Rabbits & Rangers is a game supplement for use with Labyrinth Lord. The book will give you the necessary rules to play cartoon animals in fantasy settings. It includes 50 animal races, each with unique perks and drawbacks, and it includes a small selection of optional rules that help promote the “cartoon” side of the idea.
The text is written and edited and playtesting has been going on for many weeks. I’m working on art and I hope to have the whole thing put together in a few months.As I get closer to finishing I’ll narrow that down to a more specific date.
I plan to follow the book up with further animal races and perhaps some adventure modules. We’ll see how that goes. I also want to invite others to publish materials compatible with R&R, once the book is “in the wild”.
I started thinking about this game years ago and I have written several versions of it using original systems, which I may or may not publish in the future. But this version is purely OSR and I wanted it to be firmly grounded in Labyrinth Lord rules. I tried not to add any extra baggage, though as a necessity there are a couple of rules that should be observed in order to get the flavor across.
For example, size really matters. So I include in the game a very simple way to deal with the mouse who fights the elephant.
I also include a “luck point” system inspired by the old Conan adventures published in the 1980s. This is the kind of system I use in all my OSR games and I felt it would be a good fit here too.
Animal PCs have a “nature” that reflects a strong emotion or other characteristic. This is a way to convey behavior similar to cartoon characters who have an exaggerated personality or physical schtick, such as being grumpy or greedy.
For the truly cartoony campaign, there is a whimsy rule. This can be used if you want those pianos falling from the sky or PCs painting doors on the sides of walls and walking through them.
All of these are optional. You can use all of them or none. The list of animal races, which is the meat of the book, can be utilized in any OSR game without the need for nature or whimsy. My goal was to make this book usable.
Here's an example animal from the game. The art is not final.
Here's an example animal from the game. The art is not final.
Wolf
Medium mammal
AC Mod: no adjustment
AC Mod: no adjustment
HD/hp: d6 min
Move: 120' (40')
Abilities: +1 to any two ability scores
Tooth and Claw: 1d6 bite; 1d4 claw
Night Vision: 30’
From the scruff of your neck to the pads of your feet, you are the romantic subject of every Bard expressing her inner animal nature. Rightly or wrongly, you are seen as the original wild animal who can’t be tamed by the fineries of civilization.
Howler: You can issue a haunting howl from a distance, causing your enemies a -1 to hit for their first attacks against you and your allies. You shake their nerves!
From the scruff of your neck to the pads of your feet, you are the romantic subject of every Bard expressing her inner animal nature. Rightly or wrongly, you are seen as the original wild animal who can’t be tamed by the fineries of civilization.
Howler: You can issue a haunting howl from a distance, causing your enemies a -1 to hit for their first attacks against you and your allies. You shake their nerves!
Loyalty: You gain +4 to saving throws against magic or other effects that would cause you to betray your friends and allies. When acting in direct defense of an ally you gain +1 to hit and damage and +1 to saving throws for 1d3 rounds.
Pack: When coordinating attacks with allies you gain +1 to hit for 1d6 rounds. You must actively engage in coordinated attacks to gain this advantage, requiring at least 1 turn of planning prior to the battle.
Very cool!
ReplyDeleteLove the wolf write-up! I'd love to run this game right now!
ReplyDeleteI might have to pick this one up, I'm particularly interested in the "size" rules actually.
ReplyDeleteIs it going to be available in print, or just digitally?