Crawl! no.13: Deathmatch! Available Now!

Monday, January 16, 2023

The Making of Crawl! no.13: Part 1

Remember this? Some of you got really excited.

Crawl! no. 13: Deathmatch is still a work in progress. At the time of this writing, it's at the beginning of its 4th major re-write. I have been struggling with issue for several years, this was because several factors, which I rather not go into details, but simple motivation and inspiration is enough. When it was first announced, back in September 2017, it was going to be simple. It was basically going to be a toolset for creating random arenas, their traps, and features. A possible "gladiator" class, some new weapons, and arena specific rules. There were also several submissions that fit the theme that were in consideration. The idea was the PCs are sucked away from their normal day, into some cosmic battle arena, that's curated by some weird malevolent power or powers. This power was going to be left vague, so they could be one of the PC's deity or patron, The main system I was developing, and the meat of the issue, was a series of random tables that determined their appearance after being dragged through cosmic space into the arena. The table was a Personality check, and the I expected the players to elaborate and describe what their appearance in the arena looked like. I was hoping for ideas like like "asleep in bed", "on the john" for "poor" appearances, or if the player rolled well enough, they could've describe favorably, or the PC could have been totally ready for it. This was the beginning of the time I was really wanting to lean into collaborative and emergent story telling. I wanted to give the player a cue to work with, and have them describe how they're introduced into an arena. If they rolled poorly, they could describe their character as "appearing in a flash, with their pants around their ankles in a squatting position" or favorably, "my PC was totally expecting this, and I'm wearing my best outfit and everything". It sounded cool, but it looked like this: 

...And The Crowd Goes Wild!!! 
 
Presentation, Reception and Reputation 
 
Presentation and Reception -- Upon entering the arena, the crowd can cheer ecstatically, or jeer with pure disdain. The response is determined by a Personality check on Table XX-1: Presentation & Reception. This will determine how impressive or disappointing their entrance is. This can result with a favor or blessing from the audience or sponsor. Or the opposite may happen, resulting with pure disapproval or a curse for the duration of the match. The check is made for each competitor, it’s very possible they all get favorable responses, or they can all get poor ones. 
 
Table XX-1: Presentation and Reception. 
Roll Result
1 or less Immediately hated or ridiculed, the spectators get hostile, and the sponsor may show contempt with a curse or condemnation.
2-4 Mocked and booed, Spectators and sponsors are wary. Hostility is likely.
5-9 Disinterest and boredom from the spectators and sponsors.
10-14 Some cheers from the spectators, a lukewarm response from the sponsors, but interest nonetheless.
15-19 The spectators go wild, and they have the attention of the hosts. A spectator may express their joy with a minor boon or blessing.
20+ The spectators are ecstatic! The sponsor may bless the competitor with a great boon or favor.
 
Optionally, independent of allies, there may be spectators that feel sympathetic to the disfavored combatant, especially if they’re losing. If a fight is clearly one-sided, these compassionate types may bestow a minor boon to even the odds. With the judge’s discretion, the losing PC may make a Luck check, success means they receive a minor boon from pity. 

Then it went into a system where throughout the game the characters can earn boons or banes from their performances, showboating, etc. It was basically a fame system that granted you perks and shit, ala XCrawl. 

Reputation -- if deathmatches are regular affairs in your campaign, a Reputation Bonus may be earned for any victors in a deathmatch. This rating is indicated by a die type. For the first match won, this die is a d3. When, or if, a third match is won, this die will go up one step (+1d) in the dice chain. On the sixth successful event, it will go up another die (+1d), etc. (See Table XX-2: Reputation Die.) This bonus die is added to the Personality check on the Presentation & Reception table. Judges may modify the roll due to location or moods, e.g. the locals may not be familiar with this particular champion, or the audience may be extra excited or upset from an earlier match.

Matches Won Reputation Bonus Die Type
1 d3
3 d4
6 d5
12 d6
24 d7
48 d8
+24 +1d etc.   

Boons and Blessings
Chanting name! Motivating chants or even songs.
+1
+1d
Free re-roll. Free roll even if no roll is allowed (eg. allow a save even if there’s “no saving throw”.) 
Spell cast in their favor. 
Temp hp. 
Attack spell in their favor.  
Healing. hd or ability points.
Magic Items or weapons.

This was as far as I got, you can tell it trails off into a brain dump list. I didn't like it. I was also working on XCrawl, and it made no sense to reinvent the wheel. So I scrapped it. There were also some lists of random areas ideas, and some notes referencing Enter the Dagon and Spell duel stuff. And so it went back to the drawing board. No one heard from me again for a couple years. Those were miserable years to say the least. The misery wasn't because of this crap sub-system, mostly outside crap. 

To be continued in Part 2.

Thursday, January 12, 2023

Practicable Magic: Reliable Spell Casting for DCC RPG

Hey, a new post! I got inspired by the hub-bub that's happening in the tabletop role-playing game world, I decided to iron out a small set of rules for my favorite #openDND, Dungeon Crawl Classics RPG. Obviously no one should be surprised since Crawl! is a zine for DCC, but it's been almost a year since I've posted anything, and I needed to prove that I'm working on something. This is not going to appear in a new issue of Crawl!, instead it's going to replace a chapter in Crawl! no.3: The Magic Issue. Eventually it's going to replace the Patron spells for Van den Danderclanden, which are also found in the updated edition of Crawl! no.1. For some of you that don't know, the original edition of no.1 didn't include these spells, and there were probably some revisions along the way. It'll likely appear first as a mini-zine before Crawl! no.3 gets updated. We'll see. 

So, you're thinking "Reliable magic in DCC RPG?" That's anti-thesis-tith-ical (sp!?) to the CHAOS of muh DCC RPG magic. I guess. So, "Yes?" These rules are optional, I really shouldn't have to stress that. Since your game is your game, you can totally ignore these rules. That's magic. Or you can check them out, criticize it in thee comments, Like, Subscribe, you know the drill. But, no lie, one of the biggest complaints I hear about DCC magic is the randomness, which some of us love. Some, probably a scrawny coastal wizard, or (L)awful cleric, want some more stability, predictability, and balance. Well here's "some". It's still random, you can still turn your friend into a chicken... there is just a bit more control. Like art or food, magic done slow and cooked to perfection. But it's still magic, and DCC magic is supposed to be fun, and someone can still screw it up. All right nerds... don't forget to comment below. 


Practicable Magic

Reliable spell casting for DCC RPG by Rev. Dak J. Ultimak. 

Any wizard or elf can use any available time and resources, to safely prepare and store a spell that can be accurately cast, at-will, the following day (typically after regaining spells per the standard rules).
Sidebar: Regaining Spells: The rules for regaining spells can vary depending on the type of magic, and can be based on a time of day, the moon, rest, prayer, or after an actual day. It may also vary from campaign to campaign and wizard to wizard. Settling on a single trigger can make things easier, such as 8-hours rest, which is commonly known and used. Regardless of when the regaining of spells takes effect, it's important to remember that it takes extra time to store a spell, and this time must be spent before any rest. A wizard can't store spells while resting.

Spell Storing


  • Normal spell check plus an addition bonus +CL

  • May use spellburn or Luck

  • Must be able to still normally cast spell


For each spell the wizard desires to store, they must effectively cast the spell, but are afforded more time and focus and they must avoid the usual distractions, such as combat. They make a spell check as usual, and get an added bonus equal to their class level. Natural rolls, such as a 1 or a 20, still apply and so do any failure results, including ones that result in the spell being lost, and especially any corruption or misfire effects. Spellburn and Luck may be applied as usual. This spell check result will be the spell effect that is then stored. Each attempt requires to caster to still be able to cast the particular spell, so if the wizard lost the spell during the day, through usual means such as failing a spell check, or they lost it during a previous attempt at storing it, they will not be able to store another copy of that spell until they regain that spell. They may burn Luck to prevent this. Use discretion if incorporating Mercurial Magic, do they occur when storing the spell, or do they take effect when casting it the following day? Is it random? 

Spell Storage


  • May store up to their number of Known Spells

  • Must use twice the material resources.

  • Takes longer to cast (1 round = 1 turn, 1 turn = 1 hour)

  • Needs a magical vessel (wand, staff, magic sword, etc.)

  • May use their brain to store limited spells (equal to their Intelligence modifier)


A wizard can store as many of these spells they can cast up to their number of Known Spells (as per their character class and level, Intelligence modifiers may apply). Storing these spells takes significantly longer time than normal, and also uses twice as much gold, material components or sacrifices required by the spell. A spell that normally takes 1 action, 1 round, or 1 minute to cast, will take 1 turn or 10 minutes to store. A spell that takes 1 turn to cast, will take 1 hour to store. In lieu of their Known Spells limit, the amount of time before regaining spells is a hard time limit, they still need ample time before spell storing and regaining spells. If the wizard doesn't regain spells, for any reason, for example a wizard doesn't get their required rest, they won't recover any lost spells and the stored spells become lost.


The wizard will need a magic vessel to store these spells, this vessel can be any magic item that can be wielded, such as a magic wand, wizard staff, or magical sword. The wizard may also use their brain. The maximum number of spells they can store in their brain is equal to their Intelligence modifier. So a wizard with an Intelligence of 13 may store a single spell (+1 modifier) in their brain. Otherwise the spells must be stored in some magical device. Their number of Known Spells still remains the limit.

Stored Spell Casting


  • May cast stored spells any time after they normally regain spells.

  • May still cast spells normally, even spells that are stored.

  • Losing the spell through normal casting loses the spell for the day, even those that are stored.

  • Spells may be stored for only 1 day.


After regaining spells, per usual rules, the wizard can cast these stored spells at will, as if they were casting normally, but the spell effect is the effect that was previously stored. Once a stored spell is cast, it is expended and can't be cast again. Any verbal or somatic spell components are still required, but any material components are no longer required because they are magically infused with the stored spell.


A wizard may still cast spells normally, even if they have the same spell stored, BUT if a failed spell check results in the spell being lost, all the stored spells are also lost because the magical connection that binds them is broken. Burning Luck can not restore spells that have been broken (but the wizard may still burn Luck to re-cast lost spells).


Any stored spells that aren’t cast by the “end of their day” are lost, as the connections fade from memory. A wizard may choose to let stored spells expire at any time.


Look Mah! No OGL! Feel free to use this in your game. Normal copyrights apply, feel free to use its concepts in your game, but some attribution would be nice.

Monday, January 31, 2022

MÆTA: A Postmodern Patron for DCC RPG

MÆTA

Mæta is meta, Mæta is a force. 

Some know Mæta as OPERATOR, USER, a sometimes enumerated PLAYER, or as the old technicians and engineers used to say, the ERROR “between the seat and the keyboard”. For most, Mæta is fate, predestination, and the natural order. For some, Mæta is God. Regardless of what they believe, without Mæta they would not exist—for Mæta created them, whether through RANDOM generation, or selected by hand or whim. 

Mæta is a metaphor. Mæta is you.

Well, not really you. But a fabricated, fill-in-the-blanks, representative of a gamified version of you. A character you control can call upon Mæta to provide aid in the form of a spiritual weapon, magical protection, or the power of an artifact. Any specific effects or details will vary, fill in the blanks to suit your personal taste or element of  your favorite game. 

The caster may spellburn 1 ability point to take an effect lower than the spell check result.

Invote Patron

12-13 Boomstick! Mæta bestows them with a short staff or rod made of meticulously carved wood and twisted metal. The metal ends with a round opening, and when pointed at a target, sends forth a blast of [_______]. 

Boomstick: +2 missile weapon, Damage 2d10 (special crit), Range 50/75/–, lasts for 2d5 uses or 1 turn. *Critical hits with this weapon do 2d10 per CL in damage, in addition to any applicable crit tables. 

14-17 Pellets of Pain Relief! A small cup appears, within the cup are 2 [________] pellets. Consuming each pellet heals 1 HD of damage. Take 2 and call Mæta in the morning. 

18-19 Helm of Hardiness. A helmet decorated with [________] appears from thin air. Donning the helmet grants them +2 AC. The helmet will also protect the wearer from 1 critical hit, but the helmet will be destroyed and rendered unusable.

20-23 Fire Thrower: Mæta gifts the caller an intricate staff that’s topped with a smoking alabastra that’s decorated with a flaming [________]. This staff can launch a ball of fire up to 60’, which explodes and affects everything within 10’ of it. 

Fire Thrower: +3 missile weapon, 3d6* fire damage to a single target, all within 10’ target takes 1d6 fire damage, lasts for 2d5 uses or 1 turn. 

24-27 A Drink of [________]: A bottle filled with your favorite liquid appears. Consuming it will heal HD equal to their character level. (A level 1 character will heal 1 HD, while a level 3 character will heal 3 HD). 

28-29 The Shield of [________]: A glowing magical shield appears. It can bond with an existing shield, or take on its own form. It provides a bonus +5 to AC. It can absorb all the damage of a single successful attack or damage source, but each attack that is absorbed reduces the AC bonus by 1. When the final AC bonus is used or after 1 turn, the shield disappears. 

30-31 Lightning [________]: Mæta grants the subject access to raw contained lighting. The PC may release this energy across an area 10’ wide and 60’ long. All within this area must take 6d6 lightning damage or make a DC 20 Reflex save for half. The weapon lasts for 2d5 uses or 1 turn.

32+ Artifact of Power: Mæta rewards their best with an artifact of power. This artifact can take one of 4 forms, roll 1d4: (1) The [________] of Vengeance (x4 damage bonus to all attacks); (2) The [________] of Vitality (current and max hit points temporarily increases to 2x normal); (3) The [________] of Resistance (gain resistance to fire, cold, drowning, lighting, and other elements); (4) The [________] of Shadows (gain +10 bonus to hiding and from being seen). These artifacts last for 2d5 rounds, then disappear. If the current possessor of an artifact dies, the object will remain. Another PC may continue using it until it disappears.  

Thursday, November 4, 2021

Crawl! Fanzine at Empire of the Cyclops Con

 


Come find Reverend Dak (Publisher, Writer, Editor), Mario Torres (Art), and Brad Littman (Editor, Writing) wandering the halls at any time. Find us at the Crawl! Fanzine booth between 1 and 3 PM, Friday to Sunday (PST). 

Ask us about making zines, playing games, and whatever you want. Ask us anything. 

Buy our stuff, links up top. Or here: https://straycouchespress.gumroad.com/

Crawl! fanzine no. 1 is PWYW (or free) here: https://www.drivethrurpg.com/product/110928/Crawl-fanzine-no1

This is also FREE: https://www.drivethrurpg.com/product/347505/Dungeon-Crawl-Basics 

Friday, February 26, 2021

Crawl! at Spawn of Cyclops Con

FREE (or generous donation.)
Hi, I'm Dak. Welcome to my booth at Spawn o' Cyclops Con.

If this was real life, I'd be standing here talking about zines, the desert, and dungeon crawling. 

Then I'd hand you a free zine for stopping by. 

So go pick it up here: 

https://www.drivethrurpg.com/product/347505/Dungeon-Crawl-Basics

You can buy my world famous zines here: 

https://crawlfanzine.blogspot.com/p/buy-now.html 

Ask me anything! 

Saturday, August 29, 2020

USING PROTOCOL 666

 

currently playtesting

Crawl! Deathmatch

  • Forward
  • Intro to Crawl! Deathmatch
  • Prepare To Fight
  • ...

Monday, April 1, 2019

BREAKING NEWS

Here are my plans. You can hold me to it. If I fail, it'll be your fault (not really). I've got to wrap some shit up, take care of some "adult" errands, etc.

Crawl! #13 - shipped by July 2019.
I'll be sending out an email to current subscribers about addresses, I'm sure people have moved since the last issue, I'm sure of this because I've moved TWICE since that time. It's been over 2 years since I talked publicly about it, but Crawl! is not dead--it's just been on hiatus. I suck at this, I know. I even thought about jumping on the Kickstarter ZineQuest thing. Just wasn't sure how.

Crawl! Fanzine, compilation. That'll be next. It's long overdue. I have big plans, and I'll need some help. I need a good printer, because I want smyth-sewn quality--not that POD crap. We'll talk later.
Until then, follow me (Rev. Dak) on twitter: @reverend_dak ***WARNING: I'm not for everyone*** You might find me on other social mediums, if you search my email or my name. But the hell-site called Twitter is a sure thing.

That's it for now. Pour one out for G+, the best social media site ever.

P.S.: All zines are still available. See Buy Now (click above or on the right) to buy online. Or ask your FLGS to stock it! Have them contact me directly.