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Untitled Sci-Fi Work in Progress (Part 2)

I continue to add to this project when inspiration strikes. Every once and a while a particularly interesting idea will grab me and it renews my interest in the whole undertaking. It looks like it could easily balloon in scope, so it might be smart to set out some goals to keep in mind. After all, it’s better to focus on a shorter, well-edited project rather than get overwhelmed and wind up abandoning the entire thing.

Tentative goals (to be adjusted as necessary):

  • Complete the town location which will include: a partially keyed map; a description of some important locals and establishments; and a list of encounters.
  • Include at least two well-defined factions with understandable goals and schemes.
  • Write at least one town outskirts encounter list.
  • Complete one “dungeon” or point of interest, including a keyed map and list of encounters.
  • Include some simple line art to set the tone and/or help spur readers’ interest in the setting.
  • Avoid using the open game license.

The above seems to be fairly reasonable. My opposition to the open game license is nothing more than an attempt to make something that doesn’t rely on its legal framework. Shouldn’t be difficult, right? Can’t decide how many monster stat blocks to include. Obviously any original monsters will have their stats explained. But if I don’t use the open game license, I’d have to come up with stats for standard creatures. Would readers be frustrated if an encounter table entry simply said, “Giant Bees, 1d8” and didn’t include a stat block for them? It might be more important to avoid “standard” encounters anyway.

For the final version, I intend to do the artwork myself. For the time being, however, I have included a little bit of public domain artwork in the draft to keep the theme in mind. It also helps with planning the future layout. Below is one such piece of ostensibly public domain artwork. The original source remains ambiguous. I suspect that it might be from Buck Rogers, in which case the public domain status could be in question.

Some excerpts

Below are some bits and pieces taken from the current draft. Everything is subject to change. If you’d ever want to be a player in this setting, you may wish to avoid reading anything below!

Untitled Sci-Fi Work in Progress

The other day, I browsed the Internet for a freely available adventure setting that takes inspiration from sci-fi B-movies. Unfortunately, the search was not fruitful. Since then, my mind has been churning with ideas. I’ve even started to write a draft that is slowly taking shape.

Below is a blurb that both players and Game Masters would be encouraged to read to sell them on the adventure:

A haunting, piercing whistle can be heard on the wind. Meteors of all colors streak across the sky — even visible during the daytime. Something weird is going on in the Valley Under Mesa; the inhabitants of the Settlement can feel it. They would know, for outsiders always comment on the strangeness of the Valley. Those that stay and call the Settlement home are accustomed to a certain level of the unusual. The recent events are making even the inhabitants nervous.
There are already rumors of flying disks, self-replicating creatures made of metal, and bizarre other-world humans in tight pants. What made a blacksmith’s tools stick to the ceiling? Why are the royal guardsmen grumbling about missing comrades? How did Farmer Luem’s cow get that extra head?
Those in the Valley (and the areas beyond it) are used to magic. The practitioners of that art are common enough. These happenings are different. They’re something more than just magic.

Things are bound to change a lot between now and a completed draft (I’m not sold on the town being called “the Settlement” for one), but the above should give an idea of what I’m going for here. The plan is to share this adventure freely once it’s finished.

There’s still lots to be done before the draft could even be shared for feedback, but it’s great to see the ideas on (digital) paper.

Comparing Two Rules Lite Systems

How does Basic Fantasy RPG compare to White Box: Fantastic Medieval Adventure Game? 

I’ve frequently mentioned my preference for Basic Fantasy RPG. It’s a system that everyone should at least check out for the plethora of freely available resources. Recently, I came across White Box: Fantastic Medieval Adventure Game (WBFMAG) edited by Charlie Mason. It’s his effort to re-organize Matt Finch and Marv Breig’s Swords and Sorcery: WhiteBox (SaSWB). As their names imply, SaSWB and WBFMAG are based on the original white box set of the most popular role-playing game. It follows, then, that BFRPG and WBFMAG are attempting to capture the game styles of two pretty different rulesets. We should be careful about comparing these systems because their aims are quite different. Below we’ll have a brief look to see what these systems have in common and what sets them apart.

Both systems are available at no cost in PDF. They’re also sold at (or near) cost in print. WBFMAG is available at DriveThruRPG; the cheaper print-on-demand options can be obtained on the most popular online retailer. For both systems, all of the core rules are contained in one book.

William McAusland did almost all of the interior art, giving the entire book a consistent look. It’s worth grabbing a copy of the PDF just to have a look at the impressive line art. The artwork in BFRPG, on the other hand, is a community effort; in other words, there’s a wide variety of styles. Not to imply that having variety is bad, of course. There’s a certain charm to such an eclectic collection of artwork. Nevertheless, it does sacrifice some consistency. Furthermore, the layout of WBFMAG is clean and aesthetically pleasing. Although BFRPG is readable and laid out nicely, I must admit that I consider its overall look to be merely serviceable. Ultimately, readers will have to decide for themselves which aesthetics that they prefer.

What are the most notable rule differences? 

The following is a short list of some of the major differences. Both systems are based more on GM fiat rather than explicit rules. This list is not exhaustive; it’s merely an attempt to show how these systems approach things differently.

  • Most character classes only have experience level advancement details up to level 10.
  • There is a brief discussion about alignment but it’s still left largely up to GM discretion.
  • There are slightly more complex rules for experience point bonuses based on class and creature choice.
  • Thief abilities are based on 1d6 rather than 1d100.
  • Descending armor class is preferred. Ascending armor class (called AAC here) is included as an option.
  • Most damage is 1d6, with only few exceptions. There are optional rules to make all damage 1d6 to keep in line with the source material.
  • Initiative is based on sides rather than individuals.
  • There are rules for jousting.
  • Monster stat blocks are less detailed; there’s no line for treasure, morale rating, nor number of creatures appearing.
  • Monsters have a “hit dice equivalent” stat that is based on a creature’s abilities and which is intended to help GMs determine a monster’s difficulty.

Which is better for newcomers to the hobby? 

BFRPG’s chapter for GMs is much more helpful for rookies, as it includes more detailed instructions on how to construct both dungeon and wilderness adventures. The same sections in WBFMAG are too brief and vague in comparison. A short dungeon scenario would have helped as well.

WBFMAG lacks the community support of BFRPG. There are a lot of modules, extra rules, and all sorts of other handy resources available on the BFRPG website. That’s no fault of the folks making WBFMAG, of course. BFRPG was a community effort from the start, and has been around for far longer.

In the end, I’m enamored with the presentation of WBFMAG. If new players ask me to recommend systems, I will definitely encourage them to check out both. WBFMAG’s more consistent look may win them over to an old school, rules lite style of play.

Bibliography

Mason, Charlie, ed. White Box: Fantastic Medieval Adventure Game. Self-published, PDF, 2017 (2nd printing).

Overview of Make You Kingdom!!

Tabletop RPGs in Japan are typically referred to as “table talk RPGs” to emphasize the role that conversation plays in any given game. The most popular system available in Japan is probably Sword World RPG (SWRPG), which is based off of the franchise Record of the Lodoss War. The latter began life as a collection of published play reports. In recent years, the Japanese localization of Call of Cthulhu has also been pretty popular.

Today we’ll be looking at a system with a multi-lingual pun title. Its English title is Make You Kingdom!! and its Japanese title (迷宮キングダム), pronounced meikyū kingudamu, sounds the same and can be translated as “Maze Kingdom” (note that “Labyrinth Kingdom” or “Dungeon Kingdom” would be equally valid translations; I stuck with “Maze” to match the “M” sound of meikyū). The English title will make more sense after reading the game mechanics explanation below. Both Japanese and English titles are prominently featured on the cover. We’ll use the unofficial acronym of MYK when referring to this system hereafter. Below we discuss some of its features and highlight some of the parts that make it unique.

The system is divided between two books: the Kingdom Book details character creation and the general rules of the game; and the Maze Book (which, unfortunately, I do not own) is where the Game Master will find details about how to build the dungeon, as well as monster and item stats. At least, that’s what the short description in the Kingdom Book (page 8) says about the Maze Book anyway.

The setting of this system is simple but effective. From page 4 of the game’s introduction (with my rough translation below it):

百万迷宮の冒険

君の分身、ランドメイカーのいる世界は、百万迷宮という名前で呼ばれている。無限に続く迷宮という意味の名前だ。百万迷宮は不思議な場所だ。ずっとこの世界に住んでいるランドメイカーにとっても、何が起こるか判らない、お祭りの夜みたいな場所なんだ。

Endless (literally “Million Mazes”) Maze Adventure

Your characters’ world is named the Endless Maze; it’s the world of the Land Makers. The name means that the dungeon continues without end in every direction. It’s a mysterious place. Although the Land Makers have lived here forever, even they don’t know what can happen. It’s a place that feels like the night of a festival.

That brief description alone makes me excited to plan for a campaign set in an endless dungeon. What would society in such an environment look like? How would creatures cope without natural sunlight? It’s a tired joke that GMs can sometimes struggle to get players to go to a dungeon that they’ve spent hours preparing. To solve this problem, MYK simply makes the entire world a never-ending dungeon.

Character creation looks to be fairly straightforward. Players are encouraged to generate completely random characters, even down to the characters’ names. Random tables are provided throughout for convenience’s sake. There are six classes, including: King, Knight, Oracle, Vizier, Servant, and Ninja. One player must choose the King class. Characters are defined by four stats: Wit, Charisma, Quest, and Warfare. Quest stands out as strange, but it relates to how well a character can find things. For whatever reason, it’s also connected to a character’s hit points. Rather than rolling for these stats, they’re determined by a character’s class. For example, a King gets to assign a 4, 4, 1, and 0 freely. Many Japanese systems eschew polyhedral dice entirely and rely exclusively on six-sided dice. Arguably polyhedral dice didn’t catch on as much as they did outside of Japan. MYK is no exception to this convention.

At this point you might be wondering why one player must pick the King class. The answer is simple: unlike the other classes which must put their highest bonus in a predetermined stat, the King’s class bonuses are left up to the player’s discretion completely, meaning that the King character can pick up the slack in an area that the other characters are weak.

MYK also includes kingdom creation and management. Prior to making characters, the entire group randomly generates a kingdom. The kingdom is defined by four stats: Life, Culture, Governance, and Military (生活, 文化, 治安, and 軍事 respectively). If any of these stats reaches zero, the kingdom is kaput. Players must also pay attention to the kingdom’s population, which cannot be reduced to zero either. The population not only includes the player characters themselves, but also the various NPCs that will come to live in the kingdom. The population must be kept relatively happy; a disgruntled populace will have negative consequences for the kingdom. Each session includes a phase where the players must decide what to do with their growing base. The game rules seem to describe a city-management style mini-game. The players can construct new facilities for their kingdom, including (but not limited to) a theater, a temple, an inn, and a colosseum, with each providing benefits to the kingdom’s stats or population limit.

There are twenty jobs available to characters in addition to the classes above. These seem to offer stat bonuses and skills for the character and benefits for the kingdom as a whole. Some of these jobs are quite silly, such as the Executioner and the Drone (怠けもの, which is perhaps better translated as “Lazy Bones”). My favorite by far is the Happymancer, which is an exceedingly clever way to refer to a jester. Keep in mind these classes, jobs, and stats are written in both Japanese and English. There are definitely a few mistakes, such as the misspelling of executioner as “excusioner.” Nevertheless, it’s usually easy to figure out what the intention was.

Because MYK only uses six-sided dice, there are some quirks regarding its random tables. For one thing, there are quite a few d66 tables that require a throw of 2d6. These types of tables can generate 21 results, treating one die as the tens column and the other die as the ones column.

Combat is abstract in a way similar to the style popular in older Japanese RPG video games. Characters and their opponents are placed on a battle mat with six sections, three for each side (players and their enemies). These sections determine a creature’s approximate position in the battle (vanguard, rearguard, and encampment). Player characters and their enemies can move among these sections during the battle.

Skills, items, and the facilities that can be added to a kingdom are printed as cards in the book. If a GM were so inclined, they could photocopy these cards for use during play. If memory serves, printed color cards are also available for purchase from the publisher. The cards don’t seem to be strictly necessary to play the game, but the artwork featured on them is appreciated. Some other tabletop role-playing systems would benefit from more illustrations of their magic spells.

The artwork in this book deserves some special attention. They’ve gathered an eclectic group of artists to fill in the book’s 136 pages with a healthy variety of styles. It still feels largely cohesive, which is likely due to the game’s straightforward (though original) setting. The art is generally light and cartoonish in tone, implying that the game isn’t meant to be super serious or dark. The item cards section is the only one that seems to be a little lacking; compared to other cards in the book, the simple silhouette illustrations leave a little to be desired.

My Japanese ability is such that I wouldn’t be able to run a session of MYK any time soon. For example, the specific rules for making an attack in combat still elude my understanding; it’s unclear whether or not an attacking creature needs to roll to hit or if a successful attack is purely contingent on static stats. Moreover, I still need a copy of the Maze Book. These reasons are why this post should be considered an overview rather than a proper review. Regardless, I’ll still be able to use some of MYK’s ideas, of course. It would be great if an official English version of the system was released. Unfortunately, there doesn’t seem to be an effort to do so yet. Considering that the game has been around as early as 2004 (my copy from 2014 proudly proclaims the system was celebrating its 10 year anniversary at the time), an English version is probably not going to happen any time soon. There’s an unofficial English translation floating around online, but I can’t in good conscience encourage people to seek it out. It might be a moral grey zone if you already own the Japanese version, but I leave that up to others to decide for themselves. I’ve avoided referencing it while writing this post to ensure that what is written here is based on the version of the rulebook that I own rather than a translation made without the permission of the Japanese authors.

The Kingdom Book cost around ¥1700 (approx. $20 USD) a few years ago. It was the very first tabletop RPG book that I ever bought. Hopefully it’ll still be easy to find the Maze Book when travel to Japan is possible again. Although I’m still a proponent of not buying too many RPG resources, it’s nice to have this one on my shelf. It’s especially fascinating to see what tabletop role-playing is like in different cultures/countries.

Bibliography

Kawashima Tōichirō 河嶋陶一朗. Shinikaru poppu danjyon shiatā: Meikyū kingudamu: Shin ōkoku bukku シニカルポップ・ダンジョンシアター:迷宮キングダム:新・王国ブック [Cynical Pop Dungeon Theater: Maze Kingdom: New Kingdom Book]. Tōkyō: Bōken Kikakukyoku 冒険企画局, 2014 (6th printing).

Play Report: Club Sandwich and Zolohan

The following is a play report from a few years ago. It was my very first time actually playing Basic Fantasy Role-Playing (BFRPG); up to this point I had only been a GM using 5e. Neither player had done much tabletop role-playing prior to this session. They made some mistakes that should’ve really backfired (namely, splitting up and exploring on their own), and I went a little too easy on them.

The planning for this session was pretty minimal. I had a city map drawn with a few locations they could check out, plus a small dungeon outside of the city. The NPCs inside the manor were part of an encounter list that I’d prepared for a completely different session.

If we could do this session all over again today I would probably do things a little differently. For one, the kobold named Club Sandwich should have died from the poisoned food. In addition, although BFRPG explicitly states that level 1 characters cannot hire underlings, I would’ve liked to encourage both players to do just that. Allowing players to control more than one creature can help them get used to the high lethality of these sorts of systems. It can also introduce to them the idea that hired creatures have their own motivations and are not likely to hang around if they’re always put in dangerous situations.

All things considered, it was a fun and silly time.

Cast
Club Sandwich the level 1 kobold thief
Zolohan the level 1 elf fighter/magic-user


Club and Zolohan met in the city and approached the walled manor from the west. While Club attempted to scale the wall, Zolohan tried his luck getting by the lone guard. Clumsily juggling some knives managed to convince the guard that Zolohan was a hired performer. Meanwhile, Club successfully scaled the wall and hopped down into the manor grounds without incident.

The two partners in crime reunited once again headed to the front door to find out if it was unlocked. Club walked right in the front door while Zolohan decided on the spur of the moment to climb the manor itself to check for an entrance on the roof.

Inside the manor lobby, Club found himself face to face with a manor guest named Snauheim. Snauheim demanded to know who Club was, and, in a snap decision, Club did the splits to impress him. Snauheim, normally stuffy and dismissive, was so impressed that he immediately assumed that Club must be part of the night’s performance. Satisfied, Snauheim turned his attention to a painting on the wall, giving Club a chance to snitch his wallet. Taking his leave, Club tried to do jazz hands but only ended up flipping Snauheim the bird. Fortunately, Snauheim was too engrossed in a painting that he didn’t notice the kobold’s obscene gesture.

On the roof, Zolohan’s elven eyes only had to glance around before spotting a hidden trapdoor leading to an attic. Zolohan jumped in without looking and landed on a soft, but very dusty mattress. The attic proved to be a jumbled mess of disused furniture and not much else. While exploring, Zolohan nearly stumbled right into a giant spider. Fortunately, the spider hadn’t noticed him yet and the elf was able to lure it away with his ventriloquism. The spider likely sounded like a family of squirrels running around as it went off to find the voice it heard. Zolohan found another trapdoor in the floor and jumped down to the second floor of the manor.

Meanwhile, Club took the staircase in front of him to the second floor and proceeded to take the western hallway. He heard what sounded like a family of squirrels running around in the attic and, shortly thereafter, was reunited with his elven comrade. The attic ladder nearly crushed the poor kobold, but “almost” is the key word here.

Club decided to pick the lock to a locked door and made quick work of it. The two of them entered the room without listening to the door and found themselves in a bedroom with a skinny, well-dressed man named Wafer lying in bed and eating a seven course meal. Thinking quickly, Club readied his crossbow and fired a dart at the man’s head. The man died instantly. Club, feeling remorseful about his brash decision, began to search the room for a reason to justify his wanton killing. He only found a copy of a workers’ rights pamphlet, making him feel even worse. After some moping he dismissed the dead man as a “class traitor” due to his presence in an opulent manor. He was also sure to relieve the corpse of its wallet. Finally having a moment of reprieve, Club searched through Snauheim’s wallet and found 80 gold pieces. Wafer’s wallet only held 10, bringing Club’s total to 260 gold coins.

Zolohan, upon seeing his companion murder a man, suddenly felt ravenously hungry and helped himself to some of Wafer’s T-Rex meat.

The two set to hiding the body. They quickly closed the bedroom door and began to search the room for places to hide it. They debated about throwing it out the window, and even attempted it once to less than successful results; the window proved to be far sturdier than they anticipated and the two fell into a pile.

Next, they tried to hide the corpse in the closet but it was full of rotting food. Club foolishly touched the food and was promptly poisoned, nearly dying in the process. They finally tucked the body under the bed and left the room. Outside, they were immediately stopped by Tolly, a well-dressed, and well-muscled woman. The two managed to convince the friendly lady that they were the hired performers for the night. Club told her about being poisoned and she asked him if he had tried to open Wafer’s closet. “Honestly, we’ve tried to implement a ‘no food in bedrooms’ policy, but he just won’t listen. It’s really quite disgusting.”

Tolly invited the two down into the kitchen where she was certain the head chef should be able to whip something up to make Club feel better. The chef offered Club a pulsing vial of antidote, which Zolohan slapped out of his little claws. Zolohan insisted there must be a more attractive alternative. The chef offered a cake form of the antidote, which also pulsated and had a small vein on it. Club choked it down and started to feel better.

Gains this session:
90 gold pieces for Club Sandwich (unclear if he intended to share)

Creatures defeated:
1 man named Wafer