a blog of short and medium length ttrpg thinking posts

Monday, February 6, 2023

towards a medieval "brown stone" game

Note: this is not an earnest attempt to recreate any game that was played in the Twin Cities in 1971. It is just something that I threw together based on one explanation I have seen of the (poor quality and contradictory) evidence of how combat in that game worked.

These are incomplete, I basically just wrote and edited until I ran out of steam but I think it'd be enough to start playing. 

I didn't include any Referee's guidance for timekeeping or reactions or things like that, just do your best I guess.

Rules Brief for Players

The game is about a companies of adventurers going on expeditions into strange mazes and uncanny places to find their secrets and treasures. These expeditions are dangerous; adventurers may well die. If they survive, however, their fame and power will grow...

Advice:

  • If you don't know what to do, ask questions.
  • Tell the others what you want to do.
  • The Referee won't lie to you, but they may not tell you everything.
  • There aren't rules for everything. If you make a good play, you won't need to roll any dice.
  • If you fight, someone will get hurt. It could very well be you.

Adventurers usually go on expedition in large companies, to have the advantage of numbers. Each player can have a few different characters in the company.

New Companies

To form a new company, name their patron and list ten members. Then, roll ten dice.

Set each 1 by a name and mark them as Helpers. Helpers won't fight, but will carry lanterns, loot and tools for the rest of you.

Then, roll the rest (rolls of 2+) of the dice again. Set each 1 or 2 by an unused name and mark them as Recruits. One Recruit rolls a weak attack, two of them together roll a regular attack and three of them roll two attacks.

Then, roll the rest (rolls of 3+) of the dice again. Set each 1, 2 or 3 by an unused name and mark them as Veterans. A Veteran rolls one attack, but if they are hurt or unarmed it is a weak attack instead. Each Veterans start with a skill worth 5.

Then, roll the rest (rolls of 4+) of the dice again. Set each 1, 2, 3 or 4 by an unused name and mark them as Experts. Each Expert makes a strong attack, but if they are hurt or unarmed it is a regular attack instead. Experts start with a skill worth 6.

Then, roll the rest (rolls of 5+) of the dice again. Set each 1, 2, 3, 4 or 5 by an unused name and mark them as Masters. Each Master makes two attacks, but if they are hurt or unarmed they make one attack instead. Masters start with a skill worth 7, or two skills worth 6.

If any 6s were rolled on the last roll, set them by an unused name and mark them as Two-Ring Wizards. Wizards fight like Veterans, but can use powerful magic.

Make a number of check boxes next to each name equal to their die roll (or three boxes, for Wizards). Then, reroll everyone's die and add one box if the new roll is higher. This is the number of Hits Allowed for the character before they get hurt.

Adventurers start with a wool cloak (Defense 4) and a small knife. They can carry up to four Bulk besides. Unless they are small, most items are one Bulk. A new company starts with:

  • Three Tents (2 Bulk each, tarp can be split up from the ropes and stakes)
  • Three sacks of food (ten meals each)
  • Two lanterns (with extra candles)
  • Two cooking pots

The patron will have put up no more than 2 Bezanti (=40 groshen) for additional gear:

  • 1g: 12 arrows
  • 2g: hand weapon, or tools like coils of rope, fishing tackle, iron spikes, prybars, saws, shovels
  • 5g: composite bow (bulk includes quiver), or tools like animal traps, magnifying glasses, mirrors, spyglasses, writing boxes
  • 10g: field weapon (strong attack, 2 Bulk, 2 hands) or shield (Defense +1 unless surprised)
  • 25g: coat of mail (Defense 6, 2 Bulk)

A self bow costs nothing but is 1 Bulk apart from the quiver. Wizards start with three magical Essences of their choice (one Bulk in all). Wizards can't use armor or shields but each get Defense +1 while they have some Essence.

Remember that you have to be able to carry out whatever treasure you find.

Fighting

If one side surprises the other, they go first. Otherwise, roll randomly which side goes first.

One side moves, and then the other does. The first side attacks, and then the other does. Magic and missile attacks must be done during movement; missiles happen immediately but magic takes effect only after the attacks.

Count up all the attacks against each target and roll that many dice. The total is the number of Hits the target takes.

For a weak attack, roll two dice and keep the lower. For a strong attack, roll two dice and keep the higher. Missile attacks are weak if the targets are far away or difficult to see clearly.

Unless they are helpless or mindless, the target gets to make a Saving Throw. Roll two dice; unless the roll is more than their Defense value, reduce the Hits Taken by that amount.

If someone takes more Hits than they are Allowed:

  • One or two Hits over means they are Hurt.
  • Three or four Hits over means they are Seriously Hurt; they will die if no one gives them first aid. A Seriously Hurt character can't fight or carry anything, and needs help walking.
  • Five or more Hits over means they are killed!

After a meal and a night's rest, an unhurt character rolls a die. If their rest was good and the die is more than their Hits Allowed, add add 1 Hit Allowed. If their rest was interrupted (including keeping watch) and the die was less than their Hits Allowed, use the die roll as their new Hits Allowed.

Skills

Characters succeed at tasks they have the time, tools and training for. If they lack one, they succeed unless a die rolls 5 or higher. If they lack two, they succeed unless a die rolls 3 or higher.

Adventurers all have some training in basic outdoors activities like camping and climbing. Veteran (and more experienced) adventurers also have skills that grant them additional training:

  • Archery Hunting with and making a self bow and arrows. Attack foes without getting close to them.
  • Bushcraft Finding food, shelter, water and your way in the wilderness.
  • Fortitude. Saving throw when dueling or wrestling, or gives S+1 in hand-to-hand fighting.
  • Horses Care, riding and training of horses.
  • Reflexes. Saving throw against missile attacks or against being surprised.
  • Willpower Saving throw against deception or magic spells.

Write down how much a skill is worth; this is it's Defense value if you can use it as a Saving Throw.

When two characters test their skills against each other, they each roll a Saving Throw. The higher roll that is not higher than the character's Defense value, wins.

Wizardry

When someone uses magic, their aura becomes Laden. A Laden aura counts as one Bulk they are carrying. Laden auras fade after a day of using no magic.

If someone uses magic with a Laden aura, roll a die; unless they roll more than the number of times they've used magic, they explode in a brilliant flash of ulfire. Characters with Willpower get a saving throw before exploding.

Wizards can see Laden auras. They can also use magic more before their auras become Laden. A Two-Ring Wizard can use it twice a day, a Three-Ring three times and so on.

Anyone can use a magical device or potion for its intended purpose. The first time a Wizard uses a device each day does not add any charge to their aura. Wizards can also do simple magic by using magical Essences. Simple uses of:

  • White Essence produce a pure light or ward off evil/unnatural creatures.
  • Blue Essence create illusions or move things around (as you would be able to) at a distance.
  • Black Essence make things rot or spoil or cause fear and panic.
  • Red Essence blast foes (two attacks per essence used) or structures.
  • Green Essence heal a creature's hurts or grant it extra strength.

Essences can be used to call nearby creatures for aid. A summoned creatures will obey a single command for no more than a few days.

Wizards distill Essences from the magical energy of the lands around them, though this takes a long time.

Experience

Every time a character returns to safety after a dangerous expedition is one Experience. If they were Hurt or personally brought back a treasure, that counts as another Experience.

  • A Helper can join the company as a Recruit after one Experience with them.
  • A Recruit can become a Veteran after three Experiences since becoming a Recruit.
  • A Veteran can become an Expert after five Experiences since becoming a Veteran. If they do, they can Mentor a Recruit.
  • An Expert can become a Master one Experience with a Veteran that they Mentored.

Using magic while your aura is Laden counts as an Experience, if you survive. Anyone who does can become the apprentice of a Wizard; after five seasons (one year) of training an apprentice can become a Two-Ring Wizard the next time they would advance. A Wizard can advance to the next ring after that many Experiences since they last gained a ring, as long as one of those Experiences was using magic with a Laden aura.

The Return

Upon a company's return, their patron will want to see them. They'll want a report, as well as any secrets or treasures that were uncovered. The company can expect a fat bonus for bringing back something valuable, and a meager payout if they return empty-handed.

Roll a die for every Hurt character or two dice for a Seriously Hurt one; they need to rest (no stressful activity) for that many days before they recover their strength. Getting medical care cuts the recovery time in half.

Unless their patron is putting them up, it costs 1g per person per week to stay in town; half that if the company has their own house. Staying in luxury or getting medical care is 1g per person per day instead.

Setting Out Again

Two dice of Helpers or one die of Recruits are available in a town if a company was successful on their last expedition and hasn't gotten a bad name for themselves. Helpers want 1g per day of the expedition or 2g if they're signed up for heavy lifting, and Recruits a share of the profits. Everyone in the company needs to be fed and sheltered for the expedition.

A local Guide will want 5g setting out and 5g when they return.

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