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Because It Is Trendy

The English Major in me says that now is the time to be aloof and above it all. I should sit in a leather chair with my snifter and while looking on with disdain at all the fifth edition chatter.

Mind you, a snifter filled with a good Russian Imperial Stout would be quite tasty.

I am just not that person anymore. I like D&D in all its forms, clones, and houserules.

Truth is, that I will probably play the new version of D&D because it will be easier to find an in-person game. I will also look to get the stuff created by Kobold Press because it will be that darn good.

If (and that's a big if) I get the new edition, I know that I will houserule the heck out of it. I will also come up with Spelljammer rules for it including the giant space hamsters. I will gleefully hand over a house rule ebook for other peoples' tablets or kindles while digging out my notes from a three ring binder.

I don't think about how WOTC will make it encompass all the editions, I will make it do that. Give me the PHB so I know what others expect and I'm good. Heck, give me the starter set and I'll get by somehow. I say this knowing perfectly well that if I can afford the Monster Manual, that I'll buy it and any other creature book they publish.

For what it is worth, I'm not a fan of the 5e covers. Then again, I'm particular with RPG art. I like the DCC art style, I like Erol Otus, I like Matt Lichtenwalner, I like Jeff Dee, and I like Emily Vitori. Weird as it sounds, I wouldn't like them all together in one book, but I would be thrilled with each one illustrating an entire book including full color cover. If I ever win the lottery, I will do just that.

Maybe the final product will not make the executives at WOTC happy. I can imagine that if D&D doesn't dominate Pathfinder and fill up a couple rooms at convetions, that the RPG part of the brand will disappear. I don't know how D&D will do, but I hope it does not go away.

I know that I simply cannot afford it. Heck, I don't have five dollars to support all the OSR folks and zine makers I wish I could. (Then again, I wish I could make a zine and just give it away.) Still, I can dream, right? I can hold out for the winning lottery ticket numbers.

I believe that if Monte Cook had stuck around, it may have felt more old edition than new. Then again, I'm thrilled that he and Bruce Cordell have found success with Numenera.

The last playtest I saw, D&D felt like 3e and left me a bit cold. Then again, Dungeon World felt like 3e to me at first, and I love playing it. Go figure, there's no accounting for taste with me, I guess. 🙂

Since I enjoy older editions, I have Swords & Wizardry and For Gold & Glory to fit my needs. Practically, I don't need a new edition. Yet, I find an excitement in it all. Maybe it is my inner 12 year old that wants to see Yet Another Boxed Set. (After all, the beginner box comes with dice. Based on the mass production, those dice will probably be the most old school thing about the whole production.) Maybe this will be the box that comes after the Immortals set and starts off your second run at level 1 to 36. Maybe I'll win D&D with the new edition if I stick with it. Again, my inner 12 year old is yelling that I might still have a chance to finish what I started so long ago.

Good luck D&D. Seems like you'll need it.

Dungeon World Hack Begins

I was quite happy to post in the Dungeon World Tavern that I was developing a campaign front about my crazy mishmash setting I've been playing in since I was a kid. You know, the Spelljammer + Centurion Legion + B/X + C from BECMI + 1e PHB + 1e Unearthed Arcana + Best of Dragon Vol V + 1e Oriental Adventures +2e Monstrous Compendium - 2e PHB - 2eDMG? Over the past couple of days, I hatched a way to handle the spacefaring fantasy ships. I'm open to feedback. I do not believe I have figured out the best way to play any game, much less Dungeon World, so constructive criticism is welcomed.

I still have a lot to learn about DW, though I really enjoy the group I play in. I sometimes still wait for my "turn" because I'm used to initiative. Otherwise, I enjoy the Barbarian and I doing all kinds of fun things. Nothing gets in the way of two crazy people and their fiction:

We appear on a ship being attacked by a sea monster. He rolls a 12 to rip the harpoon gun off its mooring and use it in an attack from point-blank range. When the sea monster died, he jumped in the water, swam underwater to the sea monster carcass and retrieved nine harpoons. I keep the gun and ammo in my bag of holding.

I'm a Cleric, and Cure Light Wounds is rote for me. You can see why we are friends.

Weren't You Going to Talk About Ships?

For some pirates, their ships became iconic. The Golden Hind went around the world with Drake. Queen Anne's Revenge is as famous as her captain. The Royal Fortune is a bit of an exception as she was whatever ship Bartholomew captured and renamed.

So in some ways, it seemed that a ship in my space fantasy would be like a magic item. It was magical enough in that it can fly, traverse interstellar space, be airtight, and everything else needed to make a ship from the Age of Sail travel among the stars. The issue with treating them like a magic item is that they were either all the same or I would be creating a lot of magic items.

So then I thought that a ship is a piece of equipment that is an extension of her captain and crew. This feels right for Dungeon World because the no one should get bogged down in the details of the ship while a good story is going on. Better to build an epic story of the characters chasing down the dread pirate windows through asteroids than to get all hung up on the equipment. It would be like playing a Fighter and talking about a sword all night.

Still, a ship should have Armor and Hit Points. Epic ship battles shouldn't end when the mizzenmast is lost to cannon bursting through it. There should be a way to measure how much punishment a ship can handle. It could be my lack of experience with Dungeon World, but I couldn't figure out a way to handle hit points or toughness by equipment tags. (And I tried a lot, let me tell you.)

I then made the mistake of thinking of a ship as a monster or character itself, complete with stats, moves, and class damage. I over-complicated the use of ships attempting to define a bunch of moves that I wanted in a space battle. Looking for inspiration, I went through notes for Microlite20's way of handling space combat and realized my error. I certainly didn't need to invent "moves" for a ship as anything that I wanted a ship to do could be done by the character piloting the ship. Evasive Maneuvers? Describe it or roll Defy Danger. Attack another ship? Volley. Ram and/or Board an enemy vessel? Hack and Slash.

So the answer is this. When a character pilots or captains a ship, any rolls that need to be made are based on the character's stats. The only exceptions to this rule are that a ship would have it's own damage die to roll instead of the character's class and it would have its own hit points. The ship can be further described by two pairs of tags of which three are already equipment tags:

Quick vs Clumsy (still -1 to all rolls)
Fast vs Slow

As for the ship's size, we'll use the tags from monsters: Huge, Large, Small, Tiny.

To set the Armor and Hit Points of the ship, there are four base types of ship (in order from smallest to largest): Corvette, Caravel, Man-O-War, and Carrack. A Corvette is similar to individual Tie-Fighters or X-Wings in Star Wars. A Man-O-War is a military ship akin to a Destroyer. It is usually heavily armored and has overwhelming firepower. A Carrack is a colossal ship used for hauling cargo. Without others to defend it, a Carrack is an easy target. The final type, the Caravel, is a jack-of-all-trades type of ship similar to the Millennium Falcon. It is larger than a small fighter. It can haul some cargo. It has more weapons that a small fighter, but cannot compete with the armor and weaponry of a Man-O-War. (I imagine that new merchants to space start with a Caravel.)

Starting with these four types of ships, you can modify the tags. For example, you may buy off the clumsy tag. You can add or remove armor if you like. You can also add or modify weapons. Adding a Cannon, for example, gives you a +1 piercing weapon. Adding a second ballista gives you weapons with a far tag.

TL;DR How Exactly Do You Do Flying Ships?

I haven't worked out the prices, yet, but here is what I have so far.

Ship Types

Corvette Class Ship; fast, quick, Armor 1, Hit Points 8, Damage d6

Caravel Class Ship; Armor 2, Hit Points 12, Damage d6

Man-O-War Class Ship; fast, Armor 4, Hit Points 16, Damage d10

Carrack Class Ship; clumsy, Armor 2, Hit Points 20, Damage d4

Weapons

Ballista; far, reload
Cannon
; near, +1 damage
Magic Missile Launcher; near, 2 piercing

Next post, I will have the coin costs and provide a few examples of creating ships.

 

Working on Two Projects at Once

I hit a total stop on the spell building system I was working on. The math did not work at all. I don't mean it was close enough that some handwaving would make it usable, it was just flat broken. I have been attempting revisions over the past couple months, but my core concept is just not going to work.

So, I am going to build off the four by five magic system to re-create the system. Right now, I am up to a six by nine system, but that may change. In short, add the value of the verb and noun to get a base value. Add to the base value to increase the effect, range, or area of effect. The final number will be a Target Number to roll over. Wizards and Clerics add their level as a bonus to success.

For those that use the Emphases System, any related tags will add to the bonus as well.

So, while I am tweaking the new spell building system, I intend to post on my second favorite game at the moment, Dungeon World. I'm in a DW group and I enjoy playing again, instead of running a game. However, I will be running a DW group this fall, so I need to get going on the campaign work now.

I intend to work out the details for a world that is part Qelong, part Nyambe, part Spelljammer, and part Hibernia. I don't own Qelong and I haven't read it, but I mention it because some I have discussed it with feel like it could be in Qelong. I have Nyambe somewhere, but I'll wing it for now. Some of the stuff I've written about previously on this here blog, but with the dynamic of Dungeon World rules, some things will translate differently.

The Spelljammer part provides an Quasi-Imperial British type of feel to the setting. (It may be more Space 1889 than Spelljammer.) Qelong and Nyambe influences the primary culture on a planet that is rich in resources and experiencing a Golden Age. Hibernia, influences part of the cosmology and religion of the world. It sounds like fun in my head, but if it falls flat for the group, well, I may go back to being a player.

Once I get the math worked out, I'll be back on track for the Year of Magic theme for Swords & Wizardry. I just need to keep writing and that is hard after an almost two month long hiatus. Hopefully, I should ping pong back and forth on these two things so that I will keep posting.

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