Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Sunday, 22 February 2015

Buying and Selling in Kartharka

Well our band of heroes had an amazing windfall in their first game scoring 28 gold pieces.
A fantastic sum of money in the Winterlands.
In Lair of sword and sorcery once you "buy some arrows" you are assumed to "have enough arrows" for your missions.
Not bothering to track all of these resources means that heroes don't really need to spend a lot of money, which is good because everything is expensive.
Earning a whole gold coin would take a miner weeks of hard labor, and the expense of travelling, living, tools and boarding eat up a portion of that as well.
This means that a gold coin is worth alot.
Lair of Sword and Sorcery does not generally have lists and lists of equipment, detailing prices, availability, weights, and other things.
If a Hero wants to buy something he will generally have to have it made to order. Merchants do not tend to have 30 chairs lying around in stock on the showroom floor.
Merchants tend to trade in raw goods, like metal, cloth, tools, the things you use to make things. 
To get something the hero goes to a craftsmen who will make something for them.

Buying regular Gear


Usually the price for anything will be One gold.

 Want to buy a bronze sword?
(the winterlands are for all intents and purposes a bronze age society)
The price is one gold.
Want to buy a dagger?
The price is one gold.
Want to buy a piece of cloth Armour
The price is one gold.

Then the hero waits for a few days and the item is available.

If the hero is in a rush, or is rude, the price doubles.

If the hero has a good camaraderie score they may get a discount. A +1 is good for a 25% discount, a +2 is good for half price (always round up). It doesn't get any better than half off and the merchants will rarely be willing to trade for "half a gold piece" so it may be a good idea to order a couple of things when getting the discount.

A negative camaraderie will cause problems as well. A -1 will double prices, a -2 will quadruple it. It doesn't get much worse than that but the craftsmen may make them wait up to a week for their items if their camaraderie is worse than -2.

These prices will get them a serviceable sturdy and plain version of the item.
A sword will indeed have a blade and a handle. It will not be pretty but it will work.
The cloth armor will indeed stop a blow But don't ask for it any color but brown and it's going to be one size almost fits all.

When a group of heroes is shopping they may try to elect the one with the highest camaraderie to do the shopping and this will work up to a point.

But if someone is buying Armour or weapons the craftsmen will want to see the person the item is meant for. They need to make measurements, consider the weight and distribution and discuss balance.

This means that the surly and mean fighter is going to have to meet the craftsmen

In this case the hero with the high camaraderie will act as a go between and their combined camaraderie will be used to consider he price.  A +2 and a -2 will cancel out meaning they will pay the normal price.

If the hero with the high camaraderie is known to be part of a group then the craftsmen will automatically consider them to be buying for these less than nice people and will again consider the camaraderie of the group when stating their price rather than just the buyers camaraderie.

Buying special gear

If the heroes have any special requests for their item it will add at least an extra gold to the standard price.

Specifying colors, cuts, special insignia are all considered special requests.

If the hero is asking for something to be completely custom made then the price will skyrocket.

For example if the want a standard sword, 1 gold
Standard molds can be used and their is no customization.
A standard sword with a bronze pommel in the shape of a wolf, 5 gold
A standard mold can be used and the craftsman can make he pommel by hand
A standard sword with an imperial style crosspiece, 10 gold
The craftsman can use a standard mold for the blade but must make a new mould for the pommel

A Hunzar jungle style scimitar with  a Hunzar style pommel and crosspiece, 20 gold
The bronzer will have to make all new molds and will need to consider the balance and mix of metals for this bizarre weapon.

Hiring Help

Hiring some men to travel with you and protect your back is a costly venture.
To hire a standard man whose stats are all zero (except the usual 6 endurance) will cost 1 gold per week.
They will have their own food and camping supplies.
If they are expected to fight more than once per week they may ask for an additional gold piece per fight per week.
The will have one weapon each and 3 pieces of armour.
The hero may buy them additional weapons and armour which they will use during their employment which will be returned when their contract is completed.

Usually these people will be hired in groups. This means that if one of them dies the heroes may not "loot their corpse" the other men in the group will either distribute their belongings or take them to sell and give the proceeds to the dead mans family.

At least they will usually tell the heroes that that is their plan.

To hire anyone with better stats than the average man is a costly process and will often involve hiring from one of the mercenary companies found in Stroh Branoch.












Saturday, 21 February 2015

First Game Successful Part 1

The first official campaign for Lair of Sword and Sorcery has begun.
In put to the test the first tenets of the Lair philosophy, quick, easy, no prep.
My real life workplace had a lot of excitement this week and I also ended up working late on game night, whoops.
So when playtime came I had nothing prepped at all.
No problem!
People showed up late.
No problem!
Even with me flipping back and forth through the combat issue,
(page numbers, and tables of contents are now a feature from issue three up, you're welcome)
we still had characters ready in 10 minutes.
I simply started them on the Road to Stroh Branoch and had them encounter the miners from the example scenario.
No problem.
Instead of trying to get sacks of gold out they threw their miners at the bandits to kill them all before they could make off with the sacks, whoops, I did not expect that. I expected them to be a bit more careful with their miners and their heroes.
 They also set up a defensive wall of miners around the sacks to keep the bandits from getting to them. Whoops again. My bandits are having a real hard time getting at the sacks. I should start to rethink my strategy of avoiding the miners to drag sacks and just start attacking.
One player then set up a tangle of ropes at one of the entrances to the sack room using their rope and some spikes (and a sota roll of 7)
Huzzah, they're setting traps. Dammit they're setting traps.
Some my bandits are now having to fight through this thing to get at the sacks.
by the end of the scenario all the bandits were dead having looted only two sacks, leaving 28 sacks for the heroes to give to the miners for their reward.
The heroes have not suffered a single wound from the bandits though one has lost a few endurance from fighting.
Then they decided to turn on the last remaining miner to kill him and take all the loot for themselves. "Because there's no alignment in this game".
They manage to kill him but one of the heroes actually has to make a death roll in the fight, and fails!
Luckily once the scenario is over the recover roll leaves him only "severely injured".
In their now weakened state they decide to return to the miners camp near the road and return their ore for the reward, 28 gold pieces, a fortune in the winterlands!
I groan inwardly but have to admit they earned it with some clever strategy on the board.
During this first scenario we found alot of things about Lair which I will post some articles on during the week with some of the material going into the books.
But the night was not over!
This mighty encounter took only about and hour so they continued on to Stroh-Branoch
Read more about this one crazy night in part 2.


Sunday, 8 February 2015

Some Thoughts on Lairs


Was doing a bit of reading yesterday (Where do we find the time?) on the state of D&D in 5e.
I will preface this article with something you may not know from the tone of the site.

I love D&D.
I'll just put that out there along with the fact that I think 5e has the potential to be the best system since the Cyclopedia.
Do the math, look yourself square in the eye, face some hard truths and you'll agree, the Cyclopedia was the best flavor of D&D every produced. If it had been supported in the same way as the boxed sets in the 80's it would never have gone away (instead of being viewed as a gateway drug to "Real D&D")

Today I want to talk about Lairs.
For the last year or so I've been hearing alot of talk about the 5 Room Dungeon, and with 5th edition alot of talk about Lairs, encounters, and experience point Math.

I know these longer rambling posts tend to get skipped over a lot so I'll just put the main point up front here.

Lair of Sword and Sorcery is built from the ground up for "Lair" Encounters.

Those of you who know what that means will be interested enough to read on. For those of you who don't, in a nutshell "Lairs" represent the way people have been playing D&D all along if the DM is doing their job right and everyone is having fun.

History time, skip to the heading about "Lairs in Lair" if you already agree.

Go to your first edition handbooks, look in the Dms guide for how to make up your own Dungeon. Remember back to how we thought of "Dungeons" way back in the day. Not any particular published dungeon but that one that we all have striven for, the one we read about in the comic book ads for Dungeons and Dragons, the ones we imagined when we read the rules for Torch Duration, and when buying Iron Rations.
The massive sprawling, multilevel monster dungeon, where players went in level one, fought enough 1 hd monsters to level up, then went to level 2, fought enough 2hd monsters to get up to level 2 and so on.
Each level increasing in size to have enough encounters to level up again, with parts being added on periodically to keep things "fresh", wandering monster tables, "to keep you from wasting time", 
Huge randomly generated monstrosities with encounters in "30%" of the rooms, oh and don't forget to map everything, even in that massive 70% of barren nothingness or your party will become "lost".

We all dreamed of playing or running one of these behemoths, but the fact is, if we ever sat down to actually play it, it always came off a little pretty poor, unless the Dm really did his job.

And what was that?
In the huge warren of a dungeon you find a door, opening it you find a pile of bedding, a monster is about! Now that the players are on their toes they enter one of the two doors leading from this room, It's a cave with 3 orcs sitting over a cook-pot, interesting,

They kill the orcs, find that the pot doesn't contain anything and so go back and go through the other door, Here they find a fourth orc, about to butcher some poor adventurer for the stew pot. The kill the orc and question the adventurer. 

This brave knight had been on a quest to discover the great lost sword of whosiwhatsit, held by a brave knight venturing here to kill an evil cleric who's run off with the churches jewels. 

Careful searching of the rooms reveals a few coins and a letter from said cleric saying to meet him at the usual place by the well. Wait a minute there was a well just outside this door says one of the players. So they wait, kill the cleric but he does not have the treasure. They follow his trail around the corner to another grouop of rooms.

These rooms are clearly an evil temple, Finding a secret passage near the altar they brave their way to the inner sanctum, narrowly avoiding a fiendish pit trap in the dark.

In the inner sanctum they accidentally release a fiendish devil fromt he pits whom the evil cleric worshiped. 

Luckily they discover the magic circle in the floor which protects them while their cleric using a chalice found in the stolen churches treasure, banishes the demon.

The NPC gathers up his churches belongings, there is of course plenty left over for the players.
They killed some orcs, a mid level evil cleric, and even defeated a minor demon, depending on the system they will get xp for the gold or avoiding the pit trap as well. Not a bad haul.

They got to figure out some clues and the whole string of encounters was wrapped up in a single night, an accomplishment.

What they just defeated was a 5 room dungeon, or what could be considered the Lair of an eveil cleric and his minions. Just because it happened int he middle of a sprawling megadungeon does not change it one bit.

Now say you start that story off with an hour of wandering monster rolls, mapping endless empty corridors, tracking torches and rations on your character sheet, and then do the same thing on the way out.

Would that make it more or less fun? A good Dm would have handwaved all the bit at the beginning and the end saying "You are now at the place you left off last time", and at the end he would handwave again saying "you make it back to town safely".

All well made Mega dungeons are really just a series of  "Lairs" or 5 room dungeons strung together along a theme. The "dungeon" was originally just an easy way to get right to the adventure without having to write alot of backstory why the characters would be encountering this band of orcs and a cleric, "They're in the Dungeon" is all they needed. If this happened in the wild on a road the Dm would have to do alot of story crafting, once it's in a dungeon it's all readily accepted by the players.

Look at all the original modules, you would get a wilderness map which players would tromp through to make the trip to the dungeon more interesting (each dungeon does need a bit of history and backstory) but when you got there it would be a tower with 3 levels with 10 rooms each, half of which were empty, or to look at it another way, three 5 room dungeons each one harder than the next.

Lairs in Lair

In Lair of Sword and Sorcery the players all gather together and play a "Scenario". Every scenario takes place in a "Lair". The lair is laid out on the Demonboard, either all at once (for a "Skirmish" type scenario, ie a pitched battle between two groups) or one room at a time for a "Blind" Lair.

The Demonboard is a fixed size, no single Lair may be larger than the Demonboard.(22x28 squares).
At the end of one Lair they may find the entrance to another but all the action for this lair will occur on this one Demonboard.

The main difference between Lair of Sword & Sorcery and other Roleplaying games is that each Lair has an accompannying scenario which states some basic rules for this Lair (the same Lair may have different a different scenario if the players return to it however)

Each Lair must have the following things:

Scenario Objective:

This is what the players need to do to "Beat" the Lair. They may know the objective when they begin or it may be a secret which they have to discover within the lair.

Reward:

The lair must have a reward for beating it. If the Objective is killing the evil cleric the reward could be something simple like recieving his treasure. Or it may be something less tangible like recieving a blessing from the noble knight they saved, or they may be allowed to stay at his temple and recieve training, or the temple may owe them a favour to be cashed in later.

Sometimes the Reward could be something as simple as not recieving the punishment for failing, which is a reward in itself.

Punishment:

If the characters are not able to defeat the Lair then there will be a Punishment. This is a huge difference between Lair and other Roleplaying games. In your typical dungeon if you don't feel like going in the dank tunnel under the altar to see what's inside you can just leave. Or you can decide to go back to town, get a couple of strong lads and healing potions and come back to defeat the demon.
There is little sense of urgency to pressing forward in the dungeon.

In Lair things are different.
The Players are always in a Lair for a reason. The backstory will usually provide this but the punishment rule reinforces the urgency of the dungeon. The evil cleric may have kidnapped the children of the town and will sacrifice them if the players are not able to stop him first.

The punishment also need not be that dire.
In the evil cleric example above if the players decide to leave the lair without pushing on into the passage beneath the altar the next time they return they will find the passage has been entered by someone else, likely other orcs, and stripped of it's treasure, meaning the Knights temple will never recover their sacred relics. In this case the punishment was the lack of any reward, which is acceptable, though the temple may be a little standoffish to them in the future.

Special Feature:

Every Lair is Sword and Sorcery needs a special feature.
It will usually be tied into the Scenario Objective and possible the reward and punishment as well.
It is the mighty set piece of the Lair and will not have appeared in any Lair before (thought it may be reused later but not as a special feature). Every special feature requires rules for the players to interact with it.

In the Evil Cleric example the Special feature may be the "summoning room" that they enter. The rules would be that when any player first touches the circle the demon is summoned (demons are not special features, the room itself is). Another rule would be that the demon cannot enter the circle so the players are "safe" while there.
The players would not be told this when entering the room, finding out the special features rules is the biggest fun of the game.

Special features may be an incredibly devious trap or lock with many levers to pull, may be a special raised platform the final enemy hides upon dumping boiling oil on the players, a special item, a special creature, anything which the players have not encountered before. 

Ideally the rest of the Lair will be built around and lead up to the special feature.

By specifically stating that each Lair must have a special feature and that each special feature must have rules made up pertaining to it it actually takes a lot of work off of the Demonlord (DM in Lair parlance). Because frankly each dungeon should have something special, something unique, It doesn't have to be fantastically original, the oil dropping example above shows that a simple difference, with some rules attached to it will bring an ordinary encounter up to an epic battle with the players have to come up with whole new strategies to accomplish what would ordinarily be a straight up fight.

Using these in other games

These basic rules, Objective, reward, punishment, and special feature, can be used in any encounter, dungeon or lair in any game system you like. Simply applying these strategies when building your own D&D encounters make the sometimes tedious and boring task of crafting encounters fun again, and the reward punishment system may breathe new life into a campaign grown stale.

Please leave any Comments you may have positive or Negative I'd love to hear what you all think.

~Ripley






Tuesday, 3 February 2015

Super Quick Update


Lair Update!

Had a great weekend when we were supposed to start my own Lair campaign. But blizzards, life, everything got in the way so we played boardgames instead, 7 Wonders, Space Fluxx, A mythosy dice game, and classic Robo Rally.  Fun was had by all even though we weren't playing Lair (gasp!).
Some copies are now on their way to Halifax, more are going up North just as soon as I get them shoved in an envelope (the free ones take a little longer for me to get around to shipping) and some have wended the way south across the border.

The Veteran issue is plugging along with a final table of contents in place (a bit of Sorcery just barely made it in). I've switched from Indesign to Scribus and so am spending a couple of weeks before laying out this issue setting up the templates, this will force me to actually get some more art done as it gets put to the side pretty quickly once I start banging out rules.

Why the switch? I got's my reasons! But seriously, I'm transitioning to a completely open source workflow, The hope is that once this thing really starts picking up steam it will be easier to share these files around with other people to take off a bit of the workload and not everybody is rocking the full Adobe Creative suite.

Speaking of art I've got to go get started on the Cover.

PS you can buy Lair online now, check out the link on the Menu.

Rock on Crazy Blood Reavers!

Sunday, 1 February 2015

Buy Lair Online!

Buy Lair of Sword & Sorcery Online!

Well this is the big one everybody, the accounts are all setup and you can now buy your issues online.
You will see "Buy Lair Online" now appears on the menu, just follow to place your order.
All the info for shipping etc is on that page.
I'll also have the retailer options set up on that page soon as well, we're well on our way to getting in stores near you!
Get your issues and start your own games today, join the forces of Kartharka in our quest to put Awesome back in Roleplaying!

~Ripley


Saturday, 24 January 2015

Buying Lair Online

Buying Lair of Sword and Sorcery Online

Was able to finish off the Paypal business account and process a few sample orders to myself today.
The buying page will be going up just as soon as the payments are released to be sure everything is working properly.
To keep costs down I will be shipping through Canada Post standard service in a standard envelope with the issue being folded in Half to fit. There won't be any tracking numbers to supply and shipping will take a while but the cost will definately be better than It would be through a Print on Demand supplier.
Hopefully all will work out well.
I'll let you know more in about a week with an announcement on the hub when the buying page is up.

~Ripley

Lair of Sword and Sorcery is back online!

The Lair Hub is updating again!

Thanks everyone for your patience while the site went dark for another week.
I have returned from my travels to strange and foreign lands and will be updating again soon.
After planes, buses, subways, and even a car accident, the savage world of Kartharka seems a friendly and comfortable place to return to.

A harrowing but fruitful trip I also return with news.
Lair of Sword and Sorcery is going to be available online as well as Brick and Mortar establishments.
I have to admit that the hopes for selling only through retail were more of a feeling of Nostalgia for how I joined the gaming world but I bow to the pressures of today's market.

There will still be a lot of perks for the retailers as well as a lower cover price (not to mention shipping costs) but I feel it is time to open up to the global online gaming world.

Some of you may have noticed the Combat issue arrived to small fanfare as the issue was off the presses mere days before my leaving. Unfortunately my work schedule as well as access to technology and the internet was severely in the way of making a big fuss about this issue.

But fear not!
For those of you who still have not had the pleasure of holding an issue in your hands, some of the content will be trickling onto the site over the next couple of weeks.

You should see:
  • A basic "overview of the game" item on the menu
  • Additions to the background setting of Kartharka
  • A new "how to contribute" menu item on the new contribution and "what you can do" guidelines. (I am loosening up on the restriction, call it mellowing in my old age)
  • The updated Hero Record sheet (slight changes after publishing Combat issue, play testing works!)
And what's happening behind the scenes?
I was hoping to get the main chunk of the Veteran rules written up this week but workload was much more intense than anticipated.

I was hoping to have at least a page of guidelines to "get you by" until the Veteran issue but it looks like it will be a bit of time before that is all collated into something people can make sense of so you should see a temporary Menu item pop up sometime in the next week on What the Veteran system is and how the Heroes can earn veteran points (you will have to get the issue to find out how to spend them)
Hopefully this will allow you to jump right into your games before the Veteran issue is out.
If the Veteran issue is held up for a good deal of time then a selection of ways to spend them will be added to that menu item.

I will also be adding one more menu item on the "publishing spirit" of Lair of Sword and Sorcery.
It will have a little bit of the actual practice of putting together an issue, what the issues hope to accomplish and how they wish to accomplish it.

To keep updated on all of these things please subscribe to the blog, or like us on Facebook, and of course add us to your circles in Google+.









Tuesday, 13 January 2015

Combat Issue released!


The combat issue is officially on the shelves at Heroes Beacon. See the "Where to Buy" link on the right hand side for details on address etc.

Thanks Everyone for coming by to see what's up and hope you like what you see!

Next issue is definitely going to be the Veteran issue but since Sorcery is also part of the Veteran system you'll be seeing a little bit of that in that issue as well.

The Sorceror material will then be expanded fully in the Sorcery Issue.

~Ripley

Friday, 9 January 2015

Photography Begins on Combat Issue!

Issue 2, "The Combat Issue", has just finished final editing and design. Now we head into photography, hopefully topping the quality of the photos in issue 1. Sorry about that one guys I'm still learning over here.
This is the big one, this issue where you actually get some Rules!
You've all been reading about the tone of the game, the design principles behind it and how it's different. With this issue Lair is going to back up all those claims.
My own "Campaign" is ramping up and will running shortly after the Combat issue comes out.
You'll be hearing all about how it goes as it'll be the testing grounds for the first group of Published Scenarios.
Thanks for Listening and everyone prepare for Combat!
~Ripley

Thursday, 1 January 2015

Cover for the Combat issue!


Behold! The cover of Issue 2, the Combat! issue!.

After seeing the last issue on the shelves I wanted a bright bold cover for issue 2. One with a classic over the top kind of Sword and Sorcery Image with really lush colours, 

Originally I had wolves attacking our poor hero but since it was a night scene the whole image was bathed in ghostly blue moonlight.

 I wanted bright vibrant colours so I set those babies on fire!

Enjoy! As you can see this one is dated for January so if all the photos come together in time you should be seeing it on the racks this month.

~Ripley

Wednesday, 31 December 2014

Issue 2 Art! Tablet broken! Angry Face!


Windows did the "I'm going to update to 8.1 whether you want to or not, even though updates is turned off" thing. So tablet no longer talks to Photoshop, went down this road a long time ago and it is a trusty old tablet (8 years now) so hard to expect it to have updated drivers forever.
So had to switch to Manga Studio (shockingly, tablet works just fine with that!). 16 years of Photoshop practice gone. But Manga Studio is definitely an okay  replacement. Not great yet, not till I can figure it all out.
To externalize my rage against the universe I colored this little guy.
Enjoy.
~Ripley

Thursday, 11 December 2014

Issue 2 is Written!


So let it be written, so let it be done!
All of the copy text is written for Issue 2 "The Combat Issue!"

For all fans of Sword and Sorcery The complete Lair of Sword and Sorcery Rules will be appearing in this issue.

Features include:
  • Character Creation
  • Equipment
  • Roleplaying and Combat mode
  • Combat rules
  • The SOTA rules (Something Other Than Attacking)
  • Background for The "capital" of the Winterlands Stroh-Branoch, with map and key features.
  • Character Sheet
  • Amassing your figure collection.
  • The Lair Skirmish game
  • An introductory scenario with tips for beginning Demonlords
The art for this issue is half done so if you would like to see your art in this issue you had better send it in to spookyroomproductions@gmail.com.

Issue 3 will be the Veteran issue, containing rules for:

Pushing your characters to the next Rank,
Balancing the enemy forces for the Demonlord, 
A list of some animals of the Winterlands both helpful and harmful

Issue 4 will tentatively be the long awaited "Sorcery" issue. And will likely be the first "forked" issue, With one version being for the players and the other for the Demonlord.
The "forked" issues are published at the same time, with the players info in a players copy of the issue and the Demonlords info in the Demonlord copy. They will both have the same issue number but with a P for players or D for Demonlord next to the number on the cover.

Concurrent with the regular run of Sword and Sorcery will be a special "Lairs" supplement, containing 10 Lairs to be used for either the Lair Skirmish game or as full blown adventures for your heroes.

Also in the new year my own group of players will be starting their own journey to fame and glory, Their exploits (as well as their advenutures) will be published on a semi regular basis as well in the special campaign issues of the Demonlord fork of Lair of Sword and sorcery. 

Let the adventure begin!





Wednesday, 10 December 2014

Sword and Sorcery Versus Fantasy Part 4: Magical Healing

See the previous 3 parts of Sword vs Sorcery in the previous posts..

Now we tackle the last Trope of Classic Fantasy Role playing.

Magical Healing

In Most Fantasy role playing games, whether on computer or pen and paper, one of the most fantastic elements (ie hardest to believe) is magical healing. Whether through potions, magic items, spells, or innate magical abilities, "magical" healing is everywhere in most fantasy games. The concept of the

Healing "potions" that players can buy at the local market is now considered normal in any game.
The reason this has gone on for so long is because, hit points, or damage points, or life points, are all fairly abstract systems which take into account fighting ability, endurance, luck, as well as a characters physical size and strength.

Even though characters have more "hit points" as they go up in levels, game masters found out that if characters are not fighting enemies of equal toughness the players would feel no excitement, due to there being no risk of death.

So the enemies get more hit points as well, or the characters fight more powerful monsters.

The problem with this system is that after the first fight the characters would have to go back to town and rest up for weeks to get their hit points back. And so Magical healing was born. Now characters could plow through a whole nights worth of encounters one after the other, by the end of the night their healing spells and potions were used up and they would head back to town with their treasure and tally up their experience points.

As you can see this type of fight-treasure-town cycling is what leads to alot of the mechanics and "game balancing" rules of the d&d system.  That is because the main conceit of D&D is that there are large underground dungeons, close to town, where you can move through 10 to 20 of the rooms in a night, Each of those rooms will have an encounter or a fight, but when the characters decide to leave they are free to go.
More than that all of the other creatures in all of the other rooms will happily sit in their own space waiting for the characters to arrive in their room instead of all of them converging on the characters at once.

Now lets look at a sword and sorcery version of an adventure.
We'll use the classic Conan short story "The Tower of the Elephant" (I'm not going to look up any specifics, so if my details aren't quite spot on at least you'll get the gist of it).

First Conan hears about the tower at a tavern, that there is a huge amount of treasure inside as well as a huge sorcerers gem which is the source of power for the Towers Owner, some wizard guy.

He decided immediately to break in.

So immediately he has an objective, get the gem, and any other loot he can carry. He is warned that there are terrible guards keeping others from doing so (explaining why this place is in the middle of the city and unlooted).

He also has a time frame, he cannot enter, look around, leave, and come back again. He has to complete this "adventure" in one night of game time.

He enters the garden surrounding the tower. There he meets another thief who joins him, there are now two people in the "party".

They meet some lions as their first "encounter". Now ordinarily these lions would rip them to pieces and this would be the end of the adventure but the other thief has a mysterious powder that puts them to sleep.
Note here, this advanced thief does not have a lot of hit points and is therefore able to fight the lions, he has the right connections to get this powder to defeat the lions, something a thief would not have when he begins his trade.

The first encounter over they now climb to the top of the tower to avoid the guard who wait by the front door. They do this with a super strong super light rope the thief has acquired or made, again through his connections and knowledge.

Now they are at the top of the tower.  The other thief enters the door first but is killed instantly falling back outside the door.(he was bit once by a venomous spider, doesn't matter how many hit points he had he's dead)

Conan decides to brave the room anyway and enters.

Inside is a "Giant" spider. We're not talking something the size on elephant, or even a man, but the size of a dog.  But Conan has been warned by his friends death that the spider is poisonous so a single bite will kill him.

So Conan is forced to dodge and run about the room avoiding the spider until he picks up a chest and throws it at the spider squashing it dead.

So Conan loses no "hit points" and the spider is instant killed not by an attack per se but by being squashed by a bit of room furnishing,

Conan then continues on and meets a big elephant headed guy, they talk for a bit the elephant guys asks Conan to put him out of his misery and take the gem down to the evil wizards guy.

Conan kills him takes the gem, gives it to the wizard, the wizard is sucked into the gem, The tower collapses and Conan escapes, probably with a few gems he grabbed from the spider room.

And that's it. Conan did not deal a single hit point of damage nor did he take one.

That is because a sword and sorcery story is short, there isn't time for a large labyrinth of varying bizarre rooms and endless scenes of the heroes fighting yet another group of bad guys in yet another room.

Sword and Sorcery lends itself well to short episodic adventure and without needing to rely on a lot of fantastic additional add ons to make it all work.

Making it perfect for a night of roleplaying fun.

But expand what you think of sword and sorcery because yes there are swords but there is also definitely sorcery.

All of the fantastic creatures, spells, monsters, wizards, sorcerers, rooms full of treasure, lost cities, dragons, underwater tombs, and races of terrible lizard men, all of these are sword and sorcery too. It's just how they are used that is different than fantasy. In Sword and Sorcery the fantastic is, well, fantastic. It is not everyday, everyplace, regular stuff.  And doesn't that make it more fun?

~Ripley









Tuesday, 9 December 2014

Sword and Sorcery versus Fanatasy part 3

In part 3 we are going to talk about the second Trope of generic Fantasy Role playing.

Adventuring leads to an increase in power
Classic role playing game rules usually dole out some form of experience for either completing a quest successfully, beating your enemies, and sometimes even for gathering up treasure and and other valuables.
This is usually because the role playing aspects of increasing power are usually abstracted, there is some sort of abstract reward for success which eventually translates into some abstract bonus for the character in time.

In Sword and Sorcery however we are usually presented a fully formed hero, who quickly goes about their quest and the story ends with their victory or defeat.

If they do return in further stories usually something will have happened in between the stories, say spending a few years with a band of mercenaries. In Sword and Sorcery usually "power" does not equate to how many people you can kill.  It is usually measured in actual knowledge and skills.  Travelling the world allows you to know more about the people and places in it.

A successful thief does not necessarily have a great skill in climbing, or shooting, or walking silently, but are more likely to have powerful friends contacts and allies.
Simply knowing when a valuable item will be moving from one stronghold to another is far more valuable than being able to pick someones pocket. Having a well placed friend in a stronghold who will leave the right door unlocked at just the right time is far more likely to be successful than simply a magical like ability to climb up walls.

In Sword and Sorcery you do not gain fighting ability simply by clashing swords with alot of enemies, you will be far better served in using your fame to secure you another great swordsman as a teacher (gold works just as well as fame in these situations).
Indeed in fine Heroic tradition the weapons master teaching an unskilled student is the first step on many quests.

Fine Armour and weapons are good but knowing how to use them is far more important. Many games will merely hand wave experience gain as this type of training, suggesting possibilities for including them in Role play but people rarely take advantage of them.

In Sword and Sorcery a famous hero is often sought out by those who need something done.  They do not hang around bars waiting for a job. Fame, and the favor of your lord are just as valuable as a +1 to your to hit roll all with the benefit of not being mysterious and magical.

Too often players will think of their characters as merely a collection of bonuses to attack which are useful only in ensuring that they gain more levels for more bonus to gain more levels.

The problem with generic fantasy is that once you introduce magic as being fairly available and relatively safe to use, the character will soon come to the conclusion that if everything goes truly wrong then the other high level characters working for the King will be able to step in and take care of things.

In Sword and Sorcery the Heroes are the people that are stepping in to do something, But without magic they must rely on good old muscle power to get things done, if there is an opposing army marching on them they have no magical abilities weapons or spells to wipe them all off the map.  The only thing that will stop them is another army, or killing the person who has sent them.

Since that person also has no infinite sources of magical power or fighting ability it means that the heroes will have to depend on their connections, favors, information and natural human abilities to take care of the threat.

The funny thing is that these favors and plans are far more dependable than magic.  If an upstart sorcerer has chosen the heroes to vent his anger on, and the local lord owes them a favor they can quickly pick up a battalion of men to march on the sorcerers tower. Human talent and resources are just as interesting as magic.

If you wish a kingdom of your own you must earn it, it will not be given to your hero just because he has risen to a high enough level, it will be won when he has amassed enough influence in the world to thwart those who would take it from him.

Monday, 8 December 2014

Sword and Sorcery versus Fantasy part 2

In the previous post we say the three main tenets of Fantasy Roleplaying

a: The dungeon
b: adventuring leads to an increase in power
c: You can be magically healed if injured or killed

So what happens if you try to directly import these 3 things into a sword and sorcery setting?

The Dungeon
There are many types of dungeons but lets look at the generic three.
2 of them have a "leader at the end" the other does not.

Dungoen 1: Stronghold
Whether it be a cavern complex full of orcs, an ancient dungeon overrun with kobolds, or an underground fortrees of men, these are all large areas full of beings who occasionally come out to lay waste to the countryside around them.

These fit best inot the Sword and Sorcery setting.
However an entire underground complex of creatures like orcs or kobolds does not work well. In Sword and Sorcery the hero may wander into a city in the desert full of snakemen, or wash up on a mysterious island full of savage tiger men, but these things are never a threat to the outside world. These things of the Other Side, the magical, are always hidden, spoken of in legend but not a threat to actual civiliszation.
An isolated village may mysteriously disappear overnight leading the heroes to investigate but once they have entered the "dungeon" they may not leave until the enemy has been dealt with, or if they escape, on a return to the place they will find it to be completely abandonded.
This means that the classic "dungeon crawl" with it's many repeated trips back to town to drop off loot, pick up henchmen and heal up is not really possible with these types of dungeons.

A stronghold of men works very well but again not a good candidate for "dungeon crawls". If the hereos goal is to infiltrate the stronghold and kill the leader, or rescue a prisoner, then they certainly won't be able to make multiple trips, killing off more and more guards every time till the leader is left alone.
IF they leave the stronghold, whatever way they used to get in will be fortified, guards will be doubled or tripled. If the heroes were working for a local lord the stronghold may also decide to outright attack the lord laying seige to his own stronghold, leading the villagers the heroes know and love being killed.

Dungeon 2: A wizard did it
Oh sure it may be a witch, or a necromancer, or a sorceror, or a liche, or a wizard.  But they will usually be evil.
They may be terrorizing the local populance, or raising an army, or be researching evil magics.
The end result though is that they have a castle/tower/underground cave that the heroes must enter to either kill the wizard or steal something from him.
If done well this is an excellent "dungeon" for sword and sorcery.
But like the stronghold the heroes will not get to come and go as they please. Especially if the wizard is extremely powerful.  After attempting to rob him they may find themselves the target of terrible magics soon after, and indeed this is the reason most lords ever allow them to lay in their strongholds for so long without molestation.
It is best to let a wizard who is not actively attacking you to his own devices rather than face his wrath.  Of course hiring some heroes to do the job is certainly a way to deal with them. These heroes annoyances may even amuse the wizard as they see them as useful test subjects fo their evil magics.

Dungeon 3: Abandoned tombs/underground cities/mines.
This is the bread and butter of the sword and sorcery "dungeon".
Not truly "Occupied", the heroes may encounter one group of inhabitants without neccessarily inciting the wrath of everyone in the complex.  Organization between groups of inhabitants may or may not exist .A sword and sorcery world is chock full of lost cities and tombs, abandoned shrines and temples.

Usually these places will be "lost" and the heroes will stumble across them when trying to get somewhere else. Or they may actively be chasing legends.  Either way the general population will not know the location or may be kept away from it by terrible legends or powerful natural defenses, like a difficult road, or fierce jungle animals.


If they are able to keep it a secret they may be able to leave and return several times but usually when they return they will find that either others have found it, or that what inhabitants there were have left with anything of value or interest. Also possible is that the entrance will be covered by a landslide or earthquake.

Essentially it's best to think of Sword and Sorcery as a short story instead of a Novel.
The heroes enter a lair for some reason, check it out, try to accomplish their mission and get out again never to return.

In part 3 we'll take a look at increasing the heroes power.






Sunday, 7 December 2014

Demon Board Upgrade! (continued)

I promised an update on the clay blocks...

The dollar store clay worked out great.
It's called "Natural Modeling Clay"
Features are "dries naturally".

I honestly thought there would be some difference between these and the salt dough blocks but other than having to let the clay dry out a bit before working it the experience was the same.

If the clay is too wet it will deform when you pull it out of the mold, but just leave it out to dry for a bit, reworking it occasionally, and it's just fine.

You seem to get about 15 blocks out of a package so about 2 packages would be equivalent to a batch of salt dough. At $1.25 per package they are a great deal.

So if you're just getting started and don't know if you will bother playing the game for long, use the salt dough blocks or just card walls.

If you've stuck with your salt dough blocks for over a year and find that they are getting too soggy or misshapen from storage than go ahead and upgrade.

I decided to hold off painting until after the holidays (just too much going on, running a business, wife and kinds plus 4 birthdays all in one months is a little much) But I should find a bit of time to have everything up and ready for the new game, and if not I'll just use the card walls, I've got plenty.

Also busy finishing off issue 2.
The combat rules are all written up in a real format as opposed to my usual bullet points in my notebook.

Now moving on to the included skirmish game to help teach the combat system.

I am also possibly going to include the first Scenario in the issue (or Lair as I call them) It all depends on how much room I have left after my usual rambling.

~Ripley





Sword and Sorcery versus "Fantasy" Part 1

Most Role playing games, whether pen and paper, or video games, are based on the great grandfather of them all, Dungeons and Dragons.

The tone, genre and setting of the original D&D materials was a "quasi medieval" setting. So you have kings and kingdoms, knights, villages, cities, maps, trade, languages and ships. 
As for the trappings of the fantastic you have dragons, monsters, and other creatures hiding in secluded places.
For magic you have magic weapons, inspired by things like Excalibur, and wizards, inspired by legends of Merlin and others.
It's a wide open setting, based only slightly on a historical template from our own earth.

It's original rules and mechanics were based on rules created for tabletop war-gaming, where large masses of men fight against each other.  This means you had a lot of men and didn't feel too much loss when any of them died.

Dungeons and Dragons the role playing game is based on the idea if each player controlling only one man. And following their exploits as they grew in power to become a "Super Hero".

Now you have a handful of men versus a large number of enemies and a "general".

IF you were to set both groups on a war-game table and let them attack each other then you would have a very short lived game.  The enemies would quickly overwhelm them, killing them in a short period of time.

What the "heroes" needed was a way to encounter the same number of enemies  but in small groups, starting with the weakest ones first and increasing their fighting abilities before fighting the next group.

This is what led to the 3 main ideas which drove the D&D game and indeed all role playing games afterward.

The first idea was the dungeon.
Think of the dungeon like a battlefield. 
You start at one end and work your way through the enemies cannon fodder, the weakest and easiest to start with. The closer you get to the other "end" the more powerful the enemies become, through the shock troops and the generals body guards till you get to the general himself.
The twisting corridors and small rooms of the dungeon are conducive tot he Heroes Guerrilla style warfare tactics of hitting small targets and getting away quickly.

Indeed the first "dungeon" was the basement tunnels of a fortress.
During a war game scenario a small group of skirmishers were trying to overthrow the by sneaking in through a back door.and through the basements, but the players enjoyed that part of the scenario so much it was decided to expand on it.

The next big thing was to figure out was how was a group of mediocre soldiers ever supposed to defeat an enemy so powerful that they threaten the world? Well if the enemy was somehow able to amass so much poer there must be a way for the heroes to do so as well. And so an "experience point" system was born, so that they could incrementally improve until they too were "superheroes" capable of defeating the enemy general.

But there was still one more problem. The heroes were still too weak. If you consider the pacing of an adventure game it becomes clear that heroes have to kill alot of enemies to succeed in their quest.
IF they walk into a dungeon, kill a couple of guys each and then run off to heal, waiting a couple of weeks for natural healing to do it's work then the enemy would clearly move more guards to that room again before they returned.  
The heroes had to find a way to press further into the dungeon in a single outing.

And so magical healing was born, healing potions, healing spells and even Resurrection spells were created. No one wanted to spend years creating a character just to see them killed by some lackey with a lucky strike. For Heroes to act like heroes they needed to be able to run in heal quickly while still in the dungeon if things got really bad and move on a little farther.

The idea that

a: massive underground labyrinths exist everywhere in the world
b: that by simply entering them and killing enough enemies and gaining enough treasure will make you more powerful
c: that if you make a mistake you will be magically healed and able to continue on

are the hallmarks of all fantasy role playing games today.

See part 2 for the Sword and Sorcery version of these 3 things.








Saturday, 6 December 2014

Distribution, retailers, reprints, and the internet

What a month!
Hail all followers of the Lair of Sword and Sorcery Roleplaying game!
Lets get down to the Nitty Gritty, and have one of our uncomfortable conversations.
You may have read in previous posts or in the magazine my feelings about "the whole online thing".
I want everyone to buy their copies in a store, to help out their local economy, and to join their local community of gamers.
But I've found something out in the last month, people want to buy stuff online!
They have a community online and they are quite happy with that.
Well in my spirit of embracing all our brothers of Sword and Sorcery I'm going to start selling online, but in a way that I feel comfortable with.

So, for now, until I get everything set up you can continue to follow the link on the menu of "Where to buy" to find your local retailer to buy your copy.

In the future we will be adding a few more links, one for retailers to send them to the new retailer site (under construction waiting on approvals from the online economic powers that be).

Soon after will be a link for "buy online"

Printing schedule:

Here is how the printing schedule will happen.

Retailers will be able to order an issue as soon as it's released, 1 month later that issue will appear online.

As soon as a new issue is released all previous issues will be considered "reprints" and will still be available to retailers with a black and white cover.

All issues online will only sport the black and white cover and will be considered "reprints"

Pricing:
All retailers in my local area will sport a cover price of $4 (they get a bit of a deal as they don't have to pay for shipping)

Other retailers will have a cover price of $5 (shipping costs, blame society)

The online issues will sport a cover price of $6 (plus shipping and handling)

So if you want the snazzy colour covers and the lower cover price then please buy at your local brick and mortar store.
If you don't mind the black and white cover and like the convenience of buying online then we got you covered too.

Why?
I love local stores, without local stores I would never have met all of the great people I have over the years, would never have found out about all the great games and comics I have squandered my youth with, and probably would never have even gotten into this whole "gaming" thing.
If anyone is wondering why the gaming and comic book industry is shrinking every year then wonder no more, It's because people are not supporting their local stores, those people who wave the banner of our hobby, help all of those who are just finding out about this great hobby, are passing all their knowledge down to the next generation of sword swinging little ones.
I'm an old geezer now, with a wife, kid and house, so you won't see me hanging around at my local store too much (I'm either fixing something, running errands, or just spending time with the family) but when I do see something that I want, or need to stock up on a couple of pots of paint or a few more skeletons for my undead army, I stop by my local store.
And you should too.

~Ripley

Wednesday, 3 December 2014

Game designer Notes


Quiet Slayers, the Designer Speaks!

As I write up the rules into a final form I am noticing something
I spend more more time and space explaining why a rule is a certain way, or why the game of Lair is created in such and such a way.

Since I have only so many pages per issue you may wonder why I spend so long on these issues when I could just lay out the few pages of rules and be done with it.

It's because it's necessarily. There are so many roleplaying games out there, and so many ways to play them, so many types of players etc, that if I don't point out specifically why something is the way it is then people may gloss over the intent of the rule in favour of the  way the rule is written.

Lair is a very different kind of Roleplaying game and it fits it's role very well. It's for new games and old because it is not built to fit a certain mechanic or to suit a certain genre. It's built to be fast, fun, easy to learn, and just as importantly, to be easy to run.

It is the friday night game that you whip out and play for a few hours and then head out to the bar. It's the game you pull out when the drummer is going to be a few hours late to practice because he has to work second shift. It's something to do for fun.
It's a game that you can sit down and say "We are going to plough through this entire dungeon today and finally give that Sorceror guy a kick in the nuts."

Roleplaying is a game and a hobby, it's a lifestyle but shouldn't replace actual life. Lair is something you can play with a few friends after work and still make it home in time to take out the trash and put the kids to bed.

Instead of waiting until everyone has a lifestyle where all your players can gaurantee to be able to play once a week, on friday, from 6 till midnight, to actually start up a game (which will peter out in a couple of months) just whip out Lair right now, play a game, throw the characters back in the box and next time you have a few hours pull it out again. 

Instead of the endless planning of a game master, he can just whip out a Lair scenario, read the first page and you;re off and running, or play a quick skirmish. Gm can't play tonight, no problem someone else whip out the scenario and play the bad guys, it's just moving little guys around a board, being a gamemaster was never meant to become an epic level lifestyle of endless planning, building and writing.

Just Have fun instead!

Demonboard upgrade!



I am currently upgrading my Demonboard. My Salt dough blocks have served me well for a couple of years now but I'm now getting around to making a new set out of modelling clay. I found a good source for natural clay at my local dollar store  and was able to get enough to complete a set for 5 dollars. I'll post more pics after the weekend of the upgraded blocks as well as some tips for working with natural clay.
This is all to prepare for my group of heroes starting their new game.
I'm excited to start the group off in the new time period of Kartharka, The previous game took place 40 years before the current time period in the tumultuous time of troubles. A band of heroes struck off to make their fortunes but ended up changing the face of the Winterlands forever.It was a heady year for the Winterlands with rumors of strange beasts being dragged back from the wilds, the gods returning to the mountains and sorcery flowing through the town of Stroh-branock like water.
But after their brief time in the sun they ventured forth on their greatest challenge of all...never to return.
Look to future issues of Lair to follow their mighty exploits!
Before I upgrade my board here's a few more pics of what it looks like now.
All of the details how to make a demon board in a single day (or weekend if you like it fancy!) are in issue 1 of lair "The Demonboard Issue"