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söndag 17 augusti 2014

Daughters on adventure

A good friend of mine has conspired with my wife to have my daughters starting to play an easy form of RPG of his own design. I have no clue what they are up to except that I have in my possession the first draft of the character sheet.

An old school character sheet usually doesn't contain that much but I see they have puched the boundries of what is really needed on a sheet.

If you are intrested in how this plays out, and if you are curious if your own children are ready for an adventure, just give me a shout. I got at this moment no clue what rules he will use, other than that he mentioned some morphed version of mouseguard. Only the future can tell  if he permanently will damage the frail minds of my children, or suceeding in raising the next generation of Roleplayers, but it is worth the risk, isn't it!? ;) 

Oh, glad you asked! My children are at an age of 4 and 6. 

torsdag 24 juli 2014

TFE #6: There is no place like home


The 6th session of the warming up of the expedition got to be a hot story. 

Some background leading up to this sessions start:
First of all are the PCs all new to the lands. They have all travelled for one reason or another up to the north part of westforge (in the local tounge "Västhärd") and come to the village of Teirums Ro.
One of the characters, Mortissa Nibeling, a young blackling necromancer, had by her father gained the owners slip to the house called, "Rosbacka", or "Rosenhill Vineyard". It is in this house all the characters can gather and start to feel at home.

In their first adventure (#2-4 I think) they met this gathering called something like, "the cult of Sirtissa", that had kidnapped some locals and transported them up to this place in the north called the "theatre of eternal night".  The cult was lead by Boldazar who were some nobleman in the area.
He had recruited both the foreman of the local sawmill and Gabor, the captain of the village guard, and these two were the liutenants in the cult whom otherwise consisted of local peasants.

Teirums Ro
If it weren't for the small fingers of the thief Raksen, in the group they hadn't found evidence so fast. The guards captain Gabor, a very warm and friendly man in nature, came up to the vineyard, who is located up on the hill looking out over Teirums Ro, and he spoke to them about the newly kidnapped daughter of some harbourmaster. Raksen looked into the bag of the captain and stole a silver mask.

Needless to say that the local cult wore these silver masks, and Boldazar had the most exclusive one, an artifact of great corruption.

The Cults hangout were some hours to the north under an old burnt out mansion.

The cult of Sirtissa secret temple
In the end Boldazar escaped with the kidnapped daughter with the boat on the underground river. They made themselves an enemy and nemesis who will haunt them another day.

How did "There is no place like home" play out?

The session starts with the following lines,
"You wake up! There is something not quite right, drowsily you watch around the dark room, and you sit up on the edge of your bed. Then you suddenly feel that faint smell of smoke, feet walking across the floor, and hear the crackling sound of flames that grabs the wood! Are you under attack? Is Rosbacka on fire? You rush out of bed ... "

All the characters are located in Diffrent rooms in Rosbacka (Rosenhill Vineyard). There is bandits placed at diffrent locations around the house, most likely in corridors. They think that the characters are "magically" asleep and will be surprised to see them awake when they run into eachother.
Rosbacka, 1st floor

Rosbacka, 2nd floor

The first thing to explain is that they have only six seconds (or whatever your combat round is, usually 6-10 seconds) to describe what their characters will do.

I told them the only things they needed to know for now, you can move 6 squares, it will cost you half your movement if you stay to pick something up, it will cost all of your movement if you pick several things up and your movement ens at doors and windows.

As soon as they see a fire, I explained the rules of fire. first their is the players turn, then the enemy has their turn and after this their is a fire turn and then last a smoke inhalation damage turn.

A fire in a square had a number from 1 and up. 1 meaning that it was very weak and easily extiguishable and each strength after tgat made it harder and more dangerous.

If player X saw a fire I let that player roll the dice for that fire in the fire turn.


Fire 1d6 (+ 1 if the fire has reached a strength of 4 ) .
  1. loose  -1 str
  2. nothing happen
  3. Spread in one direction (1t8, 1. SW, 2. W, 3, NW, 4. N, 5. NE, 6. E, 7. SE, 8. S.) If a fire spread to a square allready on fire the str is raised by +1
  4. burns stronger with  +1 str + spreads in one direction as on 3.
  5. +1 str and spread 1 direction (see 3)
  6. Lesser explosion, spread in two directions, see 3, and roll two times.
  7. Greater explosion, spread in all directions.
  8. Fire tongue. fire jumps in one direction (3) but 3 squares away.

I had rules for navigating through fire, smoke inhalation, and stuck in the fire but never got to use any of these in my session. My players had to much respect for fire after seeing one henchman in an earlier session burn to death after a small jump. This fire were a bit more harmless tho but maybe I failed to explain that? We had fun anyways in the end.

One character died this night. RIP Raksen, the most greedy badger one could find in the kingdom, but he was polite and helpfull.

All in all, the players were shaken and stirred, and NOW they are on their way to UNDER for the first time. This campaign has the name "Under: The first expedition" so now it will finnaly make use of its name in a correct sense! ;)





lördag 14 juni 2014

Under: Teirums Ro

Far from done but you are starting to see the village of Teirums Ro.  Starting from top on the hill Lie Rosen Hill Vineyard, the starting position of our local Necromancer hero in the "First Expedition of Under" adventure. Hopefully the players recognice the place and even figure out the diffrent locations they have encountered so far. The magasine down at the docks, the vegetable salesman, the smithys place and even the old guardsmans house with the small garden in front of his house. The temple can be seen in the southwest corner of the village with the graveyard next to it.


fredag 9 maj 2014

Under: The first Expedition, part 3

I do apologize for any faults in the following text. To many numbers! They are not totaly set in stone and can still change in the future.

A mix of my own crazy ideas, a portion of Arduin and "Svärd och svartkonst".

Instead of rolling 3d6 and adding some racial modifier after meeting som prerequisite score and such; In Aenglum you choose a race and class; each of your choices show you how to roll one of the three parts of your initial characteristic score. Ok, this is the general idea anyways.

”1d4 + race + class”

Chart of stats


The Races of Aenglum


Race: Human; Northman
"the vikings of the north"
Str: 4+1d4 (6), Dex: 2+1d4 (4) Con: 4+1d4 (6), Wis: 1+1d4 (3), Int: 1d4 (2), Chr: 1+1d4 (3)

Race: Human; Midlander
"the common man in between the others"
Str: 2+1d4 (4), Dex: 4+1d4 (6) Con: 1+1d4 (3), Wis: 1+1d4 (3), Int: 1+1d4 (3), Chr: 1+1d4 (3)

Race: Human; Southling
"The noble darkskinned men of the south"
Str: 2+1d4 (4), Dex: 2+1d4 (4) Con: 2+1d4 (4), Wis: 1+1d6 (4), Int: 1+1d6 (4), Chr: 2+1d4 (4)

Race: Moleman
"Some dig gold, and molemen love their jewels"
Str: 1d4 (2), Dex: 4+1d4 (6) Con: 1d4 (2), Wis: 1d6 (3), Int: 1d6 (3), Chr: 2+1d4 (4)

Race: Minotaur
"The true lords of the labyrinth"
Str: 4+2d4 (8), Dex: 1+1d4 (3) Con: 4+1d4 (6), Wis: 1d4 (2), Int: 1d4 (2), Chr: 1d4 (2)

Race: Swordelf
"the noble elven kind devoted to the arts of the sword"
Str: 1+1d4 (3), Dex: 4+1d4 (6) Con: 1+1d4 (3), Wis: 1d6 (3), Int: 3+1d4 (5), Chr: 2+1d4 (4)

Race: Blackling (Black Elf)
"The gothic elven kind devoted to the black arts as they say"
Str: 1+1d4 (3), Dex: 1+1d4 (3) Con: 1+1d4 (3), Wis: 2+1d4 (4), Int: 4+1d4 (6), Chr: 1+1d4 (3)

Race: Dwarf
"These ones do dig gold, and slay orcs"
Str: 3+1d4 (5), Dex: 1d4 (2) Con: 4+1d4 (6), Wis: 2+1d4 (4), Int: 1+1d4 (3), Chr: 1+1d4 (3)

Race: Halfling
"not so tall still"
Str: 1d4 (2), Dex: 4+1d4 (6) Con: 1d4 (2), Wis: 1d6 (3), Int: 1d6 (3), Chr: 1d6 (3)

The Classes of Aenglum


Swordmage
The Swordmage combine both the arts of sword and Sorcery into one.
Str: 1+1d4 (3), Dex: 1+1d4 (3), Con: 1+1d4 (3), Wis: +1d4 (2), Int: 3+1d4 (5), Chr: 1+1d4 (3)

Fighter
The Fighter is a versatile combatant ready for just about any battle.
Str: 4+1d4 (6), Dex: 1+1d4 (3) Con: 2+1d4 (4), Wis: 1d4 (2), Int: 1d4 (2), Chr: 1d4(2)

Archer
An expert with ranged weapons.
Str: 2+1d4 (4), Dex: 3+1d4 (5) Con: 2+1d4 (4), Wis: 1d4 (2), Int: 1d4 (2), Chr: 1d4 (2)

Defender
A defender is most comfortable with armor and shield and can withstand more than most.
Str: 2+1d4 (4), Dex: 1d4+1 (3) Con: 4+1d4 (6), Wis: 1d4 (2), Int: 1d4 (2), Chr: 1d4 (2)

Ranger
The Ranger combines stealth with archery and light weapons. Comfortable in the wilderness.
Str: 1+1d4 (3), Dex: 3+1d4 (4) Con: 1+1d4 (3), Wis: 1+1d4 (3), Int: 1d4 (2), Chr: 2+1d4 (4)

Dollmaster/Summoner
The Dollmasters of Aenglum transfer spirits into dolls.
Str: 1d4 (2), Dex: 1d4 (2) Con: 1d4 (2), Wis: 1d6 (3), Int: 4+1d4 (6), Chr: 1+1d4 (3)

Necromancer
The masters of black forbidden arts. They meddle with dark energies and animates the dead.
Str: 1d4 (2), Dex: 1d4 (2) Con: 1d4 (2), Wis: 1d6 (3), Int: 4+1d4 (6), Chr: 1+1d4 (3)

Mage
The mage are the most common magic user, master of all arcane. Their expertise spans many areas of knowledge and have the broadest range of spells.
Str: 1d4 (2), Dex: 1d4 (2) Con: 1d4 (2), Wis: 1d6 (3), Int: 4+1d4 (6), Chr: 1+1d4 (3)

Shadow Walker
The shadow walker is a master of the arcane specializing in stealth and transformation of the flesh.
Str: 1d4 (2), Dex: 2+1d4 (4) Con: 1+1d4 (3), Wis: 1+1d4 (3), Int: 3+1d4 (5), Chr: 1d4 (2)

Assassin
A bringer of death. The assassin will use any diabolical means neccesary to dispose of his target.
Str: 1d4 (2), Dex: 3+1d4 (5) Con: 1+1d4 (3), Wis: 1+1d4 (3), Int: 1+1d4 (3), Chr: 1+1d4 (3)

Thief
A master of stealth, burglary and lockpicking. The thief keep to the shadows.
Str: 1d4 (2), Dex: 4+1d4 (6) Con: 1+1d4 (3), Wis: 1d4+1 (3), Int: 1d4 (2), Chr: 1d4+1 (3)

Jester
While the thief hide in shadows, a jester is most comfortable in the open. Master of pranks and guile
Str: 1d4 (2), Dex: 3+1d4 (5) Con: 1d4 (2), Wis: 1+1d4 (3), Int: 1d4 (2), Chr: 3+1d4 (5)

Cleric
A man devoted to the gods of a temple of Aenglum. The cleric will do his temples bidding wherever it may lead.
Str: 1d4 (2), Dex: 1d4 (2) Con: 2+1d4 (4) , Wis: 3+1d4 (5), Int: 1d4 (2), Chr: 2+1d4 (4)

Healer
The healers are good hearted individuals that have put the needs of others before their own.
Str: 1d4 (2), Dex: 1+1d4 (3) Con: 1+1d4 (3), Wis: 3+1d4 (5), Int: 1d4 (2), Chr: 2+1d4 (4)

Witch
The witch has sold his/her soul to the old black forces in exchange for great power.

Str: 1d4 (2), Dex: 1+1d4 (3) Con: 1+1d4 (3), Wis: 2+1d4 (4), Int: 1d4 (2), Chr: 2+1d4 (4)  

onsdag 7 maj 2014

Under: The First Expedition, part 2

Some of the players of the first expedition have almost decided what they wanna play; not even one human at the moment which is something that have never happened before.

Roax
Minotaurs are making their way into Aenglum, and even though they lack a bit of smarts and will, I will not try to limit any race from becoming just about any class available. I will no let the rules come in the way from possibilities created from the crazy minds of my fellow players.

Mortissa Niebelim and the moleman Grott-Evert

Grott-Evert is a moleman from Ard-Buria, and Mortissa is a young Blackling (Black elven) acolyte of the order of Thanatos. The best thing is that I can't really grasp what they even mean with all their wishes but I am going to gladly approve of most things. It is only estetical and the dungeon of Under may be to hard a trail for them anyways in the end.

I am really looking forward to this and the decent is coming closer for each day.

torsdag 1 maj 2014

Mini Review: Living Steel RPG

Brukar ju inte normalt göra någon Review men idag får det bli en liten sådan om Living Steel, ett rollspel utgettt av leading edge games på 80-talet. Likt alla andra spel som gavs ut av dessa så var de alla enormt taktiska och överdrivet realistiska. Det är ingen överdrivt att säga att det skulle systematiskt ta en timme för den minsta sak att utredas och slås på enorma tabeller för att man i slutändan skulle få ett så tydligt resultat som möjligt.

Det fanns en viss charm bakom detta realistiska, främst då i Living Steel som utspelade sig i en postapokalyptisk framtid på semesterplaneten Rhand. Jag tror jag har påbörjat 10-talet kampanjer i denna värld och just början är den charmigaste biten. Att slå fram en karaktär och få se vilka kampanjer (olika krig som utspelade sig innan Rhands fall) vilka grundegenskaper man hade och hur de alla samspelade. Vilken utrustning man hade och ja, det var ett sant nöje med karaktärsskapandet.

Det var väl när man väl kom igång med spelet och reglerna sinkade ner allt som det alltid tog stopp. Det och det faktum att jag aldrig blev nöjd med engagemanget hos spelarna jag hade. Att leva upp till de sju svärdens personligheter och engagemang går väl endast att jämföras med att få någon att porträttera en spacemarine i w40k på ett övertygande sätt. Kanske är det enklare med en grupp 35-50 åriga gamla rollspelsrävar med ett ton erfarenhet och förhoppningsvis det lilla extra... vad det nu kan vara?

De Sju Svärden

Kortfattat kan man väl säga att de sju svärden var elitsoldater ifrån de sju världarna. Dessa soldater som upphöll de främsta av ideal för den främsta av samhällen, att jämföra med paladinerna ifrån rollspelet som var först och störst. De var försvarare av en utopi som förverkligats, i ett ständigt krig mot det onda imperiet och ett fåtal andra raser; främst dragoncrest. Dragoncrest och de sju svärden var egentligen lika nobla och de hade i krig mot varandra tagit efter en hel del av varandra; främst the living steel; en mycket flexibel framtida rustning som gav detta rollspel sitt namn. Det var denna kraftrustning som gav de sju svärden en fördel mot imperiet; ja, förutom då lite coola rymdskepp och annat.

Undergången

Det som man i början av kampanjen inte riktigt vet är att de sju världarna till slut föll mot imperiet och att rollpersonerna representerar det sista hoppet ifrån deras fallna civilisation. De får endast ett ord, "Phoenix", vilket är kodordet att de i små oberoende grupper skall arbeta för att åter skapa de sju världarna... typ.

Det var länge sedan jag läste böckerna och en del har jag glömt men det jag med grym övertygelse kommer ihåg är hur mycket jag älskar den rika historien och härliga värld dessa böcker bygger upp. Reglerna är skräp även om de är en del av charmen av vad Living Steel är. Men det finns ju en anledning varför ingen lirar Phoenix command och liknande spel. (Rätta mig om jag har fel ;) )

Återbyggandet

Det finns en hel uppsjö i regelväg och ideer i böckerna om hur man bygger upp en värld och vars man skall skaffa det nödvändiga för överlevnad i denna nya grymma värld våra hjältar vaknat upp till.

Fienderna man kan stöta på är allt ifrån Vissers, imperials, warlords till rasen Spectrals och deras underhuggare vilket jag inte vill gå in på allt för mycket. Tänk bara w40k gone mad max + valfria post apocalyptiska filmer. 

Det döljer sig också alltid en mycket cool story i allt detta - något jag betvivlar aldrig riktigt slutfördes innan de i Leading Edge gick och blev Raketingenjörer. Det ger det hela bara en extra krydda av mystik vilket jag bara ser som ett stort plus.

Slutrabblat om detta för idag. Klart slut!