Sunday, July 9, 2023

BXDH Online Game

Every other week I run 2 games of BXDH - heavy emphasis on exploration.  The whole island map is available from the get-go, but "fog of war" covers those hexes that have not been explored.  


I like this method - it gives the players something to discuss and aim for without any other input.  One group is hell-bent on getting to those northern mountains to look for coffee (quite a valuable commodity) and a lost grimoire that contains all known spells. Another is focused on a combination of dungeon crawling and getting to some small islands the mess up a dragon (hex 2323) and hunt down that dude riding a roc (hex 2130).


The images are built in worldographer (a fantastic tool!) initially, then I do some image manipulation in another bit of software adding paths and rivers and removing the fog of war. The whole things is then uploaded to roll20 as a background image.  I 'reveal' the icons when the images are updated, but the players are entirely in charge of making notes on the map.  For example, the lair of lizardfolk in hex 16.23 was named "Den of the Lizard Perverts" by one of the crews. This lets the players connect more strongly with the map and the campaign.

Do I expect the players to explore the entire map?  Of course not. Do they need to explore the entire map?  Absolutely not. That amount of exploration is from the past year of gaming - about 50 sessions I think. They get up to other things as well. And I use roll20 as a "whiteboard" for players to map the dungeons they explore as well:



zoomed in so you can read their exceptional notes:


Of course I prefer face-to-face gaming, but roll20 works more than well enough for what I need it to do.  Also, bonus points to anyone who can identify the dungeon from the strangely accurate player map.

Most of what we use roll20 for are the character sheets ... custom written with tabs and all that jazz, so players can play and then just click a button to get rolls and results:


Starting next month I'm going to focus on a rules update for BXDH.  Simplify a few things and tidy a few others.  One of the big things I was considering was to tighten up the random advancement tables and simplify the magic stuff. 

The spell slots are an interesting resource management system, but frankly it is mad clunky. The key is to take something absurdly powerful and make it easier to use without making it too powerful.  

Maybe something as simple as you have Spell Points to memorize spells.  A rank 1 spell costs 1, a rank 2 spell costs 2 points, etc.  Basically just drop spell slots and keep everything else. it should mechanically work out about the same. gain spell points equal to half your level each time you advance. spell points could also be 'saved' and used to improve grimoire casting chances. still resource management, just less clunky.  Also, great opportunity to refer to those points as Mana.  

Shields are going to get simplified as well.  Choose to block with your shield, Make a Use check. Reduce damage by the check value, drop the shield use die on a 1-2.  Much easier.

One thing I am adding for the next game (even before 2024 revision) is a FATE POOL.  This works like the existing luck mechanic, except that any player can draw from it.  As much as they like.  At any time. Every point they draw from though, because a point that I as the DM can use against them later. So it isn't a complete crew job, each point I spend is +1d6 and I have to use it before the roll, no after the fact biz. Along those lines, I need to make a DM roller to do attack and damage rolls on roll20 and show the FATE points being used. I think I'll work on that right after this post in fact!






Wednesday, June 28, 2023

This and That

Spring Geekend 2023 was a success!
lots of folks from all over
lots of games
a good time was had by all
Bloodbath Dungeon was a rousing success and I even handed out trophies to the crew that won (got the most XP from exploring and treasure).


Sorrow is Done!
Sorrow in Haven is done (and has been for a few months). The book is rad.  Immediately found some small typos, but whatever. The book is great and both I and the players love it.

I'm still puttering with the monster book from time to time but really focusing effort recently on the Haven Enchiridion - a book that gives descriptions of the districts and neighborhoods of Haven. I'll probably get into some of the weird tables and rules too - how long it takes to get through a district/neighborhood, how easy it is to find places, maybe even some encounter tables to spice things up a bit.  I dond't usually have "encounters" in Haven unless they are part of an adventure or ongoing thread, but it could use a little boost. Then back to the mosnters. 

I've been thinking about the monster book a LOT actually - I think I've made it simply too large. I made too many monsters. Gadzooks!  How can you have too many monsters?  Basically there are monsters that just don't show up even though I'd like them to on the random tables.  Too rare - eclipsed by other critters, etc.  Probably time to have a long post about how to actually build random tables.

BXDH ... Sorrow Wizards
Thinking about how to make sorrow-style wizards in Sorrow. Why? 

1) The entire set of spell mechanics are ... tedious. Fighters roll to hit. Thieves roll for skills. why don't mages roll to cast?  
2) also giving players with magic open creativity is a sweet move

I mean hell ... now that I've spent the cash and printed and shipped a book, why not completely change the entire system? sheesh. But honestly, the groove of being able to cast pretty much anything you can think of is amazing ... but the sorrow system is crunchy and harder to use for those who are not math-friendly. I'll need to think on this - and then not drop it in the middle of an ongoing campaign.






Monday, March 13, 2023

Spring Geekend, Bloodbath Dungeon, and Sorrow in Haven progress

Holy shit I haven't posted in months!

For the Spring Geekend 2023 is April 27-May 1st. Should be fantastic. 20 people so far, maybe adding a few as we go. Tons of role playing, a boatload of board games, and generally good times. I decided that I'd run a tournemnt-style dungeon. Why? Why not!


I've got a mega-dungeon: Bloodbath Dungeon. 10 levels, 10 chambers per level. Filled with wretched beasts and awesome loot. The idea is the crew of 5th level characters has 3 hours to get in, get as much XP as they can, and get out. I'll throw up notes on how it goes. I'm writing for the BXDH system and I'll post it up for anyone to use if they want. You can rock it with any OSR/-adjacent systems. 

BXDH2023 rules have been printed and spiral bound and sent to all my online gamers.  What joy! You can peep this little video where you can hear about East Palestine in the back ground:



Sorrow in Haven is a physical book!  The binding of the 17 hard copies is almost complete!  Just need to add the cover art - I'm hopefully getting it printed on book cloth.  In progress of the stack (before the covers got added:


I'm attempting a German spring-back ledger binding. We'll see how it goes.  4 book marks because 1 book mark ribbon is teh sux.


GAME CONTENT: LONG TERM PROJECTS
The research rules are basically long term project rules. I'm not a huge fan of downtime rules - because adventuring is about adventuring, but I can see the value in it.  So ...

Define the Project
What are you attempting to do?

  • build a contraption that will automatically reel in your grappling hook  
  • research a spell that can melt the faces of your enemies
  • organize a crew of hackers to help in your struggle against The Man?
Set the Scale
In systems that use clocks, this would be a clock. In Sorrow, this is a progress track. The scale is the size of the track or clock. 
  • Pretty Simple : 3
  • Usual: 5
  • Tough: 7 or more
Set the Difficulty
The difficulty is what you need to roll to move things forward - this is the GM roll vs what the player is going to get up to.
  • Boring: 3
  • Usual: 6
  • Tough: 9
  • Absurd: 12
The Roll!
Roll once a week or each time the character gets 7 days together. Or take your time (2 weeks/14 days) to gain advantage. Make a roll.
  • Legendary Failure: -2 progress (to a minimum of 0)
  • Critical Failure: -1 progress
  • Failure: 0 progress
  • Success: +1 progress
  • Critical Success: +2 progress
  • Legendary Success: +3 progress

Other Rules/Ideas
Maybe adjust the time if the PC has something that would make it happen faster. Collections/libraries/alchemical labs/etc. can add a bonus to the roll. Special Materials that get used up increase the effect level (+1 to the progress). 

Example
Dirk wants to train his loyal hound into a badass wardog. The GM decides this is: 
  • Train the Dog: Scale (4), Difficulty (6), and +1 to the checks because the character has a history with dogs.
Check 1 (after 7 days): Success ... progress 1/5
Check 2 (after 14 days: Legendary success ... progress 4/5
Check 3 (after 7 days): Success ... progress 5/5 - Jup the loyal hound is now a loyal wardog!