A few days ago I posted this sketch of the local area that will become the Krail’s Folly stomping grounds.

I think it’s a relatively compelling little map. But powerpoint just sucks as a graphics tool.

Fortunately, I have two other tools at my disposal. ProFantasy’s Campaign Cartographer 3, and Fractal Mapper 8.

Unfortunately, I suck at both of them, and need to crawl up the learning curve for both.

So, I will. But I’m also inviting anyone who likes maps to try their hand at it as well, as a fun challenge. I’ll post all responses, and ones that particular suit my ideas of the setting can expand on what they did, how they did it, and why in a guest-post. Woo hoo, exciting, eh?

Edit: Luka Rejec dropped by on Google+ and dropped off a link to his work. It’s spectacularly good. I was thinking to aspire only to “better than powerpoint,” which is a low bar. But if something that cool shows up, well . . . ain’t gonna complain now, is I?

Here’s a submission by +Jeromy French, who annotates his map as follows:

 My idea of a place called Frostharrow should be a more northern area where it can be legitimately cold. Thinking an area enclosed by mountains with a frozen forest sounded cool. I agreed and copied your marsh idea. When I immediately read the word Granite Halls I thought of an abandoned city carved out of stone. 

This one has the key geographic features all in a line, instead of demarcating a box within which the adventurers will bounce around. It labels the Granite Halls as a key landmark, and he had the same thought I did about the Gray Marshes: big-ass river flowing through it. This probably means from a crop-growing standpoint that if the PCs at least start from the Marshes and north, they’ll have coastline, a breadbasket, and a constant threat from the mountains and hills in the west, assuming that the Granite Halls are still occupied.

That being said, having the Granite Halls be a place instead of a region is really interesting, and bears serious consideration!

Zuke Prime over on Google+ just sent in a new entry, and it’s a doozy. He used Campaign Cartographer 3 in black and white mode. It’s a very, very pretty map.

I’m brand new to CC3 and mapmaking in general, so this is my official “first attempt.” The key to CC3 is working in a logical, layered approach. You always start with the landmass/coastline, then add your significant terrain features, then rivers/lakes. After that you “populate” it with towns and features.The biggest difficulty for me is editing out mistakes and trying to get the right sheet effects to kick in. What I love about CC3 is it allows noobs like me to produce cools maps in minimal time.

However! I’d probably change it a bit in certain ways. I think there’s too much forbidding terrain and not enough inherently desirable about the area that adventurers would want to carve out land there. But maybe not. There are a few places on the map that would make great landholdings, and the scale of the place – that bar is 100 miles – means you can get 10,000 square miles of freehold in three different places that aren’t swamp or mountains. So perhaps this is just fine. As always, I’ll invite him to comment on why he made his map, and in this case, how! That may well be a post of its own, since lessons in CC3 are independently valuable!

Of course, we can’t leave out the actual author of the campaign, +Jason Packer . He has been working on his own map, of course! His campaign will be called The Taming of the Eastlands, and you can follow his progress in campaign design over at RPGSnob. Maybe I’ll sign up to play!

I have recently started carrying around a journal to record my thoughts about blog posts.

It’s very cool looking, and for what you get, very inexpensive.

I recommend it for anyone involved in anything creative. It also has the side-effect of generating a lot of comment (though occasionally people ask me to what Bible Study I’m going) and letting you talk about how geeky you are by explaining your creative outlets in gaming,art, or whatever.

Good times.

Edit: Oh, about that “lots of comment” thing. I happened to take it to a restaurant and bar for a work function. I set it down on the bar as I ordered a glass of (red) wine, and the woman sitting down next to me (not from work) instantly struck up a conversation with me. Now, I’m a married man, so I’ve been out of the game for a while (and my wife could kill me with fist, sword, or gun, so I don’t muck with that), but I swear, no amount of nerdity was going to stop this woman from trying to have my children right there on the bar. I mean, seriously – I know the artsy types get all the attention, but this was just too much. She was stroking the book’s paper like she wanted it to have a wordgasm.

Flattering, though it was definitely the props. I’m just not that interesting.

In a previous post, I linked to +Jason Packer‘s concept for a Dungeon Fantasy sandbox campaign. In it, he posits a royal command, given by someone named King Krail, to reclaim an area bordered by some pretty distinct geography.

In short, he sketches out a sandbox, evocatively enough that it begs many questions, some of which are always relevant to any game, some of which may be a bit too rich for a stereotypical Dungeon Fantasy campaign. That being said, my experience is that while it is possible to run some sort of mindless hack and slash game, DF supports quite a bit more.

In any case, let’s start with the geography:

Describing the Sandbox of Krail’s Folly

I picture a large land area. The geographic features that Jason describes don’t always or necessarily coexist. So I want something that would take quite a while to travel across, perhaps weeks to months. So if I give people a walking pace of 2mph, and assume travel of 8 hours per day, taking two to four weeks to journey across this land gives something like 250-500 miles. That could be something roughly as large as the state of Montana, which might be a bit big. Maybe Maine would be a better example. A very large area (coincidentally, about the same land area as Portugal) that can be geographically distinct and diverse.

That makes it theoretically possible to cross on foot in about two weeks or so if you’re really focused on getting from A to B.
What else can we tell from the writeup? Let’s recap what that is:

“By decree of King Krail II, all lands east of Frostharrow, from the Gray Marshes in the south to the Granite Halls in the north, and as far east as the Broken Coast are to be reclaimed and purged of bandits, brigands and any fell creatures of The Blight. Any person who can carve out a portion of this land for him or herself and hold it against the forces of chaos and predation for a period of one year shall be granted possession of that land, for him or herself and any future heirs, in perpetuity, with appropriate title bestowed by the will of the king, with all rights and responsibilities attached thereto.”

So, to the North we have the Granite Halls. That sounds mountainous and forbidding to me; a natural geographic barrier. If you have Dwarves in your campaign, they’re going to live here, if they are sterotypical miners and dwellers. For some reason, though, they don’t live in this region. Or maybe they do.

To the south we have the Gray Marshes. OK, cool. Lots of standing water, maybe an extensive river delta. This makes some sense to me, since to the east we have the “Broken Coast.” So this monster land area borders a large body of water, probably an ocean or large sea. Maybe something like the Mediterranean. Warm (thus swamp) and fertile, and thus valuable. That it’s not under “civilized” governance means there’s something actively preventing it, likely.

Mwa ha ha.

We also have something called Frostharrow. Well, that sounds cold, and it’s the west, or maybe northwest, presumably. Maybe it’s another mountain range, or a glacier coming off of a range. Yeah, I like that. Maybe a glacier that extends south from the Granite halls. So maybe we have something like this:

Who’s this Krail guy, and why do we care?
OK, so we also have someone named King Krail, who is offering up this territory. What’s his deal? Well, if this land is so valuable, why isn’t Krail going after it himself?
Perhaps he tried and failed. So he’d like to do it himself, in an organized way, but he’s failed. So he’d rather go to volunteers, in the form of PCs, to do what he and his army can’t.
Perhaps he would like to try, but he’s unable. His army is small, untrained, or unwilling. Even more interesting, he would do this in a cold second, but some rival is holding his attention and power elsewhere in his realm. So his most experienced troops, the hardiest fighters, the mages most deeply steeped in arcane lore are all otherwise occupied to the southwest. The PCs are needed because no one else in the King’s direct employ is available – though if the PCs become troublesome, part of the problem (they turn bandit themselves), there is recourse for the King to deal with them.
Another point to consider is why Krail wants this area cleared out. 
  • He is trying to create dutiful nobles because of factional politics
  • His great-great-great-great grandparents were rulers or nobles in the area, and it’s a family legacy thing
  • The monsters and bandits are disrupting his ability to rule his current area
  • There is a legend or reality of great power or riches in the area – but he personally won’t be getting them, it’ll be the PCs. 
  • +Peter V. Dell’Orto makes a great comment below, so I’ll edit: Maybe Krail just wants to conquer this stuff, because he likes to conquer things, and this area is available. Hell, it may be fully inhabited by a functioning civilization, but one that’s just other enough to look like ‘creatures from the blight.’
  • Another variant that comes from the more scheming version of Krail is that he’s giving those most likely to give him trouble an excuse to trouble someone else.
What did this region used to be like?

One thing that makes this all kinds of fun is if this area used to contain some mighty civilization. Rome at its height or something. So there are tons of ruined fortresses, mines, dungeons, and ruined (or partially inhabited) cities. This gives all kinds of excuses for small “dungeons” occupied by all sorts of critters.
What’s this Blight thing?
Ooo. A source of nastiness. Maybe it’s a particular locale, like the Blight in Robert Jordan’s Wheel of Time series. Maybe “the Blight” is delocalized. It’s a connection between this world and some other realm, plane, or dimension from which foul creatures spring. That’s your Wandering Monster right there.
Net/net
This simple one-paragraph description that +Jason Packer provided leads rapidly to all sorts of plot-rich thoughts. 
Really fun stuff.

Thursday is GURPS-day, and +Jason Packer just threw down the gauntlet. In one paragraph, plus some short supporting details, he sketched out enough of a compelling sandbox game intro to make me want to start running this exact setting in a game of my own.

I love it. I love it so much that I will repost the first paragraph (with Jason’s permission) and make adulatory comments.

“By decree of King Krail II, all lands east of Frostharrow, from the Gray Marshes in the south to the Granite Halls in the north, and as far east as the Broken Coast are to be reclaimed and purged of bandits, brigands and any fell creatures of The Blight. Any person who can carve out a portion of this land for him or herself and hold it against the forces of chaos and predation for a period of one year shall be granted possession of that land, for him or herself and any future heirs, in perpetuity, with appropriate title bestowed by the will of the king, with all rights and responsibilities attached thereto.”

OK, why is this awesome?

  • It immediately sets the boundaries, geographically, of the campaign. The GM has just said “I’m going to give you a map of the area, and if you want to explore beyond it, you’re dumb.” The King has offered estates and title to anyone who can take and hold land in this area, but no other. There’s simply no reason to leave the sandbox. 
  • Part of the genre convention of DF is a very Munchkin-like “kill the bad guys and take their stuff.” This Royal Dispensation tells you that all brigands and foul creatures in this area are “Other” by law, and it’s not just genre convention but your Solemn Duty as a Subject of the Realm to kick ass and take names
  • It sets up that “Fell Creatures of the Blight” are involved. So, look, monsters exist, no surprise.
  • There’s built-in continuity. Once you take land, you have to hold it. 
Seriously: I want to run this.

GM: +Nathan Joy
Players: +Douglas Cole , +Mark Langsdorf , +Kevin Smyth , +Theodore Briggs , +Emily Smirle
Reference for this game 

We start in media res. There’s no Ravenscraeg 3 because I didn’t write up last Thursday’s game. We’d gone upstairs in the tower, and been jumped by a bunch of demon ninja or something. Then a few air elementals showed up, and then Thumvar, the Knight, went up some stairs and found a bloodraven, who threatened him in plain language.

Two air elementals, called Stormy2 and Stormy3 are in the local area. Cadmus had just done Protection from Evil (Enhanced), causing all of the pesky Ninjas – some sort of demonic bird-thing with supernatural durability  – to jump out of far-too-convenient windows. Thumvar, our Knight, had wandered upstairs, and managed to likely walk into the Big Boss encounter with a really big “bloodraven.”

Who immediately cast a spell at him. Unknown effect. Stormy2 throws air back at Brother Michel – a cone attack. Stormy3 fires off a lightning spell at Brody’s flank. It hits for a graze, and the graze, at half damage is still 3d6 (2) burn surge, roll of 16. He’s on the ground, stunned, suffering a major wound.

Yow. Things are not starting off well for Team Ameiko.

Staver does an acrobatic flippy thing over or through Cadmus to get into the room, off the stairs. Lucky him. In the Out-of-Character chat window, we all start fretting about our inability to damage or injury translucent air elementals. Time to seriously think about how we effectively deal with various DF-style threats that don’t respond well to bifurcation via axes.

Thumvar activates the Magic Resistance on his own Named Possession, Svalinn the Axe. Cadmus steps and prays for generic intervention from Pharasma against air elementals. Michel casts a 2d explosive fireball, which will do stuff next turn.

Thumvar gets pecked at by a “black shape,” presumably some sort of construct or spell. Thumvar blocks, which triggers the spell. Some discussion ensues about resisted spells and the general complexity and poor integration of GURPS Magic. There’s an initial roll to cast the spell, and then resisted spells get a second roll. OK, good, important safety tip.

We debate what Thumvar’s about to get nailed with after he fails his roll. The effects bear repeating in full:

You suddenly feel unpleasantly warm. You are Nauseated: you have -2 to all attrib-ute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situa-tion where you might suffer motion sickness. A rich meal in the past hour gives -2; anti-nausea remedies give +2. On a failure, you vomit for (25 – HT) seconds – treat as Retching, below. More fun will occur on your turn.

Um. Yow.

Stormy2 drifts closer to Michel and hits him with a horizontal cyclone, which knocks him back a hex. No real impact otherwise, so that’s at least not too bad. Stormy3 chucks an unwelcome lightning bolt at Cadmus, who manages to dodge out of the way.

Brody recovers from his stun, but pretends to still be stunned with an Acting roll. Staver charges up the stairs to shoot arrows at the bloodraven. Thumvar charges up the stairs as well, looking to smite some bloodraven butt.

Cadmus’ turn comes along, and we see what Pharasma has to say in response to his prayer. The entire group feels a tremendous pressure, as with the gaze of, well, a God. Staver, our Infernal, feels like he’s covered in bees. Yucky. Figuring Gods help those who help themselves, he also swings at the elementals torso. And the axe hits the elemental like hitting a tree. The elemental disappears into mist. Yay, Holy Pharasma.

Michel tosses his explosive fireball at the other elemental, and hits it in the face. Vaporized. Fire and Divine Assistance for the win. That’s good: 6d lightning bolts are No Fun.

That leaves the bloodraven and some missing demon ninjas.

…and a bloodthirsty swarm of ravens. Sigh. Why does it always have to be birds. Fortunately, when they swarm around Staver, she’s covered in enough DR to ignore their pecking, at least this turn. Brody chucks a ninja flashbomb, which blinds the swarm, but not the rest of us, and the swarm flaps around confused. Staver leaps backwards, draws a 3d explosive fireball arrow found in a previous adventure, and hits for 10 points, x3 for internal. Kaboom, burning feathers are all that remain.

Staver: “I need more of those.”

Indeed.

Thumvar continues to fight off nausea, and looks around, since our bloodraven quarry seems to have gone missing. Crap. Invisible birds? Teleport? He passes, more or less, and Cadmus starts to head up the stairs. Michel fast-draws a healing potion, and Brody likewise tries (and fails) to Fast-Draw a Healing Stone.

Brody then notices the formerly missing bird-ninja, popping up conveniently (for them) behind various PCs on the lower floor. Staver gets stabbed for 8 imp, while Michel, who is perceptive enough to get a defense, but not agile enough to dodge, gets nailed for 14 injury. Naturally, the weapons are poisoned; Staver gets hit for 4 toxic damage, while Michel, who made his HT roll to resist poison, takes the minimum 1 point of damage. Dwarven constitution for the win.

Guess Cadmus shoulda stayed downstairs. These are demon ninjas, so his Smite (auto-hit 2d burn to all malign supernatural creatures in 4 yard radius) might come in handy.

Thumvar is still rolling HT each turn for nausea from the bloodraven spell, and goes 3-for-3 in making is roll. Cadmus fails to notice anything upstairs, hears the pained screams from downstairs, and books back down. Getting his exorcise. Get it? Exorcise?

Well, Staver’s an infernal, so I can’t Smite near him. So I Heroic Charge, and wind up right behind the guy who just stabbed Brother Michel. I do a Deceptive Attack to the torso, because sneaky ninja, and am glad when he makes a Blindfighting roll and gets to defend anyway. He fails, and I deliver 9 (2) cut to his back; he takes probably 10-12 injury, and falls forward, maybe dead.

Michel does not go unconscious, and drinks his healing potion that was meant for Brody. Heals 12 injury, which is pretty sweet.

Brody too moves away from the ninja and crushes the healing stone to himself, but Brody’s player was pulled away to a tech support call, so we moved on without noting the results publicly.

Staver turns around, draws a demonsbane arrow – his only one, but clearly no time like the present – and shoots the guy with it. 9 imp for the arrow itself, plus 4d more for demonsbane. The demon explodes with a splortch into purple-green ichor. We like results like that.

The last ninja runs out of the window. Again.

Thumvar (again! 4-for-4!) makes his HT roll to resist the effects of the bloodraven’s spell, and jumps back down to the first floor.

We have a break for a moment. Michel figures out that Thumvar’s inflicted with Burning Death, and Cadmus heals Brody from 6/12 to 12/12, taking the injury on himself. Six minutes to recover that. Hope we don’t get attacked in that time.

We then beat feet down to the basement of the tower, hoping to find and slay the bloodraven. Assuming the raven was real. Maybe a construct. Anyway, through a couple of doors, but MapTool is lagging so badly in movement and graphics updates that it’s painful to explore manually.

We decide to head through a passage that branches off north, but is interrupted by running water. There’s a bell and clapper in the wall on the near side of the stream. Cadmus suspects hinkiness, but the successful Holy Warrior roll goes unnoticed, or unimportant, or both. In retrospect, the GM thought my Holy Warrior roll for “detect hinkiness” was jumping the stream. Ah ha.

There’s a five-yard plank that’s nearly a yard wide, and we do something to it, but for the life of me, I can’t parse what it was, or what we did. The lag is bad enough we decide to call it for the night.

Edit: OK, all but Michel jump across the three-yard stream of running water. Michel asks Cadmus to hand him the 3′ wide by 15′ long plank, which thanks to a well-made ST roll (I hate ST rolls) he does. Two trolls come shambling down the hall; Michel plans on negotiating with them. We’ll see how that goes.

Peter posted a note on who’s doing play reports on Dungeon Fantasy games. In the comments section, +Mark Langsdorf notes that my play reports for +Nathan Joy‘s Jade Regent game were sporadic. +Peter V. Dell’Orto noted that he mostly saw me posting on Pathfinder, which I play with +Jeromy French and others.

I thought about that, and came to a conclusion on why:

The Pathfinder game uses Google Hangouts, webcams, and Roll20. This means most of my actions are verbal. “Pel notes that he’s going down the hall.” “I attack the bug-eyed fish monster.” Whatever.

This means that my fingers are mostly not occupied except while I am typing in roll commands into the die roller. I can transcribe, almost blow-for-blow, what’s going on in the background and still uphold my obligations to the group by being an active participant in the fun.

On the GURPS game, we play on MapTool with Skype, all chat, all the time. In order to keep up with what’s going on, I have to keep close tabs on two different chat windows. I therefore have a harder time doing real-time transcription, and thus often don’t get around to going back to it retroactively. Time is precious, etc. Everything I do is text, so when I’m interacting in the OOC window or the game window, I’m not transcribing.

I honestly much prefer the video feed. I find it more social, more fun, and more like the gaming experience I wish to have. I do prefer MapTool to Roll20 for GURPS, by far – actually, I like the MT abilities a lot, and the provided critical hit stuff and the way it does rolls works well for GURPS.

But anyway, that’s the skinny. I’m sure I could scour the game chatlogs and turn it into a play report. No interest in that. I like my free-form commentary. So the Jade Regent reports will continue to be sporadic.

Alas.

Last time in +Jeromy French ‘s Skull and Shackles campaign was a pretty epic fight with a mummy that had killed a lot of Pathfinders, and that had a amulet that allowed it to convert good energy (which really should kill it) into healing dark energy. Oops. We killed it, but it was a close thing.

***

Today’s adventure starts with us becoming aware of a huge ship that moored itself at the river mouth that our vessel had sailed up, blocking our exit. It’s a large warship with actual cannon on it.

+Matt Sutton dispatches his flying (swimming?) minion with telepathy-o-vision. It’s a huge ship, with many dozens of people on it. They’ll be getting water in the morning.

Our resident alchemist, +Joshua Taylor notes he has potions of Alter Self, and comes up with a ruse to make people try and leave, so we can slip by. Naturally, there are dinosaurs on the island. Important safety tip. Oh, and the potions only last 10 minutes. Hrm.

Next idea: sail by quietly, but cause as much havoc as possible as we try and slip by. We contemplate cutting the pulley system connecting the wheel to the rudder. Gotta involve fire somehow too, and an actual powder magazine is going to be hard to pass up.

We decide to send Pel (me) aboard with some potions of Alter Self, making me look more like a Chilaxian. I get on board late at night, make a quick trip to the wheel pulley mechanism, then out.

At least, that’s the plan. I am given a few Alter Self potions, a Wand of Nature’s Ally, three vials of Alchemist’s Fire, and a two-part epoxy called alchemical glue. Also a climbing aid. And a vial of brewed rot. Really foul smelling stuff.

I roll a natural 20 on my stealth roll, for a 33, and a 19 with the climbing aid gives me a 36. I spot an easy way into the wheelhouse room.

I climb into the wheelhouse, and do not make the two people sitting there aware of my presence. These pirate hunters are a nuisance, but they’re not so numerous or powerful that it’s worth uniting the shackles to counter them.

I elect to split a Rapid Shot sneak attack on each one, which crits on the first shot, and nearly kills – but not all the way – the second guy.

The officer turns and nails me with an axe for mild damage. I split shots again, and kill the second guy. The officer and I trade a couple shots, and I eventually kill him, but until he lets out a shout.

I saw at the rope until marines open the door, and then I chuck the bottle of nauseating rot at them. Next round I chuck the alchemists fire at the wheelhouse pulleys; the marine swings at me ineffectually.

Now Pel is faced with three angry marines, and the need to hit the rope one more time. I loose two arrows at my assailants, one miss, one hit.

One marine slips on the vomit of the other’s sickness and falls down, the second and third both swing cutlasses at me. One miss, one hit, minimal damage. I draw my rapier and cut through the remaining rope. One nicks me, and I dive through the window. Alas, my plans to fire the powder magazine will never come to fruition. I drink a Potion of the Sea and then climb back onto my own ship as it sails by.

The larger warship fires a few ballista bolts at us, but no real impact. I’m down to less than half of my HP, having been hit for 23 HP in the battle; the other ship rapidly finds they can’t steer.

I give Alejandro ( +kung fu hillbilly)   his wand back; he’d despaired of it’s return when I started fighting five other guys. I get some healing (back up to 26/36).

We replenish our water stores, and sail around for a while. We notice a fishing trawler with loose sails, and a fishing net that’s not fishing. No occupants, and it’s clearly taking on water. Malgrim sends his water serpent, Atori, to check it out, and finds a coral “underwater magical carpet” just hovering there, that scraped out the bottom (Pel guesses). There are some sea creatures (Sahuagin) gnawing on human remains as well.

But hmmm, the coral thing is magical. Naturally we decide to check it out and try and kick some fish ass. There look to be five of these guys.

Malgrim steps on board the fishing trawler, and they jump up through hatches on the deck; naturally Malgrim uses Cleave to hack at both, the first for 3d6+10 damage, nailing him with 20 HP in one blow. Second guy gets the same treatment. A good start.

Atori the water snake bites and misses.

Alejandro’s up, and also pierces his foe decisively. Only minimal damage. Pel’s turn, attacks a different sahuaguin twice for 8 HP.

Our foes attack Alejandro, to no good purpose. Gimble ( +Joshua Taylor) chucks a firebomb at one, forcing Alejandro to dodge, making a DC 15 reflex save, as well as the other two fishmen. Alejandro burns for 6 HP.

Malgrim steps up and rolls another killing blow, but misses the cleave; the snake successfully chomps the remainder, killing the last one.

Gimble uses a magic weapon to push Alejandro into the water with a hydropump to extinguish him. The bard is not amused. He also grabs the magical coral raft while he’s at it.

For loot, the coral raft/carpet/thing there’s some small amount of treasure. Some jewelry and whatnot. A bunch of wet dried fish (huh?). The magic underwater carpet responds to Aquan, so Alejandro can command the thing. Can fit 5 people on it. Woo hoo.

We then, a few days later, come across another pirate vessel grappled to another ship, which is currently on fire. There’s active combat going on here. A confused situation that we can exploit.

Perhaps next time.

Thursday is GURPS-day, and so here’s today’s entry:

This one isn’t really navelgazing. I wrote The Last Gasp for a few specific reasons, and I thought I’d share a bit of how the article came about.

First, I’ve been a bit – frustrated is too strong a word – but at least a bit twitchy about the perceived, and maybe acutal, need to do something every damn turn in GURPS combats. There are relatively few incentives to evaluate, pause, or otherwise keep your distance from your opponent once a fight is joined.

Sure, you can use a Wait and Evaluate strategy before you really close to your desired striking range. But once you get within your range, there’s really only a few instances where taking even one turn to gather your wits is a decent thing to do.

The first is to interrupt death spirals of various kinds. If you can back off for a turn after getting thumped, you avoid the shock penalties that only show up for one turn after a hit. Another that can go for a while is to recover from stun. Others can be picking yourself up after a takedown, throw, or other “you fall down” result. Re-readying a weapon might count.

Maybe it’s because I suck, but when I used to spar, unarmed, long staff, twin midstick, double sword, long sword, or short-and-long (we do cool sparring in Hwa Rang Do), you would fight, break, fight, break, etc. Even in grappling, you occasionally pause – sometimes in an advantaged position, sometimes just holding your foe at bay.

Why pause? Sometimes, it’s looking for an opening. A series of feints and tests to get your foe to flinch and open up his guard.

But sometimes, you’re just freakin’ tired. You need a few seconds to gather yourself together, or throw your next combination. This produces what I’ve heard of as “lulls and flurries” in combat. A clash of arms (or legs, teeth, pointed sticks . . . ).

So, I wanted to do this, and I wanted it to it organically, arising from the rules. I also wanted to mimic one more thing I saw in real life. Before a tournament, I’d always, a month or two before, really ramp up my interval training, because how much wind you had really mattered in the two to five minute matches we’d do for grappling. We now do continuous sparring with takedowns and lockouts in HRD, and I have to imagine that your fitness level would be key there too.

So I wanted to have fitness matter. Call that “Note 1.”

The other thing I noted was that spending fatigue wasn’t that big a deal. Sure, once you got down to FP/3 you started having real issues. But until that, no big deal. In the DF game I play with +Nathan Joy  Cadmus has HT 12, so I basically have 7-8 FP I can use in Extra Effort before anything happens to me, and if I can chill out for an hour and a half I’m ready to rock.

Same thing with long-distance GURPS running, or magic, for that matter. It all recovers at 1 FP per 10 minutes (modified for Fit, Very Fit, Unfit, etc.) until you start losing HP.

But many of my friends who run marathons can take three weeks to recover from that kind of strain. Maybe (probably?) that’s losing HP. But you’re sore and stressed for a few days after a good weight workout too, and that’s not HP of damage.

So Note 2 was “losing FP should be easily recovered at first, but losing lots of FP should take a long time to recover, maybe as much as weeks.”

Naturally, my thoughts turned to the Size-Speed/Range Table at this point. I’d had a geometric progression going where every FP took a certain multiple (constant multiple) longer to recover. It was +Steven Marsh who suggested the leveled structure that eventually appeared in the article, which was a way, way better solution than what I’d had.

For the short-term fatigue thing, though, my initial thought was “you spend an action point every time you roll the dice.” Even then, I wanted something that was going to be simple to track in play. I wound up with something fairly similar, but the “per die roll” thing had a certain amount of compelling to it.

Then, of course, I had to consider movement. That was – and is – a bit of a sticky there.

Edit: Fortunately, +Jason Packer has provided a helpful chart covering AP costs through Move 18. Thanks, Jason!

Point costs were also tricky. Fortunately, I had a very capable group of people who were well-disposed to playtesting my ideas: I recruited from the Technical Grappling playtest list, and got great advice. I didn’t always follow it – author privilege – but it was really great seeing a PT report of a boxing match, as an example, and seeing the “standing eight-count” be an important recovery strategy.

Anyway, there are more details in there. I tried to cover short and long distance running and lifting weights in an early draft – those didn’t work out as clean as I’d have liked – but all in all, I think it’s a nice addition. I’d love to play a game in which AP are used.

Which reminds me: +Peter V. Dell’Orto loves to remind me by direct word and indirect role-modeling, that it’s not cool to harsh on people’s fun. The box in the article noting that it’s smply Cruel and Unusual Punishment to make a GM track APs on fifty mooks? Yeah, that’s inspired by my thought of what Peter would say if I told him that this was how all games needed to run. Thus, I worked out a simple 1d6 style roll that would dictate NPC mook actions but, on the average, work out to the same number of actions and lulls as if you were managing your AP one by one.

OK, the previous post was a bit of a let-down, right? A perfectly good rant was set up, but it’s not actually a good rant, because, hey, the GURPS rules handle this just fine as-is more or less, from point values from 75 through about 300 (probably less if I stripped all the non-combat stuff from Cadmus).

So why post? Why not just delete it?

Sometimes, things that you think are broken really aren’t. Sometimes, things that you think work great or are “the Rules As Written” just don’t work well.

Calling out what doesn’t work, or amending it, is cool, and helps you play games more to one’s liking.

But calling out what does work is pretty cool to. If it aint’ broke, etc.

******

I’ve been pretty prolific here, and then nothing. Apparently, the “worry tank” and the “creative writing” tank are connected, because work’s been suck-tastic recently, and I’ve not been in the mood to write about RPGing or GURPS at all.


I distinctly do not like this.

It hasn’t helped that my regular games were both cancelled this week, and the really cool session underneath Ravenscraeg will happen without me, most likely, tomorrow. Well, perhaps +Nathan Joy and the team will find a way to playtest my alternate feints rules.

There’s more in me to write, but I need to recharge the batteries. Hopefully inspiration will strike again soon!