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Sunday, June 1, 2014

Green Martians for OSR

Art by the incomparable Michael Whelan 
Since the Sword & Planet genre is near and dear to my muscular circulatory fluid pump, I've decided to try my hand at adapting the denizens of Barsoom to Basic D&D and related retro-clones. As always, scathing criticism of my hair-brained ideas is always welcome.

Let's start with the fearsome Green Martians:

Requirements: CON 9
Prime Requisite: STR and CON
Hit Dice: 1d6
Maximum Level: 12
Five or six had already hatched and the grotesque caricatures which sat blinking in the sunlight were enough to cause me to doubt my sanity. They seemed mostly head, with little scrawny bodies, long necks and six legs, or, as I afterward learned, two legs and two arms, with an intermediary pair of limbs which could be used at will either as arms or legs. Their eyes were set at the extreme sides of their heads a trifle above the center and protruded in such a manner that they could be directed either forward or back and also independently of each other, thus permitting this queer animal to look in any direction, or in two directions at once, without the necessity of turning the head
The ears, which were slightly above the eyes and closer together, were small, cup-shaped antennae, protruding not more than an inch on these young specimens. Their noses were but longitudinal slits in the center of their faces, midway between their mouths and ears. 
There was no hair on their bodies, which were of a very light yellowish-green color. In the adults, as I was to learn quite soon, this color deepens to an olive green and is darker in the male than in the female. Further, the heads of the adults are not so out of proportion to their bodies as in the case of the young. 
The iris of the eyes is blood red, as in Albinos, while the pupil is dark. The eyeball itself is very white, as are the teeth. These latter add a most ferocious appearance to an otherwise fearsome and terrible countenance, as the lower tusks curve upward to sharp points which end about where the eyes of earthly human beings are located. The whiteness of the teeth is not that of ivory, but of the snowiest and most gleaming of china. Against the dark background of their olive skins their tusks stand out in a most striking manner, making these weapons present a singularly formidable appearance. ... 
But how puny and harmless they now looked beside this huge and terrific incarnation of hate, of vengeance and of death. The man himself, for such I may call him, was fully fifteen feet in height and, on Earth, would have weighed some four hundred pounds. 
--Edgar Rice Borroughs
A Princess Of Mars 
Barbaric even by Barsoom's brutal standards, the Green Martian hordes are feared by the all the civilized peoples of Mars. With few exceptions, Green Martians revel in violence and cruelty, killing to advance their status in their horde, or just for the pleasure of seeing their victim suffer.Like most lifeforms on water-starved Barsoon, Green Martians hatch from eggs and are raised collectively by the females on a horde. Love and familial bonds are not a factor in the vast majority of Green Martian lives (although there are few exceptions); however, the few exceptions to the rule can be intensely loyal to those who can prove their strength and cunning.

Green Martians can use all four of their limbs in combat, bearing any combination of 1-or-2-handed weapons as they have hands available. (e.g. 4 one -handed weapons, 2 two-handed weapons, 2 one handed weapons and 1 two-handed weapon, etc.) They can spread these attacks between 1 and 4 eligible opponents.

Because of their great height, Green Martians have difficulty moving in confined spaces. Unless they are in an area with at least a 15' ceiling, their movement is reduced by half and they suffer a -2 penalty to their attacks and +2 penalty to their AC (or -2 defense penalty if using Ascending AC). They also suffer a -2 penalty to all dexterity or movement-based saving throws.

Upon Reaching 9th Level: When a Green Martian reaches level 9, it has the option of becoming a Jeddak of a horde of its own. A Green Martian Jeddak will attract Green Warriors who roam the dead sea bottoms from ruined city to ruined city. They have no use for retainers or specialists.

Green Martian Level Progression
Experience
 Level
Hit Dice (1d6)
0
1
1
3000
2
2
6000
3
3
12,000
4
4
24,000
5
5
48,000
6
6
96,000
7
7
150,000
8
8
200,000
9
9
350,000
10
+3 hp only*
430,000
11
+6 hp only*
550,000
12
+9 hp only*
*Hit point modifiers from constitution are ignored.

Saving Throws: As Dwarf/Halfling

Swords & Wizardry: Green Martians can only be Fighters.

Thursday, May 29, 2014

We have a new national anthem!


Like many who fly the OSR banner, I do enjoy listening to Save or Die on my pocket-sized telecommunications/entertainment device. However, because of the flighty nature of my broken brain, I stopped listening to podcasts in general for about a year and have only now begun to start listen again. In the latest iteration of their intro, I noticed that Save or Die uses this catchy, funky, Southern metal piece of music called "Dungeon Hustle" from a group called Mississippi Bones. Whatever edition of the rules you play, this song captures the rompin', hackin', slashin' spirit of tabletop gaming.

Come on everyone, sing along, OK?


Please patronize their music on Bandcamp, CD Baby, iTunes, and other fine digital music establishments.

Friday, May 23, 2014

"Warriors of the Red Planet" Coming Soon?

Want! Want! Covet! Covet!

Just when I thought it had become vaporware! After over a year of silence from the Warriors of the Red Planet blog, artist Thomas Denmark announced today that he will have the Beta of the final game, along with a limited edition portfolio of five of his paintings used in the game, will be available at his table at Kublacon in Burlingame, CA, this weekend.

Sadly, I live on the wrong side of the continent to attend and it's driving me crazy. I have been waiting for these rules for years now, and I would kill a man--in front of his own spouse and children--to even catch a glimpse of the finished game. Hopefully, this means that my wait will finally be over and my pitifully excuse for a wasted live will have some semblance of meaning and I can die only slightly less alone and afraid than I had originally planned.

Thursday, May 8, 2014

Savage Praxis Kickstarter Launches May 13

Back in January, I reported that Mike McConnell with Void Star Studios was going to port his hit science fiction setting, Nova Praxis, to the Savage Worlds engine. With Shaintar-creator Sean Patrick Fannon was brought in to write the setting-specific rules. To help fund the project, a Kickstarter campaign similar to that which funded the original game was hinted at. Mike McConnell now reports that the campaign is ready to roll and will launch this upcoming Tuesday, May 13! You can check out a preview of the KS site here

Along with a print edition, along with a "regular" and an "augmented" PDF version, the proposed stretch goals for this project includes a themed poker-deck for initiative, several rules supplements like a gazetteer and a monster manual, an introductory adventure, and a iOS/Android character creation app. I'm rather excited about this project. I own a copy of the original edition, and while FATE is a fine system, it's quite a departure from the traditional-style of role-playing that many gamers in my circle are used to. Savage Worlds has both the popularity and ease of play to introduce this rich and action-packed settings to a larger audience of players.

So this Tuesday, please help support a great project that's well worth the investment.

Wednesday, May 7, 2014

Blog Consolidation Is Upon Us All...

Over the years I've run a few blogs dedicated to my various role-playing interests, but they're spread out across a couple of accounts. Eventually, these blogs get neglected as one interest overrides the others. So, I thought it was time to consolidate all of my blogs under the No School/Old School banner.

Oh, I'll still be posting OSR material, but I'll also be devoting my blog to other games that tickle my interests (namely Traveller and Savage Worlds) along with more miniatures-related material. I'll be shutting down my old blogs as I add archive the material here.

Let the importing being!

Tuesday, April 15, 2014

THIS is how you run a Traditional Gaming Group.

This evening I had to opportunity to re-visit Madison Traditional Gaming after a long absence. It used to be I would try to get in on one of their monthly Saturday sessions. Then my work schedule changed and I lost my weekends off, seriously damaging my ability to game at all. While I still don't have Saturdays and Sundays to myself, I do now have Tuesdays off. Normally, I spend them at The Game Store, chatting and painting minis with my friends, but at Gary Con, MTG's organizer Victor Raymond, invited me to come to the Tuesday night sessions at Pegasus Games they added since the last time I made the hour-long trek from Muskego to Madison.

I was not disappointed.
Pegasus' game room.

Over 30 people showed up. Six games are being run at the same time: a "0 Ed." D&D game, a WEG Star Wars game, Microlite 74, and three Savage Worlds games. ("But Savage Worlds isn't a old school game?!" It certainly is, in spirit.) Since I was only there to visit that night, I didn't get involved in any of the games. I only observed.

Victor's D&D game.
One of the major differences between Madison and Milwaukee gamers is how open and accepting the former are and how insular and cliquey the latter seem. My attempts at running similar events in my area have only brought forth less than half-a-dozen people and I found that they can be VERY particular about what they play and who they play with. Maybe it's Madison's "college town" culture, who can say?

One of the Savage Worlds game.
There was gaming fun to be had by all until 10 pm. So many people, so many games. I only wish that I my miniature painting night was sometime other than Tuesdays. If I'm going to bring about anything similar in Milwaukee, I've got a tough act to follow and a tougher row to hoe.

Sigh...OK, I'll post something.

As I had originally intended to write a in-depth run down of Gary Con and all of the fun I had. However, immediately after the con, a nasty bout of depression coupled with a chest cold sort of sapped my will to live for a while. Now it's three weeks later and I'm feeling a little better, but posting on a finished convention would seem... dull.

I will say this: as usual, Gary Con was loads of fun. I got to go to a awesome party at Frank Metzner's place; ran two games of S&W set in Mu; got TPKed by Tim Kask... again; played Cyberpunk 2020, a game I never thought I'd ever get to try; and got in my annual game of Empire of the Petal Throne run by Victor Raymond. Assuming I'm still alive next year, I'll be going yet again.

In the meantime, I'm trying to get my Milwaukee Traditional Gaming group back up and running. For the last couple of years, my insane work schedule has made it impossible to play much if anything and the group, which has always been painfully small, fell into neglect. Now my days are a little more open, and I found out that one of  Games Universe's locations is moving to a new place that's closer to home with more gaming space.  As soon as they are settled in, I intend to run games on Wednesday nights. I need to find a partner willing to run another game to give to encourage a bit of variety. From there, I hope to have several games of all sorts running at once. 

Also, my experience of running Mu at Gary Con has made me re-evaluate a few things. I'm thinking of tweaking the Magic User class a little. Lovecraftian magic out to be a powerful but physically mentally draining and prone to failure, something that doesn't really work with a traditional Vanican system. Monstrosities and abominations from beyond the boundaries of curved space-time shouldn't be so easily slain by your a mere spell-slinger with Fireball memorized a few times. You gotta work for it!