- ghiaccio a piacere (facoltativo),
- un dito di maraschino,
- da 25 a 33 cl di chinotto,
- il succo di mezzo limone.
Wednesday, July 25, 2012
La bevanda delle sere d'estate
In un bicchiere da 0,5 l (per esempio un bicchiere da pinta di birra o da media) versare nell'ordine:
Thursday, July 19, 2012
Ability scores: roll #d6, some of them in order
That
which follows is a method of Ability scores determination for use –
during character creation – with any role-playing game employing
six Abilities with scores in the 3-18 range. This includes all
iterations of D&D I know about, retro-clones or other immediate
derivatives of them, as well as Dungeon World and some others.
The method can also be altered for a different number of Abilities or
scores in a different range, of course.
My
aim with this is to marry the “organic” feel of the
roll-3d6-in-order method with some of the most desirable qualities
of roll-and-arrange and fixed-set methods (namely, the ability to
play the class you desire, to always have a character you can make
sense of in your mind’s eye, and less power-disparity within the
party).
Rafu’s matrix method
First
you need to draw a grid of three columns by six rows. Outside the
grid scribble the Abilities used in your game, one per row. It looks
like this:
- Str:Int:Wis:Con:Dex:Cha:
STEP
1: roll 6d6. Write the results in the first column, arranging
them as you wish.
STEP
2: in the second column, write the numbers 1, 2, 3, 4, 5 and 6,
arranged as you wish.
STEP
3: for the third column, roll 1d6 per row and write down the
results in order.
Finally,
total up each row to get your Ability scores.
Example: I'm playing OD&D. I roll underwhelming dice in Step #1 (4, 4, 3, 2, 2, 1), but I decide I'm gonna try and make this character a Cleric — a hardy and survivable, no-nonsense knight-templar type. Dice are kinder to me in Step #3.
- Str:345=12Int:212= 5Wis:464=14Con:454=13Dex:123= 6Cha:236=11
Variants
- If you like to use formal rules for “unplayable” characters, to establish when a player’s allowed to reroll, try devising some based on Step #1 (only): this saves everybody’s time. Something like: “if you got two or more 1s and/or your best die is a 4, you’re allowed to reroll”.
- If you want a more uniform power-level, and/or to make any one point of difference very meaningful (a flatter distribution):
- for Step #1, roll 8d6 then drop highest and lowest die (or even 10d6 drop 2 highest and 2 lowest, etc.);
- for Step #3, roll 3d6 and keep the median value (drop high and low) instead of 1d6.
- For a different number of Abilities (five scores, seven scores, etc.) you need to both:
- roll nd6 in Step #1 where n is the number of Abilities;
- alter the array of numbers in Step #2 by removing or adding (duplicating) values starting from the middle ones (3s and 4s): thus an array for an 8-Abilites game could be “1,2,3,3,4,4,5,6”, one for a 4-Abilities game is “1,2,5,6”.
- To generate Ability scores in a 2-12 range (Epées & Sorcellerie, World of Dungeons):
- skip Step #1;
- for Step #3, either:
- use the 3d6-keep-median roll, or
- repeat Step #3 twice, writing down both sets of results, then choose one (a whole set, not row-by-row).
Notes
I
originally devised this method back in my 3E days, out of a desire to
introduce some controlled randomness, but never got to put it to any
real use. I wouldn’t use it for a 4E game, because it doesn’t fit
with the small-squad tactics optimization those rules finally
canonized as the “official” style of play, IMO. But in the
present era of Old-School Renaissance, widely available OD&D
retro-clones and free-licensed, D&D-themed Apocalypse World
hacks… I believe there is now room and even demand for little
house-rules like this to be circulated.
Labels:
crunchy bits,
D20 System,
DD3,
Dungeon World,
Dungeons and Dragons,
English,
game design,
ODandD,
OSR-isms
Monday, July 2, 2012
Monthly wrap-up: not much to see here
June was my slowest month, game-wise, since a very long time. No big surprise: I was hugely busy doing other things. Since that On Mighty Thews game I already wrote about, I've only been playing a pithy few scenes of Remember Tomorrow. Tune in again in a month for something more substantial.
Sunday, July 1, 2012
"Dungeon World", my own way
So, Dungeon World is, basically, using the rules from Apocalypse World to recreate the world of Dungeons & Dragons, right? Then, if I designed Dungeon World, here's what the playbooks would be:
When you go adventuring in a dungeon with your brave fellows, roll +a currently highlighted stat. On a 10+ choose 3, on a 7-9 choose 2:
Now, the serious part. Please, don't think that the point of the above is to slander the real DW for not focusing on the aspects of D&D (or AW) that I right in this moment I'm thinking are more funny. Rather, I meant to illustrate a point I recently made on Lumpley's blog concerning player-vs-player conflicts in AW. Well, or maybe the joke pulled my leg and it became an end in itself.
- The Adventurer — you go dungeon-delving for fame and fortune; the exact way you kill monsters (sword-fighting, spell-casting, arrow-shooting, god-invoking, back-stabbing, shape-shifting, kung-fu, etc.) depends on the options you take from the playbook.
- The First-leveler — you're young and eager and you wish you were as cool as the Adventurer: survive long enough and that may happen.
- The Leader — of an adventuring party (a small, but very powerful, gang).
- The Henchman (not gender-exclusive: you can be a henchwoman, henchqueerperson, etc.) — you earn your living by being around adventurers a lot.
- The Mayor — could be a council leader, town elder or whatever, and they're sort of like the Hardholder, in that they're responsible for a town and her citizens, probably with a militia to wield for that purpose.
- The Baron — you control land and a manor, possibly an actual castle, and lead an armed gang of violent people; also Hardholder-ish, but compared with the Mayor you've got different responsibilities and loyalties.
- The Merchant — a barkeeper, innkeeper or shopkeeper, possibly a craftsman like a weaponsmith, you've got an establishment sort of like a Maestro'D's.
- The Thief — comes with a guild, but with no warrant that the guild is their friend.
- The Wizard — not your average adventuring wizard (we've got that covered already), but the kind of wizard who owns a wizard's tower; optionally, your tower may include a dungeon.
- The Sellsword — you fight for coin and kill for a living; maybe you've got your own mercenary gang of which you're the captain, or maybe you're a solitary assassin from some dark cult.
When you go adventuring in a dungeon with your brave fellows, roll +a currently highlighted stat. On a 10+ choose 3, on a 7-9 choose 2:
- you are not wounded
- you didn't use up rare or valuable provisions (such as magic item charges, a potion…)
- you didn't give your adventuring fellows +1Hx with you
- you got a rich loot
- you got an even richer loot
- you gained a useful magic item
- you gained a powerful magic item
- you gained a permanent magic item
- bards are singing of your deeds
— § —
Now, the serious part. Please, don't think that the point of the above is to slander the real DW for not focusing on the aspects of D&D (or AW) that I right in this moment I'm thinking are more funny. Rather, I meant to illustrate a point I recently made on Lumpley's blog concerning player-vs-player conflicts in AW. Well, or maybe the joke pulled my leg and it became an end in itself.
Monday, June 11, 2012
Monthly wrap-up for May
I’m being sort-of-busy, but I want to keep posting monthly updates about my role-playing experiences. Here you are, then: May 2012.
Long live the Kingdom
My
biggest thing last month, in terms of effort and learning, was
playtesting Kingdom, an interesting game in development by Ben
Robbins (of Microscope fame). I played two one-shot,
three-people sessions, one with Barbara and Alessio and the other
with Barbara and Simone. I don’t really feel like describing the
game at length, in the current stage, but I do recommend you join in
for the next round of playtesting – whenever it might be – if
you’re even remotely interested in politics as a topic for
role-playing games. It’s a clever, novel design, using only the
most basic of tried-and-tested building blocks, never trying to fit
its in little-explored subject-matter through ill-fitting holes
shaped like familiar techniques but rather carefully thinking its
approach from the ground up. Reading the text got me pretty excited.
In pratice, it didn’t play as smooth as I hoped it would: some
subsystems are prone to cause stumbling or player fatigue, but those
have been clearly identified are being redesigned – thus, my
expectations for this game are very high.
As
for the fictional milieu of our playtest sessions, for some reason we
went twice for XIX Century settings: Carbonari in the 1820s
and then railroad construction in the Wild West. While the Italian
setting was the most intriguing one at first, I noticed that the
western one made for more successful play, probably because we were
significantly less concerned with historical accuracy, while having a
huge background of previous fiction to work from (vis-a-vis a
seriously underrepresented subject). I don’t think the issue is
related to any particular feature of Kingdom, in other words:
it would have been the same with almost any role-playing game.
A
personal-level consequence of playtesting Kingdom, and then
discussing aspects of it with Barbara, were some important
realizations about the rules and practices of scene-framing, its toll
on players and its relationship with protagonism and antagonism: I
feel like I’m now getting to properly articulate some very
fundamental issues I’ve been struggling with in play and tackling,
somewhat unconsciously, with design (the newest and yet unreleased
draft of Eden especially).
Big in the Alps
Last
month as well wasn’t without a gaming convention. I was at
GiocaTrento (in Trento, duh!) where – with Patrick, Erik and
Jessica – I was basically in charge of the “indie RPGs” corner.
I got there with a huge bag full of rpg books, which I pooled with
the ones my local friends brought so that we were able to set up a
table covered in indie-game-stuff: alluring covers, rough and
curiosity- arousing home-bound booklets, assorted items (including a
sheathed dagger for playing Mist-Robed Gate). The purpose
being, of course, to make our games visible (despite the games
themselves being actually intangible) and to have people ask us about
them. Turns out we had it easy…
On
Saturday afternoon, a chap named Alan, with whom I’d played a game
of Fiasco at another meet-up months ago, voiced such an
enthusiastic excitement about that game that in a second he gathered
three more friends and we played 5-players Fiasco. It was a
good Fiasco session, to boot! Somehow we ended up playing the
wedding playset from the The Fiasco Companion using the
standard Tilt and Aftermath tables (as opposed to the “soft”
tables from that same book) and we got some pretty good, if crazily
over-the-top, dark comedy out of it – with a healthy amount of sexy
to boot. Good thing we were playing outdoors, or we’d have laughed
the convention hall down! Thanks Arte, Riccardo, Vincenzo and of
course Alan – I hope I got all of your names right.
On
Sunday afternoon, Gaia, a girl from the convention crew, came to me
holding my own It’s Complicated booklet and demanded
we play that game – on the reception desk with another crew-member
friend of hers, since they were both on duty. She wouldn’t take no
for an answer. By pitching it to some more friends old and new, we
assembled a huge seven people party to play the game. Thanks Gaia,
Francesca, Gabriele the Incompetent Diplomat, Jackvice & his
lovely lady and – what was your name, cute Polish girl?
Seven-players It’s Complicated, yes. It would have worked,
even, if not for the large number of interruptions due to, you know,
playing this game at the
reception table (in
the end, we had to give up and cut the game short, sadly).
We aimed for surreal situation-comedy, got some really crazy, cheesy
over-the-top surreal comedy, and it wasn’t half bad. The bottom
line, though, is that It’s Complicated really is a difficult
game, in terms of – as my friend Carlo Rebagliati would probably say it –
“keeping the fiction together” (la tenuta della storia, is
something he’s always talking about), and that I’m now aching for
a chance to play a really low-key game of it at last, with everybody
really focused on exploring plausible human relationships and
avoiding blatant absurdities. It will probably have to be a 3 or
4-players game (like my most successful ones to date actually have
been).
In
the mornings and the evenings (thanks to Patrick & Jessica, who
hosted the night games at their place) I had the chance to try out a
few new games myself. Boardgames aside (not usually my thing, but the
ones we picked were “light” enough for me to enjoy and I had a
good time), I played Vincent Baker’s Murderous Ghosts (in
both roles) and Ben Robbins’s Microscope – two rpgs I had
only heard about, and are now on my “must buy the books ASAP”
list. I especially liked the potential for quick and fast play
(though Microscope could also go on indefinitely if desired,
of course).
Big
heartfelt thanks go to Erik and his family, who hosted me.
A desert death-god was slain on the road to the City of Salt
This
should be filed under June, actually, but what the fuck. I kicked off
the month by playing Simon Carryer’s On Mighty Thews. My
friend Tazio having had a sudden resurgence of excitation about that
game, I offered to host a session, and was elected “GM” as a
default; our friend Mario joined us in the game (and Paolo aka
“Serenello” wished he could, but larger and meaner happenstances
held him back).
Now,
I’ve been playtesting – or, rather, successfully playing – On
Mighty Thews since its first public alpha draft years ago, trying
all iterations of it since then (I am, in other words, an OMT
grognard who frequently confuses current rules with the ones from
previous editions), and I still learn fine lessons from it. Or at
least about it. I had, for example, the confirmation that
three (GM +2 PCs) is the best number of players for this game – I’m
now wary to ever do a foursome again, and curious to try a 1-vs-1 for
a change.
The
newest addition, I believe, to OMT are the Lore Roll rules. Man! In
this run (the best one I’ve had using the “final” OMT rules) we
really played the hell out of those, and did they pay off! By this, I
don’t mean we overused them, either: au contraire, we
learned that it’s moderation which brings the highest payouts –
picking your Lore Roll targets carefully and sparingly, focusing on
those things which really captivate you, maybe 1-2 per scene. Kudos
to Mario for, basically, pacing Lore Rolls, and also for volunteering
to take notes: he really showed me how Lore is OMT’s killer
app! Tazio, otoh, very effectively used one such roll to make
the adventure relevant to his own character, and not in the most
obvious way. Good stuff.
Another
relatively new addition (dating back, I think, to the last pre-final
draft maybe?) is the use of a collectively drawn map. I love it
because it’s fun on its own merit and it also ties in nicely with
the Lore, providing a backdrop against which to hang those tidbits of
information, acting as a springboard for ideas or, in retrospect,
foreshadowing elements which may be (re-)incorporated. The downside
is that since there are maps my OMT sessions have been lasting much
longer, on average! While one could, theoretically, still do very
short and to-the-point games confined in a single location, having a
map on the table (no matter that how small an area it portrays) is a
disincentive to that, and an incentive instead to go see some more
views. Unfortunately, it’s not a good thing for an OMT game to drag
out for too long: the rules are not designed for slow buildup towards
a climax, but rather for abrupt, unconventional cuts, af befits their
primary source materials. Draw as intricate a map as you wish, thus,
but then exercise some restraint and try to keep your game confined
to a couple locations, using the other ones as Lore backdrop only.
I
also have a feeling that Lore and maps conspire to make long-term
play an interesting possibility! To do so, I propose, one would aim
for the episodic, for loosely connected short-stories woven against
the common ground of an ever expanding, but never complete, tapestry
– a method reminiscent of In a Wicked Age and Remember
Tomorrow. I propose that to achieve this one could:
- keep notes aplenty, especially all of the Lore items;
- have everybody take turns at being the GM for a session;
- vary the cast of PCs and, ideally, the number of players from session to session;
- sometimes re-use a character exactly as s/he was, sometimes rewrite an existing character sheet from scratch;
- explore unused locations from old maps or make new maps at whim;
- assume anything could happen during “downtime”; do not assume chapters happen in chronological order.
Finally,
I was reminded of why being the GM in OMT is both hard and weird: you
can’t plan. And I don’t mean, like, plan one scene ahead. You
can’t fucking plan anything. You know how little an Apocalypse
World MC has to plan ahead? Well, that’d be way, way too
much.
![]() | |
| The Ivory Lioness, god-slayer. Character and art by Tazio Bettin. |
Friday, May 18, 2012
Ulrich Beck in the shower
I'm told this was originally posted by Evan Torner on some "google plus" venue. Paul Czege was kind enough to share it with me.
So I've re-read some of the German sociologist Ulrich Beck and determined the following way of presenting capitalism's "issues" to undergrads while in the shower:
1. Capitalism only works by feeding itself. It has no natural predators. It is a badly written game system that serves no one.
2. To feed itself, it must constantly monetize and rationalize the world.
3. Monetizing and rationalizing the world means subverting or destroying structures that do not provide capital and predictable gains. Everything must become an "industry." Everything consumable, and locked away.
4. Capitalism actually doesn't act on the level of the individual - it requires unassailable institutions (governments, corporations, industry networks) that systematize the extraction of wealth and value through making everything consumable but locked away.
5. Minimizing risk in the extraction of wealth and value means projecting any social, health or financial problems onto the individual.
6. Individuals then become the managers of their own risk (Beck's thesis). They are isolated, alone with their bad bargains and untenable decisions. Cutting them off from communities or inserting capitalist relations into communities to monetize and rationalize them make these individuals easier to control and incorporate into capitalist logics (debt, alienated labor).
7. Nobody likes being the manager of one's own risk (how stressful!), so those who can afford it quietly build up new social defenses (i.e. personal wealth, gated communities, Platinum cards) against the risk management.
8. The wealthy's bolstering of their own defenses requires capital, so further pressure is applied on those poorer individuals ("young, loitering, non-property-owning, poor" as Rich Benjamin recently put it) to create a safety net for themselves. Communities for the 1% holding all the wealth preserve pre-capitalist social networks and leisures. They help perpetuate the chaos outside their walls while believing themselves to be mere managers of their own wealth. A community-defense mentality sets in, and others not in on the 1% believe they can gain access to their safety nets if they help capitalism push the rest of the 99% down.
9. The poor are meanwhile fed into feedback loops (like the prison industrial complex or the surveillance state) to track their risk while denying them the ability to adequately manage it.
10. Poor people turn to desperation, and so do the talented people who don't want to be poor. Everyone oppresses everyone else in the hopes of getting behind the wealthy's wall (though they're still overworked and anxious thanks to the risk society).
11. Everyone oppressing everyone else is actually not a desirable, productive or healthy psychic environment. Despite or perhaps because of their defenses, the wealthy continue to feel insecure. Were they the ones responsible for this mess? Of course not! An abstract system that, by definition, cannot take responsibility is, in fact, responsible. But they as individuals need to continue protection against risk until the mess "sorts itself out." They churn up the engines of capital to protect themselves, and the cycle continues.
I see now how socio-historical catastrophes happen. It's these damn feedback loops.
Labels:
English,
le cose si fanno politiche,
non a tema ludico,
QFT
Tuesday, May 8, 2012
Monthly wrap-up: April snow & playstorming
Phew, last month’s been a hectic one!
I went to Helsinki for Solmukohta (plus some sightseeing), then to
Este-in-Gioco, I role-played even while traveling, made big promises
I failed to keep, and run a 2-days-long playtesting of my major
work-in-progress.
- § -
As for the Solmukohta/Knutepunkt
proper, it’s always refreshing – rejuvenating even – to step
for a few days into this alternate-reality world where role-playing
is cool. Yes, that sums it. Nordic role-playing apparently
succeeded in allying itself with its more mainstream cousins – arts
and education – rather than quietly accept being marginalized as
niche entertainment for geeky and socially inept people. And it
succeeded at doing this while strengthened, rather than neutered, in
its cultural relevance and political aggressiveness. The KP-going
crowd mirrors those developments, consisting in a dazzling array of
beautiful and enjoyable people who either experienced a personal
growth thanks to role-playing or were attracted to the form while
coming from a different (usually artistic) background and chose to
stay: these people role-play, talk smart, are possessed of powerful
political views, have a sense of dress and love to dance at
parties (thus showing your average foreign attendee that the above
aren’t inherently irreconcilable things). The level of the
conversations one can enjoy, thus, is stunningly high.
The hottest topics this year, as
represented in the convention program: use of larping/role-playing in
education, and the feasibility of organizing larps as a day-job –
both very concrete issues, spearheaded by successful early adopters.
After two years of hogging the spotlight, by the way, jeepform
appears to be forgotten, or rather digested, and nobody
mentions it anymore. My personal highlight, program-item-wise:
attending the method demonstration of Østerskov Efterskole, the
Danish special school where they teach all subjects through games,
preferably larps. I already knew about them from an article in
LarpZeit, international issue #1, but now I feel like I know them,
and it was a great, eye-opening experience. I was recruited to help
out Emily Care Boss & co. with their demonstration of GM-less
tabletop rpgs: I promptly accepted, not realizing the event was
scheduled for 10:00 am on a Saturday morning [if that sounds
harmless enough to you, then you have no idea of the kind of parties
they throw at night during Solmukohta!], and then chose to demo
Polaris, not realizing I was only to be allotted half an hour
for that. To my surprise, I think the event – or my Polaris
demo at least – was actually a success! Too bad that, afterwards,
sleep deprivation exacted its toll from me, so that I failed to
achieve much at all during Alex Fradera’s lovely mask-trance
technique improvisation seminar (after a while I stepped back and
just watched).
Naturally, more than a handful
Solmukohta-goers disseminated the Internet with their own tales or
even detailed diaries of the trip: there’s Thomas (who spends
honeyed words about me and even notices my early morning
samue), Lizzie, Lizzie again, you can’t have enough, Evan, John, Rafael, not to forget the Mike Pohjola… It’s actually a
lot of fun to read them all, the same way it’s intriguing to hear
different players’ stories after a larp: you get a feeling for a
vast multitude of individual narratives that sometimes, just
sometimes touch. Oh, and I haven’t been able to dig into the
Solmukohta book, yet, but I will, word by word – also ’cause I
want to have a hand in disproving Andrea Castellani’s malignant
theory that nobody ever reads the book (and be sure I read the many
books from last two years pretty thoroughly!).
- § -
As soon as I was back to Italy, I
embarked in the pretty short trip to Este in Gioco, a gaming
convention in the Padua area (in case you’re wondering how I manage
to move around so much while being unemployed/broke: this time I was fully
reliant on friends for driving me there, hosting me for the night,
etc., so it cost me very little money to go). I’ve been attending
Este in Gioco almost every year since a good while, and I was thrilled
when I heard that the convention had finally moved into the very
scenic town center of Este proper, in the park enclosed by the castle
walls. It was then a bit of a disappointment, upon arrival, to
realize that the whole convention was confined within a single pavilion and enjoyed very little visibility from the outside –
even the posters advertising it were few, far between and
small-sized. With the town being very lively on a sunny Saturday
afternoon, I had hoped we were going to visibly invade public spaces
and hook in random passersby to try out games! Nothing like that
happened but, on the other hand, I wasn’t really prepared for that
either – no easy, “introductory” games in my bag, nor colorful
devices to show people I’m there. Board-games and the like have it
easy: visible game components act as their own advertisement or, at
least, as a token of existence; role-playing games, on the other
hand, tend to be mostly immaterial, which also means they’re
nigh-invisible. It’s telling that, as I and friends were attempting
to gather players for an excellent mini-larp by Oscar Biffi, our
attempts only turned successful after Oscar produced a bunch of
wooden swords (which are, mind you, only employed as a costume prop
in the larp, not actually used for fighting): now we had a visible,
obvious cue that something was happening, and that we could leverage
to break into people’s mind-space and ask them into the game.
Anyway, a bunch of the usual suspects were there and I
had a good time with them. There was a pretty sweet game of
Mist-Robed Gate (how’s that for something visible which
could be played in a public space to get some attention, by the way?)
and much playtesting of friends’ work-in-progress designs: Dawn
of a New Tomorrow by Davide Losito is turning out a very solid
game, in fact, and I feel like through my vampire character I only
played for a couple hour I was able to channel so much more angst and
negative energy than I ever could express as a teenager – well
done! And, you know, maybe next year we’ll be able to make the most
from the convention’s new location and make role-playing games
visible to the general populace (probably through specially designed
events, or at least strong visual cues).
Also this last month, I’ve been
playing lots of Remember Tomorrow – as a two-players game.
It is indeed true that it works this way, almost as well as with
three or more players, as its only feature which is directly hampered
by the two-players setup is the (in my experience) very uncommon
3-way conflict; the game mostly plays as a string of 1-vs-1 face-offs
(interspersed with monologues) anyway, even in a larger group. Since
I and my sweetheart share a fondness for the subject-matter, Remember
Tomorrow has become our default go-to pastime whenever we’ve
got some time to kill: we played it in German international airports,
onboard Baltic ferry-boats and while sunbathing on Italian beaches*
(one just has to remember to pack the little bundle of playsheets and
8d10; small-change coins work well enough for Edge tokens). I feel
like I’m now experienced enough with the game that I begin to
notice its probable limits, but still I think it’s extremely good
for a regular, you’re-not-sure-how-long-it’s-going-to-last game,
and completing an “episode” (it took longer than we expected)
left us hungry to start another one almost immediately (which we
did).
* On the topic of sunbathing: yes, this
is Italy, and in April we go to the beach. Sorry, Finland!
Finally, speaking of actual play in
April, we summoned a bunch of friends to the usual place for what we
call “a home convention” on 30th and May 1st.
The original plan was to playtest Ben Robbin’s Kingdom, but
as one of the players wasn’t jazzed with my synopsis of the game
(too bad, since I’m extremely excited about it!) we went for Plan B: we set down to playtest my own I reietti di Eden — the first ever playtest for the severe rule changes I’ve been cooking up since version 0.2 crashed like a train-wreck. What actually happened over two pretty intense afternoons could better be termed a “playstorming”: new rules were made up on the fly to patch holes, and the whole thing barely held together, though the players unanimously reported having had fun. It’s crystal clear that some balancing still needs to be done before a playtest draft can be let out in the wild, but that’s the least of the discoveries made, and was almost expected. More critically, I have to give up on the idea that this can be a quick, convention-friendly one-shot game: it took us some 10 hours of play before we triggered the endgame, and most startling is that I liked it that way, since the rhythm of play was feeling perfectly right or at times even too fast; while I could theoretically re-design everything from the ground up, that would necessarily involve cutting away large chunks of play I actually have fun with. Better to quit my insistence on a one-shot game, then, and focus on the emergent strengths of the design, even if doing so will mean far less opportunities for playtests and, consequently, a slower development. Also, game setup methods (or lack thereof) came under some heavy fire, with “blank page syndrome” denounced as a universal issue: this proved fortunate, as it immediately generated ideas for a more structured setup phase, which I’m going to test out as soon as possible.
Besides, do you remember how I was supposed to translate the Italian finalists of the Game Chef? Well, while the feeling of being a “staff member” to the contest was great for me (and helped me cope with the disappointment for not being able to participate, the actual contest period overlapping almost exactly with my journey to Helsinki), I had no idea about the deadlines. Deadlines which actually came up when I was either off-line or presumed to be off-line (whether rightfully or not) by Giulia and Mario — the result being that it was Giulia, and not me, who did the job. To be fair, I suspect her to-English translations are vastly better than I could hope to achieve (I know she’s way more experienced than me there).
Besides, do you remember how I was supposed to translate the Italian finalists of the Game Chef? Well, while the feeling of being a “staff member” to the contest was great for me (and helped me cope with the disappointment for not being able to participate, the actual contest period overlapping almost exactly with my journey to Helsinki), I had no idea about the deadlines. Deadlines which actually came up when I was either off-line or presumed to be off-line (whether rightfully or not) by Giulia and Mario — the result being that it was Giulia, and not me, who did the job. To be fair, I suspect her to-English translations are vastly better than I could hope to achieve (I know she’s way more experienced than me there).
Thursday, April 26, 2012
From the depths of my hdd: D&D3/d20 Monk Weapons
Foreword:
I have recovered some old files while tidying up my hard drives,
stuff from the old days when I was into Dungeons & Dragons 3rd
Edition. What follows is an article I originally meant to submit to
Dragon magazine (when it was still a print magazine!) detailing new
weapons for D&D3/d20 System. Ehi, somebody still plays that
stuff! I guess this works alright with Pathfinder or with any D&D
variant which has “monks” as a class. The statistics given are
for “3.5” rules – for “3.0” rules just ignore the “Dmg
(S)” column and instead assign each weapon a size. I’m sure you
can easily adapt the table to whatever version of D&D you’re
using. These weapons were never playtested (but, if you want my
opinion, most such material released in magazines wasn’t, either).
New Weapons for Monks
All
of the weapons described in this article are exotic weapons,
requiring a character to acquire the appropriate Exotic Weapon
Proficiency feat or suffer a -4 penalty on attack rolls. Besides, all
of these weapons are considered “special
monk weapons”, but only in the hands of a proficient character:
thus, a monk character wielding any of these weapons and being
proficient with it can use it as part of a flurry of blows.
Hollow
staff: A 5’ long staff fashioned from bamboo wood, very stout
despite being hollow inside and thus lighter in weight compared than
a common quarterstaff. Like the quarterstaff, you can wield it as a
double weapon. Alternatively, and unlike the quarterstaff, being so
light you can grip it very close to its end and brandish it like a
long club: in this case it counts as a reach weapon and you can
strike at opponents 10 feet away with it, but you can’t use it
against adjacent foes. Switching from wielding the hollow staff as a
double weapon to wielding it as a reach weapon, or vice-versa, takes
a “draw weapon” action for any character but a proficient monk; a
monk proficient in the hollow staff can instead make the switch as a
free action.
[Note:
if you’re using my variant weapons rules from this other article,
you could treat the hollow staff as a variant quarterstaff, instead
of a separate exotic weapon (the only effective difference being that
a nonproficient user could still pick up a hollow staff and use it as
it was a standard quarterstaff).]
Hornet
knife: A small, triangle-shaped
throwing dagger, resembling an oversized shuriken. Since
it is not designed for melee, you are always treated as nonproficient
with it if you use a hornet knife as a melee weapon.
Although they are thrown weapons, hornet
knives are treated as ammunition for the purposes of drawing them,
crafting masterwork or otherwise special versions of them and what
happens to them after they are thrown.
Serpentspire
sword: This sword resembles a straight-edged rapier with the long
handle and cross-shaped hilt of a bastard sword. Its very flexible
blade twists and waves almost like a snake, hence its name. It is a
favoured weapon of certain master swordsmen from distant lands who
employ an exotic, flamboyant style of swordplay: they juggle the
sword from their left to their right as they duel and occasionally
they grip it with both hands. You can use the Weapon Finesse feat to
apply your Dexterity modifier instead of your Strength modifier to
attack rolls with a serpentspire sword sized for you, even though it
isn’t a light weapon. In order to attack with a serpentspire sword
as part of a flurry of blows, a monk must be wielding only one such
weapon and have her other hand free.
Tonfa:
These L-shaped, stout wooden sticks are often used in pairs and make
for an effective parrying weapon. One wields them by gripping the
shorter, thinner bar in the palm and keeping the longer, thicker bar
parallel to the forearm: thus one performs parries with the protected
forearm in the style of an unarmed fighter, but rotates the weapon
forward to strike with it as a club. A proficient character wielding
paired tonfas gains a +1 shield bonus to AC when fighting
defensively, taking a total defense action or employing the Combat
Expertise feat.
Unbalanced
axe: There once was a martial artist of unsurpassed mastery, but
possessing little muscle strength in his arms, who sought out a
weapon which would substitute the former for the latter. He designed
an oddly bent axe, no larger than a typical handaxe but considerably
heavier, meant to be swinged around in circular motions at high
speed, then driving its mass with a skilled flick of the wrist as it
drops. So unwieldy is the unbalanced axe that it always imposes a -1
penalty on attack rolls. Besides, a monk can only use unbalanced axe
attacks in a flurry of blows if he wields two such weapons and makes
all of his attacks with those (mixing no unarmed strikes in the
routine). Despite being considered a “light weapon” for most
purposes, the unbalanced axe can’t be used in a grapple.
New exotic weapons
|
Cost |
Dmg
(S)
|
Dmg
(M)
|
Critical
|
Range
Increment
|
Weight
|
Type
|
Light Melee Weapons |
|||||||
Tonfa
|
2 gp
|
1d4
|
1d6
|
x2
|
—
|
2 lb.
|
Bludgeoning
|
Unbalanced axe
|
25 gp
|
1d6
|
1d8
|
x3
|
—
|
5 lb.
|
Slashing
|
One-Handed Melee Weapons |
|||||||
Serpentspire sword
|
40 gp
|
1d4
|
1d6
|
18–20/x2
|
—
|
2 lb.
|
Piercing or slashing
|
Two-Handed Melee Weapons |
|||||||
Hollow staff (as
a double weapon)
|
15 gp
|
1d4/1d4
|
1d6/1d6
|
x2
|
—
|
2 lb.
|
Bludgeoning
|
or hollow staff (as
a reach weapon)
|
1d4
|
1d6
|
x2
|
||||
Ranged Weapons |
|||||||
Hornet knives (5)
|
2 gp
|
1d3
|
1d4
|
x2
|
10 ft.
|
2 lb.
|
Piercing
|
Subscribe to:
Posts (Atom)



