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