Saturday, July 20, 2013

More on WWI RPG Campaigns: Outdoor Terrain Encounter Tables

Okay, so I've been putting some more ideas together for WWI gaming.  Here are some encounter tables for cross-country travel.  These are meant to be rolled roughly once per square mile, but you can adjust the encounter frequency as you like.  Conceptually the countryside is supposed to be relatively uninhabited, at least by the living.  The encounters are generally more flavorful than murderous, because actual combat encounters should be planned with the characters in mind.  Some require additional rolls for the chance of something happening using keywords and this chart:
Chance Category    d12
Occasionally            12
Possibly                  10+
Probably                  7+
Usually                     4+

Cross-country Encounters for Old School Trench (1d12)

1. Open Fields
- Barbed wire thicket (huge), possibly haunted
- Military graveyard (huge), usually haunted
- 1d12 wandering soldier(s) blinded by gas

2. Forest
- blasted and cratered, possibly haunted
- shelled but standing
- intact and serene

3. Village
- blasted and cratered, probably haunted
- shelled but standing
- intact, but abandoned

4. River/Canal (1/6 chance a bridge is in sight)
- shallow/mud flats
- very deep
- tainted (roll as Drifting Poison Gas encounter)

5. Trenches
- abandoned, possibly supply items
- haunted, probably supply items
- heavily shell-cratered, probably haunted

6. Enemy Observation balloon
- has sniper, shoots if makes Awareness roll vs. party's Cunning
- has telephone to artillery, calls in rounds if makes Awareness roll vs. party's Cunning
- empty, probably haunted

7. Tanks (armored cars)
- abandoned, possibly supply items, repairable (Cunning or Commitment test & 1d10 hours)
- burned out, probably  haunted
- active, friendly (lost, on mission, hijacked and pursued)
- active, enemy
- active, haunted
- active, mutant creatures

8. Random artillery/mortar fire
- shells
- gas (roll on Drifting Gas encounter)
- smoke

9. Aircraft
1-9: Fighter
- enemy, probably strafing attack
- enemy, possibly bombing attack
- friendly, drops message or supplies

10-12: Zeppelin
- friendly; usually brings supplies, reinforcements, orders
- enemy; possibly strafes or bombs
- haunted

10. Animal (1d12)
1-4: Messenger dog arrives
- brings orders
- brings map
- brings supplies (each character has a "probable" chance of one item small enough for it to carry)

5-8: Messenger pigeon arrives
- brings orders
- brings map
- brings short note from friend/family

9-12: Lost pack animal (each character has a "usually" chance of three items small enough for it to carry)
- mule/horse
- camel
- elephant

11. Drifting Poison Gas
- choking
- corrosive
- mutagenic (1/6 chance is haunted and sentient)

12. Unexploded Bomb (Daring or Cunning test to disarm)
- ticking
- leaking gas
- sparking fuze




Thursday, July 18, 2013

Review: Pacific Rim

Okay, so this movie was bad on so many levels and in so many ways that I hardly know where to start. 

Perhaps I should start with the fact that even though the mecha/giant robot and kaiju genres were invented in Japan, none of the main mechs in the movie are Japanese.  Yes, one of the co-pilots of the main mech is Japanese--but there's a huge problem with that which I'll get to.

Then there's the fact that the suiting-up montage at the beginning of the film involving the star (Charlie Hunnam) and his brother directly rips off the look and many specific details of the suiting up of the space marine at the start of the StarCraft II teaser video (http://www.youtube.com/watch?v=rnSlg-I03oQ).  If you've seen the movie or plan to, check out the vid.  Blizzard should sue.

Then, even thought this is ostensibly a war movie set in the near future, there's the complete abandonment of every concept which applies to modern warfare.  What's the technology du jour right now?  Drones.  There are no drones in Pacific Rim.  There should be masses of them.  In fact the jaeger mechs really should be remotely piloted drones.  If pairs of compatible pilots are so hard to put together, why are the valuable pilots in the actual robot instead of a simulator room back at base?  This makes no sense.  The neural link could easily be transmitted to the robot--particularly given the short distance from base at which they operate.

And why are they even using ground mechs?  Obviously if you're fighting surface-bound kaiju you want to pummel them from a distance with guided missiles, aircraft, and drones.  That way they can't hit back, except maybe by throwing things.  Modern missiles are extremely accurate, long-ranged, and loaded with plenty of explosives.  As soon as a kaiju emerged from the water to begin wading in to shore the missile bombardment would start blasting chunks off it.  Drones would provide laser targeting or even launch beacon harpoons into the beast's hide for the missiles to home in on.  And why aren't the jaegers armed with any missile weapons?  Well okay, one has a battery of one-shot guns, but the others are all melee.

Some of the opening battle scenes feature aircraft attacking--but only strafing runs with their cannon.  Modern strike planes would use guided missiles or bombs with added guidance units to deliver serious tonnages of explosives on the kaiju from range, not make strafing runs with ineffective autocannons.  And even when strafing the pilots would be smart enough to keep their distance.  But no, the movie has sophisticated modern jets making WWII-style (or even WWI-style) strafing runs which take them right into easy striking range of the kaiju.  Militarily speaking the entire movie is an absurd piece of crap.

And that leads in to the whole tone of this movie as something created by neanderthal thugs about neanderthal thugs (apparently for an audience of neanderthal thugs).  From the discussion of military technology above it's clear that all that fancy missiles and drones and laser guidance was left out because its all just too much for techno-neanderthals to understand.  How would neanderthal thug types deal with a situation they don't like?  Punch it in the face.  So naturally when colossal kaiju start invading the obvious response for them is to punch them in the face.  But they're really huge so you have to bulk up to colossal size to punch them in the face.  Hence absurdly complex and expensive, yet absurdly crude jagers.  It all makes perfect sense to dim neanderthal thug types.  Don't apply any intelligence to the situation, just find a better way to literally punch it in the face.  It even goes on to the fact that the hero's jager is "analog" and "diesel powered" (I kid you not)--and probably has a stick shift manual transmission somewhere--because that's the highest level of technology dim techno-neanderthals can understand.  Even the cannons on the one jager with guns are muzzle-loaders!  OMG, seriously!  Apparently fancy-pants jaegers with nuclear power plants, digital control systems, artificial intelligence, multi-spectral sensors, and ranged weapons are just for faggots.  Real jager men drive diesels and punch things.


And the whole neanderthal thug tone of the movie carries over into the "heroes" of the film.  Every one of them is apparently a former "professional wrestling" star.  They're all about hostile shouting, insults, and constant threats of violence as the routine basis for communications, and use of actual violence to "settle" things.  It's almost like a prison gang film with some giant robots and kaiju tossed in for flavor.  I don't think we're in Robotech anymore Toto.

And that brings up that almost all the primary and secondary actors are male.  And huge neanderthal thug males at that.  And about half of them are not just male, but blond-haired, blue-eyed aryan master race poster boys.  Okay, so the Marshall is of African descent, but that just makes him kind of highlight the overwhelming whiteness of the jager pilot teams.  Umm, wouldn't a lot of them be from Japan and China?  I would expect so.  And the Marshall is apparently from Britain.  Britain isn't a Pacific rim country.  But wait, their base is in Hong Kong, which is British, right?!  No, actually they gave it back to China over a decade ago, but whatever.  The one Asian crew is an "exotic" three-man team from China--but I don't think they ever even mention their individual names and they get a total of about 30 seconds of screen time.  The only two non-thug male characters are the two "scientists" who are portrayed as super mega-geeks played in exaggerated cartoonish stereotypes.  They're obviously meant to be comic relief but the over-the-top super-geekiness is so overdone that it's kind of sad instead.

And the fact that almost all the primary and secondary actors are male means that there are only two female characters.  One is a secondary role of a co-pilot of the Russian jager but one is a primary character, jager co-pilot Mako Mori (played by Rinko Kikuchi/菊地凛子).  Okay, so here they finally have someone Japanese actually appearing in a jager of the genre they created and, in good anime style, she's a very cool character.  The movie takes time to build up her character, letting us know that she has won all 51 of her simulator fights, giving us a scene where she shows her martial arts skills in a competition against the hero to be his co-pilot, and also puts in a really great flashback dream sequence with her experiencing the kaiju attack as a young girl in which her parents died.  Thus we know she has the jager piloting skills, the martial arts fighting skills, and the psychological motivation to kick some kaiju butt.

But during the big final battle scene she just goes all limp and has to be rescued by the aryan poster boy hero.  It's a really irritating throwback to the old movies where the female leads would inevitable twist their ankle and have to be carried to safety before the male lead could engage in the final single combat with the baddy.  But naturally in a neanderthal thug movie you can't ever have women actually accomplish anything or be a winner.  She thought she was pretty hot stuff, but in the end she drops out and has to be rescued.  Absolutely revolting misogynistic crap.  I do not want my daughter to see this movie--well not until after I warn her about the propaganda bullshit in it.

Saturday, July 13, 2013

So You Want to be a Witch? (in Pathfinder)

Okay, so I thought I'd throw out the witch character I designed for my buddy Steve's new campaign using the Pathfinder rules.  This witch uses the Hedge Witch archetype, making her a healer or "wise woman".

Healer by Drewsil (http://drewsil.deviantart.com/)

Luriana

Half-Elf female (Ylsan/Sea-Elf); 5' 7", 135 lbs.
Neutral Good
STR      13 (+1)
DEX     16 (+3)
CON    14 (+2)
INT      18 (+4)        Languages: Common, Elven, Sylvan
WIS     14 (+2)
CHA    15 (+2)

HP:       8
BAB   +0 (Melee +1/Ranged +3)
CMB:  +1
CMD:  14
Fort    +3
Ref     +2
Will     +4

Traits:
Sacred TouchYou were exposed to a potent source of positive energy as a child.  As a standard action, you may automatically stabilize a dying creature merely by touching it.

Forlorn
Having lived outside of traditional elf society all your life you know the world can be cruel, dangerous, and unforgiving of the weak.  You gain a +1 trait bonus on Fortitude saving throws.

Feats:
Extra Hex
Gain one additional hex [took Disguise]

Alertness (if familiar within 10')
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Skill Focus (bonus half-elf feat) +3 on one skill [used on Spellcraft]

Hexes:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Disguise (Su): A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments. [bonus hex from feat; added this a flavorful/finesse option--invaluable if a witch hunter shows up]

Witch Spells Per Day
- Cantrips  (3/day) [DC 14]
- 1st          (2/day) [DC 15]

Familiar
Weasel ("Amaren")
HP: 4
AC: 16
INT: 6

Spells Stored in Familiar
0-Level Witch Spells (Cantrips)
Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights - Creates torches or other lights.
Daze - A single humanoid creature with 4 HD or less loses its next action.
Detect Magic - Detects all spells and magic items within 60 ft.    
Detect Poison - Detects poison in one creature or small object.
Guidance - +1 on one attack roll, saving throw, or skill check.
Light - Object shines like a torch.
Mending - Makes minor repairs on an object.
Message - Whisper conversation at distance.
Read Magic - Read scrolls and spellbooks.
Resistance - Subject gains +1 on saving throws.
Spark - Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.

1st-Level Witch Spells
Cure Light Wounds -  Cures 1d8 damage + 1/level (max +5).
Mage Armor - Gives subject +4 armor bonus.
Remove Sickness - Suppress disease, nausea, and the sickened condition.

Class Skills
Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). [6 skill points/level]
Acrobatics                        3
Appraise                           4
Bluff                                  2
Climb                                1
Craft (Alchemy)                8
Diplomacy                        2
Disguise                            2
Escape Artist                    3
Heal                                 6
Intimidate                         2
Knowledge (Arcana)        8
Perception                        4 (6 with familiar)
Profession (Herbalist)       6
Ride                                 3
Sense Motive                   2 (4 with familiar)
Spellcraft                        11
Stealth                             3
Survival                           2
Swim                               1
Use Magic Device            6

This version is almost complete.  Steve and I put together a fuller version in Hero Labs on his computer and I'll see if I can post that when I get a copy.

By the way, if anyone can point me to a resource for doing tables in Blogger I'd really appreciate it.  I really, really need a better way to present information like the list of skills and ranks above.

Sunday, July 7, 2013

A New Campaign...

Okay, so last night we restarted what we've been calling "Steve's game" or "The Grey Wolves" game, which is a 3rd edition D&D campaign.  Well, actually it was not a restart but rather more of  reboot.  That campaign had struggled on for a very long time through constant scheduling difficulties which meant that we only played two to four times a year at best.  Nevertheless our characters were all about 19th or 20th level and had finally boldly entered the city of Allaciza, groaning under the heel of the allied baddies.  We defeated a lich with the help of a dragon and were preparing for the final showdown with a werewolf who was probably a lot more than he seemed.  We had even started tossing around ideas about what to play next.  But as people's lives and schedules changed it just seemed impossible to get together for that final session.  Over a year went by.

Then I tossed out the idea that maybe we could just jump to the new campaign, with Steve making his planned move to the Pathfinder rules, where the details of outcome of the final battle are left shrouded in myth and legend.  Even though our old party was apparently victorious in the end, a hideous tide of undead were unleashed on the main continent.  Only a few other details as to the fate of the Grey Wolves were released, but I'm hoping that they will emerge as the campaign progresses.

  Our new characters started on a large island off the coast of the main continent.  And the party has a very interesting set of characters:
- a "wise woman" healer (a healing-oriented Witch; female half-elf)
- a clever young halfling lass (rogue)
- a master of the staff adept in weirding ways (magus; male human)
- a ranger of the woods (male half-orc)
- an aristocratic young elf with mystic knowledge (oracle; male elf)
- an intense young woman strong in divine faith (inquisitor; female half-elf)
- a roguish sailor-swordsman (swashbuckling fighter; male human)

So no actual clerics, no typical arcane magic-users, and no typical "tank".  And even the magus was a "guest appearance" who may or may not be present as the story moves onward.  I'm playing the witch and will do a post on that once I get the Hero Labs version done.  I found that the witch class in Pathfinder is very complicated with many, many options to consider.  I'm slightly unsure whether a healing-oriented witch can really function as well as a cleric in that role, particularly since Pathfinder clerics have the "channel" area healing ability, but we'll see.

Thursday, July 4, 2013

The Red Dragonkin

Okay, so here is the second of five posts on the five types of dragonkin which I outlined in a previous post.  The first post sketched out the black (water) dragonkin.  Each write-up will include a couple small additions to the original basic dragonkin race build and then some cultural-political notes.

Red Dragonkin (Fire)
Typical Alignment: Chaotic Neutral
Energy Resistance 5 (fire)

Their world is a fiery as their breath.  The red-scaled dragonkin of the fire element live in the far southern regions of the world.  Like their cousins in the north, the black dragonkin, they are spirited and unpredictable.  The lands of the south are dominted by the heat of the elemental pole of fire.  The air is hot, the ground is hot, and so is the lava which so often flows from below.  The fire dragonkin thrive in such conditions, as do the Anvilglow dvarr (dwarf) clans, firenewts, flame elementals, fire giants, and other fierce peoples of the south.  The red dragonkin live mostly in converted dormant volcanoes or rebuilt tangles of ancient lava tubes underground.

Fire dragonkin politics are as lively and dynamic as a bursting volcano.  Alliances of barons led by individual red dragons battle and maneuver constantly, both on the fields of war and in secret parleys.  The reds revel in battle and are generally contemptuous of non-dragon races unless their opponents can earn respect through victory.

The dvarr, however, are treated as the mortal enemies of the red dragonkin.  The burning south is the homeland of the fire dragonkin alone, in the same manner as the black water dragonkin of the north.  The dvarr early on penetrated deep into the south in search of unique metals, gems, and minerals--and found them in abundance.  In addition they discovered the secrets of lava-forging techniques which can impart qualities impossible to achieve elsewhere.  The dvarr are determined to keep the riches which are the source of their wealth and power and the dragonkin equally determined to drive the thieving invaders back whence they came.

On the more temperate north coast of their lands they engage in more even-handed commerce with humans and others who live in enclaves on the edge of the sea.  The region of jungles and palm groves lining the sandy shores are not to the liking of the children of the flame and so they do not begrudge the outsiders their toeholds there.  The cities are a great place to trade with the rest of the world, enjoy exotic entertainments, and duel with a mix of outsiders.  The cities are also potential allies in the constant swirl of changing alliances between the barons and their dragon lords.

Wednesday, July 3, 2013

Review: Ponies for Pathfinder (yes, those ponies)

Okay, so a couple years back somebody threw together an excellent spoof of Pathfinder called Ponyfinder.  The couple of pages done in the style of the Pathfinder core book took the pony types from the My Little Pony:Friendship is Magic show and offered them as playable races for the the Ponyfinder game.  Just brilliant.  (I showed it to my daughter, a non-roleplayer, and she immediately said "I want to play that!!")  Well, it didn't stop there.  People grabbed the idea and ran with it.  Various authors have created My Little Pony based material for Pathfinder.  One of those is Ponies for Pathfinder by David Silver.



Ponies for Pathfinder takes the approach of making the various pony types into PC races for Pathfinder, either for inclusion alongside the existing races or an all-pony world.  Naturally, this assumes that the GM and players are cool with certain conceits of the genre, but you probably wouldn't buy the book if you weren't already into it.  The rules provide all the necessary crunchy rule bits for the regular pegasi, unicorns, and earth ponies and also for the uncommon breeds of sea horse, gem pony, chaos hunter, and doppleganger.  There are pony feats, how ponies do as each of the classes, favored class options, racial archetypes, a pony bloodline for sorcerers, special pony magic items, equipment, pony spells, and even the gods of the ponies.  The rules also cover the possibilities of using ponies as animal companions or familiars.  It's really quite complete.  I could totally see running this; I think it would be great at a convention or games day at a local gaming store.

All in all I was quite pleased with the care and attention taken with adapting the ponies for Pathfinder and the completeness of it all.  The only disappointing note for me was that the only art is on the cover.  If you're at all interested in a My Little Pony/Pathfinder mash-up then you will enjoy this product.  There's something in here for everypony.

Tuesday, July 2, 2013

A Momentary Lapse of Judgment...or "Why I Bought Castles & Crusades"

Okay, so I probably would not ordinarily have bought this game without some prompting.  Castles & Crusades (C&C) from Troll Lord Games is an old school renaissance (OSR) game which takes core elements of the early editions of Dungeons & Dragons and spruces them up.  As I have opined in earlier posts the OSR is not my favorite school of RPG design.  C&C is, however, a favorite of my good buddy Kaiser.  Our weeknight group recently finished up a three-session game of Hercules & Xena run by my good friend Bill and then had a great discussion about what to play for a long-term game.  The winner (so to speak) was Kaiser's offer of a C&C game.

Now, a couple of us already had C&C characters from a game which Kaiser started a while ago so we could try out the rules (and maybe even end up liking them).  But since we'll be adding new players we decided that everyone should start out with a new character.  That was fine with me because I was finding the barbarian class a bit boring (as expected).  And so off I went to the Paizo website and purchased the pdf of the Players Handbook for C&C.

After perusing the various classes I decided to play an illusionist.  The spells for illusionist in C&C are pretty decent and I figured that the character could also have a background as a street magician or carnival performer.  Because C&C does not have any skills or feats or talents as in later editions of D&D and other games that background will have to remain merely fluff. 

Trevor was until recently gainfully employed displaying his skills as a "magician" at a traveling carnival of reasonable repute.  About a week ago, however, Trevor found himself involved in a awkward incident which resulted in him abruptly taking up the lifestyle of a "gentleman of the road".  As his dwindling funds will soon become an embarrassment, he seeks a lucrative activity suitable for one of his station.

So, here is my starting first level illusionist:

The Amazing Trevor, Prestidigitationist Extraordinaire!

Male human
Chaotic Neutral
HP: 4
BtH: +0

STR      13 (+1)
DEX     15 (+1)        primary
CON    13 (+1)
INT      15 (+1)        primary
WIS     14 (+1)
CHA    14 (+1)        primary

SPELLS
0th    4/day
DRAGON MARK        Creates dragon sounds on other side of door.
GHOST SOUND           Figment sounds.
LIGHT                            Object shines like a torch.
PRESTIDIGITATION    Performs minor tricks.

1st    3/day
COLOR SPRAY                      Knocks unconscious, blinds, or stuns 1d4+1/level worth of creatures.
DRAGON IMAGE                 1d6 damage
ILLUSIONARY HOUNDS    Two hounds distract opponents

Illusionist Abilities:
  • Sharp Senses: An illusionist’s innate ability to distinguish the real from the unreal imparts a bonus to all illusion saving throws. The bonus increases with higher levels.
  • Disguise: Using magic and props, the illusionist can disguise himself and impersonate others.
GP: 17
Equipment: 
dagger (1d4)
staff (1d6)
10 darts (1d3)
candles (5)       
donkey ("Morris")
bit+bridle
saddle blanket
bedroll
belt pouch, component
belt pouch, large
belt pouch, small
chalk
lamp
oil, flask
marbles (25)
mirror, small steel
rope, silk (50')
waterskin