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Not Another Project

The OSR project turned into an OSR toolkit. So far, I've used it to make just about any kind of vehicle. I hope to find a home for it at Nevermet Press. We'll see.

In the meantime, I've been thinking about a skill-based quick game along the lines of Warrior, Rogue & Mage. It's author has released another quick game called Arcane Heroes. I know that writing these little games is not a simple thing. Still, there's something about the brevity of it that such a game suggests a lot more.

For now, I'll call it d128 because of the mechanic. I hope, though, that it can turn into a fun little game.

The premise is that a character can do anything based on the sum of a d12 and d8 compared against a target number. A target number of 5 is quite simple while a target number of 40 is almost beyond epic. Skills are ranked from 0  to 36. Once you break into the 20s, though, you are considered to have skill that is once in a lifetime.

Skills can be just about anything - magic, car repair, legerdemain, disguise, consumption, you name it. Attributes are ranked from -5 to 5. Skill + Attribute + Roll vs Target number determines success.

Why d12+d8? It flattens the distribution curve while still making rolls of 1 and 20 quite rare.

More later...

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.

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