Wednesday, September 14, 2022

Game Review: GROK?!

Cover to GROK?!
Art by Matias Viro

Author
: Lester Burton 
Publisher: Self-published 
Engine: Custom rules-lite table-based system
Marketplace: DrivethruRPG

I picked up GROK?! recently for a $1.69 on DrivethruRPG. If had been showing up in my personalized recommendations a few times, and I thought it looked interesting from its spiel.

GROK?! labels itself as an Old-School tabletop role-playing game, It doesn't derive from older systems, but it It subscribes very strongly to Matt Finch's "four zen moments of Old-School tabletop." It relies on rulings not rules, and trusts actors and directors (players and GMs) to come up with narrative results that makes sense.

Structurally, it blends a lot from more modern tabletop role-playing games like Overlight with elements from story games such as Fate and Numenéra. Knave and MotO figure very strong in it's DNA. 

The System 

Grock uses an oracle-like system like Talisanta or VSD6 where characters roll a die and consult a table. A roll of one or two is a failure with additional consequences. A roll of three or four are a success result; a roll of six or higher is a result that is both successful and beneficial to the player character in an additional, unexpected way.

In other words, it uses the basic structure of improv. With "no, and...", "yes", and "yes and..." being your possible die result

EDIT: Lester Burton reminded me on Twitter that 3-4 is a Success in GROK?! Not an indifferent result.

Characters have three attributes that are rated as die rolls in a similar Overlight. A low stat is expressed to the d4, average stats are d6s and d8s, and exceptional stats are expressed as d10s.

Characters roll a single d12 during character generation to determine which of several possible stat arrays they start with.

Characters otherwise have a selection of traits and assets. They have seven slots for traits, of which five are occupied by personality or backstory elements, such as their place of origin, motive for adventuring, occupational background, and greatest virtue.

Assets are a series of slots for contacts, hirelings, equipment, magic spells, or anything else the player character might use to their advantage during an adventure.

Filling all your assets slots not only causes your character to be encumbered, with appropriate penalties, but also is extremely risky to their health (see below.)

Saturday, September 10, 2022

Deathtrap Lite goes live

I have posted my first iteration of Deathtrap Lite up on Itch.io and DrivethruRPG for sale!

This represents nearly two years of play testing and tinkering with the system. I designed it to be plug and play. Sometimes I use parts sometimes I use the whole system. And I have thankfully had Stephen Smith use it to fill in the gaps in his own 7-UP system.

So, here's how it works:

The Engine 

Deathtrap Lite is cobble together from some of my favorite elements of the osr games I have reviewed over the last few years.

Everything is handled by a simple, straightforward mechanic. Whenever you need to make a determination for a character action where the outcome is uncertain and as a big impact on the narrative you roll a task check.

Tasks are an open list of skills. There is no one definitive long list of tasks your character might perform. Their descriptions are open-ended, and so, if there is a task in which your character has experience on the character sheet, you can advocate to make that the one you use.

You roll a die based on how experienced you are with that particular task, and add in a few modifiers, such as bonuses for high ability scores and penalties for low ones, bonuses for excellent quality gear or penalties for not having the right gear, etc. The goal is to roll a number over 6.. Thus the name Over Six Engine.


If you have no clue what you're doing, you roll a d8 and hope for the best.

Thursday, September 8, 2022

Silver Gull Campaign Update: Dickering with Dragons

The Blue Book cover to the Holmes
version of Basic Dungeons & Dragons
C 1978 TSR Inc. Art by David C. Sutherland

 I have no idea if anyone reads these, but I'm sure enjoying writing them.

As I wrote about in a previous article, the dice led to the generation of a rival group of NPC adventurers in the town of Orhan, which have been picking up the slack where the player characters have been ignoring local concerns. These adventurers managed to put themselves to the cusp of fourth level before they went into a ruin and woke a dragon.  Three of these NPCs were killed, two captured, and only one managed to escape the dragon. This dragon, Arenax, is the focal point of my two most recent sessions.


August 22nd

Having slain the Demons of the Oracle of Inkandus, the PCs returned to the holy Mesa where cactus people draw on the Water of Life to gain visions. They are warned by the talking Crow, which serves as the guardian to many local holy sites, that they have come at a bad time: The Behir that guards the Mesa is hunting. The PCs get under cover just in time, as the Behir wanders into the entrance to the mesa. The Crow lies to it it says it is not seen any humans.

The PCs wait for the creature to leave, and then ask the Crow some questions. First about the Djinni that guards the oracle, and whether it can be trusted to allow the PCS to pass now that they have done as it instructed. She answered "yes" to those questions, but with warnings to watch for wordplay.

They also asked the Crow about herself. They already knew that she was a polymorphed and immortal sorceress, but the rest of the details were hazy. She introduced herself as Razia, a sorceress who lived in the earliest days of the Empire, and who had been variously friend, enemy, lover, and rival to another wizard they had encountered from that same era, Sandivh. Razia had done something so wicked and sinful that she had been cursed by a group of demigods from the region. She was polymorphed into a crow and forced to eternally protect the sites of the Cult of Malek from fools and fell sorcerers until such time as the evil of the city of Imran was no longer a threat.

Having discovered a bottle that turns any creature into a human when properly prepared in the demonic liquor cellar of Inkandus, Finch offered to turn her back into a human. They suggested that perhaps the gods had arrayed things so that the PCs could purge the oracle, slay some of the Achaierai, and drive off other monsters left over from the era of Imran. That they, in fact, had fulfilled the conditions of the curse, and have the means to lift it by holy design.

Monday, September 5, 2022

Honoring the Dice and Letting the Game Run Away With You

 

This is a bit of a callback to an older article on how Chaos makes TTRPGs more fun.

This long weekend, my wife and I are finally able to get a game running after a long vacation where we had little privacy and a lot of expectations on our time. After a discussion of a plot of my son's favourite cartoon awhile back she challenged me to write a campaign with the premise "Mutiny & Mind Control."

What I came up with was a blend of elements from Delve 2e, Pirates of the Caribbean, Path of Exile, the original Tomb Raider games, and the Sorcery! series of Fighting Fantasy games. And decided on playing the original Advanced Dungeons & Dragons for a system. Just because I can.

The Setting

My premise is this: The uncharted island of Nadalia, a week's sail to the West of Xen is home to an immortal Witch-Queen, who has lived to see multiple civilizations rise and fall around her. She lives in the ruined splendor of her second fallen empire as she seeks the final steps to true godhood. To keep her in slaves and test subjects, she has seeded the mainland with crystal hypnosis balls that allow her to capture the mind of heroes, power-hungry magicians, and aristocrats and turn them into pirates and slavers on her behalf.

Wednesday, August 31, 2022

The Rivals: One-to-one Time and Random Campaign Development

Promotional art for the Dungeons &Dragons cartoon
©️1983 D&D Entertainment

Let me tell you about how my campaign started running itself  through a curious set of random rolls inspired by my rumor chart and one-to-one time.

My Xen campaign uses a modified version of the one-to-one time tracking that Stephen Smith uses in the Wierth campaign. When my players are in the middle of a dungeon, and we have to intercession, we pause and pick up where we left off. I keep track of the turns that have passed, and occasionally tell the players approximately how long they have been in the dungeon.

When we end outside of a dungeon, I handle the player characters' return to base myself. Rolling for random encounters if necessary, and handling combat in an abstract way if they should run into danger.

Given that my Player Characters got hold of a functional ornithopter, and kept it studiously repaired and fueled (until it was stolen,) I have not had much to do that regard.

How I Handle Time Between Sessions

Between sessions, I ration one week on Xen for downtime, which is 8 days 

I have set a 1-in-6 chance that something will happen during that time.

Monday, August 29, 2022

Xen Maps


 I recently picked up Campaign Cartographer 3 and have been teaching myself how to use it, so that I have an easier way to make maps for the adventure modules I like to put out into the world that I don't have to worry endlessly about the license for.

As an experiment I decided to do two maps for my Xen campaign.

Saturday, August 27, 2022

The Mosquito of DOOM!


Let me tell you about the TPK I nearly experienced this week, because it was awesome.

I've been traveling, and that means there's been a lot of long drives with my kids in the backseat. There's only so long I'm willing to let them watch cartoons on the tablet, because I don't want them cranky or crazy at the end of the drive. So, I gave my son a refresher on Tiny Dungeon 2E, and taught him how to design a quick and dirty five room dungeon.

After hearing some of my stories, he has decided to add his own flavor of gonzo play into the game.

While driving to a family function last Thursday, I created a mighty, axe-wielding warrior-mage, who was sent to save the souls of the dead from a powerful ghoul who was eating both body and spirit alike in a nearby tomb. After defeating the skeletal minions of the ghoul, and avoiding a trap, I discovered a skeletal warrior who still retained some of his mind. I asked the warrior what the ghoul's weakness was. My son replied in a spooky voice: "fabulousness."

I decided to run with it, and had my magician use his magic to clean himself up, wax his moustache, shine his gear, and dye his clothes. I made an entrance in a cloud of sparkling magical smoke. The Ghoul was rendered powerless by my sudden intense style and charisma. As I applied a magical makeover to the creature, it screamed and melted away.

Thus, Haxxus the Bold became Haxxus the Stunning.