Showing posts with label Fifth Age. Show all posts
Showing posts with label Fifth Age. Show all posts

Thursday, March 13, 2025

Dragonlance: Thirteenth Age

Here's an idea, combining two of my favourite role-playing games.

It's completely untested; we're learning as we're doing. Let's go!

Let's first of all generate the Icons we're going to use for this hypothetical campaign. We'll arrange them in the traditional three-by-three "alignment" grid, and for this purpose nine Icons work well, but there's no reason you can't have fewer or more.

Then we'll draw our Icons from the Fate Deck, like so:


I like the idea of drawing "in order" rather than shuffling them around to fit, but that's the Old-Schooler in me; if a "good" character is sitting in the Chaotic Evil spot, then that's interesting and worth exploring. The Icons don't necessarily map to those alignments, because neither 13th Age nor Dragonlance: Fifth Age really have alignment in the exact same way D&D has, but if it's useful to think of them, um, aligning in that way, then go ahead.

(The DL5A cards have black, red, or white icons that map to the good, neutral, or evil factions/moons/wizards; you can use these as a guide.)

The characters on the cards can be the actual Icons if you want -- which would make for an interesting alternate Dragonlance setting -- or they could be an example -- eg, Chot stands in for a generic Minotaur Warlord Icon, or Goldmoon is the Barbarian Priestess or something -- or it can be someone completely different that just shares those personality traits, or it can be any combination of the preceding. Go wild.

Make a note of this Icon grid. Maybe take a photo. Those cards need to now go back into the Fate Deck.

Icon Relationships

Now we have our Icons, player-characters can define their relationships with them. This can be done as normal, with starting PCs spending up to three points on positive, conflicted, or negative relationships with Icons of their choice. Those definitions should be obvious, but if not have a look at the 13A Icon rules.

(13A has limits on how to spend the points, depending on the alignments of the Icon and the PC, but I'm ignoring those as I don't like them. If you want to put all three points into a negative relationship with an "evil" Icon, go for it. The 13A limits can be seen at the above link if you want to use them.)

"Rolling Relationship Dice"

As a GM, use a PC's icon relationships three different ways, just as in 13A:
  • At the start of a session to generate ideas about which Icons will be involved in that session's events.
  • During a specific important event or moment, to determine if an Icon is involved, or if the PCs can get an advantage or assistance from an Icon.
  • As a "sting" to see if an Icon is somehow involved with a "random" plot event.

Each player draws cards equal to their points with the relevant Icon:
  • If the suit matches that of the Icon, then it provides an umambiguous advantage or benefit, the 13A equivalent of a 6. Unless it is a Dragon card.
  • If the card is a Dragon, then it is advantageous as above, except there is also a complication, like an obligation to a "good" Icon, or unwanted attention from an "evil" Icon. The equivalent of a 13A 5 result.
  • If the card drawn is the Icon card itself, then the Icon makes a personal intervention! Let's call it a 7; in 13A the Icons are not really supposed to appear in person, but drawing the Icon's actual card seems like it should warrant a special effect.
(The probabilities are a bit lower here than in 13A but they are not massively off, and the addition of the third, "7", result feels like it balances things. A bit. Ish.)

Combinations of results are allowed and encouraged! A 5 and a 6 is interesting, a 5 and a 7 even more so!

I think cards should be shuffled back into the Fate Deck after each Icon "roll", or at least after each player has had a go, except perhaps with the exception of any direct interventions, but this probably requires testing.

Changing Relationships

When a PC gets to Hero reputation -- 16 to 21 Quests -- they get an extra relationship point to spend. They can also switch an existing relationship point to a different or new Icon, as long as it makes sense within the context of the campaign.

At Archetype -- 29 Quests! -- reputation a PC again gains a new relationship point and can again switch one point around. At this stage a single relationship can be increased to a new maximum of four, to reflect the PC becoming a VIPI.

(A Very Important Person Indeed!)

Tuesday, August 01, 2017

Hashtag and Eggs

Oh okay then, let's have a look.


I'm not going to do one a day; no one wants to see that. Let's bash through the whole lot in one fat hit.

Here we go!

1. What published rpg do you wish you were playing right now?

What, right this moment? I'm okay thanks. I like games but I don't want to be playing every moment of every day, like some sort of...

Oh.

I want to play Mutant Year Zero. It's been sitting in my reading pile for a year or so but I haven't got it to the table yet.

2. What is an rpg you would like to see published?

I may write a longer blog post about this but I think it's fascinating that computer rpg series like Final Fantasy spit out a complete ruleset and setting every couple of years and then move on; would anyone buy or play these games if they were released as tabletop rpgs? I would be interested, at least.

3. How do you find out about new rpgs?

I don't follow any news sites or anything like that, so I tend to pick up on new releases when people get excited about them on Google+.

4. Which rpg have you played the most since August 2016?

I am a sad loser and I have logged everything I've played and because these things are true I can tell you that it was the Frankenstein patchwork d100 game I used to run The Dracula Dossier. Thirteen sessions in all.

5. Which rpg cover best captures the spirit of the game?

That's a great question. I can think of lots of covers I like but do they capture the spirit of the game? Fifth edition Call of Cthulhu has a wonderful cover but I don't think it's indicative of how the game plays, as such.

Of the games I own, I'm going to go with the second edition of Shadowrun; it's not the best image in the world -- the composition is a bit flat and that drain is given so much prominence that you'd be forgiven for thinking it's a main character -- but does a great job of showing what the game is about.

6. You can game every day for a week. Describe what you'd do!

Assuming I've done all the preparation and I'm ready to go, I'd probably try out a bunch of games and play a different one each day. Maybe two a day, one after lunch and one after dinner.

I know. Rock and roll.

7. What was your most impactful rpg session?


"Impactful" is a horrible word. Eurgh. Stop it.

Anyway, probably the most influential -- much better, see? -- session was the first time I played Call of Cthulhu. I'd played other rpgs before that, and it was Shadowrun that probably got me hooked, but that first CoC session was a profound and enlightening experience.

8. What is a good rpg to play for sessions of 2hrs or less?

"2hrs"?

Good gravy.

(Mental note: stop being an arse.)

Anyway, two hours doesn't seem long enough to get going, once you've taken into account making the tea and moaning about what the Tories have done this week, but I'd go for something quick and easy, like Fighting Fantasy. I imagine you could rattle through a lot of content in two hours with that game.

9. What is a good rpg to play for about 10 sessions?

Most campaigns I run last about ten to twelve sessions, so the easy answer is "any of them" but that's not very helpful.

There's a suggestion in 13th Age to run a campaign in which everyone gains a level with each session and characters have ten levels in that, so you get this focussed and neat sort of "zero to hero" thing. I don't know if that means 13th Age is a good rpg to play for about ten sessions, but I'd like to give it a try some time.

10. Where do you go for rpg reviews?

Reviews from R'lyeh is good, as is tenfootpole. Ramanan Sivaranjan knows what he's talking about, and I will always pay attention to what Patrick Stuart or Zak Smithsabbath like, although our tastes can often vary.

11. Which "dead game" would you like to see reborn?

TSR's Saga System -- the one with the cards -- was ahead of its time and had a lot going for it, but died when TSR did. I'd love to see a new version.

12. Which rpg has the most inspiring interior art?

Death is the New Pink or Troika! because Jeremy Duncan is a genius. So are Jez Gordon and Zak Sabbathsmith, but I don't think there's a published rpg out that features their work. Yet.

(I also have some pictures in DitNP but if you're looking at my stuff instead of JD's then You Are Doing It Wrong.)

13. Describe a game experience that changed how you play.

I was going to blog about this. Maybe I did. I'm old and can't remember everything. Hrm. It was when I was running The Enemy Within II: The Enemy Within and the Temple of Doom and I noticed that WFRP2 sort of expects you to build non-player-characters according to the same rules as player-characters and I remember thinking "no, I'm just going to do what I like" and made up the statistics.

It's sort of obvious and everyone else has probably been doing it for years but it had never occurred to me before and now I do it all the time.

14. Which rpg do you prefer for open-ended campaign play?

I'm not sure how to answer this one because every open-ended game I've played has fallen apart at some point. I would imagine that the best sort of rpg for this kind of campaign would be something where characters don't change much in terms of power level; perhaps something like basic D&D, the Chaosium d100 rules, or Traveller.

15. Which rpg do you enjoy adapting the most?

I don't understand the question. Is this asking if I enjoy hacking games? If so, then I don't do it often because if I have to change a ruleset in order to run something then there's a good chance that there's already a different ruleset that's better suited to what I want to do.

That said, I am a big fan of the Chaosium d100 rules and I find them easy to tweak and modify, so maybe that's my answer.

16. Which rpg do you enjoy using as is?

See above. I'll drop rules if they make no sense or slow things down but for the most part I'm not much of a hacker. Fighting Fantasy and WFRP2 are both games that I run without changing much, if anything.

17. Which rpg have you owned the longest but not played?

Probably Lacuna Part 1: The Creation of the Mystery and the Girl from Blue City. I've had it since 2009 and I've never got around to playing it. I find it interesting and I'm excited to play it but I also find it a bit intimidating and all I can imagine is making a right mess of running it.

18. Which rpg have you played most in your life?

Ooh, crikey. I've played a lot of Pathfinder in recent years, and I played a stupid amount of Shadowrun when I was but a wee sprogling, but I reckon it's probably Call of Cthulhu. I've run three big-ish campaigns and have played double figure one-shots.

It may be Pathfinder because that takes ages to play, but I don't like it nearly as much as I like adore Call of Cthulhu and I would be sad if I have played it more often.

19. Which rpg features the best writing?

Small but Vicious Dog.

20. What is the best source for out of print rpgs?

I get mine from eBay because all the shops that used to sell ancient rpg books have closed down around here.

In the brief time during which I lived in Minnesota, the local Half Price Books was like a treasure trove of old rpg stuff, but I wasn't gaming at the time so I didn't pick anything up. Tsk.

21. Which rpg does the most with the least words?

Probably one of these twenty-four hour games or two-hundred word rpgs but I don't think I've read any of them.

Troika! is quite lean but also good. Let's go with that.

22. Which rpgs are the easiest for you to run?

I have no patience for fiddly games any more so I only run games that are easy to run. This is one reason I like 13th Age; for the players it's like AD&D in terms of complexity and options but for the GM it's more like Basic D&D.

The easiest for me is probably Call of Cthulhu because the d100 system is super simple to use, and almost everything is on the character sheet.

Then they ruined it by Pathfindering the seventh edition but I've already moaned about that.

23. Which rpg has the most jaw-dropping layout?

Rifts.

Oh, did you mean jaw-dropping in a good way?

24. Share a PWYW publisher that should be charging more.

I don't know of any PWYW publishers off the top of my head. Lamentations of the Flame Princess sometimes does it but it seems to work for James, so what do I know?

25. What is the best way to thank your GM?

I think it depends on the GM. I always appreciate it when the players tell me they enjoyed the game and would like to play more.

Alas, they tend to tell me this either (a) after the final session of the campaign, or (b) years after the game dribbled away into nothing because of -- I thought -- a lack of interest.

Fist-shaking bitterness and tearful self-doubt aside, it never hurts to just say "thank you, I had fun".

26. Which rpg provides the most useful resources?

What?

Does this mean the core rules, or anything published for it?

I use the d1000 mutation tables from Realms of Chaos: Slaves to Darkness whenever I can, but that's not an rpg.

27. What are your essential tools for good gaming?

Whahuh? These are getting vague and weird now.

A game and some people to play it. Anything else is optional. I mean, it doesn't even have to be a good game as long as you have good people.

I keep thinking of when I played Mutant Chronicles when I was seventeen and it was terrible so we drank whisky as we played and I was sick in a bush.

28. What film/series is the biggest source of quotes for your group?

We don't do quotes. Stupid comedy accents, on the other hand, we do a lot. Comedy German is a popular one.

(Sorry, Germany.)

29. What has been the best-run rpg Kickstarter that you have backed?

The standard for rpg Kickstarters seems to be set so low that "deliver what was promised and on time" is considered some sort of achievement, rather than basic competence. That said, the Mutant Year Zero people know what they are doing and the Hubris Kickstarter was run well.

30. What is an rpg genre-mashup you would most like to see?

I'm not a singer as I lack both the ability and the confidence, and it would probably be insufferable torture to watch in action, like a thousand Frozen Youtube videos in one, but I reckon there's potential in an rpg in which singing is used as some sort of resolution mechanic.

31. What do you anticipate most for gaming in 2018?

That's a bit odd. Why not "the next twelve months" so it ties in with the next time everyone does this?

(Mental note: remember the first mental note.)

Anyway, the thing I'm most excited about is that there will be not one but two new editions of Warhammer Fantasy Roleplay coming out soon. One will be based on the first and second editions and the other will be based on the absurd high fantasy of Age of Sigmar; I'm keen to see both. I have no idea if they will be out in 2018 but let's say they will be just to end this on a positive note.

Monday, November 24, 2014

My Top 10 Role-playing Games Ever (in 2014) #10

A while ago I posted a list of the top fifty role-playing games of all time, as voted by the readers of arcane back in 1996. At the time I promised I'd post my own top ten list but that didn't happen because I wanted to give it a bit more thought. It is possible that I've given it too much thought, as you will soon see.

Anyway, at number ten is Dragonlance: Fifth Age.

No, really, it is.

I suspect that this game was doomed from the beginning. It was always going to be a tough sell even if its troubled publisher didn't implode a year or so after the game's release. Existing Dragonlance enthusiasts were asked to convert to a new -- although not unrelated, as we shall see -- ruleset to continue playing in their beloved setting. Except it wasn't quite the same setting because of a soft reboot killing everyone off and pushing the timeline thirty years into the future, the kind of move that never, ever alienates long-standing fans, honest. Just ask DC Comics. Those who already hated Dragonlance for its infamous railroading, its twee eschatology, and all of the embarrassing dragon sex were never going to be won over by the new game, and as it shirked dice in favour of cards, cynical gamers saw it as a blatant attempt to cash in on the popularity of Magic: The Gathering, a game that was at the time killing the role-playing industry, which is why no one has published an rpg since.

I'm not much of a Dragonlance fan myself -- I read some of the novels as a child, but I got better -- and I've never played the game in its intended setting but even so I like the system a lot. Enough to put it in my top ten, but you already knew that.

One of the main things I like about DL5A is how its components and mechanics perform multiple functions. For example, the player's hand of cards is the engine that drives the game, and it is an elegant and versatile engine, like the [INSERT REFERENCE THAT MAKES IT LOOK LIKE I KNOW ABOUT CARS AND THAT]. The hand size represents the character's general ability, like character level in D&D, and increases in size as the character completes adventures, giving them more options when they need to complete a task. The hand also represents the character's health, with cards being discarded -- and hand size decreasing -- to absorb or deflect damage. Yes, it's not much of a leap from how D&D levels are associated with hit dice and how hit dice generate hit points, but putting all of that in a set of cards held in the player's hand rather than in a set of numbers on a piece of paper lends it a pleasing tactile immediacy.

The cards themselves take the place of dice with their values added to a character's statistic and the total compared against a target number, but there's more to them than a simple numeric value. Cards are organised into suits and certain suits work better for certain tasks or with certain statistics, giving the character a bonus when those synergies come into play, the rough equivalent of a critical success or an exploding roll in Savage Worlds, except with a set of cards there's an element of planning for success more akin to the spending of action or story points in one of those fancy story games the cool kids bang on about.

Cards are also divided into black, white, and red types -- matching the three moons and three wizard groups of the setting -- allowing for positive, negative, and neutral readings or even something as prosaic as determining which moon is in ascendance, if you're playing in the stock setting. Each card also features a description of a personality type, a feature that has a bit of the feel of a cheesy inspirational poster to it -- it is Dragonlance after all -- but is nonetheless useful for determining non-numeric details in the game; flirting with a duchess at a ball may succeed or fail based on the value of the cards played but the duchess' personality -- beyond her susceptibility to flirting -- can be generated there and then by one of the cards played to woo her. Is Duchess Siebenundachtzig clever and demure or belligerent and hungry?

The game doesn't just switch cards for dice; it makes the cards earn their place by providing all sorts of different options for task resolution, character definition, and storytelling. It's strong design rather than the half-arsed gimmick it could have been.

I also like that the mechanics are player-focussed. For example, when a player-character attacks an orc the player, er, plays cards to hit the monster; when the orc hits back, cards are played to avoid the attack. I've seen lots of praise of late for Monte Cook's Numenera taking this approach but DL5A was doing it in 1996. To be fair, even Pathfinder has had official rules for something similar for at least a couple of years but Pathfinder isn't -- SPOILERS -- anywhere near my top ten, so we'll just note how much I like player-focussed mechanics and how they let the gamemaster get on with running the world rather than the rules, then we'll move on.

The game takes an abstract, story-based approach to money and equipment -- rather than waste game time on shopping, characters are assumed to have what would be reasonable for them to have -- and to experience too, with characters increasing in ability upon the completion of an adventure rather than through accumulation of points. I don't think it's an inherent improvement over keeping strict records of every copper piece and experience point but it is the kind of laissez faire approach I favour when I run games so it's good to see in a rulebook from TSR of all people.

Of course, DL5A is by no means perfect. Few things are, aside from banoffi pie and John Carpenter's Halloween. The game's freefrom magic system is flexible and rewards inventiveness -- and seems a little inspired by Ars Magica but I may be way off, having never played that venerable game -- but is also a bit vague and more practical guidance would be useful. At the same time it's full of arbitrary restrictions left over from the setting's origins in AD&D; if a spellcaster can generate a fireball then they can't also heal the friend they caught in the blast, because those are different types of magic even if the old arcane-divine divide doesn't exist as such.

(It can become a bit of a philosophical rabbit hole if you let it. A wizard can't cast healing spells because healing is a life effect and wizards can't affect life forces, but blowing someone up with a fireball is affecting their life force, isn't it? ISN'T IT?)

The game also suffers from some wonky maths here and there; for example, by the rules using a sword to hit a cave bear is an epic feat equivalent to defeating the setting's Satan analogue in single combat. Oh dear. That said, the game's glitches are minor and a couple of sensible house rules fix them. Indeed, the core system was used again for the Marvel Super Heroes Adventure Game in 1998 and tweaks were made to alleviate some of DL5A's rules problems, amendments that can be transferred over to the original game with little difficulty.

A revised or second edition of the game -- perhaps divorcing it from the setting -- would have been welcome but TSR's demise and the arrival of D&D3 put that out of the question. As far as I know it hasn't been cloned and I imagine the big obstacle to doing so would be the deck of cards. I have seen similar systems -- such as Tab System Classic -- that have used standard playing cards but that approach misses the extra functions of the deck and doesn't show all of the game's strengths, of which it has many. Those many strengths are why Dragonlance: Fifth Age is my tenth favourite rpg ever. In 2014.

Next: two dice, a pencil, and an eraser.