Showing posts with label #swordandsorcery. Show all posts
Showing posts with label #swordandsorcery. 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! 


 

Wednesday, December 14, 2022

Reaver Quickstart Coming Soon!

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

Hello everyone!

It's been quite a while since I posted an update and wanted to fill everyone in on the progress of Reaver Sword & Sorcery RPG. To say the least it's been quite a year. I attended Origins Game Fair in October of 2021 and ran several sessions of Reaver; at that time the original version of the Quickstart was complete and ready to be released. I was blessed with some excellent players who offered some very important feedback on the game mechanics and I took this to heart. Keeping their feedback in mind, I returned home and proceeded running my home play test group and it was then that I realized that the players in my group (who were familiar with the game) were having the same issues that the players at Origins were having—basically that having a non-unified system of rules was confusing. So, at about the end of October or maybe early November of 2021 I decided that I would rewrite the core mechanics and try to streamline the system.

This amounted to me eschewing one of my original goals—to make a familiar game—and also pushing the project way out of my initial release window. I was fine with that, I'm a one-person-show for the most part and didn't feel beholden to a schedule, and do believe that this was the correct decision. However, I also realize that many of you were hoping to see it sooner and all I can say is that I apologize for the lateness, but rest assured that you are getting a better game!

I spoke a bit about the Quickstart (and other projects) on Nerd's RPG Variety Cast, check it out!
Episode 444


 

What Has Changed?
Well, I went through several iterations of rules, testing constantly, but in the end most of the D&D-style combat mechanics have been stripped out (no more d20 attack rolls against a target AC) and everything operates off of a die chain system. Most rolls are made by the players—you roll Defense to avoid attacks and Adversary abilities modify your rolls. If you've played The Black Hack or the original Symbaroum, you'll have the idea. Otherwise, there've been any number of minor tweaks to the rules and text, things like renaming to Attributes to better reflect the genre, making conditions easier to use, and so on.

Where Does it Stand?
The 90-page Quickstart is being proofed now and I'll have to do some clean-up resulting from that and finalize the page numbers and hyperlinks in the PDF. Once those are completed, I'll be posting the PDF as PWYW, i.e. free, and getting a print option up soon afterwards (this will be softcover for a small price).

In the Quickstart, you'll be getting a hefty amount of the core rule system, spells, a sandbox-style adventure with two adventure hooks and months-worth of gaming possible (I personally ran the material for 4-5 months playing every other week). Of course, you can pick one of the hooks and run it as a one-shot without issue.

Setting?
The implied setting of Reaver is called The Sagas of Cennor and is more grit than gonzo, more dark fantasy than weird—its much more akin to a Bran Mak Morn-style world than an Elric world. It's the kind of Sword & Sorcery that is a simple side-step from historical adventure fiction, where protagonists can be big heroes, so long as their luck holds, but the Raven God always withdraws his favor eventually.

Watch this space!

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!

Sunday, January 19, 2020

Inquirer Update and other thoughts...

Wanted to update everyone concerning the Eldritch Inquirer.  I received the first print proofs and overall they looked really good! Still, there were a few corrections to make and I am waiting on an answer from DTRPG on something specific. Once I hear back from them, I'll be able to upload again and get a second round of proofs ordered next week. I'm also going back and forth on whether to release the "Standard" version - seems kind of meh, but would be a cheaper option than the "Premium" format. The Premium is much cleaner, also note the trim difference between the two.

1/21/20 UPDATE ... Uploaded new files today and will be ordering new proofs as soon as the they clear!


Premium

Standard
Something else that has been on my mind lately is Sword & Sorcery. For...well at least a year and a half now, probably a bit longer, I have had it in my mind that I want to write my on S&S style game using White Box as a base to build on, while at the same time stepping away from that game. When writing Eldritch Tales, I made a number of concessions for the sake of compatibility and that led to me including elements that weren't my favorite. And worse making a game that I know is a bit wonky in places.

So, why is suddenly fore in my brain again? I recently heard (from John Large on the Purple Worm podcast) that James Spahn was rewriting and Kickstarting his excellent The Hero's Journey, also based on White Box. When I investigated, I found that James had been talking about his developments on his blog for quite some time (Halfling's Luck) and was voicing similar concerns. I thought, maybe now is the time to revisit this...?

(Find THJ 2e right now on Kickstarter!)

The first question that comes to mind - do we need another S&S game? Well, maybe not. Everyone knows that Inlove Astonishing Swordsmen and Sorcerers of Hyperborea, but there are many other great games out there - Conan 2d20, Savage Worlds Beasts & Barbarians and Solomon Kane, Barbarians of Lemuria, Crypts & Things, just to name a few. Still, I want a game that brings together all of the elements that I love, from many other games, but built into new package... so, yeah, maybe a "heartbreaker" game and probably not for everyone, but we'll try to work on that.

What are my goals with this game?
First, write a game that is somewhere between White Box and AS&SH in terms of rules weight. It will show clear inspiration from these games, as well as others like The Black Hack, DCC, 5E, and Conan, not to mention The Hero's Journey.

Next, write a game that could easily be adapted to "historical fantasy" or "alternate history" style games. And honestly the game may sit more closely in these genres than S&S anyway. For example, in the Berserker class that I've drafted, I have stripped out the polymorph ability found in many games, so that what is left is a less fantastic version of the archtype, something more akin to Egil Sallagrimsson than Beorn from The Hobbit.

Finally, step away from some of the traditional elements of fantasy RPGs. Vancian magic will be gone in favor of something more akin to what you see in Eldritch Tales; Armor Class completely changed to actually represent what armor does (it doesn't keep you from being hit, it keeps you from being injured when you are hit); that sort of thing. Still, much of the classic will remain like Classes, Saving Throws, and whatnot.

What do I have written? Quite a bit is drafted - Classes, much of the rules, sorcery, some of the spells, and equipment, have all been visited. Somewhere around 33,000 words (much of this is spells). 

How much has been playtested? Absolutely none of it! Not quite there yet. I'll run it with my home group first, and hope to have something stable by April, when I attend Roundtable Con.

What's this game called? I've no idea! My working title is "Ages Undreamed Of" but that may step on the toes of the Conan: Adventures in an Age Undreamed Of property. So, I'm working up other ideas.

Stay tuned for more updates and thanks for visiting!