13 September 2012

Christian Clerics (part 2)

Obligatory excuse for not posting more frequently: real life. [1] I can't apologise: things have been going really well, and I'm blessed with good fortune.

But back in Barael's Europe, where demons and warlords and spiders carry the day, things have gone stagnant. Let's (try to) get back on track.

In Cleric Part 1, I laid the groundwork for the Christian Cleric in Barael's Europe, but spent most of the post explaining the mechanical differences between Orthodox and Arian varieties. That bit should have been its own topic, but hey, we live in disorganised times.

To clarify, then, here is the meat of the Cleric class, in perhaps a more familiar format:

Cleric

Clerics are Christians devoted to spreading Christ's teachings, protecting the faithful, and serving the Lord. Provided they uphold their faith (i.e., are of Lawful alignment), Clerics can perform miracles in the form of clerical spells. While Clerics are part of the church hierarchy, they are not priests--rather, they are servants of the Church, given adventuring missions by their ordained superiors.
Prime Requisite: WIS (+5% XP with WIS 13+)
Hit Dice: 1d6 (+1hp/level after 9th)
Armour: Any
Weapons: Club, Hammer, Mace (all); Flail, Short Sword, Sling (Arian)
Alignment: Lawful
Base XP: 1,500

Class Abilities

Brackets contain skill point costs; ignore if you are not using the optional Class Skills rules

Convert [1pt]: Clerics may appeal to sentient beings with a religious proclamation relevant to the current situation and delivered by the player. This forces a reaction roll, modified by the difference between the Cleric’s level and the subject’s Hit Die (e.g., a 4th-level Cleric converting a 1HD orc gains +3). If the subject can understand the Cleric, it responds as indicated by the reaction result for the duration of the encounter (conversion is permanent if the reaction roll is 12 or more).

Saving Throw Bonus [0pt]: Clerics gain a +2 bonus on saving throws vs. Paralysis or Poison.

Divine Spells [1pt/spell level]: Clerics receive miraculous powers from a devout acceptance of Christian Trinity (God the Father, the Son, and the Holy Ghost). Full faith in God and service to His law are all that the Cleric requires to cast divine spells. Orthodox Clerics have full access to the clericial spell list; Arian Clerics cannot cast spells higher than 3rd-level and must cast them as rituals (i.e., casting time of 1 turn/spell level or cast on consecrated ground).

Politics [1pt; Arian Clerics only]: Arianism enjoys the support of many Western power-brokers in Barael's Europe, as the heresy supports their application of rulership through social stratification. As a result, Arian Clerics gain a +1 bonus to reaction rolls with political leaders. If a given reaction roll results in 12 or more, the leader will act as a political patron (GM discretion as to what exactly this involves--certainly favouritism, but not unconditionally so and definitely not to the point of self-sacrifice).

Career Paths

At 4th-level, the Cleric may select a career path (unless otherwise noted, Class Abilities above are unchanged):

Crusader
Crusaders are members of Christian fighting orders who use force of arms to further God's work: protecting the faithful, recovering lost holy lands and relics, and conversion (or punishment) of the heathen.

Restrictions: Upon selection of this path, the Cleric's prime attribute shifts to Charisma. Like other Clerics, they remain dedicated to God and retain access to miracles, though they are limited to 2nd-level spells.

Special Abilities: Crusaders may use swords and lances if their order allows them. They also project an aura of confidence on the battlefield which manifests as a combat bonus equal to their level, which may be split amongst to-hit, damage, or saving throw rolls of multiple allies within 1" per level each round (e.g., a 5th-level crusader could provide a +3 to-hit bonus, and a +1 damage bonus to each of 2 allies in a single round). Finally, the crusader's CHA adjustment is added to enemy morale rolls.

Prophet
Prophets are itinerant Christian pilgrims. They do not believe in conversion through force, and instead seek willing adherents through religious teachings and miracles.

Restrictions: Because of their wandering, prophets do not establish permanent strongholds or churches. Their outlook precludes wearing armour, and they fight only in self-defence.

Special Abilities: Prophets may cast their level in protection, divination, and healing spell levels each day at no cost (e.g., a 4th-level prophet gains 4 levels per day of protection, divination, and healing spells). Further, prophets add their CHA adjustment to conversion attempts.

Next up, Fighters.
Listening to: Peter Gabriel, So

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  1. And isn't it always? I'm not sure why I feel obligated to explain my lack of time spent engaged in a voluntary, not-for-profit hobby. Maybe just to let you all know that my infrequent posting isn't because of something you did ... I'm just sensitive that way.

14 May 2012

Cityographer

I'd like to bring the Cityographer Kickstarter to your attention.

This is an Inkwell Ideas project, brought to you by Joe Wetzel, who created (among other things) Hexographer, Dungeonographer, the Coat of Arms Design Studio, and the Dungeomorph Dice.

Cityographer Kickstarter
Cityographer Kickstarter
Cityographer generates random settlement maps based on inputs you provide (tech level, population size, proximity to water). It also generates floorplans for buildings, as well as what those buildings are and who's inside.

Now, Cityographer needs support--about $6,000 in the next 31 days. I don't normally hawk Kickstarters, but this is about my needs, so I want to see this kick-started right in the pants. Let's review:
  • It creates random city maps
  • It tells you what the buildings on those maps are
  • It's by Joe Wetzel, who provide amazing support and upgrades for his software
This is within the grasp of us all: 200 gaming disciples pledging $30 each could see this through. Are there 200 folks out there who would like a program to create, populate, and map random cities for their RPG settings? Does Vecna have a problem driving stick-shift? You bet.

If you like Hexographer, I urge you to give Cityographer some consideration. Where else are you going to get a random settlement generator that's feature-rich, works on any computer, is customisable, and won't require 15 credit hours to figure out how to use?

08 May 2012

Hail Mary Mechanic

Adventurers love a tight spot and sometimes need to pull out all the stops. Call it a Hail Mary or a do-or-die effort. Conan at the end of "Red Nails," Indiana Jones being chased by a rolling boulder, Hoops McCain replacing the halyard in "One Crazy Summer." I've played around with such a mechanic in Chimera, but working on a super-secret S&W project,[1] I offer this:

The Clutch Situation
When a character has to dig deep, here's what he can do:

Pick any die (d4, d6, d8, whatever) and roll it. If the result is less than the character's level, the action succeeds; otherwise the action fails. The action could be anything that the PC wants to do: a skill roll, find secret doors roll, surprise attempt, attack roll, reaction roll, saving throw--anything.

Regardless of success or failure, once a player declares a Clutch Situation, the die used is "locked." This means two things: (1) that die cannot be modified--every time that die is rolled (for whatever reason), the result is face value, and (2) that die cannot be used for another Clutch Situation.

The only way to "unlock" the die is to roll the character's level or higher next time the die is used. Once the die is unlocked, modifiers apply again and the die is used normally. But--important point--the PC could have multiple locked dice if he declared more than one Clutch Situation. This seems to be a throttle on abuse by players trying to game the system.

Here's the trick: the optimal die to use is the smallest die whose highest result is equal to or greater than the character's level. So while a high-level character in a Clutch Situation could use a small die to ensure success, if the die can't roll higher than his level, it remains locked.[2]

For example, Ernar the Barbarian is 5th level, and he's gotta hit that white ape. Instead of an attack die, he declares a Clutch Situation. Now, if he rolls a 1d4, he's guaranteed success--any result is less than his current level of 5. However, for the rest of the session, that d4 is locked because he'll never roll higher than 4 on it. If he's smart, Ernar will roll a 1d6--there's a 4/6 chance that he'll succeed, but he also has a 2/6 chance of rolling his level or higher next time it's used, thus unlocking it and allowing modifiers.

Thoughts?

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  1. So secret, in fact, that not even Matt Finch knows about it. Shhhhhhhh!
  2. I haven't decided if carrying this restriction over from session to session is a dick GM move or not.

29 April 2012

Christian Clerics (part 1)

In Barael's Europe, Christian clerics come in two flavours: Arian and Orthodox. Originally, I balked at making distinctions, partly because both were Lawful, but mostly because I don't know enough about Christian history to portray such distinctions confidently. Then I realised historic accuracy is already going to take a few lumps in a setting that includes magic swords, ice trolls, and dragons.

That said, I want to lay a Christian foundation that permeates the setting, noting important distinctions through mechanics, all without offending religious convictions held by my readers. I think the best approach is to start with basics and fill in details as they're revealed to me. I agree to do my best if y'all agree to be patient with me.

Christian Cleric

Mechanically, we'll start with the Cleric class as outlined in the S&W Core:
Prime Attribute: Wisdom (+5% XP for WIS 13+)
Hit Die: 1d6 per level (+1hp/lvl after 9th)
Armour: Any
Weapons: Mace, hammer, flail, club
Base XP: 1,500
Christian Clerics have the following basic abilities, starting at 1st-level:

Convert:[1] Clerics may appeal to sentient beings with a religious proclamation relevant to the current situation and delivered by the player. This forces a reaction roll, modified by the difference between the Cleric’s level and the subject’s Hit Die (e.g., a 4th-level Cleric converting a 1HD orc gains +3). If the subject can understand the Cleric, it responds as indicated by the reaction result for the duration of the encounter (conversion is permanent if the reaction roll is 12 or more).

Saving Throw Bonus: Clerics gain a +2 bonus on saving throws vs. Paralysis or Poison.

Divine Spells: Clerics receive miraculous powers from a devout acceptance of Christian Trinity (God the Father, the Son, and the Holy Ghost). Full faith in God and service to His law are all that the Cleric requires to cast divine spells.

Orthodox vs. Heretical Christianity

Orthodox Clerics gain full access to the Clerical spell list. This is due to their understanding of the Trinity and the attendant belief that salvation is possible only when each member of the Godhead is witnessed in equal measure. FrDave provides a wonderful explanation of this arrangement when he relates how Athanasius likens the Trinity to a flowing fountain: the Father is the fountain, the Son is the water that flows from it, and the Holy Spirit is the draught that quenches our thirst for grace. No part of this triumvirate can function out of balance, and therefore salvation cannot be attained when one part is given more significance than the others.

Thus, full participation in the Trinity occurs only when each facet is afforded equal emphasis. If this approach provides complete access to the Clerical spell list, then it follows that unequal emphasis provides limited access. At a high level, this logic could be applied to any of the many Christian heresies (i.e., any non-orthodox view in which salvation is possible through unbalanced participation in the Trinity).

Arianism is one such heresy, and it holds that Christ the Son was created by God the Father. In other words, God the man is separate from God the creator. This stresses the Son's role in salvation over that of the Father's. Athanasius would disagree that salvation could be attained through Christ alone: the fountain does not create the water, though it does make it accessible; we must go to the fountain before we can drink.

Yet Arians are Christians, and they do participate in the Trinity, though not with balance. In game terms, I'm allowing Arian Clerics to cast spells, but with the following limitations:
  • Maximum spell level is third, and
  • Spells are cast as rituals, which I'm saying requires either 1 turn/spell level spent in preparation or casting on consecrated ground.
This arrangement accomplishes a few things I want to reflect in the campaign: First, Christianity--no matter what the stripe--is Lawful, in recognition of God who created order out of nothing. Second, it decouples spell-casting ability from salvation. In other words, all Christian Clerics can cast divine magic, but being able to do so doesn't necessarily require that the Cleric has the doctrine figured out. Third, it puts mechanical emphasis on how belief affects spell-casting. Orthodox clerics receive their spells directly from the Holy Spirit, and those spells are available when the caster wants. The Arians (and, indeed, any other Christian heresy I want to introduce) have to rely on ritual magic, and so spells are granted on more conditional terms. 

Final Words

One question that does come up: given the spell-casting limitations, why would anyone play an Arian Cleric?

Maybe because the character comes from an Arian Christian country. Or maybe because Orthodox Clerics are saddled with some restriction that I haven't figured out yet.

Not sure if this is the right direction, and before I go further, I'd love for the comments to be filled with your thoughts as to why this is brilliant or blasphemous.

Next Up, Christian Clerics (part 2)
Listening To: Donald Fagen, Morph the Cat
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  1. This replaces the traditional Banish Undead ability, which I'm reflecting as the spell Control Undead.

08 March 2012

Character Class Overview

Classes in Barael's Europe take one of five flavours: Cleric, Fighter, Magic-user, Thief, or Normal Man. I'm going to provide an overview here, which may seem like unfocused thoughts, but I assure you—clarity is nigh, and I'll be following up with class-specific posts to explain the details.

Initial Thoughts

First off, you should know that none of the classes exists exactly as it appears in the S&W Core. This is in large part a result of setting specifics. You can't have a Christian campaign without talking about what it really means to be a cleric, and that's naturally going to impact class description and certain game mechanics.

Second, I had been thinking of "sub-classes," like the ranger (Fighter), the scout (Thief), the astrologer (Magic-user), and others. Initially, I checked the S&W Complete rulebook, which contains certain of these specialists. However, they didn't really fit well—as described—into the campaign I envisioned, plus there were gaps that S&W Complete didn't fill.

Career Paths

My solution is to create "career paths" by taking a page from FrDave's Old School equivalent of prestige classes. The primary advantage is not having to create whole new classes, XP tables, spell matrices, etc. Simply take an existing class, bolt on specialised abilities, balance with some restrictions, and you have your sub-class. Level progression, hit dice, saves, and level limits remain intact—everything else is a matter of what feels right.

I want to stress this last bit. My natural inclination is to figure out some point value for each new ability and disadvantage, apply them so that they zero out, and declare that I have created a "balanced" sub-class. But I don't think that's the right approach.

Both Brendan and Reese correctly point out that a given prestige class really only makes sense when it's attached to a particular setting. That's not only true in terms of which sub-classes the setting supports, but also what those sub-classes can do. In other words, class should be defined by the setting, not the rulebook. If I used some point-value system to balance my career paths, it'd be the same as me telling you how to define a Druid or an Assassin in your campaign.

Instead, I'll just share my thoughts, and you can decide if it's too beaucoup for your campaign (or, just maybe, not enough beaucoup).

Something else about career paths that I should make clear: They aren't available during character generation. Again, I'm taking FrDave's suggestion and stating that PCs don't choose a career path until reaching 4th-level. I like the notion that levels 1-3 represent "apprenticeship" for the fledgling character. In setting-specific terms, ascending to 4th-level is the equivalent of attaining journeyman rank, and thus possessing sufficient "general" knowledge of one's field to specialise in one aspect of it. In game terms, this makes it easier to roll up new characters, because you're not bogging down char-gen with a lot of "prestige class" details.

Races

Pretty much all human, all the time, at least as PCs go. Which brings up two caveats:
  1. Demi-humans may show up, but as monsters, and in the Norse Mythology style. So you might encounter dwarfs who turn themselves into a pike and hide out in deep pools, or elves in the light, dark, and swart variety (which may be dwarfs as well, depending on the translation?).
  2. There may be human variants that can mimic demi-human abilities (e.g., a dwarf's find stone traps or an elf's find secret doors). I won't necessarily map demi-human abilities to human sub-races, but there will be specialised mannish folk.
I'm prepared to omit halflings—I just can't find a place for them yet (though that could change if anyone can point out a period reference to a realm inhabited by little folk). Gnomes, I hasten to say, are right out.

Next Up, Christian Clerics
Listening To: Orange Goblin, Frequencies From Planet Ten

01 March 2012

Unfocused Thoughts on Religion

While I like to present organised and cogent statements, I find them time-consuming and difficult. Consequently, I save that kind of energy for my day job, and anyway figure they're less important to gamers, who largely decide to go where their imaginations lead them.

In planning out The Bastard's Blade, It seems to me that the fundamental aspect of the campaign is religion. Or rather, the influence religious belief has on the setting's peoples and how it motivates their behaviour. With that starting point, here are some unfocused thoughts on religion in Barael's Europe: [1]
  • Christianity represents Law, civilisation, and order. 
  • Though historically significant, the specific differences between Arian and Trinitarian Christianity are likely to be glossed over in the campaign. I anticipate that efforts to distinguish the two as separate flavours of Law will be confusing (or, more accurately, that I won't do a good job of explaining the difference).
  • That said, I can still represent the conflict between East and West: As the last man standing, the East Roman Empire sees itself as the "true" Christian authority, unspoilt (as it is) by the barbarian influence that toppled the West. Meanwhile, the Christian states in the West struggle to recover from Rome's fall, and some doctrinal details are bound to suffer for the greater good: You have to break a few eggs to make an omelet.
  • Paganism represents Neutrality and teaches self-reliance for the benefit of the community.
  • I'm thinking specifically of Germanic Paganism, and I'm applying a broad brush to include any non-Christian state. [2] In the interest of simplicity, I'll probably include about 6-10 deities, but without distinguishing between the Germanic, Norse, or Anglo-Saxon aspects of each.
  • For now, I'm not touching Celtic Paganism. As the Celts begin converting to Christianity in the 5th century, I think it makes sense to depict Celtic culture as a mix of western Christians and Germanic pagans (via the Anglo-Saxons). I'm picking nits, but I think it's good enough for government work. If I want druids, I'll flaunt historical accuracy and make them cultists who worship demon lords.
  • Who, by the way, represents Chaos and the rise of the individual to attain power over others. The roster includes Baal, Pazuzu, Dagon, Demogorgon, and perhaps a few others drawn from Babylonian, Mesopotamian, or Phoenician myth.
  • Numerous cults venerate the demon lords (or aspects thereof); each focuses on different aspects—destruction, sadism, power, spider-worship, father-raping, essentially any value that promotes self at the expense of others. Or, perhaps more accurately, cultists are evil folks who worship demons to rationalise their depravity by associating it with a higher power.
  • The demon lords are responsible for The Darkness, a pervasive evil force that covers all the white areas of the Shepherd Map. The Darkness spreads slowly west, subverting nature along the way. This is my rationale for monsters and arcane magic (and, by extension, non-clerical magic items).
  • While all demon lords believe in spreading evil, they don't always agree on how to go about it. Thus, there are shifting demon alliances as they play politics and curry favour. Like, I'm sure Pazuzu would love to sink his talons into the Eastern Pope, but the other demon lords might have different mischief on their to-do lists, and struggles for priority amongst the demons occur as a result.
  • All this brings up some spell-caster stuff: Christian clerics are Lawful, Pagan clerics are Neutral (and have access to reversible cleric spells). Demon lords have no clerics, but they are the source of arcane power, so all magic-users are Chaotic demon worshipers who pay for spells with their souls.
  • In this light, I see Christian clerics from the west getting along with Germanic pagan clerics (after all, the pagan isn't a demon worshiper, and who knows—he might stand conversion?). At least they can probably work together in the same party. The same can't be said for clerics and magic-users—no cleric will be happy about hanging with a demon supplicant.
Next Up, Character class overview
Listening To: The Police, Synchronicity
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  1. Thanks to Evan for endorsing this format—turns out that it's pretty useful. Credit where credit is due.
  2. Emphasis on "state;" this excludes barbarian territories.

25 February 2012

20 Answers for Brendan

Brendan over at Untimately posted 20 questions about rules you use in your campaign. Good timing. Here's how things work in The Bastard's Blade:
  1. Ability scores generation method?
    3d6 in order. My S&W house rules rely a lot on attribute scores, so people gots to roll with the die.
  2. How are death and dying handled?
    Minions, henchmen, and goblinoid rabble are on their way out at zero hp (but might stay long enough to whisper something important). For PCs and big bads, zero hp means you roll on the Hit Location table.
  3. What about raising the dead?
    Yeah, a raise dead spell will work, but the character just isn't the same. Better to get him resurrection to avoid nasty side effects, though clerics aren't gonna raise just anybody.
  4. How are replacement PCs handled?
    Roll 'em up, and the GM needs to figure out an artful way to bring them into the story.
  5. Initiative: individual, group, or something else?
    Moldvay-based group initiative. Something like this.
  6. Are there critical hits and fumbles? How do they work?
    Criticals, yes; working on fumbles. Here's the gist.
  7. Do I get any benefits for wearing a helmet?
    Yeah - a save vs. a head crit.
  8. Can I hurt my friends if I fire into melee or do something similarly silly?
    You can, and it's embarrassing. When you fire into melee, you have to roll a critical to hit your intended target. Otherwise, it's a sheepish "Sorry pal," then you watch your character's back.
  9. Will we need to run from some encounters, or will we be able to kill everything?
    As the renowned bard Kys Regor advises, "You gotta know when to hold 'em, know when to fold 'em. Know when to walk away, know when to run."
  10. Level-draining monsters: yes or no?
    Yes, except they drain CON. I hate recalculating level-based stuff.
  11. Are there going to be cases where a failed save results in PC death?
    Sure, but not in and of itself. You have to be low on hit points before a failed save kills a PC.
  12. How strictly are encumbrance & resources tracked?
    Fairly. Characters have a limited amount of storage space. Something based on the Chimera RPG encumbrance experience.
  13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
    An d20 advancement roll whenever you earn your base XP amount (i.e., the XP required for 2nd level). If the d20 result is greater than your current level, you level up. When you do, you get hit points, save bonus, and to-hit increases instantly. Any class-based ability or spells, though, require 1d4 weeks of training. But there are rules for what your character gets up to in-between adventures...
  14. What do I get experience for?
    Dispatching foes, figuring out my tricks and puzzles, spending coin, and taking outrageous risks.
  15. How are traps located? Description, dice rolling, or some combination?
    Description of a reasonable plan, but a good die roll forces the GM to give you clues to work with. Same for removing traps, finding secret doors, diplomacy, hiring red shirts, and figuring out of you're being lied to.
  16. Are retainers encouraged and how does morale work?
    By all means, load up on retainers. Morale based on the character's CHA, and henchmen check after each adventure, plus whenever they're asked to do something crazy-stupid. During a fight, henchmen ignore morale checks as long as their master is doing alright.
  17. How do I identify magic items?
    Gandalf-style research if you're smart. Trial and error if you're in a hurry or don't mind getting possessed or having your soul sucked out by any one of several eager demon lords. Clerical magic items are another matter—they just tase you if you're a non-believer.
  18. Can I buy magic items? Oh, come on: how about just potions?
    Yes, but just potions. You can buy armour and weapons of quality, which grant non-magical pluses. And every now and then, you might pick up a magic tchotchke from a merchant who doesn't realise what he's selling.
  19. Can I create magic items? When and how?
    Yes, but it's a home brew system that requires its own post. The "when" is whenever you think you can hack it (because failure hurts). The "how" basically requires a skill roll, spell-casting, and a bit of your essence.
  20. What about splitting the party?
    You can do it, but the cranky GM in me tends to punish the PCs because it's a pain in my butt.

23 February 2012

Worlds of Hurt

More confessions: I'm not, nor have I ever been, a fan of hit points. While I agree that they’re an easy way to gauge combat stamina and track damage, they fail me on two counts:
  1. You can’t do one-shot kills—when a foe has more than 1 HD, you usually need multiple hits to bring him down, and
  2. You can’t simulate performance degradation—meaning you’re just as effective at 1hp as you are at 50hp
Yet, it's hard to beat hit points for convenience and familiarity. I mean, everybody knows what a hit point is, and pretty much every OSR resource is going to use them. So here’s a possible solution to the two issues above, with the added benefit of being able to use existing S&W stats without modification. [1]

We'll start by keeping hit dice and hit points. When an attack hits, roll damage normally and subtract from the target's hit point total. However, when an attack is a critical hit (see below) or when a combatant reaches zero hit points, the defender rolls on the Hit Location table to see what happens. [2]

Critical Hits

A critical hit occurs when an unmodified attack roll result falls within the attacker’s critical range, which is 20 minus his class-based to-hit bonus. For example, a 4th-level fighter with a to-hit bonus of +2 has a critical range of 18-20. Thus, if his d20 attack roll shows a natural 18, 19, or 20, and the attack succeeds, it’s a critical hit. A monster's critical range is calculated the same way (though tops out at a critical range of 5-20).

Hit Locations

When a critical hit is rolled or a target is reduced to zero hit points, [3] roll on the Hit Location table (use a lame 1d6 or use these super-bitchin' dice):
1d6  LOC.      MIN. DMG (1)    NORMAL DMG (2) MAX. DMG (3)
1    Lf Arm    Armour (4)      STR -1         Lost limb (5)
2    Rt Arm    Weapon (6)      DEX -1         Lost limb (5)
3    Lf Leg    Knockback 10'   -1 to Move     Lost limb (5)
4    Rt Leg    -1 to AC        -20# to Carry  Lost limb (5)
5    Torso     Knock down (7)  Stunned (8)    Shot to the Heart (9)
6    Head (10) Stunned (8)     Knocked out    Head shot (11)
---------------
1.  Use if the damage roll is a natural "1." Penalties last until
    treated (i.e., 2-7 hp worth of healing).
2.  Use if the damage roll is between "1" and the maximum die
    value. Save or effects are permanent. 
3.  Use if the damage roll is the maximum die value.
4.  Reduce armour (or shield) protection by -1 (destroyed if
    reduced to zero).
5.  Save to convert into a bleeder (death from blood loss in 1
    turn/level unless given 4-14 hp worth of healing); if save
    fails, limb is gone, but no further damage.
6.  Reduce weapon's damage die by one step (e.g., 1d6 becomes 1d4);
    weapon broken less than 1d4 damage.
7.  Requires a full action to get back on your feet.
8.  Stunned combatants are -1 to all rolls, AC, and Move.
9.  Death in 1 round per level or HD unless given 4-14 hp worth
    of healing.
10. If wearing a helmet, save to treat as next lowest crit
    category.
11. Decapitation, throat slit, or weapon embedded in skull type of 
    thing. Unless the victim was caught by surprise or somehow
    unable to act, he gets one immediate retaliatory strike at
    -4 before falling in a crumpled heap.
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Option: Instead of modifying the to-hit or damage rolls, reflect weapon proficiency by modifying the hit location roll. More on this later, but you're now on notice that it's coming.

Using this table, you'll quickly discover that it's hard to kill things, though combatants do get messed up. As a result, reserve this table for PCs, Big Bads, and "Boss" NPCs. For fodder, henchmen, and minions, just consider them gone when they reach zero hit points.

Soooo... the table. Too much? I like the idea of different results based the amount of damage rolled, but I think the entries can stand some improvement. That said, feel free to suggest said improvements in the comments section.

UPDATE (2/25/12): Edits resulting from playtesting: now all Max Damage crits are potentially life-threatening. Other results got shifted to the left, and I incorporated saves to make things more heinous interesting.

Next Up, Unfocused thoughts on religion, Evan-style
Listening To: Tears for Fears, Sowing the Seeds of Love
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  1. Based on the optional damage location system for Chimera RPG: http://www.welshpiper.com/hit-locations/; the zero hit point limit was inspired by Robert Fisher (http://web.fisher.cx/robert/infogami/Classic_D&D_injury_table).
  2. Traps, spells, falling, and other sources of damage won't inflict a critical hit, but they can reduce a target to zero hit points, so the system applies to anything that inflicts damage. This also allows you to deduct hit points for intangibles such as fatigue, disease,substance abuse, prolonged exposure to the elements, and going off on adventures without twinkies and beef jerky.
  3. A character at zero hit points is still active and able to fight. However, he does so at whatever penalty is imposed by the Hit Location table, and if he's hit again, he has to make another Hit Location roll.

19 February 2012

Revised S&W Combat To-hit Table

First off, it's been awhile, so thanks for being patient. Last time, I promised that I'd write about Germanic Kingdoms, but I need to work on some campaign foundations before drilling down into specifics.

Second, and onto the topic at hand, a confession: I'm an ascending armour class guy. I've never liked descending armour class. Not even once. It makes no sense to me in a game where "plusses" mean good things, and the fact that a shield +1 actually reduces AC is just all sorts of counter-intuitive.

There. I said it. If you want to take me to task for it, feel free to post in the comments section, but I'm telling you right now that you're gonna have to piss nickels before descending AC makes sense to me.

I mention all this because I like that Swords & Wizardry (4th printing) gives you the option of choosing which flavour of AC you want to use, and the way it presents AAC makes rolling to-hit very easy and potentially chartless and fast.

But I am noticing some... opportunities for my OCD to take charge in the area of to-hit bonuses by class. What strikes me is that the progression (1) is non-linear, (2) doesn't differentiate class enough for me, and (3) seems too powerful at higher levels.

Here are some working assumptions about how classes fight:
  • Fighters get the best to-hit bonuses, ever. Because they're fighters. S&W reflects this, though the non-linear progression doesn't "feel" right to me.
  • By contrast, thieves and magic-users are the worst at fighting, though I'd like to differentiate them and give thieves a bit of an edge.
  • Clerics, as fighting crusaders, should be somewhere in between. But given their spell use and undead banishing, I suggest that they should be farther behind fighters than the Core Rules advises.
Taking these factors into account, I submit the following:

"To-hit" Bonuses by Class
LevelCleric FighterMagic-userThiefMonster
< 1+0+0+0+0+0
1+1+1+0+1+1
2+1+1+0+1+2
3+1+2+0+1+3
4+1+2+0+1+4
5+2+3+0+1+5
6+2+3+1+2+6
7+2+4+1+2+7
8+2+4+1+2+8
9+3+5+1+2+9
10+3+5+1+2+10
11+3+6+2+3+11
12+3+6+2+3+12
13+4+7+2+3+13
14+4+7+2+3+14
15+4+8+2+3+15
16+4+8+3+4+15
17+5+9+3+4+15
18+5+9+3+4+15
19+5+10+3+4+15
20+5+10+3+4+15

In summary, fighters get the best to-hit progression: +1 every 2 levels. Clerics are second, with +1 every 4 levels (i.e., they're half as good when it comes to smiting). Thieves are slightly worse, getting +1 every 5 levels; magic-users fall behind that, also gaining +1 every 5 levels, but unlike the other classes, they start at +0.

These values are almost universally lower at all levels than suggested in S&W, but I feel better about the standard progression. One thing you'll note is that clerics and thieves are closely matched at lower levels. I rationalise this by assuming the thief's physical acumen does for him what the cleric's limited martial training does for the cleric. However, at higher levels, the disparity is more pronounced because the thief's combat practice is less disciplined (and probably deprecated in favour of more intense study of all things stealthy).

Next Up, Critical Hits and Hit Locations
Listening To: Talking Heads, Remain in Light

02 November 2011

Dull Administration

Since it's been over a month since my last post, I feel some explanation is in order. Or a series of well-intentioned excuses, depending on your perspective.

First off, campaign development continues, though it's going on in the background, and I haven't posted anything about it. The reason is essentially my gamer ADD. The pendulum swing is going from S&W back to Chimera RPG, and I'm trying to better define my direction for each. The not-surprising or even mildly clever result is that Chimera stuff will remain on The Welsh Piper site, while S&W material will go here.

This wasn't as intuitive as it surely seems. My original goal for The Bastard's Blade was to use a zero-mod version of S&W Core and concentrate only on the setting itself. But I can't do it. The urge to tweak and house-rule is too strong to resist. So this space will include my S&W variant rules as well as actual campaign stuff.

My second excuse is that I've been at a sort of RPG crossroads lately, which I suspect is merely a desire for variety clashing with a lack of direction. I like S&W and I like Chimera. I'd like to expand both, but can do only one at a time. So when gamer ADD surfaces, I bounce between them and get very little actually accomplished. Or, worse yet, I engage in a project related to neither and nothing gets done.

Either way, the end result is that the Germanic Kingdoms aren't finished.

Reason the Third: work has been really busy. Like you-gotta-be-kidding-me busy. But it's also been interesting, in a love-my-job sort of way that, frankly, has averted significantly my reliance on gaming as an escape hatch from being a grown-up.

To recap: Less time has made me prioritize my gaming; The Bastard's Blade did not make it high on the list.

But, with better direction, as defined above, I can commit to more frequent posting here. They may be shorter and backed by less research, but I'll do my best to make them interesting and fun.

Next Up, some of the Germanic Kingdoms (really)
Listening To: Richard "Groove" Holmes, Blue Groove

22 September 2011

Fake History

Against my better judgement, I provided a capsule history of 486 Europe. Why was I against it? Because I don't want to bog you folks down with a lot of blah blah. You're here for gaming stuff, not history lessons.

Still, I think it's a necessary evil, because without it, making sense of the campaign's present is difficult. With that in mind, here are some made-up bits derived (and contrived) from the Barael's Blade lyrics:

The Darkness
Deep in the Siberian wilderness lies the Frost Court, ruled by the demon Baal, the Despot of Winter. A powerful and disturbingly ubiquitous pagan god, Baal seeks to convert God's faithful into his heartless servants. Wrathful and selfish, Baal demonstrates his power by spreading the cold chaos his followers call the Radiant Desolation, but known more commonly as the Darkness.

Ice Troll [1]
Like a slow flood, the Darkness courses steadily eastward, casting the land it covers into perpetual winter, attracting all manner of fell creatures: ice trolls, remorhaz, snowbolds, frost giants, white dragons, and subverted Hunnic men who venerate Baal or one of his many demonic lieutenants.

The white areas of the Shepherd map show the extent of the Darkness. Most of it is wasteland, occupied by monsters and nomadic tribes of demon worshipers. These are rarely encountered beyond the Darkness' borders, for they cannot enter consecrated ground and are vulnerable to banishment by Christian clerics.

Silver Blood
The lifeblood of Baal and his demonic minions is a liquid silver-like substance that seems to hold traces of angelic grace. When forged into a weapon, that weapon is considered both magic and silver for purposes of striking enchanted creatures. When bottled and Blessed, the inherent grace within is magnified, such that a vial of Silver Blood acts as holy water. A thin trickle poured from a vial forms a barrier akin to Protection from Evil (10' per vial; 2 hour duration if poured by a cleric or 1 hour for everyone else).

Barael
The hero of Wotan sagas, also known as the Halfbreed, the Orphan of Torment, Spiller of the Silver Blood, Barael wielded his eponymous blade, forged by the Crow Mage, against the powers of Baal and his minions. Barael was renown for his defeat of Lor the Poisoner, Balkh of the Spider Priests, and the lesser demon Melchom. Clad in fur and ring mail, the Halfbreed wandered the world  to oppose the Darkness, though was ultimately betrayed by his sword, whose thirst for demonic blood drove its wielder into peril. Among pagan Germans, there is a strong belief that Barael will return someday to stand again against the servants of Darkness.

The Crow Mage
A Wotan of great age and wisdom who used his powers to combine shards of Darkness, bore, and meteoric steel to forge the Bastard's Blade as a weapon against the Baalites. Barael's mentor and a popular folk hero, the Crow Mage disappeared when the Romans converted to Christianity, stealthily avoiding a Catholic purge. As with Barael, many German pagans believe that the Crow Mage will return during the hour of the Germans' greatest need.

Lor the Poisoner
A Hunnic sorcerer whose spurned love for an Ostrogoth maid prompted him to pierce the girl's father with the Talon of Greed. Lor kidnapped the girl and forced her to watch her kinsmans' fate—her father sprouted covetous talons of his own, and whosoever owned what he desired were themselves likewise afflicted, and on and on. Before long, the entire town was mad with possessive envy until the inhabitants murdered each other in an orgy of violent rapacity.

With a black heart, Lor then pricked the maid with the Talon and gave it to her as a reminder of what she had "forced" him to do. But the maid's only desire was for her home and her people. Heartsick, with no hope of satisfaction or freedom, the maid went mad, took out her eyes with the Talon, then her tongue, ears, face, and womanhood until, desperate with grief, she pierced her own heart.

The maid and her people were avenged by Barael, who (with the aid of the Crow Mage) slew Lor, though why the Halfbreed's path crossed that of the sorcerer's is not known. Some versions of the tale say that the maid was Barael's betrothed. Others say that the town destroyed by greed was Barael's childhood home. Still other tales hint that the Talon was of Melchom's hand and that Barael sought to retrieve it as a trophy.

The Spider Priests
The worst of many Baalite cultists who made their way to the Germanic Kingdoms by way of invading Huns. The Spider Priests venerated an unholy creature whose true name brought sorcerous power at the price of insanity and was thus known only as "Etterclaw." At the height of their power, the Spider Priests had established no less than a dozen shrines in civilized lands, where they bound sacrificial victims in webs to later cannibalize their putrefied remains. Their hold was broken when Barael slew their high priest, Balkh.

Next up, the Germanic Kingdoms.
Listening to: Fu Manchu, The Action is Go
_______________
  1. Photo © kevindooley; used without permission.

21 September 2011

Metal Words

Zak S. just posted this little gem: http://metallizer.dk/generate-random-heavy-metal-album

It creates a metal band name, album title, and track list. In RPG parlance, these equate to antagonist, adventure name, and encounter seeds. Buzzing through a few entries, it's clear that the author of this tool deserves an Ennie. Given the inspiration for The Bastard's Blade, I can't imagine how this isn't staggeringly useful to campaign development. Consider:

There's your adventure, right there
So, the party are off to recover the Teutonic Hammer from the Spectre Patrol, minions of the Heartless King, whose fortress, the Chapel of the Forgotten Ghoul, is a twilight realm of decadent dreams.

To paraphrase Zak, if this doesn't interest you, may I suggest that you drop RPGs and go back to having tea parties with your little sister's Strawberry Shortcake dolls.

Thanks, Zak.

UPDATE: Just installed the Metallizer widget on the sidebar. You should get one, too.

18 September 2011

Sadness, then Joy

OK, this has nothing to do with the Bastard's Blade, but I thought I'd share.

Long story short, when I moved to New Jersey, I left all my AD&D 1E and 2E hardcovers in bankers boxes and stored them in the garage at our old place in Pennsylvania. Today, my wife and I went back to PA to do some work on the house, and I figured on bringing back the books.

Unfortunately, mould had claimed them, due to poor storage and about 3 Earth years (and, frankly, the fact that I'm a lazy ass who couldn't be bothered to bring them back earlier).

Sadness. These are the books I had since high school, about 25 years ago. The ones with my notes scrawled in the margins. The ones with my name dutifully written on the inside front covers of each. The ones that Noble Knight Games said were worthless because of aforementioned notes and names. Bitches.

They weren't waterlogged, they were entirely legible, and they were completely intact. But the front covers were coated with this sort of troublesome patina of white spores. As in, "Sure, you can brush it off, but now wash your hands immediately." I'm wary of bringing them home and having those spores infest my other books, my carpet, my walls, and my lungs. And, also, my wife. Because if we both got sick because of some mouldy D&D books, I'd probably feel guilty enough to quit the hobby.

So I left them in the bankers boxes. They're sitting in the garage now. I couldn't bring myself to just toss them in the trash, but all the same, I really don't think they're usable. Or safe.

Lesson learned: store your books in plastic. Unless your books are on your shelf, and you can see them daily, put 'em in a wrapper.

To whit: I was able to salvage a box worth of modules and assorted supplements, which I had stored in plastic sheet protectors. Huzzah.

Joy Part: Back in 1991, I managed to score a full set of 1E hardcovers in absolute mint condition. Like, brand-spankin' new. I've never used them, read them, or even opened them beyond a casual flip. I bought them at a gaming shop in New Hope, PA (which, sadly, is now out of business - Toys For Men, anyone?). Thinking they might someday be collectors items, I put then in a trash bag and keep them in a metal strongbox. Too much?

Not after today's discovery. While my "working" copies are lost to fungus, at least I still have access to these great books.

03 September 2011

A Brief (real world) History

I don't want to get bogged down in history, but as I'm writing up the brief area descriptions, I find it hard to resist giving backstory to explain the present. On one hand, that means I need to be more disciplined and economical as a setting author. On the other, I realise that a lot of the setting's tone is based on its historical precedent, and I don't want to gloss over it.

The single most important historical event in The Bastard's Blade is the fall of the Roman Empire. In 362 AD, Rome encompassed the entire Mediterranean and half of Europe. Little more than a century later, those borders had shrunk by almost two-thirds.

In his Atlas of Medieval History, Colin McEvedy makes a crucial point: "What has to be explained is not that the Empire fell apart, but why the bits never came together again." (McEvedy 9) That explanation has little to do with administration, politics, food supplies, Christianity, corruption, or moral decay that is so often associated with Rome's decline. Instead, it boils down to military losses and the untenable situation those losses created.

In the 4th and 5th centuries, the area shown on the Shepherd Map is like a chess board with too many pieces. You have Rome occupying about half of it, while the rest is a cluster of disparate Germanic tribes and Huns, all vying for living space. No matter who gained what territory outside Rome, it was Rome who had to deal with the victors, because its borders touched everyone.

At the end of the 4th century, the Goths (strongest of the German tribes), unable to press south and west across Roman borders, struck out east, where they clashed with the Huns. Other Germanic tribes, like the Angles and the Saxons, contented themselves with raiding Britain and Gaul. Yet the Romans held their borders, having realised that further expansion into Germania was an unproductive effort. [1]

At the beginning of the 5th century, the Huns moved westward in force, dislodging the Goths, who found themselves pressed against Roman borders, as well as those of other Germanic tribes. This was the beginning of the end for Rome, whose infantry legions were outclassed by the Goth and Hun cavalry. Having no cavalry of their own, Rome began hiring Germans and Huns to fight their battles for them, essentially paying one enemy to fight another. It was a delicate balancing act of warfare, negotiations, and bribery.

Unfortunately, it was never-ending, owing to a steady supply of roving bands of opportunistic barbarians all too ready to extort Rome for cash in exchange for good behaviour. And, of course, no matter which side won—Roman-sponsored mercenaries or external aggressors—the winners were still barbarians, and they still needed a place to live. Not surprisingly, it wasn't long before Rome found itself in control of the military situation only as far as she could pay to influence it. And the Imperial coffers were running dangerously low.

By the middle of the century, the Huns (under Attila) occupied an area stretching from the Russian steppe to the Baltic. The resulting dislocation of the Germans, and the inability of Rome to pay for its abatement, had started to tell—much of Spain, a third of Gaul, all of Britain, and a bubble of North Africa surrounding Carthage [2] was lost to ravaging Germans looking for a home.

Attila's death in 453 relieved some of the pressure on the Germans, but for Rome, it was too late. By 476 AD, the Western Empire was under the de facto control of Germanic warlords, who had expanded their beachheads along the outskirts of the Roman Empire to encompass vast territories. One German general, Odoacer, seized all of Italy simply by ceding token submission to the Eastern Emperor at Constantinople. At the same time, Spain and Gaul were under the control of the Visigoths; Britain was the target of raids by Angles, Saxons, Jutes, and Frisians; native British chieftains had fled the isle to carve out the state of Brittany in Gaul; the Vandals migrated to North Africa to effectively control trade across the Mediterranean; and a host of Germanic tribes were slowly consolidating the Frankish kingdom in continental Europe.

All the while, the Eastern Roman Empire remained highly solvent. It's not that they weren't beset upon by the same external marauders that had ravaged the West. Indeed, they had their share of headaches from the Huns, the Ostrogoths, the Alans, the Persians, and the Arabs. What kept the East intact was that it was rich: money pouring in via the Silk Road and Indian spice trade allowed it to pay its aggressors premium fees to be spared the same fate as its Western counterpart.

But there was also one other, unanticipated, card the East chose to play: By selling out the West, it could encourage the barbarians to ravage elsewhere. Whenever the Ostrogoths got ornery, the Eastern Emperor could simply hire them to raid the Germanic kingdoms, effectively killing two birds with one stone: rid the local borders of marauding bands and rid the West of barbarian warlords. Regardless of the outcome, the Eastern Emperor had one less band of troublesome heathens to deal with. [3]

Thus is the state of affairs in 486 AD. I apologise for presenting a mound of text, but I believe this summary will help me be more succinct in, and make more sense of, the area descriptions to come.

Next up, how Barael's Europe differs from the real world.
Listening to: Robert Walter's 20th Congress, Money Shot
_______________
  1. An admonishment as old as the first Roman Emperor Augustus in 14 AD. Augustus figured that the Empire was pretty much just the right size, and while its armies could expand it, expeditions beyond the borders revealed that there wasn't much out there worth fighting for. The aborted conquest of Germania is a good example: after losing 3 legions to the effort with nothing appreciable to show for it, Augustus was satisfied to fortify the frontier along the Rhine and call it a day.
  2. This wasn't just the loss of territory, it was the loss of Rome's major wheat supply. By this time, Rome was already "living from hand to mouth" (McEvedy 12) and so while the Vandals in North Africa were not an immediate military threat, the Romans nonetheless found themselves forced to pay tribute to ensure stocked granaries.
  3. In fact, this is precisely what happened in 488, when Eastern Emperor Zeno paid the Ostrogoth King Theodoric the Great to invade the Kingdom of Odoacer. Theodoric did so with zeal, and by 493 was the ruler of a new kingdom consisting of his old Ostrogoth dominion, Italy, Sicily, Dalmatia, and Provence. It's worth noting that Theodoric supposedly killed Odoacer with his own hands at a banquet set to mark peaceful relations between the two. Seems Odoacer didn't see that one coming, despite having been besieged by Theodoric for just shy of 5 years straight.
Works Cited
McEvedy, Colin. The New Penguin Atlas of Medieval History. Penguin, 1992.

31 August 2011

Barael's Europe

We're talking about the Shepherd Map, which shows The Germanic Kingdoms and the East Roman Empire in 486 AD. At this early stage, I'm still figuring out exactly what's what, which is code for "You're going to read about the setting as I create it." For now, that means I'll start with generalities and zero in on details later (and sporadically at that—my goal is to "seed" the setting and let individual GMs decide the on the specifics for themselves).

1 hex = 125 miles
I've applied a 125-mile hex grid, which will ultimately fit into the Welsh Piper hex grid templates when I detail individual areas. This puts the map at 2,855 x 2,232 miles, or 6,372,360 square miles. To put this in proper perspective, I'd say that's about the size of Greyhawk.

The map shows continental Europe packed with Germanic Kingdoms populated by barbarian peoples who live by might, sorcery, and cunning (and by sorcery, I mean pagan demon-stuff). With few exceptions, each Germanic Kingdom is a confederacy of petty states who cooperate only to thwart the aggression of neighbouring kingdoms. When not so engaged, they fight amongst themselves. Most are ruled by kings or sub-kings, but some are under the control of sorcerers who use demonic allies and minions to enforce their rule.

The East Roman Empire is all that remains of the Roman supremacy that once stretched west to Gibraltar, yet Christianity still holds sway there, and it is far more ordered than the Germanic Kingdoms as a result. While firmly rooted in the land of its birth, Eastern Christendom seeks to recapture the Holy Lands of Europe, where the great evil of pagan gods was once defeated. It is the hope of the Church that the Germanic warlords will again bow before the cross (else it is the task of the Christian fighting orders to make them kneel under the sword).

There are four principle areas shown on the map:
  • Germanic Kingdoms (shaded areas): "Civilised" and thus support cities, towns, agriculture, and commerce. In the absence of Roman stability, many have reverted to the pagan ways of the Germanic Paganism (Wotan). However, some are Arian Christian (West Goths, Vandals, and Lombards), having "broken" from the Catholic church adopted by Rome under Constantine. [1]
  • East Roman Empire (green shaded border): Consisting primarily of Thrace, Illyricum, Asia Minor, and Egypt. This is the seat of Christian power in the setting—any Christian found outside the Empire is either an Arian, a missionary, or a crusader.
  • Lost Colonies (British Isles): The Roman departure from the British Isles left them just as (if not more) chaotic than when they arrived. The barbarians who remained—the Celts, the Picts, and the Britons—fell alternately to warring amongst themselves and defending their borders from the Angles, Jutes, Saxons, and Frisians who turned greedy eyes toward the Isles when the Romans left. It's possible that this is the most tumultuous place on the map.
  • Wilderness (white areas): Holy crap, these are crazy places! The Darkness mentioned in Barael's Blade is creeping across these lands, encroaching upon Christian holds and pagan states alike. The wilderness is populated by nomads and barbarian horsemen, dragons, giants, demons, and worse.
Next up, a quick capsule history of How Things Came to Be.
Listening to: Marian McPartland, Marian McPartland with Dave Brubeck
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  1. Fr. Dave notes that "Heretics were not killed by the Romans, they were banished to the barbarian lands outside the Empire. There, they managed to find some footholds." IOW, Arian Christians exiled from Rome no doubt found there way to Arian states. Certainly, some ended up knee-deep in the wilderness, surrounded by yapping horsemen with bows, but maybe these guys weren't Christian anyway...I like to think it all worked out for them.

25 August 2011

Source Material

An underlying goal of this campaign is to provide a framework that other GMs can build on. Not that Barael's Europe will be devoid of detail—rather, it should have just enough for GMs to expand on in whatever way feels natural to them.

I'm limiting myself to the following source material:

Swords & Wizardry Core Rules (4th Printing)
This is my first campaign setting using S&W, and to give it a fair shake, I plan to use it pretty much by-the-book (UPDATE: scratch that--I'll be including my house rules here and there, as they're developed). This will speed things along and also help me identify what areas are in need of tweaking for my next campaign (IOW, no need to preemptively "fix" anything until I decide it's "broken"). One caveat: since I'm limiting myself to the 4 Core classes (cleric, fighter, magic-user, and thief), I may inject some sort of "career paths" to help define specific character roles. There may be some minor table tweaks (e.g., the "to-hit" progression for each class, which is non-uniform and seems to give magic-users more punch than I think I like at first blush), and definitely some equipment updates (e.g., no plate mail).

Penguin Atlas of Medieval History
By Colin McEvedy, this book is a great summary of medieval European History. Each page is a map of Europe, covering topics such as language, religion, trade routes, barbarian invasions, etc. For our purposes, we need only the first 20 pages or so (i.e., up to 528 AD), but the capsule overview provides plenty of information for campaign use—at least enough of a springboard to other research if the GM desires. (affiliate link)


Shepherd's Map
The cartography that started it all. The image at right is a cropped version of the original, showing only Europe (I ditched the two maps of England, essentially because they depicted different time frames). I don't expect to do much alteration on the map. In general terms, coloured areas are "civilised," while white areas are terra incognita, populated by barbarian peoples and terrible monsters. Place names will remain, just to avoid mucking about with the map labels. Due to the detail shown, this is obviously for GMs' eyes only, and I'm sorely tempted to create a Hexographer version for players.

Zak and Jeff
Two blog posts will guide my planning:
I have some ancillary references, but they're area-specific. For example, Ian Malcomson's "Dark Ages" article from DRAGON #257 has some good period info for Anglo-Saxon Britain; Udi Levy's "The Lost Civilization of Petra" explores a great ruined city/dungeon complex, and Barnes & Noble's "Book of Saints: A Day-by-Day Illustrated Encyclopedia" will no doubt prove valuable for religious background within the campaign. I'll reference them as needed.

Next up, let's take a closer look at Shepherd's map.
Listening to: Joe Jackson, Night & Day

23 August 2011

Setting Overview and Ground Rules

If you happen to be in an elevator with me and ask, "What's this Bastard's Blade campaign about?" you'd get a reply something like this:
The Roman Empire that once dominated the civilised world has been reduced to a fraction of its former glory, and the barbarian warlords who pushed it back are the new masters of Europe. They have reawakened the old gods Christianity put to sleep, but in so doing, let loose powers they had forgotten how to control. Europe is a chaotic realm of warriors, sorcerers, and thief-kings, all vying for power and wealth in the vacuum of Roman stability. Will the PCs seek fortune as mercenaries in the service of a barbarian warlord? Or perhaps they’ll win a name by recovering the treasures of ruined Christian halls. Maybe still they’ll stem the tide of Chaos and revive the worship of the One God to bring order to an unruly land.
There's a lot potential there, so I'm going to lay down some ground rules to keep me on the beam:

The Map is Canon
I'll describe and populate the map based on what the map shows, so where there's a question about borders, cities, natural features, etc., the map is considered authoritative.

History Optional
I will neither achieve nor strive for 100% historical accuracy. This means I will misinterpret stuff, ignore important details, and reinvent in directions that real-life historical figures and events did not go. My goal is to create a setting based on history, not to follow the track of real world history in my setting.

Religious Freedom
At the time depicted by the map, Christendom consisted of Arian states, the Roman Catholic church, and Eastern Orthodoxy. Judaism exists in the Middle East, Zoroastrianism to some extent in the Persian Empire, and other various pagan states throughout Africa, and the Eastern lands. I'm bound to oversimplify the religious landscape to suit the campaign, but I do so only as an expedient to play and not, by any means, as a commentary on any religion or statement of faith. Feel free to send me a gentle reminder if you feel I've crossed this line.

Fantasy Stuff
I'll translate the S&W rules to what I hope to be intuitive historical analogues. Again, there's a lot of room for interpretation (e.g., what's does "magic-user" mean in fantasy Europe of 486?), but I'll explain myself where the need arises, and ask you to bear with me ('cause it won't all make sense).

Pick and Choose
There's every chance that I'll inject bits and pieces of historical "what-if" into the mix. It may not be practical, and it probably won't be the logical outcome of historical precedent. But, this is about making an exciting setting, so there's going to be a few mystery cults, some undead pontiffs, magical weapons like Excalibur, "real-life" golems and djinn, and white dragons on the Asian steppe. I'll try to weave them into the setting logically, but given that this is magic and the real world isn't, you'll need to suspend your disbelief here and there.

Next up, a short list of source material.
Listening to: Antibalas, Who Is This America?

21 August 2011

Starting Off

Hi. My name's Erin. You may know me from such favourites as The Welsh Piper, or The Chimera RPG.

Click for Barael's Blade
A few months ago, I stumbled upon Historical Atlas (copyright © 1911 William R. Shepherd). One particular map, The Germanic Kingdoms and the East Roman Empire in 486, really held my interest. The year 486 AD is the Year of the Consulship of Basilius and Longinus. It is the exile of Emperor Nepos to Dalmatia. It is the rise of Odoacer, the end of the Roman Empire in Western Europe, and the beginning of the Middle Ages. It is the time of a young Celtic warlord named Arthur.

At the same time, The Sword song, Barael’s Blade has been playing in my head. In the shower, on the bus, at work, while mowing the lawn. I checked out the lyrics, which practically beg to be converted into a fantasy setting.

Shepherd's map and Barael's Blade? Your cartography is in my metal. No, your metal is in my cartography.

My goal is to make this map into a comprehensive Swords & Wizardry campaign setting, incorporating the bits suggested by Barael's Blade. We'll see how it goes.

Next up, an elevator pitch and "rules of engagement."
Listening to: (what else?) The Sword, Age of Winters