Showing posts with label Chainmail. Show all posts
Showing posts with label Chainmail. Show all posts

Friday, March 2, 2012

Tomb of the Elephant


Our last-minute game of Chainmail-as-RPG last Friday went swimmingly, for a number of reasons:

  1. G+ Hangouts rock! We lost Will towards the end, but he gamely hung on with through IM.
  2. I finally got to freaking test some of the dynamics of Fantasy Supplement combat. Lots of good info!
So it was me, Will and Kris playing, with my Tom literally just hanging out for a bit. We whipped up characters in a matter of minutes. I gave each of them the option of up to 3HD of followers, so Will made Eric the Hero and his henchmen, um, now I'm forgetting (and I don't have my notes in front of me...)... Charles, Frederick, and Rupert? I'm sure of Rupert... Each one was a 1HD Veteran. Kris made a Wizard (which as Will pointed out, is worth 100 army building pts as compared to 20 for his Hero...) named Biwulf (?) with a 3HD pet giant spider named Fuzzy. We decided on the spot that Fuzzy would attack as a Lycanthrope.

When Biwulf had a scroll slipped into his pocket by a mumbling, disturbingly large-eared man in the back streets of Mad Dog's Defeat, it turned out to have a map to a dungeon referred to as The Elephant's Tomb, they headed out to try their luck. Finding it obscured by undergrowth (see picture above), they headed through the door, and soon had reason to try out the combat rules.


In a large room smeared and cluttered with the blood and cracked bones of dead adventurers, they ran afoul of the terrible Minoderm (Pachytaur?)! This was one for the Fantasy Combat table, so Eric's henchmen were out of the running. Eric, Biwulf, and Fuzzy engaged in combat, with the Minoderm throwing a spear and lodging it in Eric's shield. Eric tried to crack it over the head with the haft of it's own spear, but was thrown across the room for his troubles. Then ensued an entirely-too-long-and-drawn-out-combat, since I had decided NOT to make the FCT instant death when hit. I gave the Minoderm 6HD, and that turned it into a hit/missmissmissmiss/hit kinda thing. That was Lesson #1.

After defeating the Minoderm, they headed into another room filled with swirling darkness and sparkling, swooping lights. Biwulf sensed something magic in the center of the room, headed forward, and was instantly swallowed up in darkness. Eric, alarmed headed in after him with Rupert, but their torches gave off very little light, and seemed to attract swarms of the glittering lights. As Biwulf approached what became clear as an elephant statue in the middle of the room, which was belching forth the swirling dark, Eric and company were attacked by swiftly-moving, small, shadowy beings who zipped in and out of the tiny radius of their torchlight.

As Biwulf engaged in a contest of wills with the statue, Eric and Rupert battled desperately for their lives. I treated the shadowy attackers as goblins, and we used the Combat Table, meant for mass battles, for individual combat (Lesson #2). Rupert was taken out almost immediately, and Eric managed to hold his own while taking damage. Biwulf kept rolling all four of his HD, trying to score a single six. It took awhile, but as soon as he made it, the darkness all sucked back into the statue, and the shadowy beings disappeared. As did Rupert. Eric was alive, if somewhat tattered. Biwulf gathered up the stature, and everyone hightailed it back to town.


Lesson #1: I like using the FCT, but for next time it's going to be one-hit death. Eric's henchmen can help him, with each one aiding lowering his foe's roll by one. However, everytime the foe hits, it comes at the expense of a henchman. The idea is that while they can't help the Hero actually harm the Fantastic Creature, they can distract it for awhile. The same would be true for Biwulf and Fuzzy, except we decided that Fuzzy, being a giant spider (big enough for Biwulf to ride on), could also attack on the FCT as a lycnanthrope.

Lesson #2: I don't know why, but I've been obsessed for awhile with using the Combat Table for Man-to-Man combat. In the end, even though the Hero is getting four rolls at a time, it doesn't generate enough hits in comparison to his Heroic designation. I imagine it has something to do with the fact that when you use the CT in actual mass combat, you're rolling 20 six-siders for each figure (1:20 scale), and for the Hero, on the battlefield, he rolls as four figures, so you do the math. Next time, we'll give the good ol' Man-to-Man table a try. 

Oh, and I used a combination of Dave's Mapper and Zak S.'s Instadungeon to whip up the Tomb of the Elephant in about 15 minutes. For my money, these are two of the most useful dungeon creation tools I've ever seen. Zak also just whipped up Instaregion, the outdoors version of the Instadungeon; just add Vornheim, and you're set for life.



Friday, February 24, 2012

Chainmail as RPG


On the proverbial spur-of-the-moment, I've decided to run Chainmail as an RPG tonight on G+, from 10pm-midnight, CST. This will be "straight" Fantasy Supplement, with a few things added in from the main rules (arrow fire, morale, I think that's it...) Each Hero or Wizard gets 3HD of followers, human or otherwise (HD here meaning how many Men  they fight as)

We'll see how it goes! :)

(and no, that's not me in that picture...)
(and yes, it was very difficult not to use a picture of someone wearing a chainmail bikini...)

If you're interested, post here, email me or add me on G+.

Friday, July 8, 2011

Ryth Chronicle: Cover-to-Cover #1


                     Bookletized version, complete with my scribbled notes...

And so it begins--my most ambitious blogging project to date. I've recently been blown away by The Ryth Chronicle document that recently surfaced. It's an amazing source of insight into the earliest days of the hobby, and it really deserves a thorough discussion. My plan is to go through it cover-to-cover, usually covering a few pages at a time. I'll be posting images from the document that connect to the main point of the given post--the document is, of course, approaching 40 years old, and is, I believe, a scan of a photocopy, so don't expect sterling resolution. If anyone can offer insight about how to clean up the jpegs I'm snapshotting out of Reader and editing with Photogallery, I'd appreciate it!

Front Page


We'll start out with the introduction, right on the front page. This is a thing of beautiful utility--it sets up the whole framework for play in four short paragraphs, including all those things that many DMs (well, okay, me anyway) hand-wave:

  • Class-specific lodging
  • Taxes (based on your status, i.e., XP!)
  • Immediate adventuring destinations
"...murky Fenmarch, where few men travel these days."


"Overlooking the road lie the ruins of the once-proud Tar Morgard, a fortress built by the Great Kings long ago. Now the ruins hold only the dread Weir burrowed into the mountain by generations of evil beings. Minstrels sing of vast wealth and powerful treasure hidden in the dark depths of the Weir, but few dare venture there, and fewer still return."

Alright. I know exactly how to set up my Adventurer, and where to go from there. Plus there's an echo of the famous "...vast, ruined pile" quote from the LBB. Oh, and has been pointed out elsewhere, it's called a "Dragons and Dungeons Campaign". :)

Houserules
Next, logically, come the houserules for this particular campaign. The most fascinating thing to me is the Combat Hit Matrix:


It's a bit hard to read, but it first adjusts AC targets by weapon used. I don't think these guys had Chainmail, nor do I think (given the details of the first character report on the next page, and the fact that the Hit Die Roll Adjustment doesn't include thieves) that they had Greyhawk. It's a fairly logical extension of the combat system, especially if you know anything at all about how weapons and armor actually work, but I'm curious where it came from .

Next is the really interesting part, the "Hit Die Roll Adjustment for Degree (Level) of Attacker". It appears they immediately de-matrixed the combat matrix into a simple hit bonus dependent on level. Sound familiar? So much for the innovations of the d20 system! (okay, that's an oversimplification, but still...) They tinkered a bit by letting everyone increase in smaller increments over levels (as opposed to the combat table which only grants bonuses every three/four/five levels), but that's a pretty common houserule even these days. I'd use this table as it stands.

Current Questions for John and Len
  1. Did you guys have the Chainmail rules?
  2. When did you start using Greyhawk?
  3. Why did you decide to make these particular changes?
If anyone else has questions, just add them to the comments.

Friday, August 6, 2010

primordial_odd: A Work in Progress

Alright, here's the newest iteration of my attempt to write a simulacrum of the Fantasy Supplement from Chainmail:                                   


primordial_odd


There are still lots of holes, but I've made a couple of breakthroughs that I'm pretty excited about.    

  1. I replaced the attack and defense terminology of Light/Heavy/Armored with Cunning/Fierce/Masterful. The more I studied the original tables, the more it became obvious to me that they really weren't so much about armor as they were a gestalt of force and skill. This is especially obvious when you look at the way the terms are used for monsters in the FS. That kind of abstractness appeals to me, so I just pushed it one step further. Armor as such still matters in the Dueling Table, but not at all in the Combat Table.
  2. Which leads me to my next breakthrough, which is the, well, not so much re-creation but interpretation of the three main combat tables in the FS, the Combat Table (kept the same name), Man-to-Man (now Dueling), and the Fantasy Combat Table (now Wondrous Combat). I made some significant changes, especially in the Dueling Table, but overall I think they closely adhere to the spirit of the originals. I can honestly say when I was madly designing "indie" games three and more years ago, I would laughed out loud if you'd told me I'd design a game with three good-sized, cross-referenced, combat resolution tables---the world is funny like that, I guess. :)
For the tables themselves, which still woefully lack any sort of instructions or examples, so here's a short crib:

  • The Combat Table uses single d6s, and the formula is dice/rank(target number to score a hit); e.g., 1/2(6) means one die/two ranks, with a 6 needed to score a hit.
  • The Dueling Table uses 2d6, and at least right now, the low rank in the duel is subtracted from the high rank. The high rank in the duel uses that "duel number" as the number of 2d6 combos he rolls. The low rank in the duel rolls their rank, unless it's higher than the duel number, in which case they use the duel number, too. Opponents of the same rank each roll one 2d6. E.g., a 4th rank character faces off in a duel against a 1st rank character. 4-1=3, so the high rank rolls 3 2d6s combos, while the low rank character only rolls 1d6. If the low ranking character was 2nd rank, then both opponents would roll 2d6.
  • The Wondrous Combat table uses single rolls of 2d6 for each opponent. Damage can be dealt in one of two ways: each successful roll equals one hit of damage, or a successful hit equals an actual kill---that'll learn ya' to take the Wondrous lightly! The scores needed to hit are listed, for instance, as "7/5". The character's score to hit is on the left, the monster's on the right.
  • Characters themselves have hits equal to their rank. They can actually be knocked down to zero hits and keep fighting. Once below zero, they make a Saving Throw---if they make it, they're unconscious, if they fail it, well, even heroes die. After a combat, all hits are restored. If knocked down past zero and only rendered unconscious, when revived, hits will go back up only to the character's rank minus one, until the Adventure's over (or they spend a few days resting.)
I'm happy to field questions, and if someone's willing to give the combat tables a spin, well, that'd be fabulous. I'll be playtesting it this Sunday for Otherness: Session 13. Already sounds like we're going to have weird characters, so stay tuned...

Thursday, July 22, 2010

Work in Progress: Fantasy Supplement Simulacrum


The working title for this document is PRIMORDIAL ODD. I started working on it, as the picture indicates, over two years ago, but now am finally primed to finish it.

Right now it's still written as if the user will be accessing the original Chainmail rules, but that'll change soon---I'm working on redoing the appropriate tables.

My goal with this is not to create a clone, per se, but instead a game heavily inspired by Chainmail's Fantasy Supplement. Some of the data and progressions in the combat tables will be modified, and I've thrown in a couple of things that have nothing to do with the original (like the characters' Stories, and Grit), but seem to fit the spirit of the whole.

I'm happy to field comments, questions, hate-mail, etc., either here or here.

Tuesday, July 6, 2010

The Fantasy Supplement Must Be Cloned


I started a discussion on the ODD board wondering what it would take to "clone" the Fantasy Supplement from the Chainmail rules. We'll see how much conversation it generates, but a lot of great archeological work has been done by the community, and collected, clarified and elaborated on by D.H. Boggs, Jason Vey, and Finarvyn.

However, right now I'd say the work can't go a whole lot further. To use any of the materials generated so far, you need the Chainmail rules, more specifically the three tables at the end of the Fantasy Supplement. And, of course, the legal pdf of Chainmail was discontinued along with the rest of the original D&D supplements when WotC decided that it was terrified of pdf pirates, which makes it pretty hard for anyone who's new to the discussion to follow along.

Which leads me to the title of this post: The Fantasy Supplement must be cloned. I mean this in the vein of the retro-clone explosion, as a continued way of exploring the hobby's past to generate a robust present and future, at least in part by drawing new players into the game. However, these rules aren't covered in WotC SRD, which is what has made so many retro-clones possible.

So, help me out. How do I clone the Fantasy Supplement in a respectful, non-litigious format?