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Tag: Swords and Wixardry (Page 20 of 20)

LBW – My Appendix N

Here are the books and resources that make up my own Appendix N for The Land Beneath the Winds.
Hackin, J., Clement Huart, Raymonde Linosseir, H. De Wilman-Grabowska, Charles-Henri Marchal, Henri Maspero, and Serge Eliseev. Asiatic Mythology: A Detailed Description and Explanation of the Mythologies of All the Great Nations of Asia. New Delhi: Asian Educational Services, 1994. Print.
Hesiod, and Richmond Lattimore. The Works and Days. Theogony. The Shield of Herakles. Ann Arbor: University of Michigan, 1959. Print.
Jndstar15. "Chenla." Wikipedia. Wikimedia Foundation, 21 June 2004. Web. 04 Feb. 2013.
McKirahan, Richard D. Philosophy before Socrates: An Introduction with Texts and Commentary. Indianapolis: Hackett Pub., 1994. Print.
Nock, Ryan. Elements of Magic:Mythic Earth. Vankleek Hill, ON: E.N., 2005. PDF.
Pratyeka. "Kingdom of Funan." Wikipedia. Wikimedia Foundation, 10 May 2003. Web. 04 Feb. 2013.
Reid, Anthony. Southeast Asia in the Age of Commerce, 1450-1680 / Volume One: The Lands Below the Winds. New Haven: Yale UP, 1988. Print.
Sherman, Josepha. Mythology for Storytellers: Themes and Tales from Around the World. Armonk, NY: Sharpe Reference, 2003. Print.
Younts, Patrick. The Quintessential Chaos Mage. Swindon: Mongoose, 2003. Print.

Projects to Keep the Homefires Burning

It's one of those things with homebrew settings. Parts of it began in 1981 with me as DM and two players. More recently, much of it began three years ago with the hope of being published by a small RPG company.

I've changed system twice until finally going to a system that is the closest to what I played back in '81. The ruleset is Swords&Wizardry.

Unlike Midgard, I am not sure that I will ever finish. I keep trying to finish, but I think that I have nerd projectitis too bad. Despite all organizational efforts to the contrary, it gets bogged down to making the details work and settling for "good enough". Then, of course, I see something and say "oh that's cool!" and let go of development for awhile.

Still, I have 1.5 hours every Monday night, a huge room to myself, lots of tables and a computer sans internet access to get things done. I think I have the magic system the way I want it. I have the time to do it without stressing out the family because the family is all in other classes. 🙂

What used to be called Shayakand and Tanah-Con-Rahn will now be called The Land Beneath the Winds. I'm going for something more accessible with much less conlanging. I don't believe that I am able to do something akin to Spears of the Dawn, but at least something with fewer European pastiches and more Southeast Asian flavor.

I say this, but this is my fourth restart. All of this means nothing if I don't actually publish something, you know? Still, I'm hopeful.

I enjoy the world and writing inside of it. The cosmology is different, the geography is not a planet drawn to account for prevailing winds, current, weather patterns or the like. The world is flat. The rim of the planet has mountain ranges with 500,000 ft tall mountains (straight out of Cambodian Mythology). The rest of the world has three concentric circles of tall mountains with oceans between them. The players start on the outer "circle" of oceans and landmasses. If they can somehow get over the northern mountains, they will be in a no-man's land rumored to be the play area of the gods themselves. Heck, maybe they just go into space.

Magic is based on certain words discovered by three different civilizations. Some of the words have really weird effects like creating small objects capable of independent movement. Spells with this word could create a swarm of bees or a volley of arrows that move in wild trajectories. Hedge Wizards strip essences from creatures and sentient humanoid for their own purposes. All forms of magic interact with technology is unpredictable ways. This technology includes the alien technology of the Mentors and the human-built technology of clockwork engines. Everyone can read magic, but being able to read magic does not grant you the ability to use a scroll or copy spells in a spellbook. Spell casting is a gift of the gods. You can do it or you cannot do it.

Psionics have a purpose. Not only are psionicists gifted in dealing with non-corporeal creatures, but unlike Wizards, anyone can learn this ability.

Clerics differ by primary deity. Some have no devotion to a specific deity, but instead attempt to manipulate them all to gain boons and bestow banes. Only one type of Cleric has the Turn Undead ability. The rest have different powers and abilities.

There are no elementals. There are no golems. Ghosts are not undead, but a different type of creature that plagues civilized peoples. The sentient species are different from elf, dwarf, halfling, half-orc and the like. A few minor species exist for GMs to use at their discretion.

The super-rich build massive clockwork devices to suit their own whims. Numerous libraries exist in cities and towns throughout the land. The printing press has not been invented, but the photocopier has. Literacy is high. Books are everywhere.

Cities have apartment buildings and places to get cheap food quickly. There are no inns or taverns, but there are plenty of places to play a game of chess and discuss the potential treasures in an abandoned temple east of town...

Cities also have byzantine bureaucracies that seem to tax and regulate every aspect of city life. Each city has its own oddities. Trade and markets are closely watched. A person does not simply walk into a magic store and buy a +2 sword. You can get any kind of food, herb, powder or exotic flesh you can dream of, just don't ask to buy magic publicly.

Benevolent benefactors known as Basha are always looking for people to help. Granted, the more people that work for a given basha, the more power he or she has. Bashe (plural of basha)  see themselves as loving fathers that care for hundreds, even thousands of individuals. Through their personal network of merchants and mercenaries (and a few judges and other bureaucrats) they wield incredible influence throughout the realm. As bashe battle each other for more power, it is common for characters to be contacted to "perform a little light work" now and then.

Outside of the city, farmers work the soil largely free from the hectic life in the cities. Their basha will come and request their share of crops, but otherwise rarely see anyone of any authority.

There's more to it, but I'll stop there. Here's to 2013. The year I hope to finally finish this project. Wish me luck!

Platforms and Other October Things

By now, I'm sure that many have read the recent buzz about creating platform instead of product. This has triggered a few things in the RPG set starting with Zak and then continuing in this and this.

Oddly enough, there has been criticism in the past where Labyrinth Lord called itself the Rosetta Stone of Old School Fantasy. Truth be told, it is the platform that created Original Edition and Advanced Edition. It also spawned Mutant Future and Humanspace Empires. All that's left is Alternity and Boot Hill and we got the whole shooting match. (Maybe if you're a completist, you'll want the Amazing Engine, too.)

But Swords&Wizardry has generated its own progeny as well. There's Ruins & Ronins, Ultima, and Battlemech (can't find the link). This isn't even mentioning the number of versions of the core rules and Brave Halfling's new rules in development.

Are there more clones that operate like platforms? Looking at other old school games, S&W and LL appear to be the two largest platforms. Microlite20 is a strong third, there are so many add-ons for it, that compiling them all generates a 600+ page document. Openquest is a great rules system, but no one that I know of is working on a space-based game with OQ as the foundation. The D6 game spawned all sorts of games in West End Games' hey day, but only one publisher is actively building on it. Both of these systems could be great for making all sorts of games. That's why I use part of the spell building system in D6 Fantasy and a variation of the OQ skill system in Andras.

So, what does this prove except the fact that I can add a boatload of links to a post? There a platform out there for whatever game you want to make and it is broader than the legacy of TSR.

Did you know that the STRength scale in the Action! System is setup so that the STR of a horse will scale to units of horsepower?  Give a STR value to a vehicle and you have the power rating for its engine. It also scales in powers of 10 so that you don't have to have a space craft with a STR 4200.

But I digress.

I don't believe that Andras will become the platform for gamers everywhere. What I do know is that I like a game that can help me define just about anything I want. Mechs? Sure. Interdimensional Self-Replicating Bismuth Golems? You betcha. Greyhawk? Not a problem. A Spelljammer version of Tekumel? Yes, but the rest of the internet will hate you for it.

I hope that with the fair number of systems presented, folks can find something to use for their game. Skill-based wizard? Roll d20+d10 under the INT score for a rules-lite game and a roll under Spell skill for a more nuanced approach. Spell Creation System? Here's a short version and a detailed version complete with an expandable table assigning effects to point values. Vancian Spell Name Generator? How about Hastra's Delicate Surfeit. Monster Builder? Here's some tables and an XP Chart.

More than that, I also want to provide spreadsheets. If someone wants to make their own spreadsheet based generators, lots of useful data will already exist in spreadsheet format. Better yet, convert the files into csv and build database apps. Go for it. I am intentionally building the various spell lists in a spreadsheet for this reason. Monsters will exist in a spreadsheet as well as the class builder. It's one thing to provide a text version of the rules, it's another to provide a dataset for folks to build with.

The ideal system for me would be 48 pages of rules and another408 of magic item tables, classes, spell lists, price lists, etc. The GM's guide would have a bunch of tools to make just about anything from a monster to a class to a demi-plane and everything in-between. A person could basically ditch everything after page 48 and use the GM guide to recreate anything needed.

Work continues very slowly in October - with birthdays, anniversaries and non-profit events, it's a very busy time. But I have the XP tables for monsters ready as well as the SRD versions of spells in the 2e PHB in a spreadsheet. This winter, I hope to get quite a bit of work done and have a playtest document before March.

Thanks for the six people that indulged me a bit of commentary.

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