I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Monday, September 16, 2024

Black Sword Hack

Somebody recently created an SRD of this game. You can see it here.


There is no need to review it since you can see it for yourself, so I'll be brief.

The system is a very simple "roll under ability, only players roll". There is a "doom die" system that is interesting but looks like it could be replaced by fatigue/stress.

I suspect any of my readers will take interest in this game, since it related to some of the most frequent topics here: dark fantasy, minimalism, sword and sorcery, D&D.

And it has some great ideas and tables you can basically incorporate in any D&D game.

BSH feels a bit vague and incomplete at times; I'm not sure I'd use it as written without adding a few parts (say, a random encounter table and more traveling rules). But since the game is under a CC license, anyone can add their own twists and even publish it, BTW. Congrats to the authors for doing that!

Overall, it is a great game that I definitely recommend checking out. 

If you want to buy the full game with art, etc., you can get it here:

Tuesday, September 10, 2024

Corrupt + Evil = good? (factions)

A quick thought about factions.

In my current campaign, I have two "empires" fighting for a land that is divided into several unaligned clans. The PCs are within the eastern empire and assume these are the "good guys", despite my (too subtle) hints that they can be brutal invaders.

They heard tales about the western empire and it looks undeniably evil. But I didn't want to turn this into a "good versus evil" game. What am I missing?

One thing might be the absence of selfish, corrupt traitors in the OTHER side.

The PCs met several bad people on THEIR side (although they haven't always realized that). But the opposition seem too orderly; everyone is a zealot for their evil cause (well, most of them are undead...).

Against such a determined enemy, there is not much to do - except fighting.

Now, if we add some opportunists to the opposition... the PCs have someone to deal with. Evil, despicable maybe, but someone who can be reasoned with.

Not simple turncoats that "become" good like Han Solo or even Lando, but irredeemable foes that can still be USEFUL.




Come to think of it, adding some corruption and backstabbing to the "evil" side might be an important aspect of dark fantasy. In "epic" fantasy, it seems you only leave the "dark" side by joining the good guys.

Of course, making deals with mercenaries, opportunists and sadists has a price - and they are likely to turn on you later on.

In having a hard time coming up with examples other than Elric, who uses the help of the Lords of Chaos until they finally turn on him (or vice-versa).

In addition, dark fantasy may include people that ARE good fighting for the dark side BECAUSE they have an oath etc. to fulfill. But these are people the PCs are not likely to reason with, no matter how noble they are.

Thursday, September 05, 2024

Amarod (I) - Creating a sandbox

I started my current sandbox campaign in late 2022. 

I'm using Dark Fantasy Basic with a few updates.

We play a bit more than a couple of hours every couple of weeks, so it went slowly... but the system is simple and I hand-wave some stuff, so things hopefully are not too slow.

As it approaches a (possible?) ending, I thought I'd make a brief recap - but this post also has some advice on how to build your own sandbox campaign, including sharing some of my mistakes.

The first thing you have to do is to draw a map. This is really easy - I do NOT recommend random generators here. 

I used (and recommend) Hextml. It allows you to expand the map as you go. The PC map currently looks like this:


MY map in Hextml is a bit bigger, but the PCs haven't explored much of it. Their map was even smaller when they first arrived in Belarte (the capitol) by boat, from a distant land that is NOT part of the campaign.

My advice here is start small and add more stuff as the PCs explore.

I wanted to try an hexcrawl, but I'm thinking maybe a pointcrawl would be better, with an old-looking map. 

In any case, as you can see I eventually wrote down the distances in the map (6d = 6 days, and so on) to make things easier. There are few roads beyond Aplos, so they are currently back to counting hexes.

I wrote a brief story of the region (Amarod), which is very simple: an ancient (western) empire fell, now the land is full of warring clans, but the (eastern) new empire is invading these lands. The PCs are mercenaries trying to make a buck, owning no allegiance to either "side", but taking advantage of the eastern invaders relative safety.

These are some important aspects of most D&D settings: ancient empires, ruins/dungeons, a social order that is between stable and flexible, factions and shades of gray.

The second step is scattering a few dungeons, caves, towers and villages around. In my case, I used various BFRPG modules plus Doom of the Savage Kings, The God That Crawls, etc. Mektlan is Tamoachan - the PC's latest exploit.

I did not have all these modules memorized, of course, which caused some issues. Read this post - it contains some important sandbox experience IMO.

Using mostly 1st-level modules was sub-optimal; when they got to level 3 or so, things quickly became too easy. In a future campaign I might start them at level 2 or 3 so the curve is less steep.

I assigned the area around Belarte as "safer", meaning encounters are less likely.

Now, I could say that PCs were free to roam around... but they'd be lost. So I offered them a few rumors and quests about nearby places, and several NPC expeditions they could join. 

It kinda worked. By level 3 or 4, they were planning their own expeditions and hiring their own guides without me having to offer anything.

I recommend starting with three suggestions per session. Some of them should be time-sensitive, but I haven't really implemented a system for that. This deserves further reflection, as the PCs have been treating time as an endless resource ("let's rest for three days to recover", "we will come for the goblins some other day", etc.).

NPC guides and hirelings are very useful, but RUNNING them was a hassle. Now I leave this mostly to the players.

So far, we have the PCs basically going around exploring rumors and places. As they went, I wrote down questions about the consequences of their actions:

1) What will happen in the village of Marval after the priest’s death?  A: A new priest (Father Ostid) has been appointed, you don’t know him well yet.
2) Did Polgrim and  Wolson - the NPCs who went with you to the church in Marval - talk to anyone about what happened? Remember they left when you planned to attack the evil priest.
3) Who sent a letter to the priest saying “the Lord suspects nothing”, signed only with the letter S?
4) Are the kobold ruins empty now the PCs have cleared most of them?
5) What will happen to the Jarl of Savakir (and his seer) now that the beast is dead?

Also some notes, such as "The PCs became heroes in Peranegra after defeating the local elves", etc.

One mistake is that I should have written MORE notes. Maybe every session. It would help me to get a clear picture of the events potentially unfolding.

I've been answering this questions as the adventure advances. Again, the question of TIME deserves reflection. The answer may be different depending of how long it takes for the PCs to go back to any location.

I organize ALL of this in discord channels. The players have access to maps, NPCs, questions, etc. One channel is exclusively for momentary concerns (monsters, dungeons, etc.), other channel is for dice rolls. The list of text channels goes more or less like this:

# general
# rules
# setting maps
# local maps
# adventures (momentary concerns)
# PCs and NPCs
# rolls
# questions

The map channel contains a summary of known cities and events. Each entry after the first was added as they visited new places.

Belarte: the largest port, where you arrived. Lord Belarte. 
Peranegra: famous for its pigs. You expelled the elf king who kidnapped children, and you are well-liked there. Lord Figworth (count). 
Marval: a small town with a church that has a giant slime underneath. You threw a priest there. 
Savakir: a town surrounded by palisades. You killed the local monster but fled because the Jarl was chasing you. Bernier (the Jarl) and Sylle Ru (seer). 
Ilmare: a swampy city with rumors of monsters and bandits roaming the area, as well as abandoned mines. Lord Montegel. 
Mektlan: a cursed place with ruins of an ancient buried pyramid. 
Glani: a prosperous city in the region, but occasionally attacked by native clans. Duke Darvon. 
Aplos: the largest city in the region, dominated by a large cathedral, with somewhat labyrinthine streets. Cardinal Godebert lifted Pete’s curse and spoke about the Heretic. You rescued the Cardinal during the siege of Glani.

To sum it up, if you want more advice: TAKE NOTES and KEEP THINGS ORGANIZED.

Anyway, that is what I've got for now. Let me know if you have any questions so I can expand this further in part II!

Monday, September 02, 2024

More minimalist classes (OSR) - Thieves

In my endless quest for minimalist OSR systems, I've been thinking of minimalist classes lately. At the risk of repeating myself, here is how it goes:

- Mages get ONE new spell per level, and get +1 to spellcasting.
- Fighters get +1 to attack per level, but they also get extra attacks and, indirectly, more damage.
- Thieves get ONE new skill per level.

The LotFP method of using "skill points" works well, but this is even more minimalist and simple. I think I got the idea from a Brazilian YouTuber, DM Quiral.

Now, you either have a skill or you don't. If you do, you will occasionally succeed automatically. If numbers are necessary, you get a +10 bonus. But, mostly, you don't roll: you can simply be able to do ventriloquism, juggling, appraising, etc.

E.g., B/X suggests an ability check for climbing a rope (which RAW indicates the thief has better chance climbing sheer walls...). If you have "climbing", you get a +10 bonus, which often means automatic success.

If you prefer X-in-6 chances, +10 translates to +3. E.g., the thief has 4-in-6 instead of 1-in-6 chances of hearing noises.

For challenging stuff (climb "sheer walls"), the GM may require a skill check... Other PCs get a -10 penalty, but you roll your ability as usual, since your +10 bonus compensates that.


This simple system addresses some of the common problems I have with skills:

- How can a 1st-level PC be really good in a given skill.
- How non-thief characters can try to do thief stuff.
- You do not have to write a bunch of skills into every thieves' sheet, let alone other PCs.

HOWEVER it loses some of the compatibility with the original thief.

One alternative is, instead of giving ONE +10 skill, you give the thief TEN +1 skills. The usual ones: hear, climb, hide, traps, read languages, scrolls, back-stab, etc. By level 2, you get a +2 bonus and so on, until level 10.

This still leaves the thief behind the mage. Remember, the mage gets:

- More spells (i.e., variety).
- New spells that ARE BETTER.
- Old spells GET BETTER.

So, maybe the thief deserves some equivalent to "critical hits". Not only he is more likely to succeed, he succeeds BETTER than an untrained PC.

Meaning: if you succeed by 10 or more, your results are particularly impressive. Maybe you can "climb silently" or help your allies. Maybe you sneak so proficiently that you get a bonus on top of your back-stab. Etc.

Still, the thief should maybe get both more skills and better chances - especially if using the same XP table

Anyway, its a start.