Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

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:
 

Monday, October 16, 2023

Review: Mydwandr

 

Mydwandr is the most recent release by Olde House Rules and it sits firmly in the FKR realm with a dash for OSR/NSR for a little extra flavor. This build up to this release was pretty silent except for a handful of comments that something is in the works from the author. Then this game dropped and it took off - it did not take long to hit Copper on Drivethrurpg and it has already spurred some fan projects. This game came off of the heels of Gaming Primitive and the release of PP IV: The Divine Spark. So, lets take a deep dive and see what Mydwandr is all about. 

Presentation: Mydwandr clocks in at 60 pages of single spaced words that are cleanly laid out which captures the DIY feel of the 70's and 80's. The layout is supported by a full color cover, 14 full page black and white woodcut style images with some spot illustrations for support. The art and layout makes it feel like a manuscript from the Middle Ages.

Character Creation: Character creation follows a simple flow that provides some key choices. Though, I feel like it is important to post a quote from the book under the header "Characters" as it just provides foundational vibes for the rest of Mydwandr:

"Campaigns matter; but they need characters to occupy their spaces. These are the heroes of the story, and adventures, however enthralling, are just a thought experiment without the brave souls who undertake them. But character creation is likewise important to a campaign’s referee, who may be tasked with crafting their cast of non-player characters; for enemy humans remain the deadliest of all, even in a world of dragons, giants, and dark demons from the pits of Hell."
With that being said, character creation provides some important choices:

  1. Choose a Kindred (Dwarves, Elves, and Humans)
  2. Choose Abilities (Non-humans choose one while Humans choose two)
  3. Record Hit Points (Non-humans start with 10 while Humans start with 15)
  4. Note movement - Unarmored movement is 50' and armored movement is 30
  5. All characters start with a 100 Silver (SP) to buy gear and supplies


Resolution: When the dice need to hit the table for any reason, roll 2d6 and if the dice show 8+ it is considered a success (skills, saves, etc.). If an Ability or fictional situation provides advantage, the roll 3d6 and choose the two highest. 

Abilities come in two types: Common (CN) and Special (SL). Common (CN) Abilities provide extraordinary skill to things everyone can do which translates into Advantage using that Ability (for example: Footman, Mighty). Special (SL) abilities are unique abilities that require training to even attempt the skill. Special Abilities allow the attempt with throwing 2d6 (for example: Exorcist, Backstabber). 

Combat uses the core mechanic with a few nuances and it is important top note that all characters can wear armor and use any weapons. Before combat breaks out initiative is decided by both sides throwing doubles and whoever has the highest total goes first and the initiative is kept  the combat (ties favor the enemy unless fiction dictates differently and elves act on their own initiative due to their ability). There is advice where the Referee can forego initial initiative if one side or the other has a clever plan or ambush. 

Combat is divided in 30 second rounds where each participant gets to move and attack/cast a spell/etc. When it is a characters turn the player rolls doubles usually (unless advantage is acquired) and consult the totals for damage:

2-7: Miss/No Damage 

8-9: 1

10-11: 2

12: 3

Two handed weapons add +2 to damage but shield use is impossible and crossbows add +1 damage but takes a round to reload. 

When a character is reduced to 0 Hit Points, the character dies unless the character is wearing armor. Armor allows a death save and if it is successful, the character is revived to 5 Hit Points but the armor is broken and needs to be repaired or replaced. Carrying a shield provides an Armor Save as well. If a character has both armor and shield they can save verse death twice. 

Finally, Magic in Mydwandr takes on a free form approach.  Magic is covered by the Abilities Healer (heals a set amount of Hit Points per level per day) and Spellbinder (Enter the ye old Magic User - charms can be cast one per level per day. These charms can only be used against one target within 60' either scoring hits or manifesting a different effect with a duration of 3d6 rounds. Characters also cannot cast in armor or with shield as magic takes some serious movement). Outside of these parameters magic is free from and players create their own spells and effects. It is also important to note that magic is powerful and their is no "to hit" rolls or "saving dice" allowed - the charm just takes effect.

Final Thoughts: The reading of this book has more of a unique flow akin to a novel compared to the standard player handbooks that are out in the wild. In addition to the vibe of this book from cover to cover sets a tone of the type of game it wants to run from movement rules (Outdoor/Overland movement is 12 miles per day while underground movement is 500' per game play hour), how all characters can use weapons/wear armor, low focus on treasure and money, to how it is inspired by Hawk the SlayerChronicles of Prydain, Dragon Slayer and Ralph Bakshi's Lord of the Rings Animated Film

(Not in the Book but from Olde House Rules Social Media)

Other aspects of the game to give the game structure and assist the Referee are as follows (some of these reference the vibe or style of Mydwandr):

  • Money and Gear: Mydwandr provides a basic list of items that include weapons, armor, and basic traveling supplies. Prices for everything else are created by the referee with the guidelines of small/basic items cost a roll of a single die, medium items cost 2d6 x 10, large items cost 3d6 x 100, and extravagant items such as an entire ship could cost tens of thousands silver. 
  • Encumbrance: Characters can wear armor, carry a shield, bear a single favored weapon, and carry 25 items that can feasibly fit in a backpack or hang from a belt. 
  • Languages: Non-Humans speak their native language and the common tongue. 
  • Advancement: Experienced is gained from completing major quests, engaging hostilities, and recovering valuable treasure. More experience is given for the quests and valuable treasure the engaging with hostilities. Every 15 experience points gained, the character acquires a new level and will gain additional hits and abilities. 
  • Hazards: This is a section that lumps together monsters, NPC's, traps, ans environmental situations as "Hazards." Each of these hazards uses the same stat line so it is seamless for the Referee to run any hazard the characters come across. One of the numbers on the line is Level which when appropriate, translates as hit total as the Referee times the level by 1, 2, or 3 depending on how difficult the encounter is.
  • Darksight: Nothing that the PC's have access to have Darksight, not even Dwarves! 
  • Miniatures: Quick advice if the group wants to make use of miniatures - every inch squares 5' of movement. This removes the need for grids/hexes. 
  • Treasure: Formula for determining treasure based on treasure type in the stat line and chance for magical items. There are lists of magic item, 
  • Enchanting: Items are created by none player characters only and a PC that posses the required Abilities can write their own scrolls.
  • Towns/Wilderness/Dungeons: Advice, random encounters, and prices for services found in most towns are listed. 

Mydwandr also has approximately 8 pages of setting information regarding the lands, people, and history of Mydwandr. The entire game has a smooth flow and even though it reinforces a certain vibe for a campaign it is nowhere near locked into that idea. There is unlimited flexibility but enough structure to make the Referee's job easy and gives enough setting prompts that a Referee should be able to build off of that or drop adventure's inside the known world without much trouble. 

My favorite aspects of the game are how light sources are important as even Dwarves do not possess darksight, money is spent and acquired in low quantities (with XP only being awards for major treasure or artifact level discoveries), the take on elves, and how initiative is paramount in combat situations. 

With that being said, I wish there was more information or explanation regarding Balance as the paragraph under that section could be interpreted various ways such as all encounters need to be balanced but I do not think that is the intention of the design. I would have also liked to see a play example outside of the included combat example and the inclusion of 4-6 regenerated characters for a group to hit the ground running.

In all Honesty, I hope Olde House Rules rules writes an entire setting book for Mydwandr. Maybe it should be called the Chronicles of Mydwandr?

You cam find Olde House Rules and Mydwandr here:

 

Wednesday, September 27, 2023

Review: USR Sword & Sorcery Deluxe

 

Keeping with my theme of Sword and Sorcery from last review, I am finally getting around to reviewing USR Sword and Sorcery Deluxe by Vanishing Tower Press. This game is a hack of Unbelievably Simple Roleplaying by Trollish Delver.

This is a game that has been on my shelf since its first edition iteration which has been replaced by the Deluxe Edition for sometime now. I have ran various one shots using the first edition of the game and ran a single into adventure using the Deluxe version. The Deluxe version is split into two books - the first book contains everything the players and the Crypt Keeper needs to make Characters, Conquer Challenges, Fight Stuff, Carouse, and much more. The second book in the Deluxe series contains the rules for Mass Combat and Magic.

 


Presentation: USR Sword and Sorcery Deluxe provides approximately fifty pages of a clean easy to read two column layout. with 27 pieces of art. Some of the art is full page which is always nice. The art is black and white and captures the Sword and Sorcery spirit with a dose of weird. The books are well organized with a table of contents and some end papers that could be printed out for quick player references or a Crypt Keeper's screen. The physical product is a print of demand via Drivethrurpg and it is a softback A5 tome. The two books are listed separately so if you do not plan on using Mass Combat or Magic you do not need the second book but it is great for reference and to be used for villains. 

Character Creation: Characters are initially defined by three attributes and "Hits". The three attributes are Action, Wits, and Ego. Hits is a characters stamina and an abstract measure of how much punishment they can take before falling unconscious or dying. Characters are created with the following steps:

  1. Name
  2. Choose which attributes (Action, Wits, and Ego) to place a d6, d8, and a d10 in.
  3. Calculate starting Hits. Hits are calculated by rolling Action and Wits die, then adding the total. Hits cannot be less then 5. 
  4. Roll on the Background Table
  5. Roll on the Background Details Table 
  6. Choose Three Specialisms
  7. Roll 3d6 x 10 for Starting Silver. These are the funds to be able to equip your character with food, gear, weapons, and maybe armor. 


Resolution: The core resolution mechanic is rolling the corresponding attribute dice plus a related Specialism (if applicable) vs. a set target number. 

  • 2+ EASY (e.g. jumping a low wall, tying a knot, bartering for food)
  • 4+ NOT SO EASY (e.g. riding a horse, rock climbing, reading a book)
  • 7+ HARD (e.g. picking a lock, leading an army, smithing weapons and armor)
  • 10+ VERY HARD (e.g. deciphering ancient tomes, practicing alchemy, persuading Kings)
  • 14+ IMPOSSIBLE (e.g. resisting Silver Lotus poison, summon demonic beings)

Specialisms are specific skills that provide a +2 to an attribute roll. There is not list of Specialisms (as they are meant to be open ended by design) but some of the common examples given include Beast Riding, Melee/Close/Ranged Combat, Seduction, City Knowledge, Legends and Lore, Weapons Smith, Orate, Intimidate, Stealth, Tracking, Lock Picking, Chariot Racing, and Leadership. 

Contested actions happen when an action is being directly contested by another PC or NPC. Both parties roll the relevant Attribute, add a related Specialism (if any), and compare results. The highest total wins and the Crypt Keeper can decide if certain actions or attempts require additional successes. 

Combat on the other hand follows a slightly modified version of contested actions. Initiative basically follows the fiction as all combat happens simultaneously where all participants are both attacker and defender at the same time. Each participant in combat gets one attack action and one movement action. There is no defined parameters within these actions as the characters can get as colorful or creative as they want. The character or NPC can choose to give up one of these two actions for either an additional movement action or attack actions but all rolls for that turn have a -2 penalty is this double mirror action is taken. 

IT IS IMPORTANT TO NOTE THAT that once both actions are taken in a round, the character is unable to defend themself any longer and all subsequent attacks directed at said character for the rest of round are considered undefended and the attacker rolls an uncontested test at 4+.

The attacker is the winner of the contested roll and damage dealt is the difference between the two rolls with weapons adding a bonus to the initial contested action roll and armor providing damage reduction. Once damage is calculated, hit location is rolled (on a d20), damage reduction from armor is applied, and final damage total is subtracted from the targets hits. A critical hit happens when the attacker rolls max damage and the defender rolls a 1 or vise versa for Dramatic Failure. If this happens, roll on the respected tables for the results. 

Ranged combat is handled in an uncontested manner with the following difficulty guidelines: 

  • 2+ IMMEDIATE (Close Combat Range)
  • 4+ SHORT (Within 10-40 feet)
  • 7+ MEDIUM (41-70 feet)
  • 10+ LONG (Within 71-200 feet)
  • 14+ EXTREME (Over 200 feet)

When a characters hits reaches 1, the character is incapacitated but conscious, at 0 to -3 that character is unconscious and incapacitated, and at -4 or below the character is dead. Hits are restored at 1 or 2 points per day depending on medical care and carousing can restore an additional 2-4 hits per night of carousing. There may be magical sources of healing...

BONUS INFORMATION: BOOK 2 - MASS COMBAT AND MAGIC: Book Two contains rules for Mass Combat and Magic. The Mass Combat rules provides a concise step by step system in handling mass combat situations that even includes a random encounter table during a mass combat. 

Magic is split into three different disciplines that include Artifact Mastery, Sorcery, and Mesmerism. Artifact Mastery covers the use of powerful items and the book includes examples of 5 artifacts. Mesmerism covers techniques to bend other people to ones will and adjacent affects. Dusts and poisons are used to power these effects and examples of 4 are given. Sorcery governs the traditional style of black magic with the summoning of demons and other overtly magical effects. There are 8 "spells or rituals" provided as examples. 

All magic, regardless of form is dangerous, as high costs, takes time to cast or use, and have high target numbers.

Final Thoughts: The author has definitely read a lot of source material for the Sword and Sorcery genre and has taken the USR system for one hell of a ride to create an authentic Sword and Sorcery experience. The information provided as well as the games design reinforces this experience and the books also includes:

  • Critical Hit Table (d100 table)
  • Dramatic Fumble Table (d100 table)
  • First Strike Rule (For spears and only for the first round of combat)
  • Carousing Rules
  • Carousing Mishap Tables (d100 table)
  • Called Shots 
  • Character Advancement and Experience
  • Magical Mishap Tables 

It is interesting to note that that book discusses how combat is a central theme in Sword and Sorcery but hits are low with expensive armor and combat can quickly turn deadly with an unlucky roll or two, a critical hit, being ganged up on by multiple opponents, and a few other factors. Without some advancements, combat seems to be best avoided. 

The book also alludes to a more abstract combat that does not use hit locations as it provides alternate examples of armor in light/medium/heavy bonuses with weapon bonuses of light/medium/heavy. Each section is +1/+2/+3 respectively. I am grateful for this aspect or tool that is built in as the Crypt Keeper can choose to use hit locations for a more specific combat experience or not for something quicker and more abstract. 

One of my favorite things about this game is the carousing rules and the carousing mishap table. This really helps reinforce the genre and some results from the mishap table could spring board an entire campaign!

I personally found reading through the combat section slightly confusing and it took me a few reads for everything to fall into place. I also confirmed somethings with the author to make sure I understood everything correctly but your mileage may very. I also wish that the books provided a list of foes common and horrible. 

USE Sword and Sorcery Deluxe is slated to be released in three books to mirror the three LBB from a famous and common fantasy game. We currently have two out of three and third book is rumored to contain the authors home brew Sword and Sorcery Setting. I am really excited about this third book! It cannot come out fast enough.  

All in all, this is one of my favorite Sword and Sorcery games and you can find it here:

Friday, September 15, 2023

Review: Barbaric! 1st Edition

 

"Barbarians! Civilized men huddle behind tall stone walls, trembling at the thought. The soldiers of civilization tighten their shield walls against the oncoming onslaught. And then they come. Savage men and women, screaming at the top of their lungs, oblivious to fear, frothing at the mouth from rage and lust for war. Wave after wave, they storm shields and fortifications. Many die; the Pagan Gods bless their souls. But eventually mail and castle fail. Then, the flames of barbarism will sweep the land, leaving no stone upturned."
Swords and Sorcery has always been one of my favorite settings and I know the stories of Conan and Fafhrd and the Gray Mouser are to blame. I am always on the lookout for games of this genre and I was excited to come across Barbaric! So, lets dig in and see what this is all about.

Disclaimer: The publisher provided me a Physical/PDF copy for review and demo purposes. 

Presentation: Barbaric! is presented in an A5 softcover format with single column formatting. The font and headers are easy to read. There are tables that use grey scale to keep everything organized and the book has about 13 black and white pieces of art that come from various stock art sources. This creates a book that is easy to read and quick to reference. 


Character Creation: This follows a quick series a steps to create your character:

  1. Roll 2d6 and the total is your Endurance, which is an indication of tough you are. 
  2. Roll 4d6 and the total is your Lifeblood, a measure of how well you resist injury. 
  3. Distribute 5 points among the 7 skills. No skill can start with more then three points. The seven skills are Combat, Craft, Lore, Physical, Social. Sorcery, and Stealth. 
  4. Pick one Trait. 
  5. Start the game with food and water for three days, a backpack, a water skin, a knife, and 3d6x10 worth of gold to buy starting gear.
  6. If you have the Sorcery skill, you start with two spells of your choice plus two random spells per point of the sorcery skill you have. 

Character creation is simple and straight forward. The information regarding the traits, Endurance, Lifeblood, and Equipment are found in the subsequent chapters.  


Resolution: The core resolution mechanic (that handles most rolls) is "Throw 2D" (roll 2d6) + Related Skill and compare to a target number. The target numbers are as follows:

Easy: 4+

Average: 6+

Difficult: 8+

Formidable: 10+ 

Combat uses the above core mechanic with a few nuances added. If one side can be surprised (or both) a Stealth 6+ roll is called for and there is a bonus to the roll if one side is setting up an ambush and a penalty to the roll if one side has a large group or other factors. After surprise is determined combat follows these guidelines: 

  • At the beginning of a combat each character throws 2D and adds their Combat skill to acquire their initiative score. Characters act in the order of highest to lowest and the Referee rolls of the opponents. This order is kept throughout the same combat sequence. 
  • Combat is broken up into rounds where rounds are about 6 seconds and a character can attack and move 10 meters or move 20 meters in a single round. 
  • To successful hit an opponent, the players throws Combat 8+ for melee or ranged if the target is in the proper range, if not then it becomes Combat 10+. Apply half (round down) of the targets Combat Skill to the aggressors die roll as a penalty. 
  • If a character drops a foe, the character can move 2 meters and attack another opponent in the same round. 
  • On a natural 12 (box cars) or if the target number is exceeded by 6 more a critical hit is caused. This critical hit causes maximum damage plus additional affects on the various critical hit tables that are provided. 
  • When a successful hit occurs, roll damage dice and subject the targets armor rating from the damage total. Then subtract the remaining total from the targets Endurance and if Endurance reaches zero, the target is considered wounded and suffers a -1 to all rolls. After Endurance is depleted, any further or leftover damage is subtracted form Life Blood. If the target loses more then half of their life blood, they are considered severely wounded and are out of combat. If Lifeblood reaches zero, a throw 2D + Physical must be made. Then consult the total with this table: 2-6: The character dies, 7-9 the character is maimed, 10+ the character loses consciousness and wakes up 1D rounds later but is still severely wounded. 
  • Characters recover all Endurance after a 10 minute break and severe wounds recover at 1 Life Blood per day.

Now, with that being said, there are two things that alter the core mechanic. The first one being are about the thirty traits that can give the character special abilities or allow the a roll with advantage where the player rolls 3d6 and picks the two highest dice. The second aspect that modifies the core mechanic are Combat Maneuvers. Players can choose one of these in lieu of a trait if their combat skill is high enough. The choice of these traits start at Combat Skill 2 and scale from there. These maneuvers provide from clever and tactical options or show how the character has superior training. 

Finally, characters with the Sorcery skill are able to Read and Sense magic with a Sorcery 8+ throw. Now there are no hard limits in how many "spells" a sorcerer can cast per day but casting is guided by the following factors:

  • Each spell has a difficulty and range requirement.
  • Spells take one turn (10 minutes) to cast.
  • Spells can be cast in a combat round by using a prepared Foci (it turns to ash) before casting or casting hastily at a -2 difficulty. 
  • If double ones are rolled, it is considered a critical failure and the spell fails plus the Sorcerer rolls on a d66 spell mishap table. 


Final Thoughts: Barbaric! Also provides options and information for non human characters (Anunaki, Apefolk, Dwarf, Elf, Geckofolk, and Lizardfolk), Fatigue, Equipment, Optional Rule for Encumbrance, Morale, Exploration, Getting Lost, Camping, Foraging, Underground Movement, Critical Hit Tables (As previously mentioned), Light and Darkness, d66 Spells, Reaction Rolls, a Small Bestiary, Treasure, and Hero Points. 

Out of these additional procedures, rules, or what have you I think the Hero Points, Morale/Reaction rolls are my favorite. Each player starts with two personal hero points and there is a communal hero point pool equal to the total number of players. Each time a player succeeds in a Throw of at least 8+ or surpasses the target number by 6 or more an additional hero point is added to the communal pool. All pools reset at the beginning of the session and do not carry over. A character may use their personal Hero point or a point form the communal pool with the other player's consent. They can be spent for the following effects:

  • Reroll any single die throw (including damage) - may take better result. 
  • Force the referee to reroll any NPC's die throw (including damage). The second result stands. 
  • Reroll a throw on a mortal wounds or sorcerer mishap roll. They may take the better result. 

Moral checks provides a realism to combat encounters and reaction checks are always just gold and creates so much flavor and higher chances for non combat encounters. The reaction table uses a classic 2d6 result but characters do not get to add their Social skill to the initial roll. Though, the character or is the lead in the interaction can throw Social 6+ (with some convincing role playing) to increase the result of the reaction roll by one step. I really like this change to the classic reaction roll system as it provides an additional opportunity for role play a chance to help save a poor first impression. 

All in all, Barbaric! provides a tight, lite, and concise system with an implied setting for the genre of Sword and Sorcery. I think it rivals or exceeds any of the other Sword and Sorcery game out there and you cannot go wrong with 2d6. 

Though, I know the games system is based off of Classic Traveler but in this game and what it is based off of the weapon damage can get high and goes up to 4d6. Even though armor provides armor reduction and there are some Talents and Combat Maneuvers assist with the effectiveness of armor in various ways the damage still can be high and take out a character rather quickly. The best advice as it currently stands is not to get hit and make sure you have unfair advantages over the opponents. 

I would have also like to have have seen some regenerated characters and maybe an intro adventure. 

Stellagamma Publishing has recently ran a successful Kickstarter for Barbaric! 2nd Edition. The PDF has been released and the Publisher is waiting on proofs before releasing the POD option. With the release of Barbaric! Second Edition, the First Edition has been taken down except for the Spanish Version.  People who have initially purchased the First Edition will still have access to it without issue. 

You can find the game and the publisher here:

Friday, August 11, 2023

My Favorite Thing About the OSR/FKR/NSR

 


This post was actually funny to write because I realized what I wanted to talk about required some definitions and explaining. So, before I could even finish this post I had to talk about what FKR and the NSR were at their foundational ideals which spawned the above two posts.

Anyway, I know I have talked in length about how much (and why) I enjoy and prefer games that are rules light but the other night I was reading through Cairn and I realized what one of my favorite things about these games are. It is not the lightness of rules or the weird worlds or any other reason that I have gone on and on about. 

My #1 one favorite thing is that everything does not necessarily want to eat/kill/fight the characters. Even if the characters are in a dungeon or open up the wrong door in a tavern and find a table full of bugbears playing cards.

That is why I am a huge fan of reaction roles for initial disposition and allow the characters to role play the situation out. This creates for more immersive interactions and allows the players to help make real time decisions about the interactions. Speaking of players, they should already be aware that combat is usually not the only option and sometimes not even the wisest action. Gives great opportunity for parlay, teamwork, or even making some unique allies - even if it is just for a short time.

 


To take this idea and philosophy of not everything wants to immediately eat/fight/kill the characters a step further and to keep the immersion going is to remember that when the characters enter an area (especially in dungeons) the denizens of the dungeons should not just be standing around waiting to fight anything that walks through the archway. The original occupants should be doing something/anything - or moving around. I think this whole idea might need a post on its own one day.

Keep those reaction tables handle, roll liberally, and enjoy the interactions.


Friday, July 21, 2023

The New School Revolution?

 

New School Revolution or NSR is a more recent term that turned into its own thing and has some great support. This was mostly due to the efforts of Yochai Gal.  I know for a fact I have not talked about this on my blog and when I do, I want people to know what I am talking about. Defining of terms is always something that is important to me.

It is a term I have learned about recently and the whole mentality behind the NSR has taking on a life of its own and is starting to become something that takes on personal meaning to each person. To me, I find it is a love of rules that are light which focus on fiction and character development. Plus, I also enjoy the fact that it doesn't have a lot of the negative political baggage that the term OSR can bring up. 

The blogger Pandatheist wrote up a solid expanded definition from a bullet post list that probably won't get you stabbed in a shady tavern after dark. I will re-post the thoughts here for posterity sake.

"A Weird SettingMore palette than approach to play. It was a common recurrence among OSR and OSR adjacent games at the time I wrote the original post to draw from a similar well as the New Weird literary movement, or to lean into psychedelic mechanics and trappings, or simply to add a layer of the surreal. It was an explicit pushback against “vanilla fantasy”. I’m not quite as tapped into the scene as I was and I have no idea if this still holds, but back then it felt like a common enough trope to call it out explicitly.

A Living WorldSometimes in trad games, built for campaigns, or indie games generating everything contextually, it feels like the world warps around the characters. In NSR games the players far more often play protagonists of this story than heroes of THE story. Sometimes they’re just the latest trespassers. They’re the focus, but not the hinge the world turns on. Things happen in the background. Cities rise and fall. Kingdoms war and conquer. Life moves on. The world advances whether the players do or not. On the small scale you’ll commonly see this represented as wandering monster tables, sometimes tied to reaction rolls. On the large scale you’ll see this as things like faction turns.

DeadlyMaybe the term I regret the most from this list. I should probably have gone with “consequential”. Barring funnels and horror games, deadly combat isn’t quite what it appears to be. Many of these games care about resources, and HP just happens to be one of them. Monsters are moving traps. Resource drains. They’re excuses for creative thinking and smart planning and sneaking and diplomacy and… Monsters are dangerous because you should be avoiding them or talking with them. They’re disincentive. And more than that, the reasons behind a living world apply to your life and death too. That dragon isn’t a gold hoard with an HP value. Its a creature a thousand years old that plans to outlive you. Combine and you have a lot of tables that rarely see characters die. Although for what its worth, most of these games are rules light, chargen is fast, and if your character dies it takes less than 5 minutes to create a new one. So it goes.

Emergent NarrativeThe story isn’t in the book the GM buys, and it isn’t in the narrative the GM presents. The story is what the players do. Players don’t play through a story, they create one through their actions. The only difference between this and what many indie games do is how much is pregenerated vs generated on the fly.

External InteractionA long time ago I ran a Kingmaker campaign in Pathfinder. And every time they would enter a new scene, before I could describe anything at all, one particular player would roll their d20 and tell me what their perception check was. It was a mechanics first response. Compare to something like Into the Odd. In an ItO game I would describe a room and players would tell me what they wanted to do in the fiction. At the point where there was a question about what could happen or what was possible, only then would we look to the rules. So. External environment first instead of mechanics first. External interaction. Fiction first might have been a better description, but the term has historical baggage."

Re-reading these explained bullet points I have to say I am 100% on board with the definitions and the spirit of the NSR. I am also ecstatic that Pandatheist redefined by what was meant by deadly because you all already know how I feel about pointless character death which lead to the OSR Mythbustin' 1, 2, and 3.

The best thing about the NSR is not some definition or the spirit of the law. It is the people, the community, and the support that is given to all players and creators. I cannot recommend getting involved in the games enough or just having a conversation. Grab your pen, some dice, and jump in.

Wednesday, July 5, 2023

FKR & Beyond


I have probably mentioned FKR or Free Kriegsspiel Revolution on this blog a few times and how much I enjoy that style. If not, I have have had conversations at length about it in person, on Discord, and various other online platforms. It is also the style of gaming that birthed the gaming we have now from the tables and basements of the Twin City Gamers. I cannot recommend enough watching Secrets of Blackmoor.

Though, thinking about I know I may not always explain what it is at all or well and I am firm believer in the definition of terms. So, I am going to try to define it with a couple of points below: 

  1. FKR tends to be rules light but not completely free form. I think that is an important distinction. It is common for resolution to use opposed 2d6 or 2d6 verse a target number. Though there are various other dice tasks used as well. FKR games tend to use mechanics as a servant of the players and the referee and the game is not submissive to them in anyway shape or form. The rules also evolve in a table centric way.
  2. FKR games also as a point of practice, attempts to eschew most rules in favor of realism and immersion.   This allows the players to get lost in the fiction and just describe what their character does and leaves it up to the referee to make any adjustments or rulings as needed. This lack of rules allows characters to do more.
  3. FKR has a focus on invisible rulesbooks are visible ones. A lot of the people that played with Dave Arneson have talked about how they never saw any type off rule book except the notes they had on their character sheet. Though, Dave did have a rule book, and between the scribbled notes the rule book was invisible.
  4. FKR is a HIGH-TRUST-GAME. It is only going to be successful if all of the players trust the Referee to make fair, just, and consistent rulings. There are no rules where the Referee is caged under or shackled to. 
  5. FKR can, at times, emulate some board games or older war games where manipulating vague rules to the characters advantage is part of the fun. This brings the focus to worlds not rules. 
  6. Finally, FKR shows the joy of tactical infinity and the players using real world problem solving skills to solve the actual problems.
Now, with all that being said, it is important to note that the rulings, we well - important. As without them the game becomes group fiction. 
 

I would be remiss if I did not re-post the Free Kriegsspiel Revolution that currently only exists as a screenshot on a Discord pin and was original penned by Wizard Lizard. 
 
 

 


Wednesday, January 6, 2021

Fear of the Rules that are Lite


It has come to my attention that rules lite games make people weary and it has been frustrating for me. I have had many conversations with people trying to pitch a game like Sword and Backpack, Swords and Six-Siders, Supercrew, Blood of Pangea, or other games on or around that crunch level. The most common response is something along the lines of "I get it, but I am not sure if there is enough there for structure".  I am not sure what type of structure they think is missing; character creation? check,  resolution mechanic? check, and obstacles for them to overcome? check.

So, I have been spending a lot of time thinking about this from different angles and I have come up with three conclusions as why people in general have an aversion when you talk about a game with a 32 page rule book instead of a 300+ rule book. 


  1. Spoiled and Lazy:  These two create a symbiotic relationship, one feeds into the other and vice versa. By spoiled I mean a lot of the modern games and rule books have a rule for everything and hyper detailed character creation. So, there is actual minimal effort that needs to be put into character thought, actions, and background as there is a rule for that. These type of rules take away the player agency and make the game harder to manage on both ends of the table. So, being spoiled by the rules leads into people being lazy. Why actually put effort into role play when you can roll a skill to see if you get that discount or not at the store (etc.)? Why expand on your backgrounds (outside of the description in the book) so you can pursue your characters own agenda in game? Or give the GM story hook to use? Or put effort into exploring a dark and dangerous place as your character has never been there before (instead of relying on perception checks, etc.)? This type of laziness happens on both sides of the table as the GM does not have to make calls at the table or decide if there is need to a roll or what the roll should be. 
  2. High Trust vs. Low Trust and Lack of Said Trust: A lot of people have had bad experiences playing games on both sides of the table. Sometimes this results from abrasive personalities at the table, people treating it has a video game and feel the need to win, and just people trying to exploit every rule or lack thereof that is possible. Due to these experiences (most commonly in public settings or cons) people feel the need to lean towards low trust games for built in protection. This means that these are games that require little or no trust in the players because the system is well-tuned enough to prevent the worst player abuse and well-phrased in order to minimize the need of GM calls. Thus, the system actually minimizes the degree to which players and GM have to be on the same page about what the story is about or what is possible within the story. There is a clear and stable framework within which everybody can work (such games often restrict the creative freedom of players and GM's). Due to this, players avoid high trust games. By high trust, I mean games that require a lot of trust between GM and player, so that nobody abuses the system, that everybody is on the same page and knows what is expected from and within the story. These games require much more establishing of a "common ground" and constant re-evaluation of this common ground. They allow for a much more open and flexible play, but can "break" more easily if there are miscommunication or problem players. People with this mind set makes me want to break out a doll and tell them to show me where the bad GM or player touched you. This has also created a odd war akin to edition wars where people line up on each side and act their opinion or preferred style of play is the only right way. I think the trust are edition wars are both redonkulous and people need to chill out, but I digress.
  3. Newer is Better: There is this common idea that new is better, things have evolved form the old ways for a reason. and 300-600+ rules books are the norm. I think today's gaming environment we have seen massive movements where the mindset is going back to more of the rules light style. Even mainstream games like Dungeons and Dragons have come along way and the current iteration of 5th edition has been a really good evolution all the way around. I am not saying there are not more tactical focused games like Pathfinder that are still being produced and have their own fans and are thriving. It is just the idea that newer is better creates a mental block and I think this is especially true for older games or have been there throughout the ages. 

I think that it comes down to the Player's Responsibility and if they want to be entertained then they can go play a bored game. Maybe I am just being an old grognard but I have been around the block more then a few times and I would rather role play then roll play. 

I guess I wish more people would just relax, try something new or old, participate, get into character, put input into the world, and let the immersion happen. 

You cannot tell me that waiting got for the GM to look up a rule, the players looking up spells or characters abilities, or adding up modifiers before they decide what to do (in and out of combat) helps with the flow of the game or supports immersion. 

This has been another episode of What Really Grinds my Gears...