Let it never be said that I am not fickle.

July 30th, 2010

When I first read Swords & Wizardry, I was thoroughly enamored of the game.  It seemed to be everything I was looking for in an RPG.  But much like Savage Worlds (which I also fell in love with upon first read), S&W left a wee bit to be desired in actual play.  While I greatly enjoy reading (and writing stuff for) “rules-light” systems, I desire a bit more “chunkiness” in play.  By the time I’d gotten Swords & Wizardry where I wanted it – what with house rules and Supplemental Lore and all – I realized we’d been playing AD&D.

So I made it official and converted my table-top game back to AD&D.  That brought everything full-circle as, prior to discovering S&W, the game started with AD&D.  Much like this blog, however, the game’s been on something of a hiatus since I converted back to AD&D.

C’est la vie.  Once I start playing and writing regularly again, I’ll start blogging again.

Upcoming Projects

May 17th, 2010

It’s been a while since my last blog post here on Absolutely Mental; a death in the family tends to put things like gaming on hold for a bit.  Anyway, my play-by-post S&W game is moving forward once again and my table-top S&W game should be picking back up this Wednesday night.

I’ve got a number of S&W projects “in the oven” right now.  For the dual purpose of keeping some semblance of organization outside of my head and whetting your appetite, I’m going to list them here.

  • BlueBook for Swords & Wizardry: BlueBook is an SRD I’m putting together that brings Holmes edition compatibility to Swords & Wizardry.  Initially it will cover only the first three levels of character advancement (as did Holmes) and will feature my OD&D Saving Throws for S&W stuff on top of S&W’s single saving throw for improved compatibility.  I’d love to include HACZ, but THAC0 as a stand-alone concept wasn’t around in Holmes.  Oh well.
  • The Hornvale: I’m going to actually write up the ad-hoc setting I’ve been using in my play-by-post game and release the entire thing under the OGL; there will be no Product Identity.  It’s small and generic, but has lots of adventure opportunities and would be a great starting point for a WhiteBox (or BlueBook!) game.
  • The Followers of Tsat: I’ve long bemoaned the fact that there are so few divine entities and/or cults available under the OGL, so I’m going to do something about that.  As the urge strikes me, I’m going to write up divine entites and their cults and release them under the OGL for everyone to use should they so desire.  The first will be Tsat, the God of Corruption and Change, and his followers who seek to undermine society and rebuild it according to Tsat’s desires.  Players of Vampire: the Masquerade should recognize the influence of Set on this one.  :)

So.  There’s that.  All this stuff will, of course, be posted on my blog once it’s avaliable.

Goodbye, WEG…

April 20th, 2010

In a brief interview with the Wild Die blog, Eric Gibson of West End Games revealed that he’s liquidating all the WEG properties and closing WEG for good.  Septimus is returning to its designer, Torg is being sold, and the D6 System is being given to the public under the OGL.

It’s not really old-school D&D related, but it’s certainly the end of an era.  It always makes me sad when good RPG companies cease to be.  WEG Star Wars is legendary, and I’ve heard nothing but good about the D6 System.  Heh, maybe I’ll finally read the PDFs now.

OD&D saving throws for S&W:WB

April 11th, 2010

In a recent discussion on the Brave Halfling forums, I commented that it would be fairly easy to use the S&W:WB saving throw as a base number and extrapolate a list of saving throws more compatible with original D&D’s saving throw matrix.  To release it under the open gaming license it would need to be a… “re-imagining” of the matrix to avoid any copyright entanglements.

My original idea was just to determine the difference between the WB saving throw and the OD&D saving throw for each level, calculate the average difference across all levels, and apply that as a modifier to the WB saving throw based on the category of saving throw being made.  After doing the calculations I discovered that wasn’t feasible because, for instance, the Magic-user wound up with a +5 modifier versus breath weapons.  Augh, could you imagine the poor 1st level Magic-user trying to save versus a 21?

So what I’ve created is a per-class and per-level saving throw matrix which lists the modifier applied to the base WB saving throw for each OD&D style saving throw category.  The matrices appear below.

Read the rest of this entry »

For The Gamer In Whom The Old Ways Have Joined The New

April 9th, 2010

I prefer old-school games regardless of the media in which they appear.  I don’t like World of Warcraft, for instance, and instead would rather play Ultima IV (which I still have at home, cloth map and all).  To wit, I just spent my lunch hour looking at the various and sundry Rogue/NetHack clones for my iPhone 3G.

I looked at Rogue by gandreas software, iNetHack by Dirk Zimmerman, and RogueTouch by Chronosoft.  I think I’ve settled on RogueTouch as my favorite; gandreas software’s Rogue is cool in that it provides both a graphical mode and an ASCII mode, but RogueTouch seems to embody the spirit of the original game better than the other two while simultanously capturing the graphical, touch, and play advances that the iPhone/iPod Touch platform offers.

Anyway, if you have a device which uses Apple’s touch interface, you should check out RogueTouch.

Magical crossbreeding at its worst.

April 8th, 2010

The contents of this post from this point forward are designated Open Gaming Content under the terms of the Open Gaming License, linked here.

Orf
Armor Class: 6 [13]
Hit Dice: 1+1
Attacks: fist (1d3) or weapon (1d6)
Special: None
Move: 12
HDE/XP: 1/15

A truly perverse magical crossbreed created by an insane wizard, orfs combine the worst qualities of both dwarves and orcs.  They have short legs, long arms, and an ape-like posture.  Their skin is ashen gray and mottled green, and their hair and beards are stringy, dirty, and tend to be brown in color.  Their pronounced foreheads and outcropping lower jaw complete their primitive appearance.

Most orfs are possessed of only animal-level intelligence, communicating with grunts and growls.  The most promising of them understand basic tool use, although it rarely progresses beyond the realization that smashing things with a club is more effective than smashing things with their fists.  They are curious by nature, however, and will oftentimes attempt to emulate the lifestyles of other races, particularly men.

Orfs are quick to anger and once wounded will lash out in a rage at the source of their pain.  Rarely will an enraged orf back down from an opponent; most orfs so angered will fight until it – or its opponent – is dead.  Luckily, orfs tend to congregate in small, human-like family groups consisting of two or three males (one of whom is dominant and has figured out how to use a simple weapon like a club or axe), a female, and whatever children the group has managed to produce.

Krugerov’s Cannibalistic Mutation

April 6th, 2010

As mentioned in a previous post, I present to you the evil Count Krugerov’s “signature” spell.  Krugerov should have been a multi-class Assassin.  Imagine him using his dagger to kill someone and his spell to take their guise, as he works his way closer and closer to his mark.

The contents of this post from this point forward are designated Open Gaming Content under the terms of the Open Gaming License, linked here.

Krugerov’s Cannibalistic Mutation
Spell Level: Magic-user, 3rd Level
Range: Caster
Duration: 1 hour or Referee’s discretion

This spell enables the Magic-user to alter the appearance of his or her form to that of another human or humanoid being.  Exacting detail is maintained; even normally hidden or undiscovered birthmarks and blemishes will be recreated by this spell.  The material component for this spell is a chunk of flesh from the human or humanoid who is being duplicated, which must be eaten by the Magic-user as the spell is cast.

The Perrin Conventions

March 30th, 2010

I found Steve Perrin’s CONVENTIONS on the ‘net not too long ago and while I haven’t yet studied them in earnest, a quick scan of Mr. Perrin’s house rules intrigued me.  So I’m mirroring them here for ease of future reference.

Read the rest of this entry »

A thing man was not meant to know.

March 29th, 2010

The contents of this post from this point forward are designated Open Gaming Content under the terms of the Open Gaming License, linked here.

Shab-Ittoq

Long before the coming of humans and their ilk, the world was ruled by ancient, eldritch beings from beyond space and time.   These beings were active only when the universe was in a particular alignment; when the universe held a different alignment these beings could not exist as we understand it and passed away eons in a state of psuedo death waiting for the cosmos to right itself.

The last shift in the alignment of the universe heralded the coming of men and their humanoid cousins, who happily assumed stewardship of the world in the absence of these alien beings.

As the universe shifted, the great island-city wherein most of these entites lived sank far beneath the waves to settle at the bottom of the ocean; as their high priest retreated into a dark temple, one of its tentacles was severed.  Trapped beneath the rubble of the sunken city and bathed in the otherworldly energies which clung to the ruins, the monstrous tentacle mutated and took on a life of its own.

For some reason, the tentacular horror which became known as Shab-Ittoq is not bound to the same laws as is the being from which it was created, and it is able to exist regardless of how the universe is aligned.  Over the course of time, Shab-Ittoq has freed itself from its prison under the rubble of the sunken city and now it carries out the will of its parent which is made clear through powerful, psychic dreams.

Shab-Ittoq is not the only being who receives the twisted dreams of its creator; from the moment man reached a level of self-awareness, some men have been cursed with a sensitivity to the alien being’s dream-sendings.  Unable to bear the mental brunt of such alien thoughts, these men go mad, worship the eldritch beings as if they were gods, and recruit others into cults which actively work to prepare the world for when the universe is once again aligned and the monstrous beings return to re-establish their rule.  Shab-Ittoq often acts as a proxy and herald to these cultists, making apperances and accepting sacrifices on behalf of its maker.

Being composed of unearthly material and not subject to the laws of matter as we know them, Shab-Ittoq can never truly be killed.  If it is reduced to 0 HP, Shab-Ittoq will dissolve into a viscous, slimy goo which seeps through the ground to eventually find its way back to the sunken city.  Once it reaches its home,  it slowly re-forms and emerges with full HPs by the next full moon.

Shab-Ittoq: HD 10; AC 0 [19]; Atk 1 smash (3d6) ; Move 12; Save: 6; CL/XP: 10/1400; Special: swim

HACZ: an OGL THAC0 clone for S&W

March 26th, 2010

The contents of this post from this point forward are designated Open Gaming Content under the terms of the Open Gaming License, linked here.

What is HACZ?
A character’s HACZ (Hit Armor Class Zero; pronounced “hacks”) value provides an easy way to determine if an attack was successful against a given armor class, without having to reference charts or tables mid-combat.

Using HACZ
To make an attack, the player rolls a d20 and applies any modifiers (from ability scores, magic, etc.) to the die roll. The total is subtracted from the character’s HACZ value. The result indicates the lowest descending AC for which the attack would be successful.

Alternately, subracting a descending armor class value from a character’s HACZ value will reveal the number an attack roll needs to meet or exceed in order to successfully hit that armor class.

Determining HACZ
To determine a character’s HACZ value, reference the character’s class and level on the following chart:

Level Cleric Fighting-man Magic-user Thief
1 19 19 19 19
2 19 19 19 19
3 18 18 19 19
4 18 17 18 18
5 17 17 18 18
6 17 16 17 17
7 16 15 17 17
8 16 14 16 16
9 15 13 16 16
10 14 12 15 15

For values beyond 10th level, please reference the Attack Matrix for the class in question.