A short post to let you know that I have uploaded a new draft of my Hokuto No Ken hack for Fate. You will find it here.
The person known as Blacky the Blackball is now a fellow WordPress blogger. The blog is home to Blacky’s outstanding retro games, which are distributed at cost price. Being the happy purchaser of Lulu printed copies of Dark Dungeons and Blood, Guts & Glory, I could go on for hours about how much I like them both.
Dark Dungeons is especially fun to me, for two very different reasons. First, it is a very faithful clone of the Rules Cyclopedia, which is in many ways my favourite official D&D core book. Second, the author did the smart choice of illustrate it with Gustave Doré‘s beautiful drawings. Beyond being beautiful, these pictures are also likely to trigger a somewhat funny association to any Italian high schooler. The reason is that most of them are scenes from revered classics Dante’s Divine Comedy and Ariosto’s Frenzy of Orlando. But mind you! The choice is not actually that extravagant. Ariosto’s epic poem is first class campaign material, and Dante himself led a pretty adventurous life, so why not?
[Ok, this one was just to let you now that the blog is not dead. Which, as the old joke goes, technically makes it undead…]
On the very last day of 2015, I managed to watch The Force Awakens. Yes, one of the few advantages of a super mega global franchise is that you get to watch it round the corner…no matter where you live. What can i say? I definitely liked it, and yet, I liked it because my expectations were so low. I mean, my last experience of a Star Wars movie (in the far 2005) was, well, horrendous. TFA is better than the prequels for the very simple reason that it is a homage to A New Hope, and it is a less than satisfactory film for the very same reason.
Unexpectedly, after watching it I happened to think a lot about RPGs, especially RPG adventures vs. storytelling.
I thought: look at how the authors exploited all sorts of silly coincidences in order to cram as many references to the original trilogy as you could hope for. On film, it looked somewhat gratuitous, but I guess that if I ever had to GM a campaign set after the original trilogy, I probably would have done the same, in order to keep my players entertained. In fact, I guess that whenever you play in a setting borrowed from books or movies, you are to some extent tempted to do the same.
On a different level, I also reflected on the bit of insight that originated the webcomic Darths & Droids. The idea was that, storywise, the prequels were so bad, that one could not make sense of the fact that somebody had written them that way. What if, in fact, they were nothing but the write-up of an RPG campaign? They suddenly made a lot more sense. Again, I came to think that TFA was in fact a very clever beginning for an RPG campaign. The references to the original trilogy were there (see above). The PCs had obviously been created and played by very different players. Rei is such a Mary Sue because her player is a min-maxer, who managed to get superior fighting and piloting skills while also being strong in the Force. Poe’s player is obviously somebody who is very busy and just cannot manage to be there every week: s/he was content to create a PC with one single, super high skill (starfighter piloting), and not much else to speak of. Finn’s player is obviously the least experienced one: he comes out as a character who is not especially good at anything, except perhaps putting himself in danger. His player, if anything, must have had a good time. BB-8 is obviously the GM’s favourite friendly NPC, or perhaps a character played by one of those friends of the GM who is often dropping by and must be kept entertained: this would explain why so many scenes revolve around that damned little thing…
[More seriously, I was also drawn in the unhealthy trip to revisit the now defunct Expanded Universe, which I knew little about. For the first time, I have “properly” read the five Thrawn novels by Timothy Zahn. Hopefully, I will share some thoughts about them on this blog very soon.]
Ok, I know I have screwed up pretty badly with my blog updates. I hope to do better in the next fw months. In the meanwhile, I drop by to express my satisfaction at the launch of a new GURPS series:
Post-Apocalypse has never been my favourite genre, but as somebody who “sort of” authored a Hokuto no Ken RPG, I thought it was only right for me to bow to my betters! Really: these are great news for GURPS, which is and has always been my favourite system. After its shift to a PDF-only model, GURPS has focused pretty heavily on the Dungeon Fantasy series: an understandable choice, given the Old School Renaissance, and one that apparently sold well. But a generic system truly shines when it tackles on a wide range of genres, and I am sure this series will highlight the many strengths of the system. In particular, with the usual dials and switches, one can easily go from a very cinematic, anime-style, “gonzo apocalypse” game to a ultra-gritty, tactical guerrilla war in the wasteland. Since we have not seen official Vehicle Design rules yet, perhaps a simplified system might be included in the series for all those P-A settings that make great use of motorized vehicles on wheels. Otherwise, though, GURPS already has what we need and more, and the new series will surely make the most of it. So, those who loved the new Mad Max last year should definitely give GURPS AtE a try!
[This calls for an explanation. Among other RPG related things I have been doing in my long abstinence from the blog, I have done some reading of the beautiful retroclone Dark Dungeons, by Blacky the Blackball, which I like a ton and I am likely to review here soon. At the same time, I am browsing through my official WotC PDFs of the old GAZ series, and an idle thought crossed my mind. If you wanted to find some use for the Mystic class that sort-of fitted in the already eclectic Known World setting, where could you place them? So here it is, my little homage to BECMI, Dark Dungeons and campy Asian fantasy.]
Glantri’s law condemns the worship of Immortals in any form. Ethengarian immigrants, thus, had to renounce the ancient cult of spirits and ancestors as practiced in Ethengar. Under the influence of the powerful magic practiced by the Virayana family and other secular lore, a tradition of mysticism developed that emphasised the power of mind over matter and the transcendence of human limitations by relying solely on mental discipline. Besides more contemplative activities, a group of such scholars oriented more strongly towards the martial arts. Their training takes place prevalently in one of a small number of secular monasteries in the principality. Mystics who wander around in search of challenges can carry on their instruction autonomously or under other brothers that they meet in the world. These Red Cloud Brothers, as they came to be called, are now a precious resource for the small principality of Krondahar, in that they make excellent elite troops and unrivalled body guards and security officers. Like the textbook mystics of DD, Krondahar mystics swear a vow of poverty, so mystics who work in the capital or elsewhere in the above mentioned capacities transfer most of their income to their monasteries.
As a general rule, the level of mystic NPCs must be set as follows:
Apprentices (lvl 1): Young students at the monastery, occasionally on guard duty.
Disciples (lvl 2-6): Common members of the brothership, often employed as irregular troops or mercenaries all around the country.
Champions (lvl 7): Mature disciples, with exceptional abilities, they can often be met as they wander looking for a challenge.
Sifu (lvl 9): True masters, they can take disciples of their own.
Grand Sifu (lvl 16): Keepers of the most secret techniques.
Mystics have no official titles, and regardless of their level they address each other as Brother/Sister. Only at level 9 they earn the title Sifu (Master), and can officially take apprentices of their own: before, they can only offer informal assistence in another’s instruction. A Sifu has mastered all the more “mundane” abilities their mystic tradition has to offer, but the path to the most esoteric techniques is long. The only known Grand Sifu (expert, among other things, of the legendary Dim Mak technique) is the Grand Sifu of the High Monastery of the Red Cloud in Lhamsa (see below). Higher level mystics are rumoured to exist, but it is generally assumed that they start wandering in far away lands and savage places in search of higher challenges and enlightenment.
Combat-wise, the greatest emphasis of the training is on unarmed strikes, but armed fighting is taught as well. The first weapon taught is invariably the staff, but the one-handed (“normal”) sword, the spear and the dagger are also commonly taught.
The alignment of young mystics is usually Lawful, and they are generally assumed to be loyal and deferent servants of the Prince of Krondahar (in spite of his many quirks!). Wandering mystics, especially the most powerful, often change their alignment to Neutral, as a result of their ever increasing detachment from the material life. A Chaotic alignment is incompatible with the mental discipline of the Red Cloud mystics: mystics who happen to change their alignment to Chaotic immediately lose their abilities. With GM permission, these characters might be converted to Thieves of equivalent XPs.
Grand Sifu Thokmay (Mystic 16, AL:L). STR 12, DEX 16, CON 10, INT 10, WIS 16, CHA 13. HP 42. AC -8. Weapon Feats: Staff (Master), Sword, Normal (Expert). Special Abilities: Strike to Kill (Unarmed): 3d12 x 4 Attacks; Alertness; Self Healing; Speak with Animals; Resistence to Spells and Breath; Smash/Parry; Speak with Anyone; Mind Blank; Fade; Dim Mak. Thief Abilities: Find Traps 76%, Remove Traps 70%, Climb Walls 102%, Move Silently 72%, Hide in Shadows 60%. Special Items: Staff of Dispelling. A mature-but-not-exactly-old-looking gentleman of Ethengarian descent, Grand Sifu Thokmay has unassuming manners and demeanor. He always carries his staff, but in the rare occasions in which he has to defend himself in a fight he opts for his dazzingly fast and powerful punches and kicks, which can harm even the toughest magical opponents the Princes can send after him. Like others before him, Thokmay is tempted to pass the monastery onto another Sifu and retire himself somewhere in the wild, but he is under the impression that the Machiavellian politics of Glantri are constantly endangering Krondahar and its people, so he tries to hold on and do his best to maintain peace and order in the principality. The Grand Sifu is respected and feared by the magic-users, not only because of his fighting prowess and spiritual force, but because of the Staff of Dispelling that is inherited by the Grand Sifus of the High Monastery. This object, bestowed to the founder by the then-rulers of Krodanhar, makes it very hard for a magic-user to harm the Master with spells or magic items.
I wanted to thank my readers for staying with me in this first year of blogging. It has a been a bit of a tough year, both personally (job hunting and sh*t) and gaming-wise. I have not managed to put a gaming group together. Next year I might try harder, perhaps via Hangout or something. This evening I am probably going to be able to watch The Force Awakens at last, so expect some post on Star Wars stuff in the next couple of weeks. Or maybe not: it depends on how strongly I (dis)like it, on how many RPG hooks I find etc. Anyway: thank you and have a happy new year.
Quick news on my Fate hack of Hokuto no Ken. In my old post I have now added a new draft of the rules adapted to Fate Accelerated, which is lighter and more elegant in its treatment of Styles. It has the big drawback of not being very much able to integrate non-martial PCs, and it has the well known problems of FAE itself. I hope you enjoy it anyway.