Saturday, February 20, 2016

In a World Where Bricks Rule...

I recently posted some pics from a Lego battle I took part in a couple of weeks ago, intending to post the rough rules that we played by on this blog.  Well...here they are...v0.5 of In a World Where Bricks Rule..., a super-simple, icosahedral set of skirmish rules that are ready to be added to, subtracted from, and just generally screwed with.  I first posted them to the web a few years ago, so maybe, just maybe (but probably not), there's someone out there who still has designs on playing it at some point.

Big thanks to my buddy JR Mounts for the awesome artwork.  I've worked with JR on the card games Ghoulball and Cop Salad.  He has a website where you can see samples of his comic work.  (There are some great stories about a fried pickle private investigator in a noir setting that...well, you kinda have to see it...)


In a World Where Bricks Rule…


Life is a constant battle. Or something kind of like a battle, anyway.  These rules will show you how those kind-of battles play out.

Characters


Characters are defined by four main attributes:

Level – an approximation of the character’s combat ability and toughness.

Class – lets you know what special abilities the character has.

Defense – how hard it is to hit the character with an attack.

Range – indicates whether or not the character is able to attack characters with which it is not in contact. A character either “has range,” or it doesn’t.




To create a character, follow these steps:

1. Pick out a figure to represent the character.

2. Determine the character’s level and class.  Just pick a level that seems appropriate; you’ll want each side to have about the same number of levels when all characters are added together.  Classes are listed toward the end of these rules (or feel free to make up your own).

3. Figure out the character’s defense value. This is typically based on the type of armor or protective clothing worn by the character, so feel free to outfit them with some extra equipment if you want. Higher defense values make a character harder to hit. Here are some examples to use as a guide:

• No armor: 10
• Leather armor, ice hockey equipment: 12
• Chainmail, SWAT body armor: 14
• Plate mail: 16
• Carrying a shield adjusts an armor value by +1.

4. Finally, give the character a weapon. Most characters won’t deal much damage without one.  It doesn’t have to be a “real” weapon; it could also be a wrench, a crowbar, a bat…whatever. If the weapon can be used from a distance, like a gun or crossbow, note that the character has range.

Combat


To begin each round, one player rolls four six-sided dice (4d6). All characters with a defense value less than or equal to the roll can act this round. Players (starting with the youngest) take turns activating one character at a time. When all characters have acted, a new round begins.  Characters can take two actions when activated.  They may move, attack, or perform an action indicated by a special ability. Characters may also leave any actions unused.  To move, a character is moved up to one full length, in a straight line. A length can be any convenient distance agreed upon by players and reasonable to the size of the figures. (For conventional brick figures, a 16-stud brick is pretty useful.) A character cannot move through or over tall objects (including other characters). Moving through difficult terrain (swamps, thick brush, etc.) requires two move actions to be spent for each move performed. If a character is in base contact with an enemy, one move action must be spent to break free. A move action may also be spent to pick up a weapon or other item, or to climb onto an object.

An attack may be made by one character on another if the two characters are in contact (at least base contact) or are within one length of each other if the attacking character has a ranged attack. To attack, roll a d20 and add the attacking character’s level (plus any modifiers indicated by special abilities or combat conditions). If the result is equal to or greater than the target’s defense value, the attack is successful, and the defending character is given one hit.

Attack modifiers:

• Melee attack by a character with range attack: -2
• Target is at a lower elevation: +2
• Target has ≥50% cover: -2
• Target is in contact with a character on the same side as the attacker: -2

When a character has sustained hits equal to or greater than its level, the character is knocked out and removed from the battle. The battle ends when only one side has characters remaining or when an agreed-upon objective is completed (such as capturing a base).


Character Classes


Archer: +3 to attack rolls with a bow or crossbow.

Brute: Deals an extra hit when an attack is successful; can sustain one extra damage before being knocked out.

Knight: Subtract 6 from defense for activation purposes.

Ninja: Ninja are assumed to carry shuriken and can be given a ranged attack even if they do not appear to possess a ranged weapon (no penalty to melee because of this).

Soldier: Subtract 3 from defense for activation purposes; +1 to attack rolls with a gun (firearm, blaster, etc.).

Space Trooper: Can move using a jetpack (or a magic ring or something) – not affected by terrain or characters that would block its movement.

Swordsman: +3 to attack rolls with a sword.

Undead: When knocked out, may still activate each turn by rolling a d6. On a 1 or 2, the Undead comes back at full strength and can be activated immediately.

Vigilante: When it hits with a melee attack, the hit character drops its weapon.

Wizard: As an action, you may roll a d6. On a 1-3, a character within one length takes a hit and can’t act this round. (Can only be used once per round.)



Wednesday, February 17, 2016

Microscopic Adventures

I was thinking today how interesting this could be as a supplement for White Star (or X-plorers, or Terminal Space, or Starships & Spacemen, or any other OSR space exploration game).  Instead of going big, why not go very, very small?  (Maybe I should make a bestiary of bacteria, viruses, and components of the immune system.)  In the tradition of Fantastic Voyage, Innerspace, and that Batman: The Brave and the Bold episode where Aquaman and the Atom travel through Batman's blood...


Monday, February 15, 2016

Just some pics of Lego men at war...

Last weekend, after playing in my first ever session of Lamentations of the Flame Princess (thanks Ted!), I got a chance to play against my buddy William in an endeavor I hadn't undertaken in a while:  Lego gaming!  We used a ready-to-be-modified-on-the-fly version of the In a World Where Bricks Rule... ruleset that I put on the web a few years ago.  It's a really simple, d20-based game that I'll get around to posting on this blog at some point (hopefully this week!).  The lighting isn't great on these, but...whatever, I like looking at them!

The factions entered the area from two different directions...



...with the goal of securing and defending this...stargate...type thing.  Some skeletons got there first and attempted to hold it down.  Not sure what the dog's intentions are.


My gunners were able to get a solid position to aim at the rest of the skeleton forces...


...even if the Blacktron trooper was able to storm the hill and start taking them down.


Luckily, I was able to shift an archer to the opposite side of the battlefield, in a position that was more difficult to compromise.


As my infantry helped clean up, the sole survivor of the skeleton crew (the usual policeman-with-spear-and-shield) managed to escape through the gate.


And, while losing their trollish/orcish leader, the knights and their spaceman ally celebrated in front of the stargate with their new canine mascot.  Luckily, their celebration placed them in a nice position for a team portrait.


Thursday, February 11, 2016

Monstrous OSR Valentines

I'm sure this has been done before, but I wanted to throw together a few monstrous valentines to give to that special someone on Sunday.  Hand 'em out to whomever you choo-choo-choose!




Tuesday, February 2, 2016

Are you ready for some...

Well, it's a big week here in the U.S. of A., in which we all gear up for the national holiday that is Super Bowl Sunday.  Naturally, that means I'm thinking a lot about American football gaming.

It was a homemade baseball simulation that first led me to purchase "funny dice" (d10s, in this case) as a kid.  I have a soft spot for tabletop sports games and have often thought about how sports might be approached within the framework of old school D&D type games.  So here's where I'm headed at the moment...

It makes sense to build such a game based on players' skills.  Interestingly, this is one of the most open-ended ideas in the realm of OSR games, so there are a lot of options.  Some folks like the idea of modeling skills after saving throws.  Some use a d20 roll-under method like that in the popular Rules Cyclopedia.  Many, however, are willing to stick with the tried-and-true d6 for resolving questions of skill.

The d6 approach does have some history on its side, as some aspects of original D&D were apparently resolved with "x in 6" chances of success.  The use of the six-sider has been further codified in games such as Weird West and White Lies, which use roll-high systems with target numbers, as well as Lamentations of the Flame Princess, which stays somewhat true to OD&D with a unified roll-under skill mechanic.  (I really enjoy the look of skills on the LotFP character sheet, too, where pips are filled in on individual dice.)

While I may not use it all the time, I like the idea of the d6 for its history and simplicity.  Rolls can be modified with White Box-type ability score bonuses without breaking things.  And it would be easy to imagine classes like LotFP's Specialist that are able to gain ranks in whatever skills you could imagine.  Like, say, the skills used in a game of American football.  So that we can come up with something like this:


Now, how do we use these numbers?  An easy way would be to generate player-vs-player matchups and resolve them with a couple of rolls.  Stealing a page from the football card game Third and Long, we can reduce an offensive drive to a few "key plays" and identify the players critical to each (getting as specific as the exact skill(s) required by each player).

By random roll (the reason I numbered the skills on Manning's card above) or playing/drawing a card, we can establish which skills to roll for...so there's a showdown between, say, Manning's Accuracy and Luke Kuechly's ability to Read an offensive formation:


Then, resolve it with either an opposed roll (Manning's d6+5 vs. Kuechly's d6+4, with ties going to the defense?) or an attempt by both players to roll under for success.  I can imagine a somewhat abstract board that teams move along as an indication of general field position:


Manning succeeds, Kuechly fails...move two spaces.  Both succeed...one space.  Both fail...retry.  Offensive failure + defensive success...it's fourth down and time to make a choice.

Or something like that.  (Or, just use opposed rolls...)  Then, add in field goals and punts and whatnot.

This is all pretty much thinking out loud at the moment.  I'm having fun with it and am really open to any suggestions others might have for such a minigame!

And for the sake of my wife...the biggest Cam Newton fan I know...I'll make sure to include this in the post:


Enjoy the game on Sunday, football fans!

Friday, January 29, 2016

Top 5 Alien Invasion Movies That I'd Like to Game


I'm not sure if it's the upcoming Independence Day: Resurgence, or the impending alienation drama of Batman v Superman, but I've got invasion on the brain right now.  I've often wanted to play out an alien invasion scenario in game form - RPG, miniatures, boardgame, or whatever - but have never committed the time (and, in some cases, money) to make it happen.

When I do take the plunge, here are the movies I'll be looking to for inspiration:

Honorable Mention:  Transformers



I know there are plenty of big robot games out there, and at some point, I should indulge.  This one's just an honorable mention because I don't necessarily want to play it as an alien invasion...I just want Optimus Prime and Megatron to face off on my table.

What I really love about the idea of a Transformers game is that the toys traditionally come with their own tech specs...which are just asking for a gaming treatment.  I know some efforts have already been made to make the specs gameable; someday I'd like to take a shot at a d20/OSR interpretation.

#5:  Mars Attacks!


My intro to this franchise came with Tim Burton's excellent 1996 movie, and it needs to be included on a list like this because it defines so much of what makes me want to play out an alien invasion.  I'd put it higher except that I haven't yet put my money (and time) where my mouth is and actually played the miniatures game from Mantic Games, which looks absolutely amazing!

#4:  Superman II


I've certainly played superhero games, but never one focused on a comic book-styled alien invasion.  I'm a sucker for Kryptonian lore, so I'd probably want to go that route (and I'm pretty sure there were some nice Man of Steel HeroClix figures available), but I'd also like to expand it a bit, maybe in the style of DC's late 80s crossover, Invasion!


#3:  Plan 9 from Outer Space


I'm not sure what a game version of Ed Wood's classic would even look like, but it's just too wacky to pass up.  I think the movie is public domain anyway, so a fan-made supplement would be very feasible!  Apparently, this was remade last year, but I haven't seen the new version to comment...

#2:  The X-Files: Fight the Future


...or whatever you prefer to call the 1998 film.  The X-Files have pretty much defined a genre for a generation of science fiction fans and gamers.  Even on Wizards of the Coast's own website, I think I remember seeing a reference to playing d20 Modern in "an X-Files style campaign."

While there is no official RPG, there are a number of options for gaming in this style, including the similar predecessor Delta Green.  If I get to run a modern conspiracy game at some point, the X-Files alien mythos angle will be difficult to resist.

#1:  Killer Klowns from Outer Space


Now, this is one of my absolute favorite movies to throw on in the background of my day.  Heck, it might be one of my absolute favorite movies overall!  I keep imagining a miniatures scenario based on it and have come to a pretty solid conclusion...it would be perfect.

There seem to be plenty of creepy clown minis out there.  Paint 'em up with a bunch of pretty colors, throw in some normal townsfolk, pick a ruleset that can handle some wacky Killer Klown effects.

Yup.  Perfect.  (Oh yeah, and there's a sequel coming...!)

Friday, January 22, 2016

On the Ages of Superhero Comics

I've been doing a bit of skimming/research for the dream that I might be able to run an RPG campaign at some point in the near future, and I'm thinking of working with some sort of historical setting.  Looking over timelines for the various ages of civilization (both realistic and mythic), I can't help but find my mind wandering to the ages of superhero comics to which they've lent their names.

I've enjoyed superhero comics for most of my life, and I have a lot of thoughts on this subject.  I'll assume that some of the folks who happen upon this blog might be in the same boat...so I'm going to share those thoughts.

First, a review (and we'll let my commentary creep in slowly).  Most observers agree that the first two ages of superhero comics have clear beginning points:

The Golden Age

From the DC Comics Database

Superman got the ball rolling in 1938.  While superhero tropes were running around in comics and other media before this, Action Comics #1 codified them and laid the groundwork for decades of comic book adventures.  It might be fair to say that if Jerry Siegel and Joe Shuster had named their hero Megaman or Amazingman, we'd be referring to megaheroes or amazingheroes today.

The popularity of superhero adventures dropped after World War II but was reinvigorated in the next decade with...

The Silver Age

From the DC Comics Database

Superheroes were vaulted back into the spotlight with a reimagining of the Flash.  We ultimately got a revamped Green Lantern, Hawkman, and Atom, as well as an entire new universe of heroes from Marvel Comics.  Marvel and DC would develop somewhat distinct company styles (although probably not as different across the board as many would have you believe), with DC focusing on straightforward superhero adventure, and Marvel incorporating more of a supers-as-real-people approach.  The Comics Code ensured that stories from both companies remained fairly sanitary.

As the Sixties came to a close, there was a definite effort to amp up the "seriousness" in mainstream comics, and we eventually got...

The Bronze Age

From the DC Comics Database

This is the point where folks find it harder to agree on a clear beginning.  I'm a pretty big Green Lantern fan, so I'll go with the issue above (dated April 1970), when GL is joined by Green Arrow, and their clashing philosophies lead to an exploration of turmoil across America.  Some people would probably point to Jack Kirby leaving Marvel and beginning his Fourth World saga at DC as a turning point, and others might even push the beginning of the Bronze Age back as far as Gwen Stacy's 1973 death in the pages of The Amazing Spider-Man.  Comics got a little bit darker and...one of the key buzzwords for the era...more "relevant."

The Comics Code was changed in 1971 to allow horror comics to thrive again.  Also important for readers of this blog, some of the most important fantasy comics in history came about during this era, with Marvel starting to publish Conan in 1970 and DC following with the pulpy Lost World adventure The Warlord in 1975.

Eventually, this superheroic seriousness (which I would argue began with the tone Marvel established in the 1960s) came to a head with full-on deconstruction of the superhero genre and a rejection of many ideas grounded in the optimistic Silver Age.  We moved into...

The Antiheroic Age

From the DC Comics Database

Now, this is where things get really hazy as far as starting points AND names of the Age.  Some will call this the beginning of the Iron Age, some will call it the Dark Age.  I think I've seen the Adamantium Age used, as Wolverine came to prominence during this time.  I'm feeling pretty clever in calling it the Antiheroic Age, although that's probably been used plenty of times.  I like the idea of following Hesiod's five ages, in which the Bronze Age is followed by the Heroic Age.  In superhero comics, however, it was the antiheroes who ruled this era.

In 1985-6, we got Watchmen, The Dark Knight Returns, and Crisis on Infinite Earths.  The Silver Age multiverse was no more in DC Comics, and we saw heroes' flaws step to the forefront.  Marvel began their more serious and realistic New Universe and carried the themes over to their main universe with books like New Mutants.  The Punisher and Wolverine stepped up to Tier 1 antihero status.  Eventually, the era progressed/degenerated into the formation of Image Comics, the rise of Rob Liefeld (whose work I appreciate, by the way), and the proliferation of badass supers like Spawn, Venom, Cable, and Deadpool.

Even as the Antiheroic Age was taking place, it was being lampooned in the pages of comics like Lobo.  What happened next is interesting...a rejection of the rejection of Silver Age themes...and a move into what might be called the Modern Age, the Neo-Silver Age, or...

The Iron Age


Superhero comics certainly maintained a great deal of diversity as the Antiheroic Age came to a close, but slowly, a return to embracing the ideals of a previous era began to make its way through the industry.  Some key transitions were Grant Morrison's run on JLA (which returned the team to a "Big Seven" format), Mark Waid and Alex Ross's Kingdom Come, Kurt Busiek's Astro City, the start of the Ultimate Marvel universe, and the gem pictured above.  Joe Kelly's 2001 story "What's So Funny 'Bout Truth, Justice & the American Way" is a straightforward indictment of the dark age preceding it and a call to appreciate what made us love superheroes in the first place.  (This story is nicely retold in the animated feature Superman vs. the Elite.)

So why do I feel comfortable calling this the true Iron Age?  Well...it follow's Hesiod's chronology that way, for one.  Also, something crucial that happened during this age was the rise of the superhero film.  While there was plenty of darkness to be found in the leather of the X-Men and the Dark Knight saga, one could argue the crowning achievement has been the success of the Marvel Cinematic Universe, kicked off in 2008 by Iron Man and filled with Silver Age-y superheroic fun.  So, the Iron Age sounds good to me!

Which brings us to now.  2016.  Looking back over the ages as I've subscribed to them, we see a new era of superheroes beginning around every 15 years.  So, that would put us in a transitional period right now.  What is this new age going to look like?  I suppose we'll have to wait 15 or so years to get a good idea of that, but I'm curious to know if anyone reading has some ideas on the matter.

Personally, I'm hoping this moment isn't the key to kicking off the era:

From comicbook.com

Time will tell.