian is in the ACKS Player Companion). Then, I started looking through the chapter on the Proficiencies and discovered what they were. They have been described as a combination of skills and feats from 3.x and later versions of D&D.
There are two kinds of proficiencies – class and general proficiencies. General proficiencies are proficiencies that anyone can get. Class proficiencies are those proficiencies that are available explicitly for a class. Proficiencies allow you to do something a character normally wouldn’t be able to. Taking a level or three of the Healing proficiency allows a character to heal somewhere between 1d3 and 2d6 hit points. There are, naturally, plenty of Proficiencies to choose from. Intimidation gives +2 on reaction rolls for characters s/he threatens. Leadership lets a character grab an extra henchman (or retainer). Lip reading, lockpicking, Knowledge, seafaring, etc. are just a sample of the many proficiencies available. And then, I found the fighter's proficiency that I didn’t know I was looking for: berserkergang. With Berserkergang, you may enter the berserker rage for +2 attack and -2 AC for the whole of the combat. So that’s how to make a barbarian (unless you want to look at the class from Player’s Companion). There are even more proficiencies, most listed for the classes that are included there, in the Player’s Companion.
Proficiencies are what, to me, at least, makes ACKS worthwhile. If it weren’t for the proficiencies, I would simply tell myself and the readers to just play the Basic Fantasy RPG. As I was looking through the BF RPG I would think back to AKCS’s proficiencies and sigh that there wasn’t a better way to customize one’s characters in BF RPG (that you wouldn’t have to homebrew). There is one BF RPG supplement that almost approaches: Quasi Classes by Kevin Smoot.
I’ll note very quickly that ACKS has nothing, beyond the Proficiencies which concern very specific tasks, that deals with general tasks which are covered by later (read: 'modern') games. BF RPG even has its own system of dealing with that – ability rolls. While I was searching for a method to determine task resolution (Jesus fucking Christ, why don’t we just play GURPS) I found an interesting way of doing it. Unfortunately, I lost the link to the person’s suggestion, but it was rolling two, three, or four six-sided dice (depending on how difficult the task) under the relevant ability score as task resolution (which reminds me, why the hell am I not just playing GURPS?). There’s also GLOG (There’s also BF RPG) (There’s also BF RPG with GLOG) (There’s GURPS).
The other thing I like about ACKS is how it handles spells. In general, the magic system seems more robust than the BF RPG, allowing ritual spells (one of the things I really like about Beacon d20) and more in-depth rules for necromancy, constructs (tin soldiers, golems, and the like), divine retribution power, and playing god with monster DNA creating crossbreeds. I could live without that, however – or just look through BF RPG custom-built rules for something similar or simply make my own (and add that to their Workshop).
What I really liked about the magic system in ACKS is that, although it is vancian, it is almost less vancian. I should note that I thoroughly dislike vancian magic systems (except in GLOG, the only place it makes sense to me), despite enjoying D&D every now and again. My dislike of Hit Dice, AC, and vancian magic are what brought me directly into the arms of GURPS. What ACKS does better with its magic system, besides the upper-level options mentioned above, is its ‘spell repertoire’. Instead of memorizing/preparing spells in a vancian manner and using the fire-and-forget delivery, ACKS spellcasters may cast any spell they know (i.e. in their repertoire) when they decide to cast a spell. They are limited by how many spells of whatever level they may cast. To illustrate, a 3rd level mage would be able to cast two 1st-level spells and one 2nd-level spells. S/he wouldn’t need to declare to the GM which spells s/he prepared that day, simply that s/he was casting one of the spells of a level that s/he still could. This twist on the vancian almost makes the magic system seem that it’s based off of mana, not some really weird fantasy novel that Gygax really enjoyed. If it weren’t for spell levels, it’d succeed in this manner. It doesn’t need to, though: it’s obviously D&D and if we wanted a truly robust magic system we would play GURPS and make sure we had Thaumatology at hand.
Obviously, the ‘spell repertoire’ tweak on the vancian magic system can simply be house-ruled into any BF RPG game. This house-rule would also be the easiest to do, as it simply requires the GM to hand-waive explicit preparation. I’m sure many a mage would be happy to hear of it, also. Do your mage a favor and slowly chip away at the vancian chains that have held him/her down for 44 years.
Macris suggests that the player make 5 characters in character generation. Two are reserved for back-up PCs for that player (not a bad idea in an OSR game) and the other two are given to the GM to populate his/her world. That’s good, because Macris puts a lot of tedious work on the GM in building up the domains. I suppose it makes sense for the eventual domain-level play of later character levels. (Unimaginative segue) Macris has a lot of arrogant prescription in his books, and quite a bit of it encourages adversarial GMing (anyone who’s older than 16 should know that’s near enough the worst GMing). I’ll quote one passage to illustrate this point: “To kill adventurers with unexpected traps is a hollow pleasure for the [GM]; to kill them with traps they decided to trigger, despite every warning of the lethal risks, is deeply satisfying” (ACKS 241). ‘Sarcasm’ you prompt in response? Is it sarcasm? Is it true that killing characters is a pleasure ranging from deeply to shallowly satisfying? I guess it depends on what kind of GM or person you are. Who knows? Maybe it’s a Harvard thing.
The monster statistics are interesting. It has a mechanic to determine whether the Party has stumbled into a “lair” of a given monster. This kind of attention to detail can easily be given to monsters in BF RPG. Like BF RPG, monsters from older modules and versions can easily be converted into the game. Reflecting poorly on both ACKS and BF RPG, neither of the games has Mud Men. What shitty design a shame.
I should note that the system imparts a heavy reliance on wandering monsters and random encounters. Random encounters are a staple of the OSR, but today and before, a reliance on random encounters is generally tiring and plain. I’ve used random encounters before and I’ve had a blast with them. I remember fondly a time when I wound up pitting my characters against a winter wolf, some dire wolves, and even more regular wolves (I had warned them, and offered that I reroll since I’d rolled the most challenging result, but to their credit they declined and slew the wolves anyway). Incorporating wandering monsters as a necessary component of the game takes it a little too far. One thing I might do to remedy it is to prepare one encounter for each terrain or area, and roll for the chance of that encounter happening (or grow some metaphorical GM-balls and decide where to insert the encounter).
As I looked at ACKS further, the more I concluded that the only thing it really has going for it is the Proficiency system. That system can easily be hacked out of it or replicated into a game that’s both free and not written by a fascist. The domain-level play is what initially attracted me to look into the system. As I read through it, however, I began to question why it would be necessary. The rules for domain-level play aren’t as fully described in BF RPG, but they’re there. Besides, in D&D you should be the domain-level heroes with kickass titles who are still running around killing dragons and fighting domain-level monsters. Besides the many-headed hydra of D&D and its clones (both retro and otherwise) there is the elephant I bring to every room – GURPS. It might be a pygmy elephant, but I love this elephant nonetheless. One can easily run domain-level play in GURPS – I’m doing it right now. The rules are all set for that. Mass Combat is very effective and does exactly what mass combat should do in a role-playing game – not simulate a war game. City Stats and the Low-Tech Companions answer the questions about what’s in the domains, if the GM doesn’t already have a method of his/her own of world-building. How do you determine whether a character has achieved the ‘level’ for ‘domain-level’ play? Roleplay it and pay the points for Status and Allies.
Macris is a dirty, sexist pig incorporates needless elements into the system which point towards what might be called misogyny. Including sex-specific classes is a strange thing to see in the new millenium. The Bladedancer campaign class (a cleric that can use edged weapons) only admits women (so only women are allowed to deal with bleeding … that’s something and we all know exactly what it is). Naturally only a woman would become a Priestess of a powerful Goddess (so I guess, fuck off Wiccans?). It’s an easy thing to fix, but a weird thing to see. While I was looking through ACKS, I found a section on slavery. That’s not too strange to see. GURPS has rules on slavery. I’m running a campaign based around orcs and orc society, so there is plenty of slavery. I did find something weird, though – notes on sexual slavery. Incorporating slavery into your game is one thing. Noting the cost and monthly upkeep of “pleasure slaves” is another. If you’re already familiar with Macris, you might be familiar with The Escapist and its escapades with misogyny and transphobia as well as its support of racists. A pity What schmucks.
The saddest thing about ACKS is that the author is an alt-right fascist promoter and manager and an unscrupulous opportunist. If you want some more information about this, check Axes and Orcs and the contained link and D&D with Pornstars. I don’t feel like I have to elaborate on this aspect much. That’s a pretty hefty problem with the system. Don’t wanna support a fascist. Wish I had known before I got the damn books. But we’re here now … at the conclusion of this post.
You may have noticed that I haven’t provided any links to the website of ACKS while I have provided links to pretty much everything else not related to it. You may have also noticed that I indicate ways that aspects of ACKS could be hacked into another system and that I regularly make suggestions of using an alternative system. Perhaps you noted that my respect for its proficiency system is grudging. This is because you shouldn’t support the game or its publishers because the author is a fascist or supports fascists. He has a bad policy of choosing whatever is lucrative despite who is supported. There are some neat things about the system. Maybe when the company is under someone else’s management, I’ll put in links and say: hey, ACKS is cleared. But as of now, there’s a stain of transphobia and white supremacy lingering over its pages. Instead of ACKS, play Basic Fantasy – it’s free, community-driven, and involves only the monsters of fantasy. 
Shit, Lamentations of the Flame Princess is better than ACKS… In the future, I may include some more remarks on how one might hack Basic Fantasy to include further character customization. I will not, as I believe I mentioned before, convert those modules I’ve been working on to ACKS. Instead, as I suggest to the readers, I will convert them to Basic Fantasy.

Monday, September 17, 2018

Multi-classing in Beacon

While I've been converting NPCs to Beacon from AD&D, I've noticed the discrepancy between systems -- other versions of D&D use multi-classing. This won't be as difficult to handle in B/X and Original D&D modules, but the issue comes up with AD&D and, notably, D&D 3.x/Pathfinder. Beacon doesn't allow multi-classing, yet many modules have NPCs and adversaries who are multi-classed. I have had to grapple with how to handle something like this in converting the first module I converted to Beacon -- Grakhirt's Lair. In this post I'm going to discuss how I have approached it.
To begin with, I wouldn't allow players to multi-class in Beacon. It's technically possible. However, it's an easy way to inflate various skills and intrude on another PC's niche. Certainly, there could be a few fighters and those fighters might be spectacularly distinct from each other. I would nonetheless restrict multi-classing to avert skill inflation. I'm sure that there are a few ways that a group could handle it: The skill bonus in multi-classing is the only skill improvement you receive (i.e. they couldn't also receive a +1 to any skill of their choice when they choose to take a level in another class); Restrict multi-classing to only one other class; perhaps bar Savant as a class that can only be begun with (so as to limit the skill inflation). Indeed, multi-classing in this way might open up a way for the Paladin to exist (Fighter-Cleric). Those limitations might keep the game in balance, but there's another reason for the restriction: Beacon has much OSR flavoring. To be sure, there's multi-classing in AD&D, but the version of D&D that Beacon seems to strive to emulate (know that I don't have Todd Mitchell's word to back me up here) is Original or B/X D&D. In those versions of D&D there is no multi-classing. 
So to sum up, even though, provided the limitations above, multi-classing is possible, it may be worthwhile to restrict it for niche-protection, skill inflation, and the flavor of Old-School Basic D&D.
To the point of my post -- how I deal with multi-classing in modules I'm converting when I don't necessarily allow my players to pursue it -- I have usually dealt with them as monsters with special abilities. Many NPCs in Beacon are handled as monsters. An easy reference is the Human Commoner: HD 1d8 (5-8) AC 10 Dagger or sling (frankly, I'd revise that to club or sling). As the case-study for today's post I'll use the NPC I had described above -- Grakhirt.
Grakhirt, in AD&D1e terms, was a level 2 Assassin and a level 4 Illusionist. In Beacon, this would be Rogue and Enchanter. In the module, he was supposed to cast invisibility and then attempt an AD&D Assassination on one of the PCs (whichever one had been slaying the most near-goblins). I, consequently, gave Grakhirt Subterfuge and Knowledge as his highest skills. I gave Grakhirt the ability to cast spells as a fourth level Enchanter and the ability to sneak attack as a Beacon rogue. To represent the deadliness of AD&D assassination, I gave Grakhirt a rather high Subterfuge.
That's pretty much it. Basically, as most NPCs, treat the originally multi-classed adversary as a monster with special powers from a number of different sources. I imagine that this might be a no-brainer for most Beacon GMs, but I hope that the accompanying house rules on Multi-Classing in Beacon will also be helpful.

Sunday, September 16, 2018

Campaign and Adventure Outline Documents

From when I first started GMing until now I have been trying to find the best way to categorize information for myself. I am still slowly striving for a better way to categorize this information. To begin with, I would always have two documents: one for the campaign and its adventures and another for the setting information (including most NPCs, information about towns and wildernesses, etc). When I first started making outlines it was based off of the first modules that I was using, which amounted to bullet points within bullet points in Evernote. Here's an example of what that looked like:
[Encounter Title] (Type of Encounter, CR + remaining XP) [Encounter Synopsis] Flavor Text[description for players]CreaturesTacticsDevelopmentTreasure
Obviously this is from when I was running Pathfinder. A bullet-point list with this information is obviously very good for a dungeon, especially if made into a numbered list to match the numbers given the rooms of a dungeon. The breakdown of the encounter into these parts of Description,Creatures, Development, and Treasure was something I appropriated from a Paizo D&D 3.5 adventure (from the Falcon's Hollow series).
After I finished running Pathfinder, I switched from bullet-points to broader, more narrative outlines. GURPS didn't really need so much of the number crunching of encounter design as D&D does (unless I feel like exactly calculating the adversaries of the Party, which I sometimes do just to make it fairer). GURPS especially doesn't require so much of a focus on doling out treasure -- wealth isn't so tied to character progression as it is in D&D. 
Part of what helped me in outlining my campaigns and my campaign information was the Dungeon Master's Design Kit from AD&D 1e. I recommend that any fantasy GM flip through it. That book certainly provided me with an idea of how I may want to organize information for my campaigns. The principle of the bullet-points remain, however. The way that I categorize my information from adventure to adventure is by headings. I have two top-tier headings: the first for broader campaign information adn the second for individual adventures and plot threads within the campaign. NPCs, campaign and PC information, and plot and meta-plot ideas go in the first section, while plot thread-specific NPCs, mooks, and events and encounters are listed in the second section. What I have so far developed as served me well so far; although it has become more and more difficult to discern where exactly some information should go as things become more fluid.
Here are my two Google Docs that facilitate this strategy: The Campaign Document Outline and The Adventure Outline. For ease in creating an adventure, I can simply copy/paste the Adventure Outline directly into the Campaign Document. Once my campaign "An Orc's Lot" finishes up, I'll share a couple copies of the outline that I've made. I should note that I don't always put all the information on those, for already having the information in mind ready to spring at the opportune moment or hand-written in a notebook dedicated to the campaign. If the reader has any questions, please don't hesitate to share them in the comments section below.

Saturday, September 15, 2018

Orcish Pantheon

Grokolok

Grokolok is known as the Goddess of the Tribe. Many funeral rites are performed invoking Grokolok. She is a Goddess of both birth and death. Her primary motivation is the survival of the tribe (taken literally to be one’s own tribe) and, more broadly, the survival and propagation of orckind. Many consider the customs and ‘laws’ of orcs to be her purview, though some dispute this and assert that it is the domain of Vruudash.

Gruumsh

Gruumsh is only the god of war. His remaining eye, his condition inflicted by a fallen Lynochian God, is his symbol. Some orcs believe that the berserker rage is the holy spirit of Gruumsh channeling through fierce orc warriors. Gruumsh is believed to be present at every battle, relishing in the bloodshed and watching for signs of dishonor. His angels are said to sweep up the most valiant felled orcs and bring them, at first with an audience with himself and Vruudash, and then ferry them to a special palace in Grokolok’s realm (the Hall of Hallowed Warriors).

Harzdolkar

Harzdolkar is the god of the plains. Worshipped by the herders and farmers. He grants fertility for crops and grasses. He is simultaneously taken to be a god of sedentary agricultural life and semi-nomadic animal husbandry. Modest sacrifices are offered to Harzdolkar for healthy crops and livestock and rain. He is the consort of Grokolok.

Kalgazgro

God of Shadows. Deals with trickery (and many intermediaries with Kalgazgro deal in body control, death magic, and necromancy). According to orcish mythology, Kalgazgro wardens the souls of honorless orcs, keeping them as his slaves. Occasionally, it is said, he will dole them out to intermediary spirits to supply them to their necromantic servants.

Gaku

Gaku is a demonic agent of Kalgazgro. He was originally created by Brozmul, but escaped when Brozmul’s power base collapsed.

Vruudash

Orcish All-Father. Vruudash is said to have created orcs. He is claimed to have set as their destiny to end human dominance and destroy the Lynochians (and its Chetsin off-shoots). However, reasons for the creations of orckind vary immensely. After the Lynochian Gods disappeared and the Lynochian Empire was destroyed and/or shunted out of existence, Vruudash retired, allowing the lesser orc deities to rise to what they are now. Vruudash is rarely invoked, and is rarely counted on to intervene in orcish affairs. He is, nonetheless, respected and revered by orcs, and it is hoped that he still watches with interest the future and conditions of his children.


Friday, September 14, 2018

Orc Society and Status

These are the notes on Orcish Society that I had written for the GURPS Orc campaign, "An Orc's Lot." When I finally clean up the Guide, I'll also post the "An Orc's Lot" version of the Lumaras Player's Guide that I had arrogantly written way back when.

Orc Society

Control Rating: 4/0 (Obedience to superiors is expected, but murder is hardly illegal)
Tech Level 2 (no goddamn tonfas)

Magic

Orc magic has been somewhat stunted. It takes longer for an orc to develop magical styles and spells. The most magically-developed races of the dwarves, elves, gnomes, and humans are hostile to orcs (or vice versa, depending on who speaks). Despite these setbacks, there are orc mages. They often fill the role of shamans, since unlike many shamans, the spells they practice generally take shape. Those who weren’t born with magery often make bargains with spirits and extraplanar entities for powers (taking pacts), or plead with the orc gods to invest them with power.  
Sacrifice
Orcs had practiced sacrificial magic for so long as any orc can remember. The orc gods often demand sacrifices, anyway. The practice of directing the sacrificial energy into Manastones is a practice imported from goblinkin mages.

Status

Status and Military Rank are tied (or, if you like, military rank replaces status).


Status Level
Examples
5
Warlord (Lord)
4
Chieftain (Chief)
3
Captain (Boss)
2
Sergeant
1
Warrior (Grunt; tribe-name)
0
Trades/craftsorc (Builder), herdsorc
-1
Serf (Scraper)
-2
Slave
Warlords
Warlords are the Orcish approximation of dukes or minor kings. A warlord is a powerful chieftain who brings to submission other chiefdoms to control their armies. Thus, warlords manage to accumulate fairly large armies. The morale of these armies vary depending on the strength, charisma, as well as a few other qualities, of the warlord. If the warlord dies, the armies typically scatter, each chiefdom independent again and each chieftain scrambling to replace the late warlord. Warlords have Administrative Rank 4, Social Regard 3 (feared) and an Ally Group (Orc Horde, 100-1,000) (which may also be represented by a Patron organization).
Chieftains
Chieftains are the leaders of tribal settlements. A tribe may consist of a number of different settlements, and there may be lower, local chiefs who swear fealty to the Chieftain of the tribe. The Chieftain, however, rules the tribe and coordinates its military. The Chieftain has Social Regard 2 (feared), an Ally Group (50-300), and Administrative Rank 3. If they swear to or are subjugated by a Warlord, they have that Warlord as a Patron. If subjugated, Chieftains have a Duty to a Warlord.
Captain
Captains are the leaders of warbands sent out by Chieftains or Warlords. They command a band of warriors to protect the tribe and to perform raids upon other tribes. There are usually only a handful (3-5) of Captains in a tribal settlement. A Captain has Social Regard 1 (feared), an Ally Group of Orc Warriors (21-50) and a few sergeants (6-10). Captains have a Duty to their Chieftain. Those captains who manage settlements outside of the principal settlement (that one wherein the Chieftain resides) and serve their Chieftain as administrative agents also have Administrative Rank 2.
Sergeant
Sergeants are Warriors who have displayed combat prowess and leadership capability. They can be assigned a very small squad of grunts to command for various tasks. They may take a small Ally Group of Warriors (6-10). Sergeants have a Duty to their Captains or the Chieftain.
Warrior
Warriors are fairly self-explanatory. Warriors follow their assigned (or preferred) Captains to raid, patrol, scout, and defend for the Chieftain. Warriors have Status 1 [10] and often try to cultivate a Reputation among their tribe, and, hopefully, among other orc tribes [variable].
Builders
Builders are a broad social class. They include herders, tradesorcs, craftsorcs, and smiths. If attacked, Builders also constitute the tribe’s militia. Showing bravery and combat prowess in a raid and exhibiting their ability to follow the Orc’s Code of Honor may allow them to improve their rank and status. Some Builders (as well as some Warriors) who serve the Chieftain as assistants or aides also have Administrative Rank 1. Those orcs are known as the Chief’s Free Servants.
Scrapers
Scrapers are the equivalent of human serfs. They are known as Scrapers because they attempt to wrench from the inhospitable earth whatever crops they can. This is to say, the orcs’ farmers constitute a semi-enthralled caste. They have the Social Stigma (Second-Class Citizen) and Status -1 [-10]. They are generally seen as tied to the tribe – wherever travels the tribe, the land of the destination is their concern.
Slaves

Most slaves are non-orc captives, taken and enthralled by the warriors who took them. Slaves have little to no chance of emancipation. Slaves take Dead Broke [-25], Social Stigma (Subjugated) [-5] and Status -2 [-20].

10-Room Dungeon Brainstorm: Tomb of the Honorable Order of Glory (& Possibly Justice)

I had started this 10-room dungeon back in March when I started a side campaign to a Traveller campaign that never made out of character ge...