Saturday, September 9, 2017

Post Apocalyptic Containers

I'll be upfront in that I find most post apocalyptic RPGs don't really have a good system for containers, so I did up some notes and stuff for reference. Hopefully my readers will find this useful as well.

Bags & Backpacks

Container Weight (Tare) Capacity
Backpack, Large 10 lbs 120 lbs
Backpack, Small 6 lbs 60 lbs
Belt Pouch, Large 1 lb 10 lbs
Belt Pouch, Small ½ lbs 5 lbs
Duffel Bag/Sea Bag 2 lbs 150 lbs
Golf Bag, Carry 2 lbs 20 lbs
Golf Bag, Cart 7 lbs 40 lbs
Golf Bag, Staff 10 lbs 50 lbs
Golf Bag, Stand 5 lbs 30 lbs
Gym Bag 1 lb 50 lbs
Knapsack 1.5 lbs 25 lbs
Pack Saddle 20 lbs Max Weight Capacity of Pack Animal
Pannier, Bicycle 2 lbs 85 lbs
Pannier, Motorcycle, Softcase 3 lbs 90 lbs
Pannier, Motorcycle, Hardcase 30 lbs 170 lbs
Plastic Shopping/Grocery Bag NA 10-17 lbs
Plastic Trashbag/Liner (30 gal) NA 40-50 lbs (depends on thickness)
Reusable Shopping Bag ½ lb 40 lbs
Rucksack, Large 5 lbs 40 lbs
Rucksack, Small 3 lbs 25 lbs
Sack, Large ½ lb 60 lbs
Sack, Small ½ lb 20 lbs
Saddle Bag ½ lb 30 lbs
Satchel/Messenger Bag 2.5 lbs 15 lbs
Ziplock/Freezer Bag (quart or gallon) NA 5 lbs (qt) or 10 lbs (gal)

Water Containers

1-Liter Plastic Bottle NA 2.5 lbs
2-Liter Plastic Bottle ½ lb 5 lbs
55 Gallon Drum (35x24")** 22 lbs plastic, 34 lbs metal 500 lbs
Bota Bag/Waterskin (1 quart/liter) ½ lbs 2.5 lbs
Canteen (Plastic, Metal, Bamboo, Gourd) ½ lbs 2.5 lbs
Dromedary Bag (2, 4, 6 liter) 1 lb 5, 8, or 12 lbs
Flask or Utility Bottle (8 oz, 2x2x4") NA ½ lb
Gallon Plastic Jug ½ lb 8.5 lbs
Hydration Pack/Bladder (1, 2, or 3 liter) ½ lb 2.5 lbs, 5 lbs, 8 lbs
Jerry Can (5 gallon) 3lbs plastic, 9 lbs metal 30 lbs

Other Containers

Ammo Box, .50 cal (11.75x6x7.5") 5 lbs 35 lbs
Ammo Box, 40 mm (17.5x10x6") 15 lbs 70 lbs
Ammo Box, 20mm or 30mm (17x8x14") 20 lbs 120 lbs
Baby Stroller 12-20 lbs 50 lbs
Briefcase/Travel Case (12x17x4") 2 lbs 10 lbs
Chest, Small (9x9x12") 7 lbs 30 lbs
Chest, Medium (16x16x24") 15 lbs 65 lbs
Chest, Large (20x20x30") 20 lbs 130 lbs
Hand Truck/Dolly 28 lbs 1000 lbs*
Laundry Basket (2 bushel; 24x20x14") 1d3 lbs 40 lbs
Lunch Box/Pail (8x7x4") ½ lb plastic, 1 lb metal 5 lbs
Milk Crate (13x13x11") 4 gal type 3 lbs 34 lbs
Pail or Bucket (5 quart) ½ lb 10 lbs
Pail or Bucket (10 quart) 2 lbs 20 lbs
Plastic Cooler (5 quart) 1 lb 10 lbs
Plastic Cooler (10 quart) 2 lbs 20 lbs
Plastic Cooler (15 quart) 3.5 lbs 30 lbs
Plastic Cooler (25 quart) 5 lbs 50 lbs
Plastic Cooler (50 quart) 10 lbs 100 lbs
Plastic Cooler(100 quart) 20 lbs 200 lbs
Shopping Basket (6x10x11") 2 lbs (metal or plastic) 50 lbs (plastic), 75 lbs (metal)
Shopping Cart (25x39x39") 58 lbs 1000lbs*
Suitcase (25x15x9") 10 lbs 50 lbs
Trunk/Footlocker (32x12.5x15") 25 lbs 100 lbs
Vial or Pill Bottle NA 1 lb
Wheelbarrow (65x30x30") 55 lbs 1200lbs*
*The container can hold this much before being destroyed, moving that much weight depends on a variety of factors, such as terrain.
**25 gallon drums are the same height and half the weight and carrying capacity.

Small Belt Pouch also includes things like Fanny Packs and Small Purses (larger purses/handbags rate the large belt pouch or satchel stats).
Large Belt Pouch also includes Sling Bags.
Knapsack also includes Travel Packs, School/Book Bags, and Haversacks.
Ditty Sacks are drawstring sacks that come in 4 sizes, equivalent to small belt pouch, large belt pouch, small sack, and large sack.
Small Sack also includes Bowling Bags, Doctor's Bags, Dry Bags, Mesh Bags, Stuff Sacks, and Tote Bags.
Large Sack also includes Laundry Bags and Bear Bags.
Shopping Baskets also cover Bicycle Baskets.

A Dromedary Bag is a collapsing plastic bladder for water.

Sunday, August 20, 2017

Gamma Dragonflies

One of the classic, yet cool monsters I miss from BECMI D&D is the dragonfly. A great little idea of combining dragonflies with dragons. I'll admit though, while I understand the reasoning in going with the version BECMI does, at 3-5' long, they just wouldn't be that fearsome in a post apocalyptic setting that has 6' long giant ants, 1' long killer bees, 5-6' long cockroachoids, 3' long giant carnivorous flies, 4-6' tall mants, piranha butterfly with 2' wingspans, 6' long giant scorpions, 5-6' long giant spiders (small ones at that, there's no size really given for giant tarantulas, which would be much bigger than giant black widows or crab spiders), 3-4' long stink beetles, or 3' tall vomit flies (I'm still not sold on 1' long "giant" centipedes either, the Japanese Omukade is much scarier). Additionally, while I understand the low ACs due to how hard flying dragonflies are to hit (coupled with their relatively small size), and somewhat limited combat abilities (low damage and limited range), they just don't work for me. So I thought I'd do a bit of bioengineering on the basic idea and make a post apocalyptic version of dragonflies that are, well, a bit more like dragons.





WHITETAIL SKIMMER EBONY BOGHAUNTER STRIPED EMERALD
No. Enc.: 1d2 (1d6) 1d2 (1d6) 1d2 (1d6)
Alignment: Neutral Neutral Neutral
Movement: 60' (20') 60' (20') 60' (20')
Flying 240' (80') 240' (80') 240' (80')
Armor Class: 5 4 3
Hit Dice: 7 8 9
Attacks: 1 (bite or dive or breath) 1 (bite or dive or breath) 1 (bite or dive or breath)
Damage: 2d8 or 1d6 or 4d6 2d8 or 1d6 or 4d6 3d6 or 1d8 or 5d6
Save: L4 L4 L5
Morale: 8 8 8
Hoard Class: XVI XVI XVI
XP: 1490 2060 3100
BLUE HAWKER CRIMSON DARTER GOLD MEADOWHAWK
No. Enc.: 1d2 (1d6) 1d2 (1d6) 1d2 (1d6)
Alignment: Neutral Neutral Neutral
Movement: 60' (20') 60' (20') 60' (20')
Flying 240' (80') 240' (80') 240' (80')
Armor Class: 2 1 0
Hit Dice: 10 11 12
Attacks: 1 (bite or dive or breath) 1 (bite or dive or breath) 1 (bite or dive or breath)
Damage: 3d6 or 1d8 or 5d6 3d6 or 1d8 or 6d6 3d6 or 1d8 or 6d6
Save: L5 L6 L6
Morale: 9 9 9
Hoard Class: X X X
XP: 3100 3600 3600

WHITETAIL SKIMMER
This 15' long dragonfly has a 24' wingspan. The body is white with black markings on the otherwise translucent wings. They can be found in cold regions. Their breath weapon is a blast of icy coldness that has a range of 50' and can be used three times a day.
Mutations: Gigantism, Energy Ray (Cold), Reflective Epidermis (Cold).

EBONY BOGHAUNTER
A black, 16' long dragonfly with a 25' wingspan and translucent wings. They can be found in marshy or swampy regions. Up to three times a day they can breath a stream of Class 8 Acid up to 50' away.
Mutations: Gigantism, Toxic Weapon (Acid), Accumulated Resistance (Acid).

STRIPED EMERALD
With a wingspan of 27', this metallic green dragonfly is 17' long. They can be found in woods or forest areas. Unlike other Gamma Dragonflies, they breath a cloud of Class 5 poison in a 50' radius up to three times a day.
Mutations: Gigantism, Toxic Weapon (Poison Gas), Accumulated Resistance (Poison).

BLUE HAWKER
A metallic blue dragonfly 18' long with a wingspan of 28'. Occasionally encountered in wastelands and deserts, but more commonly found among the metallic skeletons of ruined city with skyscrapers. Their breath weapon is a blast of electricity that has a range of 50' and can be used three times a day.
Mutations: Gigantism, Energy Ray (Electricity), Reflective Epidermis (Electricity).

CRIMSON DARTER
Brightly colored fire engine red dragonflies that are 19' long and have 30' wingspans. These dragonflies can be found just about anywhere. Dreaded for their ability to breathe a blast of fire up to 50', three times a day.
Mutations: Gigantism, Energy Ray (Fire), Reflective Epidermis (Heat).

GOLD MEADOWHAWK
Found only in radioactive regions, these gold dragonflies are 20' long with 32' wingspans. They can emit a Class 6 blast of radiation to 50' up to three times a day.
Mutations: Gigantism, Energy Ray (Radiation), Reflective Epidermis (Radiation).

Sunday, July 2, 2017

Post Apocalyptic Names for Wizards, Witches, Sorceresses, Warlocks, Enchanters, Enchantresses, Sorcerers, Magicians, etc.

I can't help it, I have a thing for named spellcasters, so I put together some various tables of names I had sitting around (for various projects) and here is the result. I suppose they could also be used for fantasy magic tossers, or villains in general.

Roll Male Name 1 Male Name 2 Male Name 3 Female Name 1 Female Name 2 Female Name 3 Epithet
01 Akiro Khromm Scud Abellona Gingema Nyssa Charm Master/Mistress
02 Amar Kor Sedah Abundia Gorgona Nyx Dragon Master/Mistress
03 Amelorn Kothos Sersus Acantha Griselda Nyzette Elixir Mixer
04 Angast Kovu Sh'Gora Achren Hagatha Oblivia Lord/Lady of Wisdom
05 Araldo Kraggox Shadowing Acina Hazel Ondine Master/Mistress of Battle Magic
06 Aremesh Krahs Shaereth Agate Hecate Onyx Master/Mistress of Bone Magic
07 Argaush Kralloni Shalandor Agatha Hecuba Opal Master/Mistress of Death Magic
08 Argoth Kron Shallifex Agrat Helga Orcades Master/Mistress of Forbidden Lore
09 Arkanikus Kublai Sharga Alecto Hemlock Orddu Master/Mistress of Hexes
10 Artemus Kyraeth Sheev Alkhema Herodiana Orfia Master/Mistress of Illusion
11 Astoroth Lacrisor Shelazar Althea Hexuba Orgoch Master/Mistress of Pain
12 Azrog Landros Sholow Amarnith Hilda Orwen Master/Mistress of Stygian Energies
13 Balto Lokus Sholtar Amethyst Hogatha Parthenope Master/Mistress of the Arcane Arts
14 Baltyr Mallek Skeletor Arachne Horodia Pephredo Master/Mistress of the Dark Arts
15 Batros Marlinius Skorpos Aradia Hunga Phantazia Master/Mistress of Wortcraft
16 Bimrao Maskedor Skullus Araldia Huntara Phoulotia Potion Brewer
17 Borador Mazem Slurvos Arvela Imograndia Podi Quacksalver
18 Brambleford Melaktha Snetch Ashtoreth Infectia Porphyria Rune Master/Mistress
19 Bylon Melango Snoob Astra Invidia Pythia Seller of Snake Oil
20 Bytor Melbrag Solbaid Asudem Iraalia Raven Sigil Master/Mistress
21 Byuell Menothras Sonath Atalis Isadora Ravena Spellmaster/mistress
22 Cadis Merlan Spectrus Atropos Ischade Rhaldeia the Alchemist
23 Caer Merlik Stremond Aurora Isis Rhea the Apothecary
24 Calabish Merlo Stridor Badb Jade Rowan the Arcane
25 Cara Mertock Surebrek Balta Jadis Rowena the Archmage
26 Carzo Mindok Sutcalag Bane Javelynn Ruby the Astrologer
27 Chernabog Moak Tamusk Bastinda Jezebel Rusalka the Black
28 Chom Modulok Targon Bat Juniper Salome the Blind
29 Choon Molkrom Tataran Bavmorda Kalaratri Sangive the Blue
30 Cigam Moltoc Tauron Belesa Kalika Sapphire the Brown
31 Colos Mondain Theloerus Belisent Katya Satia the Cabbalist
32 Colossor Monev Threthen Bella Kikimora Scorpia the Chirurgeon
33 Corcan Monstro Throthgar Belladonna Kittrina Scratch the Clever
34 Crex Monteeg Thugra Bellatrix Lachesis Scyllla the Conjurer
35 Daimar Montork Thutmakri Bellicent Lakshmi Selene the Cyber-Lich
36 Danavvas Morag Tingler Belor Lamia Serena the Cyber-Mage
37 Dantilus Moragore Togar Beryl Lash Serket the Cyber-Sorcerer/Sorceress
38 Darkdream Morbos Torm Brianna Lenore Sersey the Cyber-Witch
39 Darkney Mordax Tormod Cackle Leucosia Sethra the Cyber-Wizard
40 Domina Mordu Torvin Cackletta Ligeia Shokoti the Cybermancer
41 Draemus Morgon Tsothalanti Calabisha Lilith Sholtara the Deranged
42 Dragauster Morgoth Tyrin Callisto Lorelei Sibyl the Diabolist
43 Dragstor Morvath Tyrollian Calypso Lucinda Sibyline the Disconnected
44 Drazil Mozenrath Umaedus Carmilla Luna Sibylla the Dweomermaster/mistress
45 Drexxuss Mutorg Unwin Cassandra Lyrfora Sidonia the Enchanter/Enchantress
46 Drude Nacluv Urlos Cassia Lythande Siobhan the Evoker
47 Dylamug Naminster Urlynn Catra Mab Siri the Focused
48 Ebanir Natas Uxius Celice Macha Skadi the Geomancer
49 Eldrath Natohk Vandar Cerridwen Madana Skuld the Greater
50 Elgon Negator Vashtarr Chandri Maeve Snetchnia the Green
51 Elkar Nepthu Venn Cinder Majella Sorcha the Grey
52 Eraster Nevar Verdor Circe Maleficent Sorsha the Hedge Witch/Wizard
53 Evilseed Nevark Viveka Clio Malini Strega the Herbalist
54 Fanamur Nezmah Vokan Clotho Mandragora Striya the Hexenmeister
55 Fandall Nimnul Volrath Cora Mandrake Sulochana the Hydromancer
56 Fuckubis Nogrog Voster Cordelia Marie Sumana the Incanter/Incantrix
57 Garemond Nortlu Vostok Cruella Marlinia Sybelle the Invoker
58 Garn Nyrmyr Vulgud Cybele Mathilda Sybil the Legerdemainist
59 Garth Ocilac Vultak Cybil Maud Sycorax the Lesser
60 Gemini Omarian Vulturis Daedra Mavra Tabitha the Lich-King
61 Gereth Orfeus Warrdorr Dahlia Mazara Talia the Mage
62 Ghenni Orlin Warroz Daji Medea Taramis the Magician
63 Githkos Osk Webstor Decima Medusa Terraxia the Medicine Man
64 Glitch Ozmandyus Wevynn Deino Mekare Thistle the Mumbler
65 Gorgon Palik Wovella Deirdre Mekhala Thorn the Mystic
66 Gorulga Phenn Wynkyn Delphyne Melangela Umbra the Necromancer
67 Granamyr Phimster Xaltotun Desdemona Melisandre Undine the Obtuse
68 Gremnar Phoulus Xayter Devika Melusine Urd the Omniscient
69 Grizzlor Phyrlin Xer Diabolyn Mephitis Ursula the Orange
70 Grod Plundor Xor Discordia Mesmira Valtira the Palid
71 Hawkorous Pyrinn Xyr Dorothea Mim Vampirella the Pox Doctor
72 Hegaullum Qigon Yando Dreadful Mimi Vandella the Professor
73 Hekenyx Qor Yara Drizella Minerva Varda the Profound
74 Hordak Quixano Yarkos Edna Mircalla Verdandi the Purple
75 Horodius Rabar Yerusha Edwina Misery Vespa the Pyromancer
76 Huranthell Radivan Yog Eisheth Mohini Vigdis the Red
77 Igthorn Rafaj Yorok Elfryn Momba Vikala the Sage
78 Ikol Rago Yovok Elmora Morgaine Violet the Scientist
79 Imogrand Randor Zabdiel Elphaba Morgana Vypra the Shaman/Shamaness
80 Indron Ratigan Zafire Elspeth Morgant Willow the Sorcerer/Sorceress
81 Infernus Ravandel Zagraz Elvira Morgause Wrack the Sorcerer King/Sorceress Queen
82 Insolvus Reficul Zalt Empusa Morgen Xantha the Summoner
83 Iokum Reger Zanthor Enchantia Morgne Yaga the Techno-Hexen
84 Iraalia Rendi Zargheba Enchantra Mormo Yara the Techno-Lich
85 Irradior Rexor Zargon Endora Morrigan Ydal the Techno-Mage
86 Ivo Rhaldeus Zaster Endrina Morta Yelaya the Techno-Wizard
87 Jagadis Rhyax Zaurroth Entrapta Mortianna Yvaine the Technomancer
88 Jahinia Robokulus Zem Enyo Morwen Yzma the Thaumaturge
89 Jakath Rohad Zerio Erathia Moss Zanya the Theurgist
90 Jarvan Rulathal Zoar Erichtho Myrtle Zarina the Violet
91 Jorum Rythor Zod Eris Mysteria Zastria the Vivisectionist
92 Ka-Apshai Sallas Zodac Eruza Natasha Zatanna the Warlock
93 Kaj Saluk Zogar Esmerelda Nemain Zatara the White
94 Kajok Saramen Zordon Estreya Nemesis Zelda the Wise
95 Kalderon Sarott Zorg Evanora Nettle Zelena the Witch
96 Karnage Saureth Zugon Evil-Lyn Nicnevin Zenobia the Witch Doctor
97 Katrick Sauros Zukala Evillene Nightshade Zeria the Witch King/Queen
98 Kazulg Scarg Zultan Fiona Nimue Zobiana the Wizard
99 Khemsa Scren Zurg Ghanta Nona Zoraida the Yellow
00 Khotan Scroop Zutho Ginevra Nyneve Zorya Ward Master/Mistress

Wednesday, May 10, 2017

20 Questions about your fantasy city setting

Came across THIS earlier today. I'll admit, to me it feels like a targeted version of Jeff Rient's classic Twenty Quick Questions for your Campaign Setting, but it does pose some interesting and gameable thoughts.

1. What religion is most prevalent in the city? Who benefits from this/who suffers?
2. Who in the city will reliably buy art pieces and recovered relics from the PC’s? What’s their deal?
3. What is illegal in the city? What’s punishable with jail time, and what’s punishable by death?
4. If you get caught doing crimes, how are you tried? What’s the court system like?
5. What’s the opinion of magic in the city, and is there a place to study it?
6. Who is the richest person in the city? Who are their enemies?
7. What kind of government does the city have? Whose interests do they represent?
8. What’s under the city? Sewers, dungeons, tunnels, aqueducts? What lives in them?
9. What neighbourhoods of the city might the PC’s be barred entry to, based on race/class/status/etc?
10. What’s the terrain like in the city? Is it flat, hilly, are the streets wide or narrow? Does it differ from neighbourhood to neighbourhood?
11. What’s the climate and weather like? Is it temperate, cold, hot, rainy? This should influence both clothing and food available.
12. What’s the architecture of ordinary buildings like? Multi-story, towers, brick, wood, organic materials, basements, attics? Are they easily climbed or broken into?
13. What’s currently in fashion among the rich and middle class? Are there sumptuary laws?
14. Is dueling permitted/encouraged? What laws exist around it? How likely are PC’s to be challenged to a duel on the street?
15. What’s one unique building/landmark/feature the city is most famous for? There should be more than one, but you should have at least one.
16. What are some typical random encounters the PC’s might come across in the streets during the day? At night? You should be able to come up with about 6-10 for each.
17. Who can the PC’s turn to if they break the law or need to escape from town guards? What payment/favours will this person ask for in return?
18. Can you openly wear weapons in the city? If not, who is exempt from this rule?
19. What are some common animals you might see in the streets? Where are animals or beasts not allowed to enter?
20. What can’t be bought in the city, and would need to be smuggled into the city illegally? Who in the city could reliably do this?

Notes:
Question 1: I'd probably rephrase this to allow for multiple religions, as well as cults, sects, and factions which may play a role in the city's underground. Also, I'd include a question relating to who are the notable religious NPCs.
Question 2: Somewhat obvious here, but I'd be more likely to phrase this for the selling/buying of magic items.
Question 3: While I have no problem with being familiarized with the laws and crimes of the city, the punishment questions are too limited in scope, there are other ways besides jail or execution to deal with crimes.
Question 4: This should probably be rolled into question 3.
Question 5: This is good.
Question 6: Another good question.
Question 7: A note that knowing who the prominent government officials are would be useful here.
Question 8: An awesome question, but I think another question should be (it can easily be moved into question four's spot), "How does the city deal with their dead?"
Question 9: Interesting, but not, I think, a major question.
Question 10: Useful information here, but this should probably be rolled into Question 11.
Question 11: See above.
Question 12: This is always a good bit of information useful to playing around in a city setting. I'd love to find a really good random table to help answer this one.
Question 13: I would add to this a question about the typical dress of city inhabitants. Do they have an unique or identifying article or style of clothing?
Question 14: I would probably modify this to discuss fighting in general, i.e. is bar brawling favored or prohibited, are there gladitorial events or martial tournaments, etc.
Question 15: Another great bit of information that could some random tables (they are out there).
Question 16: Pretty standard, though one should perhaps consider if the encounters vary by neighborhood or area of the city as well as time of day.
Question 17: I think I'd modify this to cover black market/underground economics in general. Knowing who can buy/see/acquire stolen or shady goods, contact for confidential information, get you into/out of places without being noticed, etc.
Question 18: Pretty standard, though I'd probably expand it to mention whether or not certain weapons are prohibited/restricted.
Question 19: This question is something that should probably be answered in the city laws and random encounter questions above.
Question 20: Again, laws and crimes.

Given that these questions are recommended as being used in addition to Jeff's 20 Questions, some of them could probably be eliminated and replaced with others that may or may not be useful. For instance, if we already know who's the richest person in the city (Question 6), a question about how the city's merchants and traders operate would be more useful (are they in a guild, independent operations, traveling salespersons, etc.), not too mention asking who are notable merchants.

Sunday, April 16, 2017

Tables and Random Generation Stuff

So I've been seeing quite a bit of posts on random tables lately and thought I'd share some miscellaneous notes and stuff.

Posts about Random Tables

https://plus.google.com/u/0/+CourtneyCampbell/posts/Lrj3v2uzwJ7

The temptation of random tables

Methods for writing d100 tables

and an older classic

How to write d100 tables


Random Table Goodness
Where possible I've posted links directly to the random table posts, however some sites aren't tagged or labeled (as far as I can tell), and some sites are just so chock full of awesome tables that you might as well just pick a blog post and go.

THE BIG THREE BLOGS
These are probably the biggest collections of random tables on the blogosphere:

The Dungeon Dozen

Elfmaids & Octopi

Save vs Dragon

GREATEST HITS
I consider these blogs as "go to" sources for random tables of inspiration. There are tons of other blogs out there with random tables, and I've no doubt forgotten a few that I hit up for material, but these are some of the ones that I think have really useful material. Not all of these blogs have a lot of random tables, but the ones that they do have are generally pretty awesome in one way or another. Also, some of these have more tables in their download sections.

Aeons & Augauries

Applied Phantasticality

Blessings of the Dice Gods

Dungeon of Signs

Dyson's Dodecahedron

Goblin Punch

Hack & Slash

Hereticwerks

I Don't Remember That Move

Jeff's Gameblog

Joeskythedungeonbrawler

Kellri's

Last Gasp Grimoire

Monsters and Manuals

Planet Algol

Playing D&D with Porn Stars

Roles, Rules, and Rolls

Tales of the Grotesque & Dungeonesque

Telecanter's Receding Rules

Ten Foot Polemic

tengoldpiecegems

Wampus Country

AUTOMATION SITES
There are a lot of automated random generator sites out there, some good, some bad. Here's three sites that I think are worth checking out for automating generators:

Abulafia Random Generators

Adventuresmith

Tablesmith

Thursday, April 13, 2017

Something to think about

What if Dragon Magazine predicted the future? Dragon Magazine #121 posted (1987):
Genndy Tartakovsky posted (2001):

Friday, March 31, 2017

Other Dust Review

This is my review of Sine Nomine's Other Dust RPG. While I generally try to avoid game mechanics coverage, there's some useable and not-so-useable stuff here to consider.

Likes:
  • Skills. I know not everyone is a fan of skill systems, and I think a lot of the tacked-on skill systems in D&D and clones don't work all that well, but in a modern, sci-fi, or post apocalyptic game a skill system really is needed. The philosophy that, "characters should be able to do anything," while true to a certain degree, does NOT apply to specialized training and skill fields that, no, not everyone can do. In a post apocalyptic setting, having characters (player or non-player) with specialized training and knowledge is almost a major requirement to the setting. Of course, for Other Dust specifically, I'm not entirely sold on the skill selections, but I find that there is never going to be a perfect skill system out there, everyone has different requirements and preferences in the mechanics involved, so this isn't really a detraction.
  • Training Packages. While I didn't care that much for the classes themselves, the inclusion of training packages helps customize the basic classes into a bunch of different variations.
  • Starting Gear table. I love the table with one small little caveat. If it's going to be a d100 table, it should have had 100 entries.
  • Falling and Suffocations rules. Elegantly simple and usable, easily modified for non-metric systems of measurement, though I'd probably make the small change of having suffocation base time as three minutes, not four.
  • Negative Conditions. A simple, useful system, though there are some individual issues.
  • Sustenance rules. An interesting system that is fairly easy to implement and use. Combined with a similarly useful foraging system. May be more or less complex than desired though, tough call.
  • Fairly decent rules for equipment damage and repair. Nothing really ground breaking, but the rules are solid and usable.
  • Creating Your Wasteland. The whole chapter is one of the key draws of Sine Nomine's offerings, an intricately usable sandbox generation system. This material can be ripped for any post apocalyptic game. The only small caveat is the possible need to adjust some of the items that are setting dependent.
  • I'll give some props to the Encumbrance system here, it's quick and usable, though I admit not to my particular preference.
  • While somewhat generic, the Servants & Hirelings material is pretty good stuff.
  • Land and Property. It is great that this kind of system is included, and it is one of the few domain-level play type items seen in a post apocalyptic RPG.
  • Creating Creatures. The Role table is quite useful, though I admit to having mixed feelings on the role breakdowns, some are great basic roles, others just don't seem to quite hit the spot.
  • Beastmen. Mutated animals are always welcome, though there is an EXTREMELY limited base animals selection given.
  • Humans. Other Dust's "Men" monster entry is superior to the 'ripped straight from D&D' approach from Mutant Future.
  • Overall there is a good (if limited) selection of useful and interesting monster opponents, my only problem lies more with their relation to the setting material.
  • The campaign material. While the background/setting specific material isn't my cup of tea, there is a decently detailed and usable sample campaign area.
  • Quick Enclave Architecture Details. While I felt that this should have been in the Creating Your Wasteland chapter and not in the GM resources (even though Creating Your Wasteland IS a huge GM Resource), it is a good tool to have.
  • Overall the GM Resource chapter is pretty useful, and maps and random tables are always welcome.

Dislikes:
  • I'm going to be upfront about not liking the setting/background material. It is certainly interesting, consistent, imaginative, and useful. I just can't really warm to it personally. This means that for making the material usable to me requires a bit of work to change the features based on the setting material, not a lot of work, but some work would have to be done.
  • Table of Contents. I'm sorry, but I really, really prefer a Table of Contents that lists more than just chapters. It really needs to include the major sections of each chapter for ease of reference.
  • While there was a fair selection of the useful and good idea of Backgrounds, I felt that many of the labels and the selections were a little off. Definitely missing a "Healer" background (yes, I know there's a "Healer" training package), possibly some others that don't come to mind immediately, I would probably rework some and add in enough additional options to give a nice d20 table to roll on for those who prefer randomly rolling their background. Overall pretty good, but I think I prefer something more like the backgrounds presented in The Mutant Epoch (despite not quite caring for how that system is caste based).
  • Language. A lot of mention goes on into the existence of multiple languages, but no list of languages is included. Sure some might consider that added flavor of the unnecessary variety and go with the assumption of standard Earth languages, but the lack of inclusion of a list of languages really annoys given the constant references to picking other languages and "common Enclave language."
  • Character Class. While I'm totally sold on the inclusion of character classes, I just didn't really get a good feeling about the ones used. I felt like they tried to go for the basic four D&D class equivalents, but missed the mark somehow.
  • Re-rolling Hit Dice upon gaining a new level. I know where this system comes from, I just think it is stupid as hell.
  • I'm on the fence about the barter economy used. I know I said I prefer barter systems (which make sense in post apocalyptic settings) to even more abstract systems, like the one used in Barbarians of the Aftermath, but the same dislike stemming from lack of hard value for treasure holds true here.
  • The mutation system. Not so much the mutations themselves, but the whole bit with System Strain derived from the setting cause for mutations. This is just one of those areas where the setting/background affects game mechanics that I would have to eliminate.
  • Radiation rules. They're appropriate to the setting, but lack the somewhat more useful elegance of Mutant Future's radiation rules.
  • Limited diseases & toxins. Three just really wasn't enough.
  • I found the armor and weapons a bit lacking myself, but it is a fairly easy fix.
  • Quick Religion Generation. I dislike this not because I think it is somehow bad or unusable, but rather because this was a missed chance to have some random tables for creating wacky wasteland cults.
  • Like the Table of Contents, the Index seems a little bare-bones.
  • No Spidergoats.
  • While breaking and fixing equipment rules where pretty good, the rules for building items from scrap felt way too abstracted to really interest me. It's a simple, usable system, just not what I'm looking for.

Summary
Overall I feel that Other Dust is a pretty good GM toolkit for generating post apocalyptic campaigns. I admit I don't care for the setting and that dislike means that this would not be my go-to game for post apocalyptic gaming. I really feel that this offering would have worked a lot better designed solely as a GM toolkit full of sandbox generating tables and material than an independent RPG. However, there are also some fairly usable mechanical systems that could be incorporated into other systems, though I'd go with them more on a pick and choose basis than adapting the material whole.