Friday, April 21, 2017

Plot Map - Battle at the Church of Whitewode - Explaination

Spoiler Alert!

If you are one of my players you may not want to look at this until the end of the Campaign.

This is the current Plot Map for the Whitewode Campaign in my world of Elthos.

What is a Plot Map?

I'm glad you asked.  This is a technique that I've been experimenting with to provide myself with a visual queue card while I am Gamemastering.  It shows a great deal of information about the current state of the Campaign, including where the main Characters are in relation to one another, what paths they have taken, or may take, where the key places and events are, and the array of forces in the scene.  It also may show symbolic references that remind me which Elkron are in play, and what they may be trying to accomplish.  This one Plot Map acts as a snapshot of the game in it's current state.  Together the Plot Maps form a visual history of the Campaign, so that later I can use them to recall major events, characters and influences.  It's been extremely helpful for me while GMing, and also a pretty cool form of documentation on the Game Story.

The key to it is include as many of the major elements as possible in a small a space as I can manage.  This way, one sheet can be used to remind myself of important points during the play of the game.

To give an idea of how this works in practice, if you take a look at the lower right corner you'll see the Church of Whitewode (which is on fire) up on the ridge overlooking the town towards the West Gate.  There is a beam of moonlight hitting the Church steeple in which Hermel (H.) and his daughter Peaches (P.) are attempting to use the silver bell in the steeple to reflect the moon beam towards the blacks sphere of darkness atop the West Gate Citadel, in which the obsidian alter is located.  Nicholas Blair is attempting to cast a massive spell from atop the tower to thwart the Pech and Gnoll Armies situated on the marshes before the township.  Just outside the Church are Thorgrim (T.) and the Gnoll (Gn1) waging a fierce battle against one another (revenge), while below the Church are Reverend Russel (Rev R.) and Reverend Trask (Rev T.), each of whom are taking different routes.  Reverend Trask has taken the Treasure of the Lizard King and the escaped prisoners to the West Citadel, while Reverend Russel is attempting to climb the stairs to the Church to aid Hermel and Peaches in their task.  You will also see that the Gargoyle (Gg.) is on his way to also provide aid to our heroes, while the Gnoll's brother (Gn2) is simultaneously making his way towards Reverend Russel to kill him before he can aid anyone.  Just below the crescent moon you can see the Spire that is White Tower, near where Delvin is actually located with the 12 musical children whose rescue is the goal of the quest.

Ok that's the lower right hand corner.  You can see how glancing at the picture would be far easier for me during the game than peeling through my notes. Obviously this wouldn't be necessary were it not for the fact that the Whitewode Campaign is enormously complex.  It is the equivalent of a Soap Opera in RPG form.  But that's a topic for another post, why I decided to create the Campaign this way, how I approached it, and whether or not I think it's a successful method. Stay tuned for that post as well.  I will publish it after the completion of the Campaign.

In the meantime enjoy the Plot Map, and hopefully if you're also running a complex Campaign this concept of Plot Mapping the thing may be helpful to you.  Best wishes and happy gaming!

Ye Old Trolls of Elthos

So I've been Gamemastering my world of Elthos since 1978, and to be absolutely honest, until this most recent Whitewode Campaign, no one had yet encountered a troll.  Yup.  30+ years later, finally - a troll!

Now, I should say my trolls are not standard stock issue D&D trolls with the green skin and carrot noses. No way. I never could stand that kind of troll. I don't even know why, exactly, but my reaction to that concept for trolls has always been "Holy Yuck-I-Don't-Think-So!" They just didn't look like what I imagined "real" trolls to look like. Again - no idea why. But my vision of trolls must have been formed from some old fairy tale book I read as a child and have long forgotten. At any rate, the trolls of Elthos are large, heavy boned, and girded round with huge bellies and large round noses, long unkempt hair, and dress in peasant cloths, often with a skull cap made of a whole cow hide. They're big fellows, and are ambling, stupid, selfish, and a bit overly fond of very simple riddles.

"Why did the hobbit cross the road?", asked Bob Ruckbottom, the older of the two trolls, and therefore the smarter one. He knew the riddle after all.

"Oh, let me think on it, Bob," said Tom, his brother.

"Ok, you do that. If you get it, I'll give you my best ruck-sack", Bob added for good measure.

A while later, Tom answered as follows, "Cause he had no shoes?"

"Noooo," said Bob with a huge guffaw. "To get away!" he proclaimed with a uproarious laugh.

And so, that's just how trolls are in Elthos. Big lumbering and dumb as a sack of sand. That said, on the other hand, they're also have bones made of stone, and skin flecked with iron. They regenerate their wounds at an alarming speed, and if you don't burn them once their heads have been chopped off, then they'll grow back a new one and come hunt you down. They're really not very nice.

Now once in a long while, a troll or two will be spawned just a cut above the rest. Either smarter, or stronger, or quicker than your average lot. These trolls go on to gain fame among the troll-kin, and usually become heroes of their clans, one way or another.

Such a hero was Babayuma "Bob" Ruckbuottom. He knew his riddles he did. And so one day, after he had utterly smashed a local brigade of King Varin's troops at Old West Bridge, just outside of Whitewode before it had sunk under the ground (it was a cursed village, don't you know), the King stood forward on his chariot, and offered Bob the job of keeping the Toll at the Bridge. Why would King Varin do such a thing? Well, no one knows for sure, but historians think that there must have been several reasons for it. One, the thinking goes, was that Bob was a capable and frighting warrior, and so no one would dare to avoid the toll again. Another was that the King could tell by the riddles Bob would ask his knights before crushing them that Bob was not an ordinary troll, but one of those that had slightly more than half a brain. Thirdly, it is rumored that for some reason Bob decided at some point that he wanted to be a Knight - and this was something the King could offer him in exchange for his service. Finally, there are some who say that King Varin was a Wizard of no small skill who had the ability to overpower weaker minds and make them loyal subjects through the craft of his speech. Whatever the case, Bob accepted the offer to be the King's Troll, and was knighted on the spot, and because of this he took his post in a cave just below the West Gate Bridge, and from that time forth, collected the King's toll with a loyalty and ferocity that begger's the imagination. And from that time forth everyone paid the toll, and there were no more sneaks, and no more bum-rushes over the bridge, and in the end, Bob amassed a huge fortune in that cave of his. When people needed to go to Whitewode, they would pass over the bridge, and those who knew how things stood would put a tin piece in the stone bowl for each person or animal crossing the bridge. But those who asked what the "1" on the sign signified, Bob would lie, and say "One Gold!".  Few people had the courage to argue with Bob, and those who did didn't last long.

Also as time passed King Varin passed away, and the kingdom passed away and the lands fell fallow, and after the Ogre Wars the men who lived in the great valley of Glendale were killed off or chased away further to the south. In all that time the curse of Whitewode took it's toll on the town, and it sank slowly under the ground, until it merged completely within Grimdel's enormous cavern. Only a single hole at the top of the cavern showed through a beam of moonlight now and again. And there lives Bob the King's Troll in his cave below the bridge at West Gate. There's a sign there that reads "Toll: 1" which King Varin had made for him, and below it, a stone bowl carved out of the cliff face next to the cave's entrance. Over the years, Bob acquired a couple of guard dogs, which were also of trollish blood, to help him keep his treasure safe.

And so once every ten years, Bob would haul whatever toll was due the King up to the old White Tower at the top of the cliffs, and report to the King's Wizard there. And of course, Bob would keep the rest for his own maintenance. And thus, Bob's treasure was quite large. And the King's Toll treasure of the White Tower was also quite large, though that one was comprised of tin coins, while Bob's was made up of gold. It had been 800 years since King Varin knighted Bob, and so you can imagine that after all that time, two rather substantial treasures got built up, slowly but surely. And so there is Bob to this day, with his two troll-hounds, and living peacably enough for a troll under the West Gate Bridge. If you should happen to pass that way, just drop a tin piece in the bowl on your way across the bridge, and you'll have no trouble with Bob.

Naturally, my players declined to do so. They got in a fight with Bob. I was fairly certain, comparing Bob's mighty stats and regeneration to their capabilities, even though they were all veteran adventurers, that Bob and his dogs had the upper hand and would be likely to kill off half of them, if not all. BUT - Hermel was smarter than Bob. He created an illusion of a flower pot, in which was a Sun Flower. Now, these Sun Flowers grow magically in the cavern, and are cultivated by the fey who don't care much for trolls, and they have served to keep the trolls out for many long centuries. There's only a few such flowers growing in and around Doctor Sniloc's manor some distance through the cavern south of Whitewode. Having run into them there, Hermel understood their signifance, and when they encountered Bob, he created an illusion of one. And this was the one thing that could frighten Bob enough for him to retreat back into his cave.

Now some of you might ask, how could Bob have collected the toll in the daylight before Whitewode sank under the ground? Well, King Varin built a covering for the bridge so that Bob could attend to his business without having to come in contact with the sunlight. Eventually, that covering was torn asunder once the town sank, and became that very formidable wooden bridge-door which bob could use to close the bridge and bar the entrance to his cave ... just in case a dragon or somesuch thing might come some day. And it did. And Bob didn't mind. He was safe in his cave, barricaded in and unassailable in his little fortress with his two dogs, Fido, and Fifi.

And that, friends, is what trolls are like in Elthos.

Monday, April 10, 2017

Mark Knights Review of Elthos

Following is the verbatim text of Mark Knight's Review of the Elthos RPG Mythos Machine. I am posting it here to preserve a copy in case the original is blown away by any sort of internet treachery in the future...  Without further ado... Mark Knights' Review (published in Sept 2015):

I replied to a post a few months ago now saying that I would love to help out beta testing a game that was unusual. It is a universal RPG but had a piece of software that had been developed with it that would help the GM and players by enhancing the game innately. The Beta was a demanding schedule, I started late and soon realised that there was no chance, with my schedule, to keep up with the needs of the Beta. The author (of the game and software – Mark Abrams) was also seeing this across many of the participants and so changed his tack on the beta and opened it up to an open Beta test so that he can get many testers, who will find those bugs at their own pace and the updates can go ahead. The game is Elthos Role Playing Game and the Software is known as the Elthos Mythos Machine.

Elthos RPG
The entire thing is in open Beta and as such you can sign on and register and grab a copy of the rules. I would suggest that you do this in an effort to help Mark Abrams thoroughly test the Mythos Machine – but more on that later. The current rule set is available for download once you register and log in at the portal for the game and software. The rules started at version one and quickly escalated to version 8 which is where it currently stands.

Elthos is designed to be a Universal RPG that the GM uses to apply to his own worlds. As an example the book takes a fantasy styled look throughout so that flavour can be added to the text and examples making them a little more interesting. There are also sketches of the world that is presented which are wonderful in breaking up the text as it is not really a standard fantasy setting. Creatures riding dragon flies and the like make it really nice evocative art in a sketched style and I really liked the intrusions it made on my reading.

The system uses a One Die System (ODS), that is a D6 system. Any resolution, as a standard rule, has you rolling a d6 against a target number determined by the task resolution table. For example, if I were to try and poke you in the eye, the Task Resolution Table looks at my “Poke in the Eye ” skill and your “Defence Skill” and gives a number that I need to roll on one die. It may also tell me that I am too good in the art of poking in the eye and automatically hit, or you are too good at defence and I don’t even have a chance. It is a simple mechanic and worked well here. This is an extensive discussion about it in the rule book that shows the depth that the author has gone to in considering it.

But of course the author knows that there are people out there that like rolling dice and so he has also opted to implement other systems that can be used as alternates from 2 to 4 dice resolution tables. This is a nice touch, but not entirely needed, although I am sure there are people out there that will make use of it. In reality the ODS has the same effect as multiplying the dice out and is the simplest option. That is one of the funny things about RPG’s though, the simplest is often not the option that gets chosen.

Some of the reading in this book is hard going. Dense text that are trying to explain and justify the use of the rules often left me having to reread a passage or two and on one occasion asking Mark what it actually meant. This is a minor criticism though as this problem does not often materialise while you read, just every now and again.

The entire book is an example of how this system can be used, the real value is the system itself. It talks about building a character and then gives the classes (it is a class based system) that any standard fantasy setting would give. Now, when I review a Universal system I always have a setting in my head that I ask myself “Can it do that?” Now in the case of this book that looks at traditional fantasy it would not fit but the discussion is always talking about how this is an example and how you can do the creation yourself and I can clearly see a way of me doing a post-apocalyptic sci-fi western that I was thinking of as I read it. It would take some work on my part, but if you are not prepared to do work you are probably not looking at a Universal system as a GM.

Also, throughout the text Mark keeps reminding that there is the Mythos Machine available to us on the web that will help us build and flavour the entire game. There are very few situations where this prompt is not mentioned. The Mythos Machine will solve our concerns and worries. So let us now turn our eye to the…

Mythos Machine
Normally when I do a review of an RPG or a piece of software I do one or the other. This is the exciting part of Elthos. It has an entire game support/campaign support system built right alongside it. It is rare these days to find this occurring. It is normally a third party creating an app that fits a system or a generic app that fits multiple systems. The truth about the Mythos Machine is that it fits seamlessly with the Elthos RPG. If you want to play the setting that is in the book itself there is very little to do. If you want to create your own world there is a little more to do but it is really made wondorously easy by this bit of software. And just between you and I, if you wanted to use the Mythos Machine to record a campaign that did not use Elthos as the base system, it would work.

Logging into the Mythos Machine I did not know what to expect. The website is dated in appearance and the system prompts look fairly basic at the start. I followed along several of the tutorial videos that Mark has done and loaded to YouTube. He has a beautiful skill based system ordered at the bottom of your main login page to see where you are up to in your videos and what you should watch before you get to x skill. These videos are well done and in the case of several of them they have been updated during the Beta.

There are two modes to the Mythos Machine, one as a player and one as the GM. I logged in as a player to start with and made a character. The system worked OK but the interface was a little clunky. Not having people to play a game with had me a little behind the Eight ball but I could see this was a useful tool as a player. Interacting with information from the world and recording the character, not to mention managing any formula that are required is a great thing for a player.

But the magic in this system is not in the player controls. The brilliance of this system comes when you nip over to become a GM and the entire Universe of possibilities are offered up to you to play with. That may sound like a stretch, and it probably is, but the modular system that has been built into the Mythos Machine to create your world and campaign is utterly breathtaking. Mark has truly thought through every portion of this and has shown a level of understanding about what GM’s play with (or want to play with) and intuitively added them.

The interface is still a little on the clunky side but this tends to be the truth of all database systems. I started playing about with this interface to make my post apocalyptic sci-fi western and I had to catch myself. I was having way too much fun and I was going down the rabbit hole of building a campaign that I loved and would never play. I called it Captivity and first I played with the base rules system changing it so the players only got on roll of their stats. I added up the world and then I went into skills and did some modification and then I was headed to armor when I realised that I was about to chew up a massive part of my life customising this system.

Look at all the configurable goodness, I am in love…

I can only say with the utmost confidence that this is a brilliant and easy to modify tool that does everything and more that the Elthos RPG says it can do. It allows you to play with practically everything at a granular level. You can map out complete campaign arcs, one off adventures, characters, NPC’s, the magic system or psionics or whatever you want to do. It allows you to quickly and easily build classes and introduce them and it all flows so seamlessly with each other.

I am a programmer, with a big degree to show it and I am stunned at the amount of work that is laying in this application. It will be a tool that inventive GM’s will quickly learn and love using but the true beauty of it may not be apparent to everyone. This is a shame because I have seen some apps created by teams of people in the past that are just nowhere as elegant as this system.

In Conclusion

This game and system are in Beta testing phase. It is an open Beta too so I think that if you can, join up. Help Mark refine this system to the best it can be. If you can keep him informed of what works well and what is a little clunky in the rules as well as the system then this game has a very bright future.

For me, as it stands at the moment Elthos the RPG is a nice little system that is well thought out and obviously a work that the author has thoroughly thought out and it is a labour of love. He discusses it being a little based in the 70’s and 80’s games but I really feel that it has a level of originality in it. For me it is a good system and a very workable system but with the way the book is written it may put off people who do not know where to start in running their own desired game setting. It possibly could also do with a dedicated GM section too.

The real winner here is the Mythos Machine. I can literally not think of a system that works so seamlessly together. It still needs a bit of work on interface and usability but it is so powerful that I am saying you should sign up to the Beta right now just for this! All the things you wonder how you will do works brilliantly through this application and allows you a marvelous amount of power in building your own game worlds. Get to, download the rules and log on to the Mythos Machine – you will not regret it!

Many thanks to Mark Knight for this absolutely lovely review!

Monday, April 03, 2017

Notes On OD&D - Part 34

Continuing on with the 5th Level Clerical "Spells"...

Men & Magic
  • p33 - Explanation of Clerical Spells - 5th Level
Dispell Evil: Similar to Dispell Magic spell, this allows a Cleric to dispell any evil sending or spell within 3" (90') radius. It functions immediately. Duration: 1 turn.

Ok, this seems fair enough, though I would have thought this would be a lower level spell (I always thought they should not be called spells, but miracles, but heck, that's probably just me). Maybe 4th. After all, the Cleric's main bag is, I thought, dealing with evil, and such. So to have this so high up in the spells hierarchy just feels a bit off. I could be wrong. And I'm sure it largely depends on how the game is played. And it may well be that in those days, when OD&D was first played, the whole concept of the game was so much more focused on the wargaming side that this may have been just fine, and no one thought twice about it. In other words, if you're playing a miniatures game on an 8'x12' table with armies and such you might not be thinking so much in terms of the "story" aspect at all. So this may have been totally find for how the game was payed in those days. Curious to hear if anyone has any experience of it from that era and might be able to comment on my conjecture.

At any rate, I give this 5 out of 5 Stars for usefulness.

Raise Dead: The Cleric simply points his finger, utters the incantation, and the dead person is raised. This spell works with men, elves, and dwarves only. For each level the Cleric has progressed beyond 8th, the time limit for the resurrection extends another four days. Thus, an 8th level Cleric raise a body dead up to four days, a 9th level Cleric and raise a body dead up to eight days, and so on. Naturally, if the character's Constitution was weak, the spell will not bring him back to life. In any event raised characters must spend two game weeks time recuperating from the ordeal.

Hmmm... ok the way this is phrased may be a little confusing. I think what it means that a 9th level cleric can raise a dead body if that person has been dead for up to 8 days. And as for the weak constitution, I'd rather that this was a little more specific. But I will take it that a "weak Constitution" means those below average, which on 3d6 is probably 9 or less.

The only other questionable aspect is that it can't be used to raise Hobbits. Really? I mean, common. Hobbits are nice guys. You should be able to raise them. :p

I rate this 5 out of 5 Stars for usefulness.

Commune: A spell which puts the Cleric in touch with the powers "above" and asks for help in the form of answers to three questions. Communing is allowed but once per week maximum; (referee's option as to making less frequent). Veracity and knowledge should be near total. Once per year a specially communing should be allowed wherein the Cleric can ask double the number of questions.

Hmmm... ok. Not crazy about this one. Not that it isn't useful, it probably is. But it feels too static. Three questions? Ok, I guess so. Not crazy about it, but I can see why they chose to do it this way. You don't want to leave this sort of thing open ended I guess. And besides, they did add the caveat that it's up to the GM so that helps. But my real problem with this is that it's such a game changer when it goes into effect. From my viewpoint as a GM I don't like it. I'd be forced to give away my best secrets to any player who achieves this power. Yuck. Not so great. From the Player point of view though? Yup Yup Yup - sign me the hell up! So ... meh. Problematic.

I rate this, however 5 Stars for usefulness.

Quest: This is similar to Geas, except that the character sent upon a Quest by the Cleric is not killed by failure to carry out the service. However, the Cleric may curse him with whatever he desires for failure, and the referee should decide if such a curse will take effect if the character ignores the Quest, basing the effectiveness of the curse on the phrasing of it and the alignment and actions of the character so cursed.

Too weebly. Not that great. I don't really see the big difference between the MU version and this one other than the "you die" aspect. I guess from a flavor perspective it sort of makes sense, kind of. Except, if you're a Cleric and the reason your version of Geas doesn't kill is because you're too much of a "good guy" for that, then what's the point of Cursing?! Oh I'm too good to kill you, but not too good to curse you! Mwahaha! I don't know. Something doesn't seem right about it to me.

I rate this 3 Stars for usefulness.

Insect Plague: By means of this spell the Cleric calls to him a vast cloud of insects and sends them to where he will, within range of the spell. They will obscure vision and drive creatures with less than three hit dice off in rout. The dimensions of the Insect Plague are 36 square inches. Duration: 1 game day. Range: 48" (1440'). (Note: the spell is only effective above ground.)

Ok! That's persuasive! It's a huge area, and I could see this as being incredibly useful under certain, and highly variable, circumstances.

I rate this 5 out of 5 Stars for usefulness.

Create Food: A spell with which the Cleric creates sustenance sufficient for a party of a dozen for one game day. The quantity doubles for every level above 8th the Cleric has attained.

Ok, not terrible, but this is another one that I would kind of think belongs at a lower level than 5th, as it seems out of synch with the power of the others at this level. But still, when you're hungry, you're hungry and this is definitely a nice to have.

I rate this 3 out of 5 Stars for usefulness.

Ok and that's the end of the list of Clerical Spells!

Overall, I rate Clerics as being damn kick-ass character class in OD&D on account of that they are both mystics and fighters, and so they pack a heck of a punch.

Note: There are Anti-Clerics (listed below) who have similar powers to Clerics. Those Clerical spells underlined on the table for Clerical Spells have a reverse effect, all others functioning as noted. The chief exception is the Raise Dead spell which becomes:

Finger of Death: Instead of Raising the Dead, this spell creates a "Death Ray" which will kill any creatures unless a saving throw is made (where applicable). Range: 12" (360') (A Cleric-Type may use this spell in a life-or-death situation, but misuse will immediately turn him into an Anti-Cleric.)

Anti-Clerics: Evil Acolyte, Evil Adept, Shaman, Evil Priest, Evil Curate, Evil Bishop, Evil Lama, Evil High Priest.

Ok that's it for tonight. We pick up next time with the last of the sections in Men & Magic, which has to do with Magical Research and Books of Spells. Till then, ciao! :)

Thursday, March 23, 2017

A Mutual Collaboration Society

Over the past couple of months I've been working on establishing the concept of a Mutual Collaboration Society for the Mythos Machine.  The goal of the Mutual Collaboration Society is for members to give one another free and unhindered use of one another's RPG materials for both their own gaming purposes, and also for any derivative works they would like to use them for. It is a share and share alike system.

So Gamemasters through the Mythos Machine can contributes to the central pool of creative materials by making their creations in the Mythos Machine "Public". The Things that people can make "Public" in the system are all are:  Weapons, Armors, Equipment, Races, Classes, Mystic Powers, Skills, Heritages, Money Exchange Rate systems, Cultures, Places, Campaigns and Adventures (the last two are not implemented yet, but will be soon if all goes as planned).  All "Public" Things will show up as Shared items in the World Things Trading Post in the Mythos Machine.  Gamemasters can peruse the lists of Things and import the ones they like into their own Worlds, and then modify them as they wish (ie - the originals remain intact and unchanged in the original GM's World).

Members of the Mythos Machine community can mutually draw from these items for their own games by importing a copy of them to their own Worlds, and / or for creating non-commercial or commercial derivative works as they wish. This allows people to legally share RPG materials with each other, and do what they wish with them.  And once something is made "Public" then the author grants a license for others to use it.  It is kind of like Creative Commons for RPG content.

So in the Mythos Machine, anything the GM creates, including their entire World, can be set as either "Public" or "Private".  When "Private" the Gamemaster retains full copyright ownership, and no one on the system can see it except the Players in their World, if the GM has granted permission for the Players to see those items.

Thus a World can have a mix of "Public" and "Private" Things.  Here are the rules for Public and Private ownership according to the Terms of Service for the site:

If the Gamemaster (GM) creates a "Private" World (which it is by default), then whether or not the GM makes things within it Public or Private:

1. No one but the GM can see their World.

2. No player can join the World for generating characters because the World itself is "Private" (usually while under construction).

3. Nothing from "Private" Worlds will show up in the World Things Trading Post as Shared Things.

4. The "Private" World is eligible to be loaded into the Packaged Worlds system (when available) and be sold at a price set by the GM via the Mythos Machine.

5. The GM retains full copyright ownership of their World and can do with it whatever they wish (commercial or non-commercial) - which is to say they could publish the world in any medium outside of the Mythos Machine if they wish to, or convert it into any format or medium they wish.  No one else has any license (or ability) to use those things other than the GM for any purpose.

If the GM makes their World "Public", but keeps everything in it "Private" (all individual Things (weapons, armors, places, classes, etc) that they may create) then:

1. The other members of the site can select the GM and view the World's Description and House Rules and Genre selections.

2. Players can join the World and Generate Characters in it.

3. Nothing from the World will show up in the World Things Trading Post as Shared Things (since all the Things are "Private" even though the World itself is "Public").

4. The World is no longer eligible to be loaded into the Packaged Worlds system from that point forward.

5. The Things that are "Private" are owned by the GM, and no one else can see them except the Players who may interact with some or all of them during the Character Generation process if the GM allows the Players permission to access any or all of those Things.

If the GM makes their World "Public", and make any Things in it "Public" then:

1. "Public" Things from the World will show up in the World Things Trading Post as Shared Things and;

2. The Things that are "Public" are owned by the GM, but a license is granted to everyone on the system to be able to Import (ie copy) those Things into their Worlds, and use them for derivative works for commercial or non-commercial purposes, in the Mythos Machine or outside of it. 

Of course we already have such a system in Creative Commons licensing. But what we don't have is a platform on which this concept is embodied so that people can easily find and share their work with each other, and easily and quickly incorporate those things into their Worlds. Not at least in the way the Mythos Machine does it.

So why do all of this?  For those who want to create RPG content, the world is rife with great ideas floating around the web.  But a lot of times you can't use that content because of legal complications.  This system is designed to allow RPG content creators to share ideas more easily, and to use them for whatever they can think of.  So you have an idea for a great Campaign that is based on a fantastic Mythos Machine based RPG you played in last night?  No problem.  You're free to create that.  You want to make a book out of it?  No problem.  You want to beautify the book and sell it on DriveThruRPG?  Again, no problem.  Everyone is free to use the materials they find shared on the Mythos Machine for whatever downstream projects they want.  And so can you.

The act of Sharing on the Mythos Machine is as simple as making something "Public".

What do you think of this concept?  I'd be curious to hear your thoughts.  Would you find this useful to you as a creator?  Would you be willing to share your creative content with others on this basis?  Would you like to have a central repository of Things that you can draw on for your own games, or ancillary works?

I'm hoping people will find this concept useful and compelling.  What do you think?

Friday, March 17, 2017

Some Thoughts on Narrative vs Tactical Combat

I wrote this as a comment in relation to this post, but thought it enough of an interesting point that I might post it also to ye'old Elthos RPG Blog, so here you have it...

The problem with Theater of the Mind is that it's fine so long as people feel like they are not unfairly disadvantaged by not being able to execute actual tactics, which may increase their chances of survival if they're good at it. So once a TotM game starts to feel to the players like the battle is going against them, at least in my experience, the Players then tend to want to resort to tactical maps. So long as they're winning, though, they don't care. The problem of course is that a lot of times they would have had to have looked carefully at the tactical situation before the battle started, and by the time they are switching over to Tactical Mode after the fact often as not it's too late - the mistakes are already made.

The key to tactical maps, and the reason people like to use them, is that they make the battle very clear to everyone, so no one can say after "that couldn't happen" or "you didn't explain that they enemy could xyz", etc. It's a fairness measure. The problem, of course, with tactical maps is that they break immersion by forcing everyone to think in terms of stats and numbers, distances and damage. Once that happens then the narrative aspect of the game gets curtailed.

So... trade offs.

I like to take a mixed approach. I may show the tactical map at the beginning of the battle to get them oriented, and then put pieces on it and move them around in a general sense until things get complicated, and then resort back to the tactical map. This is an imperfect solution prone to problems of deciding when to do TotM and when to go Tactical, but it is manageable. At least for me with my players. Sometimes, though, we go full tactical, and other times full narrative. It depends on what the mood in the room is.

Monday, February 20, 2017

Notes on OD&D - Part 33

Continuing on with the 4th Level Clerical "Spells"...

Men & Magic
  • p33 - Explanation of Clerical Spells - 4th Level
Neutralize Poison: A spell to counter the harmful effects of poison. Note that it will not aid a character killed by poison, however. It will only effect one object. Duration: 1 turn.

As it turns out, a "turn" is a trick issue in OD&D. But the most it can be is 10 minutes. Which, in my opinion, even at its best, makes this a kind of really pretty rinky dink spell. 1 turn? And THEN you dieeeee! I don't know. Sounds like that should have had a longer duration to me. But then again, it's a little hard to tell from this distance. When they played this game in 1974 they may have been doing stuff with poisons that I'm simply not aware of, and there's a reasonable chance that it makes sense in the context of the way they used to play. Not sure. But in my current World if this spell lasted 1 turn, and then the player character perished, then my players would probably never take this spell. Kinda sure about that.

On the other hand it may be that while the spell lasts for 1 turn, it does mean that the poison never again has an effect because it's been neutralized. But then why have it with any Duration at all in that case? Mmm... meh. Looks a little borked up to me either way. And add to that there is a good chance that the "turn" spoken of is not 10 minutes, but 1 minute, and it just goes down hill from there. My players would revolt.

I rate this spell 1 Star out of 5 for uselessness.

Cure Serious Wounds: This spell is like a Light Wound spell, but the effects are double, so two dice are rolled and one pip is added to each die. Therefore, from 4 to 14 hit points will be removed by this spell.

Ok that's not bad. I'm down with that. Solid clerical spell there. Yup.

I rate this spell 4 out of 5 for usefulness.

Protection from Evil, 10' Radius: this spell is the same as that for Magic-Users.

Recap: Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an "armor" from various evil attacks, adding a +1 to all saving throws and taking a -1 from hit dice of evil opponents. (Note that this spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns.

Ok, now I'm a bit mystified. They don't really treat Clerics in OD&D the way I expected. I thought Clerics would be the 'clearly religious dudes' who fight Evil (or the opposite). in which case, I would think that Clerics would have at least some advantage over Magic-Users when it comes to dealing with the Evil guys. But in this case we can see that it's a big "Nope" on that. Interesting, and sheds a little more light on this dig through the dusty tomes of ancient gaming. I do wonder if there was really no distinction made between Clerics and Magic-Users in the fight against Evil (or the opposite). I tend to think they'd have focused on that somehow, and maybe this spell is just an anomaly in an otherwise sensible game-universe... maybe. Curious.

I rate this spell a 4 Stars out of 5 for Usefulness (it is useful after all).

Turn Sticks to Snakes: Anytime there are sticks nearby a Cleric can turn them into snakes, with a 50% chance that they will be poisonous. From 2-16 snakes can be conjured (roll two eight-sided dice). He can command these conjured snakes to perform as he orders. Duration: 6 turns. Range: 12" (360').

Hmmm... not seeing this as the most useful spell in the world, though it is interesting. Summoning poison snakes in the middle of an opposing group of villains could cause them to panic, possibly, and maybe if you're lucky do some damage. Especially if they are poisonous. So that could work. I'm sure there are other creative ways to use this spell as well. Clearing out a tent of guards, or some such comes to mind. But still... I'm thinking that for 4th Level this is wackadoodly lame. Maybe it's just me, but I can't fathom taking this spell until there just ain't nothing left to take. Probably.

I rate this spell 2 Stars out of 5 for uselessness.

Speak with Plants: This spell allows the Cleric to speak with all forms of plant life, understanding what they say in reply. Plants so spoken to will obey commands of the Cleric, such as part to allow a passage and so on. This spell does not give the Cleric the power to command trees as Ents do. Duration: 6 turns. Range 3" (90').

Ok that's potentially quite useful, especially if plants can communicate with each other. There are those who say, after all, that plants form a vast communications network over the surface of the earth. Did you know that? So they may be privy to a great deal of very interesting information. So there could be a potential bonanza in being able to communicate with plants. They might even be able to tell you where the enemy is lurking. So yeah, I'd say this could be pretty darn useful. And it would suddenly make Clerics stand out as "really good to have around". I would definitely take this one.

I rate this a 5 out of 5 Stars for usefulness.

Create Water: By means of this spell the Cleric can create a supply of drinking water sufficient for a party of a dozen men and horses for one day. The quantity doubles for every level above 8th the Cleric has attained.

Roger that. If you're hauling through the desert, or expect to be trapped in a dry dungeon for a long time, this could be useful. Otherwise, not so much. Under some rare circumstances it could be a life saver, but I would still shy away from taking this one.

I rate this a 2 Stars for uselessness.

And so there we have it. The 4th Level Clerical spells. Sorry, but I'm not really impressed with this set. Maybe 5th will make it all worthwhile. Stay tuned to find out next time when we cover 5th level Clerical spells.