Thursday, August 29, 2024

BREAK! and the OSR - Neckbeard Chocolate and Otaku Peanut Butter

Okay - Let me preface this by saying when I first met Reynaldo M., author of the BREAK! ttrpg, I had known him slightly parasocially from Google Plus (from which all good things spring). I played very briefly as a Murder Princess in a game he was testing at TridentCon 1, and I got in return a card of a bald-headed brawler. The scowling brute reminded me of my favorite character from Samurai Shodown 2, and so I was intrigued. I had never in my life considered that desktop publishing RPG creatives would have something as slick as a pack of cards. Maybe BREAK! was originally conceived as a card game? I don't know. But the card is cool and it has a place of honor in my collection. That was 10 or more years ago, so you should know that BREAK! has been a long time coming and my feeling is that Reynaldo and Gray Wizard have been very meticulous about crafting a thing to perfection. I pressed him probably too hard and too often to know WHEN WILL IT COME, REY? WHEN?

Well, it's here. And it delivers! It has been well worth the wait.

It's very cool, and deserving of praise and accolades. It's quite a love letter to anime, DnD, and 80's and 90's nostalgia. For example Sailor Moon, the Final Fantasy series, She-Ra (the netflix series), Chronotrigger, the DnD cartoon, Miyazaki stuff. It's rich, dense, and artfully and technically well done. The book is weighty, internally hyperlinked - most sections that refer to other material will actually include the page that the entry refers to. I don't know if Rey is a technical writer, but it shows in the ease-of-use of the book. Which is bewilderingly stocked with lore and overflowing and oozing with richly thought out and elaborated world building. In fact when the .PDF came a few months ago I was excited but overwhelmed with the information density of it. IMHO it's much easier to handle as a physical book, but your mileage may vary. An interesting thing is that by the end of the reading process, when you get to the world lore, you have already had quite a tantalizing taste of the feel of the game's setting and then you get the rest to fill in the blanks.

The system itself is pretty straightforward. Sort of DnD with similar attributes down the line. Roll under for skills. Opposed skill checks - you try to get under the target number but over the roll of your opponent for contests. Combat pretty simple. "Hearts" (like in Zelda! and NES games) regenerate after battles. If you run out of hearts then you take injuries. Pretty easey peasey. All kinds of skills and background options that can be rolled for randomly or chosen. Even a class - the Factotum - that is a non-combat option for those to whom violence does not appeal. The rules are relaxed and easy like Sunday morning but in some particulars are very gritty - like hunger, fatigue, and time/resource management. Not overly so, but if you are a fan of Old School play, then these subsystems will probably be intuitive and easy to use. The encounter and dungeoneering system is point-based and has skill checks in between nodes that give a party bonuses in the next encounter if they are successful and it seems to me that it's a better thing than constantly referring to maps. I guess, in short, that it nicely combines a lot of the ease-of-use and intuitive features of the past 15 years of thinking about tabletop games. I could go on and on, but time is fleeting and I have to get to work soon.

Such Well Considered Information Design!

My favorite thing about it is the fantasy/sci-fi vibe, which coincidentally is exactly the sort of thing my Dungeon Crawl Classics/Palladium/Star Frontiers/Star Wars soaked brain is into. My face to face game world is genre-bending. Like DCC, androids and mutants and dwarfs and orcs abound. Remnants of ancient technology (including the mechanoid/robot PCs!) are everywhere. Why would I want a Tolkien world without robots, laser pistols, and kaiju? Hacking computers and hacking reality with magic are mostly the same thing. Esoteric skills that specialists can use to delve deeper.

So, it's inspirational. I'm trying to get my kid to read it but she took one look and was like "too much! I can't keep it all in my head". She won't get the references because she was born in the 2010s instead of the 1970s and 1980s, but I imagine a great many old school DnD folks will grok them. I do not believe that you could be a nerd into DnD for the past 30 or 40 years and not be impressed by Rey and GW's beautiful, good hearted, expansive, well conceived, wonderfully laid out and masterfully illustrated thing. Why, my brain lights up with possibility when I thumb through it, its generosity and goodwill are on every page - kind of like Reynaldo himself. As far as I know, I've never met Grey Wizard directly but I fondly remember interacting with him (her?) on G+

Anyways, run out and pick up BREAK! if this sort of thing interests you. You'll be pleasantly rewarded. I suggest the hard-cover, because I was simply overwhelmed with the PDF but if you like that method and style of learning and information delivery, you probably won't go wrong with it. In fact it seems to me that the appendices of the book are explicitly meant to be printed for reference which is an amazing touch and really shows some forethought. Well done Rey and Grey Wizard. Your Ennie is well-deserved.

If you don't get this reference, or if you think it's corny, well - move along, I guess. 

I give it a 9.5/10 simply because I almost fell over backwards trying to gather all the rules to play, since the character making process takes up about a third of the book - the first part (as it should be, I suppose). The rules are laid out generally at the beginning but in my excitement to devour it I skimmed over them and was befuddled for a bit, but it made much more sense as I progressed through the thing. If you open up any particular page, you will find something delightful and most of it even has a sly wink. Yay for the love of the hobby in all its myriad forms!

Thursday, March 7, 2024

The Sea Caves of Aubergiole

I found this file on my hard-drive a few days ago, and since I will never ever finish the project (and in fact I don't recall many of the ideas) I give it to the internet in goodwill. To each, as they say, according to their need. This was probably right after the publication of my solo gamebook. I think it's very clearly inspired by the D&D Expert module "Lathan's Gold" which was an epic "sailing around adventuring" solo module. Grand in scope and procedural possibility but sort of tangled up with weird mass combat mechanisms. Pretty sure it was conceived right around the heyday of the Google+ share-and-share alike era. I kinda dig the vibe, but the only thing that stands out to me particularly is the random starting entry mechanic, which is based in part on your Luck modifier (this is DCC obviously). I think I was also inspired by "Barbarian Prince" which is a long-time favorite of mine, and still available for free.

Also, I think I stole the Secrets idea from Kabuki Kaiser's "Mad Monks of Kwantoom" in which certain play experiences would prompt you to read appendices at the back of the gamebook and thus open up new ways to play, spells, PC races and options, and lore about the world of the game...

Way too ambitious in scope, in reflection. This was back when I thought fun ideas about tabletop RPGs, or at least read other peoples' fun ideas and synthesized things into something of my own. Now, I just play Skyrim with like 500 mods...



"Sea Caves initial entries the City".rtf

Oubliette of the Fishfolk

Cities:

1.       Aubergiole - Innsmouth Equivalent from French Inn (‘Auberge’) and Maw (‘Gueule’).  Market, Docks, Tavern, Supplies,

2.       Visulax – Specularum Equivalent: Docks, Market, Tavern

3.       Aredeth Bay – Pirate Port

4.       Helleborine – Coastal Megalopolis (off limits due to Zombie Plague)

5.       Marbourg – Seaside Town, nearby River (off limits due to Zombie Plague)

 

Islands:

1.       Three Harpies Key – Gate to Lightless Realms, Other Universes

2.       Meridot’s Cay- The Wizard Meridot’s Tower

3.       Hyomand Rock – The Oubliette of the Fishmen

4.       Forlorn Island – Giant Monsters, Occasional Big Treasures, Death for Big Parties

5.       Hammer Island (Home to Aredeth Bay) – Small Town, Pirate Wizard Patron

6.       Bloodrock Plinth – Empty, Granite and Basalt, Gribb Roosts

7.       The Island of the Amazonians (Mountain Range)

Locations:

1.       Sail upriver to near Halthrag Keep, attacked by Jackal Bandits

2.       The Howling Whirlpool of Awfulness, ship destroyed, flotsam!

3.       Jungle of Teth

4.       The Crystalline Spire of Meridot

Remember to give lots of opportunities for Luck Use, Saves, and Especially Thief Skill Checks

Random Non-Thief Character Starts

(for the start of the game, use 1d12 plus the Luck Modifier.  Pre-generated Characters Will Start at Specific Entries in the Book)

-3

GALLOWS!

SQUARE

-2

To the JAIL, BAD FINE, MAYBE DEATH

TRIAL

-1

INNSMOUTH TAINT: Thank the Gods it is morning, now.  You find yourself at the edge of a long and lonely dock in the city of Aubergiole, neck, hands and feet itching.  Your eyes are watering and your head hurts.  You have fought the overpowering urge to jump into the water and swim away since being awoken around 2 bells, after strange dreams of vast cities through which you floated.  As the sun rises, you feel somewhat better and resolve to take some aid to help you sleep, tonight.  A skilled thief like you can’t operate well when fighting urges like these!

Looking down at the end of the barnacle-encrusted dock, you notice an Intricately Carved Tetrahedron, possibly a fishing weight or lure.  You may take it if you like.  Then, turn to DOCKS

DOCKS

0

SHANGHAI’ED AND CAST AWAY

ISLAND (Lonely)

1

SHIPWRECKED

ISLAND (Random)

2

KIDNAPPED AT SEA!

TEMPLE ISLAND

3

PLAGUE SHIP!

AT SEA(Random)/RANDOM DOCKS

4

In town, down on your Luck (-2 Luck), Gambling debt

 

5

On a Mission – Recover a Captive (Randomly Determined – Attached to Secrets!)

 

6

FIRST MATE, MUTINEERS – SHIP WITH POOR MORALE

 

7

On a Pilgrimage – See a Sight

 

8

Hunting Party – Fight a Monster

 

9

Cartographer for a Lord – Visit 4 different islands and map 3 locations of each (cities do not count!)

VOLCANO ISLAND

10

Free Agent – No particular Quest, 350 GP in Savings

 

11

SECRET AGENT! , Minor Sum of Gold for Expenses 1000XP, Kill the Bandit King

BANK

12

MAP TO TREASURE, TAVERN, No Money

TAVERN

13

MINOR TREASURE, MARKET, Skull Chime

MARKET

14

FIRST MATE, DEAD CAPTAIN – SHIP WITH GOOD MORALE

ISLAND

(Random)

15

LAWYER’S OFFICE – ESTATE OF WEALTHY TRADING CAPTAIN UNCLE, FREE SHIP

DOCKS

 

Straight Thieves Begin in a Spot Determined by their Alignment, and Receive a Mission Based upon it, if they like.  Else, they can use the Random Chart and adjust the result depending upon

ALIGNMENT

START LOCATION

MISSION

Lawful

Hyomand Rock, Shoreline

Acquire The Prayers of Hydra Volume 4, Deliver to Boss in Aubergiole (or take the 4th Oath!)

Neutral

Aredeth Bay, Pirate Port

Ring the Storm Bell at the Top of Hyomand Rock, Watch What Happens (Or Destroy It, Better!)

Chaotic

Hyomand Rock, Acolyte’s Chamber

Assassinate the Priestess of Hydra, She Keeps the Undersea Peoples In Check (Or Assume the Priesthood Yourself, with 4th Oath and the Rod of Command)

 

SECRETS!!!

A.      Random Aubergiole House/Basements/Treasures/Monsters

B.      The Storm Bell – Rang It

C.      The Storm Bell – Cracked It

D.      Deep One Hybrid Class

E.       Eagle Eyrie on Meridot’s Cay

F.       The Dead Cyclops Underwater at Hyomand Rock

G.     The Dead Cyclops Chained to Forlorn Island

H.      Halthrag’s Circle On Hyomand Rock

I.        Ifrit’s Pizzle, Drink Recipe and Spell

J.        JaleBeard, the Pirate Wizard Patron

K.      On Kelpies

L.       On Lesthirash, the Wasp God

M.    On Merfolk

N.     On Nixies

O.     The Orpiment Skull Magic Item

P.      Pendlebrook – A Pleasant Spot

Q.     Queen Leonora of Hamathrace

R.      Raiders of Rayloon

S.       Summon Tentacular Horror

T.       Tcho Tcho PC Class

U.     Ulfire Mistress Patron

V.      Vecnull’s Revenge (A ship, The Cyberlich’s Flagship)

W.    Wizardarium Gate to Calabraxis

X.      X The Mysterious (A Sage)

Y.       Yeoman’s Bow Magic item

Z.       Zither of Antipathy Magic Item

 

NEW MONSTERS

Raylooni Raiders (Albinos, Tall, Thin, Debased) – Stout Ships, Low Damage

Cyborg Corsairs – Very Stout Ships, Somewhat Damaging

Deep One Hybrid Pirates – Weak Ships, Weak Damage

Tcho Tcho

Tentacular Horrors

Ocean Sprites, Lawful/Neutral/Chaotic

Kelpie/Seaweed Folk

Pirahna Birds

Amazonians

Island Sprites

 

 

PREGENERATED CHARACTERS/QUEST

Nithan Knifeknot – Thief, Lawful, Level  2 (Bring 10,000 in Gold to Bad Guy on the West Edge of Aredeth Bay by Day 30 to rescue your beloved Kelani). Swimming and Diving Skills

Murlo – Fighter, Lawful, Level 2 (Destroy a 5-Headed Hydra on Forlorn Island, Day 30). Commander Skills.

Diego Panselfaust – Male Halfling, Neutral, Level 2 (Take an Immortal Bride by Day 30).  Ladykiller Skills

Holga Vohrnknicht – Female Dwarf, Neutral, Level 2 (Find a place for the Clan to Live – there are 2 acceptable spots 1 on , Day 30).  Stoneworker Skills.

Brother Emmerit Lutz – Cleric, Chaotic, Level 2 – Find a New Home for Temple of Lesthirash the Wasp God.  Lore Skills.  Sacrifice a Ship to the Whirlpool and Find the Location of the Wasp Temple.  25 Days

Yesorian, Wizard, Chaotic, Level  2 – Acquire the Rod of Undeath, 50 Days, or Die!  (Very difficult for a Wizard but fairly simple for a Thief!)

 

THIEVES FOR HIRE (Special Thiefly Rules; You may hire a thief on the crew of your boat, but each skill roll calls for d6xrate fees, and each thief can be killed by monsters in landing parties.  Some locks cannot be picked by NPC thieves )

Aram, Barjum, Blastin, Corexin, Duglash, Efrim, Odess, Pyotr, Alenk, Gyurtom, Hirelm, Inigo, Jakes, Melporine, Nidora, Olegh, Trendio

SPECIAL HIRELINGS (For example, as in Barbarian Prince)

Wives/Husbands

Sages

Monsters

A Robot

Familiars/Demons/Imps/Quasits (for example, Spellvexit)

Sailing/Supplies/Ship’s Crews/Landing Parties/Morale (based on Personality)

 

Random Treasure Entries are given with the expected roll of dice, 1d3-1d100 (with 0 as a possible result); some areas will increase the given +d for monsters and some will decrease 

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