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RPG settlement census generator

Randall over at Initiative or What? posted a guide on randomly generating census figures for the settlements in your roleplaying campaigns.

I've made this javascript tool to do all the math for you. Pick a settlement size, and the figures are automatically updated. Click the (roll) link to generate another settlement of the same size.

Apparently there's some more posts to come with rules for working out how many adventurers are based in each settlement, so once those are posted I'll update the tool and maybe add some more options, such as being able to tweak the population figures directly, and the ability to amend the percentage values for each population type.

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Wargame fluff

I've been working a little more on my free table-top wargame/RPG, and as I've been following Rob's advice on writing, I've been keeping all the fluff out of the rules document. Unfortunately this had lead to a massive back-pressure build up of the stuff, which I'm now going to release all over this blog post. Ooh-err.

But first, a quick apology (of sorts). I'm pretty new to the world of table-top, pen-and-paper gaming, so please bear with me if I say anything that's either painfully obvious or painfully stupid to someone with more table-top gaming experience than myself. For all I know, some of these concepts I'm mangling have proper names and long and illustrious histories, so call me out and leave a comment enlightening me if you can.

Grids and hexes
My game is much more wargame-with-RPG-esque elements than vice-versa, so you'll need models or markers to play it. Originally I was going to use a grid system for movement and measurement, but instead I've decided to go with a hex based system. There's a couple of reasons for this.

Mechanically, hexes are much more consistent than squares. If you travel diagonally on a grid, you've covering more ground than if you move in the four cardinal directions. A hex grid eliminates this problem: each direction of travel is the same distance.

I think hexes can also produce a much more natural looking environment. Sticking strictly to a grid can result in very blocky looking trees and rivers. If you ignore the grid for natural features, you end up arguing about how much of a square needs to be covered before it counts as one terrain type or the other. Hexes, being much closer to circles, can give a better approximation of curves and natural formations, and I'm putting my foot down in the rules and saying each hex is either one terrain type or the other -- no half measures or bits of rough terrain creeping round the edges.

Finally, and much more importantly, they're a bit more... nerdy. If a game is played on a hex grid then it's immediately Serious Business in my estimation. So hexes are in.

Dice
At the moment the game uses a pretty simple D6 system. For most everything, you roll a D6, add some modifier, and try to beat a score of 6. Higher rolls are always better, and a roll of 1 is always a failure. This means, for example, if you can get a modifier of 5, then you are almost guaranteed a success, and the character creation numbers are balanced with this in mind. Unfortunately I’ve found this leads to a fairly limited number of viable characters, so I'm thinking of moving to a D20 system.

Using a D20 instead of a D6 would widen the range of modifiers, hopefully meaning more viable characters, but it might make the game too hard with freshly-minted low-modifier characters. But if I lower the success value from 20 down to say 15, or increase the character creation budget, I'm guessing the same situation will occur as with the current D6 system and I'll have solved nothing. This one needs more thought and probably an evening in front of a spreadsheet. Luckily I'm a massive nerd, and so an evening in front of a spreadsheet is no real hardship.

Theme and setting
This is a big problem for me, mainly because I don't have one, and I really, really should. At the moment, all I've got is a set of rules. Good ones, I think, but still, just rules. I believe that setting is the one thing free games have where they can really shine. I'm living proof that any idiot can chuck together a set of rules and play test them, but without a decent theme, well... I'm guessing there's nothing particularly unique about my game.

As I've been making the game, I've had in mind a sort of grim-future-of-war Warhammer 40,000, Aliens space marines, high tech apocalypse theme, but there's nothing yet in the rules that's specific to that sort of theme. It would work just as well with a stock fantasy elves and goblins setting, or pretty much anywhere else where two or more groups of people want to kill each other.

I'm guessing I'll present the rules in a sort of setting-free vacuum, then provide a default setting with optional extra setting-specific rules, then maybe have a paragraph or two about developing rules for other settings. I could even release extra settings at a later date as supplements, if I'm feeling particularly adventurous.

Some kind of conclusion?
That's enough fluff discussion for now. I'm not going to say when I'll be releasing this as-yet un-named game (that's another item on the to-do list: a name) as I'll no doubt sail past any deadline I set, but I'm still making progress. Until next time!

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1K Blank White Cards - an RPG variant

Ever played 1000 Blank White cards? It's a really simple party card game, somewhere between Pictionary and a CCG. You draw on blank index cards, and each card can add or remove points, or alter the rules of the game.

So, I thought, what could be better than ruining improving it by adding some RPG-like elements?

In my simple RPG variant, the aim of the game is to either amass 100 XP, or kill off all your opponents. You roll a 1d20 each time you need to create a new card, and use the result as a budget to buy RPG-style attributes for the card. This preserves the crazy anything-goes aspect of the original, as you still get to create whatever you like, but provides just enough numerical balance to keep the "combat" (such that it is) from getting out of hand.

It's more of a simple party game with an RPG flavour than a proper RPG, of course, but it's still pretty fun.

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Free RPGs and wargames

I've been reading a lot of The Free RPG Blog and Free Wargames Rules recently, and it's got the nerd-brain ticking. I'm having a go at creating a first game of my own, and so far it's looking promising. I've got an OpenOffice spreadsheet set up to test the mechanics and simulate dice rolls, and I've been following Rob Lang's excellent free guide to organising your RPG as I write out the rules.

What I've actually come up with so far is actually much more of a wargame than RPG, but it certainly has elements that will be familiar to RPG players. It's a hex-based small squad tactics game, somewhere between the tactical combat of fourth edition D&D and say, Warhammer 40,000, with an added simple card game element that lets you support your own units or penalise your opponent's.

Combat and challenges are resolved using 1D6 + modifiers, aiming to beat 6. By scaling some of the numbers up during character creation I could move to D20 system, which would allow for a greater variety of character builds, but for the time being I'm keeping it simple and on the smaller D6 scale.

I also have some less fleshed out ideas about how to link battles together into a campaign and weave some roleplaying into the overall structure, allowing players to get involved in the grand schemes and politics that prompt the individual battles, or just play one-off battles with no story or RP elements at all.

Once it's all finished and playtested, I'll be releasing it here as a free PDF (naturally) and probably at-cost through Lulu as well. I'll try and keep the fluff and mechanical discussion here on the blog, and out of the rulebook!

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