Saturday, July 25, 2020

Fortune, AKA Dramatically Mitigating Cheese

    As I've mentioned in the past, Zorn is a Pulp Horror setting. What's this mean exactly? Well, imagine if Indiana Jones was stripped of his plot armor and tossed into a jungle full of things that Man was never meant to see. For entertainment purposes, no one wants to see him outright killed (the players definitely not), but there needs to be strife, pain, complications, to prevent this all from getting stale.
    This why I'm adding Fortune. It's there to prevent (some) deaths, but at a cost. It's small, it's limited, it takes a long time (or further complications) to recharge. So without further ado, here's the first draft of my Fortune rules.

Gaining Fortune

    During character creation, a character rolls 2d6, this is their starting fortune. It recharges by one each session, up to a max of their starting roll. They can also recharge it during the session by introducing a complication to the session with their Flaws.

Using Fortune

    Fortune is used in two different ways. The first way is that the DM determines that something in the session itself requires some luck, he then has the players roll a Fortune Check. A Fortune Check is essentially like a normal attribute check of rolling a d20 and trying to get under your stat, the relevant stat is your Current Fortune (Unspent points).
    The second is on the player side of mechanics. Anytime a D20 roll is called (an attribute check, an attack roll, etc) a player can expend as many of their Fortune as they want, adding a bonus to that roll equivalent to the points expended.


In short, its a pretty simple system, but I'm hoping it allows the players to avoid certain death, maybe once per five sessions or so; much less if they actively introduce their Flaws.

Blood Oracle Class

    Diviners and Oracles are weird. 

    Cryptic glimpses of the future. Unknowing of whether the future is set in stone or not. Even just triggering their powers is usually an ordeal in most situations. This Oracle is no different.

    In Ancient Greece, oracles practicing haruspicy were to inspect the entrails of sacrificed animals, they typically used livers from killed sheep and poultry. Blood Oracles sacrifice and inspect themselves.

Blood Oracle

Templates (Each template grants a +1 Max HP, can go above the normal max of 20 using these)
A:+1 OD, Oracle Dice, Foretelling Wound
B:+1 OD, Betrayal of Life Force, Minor Prophecy
C:+1 OD, Fountain of Sacrifice
D:+1 OD, Bloody Wraith, Major Prophecy

Oracle Dice

    Blood oracles have a number of D6 Oracle Dice (OD) based on their level. They can spend these on their class abilities as listed, taking the rolled number in damage and then immediately triggering the ability. This damage can trigger rolls on the death and dismemberment table (at least until the character gains Bloody Wraith). These dice are expended for the day after being used once.

Foretelling Wounds

    Expend one Oracle Die, then roll a D20 and record the number somewhere. You can replace a d20 roll by any willing creature within your sight (Including yourself) with this number once. If this number is not used by the end of the day, it is lost.

Betrayal of Lifeforce

    Your Foretelling Wounds rolls can now be used on enemies within your sight.

Minor Prophecy

    Expend one Oracle Die when you need an item that you could have theoretically gained in the past and held onto until now. You had a minor vision in the past that you would need this item and stored it in your bag retroactively. If you did not have specific access to this item, then you can pay its cost to purchase it (assuming that that is reasonably possible in the recent past)

Fountain of Sacrifice

    Foretelling Wounds no longer depletes Oracle Dice. You still take the rolled damage every time you use it, but your Oracle Dice can be reused afterward.

Bloody Wraith

    Foretelling wounds that reduce you to negative HP do not trigger rolls on the death and dismemberment table or injuries, this negative HP is still added to Death and Dismemberment Rolls for the purposes of other injuries incurred.

Major Prophecy

    Expend four Oracle Dice. Name a (somewhat) reasonable thing that could happen to you within the next six months. Assuming it is (somewhat) reasonable, and you actively work towards it, it will happen within the next six months (In-game). You can only have one of these prophecies active. How reasonable it is, is decided by DM fiat.

Blood Oracles in Zorn

    Blood Oracles are typically found in some of the less directly violent Blood Cults of Zorn. As with all magic, it was originally practiced by the Natives of Zorn (something I really need to write a further article on). Increased contact with them and the diminishing sanity of those who stay on Zorn caused a great many to pick up on occult practices such as this.

Tuesday, July 21, 2020

Zorn: 1940's Pulp Explorers VS The Unknown

Imagine, if you will, an alternate version of Earth.

    March 13th, 1921. A small island begins to form in the center of the Atlantic Ocean.

    August 28th, 1928. The Island has been growing at an immense rate but has since stagnated. It is roughly the size of Texas. Life has been evolving on it at an extreme rate and many new species have been discovered.

    December 31st, 1931. The plant and animal life on the Island has grown increasingly violent and dangerous with each passing day. It has been dubbed "Zorn" by the German explorers who first lost their lives there.

    March 14th, 1936. Strange ruins have been unearthed deep in Zorn, yet it continues to grow more dangerous. Rumors talk of strange "Magik" affecting the explorers.

    January 1st, 1938. The world believes that Zorn holds something powerful and unknown. It has never been more dangerous, yet global powers continue funding private expeditions in hopes of finding something that will give them an edge in the upcoming war.

This is the world of Zorn.

Players can expect their characters to delve into ancient ruins, explore uncharted jungles, tempt fate with cursed magic and strange artifacts, and hopefully not die or go insane in the process.

Mechanical Changes

(Unless otherwise stated, the system is originally based on my modified Skerples hack)

Attributes: I want to try something different with this. May get changed if it turns out to suck, but I'd like to decentralize modifiers as much as possible. I'm thinking I'll change the modifier spread to:
  • 1-3 is a -2
  • 4-7 is a -1
  • 8-13 is no modifier
  • 14-17 is a +1
  • 18-21 is a +2
  • And so on, but an 18 is still the maximum for a normal human.
In addition, I want to use the modifiers for more abstract things, for instance, movement speed. Going to end up fiddling with these values for a while though, so I'll leave the rest out until I figure it out.

Actions: Like some of these other changes, I noticed that I liked a lot of Pathfinder 2nd additions and want to try them out. In this case, the action economy. Characters get two actions that they can spend on movement or more typical action-based things. They can spend two actions to dash if they want to forgo an attack or two actions to attack if they want to forgo movement or any other inherent combination with their other actions.

Fortune: Since this is a pulp setting, I want players to occasionally be able to do cool things or survive nearly impossible situations. In order to add just enough occasional survivability for this, I plan to add a framework for a stat similar to how luck works in DCC. I'm still debating whether to use it as a pool or a stat or some amalgamation of both, but I think it'll be useful for my purposes. It goes down with use and is refilled by one point at the beginning of every session and also by participating in your character flaws.

Cooking: Inspired by the Monster Menu-All, I think all of the unique monsters of Zorn will be uniquely dangerous to eat. Some may kill you for a tasting of their flesh, and some may simply horribly mutate you, for better or worse. To better facilitate this, I'm probably going to throw in a couple mechanics related to investigating food, cooking, and gaining mutations. Maybe even a Chef class?

Races: Obviously the normal GLOG races set up won't apply to 1940s Earth, so I plan to replace it with a background system. For instance, someone who was a chef before joining the "Gold Rush" of Zorn, might get a second roll for their dex (or perhaps int or cha, this is just an example), get a -1 bonus to investigating ingredients, and a character flaw for eating unknown foods. I've detailed a bit more on this system here.

Flaws: I want Zorn to focus a lot on character development, why is your character adventuring here despite the danger? How do they handle the stress? I wanted a system that would reward players for roleplaying this out and I came up with this. 
    Flaws are small roleplaying tidbits that are (usually) actively negative to engage in, addictions, bad habits, etc. Engaging in your flaw in a way that causes some kind of complication to the party recharges your Fortune a little bit (usually one point). Every character starts out with a character flaw based on their background (or maybe I'll just make it a separate table), character flaws can be ignored without any detriment (besides finding it harder to refill your fortune). Insanity Flaws are different, flaws gained through poor trauma rolls still give you Fortune for participating in them, but are detrimental to ignore. At the end of every session, lose one point of fortune for every insanity flaw ignored. Gaining an Insanity Flaw also lowers your Charisma by one point.

Level Zero and a Funnel: I've always loved the concept of funnel adventures in DCC. For the uninitiated, characters in DCC start out as levelless commoners with as much durability and power as a piece of soggy toilet paper. Players get four of these expendable characters each and head into a level one dungeon, hopefully coming out of it with only one or two survivors each who then level up. I've always been curious about more diegetic and narrative forms of advancement, and this is a good way to do that. Plus it allows me to explain how the player characters got a hold of cultist magic or became a skilled fighter for their class. For the GLOG adaptation, I'm thinking level zeros get:
  • HP is Con-6, Minimum 0.
  • Attack Bonus 0
  • No class templates (in case it wasn't obvious)
Equipment: Being 1940s Earth, I need to update the equipment list a bit, as well as adding guns and some balancing factors around those. Think I'll probably add some similar gun rules to the ones in Stars Without Number Revised, as they make Firearms and Melee Weapons meaningfully different.

Survival Mechanics: Being a mostly wilderness-based setting, I wanted more rules to make it deadlier and at least marginally more intricate. So I wrote them.

Classes: as with equipment, I'm going to have to reskin some of the original GLOG classes, as well as coming up with a variety of my own. Wizards will likely be flavored as cultists. I also think I'm going to change leveling from GP as XP to SP as XP. should make it a little more exciting when you do actually find gold, but silver is the standard.

Destiny Templates: As mentioned earlier, I like the concept of diegetic advancement, and this is another improvement for its sake. At 5th level, rather than retiring your character to a life of enjoying their gathered riches, you may instead gain a Destiny Template. This is like a class template, however, there is only one level and it's requirements are narrative-based, it also adds guidelines to your retirement (not everyone gets a happy ending). For Instance:

    The Insane
(Prerequisite, survive 5 Insanity Flaws)
    Life on Zorn has irreversibly corrupted your very mind and soul, burning pathways into powers that you didn't know you had. Your Charisma can no longer be lowered or raised. You gain one SD (usable as a 1st Level Sorcerer)
Retirement: Even if you ultimately survive your trip to Zorn and return rich, you will no longer be accepted by society. Perhaps you live as a reclusive hermit, remembered as a terrifying legend by any who discover you. Perhaps you retire, chained up in some psych ward somewhere after being captured. Point being, you have been abandoned by society.

I think those are all the major changes I'm making to the system for this setting. Honestly really excited to see how this all turns out in the end.

DM Resources

Gary Gygax '75 Challenge

Sunday, July 19, 2020

My current GLOG Hack

    About six months ago I started a GLOG campaign using Skerple's original hack (I admit I'm still digesting the many-rats-on-a-stick edition), but as with all GLOGs, it changed pretty quickly. You'll notice that many of these changes are due to things that my tiny peabrain was just not prepared to think about.

The Changes

Skills: Provide a -2 bonus to any relevant roll, are usually more specific or niche (ex. map reading, dwarven script literacy, sailing in a campaign usually on land). Can be gained through downtime.

Opposed Rolls: Modifying the DCs based on the opponent's stat minus ten always freaked me out, so I simplified it. both sides roll, the one who gets the highest margin of success (points under their relevant stat) wins. If both sides fail, shenanigans may ensue (DM's choice)

Combat Maneuvers: Use the new opposed roll rule as above except if the initiator fails their check, then the defender can make a free counter-attack (in the case of combat maneuvers) with their reaction (another piece I stole added)

Associated Stats: 
Defense is now descending rather than ascending to simplify combat rolls due to my earlier problem with opposed rolls.  
Attack stat has been replaced with an attack bonus based on level, starting at 1 and increasing as the attack stat would increase. 
Movement has its uses but I never used it so I scrapped it. However, I have been contemplating on replacing it with something else to determine character speed in combat. 
Stealth has been replaced with just a flat opposed roll of dex/int vs wis/int (roller's choice).

Combat: 
Initiative functions more closely with how classic initiative works, d12+wis modifier, start at the top, and work your way down. 
Attacking is now 1d20 minus the relevant modifier (determined by weapon) minus your attack bonus, with your goal to be under the opponent's defense.
Actions are currently set up similar to how 5e works, Main action, Move, Reaction. got another idea in the works though and will probably test it out soon, involves replacing movement with another action and making movement an option for a player's action, similar to PF2e.

Overland Travel: This is probably the most overhauled on my part. Each day is divided into 6 parts of roughly 4 hours each.
  • Dawn
  • Morning
  • Noon
  • Afternoon
  • Dusk
  • Night
    Each of these phases is used as turns during hex map exploration; things like taking a long lunch, foraging, moving over a (6 mile) hex all take one turn while things like building small constructs (short bridges, small fortifications), long resting, and other complex actions take two turns. 

Note that actions taken at night that would reasonably require sight have either detrimental modifiers to relevant rolls (as the characters stumble in the dark) or increased chances of encounters (as enemies notice the light source of the party).

Sanity: Since this campaign was originally meant to be a horror campaign, I also stole added, the sanity rules from Arnold K's original copy.

For the most part, that covers the majority of changes that I've been currently running in my home campaign, although I've been preparing some more drastic changes for an upcoming setting set in a fictional version of 1930s-40s Earth where a strange continent suddenly appears in the ocean, ripe for the looting by foreign nations and pulp adventurers.

The Blogs, The GLOG, and The Eternal Slog.

    The Blogs 

    The OSR Community as a whole has been kicking out some awesome content recently, between the bazillion blogs, the countless successful Kickstarter campaigns, and the proliferation of OSR content as a whole has almost reached the mainstream. It's awesome, it really is, and its only one curious development of the RPG community recently.
    
     As of late, 5e has become somewhat of a dull topic, at least that's how it appears to me. The old grognards are heading to PF2e, The SuperMassive Umbrella that is the OSR tag in general, or other greener systems. Meanwhile, 5e is seeing this huge influx of new players due to the popularization of podcasts and actual play television such as Critical Role and similar. It's a great time to get into the hobby. 

(I won't touch upon the topics of recent allegations against certain entities, I refrain from talking politics in everyday life and I continue to do so now.)
   
    Simply put, I'm throwing my hat into the ring. I want in on this whole "blogging" thing. I'm lazy, busy all the time and horrible at staying on track with things. But I'm giving it my best shot. I've been running OSR content for about 8 years, starting with Stars Without Number 1e all the way back in 2012, but I mostly run GLOG hacks recently. 

    Speaking of which...

The GLOG 

    I've seen the GLOG being posted about a lot recently. It's been my favorite system for a while now, I picked up Skerple's hack about a year or two ago along with a copy of Tomb of the Serpent Kings and I haven't looked back since. It's not the most well-polished engine, I've even seen it described as a jury-rigged piece of shit (lovingly of course), but the hacks that it has spawned are truly built for what the creator wanted. There is no wasted design space. Don't like that one annoying rule that your original copy has? Toss it tf out. Want mechanics that support a setting of Weird War 2 Pulp exploration (Something that I've been working on myself)? Toss em in. 

    If you couldn't tell, the GLOG is more of a philosophy of design rather than a full and ready to play RPG system. Make what you want, fix or toss out what doesn't work. Continue for eternity. Your GLOG is not my GLOG nor anyone else's. 
  • The first rule is to toss out what you don't like. 
  • The second rule is to shamelessly steal (and attribute, since writers are cool people and deserve recognition).
  • The third and final rule is to just keep writing until you get where you want to be.
     I'd go into more details on my own GLOG hacks but I've got plenty of time to do that later and if I insisted on putting them here then this post would never end.

The Eternal Slog

    Anyone who doesn't care about me personally (I doubt many do) or perhaps my plans with this place, can skip this part and leave, this is the end of useful content to steal (not that there was much to steal above either). Such behavior is the way of the gretchlings and their blog browsing habits.
 
   Either way, This blog is my way of saying "I am a filthy gretchling, here's the shit I wrote, steal it. Improve it. Report back if you wish, though I know many may not." I'm probably going to be posting a lot of GLOG material in case you hadn't realized this earlier, though perhaps it will be interspersed with some Stars Without Number hacks if the inclination hits me.

    I honestly have no clue how often I'll write here, and even less of a clue how much will be seen. I'm hoping for a good article once a week though. Or maybe once every couple weeks. Shit, I may forget about this blog tomorrow morning, it's pretty late and my brain is holding itself together with crippling ADD and caffeinated tea right now, which should also explain any odd or shoddy writing decisions on my part.