Saturday, March 30, 2024

Bethmoora goes PA

My friend Bill loooooooooooooooves Post Apocalyptic games and he suggested I make Bethmoora PA, so of course I tossed it into MD to see what came back. I really love this image due to the very 'junktown' (I am not sure what to call it) feel with the very closely built buildings that look like they were scraped together from the various pieces of older buildings people found laying around. In other words, it sounds perfect for a PA city!

I also love in this image the building that hangs over the edge! So typical of humans to build something in the most dangerous location they can find! I just love the idea that a local boss makes that overhang his base of operations, running a massive crime/scavenger operation from the 'safety' of his little fort.

I pulled a few quick images of what Bethmoora PA might look from the explorers' level.


Why do so many PA stories stay away from cold environments? Cold! The cold would suck!



And I do not know why this randomly was created, but this image. Feels quasi-western, 1880s or something. I honestly find so inspirational, I just love it!




Friday, March 29, 2024

Bethmoora (again)

 

You all know I love messing with AI art (and before y'all go stupid on AI art, I am doing this for personal fun), and the idea came to me to play around with Midjourney a little and see if I could get an image of my old city Bethmoora using it. I ended up settling on this, not perfect but I really like the general 'feeling' this image conveys of the city...got to love the long tower hanging over the edge in front of the castle. 

Kind of makes me want to jump back into creating things again...

Thursday, March 28, 2024

FKR logo

I like logos, can't help it, I just go. I was talking to a friend of mine about our love of the FKR-style games and the thought occurred to me that maybe a logo might help people identify games fitting this style of play. Maybe? Maybe not? 

The Free Kriegsspiel Revolution kind of feels like it would not support a universal logo, but hey, wtf do I know? Here's a logo, if y'all like it, use it. If not, all's well.

Thursday, March 14, 2024

Blade & Haversack

Long time, no speak. Been busy, living life, working, etc. Not much time left for gaming stuffs. Recently chatted with a fellow I have known for a long time named Talon and he was telling me about his latest release, an RPG based on the old Sword and Backpack system, a decade old game that espoused the idea of rules-lite and GM-on-the-flyism that we all loved about Dave Arneson style gaming. Talon (link) took the system and created a d20 based setting called Arsenic & Old Lace (link) which I really liked. I have always thought S&B was cool, but as it is d20 based I never was really on board with it, my love of the d6 was just too powerful. So an idea was born while I sat bored at work. Thus, Blade & Haversack was sparked. Talon later informed me that had written Sword and Backpack Twin Cities Edition (link) for that exact reason! I took a slightly different angle, but still utilized the elegant d6 for my version. So, here you go, Blade & Haversack! 

The below is just a sketch, barely thought out in-between goings ons at work last night, but I think there is enough to use. I have been doing tiny single-journal games when I have 15-20 mins here and there the last week (may post about that later) and I think this is just about the correct 'weight' of a system to use for this sort of adventure. 

Blade & Haversack

Roll 2d6, roll a 6 or higher to succeed for Average challenge (or tasks), 9 for Hard, and 11 neigh Impossible for uber hard challenges. If it is related to your profession (be it fighting, trying to swindle an alien, casting spells, turning undead, piloting your space cruiser, etc) you roll an extra d6 and only use the two highest die rolls. If something seriously hinders you, roll 3d6 but only take the two lowest die rolls.

In a successful challenge (including combat) the obstacle will take 1 damage/stress point. Some instances will do additional damage/stress (large weapons, creatures, spells), the GM has final say. Some equipment will absorb damage (armor or special defenses). Enemies (or obstacles) will have a number of  Stress Points, when all are exhausted by damage the enemy is dead/defeated. Treat obstacles in the same manner as ‘enemies’. A secured treasure chest may be secured with a Tough Lock [ ] [ ], thus it would take two successful checks to overcome the lock’s SP.

Example character:

Choad [ ] [ ] [ ] [ ]
Feral scavenger
Ruger 9mm - 4rnds
Sword
Flare
Net

Example enemy:

Gath Necro [ ] [ ]
Ghastly Death Wizard
Black Blade of Doom
Special:
Death Blast: Black energy shoots out, if target hit it ignores all armor and induces a Hard challenge or target becomes paralyzed for 1 turn.