Saturday, September 11, 2010

Creatures, critters, monsters, and meta-game knowledge: Keeping things fresh and mysterious over the long haul.


As has been mentioned here and there, one of the problems widespread among long term gamers and long term campaigns, is a certain loss of feelings of wonder and mystery. These feelings, which are so important when we enter the hobby, fade over time as players become familiar with the game as it is documented (i.e. they read the rules). No game element is more likely to go stale than are monsters.


Here’s a typical situation: a party of adventurers encounters a troll. The characters have never seen a troll and have no in game knowledge of the troll. However, the players know all about the troll, because they would often look at the troll entry in the 1e monster manual, usually during post succubus picture jerkoff afterglow. What do you do in this situation? The gaming situation, that is; your sick fascination with succubus is your own fucking problem. Freak.


Well, I was asked "the troll question" by a fuming gamer buddy a couple of years ago. He had been hosed by the referee for trying to use meta-game knowledge of the troll, and then got frustrated when he was barred from burning the troll up because his character wouldn't know enough about the troll to pursue this course of action.
He asked me how as a referee, I would deal with such a situation.


My answer: I wouldn't deal with the situation at all- because it is never going to come up in one of my games. Never.
At best, this sort of problem is the product of poor, lackluster lazy refereeing, or, at worst, actively antagonistic refereeing, either way the players are NOT at fault. This is the reff’s problem.

Allow me to elaborate- a skeleton is obviously a skeleton, BUT a troll is a big slobbering green humanoid thing. If the characters know enough to call it a troll, they should probably be hip to the regeneration. If they don't know enough to call it a troll, then they probably aren't going to be hip to the regeneration thing either. In the latter case, the GM shouldn't say "it's a troll!" he/she should use a little imagination and just give the players a description.

Like this:


"A giant green man-thing, covered with leaking boils and stinking of rotten meat, lumbers towards you out of the darkness,"


Better still, give the creature a story and a name:


"Seek you Greenfang the Maneater who lives in the blackened stump of the Blood Tree on the Bone Mound,"


Both methods are better than, "uh... there's a troll...uh... and he, like, lives up on a hill just outside of town. You guys want to go after him?" in a whole bunch of different ways. However, there are other things you can do as well, which I'll touch on below- but, in a pinch, these two could do it.


Moving forward, I am going to divide creatures into two separate categories from here on in- critters and monsters.


Monsters and Critters, there's a fucking difference:


Critters are run of the mill examples of a species. A wolf, a gelatinous cube, an ape, and a human are all examples of critters. Monsters are individuals- although, they may be (but are not necessarily) members of a critter species, something sets them apart. A vampire is a critter; Dracula is a monster. A whale is a critter; Moby Dick is a motherfucking underworld/sea ruling motherfucking monster. I hope the difference is clear. More on monsters below; first, though, I want to talk about critters.



Critters:


Once things were different, but time has passed, and today critters taken from most of the original D&D source material are currently about as fresh as a fifty-year old dockside whore. Enough about my mom, though; lets move on. So, if we accept the fact that most every critter in the original game holds no surprises, we also accept the fact that we can’t really, for the most part, use them any more- and we certainly cannot use them “as is.” So what are we to do?

Check this out:


Trilon

AC: 9 [10] Special: radiation

HD: 2 Move: 13

Attacks: bite HDE: 2/ 30

Similar in appearance to a trilobite, the trilon is a mutant arthropod about the size of a dinner plate. Its bite is radioactive; anyone bitten must make a saving throw (+4 mod to their roll) or contract radiation sickness. If untreated, radiation sickness will lead to death in 4 days -25% hit points each day.


I originally posted the above here. That doesn’t matter, though, what matters is that it started out as standard Swords and Wizardry White Box Small Giant Centipede.


Centipedes, Giant

Small

Armor Class: 9 [10] Special: poison (save): +4,

Hit Dice: (1d2 HP) Attacks: bite:

Move:13 HDE/XP: 2/30,

Giant lethal centipedes of the small size inflict a lethal amount of poison with a +4 modifier to opponent’s saving throw, but inflict no damage if the saving throw is successful.


See how easy that shit is?

More than one of the entries in the post linked above was created the exact same fucking way. How many exactly? I don’t know, i honestly can't remember. Once I change them, they’re mine.

So here’s a simple way to go about this. Take a monster, think about it in regards to your setting. Make some changes that make it fit your setting better. Make it stronger or weaker or stranger. One thing I like to do is list out a bunch of special powers, like the troll’s ability to regenerate or the dragon's breath weapon, and give them to otherwise unaltered critters. Wolves are kind of boring. Wolves with the banshee’s save or die scream instead of a normal howl are an awesome motherfucking surprise.
I think the kids call this kind of thing re-skinning, but fuck them they don’t bear the shame of having paid real money to see Breakin’ 2: Electric Boogaloo,
so they don’t know shit about pain. You do, though; use that knowledge at the table.




Now on to monsters:


Monsters:


Monsters are, as stated above, singular entities. They are, for the most part, unique. Not only are they unique, they should be, at the very least, the focus of at least a session. Monsters are all about stories. A monster has a story, often an origin story, which is usually some what tragic. This story should be, if not well known, at least rumored at, and should contain hints as to how the monster can be destroyed or warnings about the monster’s powers or information about the monster’s lair. What the players chose to do with this information will create another story.

An example from classical mythology and stop motion films is The Medusa; like her two sisters, she was both a critter (a gorgon) and a monster. Persius used details from her story to slay her, a task which required some special gear and (in the movie Clash of the Titans, anyway) gave him the juice the take on the Kraken (Cetos). Harryhausen movies are a good place to look for monsters, btw. The monsters are all unique and the fights with them are usually groovy set pieces that often require the hero to come up with a unique solution.



Here’s a monster from my last Metal Earth campaign:


The Unkillable

AC: 0 [19] Special: see below

HD:14 (84 hp) Move: 20/ 22 (when jumping)

Attacks: Bite, stamp HDE:11/ 1700

The unkillable is a giant (about three times the size of an elephant) black goat that terrorizes the island of Skeeme. It emerged one day from the shimmering blue wastelands at the southern end of island and has been on a more or less continuous rampage ever since. The islands residents, regardless of their potency all fear the beast and regard it as a force of nature, with an almost divine level of power.

The Unkillable hates everyone and everything, living only to kill and destroy. In addition to its bite and stamp (1d6 each), The Unkillable can breathe fire 3 times a day in a 45 foot cone, 15 feet wide at its base. Anyone caught in the cone takes 3d8 damage, (1/2 damage with a successful ST).

The Unkillable is immune to normal weapons and can only be harmed by magical or energy weapons.

It can also jump 100 feet horizontally and 30 feet vertically.


This monster is nothing more than a modified Devilgoat- a critter made up based upon some memories I have from doing farm work as a kid. Point of information- goats are assholes.


Devilgoat


AC: 2 [17]

Special: breathes fire, ram

HD:9 Move: 20/ 22 (when jumping)

Attacks: Bite, stamp

HDE:11/ 1700


Huge, intelligent and evil predators. Devilgoats hate everyone and every thing. They live to kill and destroy. In addition to their bite and stamp (1d6 each), Devilgoats can breathe fire 3 times a day in a 45 foot cone, 15 feet wide at its base. Anyone caught in cone takes 3d8 damage, (1/2 damage with a successful ST). Devilgoats can jump 100 feet horizontally and 30 feet.


Anyway, hopefully you get he general idea of what I’m trying to say here. If you don’t feel like doing it yourself (really, though, how hard is it to quadruple a skeletons HD, give it burning red eyes, a sinister blue radioactive glow, the ability to jump like a flea and regenerate?) there are resources out there you can draw on. My understanding is that Jim Raggi’s Esoteric Creature Generator is a fine product, for instance. I haven't bought it because I like doing this sort of thing myself.


Beyond that, 2e AD&D had a shit ton of monster books released for it- my personal favorites are the two for Dark Sun, they’ve got all kinds of crazy dangerous shit in them, which you could easily alter a bit and use.


Thursday, September 9, 2010

1d4 wound and critical hit table

Part 2 0f 2; part one here.
For medium and small creatures:
For use when:
1] A hit is scored with a missile weapon***a firearm or an energy weapon*.
2] A critical hit (natural 20) is scored with a muscle powered melee**weapon.
3] when a character with 0 hit points is hit with any weapon.

Roll 1d4

1. Minor Wound: 1d4 days to heal [-1 to all die rolls and - 1d4-1 to movement rate during the recovery period].

2. Major Wound: 2d8+2 days to heal [-3 to all die rolls and -1d6+1 to movement rate during recovery period].

3. Grievous Wound: d30 +10 days to heal. [-6 to all die rolls and movement reduced to 1 during recovery period]. Note: A character with a grievous wound must be stabilized within 10 rounds or make a successful saving throw otherwise the wound becomes a mortal wound, and all related conditions apply.

4. Mortal wound: Save or die. A successful save reduces the damage to a Grievous Wound with doubled recovery time. A failed save results in death in 1d6-1 rounds. AT THE REFEREE'S DISCRETION dead character may be healed by miraculous means (super science or magic) for 1d100 rounds after death.

Cowering: when fired upon with missile weapons***, an unsurprised character may hide beneath a large shield and will, in the case of a normal hit, only take normal hit point damage (e.g. 1d6 from an arrow). Critical hits are considered to have pierced the shield and result in a roll on the wound table. Whilst cowering, a character may move 1/4 the Normal rate.

Optional rule: Characters with Major or Grievous Wounds who engage in strenuous activity (e.g. combat) prior to the end of the recovery period must make a saving throw. A failed save resets the recovery period back to the beginning, and in the case of a grievous wound the character immediately becomes unconscious.



Notes:
This is simple table; the lack of descriptive text is intentional. Description and nuanced effects should be determined by the Metal Master and/or the players. For example, if a hit inflicts a mortal wound on a character and the character successfully saves vs death and has the severity of the wound reduced to grievous, the referee may rule that a limb or an eye has been lost, a terrible scar inflicted, or that a complete recovery is eventually made. This should be situational and be determined on a case by case basis- often by fiat.

* E.G. guns, blasters, and plasma blades.
**E.G. a sword
*** E.G. spears, slings and bows

Friday, August 20, 2010

NSFW?: The Scorn, Part 2





Note: the pic above is just so that nobody gets boobs on their blogroll by accident. See below for the source drawing in its entirety.

Scorn Drone:

AC: 9 [10]

Special: Can only attack every other round

HD: 4

Move: 6

Attacks: Fist (2d6)

HDE: 2/

Drones are the work force of the Scorn people. They are slow witted, slow moving sexless creatures usually organized in groups of 10 led by a technician or a leader. Drones are immensly strong and can lift at least a ton unaided. Dependant on the type of work they do drones range in height from 3' to 12' tall; they have dull gray hides and usually wear no clothes, except for the occasional tool belt. Drones will enter combat if urged to do so by a Leader, Technician, or Imperial, but left to their own devices they will allow themselves to be slaughtered without fighting back.

Scorn Warriors:

AC: 7 [12]

Special: Natural Camouflage -2 to hit during the first round of combat

HD: 5

Move: 12

Attacks: + 2 combo gun: energy blast (3d6) or pain bolt (save or paralyzed for 1d6 rounds). Tooth and nail (2d6).

HDE: 6/400

Scorn warriors are smarter and more savage versions of the Drones. They are organized into squads of 5 each led by a Sargent who is slightly more intelligent than the others. Scorn warriors are fearless and will fight to the last unless ordered not to do so by a Leader or a Technician. Scorn will usually shoot to kill, but situations sometimes arise which compel them tho take prisoners. In these cases, they will use the pain bolt. Warriors have no sex organs, and no sense of modesty- although, sometimes senior warriors will tie a bit of cloth around one arm, or apply war paint. Warriors have thick leathery skin and natural camouflage.


Scorn Technicians:

AC: 5 [14] (Shipsuit, silver)

Special: 2cnd level MU

HD:7

Move: 15

Attacks: + 2 Blaster (3d6) (15 charges), Energy sword (3d6)

HDE: 9/1100

Unlike drones and warriors , Technicians have a biological sex and reproductive capability. Technicians keep the complex technology of the Scorn settlements functioning; they are also responsible for supervising drones, and occasionally, groups of warriors. Every technician is (effectively) a 2cnd level magic user. All are equipped with the power up spell and another first level spell of the referee's choice. Despite their name, Technicians are able and formidable combatants. Unlike drones and warriors, technicians have a sense of modesty and tend to wear clothing when outside of the domiciles. Standard attire is a silver shipsuit- a skin tight garment, which is actually a form of high tech armor. The armor works by activating a localized micro force field at the point of impact/contact of any weapon or blow. The reaction system is controlled by a highly efficient logic circuit woven into the fabric of the shipsuit which can effectively react at light speed. The listed armor class is valid against any sort of weapon including firearms and energy weapons.


Scorn Leaders:

AC: 3 [16] (Shipsuit, black)

Special: 4th level MU

HD:7

Move: 15

Attacks: + 2 Blaster (3d6) (15 charges), Energy sword (3d6)

HDE: 12/2000

Scorn leaders run the day to day affairs of Scorn society. Like Technicians, leaders are also sexed and capable of reproduction. Leaders use a slightly better version of the shipsuit, which is black and somewhat more loose fitting. Leaders have a complex inner hierarchy which informs their every interaction with one another and with the other castes. This hierarchy is sometimes (intentionally) subverted by the Imperials. Leaders are formidable combatants, without fear, but will not throw their lives away for a lost cause.

Imperials:

AC: 1 [18] (Super skin)

Special: 5th level MU

HD:14

Move: 15

Attacks: + 4 blaze pole (5d6/ 3 attacks/round)

HDE: 15/2900

Imperials are the executives of each Scorn settlement. Although they defer to the Collective, imperials have absolute rule at the local level. At any given time there is one Female and one male Imperial for each settlement. However, Imperials are usually content to leave the day to day management of local affairs in the hands of Leaders and Technicians, preferring to fill their time with hedonistic pursuits. Imperials are hyper sexed, with exaggerated primary and secondary sexual traits. They rarely wear any clothing, and although they can reproduce, they are not, as is the case with Leaders and Technicians, compelled to do so. Imperials will occasionally go mad with lust for a member of the opposite sex- they especially prone to do this in regards to Humans who show a high degree of competence. A lust crazed imperial is liable to sacrifice anything in the pursuit of this desire.

Imperials are extremely potent on the battlefield (and in the bedroom) and will only withdraw if they are seriously over matched and losing- and even then they virtually never forgive or forget.

Here's the pic, and yeah I made some mistakes with perspective.
Edit: this looks a lot racier on my drawing board but I'll leave the NSFW tag up just in case.


Click the image for a bigger version

Sunday, August 15, 2010

The Way of the Gun. Ranged weapons: Missiles, bullets and blasts part 1 0f 2

I've spent a lot of time thinking about this, and trying to figure out how to keep it simple. This is what I've come up with and more or less how we've been playing.

Note- this system is designed to work with the alternate hit point rules. One of the assumptions of those rules is that hit points represent fortitude, stamina, luck and skill- not physical integrity.

A hit with a melee weapon does not cause actual physical damage (except for flesh wounds and minor bruises), but rather erodes those qualities mentioned above. When hit points reach 0 or when a critical hit is scored, it is then that actual physical damage occurs.

Ranged weapons are different. It's easier to kill people with them. You can do it from a long way off. You can do it with a single shot which they have no real chance to parry or dodge. This is perhaps an over simplification, but this game is all about over simplification.

Therefore, a hit with a ranged weapon is an automatic roll on the proper wound table for medium sized and smaller creatures.

Missile weapons (Bow, Crossbow, Spear, Sling, whatever).
Act as normal in regards to AC.


Against a Firearms and Energy Weapons everyone has a 9* [Ascending AC 10] armor class at close range. Long range results in a negative modifier of 2.

Rate of fire varies from weapon to weapon. Most firearms have a rate of fire of 2. Some energy weapons have higher or lower rates, depending on their nature. A hit with a firearm or a energy weapon results in a roll on the proper wound table (post forthcoming).

Modifiers:

Negative:
-2,-4, 20, and no.
Any complication, such as a moving target, or partial cover or whatever results in -2 modifier an additional complication results in a further -2. If there are three complications, (e.g. the target is crouched down running behind a low wall in the fog) the target can only be hit with natural 20. Certain circumstances will result in a situation where the target can not be hit, such as full cover.

Positive:
Certain devices or special weapons may come with magical or technological enhancements (e.g. scopes or blessings) which grant them a bonus. This bonus varies from weapon to weapon. For reasons I will go explore in a later post their are no magically enhanced firearms on the Metal Earth.


Next: Wound Tables.

Wednesday, August 11, 2010

The Scorn: Part I

The Scorn:


The Scorn are humanoid aliens with several settlements on The metal Earth in the vicinity of the Burning Peaks. How long they have been on Earth is unknown as are their ultimate aims.
The Scorn are masters of Technology. They posses a full gamut of high tech items including a fleet of space worthy flying saucers.

Although they are apparently mammals the Scorn have distinct physical types associated with the types of work they do, not unlike insect castes. The Scorn come in four basic types or castes: Leader, Technician, Warrior and Drone. Of these types only the Leader and the Technician castes have sexual differentiation. Individuals of the Drone and Warrior castes are sexless brutes. Their is a fifth type of Scorn, the Imperial, of which only two adult individuals exist for each major settlement at one time.

Scorn children, known as waifs, and borne only by females of the Leader and Technical castes, effectively comprise another caste. Raised in creches by Drones, waifs nearly always grow into adult Drones, unless, however, some catastrophe has thinned the ranks of the upper casts; in which case, they will grow in such a way as to fill the gaps. In the normal course of things, birthrates are low, and Drones will actually change to fill any gaps in the Warrior class, Warriors will mutate to fill gaps in the Technician castes, and Technicians will transform into leaders. It is the task of the Imperials to decide which individuals are worthy for the transformation; these decisions are as a rule, based upon merit, but favoritism can play a role. If one of the Imperial pair dies, the surviving Imperial chooses their new mate. If both Imperials perish, their replacements are determined by a series of trials involving all members of the Leader caste.
However, death is not the end for members of the Imperial caste. If it is possible their brains are preserved in a huge tank with all those that have come before them. This tank acts as sort of living computer, known as The Collective. The collective rules over all the various Scorn settlements on a given world. It also what the Scorn consider the afterlife and the highest reward one can earn.

New Cover art

I tried to do something here that would capture the feel of the setting and highlight the next round of posts about The Burning Peaks region. The fellow riding the boar borrowed most of his wardrobe from John Carter and Den of Earth, but he got the boots from Conan.

Thursday, June 10, 2010

Looking for artifacts in a cave

Well, I'd hoped to get up more content before having to post this, but I lost a notebook and then kind of hit a post semester wall of sloth, and now its too late... for a while, anyway. I am an Archaeologists* (3rd year grad student) in real life and the field season is upon me.
I leave Sunday for six weeks in Northern Spain and my internet access will be, at best, sporadic, so it's not likely that I'll have much chance to post.
Anyway, I wanted to assure everyone that the long absence is a matter of necessity and not the result of a loss of interest on my part. Posting will resume in August, although this is a comps** year so I'll likely continue to post sporadically for the foreseeable future.
So for the next little while I'll be looking for artifacts in a cave, as opposed to pretending to look for artifacts in a cave.
Have a good summer, badasses.

*My particular area of interest is the Middle/Upper Paleolithic
**big exam that determines if I can go on past my MS and work towards a PhD