Sunday, October 14, 2012

F|nDers Keepers: Illustrations! and What to Expect in 1.4.


Hey all,
The basis of F|nD -- d6.

Scouring through the net, I learnt many things. Beautiful clip arts and fonts were easy enough to find, but most of them are reserved under professional sites that charges for downloading their images.

Then, I chanced upon ClipArt ETC, which provided some of the cool images that you will see in the Core Book.

Simple, bold and makes sense. Just the way I like it.



"The Flop" -- Initiative System




The Poker Cards clip art that you see on the right looks like it could well be out of a children coloring book and it might well be, with nice think lines emphasizing the cards themselves, or Action Cards as we call them.

But combined with the fonts and raw factor of the  F|nD gaming system, it fits right in.







Round head. Chiseled features. Typical.

The dude on the left is a typical man-at-arms in our World. I reckon the World to be pseudo Middle-Age in terms of weapons, technology and the general feudal feel for settlements closer to the Lord's Castle, but Old Wild West in terms of gambling dens and bloodthirsty riff-raff bandits beyond that point of "Light".

This creates a nice juxtapose whereby the people who fell out with the Lord or the "civilized" sector of honest tradesmen will snuggle in with the huge underground gambling industry or join a life of crime as a bandit to gather some quick gold to survive in the World.

My concept of the World in F|nD is influenced again by my personal journey, this time with my favorite PC Games of all time. The World is to be a reverse-Fallout in the medieval ages, a feudal-driven Wasteland without guns.






So now, you have a rough idea of the meta-game that my game will be set in. I will expand on that in version 1.5 when I attempt to add a World section to the Core Book, so as to give the players a better idea of what they got themselves into, the places they might visit, and the necessary skills to survive and role play in the setting.

C'yall on the flip side, as I reveal short sneaks of the upcoming Perks update in 1.4.



Wednesday, October 10, 2012

F|nDers Keepers: Inside F|nD (Pre 1.4)

Hi all,

Sorry for not being able to post so regularly. I have been diligently working on the Core Book, and I am proud to announce that I am doing up Version 1.4 now. Work on 1.3 began after the discussion with Shane and Pong on Saturday; with the emphasis on explanation and  flow of sections, and glaring play balance issues.

If you don't already know by now, I will usually write up a version and then send it to my play-testers who will read it and then feedback to me on what they find off-putting. It can range from silly English typos and garbled standardization; all the way to not agreeing with the concept of the Ancients being a Lesser Deity of the World.


  • There were many questions I asked about 1.0  last week, as I mulled on various core concepts of the game, including Combat DVs and Action Resolution, finding them a bit too clunky.
  • 1.1 was the big Official update earlier in the week with the Magic and Piety Rules, and a new Initiative System. Races were also added. Combat and Actions were revamped, and Skills tabulated. The Character Sheet was redesigned and given a new look.
  • 1.2 was a small update that I sent over to my guys on Saturday, a day after 1.1 was released. There was more formatting done, and sections were place held on pages to reserve the slot necessary for the final flow of information to the reader. Also, some DVs were changed and terms more clearly defined.


The latest version that I sent Vek to print was Version 1.1, which was F|nD in a more complete but still raw form. I arranged the printed pages in a file, and headed to discuss the contents with the guys.

By the time we met up, Pong and Shane already had Version 1.2 loaded in their iPads. Pong was visibly distracted as he had wanted to play test the game. He had roughly seen the system evolve over the past two weeks and did not realize that many rules have either been changed or added. Not looking at the new version much, he started to comment on the lack of standardized formatting. I agree with that but as said, for those two weeks, the main idea of them going through my Core Book was to look for issues with the understanding of the game terms, the specific location and flow of the relevant sections (so that new players can easily get into F|nD) etc.

Formatting and Fonts etc would be given higher priority in at a later date. But I do have to say that I have done some formatting and worked the information in various table forms now, giving better visualization and ultimately, ease of understanding the new system.

1.1 looking unpolished.

So no worries about that. It was the first time Shane has seen F|nD, and he pored over it meticulously, raising many relevant questions, and discovering typos and boo-boos that I have left in the Core Book. I noted down the changes that I need to make, and circled out the common complaints raised by both Shane and Pong regarding the flow of the sections and what was preventing them from understanding the game easily etc.

Shane commented that the Construct race looked gimped while the generic Humans looked strongest with their Versatile Racial Ability and the added Attribute Die. He also asked me about the relevance of the Running Skill, which I deleted in Version 1.3. Pong talked about Spell Drain being too harsh, which I agreed on too.

At the end of the day, I went home happy. Armed with lots of notes and to-be-changed chunks, Version 1.3 was underway.


1.3 looking better with tables and shading.



Shaded tables came in to highlight important paragraphs rather than a crazy amount of bullets that littered the page during previous versions. Keywords were being italic-ed, and redundant lines deleted.

I also realized that the players particularly wanted a certain flow of information, and that included Summaries to give the players an idea of the concept I was about to preach in F|nD, rather than them having to always look ahead to find out about new terms.

Boom! In came Summaries for Version 1.3.

That was not all. I enlarged the size of the Skills Section to make it clearer to the reader, and added illustrations to the Core Book so as to alleviate the boredom of seeing text line after text line.

By Tuesday night, most of 1.3 was in place. Seeing everything so neat and the information being presented in a better light, I decided to embark on another big plan --

The Perks Section!

C'yall on the flip side, where I show you the illustrations of Version 1.3 and discuss about Version 1.4, where the massive Perks Update is taking place in!




Friday, October 5, 2012

F|nDers Keepers: "F|nD-nally! The Rock.. HAS COME BACK TO..."

Hey all,

At 5.06 pm today, I sent a couple of files over to Vek, who was working in his office. He told me on Whatsapp that he will look through them and print a couple for me.

"F1nD" on my computer, cos files do not take "|" ??!

Yes, the first copy of F|nD Basic Edition v1.1 and Character Sheet has been printed!

I heaved a huge sigh of relief, as tomorrow is the day that my play-testers will meet to take a look and play through some of the material presented inside. Now with some rules in place, I can happily work on the world and populate it with races and critters!

Firstly, I have to thank the influences of all the PnP RPGs out there that made this Edition possible. I borrowed heavily the sleek Health Condition Monitor that I loved from ShadowRun, the brilliant poker-inspired game system of Savage Worlds, the shift and movement ideas from DnD 4th Edition; the swift and intuitive core game-play from Star Wars (Revised and Expanded), the "straight-forwardness" of Dragon Warriors.

Sprinkle in all the ideas I was brought up on. From my childhood experience of Enid Blyton, Secret Seven, Famous Five; to all the Fantasy Game-books I bought and read at MPH and Times, sometimes even bringing my own d6 dice there as I could not afford to buy more of them.

Then, I began craving for more. Printed books were no longer enough. 300 pages of "Turn to Page Bla Bla Bla" was not enough. My imagination was too strong and too vivid. I had to do it. I had to create my own world.

I was ten then, going on eleven. Age was not going to matter to me, I didn't really care that I was not supposed to be thinking on my "own".

At home, I started making my own adventures, plot lines and World, making them come alive with the paper toy humanoids and animals (Kats, they were called?) that I made from cheap vanguard sheet and cardboard. My brother Shane joined me in several of the "Worlds" and the "Adventures" I came up with.

Yes, the paper toys were cheap and self-made. But the ideas and joy it gave me and Shane was priceless. Or at least I hope so for him. I was a geek, nerd maybe :) And Proud of It.

I still am.

C'yall on the flip side, when I reveal bits and pieces of what the heck is going on in F|nD Basic First Edition !



Tuesday, October 2, 2012

F|nDers Keepers: Progress, and Character Sheet Sneak Peek!

Hi all,

I am excited at where this project has been taking me, in ways seen and "unseen".

The guys who are going to play-test the game in the coming months are meeting at Behindmee (our unofficial headquarters which doubles as a coffee-shop which serves good Western Food) on Saturday to start our brainstorming and play-testing with a short adventure based on the new setting that I will be designing from scratch.

Some of the players will get to know the system for the first time, and I think explaining the rules to them will be insightful too, as it will show the degree of intuitiveness that F|nD possesses, or the lack thereof.

Hopefully, valuable feedback and group-based opinion can be obtained, and I will be able to proceed with more information in my bag, especially with some first-hand experience playing the F|nD System.

"Sometimes at night, all I need is some.. Inspirasi."
During our session, discussion will touch on a few areas of importance.

  1. The Combat System (Actions)
  • Multiple Actions in a Round.Cumulative Penalty to each Action beyond the first?
  • Should Dodging and Blocking be part of Active Actions? Will the Block near the end of the turn, which is effectively the 3rd "Action" in the Turn take a 2D penalty?
  • How should multiple Blocks and Dodge be handled?
  • Block can be enhanced with a Shield but Dodge cannot. So what are the advantages of Dodge? and if so, what is the difference between Block and Dodge game-wise?
  • What other Combat Actions do you want to see? Called Shots? Grappling?
  1. Weapons
  • Fixed Weapon DV against undefended Targets. Should 2 handed weapons be naturally at 16DV while a Dagger be at 7DV?
  • Is the Ranged Weapon Stats balanced among the 3 types of Weapons?
  1. Initiative System (Card)
  • Is using a deck of cards viable? Does the Joker Rules look fun?
  1. Implementation of the Magic/Piety System 
  • What do you feel about the Drain System?
  • What differences do you forsee between practitioners of Magic (Plane of the Unseen) and Piety?
  • Does the Loyalty System of Piety feel too pigeon holed for you? 
  1. Skills and Perks
  • Any important Skill missed out?
  • What other Perks do you want to see?
Just to let you in on some of the work that I have been doing, and what I am actually up to with my spare time these days, here is my latest F|nD Basic Editon Character Sheet, updated after comments by Shane and Pong.


"Are you sure this is Basic Edition, Alfie?"


As you can clearly see, I added colors to the usually bland "Traditional Character Sheet" look, and I think that in this format, the different information can be more easily picked up by the players. For this project, I am throwing out many tried and tested conventions, replacing them with ideas and gimmicks from other Games and Hobbies that I know of.

Currently, I am sprucing up the Core Book (screenshots in the upcoming post) with clearer Tables, editing what should be in the Basic Edition and placing them in the best and most logical way for my players and readers to absorb in the shortest amount of time. It is seventeen pages long for now, and I see this Core-book ending up below thirty pages for the Basic Playtest Sessions. 

Cyall on the flip side!~

Thursday, September 27, 2012

'It is gonna be a F|nD day. Sunny Even."

Hey all,

Settling the core mechanics of the new system has been challenging but enjoyable so far. In my hands are six pages of the F|nD Basic Core-book, and my first prototype Player Character Sheet.

These few days, I have gathered opinions and interesting ideas from Pong and Kat at my local coffeeshop. They came up with counter arguments and constructive views on what I initially came up with, so I managed to do some tweaking closer to the players' perspective. Shane too -- from the Whatsapp Chat Forums, has asked me questions regarding the system and voiced out his concerns and beliefs.

What I have with me now is a project of our years' of PnP and Gaming, hybridized to meet the expectations of a modern stats-hungry group and me, on my side, trying not to over complicate the system. Pong has been extremely helpful as well, volunteering to format the Basic Core-book when I am finished with the draft.

Then I realised that this project is not just about me creating/modding a new PnP System but a very interesting experiment too in a way to see if our group can band together to help one another when input is needed or work done, or are they around only for the "fun" parts of life.

Still, extensive play-testing will need to be done to flesh out the viability of my bedrock Difficulty Values, the new F|nD Combat Rules, and the unconventional way damage is calculated in the game. I would certainly not want Combat to end up becoming a borked drag-fest that last hours.

Many of the mechanics will be simplified to its bare bones to allow the testers to experience the system that F| nD is trying to become. I admit that it will not be pretty at the start, raw even; but I want to see if there is a chance for the game to be fun, unpredictable and plain absorbing without being too full of itself.

Hey, what can I say? This system has fans all over the world!

Currently, I am doing up the definitions of the Skills, and the base Statistics for Weapons/Equipment. There will be at least one flag-bearer weapon that will suit a certain style of Combat (Emphasis on STR, Finesse etc)

In the works for F|nD Basic are Character Races (including Racial Perks and Abilities), a placeholder Magic System, and General Perks to round out the Character at the creation process and to assist Roleplaying in the adventure. I am also toying with the idea of a Random Initiative System, either with a cup of coins or a deck of poker cards etc.

Back to the Board!

Cyall on the flip side.

(UPDATE 27/9/12) : Character Races and Magic System implemented. Base Statistics for Weapons added. Initiative System Framework processed.


Tuesday, September 18, 2012

Life Post-DW: Initial F|nDings

Hey all,

"Um, Mum! Was I born under a full moon?"
After three sessions, the DW play-test group have done it! They saved Maiden's Vale from her curse by finding out the dark truth behind it all, and by doing that, rescued Sir Olvar and his stricken family from death and a very disloyal cousin in Maxim Le Cloche.


Another two of the player characters perished in this session, making DW one of the most brutal PnP RPG we have tried. Deathly Hulk - a barbarian played by Vek, was cut up by a vicious magical tornado thrown at him by Fhionn the White Lady while Pong's Sorcerer fell to hell hounds and random attrition.


Overall, the players felt that the system did not allow them to feel connected to their character. The attributes were simple - too simple - and governed too many of their rolls without actually seeing more specific skills being used for their actions.

The players wanted more control over their characters, or as I will put it, clearer proof that their character is advancing in a certain way. They needed to see more statistics on their sheet, instead of DEX + INT to determine their pickpocket skill, they would prefer to see a Pickpocket Skill itself that they can "level up", to show visual proof or guide their role-play towards them being a Pickpocket Master.

The simple and open game-play of DW took them by surprise; making it look like there was no depth involved in the decisions that they made and could make, when there actually is. The players felt that the game was too shallow, as there is not much rolling involved compared to other RPGs, especially when their attribute score surpass the Difficulty Number of the task, making them automatically succeed, adding to the "shallow" feel of the game.

They also felt the numerous deaths that occurred were random and could not have been avoided even with better strategy or role-playing. Seeing only five basic statistics in their character sheets which governed all the actions that they can make in the entire game made them feel lost; the lack of more specific instructions or cues left them bored and clueless.

As I have mentioned earlier, there is no clear "LOOK HERE- PICKPOCKET EXPERT!" statistic to augment their role-playing as a crafty rogue, so the play-testers felt distant from the character that they are playing.

To me, the reason was simple. DW did not fit the play-style of the party, even with all my tinkering with the original system trying to modernize it. Shane -one of the play-testers, mentioned that he did not know the exact mechanics behind stealthily going up to something or if he tried to parlay, which stat was to be used etc. Another player in the same situation who is suitably versed for this game-system would trust and leave the calculations/decisions in the hands of the Game-master, and just concentrate on knowing that his character would do those actions as he or she is a "smooth talker" or "stealth expert" when he first created him/her.

Traditional PnP Role-playing is essentially, stepping into the skin of a character and living the character, with the Game-Master refereeing the world and shaping up the adventure. But for some, PnP is more like a fixed-solution board game to them or a mathematical problem, and that there are specific and optimal routes to doing something; with very specific statistics to guide them. I love the rules and all (a game with no rules is not a game), and they are there in DW (just that it is quietly working in the background), giving structure to the actions of a character.

What is a Game-Master for anyway? If he is just there for calculations and to narrate fixed paragraphs, then wouldn't PnP RPG just be a very bad excuse for a very slow-levelling Computer RPG game?

You never know what to expect in life even when you are most prepared, and that is PnP at its best too. PnP is unpredictable, fast-paced and has an over-arching story-line. The Games-Master is there to referee grey areas, to initiate complications, to provide difficulties for the characters to overcome, while simultaneously advancing the party towards a goal.

The players must get this idea. They control the characters, while the GM controls the world around him or her to achieve a common goal that both parties are working towards, namely the end of the module.

Don't like a ruling? Discuss it but if the final decision does not go your way, take it on the chin knowing that the GM knows what he is doing, or that he has a hidden agenda/plot-twist that he cannot reveal. If you think the GM is unfair or just clueless, then refrain from his games next time or step up and be a better GM for the next adventure.

The previous point is something I wanted to address in this post. This is an attitude that I would like to clarify; and that I understand when a system is not working for my group, and when it is not the system and sometimes just players wanting something that the system cannot give due to its particular rule-set or setting.

DW's trademark simplicity and ease of play has its good points but it is clearly not being enjoyed by our playgroup. I definitely agree that different players require different goals/cues to spark them in games and activities.The 4grid Combat System worked personally for me and I will modify it to be even better in future.

So it is with this thought that I have decided to make a new PnP RPG system that can best cater to our group and their playstyle, while keeping the system simple and exciting enough to last a late night. Character Creation and Modification will be high on priority, encased in a simple and elegant rule-set.

I thus present -

F|nD (Pronounced fie-And-Dee)

VISION OF THE GAME
After the findings of our recent play sessions, I have several goals in mind for F|nD that will be its foundation.

  • I want a set of at least six basic character Attributes that cater to most PnP situations.
  • Each Attribute to be useful in a way or another, governing a particular area of the character's physical or mental psyche.
  • A fixed Dice Pool for Attributes and Skills will be used. Players will be able to create and mold his character to his liking without the need to lament bad luck during the rolling process or what not.
  • Races (Optional) can be chosen, which will affect the Dice Pool, Min/Max of several Attributes and Perks.
  • There will be Combat and Non-Combat skills tied to relevant Attributes, which can be improved and "leveled up". 
  • The skill system is expandable and will allow new skills to be added in at any given time.
  • Classes (Optional) can be added in, with several specific Combat, Non-Combat Skills and Perks included.
  • I want a common die system whereby rolling HIGH = GOOD.
  • Combat will be fast, with an element of luck involved regarding Criticals and Glitches, ala SR.
  • Visible and Constant progression in Character Advancement//Loot
  • The Lego 4grid system (DW) will be modified and retained. (Lego ftw)
  • There will be ample discussion and sit ins with my players first before the final playtest version is used.
  • I will reference most of the Game Systems that I have played (DnD, SR, Palladium, BEsM, SWd6, Gurps, DW) and endeavor to put in the best parts that those games gave to us.

I will be back on the flip side with more information as I start to write the outline of the F|nD system. 

Have a good one!


Sunday, September 2, 2012

DW Server Patch Notes 1.06 (The Friendly Patch)

Hey all,

My players have commented on the game's brutality in the healing department and the "bleeding" to death scenario. I, for one, see nothing too major, but will try out these changes to make Legend a friendlier place.

DW Server Patch Notes 1.06 (The Friendly Patch)

- A Character will now only Bleed (-1 to HP) upon rolling a 1 on a d10.

- Every hour, an unconscious Character will revive automatically (to 1 HP) upon rolling a 1 on a d10.
  • Under the constant medical attention of a Friar, a Sage (Coming Soon!), a Sorcerer, or a Warlock, the character can revive upon rolling a 1 or a 2.
- A Friar's Chirurgy Skill is now upgraded to Combat Bandaging.
  • If he uses a Combat Action and succeeds on an (Intelligence + 4) Check, he can Stabilize (Stop Bleeding Effect) an Player.
  • This action is complicated and will provoke opportunity attacks.

Saturday, September 1, 2012

DW Server Patch Notes 1.05c (Tweaks)

Hi all,

I will be trying out these tweaks for Saturday's Maiden Vale Session.

DW Server Patch Notes 1.05c (ver 2)

- Critical Hits by players or mobs cannot be blocked, parried, reflected or deflected. This is to balance potency of combat, in regard to the removal of the Split Defense mechanic.

- New Secondary Attribute added.
  • Initiative = Evasion + Rank 
  • This attribute will determine the order in which a player/mob can act in a Combat Round.

Ver 2 : Changed how Initiative is calculated.


Tuesday, August 28, 2012

"What's Your Stance on this, bro?" (Weapon Saint Ver 1.16)*


As promised, I revised the Weapon Saint Custom Character Class played by Shell during our last session, and we will be testing this prototype again in the server this week.

The Weapon Saint (Ver 1.15)*

Pre-requisites: Reflex 12, Intelligence 9, Psychic Talent 11

Weapon Saints are a rarity in the Lands of Legend. These individuals devote their lives to achieving enlightenment together with their chosen weapon. To them, weapons are not tools of warfare, but a soulful companion in their lifelong journey. 

They first made an appearance in the Lands of Legend when one arrived on a merchant ship from the Orient after the fall of the Selentine Empire. Utilising feats of extraordinary swordsmanship on both offense and Defense, a Weapon Saint does not see the point of wearing armor or holding a shield.

Weapon Saints are renowned masters with their chosen weapons. As a result, they are often hired as trainers in the best military establishments around Legend. In rare cases, some become soldiers-for-hire in a bid to further their goal of becoming one with their weapons.


"Hey! Stop being a dick about it."

Starting Statistics
HP 1d6 + 6
Attack 12, Defense 7
Magical Defence 4
Evasion 5
Stealth 12, Perception 6
Starting equipment: Lantern, Flint & Tinder, Backpack, 2-20 florins and their Specialty Weapon of choice.
Spirit Reserve 1

Weapon and Armor Restrictions
Weapon Saints focuses their entire attention and training on perfecting their chosen weapons, making it one with their body. 

At Rank 1, Weapon Saints choose a Specialty Weapon of choice (Any Melee Weapon) to train in. They suffer a -8 to Attack and Defense when using weapons other than their Specialty Weapon.

In addition, Weapon Saints avoid the use of a shield and armor for it restricts their movement and dulls their senses. When donning armor or wielding shields, Weapon Saints lose their Spirit Deflect ability and cannot expend Spirit or enter Stances.

Spirit Reserve 
Through intense concentration and sheer force of will, the Weapon Saint generates ki in their body known simply as Spirit. This  unique energy is what he expends to perform incredible feats with his Specialty Weapon.

The Weapon Saint has a maximum Spirit Reserve equal to his current Rank. (A 3rd Rank Weapon Saint has 3 Spirit Reserve).

He regains expended Spirit (returns to maximum Spirit Reserve) by entering a trance-like meditation for 4 hours. He must not be interrupted at any point in the meditation or risk losing all benefits from it. (Psychic Talent Success Test)

Basic Training
Through constant meditation and rigorous training with the chosen weapon, all Weapon Saints have the following abilities at 1st rank.

Weapon Affinity 
The time spent by Weapon Saints to understand their chosen weapon gives them uncanny skill with it. 

When a Weapon Saint is attacking with his Specialty Weapon, he gains a +1 bonus to his Attack and Defense Rating. This bonus increases to +2 at 10th Rank.

At 4th Rank, his Specialty Weapon also counts as a +1 Magic Weapon for the purpose of fulfilling the prerequisite of attacking creatures that requires Magic Weapons to damage them.

At 8th and 12th Rank, the bonus increases to a +2 and a +3 respectively.

Spirit Deflect
Through intense focus, a Weapon Saint is able to predict if an opponent’s strike where and when an attack will connect. He is then able to move his weapon intuitively to parry the blow, so quick that it gives an illusion of the attack deflecting off the Weapon Saint's body.

Spirit Deflect grants the Weapon Saint a Deflect Value (DV).

Deflect Value: Roll d20. If the result is equal or under DV, the Weapon Saint receives no damage from a successful non-critical physical Melee or Ranged Attack)

Spirit Level =   0              ; Deflect Value =  3
Spirit Level =   1 (or more); Deflect Value =  4
Spirit Level =   3 (or more) ; Deflect Value = 5
Spirit Level =   6 (or more); Deflect Value =  6
Spirit Level =   9 (or more); Deflect Value =  7
Spirit Level = 12 (or more); Deflect Value =  8
Spirit Level = 15 (or more); Deflect Value =  9

Spirit Infusion 
The Weapon Saint has learnt to direct their intense focus to where it is needed most. 

Before an attack roll or Spirit Deflect roll made by either him or an opponent, the Weapon Saint may choose to expend 1 Spirit in exchange for a +1 bonus to either Attack, Defense, Magical Defense, Armor Bypass, Weapon Damage, Spirit Deflect or Evasion for the purpose of determining the outcome of the roll.

This bonus increases to +2 at 6th Rank, and +3 at 12th Rank.

Advanced Swordsmanship Techniques
Extensive training and combat trials have taught the Weapon Saint new ways to direct their intense combat focus known as Spirit.

A Weapon Saint gain an Advanced Swordsmanship Technique (including Stances) at 4th Rank , 6th Rank, 8th Rank, 10th Rank and every Rank thereafter.

Quick Draw, Home Free
Directing his spirit energy to unsheathe his weapon, the Weapon Saint is able to "draw" his weapon and fling it at his target in one swift and deadly motion.

The Weapon Saint may choose to expend 1 Spirit Point to draw and/or throw his Specialty Weapon at a target, using only a Combat Action (Ranged) (Short: 10m, Med: 15m, Long: 20m).

The Specialty Weapon returns to his owner at the end of the attack, whether successful or not.

He also gains a passive +1 bonus to his Initiative Value (Reflexes Attribute).

Illusive Counter 
The keen senses of the Weapon master let no weaknesses go unexploited in combat. 

When a target’s attack directed at the Weapon Saint misses or is deflected, the Saint may choose to expend 1 Spirit to attack the target as a free Opportunity Action. (+2 to Attack Value, +1 to Armor Bypass)

Follow Through
The best time to end a fight is when the opponent is winded. The Weapon Spirit understands this and trains his skills to exploit it to perfection. 

After a successful attack, he may choose to expend 1 Spirit to attack the same target again immediately with a +2 bonus to Attack Rating.

This particular attack also scores a Critical Hit on a natural 1-3.

Upon conclusion of the attack, the weapon saint suffers a -2 to Defense for the remainder of the combat round.

This technique can only be employed once per combat round.

Weapon Stances (Advanced Swordsmanship Techniques)
The many bouts the Weapon Saint faces in his search for perfection has help him develop weapon stances that allows him to adapt to almost any situation.

The Weapon Saint will begin combat in the last stance he used (this may be changed at will outside of combat).
Switching/Ending Stances during combat requires a Full Combat Action. The Weapon Saint may instead choose to expend 1 Spirit Point in place of the Full Combat Action required.

Nova Stance (Offensive)
This stance allows the Weapon Saint to strike more effectively at weak points in the opponent defenses. However, the weapon master also exposes more of himself.
  • +2 bonus to Attack Rating, +1 Armor Bypass, Critical Hit on a natural 1-2.
  • -6 penalty to Defense Rating, -2 Magical Defence, -1 Evasion.

Grounded Stance (Defensive)
Adopting this stance allows the Weapon Saint to more effectively defend against incoming attacks but cripples his offensive output.
  • +4 to Defense Rating, +2 to Magical Defense and +2 to Deflect Value.
  • -4 to Attack Rating, -2 Armor Bypass, -2 Weapon Damage

Starfury Combat Stance (Offensive AoE)
When facing two or more opponents the established weapon saint falls back to a group combat stance that utilizes elaborate wide swings of her weapon to engage multiple opponents. However, this stance requires intense focus to maintain.
  • ( Requires 8 or more Spirit in reserve to start and maintain stance. )
  • -2 to Attack Rating, but he attacks every Opponent in his weapon's melee range.
  • -1 Penalty to Armor Bypass and Weapon Damage.
  • -6 Penalty to Defense Rating, -2 Evasion.
  • The Weapon Saint cannot use any Technique while in this stance.


Highlander Stance (Offensive Solo)
When facing a worthy foe, the Weapon Saint often choose to block out all external influences and direct her intense focus solely on the opponent at hand. This stance requires extreme focus to execute perfectly. Any other opponent witnessing the Weapon Saint in this stance is usually awe struck and watches in silence.
  • ( Requires 10 or more Spirit in reserve to start and maintain stance. )
  • Choose a single target to focus attention on.
  • Against selected target, +4 to Attack Rating,  +1 Armor Bypass, +1 Damage. 
  • Critical Hit on a natural 1-2.
  • Against selected target, +2 to Defense, +1 Deflect Value, +1 Evasion.
  • Against all other opponents, -6 to Defense Rating, -2 Deflect Value, -4 Evasion.
  • Attacks, Swordsmanship and Enlightenment Techniques can only be directed against selected target.
  • Opponents of lower rank than the Weapon Saint other than the selected target must make a successful Morale Check when attempting to attack the Weapon Saint or choose another target in range.

Enlightenment Techniques
Weapon saints are not one trick ponies who can only excel in combat. They too seek to reach inner harmony by honing their mind and senses. 

The Weapon saint gains one Enlightenment Technique at 2nd Rank, 5th Rank and 9th Rank.

Second Chance
When critically wounded, the Weapon Saint is able to temporary block off pain and restores critical bodily functions. This however exerts a heavy toll on his body.

Requires: 2 or more Spirit in reserve

When reduced to 0HP or less, the Weapon Saint can regain 5HP by expending half of his current Spirit Level. Two rounds after the combat ends, 6 HP will be deducted from the Weapon Saint's HP at that time.

This enlightenment can only be triggered once a day.

Advanced Weapon Appraisal
To the Weapon Saint, weapons are not mere inanimate tools of warfare. They are thought to retain the heart and soul of the blacksmith who forged it and also memories of its previous owners.

Requires: Half or more Spirit in reserve

By placing his hand on a weapon, the Weapon Saint is able to read and recall moments of extreme feelings from the weapon and her past owners using a (Intel + Psychic Talent + Spirit Reserve) /2 Success check.

Exact details revealed is to be determined by the GM.

Mind Blank
Weapon Saints are able to purify her mind and purge and thoughts interfering with the task at hand. 

Requires: Half or more of her Spirit in reserve

The Weapon Saint can add a +2 bonus to Magical Defense.

Improved Sensitivity
Darkness is a Weapon Saint's ally and the Light is his guide.

Requires: Half or more Spirit in reserve

The Weapon Saint is able to fight in total darkness at -2 penalty to Attack Rating and -2 penalty to Defense.

He can only be surprised on a result of a 1 on a d8.

Improved Projectile Defense 
A highly skilled Weapon Saint can sense projectiles approach and swat them out of the air.

Requires: Half or more Spirit in reserve

If a projectile attack would hit the Weapon Saint, he has a 1 in 4 chance to block it.

This ability can only be used once per combat round.

Courage of Two
The heart of a Saint equals two.

Requires: Half or more Spirit in reserve

The Weapon Saint can roll his Morale Checks or defend against a Fright Attack twice.

Weapon Saint Progression

+1    to both ATTACK and DEFENSE each time the character increase in rank
+1    to character’s HEALTH POINT when she reaches 2nd rank, 4th rank, 6th rank, etc
+1    to the MAGIC DEFENSE each time the character increase in rank
+1    to EVASION when the character reaches 5th rank and 9th rank
+1    to PERCEPTION when the character reaches 3rd rank, 5th rank, 7th rank, etc
+1    to STEALTH when the character reaches 5th rank and 9th rank


*changed Stance Abilities, improved Spirit Level Progression, improved Swordsmanship Technique Acquisition, Crit Chance Probability (Thanks Shane!), combined passives with Enlightenment Techniques, doubled effectiveness of Projectile Defense, (1.15) clarified Spirit Deflect and renamed "Quick Draw, Home Free" Swordsmanship Technique. ( Thanks Shell!)
(1.16) Improved Spirit Deflect

Sunday, August 26, 2012

"His Mind is like a Blank Slate." (Initial Musings on Play-Test)

Hi all,

The play group of me, Shane, Kat (with Shanna), Pong and Shell met up for our first DW Play Test session today after Willow's birthday party. Sadly, Vek, our Barbarian, could not make it due to a bad case of food poisoning.

As luck would have it, Jordan found time to head out of his home, and actually rolled up a Knight to join our adventures in Legend.

Firstly, we set up camp at the Old Folks Corner under a HDB block near the Windy Place at Block 58 Market, Bedok South. Shell drove us to the area from my condo, and I unloaded the Lego base board and all my other GM Accessories on the marble table. While the rest were talking, I filed up the loose pages of my adventure (15 pages long) and sorted out the relevant maps of Legend, Ellesland and Albion.

Now onto the stellar cast:

Shell was Terrowin Comwellis and playing a modified custom brew as a "Sword Saint", something we worked out as being an offensive psychic warrior with ZERO armor factor, but with a Ki Resource system, a butt-load of defense and unique combat stances at the later levels. Think of it as a hybrid between a Barbarian, a Mystic and a Knight. He joined the party after being found blocking the entrance to one of their quest areas.

Shane was the Latino assassin Epifanio De Los Santos. He is experienced, has been through some tough scraps in life and is a "Watch first, Kill You with my silent Bolt"  pragmatic sort-of guy. Epifanio also speaks with a peculiar Spanish accent that goes flat at times. Epifanio has a three-round Crossbow reload action which looks like he his revving up his proverbial love-gun.

Kat was "Insert-Long-Random-Slew-of-Letters-as-a-name", a faceless Mystic who joined the party after being spared from a difficult social encounter with some townsfolk. He views the world as very pure; most NPCs to him have blank slates as minds.

Pong was Augustus FItzgerald, a Sorcerer voyeur who watched Kat's awkward social encounter unfold before deciding that his precious spell points were too valuable to be used. He is known to have an above average IQ which fails to register under any sort of pressure. Uses a modified carrot to cast his vege-spells.

Finally, Jordan was Kigawa of Haven, a "Dark" Knight from Haven. The "Dark" part I believe is solely down to his Lego Character wearing black-colored plate armor, and his idea of having fun with Mother Clay in the carriage away from the pouring rain.  His character founded the party, and the party repays him by playing cruel practical jokes on him. He is extremely generous with his Florins, and a demoralise-r of Fetid Dogs.

The party's meeting up in Igham was hilarious, with funny role-playing and awkward scenes of makeshift wrestling moves and one-sided Florin trading. Common sense took over, and they soon adventured in the name of Butler Co. and dispatched five very angry (and wet) dogs with relative ease, except for Terrowin, who went unconscious after they initially grouped up on the unarmored warrior.

Look! You cannot see Maiden's Vale as it is too small. Whee, what a map.

The party continued on to Maiden's Vale for a quest and instead found their completion foiled by Maxim Le Clos, a cruel and selfish man who took control of his cousin's - Sir Olvar's village after he went out of town searching for the White Lady, to put an end to a curse that has befallen the Vale.

They ended up at the Inn, and the owner gave them some background on the current state of the village, and pleaded with the party to go search for Sir Olvar in the forest and bring him back safely.

It was already 3 am by that time, and we ended our play-testing at that juncture.

Overall, I felt that the 4grid Combat is the start of a good thing. We realized that a lot of the technicalities can be solved in many situations with the GM just deciding if the action could be done with a quick yes/no. The rules are there just an a guide, and the GM will have the final say as he knows all the factors (clear/hidden) involved in the specific context.

I will also need a wider array of figurines (Animals, I'm looking at you!) and props to add better visuals to some of our future scenes. There is this Bricklink Lego Store on the Internet, which stocks a fantastic inventory of mini-figures and boxed sets, at a better price than Singapore.

The Attribute Success System (AsS) was a runaway success. An intuitive system, it allowed my players to do what they wanted and I can easily tack a Difficulty Value to determine the outcome. This makes me want to add an additional attribute, namely Body (Constitution), to provide for more accurate Success Rolls involving poison saves, system shock, and endurance checks rather than the average value of Strength and Looks currently on the Test Server.

We realized that at the earlier levels, the lack of armor on a low-leveled Sword Saint makes for a prone one as packs of mobs who converge on him is bad news. Me and Shell will still work on it, and I have faith that our scaling and the future abilities of the Saint will help the class out.

I will continue tuning the "Sword Saint", with Critical Hit as a unique focal point of this combat class. At the end of the day, I do not want it to be a near-clone of the Barbarian, and would prefer it to have its own flavor being the 11th Character Class of our DW System.

All in all, a fun session at the void deck. Maybe not so with one of the HDB families who threw a water pack in our vicinity to warn us of the excessive noise we were making.  I admit I was a bit loud but it is the weekend for god's sake. Whatever, you jealous denizens of high-rise brick housing.

I am a tad rusty with the running of some scenes, but I will improve with time. From a personal point of view, I will slowly refrain from the campy clue-giving and hand-holding once we have most of the system in order.

Back to work, and more tweaks in the pipeline. C'yall on the flip side.

Friday, August 24, 2012

DW Server Patch Notes 1.05b (Play-Test Version)

Hi to all Adventurers and Friends,

On the 25th and 31st of August, Dragon Warriors (DW) will be going live on the Play-Test Server. Players are encouraged to join in the bug-squashing fun as it will be worth your while.

There are goodies such as Treasure Bags and XP-Packs to be won, and a rare Lesser Stat Pot to be given out by the GM to one lucky adventurer who best role-plays his character/history at the end of the play-testing period.

Here are the 1.05b (v1) changes for reference.

Combat Resolution Against Multiple Enemies
  • Combatants do not divide their defense anymore when facing more than one enemy.
  • Instead, Attackers now get a +2 bonus to Attack Rating for each adjacent ally next to the Target.
This change will improve in-game combat flow, and the scaling of endgame content.

Player's Morale 
  • Morale - a sub-attribute was added to lessen check-work. A Character's Morale is = (Strength + Intelligence + Rank/2), vs. DV (Enemy's Highest Attack Rating)
  • The attribute is checked on event of massive spike damage, an effect from a special attack, and also when a fellow party member (other than yourself) falls unconscious/dies.
Assassin Class
  • Assassins gain flanking as long as they attack on an opposite side from an Ally.
  • Chink In the Armor: Assassins get a +1 bonus to Armor Penetration whenever they are flanking.
  • Fleet-Footed: Assassins can Move Action (SHIFT) while in difficult terrain, if they succeed in a Check (Reflexes).
A New Class in Legend? 
  • There has also been news from the Main Continent speaking of unarmored "warriors" armed with just a single sword in their hands, whose spirit governs their entire psyche while they destroy their enemies with a flurry of actions.

Thursday, August 23, 2012

"Hey! This shit you giving me Lego-lised?" (The Crazy Origin of 4grid)

Hi all,

Our first DW 1.05 Play-Test session is scheduled for this Saturday night, and there will be many new ideas that will be thrown in and judged on the gaming table. Whether it makes it to the final version next month in the world of Legend depends on a few factors.

Is the new idea practical time-wise? Does it make game-play fairer and allows for more options? And most importantly, is it more fun than its predecessor?

Let's take an example. The 4grid System is a huge undertaking for a game like DW, which historically does not play with a grid-based system. Fight scenes are voiced out and actions imagined, and distance in an encounter gauged to the best of one's ability or memory. Dramatic scenes need not be measured in terms of squares and meters, so long as the action builds up and moves towards a climatic ending.

The rule-book did mention that figurines can be used to help visually locate one's location in the combat field or position in the party's battle order. That got me thinking.

What if I tried to mesh the best of both worlds? What if i tried to incorporate figurines and simple grid movement rules in combat, while still trying to follow the dramatic build-up of a great combat sequence? To achieve that, I realised that I would have to make sure the rules are flexible enough for me to bend it when the story wants it to; when circumstances make it happen that hard and fast rules are second best.

My mind worked overtime. I had to go a bit crazy. Stick with the grid movement rules but make it grid-less. WHAT? No-no-no. Don't worry. What if I use a crude ruler of sorts? There will be a semblance of measurement, some sort of uniformity, just like a regular tabletop war-game. Figurines will move to a designated point marked by the ruler depending on the Move Action he chooses, and then get to pick a Combat Action when there.

Any doubts about distance? Look at the battlefield and allow common sense to take over. If a character looks close enough to an enemy, he can attack it. If one tries to move away and an enemy looks close enough to counter with an Opportunity Attack, make it happen.

In DW, rules are there for guidance, the rest is up to players and GMs to provide logic and a context for them. The 4grid system was designed to do just that.

Now, I just have to find a battlefield suitable for it. Boom.

The 4grid System Lego-Style.~
"Why Lego?", you might ask.

  1. It is classy. (Read: EXPENSIVE)
  2. The pieces are of really good quality.
  3. Versatility - A huge choice of pieces, all interchangeable, and any sort of custom terrain can be built up with the right Lego blocks.
  4. They give a "it is just a toy, how could it be taken seriously?!" feel, which facilitates the bending of some rules that is needed at times.
  5. I personally think that it is not just a toy, and would love to integrate it into a working version of a Lego-lised Base Plate Combat System.
  6. It is goddamn cool.
Six reasons to mix it up with the best. As you can see in the photo, the 4grid Ruler is made up of four pieces of two-pip Lego flat blocks. One section of the ruler constitutes a SHIFT. Half of the ruler represents a RUN. The whole ruler? - CHARGGGGGE!

 Rogue closing in on the Charge Bar.
Result? Poetry on the pip-grid Lego base plate.

This is the basis of the 4grid System. Simple, and I hope - effective enough to be played in our DW campaigns. If there ever was a role-playing system that was made for this, DW is top of the list due to the fact that it did not ORIGINALLY need a battlefield in the first place.

C'yall on the flip pip side.

P/S: Props to Shane (Our Assassin it seems) for supporting 4grid by sponsoring some pieces and figurines.~


Wednesday, August 22, 2012

DW Server Patch Notes 1.05 (The 4grid Update)

Hi all,

After streamlining the non-combat rolls in 1.04, the fast-paced combat of DW will now use a grid combat system called 4grid (v1.01), heavily borrowed from DnD 4th Edition.
It adds a fun visual component to combat and an added layer of complexity without significantly slowing down overall encounter time.

The 4grid System (v1.01)
  • When in doubt, the GM's Decision is final.
  • Each grid square is 5m in length and breadth. 
  • A normal human-sized character has a Movement of 2. (10m)
  • Each combat round consists of a Move Action and a Combat Action, in no particular order.
  • A character can Run (Movement Value) as a Move Action and/or Combat Action. If he Runs, he cannot initiate an attack for that round, unless it is a Charge.
  • A character can Shift half his Movement (5m = 1 Square) as a Move Action, and still be able to initiate a Combat Action.
A Charge can be initiated by: Using a Move Action (RUN), followed by expending a Combat Action.
  1. A charging character must at least be 2 squares away from the Target.
  2. The character can charge up to twice his Movement. (4 squares)
  3. A Charge must be made to the closest Grid Square adjacent to the Target. If there are more than one Grid Square that shares the same distance, the player chooses the Grid Square he ends in.
  4. The charging player will also gain a +1 bonus to Armor Penetration (AP) for that attack, and a -2 penalty to Defense for the entire round. (Thanks to Vek and Shell for the cool idea)
  • A character moving away/casting a spell/using a missile weapon/performing a Special Action provokes an Opportunity Attack (OA)  from each adjacent enemy.
  • A character can Move Action (SHIFT), and not provoke an Opportunity Attack (OA).
  • An Opportunity Attack (OA)  has an inherent +2 bonus to Attack and  +1 bonus to Armor Penetration (AP).
  • A character cannot Move Action (SHIFT)  away from Difficult Terrain (uneven ground, hindering features).

  • If you initiate an attack directly opposite from another attacker, you are Flanking the enemy.
  • Flanking conveys specific bonuses depending on character class and situation.
Do bear in mind that this is an early version of the system and is subject to changes after play-testing. Constructive criticism and comments can be posted on the Chatbox/Whatsapp.

C'yall on the flip side.

-Ver (1.01): Updated Charge Ruling.

Tuesday, August 21, 2012

DW Server Patch Notes 1.04

To promote more balanced game-play in Legend where both combat and non-combat situations occur on a regular basis, the Looks Attribute has been revamped and a streamlined Action Success System (AsS) designed to allow a more robust playing experience.

As a side note, a free Attribute Respec Token has been issued to all active players to account for these changes.

The Action Success System (AsS)

In DW 1.04, an action can be assigned a Relevant Attribute and a Difficulty Rating (DV).

  • If the combined result of your Relevant Attribute + Modifier/s exceeds the DV of the action, you automatically SUCCEED. 
  • If not, you will have to make a d20 Success Check (SC), which means that you will have to roll below the Relevant Attribute + Modifier/s to succeed in the task. As usual, a 20 is always a critical failure while a 1 is an automatic success.
  • Under special circumstances, a Modifier can be as harsh as a -5 (extremely unfavorable) or as beneficial as  a +5 (extremely favorable), but usually lies in the -2 to +2 range.

Looks Effect Table (Revised)

Looks       

18
     HP Modifier      Vibe Modifier          Changes to purchase price

            +2                     +4                    -(d100/2)% to purchase price
16-17
            +1                     +3                     -2d20% to purchase price
14-15
             -                       +2                        -d20% to purchase price
13
             -                       +1                       -d10% to purchase price
8-12
             -                         -                                          -
             7
             -                        -1                       -d10% to purchase price
            6
             -                        -2                      +d20% to purchase price
4-5
            -1                       -3                       +2d20% to purchase price
3
            -2                       -4                   +(d100/2)% to purchase price


Party Negotiation (Parlay)
When the party is in a Parlay Situation, the average score of the members' Looks is calculated as an Attribute (Party's Vibe) and modified by the character with the highest Vibe Modifier.

A Parlay situation will be assigned a Difficulty Value (DV). If ( Party's Vibe + Modifier) exceeds the value, the party succeeds automatically. If not, proceed with a Success Check (SC).


Crafting (AsS)
When a Mystic enchants a piece of arms or armor, he will have to make a Success Check (SC) against 13 at Rank 4 (15 at Rank 5, and increases by 1 for every Rank thereafter).
Remember, rolling a 20 on a SC always amounts to a Critical Fail during crafting. Insufficient process time or sub-optimal quality of the ingredients might result in a higher chance of a Critical Fail.

Sunday, August 19, 2012

The DW Knight/Barbarian/Mystic 1.03 Update Notes

Hi all,

The Knight, Barbarian and Mystic were the pioneer classes in Dragon Warriors in the first three original paperback editions, and lacked some polish before the game picked up from Book Four and beyond.

No longer will we have to put up with this. I have modified the three classes to allow them to close the gap with the newer classes (READ: more class abilities/choices) and thus allow players to pick from any class without seeing a clear discrepancy in "Fun" or "Power" level.

Knight

-Florentine: To choose this skill one must have Main Gauche (Dragon Warriors, pg. 27) These techniques add to Main Gauche and allows the following two abilities:
• The ability to wield two one handed weapons of choice, one in each hand.
• The wielder may also split his attack pool to attack two targets at the same time, but this cuts his Defence by half as he’s splitting his attention among two enemies.

- Knights now receive Advanced Combat Techniques at Rank 5, 7 and 9. They get to choose an additional Combat Techique for each Rank Up thereafter.

Barbarian

-Barbarians receive a version of the Assassin’s Climb Skill at Rank 1. The second part of the skill is received at Rank 4.

-At Rank 3, the Barbarian receives Leap Attack.
  • Once an encounter, this Combat Action (Charge) allows the Barbarian to leap his Movement plus his Rank in meters (5m = 1 square) towards an enemy, lowering the target's defense by 2. You can surprise an enemy with this attack if it is your first attack of the encounter. At Rank 7, the skill and raw rage that the warrior could create from the attack lowers the enemy's defence by half instead of 2.


- At Rank 5, the Barbarian gains the Knight’s Main Gauche ability.

Mystic

-Mystics now add their Psychic Talent’s bonus for Magical Attack to Premonition and ESP. (Each +1 Bonus adds +5% chance for success to both skills)
-Additionally, ESP has been updated.

  • It has a 10m range, can sense the direction of thoughts and approximate number of sentient beings, and read the basic thoughts of an intelligent being, detecting friendly/neutral/hostile disposition.


"Don't Hate Da Playa, Hate Da Size of Di Kitchen Table."

Hey all,

Many articles have been written about the perfect PnP RPG playgroup. For me, it consists of me, HyunA, Yura, Yuri , Taeyeon, an empty kitchen table and parents who are out of town

Seriously, lets get back to reality. I really don't mind travelling light and the session just having me, Yuri  and an empty kitchen table. Oh, throw in a couple of character sheets to boot while we are at it. And the parents must still be out of town.

Ookay, heads up. Friends who like having a good time for a few hours would be great in a PnP RPG. Treat it like going to watch a movie which stars - YOU, YOU and yes, YOUR friends.

Also, being prepared for the experience is courteous practice. Imagine not going to your favorite screening without a drink and some good finger food/snacks. For PnP, it means bringing your personal dice, relevant character sheet and information, a pencil case and a smartphone/iDevice to do up some quick checks or calculations. Hey, some Chicken in a Biskit or chips does not hurt at all. These little actions will make a gaming day so much brighter.

And no one wants to be late for a show. Especially if it was a date. With "XP" tacked on orcs and goblins.

I am "Orc" and is worth XP in any self-respectable RPG.

Party Size -- I would prefer at least three players, and not more than six due to the average waiting time for a turn, attention span issues, scaling difficulties and the physical limitations of the gaming table.

I can see four to six players at any given time in my campaign, adventuring in the persistent world, with ongoing world updates to be published here on 9d20, so check back often or get involved in the Legends Respite Whatsapp group.

C'yall on the flip side, with a preview of the Mini-Adventure next.


--UPDATE-- MINI ADVENTURE REGISTRATION (19/8/12)

Me, Shane, Vek, Kat and Pong met up at night for character creation and it was a blast. Vek started the ball rolling with an Average Barbarian w/ high HP, Shane rolled up a Thane Gambling Addict, Kat, a Friar?/Sorcerer?  with a Cotta?/Slave? background (minimal commitment), and Pong- a Sorc?/Ranger? who actually got a 17 on one of his stat rolls.

-- Anyone who is interested in joining the mini-adventure next Saturday please get in touch with me before Wednesday so that I can scale the adventure accordingly. As said, I could technically handle a couple more adventurers. --





Friday, August 17, 2012

"Ami Legend." (2012, Everybody Summertime Love)

Hey all,

The decision has been made. Dragon Warriors (DW), from Serpent King Games, written by Dave Morris and Oliver Johnson, will be used to power my brand-new PnP RPG campaign that is currently in the story design process.

Differing from my previous practice of making an entire customised world for the players to quest in, I have decided to take the plunge and dive straight into the gritty Middle-Age European themed campaign setting of Legend that they have provided in the rule-book for us. Legend has a great feel about it, and leaves much to explore.

I feel excited, and I hope my players will as well, and look forward to the challenge as I have always enjoyed CRPGs set in that time and era (Darklands, anyone?). I am also a fan of old-school grit and any sort of game system that provide an open rule-set that allows a GM the freedom to create and breathe life into stories for all to enjoy.

As I have mentioned earlier, the world of Legend is a thing of beauty. It is like watching Jet Lee act in Danny: The Dog aka Unleashed, which by the way was one of the worst movies of all time. Jet Lee might look and behave like a modern-day retard but when he was set free from his physical chains (thus Unleashed!), he wrecked poetic chaos like no other sane man on Earth could. Gems like "I like PIANO! Give me PIANO" or "Sugar is SWEET, Siao is SOUR" flowed from his mouth like shit from an open ass.

For starters, I kept the geography and the landmass of Legend.


As Alex the Tard would say, "These look like pizza!"

The different regions has a certain familiarity to them, which is good and bad in their own way. One can find the "Unexplored Region", the" Harsh Faraway Desert Area", the "Faction-Warring Island Landmass", an "Icy Tundra area near the map border", so on and so forth. But what comes with new names tacked onto ideas tried and tested in other RPGs and fantasy books also means staying fresh at little to no risk.

Due to the history of the world being kept minimal in the rule-book, with only a few ultra-significant events (The Golden Era of Ancient Kaikuhuru, Invasion of the Selentium Empire, First Arrival of the True Faith, Age of Discovery) making its way into definitive lore, I could inject my own canon into Legend, easily making the world my own.

My eyes stopped roving at the top left portion of the map. 

Pronounced "Air-Less-Land". True story.

Albion is the largest territory on the northwest island-continent of Ellesland. It is a feudal society by name, with King Hadric IV running the show from his Royal Court in the southern capital of Ongus. He is a weak king and his ruthlessly self-serving advisers have caused untold damage to the land in the past ten years. Nearby, the peasants have suffered under a yoke of hard taxation, and unworthy men have been ennobled, stripping away loyal vassals and communication with the masses. The Lords up in Northern Albion (notably Montombre and Aldred) rule from their individual castles under the King's Banner, but never under his laws and rule. They themselves are bitter and jealous of the king, personally angry at the wealth and power he has without even needing to work for it.

Surrounding Albion are various territorial factions with their own agenda and landscape. 

The High King, his few chieftains and his fiercely loyal Thane Warriors are located west in the lofty hill-forts of Cornumbria. They were the original settlers of Ellesland but have been pushed back by the rapid expansion of Albion. Staunch in the True Faith that was introduced to them during the days of Selentium, their secluded monasteries are found on chilly, windswept sea cliffs, caves and on barren islands. The friars and monks there are famous for their learning and their works of art. The best example is the illuminated manuscript known as The Book of Dathnan, of which there are only five copies in existence, and is widely considered the grandest masterwork of limnery.) Alas, the monastic Church of Cornumbria, being effectively autonomous from the Church of Selentine, is viewed suspiciously by many priests of the outside world.

Thuland, the country north of Albion is a high, craggy place split by deep river valleys and cold blue lakes. The people—settlers from across the Mergeld Sea, both from the Mercanian Coast and from the outer Thulan islands to the north—are barbaric and fierce, often at war with their neighbours. Lords sit out the winter in smoky mead-halls, surrounded by their housecarls, waiting for the summer months of reaving. Wandering priests brave hostility and harsh weather in order to bring the True Faith to the people, but most show no inclination to completely reject the old gods of their ancestors—Wotan, Tor, Loge and the others. The merchants here are also minstrels, welcome to barter their wares if they can regale the hall-heroes with stirring tales. The serfs who till the land have no rights. To their lords they are of little more importance than animals.

In the far north of Ereworn, the influence of law is scarcely felt at all. Brigands and masterless knights roam unchecked about the foothills of the Pagan Mountains. The racial stock is mostly native Elleslander, with an admixture of Mercanian and Algandian blood. The gods worshipped here are the strange primeval deities that the Druids called upon—Lahmfada, Kernanu, Morkaan; shadowy entities of the forest and mountains. The True Faith is not recognized at all. The lords of Ereworn are either mad or irredeemably steeped in evil. Some are both. Vendettas among themselves and wars against Thuland, Cornumbria and Albion form the yearly round. The throne lies empty while numerous claims to the succession are made. Assassination is the accepted means to advance one’s cause, and an entire subculture—the Clan of Harbingers, who live in solitary mountain villages and are roughly equivalent to Japan’s ninja—has developed to cater to this need. At present Duke Thom "D-Day" Darian holds the old king’s fortress,Castle Ereworn, but he is too canny to put his life at risk by claiming the crown.

Merchant-adventurers seldom brave the ports of Ereworn, for villains lurk as thick as shadows and one’s life may be lost as easily as one’s merchandise. Outside the towns, the countryside is bleak and scattered with crude forts and peasant hovels. Many villages are deserted because of the Black Death that has claimed many of the people in recent years. At night, the peasants shutter their windows and cower by the fireside. Deep within the Pagan Mountains, a number of proud Dwarves dwell. Rarely seen by people, these Dwarves are vaguely aware of the problems of Ereworn, and long ago withdrew from all diplomatic and mercantile contact with the humans of the kingdom.

So I hope I have given you, the readers and players, an idea of the world of Legend and where I will be focusing my attention on for now. The stage has been grandly set and we just require now is a couple of good scripts, ample lighting, drinks and most importantly, our actors and actresses.

Ladies and gentlemen. Lets get ready to rumble.

C'yall on the flip side, where my next article will discuss party participation size and pizza delivery services  an optimal session length.



Monday, August 13, 2012