Showing posts with label #rgg. Show all posts
Showing posts with label #rgg. Show all posts

Monday, January 16, 2023

Reaver Quickstart Released!

What ho, Reavers!?

I am happy to announce that today, Reaver: Sword & Sorcery Role-Playing Game Quickstart Rules and Scenario has been released! You can find it on DriveThruRPG or by simply clicking the previous link. The PDF is free, unless you'd like to offer a few dollars to support further development (which is GREATLY appreciated!). A softcover print-on-demand book will follow in the coming weeks!

What's in the book?

  • 28 pages of game rules covering things like combat, healing, and travel.
  • 13 pages of sorcery rules and spells.
  • 10 pages of Adversaries.
  • 18-page sandbox, The Slavers of Sebek and Other Tales, with two adventure hooks!
  • You'll also receive 6 pregenerated 3rd-level characters ready for the adventures ahead.

This Quickstart is aimed at helping us finalize the game, so please offer feedback! We are officially opening out Discord to the public to offer a forum for comments, or you can leave comments here, or find @ravengodgames on Twitter and Instagram!

Enjoy! 


 

Thursday, August 13, 2020

REAVER Classes - The Barbarian

In all of Sword & Sorcery fiction, one character stands out above all others and it only seems fitting to start with ... the Barbarian! The Barbarian's prominence and popularity stems from the creations of Robert E. Howard…Conan, Kull, and others… as well as Lieber’s Fafhrd and from the numerous pastiche characters based on them. Barbarians appeared early in the history of RPGs, as early as 1982, when Gary Gygax penned the Barbarian as a fighter sub-class in Dragon Magazine, but from those early origins, the class has evolved (within Dungeons and Dragons) from a wilderness warrior who detests magic to a raging damage dealer who might employ magical effects. 

In REAVER, the Barbarian not a rage-oriented character, that place is left for the Berserker, and certainly has no magical abilities. Instead, Barbarians are warrior tribesmen who live close to the wild. They are excellent combatants, but while a Fighter relies on skill and technique, Barbarians focus on delivering powerful blows and following through when they fell an enemy. They are skilled in survival, have an uncanny sense for danger, and are comfortable fighting unarmored. Designed in this manner, the Class might easily represent a Conan-like hero, a shirtless Celt striving against Roman legionaries, or a bloodthirsty savage in a dark fantasy setting.

Let's borrow a barbarian hero from fiction and recreate them as a REAVER character, and best to start with character everyone knows - Brule the Spear-Slayer! (Did you think is going to "Conan?)

Howard didn't tell us much about Brule's backstory, but we can extrapolate a few things. He is a Barbarian Pict from the Pictish Isles; by his own words, he is very stealthy; he is sometimes an emissary and sometimes a soldier; he is as skilled at mounted combat as he is afoot. What is presented below is a draft version of the Character Class and is subject to change.
(*updated 3/28/21)




*The author claims no rights on the Brule character and is only using it as an example.

Monday, July 20, 2020

Introducing REAVER RPG!

**Note: Reaver has greatly evolved since this post!**

Greetings!

Once again, I am returning after a hiatus away from the blog to drop a bit of an update! Back in January, I mentioned that I was putting together a new Role-Playing Game, and it has greatly progressed since then. I was off work during the coronavirus shutdown and was able to get quite a bit of work done and even ran a few early playtests. Concerning genre, it is heavy inspired by Sword & Sorcery, Dark Fantasy, and Historical Fiction... I literally don't know exactly how to describe it just yet but the title is ...


I cannot claim to have created something that is entirely new and groundbreaking for RPGs, and that is not my intention. Instead, I have drawn inspiration from a number of games, old and new, and attempted to make a game whose rules feel familiar and are flexible enough to support the various genres mentioned above. So, in this introductory post I want to describe the basics of REAVER (at least as the current draft stands).

ORIGINS: Origins replace "races" and represent a character's culture, place of origin, and nationality. In the core rules, all Origins are humans and are inspired by historical and mythological peoples of Africa, Europe, and the Middle East. I've chosen to do this so that they might easily be adapted to other settings, fit into historical fantasy campaigns and many Sword and Sorcery settings, like Hyboria, and be familiar to most readers. I have mentioned in the rules bits my own campaign setting, largely in describing the Origins, but have not decided if I'll include an overview of the world in the rules...I should say that I have striven to present the Origins in a respectful, and even historical manner, while making them suitably fantastic for the genre.

ATTRIBUTES: The familiar six common to many other fantasy games. What's different? The Attribute Feat system from Eldritch Tales has been modified to operate on a Die Chain, so that every Attribute has an assigned Feat Die, ranging from d3 to d10, and used as the basis for various tests. Dexterity modifies movement. Instead of a "reaction modifier," Charisma dictates a Base Loyalty Die (also a die chain) which is assigned to Hirelings and can be modified later. (As an aside, NPC Morale works the same way.)

CHARACTER CLASSES: I'll be discussing these in future posts, but the core book will include at least the Barbarian, Berserker, Fighter, Priest, Rogue, Scout, and Sorcerer. Priests are each defined by their Faith (Druidism, Shamanism, or Theism) while Sorcerers select a Tradition (Hermeticism, Mysticism, or Witchery). Classes grant the character all of their base abilities and have a format similar to early versions of the "world's first RPG."

CAREERS and SKILLS: Every character selects a Career at first level and two more at later levels. Careers mimic the fiction trope common to Sword & Sorcery where protagonists dabble in multiple occupations throughout their careers. The best example of course is Conan - he is a Barbarian (class), but was a Thief, Mercenary, and Pirate (among other things). These are all Careers in REAVER and allow a player to personalize their PCs. Mechanically, Careers grant the character a Skill and a Feature.
REAVER includes a fairly short and easy Skill system with 18 unique Skills. Most characters start with 3 Skills and have no more than 5 Skills at the maximum level. Skills operate on the Attribute Feat system and grant a +1d on the Die Chain.

RESOLVE and PERIL: The general rules and combat system should be fairly familiar to most, however all characters have Resolve, a measure of their luck, fate, and sheer will to survive. Resolve is based off of the character's Prime Attribute and increases as characters advance in level. Resolve allows characters to do things like heal during combat, increase their damage, gain Advantage on a roll, and cheat death. Resolve can also activate Class abilities, like the Berserker's fury, and is expended to cast magic spells. However, when characters spend Resolve they empower their enemies with Peril, which operates basically as Resolve for the Referee. 

SORCERY: Vancian magic is scrapped. Spellcasters use Resolve to cast spells and receive more Resolve than other classes. They must study or pray each day, but do not "prepare spells" and can rather cast any spell they know. Sorcery is dangerous, dark, and can lead to a character's ultimate downfall. I'll discuss Sorcery more in a later post. 

OTHER RULES: I've adopted the Usage Die for equipment, ammunition, and some other things. On a recent episode of The Purple Worm Podcast, I heard Dave Aldridge mention applying the Usage Die to spell durations and thought that was a very interesting idea and I plan to explore that a bit. There are rules for Hirelings and Companions and characters might gather followers at any level. Seafaring, Travel, and Downtime will all be covered for the referee. Advantage/Disadvantage is used.

Right, so that's a shortish overview. In the next post I'll talk about some Character Classes!

Saturday, February 23, 2019

Eldritch Tales Referee Screen Now Available!

Great News!

The Eldritch Tales: Lovecraftian White Box Role-Playing Referee Screen and Reference Sheets are now available at DriveThruRPG and RPGNow!

There are 5 interchangeable internal sheets containing all of the important tables from the Core Rulebook, as well as two additional bits - the Insanity Saving Throw flowchart and the Skill Reference list - both of which should prove very useful at the table. Finally there are 4 external sheets of artwork to decorate the front of your screen or use as handouts, mood setters, etc. All are color, landscape format and 8.5"x11".

The sheets are available in PDF for $3.99 and in Print (with PDF) for $9.99. If you purchase the print version, you will given the option to add a vinyl GM Screen for an additional cost at checkout. I was skeptical about the quality of the screen and bought one myself. I can tell you that this thing is HEAVY DUTY! It seem very well made, and has four panels, with sleeves front and back, and measures about 45.5" in length by 9.25" high. Have a look at the pictures below!

A few additional observations...
  • The sheets are interchangeable so you can customize your GM Screen to other games!
  • The cards are printed on a thick cardstock and should prove durable and long-lasting.
  • The vinyl screens are only shipped from the United States, so overseas shipping is expensive. I encourage those outside the U.S. to find a vinyl GM Screen locally.
  



Thursday, January 4, 2018

Eldritch Tales: The Long Overdue Update...

Greetings Friends!
I know many of you have been wondering about the status of Eldritch Tales: Lovecraftian White Box RPG and, rest assured, I continue to plug away at this. I had almost no time to work on the game over the summer and my progress was at a snail's pace due to real life. Allow me to inform you all on the progress that has been made.

Though summer was rough for me, during that time several groups playtested the game and sent me great feedback, questions, and suggestions. I added bits here and there and clarified other areas and overall the game has come together nicely. I am still working on some writing bits, but nothing too time-consuming.

Tim Snider has completed a first editing pass (back in August) and I have made all the changes he suggested. I have decided not to do the layout myself...I feel like it would take me far too long and would result in an inferior product. That wouldn't be acceptable to me, and I'm not going to let you down that way. So, I have been in talks with Thomas Novosel who has agreed to tackle the project.

Finally, for the most exciting news... since about September I have been focusing hard on art production and I've contracted two artists to help on that front. Many of you will know Del Teigeler's work from various OSR projects including many from North Wind Adventures, including the recent second printing of Astonishing Swordsmen and Sorcerers of Hyperborea and my own Beyond the Ice-Fall. Del is a great fellow to work with and has been doing some fantastic work, visit his art blog! Here is a great piece he has finished for Eldritch Tales...


Our second artist is Kurt Komoda, a name new to the OSR, though his work can be seen in Fate Core, The Dresden Files, Torchbearer, Firefly, and other RPGs. I came across Kurt's work on DeviantArt and first contacted him more than a year ago now. I recommend that anyone reading this visit his portfolio and blog - you will see some astonishing work. Kurt approaches each new piece with an unbelievable exactitude, researching Lovecraft's stories for every clue concerning the description of whatever creature he is drawing. Below you can see his take on the Elder Things of Antarctica...


In addition to these true professionals, I am doing quite a bit of art myself - mostly spot art for equipment, vehicles, weapons, and the like, though I've done a few adversaries as well, such as the vampire below. To round out all of this art, I'll grab a few pieces of stock art as filler.


Once art is completed and I have finalized the text, layout will begin and should take up to 3 months. The finished book will have approximately 70 pieces of original art and come in around 200 pages.

That's all for now, best to all in the new year!

Thursday, November 10, 2016

Eldritch Tales: Contacts and Characters

Last week, we talked about the four base character classes in Eldritch Tales: Lovecraftian White Box Role-Playing, and I mentioned that every class begins the game with Contacts.

Not even beginning characters live in a vacuum and all have some experience with the world and people. University students are exposed to any number of professors, soldiers meet people from all walks of life, lawyers know experts within the justice system, and so on. Each character begins with at least one close friend who is willing to help out when the character is in need - these are the character's Contacts. Characters may call upon their Contacts to assist in any way they can, dependent on the referee's discretion. However, most Contacts will not break the law or put their lives and livelihoods in jeopardy, and players are advised to remember that just as they may call upon Contacts, Contacts may call upon them. Friendship is a two-way street.

Characters are not restricted to only those Contacts that they start with and may acquire additional Contacts  during the course of the game. There is no set mechanic for gaining Contacts, only that it can be accomplished through role-playing and cultivating connections. Again, the referee is free to control this as he or she wishes.

The make things manageable, Contacts are divided into broad categories - Academic, Criminal, Influential, Legal, Martial, Medical and a final catch-all, General. This division is mostly used during character creation to direct what type of Contacts a beginning character starts with. For instance, an Antiquarian begins with two Academic Contacts - perhaps a curator and a librarian; while a Socialite begins with one Influential contact and any two other contacts - maybe a governor, a detective, and a fence. The choices that a player makes here will help to define the character's background and add some color to the campaign.

Finally, Contacts help the referee craft a story with depth. They can be used as plot devices - anchoring a character to a specific area or interest, connecting characters to the game world, providing motives and goals for characters, they might even present plot hooks to the group and "call in favors."

Next week, I'll discuss Occupations, an entirely optional rule that further defines a character's background and offers greater character customization.

Making friends?

Monday, August 10, 2015

Raven God Games Logo

I have been working on a logo for a few months now and have decided to go with the image below. Font may change at some point, but for now, I like it, and you can expect to see it on some upcoming RPG releases! Inspiration is drawn from viking head carvings which have been found on building posts, wagons, ships and the like. Let me know what you think!
Copyright 2015, Joseph D. Salvador III