Monday, April 18, 2016

Free Map Monday - The Dock on the Edge of Time and Space




On the shores of reality lies a mysterious port of call. Every seven years a gateway opens and the veil of time and space is pulled back. What fantastic adventures will be revealed?
This week's map is actually two! I hope this poster sized map finds a place in your adventures.

Patreon supporters this month get the hi-res poster size files and the second story of the dock house. Patrons at the $2.50+ level will get bonus versions with square and hex grids.

Monday, April 11, 2016

Savage Dungeons: Goblins and Kobolds and Bugbears, oh my!





 The Basic red box for me was not just about ease of learning how to play the game, but also ease of GMing a game. I want to add that same notion to Savage Dungeons. Like the Quickdraw characters and possibly choose-your-own adventures for players, I'd like to develop  simple paint-by-number styled adventures for beginning GMs.  I am playing with how to present monster stats simply but still remain Savage. Looking at the stat block for monsters in the Basic F20 adventure, there is still a lot of information presented that didn't come up often in a typical dungeon crawl or encounter. After reading the article Instant NPCs for Fifth Edition D&D by +Mike Shea, in which he refers to a blog post Monte Says: PCs versus NPCs in which +Monte Cook talks about simplifying NPC (and creature) details. Monte goes on to talk about how the Cypher system makes it easy to create NPCs and monsters on the fly. In the Cypher system NPCs are represented by one number that is essentially their level of difficulty. In early F20 games this difficulty was represented by the Hit Die as well as treasure type and PC experience point value--Risk vs. reward. In his article Mike concludes that for Fifth Edition D&D, "We likely can't design a system as simple the one in the Cypher system for combatant NPCs. Monsters in D&D have quite a bit of crunch to them with their six attributes, hit points, armor classes, attack scores and the like.", but what about Savage Worlds?looks at NPC creation through the lens of the Cypher System, I began to wonder if Extras in Savage Worlds could be reduced to just a few stats?  How much information is actually needed for a typical combat or non-combat encounter? Since Savage Worlds already makes a distinction between Wildcard and Extra NPCs half the work of simplification is already done, but can we get even simpler? Can we design a "Quickdraw" Extra?

Starting with the most common of fantasy monsters, I created my Basic version of the Savage Worlds Goblin:

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Climbing d4, Notice d6, Stealth d6, Throwing d4
Charisma: -1; Pace: 5; Parry: 4; Toughness: 4
Weapons: Short Sword (Str+d4), Spear (range 3/6/12; Str+d4)
Special Abilities:
     • Infravision
For the most part the average goblin's role in a typical dungeon setting tend to be fighting, creating mischief, and draining the PC Wildcard's resources. with that in mind, the most useful information about goblin Extras is their Fighting (d4) and Throwing (d4) Skill, Parry (4), weapon damage (Str+d4), and Infravision. Aside from Infravision, all the base difficulty of a goblin extra is 4 or d4. A Wildcard Extra stat block in Savage Dungeons might look something like this: Goblins (d4, Parry 4, Toughness: 4, Damage: 2d4,  Morale d4, No. Appearing 1+1 per Wildcard, Special: Infravision)

To check the numbers I ran some simulations on +Richard Woolcock's Build Comparison and Savage Worlds Battle Simulator which are fantastic resources. Compared to his Goblin stats the d4 goblin is slightly less intimidating, but in numbers will definitely keep a party of novice wildcards on their toes.

I'd love to get some feedback on this concept. Do you think its a viable solution to rate Extras based on a single die type?





Friday, April 8, 2016

Free Map Friday - Dead Horse Canyon


Its been a while since I've created some strictly outdoor terrain and I really enjoyed this one. I hope you finds a home in your weird west, fantasy, weird wars, or maybe even a teenage horror adventure. Let me know how you use it--post a pic and tag me!

Patrons get the hi-res poster size files and patrons at the $2.50+ level will get bonus versions with square and hex grids.

Monday, March 21, 2016

Savage Dungeons: BECMI, Ranks, and a look ahead at the Magic User


  In our recent discussions here at The Middle-kingdoms HQ, we've talked about how Savage Dungeons should be modular in its approach adding new parts as characters (and GMs) go up in Ranks— Basic would use only the simplest core rules, Expert will add more moving parts, Companion/Master being the  version using all of the core Savage Worlds Deluxe rules, and Immortals using the complete Savage Worlds Deluxe rules plus some additional setting rules for epic play. It's still unclear how far we'll take this concept, but we'll have a better idea as we play through each. 
 

The current proposed breakdowns are:
·       Basic Setting Rules - Novice to Seasoned Ranks
·       Expert Setting Rules - Seasoned to Veteran
·       Master Setting Rules - Veteran to Heroic
·       Legends Setting Rules - Heroic to Legendary Ranks
·       Immortals/Epic?


We’re working on the Basic Setting Rules for character generation and we have been able to playtest the Quickdraw Wildcard creation using only Wildcard attributes predetermined by archetype and an edge. The edge is either chosen from a list of character backgrounds or can be rolled for as a random table. Hindrances and additional edges can be introduced after the first or second game session in a similar playbook fashion or perhaps written into the adventure. As I said in the first post, Quickdraw Wildcards were originally conceived as a way to quickly introduce Savage Worlds to my family play group who were mostly familiar with Labyrinth Lord and had never played Savage Worlds, so far they are working out great. We’ve been play-testing the Fighter Archetype and will start work on the Magic User Archetype next. Since trappings seem to be a hard notion for my old school style gamers to grasp, we’ll be rewriting the spell descriptions using the spells from the OGL and then applying the appropriate Savage World powers. 

We’ll start with the first and second level Magic User Spells for the Basic Rules.

First Level Magic-User Spells
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Magic Mouth
Protection from Evil
Read Languages
Shield
Sleep
Ventriloquism
Second Level Magic-User Spells
Continual Light
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock



I found with the Savage Worlds Basic Character Record Sheet that if I keep things familiar enough the transition from Labyrinth Lord to Savage Worlds is easy and fun. I look forward to posting some of the spells as and the Magic User Quickdraw Wildcard as it progresses.



Friday, March 18, 2016

Free Map Friday: Shrine of the Vampire Beetle



Hidden below the surface world are mysteries man was not meant to discover. Ancient alien cities, monuments and shrines that were once long forgotten, have become home to new creatures. Recently rediscovered the Shrine of the Vampire Beetle has become active once again.

I have a soft spot for dungeon delves and this week it shows. I hope you find a home in your adventure for this map. Let me know how you use it and what story it tells.

My imagination is already at work with a tale about six petrified aliens, a combination lock puzzle, and several traps. Oh, and don't forget the Vampire Beetles!

Monday, March 14, 2016

Free Map Monday: Bran Keep Level 2







This week's Free Map Moves up a level in Bran Keep. On level 2 we find the Hall, the Queen Mary bedroom, a Gothic hall - Yellow Salon, a Large Saloon, as well as some secrets.

Bran Castle is one of several reported residences of Vlad the Impaler, whom Bram Stoker based the character of Dracula on. This map is a bit smaller than the actual Bran Castle floor plan, but still captures some of the main features such as the long stair to the entrance, the well in the inner courtyard, and the giant rock that the foundation of the Castle sits on.

Monday, March 7, 2016

Free Map Monday: Bran Keep







With one of my all time favorite Vampire adventures making a comeback of sorts this month I thought I would explore the castles of Dracula. This week's Free Map takes its inspiration from Bran Castle in Romania. Bran Castle is one of several reported residences of Vlad the Impaler, whom Bram Stoker based the character of Dracula on. This map is a bit smaller than the actual Bran Castle floor plan, but still captures some of the main features such as the long stair to the entrance, the well in the inner courtyard, and the giant rock that the foundation of the Castle sits on.

Stairway to the entrance of Bran Castle
Check out the official Bran Castle web site for more information about this inspiring location. Oh and by the way, if you happen to have a dragon's horde of treasure sitting around, it's for sale.

Fortunately Bran Keep will only cost you the time to download it from here.
 







Heart of Darkness is a Science Fiction Gothic Horror Love Story, the story of the maiden voyage of the Mara Irons. After setting sail, the Mara Irons became the victim of an unexpected solar event. Blown off course and out of control, the luxury cruise ship was thrown into the uncharted regions of the Great Barrier Asteroid Field where it was tossed about and battered. Severely damaged and lost, the spacecraft finally came to rest in a sea of mangled metal, lost hope, and broken dreams and in the darkness, something evil wakes.




Heart of Darkness is currently available digitally as a White Star compatible adventure and as a Savage Worlds licensed adventure.