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February 7, 2012

June 3, 2011

18th Century Music Generator

by John Payne — Categories: Electrum Pieces — Tags: , , , Comments Off

There are many kinds of random generators for games, but last night I found one that seems to be unique.

It is a music generator. To be more precise, it is a minuet generator.

The code on this page is based on the a game purported to have been created by Mozart used to create a minuet. It adds more features like a score generator and a midi file. Although you can play the results on the webpage, a good midi patch opens the possibility to expand into string instruments and beyond.

Its usefulness isn’t limited to just playing music. Use the aforementioned score generator, add some 18th century script, print it on yellowed paper and you have a good prop. You could use the plot of The Purloined Letter, but change the letter to a mythical Mozart’s Lost Score.

Take a listen to some of the compositions. It will sound better than you think.

June 1, 2011

Attack of the Portán

by John Payne — Categories: Electrum Pieces and OSR Project — Tags: , , , , , , Comments Off

One of the oddities of Fiend Folio I used in coastal areas was the crabmen. In 2e, their entry went on to talk about their molting noting that some individuals reach ten feet tall and live to be about 20 years old.

I thought about them again today in part because I was recently in my hometown during the time of year for harvesting soft-shell crabs. Without going into the process too deeply, the idea is to catch crabs close to molting and place them in a make-shift aquarium until they shed their shell. During the process, the crab will usually increase in size by 33%.

This triggered three ideas for the as-of-yet-unnamed-clone:

  1. Alter the stats to include a 33% growth rate per molting
  2. Give a few shamans the ability to create golems from their old shells.
  3. Create a module that features them as a function of mass combat rules

I also wanted to give my crabmen a new name, Portán, mostly to differentiate them from the old stats. The Portán are similar in some ways, but generally have more intelligence (barely), grow larger, and practice their own form of primitive magic.

Portán

Frequency: Rare
No. encountered:
2d6
Size:
Medium (5 ft tall) to Large (11 feet tall)
Move:
90 ft, swimming 60 ft
Armour Class:
4
Hit Dice:
3 – 6
Attacks:
2
Damage:
1d4 – 1d10 / 1d4 – 1d10
Special Attacks:
None*
Special Defenses:
None
Magic Resistance:
Standard
Lair probability:
30%
Intelligence:
Average
Alignment:
Neutral

The special attack refers to the special ability to create golems from discarded molts. Portán shamans do not know any other spells.

The golems are created by filling the old shells full of mud and animating them. The stats would be the same except:

  • No 11 foot tall golem would be found. After reaching that height, a portán will die shortly before or during any molting.
  • Move is 60ft and Swimming 30ft.
  • As golems, the creatures are immune to charm and sleep spells as well as psionics.

When I get the mass combat rules hammered out, we’ll see these guys again.

May 30, 2011

Odd Mechanic

by John Payne — Categories: Electrum Pieces — Tags: , , , , Comments Off

I was working on a random way to give my kids some very simple addition subtraction problems. I will admit that I am thinking a bit far in the future as we really haven’t covered subtraction yet.

That being said, I am a fan of the d4-ized d6 featured at the Dice Creator store. I am saving up for one of these. I love the possibilities that come the fact that it has more than one number on its face.

When I first saw it, I realized that it could make a great randomizer simply by concatenating the numbers rolled. Last night, though, I had some crazy idea to combine the d4ized-d6 with a Fudge die and an LCR die. (It kept me awake for half the night.) The Fudge die would tell you to subtract, concatenate, or add. The LCR die would tell you what other number on the face to compute with. For example, if you rolled a 6 (meaning that the 6 is on the bottom), the Center number would be the upside-down 1 above the 6. The Left and Right numbers would vary, but let’s say for the sake of argument that the Left number is a 2 and the Right number is a 5. Left+Add would produce 8. Right+Add would produce 11. Center+Add makes 7. Left+Subtract gives you 4, Center+Subtract gives you 5, Right+Subtract produces 1. Left+Concatenate makes 62. Center+Concatenate makes 61 and Right+Concatenate makes 65.

You get the idea.

Yes, you can get negative numbers. The range produced goes from -5 to 65. Believe it or not, the median roll is a 7. In a roll-under system, the chances of rolling a 7 or less are about 55%.

Here is the spreadsheet with my analysis.

If, by some odd stretch, someone decided to use this mechanic in a roll-under system. It does allow for a natural “diminishing returns” feature.

Say for example that a system has a skill system rated by points. A Skill score of zero still gives you a 16% chance of success. Once you get up to a 7, you have a better than 50-50 chance of success. You’re above a seventy precent chance of success at 15. After that, though, it’s slow going to get a lot of progress. You break an 80% chance of success at a score of 34. To get above a 90% chance happens at a skill score of 52.

Critical successes? Roll a -4 or -5. Critical Failure? 61 or better.

Would this work in an RPG? Maybe not. It requires some getting used to. I think it might be better for a sports simulation sim, like American Footbal, for example. These kind of fiddly rolls happened in Paydirt. The results can emulate all kinds of tables, like Second Season Football. (I own both of these, by the way.)

Anyway, there’s my odd mechanic idea that kept me awake last night. Enjoy!

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