Wednesday, June 19, 2019

52 Weeks of Magic - Week 25 - Device of Defense


Sorry for the poor image. I collect paper and this stuff is a shiney, plastic like material with a texture. It feels great to draw on but doesn't scan or photograph well. I just I don't know what it is or how it should be used.

The Device of Defense has similar properties. When found appears to be a shield, it even comes in a bag. The bag has runes on it that imply that the device is for defense. The loops to hold the shield are just wrong. They are 3/4 of the way up the backside and far too large for a forearm, there is a cross strap that seems to do nothing. The whole shield is nearly 4 and 1/2 feet tall by 2 and a half feet wide. The curve on it covers a full 180 degrees. It looks like someone created a shield from an drawing and never really worked out how one should use it.

When used as a shield, it reduces the wearers armor class by 2. Unfortunately, it is so ungainly that it also causes a -2 to attack. There is no way around this penalty, short of reworking the shield strap which could damage this magic item.

The Device of Defense is actually a protective item that is worn on the back, like a cape. When activated, the user is empowered with the ability to jump and feather fall at will, as the spell.

Unlike the spell, the device ensures the user will land correctly and safely. The effect makes the user so agile and unpredictable, that they receive a -1 to AC. The user can execute charges from a standstill, which provides a bonus to hit along with the liabilities. The user can stop and start the feather fall effect at will, too. This means they could jump straight up 30 feet and float gracefully down at any point of their fall. Usually, this does not allow for a steady platform to attack from and significant penalties would occur.


Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 


Saturday, June 15, 2019

What To Do With My Summer...

No vacation is in the stars, this summer break. So it's time to read.

I picked up a copy of Forge of God by Greg Bear. I love his characters, they are rather plain and unexceptional, even when he tells the reader they are exceptional. It's the big ideas that drive his books.


Over the summer, I plan on populating that weblog of choice websites to read. I have a ton of books to get through over the summer, but reading blogs really helps me connect with the "here and now", even if it is someone else's "here and now". I love seeing other perspectives on life and writing.

First up is Michael K. Ferrante's I'm You From The Future! Mr. Ferrante's is a budding hard science fiction writer, he is always full of great ideas and new perspectives. The first selection of his that I have read is "Introducing Smitty". It is one part character study and another part establishing shot. The main upshot of the piece is Mr. Ferrante's study of the concept of a church-like entity to distribute live extending processes to all, in an equitable fashion.

If this doesn't scream "here and now", what does?

Let me know what's on your summer reading list in the comments below or follow me on MeWe.

Friday, June 14, 2019

New Unnamed Project - Meet Terra and Vera

When the semester ends, I start losing my writing skills. While writing science fiction and fantasy is wildly different than writing about history or social studies, any writing helps keeps some of those skills sharp.

Tonight's posts are two excerpts from a 7 character study. Terra and Vera are travelers on a space ship in the Epsilon Indi system. When we meet them, they are waking from cryogenic sleep. This story is fairly hard science fiction story. There is no faster than light travel, no artificial gravity, few habitable planets as we would like them to be.

One interesting plot point is that Epsilon Indi seems to have a Jupiter analog in addition two brown dwarfs. The Jupiter analog is where their ship was built, about 6.5 AU from the primary star. The brown dwarfs are 1,500 AU from the primary. Since there is no FTL, travel between these locations is tedious.

When the colonists left Earth, they traveled in generation ships. On arrival at Epsilon Indi, the colonists developed suspended animation to make travel in the system easier on the mind. One of the side effects of the technology is that the human mind has to be awakened before the body is brought out of cryogenic freezing. This experience would normally be painful and boring, so the ship's AI is able to generate a mindspace for the humans to exist in. This is called chimeric space. Chimeric in the sense that it is a dream or wish, unfulfilled.

Chimeric space has some rules. An AI controls it, but that AI cannot impinge upon it. Some robots can appear in chimeric space, but this is quirk of software. They are being informed of the output of a simulated version of themselves, rather than an actual participant like human.

Another quirk of this simulation is, it cannot be used to create mirrors. When a mirror is requested by the sleeper, they instead see an external view of themselves. Any mirrors that do appear have special coding to make them work correctly and cannot be simulated at a whim. The closest chimeric space can go to creating a mirror on the fly is giving the sleeper an external view of themselves. Since people can shift between internalized and externalized points of view, they have concept of "entopic" point of view, which merely means "in the correct place or way".

The sleeper has an idealized sense of themselves, the real world and the virtual world. A person in chimeric space is slowly adapting back to their sleeping body and will detect changes happening to them in the real world. Their sense of time is highly distorted, so becoming aware of someone dressing them seems to take days or weeks.

Terra and Vera have some commonalities, despite Terra being twice as old as Vera. Both were injured in war, both had cancer. Terra is a space ship captain and her brush with cancer was a known occupational hazard. Vera, on the other hand was irradiated by a weapon. As a consequence, she has any number of physical and mental problems, few of which most people can relate to, although through age and experience Terra can come close to understanding.

The title "Vera 1.0" is a consequence of her PTSD. She is reliving the past. When I get to it, "Vera 2.0" will take place along side of Terra's experiences. "Vera 1.0" is taking place in just seconds, like how dreams coalesce in the moment of waking.

This is very rough draft. I hope you enjoy it. As always, please feel free to share your feedback.


Thursday, June 13, 2019

Rediscovering the Past - Part 1 - The Mac is not a Paperweight

Back in the day, my friends and I had dozens of character sheets but no copier. What a headache. I had a computer and thought to myself, "Gee, what if I could make this machine spit out sheets on demand?"



It could. This was the standard character sheet for my campaign. It was designed on a Mac plus e using Mac Draw. This evening, I found a copy of one jammed in the back of my Unearthed Arcana book. My friends and I were so proud of it, we put our names on every copy we printed.

Judging by the context of the sheet, I suspect this was done in 1987. I received my Mac in 1986 and probably purchased Unearthed Arcana in '87. I can assure you that I cribbed off of many different versions of the official sheets to create this document, but I have to say, this is the very best sheet I have ever used.

Isn't it amazing how much technology has changed?

But wait, my Mac plus e isn't a paperweight. It has not been lost nor replaced. It's still with me.


I still use it. But not in the expected fashion. For school, I had to do a series of podcasts and videos and I wrote all of the scripts on the good ol' mac. Why? Because I could hide the mouse off to one side and use it like a teleprompter.

This file is now available at DriveThruRPG as an unwatermarked PDF.

This product is a scan of a character sheet from 1987, created on a Mac Plus E. It has been uploaded for nostalgia. It is specifically meant for Unearthed Arcana and includes the six basic abilities, plus comeliness. I have used this sheet for decades. While not entirely error free, nor perfect for every campaign, it is a great design.

This item is offered as PWYW. It is strongly suggested that you download the sheet for $0.00 and if it works for your group, come on back and reorder it at the price point you feel it is worth. Remember, this is a scan of 32 year old sheet from 1987. The value is in the history of the game, not the production quality, so your mileage may vary.

This product is unwatermarked so as not to disrupt the old school feel. Please print as many copies as you need, but do not digitally redistribute.

For more great romps in nostalgia, visit me at These Old Games. I would love to hear how this sheet fared in your AD&D 1e setting.

Monday, June 10, 2019

House Rule - Empowering Arcane Casters

For years, I battled my players on Magic Users and Illusionist. No one would play them because at low level, they can't survive combat. Of course, they can't. They aren't meant to rush headlong into combat. You need those clerics, thieves and of course, the mighty fighting man to smash whatever remains of the enemy after the Magic User has his or her way with them. Once a couple of spells are released, Magic Users should take a back seat to the action.

No one likes the back seat.

I even had trouble trying to get players multi-classing MUs. My players' opinion was that fighters fight, thieves steal and Magic Users use magic. And never the three should meet. Two of my players advanced a ranger and paladin to spell casting levels, but then never used the option because they believed it to be to unbalancing.

I was always a fan of Fighter-Magic User-Thief when I couldn't be a Bard under AD&D, and wanted my players to do the same.

In an effort to inject something attractive to the players into the Magic User classes, I tried some house rules. The only one seemed to appeal to the players was Counter Magic. Back then, I didn't have the whole thing codified like I do now, so it was a relatively unsuccessful trial run of House Rules.

Two other ideas struck me: Down Casting and Crisis Casting. They also turned out to be untenable.

Down Casting is simple. The character has a certain number of spells of certain levels. A fifth level Magic User has 4 first level spells, 2 second level spells and 1 third level spell. When Down Casting is in play, the Magic User can forgo his or her third level spell and convert that to 3 second level spells. They can take it a step further and convert a second level spell into 2 first level spells. Note that you get x number of spells based on the level of the forgone spell. I had thought this was diminishing returns, but it wasn't enough.

You can probably see how that didn't work. While we were play testing this rule, the 5th level Magic User Down Casted his 3rd level spell to two second level spells, then Down Cast all of his second level spells to first level spells. He then spent the entire combat casting magic missile. I am uncertain as to how many times that was, but he could have potentially put 36 magic missiles in to the enemy. I recall they ran out of enemies really fast.

I still think the idea has merit, but needs a different mechanic to prevent a magic missile MERV attack.

Crisis Casting was a little more successful, but also equally untenable. The rule was, if a Magic User has 10 or less hit points and is hit for damage, they regain memorized one first level spell. I had intended for this ability to make a spell caster more dangerous in combat, but it ultimately caused the deaths of several characters.

From a DM's perspective, Crisis Casting seemed to be a cure for any number of tactical problems. However, in practice, it made the Magic Users too aggressive. Instead of using Push, Jump, Spider Climb or Feather Fall to take control the tactical situation, most player simply unleashed another offensive spell. Usually of the type which didn't help them the first time. It could be that with limited spell slots available and combat being on the mind, they didn't memorize the right spells to make good use of the talent.

I'm probably going to try to reintroduce these option in my next campaign, but need to rethink each of them. I have the most hope for Counter Casting. What do you think?