Tuesday, October 6, 2020

Mörk Borg.....

Color looks like a match, more below.....

Mörk Borg, Swedish for Dark Fort.

It's BEAUTIFUL.....

To bad official D&D doesn't look even remotely this cool.

Mörk Borg and Mörk Borg: Cult Feretory arrived a couple of weeks ago. There are two types of OSR, the direct clone type and the arthouse type. This is definitely the arthouse type. I'm a fan of both. Mörk Borg is the type of game, that even if you never play it, you'll certainly be inspired by it. Plenty of soul,  dripping with flavor, lots of cool little dice mechanics, fun character creation, fun classes, a world literally on the precipice of DOOM. It's a more rules-light type of system, but one that has plenty of room to breathe. Mörk Borg is a game that is just begging for creative OSR types to tinker with it. Perhaps I will.

In the mean time, here's a sample character I rolled up using the no-class system. A pleasure drawing this one, no pencils, just ink. Drawing time -- about an hour. A pure ink sketch that turns out well is pretty damn satisfying. And, I learned some tricks with transparency during layout. 



Mörk Borg -- Very cool Game.

SO, GET YOUR DOOM ON!!!!!!

Music that reminds me of Mörk Borg -- :wumpscut:



Wednesday, September 9, 2020

Palladium/Rifts Character Sheet -- Revised

My take on a Rifts Ley Line Walker. 

Here's a slightly revised version of my Rifts character sheet, usable with all Palladium games. I left the Speed line blank so the sheet is now 100% accurate as opposed to 99%. I tweaked various things here and there, nothing radical, but I feel it's more stream-lined. A spell/psionics page is attached as with the prior version.




Tuesday, August 25, 2020

Ninjas & Superspies

 What the hell kind of gun did I draw here???

More Palladium love.

No matter what I'm into, there's something about Palladium Books that always lurks in the not-so-back of-my-mind. And the truth is, I've only ever dabbled with the system, mostly with Heroes Unlimited.

It is a toolbox, but one I'm very comfortable with. And to all of my fellow OSR hackers, Palladium Fantasy is just as hack-able as any D&D system (of course, it itself is a hack of D&D.) 

  • In many ways, Palladium Fantasy (especially 1st edition) is better than D&D, but that's a topic for another day.

So, Ninjas & Superspies (written by the late Erick Wujcik.) Want to play G.I.JOE? How about a little James Bond? How about Daredevil vs. The Hand? Cyberpunk? Or perhaps you just want to add more martial arts to your Nightbane game. Or Beyond the Supernatural. Whatever you want, Ninjas & Superspies is such a good martial arts source book.

So I randomly rolled some stats for the lady above, but I'll just provide the basics.....

Her main stats, after all is said and done, are:

  • Intelligence:  10
  • Mental Endurance:  13
  • Affinity:  7  (not very personable, but mechanically meaningless)
  • Physical Strength:  16  (+1 damage)
  • Physical Prowess:  16  (+1 strike/parry)
  • Physical Endurance:  11
  • Beauty:  13
  • Speed:  15

Now, in Palladium, bonuses from high stats don't start until 16. This is an area I've hacked before, starting the bonuses at around 11 or 12 and ultimately achieving a similar value by around 30 where the official chart list ends. So basically, I just stretched it out a bit. I just don't like meaningless stats. I've mentioned before that I give an initiative bonus for Speed according to the Physical Prowess line. Something that I've reflected on my Rifts character sheet (found on the sidebar.)

  • Of all the Palladium games, my Rifts character sheet is tailored the least to Ninjas & Superspies. This is because in this game you know so many combat maneuvers and fighting styles, you're better off listing them under the powers/abilities/equipment section.

She's a Private Eye which gives her decent skill packages but nothing fancy for fighting (just one of the standard combat styles: Basic, Expert, or Agent.) so I took the liberty of randomly rolling a fancy martial arts style for her and got, Hwarang-Do Karate, which is apparently a well-balanced Korean style that prefers spinning moves, jump kicks, and throws, with strikes used for finishing. Skills in Palladium are something that I kind of gloss over because you get SO DAMN MANY OF THEM. So basically, she's good at gathering information. 

She also knows gymnastics which improved some of her stats as Palladium Physical Skills do -- which is why everyone takes as many physical skills as possible. My hack for this would be random skill generation. It's strange, there is so much randomness in Palladium character generation, but not when it comes to skills. I would change that.

She knows a multitude of moves that allow her to enter combat, engage in combat, and leave combat. Yep, it's that detailed. If you're willing to embrace the intricacies of hand-to hand martial arts, it's incredible.

This game also gives her the option of knowing a couple of martial arts "powers," attacks that stun, body-hardening skills (that give you more physical skill type bonuses) vanish like a ninja, and the use of CHI to heal and such.

She has 3 attacks(actions)/round, 39 S.D.C. and 11 Hit Points. When you consider multiple attacks and the fact that guns do 2d6, 3d6, 4d6 +, it's a deadly game.   

  • This game doesn't give you the automatic 2 attacks that modern Palladium systems give. If that was the case she would have 5 attack/actions per round. Of course, you could always add them, but I think the lesser number is better. Likewise, you could always remove them from the current systems. Like I said, hack-able.

Like a lot of Palladium books, Ninjas & Superspies is just as useful as a source/idea/flavor book as it is it's own game. There's not really an established setting; you're supposed to do that on your own. Again: TOOLBOX.

It's just plain cool.

Game on.

Oh and, give Palladium some love.

(I'm not affiliated with them in any way, though I do live fairly close to their HQ, and I've never even driven by.....shame.)


Wednesday, July 8, 2020

The O.S.ORC

Say goodbye to green-skinned Khal Drogo.

The following fragments, penned by the Sage, Avidian, were unearthed in the wastelands east of the Orith Mountains...

...pattern has been observed with the first sightings of the swine in any particular region is that they are unarmored and unclothed, in fact devoid of possessions.  A farmer near Turgath noted his pigs behaving in a manner most peculiar, stomping around the sty and snorting nervously.  When next he saw them they all lay deceased and slowly sinking in the mud...cannot be confirmed as the farmer is considered mad by the local Turgathians who claim he spins the same yarn every few years when he murders his own stock...within a fortnight that Turgath reported the first Orc sightings in over ten years... 

...style of Orc varies as wildly as does the pig, but initial outbreaks are almost universally of a similar type.  It is only after Orc droves meet in the wild that differences are reported...cloven hooves and three "fingers" appear to be a universal trait, with the presence of tusks inconsistent...unable to speak the common tongue or any civilized language, but apparently can understand words not unlike a hound...eyes that never lock directly onto yours which makes their intentions hard to read, but anyone who is still in doubt about said intentions...

...a feast of mud and blood as the Orcs created a sty of the slain Rendrik soldiers...as they rolled excitedly among the dead eating and bathing...nothing remained...never witnessed an Orc handle the delicate operation of donning armor, but the Orcs that stormed Brandelbrook were indeed armed like Rendrik foot soldiers...

...sites more terrifying than a frenzied Orc snorting loudly in one's face...stench is putrid, but not supernaturally so...

...scout reported that as he sat behind the Orcs in the dark cave, concealed under a cloak of elvenkind, the swine, who hitherto sat quietly as if in a calm trance, began snorting and oinking louder and louder as the Sarisian Knights came into view in the gorge below...leadership was vague...run for his life when the wind shifted and they could smell him...knights circled the remaining Orc who scraped it's cloven hooves restlessly in the dirt...

...savage undisciplined fighters stronger than the average man and sometimes much stronger...of Orcs riding large, fiendish wort-hogs, witness is now deceased...confirmed by the... 

...claims that Elves are the group responsible for the Orc scourges throughout the realm...origin is from the land of the fairies...not related to goblins...chapter of the Chronicles of St. Jendimar that Orcs are the spawn of Orcus...questions this as ignorant...not a true scholar of demonology...do indeed come from the mud, but no definitive link to black magic has been proven...

...most peculiar that mere days after the Penidar Orcs lay waste to the once proud city of Naris, the ruined city was abandoned and that particular breed of Orc was never witnessed again...many Narians never accounted for...remains of the nuns slaughtered at the nunnery outside of Vrindel, so atrocious, the site was condemned and razed, left alone to this day...cryptic scrawling on the walls sparked debate of a written Orc language, dismissed as outlandish...rituals in the dungeons below...rise of the Order of the Sisters Militant of Vrindel...swine-like mutations in the royal family of Heinmarc sparked a vicious inquisition in the year...more reports from peasants regarding curious behavior of domestic swine in the Tansula Valley... 

...and on it goes...

Slay them, by order of the King.
 
  

Thursday, July 2, 2020

Orcs Are Evil.


The basic nature of the universe is kill or be killed, eat or be eaten.  Everything in this universe fights for it's place, from the largest star to the tiniest microbe.  Compromise exists only out of mutual convenience and is often fleeting... 

Orcs will always be evil to me.  I'm not interested in all the nuance, there's already plenty of that in humankind.  Why do orcs raid?  Because they're fucking hungry agents of Chaos and they want nothing more than to destroy the realms of men, elves, and dwarves.  They're not humans, they're not even humanoid.  They're monsters.  The stuff of nightmares.  Do orcs have babies?  HELL NO.  They don't farm and they don't build cities.  They rape and pillage and kill and eat.  If orcs are discovered in the hills near your town, you're in DEEP SHIT -- Achtung! Orcs.   It's like an infestation that has to be dealt with.  "Sire, orcs are raiding up and down the frontier, three villages have been lost!" -- "Muster your knights!!!"

Imagine seeing the remnants of an orc raid where it's clear the villagers were cooked and eaten.  And God knows what's happening to any that were taken alive...  The stakes are so much higher now aren't they?

Realm, The (Vol. 1) #9 VF ; Arrow comic book
Comic series from the 80's when orcs were like giant hogs.  Their image has since humanized and become more ethnic over time, which is partly why we are where we are.
   The Realm was classic D&D.

And then there are the subterranean, spider-demon worshiping, human sacrificing, slavers.  No, that's not evil.....  What if they were albinos?

Anyway, it's your game play it your way, whatever way that is.

The rest is noise.

Game on.


Friday, June 5, 2020

20 Minute Friday Night Ink Sketch And Conan.



Quick post.  I'm becoming addicted to drawing in ink only.  Dangerous.  Risky.  And sometimes better looking than something I took great care on.  Never know what it's going to be before, just make it up as I go.  Maybe save it for a project and add a story to it later.  This one just gets posted here.  It took me 20 minutes while I listened to a couple of techno songs by Suntree and Lyctum.

Reminds of Conan, which I've been reading lately.

I've been a Conan fan forever, yet I've still only read about half of Howard's stories.  Which is kinda cool because I still get to experience new original tales.  I used to absolutely love The Savage Sword of Conan magazine and I've read a few of the Tor books as well as some other Howard stuff.  I Just read Red Nails and The Vale of Lost Women.  As much as I love Howard, he can lose me sometimes because I don't find any other characters in a Conan story interesting.  I hate the scenes where villains are up to stuff.

The Vale of Lost Women is mercifully short.  Told from the perspective of some scientist brat enslaved in a savage land who just watched her brother get utterly mutilated (just seeing the word scientist in a Conan story almost breaks immersion.)  Conan's hardly in it.  I hate this character but powered through the tale by force of will.  My reading patience has all but disappeared.  If you don't get me in chapter one, I won't keep reading.  I find role-playing books easier to read than fiction these days.  Vale is definitely an odd little tale.

Red Nails was good and I can see why some call it the most D&D-like of the Conan tales.  But once again, I don't care about anyone else here except Conan.  Even Valeria wasn't as cool as I was hoping.  One scene though, was awesome:

"From wall to wall, from door to door rolled the waves of combat, spilling over into adjoining chambers.  And presently only Tecuhltli and their white-skinned allies stood upright in the great throneroom.  The survivors stared bleakly and blankly at each other, like survivors after Judgement Day or the destruction of the world.  On legs wide-braced, hands gripping notched and dripping swords, blood trickling down their arms, they stared at one another across the mangled corpses of friends and foes.  They had no breath left to shout, but a bestial mad howling rose from their lips.  It was not a human cry of triumph.  It was the howling of a rabid wolf-pack stalking among the bodies of its victims."
--Red Nails.

Every now and then Howard wrote a moment for the ages.  

Wednesday, June 3, 2020

Dungeons of Grandeur.



I'm surprised I haven't shown these before now.  They're from my mid-teen years; late 80's.  Somewhere I came across poster-board sized graph paper and about a week later this dungeon was done.  I then glued it onto an actual poster-board.  Surprisingly, 30 years on and it's still in pretty good shape.

I never wrote it up as a dungeon.  Making 169 rooms interesting is a challenge now, let alone then -- I've never been a huge fan of empty rooms.  One curious thing, you can go from room 2 all the way to room 154 and only pass through 3 other rooms.  An unplanned feature for sure.


And then of course there's this bad-lad, four times the size.  Too bad I burned out.  It's much more dense than the one above and would have clocked in at around 800 rooms.  These sheets are in surprisingly good shape too.


They're now artifacts that make me want to put aside what I'm working on and attempt to draw the largest, most complex dungeon of all time.  Probably not gonna do that.  Besides, how would you scan such a thing?

I loved the concept of the Dungeon.  Still do.  Always will.  

Just saying.



Sunday, May 10, 2020

Combat Mechanics


The years I spent searching for the perfect system that doesn't exist.  And by system, I generally mean, combat system.

Only to discover the OSR and the notion that the older systems are all you really need, i.e, tweaked of course, but a solid foundation.  There's lots of cool little ideas and dice tricks in the OSR universe to spice up your games.  If you care about mechanics.  And I do.

D&D combat is illogical.  That's not exactly news.  It's always been an abstraction, one originally designed to simulate armies against armies, not necessarily man against man.

Two 1st level fighters should fight to a stand still.  Yes, maybe one's a little stronger or one's a little quicker, but they're basically evenly matched.  Their level is their fighting skill.  Two 5th level fighters should also fight to a stand still as should two 10th level fighters, and so on.  A 5th level fighter should whoop a 1st level fighter -- here the rules accurately account, if only because of hit points.

The main difference in these duels is that the 1st level fighters, though evenly matched, will see one of the fighters fall quickly do to a lack of hit points, were as the 5th & 10th level fighters toil on and on.  Two evenly matched fighters of any level should toil on and on.  So logically, should hit points change depending on your opponent?  That's not gonna happen.  If anything damage should change, which does happen somewhat.

My chances of defeating my opponent rest mainly on how good my fighting skills are compared to his.  Yes armor plays a roll, but it only delays my pummeling of a lesser opponent.  This dovetails directly into the notion of armor as damage reduction.

Armor Class.  It makes perfect sense for ranged combat.  Most people can't dodge arrows even if they know they're coming, so basically, distance and what armor your target wears are your primary obstacles to a successful hit.  Shields should factor more.  In fact, shields in general are way undervalued.  If entering combat and I had to choose sword or shield, I would strongly consider choosing shield.

One of my favorite representation of man to man combat was in the DC Heroes RPG by Mayfair Games.  A system referred to by some as, MEGS.  The system is 2d10.  On the Action table, cross reference your score vs. your opponent's score (usually Dex vs. Dex) to find the number you need to meet or beat.  If you roll doubles you get to roll another 2d10 (I would consider changing this to simply rolling another 1d10 to avoid ridiculous, if not rare, outcomes.)  Notice on the Action table that evenly matched foes of any power level have to roll an 11 to hit.


Then you cross reference your effect value (usually Strength) against your opponent's Body score (modified by armor) on the Result table, including any column shifts from your success to see the damage inflicted.  But once again, a fight between evenly matched "regular folk" won't last long because of low health values.  Still, it's elegant.  Buuutttt...CHARTS.  They slow the game down, or do they really?  We never had problems with charts when we used them. 

Charts were a thing in the 80's.  By the 90's they were pretty much obsolete.  The thing with charts though, is that they can provide fairly logical results for a system.  Marvel's FASERIP system used charts well.  The huge flaw in FASERIP though, is that your foe's fighting skill had no bearing on whether or not you could hit them.  The chart simply existed to determine how well you hit them.  Your average person, with Typical rank Fighting, has a 50% chance of hitting anyone.


Then there's Palladium.  Strike, Parry, Dodge, Roll with Punch....!  A very granular, opposed roll, chart-less system, love it or hate it.  I love it.  Ideal for one man vs. another.  Five on five?... good luck with that.  Palladium Fantasy uses the same system, but this type of combat takes far to long for a dungeon crawl (and ultimately, it's all about accommodating a dungeon crawl!)  This type of system almost requires a comic book (cinematic) style of action narration.

Notice how in comics and movies, when groups fight each other, they focus on one or two characters at a time.  You'll see a series of actions, strikes, and parries before switching to another character.  Often, the results of the first little scene will lead directly to the next, for example, the next two combatants will move into the background of someone else's scene before becoming the focus themselves.  This brings up a whole 'nother aspect -- initiative and turn order.

One of the reasons that D&D combat can be tedious and not dynamic, is that it's essentially a frame by frame narration, going from fastest to slowest.  You go first, swing and miss.  The scene immediately switches to the other side of the room where someone else acts.  Then the focus switches again.  You rarely get to see an immediate rebuttal from your foe.  Not very exciting.

What if, you focused on whoever acted first for a couple of rounds of give and take, and then switched to the next person for a couple of rounds.  Does everyone declare their intentions first and have to stick with them?  Or do you keep it fluid and let people choose their actions depending on the events of those that went before?  It gives everyone a bit of a spotlight for a few moments instead of the regular slow-motion chess game.  Of course it causes problems for spell durations and stun durations and rules-lawyers would absolutely lose their minds!  It would take a strong DM.

Another game system that had wild potential in my book is Iron Kingdoms.  Love its use of derived stats and the 2d6/3d6 resolution mechanic has all kinds of potential for cool little dice tricks.  But it's basically a glorified miniatures game, practically requires them.  I would do away with the FEAT point system entirely.  And magic would need modification as every spell is simply a different version of magic missile.  Man, this game could have been it.....

Where have I gone with this ramble???

Back to mano-a-mano and D&D.  Without rewriting the rules all together, the simplest solution for me has been to add a parry option.  An active parry option, not a +2 or +4 bonus to AC for fighting defensively -- far too passive for my taste.  You don't want to bog the game down with parries, so it's just an option.  If you haven't already acted, you can try to parry an incoming attack.  Meet or beat the attack roll with one of your own.  Perhaps a bonus if using a shield (or advantage.)  Then you can't attack that round.  If you're playing your character realistically, they would always choose to parry if they could (unless you really embrace hit points as endurance and fate, which they kind of are.)  Perhaps Barbarians (berserkers) don't ever get the option.  It slows combat down a bit because there will be successful parries, but that combat is more exciting, a touch more real.

Just some stuff I always think about.

And then there's the quest for the perfect, non-Vancian magic system...



Sunday, April 26, 2020

4th & Sewers.


So, here we have the only dungeon I ever made for 4th Edition.  It was designed for a single player running a couple of low-level characters.  Don't remember too much about it other than it involved the Shadar-Kai and sewers.  Its fairly linear in that it ultimately goes in one direction, but there are multiple choices on the way there -- wherever "there" is, as you see, I never finished it and I believe we only got as far as the second page.

Once upon a time, some friends and I explored the sewers under a Detroit suburb.  Some of the architecture I saw down there, I included on these maps (drawn some 15 years later.)*  Being the main drainage lines and the height of summer, we were basically walking through large concrete pipes with a bit of surprisingly clear water.  Summer was really the only time you could safely explore.  We never once saw, "sewage," or much debris of any kind other than the occasional planks of wood.  One night, we actually came out through a manhole cover on someone's front lawn.  Our individual exits had to be timed perfectly due to steady traffic.  We were miles away from the entrance.....and the car.  The walk back on the streets is a whole 'nother story.....

*The entrance room on page 1 has a passage that starts 12 ft. up a slippery wall.  We experienced a chamber that had something like this.  The wall was slightly sloped and slick with a trickle of water.  Our first time down, we couldn't climb it.  The next time, thanks to a home-made grappling hook, we made it up (I believe it only took us 2 throws.)   And after all that effort, that higher passage didn't amount to much (obviously we missed the secret door!)  The main double-passage that links page 1 to page 2, is modeled directly after the main double-passage we followed for about a mile before branching off and exploring miles of smaller side passages that we often had to duck-walk through.  I'm still in pretty good shape, but no way could I do that now.

We wore rubber boots & gloves.  Flashlights were essential, with spare batteries just in case.  The darkness was oppressive.  Had something happened to our light sources, we'd have been far beyond screwed.....







Been busy working on my next module, spent most of March just working on the map.  It is ....different.

Game on.


Tuesday, March 24, 2020

Castles & Crusades Character Sheet


First let me say, I am working on something.  Since, Sision Tower, I've had several ideas.  Drawn lots of cool pictures -- art I WANT to use, but nothing really stuck.  Until recently, that is.  I'd put up a preview, but it's too soon.   Anyhow, I paused my current project because I haven't posted in a while.  So, on to the topic at hand, a game that's been on my mind more and more lately.....


I've owned the 3 Core Rule-Books for awhile now and recently purchased 8 more.  These books are beautiful to my eyes.  I love the art -- something I always pay attention to.  For me, art is integral to gaming.  It sets the mood, it inspires and feeds the imagination (and it doesn't have to be traditional.)  The art in Castles & Crusades (mainly by Peter Bradley) screams D&D, it screams Sword & Sorcery.  It's sexy.  It's BAD-ASS!

The Siege Engine.  If you're not familiar, this is the saving throw and non-combat task resolution system that I think intimidates some people.  It's kind of like THAC0, in that you can make it sound more complicated than it actually is.  To sum it up:  Saving Throws are based on ability scores.  You will have 2 or 3 (Humans) Primary stats and the others will be Secondary stats.  Primary stat saves start at 12, Secondary stat saves start at 18.  Subtract your level.  Subtract a positive ability bonus (or a add a negative one.)  And maybe, subtract a bonus gained from your class.  That's your save.  Add the challenge level of any particular challenge to get your target number on a D20.  Challenge level is usually based on the level or hit dice of a monster, spell-caster, trap-setter, etc.

(The books go into complex examples of running Siege in a way that assumes you are hiding the challenge level from the player, kind of like hiding armor class in a THAC0 system.  I find it so much easier to have the math done on your character sheet beforehand and simply tell the players the challenge level.)

Here's an example.  A 3rd level Cleric with a 14 wisdom (which gives a +1 bonus.)  Wisdom is the primary stat for clerics, so the base number will be 12.  12 minus 3 (for 3rd level), and -1 ( for a +1 wisdom bonus) = 8.  All of this cleric's wisdom rolls are 8+, including Turn Undead (which would then be further modified by the Undead's hit dice, so turning a 5 HD undead would up this cleric's roll from 8 to 13.)  That's it, that's Siege.

Below is a sample of how to record this to speed up play.  This is a 1st level Illusionist.  Instead of just writing 12s and 18s for the saves and doing the calculations during play, I've recorded the final numbers below.  The reason for the 10/9 split for Intelligence is that Illusionists get a bonus vs. illusions that improves as they level up.  So, this Illusionist's save vs illusions is 9+.  If they were saving vs an illusion spell cast by a 4th level spell-caster, the save would jump to 13+.

It breaks down like this:

  • Str (secondary) 18 (-1 for 1st level) (+1 for a -1 Str mod) = 18
  • Dex (secondary) 18 (-1 for 1st level) (+1 for a -1 Dex mod) = 18
  • Con (secondary) 18 (-1 for 1st level) = 17
  • Int (primary) 12 (-1 for 1st level) (-1 for a +1 Int mod) = 10 (9 vs Illusions for an Illusionist)
  • Wis (primary) 12 (-1 for 1st level) (-1 for a +1 Wis mod) = 10 
  • Cha (primary) 12 (-1 for 1st level)  = 11


Those stats were rolled randomly, in order, switching Dex and Int.  Illusionists have Int as the primary stat and Humans get two more, where as the other races only get one.  I think it would be interesting if your other primary stat(s) had to be determined randomly.  Here, I chose them to be wisdom and charisma.

Anyhow, if this Illusionist was 15th level, the saves would read: 4,4,3,-4,-4,-3.  Seems crazy, but remember there will almost always be a challenge level added and a 15th level Illusionist will be dealing with 12, 15, 20+ level challenges.  So this 15th level Illusionist, with a Dex save of 4, springing a trap set by a 12th level Rogue, would have to roll 16+ (4 + 12.)

Also, Illusionists are cool in this game.  There are 13 core classes and 14 more in The Adventurers Backpack, not to mention the additional classes found in the various well researched historical Codexes.  All hack-able in true OSR fashion, in fact, some require hacking such as the Nekuomantis (Greek Necromancer) in the Codex Classicum.  A class where some class abilities are written in a mechanically vague way, encouraging you to interpret them as you will.  I know what I would do.....

The Codex Classicum also has an Oracle (Seer) class that is very heavy on the role-play side, recommending that it be played by experienced players.  It's cool, but I prefer mechanics and plan to share some ideas for a hack in the future.

Castles & Crusades also has one of the more user-friendly, yet realistic, encumbrance systems out there.

GREAT game that is capturing more and more of my attention, so naturally, here's a character sheet.  I borrowed thematically from my 5th Edition sheets and took away the Pathfinder-like math on the C&C official sheets.




Mörk Borg.....

Color looks like a match, more below..... Mörk Borg, Swedish for Dark Fort . It's BEAUTIFUL..... To bad official D&D doesn't loo...