Showing posts with label medieval hack. Show all posts
Showing posts with label medieval hack. Show all posts

Tuesday, December 22, 2015

Post-Apocalyptic RPG Playtest Freebie

Happy Saturnalia or other non-specific holiday. I've finally broken the cycle of playing the Game that Shall Not Be Mentioned and feeling happily productive again seeing Misty Isles of the Eld in layout, writing What Ho, Frog Demons and in the final stretch of finishing a Space Habitat generation chapter for Trey Causey's upcoming Strange Stars OSR supplement.

In fact I've been productive enough to push out another iteration of Anarchy RPG (alternate title the less sophomoric Fucking Anarchy and Shit), a d100 BRP-like hack of Evan Elkins and I's unpublished Feudal Anarchy. Think a bloody scavanger game somewhere between Fallout, Mad Max, Kung Fu 2100 and spaghetti westerns. The heart of it is a souped up version of FA's lifepath like chargen.

I will be running some playtest, grow-the-rules bottom-up sessions online at Google Plus over the holidays and next couple months. Let me know if you want in. 

So anywho here's a free version of 0.2 with two alternate, utterly unofficial (though very nice) covers by Trey. Download it here and here

Anarchy 0.3 will add:
1. Miscellaneous starting artifacts and gear table.
2. Advanced Vocations for chargen.
3. A ton of new gear.
4. A ton of guns and other weapons. Naturally.
5. Car chase and combat rules.

6. Bestiary.  


Friday, September 19, 2014

F*ckin' Anarchy and Sh*t


In the distant future of 2004 the administration of the court-appointed and deeply unpopular President Shrub found itself in dire political straits (collapse of the financial sector, three quagmired wars in the Middle East, the infamous Peckerwood scandal). Wingnuts funded by the billionaire Cocke brothers make good on Operation Patriot, a series of organized destabilizations made to scare the country 'straight.' In the resulting chaos, most major cities and strategic sites are destroyed by dirty bombs, suitcase nukes, biochemical/mutagen agents, bank over-draft surcharges and suburban rioters demanding a return to convenience.

Then some even crazier shit happened for decades. And now Road Warrior.

Wasteland 2 is out today and I'm booging over...no...

Get thee behind me Satan.

There is a small mountain of writing to do for Slumbering Ursine Dunes and I am going to buckle down and finish (dammit) before I whip out that credit card. To get some of that Post-Apocalyptic gaming out of my system instead I am going to post about a start on a game that I wrote up a couple months ago to get me out from the evil spell of Fallout New Vegas.

Titled not-at-all-facetiously Anarchy--or alternately and less immaturely Fucking Anarchy and Shit. The outline of the game is a straight-up mod of Feudal Anarchy, the hardcore medievalist d100-like game that we expect the Hydra Collective to take up and finally produce in full technicolor glory after the Dunes project.

Tone-wise I imagine it laying at some impossible point between Fallout, Road Warrior, Car Wars and Kung Fu 2100. It's pitched at being tad less gritty (and fiddly) than say Aftermath or Twilight 2000 but less goofy and fantastic than Gamma World. So you know guns, karate chops, car chases and scrambling for duct tape and rusted cans of cat food in a cannibal-infested bunker.

Like Feudal Anarchy, I started outlining a heavy emphasis on a player character's background and vocations. Traveller has always been my second game and it showed in the writing of FA. There was a heap of charts guiding you from your birth station, class, and of course zig-zagging pre-adventurer careers—all of which modify your attributes, starting skills and gear.

Oh hell, I will stop jawing about it. You can download the ultra-rough draft here and see for yourself.

It's just enough (barely) to run a couple playtest sessions. When things chill out in the next month or so I will likely run a test-balloon session (or the Traveller Coupbox II depending on mood). I've decided on a sandbox area in an area I have spent a lot of time tramping up and down, the desert and mountains around Guadalupe and Carlsbad Caverns national parks. Lots of adventure in there I reckon and plus I can reskin/recycle much of my Boot Hill material.

Naturally it needs--and will get later this year or early next--a good deal of expansion. More vocations, more guns, more junk of the Pre-War to go gaga over. I'm also looking forward to knocking out some simple vehicle chase and combat rules and a few surprises.

But first the Dunes.

Thursday, November 29, 2012

Medievalist RPG Campaign Types

Medieval Hack has gone and got itself a new working name, Feudal Anarchy, a title ripped from recent academic debates that have buried the idea of a stable, dullish thing called “feudalism”. (We are lining up with the more gameable strain that emphasizes the chaotic mafia-like view of how things were likely run in the High Middle Ages).

Since those of us working on the game primarily play old school D&D-like campaigns, quite naturally the game has evolved in directions that support campaigns with some of those elements. Emphasis on the “some” since the design frame of the game has some departure points–fewer and more mythical powerful monsters, more limited site-based exploration, a greater emphasis on the PCs role and station in society etc.--from that style of play.

Which naturally leads us to be thinking a lot more intentionally about how we can get the high-player agency, dangerous, non-linear “sandboxy” elements while keeping the game's more focused flavor. And that means trying to wrap our heads around different kinds of campaigns for Feudal Anarchy--and how to support them in the rules.

Some examples:
Local Sandbox. The players are mostly assumed to have their adventures in a small, bounded sandbox say a barony, county, or other region generally walkable in a few days or a single week. The campaign dynamics revolve around a mix of news hooks, site-based exploration, and to a greater degree than some other fantasy games a web of personal relationships. This kind of sandbox thrives on small details and is thus generally smaller and more bounded geographically than most fantasy game campaigns. (To date both Ulfland and Evan's Cocanha playtest campaigns are examples of this kind of campaign).

The random fief/realm generator can spit out counties, earldoms, manors, towns, monasteries, megalith, weathered ruins, etc to help speed or guide the creation process. We have also developed a subsystem to quickly generate the broad brushstrokes of a big cast of NPCs--and their broader relationship web (who hates who, whose plotting against what, etc). We still need a system to generate period-appropriate events en masse.

The Roadshow. This is a sandbox mode where the players are wandering Europe. The game hardwires certain non-linear incentives (primarily in the Magic chapter) to getting to other places: gaining new knowledge of the “magical” powers of different saints at pilgrimage sites, shrines, cathedrals, etc; finding new demons and black magical knowledge; and hunting rare herbs and alchemical components. The characters are mostly footloose for various period-appropriate reasons (perhaps they are on pilgrimage, fleeing serfdom, or on a long circuitous trip to a distant city) with various adventures along the way.

Warband. Somewhat similar to above in that it assumes a high degree of roving (can in fact be combined like all these modes). In this case the PCs lead (or are part of larger NPC force) a free company, bandit band, or other warband. A more combat oriented game with copious usage of the mass battle, siege and other rules. We are developing a special set of rules to handle small battle combats without miniatures (and are more interactive and less abstract than the mass battle rules). Also special rules for resource management and retinues in general.

Marco Polo. More trading (perhaps with some exploration) focused campaign that combines elements of above. The players could have a home town/port that they have local adventures on but play is mostly focused on turning profits on a grand circuit. Simple long distance and commodity trade system and a mishaps table combined with some of the warband and roadshow mechanics will support this.

Off to the Crusade. Traveling to the Crusades in the Levant was a long, arduous journey often filled with much turmoil and chaos—i.e. great gaming material. Both the land route through Central Europe, the Balkans, Byzantine Empire, etc. and the sea route through the hotly contested Mediterranean (with ports of call along the way) present enormous adventuring opportunities.

This type of campaign could essentially be a mix of both the Road Show and Warband with the possibility of a final climatic phase using the Abstract Mass Battle Rules we have currently for the game. Deus Vult.

Of course like all categorizations of things that tend to be messy and evolve on their own (human that is) the different sandboxes here can overlap, vary in specific character or even be phases in a campaign's evolution as players' goals/desires change.

Thoughts, oh peanut gallery? Any suggestions for different categories or supporting mechanics? Things you'd like to see or just plain don't like in there?  

Friday, November 2, 2012

The Small Wars of Medieval Hack

Writing, designing and playtesting Medieval Hack has taken up an enormous block of my playing time. Though the blog has been neglected I'm not in the least perturbed, playing and building a game from the bottom up has been hella enjoyable.

We had a chance to play twice with a new set of skirmish and small battle rules I developed for the game. Because we want to support players living vicariously as petty warlords we are designing a number of systems that focus on the fortunes and dilemmas of running a smallish warband (among other rather sandbox mechanics).

We needed something versatile that can be played either with or without minis (especially given the large amount of play we do on the ether) and I'm happy to say they seem to work well to date.

Last night saw the first run in Evan's somewhat fantastical Languedoc, with our ruffian band of down and out knights. We have been trying—stupidly given its immense size and sheer lethality—to slay the monstrous fire-breathing bull of Onachus (mother of the equally dreaded Tarrasque).

After a near TPK earlier this week, we got serious—spending an entire winter building a ballista and convincing the Viscount to lend us a small army. Upshot is that with said small army we managed to whip it only losing a handful of men—one of the most satisfying victories of my playing career.

This morning I got a chance to run it with minis, simulating a revenge raid by the Fian Gosse banneret Sir Kavan. Using the recent chaos in the barony as something of a pretext, brash Sir Kavan (pictured in yellow) led his retinue and neighbor Sir Tristan (in the purple and white) into the neighboring barony to steal back “his” prize bull, Terce. Accompanied by Brother Kadfel, his band made its way to Sir Modoc's manorial village to repossess the bull.



But of course Sir Modoc gave battle, rushing forward with his many mounted sergeants, footmen and hirsute hillmen levy. (Each figure represents a squad of five and a simple system converts attack and defense values from the percentile, BRP-like rpg foundation.)

Long story short, Sir Kavan's men met the charge, did very well at first scoring hits and knocking a number of their numerically stronger enemy out of the fight (it takes two hits in the system) in the first three turns. But turn four and five turned south for Sir Kavan's host and both knight squads were knocked out. The attacks caused a cascade of panic through the warband with literally every single one of the survivors losing their nerve and breaking in the following two rounds.



While totally whipped,  the two knights were exceedingly lucky on the Out of the Fight charts for post-battle casualties, rolling high and coming out with only one fatality and a number of serious injuries. Despondently Sir Kavan and Tristan await their fate in the oubliette of the cruel Sir Modoc.

Whether that be torture, ransom, or rescue is yet to be seen...