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Monday, October 27, 2014

Braunstein!

Olde House Rules (that's us) has a shiny new product out; a variation of an old theme, to be sure, but cast in an entirely new light - Braunstein!, Rules for 1:1 scale historical adventures, inspired by the very first games of it's kind!  Even so, you can expect some very modern ideas as well...

First, a little history lesson.  In 1967, Napoleonic war-gamer Dave Wesely tried something different.  Instead of having his players command an army, he placed his game between battles in the little town of Brausntein and had each assume the role of an important towns-person, like the mayor, each with their own goals and personal agenda.  Modern role-playing was born!

For awhile, these games came to be known as a "Braunstein", an evolutionary step between war-game and RPG.  The eponymously named Braunstein! aims to capture the experience of these games, but employing entirely different rules:

First, these games emphasized personal interactions, where individual decisions had consequence and were often the deciding factor in critical situations.

Next, the rules were minimal and simpler, because they were being invented on the spot, and for reasons already stated.

Finally, they were historical because, well, they evolved from historical war-games, although the fantasy stuff came soon enough and changed everything.  Yeah, forever.

Braunstein! tries to capture the above ethos, being suited for adventures between the 4-15th centuries, although expandable to the following two centuries as well...  

A thousand years is a long time, so this slim (18-page) rule set doesn't even bother to address this.  Judges are asked to find whatever books they like on the period they wish to use and create their own chronicle (campaign) from that.


Braunstein comes as a digital download from the Drive-Thru network
for only $1.49, if you're interested...

Characters are simply "adventurers", knowing how to fight and perform any actions available to an able-bodies adult, although the choice of armor, shield, and weaponry matters, as does their literacy, with advantages either way.  Social class also matters, with great implications for character development. 

While this might seem to diminish characters; background, history, and story line are never boring, and while fantasy games are wonderful (we love 'em), they can sometimes obscure the idea of characters as humans running on their wits... 

Braunstein! would bring this back.

One interesting feature of the game is each character's written description.  Using 25 words or less, players describe their adventurer's background and personal history, which might indicate other skills and abilities, like being a blacksmith or a former clergyman, etc.  Who needs class or skill points!

The rest of the rules are simple and straightforward, but also designed so a judge (GM) can create things "on-the-fly" and go the impromptu route seamlessly and uninterrupted.

Oh, and in the back there's simple rules for real magic and witchcraft, being centered around calling and commanding spirits to do just about anything and at double human capacity.  This is a uniquely historical take on how magic works, and it opens the way for understated fantasy games.

More than anything, Braunstein! tries to bring back a time when gaming was really just people sitting around a table talking to each other and only rolling dice for the truly unpredictable things, including combat.  We hope you find it to your liking...     

Saturday, September 27, 2014

The Uncanny Abode and Final Resting Place of the Mysterious Mervin H. Floyd (A Review)

Olde House Rules has released an Open Supplement License to publish supplementary materials for the Pits & Perils game, subject to a few simple rules (you can check it out here)...

All formalities aside, the following is a review of the first commercially available adventure for Pits & perils, and the very first ever under the Open License:  

The Uncanny Abode and Final Resting Place of the Mysterious Mervin H. Floyd, by Bryan Steward of Black Paperclip Games!

The Uncanny Abode is recommended for characters of at least 6th level
and is available in digital and softcover format...

By way of introduction, the Uncanny Abode is set in the final resting place of a dead adventurer who knew that his tomb would be plundered - and probably looked forward to it!  But instead of warning the party off, he invites them in to stay awhile.  Sure, steal my riches, but first, a few simple tests...

Production is solid old-school, and the artwork, in particular, captures the spirit of things nicely.  For some reason, it reminds us of early Dragon Magazine, which not only speaks for its old-school pedigree, but to its general tone and style.  The whole thing feels like a cross between 70s Judges Guild and Tunnels & Trolls, doing so in a way that feels completely genuine.   

Note: This adventure is made for characters of at least 6th level, so the party may need to work up...

The module begins with an "adventurer-friendly" city called, appropriately, Ravensreach, from the author's original (and long-standing) campaign.  Rather than focus on small details, it emphasizes those services, like the Temple of Datronus, that the party will really need.  This adventure knows where it's going, and that's straight to the Uncanny Abode!  

Accordingly, there's a section devoted to getting there, with several possible (and deadly) options.  Each campaign is different, and the referee can pick which one suits their game.  

The dungeon, itself, is a mixture of deadly monsters, clever puzzles, and terrible traps, and the writing is conversational and fun even as it describes the wicked, and sometimes darkly funny, things that might befall a hapless party.  This speaks to an essential old-school element: a little humor balanced with the seriousness of solving puzzles and fighting for your life (which is never boring).  The Uncanny Abode does this well.

Its puzzles are challenging because you don't always know when they're happening, and players may find themselves tested on their normal responses to little things.  Blessings become curses and curses have a silver lining - but only if the characters are willing to experiment.  An entire session might be spent tinkering with a certain magical pool, which is as it should be!

Sometimes it feels as if the departed Mervin is chuckling from beyond the grave, and his ambitious burial is just his way of living on and having a good laugh...   

A few notes about the presentation:  

Instead of giving stats for the individual monsters, the dungeon cites its page in the appropriate rulebook.  Pits & Perils is simple enough that this is actually doable.  Moreover, this speaks to something not advertised: The Uncanny Abode can be tweaked for any old-school system, making it a flexible product.

And in addition to the usual map in the back of the book, each section is reproduced on the relevant pages, so the referee can see what each area looks like without having to flip around, which is convenient in the heat of play.

Verdict: The Uncanny Abode made this blogger recall some of the excitement of being an 11-year old first experiencing the hobby back in the late 1970s, and while the referee might need to prepare certain things, like enemy statistics, doing so is relatively easy, and they're rewarded with a fun read and a challenging adventure once play finally begins.  Worth getting!

Recommended for P&P players and old-school aficionados alike, published in digital and softcover, the latter being saddle stitched and really looking like a booklet from some bygone era!

Wednesday, August 27, 2014

Combat in Pits & Perils (Part I)

In Pits & Perils, attacks require 9 or better on 2d6, which is difficult to achieve and may seem to slow combat.  Furthermore, hit probabilities don't improve with level (except for enemies), and some have wondered why.  The latter is easy enough; combat is difficult and enemies dangerous and/or terrifying under the best of circumstances, the way it should be, we think!

The rest is dealt with in this post, keeping in mind that P&P was always conceived as a miniatures game:       

(1) Access to armor and weaponry is a genuine measure of battle prowess, something we often forget.  The ability to employ a bow at range or use a large weapon for extra damage is an enormous help, especially for those, like magicians, who can't!

(2) Movement matters.  Not only can fast fighters outrun their enemies, they can also maneuver across the battlefield to provide timely assistance to their friends as shown:

Zen can move 50' per round, so she can 
easily outrun these heavily armored orcs and rush to the aid 
of her friend (Sir Rupert) in his distress....

Using miniatures can really make a difference here...

(3) P&P also rewards good strategy with a few easy modifiers to attack dice, like adding +1 when outflanking an opponent, and since rolling 2d6 yields an 11 point spread, this grants a substantial advantage and, equally important, players need to think about where they position themselves, making combat an authentically tactical experience, as shown in the example below:    

Otto and Rupert (left) have smartly isolated this orc, 
so they each get the outflanking/outnumbering 
bonus (+1), and since Rupert is a true fighter, he attacks 
at +2!  Zen (right) is bravely holding off the other 
orcs, a fine tactical choice since she can fight ambidextrously against both of her terrible foes!  

Of course, this applies to enemies as well, so players must be especially vigilant!  By the way, this is probably much closer to real-life combat than more "advanced" systems...

(4) Finally, the acquisition of magical weapons is a huge boon, especially given the aforementioned 11-point spread, so hit probabilities will improve over time, and magical items are a deliberate and expected part of any character's advancement, even when combat otherwise remains very difficult! 

At its very heart, Pits & Perils is a war-game, albeit one that emphasizes role-play extensively, and using miniatures is the ideal way to tap its strategic elements.  But even when they are not employed (their use is completely optional), these rules provide several ways to keep things fast, furious, and lethal! 

Tuesday, August 12, 2014

Elven Magic in Pits & Perils

In Pits & Perils, elves cast spells like a 1st level magician, meaning knowledge of 3 spells and 2 spell points.  But unlike their human counterparts, they don't gain additional spell points with level or improve their utility (duration/effect) when higher levels are finally attained.  This is a matter of balance, as elves can wear armor and fight with any weapon, including the magical variety, and would easily outshine (human) magicians if these restrictions weren't otherwise put in place.

In short, these limits balance elves without arbitrary level restrictions for the class, something other systems have struggled with given the greater power of most magic.

All elves are naturally magical regardless of profession or lot in life...

However, elves are seen as being innately magical, and may even detect the presence of magic in a way that human's can't.  So how do the rules reconcile this with the stated limits of elven spell casting?  Simple answer: That's up to the referee!  However, the referee might consider the following:

Elves are naturally magical, so their power (spell points) comes from within and is, therefore, limited by a body's capacity to store the tremendous energy even a single point represents.

Humans, on the other hand, are not naturally magical and must wrestle the same energy from the surrounding world, which is nearly unlimited, although still very hard to do.

Thus, an elf's greater magical utility is also their greatest limitation.  But consider this: Every elf is an accomplished spell caster, while very few humans can ever master these mysteries, although any who do can become powerful indeed.

So why can't elves do this?  Simply put, elves seek harmony with nature and refuse to impose their will upon it, and what humans see as a convenient source of power, the elves see as careless and foolish meddling with the universe itself, which can be a good way to frame racial relationships within a game.

Still, the immortal elves are powerful in their own right, and this might be reflected through the following:

OPTIONAL RULE #1: POWER MINING

Elves can spend 3 hits in place of 1 spell point, but only in desperate circumstances.  These might be allowed to function at the elf's full level for duration/effect.

OPTIONAL RULE #2: SPECIALIZATION

Elven magicians (not fighters) can choose to specialize in their initial spell selection.  Instead of learning new spells with level, their existing ones improve as a human magician. 

Elves have a special relationship with magic, and the rules described above can help capture this without unbalancing the game or marginalizing human spell-casters.  Being virtually immortal, elves can see first-hand the danger of tampering with the cosmic balance, and this can be used to describe a campaign's unique cosmology, framing the relationship between mortal, power-seeking humans and the immortal elven race to the benefit of all!