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World of Darkness Slasher – The Krampus

Posted by Mad Brew On December - 25 - 20112 COMMENTS

[WARNING: Some people may find the following offensive. If you do, you were warned... do not whine about it in the comments.]

Merry Krampus by Steven Austin

Merry Krampus by Steven Austin

Since time before the charlatan they called Christ walked the deserts outside Babylon, I have fed upon the terror and the bones of unruly children. My legend is immortal and I shall continue to feast on disobedient pups and wash my feet in their blood. Though my reputation ensures many a child grows into honorable adults, I fear that there are too many bad apples for me to sink my teeth into. Alas, though my power holds, its reach is not far enough and this world shall forever grow worse under the ravages of bad seed.

Background

The Krampus is a Slasher of Legend and he roams the World of Darkness every Yuletide in search of miserable little juveniles in need of punishment. In the beginning, the Krampus would only visit children in the night and sneak into their rooms to scare them. Though, as his legend grew, so did the terror and ghastly stories connected with him. His legend began to change his method of operation.

Over centuries, the Krampus was shaped by the stories parents told their children to encourage good behavior and he grew from a simple frightener of the night into a horror that fed upon wicked children. What behavior attracts the Krampus variable and depends on the stories parents tell their children. Should a child defy a parent’s wish which was communicated in the Krampus story, then there is a chance the Krampus will attempt to collect the child during Yuletide, though the Krampus prefers the flavor of bullies, liars, and teenagers of any sort.

What exactly constitutes a child in the Krampus’ eyes is determined by the culture, in most areas this begins when the child starts school (around 5 or 6) and ends when they are legally an adult (anywhere between 16 and 21 years of age). The Krampus can appear anywhere, but it is strongest where it’s stories are more prevalent. Austria and Bavaria are predominant in Krampus sighting; however, the Krampus often visits American towns where there is a large concentration of Germanic culture.

Appearance

The Krampus is vaguely human and is covered in short white fur (often splattered with the blood of bad children) and carries a massive wooden bucket chained to his back. The bucket is often filled with the appendages and blood of recent victims and both the bucket and its chain are used as weapons.

The Krampus also has an elongated tongue that constantly lolls out of its mouth and with which he alternatively frightens children or tempts women. He also has two twisted horns protruding from his forehead.

Storytelling Hints

The Krampus can only target children that have defied parents that have threatened their children with his legend. The Krampus is truly immortal as long as his stories continue to be told to children and should he ever be reduced to zero health, he dissipates in a cloud of coal soot and returns to his ways the next Yuletide.

The Krampus believes he is doing the world a favor and that his activities makes the world a better place. He thinks his presence inspires children to grow into good, responsible adults while he culls the bad seed from the world. He often monologues about such things when he claims rotten children to torture.

The Krampus is known for more than his thirst for misbehaving children and is known for his lust for the ladies and his obsession with cleavage in particular. A woman can attempt to persuade the Krampus to leave a particular child alone with a Seduction (p84-85 World of Darkness core rulebook) roll. For this particular roll, equipment rating is determined by the woman’s bust size (Storyteller’s discretion on how many dots).

Bad Bucket of Blood

This bucket can be spun around as an All Out Attack that targets all opponents in a 3 yard radius and it also counts as a Close Combat attack (Strength + Weaponry).

  • Damage 4
  • Bashing (-2)
  • Knockdown 1
  • Knockout 2
  • Area Affect 3
  • Size 4 (-4)
  • Two-Handed (-1)

Chains of Castigation

The chain connected to the Bad Bucket can be used as a weapon by itself. A successful attack causes continuous damage as the sins of the victim burn her flesh. The Krampus gains the benefits of specializing in the Bad Bucket, Favored Weapon, and Weaponry Monomaniac as these chains are actually considered part of the Bad Bucket and are just an alternate use.

  • Damage 1
  • Lethal
  • Continuous Damage 1
  • Range 3
  • Size 3 (-3)
  • Two-Handed (-1)

Be sure to visit Nevermet Press as they have kindly commissioned the art and organized the Krampus Karnival.

Listening to: DevilDriver – Beast – Shitlist

Tunes of the Weird West: Ghoultown

Posted by Mad Brew On September - 30 - 20114 COMMENTS

When crafting or playing in the Weird West, it’s often handy to have some inspirational tunes spinning in the background. The band that I immediately think of for Weird West warbles is Ghoultown.

Ghoutown with Elvira

Ghoutown with Elvira

Their catchy hymns manage to strike a particular chord of the strange and horrific that is perfectly suited to a Weird West adventure. From tales of drinking with the dead to serial killers aboard trains, you can never go wrong firing up a track from one of their albums.

Life After Sundown

Life After Sundown

The flavor of their music is firmly in the realm of rockabilly/psychobilly; which means you get a fusion of hard rock riffs and lyrics mixed with blues and classic western guitar twang. Their is also a strong influence from south of border with a strong influx of mariachi inspired brass.

Their style eventually attracted the Mistress of the Dark, Elvira, to seek a theme song and video from the psyhobilly rockers from Texas. And for Vampire fans out there, their gig posters actually appeared in the 2004 Vampire the Masquerade: Bloodlines PC game. Well, enough of my wailin’s, I’ll their music speak for itself.

Wild West Weeks

Listening to:  Ghoultown – Skeleton Cowboys – Hog Trail

Legends of the West: Vitality & Experience

Posted by Mad Brew On September - 28 - 2011ADD COMMENTS
Wild West Weeks

Wild West Weeks

I haven’t given up on my 24 Hour RPG, Legends of the West, even though I didn’t make it within the time limitation. Here are two more Traits, Vitality (and Wounds) and Experience. Vitality is integral the Wounds system and determines what kind of beating a character can take while Experience is the currency of character improvement.

VITALITY & WOUNDS

Injury, disease, famine, and other ailments are a daily concern for people living in the frontier. Medicine and doctors are not as ubiquitous as they are in the urban areas of the East. The Trait that governs injury and general health is Vitality. Vitality is calculated from adding a character’s Body Resistance with her size and a static value. The default and minimum static value is five, but Judges can adjust this value to make the game more forgiving. Humans have a default size of five.

Whenever a character suffers injury, if the amount of injury meets or exceeds her Vitality score, then she suffers a Wound. For every Variance of Success, the character suffers an additional Wound. For every Wound, a character must apply a negative one modifier to all Action Rolls. A point of Grit may be spent to ignore Wound modifiers for a single Action Roll.

Once a character reaches five Wounds, she falls prone, is helpless, and cannot take actions. Any Wounds beyond five requires a character to make a Death Roll. A Death Roll is a special Action Roll where the Difficulty Rating is the difference between fifteen and a character’s rank in Resilience and Wound modifiers still apply. If the character fails, she’s ready to be fitted for a pine box. At negative ten Wounds, a character is automatically dead and no roll is required.

Vitality = 5 + Size + BR
Minimum Vitality = 1
Death Roll = 15 – BR + Modifiers

EXPERIENCE

Experience (XP) is the currency by which players improve their characters. When and how much Experience is given is determined by the Judge, but Legends of the West recommends somewhere between five and ten a session with adventure rewards after each milestone of a story. There are plenty of other things a Judge could award Experience for, such as roleplaying or performing gaming tasks, but that’s left up to the discretion of the Judge and her group.

All Experience costs are listed under the Trait descriptions, but they have been collected in the table below.

Experience Cost Table:

Trait

XP Cost

Ability

New Rank x 5

Attribute

(10 + New Rank) x 4

Legend

New Rank x 25

Wild West Weeks

Listening to:  - True Grit OST – Father’s Gun

Wild West Minis DB

Posted by Mad Brew On September - 26 - 2011ADD COMMENTS

Miniatures and terrain are not for everyone, but many gamers like to enhance the visual experience of their game or require physical portrayals of the action for tactical reasons. If you’re looking for miniatures and terrain for a Wild West game, look no further, this article is your ultimate resource. I will highlight few of my favorite figures/lines.

At the end of the article you can find a Wild West Miniatures Database that compiles 75+ different miniature and terrain lines to fit the needs of anyone gaming in the American Old West. If you know of a manufacturer that isn’t on that list (or find that one of my links are broken), do not hesitate to inform me.

Witchtown Tales

Witchtown Tales documents a private Old West miniature collection. It shows some excellent paint schemes for figures as well as terrain. However, one of it’s best resources is its manufacturer scale comparison page.

Old West Scale Compare

Old West Scale Compare

Dixon Miniatures

Dixon has a solid range of figures and considering that the same figure can come with multiple head variants, it makes their line surprising large. I think my favorite mini from Dixon are the Lying Wounded and Lying Dead figures.

Lying Dead

Lying Dead

Noon Stage

Noon Stage

Blue Moon Manufacturing

Blue Moon’s lineup features a lot of famous names from the legendary West. The Earps, the James, and most of the names you hear while watching Tombstone are there.. I really like the Tombstone Civilians set and the Wild Bill Hickok and Calamity Jane pack. Of particular coolness is Blue Moon’s Wagons Ho! line.

Tombstone Civilians

Tombstone Civilians

Wargames Foundry

The Foundry probably has the most expansive selection of Old West miniatures available. I especially like their Townsfolk and Mountain Men lines. For the gamer with deep pockets, they have two excellent army packs. The Plains War Indian Army comes with 99 figures (51 horses), but will set you back $450.

Yellowstone River Mountain Men

Yellowstone River Mountain Men

Black Scorpion

Black Scorpion has some of the most gorgeous Western themed lines available. They are a little taller than your average heroic sized minis (32mm vs. 28mm), but those extra millimeters allows for some additional detail. Particularly, I like the Billy the Kid and Bobba Fat Mexican sculpts.

Bobba Fat Mexican

Bobba Fat Mexican

Eric Hotz

Hotz’s Whitewash City is probably the most affordable, dynamic and re-usable terrain available for Old West gaming. It’s cardstock, but that means you can easily modify the images to change up the look and feel of building. I also like the game mat they have as a base for building an Old West town.

Whitewash City

Whitewash City

Hovels, Ltd.

Hovels provides their resin buildings either plain or already painted. In addition to the 25mm Wild West line, they also have an American Civil War line which could easily be used in an Old West setting. My particular favorite is the Grand Hotel.

Grand Hotel

Grand Hotel

Roll Your Own

For the crafty gamer, you could also build your own terrain out of balsa wood or cardstock. A tutorial by David Marshall and another from Dave Bezio should give the DIY gamer a good place to begin.

Davestown Balsawood

Davestown Balsawood

Wild West Minis DB

 

Wild West Weeks

Listening to: Toy Story 2 Video Game OST – Al’s Penthouse

24 Hour RPG: Traits III

Posted by Mad Brew On September - 25 - 2011ADD COMMENTS

Another Traits entry for my 24+ Hour RPG, Legends of the West. I added some functionality to Background Traits, which is below, then I introduce Grit and Destiny. Both new Traits allow you to resist the randomness of dice.

Players may also Invoke Backgrounds. To Invoke a Background, the player simply declares that a prop or relationship correlating to her Background exists in the current scene. A prop is any inanimate object smaller than a building that could conceivably exist in the setting. A relationship simply means that a person, location, or object has some kind of tie to the character’s background. Backgrounds may be invoked twice per session.

An example prop would include a Bounty Hunter declaring that a wanted poster with a non-player character’s face on it is tacked to the billboard at a train station. An example relationship would be an Outlaw declaring that the saloon is a safehouse for is gang.

GRIT

Life in the frontier has a way of hardening a person, and Grit is the product of those hardships. Characters can call on Grit to steel and redouble their efforts. Grit may be spent by characters in order to improve their chances to succeed.

Grit is gained whenever a characters gains a new rank in Legend or the player rolls the Devil’s Mark, a Weird, and for every Degree of Variance in failure. The most Grit a character can obtain is equal to five plus her rank in Legend. Characters also begin play with five plus their rank in Legend.

Characters may spend Grit to swap in a Legend Die on an Action Roll, to add two to the result (before the roll) of an Action Roll, to re-roll and Action Roll, or to take an Immediate Action. Grit may only be used on Action Rolls (i.e. not on Damage Rolls). A list of actions along with their cost in Grit can be found in the table below.

Grit Cost Table:

Action

Cost in Grit

+2 to Action Roll

1

Legend Die

2

Re-Roll Action

3

Immediate Action

4

DESTINY

Destiny is usually viewed as an external force of the universe exerting its influence on persons to direct them towards a predetermined fate, which people arrive at regardless of their own actions or the actions of others. Legends of the West views destiny as a guiding force that can be thwarted, redirected, or harnessed.

Every character has two Destiny Traits. These traits are usually presented as phrases, such as Fastest Gun in the West or Vengeance Shall be Mine. Destiny Traits dovetail with Backgrounds, but instead of describing a character’s past, they describes the character’s future.

Character’s also have Destiny points, which allow them to practically change the outcome of events. A character can have no more Destiny Points than their rank in Legend. Character begin play with their Legend rank worth of Destiny Points. Characters gain a Destiny Point whenever they gain a rank in Legend or when coerced into action by the Judge.

Destiny Points may be spent to obtain an automatic success on any Action Roll, and that action counts as if it had one Success Variance. Additional Destiny Points may be spent to increase the degrees of Variance by two. Destiny Points may also be spend to fully negate injury inflicted by a single attack.

Once per session, a character may Invoke her Destiny, much like Backgrounds, and place a prop or declare a relationship in a scene correlating to one of her Destiny Traits. Everyone at the table must agree that the prop or relationship is connected to her Destiny Traits in some fashion.

Finally, the Judge may Coerce a character to perform an action based on her Destiny Traits. An example would be compelling the Fastest Gun in the West to enter a showdown with Billy the Kid. If the player accepts the the Coerce, she receives a Destiny Point. The player may choose to receive the point either before or after the action. If the player refuses, she may not invoke the Destiny Trait involved until the next session.

Wild West Weeks

Listening to: Red Dead Redemption – Red Dead Redemption OST – The Shootist

24 Hour RPG: Traits II

Posted by Mad Brew On September - 25 - 2011ADD COMMENTS

Well, I failed the 24 Hour RPG challenge, but I’m still going to complete the game. Here are two more Traits, Abilities and Backgrounds. I have four more Traits which are almost finished, Grit, Destiny, Qualities, and Experience.

ABILITIES

Abilities represent skills and talents that a character excels at. Most every action can be tied to an Ability and only one Ability can apply to a single action. So while hogtying a calf would fall under Animal Ken, hogtying an outlaw might fall under Security. If a character has ranks in both, then only the higher bonus applies.
Every Ability has a Key Attribute and that Attribute’s rank applies to any Action Rolls employing that Ability. If a character doesn’t have an appropriate Ability for an action, she suffers a negative two penalty to her Action Roll. Below is a table of Abilities, but Judges should feel free to add new Abilities as necessary.
Ability Key Attribute Example Actions
Acrobatics BF Walking along ledge, flips, cartwheels
Animal Ken MF Training a horse, driving cattle, hogtying
Athletics BP Jumping across a ravine, climbing a wall, swimming
Brawl BF Wrestling, boxing, and unarmed martial arts
Crafts MP Makin’ stuff
- Blacksmith Beating hot metal into horshoes, daggers, and picks
- Bowyer/Fletcher Shaping bows and arrows
- Carpenter Building furninture, homes, and barns
- Cordwainer Manufacturing stagecoaches and wagons
- Machinist Mechanically removing metal to form firearm barrels
- Mortician Preparing the dead for display and burial
- Potter Making pots, mugs, and plates from fired claw
- Saddler Turning leather into saddles and bridles
- Tailor Stitching cloth and leather into clothes
Demoltions MP Digging mines and blowing up safes
Gambling MF Playing Faro, Poker, or Craps
Knowledges MP Remembering stuff
- Biology Ecosystems, life cycles, and general bodily function
- Chemistry Combining elements to create useful substances
- Engineering Building bridges, understanding structural integrity
- Geogprahy General and detailed information about regions
- History Understanding how things in the past shape our future
- Linguistics Reading, writing, and speaking languages
- Local Knowing who’s who
- Medicine Understanding disease and mending the body
- Occult Understanding native rituals, Christianity, or the sasquatch
Intimidation MF Putting fear into a man for a purpose, or not
Melee BF Inflicting harm with weaponry
Perception MF Being aware of your surroundings and spotting detail
Persuasion MF Negotiating, bluffing, and diplomacy
Riding BF Motivation via our hoofed friends
Security BF Implementing or circumventing security
Shooting BF Putting a bead on your enemies
Stealth BF Sneaking and hiding
Streetwise MF Obtaining information from locals
Survival MF Tracking, hunting, and knowing what to eat

Cost: New Rank x 5
Maximum Rank: 5 + Legend

BACKGROUND

A Background is a Trait that represents a character’s history, training, and to some extent, a character’s potential. Background traits allow characters to overcome some of the limitations imposed by the Legend Trait. Backgrounds are usually professions like Cowpoke and Bounty Hunter, may also describe events or geography integral to a character’s history, such as Donnor Party Survivor or New Yorker.

A Background has two key Abilities. The Legend rank limitation for these key Abilities are removed, allowing the character to purchase ranks in those Abilities greater than their Legend rank. Every character begins play with a single Background.

Background Table:

Background

1st Key Ability

2nd Key Ability

Bounty Hunter

Shooting

Survival

Cowpoke

Animal Ken

Riding

Lawdog

Security

Shooting

Mountaineer

Animal Kem

Survival

Outlaw

Shooting

Streetwise

Prospector

Demolitions

Engineering

Teacher

Any Knowledge

Any Knowledge

Young’n

Any Knowledge

Special

The above table is just a list of example Backgrounds. Judges and Players should feel free to create their own. They’re easy to create, just pick a descriptive name and then choose two Key Abilities. Those Abilities are now free of Legend limitations. However, of special note is the Young’n Background; it allows a player to choose a Background during play. A Judge should only let Backgrounds with this special ability be created after some contemplation.

Cost: All characters receive 1 free Background

Wild West Weeks

Listening to: Ennio Morricone – The Good, the Bad, & the Ugly OST – The Ecstasy of Gold

24 Hour RPG: Traits I

Posted by Mad Brew On September - 24 - 2011ADD COMMENTS

The following is the first part of the Traits that are available in the Legends of the West, a 24 Hour RPG.

ROLL YER MAKINGS

This section presents the tools necessary for players to create Legends of the West. It describes the Traits common between all characters, explains their mechanical function, and details how to assign ranks to them during character creation and while adventuring in the West That Never Was.

Legends of the West does not employ levels or classes; all characters are built Trait by Trait from the ground up. The currency by which these Traits are increased is called Experience (XP). The Judge will hand out Experience whenever she sees fit, either individually or to the group.

LEGEND

The closest approximate to a level in Legends of the West is your Legend rank. Your Legend sets the upper bounds of every other Trait. Beyond its function as a power limiter, Legend is also a gauge of a character’s fame, or notoriety, depending on your perspective. This means characters of greater Legend in a posse of mixed ranks of Legend will have a target painted on their back when drawing down on rivals. With a high enough Legend, the government may even be pursuing your character. Whether it’s to put you down or to recruit you depends on your past deeds.

Most cowpunchers and settlers have a rank of zero in Legend, but all player characters start out with one rank in it. Ten is the official maximum rank, but Judges may impose limitations on purchasing ranks. The maximum rank of any purchased Trait for a character with no ranks in Legend is five. For every additional rank in Legend, the maximum rank for other Traits increased by one.

Cost: New Rank x 25

Maximum Rank: 10

Showdowns

Showdowns are what amounts to random, non-wilderness, encounters in Legends of the West. A Judge can take them or leave them, depending on what works best for her adventure. Whenever a character rides into town, every day spent there is a cumulative chance that there’s some fellow shows up wanting to test her luck against a Legend. How the upstart goes about challenging the character is variable and can either be determined randomly or left up to the Judge’s discretion for whatever best fits the story.

Calculate the character’s Showdown DR (see below) then make an Action Roll against the Difficulty Rating and add a +1 modifier for every day the character has been in town. Swap in Legend Dice if the character is Wanted (see Reputation) or if a Quality applies to the situation.

Showdown DR = 20 – (2 x Legend) + Reputation

If the roll exceeds the Difficulty Rating, then roll a d6 and see how the rascal plays it out. The Showdown Challenges are sparse, so feel free to add your own.

Showdown ChallengeTable:

Roll d6

Challenge

1

Drink!

2

Gamble!

3-5

Draw Iron!

6

Bushwhacked!

MEASURE

Legends of the West uses two Facets comprising of three Attributes a piece to take the Measure of a character. The Facets, Body and Mind, each have a Finesse, Power, and Resistance Attributes. Every Ability or Action has a Key Attribute and its value is added to Action Rolls involving them. The minimum rank one can have in an Attribute is negative five while the maximum rank, like all other Traits, is five plus the character’s Legend rank. Should a character ever be reduced beyond negative five in an Attribute, that character falls helpless and cannot take actions.

Cost: (10 + New Rank) x 4

Maximum Rank: 5 + Legend

Body Finesse

The Finesse Attribute of a character’s Body (BF) covers characteristics such as dexterity, agility, and fine motor skills. This Attribute is most important for targeting opponents, acrobatic feats, maintain your balance, and for avoiding mishaps and area affects.

Body Power

The Power Attribute of a character’s Body (BP) measures brawn and and shear physical might. This Attribute is crucial for inflicting injuring on foes during brawls and for lifting and carry weight, especially while climbing or jumping.

Body Resistance

The Resilience Attribute of a character’s Body (BR) represents physical endurance, stamina, and the ability to fend against disease and sickness. This Attribute is essential for surviving poison, avoiding Consumption, and being able to take a blow.

Mind Finesse

The Finesse Attribute of a character’s Mind (MF) describes the ability to think on your feet and quick wit. This Attribute is necessary for situational awareness and helps a character react to social situations or to danger in combat.

Mind Power

The Power Attribute of a character’s Mind (MP) denotes critical thinking, the ability to learn, and breadth of knowledge. This Attribute is significant whenever information retention is required and for applying knowledge in craft.

Mind Resistance

The Resilience Attribute of a character’s Mind (MR) reflects will and determination as well as the ability to shrug off mind crushing events. This Attribute is key for  resisting insanity, mental fatigue from sleep deprivation, and sustaining a battle of wills.

SAND

A character’s Sand represents her defensive capabilities. How quick can she evade that stick of dynamite, whether he’ll survive that scorpion’s sting, or even if she can keep her wits after chewing on some peyote. Your Sand will determine if you can survive the many perils of the frontier. Unlike the previous Traits, ranks in Sand cannot be purchased; they are derived from your other Traits or may be modified by Knacks and Quirks.

Reaction

A character’s Reaction score reflects the capability for evasion and responding to threats. It’s your reflexes and requires both mental and physical agility, thus the Body Finesse and Mind Finesse Attributes are used in its calculation.

Reaction = BF + MF

Resilience

A character’s Resilience score represents the resistance to fatigue, poison, and disease. It’s your fortitude and is composed of both the Body’s Power and Resistance Attributes.

Resilience = BP + BR

Resolve

A character’s Resolve score measures one’s strength of will. It’s your willpower and the Mind’s Power and Resistance Attributes are used in its calculation.

Resolve = MP + MR

Wild West Weeks

Listening to: Hans Zimmer – Rango OST – Stuck in Guacamole

24 Hour RPG: Core Mechanics

Posted by Mad Brew On September - 24 - 2011ADD COMMENTS

I’ve nominally decided to call this 24 Hour RPG, Legends of the West. In this post I’ve cooked up a core mechanic that seeds normal distribution (bell curve of success) with the ability for any action to succeed, albeit with slim probability. Later, I’ll add ways to improve chances with additional mechanics.

THE MOTHER LODE

This section explains the principal mechanics that power Legends of the West. Understanding how things operate should help players build characters that can effectively fill the concepts they want to explore. Optional rules are presented in sidebars, but just because this manual doesn’t consider a core rule optional doesn’t mean the players cannot change or ignore something that does not meet their needs. With that in mind, consider all the rules optional.

ADJUDICATION

Legends of the West requires at least one player to be the Judge. The Judge’s role is to provide seeds of adventure for players’ characters to act upon and then facilitate conflict resolution once those character end up in hot water. It is a mighty responsibility to become the Judge, but it is the most important role at the table. Just remember, a Hanging Judge is just as likely to find himself swinging from the end of a noose as is her victims.

THE CORE MECHANIC

Most daring-do that a Legends of the West character attempts is determined by an Action Roll. Choose the Ability that governs the action that is being attempted and note any modifiers. The Judge may also impose additional circumstantial modifiers. Now, roll three six-sided dice (3d6), add any modifiers, and then compare the result to the Difficulty Rating (DR). If the total result meets or exceeds the DR, the action is a success. Other rolls, such as Effect Rolls or Damage Rolls may be required upon success as determined by the Ability’s description.

Not every little nuance a character does needs to be resolved with an Action Roll. Unless the action is critical to the telling of the tale, the Judge should just let it happen. So there’s no need to roll to see if a character can put her boots on or make a fire to cook a meal, unless failure would add to the drama. Like if lighting the fire means surviving a cold winter’s night in the mountains.

Legend Dice

Legend Dice provide a twist on the conventional Action Roll. A Legend Dice has the ability to explode. This means that whenever a Legend Die resolves at that its highest possible value (i.e. a 6 on a d6), then that die is rolled again and the results are added to the total. Legend Dice continue to explode until a result other than the highest value is rolled.

Legend Dice replace normal dice in the Action Roll, so a player never rolls more than three dice. Legend Dice can be used under three different circumstances:

  • Specialization: The character is specialized in the action
  • Grit: A character spends one Grit
  • Quality: The scene relates to a character’s Quality

No more than one Legend Die may be used in an Action Roll for each circumstance. For example, if more than one Specialization applies to an action, the character still only receives a single Legend Die. However, it is possible to have every die be Legend Dice in an Action Roll if all three circumstances apply.

Difficulty Rating

DR is either determined by the Judge, from an Opposed Roll, or  by the Ability being used, in which case the Difficulty Rating will be found in its description. For Action Rolls without a defined DR, consult the table below to determine how hard an action is to accomplish.

Difficulty Rating Table:

Difficulty Rating
Very Easy 5
Easy 10
Moderate 15
Difficult 20
Very Difficult 25
Insanely Difficult 30
Legendary 40

Ones & Sixes

Automatic success and failure is not present in Legends of the West by default. This means that there are some tasks that some character cannot ever achieve from a vanilla Action Roll. Spending Grit for a Legend Die might give a character a snowball’s chance in hell, but it’s very slim. The West ain’t for the faint of heart, kiddos.

Even so, interesting things do happen when a player rolls the maximum or minimum values of the dice on an Action Roll. When a trinity of sixes appear when all three dice are rolled ( not on individual Legend Die rolls), it’s called the Devil’s Mark and the character gains one point of Grit. When a trio of ones are rolled, that called a Weird, and the character gains three Grit. Achieving rock bottom failure has a way of hardening a man. These results may also have other consequences dependent on the scene.

Variance of Success & Failure

The potential effectiveness, or impotence, of an action is determined by the Variance of an Action Roll. Variance is calculated by finding the difference between the Action Roll and the Difficulty Rating. Every increment of five the Action Roll exceeds or falls short of the DR counts as a Variance of Success or Failure, respectively.

For example, if the total result of an Action Roll is twenty-four and the DR was fifteen, that action would have a Success Variance of one. Variance can mathematically be calculated by subtracting the DR from the Action Roll total and then dividing the difference by five, always rounding down.

The mechanical effects Variance is detailed in the description of an Ability. However, not every action or Ability will take Variance into consideration, but the Judge and players should feel free to improvise for effect when as the situation dictates.

Optional Rule: Critical Success & Failure

Whenever a Devil’s Mark is rolled, that action automatically succeeds even if the result does not meet or exceed the DR. If the result does meet or exceed the DR, the Devil’s Mark counts as an additional Variance of Success.

Whenever a Weird is rolled, that action automatically fails even if the result meets or exceeds the DR. If the result would already be considered a failure, the Weird counts as an additional Variance of Failure.

24 Hour RPG Live Blog

Posted by Mad Brew On September - 24 - 20112 COMMENTS
24 Hour RPG

24 Hour RPG

Today, I’m kicking off a 24 hour challenge where I develop a entire RPG, starting now (noon) and ending tomorrow at noon (EST). The rules of the challenge:

  • Must complete within 24 hours
  • All work must be done by me
  • No pre-work, but can be based on pre-existing ideas
So, while I cannot help but to have thought about what I want to explore, I have yet to write anything down. The rules I want to create will be suitable for roleplaying in the historical Old West, but easily expanded to include elements of Fantasy, Horror, and Weird. If I have time, I’ll explore those concepts as part of the challenge, but they are not necessary for my goal.
I want to try a bottom up approach, where I create a core system skeleton upon which I add fiddly bit that hopefully enable the themes of the game. Since I’ve had a particular style of system burning a hole in my mind, I’m going to use those ideas to get the ball rolling.
I don’t expect this project to be groundbreaking or revolutionary, but there are some dice mechanics such as normal distribution and use of exploding dice that I would like to explore. So this challenge will be more of a cathartic experience where I test these ideas and purge them from my system so I can move on to other ideas.
If this endeavor is successful, I might expand and revise the rules or even do another 24 Hour RPG where I approach the design from a different angle, possibly top-down, where I think of the Old West as a character and explore creating a system that supports that concept.

Design Goals

Before I begin diving into the writing of this game, I want to put some goals down to sort of form an outline of where I want to go. Hopefully, this outline will give me direction and keep focused on the prize so I can actually complete the challenge.
  • Modular
  • Skill/Ability based (classless)
  • Buck the rules light trend (mild complexity)
  • Attempt to integrate free-form RP mechanics
  • Normal distribution (3 or dice for resolution)
  • Things are improbable, but not impossible
  • Reward failure
  • Different but familiar
With those high level design goals in place, I think I’ll go ahead and post this and start on part 2!
Listening to: Pantera – Cowboys from Hell – Cowboys from Hell

Red Dead Redemption

Posted by Mad Brew On September - 23 - 2011ADD COMMENTS
Red Dead Redemption

Red Dead Redemption

Red Dead Redemption[1] is an action-adventure 3rd person shooter that is set in the late (1911-1914) Old West. While it’s set in the Old West, the open game world locations and people are actually fictitious. Red Dead Redemption (RDR) is the spiritual successor to the PS2 game, Red Dead Revolver, but doesn’t share any common characters in the story lines (though you can unlock Revolver models for online play).

Plot

I’ll try to keep from spoilers, but the primary storyline for RDR follows former outlaw, John Marston, who is strong-armed into tracking down and killing his former gang members when the newly formed FBI kidnaps his wife and son.

Marston must obtain allies (by rendering services for them) in the Territory of New Austin and the Mexican province of Nuevo Paraiso in order to track down and incapacitate his former friends. Then Marston must face the law that shanghaied his life.

The voice acting is superb and the story and dialog do an excellent job of illustrating the underlying themes exemplified by the Old West. Civilization conquering the Wild. Law subverting Freedom and all the little grey areas between. The plot handles the moral and ethical ambiguity rooted in the myth of the American Frontier very well.

For a more complete synopsis of the plot (as well as detailed information about every part of the game), I highly recommend the walk-through provided by the Red Dead Wiki.[2]

Gameplay

Red Dead Redemption is built on RAGE (Rockstar Advanced Game Engine), so it shares a lot technology with Rockstar’s other game built with the same engine, Grand Theft Auto IV, such as a sandbox game world and the third person shooter perspective.

Travel

Transportation across the open world is done primarily with a horse (along with carts, wagons, or stagecoaches if you steal one) or train, but once a place has been “unlocked” you can travel there instantly when you’ve set up camp or when you’re at a save location. You can always travel to waypoints you can place on the world map using this method. Some online games and story chapters have unique modes of transportation such as by river raft or automobile.

Combat

The controls (at least for the PS3 version) are pretty intuitive and easy to master. Firing a weapon consists of pressing and holding the aim button and then firing with another. You have three modes of aiming: Casual, Normal, and Expert. The difference between Casual and Normal are not that obvious at first, but they both snap-to-target (with Normal you have to be near the target for auto-aim to work). Casual aiming also increases heal speed. Expert removes all auto-aiming features (and gives an XP bonus in multi-player).

Damage is represented by blood splatter and red transparency that overlays the screen. Health is regenerative, and once you quit taking damage you quickly heal. However, it is still possible to be sniped in one-shot, especially in multi-player.

Weapons

The RDR team did a healthy bit of research for the weaponry found in the game. While some of the specs are inaccurate (Henry rifles held 16 rounds, not 12; original Evans repeating rifles held 34 rounds, not 22; Mauser pistols were not fully auto until after WWI), I think they were modified for game balance. Below is a list of available weapons and links to their real-world counterpart:

Weapon List:

My only real gripe is that the infamous LeMat revolver wasn’t able to fire the grapeshot center barrel the Confederate sidearm was famous for. Other than these small inconsistencies, I think the weaponry is dead-on for this western shooter. Indeed, I think the weapons used may have actually determined the timeline the story is set in.

Breaking Horses

Horse breaking is a mini-game in Red Dead Redemption. You can either break horses at one of the ranches or break horses in the wild. There are several breeds of horse that can be obtained (Welsh Mountain, Quarter Horse, & American Standard-bred being but a few), each with different qualities. Attributes for mounts include Speed, Stamina, and Health and each has a rating of 1 to 4 stars. Most of the breeds must be found and broken in game.

Gambling Mini-Games

There are several gambling mini-games available to play in both single-player and multi-player. Each mini-game has its own unique mechanics and/or controls. You can lock hands in Arm Wrestling, try not to exceed 21 in Blackjack, slice up your hand in Five Finger Fillet, test your luck in Horseshoes, prevaricate about faces in Liar’s Dice, or bluff your way to the pot in Poker.

Other Activities

Some other activities available in Red Dead Redemption include Bounty Hunting, Cattle Herding, watching newfangled film at the Cinema, commit Crimes & Murder, Drinking, Herb Collecting, Hunting & Skinning, and Train Robbing. There are also random mini-missions that you can accept like preventing hangings, escorting strangers, getting ambushed, dueling, and intervening with suicides.

There are also Gang Hideouts sprinkled across the map that bandits will repeatedly take over, but you can clear them out.

Multi-player

The single-player element of RDR could stand-alone as great game without adding online play, but Rockstar pulled out all the stops and included multi-player. There is no conventional lobby to enter the various types of multi-player games; instead you can select everything from Free Roam.

Free Roam

Free Roam is basically an online instance of the entire open game world of Red Dead Redemption that supports up to 16 players. Many of the activities available in single-player are available in Free Roam, the major exception is that you no longer have an inventory or economy (ammo can be obtained from slain players/NPCs or quasi-random ammo boxes that appear throughout the map).

Free Roam comes in three flavors: Normal, Hardcore, and Friendly. Player killing is available in Normal and Hardcore, but is removed in Friendly (though you can blow yourself up with dynamite and take nearby players with you or stun them long enough for enemies to kill them). In Hardcore, you must use Expert aiming.

There is also a Private instance where only invited players may join, but many of the achievements and challenges can only be accomplished in the above public Free Roams.

From Free Roam, you can form posses of up to 8 players and clear gang hideouts or just generally wreak havoc. Posses also allow you to stay together when entering one of the many game modes: competitive or cooperative.

The competitive game modes always begin with a Showdown, either a Mexican Standoff (free-for-all) or a Face-Off (gangs matches), and support 2-8 players. The Liars & Cheats DLC also allows you to play Poker and Liar’s Dice in multi-player.

Cooperative Missions

The cooperative game mode is available with the Outlaws to the End DLC and includes 6 coop missions that have both normal and advanced versions. Players can choose “classes” (classes merely define the beginning weapon loadout) and attempt to complete the missions in groups of 2 to 4 players.

Gang Shootout

A team deathmatch where the team with the most kills wins.

Gold Rush

The game randomly spawns bags of gold and you must capture more than the other players to win. The more gold you carry, the slower you move.

Grab Bag

Is much like capture the flag, but there is only one flag and it spawns in quasi-random locations as a bag of gold.

Hold Your Own

A classic capture the flag scenario.

Horse Racing {Liars & Cheats}

Players race against each other with mounted combat.

Land Grab {Undead Nightmare DLC}

This is like a free-for-all version of Stronghold below. Players fight to maintain control over sections of a town.

Shootout

A classic free-for-all deathmatch where the person with the most kills wins.

Stronghold {Liars & Cheats DLC}

For those familiar with the Warfare mode from Unreal Tournament 3[3], Stronghold is very similar. One team tries to prevent the other team from capturing nodes on the map. Both teams take turns attacking and defending, and the team with the best score wins.

Undead Overrun {Undead Nightmare DLC}

This is a cooperative game that supports 2-4 players. Players are confronted with wave after wave of undead hordes and are scored by how many waves they survive.

Levels & Unlocks

Unlike the single-player game, multi-player has levels. A player may level from 1 to 50 (and do it again up to 5 more times to unlock Legendary stuff). A player’s level and how many times he’s passed into legend (i.e. started over at level 1) determine which mounts, weapons, character skins are available to him. Clearing gang hideouts, general killing, and participating in the multi-player game modes earns players experience.

Occasionally, Rockstar announces double and triple experience events on holidays and weekends. In order to be aware of when these things happen you have to follow them on Facebook[4] or Twitter[5] or catch the event on the Social Club.[6]

Achievements & Challenges

The achievement & challenge system is an addiction for me. I simply cannot rest until I’ve unlocked every trophy (what is awarded on the PS3 for obtaining achievements) and beat every challenge. It makes the achiever in me forgo sleep in order to mark a single challenge off the list.

There are two similar systems at play in Red Dead Redemption. Achievements (or Trophies on the PS3) are usually tied to the storyline or with single impressive feats. If you complete the story, you end up with a lot of Trophies. Challenges are not tied to the story, and you could probably go through the entire game without completing one.

Most of the challenges exist in multi-player and there are so many of them (especially when you add the DLCs), that it could keep everyone but the most hardcore/unemployed busy for more than a year. Completing challenges always unlocks something like outfits, titles, or things like golden weapon skins.

Expansions (DLC)

There are five expansions, or downloadable content, available for Red Dead Redemption: Outlaws to the End, Legends & Killers, Liars & Cheats, Hunting & Trading, and Undead Nightmare. Except for Hunting & Trading, all of the DLC is premium content, which means you need to pay extra for it. However, they bundle four premiums together as the Undead Nightmare Collection and retails for $19.99.

I won’t go into the minutia, but the DLCs add new challenges, achievements, usually a weapon or new outfits, titles, character skins, and online game modes. Undead Nightmare is unique in that it adds an entire new single player campaign that takes place in between final events of the main storyline. An undead plague turns people into flesh eating zombies and Marston needs to recover an ancient Aztec artifact to stop it.

Just last week, Rockstar released another free DLC pack entitled Myths & Mavericks. It releases some popular single player characters for multiplayer as well as adding a bunch of multiplayer maps.

Awards

Since its release on May 18th, 2010, Red Dead Redemption has collected an impressive array of critical acclaim and awards. Metacritic[7] reports an aggregate score of 95, making it the 4th best ranked PS3 game of all time according to them. The only reputable review I could find that scored RDR less than in the 90th percentile was from Eurogamer[8] and they gave an 8/10.

At the only video game awards I monitor, the Game Developers Choice Awards, Red Dead Redemption was nominated for 6 categories (out of 7 it could be eligible for) and walked away with 4 awards including Best Audio, Best Technology, Best Game Design, and Game of the Year.[9]

RDR has also claimed numerous Game of the Year awards from the media, including: Computer & Video Games, GameSpot, GameSpy, Good Game, and Machinima. The game has also been recognized for its music by GameSpot, Machinima, and SpikeTV; for its downloadable content by G4 TV, Game Revolution, and SpikeTV; and for its graphics at the Korean Games Conference.[10]

Soundtracks

The two soundtracks available, Red Dead Redemption[11] and Undead Nightmare,[12] are simply phenomenal. The atmosphere and ambiance is perfectly captured by the game’s audio. These soundtracks would be an excellent tool to set the mood for any Western tabletop game. The music for both albums were composed by Bill Elm and Woody Jackson, current and former members, respectively, of the instrumental/post rock band Friends of Dean Martinez.[13]

Verdict

This game is my current favorite video game and I think it is certainly the best 2010 had to offer. Red Dead Redemption has all the Bartle player types[14] covered. Explorers have an expansive open world to discover and roam. Achievers have countless Achievements and Challenges to complete. Killers can slay everything they meet. Socializers can form Posses and voice-chat or do whatever they like to do, I guess.

The only way I can envision this game being better is if they released it on PC and along with an editor and supported user generated content. I’d love to make stuff for this game!

From the characters to the plot, the locations and side-missions, and even the soundtrack, this game has all sorts of elements just waiting to be mined for a tabletop game. Play this game for just ten minutes and you’ll be ready to write a scene for the Wild West roleplaying game of your choice!

Wild West Weeks

Listening to: Red Dead Redemption – Undead Nightmare OST – Get Back in that Hole, Partner

References


[1] The official Red Dead Redemption website by Rockstar Games.
[2] The Red Dead Wiki, an exhaustive resource for all things Red Dead.
[3] Unreal Tournament 3 is a first-person shooter by Epic Games.
[4] Rockstar Games on Facebook.
[5] Rockstar Games on Twitter.
[6] Rockstar Games Social Club Events.
[7] Red Dead review aggregation on Metacritic.
[8] Red Dead Review from Eurogamer.
[9] Red Dead Redemption sweeps the Game Developers Choice Awards.
[10] RDR awards listed on Wikipedia.
[11] Red Dead Redemption YouTube playlist.
[12] Undead Nightmare YouTube playlist.
[13] Friends of Dean Martinez mySpace page.
[14] Dr. Richard Bartle’s Players Who Suit MUDs.

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