Wednesday, 27 December 2023

So, here's the awkward question, but how many games did you play this year?

 I struggled with writing a funny preamble for this, but since the beginning of last year, I decided to try and get down just how much I actually played games and really tried to beat the forces of laziness and novelty to try and get as many games of Battletech as I possibly could in. I also decided to just sort of record every game I played and what that has led to is a hell of a lot of extra game time. It turns out gamifying playing games helped me want to play more games. Laziness and Novelty are the hobbyists greatest fears - there's always a Cool New Thing to buy - Warhammer: The Old World is coming out next year and I can't say I'm not tempted, but with 200+ models to paint including and entire Skaven and Cities of Sigmar army, I don't really have the ability to justify any more Warhammer (or any hobby stuff) that isn't outside of more art supplies, novels etc. Models have to go away for awhile, doubly so since I'm also waiting for my Torch and Shield rewards, which will be dumping a massive set of Dungeon Tiles onto my lap along with 30+ dwarfs and I think like 20 monsters. 

Anyway, here's the games I played this year with number of times played, dates omitted for privacy protections:

Battletech(Classic): 8 games

Battletech(Alpha Strike): 8 games

Mechwarrior Destiny: 4 sessions (DM)

Warhammer Fantasy Roleplay: 6 sessions (DM)

Cyberpunk RED: Two sessions (player)

Space Weirdos (3 Games)

Warhammer: Age of Sigmar (2 games)

Blood Bowl (3 Games)
Dungeon Bowl (2 Games)
Blood Bowl 7's (1 game)

War of the Ring (2 games)

Inis (4 games, I have no idea how to play INIS)

Return to Dark Tower (2 games) 

Escape the Dark Castle (1 game)

MESBG - (2 games)

OSE (6 games, DM)

Torch and Shield (3 games)

Warcry (2 games)

The Dwarves (1 game)

This is a marked improvement for me, since I only played three games in total in 2022, and they were literally just Battletech teaching games. So my goal of 2023 was basically, "Play a shitload more of the games you have." and I have succeeded tremendously.

That being said, I bought way too many god-damned miniatures this year, so it's going to be time to paint all of them....it's only 908 miniatures.....

Tuesday, 26 December 2023

If you are in the OSR and you're interested in trying a Wargame, you should be looking at Torch and Shield [COREBOOK REVIEW]

 If you're following this blog (lol) then you may have seen my previous impressions post on the technically released game Torch and Shield. Released to backers(of which I was literally the first, which was kind of neat to find out) yesterday in PDF format, I have torn through it with the intensity of a starving man trying to open a tin can with his teeth. AND....

This game is really good, and if that's all you need, you can simply walk on from here.

The Full Game

Let's do a little recap before we get going here. In Torch and Shield, you play as either one of three(more incoming) rival clans of Dwarves(or a generic clan), and as that clan, you assemble a "crew" of Dwarves and delve into the lost Holds. Each game is basically at the pain point where you and a rival crew meet, demand the other one back off, refuse, and then battle it out for treasure. Defeated dwarves are either killed outright(rare) or they're injured(common) and you record these injuries, deaths and victories. Dwarves can rank up and become powerful heroes, breaking the generation rules of Torch and Shield and allowing you to have things that wouldn't be 'legal' at crew creation.  So if you've played Mordheim, it's very, very similar. To the OSR people, that might be less familiar, so let me go further as to why you should give it a try:

Here Be Monsters

Doing battles in what is effectively one of many "Morias" is a good way to make noise, and yes, once the battle begins, you will be facing potentially attacks from various hordes of monsters every single turn. There's several kinds and they have an excellent "A.I." system inside of them, with actions chosen based on factors like if they have someone in line of sight etc. This typically makes the game much harder than expected. Monsters do better when they're in darkness (more on that below) and also have an easier time spawning when they're in darkness, but this is also based on various what's going on in the scenario. Monsters have no allies but there's some fun rules about Dwarf honor, two dwarves fighting to the death will allow their enemy to engage the enemies of dwarfkind without punishing them. Monsters also don't just generically attack, they may instead just try to pull you away to their entrances, found at least once in every scenario. So I mentioned Darkness...

Let There Be Light

You need to equip your crew like a DnD party - specifically an OSR party, so making sure you have light sources is tantamount. There's two stages of a "tile" in Torch and Shield. One is simple - it's illuminated or it's shrouded. One dwarf must be the bearer of the source, torch or lanterns, and yes in true OSR fashion you can risk it all and throw it at people and set them on fire, at which point they become a light source. You can also become "soaked" with water and have it go out, or have it become extinguished by a random event and so on and so on. Light travels in eight tiles in every direction and your enemy's torches light you too. Not being in the light means you're "shrouded" and being in darkness has an average chance of nothing happening. Then there's a higher chance of a certain type of enemy spawning and killing you. You can also just straight up die, being grabbed by something in the dark. This is a HUGE part of the game, and there's a reason it clicked to me that the OSR might be interested in this. 

Battles

Gameplay is really simple. Your stats determine how far you move, how easy it is to do damage, etc. Players draw cards = number of crew and an extra if you have a leader every turn and you activate based on the number/nobility on the card. Leaders can "sheathe" a card to save for later turns, but no leader = no sheathe. Then it's pretty easy to extrapolate - combat is phased, so move, attacks, resolve successful attacks, draw from the event deck to see if something really bad happens to you or not. Missions typically have different objectives but it's not really about a straight deathmatch (naturally you can play it that way) especially with monsters spawning in to kill you both. 

Crews

The Crew creation rules are pretty simple. You won't be rolling for stats in this game, as the "profiles"(stat blocks) will be the same for each dwarf starting out. There's some different "types" of Dwarves, from a "Greyshield(leader)" dwarf to a "shortbeard(grunt)" dwarf. Again, this is pretty typical of most wargames, and naturally these guys can advance from lowly grunts to powerful heroes - assuming they survive. There's three kinds of Dwarves as mentioned and they bring their own special types of Dwarves, berserkers, knights, gunslingers and everything in between. If a dwarf is still standing at the end of a game, he gets an advancement point(basically XP) and after 6 of those are accrued, he becomes the next "level" of it, so shortbeards become Clansmen, clansmen become thanes, and thanes become greybeards. Clan specific dwarves just get another "trait" which is basically a "talent" that adds something good. The hero Dwarves are able to do fun things like upgrade their weapons to Baduraz steel or buy lavish displays of wealth for themselves to intimidate other dwarves. Dwarves can also equip maps, keys, dwarven ale that offers buffs and more! It's got a very in-depth character creation system and despite that, I was able to, after reviewing the rules easily create a crew.

Campaigns

This is the meat and potatoes of the game. While Torch and Shield is perfectly serviceable as a standalone battle game it lives and dies on it's campaign. Campaigns are as described above - you get levels and treasure for surviving, more for winning, so it's not entirely a winner takes all situation. Often, it does depend entirely on the scenario, and there's also co-op scenarios. Caught in a death spiral? If your crew is so beat to hell that you can't do a proper scenario anymore, you can do a raid mission in order to make money (you have to win, though). It's entirely possible to lose and lose and lose so hard you have to basically disband the crew and start again. Painful, sure, but if you're used to loss in the RPG world this shouldn't hurt you too hard. Likewise, success in your ventures will lead to leveling up. You can also end a mission at anytime, cutting and running with no punishment - you will still get your 3 gold for trying but you don't fuck over the other side. As for injuries, this is pretty simple, you either die, miss the next game, start with less health, or you're fine. It is possible to get killed instantly, taking three damage in a single hit - this kills the Dwarf outright(unless a fortune point is spent). They have stated leveling options, and injury options, will become more in depth in the future. The rules mentions at least once dwarves missing limbs, so....

 

Once you and another crew can scrape twenty coins together, you enter a trio of scenarios. These are very difficult - once you complete all three(in a row), you take what's left of your bedraggled crew and battle for title of King Under the Mountain, and that's the basic, core campaign. New campaigns are promised in the future. 

 

Finishing up

Good game. Very fun, easy to learn, lots of campaign stuff. It's more complicated than Battle Companies or Warcry, but doesn't have as much stuff as Mordheim or Blood Bowl, getting a nice medium between the two. An absolute gem of an indie game. Ever Deeper, dawi!

Tuesday, 12 December 2023

Devlog: The BPC system

 The most important stage for the development of a forever DM is the development of their own weird pet system that's objectively better than any commercial option. If you don't do something like this, you're probably not cut out to be a game designer. 


Anyway without further ado, let's talk about...


The Bones Picked Clean System!


With a lot of work and careful thinking, I've managed to begin to cobble together 2/3rds of the BPC system, a (forever free) system neutral game where you, the players, will enjoy a campaign-based TTRPG miniatures game. This is very much a hideous mix of the original "Ten Dead Rats" game, with lots of work to make it even weirder - it also uses a mixture of "Hail Caesar/Warmaster" and "MESBG" and other games. 

The purpose was to make the game that allows you to easily and without a ton of math, be able to swap from a character in a typical (rules lite) tabletop RPG to a skirmish wargaming profile and then finally a 10mm massive battle profile on top of that. And then back and forth. Other systems, like ACKS, do this as well, but holy shit there's too much bullshit going on there. So much crunch. And there's other mass battle systems but man, they suck. I will never again purchase an RPG that offers stronghold gameplay and then it's like "oh just roll some d10s and you win the battle". 


Enter mighty Cona- I mean the BPC system, which is there to resolve all of this. It's also (I personally believe) flexible enough to be a way for players to also do something a little Dwarf Fortress-y or Dungeon Keeper-y. You want to be a bunch of Dogs of War-type mercs? The BPC system has you good. Or so I like to believe. No, I know with a capital K. It's going to be a masterpiece for anyone with a lot of miniatures. 


Anyway, that's all for now, just the introduction. Kharmlund #6 will be up in a week or so. 

Saturday, 9 December 2023

Kharmlund 5: Loredumping and Munchkinery, meeting the Byzan of Newforge.

It's another day before Kharmlund once again begins play, and I continue to be extremely late on my session reports. This session report in particular is for a session from almost exactly two weeks ago, but I just haven't had the time or interest in updating it. Mostly it's the fact that I didn't get the map for the players updated at this time. 

Anyway, Kharmlund 5: Loredumping and Munchkinery.

Our Players...

Ildaberd played by anon.

Turk played by anon.

Talci, played by my girlfriend. 

Nibbles - DMPC

Lemmy - DMPC.

Begin

The party began by assembling as they do. Carousing tables all, and mostly bad things. Talci's absence was explained by being turned into a pig for the last two months and now a little annoyed at the whole affair. Turk accidentally burned down a tavern, and Ildaberd joined a spider cult.

Fun.

They also were joined by Nibbles and Lemmy, Nibbles dressed well and about the same as before, and Lemmy now kitted out like he'd been reading the Byzan equivalent of Soldier of Fortune Magazine, so picture equipment with too many slots, useless ornamentation on the hilts of weapons, things like that. His entire loot spent, he needed to go back in there. Guy needed to get himself, I dunno, a scope for his crossbow he was definitely going to buy one day. 

Into Kharmlund

Party made it to Kharmlund just fine, and then decided to forgo much searching and to look for an entrance to "Newforge", the bastion of Byzan power in here since the forges fell. And they didn't have to look far, since they'd accidentally found an entrance (near the spider orb of hell room, just south and a little bit west from the tiny goblin brewery) to the underground settlement.

Traveling there without issue, the party were accosted by guards hiding behind false walls, spears pointed at them like a thicket. They explained they were adventurers and that they'd heard Yoki, the Legate of Newforge was looking for skilled adventurers, and such. 

After some discussion, they were allowed in, warned they'd be getting watched by the Vulpes- the Wolves, think secret police, elite scout, etc of the Byzan army, but could explore freely. 

I've provided a map of Newforge below. The party, before running into anything resembling the Legate's quarters, found a fairly squat, bunk-heavy area of underground rooms filled with working peasantry, grim soldiers, quiet slaves, busy workers. They found evidence of piped in running water, free to anyone who needed, and they found evidence of, at the very least, semi-frequent cropcrowing, although very similar to the kind of fare you'd see in Dwarf Fortress. The Arin-Vosdht(Orcs) were getting used to mushrooms, it seems! 

 


 

And then off they went to Yoki's quarters. Yoki is, despite being the head of a primarily Orcish settlement, as the Byzan empire are Orcs, a human male fighter, the chaddiest of race/class combos. Yoki lives in a very, very nice place and it's right next to a heavily guarded door, and among a massive pile of treasure, magic items, and Kharmlundian curios. A friendly chap, he took the invitation more seriously and assumed the party was there for some free citizenship in the (still, for now, who knows) largest Empire there was and ever had been. 

Now it's important to understand why a human would simp for the Byzan, and why that's so odd. Here's some facts about the great Byzan empire. 

When they conquer an area, they typically rename the people from whatever they call themselves, to a version of themselves in their own tongue. So the Dwarves are called Basht-Vodsht, or, "Mountain-Men" and so on. Most people chafe under this, but they really chafe under the nightmare construct known as the Byzantown, which is a multicultural society free of hate*, in these places, the various peoples are placed, given jobs, educations (careers typically useful to Byzan military needs like engineers) and stripped of useful identities. Voshdt(people) are typically allowed to choose parts of their own leader, but make no mistake, every Byzantown is run by a Legate(military governor, basically), which reports directly to the people in the Capitals of Arin, the homelands of the Orcs. That's not a typo, there's been some issues on where the real centers of power are, now that the forges have fallen. 

Yoki is the first human Legate, and he earned this position by leading a hundred and twenty five Arin-Vosdht survivors: slaves, plebs, patricians, etc from the smoking ruins of the qephom forge as it was cursed five years ago. He took them to Kharmlund, and helped settle it, keep it safe, and organized, and was generally well-liked enough that the Patricians finally decided that race-gating(in this one instance) the levers of power was maybe not the vibe, as the zoomers say. 

Yoki is understandably one of the first people to actually benefit from more than the cleanliness, law and order (cue Life of Brian scene here) and actually see his ambition rewarded, and he's full-on on the Empire train now. He expects that this crisis will end, the forges will be un-cursed, and a new, changed empire will lead the Voshdt of the world into a new empire.

The party almost unanimously decided he's a retard, so I may have not done a good job of showing that Yoki does have a point, since, if a system rewards you immensely, even if it sucks, you tend to support the system. When asked about the Forgecursing, Yoki had no information for the party. He was there, shit went bad almost instantly, and the few scraps of information he could muster means that it's world(when Yoki says world, he means Empire) wide. There is also talk of an "invasion" far to the north, from beyond the icewalls that, as legend tell, sealed around the lands that are known. Who knows?  The point is, help isn't coming, and Yoki is looking to become the help for everyone else. This empire isn't dead yet damn it, and even if he has to declare himself Khulmar(Emperor) well he um haha nevermind that last part. 

He gave them more information on the various other major factions that populate Kharmlund. 

First, there's Kurhgan, the Bandit king. He definitely is the guy resetting and laying new traps everywhere, and he does want any and all magical items. An attempt to raid him with a war party lead to what I described to the players as "dungeon vietnam". The guy is entrenched and only his men know the tripwires. Killing Kurgan and bringing back his head? That's how you get the massive treasure hoard he had in his quarters. 

Ratmen are an unknown. They swarm and they attempted to destroy the Newforge once. The attack lasted nearly half a year, with seemingly endlessly replensished chittering ratmen swarming but also literally incapable of learning tactics of any kind whatsoever. But the endless numbers worked against them under a Vulpes agent was able to turn them against each other - with absurd ease, I might add, and the attack fell apart in hours. 

The tainted area is a nightmare hellzone. Every single faction, as far as Newforge knows, has sealed it off in some form or fashion. It's filled to the brim with moon-haunted, people cursed into the mad slaves of Lund, the moon(the moon is evil in this setting). There's been attempts to purge it - these have never worked. They take prisoners. Those prisoners then show up as more moon haunted. It's a problem. They can't be reasoned with. They are innately hateful. Communication seems impossible.

There's some discussion with them about heart theory, something that the Solarguard believe in - they claim that Lund-tainted areas are controlled by these odd things called hearts, and destroying them removes the taint. They also believe that hearts exist every where, buy Yoki reminds the party that the Solarguard were, before the cursing of the forges, a bunch of religious extremists the Empire was "getting around to" exterminating before bigger issues arrived. He also has a massive lump of Solargold in his study, and the party did mention that Vandus would likely be returning in search of it, since he was interested overall. Yoki also attempted to pay the party to kill someone who was rousing up the workers, forming something called a "union" but the party wasn't interested. 

Talci wished to speak to a moon-haunted. It was not really useful, they look like the moon-burnt, but their eyes are replaced with obsidian polished black orbs that constantly leak blood(?) and they jabbered incoherently, seeming to know Talci but having no ability to communicate what that meant or why. Then the party realized they'd spent basically the entire session more or less grilling someone like it was a goddamn bethesda game and needed to make some money, so they decided to go smash up the goblin brewery. Why the fuck not? Although, smash up isn't the right word.


Basically in an act of extremely based DnD play, the party drilled a hole in the door, stuck a magic stave through, and fired a lightning bolt into it. Since the room is half the size of the projectile, they barbequed everything inside, took the gold and left Kharmlund about 300 or so GP richer.


Christ on a cracker. It took five sessions to turn them into literal sociopaths. 


There was some leveling once they made it to the settlement of Lester's Folly safely and I closed the book on a session that had more roleplaying than I've ever seen in a game of DnD. 


Anyway, until next time, cheers!

 


*by the point of a sword. You will not be racist against elves, Dwarf, or you will be hang from a gibbet. 


One- Round Combat Playtest report!

The first playtest has been completed. And here are the notes for how it works. Please see the previous post, but a quick recap is as follow...