Showing posts with label Gonzo. Show all posts
Showing posts with label Gonzo. Show all posts

Tuesday, March 25, 2014

Impressions from running Stormbringer

Last weekend I ran a game of Stormbringer. It was a long time since I last did, and now I used the 5th ed. which have some changes from the 4th ed. I used to run. I thought I should note down some of my impressions.

As some of you know, the 5th ed. is very similar to the Magic World game Chaosium is selling now, since they no longer have the Eternal Champion licence. Most of what I write here is probably applicable to Magic World as well. Stormbringer often struck me as a great base for a generic fantasy game, and Magic World looks to be just that great game. One day I'll have to get hold of a copy.

System

The first thing about running this game is how to approach any BRP game. Everything is a percentile roll, either against a skill or against a multiplied stat. Anyone can do whatever they like, and as a GM you either make up a percentile chance of success or picks a skill/stat. Anyone understands "You have 65% to success, roll the dice". It's newbie friendly.

The second thing I noticed was how many fiddly bits there are when you look beyond that basic concepts! Some of them have changed in different editions, and I'm not too keen an all of them.

Stats

I understand why you might roll 2d6+6 for stats, since it makes the characters more heroic. But, I think those really oddball stats that can happen in a straight 3d6 bell curve are usually my main hook for roleplaying, so I'd keep the 3d6 method. If you like your game more heroic, what you want to keep an eye on are probably hit points. This game system is really deadly! I suggest calculating HP as CON+SIZ if you want your game more heroic, instead of the 2d6+6 stats.

Combat rules

First off. This is a deadly game! With the major wound rules, you can't just add up hits and keep pushing on. Even smaller wounds will hurt as they pile up enough. I liked the idea of your character falling over after a certain amount of rounds after taking a major wound. I am less certain about the adding up of lesser wounds. Why do you have to make a POW x 4 roll to stay conscious when they add up? I prefer the Call of Cthulhu way of rolling CON x 5 not to keel over. I'll probably do that running the game again.

In 4th ed. Stormbringer you had separate ratings in attack skill and parry skill with a weapon. I kind of liked that, and the idea of a "finesse" fighter focusing a parrying and feinting before lunging for attack. They kind of open the option for you in the book to add your experience either in attack or parry. Another thing I like about the Parry/Dodge rule is that they are actions you can do over and over again. It makes for a more fluid combat and being able to dodge all attacks (if you have a really massive Dodge skill!) is probably good considering how easy it is to be eliminated.

Magic

In the game I ran we didn't have any summonings. Earlier editions of the game only had magic based on demons and elementals. Editions after the 4th added some other variants, and those round out the system to cover more kinds of magic. Apparently it's supposed to better model the Elric stories as well. Frankly, I only remember the summonings, but it makes for a better game engine to include more options. Friends of D&D will even feel at home with the basic spell system, since as long as you pay you magic points the spell will go off and there's no roll involved.

I kind of like the idea of introducing some randomness in spellcasting, but running Stormbringer I'll do it by the book. If nothing else, call it a concession to the potential players coming from D&D. If you'd like more randomness and making spells less common, make each spell a skill. That way you'll get some drain of build points, and randomness. 

Allegience

This something that was added to the rules after 4th ed. I was never really happy with the former "Elan" system, but was unsure of tracking points for Chaos/Law/Balance as well. Now in the 5th ed. they start to mean something, as you can "cash in" those points for extra skill points, hit points or magic points. It can be used to give some flavour to the game, involving the players a bit in the cosmic battles.

I usually say that alignment causes brain damage, as I've seen smart and intelligent people reduced to 12 year olds by it. Everyone remember how you ran your first game, misunderstanding most of it and clinging on for dear life to those rules that give some kind of focus and you think you can use to beat the game into shape with. It's quite natural, but then you grow older and relax. Sadly alignment brings that back out and people who are usually sure of them self and have both wife and a job are reduced to whimpering 12 year old kids who can't make a moral choice of their own. Luckily, allegience is not prescriptive.

Summary

All in all, this is a neat game. It has some simple mechanics you can teach in a few minutes, and most importantly you grasp the concept of a percentile chance of succeeding and can improvise and make shit up in your first game as a GM. You have Professions that mould the characters a bit, but at the same time is less limiting than a class based system. Magic is expressive and if you involve demons it's wild, crazy and dangerous!  Taken a a general fantasy system I like Stormbringer a lot, in the shape of Magic World it would suite me like a glove. As a game of "Moorcockian" fantasy it's excellent. I had forgotten how much I like BRP and will soon bring it to the table again.

Tuesday, April 2, 2013

Thinking back on 7th Sea

I ran a short arc of a revenge story in AEG's 7th Sea a few years back. The idea of swashbuckling is seldom far from my gaming thoughts, and the game system had enough interesting knobs and dials for me to long to try it out.

When I had decided I wanted to run it, and had read the books, a new problem appeared. The game was set in an imaginary Europe with new names for everything, and magic to boot! I liked the idea of filing off the serial numbers. I remembered that Dave Arneson had thought that taking the adventure into fantasy was a great way to stop arguments about historical minutiae, that was not the problem. The magic on the other hand, was.

For some reason I wanted a regular world, with none of that "gamey stuff". I wanted exciting fencing and swinging in chandeliers, but no fireballs. I also decided to ditch the culture inspired by ancient Norse culture. Those are always corny when done by Americans.

Starting the game it also became clear that even though the game system had some really good ideas, for example the incentives to do dramatic stuff, it did have problems. One of the most glaring ones showed up already in character generation, where the sheer amount of knacks and skills made it take too long to whip up a character. I like that part of a game to be quick and breezy, which is why I fell out of love with GURPS.

Now this weekend when I saw the movie I posted about yesterday, I realized I had been wrong about the magic, though.

While my 7th Sea game was a success, the way that musketeer movie shoved in non-historical air-ships and steampunk features showed me the joy of mash-ups. I still think vikings through an American lens is just corny. But magic, swords, Napoleon, cthulhu, intrigue and lost treasures actually goes just fine together in the soup! One reason I liked the movie was those elements which were contra factual. Hey, what was it Dave had done again?

I'm thinking about revisiting 7th Sea, and this time I'm not going to take things out. I'm going to put more gonzo stuff in! There are still issues with the game system I will address, like a hack to limit the amount of skills you get. Maybe even eliminate the fact that there are skills and knacks. That was a bit fiddly. More of that will be posted here, shortly.

Thursday, June 16, 2011

How about a little gonzo with that soup?

I just watched Hidden Power of Dragon Sabre from 1984, and it must be one of the most nonsensical movies I've seen.

There are a big mountain with bottomless holes, corridors which looks like a spaceship, laser bolts and odd things happening when you pull random levers. It's just like a dungeon of the wilder kind.

Could you use this in a rpg?

One thing I thought about was how a manual of martial arts secrets are copied onto the walls of a cave, which is then guarded. Then there are the two magic swords which are guarded by a secret society. Finally there is this weird effect when the antagonist manage to get all the weapons and learn the secret art. Then he "unifies the yin and yang" and becomes a half woman and half man creature with awesome magic power. Doesn't that sounds a bit like a rpg?

For those of us who have been thinking about what kind of treasure to provide in our game, maybe the idea of a secret combat art could be a neat treasure? I have no idea how popular the ability to be both male and female at the same time would be in the general gamer populace. Otherwise that might be a treasure in itself. Hey, you could always use it as a curse!

I anyway think the idea of hidden space ship corridors, lasers and plexi glass swords are too cool not to include in a game.

Wednesday, May 11, 2011

Raven c.s. McCracken would be proud

Tonight when I got home from work, my wife told me what the kids had been playing when taking their bath. Apparently our son had said "I'm breathing fire!" and had been playing a dragon. Determined to top this, our daughter (creator of the Chaos Turkey) decided that "...and I'm shooting laser beams from my eyes!"

Her explanation for what lasers are became very labyrinthine and involved. Lasers are for shooting out of your head... 

Ain't that grand?

Wednesday, October 13, 2010

Ow my gawd!

B.A. Felton's game Dawg RPG is here, in front of me.

Friends, there is a game out there about roleplaying dogs!

When I thought I could imagine a game about anything, I still didn't get the idea abouts dogs. I'm not sure if it means I need some more creative energy, or that someone at Kenzer & Co are just nuts. It's probably me.
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