This is a Sand in the Bone post.
I wanted to do something interesting with some of the basics of urban life in the game. Food, drink, substances, sleep, and money. Because this game is heavy focused on setting.
For money, I didn't want a simple coin system where you spend 10 coins to get a thing that is valued at 10 coins. That's a fine system, especially if you don't want commerce and haggling to be part of the play. But I want to experiment with making commerce and haggling a part of the play.
In Kanebok, the city of the game, there is coinage but it doesn't really matter. Because people value a more abstract thing called glimmer, or glim for short. Basically, the idea is that the people of this world value that which glimmers. And the extension of that is the shine of the person who has the glimmer. Meaning: you can "sell" your worth by roleplay. It kinda doesn't matter how many coins or baubles or silver hoops you actually possess. That stuff is very abstracted. Instead, you have a dice value of glimmer that you possess. When you want to trade glim for something, you don't just plop it down on the counter. You can, of course, and that's OK. But it won't win you any favors or discounts.
Instead, you present your glimmer with flair, if you can. One way to do that is to offer some kind of story along with the glim. Like "See this copper disc? It is etched with the head of a bear that swallowed three men whole. The bear slayer extracted the copper from the bear's own blood and forged this disc." And the person you're talking to, perhaps a person from whom you want to get a nice new pair of boots or sword, may find that story charming and accept your offer. This also boosts your social status as a person with good tales.
Mechanically, it is about rolling some number of dice from your glimmer pool and trying to match or beat the target that the Judge* has in mind for the vendor. The coolness of your haggling attempt will influence that target (the Judge becomes the NPC vendor, listening to your pitch).
Of course this is a sword and sorcery adventure game, so I don't want sessions to be all about haggling. There will be quick and dirty rules for abstracting through this process. You don't have to roleplay every vendor interaction. In fact, once you establish a rapport with an artisan maybe you do end up with a standard glim value that is spend when you need their shit. Only when your social status changes or something about the vendor changes would you need to revisit an interaction.
And so on.
Other posts about Sand in the Bone you might find interesting:
Sand and Something
A Reflection
Weapon Whoopin'
Marks and Risk
*I'm using "Judge" as my go-to for GM. This is not settled yet, I may change it. But it god damn sure won't be "referee" nor do I want to go with GM. Of course I'm tempted to go with Sandmaster, because sand is really central to the game. But the Nounmaster thing is probably played out. So maybe Judge is just what it will be. Personally, I don't care for arguments about the language of naming a GM and how it colors the play experience. I don't believe it does color the experience because honestly nobody at the table actually calls you by GM or DM or whatever. Mostly it's just "Becky" or "Jude" or whatever your dumb name is.
Showing posts with label sand and sorcery. Show all posts
Showing posts with label sand and sorcery. Show all posts
Friday, July 3, 2020
Sunday, March 8, 2020
Sand in the Bone: Marks and Risk
In this post, I talked about weapons and weapon damage for Sand in the Bone. I said PCs would have "Mastery" they can spend on weapons. I've thought a little more about this and realized that I already have a thing called "Marks" which can easily cover weapon skills. So I'm folding the idea of mastery into Marks.
Characters begin with some number of Marks. A Mark is really just any special feature the Player wants to highlight about the character. Since this game doesn't have any traditional attributes, such as strength or intelligence, Marks allow you to customize however you like. So Mark could be a special skill, a relationship, a magical power, or even some kind of curse or negative trait.
Now, I do not want to go the positive vs. negative balance sheet route. In G.U.R.P.S., for example, you can gain points to buy skills and advantages by taking disadvantages. Need another 5 points? Give yourself a paralyzing fear of snakes. And so forth. This is a fine mechanic and I don't ever mean to give that game shit for what it does. It's solid. But I don't want that here.
So my idea is that there is a mix of creative and random elements to chargen. The random means you might get a negative Mark, such as a curse. That way we don't have to fuck around with making PCs that have intense coulrophobia in order to allow for extra perks. I want to be a better gymnast, so I'm making my dude a galaphobe!
Which leads to another concept I'm definitely working into the game: risk. Choices matter. So during chargen, Players have a baseline method for making a character and they can stick to the baseline and come up with something awesome. Or they can choose to take risks in the hopes of getting better results. This will manifest as multiple chargen tables you can choose to roll on. While there may be one basic table to roll on (A), you choose to roll on alternate table B or C, each of which have more potent results but also more drawbacks.
I want to carry that concept through the entire game. For example, the use of Sand, which I talk about here, is inherently risky. And not just in the random dice rolling way, but in the sense that you are making choices that increase or decrease risk.
ASIDE: I had flirted with the idea that you could play this game absolutely middle of the road. Making almost zero dice rolls, you could sort of coast through conflicts. But the tradeoff would be that you could never have amazing success or make incredible discoveries. You'd be living a boring life for a great adventurer. So I'm not sure if I want to include that or not.
Characters begin with some number of Marks. A Mark is really just any special feature the Player wants to highlight about the character. Since this game doesn't have any traditional attributes, such as strength or intelligence, Marks allow you to customize however you like. So Mark could be a special skill, a relationship, a magical power, or even some kind of curse or negative trait.
So my idea is that there is a mix of creative and random elements to chargen. The random means you might get a negative Mark, such as a curse. That way we don't have to fuck around with making PCs that have intense coulrophobia in order to allow for extra perks. I want to be a better gymnast, so I'm making my dude a galaphobe!
Which leads to another concept I'm definitely working into the game: risk. Choices matter. So during chargen, Players have a baseline method for making a character and they can stick to the baseline and come up with something awesome. Or they can choose to take risks in the hopes of getting better results. This will manifest as multiple chargen tables you can choose to roll on. While there may be one basic table to roll on (A), you choose to roll on alternate table B or C, each of which have more potent results but also more drawbacks.I want to carry that concept through the entire game. For example, the use of Sand, which I talk about here, is inherently risky. And not just in the random dice rolling way, but in the sense that you are making choices that increase or decrease risk.
ASIDE: I had flirted with the idea that you could play this game absolutely middle of the road. Making almost zero dice rolls, you could sort of coast through conflicts. But the tradeoff would be that you could never have amazing success or make incredible discoveries. You'd be living a boring life for a great adventurer. So I'm not sure if I want to include that or not.
Thursday, March 5, 2020
Weapon Whoopin'
This is a post about my sword and sand game, Sand in the Bone - a work-in-progress.
There are many elements to this game that I wish to explore, such as the food and drink and how people in the city of Kanebok sleep. Not in a boring way, mind you. All of it is focused on play, not on me telling you all about my super-special world.
Weapons are one of the things I am focused on because I wanted to have a unique list and I wanted each item on that list to have it's own character. I had spoken before about how I disliked the idea of homogeneous weapon damage in old versions of D&D. Since this game started out as a bit of an OD&D hack, I very early-on started thinking about how to treat weapons in such a way that they weren't just interchangeable color.
The idea I settled on was to basically have two tiers of weapon skill. So tier one is just the base weapon. Anyone who picks up a sword and strikes you with it will have the same basic damage range. But Players will have the option of being Mastered with a type of weapon. So a PC who is Mastered with the sword will do the normal damage range plus they can access the sword's special properties, such as an additional damage die or long reach or whatever the case may be.
The resource that lets you become Mastered is probably just going to be called Mastery. Why complicate things? So at certain game increments you'll have the opportunity to allocate Mastery where you wish. Some will choose a weapon, others will chose something else. This is not going to be a class-and-level system, so PCs can be a mixed bag of skills and talents just like sword and sorcery heroes are always a mixed lot.
ASIDE: The basic weapon damage range is the d20 attack roll minus the target. So if your Prowess is 10 then you need to roll 10+ to strike a blow. A roll of 15 means you caused 5 points of damage. The target's armor absorbs that damage, with a minimum of 1 point getting through. That's the basic idea. Nothing new, nothing too fancy. I've seen this mechanic in a number of games over the years and it seems to work out pretty well.
There are many elements to this game that I wish to explore, such as the food and drink and how people in the city of Kanebok sleep. Not in a boring way, mind you. All of it is focused on play, not on me telling you all about my super-special world.
Weapons are one of the things I am focused on because I wanted to have a unique list and I wanted each item on that list to have it's own character. I had spoken before about how I disliked the idea of homogeneous weapon damage in old versions of D&D. Since this game started out as a bit of an OD&D hack, I very early-on started thinking about how to treat weapons in such a way that they weren't just interchangeable color.
The idea I settled on was to basically have two tiers of weapon skill. So tier one is just the base weapon. Anyone who picks up a sword and strikes you with it will have the same basic damage range. But Players will have the option of being Mastered with a type of weapon. So a PC who is Mastered with the sword will do the normal damage range plus they can access the sword's special properties, such as an additional damage die or long reach or whatever the case may be.
The resource that lets you become Mastered is probably just going to be called Mastery. Why complicate things? So at certain game increments you'll have the opportunity to allocate Mastery where you wish. Some will choose a weapon, others will chose something else. This is not going to be a class-and-level system, so PCs can be a mixed bag of skills and talents just like sword and sorcery heroes are always a mixed lot.
ASIDE: The basic weapon damage range is the d20 attack roll minus the target. So if your Prowess is 10 then you need to roll 10+ to strike a blow. A roll of 15 means you caused 5 points of damage. The target's armor absorbs that damage, with a minimum of 1 point getting through. That's the basic idea. Nothing new, nothing too fancy. I've seen this mechanic in a number of games over the years and it seems to work out pretty well.
Sunday, March 1, 2020
Striding Warrior
This is art for my upcoming RPG, Sand in the Bone (formerly called Dead Wizards*).
I decided to lean pretty hard into the "sand" part of "sand and sorcery" on this project. I even re-tooled the setting map to eliminate some non-sandy environments as I found them to be utterly superfluous to the tone. I have this habit when I do setting maps to try to include all kinds of environments... like people will be disappointed if they can't do snowy north adventures in my sand and sorcery game.
This RPG will have an original system. It is not specifically OSR. It is not based on D&D. It also includes elements more akin to my old game The Pool. Specifically there is a risk element with a meta-game mechanic. And yet it is still a traditional RPG in the sense that there is a Judge and Players and they are separated at the table by a barb-wire wall of doom. I kid.
Sometime in the near future I willask bribe my Monday Doomslakers friends to play this thing.
*If I can get some momentum on this I might do a supplement for the game using the Dead Wizards title. Hey... I can dream, can't I? Don't crush my dreams.
I decided to lean pretty hard into the "sand" part of "sand and sorcery" on this project. I even re-tooled the setting map to eliminate some non-sandy environments as I found them to be utterly superfluous to the tone. I have this habit when I do setting maps to try to include all kinds of environments... like people will be disappointed if they can't do snowy north adventures in my sand and sorcery game.
This RPG will have an original system. It is not specifically OSR. It is not based on D&D. It also includes elements more akin to my old game The Pool. Specifically there is a risk element with a meta-game mechanic. And yet it is still a traditional RPG in the sense that there is a Judge and Players and they are separated at the table by a barb-wire wall of doom. I kid.
Sometime in the near future I will
*If I can get some momentum on this I might do a supplement for the game using the Dead Wizards title. Hey... I can dream, can't I? Don't crush my dreams.
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