tag:blogger.com,1999:blog-40164495702114556882024-02-06T19:53:20.734-08:00black!Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.comBlogger165125tag:blogger.com,1999:blog-4016449570211455688.post-31748542370634488502017-03-08T11:54:00.003-08:002017-03-08T12:49:19.459-08:00TBH Rules Dev - Armor, Shields Currently Armor is damage reduction through a pool of additional 'fake' HP called ArmorPoints. There are various semi-official ways of doing it differently out there - <b>Additional Things</b> has some. But I've always been uncomfortable with Armor Points. They don't play existing OSR content well, there's a barrier to conversion and playability. I pride myself on TBH being able handle anything you throw at it -- Just look at the sea of genre hacks! Cyberpunk, Fantasy, Horror, Cats. TBH does it all with ease -- but having to convert armor types for stuff blows.<br />
<br />
In this hack I've kept Armor Points, but they function slightly differently -- as does the Warriors Shield Sunder. Big shout goes to <a class="g-profile" href="https://plus.google.com/104780290634286531079" target="_blank">+Mike Evans</a><br />
<br />
<ul>
<li>Each Armor Point can be spent to ignore the damage of <b>an attack</b>. </li>
<li>If you don't or can't spend an AP, you take damage/go OofA normally.</li>
<li>When you rest, roll a 'save' .. 1d6 for each Armor point, Each type has its save value. When you roll the save you regain the use of the AP.</li>
<li>When a piece of armor has no more AP - it is destroyed/damaged beyond usefulness.</li>
<li>Armor is available in 3 types, <b>Light, Moderate, Heavy.</b></li>
</ul>
<div>
<b><br /></b></div>
<div>
<b>Lightly Armored</b> - 1AP (save 2+)</div>
<div>
<b>Moderately </b><b>Armored </b>- 3AP (save 3+)</div>
<div>
<b>Heavily</b> <b>Armored </b>- 5AP (save 4+)</div>
<div>
<b>Shield</b> - 1AP (save 2+)</div>
<br />
<br />
<b><i>Shield</i></b><b style="font-style: italic;"> Sunder </b>is now <b><i>Shield Bash</i></b><br />
<b><br /></b>
<b>Shield Bash</b><br />
When you are attacked in melee combat and your roll to defend is 1-5, the attacker takes damage equal to your level.<br />
<br />
..<br />
<br />
I like this system because it removes an unnecessary level of bean counting. If you're using armor to reduce damage, just reduce it all. We don't need a <i><b>usage die</b></i> - armor degrades over time as you fail its saves. It works well with monsters from existing modules and sources, just a judgement call on how well armored something is. Goblin. Lighly if at all. Black Dragon .. Heavily armored. Simple. I also like the new Shield Bash adds an extra things for a player to do reactively, thats always a win.<br />
<br />
Feed me back.<br />
<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com1tag:blogger.com,1999:blog-4016449570211455688.post-4615463141660664212017-03-01T00:41:00.000-08:002017-03-01T00:41:04.400-08:00Additional Things - Doing Away with HitpointsSo there s a couple of things you need to adress, if you want to get rid of Hitpoints. These are not fully formed rules, this, like much of the stuff i post to my blog is me thinking out loud. Expect gaps and inconsistencies. Also expect pearls of juicy rules wisdom - you might just have to string them into a necklace yourself.<br />
<br />
Each class has a Vitality Die.<br />
<br />
<ul>
<li>Conjurer - d6</li>
<li>Thief - d8</li>
<li>Cleric - d10</li>
<li>Warrior - d12</li>
</ul>
<div>
When they take damage, roll that Die and add the damage to the result. If the total roll is above the maximum you could roll on that die (12 on a d12 for example) you could do two potential things A) Reduce the die by one step. B) Go out of action - I think that totally sucks, but, its an option.. you could forgo the OofA roll and use the Surplus above the Die value. So. If your Vitality Die is 12 and you roll an 8 + 6 points of damage, you OofA roll would be 2.</div>
<div>
<br /></div>
<br />
The way armor works doesn't entirely mesh with this - it would need some work. Perhaps you use a low AP value, and just 'tick them off' ignoring hits? The same way the 'Sunder Shield' Warrior ability works? Perhaps you use them as damage reduction, reducing the modifier you roll? Who knows. More thought needed.<br />
<br />
I'll revisit this at some stage this week - get something more solid.<br />
<br />
Anyways. Enjoy!Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-16467277106042856712017-02-19T05:03:00.001-08:002017-02-19T05:03:33.085-08:00Additional Things - LuckPrompted by the excellent people and excellent conversation in<a href="https://plus.google.com/u/0/communities/107832933727516137622" target="_blank"> TBH's G+ community</a> here's my very quick, thinking-out-loud version of luck (that means no play testing and it could be well wonky). I might add that <i>if </i>this makes it into the next version of the black hack -- it <b>will</b> be optional -- hence the 'Additional Things' tag.<br />
<br />
So.<br />
<br />
When the PC's do something dangerous, ask them, <b>"Do you want to push your luck?"</b><br />
<br />
If they say no. Resolve the dangerous thing as you would do normally. If they say yes, pass them a <b>Luck Token</b>. (I'll explain what that is a little later, but its good)<br />
<br />
Now choose one of the following things to make the dangerous situation <i>potentially</i> <i>even more dangerous or complicated.</i><br />
<br />
<ul>
<li>Ask the Players to roll to see if there is a random encounter.</li>
<li>Make the PC's involved pass an <i>additional</i> test or take damage.</li>
<li>Have every PC involved roll a Usage Die.</li>
<li>Give them Disadvantage on the test they're about to take. </li>
<li>Split the party.</li>
<li>Disarm the PC's involved.</li>
<li>The next reaction roll is rolled with 3d6 (instead of 2d6)</li>
<li>The next Initiative test will be with Disadvantage.</li>
</ul>
<br />
I'll likely finesse and add to that list. I want these things to be adaptable to any situation the PC's find themselves in (Social conflict, Exploration, Combat, etc) and have distinct mechanical hooks ie, they link to something that TBH does mechanically. Still some testing/work to do.<br />
<h3>
<br /><b>Luck Tokens</b></h3>
These are shared between the whole group, and can be used at any stage to<b> automatically succeed at any test</b>.<br />
<br />
Additional thoughts - I think that you should use this sparingly, ideally I don't want the players having more than 1 or 2 Luck Tokens.Otherwise it would be too easy for them to just steamroller those really important moments. If its a scarce resource, tough decisions will have to be made when and where to use it. <b>I'd probably start the group with one Luck Token, then once used, start thinking about offering them an opportunity to get it back.</b><br />
<br />
Also consider when you offer to push their luck - I'd recommend dangerous situations that aren't life or death, but have the potential to really ramp-up the tension if they were to get more complicated. Climbing ropes, Balancing over thing beams, Sneaking ahead to scout and orc camp etc.<br />
<br />
Anyways, that's it for now.<br />
<br />
DBAnonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-79737945667192835972017-02-18T09:39:00.002-08:002017-02-18T09:49:15.858-08:00The Usage Die and why its isn't that greatSo here's the thing. I see a lot of people introducing the Usage Die (UD) mechanic into their hacks and house-rules for things that really shouldn't be using it. The UD is great - its a really neat tool for making resource management fun, something I think a lot of other games do <i>really badly</i>, but, it isn't a one stop solution for plugging the perceived holes in your home-brew system. There's two good reasons why.<br />
<br />
Risk vs. Reward<br />
Mechanical Association.<br />
<br />
First up is Risk vs Reward. One of the very interesting things the UD lets us do is inject tension and drama into a situations that typically aren't very tense or dramatic. Normally D&D goes "Oh, my wand of Stone to Flesh has 3 charges, sorry petrified 4th party member, you'll be staying a statue" Whereas TBH asks us to take a Risk by rolling that UD for every 'Zzap' of that wand. Will that 4th party member be brought back? Will we be Rewarded? Maybe. Hopefully. Suddenly a very 'routine' situation became fraught, transformed into an event where everyone at the table will be watching the dice - holding their breath.<br />
<br />
<i>Well that's good, lets create those moments for other elements of the game</i> - you might be saying. And I agree that we should, but not not using the same tactics. In Horror films a jump scare is only effective when delivered with a certain pace and it's the same with the UD. If we overdo it's use that natural tension becomes routine again, acting in opposition to the UD strengths -- we aren't asking people to make interesting choices -- just roll more dice. That's run-of-the-mill. It could even get boring.<br />
<br />
Second is Mechanical Association. This is important, but probably not considered so much, so think of it like this. When you pass GO. What do you do? I'm gonna bet you know the answer, and when you get a chance card or whatever that asks you to pass go and <i>not</i> collect $/£200 .. how much more interesting is that, due to the subversion of that readily identifiable mechanic. Its the same with consumable, limited things in TBH. When you use something like a wand, drink a potion, light a torch, fire a bow. What you do? A readily identifiable, unique and special thing.<br />
<br />
So when we apply the UD to traps, hirelings, the weather, armor all these other things -- rather than what does that <i>add </i>to those game elements -- think about what does <i>it take away from the things the UD is meant for.</i> The distinction of what your meant to do and why you do it blurs, any subversion becomes meaningless because its not special.<br />
<br />
Now of course you should feel free to mash up TBH's rules however you want, its your game. That's TBH's spririt. But next time you think about using the UD to model something, think at it from a different angle. Is there a way you can uniquely model this thing, giving it its own Risk vs. Rewards. It's own Mechanical Association? Roll the Usage Die on the Usage Die mechanic, I hope it comes up a 1-2.<br />
<br />
Looking forward to the comments.<br />
<br />
DBAnonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-87819156452873710272017-02-02T05:20:00.003-08:002017-02-02T07:34:34.246-08:00Having fun with Lockpicking (v2)A loong time ago I posted <a href="http://dngnsndrgns.blogspot.co.uk/2015/07/lockpicking-as-skill-check-is-dull-as.html" target="_blank">this</a> which dealt with Lockping, it was fun and made for a nice change of pace in the dungeon delving, but, it was far from perfect. I had to explain the rules, my old players helped me playtest it so they got it - but new players? Head-scratching commence. Time for something new.<br />
<i><br /></i>
<i>This is based on a idea stolen from Warhammer Quest: Silver Tower box set. Its got some very D&D'able ideas.</i><br />
<br />
When someone attempts to pick a trapped lock - rather than resorting to boring skills checks - take a playing card, (or if your a fancy pants like I am - draw a padlock on a bit of paper the same size.) and make a tower from 2d6 on it.<br />
<br />
<ul>
<li>The player must pick up the card from the table with one hand <b>without spilling the dice or touching them</b> in order to spring the lock.</li>
<li>If they touch the dice, their lockpick is broken - the GM resets the challenge.</li>
<li>If they spill the dice, any trap on the lock is set off.</li>
<li> EDIT:<b> If they have no thieves tools plus there's no trap ..</b> go through the same process and if they spill the dice the tumblers in the lock are jammed/frozen -- now the lock must be forced open with a STR check or some other creative method. </li>
</ul>
<br />
<br />
Its very doable, but requires some patience .. and a bit of practice. Its a focus on very literal <i>player skill </i>that old schooler's bang on about, AND explaining the rules to the players takes about 30 seconds, so you don't have to worry about muddying the waters with games-within-games. #winning<br />
<br />
Also! Make things easier/harder by stacking less/more dice. If players have fancy thieves tools - less dice, maybe if the lock is magical and enchanted you swap the playing card for a bigger thing? Have a play, you get the idea.<br />
<br />
EDIT: In a conversation with the super talented <a class="g-profile" href="https://plus.google.com/103342954014125100135" target="_blank">+Karl Stjernberg</a> its become clear that its the tension of failure that makes this mini game interesting. So, Im going to rule that thieves with appropriate tools can open any lock, given enough time. However i'll use this method if there's some time-sensitive thing going on OR if the lock is trapped. I'll probably still use the method above if they have no thieves tools too.<br />
<br />
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<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com1tag:blogger.com,1999:blog-4016449570211455688.post-59588343187709025512017-02-01T00:16:00.000-08:002017-02-01T08:52:59.554-08:00The Black Hack : MarauderHere's what is an essentially working draft of a 'Barbarian' class. It combines some elements from the Beserker I wrote a while back, that's now been cannibalized to fix some issue's with the Warrior - so there's a job vacancy.<br />
<br />
<b><span style="font-size: large;">Marauder</span></b><br />
Starting HP : 4 + d6<br />
HP Per Level/Resting : 1d6<br />
Weapons & Armor : Anything that can be swung or thrown & <b>No armor</b>.<br />
Attack Damage : 1d6 (See special features)<br />
<br />
<b><span style="font-size: large;">Special Features</span></b><br />
When a Marauder is reduced to 0hp they are not taken Out of Action - Instead every time they would either Move or perform an Action, they must pass a CON test - if successful the action has succeeded. If they fail they are taken OofA and roll on the OofA table as per normal.<br />
<br />
A Marauder may go into a rage for the duration of a combat, giving them:<br />
<br />
<ul>
<li>Advantage on all tests to deal damage, Disadvantage on all tests to avoid damage. </li>
<li>1d12 damage instead of their normal 1d6. </li>
<li>They may rage once at level 1, twice at level 3, three times at level 6 and four times at level 9 - per day.</li>
</ul>
<br />
If they receive any healing whilst in a rage it comes to an end.<br /><br />
A Marauder gains an AP for every severed head (of a sufficiently powerful enemy they have defeated) that they keep upon their person as a trophy - upto a maximum equal to their level.<br />
<div>
<br /></div>
Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-18278850716246050842017-01-30T14:08:00.001-08:002017-01-30T15:10:33.790-08:00The Black Hack : Creature ReactionsTBH Development.<br />
<br />
Currently TBH handles creature reactions with a straight d8 roll. Thats ok, i'm happy with the general results at the table - it models the old school 'Not-everything-wants-to-immediately-kill-you' feeling that I think is a huge part of the early D&D experience. But, it seems a little arbitrary and 'spikey'<br />
<br />
Here's my working edits, i'm putting this out there because I know some bright spark will have some awesome tweaks, or even better - something different entirely. So here's the whats and the why's.<br />
<br />
Roll 2d6. Introduce a bell curve, less random.<br />
<br />
We'll be adding the <b>Powerful Opponents</b> modifier. I hate math, but, needs must. Now if you're outclassed your opponent will see you as weak and be more likely to try and squash/subjugate you.<br />
<br />
Increase the results available to us. 2-12. More options is always good, but we'll keep them broad for GM interpretation - just as before.<br />
<br />
2 - Surrender/Offer their allegiance.<br />
3 - Give the PC's and Item/Info/Aid.<br />
4 - Make a mutually beneficial trade.<br />
5 - Mistake the PC's for friends/allies.<br />
6 - Wait for the PC's to act first.<br />
7 - Withdraw to a safer location.<br />
8 - Demand the PC's withdraw. (if they don't add 1d6 to this result)<br />
9 - Call for Reinforcements. (then see 6)<br />
10 - Trick the PC's using result 2-4 (then see 11)<br />
11 - Capture the PC's.<br />
12+ - Kill/Eat the PC's.<br />
<br />
<strike>There's a couple of 'Roll again' or 'See result x' .. this adds a</strike> This injects a HUGE element of unpredictability into creature behavior, which is exactly what we want to model when we've got random encounters or encounters we haven't pre-planned. After all, the game should be fun for the GM too! I've found these curve balls tend to generate memorable and enjoyable moments.<br />
<br />
DBAnonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-80372059523982732362017-01-26T14:23:00.002-08:002017-01-26T14:24:50.177-08:00Secret ThingsThis will be short - I've decided to post my note taking here, in part to use the blog more, but also make it more visible to myself. Also, this might not be a revelation to anyone - but it's useful for me.. so.. err.. Gerr'off'my'lawn!<br />
<br />
One of the things I've always uneasily tangled with is secret things, such as traps and doors - and the concept of the Gotcha! trap. You see on one hand, i'm a very new school GM, I believe in co-operative play, storytelling,<i> friends just playing a game. </i>On the other hand i'm a firm believer that it wouldn't be D&D if at some stage someone didn't fall down a greased hole with spikes at the bottom. That's a little bit oil and water, if not handled in the right way.<br />
<br />
4e/5e is kind of there with Passive Perception, but I don't like skills lists. Too defining, too much character skill not player. And putting the concept in player hands? #NOPE So, I've been thinking about random encounters. There's a certain tension and magic in letting the players know that you're checking for random encounters, your pushing their resources, they shouldn't <i>want</i> to fight. So its fun to roll a die and let them know whats going on, under the hood so to speak. That builds uncertainty and apprehension. So, why can't that be the same for Secret Things?<br />
<br />
Here's the idea, every-time the party enters a new space (room, corridor etc) I roll a passive perception check - regardless if a secret thing exist or not. Now that's not a late-gen skill check, no, a simple 1-in-6 chance will do fine. That fits with the roll low aesthetic I've adopted in <b>TBH</b>. If they get a 1, I alert them to the clue that gives away the secret thing. They still have to do all the hard work of searching, testing, <i>teasing out its secrets.</i> Narrative searching is fine, i'll give Advantage if they make a big meal of that, but i'll always use attribute tests to determine how things pan out - that way I can remain completely impartial. Just a referee. Plus whats the point of generating a Wisdom score and not using it?<br />
<br />
At least this way there's a very real and obvious Gotcha! safety net in place. The players know its fair and thorough. I didn't get you, the dice gods did.Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-18336047166477651612016-12-28T05:22:00.000-08:002016-12-28T05:22:01.667-08:00The Black Hack : The Beastmaster Class<b style="background-color: white; color: #666666; font-family: Merriweather; font-size: 13.2px;"><span style="font-size: medium;">Beastmaster</span></b><br style="background-color: white; color: #666666; font-family: Merriweather; font-size: 13.2px;" /><span style="font-family: inherit;"><span style="background-color: white; color: #666666; font-size: 13.2px;">Starting HP : 4 + d6</span><br style="background-color: white; color: #666666; font-size: 13.2px;" /><span style="background-color: white; color: #666666; font-size: 13.2px;">HP Per Level/Resting : 1d6</span><br style="background-color: white; color: #666666; font-size: 13.2px;" /><span style="background-color: white; color: #666666; font-size: 13.2px;">Weapons & Armor : Anything that <i>doesn't</i> use metal.</span><br style="background-color: white; color: #666666; font-size: 13.2px;" /><span style="background-color: white; color: #666666; font-size: 13.2px;">Attack Damage : 1d8</span></span><br style="background-color: white; color: #666666; font-family: Merriweather; font-size: 13.2px;" /><br style="background-color: white; color: #666666; font-family: Merriweather; font-size: 13.2px;" /><b style="background-color: white; color: #666666; font-family: Merriweather; font-size: 13.2px;"><span style="font-size: medium;">Special Features</span></b><br style="background-color: white; color: #666666; font-family: Merriweather; font-size: 13.2px;" /><span style="color: #666666; font-family: Merriweather;"><span style="background-color: white; font-size: 13.2px;"><b>Super Beast</b></span></span><br />
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white;"><span style="font-size: 13.2px;">When you create a Beastmaster choose a beast that will fight and adventure alongside them. Good choices would be something like a Bear, Lion, Giant Snake, Mega Eagle and to a lesser extent the Rabbit of Caerbannog (google it, if you don't know) </span></span></span><br />
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white;"><span style="font-size: 13.2px;"><br /></span></span></span>
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white;"><span style="font-size: 13.2px;">This will be the creatures 'preferred form' however it can change into another animal, for a number of <b>Moments</b> equal to the Beastmasters Level, before turning back. The Beast can do all the normal things you would expect a creature of that type to do - fly, climb, swim etc.</span></span></span><br />
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white; font-size: 13.2px;"><br /></span></span>
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white; font-size: 13.2px;"><b>Shared Existence</b></span></span><br />
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white;"><span style="font-size: 13.2px;">The Beastmasters and his beast are the same thing, both are physical incarnations of the same spirit. They share the same Attributes, HP and any negative effects. If one is taken <b>Out of Action</b>, so is the other. Both the Beastmaster and their Beast can move during a turn, but they can only take one action - and must choose who takes it.</span></span></span><br />
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white; font-size: 13.2px;"><br /></span></span>
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white; font-size: 13.2px;"><b>Wild Nature</b></span></span><br />
<span style="color: #666666; font-family: Merriweather;"><span style="background-color: white; font-size: 13.2px;">As the Beastmaster adventures and shares time with their Beast, they will eventually take on aspects of its nature - that influence both the Beasts' and their own abilities. At Levels 3, 5, 7, 10 choose one of the following, you cannot choose something you have chosen previously:</span></span><br />
<br />
<ul>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Flight, gain Advantage on checks to avoid falling damage and jumping/clearing distances.</span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Vision, gain Advantage on checks to see something.</span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Nimbleness, gain Advantage on checks to manipulate small intricate things.</span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Speed, gain Advantage on Initiative checks.</span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Strength, once per session gain +2 STR for the duration of a combat.</span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Agility, once per session gain +2 DEX for the duration of a combat. </span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Ferocity, once per combat deal half damage when you would have missed with an attack.</span></span></li>
<li><span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;">Aspect of Cunning, once per combat take half damage when you would been hit with an attack.</span></span></li>
</ul>
<div>
<span style="color: #666666; font-family: Merriweather;"><span style="font-size: 13.2px;"><i>(NB this list isn't extensive, nor complete, GM's and Players should probably come up with their own - use these as a guide to how far reaching the mechanical effects should be. ALSO if you do come up with some, let me know)</i></span></span></div>
Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-46277693929687100132016-12-23T08:45:00.000-08:002016-12-24T02:29:02.264-08:00The Black Houserules : Critical ArmorPeople have been talking about Hit Points, Gristle, Meat and Armor - this sets me thinking, and creating new rules. It's worth noting that i'm thinking out loud - so all this could well be shithouse. Who knows? You probably.<br />
<br />
In this house rule <b>Armor Points (AP)</b> don't reduce damage, they are now a measure of how hard you are to kill. This makes narrative sense, so were all good there (people in Plate & Mail are traditionally much harder to stab to death, right?) This means that <b>HP</b> is really just a measure of <b>Stamina</b> (and could easily me renamed as such) .. how much fight a person has in them before they are taken <b>Out of Action (OofA)</b><br />
<br />
Here's what i'm thinking. You get reduced to 0hp and are taken <b>OofA</b> as per normal. Then you roll a D6 - if you roll under your <b>Armor Points</b> you have taken a <b>Light Wound</b>, this is good for you - well not good for you, but its better than the alternative which is .. Rolling<i> on or over</i> gets you a <b>Critical Wound </b>..<i>very Warhammer.</i>. obviously <b>Critical Wounds</b> are bad.<br />
<br />
Then after the battle you roll on either the <b>Light Wound</b> or <b>Critical Wound</b> tables to see what happens. Do it afterwards to build some player drama round the table!<br />
<br />
Here are the dials we can alter to fine tune this system.<br />
<br />
<strike>The D6 we roll to see how we were wounded. Different creatures could make you roll higher die, Dragons would be a D10. Greenskin Skuttlers would be D4. We could go as far as calling this die a <b>'Threat Die' </b>or something. Dunno.</strike><br />
<br />
Thanks go to <a class="g-profile" href="https://plus.google.com/103611362492728731394" target="_blank">+Warren Denning</a> for suggesting we simply use the Powerful Opponents rule, adding that to the d6 we roll. Simplicity at its best - and using a mechanical device we already have. Bravo.<br />
<br />
The Light Wound and Critical Wound tables. The actual results on these tables matter a lot. As is TBH's <b>OofA </b>table is kind of split down the middle into <b>Light</b> and <b>Critical Wounds</b> anyway .. look closely .. 1-3 is bad, but 4-6 are much worse. How forgiving <b>Light Wounds </b>and how gross and deadly <b>Critical Wounds</b> really matter.<br />
<br />
<b>Armor Points (AP) </b>will be a huge measure on survivability. In vanilla TBH Plate & Mail gives you <b>8 AP </b>so obviously you wont be able to critically wound someone if you're just rolling a D6. We could easily reduce them to a range <b>Gambeson 1AP .. Plate & Mail 4AP </b>with Shields giving +1/2AP for the Light and Heavy variants.Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-87628017645693216492016-12-15T07:55:00.004-08:002016-12-15T07:55:54.779-08:00Death Beneath a Frozen Earth : ThingsHere's my notes and working thoughts for 'Things' for <b>DBaFE. </b>A lot of thanks goes to <a class="g-profile" href="https://plus.google.com/116868772169739855994" target="_blank">+Chris H</a> for working through some feedback and providing me some excellent ideas and things for my brain to chew on. You're a top guy.<br />
<br />
<b>The Thing</b><br />
HD 3<br />
HP 12<br />
<br />
<b>Abilities</b><br />
<i>Amorphic Constitution:</i> When another creature is assimilated, 1/2 its current total HP are added to the Things HP pool. The Thing has no maximum HP allowance, as long as it can continue to assimilate creatures, it continues to acquire additional HP. This is the only way A Thing may gain HP.<br />
<br />
<i>Exhaustive Potential:</i> As an action during its turn a Thing may 'spend' its HP in order to perform a number of special actions, detailed below. The cost is given in brackets.<br />
<br />
<ul>
<li>Crawling Spawn: (4HP) A Thing can detach part of its body that contains muscle mass, bone and other tissues. Choose one - Head, Forearm, Lower Leg. This then transforms into a Crawling Horror - see below.</li>
<li>Perfect Mimic: (4HP) Assume the unscathed form of another creature that has been assimilated by <i>any</i> Thing. If a Thing reveals its true form by using Whipping Tendrils. Rending Maw and Unnatural Mobility - it will need to perform this action to go unnoticed again.</li>
<li>Whipping Tendrils: (2HP) A This can grow a number of vicious fleshy, whip-like tentacles. These can tooth filled mouths or barbs - and attack a Nearby creature as part of this action. The Thing may attack again in each subsequent turn without spending HP.</li>
<li>Rending Maw: (2HP) A Thing can grow a large tooth filled mouth in any location on its body - and attack a Nearby creature as part of this action. The Thing may attack again in each subsequent turn without spending HP.</li>
<li>Unnatural Mobility: (4HP) A Thing can grow an addition method of movement (Pair of Legs, Tail, Wings) assuming it has assimilated a creature that has those original features - and move Nearby as part of this action. If they wish to use these features to gain additional movement on a subsequent turn (effectively giving them double movement) they must 'spend' 2HP each time they do so.</li>
</ul>
<div>
<i>Alien environment:</i> The Thing is not native to this Earth and the atmosphere is slowly and surely killing it. In order to survive it must constantly use its Exhaustive Potential and spend HP to stay alive - at the start of every day A Thing loses 2HP.</div>
<div>
<br /></div>
<div>
<b>Crawling Spawn</b></div>
<div>
HD1</div>
<div>
HP 4</div>
<div>
<br /></div>
<div>
<b>Abilities</b></div>
<div>
<i>Mindless instincts:</i> The Crawling Spawn doesn't have the capacity to think in the same way as its progenitor. It will do one of three things<br />
<br />
<ul>
<li>Play Dead: The Crawling Spawn will stay in the form of the 'shed' body part, awaiting a suitable creature to come Nearby. Then it will perform the action 'Scuttle' detailed below.</li>
<li>Scuttle: The Crawling Spawn will Sprout several body appendages and attempt to assimilate a Nearby creature, by crawling up and onto them - attaching itself to a suitable fleshy area. Mouths, Faces and Arses preferred.</li>
<li>Flee: Sensing danger the Crawling Spawn will attempt to flee to a dark uninhabited place, where it can lay in ambush for creatures to come Close, then it will likely attempt to 'Scuttle'.</li>
</ul>
</div>
<div>
<br /></div>
Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-16600442028353790742016-12-12T12:49:00.005-08:002016-12-12T23:35:56.055-08:00The Black Hack : ConditionsWhen I first put together The Black Hack a number of things got left on the cutting room floor, some for 'lofty' designs goal I'd set myself - others due to the small page count. One of those things were ongoing effects and conditions. I forget why, however. Each of these effects should <b>Finish</b> <b>at the end of the affected characters next turn </b>unless stated otherwise.<br />
<br />
<b>Hindered -</b> You can only make one basic attack (no spells), you can still move.<br />
<b>Distracted -</b> You can only move nearby this turn, no attacking or casting spells.<br />
<b>Stuck -</b> You can't move, otherwise you act as normal.<br />
<b>Paralyzed</b> - You cannot move or take any actions.<br />
<b>Dazed -</b> All ability checks to attack are taken with Disadvantage.<br />
<b>Helpless -</b> All ability checks to avoid damage are taken with Disadvantage.<br />
<b>Weakened -</b> <i>All</i> <i>ability checks</i> are taken with Disadvantage.<br />
<b>Stunned -</b> <i>All</i> <i>ability checks</i> are taken with Disadvantage and you cannot move.<br />
<b>Vulnerable -</b> All damage taken is rolled with Disadvantage.<br />
<b>Ongoing Damage</b> - The creature take damage equal to its Level (HD) at the start of its turn, an <i>Ability Test</i><b> (</b>GM will determine which) should be made to see if the damage continues next turn.<br />
<br />
Its worth noting that theses use the most recent incarnation of the <b>Advantage & Disadvantage</b> rules (that should be available in the <b>'Additional Things'</b> supplement) .. but for reference they are repeated below :<br />
<br />
<b>Advantage -</b> Two die are rolled and<i> the player decides</i> which result to use.<br />
<b>Disadvantage -</b> Two die are rolled and<i> the GM decides</i> which result to use.Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-15051906372988669442016-12-12T05:14:00.000-08:002016-12-12T05:14:15.367-08:00SUNDAY NIGHT GAMING<div class="separator" style="clear: both; text-align: center;">
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Here's a thing I should share on my blog, some of you wonderful, beautiful people might not be connected to me on G+<br />
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Sunday Nights are gaming nights, either on Google Hangouts or Roll20, Run something or play, everybody is welcome. Drop a comment here if you wanna know more.<br />
<br />
#SNG #SundayNightGamingAnonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-33478862650434079382016-12-10T14:38:00.002-08:002016-12-10T14:38:49.732-08:00Death Beneath a Frozen Earth<div class="separator" style="clear: both; text-align: center;">
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This page will serve as my design notes for an adventure im feverishly writing - currently called 'Death Beneath a Frozen Earth' .. expect updates, changes and shit that won't make sense. If you like The Black Hack and have any remote intention of <i>playing</i> anything I write .. stop reading. If you're here because you might run it, or you're looking for ideas to steal. Crack on.</div>
<br />
<br />
The players will start the game with four 0 level funnel characters. Don't bother with stats, roll them as soon as that character needs to make a test. We want players up and running as<i> fast as humanly possible. </i>I already made some TBH funnel sheets when I ran a DDC back in the summer. i'll adapt those.<br />
<br />
<b>Game/Scenario Objective</b><br />
The characters are part of a lost and presumed doomed expedition into the deep frozen earth. The fluff and mcguffins need working out, but the crux of it is they're trapped underground and have to search for a way out before their food runs out or the cold kills them. Also they've managed to unearth some horrid extra-planar-shapeshifter thats slowly eating them one by one. Even if they make it to the surface, if the Things do too - its game over. Players will control both the 'Humans' and the 'Things' - so they will have split priorities, some will want the Humans to win, others the Things.<br />
<br />
<b>Gameplay</b><br />
The gameplay is split into two distinct phases, Day and Night.<br />
<br />
<b>Day</b> is very much a traditional dungeon crawl in the old school tradition. Deadly, weird, probably not a huge amount of monsters - certainly no 'higher-races' or super intelligent beings. Maybe shambling frozen undead. I'll work on that.<br />
<br />
<b>Night</b> is slightly different - normally you just assign watch and fast-forward the clock, not so in this adventure! Characters should quickly realise the cold will kill them, so they must build a fire for the night. Unfortunately there wont be enough spaces round the fire for all the characters, some will have to sleep huddled in the cold, the players first task during the night phase is deciding who.<br />
<br />
- If 'A Thing' sleeps round a fire the gradual thawing will reveal its true nature, initiating a combat (assuming the other characters don't just lay down and allow themselves to be eaten)<br />
<br />
- If a Human DOES NOT sleep round a fire they will gain a 'Numb Die' (this is a working title - I might change it to reflect a more madness inspired vibe)<br />
<br />
<b>Nightly Actions </b>- In addition to to the campfire mechanics - players must decide what each of their characters are doing for the night. They should pass the GM secret notes for each of their characters declaring what they will be doing. There are 3 possible actions.<br />
<br />
Humans can:<br />
- Sleep. They will wake in the morning rested and can remove 1d4 Numb Die.<br />
- Stay Awake. They will have DISADVANTAGE on all tests they make until they next Sleep. They can only Stay Awake for 3 consecutive nights. They will then be forced to Sleep.<br />
<br />
Things <i>must</i>:<br />
- Select one character to convert into another Thing. If they choose someone who is Staying Awake, they will be revealed. If they choose someone who is asleep .. that person is now A Thing.<br />
<br />
Once all the actions are declared the Night phase will end and the GM will pass back notes to the players (for each of their characters) letting them know how the night went, there are a few options:<br />
<br />
- You had a good nights sleep, remove 1d4 Numb Die.<br />
- You're tired, but alive. You have DISADVANTAGE on all test until you next sleep.<br />
- You are now A THING.<br />
<br />
After all these cards are handed out the players roll their Numb Die - i'm still working out what this does, but its not good.<br />
<br />
Also i've got something i'm working on called fears. Basically if characters have to do something they are afraid of they gain and have to roll their Numb Die.<br />
<br />
...<br />
<br />
More to come<br />
<br />
- DB<br />
<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-22445463416826466092016-08-26T15:25:00.000-07:002016-08-26T15:26:49.417-07:00The Black Houserules : ArmorOne the greatest parts of being involved with the 'Hack movement is seeing what interesting things people can do with simple moving parts. Shout out to <a class="g-profile" href="https://plus.google.com/112980222122355222976" target="_blank">+Jeff Call</a> for some inspiration on this.<br />
<br />
<b>Armor Hack</b><br />
Im not a huge fan of the Usage die being used for everything, but in additional things im already bringing in UD mechanics to Armor points and that solution isn't really doin git for me. So. Fuck it. Im thinking armor. There are two types of Armor. Light (d6) and Heavy (d8) When you take damage roll the Amor die, reduce the amount of damage taken by that amount. Additionally if you roll a <b><i>natural</i></b> 1-2 then the die downgrades in the normal Usage Die manner.Small shields +1 to the roll, and Large shields +2.<br />
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Note: You could do Light (d4) Medium (d6) Heavy (d8) - this fits with the 3 range band thing TBH has going on? Dunno, I like the simplicity of two options for amor, Heavy or Light. Binary sooths the soul.Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-74576792111602628412016-08-24T09:00:00.001-07:002016-08-24T12:40:52.859-07:00The Black Hack : The Beserker ClassHere's an alternative to the current Warrior class (and Knight class from <b>The Vertex of Hate</b>). This is WIP and needs play-testing, and will likely make an appearance in an official capacity at some stage. Please lend me your collective brains and help me smooth off the rough edges.<br />
<br />
<b><span style="font-size: large;">Beserker</span></b><br />
Starting HP : 4 + d10<br />
HP Per Level/Resting : 1d10<br />
Weapons & Armor : Anything that can be swung or thrown & All armor.<br />
Attack Damage : *See special features<br />
<br />
<b><span style="font-size: large;">Special Features</span></b><br />
For each level a character has, gain a damage dice (d8) kept in a dice pool, when you make your action to attack - assign your damage dice to all the creatures you want to damage. These can be Close, Nearby or Far-away. They do not have to be next to each other. Then for every target roll a corresponding Attribute test to confirm they take damage. The player must be able to, through narration and description, play out the attack. This pool resets at the start of the Berserker's turn.<br />
<br />
A Beserker may go into a rage for the duration of a combat, giving them Advantage on all tests to deal damage, and Disadvantage on all tests to avoid damage. They may go Berserk once per day at level 1, twice per day and level 3, three times at level 6 and four times at level 9.<br />
<br />
A Beserker gains an additional AP per level, on top of whatever armor they are wearing.<br />
<br />
- DB<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com1tag:blogger.com,1999:blog-4016449570211455688.post-23086779562164023522016-08-15T14:22:00.004-07:002016-08-15T14:22:55.823-07:00This is what TBH Mass Combat would look likeSo Mass Combat, I've seen a few ways of doing it - some do away with the wargame, some embrace it whole. My version sits in the middle somewhere - still using the d&d trappings but adding weird story game style descriptive tags to units and adopting a GW inspired combat resolution. I dunno. Might change after a bit of testing, but this is fresh out the mind oven.<br />
<br />
We take a monster and make them a unit. We don't need to know specific numbers, although to the nearest 10 or so is good. Goblins have 1HD. Lets say its a pack of goblins, that's? 20? So the unit of Goblins has 1 HD and we can make a few other bits of fiction or assumption. They have poor weapons, armor and training. Now lets take a squad of honor guards, there's 5 of them. Specific numbers still aint no problem though'. They have excellent weapons, Armor Training Morale etc. You get the idea. They also have 2HD.<br />
<br />
So the two units face off, and roll a d6. They add their HD to the roll. You also get +1 for each of the following if they apply to your unit.<br />
<br />
<ul>
<li><br /></li>
<li>Larger Force than the foe.</li>
<li>Be better equipped than the foe.</li>
<li>Have more battle experience than the foe.</li>
<li>Being led by/is a champion.</li>
<li>Faster than the foe.</li>
<li>Battlefield advantage. (such as a water elemental troop fighting in the sea)</li>
</ul>
<br />
<br />
Players compare scores and whoever wins deals that difference in damage. This damage is taken away from the HD. When HD = 0 the unit is <b>Out of the Battle</b> (1d4).<br />
<br />
1. <b>No survivors</b>, all dead, including champion.<br />
2. Champion <b>Out of Action</b> and unit destroyed.<br />
3. Champion and handful of the unit remain fighting, rest dead.<br />
4. Champion remains fighting, rest broken and fleeing.<br />
<br />
Players should have all their units selected in an order on the table in front of them. Perhaps cards would be a good way to do this. The everyone takes turns to activate a unit. Move and attack or Double move move. Standard TBH. Close, Nearby, Far. Scale is just fractal. (Don't tell FATE). resolve spells normally? I dunno. A unit of wizards? Really? I like warhammer battle wizards so maybe i'll have work on some sort of magic system that uses existing spells. Another night perhaps<br />
<br />
Spelling and grammar, i regret nothing.<br />
<br />
DB<br />
<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-54519711551488984052016-07-24T13:31:00.003-07:002016-07-24T13:31:57.012-07:00The boys first dungeonBenefits of having offspring is you get to experience cool moments where they show an interest in your hobbies. My hobby is d&d. What follows is the boy's (age 6) first dungeon. I consider it to be equal parts weird, familiar and interesting. I think ill run some players through it. Maybe add some 'filler black rooms' - plus yeah yeah, I get blank rooms don't need to be filler (all killer amirite?)<div>
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<div>
Room Contents:</div>
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<br /></div>
<div>
1. Goblin Shark (Head of shark, body of Goblin)</div>
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2. Psycho Cyclops.</div>
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3. Creepy lab, Skeleton, liquid with label 'Toxic', if drank gain a level.</div>
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4. Cyborg Skeleton - teleportation, mind control, lazor eyes.</div>
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5. Bunch of Bats - Machine converts toxic waste to healing potions.</div>
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6. Another lab - more skeletons, sword that traps souls.</div>
<div>
7. 12 chests - 6 trapped: Laval pit, Arrows, Scared to Death, Killed by darkness, Anvil falls on you, Virus Kills you.</div>
<div>
8. Yellow orb - reach in? flip a coin, Heads: Ghost Wolf appears. Tails: Nightmare spawns.</div>
<div>
9. No door, just a purple portal. (wait that's it?? shouldn't there be more? No. Apparently not)</div>
<div>
10. Ghosts with some abstract medieval contraption that's basically a hoover. There was a picture but just trust me. </div>
<div>
11. Robot room - bear with hat.</div>
<div>
12. Misty Room with chest guarded by octopus.</div>
Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-65881426895912540242016-06-10T15:59:00.001-07:002016-06-10T16:00:47.781-07:00The Black Hack : Guns & Ammo<div class="separator" style="clear: both; text-align: center;">
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Here are my thoughts on guns, these aren't 'official roolz' or anything - just my thoughts about how i'd like to do guns.</div>
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AMMO</div>
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All guns have ammo, represented by the usage die. Just as it was intended. You roll your ammo die at the end of a combat, and it works as per normal. I'd normally expect usage die's to be in the d8-d10 region.</div>
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SPRAY & SLAY</div>
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You can bypass the DEX test to hit, do automatic damage but you have to roll the Ammo's usage die immediately.</div>
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CRAZY AMMO</div>
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High power shells, LAZOR beams, angry bee's - all pack a serious punch. A gun with crazy ammo can roll with Advantage when dealing damage, but must also roll with Disadvantage when roll the Ammo's usage die at the end of the combat.</div>
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SNIPERS</div>
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Long barreled guns or weapons with computers and fancy shit can skip a turn, 'aiming' and automatically deal damage the next turn. Roll usage die at the end of the combat as per normal.</div>
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BOMBS</div>
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Area of effect weapons attack 1d4 targets in a Nearby area.</div>
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SWISS CHEESE</div>
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If you kill a creature with this gun, and have any 'damage left over' you <b>have</b> to give that damage to a Nearby creature. Oh there are only your friends around? Then you shouldn't be playing with guns indoors.</div>
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BLUNDERBOLLOCKS</div>
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If you have a gun that shoots shrapnel, pellets or other short range spreadables - should you miss, you deal your Level in damage to the target if they're Nearby.</div>
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STOPPING POWER</div>
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Replace class damage with a d12, the usage die for this gun is always a d6.</div>
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That seems like a nice set of rules to make Guns feel distinct, but not overwhelming. Also its unlikely that one single gun would have more than a couple of these little rule - <i>tops. </i>One each also helps distinguish the gun.</div>
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<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-70949550648597523952016-05-19T14:39:00.003-07:002016-05-19T14:49:06.061-07:00How to make a successful RPG (or lessons i've learned)I've got a game out as you know, one or two people thought it was pretty fucking neat :<br />
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Not bad for a jumped up little set of house rules-turned small press title. So far I think we've sold 900+ 'real copies' (bundles ofc) and 450+ pdf's, a bunch of GM screens, Char sheets and the 1 page micro-setting 'The Queer and Deadly Town of Sorrowset'. All gravy then. So much so, that the resulting conversation about the game, its mechanics and its success have given me reason to get my think on.</div>
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Why has The Black Hack been as successful as it has, despite it being <i>yet another d&d clone? </i>It really isn't doing something all that special, same rules just spun a little differently. (Although I'd claim, anecdotally, that TBH is what D&D looked like before it was D&D - Arnesonian style) If I were to draw a parallel - or reveal something that has inspired TBH it would be LotFP. Now i'll say upfront im <b>not</b> a huge fan of the LotFP rules. They're just B/X with some neat tweaks, but that's not what I wanted to talk about. What I really like, and the reason I think James has had the success he has? It's attitude. Despite having 'vanilla' rules - and I mean that as no real insult - when you play a LotFP game you know what you're getting into. Real cray-cray shit. So thats what I tried to inject into TBH's soul - the same level of projected attitude. And one thing I've learned is it's that 'voice' that the game needs to stand out from all the hundreds of other generic fantasy roleplaying games that are out there. Production values are real important important too. Super important. We asked for extra money to print on nicer paper, and it worked, and shit the bed did it make a difference. Arts important. I couldn't put any in the book, space was tight in places, but I made sure to do something bold for the cover. Just wait till you see the T-Shirts.</div>
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What's next? Well if I were to look at the Raggi method of success, its support. TBH has already in the few short weeks it's been available, had a shit tonne of 3rd party support. Which is good, It's also sort of a shame, because a lot of those things - were things I had planned on doing. I'm still going to do them of course, in my own unique way. I asked the G+ hivemind what they would want to see next ..</div>
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So there we are - pretty much an even split. Vertex of Hate is going to be something of a similar size to the rulebook, but purely adventure, with some other small bits thrown in. It's not a guaranteed go'er yet but it looks like it might be a KS with Gold Piece. That way there's the opportunity to get badges, t shirts and other shit I posted about made. But beyond that? Stay tuned. TBH <b>will</b> return.</div>
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Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-87267030686632830272016-05-14T10:40:00.001-07:002016-12-22T08:49:56.207-08:003RD Party TBH<span style="background-color: white;"><span style="color: #666666;"><span style="background-color: white;"><span style="color: #404040; font-family: inherit;"><span style="line-height: 18.2px; white-space: pre-wrap;">There's been a tonne of really creative and inventive uses of TBH as an 'engine' which i'm really digging and totally happy about. People have been kindly emailing me their drafts, and enquiring about what they want to do - but some haven't (which </span></span><span style="color: #404040;"><span style="line-height: 18.2px; white-space: pre-wrap;">isn't</span></span><span style="color: #404040; font-family: inherit;"><span style="line-height: 18.2px; white-space: pre-wrap;"> an issue, mind you). But it prompts me to think now is a good time to publicly make everyone aware of how I want to approach 3rd party content that wants to reference TBH.</span></span></span><span style="font-family: inherit; line-height: 18.2px; white-space: pre-wrap;">
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</span><span style="background-color: white;"><span style="font-family: inherit;"><span style="line-height: 18.2px; white-space: pre-wrap;">The TBH rules are OGL, so you can totally use them for whatever purpose you want. The name 'The Black Hack' and the Hand logo aren't, </span></span></span></span><span style="color: #666666; line-height: 18.2px; white-space: pre-wrap;">however</span><span style="background-color: white; color: #666666;"><span style="font-family: inherit;"><span style="line-height: 18.2px; white-space: pre-wrap;">. But </span></span><span style="line-height: 18.2px; white-space: pre-wrap;">having</span><span style="font-family: inherit;"><span style="line-height: 18.2px; white-space: pre-wrap;"> said that, in the spirit of DIY gaming I want you to modify, create supplements and spawn spinoffs. Its what its all about. </span></span></span><span style="color: #666666; font-family: inherit; line-height: 18.2px; white-space: pre-wrap;">So if you want to create a supplement/module/hack, and if you want to use the name 'The Black Hack' - here's how you should go about it:</span></span><br />
<span style="background-color: white;"><span style="color: #666666; font-family: inherit; line-height: 18.2px; white-space: pre-wrap;"><br /></span></span>
<span style="background-color: white; color: #666666;"><span style="font-family: inherit; line-height: 18.2px; white-space: pre-wrap;">If it's a supplement (ie you need TBH to use it), somewhere on the cover you need the hand logo and the text 'For use with The Black Hack'</span><span style="font-family: inherit; line-height: 18.2px; white-space: pre-wrap;">
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If it's a standalone product (The opposite of above), somewhere on the cover you need the hand logo and the text 'Made using The Black Hack'</span></span><br />
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<span style="font-family: inherit; line-height: 18.2px; white-space: pre-wrap;">Any questions just get in touch!</span></span><br />
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<span style="color: #404040;"><span style="line-height: 18.2px; white-space: pre-wrap;">#HappyHacking</span></span></span><br />
<span style="color: #404040;"><span style="background-color: white; line-height: 18.2px; white-space: pre-wrap;"><br /></span></span>Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-69476768868670756732016-05-09T14:14:00.004-07:002016-05-09T14:17:46.184-07:00Boxes, Maybe? Badges, Yes. Stickers. Yep.So it occurred to me that I post alot over at G+ but have somewhat neglected the blog here. I don't feel bummed out on producing stuff, i'm in my most production period yet, dahling. I've got a bunch of old notebooks of ideas that, never went anywhere, I might go back through those and do some retrospective stuff? I dunno. But I've been working on The Black Hack stuff. Already written skeletons for the narrative and structure of The Vertex of Hate. Im not ready to talk about how it will get out there - but it's definitely gestating at a rapid pace. I also wanted to post a couple of photos - to show you some updates on other things that are going on, oh and the blog post title, those too, enjoy.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLZOeCOV-N02kop8hTBD34G00G8BTeerOHa6CXwDRP63HomRdTS6S8WYMI_a_o_MqUGsKzPxB9Sq6MFkqcqF8pp9Xajokgf4eZTL7wl017QIATiBjJNe3hVijgoNY3iNxvixQIANPYnivx/s1600/IMG_0005.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLZOeCOV-N02kop8hTBD34G00G8BTeerOHa6CXwDRP63HomRdTS6S8WYMI_a_o_MqUGsKzPxB9Sq6MFkqcqF8pp9Xajokgf4eZTL7wl017QIATiBjJNe3hVijgoNY3iNxvixQIANPYnivx/s400/IMG_0005.png" width="400" /></a></div>
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Thats a die drop to-hit table thing (the last one got ruined) </div>
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Thats a tshirt.</div>
<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-40981840002673140702016-05-06T15:36:00.002-07:002016-05-06T16:03:15.336-07:00Additional ThingsNow the dust is settling, people all over the world are finally getting to tuck into their little black packages. Chortle. It's time to release 'Additional Things' - a document i've kept as I developed and whittled down The Black Hack to its 20 slim a5 pages.<br />
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Theres lots of variants, alternatives and optional rules in there. Theres some that expand on certain things or introduce whole new concepts such as Panic! and Failing Forward. Most were cut because of space, some because I wasn't sure they were right. But you get to decide now. Also there's a little bit of waffle from me on the rules, why I like them - a directors commentary if you will.<br />
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You can get it by clicking the image below, and in due time it will go on RPG.now (I know i should do launches on all paltforms at once, but friday night)<br />
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It also worth noting that it's a living document, so if you would like to see something included - get in touch. Oh and did I mention that the games on sale, including all the Kickstarter Exra's if you missed those too?. Yeah im sure I haven't mentioned that before.<br />
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Adios.<br />
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<a href="https://drive.google.com/file/d/0B-O-EzxBHp6GZ04xYkN4YzAzaW8/view?usp=sharing" target="_blank"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHT7UN7Nbk2QPjrqTxpCL4kn2B0P8Z-KOyiIvnuP_EjBXQ-hJ1C6ZAxCAB-YwA66zQHl2kinccMtt3dJKZp3n8n6oV_cUD5Dbuehil8-30aqrWr0k419GfBPw_YbihXCVZWNYz1Ou0tIni/s640/Screen+Shot+2016-05-06+at+23.34.02.png" width="452" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-88298304012327352822016-04-20T13:43:00.002-07:002016-04-20T13:46:30.330-07:00The Black Hack dead tree copies are on their way!I've been busy at work creating, amending and general doing lots of stuff for my surprisingly successful OSR D&D clone 'The Black Hack'. So busy that i've rather ignored my blog - sorry about that faithful reader! But i'm mega excited to announce that you can officially purchase physical copies of the game, the GM screen and characters sheets! Peter is hard at work licking stamps and stuffing envelopes, so backers from the Kickstarter should start receiving their rewards over the next few weeks - but if you're not one of those wonderful, talented all round excellent people (and even if you are!) .. Here's some more cool things for TBH that you should totally be all over!<br />
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<a href="http://www.rpgnow.com/product/178359/The-Black-Hack" target="_blank">PDF's are available at RPG.now</a> - you can get the Screen/Character Sheets and Rulebook all for the princely sum of $3.50<br />
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Physical copies can be nabbed from <a class="g-profile" href="https://plus.google.com/107914451403154825752" target="_blank">+Peter Regan</a>'s website <a href="http://squarehex.myshopify.com/" target="_blank">Squarehex.com</a> - they'll be available pretty darn soon.<br />
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<a href="https://plus.google.com/communities/107832933727516137622" target="_blank">TBH now has a G+ community </a>- already with 200+ members, plenty of resources and the opportunity to hurl profanity at me - what more could you ask for?<br />
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The lovely <a class="g-profile" href="https://plus.google.com/102964384717941736128" target="_blank">+Bruno Bord</a> has kindly developed <a href="http://the-black-hack.jehaisleprintemps.net/" target="_blank">a reference document for all your Black Hack 'hacking needs.</a><br />
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The free supplement 'Additional Things' is being proofed, and should be out and available in a day or two (in PDF format - there's no plans for a print run.. yet)<br />
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So what's next? I've got some ideas, me and Peter will be conspiring over the coming weeks as to what our next move will be - but i'd love to hear from yourselves about the things you'd like to see produced to support 'The Hack.<br />
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-DB<br />
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Anonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0tag:blogger.com,1999:blog-4016449570211455688.post-86526819081114970752016-02-17T05:21:00.005-08:002016-02-17T05:21:57.466-08:00The 'Reactive BBEG'Here's a method of procedurally 'activating' antagonists plans and actions, based on player rolls and relationships. I took inspiration from 13th Age and Dungeon World. I think it works best for GM who are slackers and make shit up as they go. Like me.<br />
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At the start of your campaign (no matter the length) choose a minimum of 3 Antagonists. These should be things that are capable of going the long haul - all the way to the end of the campaign if needed. But crucially they should represent something larger than the actual NPC you create. In my last campaign I had the Orc Lord, The Liche King and The Great Druid. They each represented a 'prevailing attitude' in my game world, like the Orc was obviously war and chaos. Depending on the scale of the game its likely they'll have a shit-tonne of resources too.<br />
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Work those concepts up a bit - keeping them broad and undefined at this stage, but you need to assign each a goal or 'end state'. If their ultimate plan isn't stopped this happens, for good or for ill. You should probably also come up with 3 loose 'milestones' - big things that need to happen in order for that final goal can be attained.<br />
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Have every character that is created choose 3 relationships with them - one positive, one undecided and the final negative. Have them spin a line or two of fluff around the relationship and they're good to go. At the end of every session have them roll d6 for each relationship - any 5's or 6's means that 'antagonist' will do something interesting to influence the story next session. Usually this will mean doing something toward achieving their ultimate goal, and hopefully someway that either reinforces or tests the relationship to the character that rolled a 5 or 6.<br />
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Now you've got an interesting sub-system with a bunch of antagonist that should react, act and generally have some backwards and forwards with the players. Also hopefully this takes some load off the GM between session, giving them a firm course to sail when creating stuff. - but also providing a lose structure so if it goes in an odd direction its not a problem. My games always go in odd directions.<br />
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xAnonymoushttp://www.blogger.com/profile/17793747524509341262noreply@blogger.com0