Face Folio for Zine Quest2 | 100 Fantasy Portraits for Tabletop Role-playing Games

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>> Preview and get notifications of when the Kickstarter goes live here <<

Very soon this Kickstarter for Zine Quest2 is going to go live.

About the Kickstarter:
This is a simple project with a simple goal: to provide 100 fantasy portraits for use in your tabletop role-playing games. Referees are always on the lookout for NPC faces to show their players and players are always looking for portraits for their character sheets. This project aims to meet that need.

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The portraits will be organized into the following sets:

  • Human NPCs/PCs
  • Dragon-blood
  • Dwarf
  • Elf
  • Gnome
  • Halfling
  • Orc-blood
  • Demon-blood
  • Human nobles
  • Human peasants and towns folk

Each set will contain ten portraits, half male and half female. With the exception of the human nobles and peasants, the portraits will be a spread of adventuring classes.

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The Zine will have a simple elegant layout with 10 portraits per two-page spread, and organized in the above groups. There will be no blocks of text and no fluff to get in the way. That way this book can be used right at the table, as and when needed, for example when the referee suddenly needs an NPC to drop into the game.

The idea is also to provide initiative trackers like these which can be printed out for each portrait:

Well that’s the crux of it.

Hopefully, if you like this blog, this idea might be of interest to you.

:O)

#FaceFolio #ZineQuest2

S.M.A.R.T. RPG | a (draft) rules light 1D6 RPG system

>> Edit: Abbreviations expanded out to hopefully help readability

>> Edit2: K Yani kindly prepared a (readable) PDF version of the below system; downloadable from here: SMART System v01

A little while ago I posted about retrofitting the 1e Surprise Mechanic as a combat system, and teased (blog link) about making a RPG system from this. So here goes:

smart rpg log

^^ Despite the name, I don’t appear to have the wherewithal to remove the boarder around the above image ^^

The PC has 5 stats:

SSkill, basically fighting skill (or other physical prowess)

MMagic, ability to cast magic etc.

AArmour (used to reduce physical damage)

RResilience (basically health; 0 is unconscious, -1 is dead)

TTrickery / Thievery (specialist type skills)

1st level & advancement
At first level the PC gets 3 points, where 1 point must be used in S(kill) & R(esilience). So 1 free point to spend on the any stat.

On levelling up the PC gains +1 to spend on any stat

There is no limit on the stats except, A(mour) may not exceed 3

Players decided if they have done enough to level up.

Combat
Player rolls a D6 and if it is equal or lower than their PC’s S(kill), they hit, and do D(amage) equal to the die roll. A roll above S(kill) is a fail.

D(amage) is reduced by opponent’s A(mour); but never lower than 1.

D(amage) reduces the opponent’s R(esilience) by the same amount.

Example 1: a PC with 4S(kill) rolls 3 on a D6, which means they hit for 3D(amage). The opponent has 2A(mour), so overall the opponent receives 1D(amage).

Example 2: a PC with 4S(kill) rolls 5 on a 6D, which means they fail to hit.

Magic
PC can cast a number of successful spells per day equal to M(agic).

Player describes spell effect PC is trying to achieve.

Spell is successful if the D6 roll is equal or lower than M(agic). A roll above M(agic) is a fail.

Damage done; and/or duration of spell; and/or number of opponents affected by the spell is equal to the (successful) die rolled.

Example 3: a PC with 4M(agic) rolls 3 on a D6, which means the spell works, and works for 3 “thingos”, where the thingo is:

(i) 3D(amage) done by the spell (e.g. for a fire blast spell); and/or
(ii) works for 3 rounds (e.g. for a bar door spell); and/or
(iii) the spell effects 3 opponents etc. (e.g. for a sleep spell)

Example 4: a PC with 4M(agic) rolls 5 on a D6, which means the spell fails.

Class & stat interactions
There are no classes per se; but as the PC becomes more specialize, this comes at a cost to the advancement of their other abilities.

Levelling costs:

For every 3S(kill) points spent, -1T(rickery)
For every 2S(kill) points spent, -1M(agic)
For every 3M(agic) points spent, -1S(kill) and -1T(rickery)
For every 3T(rickery) points spent, -1S(kill) and -1M(agic)
For every 1A(mour) point spent, -3M(agic) and -2T(rickery)

So multi-classing is costly compared to a single specialization, and so is probably only worthwhile when the primary stat exceeds 6, and so further advancement in the primary stat is not effectively useful. Then again, improved R(esilience) is always at no cost.

Comments on monsters /opponents
A monster with 6S(kill) is a BEAST, like a dragon. So, each increment in a stat should be thought of like an exponential increase.

So, to put a marker down, here are some examples:

Orc – S M A R T: 1 0 1 1 0

Ogre – S M A R T: 3 0 2 2 0

Dragon – S M A R T: 6 3 3 9 1

Comments on magic items
Plus weapons will distort the D6 game mechanic quickly, so in this system a +1 is a big modifier! So, probably best to imbue magic items with useful properties rather than simple pluses.

Well that’s it.

Final words
I’ve never really been interested in writing an RPG system (perhaps it shows), but I was prompted to bring this together after receiving a message to my podcast. Clearly, it’s rules light and would not suit power-gamers. What interested me, was how a simple mechanic (i.e. the Surprise Rule in 1e) could be used as the basis for a game. That is, one simple D6 roll determines the ‘hit’ and the ‘damage’ outcomes.

What do you think? It’s certainly not been play tested! If you try this system, I’d be interested to hear any feedback.

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.

Collaborative Audio Dungeon

During my self-imposed blogging break over Christmas, I started an Anchor podcast (that doesn’t count as Blogging right?).

AD icon sm

Anyway, I recently thought it would be neat to make a collaborative ‘Audio Dungeon’.

The idea being that people leave an audio message of 1 minute or less (preferably using the Anchor record feature) detailing something found in a fantasy dungeon (whatever that means to you), e.g. room, location, encounter, statue, fresco etc.

If you are interested you can find out more (and record a message) here:

>> Episode 12 – Audio Dungeon | not that one <<

Rules (for want of a better word):

  •  By making a submission you agree to make the content Creative Commons
  •  The message is for a fantasy dungeon
  •  Each message is 1 minute or shorter
  •  It’s probably useful to think of the submission as the audio equivalent of ‘box text’
If I get enough of these audio submissions, I’ll pull them together as a Creative Commons Audio Dungeon. I’m imagining a dungeon of audio ‘box text’ which people can them populate with their own encounters, perhaps from random tables.
At least one listener has pointed out that while this idea is fun in its own right, it might also be a helpful resource for anyone with a visual impairment/disability.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.

DMG Map drawn in my Simple Excel Mapper

It’s been a little while since I updated and mentioned my Simple Excel mapper.

The mapper is PWYW on DriveThruRPG: https://www.drivethrurpg.com/product/282764/Simple-Excel-Mapper

Example
To show what this simple mapper can do, I thought I’d have a go at recreating the blank map in the classic 1e Dungeon Masters Guide (DMG):

DMG map in Simple Excel Maper

Here’s a detail shot:

DMG map detail

Here’s an example of a customisable popup:

DMG map detail (pop up)

Here are some icons you could add to the map:

Icons

Here’s a (oldish) demo video of the mapper:

 

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.

Simple-ish Mass Combat/Battle Rules

Hopefully these rules are simple enough once the base concept is understood. They are also intended to be fairly deadly, and so hopefully these rules will resolve battles relatively quickly.

Mass combat

Overview
Units are treated as single combatants, they have Unit Health (UH), Unit Attacks (UA) and Unit Damage (UD) per hit done. The units are largely a macro-version of the monster/troop within the unit.  The following is explained with reference to the following three reference units:

Reference units:

Unit 1    105 Human spearmen (HD1, AC7, NOA 1, DA1-6)
i.e. unit stats –> 105 UH; 11 UA; 10 UD

Unit 2    20 centaurs (HD4, AC5, NOA 2, DA1-6;1-6)
i.e. unit stats –> 80 UH; 16 UA; 10 UD

Unit 3    1 T-Rex (HD18, AC7, NOA 3, DA1-6;1-6;5-40)
i.e. unit stats –> 18 UH; 6 UA; 20 UD

Quick summary of unit stats

UH = Total HD of unit
UA = UH/10 (rounded to nearest whole number) x NOA
UD = usually 10 UH damage is done per hit (but powerful monsters could do 20 or 30 UH per hit)

So, UH equates to the ‘hit points’ of the unit, UA equates to the number of attacks of the unit and UD equates to the damage per hit made by the unit. UD is the only thing worth pre-determining, as everything else is done on the fly.

Unit stats

:: Unit Health (UH) of the unit is equal to the total HD of the unit, i.e.:

Unit 1 – 105 UH (i.e. 105 x 1HD)
Unit 2 – 80 UH (i.e. 20 x 4HD)
Unit 3 – 18 UH (i.e. 1 x 18HD)

:: Unit Attacks (UA) of the unit is equal to UH divided by 10, and rounded to the nearest whole number and then multiplied by the troop type’s Number of Attacks (NOA):

Unit 1 – 11 UA (i.e. 105 UH ÷ 10 x 1NOA and rounded up)
Unit 2 – 16 UA (i.e. 80 UH ÷ 10 x 2NOA) i.e. centaurs get two attacks per round.
Unit 3 – 6 UA (i.e. 18 UH ÷ 10, rounded up to 2, and x 3NOA)

:: Unit Damage (UD) per successful attack made is determined on a power scale, i.e.:

10 UD    (where the maximum damage possible divided by NOA is in the range 1-10) – i.e. normally the case

20 UD    (where the maximum damage possible divided by NOA is in the range 11-20) – i.e. for powerful monsters that can do damage in the range 11 to 20 hps

30 UD    (where the maximum damage possible divided by NOA is in the range 21-30) – i.e. for very powerful monsters
etc.

So:

Unit 1 – 10 UH (max damage i.e. 6 ÷ 1NOA = 6) –> ‘normal’ damage category
Unit 2 – 10 UH (max damage i.e. 12 ÷ 2NOA = 6) –> ‘normal’ damage category
Unit 3 – 20 UH (max damage i.e. 6+6+40 ÷ 3 gives 17) –> second damage category

Combat Method

:: Treat combat as one unit fighting another, e.g. treat a unit of 105 humans fighting a unit of 20 centaurs as Unit 1 fighting Unit 2.

:: Wipeout rule – if a unit loses initiative and is whiped out in the first round, the wiped out unit still does half damage on their adversary

:: Defeat Morale – check unit morale if the unit suffers more UH damage than the other side

:: Decimation Morale – check unit morale if the unit lost more than 50% of their UH in one round

:: Defeat and Decimation Morale tests are independent of each other

 

 Examples using AD&D combat tables to resolve combat (to hit rolls not shown)

 Example 1:
Unit 1 attacks Unit 2 (in this scenario Unit 1 is lucky and wins initiative each round):

Round 1:
Unit 1 has 11 Unit Attacks
only 3 attacks hit; and so do 30 Unit Health damage
–> Unit 2 is reduced to 50 UH (i.e. 80-30=50 UH)

Round 1 cont…
50 UH of the remaining centaurs in Unit 2 fight back; they have 10 Unit Attacks (i.e. 5 x 2NOA)
6 hits are made; and so do 60 Unit Health damage
–> Unit 1 is reduced to 45 UH (i.e. 105-60=45 UH)

The humans lost the combat round taking the most UH damage, and lost more than 50% of their UH in a single round, and so need to take a Defeat Morale check and a Decimation Moral check. They pass, but is luck truly with them?

Round 2:
Unit 1 with 45 UHs gets 5 Unit Attacks
2 hit; doing 20 Unit Health damage
–> Unit 2 is reduced to 30 UH (i.e. 50-20=30 UH)

Round 2 cont…
Unit 2 with 30 UH fights back, they have 6 unit attacks (i.e. 3 x 2NOA)
3 hit; doing 30 Unit Health damage
–> Unit 1 is reduced to 15 UH (i.e. 45-30=15 UH)

This time Unit 1 does not make both morale checks, and they flee for their lives.

Example 2:
Unit 1 attacks Unit 3 (in this scenario Unit 1 wins initiative):

Round 1:
105 humans have 11 Unit Attacks
only 3 hit; doing 30 Unit Health damage
–> Unit 3 is reduced to -12 UH (i.e. 18-30= -12 UH)

Round 1 cont…
Because the T-Rex lost initiative and is destroyed in one round, it still does half damage:
18 UH of T-Rex gets 6 Unit Attacks (i.e. 2 x 3NOA)
6 hits are made; doing 120 Unit Health damage (i.e. 6 x 20 UD)
but this is halved to 60 UH damage due to the initiative rule mentioned above
–> Unit 1 is reduced to 45 UH (i.e. 105-60=45 UH)

While the human spearmen bravely seized initiative and destroyed the T-Rex, it was at a high cost. Indeed, despite winning the clash, they failed their Decimation Morale check (i.e. they lost more than 50% of the unit in one round) and so left the field believing they had done more than their fair share of the slaying in this battle.

Example 3:
Unit 1 attacks Unit 3 (but in this scenario Unit 3 wins initiative):

Round 1
18 UH of T-Rex gets 6 Unit Attacks (i.e. 2 x 3NOA)
6 hits are made; doing 120 Unit Health damage
–> Unit 1 is smashed by the T-Rex in a terrifying display of power

Round 1 cont…
Because the Humans lost initiative and were destroyed in one round, they get to do half damage in return:
105 humans have 11 Unit Attacks
only 3 hit; doing 30 Unit Health damage; but this is halved to 15 UH
–> Unit 3 is reduced to 3 UH (i.e. 18-15=3 UH)

In destroying the swarm of pesky humans, the T-Rex is very badly speared in hundreds of places. Even if it made its morale check, 3 UH does not qualify for a UA point (i.e. 3 divided by 10 (and rounded to the nearest whole number) x 3NOA is 0 UA). The hefty beast limps off the battle field, but not before chomping down on a few of the chewy humans.

Finally
I suspect that there are already some pretty good mass-combat rules out there. But, … I thought I’d have a go at my own (before getting cross-polinated by other people’s ideas) … you know, for the fun of it.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.

Secret door puzzle

Secret door puzzle:

This is my contribution to this collaborative dungeon: http://www.msjx.org/2020/01/collabodungeon-01.html

Location 3:

secret door puzzle

:: East wall – holds a man-sized circular plate. The top half of the plate is polished brass and the bottom half has been coated in black enamel. In the middle of the plate is a rotatable arm. At the end of the arm is a small brass Sun sculpture that has a small pivoting cup behind it. The cup has traces of wax in it. The arm can be rotated 360 degrees, such that the Sun can be positioned anywhere around the circumference of the plate.

:: West wall – is painted black showing the stellar constellations. In the middle of the wall is a perfect sphere about a foot in diameter. Half of the sphere is inside the wall and the other half protrudes into the corridor. The sphere can be spun, and if spun it can be seen that half the sphere is white and the rest black.

:: Solution (spoilers!!) – a small lit candle must be place in the cup of the Sun arm and the ‘dial’ moved to the correct time of day (straight up is noon and straight down is midnight). The Moon sculpture must be rotated to show the present phase of the Moon (e.g. if the Moon is presently a Full Moon, the half sphere in the corridor must be rotated to show all white). The secret door will then open. The door will lock again when any of the above conditions cease to apply, e.g. the candle goes out or the time of day changes. The door has no opening mechanism on the inside.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.

Do QR codes make interesting mazes, dungeons or cavern complexes?

Do QR codes make interesting mazes, dungeons or cavern complexes?

Next time you’re stuck for a maze or cavern complex, look no further than the back of your Cheetos packet …

Two examples below made using an online generator:

1. Here’s the QR code for Expedition to the Barrier Peaks:

Expedition to the barrier peaks

2. Here’s another maze-like complex (but where does it go????):

QR maze 2 - CLDT

That’s it.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.