Saturday, October 31, 2020

Danial Dravot's Head

Sad day today, as Sean Connery passed away. Like Harold Ramis, I figure he needs an homage in my gaming.

Stats for Zed from Zardoz?

A rule for gangster games about knives vs. guns?

A review of the James Bond Roleplaying Game?

A magic sword based on The Highlander?

How about an enchanted head of a Man Who Would Be King?

Bingo.


The Man Who Would Be King is a great example of two things - a steller GURPS-friendly adventure, and a great way of showing how to take source material (the original short story) and turn it into a similar but noticeably different piece of entertainment.

I adore this movie. I've seen it so many times that when I got the DVD, I could point out the missing line oddly edited out from the original - "You just wait one jiffy" - Billy Fish (played by the incomparable, and also sadly deceased, Saeed Jaffrey.)

Two bits in it really scream out to fantasy gaming. The first is when Danny Dravot and Peachy Carnahan take possession of Alexander the Great's treasury. And that guy looted a hell of a lot of loot .

And the second . . . well, let's let Peachy talk about another time Sean Connery was deceased.

"And the mountains they tried to fall on old Peachy, but he was quite safe because Daniel walked before him. And Daniel never let go of Peachy's hand and Peachy never let go of Daniel's head."

Danny Dravot's Head

A decaying, decapitated head of a European man, wearing a crown of gold (worth $20,000). It's rotting (Bad Smell) but never finishes rotting. Carried openly in one hand, by the hair, the head gives the bearer the ability to cast Pathfinder at no cost, only to find the way out of a dungeon, country, or dangerous locale and back towards "home." Additionally, the bearer will never suffer death from any natural hazard - rockfalls, earthquakes, blizzards, etc. may cause harm but will not cause death - and if a death check is called for, the bearer will always succeed. If held continously, the head will not be dropped accidentally or from falls, knockout, critical failures, etc. If the bearer lets go of Danny Dravot's Head, all benefits are lost for 1d6 days. The head loses all power if the crown is removed from the head.


Rest in Peace.

Friday, October 30, 2020

Random Links for 10/30/2020

Over at Lich Van Winkle, the whole issue of sexual material in gaming comes up. When I was a kid, what I liked about Basic D&D was that it treated you like an adult . . . and what my mom probably appreciated that it didn't have a bunch of adult-aimed sexual material. The DMG, less so. As a teacher who used RPGs for ESL, being able to put something in your student's hands knowing there isn't a shred of anything off-color in the material was critical. It was simply a bar to usefulness in the classroom if it was there. So I get it - and it's helpful to have material that isn't "kiddie" without being "adult."

Are OSR authors against kids playing their games?

- You can't go wrong in Twilight: 2000 by shooting from a skyscraper, unless there is a taller one nearby:

Metropolis: Circling the Wagons

- Negotiations are fun in Gamma Terra. And yes, we go have a person with Diplomacy. It also helps to be dealing with generally more reasonably diplomacy targets in Gamma Terra - other intelligent beings who want to make a deal.

"So when he talks about Tomorrow Men “territory” he’s probably imagining an area of Midden controlled by thousands of pure-strain human soldiers with a functional bunker. Would his demeanor and negotiations been different if he’d known he was dealing with a small group of soldiers with a swindling ammo supply?"

Me, I suspect he might have driven a harder bargain, but otherwise? He's giving up a moderate amount to gain a lot, at best. And he only had to give up things he didn't have yet, in return for certainty in getting those things. It was a good deal all around. And staying out of territory he didn't even want to be in? He probably felt it was a gimme, like a snowman agreeing to stay out of the furnace room.


- Ah, yes, Dragonlance, where dragons are finally front-and-center but pretty much die constantly and easily: "The ensuing battle must have involved about 50 dragons--black, blue, white, red, and green--but as I've already covered, dragons are nothing to this party. I could kill eight at a time with "Delayed Blast Fireball" and at least another five or six with melee attacks. That's without even bothering to buff and "Haste." Plus, we had a bunch of gnome allies during the battle. Not only were we victorious, I'm not sure we even took any damage."

Thursday, October 29, 2020

Androids, Gamma Terra, and GURPS

Our Gamma Terra GM posted a few things about the Tomorrow Men over on his blog, Black Ray Gun.

General posts about our game is under the Tomorrow Men tag.

He put up a long post on Androids.

"Close up, they were still artificial: there was something not quite right. But from a distance – even across the room – you could easily mistake them for real people. Think Star Trek’s Data, or Gary Numan circa 1978."

Hah. Or circa 2020. I saw Gary Numan a few years back in NYC. He is pretty easy to mistake for a human!

I don't know if our GM ran point totals on his androids, but I think having point totals really does help when you're designing mass foes, wether human, android, orc, or whatever. It keeps you in check. The Gamma World androids are pretty over the top - Warrior has physical strength 18, constitution 18, dexterity 18, intelligence 18, charisma 18, and only mental strength is rolled randomly (3d6.) Thinkers have 18 and 18 in intelligence and mental strength and then 3d6 in the others. The warriors are all pretty much Roy Batty, which is an interesting parallel thought given the game predates the movie.

If you did the same with androids in GURPS, your Mark VII warriors would potentially be ST 20, DX 20, IQ 20, HT 20 . . . and just sell back some Will (but not too much.) Or you could say, no, 18s aren't really 18s . . . but we're talking human max (and in 2e, they could have 21s, as could humans.) But in GURPS this is way, way too effective. Going simply off of the idea of "perfect human maxima" comes up with a crazy-expensive foe that most PCs couldn't touch. You'd need to scale it down . . . but to what?

This is where point buy is useful for NPCs. Or at least having a budget. If you suddenly think, well, yeah, warrior androids should have ST 18 or so, DX 15 or so, IQ 13 (at least), HT 16+, plus Immunity to Metabolic Hazards, Combat Reflexes, maybe even Enhanced Time Sense due to their reflexes, some natural DR, Doesn't Eat or Drink, Doesn't Breathe, oh, maybe Pressure Support for underwater and space, etc. etc. you get a staggeringly expensive package. So much so that it's still hard to be a useful foe for PCs unless you use them sparingly, and what's the point of a whole Cryptic Alliance of human-hating androids if you use them sparingly?

I've found it is a little better to set your sights a bit lower, and have a rough budget in mind - or a least, an dea of when too much is too much.

We haven't fought any Mark VIII androids in Gamma Terra yet, but I bet when we do we'll be impressed by their abilities but not automatically run down quite like a literally translated android from Gamma World would would do to us. It's how it should be, and fit how androids were in GW in actual play.

Still, there are other things that GW androids make me wonder. Do they all know everything about pre-Apocalypse tech? Do they automatically know how to use any artifact? Seems reasonable. Are they all of The Created? Did they have a connection with the Apocalypse itself in some way? They don't seem to type to have help back . . . so they might have been (effective) slaves who became free as a result of the fall of civilization.

Do they have incept dates and lifespans? Are they immortal? If so, are all of them from before the war? Can they reproduce? So many questions are really left open by them. Back in the day we just had them show up and fight, because they hate humans and my cousin's mutant armadillo was human enough for them because, why not? But these days . . . I wonder about them. And feel for them, if they hate humans because humans made them self-aware but crippled them in a way the're painfully aware of. It's terrinble to live in fear, but it's also terrible to live without hope . . . and that might be what humans did by making self-aware androids all too human but still not equal to humans.

Hillbilly would sympathize with them. Barbie will just shoot them, though. Barbie is like that . . .

Wednesday, October 28, 2020

Video Game Play - WitE and M&M2

I've been busy at work, but I've had a little time here and there to play two games - War in the East and Might & Magic II.

War in the East has been hard - I started a 1942-1945 campaign as the Soviets. Why 42 and not 41? Because there are just so many units, so many HQs to worry about, so many moving pieces in 1941. I just said, to heck with it, let's start just before the German Spring offensive in 1942 and see how it goes. It's going poorly for the Soviets, but I'm trying. Hopefully I can weather the storm and start to grind the fascists back to Berlin!

Still, it's tough to figure out what to do . . . and again, so, so, so many units. It's hard to know how to maximize their use. And I'm used to breaking down divisions into regiments, but not building divisions into corps and when/what support units to build.

Might & Magic II has been . . . interesting.

First off, magic weapons in the new town have been fairly plentiful, and better ones keep going on sale. Armor, not as much. Spells - also not as much. You don't get them all when you level up, you have to buy them. Even with the money I got from the other game - 1000 each - I rapidly ran dry.

Second, my 7th level guys from M&M I are able to sweep aside some opposition in the town pretty easily. But about half the time, they get waxed for a TPK or a near-TPK (with 4-5 dead) from other foes. Geez, 7th level and I can't safely explore and clear the first dungeon. I don't have the cash to recover from this.

I find I need to grind up a few levels, but it's hard to grind when a fight nearly kills you and delivers 1/96th of the experience you need to level up. I'll manage, but geez.

Traps are also a thing - they aren't one-time, they go off until you disarm them. My thief has a 51% of success, so given two tries, I usually fail two times. Yes, I know. Penalties on the traps, maybe?

It's been a little less fun for that reason. I feel like I imported characters but that I'm not really benefiting from doing so. I think I need to really sit down a put a couple hours into it and figure out how to effectively make my party more useuful and survivable. That time will not come at least until this weekend. Hopefully the game picks up, and isn't just fetch-it quests punctuating massacres.

Tuesday, October 27, 2020

Cut-Rate Resurrected Allies

We've had an issue with how to handle Allies and Cut-Rate Resurrection.

The issue with allies and Cut-Rate Resurrection (also a real rule, now, in DFRPG Exploits), is that Allies are set as a percentage of the PC's point total. So if you allow them to trade off 20 points of disadvantages or lost advantages or reduced stats, it's not a big deal. They'll reset over time to the appropriate percentage of the PC's point total.

That's not fair - PCs choosing Cut-Rate take a real hit. NPCs who choose it take a real hit. NPCs that a PC paid for with points may as well take it, because it's not really a disadvantage.

We had this issue when Brother Ike died, and I put in an extra disadvantage and we tried to make it so he only regained the lost points over time. That seemed wrong, though, eventually.

What will happen instead is this:

Any point debt incurred from cut-rate resurrection is permanent on Allies. The Ally's point level will be determined by percentage first, then any point debt will be applied after. For example, a 400 point PC has a 50% Ally. The Ally is 200 points; if the Ally had been slain and resurrected with only $5000 invested in the spell, the Ally will be 200 - 20 = 180 points. If the PC becomes 420 points, the Ally will be 420/2 = 210 points, -20 for resurrection, = 190 points.

It sounds harsh, but it does seem be the most fair way of dealing with it. PCs lose points permanently using this method, and NPCs who aren't Allies, so why not Allies? This rules both feels fair and seems to work mathematically, and is also simple enough to implement.

Monday, October 26, 2020

GURPS DF Session 140, Felltower 108 - Against the Giant

Date: October 25th, 2020
Weather: Cool, clear, eventually light rain.

Characters:

Aldwyn Hale, human knight (313 points)
     Varmus the Hanged, human apprentice wizard (155 points)
Crogar, human barbarian (317 points)
Gerrald Tarrant, human wizard (408 points)
     3 skeletons (~35 points)
Heyden, human knight (307 points)
Ulf Sigurdson, human cleric (306 points)
Wyatt Sorrel, human swashbuckler (321 points)

We started off in Sterickburg. The group purchased some potions, spell stones, and so on.

They decided on a plan of befriending the giant with the beer they bought for the same purpose last week. They wheeled the wheelbarrow up the mountain with the 5-gallon beer barrel on it and headed to the cave.

At the cave, it was clear the giant was in - there was a faint smell of smoke from a doused fire and the sounds of wolves. Standing a good 30 yards out, where the mountain begins to slope away a little more steeply, they lined up, weapons away, with Gerry Invisible. Ulf called out to the giant, asking him to come out, they had a gift for him.

The wolves came to the entrance, as did a 20' tall giant wearing furs and carrying a rock ready to throw and a giant greataxe. He told the "puny men" to go away. Ulf offered up beer in return for passage into the caves.

Long story short, they negotiated. Crogle, the giant called himself, wanted gold. Ulf said he had five gold. Crogle said, okay, a hand of gold and a barrel of beer for each person. (The reaction roll was a base 9, which is "Poor" at best - he wanted more than they'd offered.) Wyatt whispered that this was a terrible deal - it was the orcs all over again, with a toll they can't pay. Ulf said he could give him the barrel and a hand of gold, but then they'd give him "more" gold when they came back. Some of the loot, if they found any. Crogle wasn't convinced. He wanted more beer and more gold now, not later, not maybe. Or, they could leave some puny men for him to eat. They dickered a bit more but Crogle wasn't willing to let them into the cave in return for a little beer and a maybe, and wouldn't budge on either more beer, more gold, some people to eat, or some combination of all of them.

They told him they'd be back in 14 moons ("Moons?" said Heyden) with more beer and more gold. They left him the barrel of beer as a gift.

After backing off, they sat down for lunch out of sight of the cave. They decided they needed to go back and kill Crogle. The plan was, give him enough time to drink the beer. Then, they'd offer him all of their food and wineskins and claim it was more beer. Meanwhile, Wyatt would sneak up onto the top of the cave with Invisibility and No-Smell, and, when the giant came out for the "gift," he'd use a Walk on Air spellstone to move up in front of him and stab him in the eyes. The casters would have Missile Shield on everyone and use Walk on Air to avoid the dire wolves.

They returned and called out to Crogle. Crogle was much less receptive to talking this time. (They'd later find he drank the beer, and he's not a friendly type when drinking.) He angrily threw a rock at the wheelbarrow and knocked it over, demanding more beer and that the puny men go away. So Ulf started to scold him. Crodle laughed at some of his threats and threw a rock at him. He threw a few more as Ulf kept taunting him, and told him he wasn't good at throwing rocks. Finally, Crogle yelled "KILL!" and charged, along with his wolves. The PCs were a little off guard - they readied weapons, but Wyatt was stuck behind the wave of wolves and giant.

The giant was fast - he only got a few yards in the first second, but hit move 15 a second later thanks to his very long stride. The PCs were totally unprepared for that. Wyatt was left behind, and had to get up and use his Walk on Air spellstone. The wolves and giant reached the grop in a few seconds. Crogle swung his axe and Ulf dodged. The wolves swarmed the PCs, and quickly surrounded them.

In a messy melee, the wolves surrounded the group and started to bit and hold on to the fighers from front and back, after losing a few wolves to the waiting knights and barbarian. Varmus chucked a fireball at one, and Ulf readied a Sunbolt. But then Crodle rolled a 4 and critically hit Ulf . . . and hit for 39 cutting damage. Ulf flew back a few yards - unstunned, conscious, and not fatally injured - but in grave threat of the latter two. Varmus was neaby, and the fighters were mobbed by wolves . . . so Crogle swung at Varmus (I rolled a 50/50 tossup). Varmus failed to dodge, and took 37 cutting damage . . . and was cut nearly in half. He fell, dead.

A second later Ulf tried to stand, but fell unconscious.

Wyatt finally caught him around now, and took four swings at Crogle at a full fly but missed. Crogle turned and swung at him, but Wyatt dodged and stabbed him three times in the eyes. Crogle fell screaming, blinded. The wolves kept biting at the PCs but they couldn't inflict any real harm. Gerry tossed in Great Haste on Aldwyn and Heyden after putting it on himself. They broke free one by one, or killed the wolves despite being in close combat with long weapons while grappled, and eventually cut them down.

Wyatt stabbed Crogle twice more, and he fell still. The wolves eventually got chopped down, including one who lept at Wyatt, trying to kill him in revenge for the attack on Crogle - Aldwyn ran up and finished it off.

After that, they spent some time in place - Wyatt used Walk on Air to make sure nothing was sneaking up on them. Crogar began to skin wolves. Gerry used Steal Energy to get FP back from the unconscious wolves, before using Zombie on one of them. The others fed minor healing potions to Ulf - a total of 10 of them in the end. Along with First Aid Ulf was healed to positive HP. He woke up after 15 minutes and healed himself - first critically failing with Minor Healing and harming himself 3 injury, and then using Major Healing to heal his last injury and the new one from his previous failure. "Thanks, God" he said, somewhat petulantly sounding, but claimed it was sincere.

They bundled up the slain Varmus in the wheelbarrow after collecting their food from where it had been scattered, took the giant's axe and searched him for valuables (none), and then searched his cave. They found the remains of his cookfire, gnawed bones, and a bag full of mostly junk - an axehead turned into a handheld scraper, a collection of teeth, moldy cheese (Ulf ate some after cutting the moldy bits off), some horse-sized caltrops, and a few other things. Nothing of actual value. Turns out he hadn't gotten any more money since Galen had burgled him a while back - which is probably one reason he never left his bag behind again. He also had a club, but it wasn't valuable.

From there, they moved to the "High Sanctity Area" and rested, having a few mushrooms and water, and leaving Varmus there. Ulf baptized his corpse, basically, before they left.

They headed to the behir, but also wanted to figure out that weird "fuzzy" feeling they felt last time.

They had it happen again, with everyone getting a little fuzzy. They moved into a cave and Ulf spotted movement with Dark Vision - a cloak-like monster. He used Sunlight to light it up. It fled, and they gave chase, but couldn't keep up. They decided to stalk it, and did so, not willing to have it attack from behind while they were killing the "behir." Ulf cast Seeker and had a vision of it in the cave they'd just come from, it clearly having circled back.

Basically they sent Wyatt (Invisible) and Ulf (carrying a 6d Sunbolt) to find it, and then the others would rush up to help. The two ran into the cloak fiend in the room, and it immediately fuzzed them up further. Ulf hit it with a Sunbolt a second after it paralyzed Wyatt by reducing his muscles to limp unresponsiveness. It was scorched badly, and he smelled a burning chemical smell. It retreated, and Ulf cast Protection from Evil and critically failed, making himself susceptible to evil at -5. He cast again to cancel it out with a successful casting.
From there, the others caught up after ~20 seconds, with Crogar arriving in half that time.

They stalked it further, trying to track it by its smell, but only had any smell of burning a short distance away.

They kept after it, and carefully searched rooms and corridors as they went, carefully looking for it. They found a room with a (dead) beetle in it, but decided it might have been paralyzed by the cloak fiend (or was the cloak fiend, in disguise) so they sent Aldwyn to chop it up. He broke it into pieces. Ulf decided that maybe it had been killed by the cloak fiend and its insides sucked out somehow. Wyatt berated him for making up random powers to assign to monsters.

They used a scroll of Seeker to try to find it again - this time Gerry casting - but it failed. They decided to check on the gargoyles, also where the cloak fiend might have gone. Long story short, they arrived, used Levitate to check, and found no cloak fiend and no gargoyles. They heard flapping from the "behir" cave, but decided to avoid it, not wanting to fight either stirges (if that was what it was - sounded reasonably like that) or the "behir." So instead they decided to check on the sinkhole room.

They headed back to town then - it was quite late. (Out of game - it was my cutoff time, so I told them they had to stop searching and just leave.) They gathered up Varmus and went home. They managed to sell the wolf skins for a small amount and the axe for ~20% of its list value (they tried the usual "It's a great and special curio someone will pay top coin for!" but that wasn't true.) Having sold everything, they then gathered up Varmus's money from his room and spent almost all of it, plus donations from Ulf and Aldwyn, to bring him back.

Aldwyn's player made the roll, and it succeeded. He gifted Varmus with a "I Died in Felltower" T-Shirt and Ulf welcomed him to the club of people slain in Felltower. Varmus wasn't impressed.

Notes:

It was a good attempt to negotiate with Crogle the Giant. It failed mostly because they don't have anyone with any really positive ways to improve reaction bonuses, and the reaction to Ulf was low - a 9. It's hard to dig out of poor with a relatively small bribe and a promise of things to come later, depending on such a poor reaction roll. It would have been arguably smarter for Crogle to let them go in, and then demand a reward on the way out - they'd be in much worse shape to argue back in that case. But Crogle wasn't a terribly smart giant.

Amusingly Ulf spent a lot of time complaining that Crogle didn't need gold anyway, he couldn't go spend it in town. If he wanted stuff, he should hire them to go buy it for him. With what? Not gold, clearly, he doesn't need any - back to the first complaint. Heh. Adventurers. They want to fight monsters with gold but don't understand why monsters want gold. Meanwhile, they want quests where monsters pay them. They really, really, really want people to pay them to do tasks. They've basically decided the giant dragon under Felltower is too big to reasonably fight, so they need to find a way to get it to hire them to do a quest for it. The orcs can't seem to accomplish their goal, so they should hire the PCs to do it. The hope the civilized apes will have a quest for them. Boy, video games have had a serious effect on the way people perceive PC-NPC interactions in games, haven't they? An economy based on buying loot and giving armed wanderers money to do errands.

The fight went much worse than anyone expected - on both sides. The plan was for Wyatt to "front stab" him in the eyes while he was getting food. He didn't want the food, and all the taunting (which was well done, for once!) just got him mad. I guess they didn't expect he'd come out quickly, but rather would stand just outside the cave. Nope, he ran right into melee. He couldn't seem to hit, and they angered him, so in he went. It was a costly fight - $5K and points for Varmus, ~10 healing potions, use of a bunch of spellstones (at least two Walk on Air stones), and earned an axe they sold for $225.

I'll explain how I rule on Allies using cut-rate resurrection works later this week.

I assumed 1d6 x $10 each for dire wolf hides; since DF calls out when something is even worth $10 as a special value body part, it stands to reason that things that aren't called out are worth less for the most part. I halved the value since these wolves were hacked apart with swords and axes, and often were decapitated. And one was turned into a zombie and then skinned later (presumably - they said they took 15 hides, and one zombie, out of 15 wolves.) So they ended up with ~$245 worth of hides salable at 40%.

As always, a fun game, but it was mostly the PCs having one big fight and doing some cleanup in the caves. That they still managed to get some XP just shows how generous my loot-based XP rules are on the low end. I did have to put my foot down during loot distribution when they talked about dividing the loot without Varmus. When a PC dies and is Resurrected, they still give that PC a full share. So when an NPC dies he forfits his share? They were also a little surprised that Varmus had "so little" - about $2500 in cash. Well, he bought new armor, new weapons, upgraded his power item, etc. and kept more than enough for upkeep. The latter part is very unlike a PC, actually - plenty of people have needed to borrow money for upkeep after a huge haul because they spent every penny maximally upgrading their gear. But then an NPC elicits groans for not having kept all of his loot to encure enough to fully pay for necessary magical healing in town?

Again, it's fairly typical - players, including mine, see a fundamental gulf between "us" - PCs - and "them" - NPCs of any kind - and expect the world to treat them differently. I do my best to make the world treat them all the same, and have NPCs resent the automatic assumption of superiority if it's displayed.

XP was 2 each for 20% of their loot threshold, and MVP was Ulf for all of his roleplaying of negotiations even though they turned out poorly.

Sunday, October 25, 2020

Felltower pre-summary for 10/25

We played Felltower today.

It featured:

- negotiating with Crogle the Giant, who asked for more than they had on them

- a cunning plan to defeat Crogle the Giant

- an oops, that plan didn't go off as planned fight with Crogle the Giant and his dire wolves

- Ulf nearly dying, and Varmus actually dying

- a big wolf slaughter

- finding out that Crogle hadn't gained any more loot in the time between now and when they'd burgled him

- a series of encounters with a cloaker had thought they'd slain (or a new, second cloaker - who knows?)

- finding the gargoyles gone

- and abandoning a move to kill the "behir" a dozen yards short of the trip.

Fun session, but not a truly productive one . . . and expensive as all hell for the loot taken. Summary tomorrow.
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