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Axes and Anvils

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Wounds

08 Monday Dec 2014

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rules

I am going to change how I handle Wounds.

So when a character takes 6 Vitality at once, the character also gains a Wound. A Wound lowers your maximum Vitality by 3 (so when you rest and heal up you don’t get as much Vitality back) and each one makes you -1 on d12 rolls. Plus when you run out of Vitality and pass out there is a greater chance you’ll be incapacitated.

As I’ve been playing it, I have found it difficult to remember the -1 on d12 per Wound. This game won’t do well with regularly used stuff that’s hard to remember, and there is nowhere else in the system that applies modifiers on the roll like that. So it’s out!

Part of the reason I’m cutting that out is because I got a better idea that plays to the strength of the system.

If you have one or more Wounds, then every time you roll d12 then it is an untrained risk test. If you fail the risk test you lose 1 Vitality per current Wound. If the roll is also a risk test, then whatever other bad thing happens in addition. If you were rolling a risk test and you were skilled, and pass that risk test, but would fail if it was untrained, then you lose the Vitality even if you avoid the other danger.

A field dressing reduces the risk to secondary skill level, but if failed it is undone. A really great dressing can reduce the risk to primary skill level, if it is failed it reduces to secondary, then to untrained.

This works for a few reasons. No changes to the roll. I love the IDEA of bleeding rules, but they’re always too complicated–but here dwarves may take bleeding damage if they exert themselves while wounded. So, if you are wounded and decide to keep fighting, you risk taking damage from your severe injury bleeding or spiking pain through your system.

A Selection of Changes from Playtesting

08 Monday Dec 2014

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planning, rules

The playtesting process has only just begun, but I’m already learning lots of great stuff to streamline the game. Here is a selection.

The introduction page will list recommended ages and recommended play time, like a board game does.

I will add an “Optional Rules” page for people interested in campaign play instead of a casual one-off. The main purpose is to codify some common-sense interpretations at the table so others can benefit from my judgment calls, without muddying up the main rules. Examples:

Active rolls are when the character tries to do something, passive roles are when the character may notice something offhand or when something else acts on the character unexpectedly. Resolve can be spent when stubbornness matters, but not for passive rolls. If the character is looking for an ambush, the player can spend Resolve. If the character might notice an ambush, the player cannot spend Resolve.

An object can be passed to another adjacent character as a free action once a round. To move the same object to another character in the same round will cost an action.

Shoddy weapons are a step down on the damage die (already noted.) Add that attacks are a risk test and the weapon can break if the attack rolls poorly, dropping it 2 die steps instead of the -1 die step for being shoddy.

I need the clan and character generation process to be faster without adding pressure to players. How can I help groups move faster through the beginning of the session?

I am going to make generating the archon a mini-game for a subsequent session. We don’t need to know for the first session, and it is one of the more time-consuming parts.

I am going to cut the 3 sayings out of the clan generation. It takes too much time for too little reward.

I am going to make cards with the sayings so players can draw one instead of rolling one, then they have something to copy from while others continue generating characters.

The value of having character sheets with combat roles already on them is reinforced by watching players copy the information over during character generation. At least with the new role cards they can have the information at hand without slowing everyone else down or requiring GM attention.

The current mode of 4 good clan features and 2 bad is producing really buff clans–TOO buff. So, I think I’m going to say that 3 of the starting feature cards are good and 3 are bad. If you take 4 bad traits, everyone starts with 5 Ledger! If you take 5 bad traits (a maximum) start with 10 Ledger and a clan that seriously needs help.

I am also thinking about shifting the default from 3 down to 2, so clans start overall weaker.

There’s more fine-tuning than this, and more to come.

MC Hammer Adventure 1: the Stefani Shrine

07 Sunday Dec 2014

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play report

The dwarves and elves of Lost Anvilis were restless and excited. In a week, the legendary elven performer Pricey would come and perform to a sold-out crowd, and fans were filtering in from all over.

One district warden approached some tough adventuring types to see if they could help; the Stefani shrine was on one road to Lost Anvilis, and it would look bad for the clan if crime continued along that road. Something was lairing there and attacking. Undead? Bandits? Reports from survivors conflicted. Anyway, they agreed to go and stamp out the threat so the road would be unmolested before the big concert.

  • Thrustin Magroin Timberlake. Mauler, Gunsmith (changed to Engineer), Merchant (selling guns and gems.) Name weapon is a spring-loaded stiletto he calls “Spike Lee.”
  • Rebecca Blacksmith. Skirmisher, Healer, Alchemist. Name weapon is an axe she calls “The Ballad of Friday.” She uses a crossbow with tranquilizing poison on the bolts.
  • Anvaland. (Just one name, it’s artistic.) Vanguard, Enchanter, Performer. Name weapon is a big axe called “Seventh String.” It has the string from a famous performer woven into its haft.

They traveled to the shrine (I used this map drawn by Dyson Logos) and in the entryway mounds of refuse disgorged a dozen attackers. The dwarves mowed them down with extreme prejudice, and discovered they were goblins who burrow and wear bone, hide, and meat trophies from their kills. No wonder people mistook them for undead.

Moving in they found a weedy underage troll, who was surprised to see them (even after the ruckus outside; the goblins fight all the time.) They did mighty battle, passing around the torch that Anvaland had the forethought to bring. They brought the troll down after it grievously injured Thrustin. They seared it enough times it could no longer regenerate.

By that point, there were LOTS of goblin spectators. Anvaland intimidated them, so they were in a bit of a stalemate. A champion came forward, named Rhysel, and said if one of them would fight him in single combat then the goblins would leave. Otherwise, the dwarves would go in the stewpot.

Anvaland took on the rabid goblin champion and cut him down, not taking so much as a scratch himself. The cowed goblins, led by their shaman, left the shrine. But the shaman warned them there were other things here besides goblins, and they would not go.

After the goblins left, the dwarves rested. Rebecca tended Thrustin’s wounds. They kept searing parts of the troll corpse to try and keep it from rising ever again. Anvaland looked around and found the main shrine, and in another direction, a room filled with dead brush and boobytraps. They barred the door that went deeper into the shrine, and the next day returned home and reported on what they found. The shrine was cleared enough not to bother the upcoming concert and travel for it. They each got 2 Ledger.

The clan and character generation took 63 minutes. The rest of the game took about 90. I got a lot of great streamlining and clarification ideas, too.

Group B: Clan MC Hammer

07 Sunday Dec 2014

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clan, play report

Group B decided to embrace the comedic potential of Axes and Anvils as a “beer and pretzels” game. They decided to infuse their clan and characters with pop culture references.

Their archon is Hank Rogers Jr. He is embattled in politics because he tries to manage the symbiotic relationship between the dwarves and the elves they live with, and at the same time manage factions in the clan that have different ideas about what their legacy should be. He is elderly, and he pretends to be foolish so he can get the better of those who underestimate him.

The clan’s patron deity is Jibbers Crabst, a God of Ur who escaped from their underground city and lives behind a nearby planet. He looks like a rock lobster that breathes fire.

Anyway, the clan got its start 1,200 years ago. They lived in one of the most populated dwarven cities in the Stondraeg clan. The city was very racist against elves. Dwarven security actually gunned down a number of innocent elves, (the players explained this was #crimeswhileelven.) A faction of elven sympathizers staged a coup and were exiled when they failed.

Then they traveled from cave to corridor, losing people “Oregon trail style” to disease and animal attacks and the hazards of being homeless dwarves. They lost a lot of people.

Then they met some elves that had just had a bad harvest, so their wine turned poisonous and killed 10% or so of their population. They were looking for better protection, and they allied with the dwarves. The great city of Lost Anvilis was formed by their union.

The whole city is in a pocket dimension. Originally the entry was a trap to protect the edge of the settlement, but a dwarf/elf hybrid named Yogurt (with long droopy ears) infused his spirit into what became the gate. He has always (and will always) guard the gates to Lost Anvilis.

In order to enter the city, you must have a Schwartz (which is a ring with a chip of butterite and a chip of vashite that you manipulate like a decoder ring) and you say “Klaatu, Verata, Nictu” to get Yogurt’s attention so he can let you in or out.

(For those who are wondering about half-dwarf/half-elves, that doesn’t happen naturally. But we have alchemists, right? They can brew up potions for all kinds of stuff if they put their minds to it, and interracial fertility is possible that way.)

Anyway, once they had access to this pocket dimension guarded by Yogurt, their architectural skills bloomed. The elves and dwarves worked together to make the most fantastic theaters, some seating thousands and others seating only five. One of the most famous is the Dark Crystal theater, made out of purple crystals. These amazing theaters lured many dwarves, elves, and others to want to perform in the city, and it is a great place to take in some art.

Some cultural features are the Anvilchella annual music festival, the anvil choir (like a bell choir only hitting specially pitched anvils), and the Grande Olde Elfey Review. Once a year they also host Anvilpalooza. Their main repository for history and culture of this sort is the Smith-Sonian museum of culture and history.

Experimenting with dimensional doors, the elves and dwarves created a passage to a vast cavern deep in the earth with no other access points. Part of the chamber has molten lava, but the rest is a great refuge in case of danger. Also, it has two unique minerals. Butterite is a white gem, vashite a gray gem. They vibrate when touched, and they are super-good for acoustics; they auto-tune music. Due to the proximity to lava, this underground mine/safehouse is called Molt-town.

Their Sayings are “Your soul is revealed in your work,” “A hasty tunnel buries the foolish delver,” and “Your judgement is your truth.”

And so the clan came to be known as the Mysterious Captivating Hammers, or MC Hammer for short. They live in Lost Anvilis (with a back-up escape to Molt-town.) It is an integrated dwarven/elven community and has been for centuries.

Clan MC Hammer

Next Steps

01 Monday Dec 2014

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planning

Whew! The playtesting document is out to backers. That is a HUGE step, in my mind. Book I is the core the project is built around, so the more solid and smooth it is the easier it will be to do the rest of the game.

December is dedicated to playtesting, for me. I have three groups lined up, and I hope to get maybe ten sessions. That will help me see the game more clearly through experience rather than theory.

After December my priority will be to first tighten up Book I with what I’ve learned, and then to work with backers on fleshing out the world of Aventyr. Now that a basic history of the area is released, I plan to work with backers who control factions and clans to rough out a revision of the geography. With the geography and history in the background, we can get more specific about some things.

To me, Book I should be self-sufficient. All you need to run your dwarf game, right there. But Book II will help people who want a setting built around the assumptions reflected in Book I. Also, tools to help generate adventures quickly and tinker with some sub-systems and optional stuff that makes some gamers (like me) happy.

I do not plan to share lots of timeline information as far as when various things will be done. Instead, my plan is to work on the project and notify backers and followers when various parts are available for their use.

I hope to see some actual play reports posted, I will link to them from this site! The game is meant to be played, and I expect it can provide lots of fun.

Caskbound Adventure 1: The Road Home

30 Sunday Nov 2014

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play report

I used “The Road Home” adventure because it is cool and also because I wanted to try it out and see what adjustments it may need. So, they were returning to the clanhome Whiskey Forge with signed documents initiating a trade agreement. I had five players.

  • Vecna Sorrenvaas [Kristy]: vanguard, diplomat, chef.
  • Sorel [Gary]: leader, brewer, athlete.
  • Devron Leveler [Mark]: berserker, chosen, mason.
  • Korvask Wryt [Michael]: vanguard, enchanter, scholar.
  • Castlebar [Simon]: support, adept, alchemist. (Used an empty pistol to channel his adept bolts.)

Battle of the Bridge

They started by crossing the Bone Bulwark bridge and facing 25 goblins on the other side. Half the goblins engaged in melee while the rest peppered the Fellowship with arrows from a safe distance, jeered on by their leader. While the adept hung back and fired on the goblin leader, killing him, the rest of the Fellowship got stuck in and made short work of the goblins (though most fire concentrated on the berserker, and he was getting worn down.)

The two vanguards flanking him kept the attacks bearable, then the leader and support cleared off the stragglers in melee so the rest could charge the shooters without getting hit leaving melee.

Shortly afterwards four surviving goblins escaped into fissures in the stone, beyond reach; the Fellowship traveled a bit before tending their wounds, because goblins tend to return with reinforcements. (Nobody got a proper Wound, just Vitality damage.) The berserker kept the goblin leader’s head (and its fancy helmet of bat skulls stitched together) as a trophy.

Minotaur Ambush

The leader picked up on the bovine stink of minotaur, then the Fellowship was rushed by one in an underground area of the road. The leader and support hung back firing, and just as the rest of the Fellowship put the minotaur down a second one charged from behind and smacked the ranged dwarves for a couple actual Wounds each. They scurried clear as the rest of the Fellowship descended on the second minotaur and wiped it out in short order.

The chef and alchemist harvested the horns to make magnificent drinking horns as a gift to the archon. Then the chef butchered the minotaur and they had great steak for supper. The chosen led a worship to give thanks for victory. They got some Resolve back from the victory and the steaks, but not from the service; the chosen was out of practice. The chosen stacked the mutilated minotaur heads, put the goblin leader’s head on top, and left it as a warning to others that would despoil dwarven roads.

Troll Attack

They were threading through the Garden of Lights when they noticed a patch of fungus ghosting them; it was growing on the back of a troll, and the berserker charged it. They put it down easily enough, but it kept getting back up; fortunately the alchemist “remembered” he had some torches in his pack, and they got those fired up and managed to burn the troll so it was no longer regenerating. The alchemist and chef harvested some of its best bits for later use, and they left the rest.

Ogre Attack

The Fellowship approached the outside, and rested while still underground. (This time the chosen’s service did restore some Resolve.) During the last watch the lookout saw three ogres returning with a big sack of plunder; they tried to wake and pull back without attracting notice, but the ogres spotted them and charged.

They used the relative choke point of the area where they camped so only two ogres could come at them at once, and pitched battle was joined. Before the ogres went down, one pounded the berserker for a Wound proper. When all the ogres were dead and the sack examined (it had some dead sheep in it that an ogre was digging out to use as a missile weapon) they found the stairs up to the gutted tower where the ogres laired, and the mason found a hidden trap door.

They found a safe place, and spent a day there resting and healing for the last leg of the journey. (One reason they waited was because there was a blizzard on the outside road, they wanted to wait it out.) Traveling the snowy road, only one dwarf slipped, and his Resolve saved him. They made it home safe, with minotaur horns as a gift to the archon as well as the signed trade agreement in hand. Job well done!

Group A: Clan Caskbound

29 Saturday Nov 2014

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clan

Clan Caskbound is based in the Whiskey Forge, affiliated with Crag Bloodcrag.

Their archon is Salvak Basrencru, a military man with no heirs who came up through the army prior to ruling. His heir is a general who is interested in expanding the clan’s local power, but Basrencru is more isolationist and focused on the art of brewing. In the meantime, the general makes many of the important decisions for the clan.

The clan was founded 1,200 years ago when the founders of the clan weaponized Armageddon Ale, the parent clan’s greatest mystical brew. Their brew-bombs warped and mutated the ecosystem of the battlefield forever, and they were exiled to live in the strange wasteland they had created. They lost forever access to the secrets of making Armageddon Ale as part of their punishment.

They continued doing battle, using weird flamethrower brew and carpet bombing with alcohol-based weaponry. The environment spawned plants that hunted meat with yeasty lures, and vaguely intoxicated or intoxicating creatures. Over time, the Caskbound clan domesticated much of the strange underground wilderness.

They cultivated vines that could be used for long-distance communication conduits, carrying messages through tangled root networks. They domesticated giant riding beetles for meat, armor, and mounts. Embracing their strange circumstances, they began to thrive.

A cultural renaissance took root. They built beer temples, and worked up a whole cooking culture that made the most of the unique local flavors. As they gained in reputation and wealth, their artisans and masters discovered how to weaponize beetle dung, finding a substitute for traditional gunpowder. They jealously guard the secrets of their biological explosives and the guns that use them, but they freely share other cultural innovations.

Alchemists, scholars, and enchanters developed idiosyncratic uses for unique local materials, shining out as a brilliant center of learning in the region. As their culture developed further, the military use of cannon refined and expanded too.

Three Sayings form the clan’s Word, summarizing what they have learned in their history. Greed starves the family. Motives are scaffolding, removed from the finished stone. You must not ever be the highest authority in your life.

Now that we know the clan better, we are ready for adventurers to defend it!

Clan Caskbound

A Knot of Thanes

28 Friday Nov 2014

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clan

That’s what I just decided a group of thanes would be called. And I’m delighted, because I now have information from each of the five thanes, in time to incorporate it into the playtest draft! This puts a smile on my face.

The clan begins “under the shield” or as a vassal of one of the major thanedoms.

Clan Bloodcrag. Mystics and detectives, they are famous for the red-haired rulers and warriors they put in service of the High King. They have a reputation for otherworldly insight and might, bolstered by llineage rich with adepts, enchanters, and chosen.

Clan Shieldsplitters. They hold defensive stances in contempt, they are extremely aggressive and proud. They favor double-bitted axes, and seek out the front lines of combat. They export mercenary companies and tend to be unruly neighbors.

Clan Stonebreaker. Still recovering from the most recent Great Incursion of goblins, these militant miners are honorable to a fault. They live a spare existence, focusing their energy on mining, fortifications, and combat. They sell almost everything they make. Their fungus beer is famous for being almost undrinkable, even for other dwarves.

Clan Stondraeg. Sheltered deep in the mountain, they are almost totally isolated from the outside world. They ponder decisions, never giving in to the press of perceived urgency. Their lives are colored by superstitions and myths; in some ways, they really are living in their own world.

Clan Thunderforge. Stern religious extremists, they worship the Gods of Ur. Most dwarves are inclined to respect, rather than worship, but the holy warriors of Thunderforge hold the race to a high standard of purity—and the penalty for failure is the wrath of the gods. Often seen as pilgrims alone or in groups, these dwarves travel more than most. If dwarves are willing to endure sermonizing, they may be able to get a small army to help out in a pinch.

Sky Dwarves. Settlements who do not accept any thane over them are known as sky dwarves, as they are “under the sky” instead of “under the shield.” They are mistrusted, considered outcasts (whether they left or were kicked out does not matter.) Sky dwarf clans cannot have a Prestige above 2.

A Font for Axes and Anvils

26 Wednesday Nov 2014

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AnA CromEach one of my projects gets a font, to dress it up and give a certain visual consistency. I have chosen the Crom font for Axes and Anvils. It is free to use commercially, and I think it meets the requirements.

The font must be legible, convey a feel for the project, and have some style. Here it is. What do you think?

crom-font-2-bigThe font does not differentiate between capital and lower case letters, and there is no punctuation, but I think it will work fine for headings and titles.

 

 

Lay of the Land

25 Tuesday Nov 2014

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planning

I have Book I ready for playtesting. It will undergo lots of changes in the next month, but for now I can turn my attention elsewhere in the project.

I want to deal with geography, but I am not sure I can yet. Mike did a map of Aventyr previously. I am going to do a version that is less “hexy” and more freeform. However, I think I need to change some things up.

I plan to have a central knot of impenetrable mountains that is the overall clanhome for all the dwarves of Aventyr. Then there are arms of mountains that radiate from that point, along a tectonic fault line and with smaller ranges branching out from there. This will serve as the focus for the main clans. One will be the clan in the center, looking after the most prestigious symbols and territory of the clan. Then others will be based around that point, and each one will trail off down a line of mountains.

Other specialties will be built in, but that’s the root concept. I’m currently leaning towards Clan Stondraeg guarding the seat of power, most isolated from the outside world. Clan Stonebreaker serves as the bulwark between goblin woods (jungle?) and the mountains. Clan Thunderforge along the edge of a desert where saints are purified and the Gods of Ur hold court in a temple compound wrapped in a mirage, or a mountain of power.

If I don’t hear from the other backers, I would likely assign one clan to live in cliffs and have several ports, seafaring dwarves. Another great clan would be specialized monster hunters, guarding the deep and the marsh borders against the ravenous and weird.

I will also be reworking the map so it has some features of interest, and the coastline is not a single lump of land. Give the territory some elbow space.

I also have not heard from anyone who backed at a level to contribute background on the other races. In order for all this to fit together, it helps to have some back and forth. Establish a background for the world (now done) then see how the histories of these people fit into it, and what role they play now.

Geography and history are interlinked. This is important. So before going much further on cultural issues, I want a better sense of how it all fits together.

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