Home of the Odd Duk

Author: Bear (Page 166 of 212)

An Alternate Chess

To get straight to my variant chess board and pieces, feel free to scroll down past my reminiscence.

I learned to play chess seriously at about the same time I purchased the original Red Box. It wasn't too much later, that I had the B/X books (though not totally eschewing the box). When I thought about D&D and chess, I always had the same question:

What if I used different pieces?

For D&D, that became new classes. I hacked the 1e PHB for classes in our game. I scoured every issue of Dragon for new classes. Most ended up as NPCs, but I never got tired of trying to create my own. At the time, I didn't own Dragon #10 with the class generator, so most of my effort were either amalgam classes (part psionic,part illusionist) or specialists (magic-users that focused on one or two 'schools' of magic). It wasn't until I owned a lot more D&D books, old and new, that different ideas began to take shape. For example, somewhere in my gaming history, an NPC appeared that was part of a class that could use powerful magicks, but only target itself. (Pathfinder calls this class an alchemist.)  By studying the roots of the game (LBB and supplements) as well as ideas from others (BBS, Dragon magazines, etc.) new possibilities emerged.

The same held true with chess. At first, my pieces were combinations or substitutions. I had pawns that could move as kings (but still attack as pawns) and a paladin, a combination of knight and bishop. It wasn't until I discovered the history of chess and its cousins that new possibilities emerged.

My father bought me a game called Chinese Chess when I was 12. I was immediately fascinated by the fact that the board was different. Ranks and files had little to do with how some pieces moved. The names were all very different and their movements were strange to me. I immediately started putting them on my regular chess board and vice versa. (With only rare opportunities to actually play against others with any of my variants, I had a lot of time.)

Later I discovered chess' Indic roots and found a game with lots of pieces and different promotion rules. Lastly, I found chessvariants.org. I've been a fan ever since.

I own four person chess and Omega Chess. I secretly want to build a home fabricator to build my own fairy chess pieces. A man can dream.

All of this leads up to a chess variant that I had originally developed for one of my RPG projects. I wanted to have a game within a game that allowed for characters to have a longer interaction with an NPC. I had hooks that were dependent upon at least one character sitting down in the public square to play that world's version of chess. I had another idea to create an encounter which is a variation of the living chess set, except, of course, that it would be my variant set. Later on, I plan on using at least one game of chess to develop a short story.

The Game

The board is an expansion of a board I saw somewhere on chessvariants, but I cannot find it again to link to it. If you find it, please let me know. I made the board wider and longer. I also changed the color scheme to two colors instead of four.

Here is the complete board with setup:

The pieces are marked by how many spaces they can move. All pieces can move in any direction except the pieces with the number 1. They may cannot move backward (though sideways is allowed).

The J piece can jump to the next pentagon of the same color. There are no J pieces on a white pentagon.

The R piece, the Raj, is the King piece. It can move one in any direction, including 'diagonally'.

For reasons of storyline, there is no 'check'. If you do not know that your opponents next move will take your Raj, then pay attention next time. There is, however, a 'checkmets' of sorts. If you place an opponent in a checkmate position, you may say "Bandakha-roh!" after your turn.

If anyone is interested, I have SVGs of the board. I will say, though, that I am a poor artist and the board has 'rough edges' in some spots.

Who goes first? That is determined by consent of the players. Sometimes the negotiations to start playing can take longer than the game itself. (This element was inspired by the rough draft of the aforementioned short story.)

Random Generator

Sometimes you just need to visit Age of Fable to get a good random creature.

Here the link to the random generator.

Saying only that the creature should resemble an armadillo...

Capreotetra, or Shadow Protector
This creature is large (at least twice the size of a human).
They live in arctic regions.
They will typically be found alone, or in a group (or cluster) of two or three.
The Capreotetra looks like a wooden carving of an armadillo.
They're a type of Animate (see below).
They have human-like intelligence.
Magnetic: The creature is magnetic. Metal items (including armour) will be dragged towards it. In the case of weapons, this may cause the creature significant harm.
Natural Armour: The creature's hide is so tough that it's treated as armour. This doesn't stop the creature having actual armour as well, if appropriate.
Immunity to Poison: The creature is totally immune to poison.

Triealian, or Ancient Warrior
This creature is roughly the same size as a human.
They live underground. They travel through the earth like a fish through water or a bird through the air.
A typical group, or cluster, consists of 1-6 creatures.
The Triealian looks like an armadillo, but fiery and demonic.
They're a type of Spirit (see below).
They have only animal-like intelligence.
Immune to Physical Harm: The Spirit is immune to non-magical harm (for example from normal weapons).
Greater True Sight: The creature is totally immune to magical attacks based on illusions or fear.

Atlanvore, or Folk-o'-the-Isles
This creature is roughly the same size as a human.
They live in the sea.
A typical group, or den, consists of 1-6 creatures.
The Atlanvore looks like a dice which has grown into the shape of an armadillo.
They're a type of Folk (see below).
They have human-like intelligence.
Amphibious: The creature can breathe both water and air (or in the case of Animates, their mechanisms are waterproof).
Swallow whole (lesser): The creature has a chance of swallowing any enemy which is roughly half its size or smaller. The victim will eventually die. They can't attempt to break free - they can only be saved if the creature dies. The creature will dissolve armour first, and only then start to damage the character. The creature's stomach doesn't dissolve metal. It will never swallow characters with metal armour (or Animates made of metal).
Resistant to Poison: The creature is less effected by poison than a normal creature of its type would be.
Paralysis: The creature's attack involves a particular kind of poison which may cause paralysis, until the poison is removed or a natural or magical antidote can be applied.

The Ill-Fated OSR Project

With the OSR Project, I ran into a snag trying to develop a magic building system. I wanted something that could re-create the spell list from B/X (or BECMI) without being overly complicated.

One idea was to use the OpenD6 system. The downside of it was that this seemed to lessen the number of spells. In other words, fireball and lightning bolt become essentially the same spell.

Then, I remembered some ideas I had for Shayakand based on Anaxagorian philosophy. For the system, we could use Seeds and Essences. Seeds are what you might call elements in either the modern or classical sense. This would include air, fire, water, etc. You can even throw in oriental elements like wood and metal. Get alchemical and add in mercury and sulphur and aqua regia. Get modern and include gold, silver, helium, sodium, etc. To make it more like Anaxagorian, though, you'd have to include what we in the modern world call compounds (including alloys). With this we have salt, baking powder, diamond, pewter, concrete, etc. Seeds could even include metaphysical concepts like thought and newtonian concepts like force, gravity, and the like.

Essences are easier to describe. They are the fundamental qualities that make a thing distinct from every other thing. For example, human-ness would be an essence. Orcish is another one, elven would be a third example. It doesn't necessarily apply to sentient creatures (all lumped under kith), it could be specific types of animals, plants or protozoan. In a world with magic, you have to have unlife, but you could have something as weird as chair-ness. (The essential qualities of a chair that make it a chair and not something else.)

Anyway, seeds and essences would make the NOUN part of the magic system.

For the verb, I'll like to stick with common categories for now. This would be things like Protect, Curse, Charm, Create, Summon, Change, Heal, Imbue, Move, and something for Illusion spells.

So the basis of creating a simple spell is to link a verb to a noun. Create Gold, Move Thing, Charm Dragon, Curse Weeds, Summon Fire, etc. Imbue and Change are similar, but the difference is this: Change transforms one object into another. Change Frog would transform the target of a spell into a frog. Imbue Frog would impart froglike characteristics to the target. This could be anything from a long tongue to the ability to breath through the skin, to an ability to sit in water for long periods of time without becoming dehydrated.

After that, we'd need a point system of some kind to measure the effects of these spells. For example, a simple spell could pertain to a 1hd creature, 1 molar of a substance, 1d6 damage, or +1 effect. These spells would cost no points and could be treated like cantrips.

To enhance the effect, though, would require spending points to increase the area of effect, the range of the spell, increase damage, increase number of targets or modify the casting time. Not sure about the specifics of this one yet, but I'd hope that a point system would only be used to generate leveled spells. In other words, a 2 point spell could be first level, a 4 point spell could be second level and so on.

The effect of this system is that spells and magic items are incredibly specific. Here's what I mean. You can have a spell that temporarily protects you from attacks by a type of creature. Even if you broaden it out and say Protect Animal, you can be harmed by plants. If you say Protect Living Creature, you can be attacked by undead and constructs. There is no "protect everything" spell. "Everything" is not a seed or an essence.

Thinking about the spells needed to create magic weapons, there is not a generic spell to grant +2 against everything. So magic armor could be +2 against kith (all sentient creatures) because it was created for a soldier to wear in a war. Maybe a +3 against dragons for a local hero out to rid the area of a pesky dragon. In other words, it give the magic item a story because it's effects are pretty specific.

But I still would like to have generic +2 armor against everything. To do that, I'm going to be flexible with the Imbue school of magic. Let's say that folks with the Imbue school can decide, with proper study, to really get into materials fabrication. In other words, to get +1 armor, you have to magically infuse iron to make it slightly better than steel. You can describe it in any kind of way you want - event an element to fit the bill. Better yet, give it a characteristic color. This makes it easy to spot.

Say, that fellow has chartreuse plate mail.
Egads, he could brush off a cannon shot to the chest!

As always, the devil is in the details. I'll like to start off with a spell having a casting time of a round, a duration of three or four rounds, range about 5 feet, one target, one molar of material, and maybe a five foot radius of effect and 1d6 damage. Let's see where that gets us, shall we?

BTW spells like wish and limited wish may be special cases. I could go the Hitchhiker's Guide route and say that wish spells are IMBUE PROBABILITY, but figuring out 1d6 effect for probability can get tricky. Maybe you could say that a wish is an essence, but that still leaves you with figuring out 1d6 effect.

I think Illusion spells are limited forms of create. In other words, Illusion Badger creates the illusion that the target has been transformed into a badger.

Anyway, let's see how this idea goes.

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