Mince Pie Fest 2024: Aldi Specially Selected
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For reasons I cannot fathom, these are usually quite difficult to find,
selling out quickly and getting restocked fairly late. Not so this year. No
idea wh...
Saturday, November 02, 2024
Saturday, October 19, 2024
Hârn Orcs are Wee Rascals
So I've been revisiting N. Robin Crossby's Hârn setting, a cool sorta low-magic medieval world that been around since the 80's. Hârn has its own system, HârnMaster, but no mechanics appear in the setting book. I know Jimbo Eddy Raga-ma-tazz numero 4 thinks early modern Europe is the ideal setting for Lamentations of the Flame Princess, but I think lowkey gritty Hârn would work pretty well. So much so that I am currently converting many of the weird spells in HârnMaster to LotFP.
You can hardly do a medieval fantasy setting without some sort of kneejerk self-differentiation from Tolkien and one of the ways Crossby does this is with the orcs. Orcs are also called Gargun in Hârn and they are so, like, totally different from Jirrty Wirrty's bad boys. I will not give most of the details here, but one way they differ from D&D and Games Workshop orcs is that they are tiny little bastards. Here's the five subraces of Orc/Gargun in scale with (mostly) normal adventurers.
The second guy from the left is a Gargun Kyani, the second smallest of the five subraces. They are noted as perhaps slightly less malevolent and slightly more civilized than their cousins. So in my hypothetical LotFP/Hârn mash-up they replace the halflings, which Hârn lacks.
Friday, September 27, 2024
Saturday, September 21, 2024
a strange, strange journey
So this here is a Destroid Tomahawk. Destroids are land-based mecha used by UN forces to fight alien invaders in the anime Macross, which was release in the United States as part of Robotech.
This is the edition of BattleTech that I played back in the eighties. That is not a Destroid Tomahawk. It is a Warhammer BattleMech. As I understand it, the company that licensed Macross to make Robotech then licensed the rights to the images to some of the mecha to the nice people at FASA. Through the same deal FASA also licensed some mecha designs from other shows, particularly Crusher Joe and Fang of the Sun Dougram. I knew none of this as a kid. Some of my favorite mechs looked exactly like some Japanese designs, but I didn't know why. It didn't matter much to me and my gaming crew.
FASA approached Ral Partha to make miniatures for the game, which they eventually did to great success. But the folks at Ral were hesitant at first, like maybe they weren't sure if a license of a license of a license would hold up in court. This makes sense to me, as it was not long after Task Force Games was making a lot of money off of Star Fleet Battles, which existed off a sublicense of Franz Joseph Designs license to do the Star Fleet Technical manual book. Was their litigation over that or merely the threat of litigation? I can't remember. Either way, I would've been skittish at that time as well. But as I said, Ral Partha balked initially and instead released a line of Macross knock-offs. The figure above was listed as the BattleAxe. It preserved the two key elements of the Warhammer/Tomahawk design: honkin' big cannons where the lower arms should be and a shoulder-mounted missile pack. (Later the real deal Destroid designs were released by Ral.)
Things got tricky once BattleTech was a smash hit and they wanted to do a Japanese language edition. The cost to license the Macross images in Japan was undoubtedly prohibitive, as it is essentially a license to print money. So they redesigned all the mechs for the Japanese edition. I find many of the redesigns to be flat out gorgeous.
Friday, August 09, 2024
Thursday, August 08, 2024
Sunday, August 04, 2024
my favorite thing from MERP 2E
MERP (Middle-Earth Role Playing) is one of my favorite fantasy rpgs that sits outside the "fully compatible with D&D" space. Don't get me wrong, you can introduce a MERP PC into a D&D game and make it work, or use a MERP module in your D&D campaign, but it requires more effort than something written for Castles & Crusades or HackMaster or other alt-D&Ds.
I played first edition MERP when it came out and greatly enjoyed it. In a test run with my buddy Dave as GM an ordinary cow kicked my first level elf's scrawny ass (which is totally realistic, if you've never pissed off lifestock). In a solo adventure I got lost in a cave and ended up merked by the first orc I encountered. When it was my turn to run, a combination of combined arms tactics and good die rolls allowed the the players to slay trolls and barrow wights by the skin of their teeth. Then they ran into a evil wizard that TPK'ed the party with a single fireball spell. Somehow, after that, I managed to convince everyone to play Call of Cthulhu instead. That campaign also ended in a TPK, following an encounter with Tsathoggua.
When the second edition of MERP came out I never bought the rulebook. A quick flip-through suggested that it was almost the exact same game, but with the order of the sections reshuffled. Certainly, the later modules seemed completely compatible with the earlier rules. However, a pirate electronic copy of the 2nd ed rules came into my possession recently and I was able to find a very cool addition to the rules, table ST-12, the Spell Use Risk Table.
The upshot of this chart is that every time a spell is cast, there's a chance that it results in the forces of the Enemy taking notice of the caster. The level of bad guy attention varies widely by four factors:
- The relative safety of the location the spell is cast in.
- The level of activity of the Enemy, as reflected by the Age the campaign is set in.
- The riskiness of the individual spell cast. More on that below.
- The die roll. Note that this is an "open-ended" d100 roll, meaning any result on the dice of 96 or higher prompts and additional percentile roll, which is added to the prior roll.
Every spell in the MERP 2e book is rated for RF (Risk Factor) associated with it. Low level, low impact spells can come with a RF as low as 1 or 2, but big flashy spells like firebolts and lightning balls come with Risk Factors as high as 40 or 50.
Riskiness in spellcasting is not new. In D&D, saving throws often ruin a wizard's scheme. Many systems, including MERP, require some sort of die roll for casting to succeed. Casting spells in Call of Cthulhu often costs sanity points. I quite like the overcasting and fumble rules that James Raggi introduced in Vaginas are Magic! Fellow fans of Douglas Bachmann's article "Believe it or not, Fantasy has reality" (Dragon #40) will recall that, in his system, every spell cast has a small chance of upsetting the World Balance, possibly resulting in things like blizzards, plagues, and earthquakes.
But a system where each spell cast has a chance of tipping off the bad guys? I quite like it. The only analog I can think of is the psionic rules in AD&D1, where every use of a psionic power or psionic-like spell has a chance of attracting the attention of something off the psionic wandering monster chart. A LOT of ordinary spells qualify as psionic-like and the chart is full of powerful monsters. Literally the first time the cleric casts Cure Light Wounds could result in Demogorgon showing up to kick everyone's ass. It has never, ever made a lick of sense to me.
But this MERP chart? I totally get it. The result is that the further you go into enemy territory the less you can safely rely on magic to save your sorry ass. Sending a couple sneaky halflings on the ultimate quest actually makes a lot of sense under this system.
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