2011/10/27

Free Adventures: Ammersfurt #28

The Secret of Ammersfurt is a free role playing supplement for the Dark Dungeon 2nd Ed game. Every week for thirty-five weeks, you'll get new bits for the Ammersfurt adventure setting, like monsters, NPC's, locations, skills, character templates, role play tips, and so on. And also every week, you'll get an adventure seed, which you can turn into a weekly adventure.

Adventure Seed 28: The Glassmaker's Last Wish

After a long search the Ammersfurt officials and the Cathedral builders manage to find a glassmaker for their cathedral that is an absolute master in his work. His name is Nicolas Nicolaessen, and his work is magickal in quality. The heroes are asked to talk the man into designing the windows for the church to build. But as they arrive and admire what he is currently doing in the Utrecht Cathedral, Nicolas explains that he cannot come. Why not?

Download the twentyeighth part of The Secret of Ammersfurt here!

2011/10/17

Free Adventures: Ammersfurt #27

The Secret of Ammersfurt is a free role playing supplement for the Dark Dungeon 2nd Ed game. Every week for thirty-five weeks, you'll get new bits for the Ammersfurt adventure setting, like monsters, NPC's, locations, skills, character templates, role play tips, and so on. And also every week, you'll get an adventure seed, which you can turn into a weekly adventure.

Adventure Seed 27: The Cathedral Builders

One of the buildings that was damaged during the short war with Gelre is the church of Our Dear Lady, St. Mary. Now some richer pilgrims and believers have thought of a new plan. They wish to rebuild the Ammersfurt St. Mary's church as a cathedral. In fact, they offer more than enough money to make a start. A huge sum. Burghermaster Swartenburgh has second thoughts about the thing, but he does not want to refuse a given horse. He asks the heroes to investigate subtly.

Download the twentyseventh part of The Secret of Ammersfurt here!

2011/10/16

OSR Experiments #29: Real Heavy Stuff

I always hated encumbrance rules. They're cumbersome, hard work, and heavier on the players than the characters. But last holiday I noticed there might be a point to these rules.

Hauling one extra backpack with a bundle of books I bought made the difference. My first backpack, with camera and clothes was heavy enough, feeling a bit like a harness on my back. But this second one was a killer. I literally noticed how I slowed down. Maybe my real speed halved, maybe I made two thirds. But I slowed.

I would have another ten hours to kill in Munich before my train left. Then I figured I needed to find a locker. And so I did.

If I would have to carry my two kids, or perhaps my wife, that would really slow me down. To less than half speed. And I would not be able to continue for a longer period. If it was something heavier still, I would only be able to drag it forth slowly, or not at all.

So encumbrance makes sense, even in adventures where dungeon loot is not the first objective.

But I hate adding up numbers all the time! So I figured, maybe, maybe there is an easier way. Because encumbrance is both weight, and bulk, and the way you are able to carry the stuff.

So instead of counting in coins, or pounds, or grammes, or even stones, like Alexandrian or Lamentations, you might count in HEAVY THINGS. You might even classify as SOME STUFF, HEAVY THINGS, VERY HEAVY THINGS, and HARDLY MOVEABLE STUFF.
And instead of always counting, you only start counting once it becomes important. When you're in a chase running away from enemies. Or when you are chasing others yourself.

It might work out like this.

SOME STUFF - are small weapons, a small handbag, a tool, a jacket, etc. Anything that gets your hands full but doesn't really slow you too much. Some stuff you can always take with you, but it may get your hands full if you don't have a bag for them.

HEAVY THINGS - are just that, a full daypack, a winter coat, a bag of groceries, a sack of loot, a big shield, a big sword, a pole arm - you can carry one heavy thing as a normal person without being slowed down too much. Carrying more heavy things will slow you down.

VERY HEAVY THINGS - another hero, a cupboard, a stack of loot. Very heavy things make you move slowly. You're a sitting duck and you can forget about chasing. Unless you're very strong, or perhaps make a strength check.

Hardly moveable stuff? - Stone slabs, coffins, real big furniture, a tree... Forget about moving long distances at all. No chasing. Get an elephant or horse to help you out.

Now I only need to factor in STRength and SIZe... And figure out how many coins is VERY HEAVY.

What do you think? Worth a try?

2011/10/10

Random RPG Thoughts #2: Do you need a Character Sheet?

Sometimes you only find out you need something once you don't have it with you.

Last weekend I was playing with a semi-regular group, but not at the regular location. I brought dice, including a smashing big one. I brought a ruleset, even though I rarely look at it during gaming. I brought my little webbook, with an adventure file of what we played before. I even had some jpegs of maps to use, just in case.

But I didn't bring character sheets. And my wife, usually the leading player, forgot her character booklet too. Now forgetting sheets isn't that uncommon. Some players always forget their sheets, and some write a new one for the same character each session. I don't really mind. I play a story style game, cinematic if I'm into it, and I rarely need exact stats. I mostly need a pretty solid idea of what a hero is like, and I'll wing their scores.

But to have a solid idea, you might actually need a character sheet. And I kind of forgot about that. My wife complained that she was running out of options because she forgot what this hero could do. Yeah, she knew about the few high, typical skills, but not about the many smaller ones that give flavor and extra options. Telepathy and Magickal Suggestion all right. But what else? This wasn't a regular character, you might guess.

And because she didn't know it well, neither did I as a GM. Options became a bit more narrow. Another player, who plays less often, and is a relative newbie suddenly realized that she also might be missing her character sheet. She had been playing a few sessions without a sheet already, because, well, she left it at home somewhere in an obscure place. Like in a dustbin or a box in the attic. Maybe that was why she was running out of options  sooner, and found herself sitting just waiting what came at her hero. Instead of taking action for herself.

Maybe she would have been less of a rookie player if she had looked at her skill list and background notes Maybe she'd say, hey, I have night vision! So I'll sneak around and have a look in near pitch dark! Or she might have used her history knowledge to see if she could tell about the allegiance of an older NPC. Or she might just have used another weapon.

I kind of forgot, and often thought that a character sheet may be stifling. I thought you don't really need one, and can let your imagination roam free. But maybe that's not (all) true. Maybe you do need a sheet with descriptors. A sheet with constraints, to actually spark your imagination.

How about you? Do you like to play with, or without a character sheet? Do you think a good game needs them? I'd like to know.