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Scrolling for Moon-Powered Monsters?

The Viridian Scroll - Thu, 06/27/2019 - 16:29
TLDR: imagining spirit-monsters that are bound by circadian rhythms.

The Bakemono Zukushi Scroll
Check out this Edo-period Japanese Monster Manual ... er, I mean painted scroll featuring shape-changing Bakemono. The artist and date is unknown, though it is thought to hail from the 18th or 19th century.

A portion of the Bakemono Zukushi Scroll
One of the great things that comes out in the discussion of this scroll is the way whole classes of monsters are distinguished by the time of day in which they are active.

The founding father of minzokugaku (Japanese folklore studies), Yanagita Kuno (1875–1962), drew a distinction between yurei (ghosts) and bakemono: the former haunt people and are associated with the depth of night, whereas the latter haunt places and are seen by the dim light of dusk or dawn.It reminds me of the three spirits that visited Ebenezer Scrooge in Dickens' Christmas Carol, each one appearing only when the other had disappeared. Of course they represented a sort of chronology (past, present, future) and they could only appear on Christmas night. But the association for me is that gateways to the spirit world may operate a bit like a time-lock vault that is regulated by the calendar, the moon, or the day/night cycle.

Circadian rhythms would be a really interesting twist to put on creatures in your RPG adventures. The characters might be in an otherwise safe place, and then twilight comes, or the witching hour, and things get dicey (literally). This idea also works as a pacing mechanic. In the "off-hours" characters could run around in relative safety, trying to find some formula or weapon to use against the creature(s), but the clock is ticking and they must assemble the right things and perhaps even be at the right location to drive off or destroy the monster(s).

Perhaps a villain who is invincible except at sunrise and sunset. Or malformed spirit creatures that can only break through to the material world when someone harbors violent thoughts at midnight.

Another parallel, in my mind, is the play of light and dark in The Lord of the Rings. Orcs went all weak-in-the-knees in sunlight, so there was a measure of safety while during the day – or at least while abroad under a sunny sky. At night you wanted to be behind fortified walls if you could. And, I believe it is Gandalf who says "look for my coming at first light" and Aragorn who calls down to the Uruk Hai "None knows what the new day shall bring him ... Get you gone, ere it turn to your evil." Of course that sense of safety was soon to be eroded by the blanket of dark clouds Sauron sent forth to shield his troops.

There's a lesson to be had there. Once the characters figure out that the evil sorcerer comes at twilight, because that is when his powers are strongest, how can you surprise them? How could you artificially induce twilight? An eclipse, perhaps?

There's a lot of meat on this bone. And a lot of cool ideas for creatures embedded in that scroll, as well as ready-made, copyright free illustrations!
Categories: Tabletop Gaming Blogs

Troika's Strong Bones

The Viridian Scroll - Wed, 06/26/2019 - 17:00
TLDR: when writing new material for a system like Troika!, don't be fooled by system simplicity. Simpler systems are often more tightly crafted and therefore easier to screw up. 


Troika! art by Andrew Walter
I recently ran a session of Troika! by Daniel Sell (order it here) for the first time. Having read it over a several times, made my own notes/cheat sheets, and even written some material for the game as well as having run it, I feel like I can make some comments on the system's core architecture. It's not a deep system, or I wouldn't even attempt this kind of statement after only one outing at the table!

That's the "what" of this article. The "why" is because Troika! is very "hackable" and I see people out there writing material for it, mainly new backgrounds or creatures, with almost no understanding of the system. By that I mean, they are writing things in such a way that it runs counter to the spirit of the system, is not intuitive within the context of the system, and ultimately may be destructive to the play environment of the game.

Here are the core tenets as I see them, in no particular order, each concluding with a statement about how they should affect your design-brain.

Based on 2d6
Perhaps it would be more accurate to say the game uses only d6s to accomplish all of its goals. Most player actions are resolved with a roll of 2d6, usually under a skill or versus an opposing roll. In addition to that, all randomness in the game is based on simple six-sided dice. Creature reactions (miens), for instance, are expressed in a d6 table. And one rolls for a background using d66 (two d6s rolled in the manner one rolls two d10s to get d100, which is to say one die for tens and one for the singles).

Rolling 2d6 gives you a curve whereas rolling d66 (or d6, or even d36) generates an even distribution. But since rolls other than 2d6 are used exclusively for random table stuff, not task or combat resolution, I think we can safely say that the success of actions in the game are more predictable than in a flat d20 style curve. (It's easier to figure your "odds" in a d20 universe as every 'pip' represents a 5% swing, but it's easier to predict success or failure when a curve is in play, since results of 6-8 occur 44.5% of the time.) That's aside from the main point I want to make, however, which is...

Don't create material for Troika! that uses dice other than d6s.

Backgrounds over Setting
Troika! builds an implied setting using the 36 (d66) backgrounds included in the core book. We know there are "golden barges" that carry passengers between the "crystal spheres" primarily because there are references to them (barges) in the backgrounds for Cacogens, Lansquenets, and Thinking Engines. We encounter spell magic first in the Befouler of Ponds background, and in several dozen other backgrounds as well, before we get to the mechanics of spellcasting or the spell descriptions. Creatures, items, and spells are other places where one can create setting, but they are usually foreshadowed in backgrounds. (Gremlins are foreshadowed by the Gremlin Catcher, demons by the Demon Stalker, and guns by the Cacogen, Lansquenet, etc.) Consider that the Chaos Champion has in his possessions list ritual scars and a nearly full dream journal! Those add ideas as to what a Chaos Champion is (how he lives, thinks, acts).

There are no text-heavy passages of pure setting and every item that might be categorized as setting has direct rules implications. While a spell listing may or may not contain stats, it is something that directly affects the fictional world when brought into play. There are no instances that run contrary to the "Chekhov's Gun" principle. If a thing is represented, it is intended for use; there are no purely ornamental set decorations, which is a shock given how baroque Troika! feels.

Utilize backgrounds to build the world; don't write pages of setting lore.

[Edit: I think adding setting through d66 tables is within bounds as well.]

Skill Specificity
Some have described the skill system in Troika! as a mess. I don't believe that is the case. It is true that there is no exhaustive taxonomy of skills, as one sees in most traditional RPGs – any that feature skills at least. And the book encourages you to make up new skills as needed. However, in reviewing the skills you see a consistent level of specificity. There is no catch-all "fighting" skill, only skills like "hammer fighting," "wrestling," or "fist fighting."

One can assume a character that has advanced skill in fighting with fusils, would not be especially trained in bows, even though both are missile weapons. Hence the need for a default skill stat, which represents a kind of natural dexterity or deftness of mind, and advanced skills to represent training. Writing a new skill that is too broad; e.g. weapons or logic, erodes backgrounds (by trumping a more specific skill) and makes the game more boring (applies to too many situations).

Be mindful when you write skills! Make them sufficiently narrow/situational.

Interaction Over Combat
Only three spells specify damage and many backgrounds lack an advanced skill in any form of fighting. 'Nuff said? If players want to fight, they will. The Assassin's Dagger spell can be used to send a poisoned blade after a target, but it can also be used to send a message scroll. Troika! is heavily focused on exploration and imagination, partly because it leaves so much white space that players can/must fill with their own inventions and partly because what is provided is often already weird.

Whenever possible, create material that is flexible – without a narrow focus on combat.

Summary
Troika! is a different animal. You get that from the minute you pick up the book. While feeling very ornate with it's bizarre art, high-end production values, and exotic "classes," the underlying core is a lean, mean machine. And the two, exotic flavor and simple mechanics, are married like two sides of a coin. You can't write new mechanics without writing new flavor and vice versa. So be mindful when you create and hew closely to the established patterns unless/until you have a deep enough understanding of the game to break those patterns for a purpose.


Categories: Tabletop Gaming Blogs

CASTLE GREYFALKUN™ UPDATE

Lake Geneva Original Campaign - Thu, 05/23/2019 - 15:42
Castle Greyfalkun™ Organization © 1973-2019.  Robert J. Kuntz.  All Rights Reserved.
North 2 Mordenkaine's Menagerie North 3 The Terrible Tunnels North 4 The Ancient Isle North 5-7 Merlynd's Maze descends for 3 levels; also exit to Merlynd’s House North 8 The Hideous Halls
South Invisible Maze Level  South 3    Gem Room and Crypts Level  South 4 Oubliette of the Doomed  South 5 Dead Knight's Grotto South 6    Black Pudding Doorkeeper Level  South 7 The Haunted Labyrinthe  South 8 The Hexed Maze
East 2 Paths of the Forgotten East 3  Garden & Giant's Pool Hall Level  East 4 Chambers of Chaos East 5  Sealed Tomb East 6 Chambers of Chance  East 7  The Lake Level East 8   Machine Level
West 2 The Dark Vaults  West 3 The Sundered Caverns West 4 The Hidden Caves West 5   Gallery Level West 6 The Mad Paths West Level 7    Barracks Level West 8 Weird Warren


Core 9   Plus 3 inter-level specials: Horsing Around/The Hunting Grounds/The Forgotten Land Core 10 Elevator Level Core 11   Dreamland Core 12   Boreal Level Core 12A  Valhalla (special inter-level); connects to Asgard  Core 13   Asgard  Core 13A/B Special Annex to Demonworld, large level Core 13C Dark Earth Annex (Tharzdu’un) Core 14  Orb, Scepter, and Crown Level Core 15 The Gardens of Gax/Hewaerd's Hedge Core 16 The Dragonne Caves Core 17 Wyrm’s Way Core 18 Museum Phantastmagoria ...    TRIBUTE LEVELS (as included above/with dedications, slight historical fore-matter/work).  These are being designed with the listed players/designers in mind.
E.  GARY GYGAX:  Mordenkaine's Menagerie Ernie Gygax:  The Terrible Tunnels Terry Kuntz:   The Dark Vaults Eric Nelson Shook:  The Sundered Caverns Tom Champeny:  The Hidden Caves  Don Kaye:  Merlynd's Maze   Jim Ward:  Chambers of Chance   Jim Goodfellow:  The Mad Paths  Michael Mornard:  Dead Knight's Grotto
And an Honorarium level dedicated to Dave Arneson and his creations: 
The Haunted Labyrinthe
Joe Goodfellow--Oubliette of the Doomed Bob Burman--Chambers of Chaos Mark Ratner--The Ancient Isle Joe Fischer--The Hideous Halls Bill Corey/Cookie Corey--Weird Warren Jeff Perren--Paths of the Forgotten David Sutherland/Dave Trampier--Museum Phantastmagoria and Wyrm Way As well as another Honorarium level to Mary Gygax  The Gardens of Gax (linked to Hewaerd's Hedge)  Without Mary's patience, forbearance support and all around great nature in the face of pressure and change, D&D probably would not have been published.  I am honored to create this send-up level for her for she has been sorely overlooked in the historical record from those times.

I am now adding each level as a section to my new Red Book folder and outlining/sketch mapping one after the next.  
Categories: Tabletop Gaming Blogs

Red Book™ Line--Free PDF MAJOR UPDATE

Lake Geneva Original Campaign - Mon, 05/13/2019 - 18:07
Three Line Studio has posted a 10 page/1.1 meg PDF file as an Update and Proposed Product Line Map for the Red Book™ Line. Very Exciting! Download at this link:

https://www.threelinestudio.com/store/the-red-book-line/
Consider joining our mailing list while at our site! And do share this link with everyone you know and at forums you visit. Things are taking shape pretty quickly here and we thank you all for being on board! -- Rob Kuntz, Somewhere in the Depths of The Mind Maze...
Categories: Tabletop Gaming Blogs

Days of May Sale

Lake Geneva Original Campaign - Sun, 05/12/2019 - 15:26
**OYEZ Friends & Fans! If a BARGAIN you seek to make, hurry to DAYS OF MAY SALE. Gold pieces you shall save, on ERKA Standard Edition purchase. DVDs and USBs, now a thrifty $59.99. And right in your pocket, a $20-$30 saving!**

Categories: Tabletop Gaming Blogs

Red Book Branded Line and "Last Man Standing" The History of Greyhawk

Lake Geneva Original Campaign - Fri, 04/26/2019 - 17:20
I have been posting a lot on Face Book.  In order to support our forthcoming Products, including the launch of the Red Book Line, please go there and show us your support.  Here's the link:

https://www.facebook.com/pg/threelinestudio/posts/?ref=page_internal

Lots of new stuff on the near horizon.  Read the posts there and you'll understand and perhaps will be as excited as we are!

Rob Kuntz
Branded Line Rebooting The Original Greyhawk Campaign 1972-Present
"Last Man Standing"  The History of Greyhawk
Categories: Tabletop Gaming Blogs

Lake Geneva Days, Still Writing

Lake Geneva Original Campaign - Thu, 02/14/2019 - 02:23
I have been spurred to remember--due to the recent explosion of those accusing Zak S. of his many abuses--one of the reasons that I am writing Lake Geneva Days, a definitive insider view of my relationships with Gary Gygax, the Gygax family, TSR, etc.  It's quite an emotional chore re-summoning truths that have been closeted for so long and that paint a much different picture than I have seen expressed over the years and that in many ways approach the realm of the mythical by comparison.  





Wish me luck.   The abuses, the chicanery, the laughs and the fool's quest, and not without the battered POV of the idealist and believer mashed into a cynical pulp -- it's all there and more, including the victory of the survivor as only the latter can describe it while eyeing what is now promoted as fact about those days, its times, its people, and what actually transpired...

Categories: Tabletop Gaming Blogs

Sigh...

Lake Geneva Original Campaign - Sat, 11/17/2018 - 01:11


“Every great cause begins as a movement, becomes a business, and eventually degenerates into a racket.”
― Eric Hoffer, The Temper of Our Time
Categories: Tabletop Gaming Blogs

No Small Insight

Lake Geneva Original Campaign - Tue, 11/06/2018 - 12:28


“I love my fellow actors but sometimes I think that their opinions are wrong,” he explained. “True art asks uncomfortable questions and if you find yourself agreeing with everyone around you all the time, you should wonder what your significance as a citizen and as an artist is. But that’s not really important. What matters is that a civilization is kept alive and vital by debate.” -- John Rhys-Davies
Categories: Tabletop Gaming Blogs

Pieces I am Working For Into The Unknown

Lake Geneva Original Campaign - Thu, 06/28/2018 - 13:14



Finishing...
Breakthrough to the Bridge
An LGTSA Tractics Scenario Battle Report © 2018 by Robert J. Kuntz.
Scenario Designed and Adjudicated by E. Gary Gygax, January, 1972
American Team (attackers): Don Kaye; Thomas Champeny German Team (defenders): Rob Kuntz, commander Luftwaffe ground troops; Bill Corey, commander of a timed reinforcing SS Tiger tank section &
Next Up on the ole Keyboard....

The Battle of St. Hubris
An LGTSA Napoleonics battle report, 1975, that took place at the Dungeon Hobby Shop, Lake Geneva, using over 1,000 hand-painted 30mm figures (Scruby Miniatures) and the Column, Line & Square Rules by Fred Vietmeyer.
French and Prussians (attackers):  Joe Fischer, Joe Goodfellow, Thomas Champeny Russians (defenders):  Rob Kuntz, Terry Kuntz
Categories: Tabletop Gaming Blogs

El Raja Key Archive and the Mapping Styles of Kuntz & Gygax

Lake Geneva Original Campaign - Sun, 06/24/2018 - 20:16
Take a prolonged look at my Greyhawk City Sewers and Catacombs map created for Gary's and my own shared campaign,  Greyhawk.  This is but a sample of the hundreds of maps on the El Raja Key Archive DVD available from TLB Games.

City of Greyhawk Catacombs & Sewers by Rob Kuntz
This map is representative of the time and detail both Gary and I contributed to our dungeon maps, to those crafted for Greyhawk Castle (my own Greyhawk Castle levels are also included on the disc), regional maps, city maps, and others.

The Archive is not only a tour of the history of RPGs from the Lake Geneva perspective, 1972 onward, it is a guide into the minds, habits and creative proclivities of those times.

Compare the above map to others made since then.  You just might conclude that Gary and I took our gaming and game designs very seriously!

Take the Tour of the El Raja Key Archive here: 

https://www.tlbgames.com/collections/archive
Categories: Tabletop Gaming Blogs

Understanding Arneson's Design Genius

Lake Geneva Original Campaign - Sat, 06/23/2018 - 11:40



Robert J. Kuntz's seminal work, Dave Arneson's True Genius, is loaded with primary information on what a Role Playing Game is, and more importantly, exposes it for what it can be.

By dissecting Dave Arneson's design thinking the author brings to the RPG and Game Design Industries a minute study that has ramifications for the future of Conceptual Games while securing Arneson's legacy as the prime Architect of RPGs.

In it he atomizes from his day-one, hit the ground running, perspective Arneson's shift and how it forever changed current design tenants of the day that Gygax and himself had become used to. These standardized game philosophies were suddenly shredded and recast as a new whole upon these two LGTSA (Lake Geneva Tactical Studies Association) members being exposed, in 1972, to Arneson's new systems organization that he had invented for playing a "new game form."

Dave Arneson's True Genius consists of three interconnected essays that break down his historical leaps and describes their immediate and telling impacts.  They further detail, from a systems thinking perspective, the complex, open systems architecture he created as well as debunking the many outstanding myths of where RPGs are derived from.

Extensively footnoted and including many historical quotes by Gygax and Arneson that are put into their proper contextual time streams, DATG is a must for any RPG historian, the serious game designer, and for DMs who aspire to increase the application ranges of this unique concept.

Available from Three Line Studio:  https://www.threelinestudio.com/store/dave-arneson-s-true-genius/




Categories: Tabletop Gaming Blogs

Stay in the Loop by Subscribing to our Mailing List!

Lake Geneva Original Campaign - Sun, 06/17/2018 - 16:35




For those who have not ordered from TLS/TLB Games, we have a new address for subscribing for updates:

mailinglist@threelinestudio.com

We have moved to direct mass e-mailings for product updates and releases.  Plus, less so, for other high end news.
If you want to be kept in the loop and are not currently on the list (have not ordered from us to date) please subscribe by e-mailing the address above with the subject line ADD TO LIST; you may also unsubscribe with the subject line REMOVE FROM LIST.
May you never get caught in a dead end by an iron golem!
Rob Kuntz

Categories: Tabletop Gaming Blogs

Finishing > Starting

Lake Geneva Original Campaign - Mon, 05/28/2018 - 20:55
To End Is But To Start...


FINISHING--


OUTLINING and ORGANIZING  FROM MEMOIRS--




Categories: Tabletop Gaming Blogs

45 Years and Still Rolling!

Lake Geneva Original Campaign - Thu, 05/10/2018 - 23:48
I wish to thank all of my various fans, friends and family members that have made it possible for me to wield my creative imagination and bring its results to you.  Still going strong thanks to all of you!




Categories: Tabletop Gaming Blogs

Interview With the RPG Pundit

Lake Geneva Original Campaign - Wed, 03/21/2018 - 22:42


After 2 months of back and forth amid so much happening on my end, including the passing of my wife's father (may Georges Hachet RIP),  I finished a longish interview with the RPG Pundit.

Here's the link to Part 1:  http://therpgpundit.blogspot.com/2018/03/rpgpundit-interviews-rob-kuntz-part-1.html
Categories: Tabletop Gaming Blogs

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