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

Tuesday, June 14, 2022

Teratogenicon: print costs and a discount coupon

A quick post on the subject before DTRPG updates printing costs. If you have the book already, you might skip this post - I will repeat myself...

The Teratogenicon is the most beautiful book I ever produced. Because of this, is the only book we've created with a print version in mind. I really like how it turned out, both in Standard and Premium color.

Now, print versions are not easy to make - I needed a professional artist for that (Rick Troula). And the margins are very small compared to PDFs, of course. I might do a post explaining that further for the people that ask for print versions of my books (I appreciate the interest, BTW).

But this is a book I think it is worth having in print.

Well, now, because of various reasons, DTRPG's printer, Lightning Source, will be increase the print prices. The change will happen on July 13.

And you can STILL get the PDF for a couple of bucks if you buy the print version. 

If you want to get the PDF only, here is a discount coupon. It is good until July 13.

So, if you don't have the book yet, consider getting it before July 13!

Both versions look awesome in print. The premium version looks sharper, brighter, with vivid shades of gray (see below). The paper feels glossier. The standard color is darker - both art and text - but the quality and resolution are mostly maintained.






We've decided to reject the B&W version, as the price difference is too small to justify a (slightly) lower quality (and some text/art visible through the back of the pages) for such a beautiful book. We've also decided that the book is too thin for hardcover, which would also make it more expensive.

As always, you can buy bundles of our digital products for a great price. 

Friday, June 10, 2022

Escape the Truman Show, escape the Matrix; the god-DM and free-willed NPCs

Another anti-railroading, anti-fudging rant. I have so many of these that I might write a compilation someday...

Anyway.

If you're unfamiliar with the movie:
Truman Burbank is the unsuspecting star of The Truman Show, a reality television program filmed 24/7 through thousands of hidden cameras and broadcast to a worldwide audience. Christof, the show's creator and executive producer, seeks to capture Truman's authentic emotions and give audiences a relatable everyman.

As Truman was selected from birth following an unwanted pregnancy, Christof claims that Truman came to be adopted not just by the show, but by the whole "world". Truman's hometown of Seahaven Island is a complete set built within an enormous dome, populated by crew members and actors who highlight the product placements that generate revenue for the show. The elaborate set allows Christof to control almost every aspect of Truman's life, including the weather.

To prevent Truman from discovering his false reality, Christof manufactures scenarios that dissuade Truman's desire for exploration, such as the "death" of his father in a sea storm to instill aquaphobia, and by constantly broadcasting and printing messages of the dangers of traveling and the virtues of staying home. However, Christof cannot predict all of Truman's actions.
It is one of those films from the late-nineties, like Matrix, The Thirteenth Floor, Dark City, eXistenZ, that questioned the nature of reality. How can we know if we are living in reality or some kind of simulation? We probably can't.

[Why was this theme so popular in the late nineties? I think we went through some kind of societal shift at that time. Maybe the transition form analogue to digital? And now, the simulation is too obvious to even question. The world of internet and social media is bigger than the "real world". Money is kept in bytes, not gold. Narrative is more important than truth. Like cyberpunk, the late-nineties dystopia makes no more sense because it is now partially real. Makes me wonder if that is why the younger 5e players have a harder time understanding the perils of railroading than old-school enthusiasts and grognards]. 

But that is beside the point.

The point is: nobody wants to live in a simulation. In all those stories, the "game masters" of the simulation think they know what their "subjects" want. Maybe controlled love and happiness; maybe (as in the Matrix) you need to add some misery to make things feel more real.

Doesn't matter. In every case, the hero wants to escape the simulation - even if reality is far worse.


But wait - games are the opposite, right? 

You are conscious and willing to go into a simulated world.

Well, not really. The best simulations are the ones that make you feel that it is real for a moment, even when you know it's not.

That's why the idea of campaigns with hundreds of players sound more enticing to me than writing hundreds of NPCs.

But even when you do write NPCs, you should give them free will. That what makes NPCs resemble actual people: they out their own interests over the "story". That is why I enjoy books and games where the "supporting cast" is interesting and active; Skyrim, The Witcher 3, Game of Thrones.

Even if you think the role of GM is akin to a god of the fictional world, you still give people free will. You can control the weather, earthquakes, you can send plagues, drought and famine, you can even make new people or kill existing ones, but you cannot rob characters of their free will.

Not even NPCs - you must at least guess what they would do.

By the way, if you fudge, it ceases to be a role-playing game - at least for a moment. There is no game if you fix the results. It can be fun, it can great, but not a game.

This is about RPGs, but it is also a deep philosophical idea. It is in religion, philosophy, ideology, politics. Immeasurable evil has been done in the name of "I know what's best for you" (or, worse, "I know what's best for all"). This doesn't mean you're evil for fudging, of course (I don't think I'm evil myself, even tough I fudged more than once in the past, and I made mistakes that were far worse than that) - this is just something to think about.

When I hear people saying "but you have to fudge - otherwise, a bunch of goblins can cause a TPK by sheer luck, or the big bad can go down in a couple of rounds!", I think of the Truman Show.

Calm down, Christof. You think you know what is best for Truman, but you don't. 

Let Truman choose.



Addendum: 

I still think that PC death is a problem, but fudging is a terrible solution.

Will write a post about that in the future.

Monday, June 06, 2022

Dark Fantasy Basic character sheet

Here is a link to my Dark Fantasy Basic character sheet.

If you've been waiting for a while, I want to say I'm sorry it took me so long.

While not as stunning as the work of actual artists (like the ones by Prosaiko and JV West), it is functional, works well for my games, and it has a "gothic" vibe that's adequate for DFB. 

I hope I can make an awesome sheet in some future version of DFB, but that's only a distant goal at this point.

You can get it here ("DFB sheet"). BTW, I'm making this a "public folder" with all my free stuff.



Let me know if you like it! 

I've added a .doc version so you can edit it as you want, or even adapt to your own house rules.

And, of course, if any actual artists want to do their own version, I'd love to see it!

Friday, June 03, 2022

Shadow of the Demon Lord - actual play review

I've been talking about Shadow of the Demon Lord for a while now. I was very impressed the first time I read it. But I wanted to get some actual experience with the system before writing a review. Well, now I ran an entire campaign (Tales of the Demon Lord, which I'll review next, adding some notes about how the system worked in practice) - a bit more than a dozen sessions, going all the way from level zero to ten.

Also, the book is almost 300 pages, so I'll focus in the most important bits to keep this interesting.


Overview
Shadow of the Demon Lord is a proud "grimdark" game. It's edgy, gory, funny, in a twisted sort of way. It is both homage and satire to Warhammer Fantasy Roleplay (or WFRP, which is a bit satirical by itself) and other gritty games. It aims for dark fantasy, and it succeeds. If you're not amused by spells such as "hateful defecation", you might roll your eyes a bit, but you can mostly play without the gory parts if you want to.

The system has an amazing amount of supplements - new ancestries, adventures, spells, alternate rules, etc. So, if you like it, endless expansions are available. Unfortunately, no SRD.

The writer, Robert J. Schwalb, is a famous game designer who wrote several great RPGs and participated in the development of 5e.

The looks
The book looks good but not great. I like the cover and most of the art - it is of good quality and fits the mood. However, the layout is a bit boring and reminiscent of D&D 4e, and the gray background is something I really dislike (looks dull on the screen, but decent in print). This is old as a "watermarked PDF", which I dislike, but the revised version I have form DTRPG seems to have no watermarks.

BTW, the book has extensive errata incorporated in the last digital (and POD) version, but not in the ones you can buy in amazon, for example.


The system
The book uses a traditional d20 system, with four main attributes and some derived ones. It simplifies attribute modifiers (i.e., Strength 13 means you roll with +3), difficulties (the difficulty for challenges is always 10, or the target's defense or attribute for attacks, etc.) and bonuses/penalties (which are mostly reduced to "boons" and "banes", each adding or subtracting 1d6 and canceling each other out; if you roll multiple d6, only the highest number applies).

For example, a strength challenge roll with three boons and one bane means you roll 1d20, add your strength modifier (say, +3), and add the highest of 2d6. If the result is 10 or more, you succeed.

This works very well in practice (and is very sound mathematically) but becomes cumbersome when you are counting multiple boons and banes. Most of the time "+7 with three boons" could be safely replaced by "+12" with no significant loss.

Chapter 1: Character Creation
The mechanics of character creation are awesome. Using a few random tables, you can quickly create an interesting character. The randomness generates some imbalances (i.e., some will be wealthy, handsome, with servants, guards and horses, while others will be destitute, disfigured and a little insane), which is easy to fix if you want to.

Starting characters do not have much room for customization, which I really like - these are level 0, very simple, with no special powers. They only pick ancestries: human, changeling, clockwork, dwarf, goblin or orc. Dwarfs, humans and orcs are more or less what you'd expected, which is a bit disappointing IMO, but overall they manage to make ancestries interesting.

Characters get professions instead of skills; having the relevant profession gives you a boon. I like this; it is similar to what I have used in Dark Fantasy Basic.

Chapter 2: Playing the Game
This chapter describe most of the system (see above). 

It has simple, good rules for Insanity and Corruption. While I like this, turns out insanity is quite easy to cure by clerics, and corruption generates a conundrum: it forces PCs to abstain from murder and theft or they quickly become demons (which die more often than non-corrupted humans and cannot be resuscitated). Does this mean thieves and murderers are rare and easy to identify in this setting? Or that Pcs are always the heroes even in a morally gray world? It is not easy to reconcile IMO, and in practice it forces the DM to make moral judgment on the PCs too often. Fortunately, Chapter 9: Running the Game offers some solutions (only truly evil acts cause corruption, while killing someone that "someone who probably deserves to die" is okay).

Combat is fast, gritty and deadly. Initiative rules are clever (PCs go first unless they take a "slow turn"), attacking is straightforward, and taking damage equal to your health gives you a 1-in-6 change of dying per turn. Other than that, it is more or less similar to D&D (especially 5e). There are rules for mounted combat, disarming, shoving, social conflicts, cover, etc.

Chapters 3-5: Paths
SotDL uses "paths" instead of classes. You pick one at level 1 (magician, priest, rogue or warrior), another one on level 3 (expert paths - there are 16 options), and a final one at level 7 (master path - 64 options!). There are 10 levels in total. each level gives you something from one of your paths or ancestries; sometimes, you also have to make choices within paths (choose a spell, weapon or profession, for example).

This system is one of the best parts of SotDL in my opinion. You have basically endless combinations, while keeping decisions more or less simple until level 7 - when you have a better grasp of the game. Not all features are equally interesting - many will just give you some boons or extra damage - but overall they are very good.

PCs go from zero to demi-gods at amazing speed (IIRC you are supposed to get one level per adventure, so you might play an entire campaign in about 10 sessions or a bit more). I'm okay with that, but my players felt it happens too fast. If I were to run a new campaign I might start at level 1 and go a bit slowly from then on.

Chapter 6: Equipment
This chapter is brief and uninteresting. Encumbrance is handwaved - it uses slots, but a ring weights as much as your clothes, and containers are measured in volume rather than weight. Armor isn't even mentioned, which is absurd.

The book contains rules on availability and hireling, which is nice. Weapons and armor are also mostly uninteresting. Guns are powerful but rare and slow. Melee weapons are distinguished mostly by damage and price. I dislike 5e weapons, but it is more fun than this. Maybe a personal preference.

And there is this rule that I found clever but my players found annoying:
Replacing Equipment
The game assumes you keep your gear in good repair, patching holes in your clothing, keeping your metal weapons oiled and sharpened, replenishing your stores of food and water with materials you forage during your travels, and recovering your ammunition. No matter how fastidious you are about keeping up with your goods, old items wear out and must be replaced.
When you choose an expert path or master path, your old gear that is not magical in nature wears out and must be replaced.

Chapter 7: Magic
SotDL hits most targets here: magic is straightforward, often dark, and varied. It uses a system similar to spell slots, a decision I can barely understand. Why copy the weakest parts of D&D? Again, probably a matter of taste. But overall the system is very good and fits the "grimdark" theme perfectly.

Chapter 8: A Land in Shadow
25 pages describing the setting. It is mostly what you'd expect from a dark fantasy setting. A bit reminiscent of WFRP but more grounded and low-fantasy. Overall, good but nothing particularly noteworthy, except the Demon Lord. I'll quote, because this part is essential to understand the game:
Using the Shadow
The Shadow of the Demon Lord is an optional element that
can greatly enhance the mood of foreboding and terror in
your game. It might loom over the entire campaign or be an
unstable effect that changes once, twice, or many times. It
can be the main crisis in your stories or a distant threat that
lurks in the background. For example, a campaign might
begin at the time of the orc uprising, which some believe
was sparked when the Shadow fell upon Drudge, now king
of the orcs. From there the Shadow moves on to the Great
Druid, who watches over the hidden Well of Life, leading to
a global pandemic. Toward the end of the campaign, it falls
over a demon prince that the group imprisoned and looses
it into the world.
If you want to use the Shadow in your game, you can roll
a d20 and consult the Shadow of the Demon Lord table to
randomly determine its effect. Alternatively, you can choose
a suitable effect or come up with one of your own, using
these examples to guide your design.
Next, you need to think of a reason for why the
Shadow behaves as it does. Does it fall randomly or does
it have a cause? For example, the “restless dead” effect
could happen when a powerful necromancer comes
under the Demon Lord’s influence, or the Shadow might
have fallen over the Underworld. When possible, tie the
Shadow to the group in some way. Perhaps its influence
corrupts a patron, or the characters’ actions somehow
triggered the event.
In short... it is a world in the brink of destruction.

Chapter 9: Running the Game
A chapter on GM advice. Fairly usual stuff except, again, for the Demon Lord - which is the most interesting part.
The Shadow of the Demon Lord is an optional element that
can greatly enhance the mood of foreboding and terror in
your game. It might loom over the entire campaign or be an
unstable effect that changes once, twice, or many times. It
can be the main crisis in your stories or a distant threat that
lurks in the background.
This section describes how to create an apocalyptic campaign, with world-shattering events: terrible plagues, one our of ten people turning to demons, the sun turning black, worldwide insanity, and so on. If you're into this type of campaign, this part is invaluable.

There are not magic items, but multiple tables on how to create your own. Great in theory, but in practice I felt it produce useless items too often.

Chapter 10: Bestiary
A decent collection of creatures. The usual suspects, plus a few flavorful additions. The art is scarcer than I'd like - some of the new monsters really deserved a picture. I'd like to see more demons - SotDL presents templates such as "Medium Demon" and "Large Demon"  rather than specific creatures. Good enough for most fantasy games, but since this is "shadow of the demon lord", I feel they could add more options.

Other than that, this chapter is quite complete and has several rule son how to customize creatures.

In conclusion...
This book has enough awesome stuff that I'd recommend anyone interested in d20 systems and dark fantasy in general to give it a look. The level of crunch is almost ideal for me, and the system almost perfect - the only caveat being that too many things are reduced to banes or boons, without much variation. 

This book is not exactly OSR but has a similar vibe.

Will I play this gain? Or, in other words - would I play this again rather than playing D&D? This is difficult to answer. I'd be curious to play more and experiment with more paths, maybe even add more ancestries. The system is definitely on par with D&D 5e in terms of quality, but is simpler (well, the first 10 levels of D&D are not bad either). It is a bit cumbersome to run at high levels with all the boons and banes, although my players liked this.

I am certainly glad I've tried this. But using it again would depend on which campaign to run. If I were to create my own campaign, I'd use my own system; otherwise, I'd try to use something close to the intended system. 

So, probably I won't be playing again soon (unless there is another good campaign after Tales of the Demon Lord), but I'll certainly keep reading and incorporating this stuff into my own games.


(links in this page are affiliate links)

Monday, May 30, 2022

Minimalist OSR spell casting (one spell per level)

One thing I like about OSR (and old school) games is that they are often somewhat simpler than modern games (but not always). 

But I don't find "traditional" spell casting particularly simple. You have a caster level, a spell level, and these numbers are different (and the relation is not always obvious, although mostly if you divide caster level by two, that's your maximum spell level). In addition, the number of spell slots vary in non-predictable ways. And, of course, the spell level is not only connected to power, but certain spells are available in certain levels... AND they scale with CASTER level. Take fireball (3rd-level), for example; an incredibly powerful spell at higher levels, but not much stronger than sleep (1st-level) the first time you get it. 

And don't get me started on the Cleric: 
First, the cleric’s spell progression is very peculiar when compared to the magic-user and the elf. For example, a level 6 cleric gets access to spells of level 3 and 4 simultaneously for no obvious reason. Compare this to the magic-user: despite requiring a lot more XP to level up, the MU does not have access to level 4 spells until level 7.
Second, spell levels seem almost arbitrary. Cure Light Wounds (healing 1d6+1 HP) is a 1st level spells, while Cure Serious Wounds (2d6+2 HP) is a fourth level spell. With a 5th level spell, you can raise the dead... or create lots of food.
Then there are deities, which will punish clerics that stray away from their path – or that cast reversed spells, making these kinds of spells a bit less versatile than they appear.
[...]
the game allows clerics to research their own spells, but there seems to be no obvious parameters on how to do so, since the spells are so different. Moreover, it makes it harder to “convert” clerics to the options presented in this book. Because of this, you will find a few alternatives below to make your job easier if you want to use this book for clerics. In addition, we added a few options to tweak the cleric in various ways.
This is from my Alternate Magic, BTW. It contains many options to simplify (but also enhance, twist, etc.) old school magic systems. If that's what you're looking for, you'll certainly find something useful in this book!

Spell points, for example, are a good alternative; or using HP to power your spells. Both options are presented in the book, and they require a bit less bookkeeping than the usual system.

But I also have a radically minimalist version which I didn't include in the book, because it is not perfectly compatible with OSR spells... but it is close enough, IMO. And it has a few advantages: less analysis paralysis (the default action is casting the most powerful spell available), a single number to keep track of, and so on.

Anyway, here you go.


When you cast a spell, you do so at your maximum caster level. For example, a 10th level MU casting fireball deals 10d6 damage, or affects 10d6 HD of creatures of HD 4 or less, or heals a total of 10d6 damage, etc. 

We'd have to rewrite most spells to be entirely dependent on caster level. There is no more "spell level".

The next time you cast a spell, you do so at one level lower (i.e., as a 9th level caster). The caster goes weaker during the day, and is recovered after a night of rest. This means a 10th-level caster can cast 10 spells, each less powerful than the last one.

But what if I am a 10th level wizard, and need to cast a 2d6 fireball against a measly kobold I found in my way? Well, you're casting as a 2nd level wizard. Roll 1d10 (because you're in 10th level); if you roll 1 or 2 (because you're casting at 2nd-level), you grow weaker (9th level), but otherwise you remain unchanged.

Maybe you can use 1d4 for the first few levels, to give the beginning MU a few extra spells before running dry, and go all the way up to 1d12 (d6 at level 5, d8 at 7, d10 at 9, and d12 from level 11 until 14). Maybe limit spells to level 10 to keep things simple... a 14th level spell-caster can cast at least four of them at full power!

Not sure if this is worth developing further (it requires re-writing most spells, as I've mentioned), but it seems promising.

Saturday, May 28, 2022

LAST DAY of the D&D Sale


Almost all of my books are included in this sale. If you want to buy all at a discounted price, try this bundle (and if you ALREADY bought this bundle, you can get any new books with a discount too! conversely, if you bought some of my books, the bundle is automatically cheaper).

Here are some additional highlights (including a few of my own), all with the biggest discounts available (40%).

I`ve mentioned those before. I have a few new books to recommended, but they are not included in this sale (at least not at 40%), so I`ll review them further down the line. I haven't read The Halls of Arden Vul Complete but I`ll admit I`m curious - 1000 pages (!) and many positive reviews. Probably it is more than I can handle at this time...

Anyway, here we go again.



OSR
Low Fantasy Gaming Deluxe Edition (review of the original version);
Monkey Business (apparently more than 40% off).

Classic D&D

If you want even more stuff (and some reasons why I pick those titles), check my OSR picksClassic D&D picks and D&D 5e picks from the last sale, back in March.

Saturday, May 21, 2022

ALTERNATE MAGIC is out!

My new OSR book, ALTERNATE MAGIC, is out!

ALTERNATE MAGIC is a collection of mechanics for old school and OSR systems.

If you like "Basic" games and its clones (Old School Essentials, Basic Fantasy RPG, Labyrinth Lord, etc.), or even other OSR games, and want to expand magic options, you'll certainly enjoy this one!
This book is compatible with Dark Fantasy Basic, including a specific chapter on conversions. Some ideas can serve as inspiration for any RPG system, but we assume you're familiar with old school or OSR games.
In these pages, you'll find:
- New spellcasting classes;
- Flexible spells, suited for any spell level.
- Blood magic, random magic, and spell points.
- Cantrips and rituals.
- Alternatives for the cleric class.
- ...and many other tools.
The book is entirely modular! Each chapter can be used by itself or in combination with other chapters. For example, you might use blood magic with the traditional spellcasting system or combine it with flexible magic. You can use random magic with spell points or cantrips, or by itself. You might use the new classes without changing anything else in your game.

If you buy any of my books, check your e-mail for news, discounts, and so on!