Showing posts with label inq28. Show all posts
Showing posts with label inq28. Show all posts

FINAL FOLK HORRORS: More Fun With Skirmish Gaming

In my last post, I talk about looking at Sun Rot through the lens of OD&D and how recently I've been looking more into miniature-based skirmish games. But don't worry, I am still exploring the fever-dream isles of Cuccagna and running my own campaign in Miranda Elkin's Nightwick Abbey.


This is the finished Folk Horrors I set by Ana Polanšćak. I am really excited about receiving the Folk Horrors III, which finished its KS back in June. I particularly like the cow-headed bellmen (well, here I did kitbash one into some sorta hive/fungus mutant). And a lot of these miniatures would just make better "goblins" or wicked druids. I think they really will do well in a Dolmenwood campaign.

The skirmish/minature games that interest me right now, from most complex and classically wargame to least overhead and more narrative:

Mordheim: I would love to get some regular play, but I don't have the time to completely learn its rules and it would be up to me to field two armies and make terrain for it. I'll have to put in some time to see what I can pull together.

Trench Crusade: If I can't go with an old classic, I can buy the starter box for a (potentially) new one? I threw in for The Carcass Front. The quickstart rules seem to be pretty easy to understand and it looks like out of the box there are two cool armies and a couple of campaigns. Since I usually have to be the guy to start stuff with my group, this seems like an all-in-one for me.

1490 DOOM: Since what's in the Trench box might be too much for people and I do like Mordheim's emphasis on height, the 3-model king-of-the-hill battle over 2 x 2 feet seems like a nice cross-section. 

Forbidden Psalms 28: So, FP28 seems like a good all-purpose skirmish game that has a fun, messy 'Borg vibe. I think Turm 24 covered in MAG 28 convinced me it would be a good ruleset to have on hand. A little bit bigger than 1490 DOOM at 5 miniatures per warband, but easy enough to whip them up. And because it uses Mork Borg's stats and procedures, its simple enough to convert back and forth between them.

Sun Rot: I said a lot already, but I think I am falling in line with its thesis about providing a simple mechanism for roleplay, but one that generates interesting outcomes for both the player and GM. For me this is great to just through cool minis on top of cool terrtain and just play something. I also have always had an idea in my head about a minis game where you can just look at the model you are using a build a character visually, outside of Psalms, Sun Rot might be the next best thing.

And what's a wargame without terrain? 

Well earlier this year I also go into learning how to make terrain from a fantastic video by Summon Lesser Maker. Its about crafting Mordheim terrain cheaply. But why I think its helpful is less from a budget perspective and more that you might already by most of the materials at home and can begin as soon as you have glue and cardboard.





SUN ROT: Inq28 And OD&D Kiss?

While work has kept me from doing a lot of thinking on BX D&D, it hasn't kept me from exploring a latent hobby of mine very close to D&D, which is miniature wargaming. Below is not a review, but first impressions of a game whose energy grabbed me- Sun Rot.

Miniatures from Gardens of Hecate's Folk Horrors set
The center and right ones have some kitbashing applied


Inq28: The Grotesque & Narrativesque

Now is perhaps one of the best times to get into the "wardollies" hobby because of the Inq28 scene, which, to me, is pretty much the OSR for the Warhammer crowd. This scene is currently filled with the same DIY-heat that produced a lot of the "wow" of the OSR scene back in the day.

Inq28✤ was formed out of fans scaling GW's Inquisitor series to 28 mm. Along the way other games such as Mordheim and Necromunda, also fan favs, had a resurgence of interest much like ODD, BX, and AD&D did with Dungeons & Dragons. And like AD&D, Mordheim and Necromunda were pretty much kept alive for ~20 years solely through fan support.

Unlike GW's current mostly competitive stance, this scene focuses more on narrative wargaming, where competition takes a back seat to emergent story, phantasmagorpic playing boards, and grotesque kitbashed miniatures (meant in the romanticism sense). I don't think I can do it justice so I invite you to look at the awesome 28MAG to see examples of what I am talking about. The movement even put on an art show where folks built their own godling after looking at each piece.

If you are thinking, "well, is tournament play still happening in these games?", the answer is "yes!" but again the focus is more on the experience of collective play with others and getting to tell rad stories about success or failure. If that seems odd, perhaps its best to look at Turm 2024.

Another point of similarity is that new games have also been spawned from the scene that carry the spirit of, say Mordheim, but are not compatible with that system. This includes games like Forbidden Psalms (a 'Borg), Necropolis 28, Turnip 28, 1490 DOOM, and many others. A huge ogre in this field is Trench Crusade, designed by the same creators as Mordheim. But a game that really caught my eye is Sun Rot.

What all these games have is a lot of pretty sick, DIY, let's-be-creative-humans, don't-worry-about-the-rules, chunky, scrappy, fun-focused energy oozing with a grim-dark, occult, gothic aesthetic of ruin

From Matt Ross/smashbash


Roll Dice. Flip Cards. Escape Fate.

Sun Rot is described as:

GM-led, rules-light, cooperative adventure board game — perfect for newcomers to narrative tabletop gaming

In Sun Rot, a player(s) control(s) 2-3+ PCs, each characterized by a class card and a class deck. There are also two smaller communal decks for basic attacks and non-combat actions. The class card, by RPG standards, is more similar to a monster stat line: movement, health, & special ability. The class and communal decks have a variety of outcomes (which can range from "you hit, attack again" to "your target and one enemy have their fates combined"). On a player's turn, they get 1 movement (3 tiles or inches) and two additional actions. To perform an action, declare it, roll a d6, and on a 4+ flip a card from the class deck or one of the communal decks. A PCs saves on a 5+ to prevent something from happening to them- generally an enemy attack (which requires no roll). There is also an item deck. When killed, monsters drop items.

The goal is to traverse three boards seeking a portal that will allow the PCs to escape this current reality for a better one? A different one? A perfect one? But they do have to keep their Oracle NPC alive and half their party to traverse this astral gate.✤✤

Now, here is where the game really starts to assert itself. You get 1 movement and 2 actions. So what are the actions that you can do? And who can do them between your fighter, cleric, wizard, and... astrologer?

The fighter's class deck mostly has cards that damage, as does the wizard's. But what about the astrologer? This class' deck is about manipulation and rarely, or never, I've not counted, mentions damage. Also, there is no mention of range or even melee for that matter. So does the fighter start with a sword and bow? Does the wizard have a maximum range? Is it LOS? Can magic be used in base-to-base contact with an enemy model? You can pick up items, but when are they placed on the board? How many can a PC carry? Can they be sold? Is there a currency? The game doesn't mention one. Nor any sort of experience mechanic.



Sun Rot: The party split west (trying to find the music) and
north (trying to fight the celebrants and save the merchant) 

Recreating OD&D From First Principles(?)

Sun Rot says the answers to those questions are what your table agrees upon right then and there. The only goal would be to make a ruling that feels fair to the table and is applied consistently going forward until requiring revision. And everything is up for grabs. Since you have a non-combat actions communal deck, your PC might try to negotiate with NPCs who appear on the board or even monsters. You can climb structures if you want, break doors, look for items, or just sing a song.

There is nothing in the rules that outlines any of those actions. But there is also nothing that forbids them. There is only a resolution mechanic: roll dice, on a 4+, flip cards. And has a goal, two in fact, keep the oracle alive and find the portal. So my advice when starting to play Sun Rot might be to have a blank sheet of paper labeled: [Your Name's] SUN ROT HOUSE RULES. 

First act of my Sun Rot scenario

A wargame-turned-RPG sounds very much like the path that Fantasy Chainmail took through the alchemical processes of Arneson's Blackmoor. And after writing and playing my own scenario with a friend, I think it might be the closest I will come to the same feeling those in '74 must have felt when trying to run their first game of D&D. 

I felt like we could make the game go, but it was interpreting what the cards meant that created huge sparks of enjoyment. Often times when my friend wanted to do something that was not clear, I would just ask "What do you think?". From there we would quickly figure out what would be most applicable.

The cards also provide a prompt for negotiation too. That's the thing about Sun Rot, the GM might have laid out the scenario, but even they don't have specific rules for how cards in the class, communal, or event decks work until they are drawn. This creates surprise for all parties. 

And that, I think, gets to the heart of what Sun Rot really is- a framework to encourage kitbash across miniatures, terrain, and even the rules of the game into a system that works for you. Much like how OD&D is a "kit" that helps you, in 1974, mix and re-mix all the historical and fantasy literature and movies that were present in its era into a new type of game. 

But because Sun Rot (and OD&D) have so little mechanically and by way of explanation, you are forced to turn your attention back to the game and the fiction you are establishing. In this way, you are forced to consider, perhaps, thinking in terms of your character more than the ruleset: "My fighter is trying to get the NPC to give me the ring" rather than "What do the rules say my fighter can do?".

I'll close this with bit from an interview Matt Ross in Glaive v3 which is both a fantastic interview and a great magazine

"We got back in with Lost Mine of Phandelver. Aside from the OD&D stuff, I think that's probably the best introduction to D&D. Ever."

"...I don't think the game part of D&D is what makes it good, you know? I still playing D&D but a hacked version. Light anybody who's been playing it for a long time, once you've played it, you know enough and you don't have to be like 'and this is what a bugbear's start are' or whatever."

"I remove all the bloat and try to do my dice rolling up front... I think D&D is most fun when you have an old school mindset." 


✤ I realize I completely butchered this history, but I want to get on with the blog post

✤✤ Again, there is a little more to it, but this post is not about the exact rules per se

PSALMS FOR MORDHEIM: Smash Bashing The New And Old Together

Look at this crew! Who doesn't want to play the motley band of weirdos?!

 

Mordheim: 

99% Falling Rules
01% Grotesque Vibes


This post is one part "how I got into Mordheim" and one part "how I want to play Mordheim with Forbidden Psalms scope/engine". Those steeped in Mordheim forgive me, I know how you feel, I play BX D&D. know the gritted teeth you get when people want to modify a ruleset before playing. We are all sinners in the eyes of the gaming gods...


Mordheim


The interesting thing to me about Mordheim is the kitbashing community that has sprung up around the narrative skirmish game. The DIY-hobby “jail-breaking”, via an out-of-print game, of an otherwise corporate IP, really gives off the same energy as D&D’s old-school scene when I stumbled upon it.


I was pulled into the scene’s orbit via the grotesque images in Mag28, enthralled by the phantasmagoric minatures stitched together in service of this old ruleset. A very familiar feeling as it was the same thing I felt when I found blogs modifying BX and OD&D.


And since I had played 40K and Battletech in the past, it was easy to answer this siren’s call and jumping in feet first. So lately I’ve been learning how to paint minatures but also committing to learning how to build terrain and do press molds. But more on THAT recent effort in a future blog post.


I think that what makes Mordheim, Mordheim is four elements: the Injuries Table, the Leveling Table, Exploration Procedures, and the community’s narrative/self-expression focus.


Why do I believe this? Because each of these sub-mechanics creates context and memory of each battle and prevents each conflict from being only about “kill everything- reset”. It's the RPG element these mechanics allow that furthers the character of the warband. There is a promise of an emergent story of these plastic and pewter lives that is really cool and unplanned.


The “maths” of how hits are scored, life is checked off, and how much damage a sword does to me is rather inconsequential. But the fact that in the next game my captain has a hook-hand, my wizard is now a flesh beast, but my warband discovered the Copper Crown of the Queen of High Havok is exciting, and our sling-bearer had become eagle-eyed is the stuff of stories. Even in “losing” or, more specificall,y not capturing objectives and withdrawing, interesting things can happen.


The emphasis on kit-bash not min-max, really helps fuel creativity. It refreshes the hobby and draws new folks in. Together, these catapult a small skirmish game of 10 minis into the fondly remembered system it is today, and one of the Inq28-scene’s foundational texts, similar to BX for the DIY-D&D scene.


Forbidden Psalms


Seriously checkout 28-mag.com
Vol6 for more awesome stuff like this!

In 28-Mag, there were a couple of play reports about “Turm2023” which was a narrative skirmish tournament run by Anna from Gardens of Hecate. Like Mordheim it featured a ruined city, kitbashed miniatures, but the ruleset was Forbidden Psalms, a wargame based on Mork Borg. The ruleset was chosen for its simplicity: make a warband of 5 models, try to get 12+ on a d20 to do anything, and each model has four stats modified by picking one of 2 stat lines. Weapons and HP interact much like D&D.


Great. This is a solid. It's simple, runs like D&D, so easy to teach, and doesn’t require a lot of models. In the time it takes of make one Mordheim warband, I can have TWO, 5-model Forbidden Psalms gangs. And if Ana is using it for her tournament, then its robust enough.


The second thing I like about Psalms is that it requires a 2 X 2 play area. Now, again, much like the “maths” of combat resolution, I don’t think play area size really means all that much except that a smaller area means quicker to the blood-letting, also less terrain to build in order to fill the space.


The third thing I do like about Psalms is the Omen cards. Each player has 5 cards or tokens that can trigger special effects, like max damage or passing a skill check. They basically help control the swinginess of the d20 and, since you only have 5 in your warband, even out potential early deaths.


Finally, I think Psalms has some versatility in case you want to use your warband in a dungeon crawl or something more RPG leaning. Again, Psalm stats are the exact same as Mork Borg as is the d20 vs DR resolution system. So there is an opportunity to transition your skirmish game into a dungeon-crawling game in the grand evolutionary tradition of Chainmail-to-D&D. Walking fish are awkward, but they are all-terrain.


Amalgamated Ruleset


But Psalms doesn’t quite have as robust a system for the RPG-elements like Mordheim does. It has a wound system and a treasure system that is more like searching a building, but is there a way to combine the two? So, with limited exposure, zero playing time, and hitching my neophyte wagon to a horse named “Naivete”, here is an outline for an amalgamated ruleset. 


PSALMS for MORDHEIM

  • Create characters similar as per Forbidden Psalms

  • Each character counts as a “hero” except the “dog”

  • Run scenarios based on Mordheim and award experience points as per the rules as written

  • If a hero was taken out of action, but passed a death check (DR6+) roll on the Serious Injuries table

  • After the game, resolve any downed heroes and then roll on the Exploration Procedures

    • Sum the total for treasures found and look for multiples to determine exploration outcomes

    • +1d6 for each surviving hero

    • For each Omen card unused at the end of the game, you may +/-1 from a single die 

    • If all five Omen cards are unused, add a number of your choice to the Exploration Procedures final roll (example: a 3, 4,5 are rolled, a player can then choose to add any number on a d6, deciding “5”, they now have a 3, 4, 5, 5)

  • Leveling (points)

    • May not exceed +3 in any stat

    • Roll 2d6 on the Experience Table when a PC has earned 2, 4, 8, & 16 points

    • Could convert some of the Mordheim skills into additional “feats”

    • Experience Table

Roll 2d6

OUTCOME…

2-4

A CLUE! or a New (UN) Clean Spell (random)

5

STR: 1-3 +1 to-hit STR weapon, 4-6 +1 inventory slot

6

AGL: 1-3 +1 to move, 4-6 +1 to-hit AGL weapon

7

❦❦❦+ 1 HP ❦❦❦❦❦❦

8

TUF: 1-4 +1 to non-death, 5-6 +1 to DEATH SAVE

9

PRZ: 1-3 +1 to-hit ranged attk, 4-6 +1 morale

10-12

NEW FEAT or a New Clean Spell (random)

Clue

Roll an additional +1d6 when performing your next Exploration roll