Showing posts with label ThinkingAdventures. Show all posts
Showing posts with label ThinkingAdventures. Show all posts

Monday, April 29, 2024

ISW: Grim Future Wargame Campaigning

"It is a dark and desperate age. The Imperium of Mankind stretches out across the stars, a galaxy-spanning realm unlike any other. At its heart sits the Emperor, a crippled god upon a throne of gold whose psychic might has held the shadows at bay for ten thousand years. Yet Humanity is beset by darkness and danger, surrounded by monstrous foes that seek nothing less than the Imperium’s utter and total destruction."

The following is something suitable for individual scale wargames (ISW) using with any edition of 40k, from Rouge Trader to 7e*.

This is mainly something for myself but I trust you to fill in any gaps encountered in play.

David Gallagher

Friday, October 28, 2022

The Mundane: Level 0 Funnels in Whitehack

Angus McBride

So you want a funnel? For those who don't know, a "funnel" is a style of adventure where you take a ton of no-level nobodies (maybe 3-4 or more per player) and just run them through a gauntlet... and if there are any survivors they become the actual campaign party becoming level 1. Simple as.

DCC is an obvious source for this but it definitely has its origins in the Original tradition (e.g., a focus on relatively weak characters, large parties, not attachment, simple setup, etc.) and even with the explicit introduction of 0-level stuff in AD&D 1e and its kin.

Whitehack is a bit of a different beast in this regard. It allows (but doesn't necessarily require since you don't have to pick right away) plenty of thought to go into how to create and define your character right out of the gates. What's more, these characters are very flexible as well. So how can we mix the two?

Friday, July 8, 2022

Armour Research & Gallery for Thinking Adventures

Most retro or adventure games tend to categorize armour as Light, Medium, and Heavy. And it's almost always leather, chain, or plate mail with a spattering of nonsense such as studded leather or banded mail or splint mail.

In the real world, armour can usually be divided based on its construction into three groups:

  1. Soft armour, that is quilted fabric and leather that has not been subjected to any hardening process.
  2. Mail, that is a defense of interlinked metal rings.
  3. Plate, of metal, cuir-bouili (leather hardened by soaking in heated wax), whalebone, or horn. This group can be subdivided according to whether it is composed of:
    1. large plates articulated only where necessary for the movement of body and limbs.
    2. smaller plates riveted or sewn to fabric to produce a completely flexible defense (the so-called coat-of-plates construction).
    3. small plates joined together by a complex system of lacing (the so-called lamellar construction).

What follows is an armchair look at some classic armor throughout European history. While there are a plethora of other armour types in the world to take inspiration from (which still largely conform to the above constructions), I think the following will help with the types of armor you see in the standard Vanilla Fantasy setting with knights and dragons and castles and such. 

After all, when was the last time you had a brigandine or a coat-of-plates in your game? And if you did have a brigandine did you make it worse than so-called 'chainmail' hmmmm?

Monday, May 16, 2022

A bird with one body but many heads pecking itself to death


Tokugawa Ieyasu with help from the Jodo monks of the Daijuji temple in Okizaki, defeats the Ikkō-ikki at the battle of Azukizaka, 1564 by Tsukioka Yoshitoshi

A bird with
One body but
Many heads
Pecking itself
To death.  
- An unknown poet 

Japan. The late 16th-century. In this darkest and most violent age, endless war has left a country divided. A country, once ruled by a unified government, that has split into many warring clans. Legendary warlords strive for supremacy as conspiracies and conflicts wither the empire. 

Tuesday, January 25, 2022

Musings on the ideal of the "individual scale wargame"

Following up on my previous takes on OD&D and wargaming.

Last year I started a new campaign of OD&D, but with one small catch. Rather than approaching it as I would with a B/X campaign or any other "typical" setup, I've been using it as a supplement of Chainmail. Perhaps it would be more appropriate to say that I've been running a Chainmail campaign using the fantastic medieval supplement called Original Dungeon & Dragons.

What does this mean? Well, it means that we are using Chainmail as the base of our rules for things such as weapons, procedure, morale, weather, dueling, sieges, and more. And then we're looking to things such as classes and dungeons and wilderness an addition rather than the other way around. I find that it makes quite an interesting mix-up compared to, say, playing OD&D as a straight adventure game. Perhaps it is a similar destination, but the journey has been quite fun.

"Individual scale wargame" is a good term for the type of play that we go on about!

Credit to Melancholies and Mirth for planting that term in my mind!

It's really got me thinking about how elegant of a setup it all is. Here's you have a wargame so distanced from the concerns of any individual character, more concerned with the routing of armies and battlefield tactics. Only great heroes or monsters are singled out. Now add in some slight nuance such as experience (and therefore personal advancement), hit points (rather than hits), and concerning yourself with the fate of a singular character (rather than scores of 1:20 figures). We have some additional stats for them that tell us a bit more about the nature of these individuals (and may have a small mechanical impact here and there). Classes let us have some mechanical guidelines for some classic character genres and we are off to the races here.

From here, it's all the usual action and reaction, coming back to this rule baseline when a conversation is insufficient or the need arises. It lets one flow rather fluidly in terms of setting stakes from chases in the shadowed depths of the underworld, to great raids on rival bands, to grand sieges on the ramparts of some forgotten fortress. And just as easily one can handle matters of exploration and intrigue that are so staple in the genre of adventure without being weighed down by overly mechanical concerns.

In terms of thinking, this feels a far cry from beginning at the usual starting point of adventure game and thinking of how to scale up to "domain play" or handle "mass combat" at the table. I find it quite interesting that so often later editions or other modern ttrpgs revisit wargames to "restore" some semblance of the above aspects but they don't quite hit the same marks in my opinion.

"Mass Combat Fantasy Roleplaying" eh?

Cooking up a Recipe

With this setup in mind, I've of course been starting to think on some other games that have given me this impression before. Things like the first edition of Warhammer Fantasy Battles (yes, before Warhammer Fantasy Roleplay 1e) or the good ol' Rogue Trader. Games where the divide between rpg and wargame was explicitly blurred and expected to be crossed when creating interesting scenarios to play in. Where it wasn't just a match of two armies with 500 points, but an overall style not entirely dissimilar from what you'd expect from playing an rpg with a referee.

Perhaps by looking at how OD&D was mapped to Chainmail and applying the concept to some other wargames I enjoy, something neat can come about: a change in perspective that, while perhaps minor in the grand scheme of things, has resulted in some very fun times at the table.

Let's look at what defines a single figure in Chainmail.

A figure of heavy foot has some statistics on movement, morale, an entry on the combat table to show how they perform against various categories of foes, and some special rules they are eligible to take advantage of (e.g. gaining an impetus die on the charge). Oh and a point value of course.

Relatively simple! On the scale of 1:20 that gives me a good idea of what my 100 strong group of mailed warriors could do.

This continues for the fantasy supplement as well with figures such as orcs and the like. The main area of expansion comes with special rules for figures, with fantasy figures building on the base categories of units with special abilities, capabilities vs other fantastic foes, drawbacks, and options such as magical spells.

But even still they remain relatively simple to sum up. Take a fearsome giant for example:

GIANT
POINT VALUE: 50
ALIGN: NEUTRAL/CHAOS
NOTE:
	- REQUIRE 12 CUMULATIVE HITS TO KILL.
	- ACT AS SMALL CATAPULTS.
		- 20" RANGE.
		- NO MIN RANGE.
		- CAN MOVE ON TURN IF NOT THROWING.
	- NEVER CHECK MORALE.
ATTACK AS: 12 HEAVY FOOT
DEFEND AS: 12 HEAVY FOOT
FANTASY COMBAT TABLE: AS GIANT
MOVE: 12" CHARGE: 18"

Squint and you can practically see the information for 12 HD giants so common in old school bestiaries (although the terminology is a bit more Chainmail-esque).

So the OD&D translation simply goes:

  • Hits to Hit Dice (and the more discrete Hit Points so hits aren't always death)
  • Attack values changed from "men" to table entry based on level or HD.
  • Defense values are taken as a type of Armour Class and separated from # of men.
  • Movement kept the same (no mention of charging).
  • Addition of numbers encountered, lairs, and treasure.
  • Special abilities simply refer to Chainmail and/or are expanded and altered in the text.

This holds true on the end of player characters, with the important addition of advancement and stats.

  • Player figures can improve and actively gain more abilities. An interesting thing to keep in mind when the LBBs encourage you to play as pretty much anything; starting weak and becoming strong.
  • Players have stats that are largely exclusive to them. The classic six attributes help describe your character, set them apart from other 1st level folks, and give some minor bonuses or penalties. They don't really come up in regards for monsters in the like. No real point in trying to pin down the strength score of a dragon or something.

What to do with this?

My goal would be to have a very open and flowing game using some of my favorite wargames to engage in interesting play in a refreshing and free manner. Experiences more in the vein of the thinking adventures I've run using OD&D and Chainmail, and less in the vein of matched wargame play or the usual ttrpg. Something that is satisfying in this wonderful manner. Something that feels distinct from the industry's efforts to turn such things into modern ttrpgs and embraces the openness of the traditional wargame mindset. 

I'll need to take what I've gleaned with this campaign and revisit some of the ideas I've had in the past such as HammerHack, Outlaw Merchant, and others.

In the meantime, if anyone has any suggestions for neat games that have come out in this vein. Space Weirdos or Forbbiden Psalm come to mind but that's just based on vibes.