Sunday, February 8, 2015

Mash it up! Mash it up!

One of the great things about RPGs is how versatile and flexible they are. I still use my 1e DMG for every edition and permutation of the game. OSR products might just say they are to be used with "Any Old-School Fantasy Game". Heck, Flailsnails allows you to take PCs from different systems and just use them all at the same table. Converting adventures from one system to another is old hat for many GMs. You might borrow a setting from another system, or pick and choose mechanics from one game to add to another. That's what this post is about, mashing-up systems.

THEMATIC MASH-UPS



There are a LOT of games that share a supernatural theme: the idea that behind the happy veneer of the world, dark forces are at work. Monsters, dark cults, conspiracies...you name it and there is a game for it. This allows GMs pick their favorite mechanics from one or multiple systems and use the setting and background information from another. Some games seem like they were born to work together.



Some systems, such as Kult, are revered for their settings, not so much their mechanics. Other systems such as Cryptworld have fantastic, easy-to-grasp rule sets, but haven't been on the market long enough for a lot of supplemental material to be released. A GM might also just want to mix it up setting-wise, say porting World of Darkness mechanics into a setting that isn't quite as dark, maybe utilizing Chill's lighter, Universal monster-inspired adventures. The point is that all of these games deal with hidden reality and the exploration of it, and as such they can be blended in a hundred satisfying ways.



Recommended games: Kult, Cryptworld, Supernatural, World of Darkness, Hunter the Vigil, Chill, Call of Cthulhu (Cthulhu Now)

HISTORICAL MASH-UPS



Many games deal with specific historical time periods, only the history has been twisted a bit or re-imagined, often with a dark or magical twist. Again, this allows the GM to borrow freely from multiple systems without having to make enormous adjustments. Obviously, the 1800s are not the same as the 1600s, but with a perusal of different equipment lists and skills (more on this later), the seasoned GM shouldn't have too rough a time making it work. Want to play Lamentations of the Flame Princess in a colonial American setting? Be a Boot Hill gunslinger in Victorian England? Try a mash-up of these systems and their supplements.



Recommended games: Lamentations of the Flame Princess, Colonial Gothic, Masque of the Red Death (Ravenloft), Boot Hill, Call of Cthulhu (Gaslight)

THE ROSETTA STONE



If you notice, I mentioned Call of Cthulhu twice already. That's because it is the "Rosetta stone" of mash-ups. The game has setting material for every time period from the Dark Ages to the present, the mechanics are easily convertible, and many of the scenarios are amazing.

LOST IN SPACE



Looking for a truly bizarre world for your intrepid space explorers to encounter? Maybe your Travellers happen upon the massive, rudderless Warden. Or crash-land on Jorune or Tekumel. Fish-out-of-water scenarios work with well with these somewhat inscrutable settings and allow the players to learn the cultures alongside the PCs.



Recommended games: Traveller, Metamorphosis Alpha, Starships and Spacemen, Thousand Suns, Stars Without Number, Skyrealms of Jorune, Empire of the Petal Throne

GYGAXIAN MASH-UPS



Gygax will always be best known for D&D, but his games Dangerous Journeys and Lejendary Adventure offer a lot of cool ideas for GMs to borrow. Dangerous Journeys is one of the most complex RPGs I have ever encountered, and you can almost just open a page at random to find some table or idea to incorporate into your games. Mythus Magick offers new schools of magick or variations of the classics that can rejuvenate your game. Apotropaists, Gray Mages, Astrologists, Exorcists...the list goes on. Lejendary Adventure offers new races (Oaf anyone?) and fun bits and pieces (knacks and quirks) that can easily be added into most fantasy games. The Epic of Aerth, the setting book for Dangerous Journeys Mythus, offers the GM an alternate version of our own planet to let his or her players explore.



Recommended games: Dangerous Journeys, Lejendary Adventure, D&D (all editions)

MECHANICAL MUSINGS



You may be reading this and be thinking, "But Froth, a lot of these games have very little in common mechanically. Conversion would be a nightmare." Well, I think most GMs will tend to stick with one system and primarily utilize the setting material of another. That said, I can offer some general tips with further conversions. As I mentioned in passing earlier, comparing lists of equipment from two sources is a great place to start, especially with historical games. You might dial back the damage of some Red Death weaponry if you are going to port into Lamentations of the Flame Princess. By doing this you also get an idea of current technology, accessibility to weapons or supplies, etc. You might port some skills over to your system. Compare and contrast skill lists and see which ones might benefit you to add or omit from the mechanics. Some games, such as Boot Hill, don't really have skill systems per se, so you might just borrow an entire system from another game, approximating the PCs ability with the skill. Games with percentile based skill systems are nice to use, as you can quickly convert to a "roll under" d20 mechanic a la AD&Ds proficiencies.



Most trouble will likely come when its time to bring in critters and monsters from different systems. I would start by looking for the monster's analogue within the rules system you are using. Common monsters such as zombies and skeletons will be represented in many games. You might also just find a similar monster and tweak it a bit. Eyeball the power level of a creature and its capabilities and wing it. Often an enemy might just be another human being, so use the same statistics and creation method you would for the PCs. Mash-ups can unfortunately take a little work, but its worth it to come up with something that really inspires you and your players.

I would love to hear of any mash-ups you yourself have run or been a part of! Leave a post!

Tuesday, January 13, 2015

Potpourri: Updates and 5e Musings



Long time, no blog! It blows me away how time flies. I didn’t really mean to neglect my blog for so long but a lot of things kind of came together at the same time to sap my motivation and take me out of the mindset. The main thing has been my father’s failing health. For a while, I didn’t have any idea what would happen or how immediate things could be, so I didn’t take on any really large projects (like the zine) and kind of just felt unmotivated. 

When I blog, I like to have something substantial to say or offer. I’m not really a prolific designer or writer. From time to time I have shared gaming news, but honestly, between Tenkar’s Tavern, OSRToday, and OSRNews, you will always stay informed of what is going on without any help from me. I used to do a lot of 4e hacking, but I've really said everything I want to say about it and already came up with all of the alternate rules that I wanted. I use G+ as my main means of posting these days because it allows you to share little bits of info without having to do full-blown blogs. I am +JeremyfrothsofSmith on there btw, if you want to link up. 

At any rate, I am going to attempt to be more productive this year. I will probably do more reviews, as that is something I think can be helpful. I tend to shy away from a lot of DMing advice, as the best advice I can give anyone is to just run a ton of games and learn from your own mistakes. I probably won’t do a lot of 5e hacking, as I like it quite a bit the way it is, especially given the alternative rules in the DMG.

I haven’t said a lot about 5e but I do think it is interesting that almost every single bone I had to pick with 4e has been addressed with it. I'm not suggesting WOTC reads my blog or anything, its just that a lot of my issues with 4e must have been nearly universal. Lets take a quick look at 4e issues I have addressed here and what 5e did about them.

-Sunrods-no longer exist in 5e
-Skill Challenges-wiped clean by the wrath of God
-Bloated skill numbers-gone
-Magic Item treadmill-gone
-Monsters-simplified, strengthened, recall my updated stat block in all the right ways
-Immediate Actions-severely curtailed
-Slow combat/Options bloat-bitch slapped

I can go on and on, but every single thing I have ever had an issue with with 4e was revisited and tweaked. What is left is a modern feeling D&D with obvious old-school influence and spirit. They did a great job.

So whats up with 4e Forever #2? Well I have a ton of good articles and now that 5e has sort of blown over and gotten fully released, you can expect it finished sometime…”soon”. It will be the final issue as I move onto a different zine project that I hope will support multiple editions (including 4e and 5e). 

Wednesday, July 30, 2014

The Golden Age of the RPG Zine



My first exposure to the term “zine” came back in my skateboarding days of the mid 80s. Growing up in a suburb of Atlanta, there was no coverage of our local scene in any of the major publications at the time. If you weren’t from California or perhaps NY, you just were not represented. Local skaters took it upon themselves to take photographs, create artwork, and scrawl handwritten articles, then go to the library (if you could get a ride) and make near-illegible copies of the things for friends.




My skating led to me being exposed to many forms of music, including punk rock. Zines played a crucial role in the spread of punk. DIY labels could advertise their mail-order catalogs, and the zines provided crucial networking for touring bands. Without zines, the music would not have spread like it did, and a lot of great music would never have been heard in a lot of areas of the country.



I was oblivious during those days to the role of zines in RPGs. I mean, I knew about Dragon, but I was so young at the time I started playing RPGs that the history was not as interesting as simply playing. Fast forward to today, and I am now more aware of the role of DIY publications in the early days. After all, the gaming club newsletters of the late 60s and early 70s were, in essence, zines. They enabled gamers to connect to each other, featured alternative rules to existing games, and helped organize the first conventions. Dragon itself morphed from the Strategic Review, and early copies of White Dwarf almost feel closer to homemade zines than any slick, professional magazine. 



The thing I respect the most about the OSR movement is the DIY aspect. Don’t like where more modern games are taking the hobby? Not finding a flavor that fits your tastes? Instead of waiting for products that would never come, pioneers of new gaming frontiers fashioned their own takes on classic games, designed their own adventures, and breathed new life into the hobby. And while the golden age of RPGs is undoubtedly behind us, there has never been a time in the history of the hobby where self-published zines have flourished and thrived as much as they do today.

I won’t try to provide a comprehensive list of zines; Rended Press has done a better job then I ever could compiling info on zines both new and old. You can easily spend hours just clicking away at all of the juicy stuff. I do want to point out the wonderful diversity. You have very polished works, and those that are best described as crude. Every genre from horror to sci-fi to fantasy is represented. Some, like one of my faves, AFS, are mail-order only (“Um…did you say a new Stormbringer adventure? Here’s my wallet.”), some are PDF only, some both. Some are pay-what-you-want, some are only for sale, and many are free. Some may surprise you with their longevity, while wonderful new zines pop up seemingly every day, with more always on the horizon.


The zine community is tight, welcoming, and friendly. If you are looking for info on how to start your own zine, most folks will happily answer your questions on everything from shipping logistics to cpu programs. Hell, Tim Shorts will show you his monthly revenue. Google + groups like RPG Zines are a great place to start networking. Perhaps you aren’t ready to tackle a whole zine but want to contribute artwork or an article idea; many zines, including my own, take submissions. All it takes is a little effort. There has never been an easier time to self-publish your own work, connect with other enthusiasts, and get your stuff out there in front of your target audience. 


We are living in the golden age of RPG zines so don’t let it pass you by! Support DIY publishers and get involved!

Sunday, July 6, 2014

Download a FREE 5e Adventure!!!

Hi everyone. To celebrate and support the release of 5e, I have converted one of my 4e adventures to the new system and made it available as a free download. In the spirit of the multi-edition support I want to cultivate here, I have also included some simple OSR conversion notes. I hope you enjoy it!

*File last updated 7/11/14

DOWNLOAD IT HERE!!!


Friday, July 4, 2014

Ch-ch-ch-changes

Today I am announcing a few changes to my blog and zine. As you may know, I have supported classic editions of D&D on my blog alongside 4e for quite a while. Well, I was so completely blown away by the 5e rules that came out yesterday that I will be DMing organized play at the FLGS and inevitably supporting it on my blog. So, I have decided to change the name of my blog to reflect the multiple edition support that I want to cultivate. The new link is www.frothsofdnd.blogspot.com. Those out there that link to my site or have me bookmarked will want to update this.

I absolutely intend on still supporting 4e. I actually DMed a great session the other night. With a four player party and a morale system, we enjoyed a nice three encounter delve with roleplay in about two and a half hours. 4e is worth working on because the combat and PC customization options are not like that of any other edition of D&D. I think that over the years many players will return to it for a fun change of pace.

What does this mean for my zine 4e Forever? Well, the second issue is almost done. Unfortunately, several articles I expected to come in never made it, but there is more than enough material for a great mag. After this issue, and once the licensing for 5e becomes more clear, I intend to let the zine represent all editions. The name will change, although I haven't thought of the name yet. I imagine B/X monsters sitting alongside alternate 4e classes, 5e adventures next to AD&D magic items. I love all editions, so why not try and support them all? Expect more info/shameless solicitations on this down the line.

Anyhoo, I am very excited about where 5e can go. I love the simple, clean rules, and I see a LOT of 4e influence in the game. I think its a great thing that 4e happened, because they learned a lot of lessons from it, both good and bad. I hope to continue to bring fans of different editions together and foster a mutual respect for one another, even if you have your own favorite ruleset.



Thursday, June 26, 2014

Even MORE Quick Fixes to Old Crappy Monsters

I prefer practical, specific DMing advice to philosophical advice. This is because I feel strongly that experience is the best teacher for a DM as far as pacing, storytelling, handling and involving players, adventure design, etc. However, with 4e D&D there is a wealth of very specific advice that you can pass along to others, especially new DMs. I saw a DM (new to 4e but not RPGs) ask for advice the other day, and my mind went immediately to the monsters.

One of my favorite posts dealt with updating pre-MM3/Dark Sun monsters. Its like nails on chalkboard when I hear someone saying that the old monster books are worthless. Sure, the Monster Vault is the peak of 4e monster design, but part of that is that you get tokens and an adventure. Its not very helpful to just tell someone to go and buy another book or box set. Updating the old monsters does not need to be akin to filing your taxes. You can add adjustments completely on the fly, without ever putting pen to paper, and revive all of your old books.



The main problems with old monsters come down to low damage, low accuracy, and (for Elites and Solos) susceptibility to debilitating conditions. Part of this can be handled by limiting the power creep at your table. I advise using some form of inherent bonuses a la DMG 2 or Dark Sun as a start. Even then, the monsters will still need help. If you do nothing else, follow my instructions on increasing damage.

Lets update and edit the old post's tips with some new notes added. Keep in mind that these tips do not apply to Minions; post-errata Minions should do 4+1/2 their level damage (minimum 1) and you should adjust them separately. Anyhoo:

1. DAMAGE: Add full level damage to Solo and Brute damage expressions. Add 1/2 level to the rest. For example, a 7th level pre-MM3 Brute would add 7 points to all of its damage rolls. A 22nd level Skirmisher would add 11. If a monster has a power that requires an attack roll but does no damage, add its level in damage to the power. So if say a 13th level monster has an Area 1 attack that slows on a hit (and does nothing else), that power now does 13 damage as well.

2. ATTACK BONUSES: Adjust monster attack bonuses up to at least Level +5 vs AC and Level +3 vs NADs. If any attack bonuses are already higher than this, such as an Artillery's RBA, leave them be. Brutes will be the main ones you will need to look out for.

3. MULTIPLE ATTACKS: If they do not have one already, give the monsters a "double attack", a single Standard Action that allows them to make two RBAs and/or MBAs.

4. RECHARGING: Lower any recharge numbers by 1. Encounter powers become "recharge 6".

5. CONDITIONS: Solos and Elites are always immune to the stunned and dominated conditions. To be honest, I would just remove stuns from your game altogether.

6. LAST DITCH EFFORTS: If they still look too weak or don't feel tough enough, let them Free Action attack when they are bloodied and/or when they die.




If you commit these simple tips to memory, you can pick up any old copy of Dungeon, any dated adventure, any old Game Day relic, or any early splat book and instantly breathe life into it. Its actually fun to pick one up, dust it off, and practice in your mind. Its very empowering because you can do it in-game, just eyeballing it. It becomes very natural and automatic if you try it a few times, to where you can look at any stat block and immediately adjust it without much thought.

Anyways, as I said above, I like advice that is practical, easy to use, and very specific. Try this in your 4e games and I think you will find that your old books are still awesome, and you didn't even have to write in the margins.