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More Fun, In Space

My son and I went to Nuke-Con this past Saturday. I am hoping that next year we will get more time to game. He could only attend from about 3pm - 8pm due to an overnight camping trip Friday and a library event on Sunday. Still, he comes up with a few gems no matter where we are.

Tonight I reminded him about the Howerter post. I mentioned it because I shared that I was proud of him for being imaginative. Before I could say much more, he looks at me and says,

What if the dolphins could make their own bubbles and float into the sky? Why not into outer space?

See, I've been sitting around trying to figure out the ecology of some kind of huge creature that floats in the atmosphere due to a huge air bladder filled with hydrogen. I figured that it goes into low-orbit to escape predators, thus humans take advantage of these creatures to fly into outer space.

While I am pondering the questions of how and why, my son asks the most important question in any game: Why not?

I posted about a race of dolphins that adventured on land because I like ideas that are so far removed from anything I could invent. The more I thought about it, though, I wondering why they would go through all the trouble to create the equipment necessary to adventure on land. On land, they can use swords, but they can't take them home. Even if they did, they serve no purpose. Potions don't work underwater either. Many spells do not function or cannot be controlled underwater. Again, why would they bother?

To see what's there.

I had to admit to myself that OSR games that I play are similar. Why does a group of sentient folks adventure in the Elemental Plane of Fire Seriously, the plane of Fire. In my 1e days, we went to the Plane of Magma. Why did TSR actually make a book about adventuring in Hell?

Why not? My high school group went to Tiamat's lair just to knock on the door. They went off the map in Lost Caverns of Tsojcanth just to see what was North and West. Spell research turned out to be mostly useless in game play, but it was great to have spells like Itchy Teeth, Boomerang Sword, and Explosive Diarrhea. I think one of the guys actually tried to make evil Ioun Stones and launch them in a sling against various monsters. (Critical fail and the stone circled his head draining hit points until the Cleric stopped laughing and cast Remove Curse.)

So, I look forward to sailing the spaces between the stars in a small crystalline sphere. With a dolphin. Maybe the bubble can somehow interface with another's ship navigation system. The dolphin are mildly psionic, so why not?

For what it is worth, Explosive Diarrhea did get one use in play. The mage cast it on Iuz the Evil and he failed the save. Mind you, it didn't save the party, but at least one researched spell actually worked.

A New Race, For Fun

Some time ago, I mentioned on G+ that my son wants to play n intelligent dolphin in a game. This dolphin is not part of an undersea adventure, but travels on land and interacts with "hobbits", "scientists", and "regular people".

Since he was three, he has associated the word "howert" with dolphins. It has been the sound they make when attempting English, it has represented various superpowers, and finally has come to mean the name that they call themselves in their language.

So, here is my write-up for Swords & Wizardry:

The Howerters

Limited Telekinesis: Howerters have no arms or legs, but can manipulate objects as if they had arms and legs. Regardless of STRENGTH score, they do not gain bonuses to hit or damage using melee weapons.

Yes, they can use rings.

Levitation and Limited Flight: Howerters do not make contact with the ground unless they choose (or die). They levitate at a height to have eye level at 5 feet, but can levitate as high as 8 feet for CONSTITUTION/2 rounds a day. In any situation that requires a roll for aerial piloting or maneuvering, they gain a +4 bonus or improve the maneuverability by one class.

Avoid Traps: Howerters will not set off any trap that depends on weight or pressure plates. They will also be immune to tripwires. This is due to the fact that they hover as movement. As they have limited movement through three-dimensional space, they gain bonuses to avoiding other traps as determined by the referee.

Magic Sleeve: Howerters wear an article of clothing they call a sleeve. It prevents them from drying out through their adventures on land and negates the need to be underwater. Howerters cannot wear any armor other than their magic sleeve.

The sleeve provides a +/- 3 bonus to armor (between chain mail and leather), but no other special protections. It is not airtight and does not prevent touch-based attacks.

Swimmers: Howerters can remove the sleeve in water and swim as normal dolphins.

Classes: Player-Character howerters may be Magic-Users, Thieves, or Magic-User/Thieves. In the Thief class, a Howerter may advance with no maximum level limit. A Howerter that is solely a Thief takes no advantage of any XP bonus due to a high Dexterity. Howerters advancing in more than one class are limited to 9th level Magic-User (10th with an Intelligence of 18).

In campaign worlds with psionics, a Howerter has no maximum level limit in any psionic class. In worlds with Illusionists, they may reach a maximum of 12th level.

Non-player howerters can be clerics. If the referee decides to allow them as PCs, they may advance to 10th level. (11th level with a Wisdom of 18).

Personality: Howerters, like their cousins the dolphins, are very intelligent and curious. They are fearless explorers that are excited about discovering new creatures, locations, magic items, or anything else new. They can get bored quickly, but will rarely make rash decisions.

They are aware of their startling appearance and usually handle it with self-deprecating humor. Unless Chaotic in alignment, they get along with any species they come in contact with. They tend to be outgoing and gregarious. They are slow to make deep friendships, but once made, they are loyal to the point of death.

Looking at an OSR Mecha Game

It's been said over and over. Where are the mecha clones?

Personally, I enjoyed playing Battletech and Centurion quite a bit growing up. I think Scott and I ran so many Centurion games, I thought about custom hovertanks in my sleep.

Not a hovertank, a battle platform!

I also had a perchant for making a lot of units for Battletech. I was terrible at tracking heat, so I usually lost by blowing up my own mech. Maybe that's why I liked Centurion so much more.

I really wanted these to work!

So when it comes to an OSR Mecha game, what do we need? After all, there is the Battleforce Quickstart Rules and the Classic BattleTech Quickstart rules, so why another game?

For me, that's easy to answer: It's fun to make. More than that, I have a mech hidden in every fantasy world I've ever designed. Spelljammer? Those spacehulks were massive dropships. The haunted mountain with ghostly voices that drive men mad? That's the computer system still looking for the TOG crew that died thousands of years earlier. (Yes, it has one more shot before it loses all its ammo.) The Shrine of the Iron Golem? An abandoned, yet intact Cyclops . (This one has a Gauss Rifle instead of an Autocannon.)

With a worlds-spanning concept like Spelljammer, it was easy to add yet another Crystalline Sphere that existed way beyond any known path through the phlogiston. Very few things made it from those distant spheres, but the handful of items that do lead to some very interesting magic items. I don't mean artifact-type weapons, but other things more mundane. I'm talking things like UHF communicators, AIs, non-addicting stimulants, and even some cyberpunk elements like cranial dataport jacks. When you cross magic and technology, you get all kinds of weird things.

Then again, sometimes I don't want a crazy fantasy world, I just want to run a lance from one side of the board to the other in a desperate blitz to get to base through enemy territory. No air support or planet destroying megaships involved, just tanks and mecha slugging it out on some far-flung scorched world.

Again, with one of the Quickstart rules I mentioned earlier, I could do that fairly easily. I still have my Centurion Box and original BatteTech rules (complete with a few technical updates and Maximum Tech.) Yet, there are things that I either house-ruled or just plain hated about each set of rules. I could deal with the heat rules in BattleTech, even though I was terrible at them. The heat rules force you to make strategy and save your powerful punches for opportune times. What I couldn't deal with, was facing. We would agonize over the board trying to set the facing in just the right way to move and point our primary weapons systems in the correct direction. Centurion had no heat rules, but once I reached a certain speed, I couldn't steer a hovertank correctly. (I kept turning too late and sliding sideways off the map.) I preferred the slower groundling tanks or massive hover tanks that always moved slowly. Note that my "brick" has a speed of 3.

These are not faults with the games themselves. No, the fault is mine. It's not that I just wanted to blast through everything or try to get away with things, it's just that I couldn't figure out where I'd be two moves ahead, so I got frustrated when I always felt out of place. I figured that any computer-assisted steering system could figure out how to move a tank/mech from one location to another accurately, so why not minimize those rules that blow me off the map?

Really though, I just enjoy Swords and Wizardry. With the third alternate combat sequence, I saw a tactical system that rewards quickness over flat-footed slugfests. Why not make a mecha system without heat and hover movement that feels like S&W?

The third alternate combat sequence is really simplified from OD&D. I looked for ways to track the segments and found stories of gamers using cribbage boards. Looking at the rules, though, I realized that I never really needed to know the actual segment number, I only had to know who's turn was next and when a round was over.

I made a custom board that allowed the rules as written in S&W Complete for alternate combat sequence #3 to work. Still, I wanted something a bit nicer. I discovered that if I used a backgammon board and changed the default number of segments from 6 to 7, the whole system just clicked.

In S&W fantasy, the referee had to fudge the dexterity of monsters. In my mecha game, however, everything had a dexterity score. This made the alternative combat sequence #3 a great fit. With the backgammon board, a players' choice of miniatures, markers, or even checkers to mark each combatant, a straightforward system emerged. Unlike my favorite Centurion or BattleTech, this game has quicker rules. At a glance, everyone knows who is taking a turn now and who will go next. I'm still testing it, but my 8 and 7 year old kids seem to get it. I've got it written, but now I'm testing it. I might even get a pickup game at Nuke-Con in October.

So,why an Swords & Wizardry mecha game? Because it fits once I houserule it. 🙂

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