Author: august

  • Edges: Philosophy

    Before going into individual Edges, I thought I’d first talk a little bit about what makes a good Edge. Edges are the building blocks of your character in the later Without Number books. They are defining class abilities, but what that means can be a bit unclear. Especially when you also consider Foci, which can also be defining.

    My philosophy on Edges are they should fall into one of two categories. They either need to Solve a Problem, or make you Significantly Better. The latter category usually means adding an ability modifier. Such upgrades are rare (see my post on Backgrounds about that), so improving a key ability mod is worth the Edge. Not many Foci outside of racial/origin choices give a modifier bonus, and the Edges usually come with a few other things as well.

    The other option for an Edge is that they Solve a Problem. My go to example of this is the Veteran’s Luck Edge. Originally a Warrior ability in Stars and Worlds, I think it’s one of the best abilities in the game. It gives the player options (kill something or not be killed), and it can be used often. It Solves a Problem, the problem being something is about to kill you. When making my own Edges, I try to consider how they compare to Veteran’s Luck.

    Unfortunately, many of the base Edges in Cities and Ashes compare pretty poorly. Something like Educated is a pretty poor choice (being the equivalent of 10ish skill points). That’s not powerful or interesting nor does it really solve anything. One thing I tried to do is improve some of these Edges. Some Edge’s got reworked, others got a smaller boost in how often their abilities can be used.

    One reason I’ve done this is for balance sake, but also for genre. As attested to by Keven Crawford in many reddit posts, characters using Edges in Cities and Ashes are weaker than their Stars and Worlds counterparts. This is for the sake of the genre: cyberpunk characters are assumed to make themselves more powerful with cool cyberware, and post-apocalyptic survivors are meant to be less powerful.

    Neither of those assumptions fit the game I want to run. I plan for characters to go on adventures, fight evil threats, and in general be heroes. There’s no major enhancements like cyberware, or at least none readily available. So characters need to be stronger. Ashes recommends giving an extra Edge at level 3, but I think my reworks will work better and keep characters more focused.

  • Equipment: Artillery and Others

    While it’s not likely a group of characters is going to carting around a cannon or Gatling gun, I don’t think you can have a game in this time period without acknowledging the possibility that they’ll get their hands on some heavy artillery. It’s a thing I didn’t want to spend a ton of time on, because of how rarely it will come up, but there needs to be a process there just in case.

    The various Without Numbers games have a framework for things like grenades and mortars, so mostly I used that. The most important thing is to get the feel right, which means wide-scale destruction that someone survives mostly by luck. If you get hit by cannonfire, I want the effect of everyone around you being blown to bits, even if your PC status gives you some extra protection.

    So all artillery has an area of effect and requires a Luck save to avoid. Shock damage is usually meant for melee combat, but I think it represents well the small damage someone might take by avoiding the main blast. Shock should also works well for “spread” effects like using grapeshot or a shotgun.

    One thing I’ve pondered is misfiring. I wrote misfiring rules for artillery a while ago, and they’re a little specific and complicated, allowing for rerolls and requiring skill checks. More recently, I wrote a misfire table for “new science” devices which is much simpler but doesn’t allow for as much character interaction. For now, I’m going to keep them as is, but it’s possible in the future artillery might just get a similar “misfire table” if artillery proves cumbersome.

    Then there’s armor, which isn’t much of a thing for the time period. I’ve limited it to just “light” and “medium” armor. Since most guns have full armor penetration (some models like the derringer or muskets only have armor piercing at short range), armor isn’t going to be useful as often. So I keep it simple and move on.

    Finally, to wrap up equipment, there’s everything else. The gear, the services, things like that. These can be interesting because it really tells you what kind of game you’ll be playing. If individual meals and services and priced out, you’re probably expected to spend a fair amount of time making decisions about what you’re eating, when you’re sleeping, etc. I prefer a more generic “lifestyle” charge which puts all that in a lump sum.

    I’ve had mixed success with this so far in other games, but I want it to work so I’ll keep trying. Players tend to get enough money pretty quickly that it doesn’t matter much, or they hem and haw about the details trying to get a few dollars shaved off the cost. While the second issue can be rightly ignored, the first is pretty common after a level or two. I think it’s just a reality of how rewards work. If you want players to be able to afford cool guns or whatever, at some point they’ll just take a chunk of that to pay for boring things like food and housing.

    Kind of a rambling post here, but we’re about to get into the good stuff: Edges, what I’ve changed, new ones, and my philosophy on how they’re supposed to work.

  • Equipment: Guns

    What defines a western? That’s not really a question I’m prepared to definitively answer, but it’s an interesting question. We all have certain things we think of when we hear the word. For the purposes of a TTRPG though, one of the most important aspects is the gun. Usually a revolver, sometimes a rifle or shotgun. It’s so defining as a symbol of the genre that if a character is carrying a revolver, it’ll probably be assumed to be a western no matter what else is going on. It’s as ubiquitous in westerns as the cowboy or open frontier, if not more so. If you tell someone you’re playing a western RPG, they’re going to assume you’re going to get into a gun fight or two.

    So the gun list is one of the most important parts of a western RPG. But it can get overwhelming quickly. Other games have pages of guns, with special rules for single action revolvers vs double action, different caliber ammunition, slightly different ranges or damage for slightly different models. Those games have an impressive list, but does it matter?

    I argue “not really,” and, like the rest of the weapons, err on the side of simplicity. We want a wide variety of types of guns, not necessarily of the guns themselves. This fits better into the XWN framework and to my own sensibilities. Since this was originally meant to cover more eras than just the late 1800’s, we have to expand the list a little.

    There’s a lot of guidelines out there for firearms in the Without Number games. The Atlas of Latter Earth covers “primitive” firearms, while both Ashes and Cities Without Number cover more modern but less futuristic weapons. So I had a pretty strong base to work with. Though of course I had to mess with it some.

    One thing I did was give muzzle-loading guns a “Limited Armor Piercing” trait. It bothers me that a musket would have the same bonus against armor that a rifle 100 years later would have, so the muzzle-loaders only get armor piercing in short range. It also applies to the derringer, in an example of making mechanics work with the fiction. A derringer is supposed to be a short range weapon, it makes sense for it to work better at 10 feet than 30 ft.

    I also streamlined the reloading times and definitions. There’s Muzzle Loading, which take 2 rounds to reload. Then there’s Long Reloading, which takes a full round to represent loading multiple rounds, and Slow Reloading to represent single breach-loaders and takes a Main Action. There are no firearms that do regular Reloading; that’s reserved for bows.

    As I’m typing this, I’m wondering if an exception should be made for loading single shots into a Long Reloading weapon like a revolver. Pondering this now, I’m thinking there probably should be, as I can see it coming up a fair amount. To keep it simple, a single round can be loaded as a Main Action. Easy enough.

    Finally, there’s dynamite, which fluctuated between here and the Artillery table. Mechanics wise it just functions as XWN grenades, but I thought it would be fun to let experienced users time the dynamite to explode when they want, and to be able to bundle single sticks together to make a bigger explosion.

    FirearmDamageAttributeRange (ft)TraitsMagazine CostEnc
    Pistol, Derringer1d6Dex15/30LAP, PM, S, SR1$7
    Pistol, Flintlock1d8Dex15/45LAP, ML1$71
    Pistol, Revolver1d8Dex90/300AP, LR6$151
    Rifle1d10Dex200/6002H, AP, SR1$252
    Rifle, Musket1d10Dex75/2002H, LAP, ML1$122
    Rifle, Repeating1d10Dex200/6002H, AP, LR6$402
    Rifle, Long1d12Dex750/20002H, AP, PM, SR1$502
    Shotgun3d4Dex30/902H, AP, SR1$152
    Shotgun, Double-barreled3d4Dex30/902H, AP, LR2$202
    Shotgun, Blunderbuss3d4Dex10/502H, LAP, ML1$102
    Dynamite2d6Str/Dex30/60AP$0.501#
  • Equipment: Weapons

    Equipment is a fun building block of a RPG. Just a glance can tell you a lot about what’s important in a specific game. I’m a big fan of more abstract weapon lists. A lot of lists will have a lot of different options, but very little practical difference between them. If a long sword and a battle ax have the same stats and the game doesn’t do anything do differentiate between them (like special moves or damage types), then you don’t need to fill up your list with both. A “1-handed slashing weapon” or something similar takes care of those cases.

    This is even more important depending on the genre. In Stars Without Number, where it is assumed you are mostly using laser rifles and such, the melee weapon list is generic and sparse. But in Worlds, it’s a lot more detailed because it’s assumed you are mixing it up in melee more often.

    So for our frontier hack, what are our assumptions? Guns, mostly. Revolvers and rifles and cannons and the like should play a prominent part. But as I’ve said before, it’s a transition period from the past to the present, so both should be represented. As the original project was intended to cover the 18th and 19th centuries, melee weapons do play their part. So I decided to get a little more specific for melee weapons. Plus it’s fun to stat these things up.

    Fortunately, between WWN, CWN, AWN, and the Atlas of Latter Earth, there’s quite an extensive list of XWN equipment out there. It would be relatively easy to just copy what I wanted. Never one to do it the easy way though, I more or less built my list from scratch, though the aforementioned games where very useful in using as reference.

    One of the most important things to keep in mind is that every weapon needs a purpose. Sometimes that purpose is balance, sometimes it’s just because it’s something I want there. Like it’s not probable that anyone is going to be using a great sword, but I have a mental image of someone running around with a macuahuitl (big stick lined with obsidian), so in it goes. Other times the purpose is even less important; my equipment list has a “club” because having an extra line there makes the formatting better.

    With that in mind, I started with a list of weapons I wanted, stuff that is iconic in the genre. The Bowie knife. Calvary saber and rapier, for Zorro-esque adventures. Native American weapons like the tomahawk and gunstock club. Then I started statting them out. You can think of doing so as a simple point buy system. Weapons start at d4 with no traits. Each bump in damage or positive trait costs a point, a negative trait refunds a point. It’s not a perfectly balanced system, but the intention is just to get the weapons in the same ballpark, powerwise, while keeping some uniqueness. XWN has the advantage of also having Shock damage, with gives us another lever to pull for balance and individuality.

    This leads to some initial ideas not making the cut. In a game without damage types, there’s really not enough difference between a calvary saber and a rapier for them to have separate listing, especially considering how rare actually using them would be. The same goes for larger weapons. While a character might want to use a giant ax or sledgehammer, it’s not going to be common enough to fill up the table with every possible large weapon, so those get grouped under “Work Tools.”

    But if I could give a weapon a unique trait to put on there, I did. The Sword Cane is a Subtle sword that does less damage. The War Club, Tomahawk, and Large Knife are all d6 weapons, but have unique traits or different Shock values. I think weapons are fun, so I tried to add as many as feasible.

    Weapon, MeleeDamageShockAttributeRange (ft)TraitsCostEnc
    Club1d4NoneStr/Dex10/30T1
    Club, War1d61/AC 18Str/Dex30/60T$31
    Club, Gunstock1d102/AC 18Str2H$62
    Improvised1d4NoneStr/Dex10/301
    Knife1d42/AC 15Str/Dex30/60PM, T, S$21
    Knife, Large1d62/AC 18Str/Dex$51
    Knuckles, Brass1d41/AC 13Str/DexS$0.5
    Spear1d62/AC 13Str/Dex30/60T$31
    Spear, War1d102/AC 15Str2H, R$62
    Staff1d61/AC 13Str/Dex2H$31
    Sword1d82/AC 13Str/Dex$81
    Sword, Cane1d62/AC 13Str/DexS$51
    Sword, Large1d122/AC 15Str2H$202
    Tomahawk1d62/AC 15Str/Dex30/60T$31
    Unarmed1d2 + skillNoneStr/Dex
    Work Tools1d121/AC 18Str2H$72
    Weapon, RangedDamageShockAttributeRange (ft)TraitsCostEnc
    Bow, Small1d6NoneDex50/3002H, RL$101
    Bow, Large1d8NoneDex100/6002H, RL$252
    Crossbow1d10NoneDex100/3002H, AP SR$202
    Crossbow, Hand1d6NoneDex30/100SR$351
    Weapon, SpecialDamageShockAttributeRange (ft)TraitsCostEnc
    Blowgun1d4NoneDex30/1002H, RL$11
    Bullwhip1d4NoneStr/DexR$21
    LassoSpecialNoneStr/Dex20/40$0.252

    Apologies for formatting issues with the table, still trying to figure WordPress out.

  • Backgrounds Example

    I thought I would do a quick follow up on the last post, to take one background and combine the tables and see what it looks like. Here is the original, a cowboy background

    Free SkillD6/8GrowthLearning
    Wrangle-01+1 Any StatAny Combat
    2+2 PhysicalCraft
    Quick Skills3+2 PhysicalExert
    Exert-04+2 MentalNotice
    Survive-05ExertPerform
    6Any SkillSurvive
    7Talk
    8Wrangle

    And here is the updated idea

    Free SkillsD12IncreaseD12Increase
    Survive-01Any Combat7Talk
    Wrangle-02Craft8Wrangle
    3Exert9+1 Any Stat
    4Notice10+2 Physical
    5Perform11+2 Physical
    6Survive12+2 Mental

    One annoying thing about backgrounds I haven’t mentioned yet is they are a pain in the ass to format on Google docs, at least when doing 2 column pages. I was hoping this would make it smaller, but it really doesn’t. Regardless of formatting, it still needs some adjustment on number of picks. I like giving another skill for free, as I like skills, but it’ll take more time to pick appropriate skills for each background without making some choices too much better than others.

    We can still do a “pick or roll” format. You can pick 2 from the first 8 choices, or roll three times. With some quick math, we can see the odds of rolling a +2 stat boost goes from 50% to 25%. Likewise though, the odds of rolling a skill you want goes from 12.5% to 8.33%. I think that’s probably a good tradeoff. As a proof of concept I think this works pretty well. I’ll probably spend some time converting the rest of the backgrounds over. That doesn’t solve all my issues with backgrounds, but it at least limits intentional min-maxing.

  • Backgrounds

    There are some problems with backgrounds. This is a common problem in RPGs. Though some of my favorite games use backgrounds to great effect (13th Age, Barbarians of Lemuria, for instance), for most they are an after thought. Which makes sense for a player. After all, a character evolves as it is played, due to the decisions a player and their group makes. Someone might start off as a farmer or a soldier, but after a few levels, the choices made since the game started will matter much more.

    So how much attention should we pay to designing backgrounds? XWN typically has 20 backgrounds in each game. And assigning 20 backgrounds skills and giving them a write up takes up a lot of time. While some skill choices are pretty obvious, what’s the 8th more important of thematic skill to a trader? It ends up getting a bit arbitrary. Add in that you don’t want to fill a background with all valuable skills (the rankings from the previous post help here) so there’s no one obvious choice, and it just takes up a lot of time that probably could have been better spent on other things.

    They’re also just not very fun. Some games put a lot of emphasis on backgrounds, turning it into a little minigame. Traveller is most famous for it, but other games have “lifepaths” as well. That approach has a lot of advantages. It introduces players to the setting, and creates more three dimensional characters, with built in problems, rivals, friends, and personality. In general I love this approach, but others chafe at the random results. If I had time, I’d make a lifepath system for this, but replacing backgrounds right now is a low priority. I talked about scope creep before, this is a prime example.

    XWN goes for quick and easy background, which is fine. I would be even more fine with it except for one thing: while most of the time a background is just a few skill points that will soon not matter that much, it can also be the most important choice a character can make.

    To understand why, we have to dive into skills and stats. I have been assuming at least a passing familiarity with the XWN systems so far, and will continue to do so, but I want to make sure each step of my train of thought is clear.

    Most of XWN is skill + stat vs a DC. Skills can be a bit broad, but mostly focus on a singular concept or theme. Stats meanwhile are very broad, and can apply to many different activities. Dexterity is often considered the best at this, applying to the widest array of activities, so it’s what I’ll be using for examples. So while Sneak is used to pick a pocket, and Shoot to hit a target, and Perform to do a juggling act, Dexterity is also used for all those things. There is more value in increasing Dexterity than the individual skills. Having a +1 in a stat is powerful and often character defining.

    Typically this isn’t a problem because stat increases are rare in XWN. There aren’t any foci that increase stats; the only way to increase them is using skill points at level up, which quickly gets expensive and can only be done a few times anyways. Meanwhile, skills level relatively easy. I think this is relatively balanced.

    But with backgrounds, we have the only time where it’s not just possible to raise stats, it’s actually easier. If a player rolls on the Growth table they could have up to 6 stat points to raise their abilities, potentially giving them several stats that reach the critical 14/18 thresholds. While it all depends on dice rolls, the odds are pretty good of at least getting one extra 14+ in a stat.

    This is a shame to me because I like skills and think they are more interesting than stats. You get a better overview of a character by seeing they have character Sneak-1 and Perform-0 than Dexterity 14. And in my experience, most players don’t care and will roll for skills because those are more fun. But experienced players will see that the discrepancies and take advantage of the rare time to raise stats, giving them a potential power boost that will likely not be able to be made up.

    What are the solutions? I’ve said before (and will probably say again), I’m not here to re-balance the XWN system, so right now I just made my backgrounds as standard. Removing Growth is the most obvious, but I think there should be a way to raise stats, just not as prominent as it is now. You could limit the number of times you can roll on Growth, but that starts getting meta-gamey and I prefer to not do that as much as I can.

    I think the easiest, and one I might do if the mood strikes, is combine the Growth and Learning table into a single d12 table. There might need to be a changing around of how many skills you get automatically and how many rolls you get, but I think the idea is solid. Might workshop that one some more.

  • Skills: Evaluation

    I group XWN skills into three general tiers. Skill value changes depending on the game. For example, Fix is generally a very broad, useful skill in Stars, but its equivalent Craft from Worlds is less necessary. Something like Heal might seem useful, but is immediately outclassed if anyone has any magical healing, except in Stars where you need it to apply various medicines. Settings, playstyles, GM tendencies, and a host of other factors, can all make these skills change importance.

    Tier 1: Profession Skills

    Administer, Know, Perform, Pray, Trade, Work

    These skills tend to be among the rarest used in actual play. While they are important for a character’s day-to-day life, as they usually represent some sort of job, they’re not often exciting for adventuring. Some classes might use these skills for Effort, and they might feel important for a character’s background, but they tend to be rather low value in general.

    Tier 2: Concept Skills

    Connect, Craft, Exert, Lead, Heal, Pilot, Sneak, Survive, Talk, Wrangle

    The majority of skills live here. Depending on a lot of different things, they may move up or down a category, but in general, these are skills that entire character concepts can be based on. If a player is investing a lot in one of these skills, they should probably have some challenges that use them. Likewise, it can be extremely frustrating for a group if one of these skills is absolutely needed but no one bothered to invest in it.

    Tier 3: Essential Skills

    Blast, Melee, Notice, Shoot

    While you don’t need every combat skill, you likely need at least a minor investment in a combat skill. While technically possible to get by with Swarm Attacks and quirky behavior, most players will want to be able to hit things. And Notice is just generally useful. It is maybe the only skill useful in every classic “pillar” of gameplay (combat, exploration, social). Which asks the question if it is too useful, and should be split up somehow. But I’m trying to keep scope creep out of this project, and rebalancing the entire XWN core is outside what I’m aiming for.

    Next, I’ll try to explain Backgrounds, and why I’m not a huge fan of them as presented.

  • Skills: New Options

    In XWN games, the skill list is one of the most important parts. It sets the vibes for the entire game. With only about 25-30 base skills available, and characters having limited skill points to spend, what those skills are and what they cover matter a lot.

    When debating what skills to have in a Western Without Numbers game, there were a few things I wanted to do for sure. The most important was a skill for gun, explosives, and general gunpowder shenanigans. Most XWN games have the Shoot skill, which covers everything from guns to bows to cannons to Death Star lasers. This mostly works in those games because the exceptions to the norm are not very common.

    If you’re playing fantasy, most of your Shoot weapons are bows, crossbows, and the like. On the rare chance you find some sort of sci-fi laser gun, it’s not worth having a skill solely for that. Likewise in a science fiction game, most Shoot will be done with guns, and you just kind of handwave it if you want to shoot a bow and arrow for some reason.

    As originally designed, my Frontier game was meant to be able to run games in the 18th and 19th centuries. So while guns were on the rise and bows were on the way out, there was more mix than usual. Then when we get to later in the 1800’s and we have cannons and dynamite and things of that nature, the Shoot skill just seems to cover too much for my liking.

    Enter the Blast skill. Blast covers all gunpowder-related activities. Both Blast and Shoot can be used for firing guns, but Blast is exclusive for explosives and artillery. This allows a lot of character concepts to be able to use guns, a core component in a Western, while not allowing someone to be equally as skilled with a bow as they are with a gatling gun.

    The other new skill is Create. Weird Science is a common fantasy western trope, but I’ve gone back and forth on how to include it. When settling on running a Deadlands campaign, it felt necessary for it to be there as a main option, though nothing except the Mad Scientist Edge gives it for free. But still, if a character wants to be good at using “New Science” devices, the skill is there to invest in.

    Finally, the last major skill change is folding Punch into the Melee skill. Blast creates another combat skill, and Punch has always felt a little redundant anyways. There are reasonable concerns about combining the skills, mostly dealing with grappling, but in this game about guns and magic, I don’t think it will come up enough to have a skill tax.

    Next, I’ll try to explain my overly convoluted way to evaluate how useful skills are.

  • Introduction: Setting and System

    The greatest question I always have as a gamemaster is “What’s next?” There are so many systems I want to run, so many settings I want to play in, and so much of my own stuff I want to try. Narrowing the options down, while keeping in mind the preferences for my group of players, is always a hard task.

    But it’s one that must be done. So when our Stars Without Number space adventure came to its end, polls were conducted and questions were asked, and we narrowed it down to alt-history fantasy western, or as it’s more usually known, the “Weird West.” And while I would be happy to run most any game, I’d be lying if I said this sort of thing wasn’t right up my alley.

    There are more options to this rather limited genre than you might think. Several worthy weird west games were released over the past few years alone. But for most of us in the TTRPG space, I think one name springs immediately to mind.

    Deadlands

    First published in 1996, Deadlands was emblematic of its time. Its rules are overly complicated, it deals heavily in meta-plots, it has some uncomfortable stereotypes. It’s also completely awesome. What other game out there is teaming card-playing mages with steampunk scientists, fire and brimstone preachers with agents in black dusters, all to fight some of the greatest Evils imagined?

    Deadlands was one of the first RPG’s I really got into when I started branching out from D&D. It’s been something I’ve wanted to run for a long time. But it was going to need some tweaks. The original setting has some unfortunate parts that have not aged well. Some Lost Cause narratives, some casually racist stereotypes, these things just don’t fly with me or my players. The newest edition eliminates some of these, but I admit I prefer the overall tone of the original. Since each new edition advances the timeline by several years, the vibes of the first and second edition, when the magic and tech is still fairly new, just feel better to me. So my goal has been to combine the best of both, along with my own concepts.

    One of the convenient things I don’t want to mess with is, because there’s 30 year’s worth of material, nearly everywhere has something written about it. This provides a nice base that I can then change around at my leisure. But if a player asks “What’s going on in Wichita,” I at least have a general idea.

    The next question was, how was I going to run it?

    X Without Number

    The Without Number games, by Kevin Crawford, have become my go to TTRPG. They hit the perfect middle ground of old-school sensibilities and modern design. They’re easy to GM for but provide players enough complexity to stay engaged (without being overwhelming). Ever since I read and then ran Worlds Without Number, I’ve been a big fan.

    There are two other things going for XWN that makes it the system to pick. First, I had already done a “Frontiers Without Number” western hack, or at least most of one. Hacking/adapting games is something I often do for fun. It’s enjoyable to find the things that fit, the things that need to be changed, and the things that need to be discarded entirely.

    Secondly, Ashes Without Number was released, and its default setting is the Albuquerque Death Zone, a Fallout New Vegas-inspired post-apocalyptic wasteland. And while it doesn’t entirely fit what I’m going for, the proof of concept that this could work is there.

    So that’s where I’m at. I started this, I guess you can call it a “developer’s blog,” in order to share bits and pieces of this project as I work on it. Quite a bit is done already, so asking people to read through 60 plus pages or a dozen Google documents for feedback is a bit much. I’ll start sharing things here instead. The game starts sometime next year (depending on how the holidays go), so I got about a month to get things to a playable state.