Showing posts with label Adventure Points. Show all posts
Showing posts with label Adventure Points. Show all posts

Monday, 21 December 2015

Bluestone Barrow: A Dunkey Dungeon Adventure

Used the Dunkey Dungeon Generator to make three dungeons for my new setting, The Salt. Changes I've made to the dungeons are in bold.

Below is the first dungeon, which us two Dunks just played through in about half an hour as a kind of mental midnight snack.

Bluestone Barrow

First dungeon is set in the far south; a land of dried-out swamp, mangroves thick with salt, flooding once a fiveyear. The dungeon is a treasure hoard cum barrow. A hibernating CLAY LEVIATHAN slumbers in the cracked earth out front. SPECTRAL PIXIES giggle from the thick NIGHT BLOSSOM covering the mound.

NIGHT BLOSSOM:  PLANT
CLAY LEVIATHAN: MONSTER
PIT ROACH:      VERMIN
SPECTRAL PIXIE: HUMANOID
OCHRE HOG:      CRITTER
MAP:
C--A--B

Room A.
SOUND: Muffled voices from next room. (Room B)
Treasure room. Magnetic gates prevent you removing any gold or steel, even if you brought it in with you. PIRATE'S SPEAR made of pure gold in hand of enormous porcelain golem. Talisman in room B deactivates gates, activates golem.
Entrance is to the south, a half-collapsed arch of rough stones. Eastern staircase leads down to cool cellar. Roof has partially collapsed to the west, separating rooms A and C.

Room B.
SUMPFIANA the HELPFUL PLAYWRIGHT and SUMPROGG the ABSENT-MINDED GARDENER (who are spectral pixies) fighting for possession of a SCABBARD OF THE ELEPHANT (Any weapon sheathed therein gains +2 when fighting from back of pachyderms/aurochs), each with an extremely good argument for why it is rightfully theirs. Actually they stole it from a nearby burial mound and have probably annoyed the shit out some ghosts.

Room is lit by light from Room A and a jar of fireflies. The room is newer and better reinforced than the others. Six bodies are buried in raised, open-air coffins full of salt. One corpse clutches the runekey for Room A. The pixies know this.

Room C.
Formerly a necromancer's lair. Now a breeding pair of OCHRE HOGs has made a nest of the spellbooks, which reveal interesting magical snippets if closely examined. Torn-up pages, gummed back together, may have produced odd new spells. (1d3 workable pages. Roll two results from the first three available death, destruction, earth and plant cleric spells* and mash them together in some way that mostly makes sense.)
A few holes in the ceiling let in dappled light. You could almost certainly bash your way out through ones of these if you really, really wanted to.

*Those spells are:
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3. Animate Dead: Creates undead skeletons and zombies.
4. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
5. Shatter: Sonic vibration damages objects or crystalline creatures.
6. Contagion: Infects subject with chosen disease.
7. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
8. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
9. Stone Shape: Sculpts stone into any shape.
10. Entangle: Plants entangle everyone in 40-ft.-radius.
11. Barkskin: Grants +2 (or higher) enhancement to natural armor.
12. Plant Growth: Grows vegetation, improves crops.


me and Matt on vacation
a juvenile CLAY LEVIATHAN
where Matt and I went on vacation
what the landscape looks like basically
~playthrough below~

Tuesday, 9 June 2015

VIKINGS: Actually Play Report feat. Actual Play

Brother, the Other Dunk, was in my city a few days ago, so we spent time talking hot noise about the procedural generation of narrative and, obviously, played some DnD. It seemed like a good opportunity to test out my new Adventure Point system, so we each grabbed a friend, I drew a shit map, and we all went wild.

This is a photo I took of us going wild.

I feel like the system did a good ground-level of work simply because character gen took about four seconds. One person came up with their character in a 10 minute conversation the night before, one did all their character gen in the car on the way in, and one came up with theirs in the time it took to listen to the first two describe theirs. This was really, really nice to have work. The characters they built seemed really well rounded just by having a set of slightly comedic powers based around a central theme in a way I've never quite seen click in a game system before.

Part of the reason the generation was so quick is that I didn't really fuck with stats. My big thoughtspiel on the stat system of VIKINGS is yet to be dropped like a cursed sword, so I decided to run this game completely without stats of any kind. It was alright in the sense that things went a little faster. People were imaging the fighter-style character as tougher than the seahag without a solid basis for that assumption, so that worked, but it turns out that rpg's definitely demand that your players have health totals if you want to keep the final battle - or any battle, really - properly nail-biting.

But enough of me going 'Hmmmmmmmmmmmmmmmmmmmmm' onto a page. Fun things that happened:

Actual Play??

The session starts with the PC's on a boat, crossing the great inland sea around and on which most of the world's vikings live. They're a disparate bunch: a ghost-sniffing fighter with a sea-urchin flail; a shriveled seahag with a pet crow and an obsession with toads; a shapechanger that quickly establishes that the only form she knows is 'big angry crab'.

After the mild railroading of a prologue in which the party spots a cursed white whalefish on the horizon and promptly has their ship trashed by it, they wash up on a deserted island and have three days to make a new boat and hunt down the injured whalefish before the curse takes them all.


They did a bunch of stuff:
  • They break into a run-down wizard's tower, ransacked a dozen times over. They get past his booby-trap/practical jokes and steal the only things that haven't already been stolen; a scroll of summon treacle and some hand-drawn pornography.
  • The wizard's bedroom is entered, his NeverStain sheets pilfered from beneath his rotting bones. They won't be particularly 'viking' sails, but one has to make do.
  • An old ent, the last tree on the island, is tracked down. I gear up for a fight and then the party asks him if he's ever considered being a mast. Apparently that sounds like fun.
  • The northern beach is explored. A whale corpse lies swarming with crabs. One shape-shift and a bit of scroll-reading later and the beach is now littered with dead crabs, drowned in a sexy treacle orgy. The shapeshifter is pregnant.
  • An old shipwreck is reached. The figurehead has been deliberately torn off, but the armory is in reasonable stead. The party walks (and scuttles) away with a dozen harpoons and some choice bits of the giant squid they found.
  • The boneyard in the center of the island offers up an old, rusted anchor. It also offers ghoooooooosts! But news of the wizard's death appeases the spirits, and the boneyard is now a fine source of decking materials.
  • Not wanting to leave the island before ticking off every box, the party wanders down to the small fresh-water lagoon on this surprisingly spacious island. They horribly poisoned the juvenile lake drake that lives there, and before it can even get an attack in the seahag summons a rain of frogs into a hole cut in its side. It dies the death of an awful pinata. The figurehead at the bottom of its lake is swiftly stolen.
Happily skimming over the time it actually takes to construct a working longboat, the players soon find themselves crewing a ship forged from the bones of a hundred dead mean, armored with the shells of a thousand dead crabs. Drake wings sweep back from a twice-stolen figurehead. The mast itself is alive, a venerable ent draped with, uh, stars-and-moons bedsheets.

They set out after the whalefish, tracking a trail of black blood and dead fish over the waves. After a dramatic encounter with some of the whalefish's intestinal parasites (tapeworm hydra is an idea I'm using again) they track down the great white beast itself.

Sighting the whalefish on the horizon they steady themselves for a fight. A white fin cuts the waves, and the ship lurches as the whalefish rams them. Stingray-like pilot fish slam into the deck, start thrashing at the crew. The shapeshifter transforms and engages in dramatic sea-creature battle. The other PC's sprint to the prow and start peppering the whalefish with parasite-poisoned harpoons as it beats itself against the longboat. A few rounds of bludgeoning later, the whalefish shudders and throws a spray of quills toward the sailors. A dramatic set of natural 20s hits the gametable and one of the stingrays is nailed to the deck by a redirected quill, the other quickly flattened by the mast/ent.

Just as the crew starts to get stuck into the whalefish, it shudders again. Four fat tongues burst from its mouth and land on the deck. Halfway between a slug and a praying mantis, the tongues begin their attempts to invade the shapeshifter's crabby mouth. Despite the best effort of the crew (and a friendly whale ghost!) two tongues are still alive when one reduces the friendcrab to 0hp and slips into her face.


Two rounds later the seahag's pet crow dies a hero, flying a vial of parasite poison into the fray and getting swallowed by the face-hugging tongue. As the shapeshifter, now unconscious, slips back to human proportions, the seahag pours her only health potion down her friends throat. The shapeshifter's eyes flicker open and she lunges forward, splitting the last tongue in twain as it cuts down the seahag.

The whalefish, badly bloodied, attempts to flee. Harpoons and a well-thrown net drag it back to the ship. The injured crew leaps onto the body. Three fish spears rise and fall in tandem. The beast is slain. The day is won.


So yeah, five hours of fun. Good job everyone.

Tuesday, 19 May 2015

Adventure Points

It's pretty easy to make an argument for classes in tabletop games. Classes are a way to let people quickly infer a large amount of detail about a character, so long as they've played in/read about the setting before. They're also a good way to balance the game between players, ensuring everyone has a distinct role to play and no-one can dominate every single part of the game. Not only are they healthy for the game, they're also pretty fun. Someone can pick up an outline of a person labelled 'Fighter' and then spend x sessions turning that into an actual character. So yeah; classes, levels, all that baseline RPG shit is there for a reason.


That all said, I think I'm going to ditch classes. I'm slowly setting up a little viking themed hexcrawl, in which my players are shipwrecked on a compact, flavourful island. To start them all off I'd like to drop the standard system, which always ends up with everyone I know wanting to be a druid, and instead start everyone with 4 Adventure Points.

Adventure Points are cashed in at character creation in order to get your character an adventurey... thing, just like filling in inventory slots. You want to be competent with sword and shield? That's one AP, thanks. After skills as an alchemist? One AP. Pet cougar? An AP again. Rock-climbing gear and mastery of knots? One AP! General rogue skills are one AP, while specific expertise in trap-making might also be one AP. This works for spells, too. You want to be able to cast Magic Missile once per day? That's one AP. You want to be able to cast Fireball on demand? That's... probably 10.

And the AP system lets people build a class anyway. If you're really really into playing fighters you can start off strong with all your favourite ideas for what a good fighter can do. Sword and shield (1). Ability to do that thing dragon slayers do where they crouch behind their shield and are somehow unaffected by AoE (2). Ability to baseball-bat spells back at people with your sword, Zelda style (3). Suit of nice armour (4). Fighter done, and they're probably more fun than the stock standard duelist that knows Power Attack.

Or people can just make a character out of disparate elements that are tied together by who their character is, which is a nice variation on the character boxing that a class system can enforce. Nobody has to pitch a new class to the DM, they just grab abilities they think are thematically appropriate and then have the DM cost them in AP.

Yeah guys, narrowly defined archetypes make me grumpy, too.

The next obvious step is to get rid of levels. While clearly, yes, you can level up and get +1 Adventure Points, I'm a lot more attracted to the idea that people pick up and wield power by just finding it on the floor of a dungeon, or going away and training for a few months.  Though it could be a little kitsch to throw a magic boon for every player at the end of every major dungeon, isn't that kind of what levels are anyway? Wait, isn't that kind of what major dungeons are for anyway?

So no more leveling up, and no more levels. You can measure power levels in approximate AP if you really need to. This also means you don't have to worry about players exchanging magic swords or even spells, so long as it makes sense.

All this might totally fall to shit if my/your players start power- or meta-gaming too hard, but running a session is kind of a dialogue, and you can always just tell a player that something's too powerful. Anyway. Hopefully my next post has less rhetorical questions, but for now here is a little party of "level 1" vikings.

Valki

  1. Carries big old war-hammer of crystal bone. Shaft is hollowed into a kind of oboe thing (1).
  2. Three cute lil cuttlefish follow her around, drifting through the air (all cuttlefish can fly, obviously) and following the commands she plays on the oboe (1).
  3. Battle Yodel 1/day. Basically a first level spell. Can spend a round just yelling super loud. Nobody can cast spells. Everything nearby with ears is deafened. Con checks each round to keep going (1).
  4. Decently good healer. Herbal medicine, bandaging wounds, amputations, all that. The cuttlefish totally have anaesthetic saliva that helps or something (1).
[Psuedo-Cleric I guess, based on the supporty kit, but why should a cleric not be allowed a weird pet?]

Niflhe

  1. Weaponised tattoos. Ten barbs across each forearm. 20 is the hard limit, probs. Can be magically extracted and throw like a shuriken. Redoing a tattoo takes about the same amount of time as fletching an arrow. (1)
  2. Inkspray at will. Looks like colour spray, hurts like burning hands. Costs one arm tattoo per 1d4 damage. Use as many as you want, but does 1 damage per tattoo used. Feel free to kill yourself nuking the mega lich. (1)
  3. Seance 1/day. Touch a dead thing's brains, speak with its voice. Gives out when the ghost is out of useful stuff to say. Need someone to take notes for you. Maybe translate, too. (1)
  4. Ogle 1/day. Make eye contact with target in order to make them freeze up, missing a turn and shitting themselves. No save b/c that's much funnier. (1)
[Proto-Wizard and yet so much more colourful! If you want more spells you have to not have arms and armour, but you can totally just take the standard bow and make it something more exciting]

Halla

  1. Groom's Tear; a great sword that can cut ghosts. Knows how to cut normal people, too. (1)
  2. Seal blubber armour. AC as scale. Keeps you dry and warm while swimming in icy water, doesn't weigh you down. (1)
  3. Sunspear 1/day. If under daytime sky can do a sweet anime pose and call down bolt of sunlight. Strikes any target that can be seen for 3d6 damage in fireball size AoE. Also, can use this before jumping off cliff in order to do sweet, explosive three-point landing, etching your name into the ground around you. So sweet that it costs: (2)
[Wow what a dank, uh, Paladin thing? You could even have a character that's just one giant 4 point spell and a lot of running away from things until you decide to just vanish the appropriate challenge. Kind of like standard DnD wizards.]