Friday, August 19, 2022
Oblivium conversion part 3
Thursday, August 18, 2022
Oblivium conversion part 2
Right next up on the conversion is the chaedran the insect rearing weasel men, in terms of classes im thinking thief fighter and magic user as options, given their proficiency for animal rearing and training druid may also be an appropriate option, this race also haz dark vision which is nice. They are Usually neutral alignment.
They get quite a few proficiencies in thief skills stealth perception and slight of hand which could be translated over quite easily, the fact they also get an ability giving advantage on smell is also interesting and clearly something important for the race. And lastly they have a bite attack and a squirm ability to get through small openings easier.
So they can go unlimited levels in thief, up to level 6 fighter, up to level 8th magic user and up to level 8 druid, they can multi class, as fighter thief, thief magic user, thief druid or magic user druid
Thief skills first then, lets give them a +15 delicate tasks and traps, a +10 to hide in shadows, a +15 to move silently,
In terms of the smell ability, the closest thing in S&W is the rangers tracking ability, giving access to a few levels of ranger might be a good option for this, however certain restrictions might confuse things. So lets give it a 2 in 6 chance of detecting the scent if a recently nearby creature 1 in 6 automatically?
So i think this is pretty passable for a first go, i got some feed back from Obliviums creator where he said he was planning a s&w playtest he said that the area he was planning on running focused on the apelings, reptilians, koraara and hollows, so having already done the apelings i will shift to doing these other 3 next.
Friday, August 12, 2022
Oblivium Conversion: Part 1
Saturday, July 30, 2022
Helping a Friend convert a setting.
- Apeling; self explanatory
- Chaedran; humanoid weasels that giant insects as cattle and work animals
- Chimera; mix between several humanoid races
- Fallen ember; living humanoid leftovers of dead gods
- hollow; artificial people without souls
- Ilmite; red skinned hairy humans that lay eggs?
- KoraaRa; catlike humanoids that are all heavily androgynous and skilled sailors
- Middenian; Europeans from the Victorian age
- Mutoid; mutants that live in a big desert self explanatory main trait is their mutations
- Reptilians; pretty typical pulp reptilians lots of Howard and Lovecraft inspiration here
- Vethari; plant people with wooden bones
Monday, July 25, 2022
Player behaviour: path of least resistance
Been kicking myself to post something but have generally been on a bit of a hiatus so i don't have much to write about, thought it might be worth discussing something thats quite easy to observe and talk about how it relates to adventure/dungeon design.
Simply place a normal 10ft wide corridor in front of your players next to a 5ft wide crawlspace and see which one they go for, its pretty likely that they will go for the normal 10ft wide corridor, awhile ago i had a similar situation in a dungeon i ran, part of it was accessible either through crawling through giant rat tunnels or via a locked and trapped door, unsurprisingly the players didn't choose this option and explored other areas of the dungeon even going to the second floor of the dungeon, there are obvious disadvantages to picking the harder path and no obvious benefit most players want to win after all.
This somewhat relates to a conversation i had with another DM about the dungeon design where he said that he often makes use of such path options and usually has easier encounters on the harder(in the sense of navigation) and harder encounters on the more normal path, this gives a very important risk vs reward situation, i can say that in the dungeon example i mentioned above nothing in that unexplored area was particularly difficult nor lacking in treasure.
I think if players had some hint that the harder path was just as or more profitable than the easy one it would change the way they consider such obstacles and may encourage more daring feats, an idea I've had linked to another dungeon I've been spit balling is a heavy gold idol at the bottom of a deep pit filled with water, the idol will sparkle in the torch light and have no hazards apart from its weight and the water, though not something the players might retrieve on a first delve it could encourage future delves of the same site with a clear payoff and maby even lead to additional submerged areas nearby to explore,
This has largely been rambling but i don't want to fall too far behind on blog posting as its just going to get harder to get back into the longer i wait, i hope theres something you've found useful in this post and I'll try to write again soon
MC
Sunday, May 8, 2022
Trying my hand at some OSR Spells.
M.C.
Monday, May 2, 2022
The Wizards Cave: A mini setting/Planer travel
Travel between one setting to another has been a longstanding trope of D&D and much of the literature that inspired it. Throughout the editions of D&D there have been many methods, from portals or gateways to magical sailing ships. However it seems that many people associate Planer travel with high level play or expressly high magic settings, after reading through some Swords and Sorcery stories on the Appendix N list I have come see this as untrue. In fact I would argue that Planer travel is a style of play that can offer a large amount of variety both for players and DM's.
But how would low level PC's travel from one world to another? they don't have access yet to casting higher level magics that allow for such travel, this limits them largely to natural gateways or those made by higher level casters. The Wizards Caves are one such creation, inspired by the cave of Ningauble of the seven eyes from the Fafhrd and the Grey Mouser series, it is a labyrinthine cave system that can be accessed and provide access to multiple worlds throughout the multiverse. This provides an excuse for players to change settings from adventure to adventure or stay in one for awhile if they are invested, the Wizard himself may act as a patron of the party sending them to strange and outlandish worlds to acquire certain artefacts or complete special tasks for him.
So that's the what out the way now we must more to the how. What sort of system could simulate travel through this cave system? well there could be a dungeon crawl if the caves contain dangers though this encourages mapping and layout of an area that may not be consistent, so we need somthing a bit more abstract. Though i think it shouldn't entirely be random some manor of semi random generation may be necessary for such a level of abstraction, repurposing some of the overland travel rules such as chance to get lost or navigation may be a solid idea, the chance being lower or non existent on common pathways through the wizards domain much in the same way a road would work in overland travel.
So lets say they have a 30% chance to get lost as a base, this can be increased based on the players actions such as choosing an unlit and path +10%(+20% if they themselves don't have a light source), choosing a more natural looking cavern +30% etc. upon getting lost roll on a table to determine what sort of room they encounter:
Here is an example table with some ideas. d6
1. the players find themselves in on a clear path again and the chance to get lost is reset to 30%,
2. servants quarters, filled with what ever imps, homunculi or masked henchmen the wizard employs.
3. the players enter one of the Cavens inner sanctum (cumulative 15% chance to encounter the Wizard, the 7th time is guaranteed to encounter him) the cavern is filled with cryptic scrolls, alchemical fungi, piles of rusted armour, torn banners or other esoteric miscellanea
4. natural cavern filled with cave vermin like cave crickets or bats etc
5. dead end, return to last cross roads and reroll lost chance
6. A exit, possibly to another plane of existence, has a 10% chance for it to be the exit originally searched for by the players (if any)
This obviously needs more work and mechanical design, but i think functions as a basic concept.
let me know what you think, I will try to revisit this at some point with another post to expand this idea more but this post has been sat on my desk for about a week and I need to post somthing to get back in the habit so sorry if this isn't enough for you.
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