Showing posts with label Project P. Show all posts
Showing posts with label Project P. Show all posts

Monday, July 29, 2024

[Depths Above][Pain RPG] Character roles

 

Or classes. Or whatever.

Yup, the game will (probably) be named Depths Above. Because there will be (almost) no City anymore.  

So, here's the list of all weirdness that will be available for the players:

  1. Bone Mystic
  2. Death Cultist
  3. Doomed Pilgrim
  4. Failed Prophet
  5. Godless Priest
  6. Labyrinthian
  7. Lucid Dreamer
  8. Masterless Guardian
  9. Moth Sage
  10. Nemesis
  11. Questing Artisan
  12. Repentant Sinner
  13. Rogue Tinkerer
  14. Spirit Hunter
  15. Unmasker
  16. Vermin Spy
  17. Wall Listener
  18. Wandering Chronicler
  19. Wayfinder
  20. Xenologist

Saturday, April 27, 2019

Perilous Frontiers - some changes in the idea of the booklet


So, can you spot the difference? Probably not, as you must click the image to see it.

If you ever used any of my releases, you probably noticed that they are extremely raw in terms of form. Little or no artwork, dry descriptions, very informative tone. To be honest with you, I still suck at English and I don't feel comfortable with procuring any lengthy descriptions. Also - I just like it the way it is. No bullshit, 100% creative content. You don't need to pay extra for pages full of meaningless garbage.

Numero due - there are fuckloads of game systems, rulesets and so on. Even the percentile ones (if you're unaware - the whole "Perilous" family is NOT about yet another clone of the Original Game). Even though Perilous Ages was more or less "complete", I do not think it's a complete rulebook. I suck at rulebooks - moreover - and when I managed to assemble the whole BandB game, I was totally drained of the creative energy. For weeks. Even though the feeling of getting job done was absolutely amazing. That's why I dropped the idea of creating another complete rulebook.

What does it mean for you - the potential user of Perilous Frontiers? Most likely nothing. Or even it will make the book better, as sometimes I get tricked by myself and constrained by some (imaginative) barriers or requirements that new release must meet. And - obviously - more constraints mean less fun from the creative process. And I want to have fucking fun from writing new stuff. Having fun is the most important thing that should come from any hobby. Because it's a hobby, not a fucking day job. Even if I work on board games as my day job.

If you're not familiar with the Perilous Ages, which will be the basis for the Perilous Frontiers, you can grab it here. Also, I've set a 50% discount to make it easier to get the copy :)

Monday, March 11, 2019

[whY] The Void Moth


This entry, although it depicts a monster from whY setting, also brings to you a sneak peak of the game mechanics that will be used in the game. Of course, it's the same system I've presented to you as the Perilous Ages game.

Type: Demon
Rarity: Unique

STR: 57%
DEX: 91% Inhuman+3, Flying
CON: 49%
INT: 66%
LCK: 89% Blasphemous
WIL: 34% Immunity
PER: 66%
LEA: 45%

MELEE: 69%
RANGED: n/a
DEFENSE: 76% Dodge while Flying
VP: 147

Weapons: Bite d6+1+2 Poison (Paralysis + Insanity)
Armor: 4 Magical
Other Traits: Arcane 99% Stealth 89% while Flying, Invisibility Aura (d4+2 minutes)

More classic stats:
HD 10, AC2, Movement 24 Flying, poisonous bite (sv vs Magic or paralysis for d4 hours)

Friday, March 23, 2018

Perilous Frontiers!

Clicky!

So, I decided what to do next. Perilous Ages in Outer Space!

What you can expect from it:
  • Percentile, skills-lite mechanics;
  • Gritty critical hits;
  • Gonzo space monsters;
  • Random tables (I absolute love making them);
  • Huge delays of the release date and lots of empty promises!
Most likely I'll transplant some ideas and lists from the Bandits and Battlecruisers (I'm thinking about the monster creation and keywords lists).

Still I don't know what to do with the sector creation and space travel rules. I don't want to fuck you right in the wallet for transplanting these things over and over, from Terminal Space, through Bandits and Battlecruisers, into this project. And I don't have any ideas how to do it differently (actually I *do* have one idea but I'm not sure if it will fit), also, all these endavours  are very tedious and time-consuming.

Thus, most likely I will skip all these aspects of the game, just to focus on more planetary actions this time.

Or maybe you have some ideas how to figure it out?

Wednesday, July 5, 2017

Perilous Ages - another review


I just found a review of the Perilous Ages, written over a year ago. Yeah, sometimes my google-fu sucks alot...

This game is not complete but it's 'rules-enough', there to be ruled. It's tough to produce a pleasing game in this style and still rein back on adding more details at the design stage but Albert has tastefully avoided rules-bloat and delivered a bold intriguing ruleset.
Refreshingly different for the OSR (but yet familiar) and inspiring.



Charon Prime - versions of the game


Previously, I wanted to make the Charon Prime standalone supplement, compatible with 0e and clones. However, now I plan to create two versions of the game. First one I want to do is a complete game, compatible with a ruleset already used in the Perilous Ages. Second (which I guess will be much more popular), will be of course compatible with most OSRish games / rules systems / whatever.

You probably wonder why I decided to create a version which most likely will be unpopular, plus will require much more time and effort to complete. The answer is simple - I want to run the game this way. Simple :)

I guess the next question is when - I do not know. Usually I work on several projects at the same time, which is not good in terms of publication time but - for me - is much better than focusing on just one setting and burn out relatively quickly.

More info soon. Next time, with more content.

Thursday, April 27, 2017

Wednesday, June 22, 2016

Perilous Ages out now!


Perilous Ages, my non-DnD simulacrum, has been released, both in print and PDF.

Once again - please note it's not another D&D clone - in this project I tried to emulate the vibe of the games from the eighties, with all their quirks and drawbacks, including really ugly appearance.



Tuesday, June 21, 2016

Perilous Ages progress report


Well, I hope it's the last one.

After almost three years of much delayed development, I'm near the end of the creation process. In fact, only equipment prices + some kind of a preface is left, so most likely I'll release the game within the next few days.

Monday, June 20, 2016

Perilous Ages: Cryptic notes


This project is still alive and writing is coming close to an end. Here is one list of random goodness from the game - the cryptic notes. Roll 1d8:

1. "If you are reading this, it means I'm already dead. Our treasure and all my life's savings are hidden in the Crow Tower. You know where to find it." 
2. "Transmigration spell worked as intended. Old bishop is now trapped in my decaying body and I took his place. Our cult will flourish now." 
3. "Last night, I've found the strange, silver door in the cavern beneath the city well. Further investigation required." 
4. "Secret password to the Inner Circle is RAT PRINCE. Remember to burn this message after you read it." 
5. "I've hidden it on the local cemetery, under the statue of Saint Volic. Be hurry, they know about it." 
6. "Ship will come in six days. The Golden Hand is onboard. Retrieve it and unleash the wrath of the Saints." 
7. "Gathering of the Wolf Sons will take place during the next fullmoon, near the old well. I cannot attend this time." 
8. "I don't think I'll last long, the sickness is slowly killing me. King's Sigil is still in my possession but I'll give it to you once we finally meet each other. Tomorrow, on the White Bridge. It's our only chance."

Sunday, October 11, 2015

Diamond Diceless on one sheet!


Nothing really new since I mentioned this mechanics for the first (and only) time, except some additional traits. Still, I do believe it should work! I hope that I'll test it soon.

Most likely I'll add some additional information in the future but right now I'm not sure what else can be done. Traits are pretty obvious but the interpretation of exact functions of things such as Low Magic, High Magic or Spirit-bound is up to you. Of course I have my own vision of these things but I'll explain it a bit later ;)

Full-size preview is required :)

Saturday, October 10, 2015

Perilous Ages progress report


It's been a while. But it's really good to be writing again. And it's really good to still remember what must be done, despite the fact that so many monts had passed since I touched this project for last time! Without further ado, here's what I managed to do:
  • Stat blocks for the NPCs are finally done. I removed two of them, namely the Caravan Guard and Caravan Master, as any soldiers / mercenaries may carry these functions. I've also added the Plague Doctor. Creating these stats was a real pain in the ass and I thought I'll never complete it. But today I sat down and just did it. It took me over three hours of continuous work to finish remaining 25+ blocks;
  • Started to work on some loot lists. Nothing really fascinating about this part but it's not as tedious as the previous one;
  • I've done some formatting of the text, as usually I do it during the writing process, not after it. I know it's not very good idea but I realized that it's the only way I can do it.
What is left to do, what bothers me now and what will be ignored:
  • 25 random tables? 25 pretty complicated random tables? I think it may be another wall on my way to complete the game;
  • Castle generator. I just noticed that entry at the end of the random tables file. Fuck, I have no idea how to make a random castle generator! But it's rather neat idea and I'll try to create it;
  • Despite the fact it's rather medieval setting, probably there will be no rules about the mass combat, such as huge battles, sieges etc. I don't have any idea how to create such rules. In my games, all big battles were played almost without any dice rolls. Just decisions of players and lots of thinking about all variables;
  • Booklet size. Initially I started to prepare the files to fit the A5 format (damn me, fucking European! ;) ) but probably I'll reformat it to fit the bigger A4. Why? It's really simple - it will be much easier for me to print it, bind and use during playtesting. Which is my last concern right now...
  • Yes, playtesting. I'm not sure if I'll find anyone to test this game. My gaming circle is totally shattered right now - I've run only one game this year and lost contact (or interest to contact) with most of my players. But probably I should be able to get at least two people to test the game with them. And it should be enough.
Pretty big wall of text about the potentially dull and unplayable game :D

Further reading: #1 #2

Thursday, September 4, 2014

[Repost] Perilous Ages: Men at Arms and Ordinary Folks



Here's the list of all NPCs that will be included in the Perilous Ages book. Writing their stat blocks is really, really boring and I'm unable to make more than 3-4 of them per day, so it will take a while to complete the game.

Alchemist / astrologer
Archer, common
Archer, elite
Assassin
Bandit, brigand
Bandit, common
Bandit, leader
Beggar
Caravan guard
Caravan master
Cat burglar
Craftsman
Crossbowman
Entertainer
Executioner
Flagellant
Grave digger
Guardsman, city guard
Guardsman, gatekeeper
Guardsman, jailor
Guardsman, lookout
Hermit
Innkeeper
Knight, mercenary
Knight, Raubritter
Knight, templar
Knight, typical
Laborer
Merchant, major
Merchant, peddler
Monk, ordinary
Monk, prior
Noble, petty
Noble, prince or duke
Noble, royalty
Peasant, ordinary
Peasant, rebel / enlisted
Pickpocket
Priest, bishop
Priest, ordinary
Priest, village
Prostitute
Sailor
Seer
Servant
Slave
Slaver
Soldier, captain
Soldier, common
Soldier, spearman
Soldier, veteran
Student
Tax collector
Teacher
Thug
Wench

Well, contents of this list caused the huge delay with completing the game. Creating stat blocks is a really tedious task... Now I'm forcing myself to finish it but there are still about 40 entries to make...

Wednesday, September 3, 2014

[Repost] Example of a random table from the Perilous Ages



Another repost from the past. This time - a random table, one from many tables I want to include in the Perilous Ages booklet. Of course this table may be useful in many different games, so feel free to steal it if you want!

One of the random tables from the Perilous Ages - nature of the holy relics. Roll d100:

01- evil / blasphemous relic
02-05 - pagan / cursed relic
06-13 - desecrated relic
14-37 - false relic
38-97 - "ordinary" relic
98-00 - one of the holiest, most important relics known

Tuesday, September 2, 2014

[Repost] List of random tables for Perilous Ages



With some help (thanks, guys!) I managed to expand the list of random tables that will appear in the Perilous Ages rulebook. The list is not final - actually, I hope that I'll be able to add even more tables. In alphabetical order:
  • Assassination attempts
  • Bandits
  • Bizarre deaths
  • Bribery complications
  • Brothel "adventures" and mishaps
  • Carousing (will try to not steal ideas from Jeff's version!)
  • City scum
  • Effects of the "magical" potions and elixirs
  • Embezzlement complications
  • Epidemics, plagues and disasters
  • Execution methods
  • Execution mishaps
  • Heretical thoughts
  • Mercenary complications
  • Mutilations
  • Peddlers
  • Prisons
  • Relics
  • Relics - their nature
  • Religious visions
  • Strange ideas
  • Veterans
  • Why they abandoned it?
Plus - of course - several tables of rumors and random encounters (I love making them so expect lots of entries!).

Monday, September 1, 2014

[Repost] Introducing Perilous Ages



This post was originally posted on August 8 2013 on nuked Perilous Path blog. I decided to repost it to give you more info about my Medieval Fantasy Non-D&D Simulacrum.

Well, this time everything started with a... cover image! Last week I saw this amazing piece of art in the art gallery in Cracow and immediately I thought "damn, I need to make a new game, just to use this on the cover!" So I decided to mix the ideas from the Perilous Path (game mechanics) with the form of my Towers of Krshal (almost pure content, lots of random tables, no bullshit). Also, I'll try to add some commentaries about using this or that but I'm not sure if it's good idea (I love when people interpret things in many different ways and such commentaries can ruin that "open end" of the game).

Things I want to add to the game:
  • Rough sketch of medieval-ish setting (or maybe only a map, without any background);
  • Lots of rumors, helpful in creating an adventure / world backgrounds. Probably they will be divided into several groups;
  • Almost no magic nor mythical creatures;
  • Lots of random tables (mercenary creation, mutilation, random treasures, assassination attempts, false relics, execution mishaps and much more);
  • Social Status as an important factor during both character creation and the game;
  • Only three main character classes but lots and lots of occupations;
  • Rules for oppressing the peasants!
I don't know how long will it take me to complete the work (I can't tell anything about it, as time needed to complete my already done projects varies from 3 days to ten or more years) but if you're interested I will post here any updates.

Saturday, August 30, 2014

Perilous Ages!


Essentially this is a repost from the Google Plus, with some additional comments, ideas and news. I almost forgotten about this game!

I was digging through my own OSR-related stuff, such as unfinished Underworld Kingdom volume, Krshal scraps, BandB additional content and so on. And suddenly, I've found something amazing. Absolutely outstanding painting by Polish 19th century painter, Anna Bilińska. Moreover, I already created a book cover from it.

I already mentioned the Perilous Ages, over one year ago. After that time, little progress was made. However, it doesn't mean that game is still only a sketch - I managed to finish it in about 60%. I must create about 45 stat blocks, several treasure list and countless random tables and game should be ready. Also, I had some news about the game posted on now-defunct Perilous Path blog but I forgot to repost them here. I think that they should reappear in the near future.

If you want to read more about the game mechanics, click here and here.

Tuesday, January 7, 2014

Introducing Diamond


I'm not sure if I mentioned it before but in 2013 I ran a few Perilous Path games, all of them with only one player (my girlfriend, Natalia). As we played only during some "wilderness" trips (actually not very wild, but...), we used one of my favorite set of rules, which is... no rules except GM's decisions! And it worked pretty well.

However, about four months ago I decided that some kind of rules actually may be helpful - just to keep track of character's progress. And due to the wandering nature of our game sessions, it had to be diceless.

Instantly I began to think about some kind of a clone of the game with name of the castle in its title. And castle's name is the same as the common name of the fossilized tree resin :) Unfortunately, I got stuck with its most basic component for over one-third of the year.

For over four months I was unable to simply create a decent set of... basic attributes. I didn't wanted to simply rip off the original four stats, as I avoid direct cloning of the ideas. Also, I thought that despite their work perfectly for demigod creatures, they will be somewhat incomplete for (more or less) ordinary mortals.

Yesterday the enlightenment came. Of course, during the shower (gushing water is my usual source of good ideas :D). Yesterday I finally managed to figure out the five main attributes. And here they are:

STRENGTH | DEXTERITY | ENDURANCE | MIND | POWER

Strength depicts raw physical power.
Dexterity combines both manual ability and more general agility and grace.
Endurance in most cases means the durability of one’s physical body, his/her ability to withstand pain, fatigue and other negative factors.
Mind combines intelligence, cunning and willpower.
Power is a bit tricky, as it contains both combat skills and magical / mystical abilities, as well as any kinds of extrasensory perception.

Most humans have their attributes between 10 and 50. Heroes from the ancient past (and experienced PCs) could have some of their attributes as high as 70-100. Most powerful mythical monsters may have some of their stats even at 250, while gods can attain even higher numbers.

How to use the Power stat?
It's simple, at least for me (but may be bit harder to explain) - in combat, Power attribute may be used combined with Dexterity or Strength, or even both of them.
For magic, Power should be used mostly with Mind, but in some cases Endurance is important as well.

Well, that's all for the moment. I think that players will get 100 character points to distribute amongst the attributes, plus of course some extra points to spent / gain on additional features (I'm currently thinking about them so expect some examples... soon).

Tuesday, September 24, 2013

[Repost] Perilous Path - thoughts about magic



This post was initially posted on now-defunct Perilous Path blog. As I mentioned it here, I decided to nuke it to keep all my posts and ideas in one place. 

As I mentioned before, there will be no strictly "magical" character classes and anyone may be able to learn magic. Contrary to D&D , I don't want to make magic as simple, common and accessible aspect of the game. Here are some basic thoughts about magic in Perilous Path. Note that some of them may be incompatible with each other, mostly because I'm not sure which version should I pick.

  • Different levels of the same spell / enchantment, similar to ones used in MERP (which was one of my main inspiration in late 90s).
  • Lots of "natural" magic, such as gems, herbs and body parts of magical beings.
  • Lots of enchanting, magic requiring components (see above).
  • Magical Talent stat will be essential for spell effectiveness but Willpower checks will be required to succesfully cast a spell.
  • Many spells will require appropriate preparations and rituals, so there will be little "instant effect" spells.
Here is an excerpt of the rulebook, covering the Arcane Training for the new characters:

If someone wants his / her character to be trained in using Magic, 3D8+1 years must be added to character’s age. This increases character’s WIL and MAG by d4 points. Also, for each five years of training character gains access to one chosen spell at the ‘Initiate’ level. If character’s training was too short to learn any spells, he / she is still able to use magic (but must acquire some spells during the game).