I posted about this mini set in 10/2020.
The Battle of Five Armies, for TSR's Battlesystem, in 15mm minis.
At the time it was $12,995. It's now at the low, low price of $7,955!
"Complete Contents of this breathtaking display include:
1200+ Skillfully Painted Orc & Goblin Infantry
90+ Skillfully Painted Orc & Goblin Cavalry
700+ Skillfully Painted Dwarf Infantry
250+ Skillfully Painted Human Infantry
90+ Skillfully Painted Human Cavalry
140+ Skillfully Painted Elven Infantry
30+ Skillfully Painted Elven Cavalry
6 Custom-Painted Giant Eagles
17 Additional Custom-Painted Figures to Represent Named Characters
Over 250 Pieces of Painted Foam & Latex Terrain, Some Custom Molded
17 pages of GenCon Registration Paperwork
14 GenCon Prize Vouchers
6 Pre-Addressed GenCon Correspondence Envelopes
19 Pages of Handwritten Scenario Notes"
Pretty awesome. And on sale!
Old School informed GURPS Dungeon Fantasy gaming. Basically killing owlbears and taking their stuff, but with 3d6.
Tuesday, February 7, 2023
Monday, February 6, 2023
GURPS Dungeon Fantasy Session 180, Brotherhood Complex 3, Part II
Date: 2/6/2023
Game Date: 1/29/2023 left Stericksburg, delved on 2/1/2023.
Characters:
Ambassador Durinn, dwarf cleric (264 points)
Belmek Battlebeard, dwarf barbarian (255 points)
Desmond MacDougall, human wizard (285 points)
Kaylee, half-elf knight (250 points)
Lenjamin Gundry of Cornwood, human knight (250 points)
We picked up where we left off - in close combat between a dozen or so cone-hatted cultists and the PCs.
The usual confused brawl resulted.
The cone-hatted cultists pinned all except Desmond up agains the corner point of the intersection. Desmond was a half-dozen yards away confronted by two cultists, one wounded and one unharmed. Kaylee, with a crippled arm, brawled with Brother Cedric (flail) and Brother Alester (knife, after losing his halberd when his arm was crippled) along with another cultist. Durinn stood next to him, facing one cultist. Lenny next to him, at the point of the corner, facing 2-3 cultists while trailing a halberd out of his vitals. Belmek was facing three cultists, all lightly wounded.
(I'll deal with the fight in sections to make the summary readable and writeable.)
Desmond fought with his cultist foes, desperately parrying and retreating, trying to cast spells to take them out - he used Tanglefoot on one, but couldn't take advantage from the man going down to get further away. He used Terror later, to try and scare them, but didn't make the roll by much and they resisted. He managed to strike one in the groin during the fight, but not hard enough to really matter. Meanwhile, they used All-Out Attack (Double) to pound on him. His Magescale deflected most of the blows, but not all - and a few Blink spells off of HP - leaving him wounded. Eventually, one (the unwounded one) got a shot in and rolled "hand." Desmond doesn't have much DR there, and - whack! - his hand was severed. He lost the ability to use his staff effectively. Even after that, though, it took a number of seconds to run him down and strike him down. They managed to crippled both of his feet and cut him more, sending him to below -1xHP. He rolled a death check and failed by 2. Mortally wounded! One hit him a few more times before his buddy noted that Desmond was a goner. (I had them roll Per - one rolled a 17. The other made it.)
His foes ran back to the fight - one quickly, the other slowly.
In the center brawl, Kaylee was steadily getting beating down. Prone, and unarmed, she scabbled for a potion and then for a knife. This took time, as she was underfoot of Brother Cedric with his flail. Meanwhile, Brother Alester kept kicking at her, mostly ineffectually but every once in a while doing 1 injury through her armor. The other cultist just banged away with his sword, hitting Kaylee over and over, sometimes getting through armor and sometimes not. He switched to All-Out Attack (Double) and then later (Strong) to bang through her armor while she was unable to strike him effectively. Kaylee tried to get up but fell a couple of times from critically missed Dodges. It got ugly, quickly. Soon her right hand was also crippled, too.
Durinn fended off the cultist on him while getting off healing spells . . . sometimes. He managed to heal up Lenny a lot, Belmek (I think), and Kaylee once as well. But he was low on power and getting hurt. The cultist on him managed to land a blow and cripple his right arm - his shield arm. His defenses compromised, he still managed to parry (!) and dodge Brother Cedric's flail. But then another blow came through and hit one of his legs - cutting it clean off. His HP were negative and he was rolling each turn to stay awake. In desperation, he prayed for help from the Good God, sacrificing 1 xp to get a +1 . . . a net 8 or less. He prayed and asked for any aid from the Good God, especially for Kaylee to get back into the action (more or less.) He rolled an 8! The Good God bathed Kaylee in light, and she was fully healed, and her crippling injuries were gone!
Lenny, meanwhile, anchoring Durinn's side, was hampered badly by the halberd in him. He fought well, and eventually managed to cut down one of the two cultists facing him, wounding him enough that he eventually dropped unconscious. The other kept him busy most of the rest of the fight, but he made sure no one could double up on Durinn or get to Belmek's flank.
Belmek kept fighting with three foes. He systematically worked them over with Rapid Strike, often Deceptive -1, and eventually managed to cut them down, one by one. It took a while - they defended well, and often, and mostly stayed up while wounded. One kept standing and fighting while heavily negative until he finally just dropped unconscious after desperately trying to kill Belmek with a gaping chest wound from an axe.
Around now, the healed Kaylee was - unfortunately - beaten right back down to negative HP. Brother Alester started to slash away with his knife, wounding her little by little. The sword-armed cultists hammered at her as she got up. Brother Cedric pounded her back down with his flail. She managed to fall on her back, and reach over with All-Out Attack (Long) and grapple Brother Cedric's left leg. She kept trying to improve her grip - first 7 CP, and then 14 CP! Despite repeated strikes - one on the neck from a sword and a big gash in her back - she held on. Durinn passed out around now, and Lenny started to take shot at Cedric, who parried with his flail. Belmek started to come around to help. Brother Cedric tried to break free, but couldn't.
Kaylee passed out soon after, letting Cedric go. Brother Alester moved over to engage the rushing Belmek, slamming him but failing to knock him down. Belmek cut him down in a short exchange of blows - a knife doesn't match an axe. Lenny and Belmek managed to cut down Brother Cedric next. As this happened, one of the two cultists who defeated Desmond. The other said, "Hold them off, I'll get the others!" and ran off.
About 5-6 seconds later, Belmek and Lenny cut down the last of the enemy. Lenny had Belmek pull out the halberd, and then went around stabbing everyone not a party member in an eye with his sword. Lenny asked if they should chase the guy running away. Belmek said no.
Belmek grabbed Desmond and Kaylee and put the flail and knife in his backpack - the flail chain-first with the handle sticking out. Lenny grabbed Durinn and his leg, and the dueling halberd. They hiked north, collecting the crowbar they dropped earlier.
Then they blundered into an evil runes trap - Lenny and Durinn were able to resist the effects, however, thanks to a poor roll on behalf of the runes (made it by 0 vs. HT.) They backed out and went around another way. They hauled out the map, saw where they were, and headed out.
Once out, they kept hoofing it. They got to their camp. They fed Durinn potions until he woke up. Then the group policed it up as best they could, and then hiked off even further so Durinn could heal Kaylee and then use Suspended Animation on Desmond.
After some further patching up, they headed still further out, and then home. They weren't hassled by any cultists, but it's not clear if the cultists couldn't, or didn't, or their caution getting away was the difference.
They made it back to town. Their loot was the knife (normal), a dwarven duelling halberd, and a flail. None magical or with other prefixes.
Notes:
- I expected this fight to take 1-2 hours of real time, get finished off, and then they'd delve more. Nope. Despite a lot of Critical Failures by the NPCs early on, the PCs just couldn't get on top of the fight. It turned into a slog.
- We went with 1 CP per # of weapon weight. I said, for simplicity that's -5 for offensive, -3 for defense. My players said, okay, perfect, so that's -3 on this one defense because a -5 to an odd-numbered skill is only -2, but -3 on this other one because you have an even numbered skill. You know, we'll just use -3 for simplicity = no one actually listens. Next time I'm saying -1 per 2# of weapon weight, rounded up, halved penalty to defense, rounded up. For ST 20+ halve the penalties first.
- Rolls vs. Stunning & Knockdown are pretty reliably nothing. Most of the time, even a crippled limb doesn't stun anyone. All of the PCs are HT 12+, with 13-14 net HT rolls, plus HPT for the fighter-types. NPCs are usually 10-12, often 11-12, so less than 1 in 3 cripples or major wounds result in stunning. And most of the stunned just miss one second. We play without the automatic knockdown off of it, and automatic weapon dropping (mostly because of player preference back in the day), so it's not a big deal most of the time. Probably should be more so.
- Prayers came up again. They're intentionally vague, which makes it harder for the players, but specifics are too transactional. Durinn prayed for help, especially for Kaylee. He made it, and, having been accused of a lack of generosity on prayers in the past, I fully healed up Kaylee. It didn't turn out to be that useful. Kaylee was on her way out of the fight. She ended up staying in the fight longer, but only absorbed some blows that might have gone elsewhere. I opined after the fight that I gave them what they asked for but probably making Lenny fully combat effective would have been more useful - healing him or just getting that halberd out of him. It's always a quandary for PCs, though - do you bail out failure, or reinforce success? Which makes more sense? Which makes more sense given that you don't want your friend's paper man to die? But, prayers - I'll do a post on them soon.
- We had the usual see-saw flow from "These guys are going to murder us!" vs. "These guy suck." I should point out, in fairness, that Belmek's player (who also ran Gerry and Vryce) is pretty even keel. It's everyone else, mostly, who cringes when someone hits a PC but then smack-talks on critical failures by NPCs. Heh.
- I still hate Retreat. I still hate all of the "is this a hex I can Retreat to?" questions. If I was following Marie Kondo's advice I would chuck out Retreat for not bringing me joy.
- Situation awareness in RPGs got called out in the comments on my turn-based post. Deservedly so. When Belmek wiped out his last opponent, Desmond yelled to him to come help. I said, "You can't see him." Desmond's player pointed out that yes, on the battle map, he could ju-u-u-u-st see the edge of Belmek's icon. Nevermind Desmond was in constant frantic combat for his life, with two adult males in front of him intent on, and attemping to commit the act of, murder. Yet he could see well enough to know Belmek was clear of foes and could run over and help him? Also, people would ask, "Is this the guy . . . ?" Answer: I don't know. You probably can't keep track realistically and I sure can't without making a lot of paper notes to match the in-VTT tracking.
- The PCs managed to get a little bit of loot out thanks to those three weapons. Only the halberd - a $600 weapon - was really worth the trouble, but they need every penny - it took like 6-7 Major Healing potions to get Durinn up. I think some of the players wanted the conscious guys to drag away the plate-armored guys, or strip off some of their armor, or grab swords or something, but I routinely ask people who are unconscious to let the conscious guys decide. Nothing breaks my suspension of disbelief more than the players of dead and knocked out PCs planning, helping, and opining on what to do. I mean, c'mon. I know it's a game, but why not let the conscious guys have to decide what to do without knocked-out people suddenly providing advice or requests or suggestions of who to check and which potions to feed to who in which order? Everyone went along with it, quickly, but I wanted to explain why I do it that way.
- XP was 2 xp for loot ($59 each is more than 20% of loot threshold for 250-299 point guys), 1 xp exploration. MVP was Belmek. Kaylee got some votes for keeping folks occupied and then grappling Brother Cedric, but ultimately Belmek cleaning up his end of the fight and then cleaning up the rest of the fight was the vote-getter.
Game Date: 1/29/2023 left Stericksburg, delved on 2/1/2023.
Characters:
Ambassador Durinn, dwarf cleric (264 points)
Belmek Battlebeard, dwarf barbarian (255 points)
Desmond MacDougall, human wizard (285 points)
Kaylee, half-elf knight (250 points)
Lenjamin Gundry of Cornwood, human knight (250 points)
We picked up where we left off - in close combat between a dozen or so cone-hatted cultists and the PCs.
The usual confused brawl resulted.
The cone-hatted cultists pinned all except Desmond up agains the corner point of the intersection. Desmond was a half-dozen yards away confronted by two cultists, one wounded and one unharmed. Kaylee, with a crippled arm, brawled with Brother Cedric (flail) and Brother Alester (knife, after losing his halberd when his arm was crippled) along with another cultist. Durinn stood next to him, facing one cultist. Lenny next to him, at the point of the corner, facing 2-3 cultists while trailing a halberd out of his vitals. Belmek was facing three cultists, all lightly wounded.
(I'll deal with the fight in sections to make the summary readable and writeable.)
Desmond fought with his cultist foes, desperately parrying and retreating, trying to cast spells to take them out - he used Tanglefoot on one, but couldn't take advantage from the man going down to get further away. He used Terror later, to try and scare them, but didn't make the roll by much and they resisted. He managed to strike one in the groin during the fight, but not hard enough to really matter. Meanwhile, they used All-Out Attack (Double) to pound on him. His Magescale deflected most of the blows, but not all - and a few Blink spells off of HP - leaving him wounded. Eventually, one (the unwounded one) got a shot in and rolled "hand." Desmond doesn't have much DR there, and - whack! - his hand was severed. He lost the ability to use his staff effectively. Even after that, though, it took a number of seconds to run him down and strike him down. They managed to crippled both of his feet and cut him more, sending him to below -1xHP. He rolled a death check and failed by 2. Mortally wounded! One hit him a few more times before his buddy noted that Desmond was a goner. (I had them roll Per - one rolled a 17. The other made it.)
His foes ran back to the fight - one quickly, the other slowly.
In the center brawl, Kaylee was steadily getting beating down. Prone, and unarmed, she scabbled for a potion and then for a knife. This took time, as she was underfoot of Brother Cedric with his flail. Meanwhile, Brother Alester kept kicking at her, mostly ineffectually but every once in a while doing 1 injury through her armor. The other cultist just banged away with his sword, hitting Kaylee over and over, sometimes getting through armor and sometimes not. He switched to All-Out Attack (Double) and then later (Strong) to bang through her armor while she was unable to strike him effectively. Kaylee tried to get up but fell a couple of times from critically missed Dodges. It got ugly, quickly. Soon her right hand was also crippled, too.
Durinn fended off the cultist on him while getting off healing spells . . . sometimes. He managed to heal up Lenny a lot, Belmek (I think), and Kaylee once as well. But he was low on power and getting hurt. The cultist on him managed to land a blow and cripple his right arm - his shield arm. His defenses compromised, he still managed to parry (!) and dodge Brother Cedric's flail. But then another blow came through and hit one of his legs - cutting it clean off. His HP were negative and he was rolling each turn to stay awake. In desperation, he prayed for help from the Good God, sacrificing 1 xp to get a +1 . . . a net 8 or less. He prayed and asked for any aid from the Good God, especially for Kaylee to get back into the action (more or less.) He rolled an 8! The Good God bathed Kaylee in light, and she was fully healed, and her crippling injuries were gone!
Lenny, meanwhile, anchoring Durinn's side, was hampered badly by the halberd in him. He fought well, and eventually managed to cut down one of the two cultists facing him, wounding him enough that he eventually dropped unconscious. The other kept him busy most of the rest of the fight, but he made sure no one could double up on Durinn or get to Belmek's flank.
Belmek kept fighting with three foes. He systematically worked them over with Rapid Strike, often Deceptive -1, and eventually managed to cut them down, one by one. It took a while - they defended well, and often, and mostly stayed up while wounded. One kept standing and fighting while heavily negative until he finally just dropped unconscious after desperately trying to kill Belmek with a gaping chest wound from an axe.
Around now, the healed Kaylee was - unfortunately - beaten right back down to negative HP. Brother Alester started to slash away with his knife, wounding her little by little. The sword-armed cultists hammered at her as she got up. Brother Cedric pounded her back down with his flail. She managed to fall on her back, and reach over with All-Out Attack (Long) and grapple Brother Cedric's left leg. She kept trying to improve her grip - first 7 CP, and then 14 CP! Despite repeated strikes - one on the neck from a sword and a big gash in her back - she held on. Durinn passed out around now, and Lenny started to take shot at Cedric, who parried with his flail. Belmek started to come around to help. Brother Cedric tried to break free, but couldn't.
Kaylee passed out soon after, letting Cedric go. Brother Alester moved over to engage the rushing Belmek, slamming him but failing to knock him down. Belmek cut him down in a short exchange of blows - a knife doesn't match an axe. Lenny and Belmek managed to cut down Brother Cedric next. As this happened, one of the two cultists who defeated Desmond. The other said, "Hold them off, I'll get the others!" and ran off.
About 5-6 seconds later, Belmek and Lenny cut down the last of the enemy. Lenny had Belmek pull out the halberd, and then went around stabbing everyone not a party member in an eye with his sword. Lenny asked if they should chase the guy running away. Belmek said no.
Belmek grabbed Desmond and Kaylee and put the flail and knife in his backpack - the flail chain-first with the handle sticking out. Lenny grabbed Durinn and his leg, and the dueling halberd. They hiked north, collecting the crowbar they dropped earlier.
Then they blundered into an evil runes trap - Lenny and Durinn were able to resist the effects, however, thanks to a poor roll on behalf of the runes (made it by 0 vs. HT.) They backed out and went around another way. They hauled out the map, saw where they were, and headed out.
Once out, they kept hoofing it. They got to their camp. They fed Durinn potions until he woke up. Then the group policed it up as best they could, and then hiked off even further so Durinn could heal Kaylee and then use Suspended Animation on Desmond.
After some further patching up, they headed still further out, and then home. They weren't hassled by any cultists, but it's not clear if the cultists couldn't, or didn't, or their caution getting away was the difference.
They made it back to town. Their loot was the knife (normal), a dwarven duelling halberd, and a flail. None magical or with other prefixes.
Notes:
- I expected this fight to take 1-2 hours of real time, get finished off, and then they'd delve more. Nope. Despite a lot of Critical Failures by the NPCs early on, the PCs just couldn't get on top of the fight. It turned into a slog.
- We went with 1 CP per # of weapon weight. I said, for simplicity that's -5 for offensive, -3 for defense. My players said, okay, perfect, so that's -3 on this one defense because a -5 to an odd-numbered skill is only -2, but -3 on this other one because you have an even numbered skill. You know, we'll just use -3 for simplicity = no one actually listens. Next time I'm saying -1 per 2# of weapon weight, rounded up, halved penalty to defense, rounded up. For ST 20+ halve the penalties first.
- Rolls vs. Stunning & Knockdown are pretty reliably nothing. Most of the time, even a crippled limb doesn't stun anyone. All of the PCs are HT 12+, with 13-14 net HT rolls, plus HPT for the fighter-types. NPCs are usually 10-12, often 11-12, so less than 1 in 3 cripples or major wounds result in stunning. And most of the stunned just miss one second. We play without the automatic knockdown off of it, and automatic weapon dropping (mostly because of player preference back in the day), so it's not a big deal most of the time. Probably should be more so.
- Prayers came up again. They're intentionally vague, which makes it harder for the players, but specifics are too transactional. Durinn prayed for help, especially for Kaylee. He made it, and, having been accused of a lack of generosity on prayers in the past, I fully healed up Kaylee. It didn't turn out to be that useful. Kaylee was on her way out of the fight. She ended up staying in the fight longer, but only absorbed some blows that might have gone elsewhere. I opined after the fight that I gave them what they asked for but probably making Lenny fully combat effective would have been more useful - healing him or just getting that halberd out of him. It's always a quandary for PCs, though - do you bail out failure, or reinforce success? Which makes more sense? Which makes more sense given that you don't want your friend's paper man to die? But, prayers - I'll do a post on them soon.
- We had the usual see-saw flow from "These guys are going to murder us!" vs. "These guy suck." I should point out, in fairness, that Belmek's player (who also ran Gerry and Vryce) is pretty even keel. It's everyone else, mostly, who cringes when someone hits a PC but then smack-talks on critical failures by NPCs. Heh.
- I still hate Retreat. I still hate all of the "is this a hex I can Retreat to?" questions. If I was following Marie Kondo's advice I would chuck out Retreat for not bringing me joy.
- Situation awareness in RPGs got called out in the comments on my turn-based post. Deservedly so. When Belmek wiped out his last opponent, Desmond yelled to him to come help. I said, "You can't see him." Desmond's player pointed out that yes, on the battle map, he could ju-u-u-u-st see the edge of Belmek's icon. Nevermind Desmond was in constant frantic combat for his life, with two adult males in front of him intent on, and attemping to commit the act of, murder. Yet he could see well enough to know Belmek was clear of foes and could run over and help him? Also, people would ask, "Is this the guy . . . ?" Answer: I don't know. You probably can't keep track realistically and I sure can't without making a lot of paper notes to match the in-VTT tracking.
- The PCs managed to get a little bit of loot out thanks to those three weapons. Only the halberd - a $600 weapon - was really worth the trouble, but they need every penny - it took like 6-7 Major Healing potions to get Durinn up. I think some of the players wanted the conscious guys to drag away the plate-armored guys, or strip off some of their armor, or grab swords or something, but I routinely ask people who are unconscious to let the conscious guys decide. Nothing breaks my suspension of disbelief more than the players of dead and knocked out PCs planning, helping, and opining on what to do. I mean, c'mon. I know it's a game, but why not let the conscious guys have to decide what to do without knocked-out people suddenly providing advice or requests or suggestions of who to check and which potions to feed to who in which order? Everyone went along with it, quickly, but I wanted to explain why I do it that way.
- XP was 2 xp for loot ($59 each is more than 20% of loot threshold for 250-299 point guys), 1 xp exploration. MVP was Belmek. Kaylee got some votes for keeping folks occupied and then grappling Brother Cedric, but ultimately Belmek cleaning up his end of the fight and then cleaning up the rest of the fight was the vote-getter.
Sunday, February 5, 2023
Game pre-summary
We finished up a delve today in DF Felltower. I'd expected it to be a short fight followed by adventuring, but the fight went badly for both sides for a while, and ended up taking up the session.
I'll post a full summary tomorrow, but suffice it to say, the PCs managed to eke out a victory and limp home in terrible shape, and left behind a very large swatch of (unlooted) casualties in the process.
I'll post a full summary tomorrow, but suffice it to say, the PCs managed to eke out a victory and limp home in terrible shape, and left behind a very large swatch of (unlooted) casualties in the process.
Labels:
Brotherhood Complex,
DF,
DFRPG,
Felltower,
GURPS,
war stories
Saturday, February 4, 2023
Game Prep Saturday
Game prep.
- I reviewed, again, the surprise rules from DFRPG. I'm going to use them. PCs using light sources, talking (and talking about in-game things is in-game, so you're talking in the dungeon), etc. aren't sneaking. So this is mostly NPCs trying to surprise PCs. A number of rules really favor PCs - healing and FP recovery for two - so I'm not worried. I do expect the usual complaints but the spectre encounter really felt kinda lame when it should have been a really rough go due to deliberately chosen ideal conditions for an ambush.
- Updated a few modules on the VTT and ensured everything in the setup looks good to go. It is.
- Reviewed the dungeon ahead. I think I have everything set up as it should be. We'll see!
- Normally I'd do some reviewing of character sheets, but I no longer keep updated ones for the PCs. GCA4 isn't really playing well with my computer anymore. I don't have the time to convert every PC and custom data piece for GCA5. And my players seem to mostly prefer GCS so they keep their own character records, generally. I can't keep my own files updated and converting to GCS just means I'm duplicating work. So I gave up on that.
- I did some thinking ahead. I figure there are 3-5 more sessions worth of things to do in this complex. So I fully expect 5-10 more sessions, increasingly empty delves. Heh. Hopefully not. But after this . . . Felltower itself awaits.
- I played some video games to clear my head of game.
- I reviewed, again, the surprise rules from DFRPG. I'm going to use them. PCs using light sources, talking (and talking about in-game things is in-game, so you're talking in the dungeon), etc. aren't sneaking. So this is mostly NPCs trying to surprise PCs. A number of rules really favor PCs - healing and FP recovery for two - so I'm not worried. I do expect the usual complaints but the spectre encounter really felt kinda lame when it should have been a really rough go due to deliberately chosen ideal conditions for an ambush.
- Updated a few modules on the VTT and ensured everything in the setup looks good to go. It is.
- Reviewed the dungeon ahead. I think I have everything set up as it should be. We'll see!
- Normally I'd do some reviewing of character sheets, but I no longer keep updated ones for the PCs. GCA4 isn't really playing well with my computer anymore. I don't have the time to convert every PC and custom data piece for GCA5. And my players seem to mostly prefer GCS so they keep their own character records, generally. I can't keep my own files updated and converting to GCS just means I'm duplicating work. So I gave up on that.
- I did some thinking ahead. I figure there are 3-5 more sessions worth of things to do in this complex. So I fully expect 5-10 more sessions, increasingly empty delves. Heh. Hopefully not. But after this . . . Felltower itself awaits.
- I played some video games to clear my head of game.
Friday, February 3, 2023
Random Thoughts and Links for 2/3/2023
Random stuff for the week.
- Not to pat ourselves on our own backs, but we've played 179 sessions of DF in one campaign. That's pretty long. It's probably one of the longest GURPS DF campaigns, and probably a relatively long-running campaign in gaming terms. Aug 2011 - Jan 2023 and continuing, 179 full-day sessions - probably a good 1500 hours of gaming, or close to. Not bad, I think. Clearly, for all of my tinkering, I don't get too bored with a basic central concept. Good stuff. Just really kind of hit me that it's been a fair bit of gaming while I was writing up some notes on Session 179. I think I was prompted for this because of how much fun that session was. I don't know that my previous game was that fun 179 sessions in.
- I want all of my weird old books to feel and sound like this in my games:
That combo of seriousness and humor fits my current game well.
- This post of Erol Otus pictures is old but brings up a question - why isn't there an Erol Otus art collection book? I'm sure WOTC owns a lot of them, but there must be some way to do an Otus art book with all of his weirdness pulled in from multiple sources. I don't have the know-how or infrastructure to do it. If someone does, this seems like such a nice thing to have.
Lazy Blog Post - Erol Otus!
- These ACOUP posts really entertain me. I don't really mind the technological bs in a series like this. I don't expect any knowledge of weapons, tactics, etc. What did let me down about it was that there were big causal gaps. A lot of "You can't get to plot development B from plot development A but here we are anyway." That really got me. So did the occasional nonsensical explanation - people doing things that couldn't possibly result in the ends they sought. I don't love that every fight is a wuxia fight - you can't beat anyone without a flying spinning running wall-climbing reverse strike. But still, it's part of the genre of modern fantasy at this point, just like everyone wears brown everything was an 80s fantasy thing. Still, I look forward to these posts, and they're a good way to learn about actual historical armor, ships, weaponry, tactics, forging, etc.
- Not to pat ourselves on our own backs, but we've played 179 sessions of DF in one campaign. That's pretty long. It's probably one of the longest GURPS DF campaigns, and probably a relatively long-running campaign in gaming terms. Aug 2011 - Jan 2023 and continuing, 179 full-day sessions - probably a good 1500 hours of gaming, or close to. Not bad, I think. Clearly, for all of my tinkering, I don't get too bored with a basic central concept. Good stuff. Just really kind of hit me that it's been a fair bit of gaming while I was writing up some notes on Session 179. I think I was prompted for this because of how much fun that session was. I don't know that my previous game was that fun 179 sessions in.
- I want all of my weird old books to feel and sound like this in my games:
"The sleekly leather-bound gold-stamped books turned out to contain scripts stranger far than that in the books he had flipped outside - scripts that looked like skeletal beasts, cloud swirls, and twisty-branched bushes and trees [. . .] The books dealt in the fullest detail with such matters as the private life of devils, the secret histories of murderous cults, and - these were illustrated - the proper dueling techniques to employ against sword-armed demons and the erotic tricks of lamias, succubi, bacchantes, and hamadryads."
- Fritz Leiber, "The Bazaar of the Bizzare"
That combo of seriousness and humor fits my current game well.
- This post of Erol Otus pictures is old but brings up a question - why isn't there an Erol Otus art collection book? I'm sure WOTC owns a lot of them, but there must be some way to do an Otus art book with all of his weirdness pulled in from multiple sources. I don't have the know-how or infrastructure to do it. If someone does, this seems like such a nice thing to have.
Lazy Blog Post - Erol Otus!
- These ACOUP posts really entertain me. I don't really mind the technological bs in a series like this. I don't expect any knowledge of weapons, tactics, etc. What did let me down about it was that there were big causal gaps. A lot of "You can't get to plot development B from plot development A but here we are anyway." That really got me. So did the occasional nonsensical explanation - people doing things that couldn't possibly result in the ends they sought. I don't love that every fight is a wuxia fight - you can't beat anyone without a flying spinning running wall-climbing reverse strike. But still, it's part of the genre of modern fantasy at this point, just like everyone wears brown everything was an 80s fantasy thing. Still, I look forward to these posts, and they're a good way to learn about actual historical armor, ships, weaponry, tactics, forging, etc.
Thursday, February 2, 2023
Unheld Stuck Weapons Penalty for GURPS DF Felltower
I've been noodling around in my head about a penalty for having a stuck weapon in you, even if you don't have a person on the other end.
Since we used a quick and dirty version of Technical Grappling, we use Control Points (CP).
I had a few thoughts. If you do have a person on the other end, they've grappled you with their weapon for 1 CP for every point of damage inflicted. 8 damage = 8 CP, 4 damage = 4 CP, etc. Perhaps if they let go, for whatever reason, those CP are lost . . . partly.
But how partly is partly?
Option 1: Just reduce the CP in half. Simple, easy. May or may not make sense. A 2-yard dueling halbered sticking out of you that only inflicted 4 damage has 4 CP, but a 1-yard pick that inflicted 5 does 5 CP? The halberd really should encumber you more.
Option 2: Inflict a flat penalty based on the weight and length of the weapon. Perhaps 0.5 x weight x yards of maximum reach, rounded up. That's 1.5 x 1 = -2 for a Reach 1, 3# pick. It's 5 x 2 = -10 for a 10-pound dueling halberd. Seems steep, but not crazy . . . it should be epicly hard to keep fighting with a polearm in you.
Option 3: Inflict CP based on weight and length. Instead of a -2 or -10, those examples are 2 CP or 10 CP. Cuts the penalties in half, quarters them for strong victims.
Option 4: Inflict flat CP based on weight. So 1 CP per pound?
Option 5: Inflict a penalty equaly to max weapon reach x -2, -3 or -4. Depends on how badly you think it'll impede the person.
I'm still debating which option I'll use. But those are the numbers I've got dancing around in my head.
Since we used a quick and dirty version of Technical Grappling, we use Control Points (CP).
I had a few thoughts. If you do have a person on the other end, they've grappled you with their weapon for 1 CP for every point of damage inflicted. 8 damage = 8 CP, 4 damage = 4 CP, etc. Perhaps if they let go, for whatever reason, those CP are lost . . . partly.
But how partly is partly?
Option 1: Just reduce the CP in half. Simple, easy. May or may not make sense. A 2-yard dueling halbered sticking out of you that only inflicted 4 damage has 4 CP, but a 1-yard pick that inflicted 5 does 5 CP? The halberd really should encumber you more.
Option 2: Inflict a flat penalty based on the weight and length of the weapon. Perhaps 0.5 x weight x yards of maximum reach, rounded up. That's 1.5 x 1 = -2 for a Reach 1, 3# pick. It's 5 x 2 = -10 for a 10-pound dueling halberd. Seems steep, but not crazy . . . it should be epicly hard to keep fighting with a polearm in you.
Option 3: Inflict CP based on weight and length. Instead of a -2 or -10, those examples are 2 CP or 10 CP. Cuts the penalties in half, quarters them for strong victims.
Option 4: Inflict flat CP based on weight. So 1 CP per pound?
Option 5: Inflict a penalty equaly to max weapon reach x -2, -3 or -4. Depends on how badly you think it'll impede the person.
I'm still debating which option I'll use. But those are the numbers I've got dancing around in my head.
Wednesday, February 1, 2023
The pervese incentives of I-go-you-go combat resolution for many-on-one fights
I find that RPGs, GURPS included - perhaps especially, give perverse tactical incentives at times.
Take this situation:
You're facing off with three opponents, all armed with similar length weapons to you. You have no advantage of reach or speed to put distance between you and them, or ability to channel them to fight you one on one. Despite this, you manage to put one down, briefly - either through you own attack, or a miss by your opponent, one has fallen down and is unable to fight you effectively. The other two are still armed, dangerous, and close enough to menace you.
The real-world solution is to focus on them in some respect - either defensively or offensively. You don't want to lose track of the fallen foe, especially if said foe has merely bobbled a weapon, or tripped, or otherwise become only briefly out of action. You have two foes to worry about that are potentially lethal.
The in-game solution is to finish the fallen one. Take advantage of the foe's poor situation to finish it off - reduced defenses due to weapon loss or posture, or stunning, or whatever. You need to pounce and finish the foe and make it two on one. Next foe to be disadvantaged is finished next. Rather than priority the most lethal foe, you must prioritize finishing the most helpless foe.
Why is that?
In reality, you don't take turns. You don't swing, then your foes each swing, and so on. All of this is going on at once. A weapon parrying your attack is occupied. A foe trying to attack you is one you need to deal with. A helpless foe is vulnerable, yes, but also the time you take to attack that one - if foes are still in reach - is time your weapon is not spent preventing an attack. A foe can potentially take advantage. In an I-go-you-go situation, however, you have attacks to spend that only impede your defenses if your game system allows you to prioritize defense (A GURPS All-Out Defense.) Even then, you usually don't want that because the upside (better defenses) gives up any chance to reduce your foes' lethal potential.
I think in an ideal situation, I'd have a rulesset that incentivizes more moves that make realistic sense. This is one I've been pondering recently. I don't have a solution for GURPS, but it's something I want to keep in mind as I'm going over rules design for my current game - and for future ones. I'm sharing here so others may ponder in parallel with me.
Take this situation:
You're facing off with three opponents, all armed with similar length weapons to you. You have no advantage of reach or speed to put distance between you and them, or ability to channel them to fight you one on one. Despite this, you manage to put one down, briefly - either through you own attack, or a miss by your opponent, one has fallen down and is unable to fight you effectively. The other two are still armed, dangerous, and close enough to menace you.
The real-world solution is to focus on them in some respect - either defensively or offensively. You don't want to lose track of the fallen foe, especially if said foe has merely bobbled a weapon, or tripped, or otherwise become only briefly out of action. You have two foes to worry about that are potentially lethal.
The in-game solution is to finish the fallen one. Take advantage of the foe's poor situation to finish it off - reduced defenses due to weapon loss or posture, or stunning, or whatever. You need to pounce and finish the foe and make it two on one. Next foe to be disadvantaged is finished next. Rather than priority the most lethal foe, you must prioritize finishing the most helpless foe.
Why is that?
In reality, you don't take turns. You don't swing, then your foes each swing, and so on. All of this is going on at once. A weapon parrying your attack is occupied. A foe trying to attack you is one you need to deal with. A helpless foe is vulnerable, yes, but also the time you take to attack that one - if foes are still in reach - is time your weapon is not spent preventing an attack. A foe can potentially take advantage. In an I-go-you-go situation, however, you have attacks to spend that only impede your defenses if your game system allows you to prioritize defense (A GURPS All-Out Defense.) Even then, you usually don't want that because the upside (better defenses) gives up any chance to reduce your foes' lethal potential.
I think in an ideal situation, I'd have a rulesset that incentivizes more moves that make realistic sense. This is one I've been pondering recently. I don't have a solution for GURPS, but it's something I want to keep in mind as I'm going over rules design for my current game - and for future ones. I'm sharing here so others may ponder in parallel with me.
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