Showing posts with label Caverns & Cowboys. Show all posts
Showing posts with label Caverns & Cowboys. Show all posts

Thursday, January 21, 2021

New (old) Projects

 I'm sitting here at my desk at work, taking a break from research, and fiddling around with game stuff. Thinking about what I could do to add some new content to my Hidden Treasure Books store.

I'm still making slow progress on my East Marches megamodule. I have ideas for most of the 120 keyed locations on the map, and the ones I have left to decide on are in the farthest region, which will be for Name Level PCs. I plan to recycle a few small locations from earlier games I'd run of Flying Swordsmen and Chanbara, plus some new ones. The first region (for 1st to 3rd level PCs) has 14 encounter areas keyed on the map. Once I get those areas done and flesh out the home base a bit more, I'll release it as the first installment. That should give me more motivation to keep working on the other four regions (for levels 3-5; 5-7; 7-9; 9+ respectively) and get each installment out sooner rather than later. Once all the installments are done, I'll also be putting it together in a comprehensive package. 

So while I'm doing that, I'm also fiddling around with my TSR and TSR-East homebrew rules. Jeff is rolling up another PC, and was asking if he could have a multiclass with one class from the regular TSR and the other from TSR-East. I hadn't really given that much thought. In fact, TSR-E doesn't even have multiclassing rules yet. So that's something else to work on. And if I'm going to better integrate the rules, I should finally figure out how I want to do the "thiefy" skills. Thieves, Assassins and Acrobats get % based skills, while the Ninja and Yakuza have x in 6 or x in 10 skills. 

I've also still got the idea in my head that instead of selecting class and race, there should only be classes, and each class has sub-classes/kits/archetypes to choose from, and demi-human versions are subclasses. For example, if you're a Fighter, you can be a normal (human) Fighter, or you could choose to be a Ranger or Dwarf Fighter, for example. Then TSR-E would just be adding new sub-class options like Ronin and Tengu Warrior to the base classes. That's a lot of work for very little real gain, though, so I'll probably just keep it as it is now with lots of classes, and races separate. 

I am also working on my DM side rules for TSR-East, and realized that I should give them an edit to make them generic to TSR. Anything traditionally European or Asian can be in separate TSR-East and TSR-West players books and monster/treasure books, if I ever publish this thing. [I was getting some pressure from players to run a kickstarter or something to get this out.

Oh, and I looked through my old Caverns & Cowboys game from a few years back. The play testing on it seemed to work well enough, although we didn't really put the magic system through its paces. I think I might try to find some time to go through it once more (there were a few things players pointed out I could add) and get it up as a cheap PDF/POD game. 

So I'm looking at plenty of gaming-related stuff to work on this year. We'll see how much time I end up with to do these things. C&C is probably easiest, I just need to make a few tweaks, then format it and add in art (which I've got some PD images saved, and Jeremy Hart has done some mock-ups of potential pieces I could commission from him). But at the moment it's the project I'm least enthused about. 

Ghost Castle Hasegawa, the first adventure I made to play test Chanbara, also is in need of a small edit, then formatting, and art insertion. I should get that done, soon, too. Should, I say, but will I? I've been sitting on it for several years now.

Wednesday, January 1, 2020

2019 Year in Review/2020 Looking Forward

After five years of very little blogging, 2019 was a productive year for me. Or maybe that it wasn't so productive allowed me to blog more?

Actually, the secret is that my wife and sons spent most of the year in the USA. They're still there now. I'm flying to the US for a vacation in a little over 2 weeks. I'll be there for a month. So don't expect any posts here in the tail end of January and most of February.

Living by myself has given me more time to blog, but also just more time to think about game stuff. And more time to read others' blogs, which often spurs a topic in my mind.

Not counting the Flying Swordsmen page, my most popular posts this year were:
1. Man, Gygax could be Wordy [Two paragraphs? Not my most thrilling content. Was the title good clickbait? I didn't intend it as such.]
2. Roleplaying, Metagaming, and Differing Opinions [Now this one spawned a conversation both here and at at least two other blogs, so I'm not surprised it was popular.]
3. The Action Economy is a Bad Concept [This one was intentionally given a click-bait title, and it worked. Spawned a really good discussion, too.]
4. Traps, Are We Thinking About Them Wrong? [Another one that got some traction and discussion on other blogs, so again, not surprising that it was read often.]
5. The Secret Roll [One in which the idea was inspired by other bloggers, and initiated posts on the subject at other blogs as well as a lot of discussion here.]

Personally, I set a record of returning to the US on three different occasions last year. I'm going to repeat that, or if I can swing it, make four trips this year, to visit my wife and boys as much as possible. We video chat twice a day, so we're not completely separated, but even 21st century tech is no replacement for being there.

Gaming-wise, in 2019, I didn't produce much for all of you (other than blog posts), but Chanbara and paper minis sales continue to trickle in every month. My West Marches game (both face-to-face and online sessions) are going well. I did some play-testing of Caverns & Cowboys, which probably could be cleaned up and released relatively soon if I set my mind to it. And I've done a lot of tweaking of my Treasures, Serpents, and Ruins house rules for Classic D&D, including, as I've blogged about recently, TSR-East, which is more of a Pan-Asian fantasy game than Flying Swordsmen or Chanbara. TSR-East is about ready for play-testing. I think I'm going to just allow it in my West Marches games and see if anyone bites, and how the classes stack up.

I've also been putting in the ground work on a module for TSR-East/Chanbara/Flying Swordsmen (or Labyrinth Lord or BX/BECMI, or whatever) module East Marches. I made a map, and there are 120 keyed locations on there. A few will be simple interesting encounter locations, but most will be dungeons of various size. And the map is divided up into zones appropriate to characters from 1st through Name Level+, so thinking up all these dungeons and encounter sites will take some time and effort. I had foolishly blogged about releasing it in 2020, but I know that's not going to happen. It's gonna take me longer than that to write this thing up. It's ambitious. And this is for spare time, along with normal planning for my West Marches campaign, not to mention academic writing for work.

My plans for the new year are to keep blogging, for one. I may start in on the Mentzer Expert Set Cover to Cover. People liked the Basic CtC posts from a few years back.

I want to get as much done of East Marches as I can. I may release this thing in serial format.

And I should probably spend some time cleaning up a few issues in Caverns & Cowboys, and release it as well. The game mechanics are borrowed from a well-tested system. It's not everyone's cup of tea, but, well shoot, Pardner. Ain't ever'one gots t'like it. But if'n yer want t'take on dragons 'n' goblins 'n' such with Remingtons, Colts, 'n' sticks a' dynamite in a phoney 19th Century frontier, this-here game may well just scratch that itch.

Saturday, August 10, 2019

New Direction? (JOESKY Tax at the end)

I need to find some new blogging inspiration.

I've got a great face-to-face game going on (The West Marches).

I continue to play in Dean's 5E Eberron game, plus occasional games run by others via Hangouts.

I run two play-by-post games (my Megadungeon and a newer Isle of Dread game).

I'm playing in multiple play-by-post games on the same site that hosts the two games I run.

I've run some Caverns & Cowboys play-tests via Hangouts, and the system seems solid so far.

Chanbara continues to make a handful of sales every month, with occasional paper miniature sales as well. Definitely not going to get rich from DriveThru ever, but the little bit helps.

The only area of my gaming life right now that doesn't seem to be engaged is my desire to write stuff for the blog.

I could just continue to write posts about my actual play experiences, and posts to try and get more people to buy the stuff I'm selling. But that's not the most engaging, for me or the reader. At least for the play report stuff, Dean awards everyone bonus XP.

When the blog started up, I was writing all sorts of posts. Gaming nostalgia. Riffing on ideas in the OSR or other gaming circles. Creating content (Beast of the Week). Spitballing ideas and getting feedback on house-rule ideas. Discussing all sorts of gaming inspirations.

Then I started working on Flying Swordsmen, and promoting it. That led to working on Chanbara and promoting it.

And I had some serial posts, like my re-reads and reviews of TSR's Endless Quest books. And my Mentzer Basic Cover to Cover series.

I tried to get into game design theory discussion here, as it dovetailed with some academic research I was doing. But until I get back on that academic horse, I doubt I'll be doing much blogging about that stuff.

I need to figure out what to do with the blog relative to my current gaming situation and non-gaming interests, and time constraints. I'll keep you all posted. And when that inspiration hits me, I'm sure all my regular readers will know!

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And since you sat and read through that navel gazing, I'll pay my JOESKY tax (is that still a thing?) and give you some juicy tidbits of Caverns & Cowboys.

Based on the classless, d% resolution Star Frontiers system, C&C (yeah, Castles & Crusades already cornered that acronym, I know) divides skills into three Primary Skill Areas: Interaction, Combat, and Magic.

All characters choose one of the three PSAs for their character. They then start play with three skill-sets. One skill-set must be from the chosen PSA. One must be an Interaction skill (so Interaction PSA people must have two from that group of skill sets). The final skill-set can be anything.

Interaction skills are the most varied, as they cover pretty much anything outside of magic or combat. Each skill (really a skill-set) grants access to three or more subskills, each with a % chance of success that improves with more skill levels (from 1 to 6). Interaction skills are the cheapest skills to raise levels in.
Interaction Skills: 
Culture Lore
Dastard
Drover
Influence
Law & Justice
Mechanic
Medicine
Trailblazer

Combat skills are mostly for improving chances to hit with various sets of weapons. Only one, Fisticuffs, grants a few subskills (Rasslin' for wrestling, and Wallop for more frequent knock-outs) in addition to increasing chances to hit (and is the only one that increases damage).
Combat Skills: 
Archery
Artillery
Fisticuffs
Hurling
Long Arms
Melee
Pistols
Scatterguns

Magic skills are the odd-balls, not conforming to the standard Star Frontiers rules. Gaining a level in a magic skill grants access to four spells. Spell points are determined by an appropriate ability score, as is the chance of casting the spell -- which does not increase with level. Instead, gaining levels in the magic skill increases the potency of the spells. Magic skills are the most expensive skills to raise levels in.
Magic Skills:
Faith Healing
Mesmerism
Kabbalah
Shamanism
Voodoo

My play-testers really like the evocative nature of the magic skills, and say that they think the interaction skills cover most things they'd consider important in a Western themed RPG. Combat was also praised by them, since at low levels it's hard to hit your opponent (fairly realistic in that regard) so our shoot-outs in the games we've run have mostly been ended by clever use of Mesmerism from Dean rather than battles to the death.

It's coming along. I just wish my schedule made it easier to run more pick-up games (actually to plan for sessions so I can run the game) more often.

Sunday, July 21, 2019

The Taking of Nasty Canasta: Rustler, Bandit, Square Dance Caller

We played Caverns & Cowboys again last night and it was another fun session. Ken couldn't make it (which is too bad, he is up on the genre so he brings a lot to the game) but Jeremy and Dean were able to show up.

I threw out three hooks: protect a wagon train of settlers planning to go through hostile territory to a new settlement, try to eliminate a dragon for the local cattlemen's association, or track down the wanted criminal Nasty Canasta. They chose the third.

Savvy readers who had awesome childhoods or who are awesome parents may recognize that name. I stole the character from Looney Tunes (Drip-Along Daffy, where Daffy and Porky try to rid a "typical Western town" of said villain). And funnily enough, although I didn't plan it to go down this way, it actually did play out in a similar manner to the cartoon I stole the idea from!

I also got to try out a simple "stud poker" mini-game that can be played by rolling dice to determine how good your hand is and then betting on it. It's not perfect, but it's simple and worked well enough in practice. With a bit of tweaking it could be used to simulate other types of poker as well. And it fits in well with the Cheat subskill of the Dastard skill set (which both Jeremy's PC and the NPC Nasty Canasta had).

Another successful play test! Oh, and Jeremy has been making some art samples that I think look pretty awesome and will likely be licensing from him to help illustrate the book when I get it ready for publication.

Sunday, June 30, 2019

Test Run

Played some Caverns  & Cowboys last night with the guys on Hangouts/Roll20. There were a few minor issues, but mostly Dean, Jeremy and Ken had a positive reaction to the game.

There was a little bit of confusion with the different ability scores from D&D standard. I've based the system on the Star Frontiers d% system, so the ability scores and their abbreviations can get confusing. For example, in SF there is an ability abbreviated INT but it stands for Intuition, not Intelligence. LOG (Logic) is closer to D&D Int. Also, PER is Personality, but they kept assuming it was Perception.

Char gen is fairly easy as far as ability scores and skill selection, but buying equipment was the thing that slowed it down. Dean missed having "ready pack" options like in 4E and 5E D&D, so I may come up with some suggestions for that. Jeremy just copy/pasted my sample character's gear then added a few things he wanted, so that was fairly fast for him. Ken is a bit of an Old West history buff, so he was pleased to see the wide selection of gear available.

Anyway, Dean's suggestion of some sample starting packs would be a good idea to help people get into the game faster. Also, Ken (who played a doctor) noticed that I forgot to put medical kits and laudanum and other period medicines on the list. To be added. I should make sure other skill sets that need tools/equipment have them available as well.

The big departure from Star Frontiers is the magic system I cobbled together. I did some research on period mystical/magical belief systems (Jeremy appreciated this level of setting detail) and came up with some appropriate magical traditions. Using the SF skill system of one skill with discrete subskills as a package, each magical tradition is a skill and each spell is a subskill. They improve in potency as you level up the magical skill. Dean took Mesmerism as one of his starting skills, and put it to good use with a seance to gather information and later hypnotism to pacify a villain. So far, it didn't seem broken. The other traditions, and magic skills at medium to high level play still need to be tested, though.

The combat system worked well (I knew from Star Frontiers that it should). Chances to hit for beginning characters are low and there are more negative modifiers to attacks than positives, so there was a lot of missing by both sides. Dean was a bit put off by this at first, but since Ken and Jeremy were commenting on how this was more like a real firefight, where lots of bullets do miss unless you're really close to your target, Dean got on board with it. I know from experience that once those combat skills get up to around 3 or 4, combat gets a lot easier.

The scenario I ran them through was a simple one. Sheriff Bart of the town of Justice asked them to go to the smaller town of Liberty nearby and run off some bandits who had taken over the town. After a bit of haggling over the reward, they set out and on the way were ambushed by blink coyotes (blink dogs from D&D of course). They had trouble hitting the blink dogs, and took a lot of small bites. Finally, they wounded enough of the blink coyotes that the creatures decided to find easier prey and vanished. The party decided to head back to town to hire some extra guns to take on the bandits.

In town, Dean's character Schmitt performed his seance to contact a victim of the bandits and get some intel. They each also hired a rifleman to accompany them. When they got to Liberty, there were four bandits guarding a bridge over a creek south of town. They spotted the bandits, the bandits spotted them. Both sides took cover, and one bandit ran into town to alert the others. The firefight was fairly long, as I mentioned above, lots of missed shots (mostly due to range and cover penalties to hit). After five or six rounds the bandit leader, an ogre, appeared and charged across the bridge to attack with its spiked club. They did a good amount of damage to the ogre, but it nearly killed one of their hired guns before Schmitt could hypnotize it to sleep. Then, Sam (the hired gun of Jeremy's character Hezekiah) managed to roll a 01 and 02 to hit, which are knock-out rolls in the system. So two of the three bandits went down the same round as the ogre boss. The final bandit surrendered, and the other bandits carousing in town fled to the wilderness when they got the news.

When the ogre woke up, they questioned him (with a bit more hypnosis to make him talkative) and found their lair was a cave outside town. After securing the ogre with chains in a root cellar, they set out and found the lair, getting just over $1000 in silver coins, a potion, and a magic wand. On Hezekiah's orders, Sam drank the potion (the order was drink, not sip! Jeremy had maybe a little too much whiskey as we played!) and so had clairvoyance for an hour with nothing to view. :D Back in town, the sheriff of Justice arrived with a Justice of the Peace and they gave the ogre his trial, found him guilty, and hung him by his neck until he was dead.

So the scenario I sorta whipped up out of next to nothing worked well, and since the players were into the idea of D&D with Western trappings, it seemed to work out well. I think this little game has some promise.