Showing posts with label Maelstrom Domesday. Show all posts
Showing posts with label Maelstrom Domesday. Show all posts

Saturday, 25 July 2015

And now, a word from our sponsors

Just a short post today after Friday's novel! It's the Christmas in July sale over at DriveThru, and lots of things are 25% or more off. I thought I'd take a moment to go over all the reviews I've posted on this blog as well as last year's RPG a Day posts and see if any of the things I recommended are on sale. And what do you know, there are a few.

Maelstrom Domesday


A spinoff or reimagining of British classic Maelstrom (itself currently on sale for less than £3!), this is a game that's right up my alley and possibly no one else's, a scrub-level horror/mystery game set in England in the late 11th century with tons of period detail and a strong chance of being a disfigured peasant. I wrote a full read-through and a character creation post.

I do keep meaning to run this game, but when? Anyway, you can get it for super cheaps -- less than a fiver for the PDF -- on DTRPG right now, since there's an extra sale on.

After the Bomb

It's about cartoon mutant animals fighting in the wreckage of a nuclear-devastated America, and it started as a supplement for the Teenage Mutant Ninja Turtles RPG. Now it has its own system -- and OK, Palladium character creation is complicated and time-consuming, but it's dead easy to strip away the cruft. And you get a hell of a lot for just a few dollars with these After the Bomb PDFs. Road Hogs is my personal favourite -- and it's like £2.50! -- but they're all cool. It's the only post-apocalyptic hot rod samurai funny animal rockabilly western you're ever going to need.

Sadly, the original TMNT game is out of print, but my experience is that it's not hard to find on eBay, and there's a new After the Bomb RPG that all these books are compatible with.

The Flying Serpent


Not a game at all, just a weird historical document that would make a great prop for anyone running a supernatural mystery game set in England. And less than a pound.

Tunnels & Trolls


My very first RPG, this game has a fancy new edition, but you can actually buy the first edition from the 70s in PDF for less than two dollars American!

Cyberpunk


Your pal and mine Chris wrote a guest post about this classic after picking it up for a song at the SELWG bring and buy. I don't think the first edition is still available, but you can definitely get the second and third in PDF for about seven quid each. 

Everything Sine Nomine has done ever


The only thing more tiresome than my love for Silent Legions (two-part review here and here) is my fondness for Stars Without Number and its spinoff, Other Dust. Come to that, I just read Spears of the Dawn and enjoyed it as well. So I'm just gonna go ahead and endorse pretty much everything Kevin Crawford does. Get you some. 

So anyway, that's what I've reviewed or talked about on the blog that's currently on sale at DTRPG. Get 'em before the end of July for, you know, big savings. Three floors of values! You know the kind of thing. 

Wednesday, 24 December 2014

Maelstrom Domesday -- full readthrough

In a previous post I talked about creating a character for Maelstrom Domesday, an updated version of the classic 1980s British game with the setting moved to Yorkshire in 1086. You can find the game itself and its various supplements on DTRPG. (And Arion Games has a big sale on through new year, so you can pick them up cheap. I think I may get the scenario just to give the game a try.)



Having finished character creation, I thought I'd take a look at how the abilities I acquired actually work. 

So, skills: Skills are ranked from 1 to 6, with each level having its own effect. You roll against the relevant attribute (which you will remember go from 1 to 100, so this is basically a percentile system), and having the skill usually adds 10% per level to your score. However, it's worth checking, because some skills have different effects. For instance, higher levels of Herbalism allow you to use rarer herbs, speed up your prep time, and so on, while Combat Training adds to your damage, increases the protective value of armour, and that kind of thing. 

Combat is done by percentile, like skill checks -- you roll and compare your result to the other player's (each player has attack and defense scores) on a matrix sort of like the one used in HeroQuest. This tells you how much damage you've taken. Each hit heals and is treated separately. There are also serious and critical wounds, which have extra consequences, including being hideously scarred, losing an eye and whatnot. I haven't tested it in play, but combat looks lethal, with a big advantage for the guy with the higher skill and the better weapons and armour. 

There's the usual other stuff -- diseases, poisons, fire, falling, earning your patron's favour, most of it simple spot rules. Instability is the game's answer to Sanity, and is basically another form of damage you can take. 

Magic (or Magick) is at the centre of the setting, but player character magick is pretty subtle. You can't use it to do anything that would otherwise be impossible, so it's mostly things like avoiding detection, changing minds, putting people to sleep, spotting things, all that kind of thing. Even so, if you have a non-magickal method of doing stuff, you're better off using it, because magick use carries with it the possibility of a Maelstrom breach -- that is, a moment where the weird chaotic magickal dimension that underlies ours pokes through. This can mean anything from turning people ill-tempered for a little while to summoning hideous entities from other planes (though the odds of this are pretty slim on a simple spell). 

So rules (particularly character creation) take up about half of the book, and the other half is all setting and GM resources. The bestiary covers wildlife and a handful of different monsters, ranging from "minor" creatures like elves and boggarts and the undead to "major" ones like giants and dragons. I think it's understood that there aren't going to be a lot of common monster types in this game -- most problems are going to be caused by a creature that is, in proper weird fantasy style, unique. 

The original setting guide is not easy reading. 
Then there is a lot of material on daily life 1086 and Yorkshire in particular. Now, I feel pretty good about my grip on the world of the late 11th century, but this seems clear and well-organised, detailed without beating the reader to death with minutiae (although my tolerance for historical minutiae is probably in the top 5%). 

I really like the way Yorkshire villages are laid out -- a few facts from the Domesday Book, and then a piece of local folklore and an adventure hook for each. The setting section covers 37 manors in this faction, plus one small town (Selby) and one large city (York). The town and city get much more detail, with relevant NPCs and multiple plot hooks. 

Then you get the appendices, which cover diseases, medicinal herbs (a lot of medicinal herbs), a quick timeline and a glossary. 

Production-wise, the book is OK. The layout is clean and usually readable, the art is sparse but generally pretty good. I haven't looked at any of the electronic products, but if they're laid out like this I would assume they're easy to read onscreen and economical to print. There are some fuzzy bits of poorly-reproduced art, and at least one repeated piece, but nothing too jarring. 

When I bought this game, I initially thought that it would be something like Spaceship Zero -- essentially a high-concept campaign-in-a-box that I might run for a limited series of games and be perfectly content with. Reading it through, I find it has a lot of worky bits that can be pulled out for other games. It could mash up very simply with Cthulhu Dark Ages, for instance, or with Mythic Iceland. The village writeup format is good, and I'll probably swipe that for other games. Maybe also the medicinal herbs, although they're not weird enough for a fantasy game. Maybe for another Taming of Dragon Pass type game. And it's a pretty good resource for any type of game set in 11th-c. England, fantasy or otherwise, although I already have a fair few reference works on the subject. 

So yeah. I am going to try to run this at some point! I have a pretty clear idea of the campaign already. 

Friday, 19 December 2014

Maelstrom: Domesday character creation

So, I promised I would work my way through the character creation process for Maelstrom Domesday, the game I picked up at Dragonmeet.


This is a game of supernatural investigation in the early middle ages. That makes it the game for me, as you can maybe tell from this image of a small part of my bookshelves:



So, the way character creation in this game works is via a lifepath system. You can either determine your character's background randomly or pick the individual steps, but the system encourages you to do it randomly. I approve, because I'm a big fan of random character generation. I know some people don't like it, but I find it inspiring.

I went through the process twice, just for laughs, but this is my first one.

First off, you generate your starting attributes. There are ten of these -- nothing too exotic. They all start at 40, with most humans having scores in the 30-80 range. You choose four to add d6 to, then select another two to subtract d6 from. I chose to buff up my Attack, Persuasion, Perception and Knowledge and then reduce my Missile and Speed skills. It seemed fair enough for a supernatural investigator type, but the whole point of character creation is that until you get pulled into the world of the supernatural you're just an ordinary person.

Next you roll for your character's "racial" origin -- for the first guy, I rolled Saxon, which is the most likely result, as you might expect from a game set in 11th-century Yorkshire. I then rolled for his social background, and it came up with statistically the likeliest result: a peasant.

Next you roll for three "characteristics," which are various special traits and abilities. I rolled one that made me better at archery, one that improved my mathematics, making me better at bartering and so on, and one that gave me the ability to do hedge magic -- this lets me learn the Magic skill, but only to level 1.

Once you've found your social class, you roll for your starting career -- each background has a different distribution of possible careers. So for instance, if you're a noble, you're going to wind up being a squire or something, while if you're a peasant, not so much. I rolled for my first career and wound up as a wiseman, a sort of kooky village advice-giver / herbalist guy. And I could even learn magic, so that worked out nicely.

Each time you progress through a career, you add a certain amount to your age (it varies depending on the career), then add some points to a set of attributes specified by the career plus a discretionary one. In the case of a Wiseman, these are will, endurance and perception. You also get to spend two points from the various skills available to you. Wisemen have a lot of skills, so I chose different ones each time. You also roll on a random table, with the table being determined by what kind of occupation you have -- sedentary, in the case of a wiseman. Lastly, you can also get some equipment (a random chance) and an amount of money (there's also starting money based on your social class). You then roll to see whether it's your last career, and what career you move on to. I was a Wiseman several times in a row -- it's a pretty restrictive career. As a result, my skills are varied and my Wiseman-relevant stats are great.

The random events were my favourite thing about character creation; at one point, I learned philosophy, which apparently helps me resist something called Imbalance (I haven't read the actual rules). At another, I accidentally set myself on fire, giving me some hideous facial scars.

At the end of my career (you keep rolling to see if your career ends; if you roll over your age it does) I then rolled to see what my encounter with the supernatural had been -- apparently a tapestry shifted walls overnight!

Unfortunately, my contact with the supernatural drove me out of society -- I guess they didn't notice that I could do magic in the first place -- but one magnate decided to retain my services as a supernatural investigator. I rolled to see who it was -- Richard fitz Gilbert, of all people. Great.

So I'm a horribly-scarred, half-educated hedge wizard that no one will have anything to do with because of my role in the weird tapestry incident. Fortunately, I've picked up a smattering of philosophy, so I don't let it bother me too much. My character is a prize weirdo, and I get the feeling this is pretty common among characters in this game.

I made a little picture of him:

His name is Ealdred.
I'm going to enjoy running this game.


Tuesday, 9 December 2014

Dragonmeet, Red and Pleasant Land

Despite having lived in the UK for over a decade on the current stretch, I had never been to a Dragonmeet until this past weekend. This year I went partly off my own bat and partly as a volunteer for Isles of Darkness, a live gaming society I'm part of. I didn't get to do any actual gaming, but I got to meet and talk to people, to see some cool new games, to sell a few things in the Bring & Buy and to buy some things I wanted, so I was happy with the experience.

My photo of our booth came out blurry, but this was the view from it. 
I believe they were reporting about 1,500 people through the door, which was more than in previous years. Certainly the trade hall seemed to be doing a lively business and the lines for tickets were long. I thought the venue was good, although for some reason it was really difficult to get into the car park.

I'm going to do this post in two parts. First, brief list of cool stuff in no particular order:


  • It was nice to briefly meet Dave Chapman, whose "RPG a Day" blog series helped energise me to think about gaming in general again. 
  • I got to see some friends I rarely see. 
  • Live recording of Ken and Robin Talk About Stuff was lots of fun, and featured a complete campaign idea generated within a few minutes. I wonder if the hosts' lists of un-run campaigns are as long and frustrating as mine. 
  • Response to IoD booth was very positive. I hope that this is a trend for us, both in improving our outreach and in making our games more accessible to new players. 
  • I got a cute little notebook from Squarehex; the sheets have graph paper on one side and lined paper on the other, so when you open it you've got a map on the left side and the key on the right. It's A6, so it's more going to be groups of dungeon rooms than whole dungeons, but that's OK by me. Also they are currently Kickstarting an A5 version, which has just hit its goal. If I hadn't got one for myself, that A6 would have made a great stocking stuffer for me. 
  • I picked up a copy of Maelstrom: Domesday, a variant of Maelstrom set in the 11th century -- which is to say a game that might as well have had "play this, James Holloway" written on the cover. Expect a full review once I've finished reading it. Both the original and the new version are available on DriveThru (and currently on sale!) from Arion Games. I am pretty excited about this; from what I saw of it, it looks like exactly my thing, and it's clear the creator likes a lot of the same things I like (game designers come from the oddest backgrounds; this guy's an immunologist). Will it live up to the excitement? Come back next time to find out!
  • I also got a copy of Witch: the Road to Lindisfarne, a little story game about, well, witch burnings. I'm not sure it's medieval history per se, but again, grubby middle ages seemed to be a thing for me this year. Again, I'll review that when I get the chance. 
But the big purchase for me was Red and Pleasant Land, Zak S's latest offering for the Lamentations of the Flame Princess RPG (although effectively for D&D in any of its many incarnations). This thing is ... man. It is pretty good. And it's pretty. It's hardbound, but with -- is it called a cloth binding? That sort of textured cloth cover rather than the usual glossy binding you get in RPGs. It's got a bound-in red bookmark. More than anything else, it looks like a book of fairy tales. I mean, exactly, to the point where I wonder if this is a coincidence. 

Hans Christian Andersen for visual comparison, little Skaven for size comparison. 
And it looks gorgeous inside as well; lovely soft heavy paper, intelligent and tasteful use of colour. It makes most full-colour rulebooks look like some old bullshit.  

Initially, this made me want to tear up all my dungeon maps, but now it just makes me want to make some new ones. 

Continuing the Vornheim trend of printing right inside the cover. 

Lots of new monsters. 
OK, so it looks terrific. What's it about? RPL is basically a setting guide to a place called Voivodja, otherwise The Place of Unreason, a land where the rules of conventional reality are treated with a certain levity. The land was once entirely covered by the palace of a mad king, but now his gardens grow wild over it and the ruins of the palace form a substrate of "interiors" (ie dungeons) under it. Rival armies of vampires, each one of them with its own goofy-yet-creepy character, strive for mastery, so you've got plenty of plots, alliances, battles, intrigues, covert missions, hidden agendas, all that kind of thing. As I'd come to expect from Zak S's previous book, Vornheim, you not only get examples of these but lots of good ways to generate them on the fly. I am a big fan of the randomly-generated Intercepted Communique Table. 

Voivodja is basically a mashup of Alice in Wonderland and vampires, which doesn't sound like a combination that would work but does. I think this is because vampires, at least in many vampire stories, are sort of petty and obsessive in the same way that the characters in the Alice stories are. I mean, a mad monarch who lives in the ruined splendour of a crumbling palace, pursuing ever more cruel and recondite pleasures while everything falls to chaos around her ... that's either a vampire or an Alice character, depending on which angle you look at it from, right? And RPL succeeds in looking at the thing from both angles simultaneously, not 100% perfectly -- there were one or two moments where a piece of either straight whimsy or straight horror felt a little out-of-place to me -- but pretty close. 

I mentioned Vornheim, which I'm a big fan of, and this is definitely similar in some ways, but it's much more worked-out and detailed -- Vornheim was packed with usable stuff, but this is just so much larger. Let's look at what's in here: 

  • A guide to the setting, including not just places but customs, including weddings, a duelling code and how to act like a weird homicidal Alice character. 
  • A whole new character class, the Alice or Fool, with a random level-up table and a new ability, Exasperation. 
  • 47 monsters, including a shit-hot random demon (or "Guest" as they're known in Voivodja) generation table that reminds one strongly of Realms of Chaos
  • Two good-sized dungeons, being the headquarters of the two main antagonists. Making two whimsical-vampire-monarch's-castle dungeons different from each other is no mean feat!
  • Some maps of sample locations, showing each of the setting's three main terrain types. 
  • Systems for running duels, large battles and characters with social rank. 
  • A shedload of random tables, including location generators, adventure hooks, an "I Search the Body" table and a way of determining where characters who missed a session have been. 
  • Player handouts, including a fragmentary map for one of the dungeons. 

So I was reading this at the con and lamenting that although it's great, my own D&D game is more of a mud-'n'-blood, scoundrels-on-the-run sort of a thing and I'd find it hard to put something as out there as this book into it without it seeming like a jarring transition. The person I was talking to pointed out that what this setting sounded like, with its mad monarchs and weird creatures and gardens run amok, was the Hedge from Changeling: the Lost. And it is. In fact, I think it would contain a heck of a lot of good material, not just to lift whole but as an inspiration for constructing a local Hedge guide. 

I'm going to get some use out of this -- I can already see the bits I'm going to swipe -- but mainly it's just inspiring me to try to do something as good within the idiom of my game as this is good within its own.