The Forbidden Mazes of the Jennerak
Monday, October 30, 2023
Monday, October 9, 2023
Thursday, September 28, 2023
Tuesday, September 26, 2023
One Page Combat System for Duels Upon Barsoom
Hello.
Today as a small diversion from the slings and arrows of outrageous fortune I have cobbled together a simple minimalist combat system for running Barsoomian adventures.
I think it's pretty straightforward and while fairly random I imagine a GM could figure out a way to run some adventures on Barsoom with just this mechanic alone.
Obviously it doesn't deal with monsters, mass battles, air fights or other resolution mechanics but it could easily be tweaked to do just that and I may add some pages for these contingencies.
I'll probably do a prettier one at some point.
There is a surrender or flee outcome in withdrawing from a combat which will have to be adjudicated by the GM.
Tharks vs Man probably needs it's own page!
Hopefully someone can run a fun minimalist game with little prep!
Essentially, it works like this:
When a player is fighting a duel, it goes by Turns and all attacks are considered simultaneous-
The Turn-
The combatants (either player vs player or player vs NPC) each roll a d8.
Each number (except 8) generates a random attack or defense, as illustrated.
A
combatant's resulting attack/defense mode interacts with that of his
opponent in various ways-- either dealing damage or in some way
mitigating damage or, alternatively, resulting in no blows landed.
The results are applied and the next turn begins.
The descriptions of the 7 modes of defense and attack tells the combat result.
1. PARRY If your character gets this result, it will negate a THRUST or SLASH result by the opponent, and no blows are landed.
PARRY has no effect against a FLURRY and you will take d6 Damage.
PARRY
has no effect against a FEINT and in fact opens you to be unbalanced by
that move losing next Turn, leaving you open to ANY damaging attack in
that Turn.
PARRY has no effect against WITHDRAW or DEFEND (No blows landed).
2. WITHDRAW
This result is optional at a combatant's discretion; they can ignore it
to stay in a fight though they will then be subject to full damage if
an opponent lands a blow.
A WITHDRAW move is not affected by the following moves at all: PARRY, FEINT, DEFEND or a foe also taking a WITHDRAW move.
In
using the WITHDRAW move, the retreating character is subject to any
damage by a blow landed from the foe but it will be 1/2 damage.
A
THRUST or FLURRY attack move will do a d6 of Damage to a WITHDRAWING
character but it is halved. A SLASH will do d3 Damage but halved.
WITHDRAW
is considered either Flight or Surrender to be adjudicated by the GM as
best fits the narrative. In general, setting and the books would
influence the GM's adjudication. Surrender would ideally be accepted,
and depending on the circumstances of the fight, the loser might have to
depart chastened, be taken prisoner for a prisoner exchange, or held
for ransom or negotiation.
WITHDRAW would be used only if the
combatant wished to preserve life; whether fleeing or surrendering, it
results in loss of Morale (see below).
3. FLURRY A
FLURRY move will cause d6 damage to a foe irrespective of the other
combatant's move EXCEPT for a successful DEFEND Move on their part (See
DEFEND) or Halved Damage in the case of WITHDRAW.
FLURRY will
not block damage from other 'landed blow" moves from a foe--if you get
FLURRY and a foe gets THRUST, for example, you will also be open to d6
damage and a SLASH will subject you to d3 damage.
4. FEINT
A FEINT is obviously not a landed blow and will not block damage from
any landed blow. It's only actual effect works against a foe who has
rolled either DEFEND or PARRY- in such a case, it Unbalances that
opponent and they lose their next roll in the subsequent Turn.
5. THRUST
A THRUST will do d6 Damage to a foe with the following exceptions:
PARRY knocks it aside, a WITHDRAW move halves any damage, and a
successful DEFEND move will deflect the blow completely.
6. SLASH A SLASH move works like THRUST except is does only d3 Damage.
7. DEFEND
A DEFEND result allows the character an opportunity of a die roll to
deflect any potentially damaging blow. If your foe has rolled THRUST,
FLURRY or SLASH, you will then both roll a d6. If your opponent rolls
higher, you have failed to DEFEND and will take full damage. If you roll
higher as the Defender, you take no damage and they did not land the
blow.
RULE OF 8 To roll an 8 on your Turn allows the
character to wait and see what the opponent rolls and then choose your
attack or defense mode as you will instead of random determination.
HIT POINTS
The only mechanical step in character creation! In rolling up
characters (I think using more than one, perhaps up to three is a good
idea and easy enough) a player (or GM in the case of NPCs) rolls a d6.
The resulting number is the number of d6 that will be rolled for Hit
Points. The player also gets to keep the original roll to add to their
Hit Points roll (this was not noted in the graphic).
Hit Point
totals stay current during an adventure, for simplicity they begin
afresh at a new session of play no matter where the group left off.
MORALE DICE
During the course of an adventure each player can roll up to (but never
exceeding) FOUR Morale Dice. They choose when to use these rolls, and
in fact they can save points generated by such a roll and use Morale
Points as desired. They can roll all four at once, three, a pair or
simply one; no restrictions. Morale points can be used to reduce any
damage from an attack or other adventuring mishap (trap, fall, etc).
Morale Points could also optionally be used for an added resolution
mechanic where a GM sets an odds factor to an attempted (non combat)
action, giving anywhere from a 1-5 in 6 chance of success (1 being
toughest odds) and the player could apply them to reduce their die roll
to facilitate a better chance on their roll or even automatic success.
A
Surrender or Flight from a Duel will cost an entire Morale Die! If this
happens to a player once, they will have only 3 Morale Dice to roll. If
they have already used all Morale Points they are in trouble because in
subsequent fights they will suffer an extra dice of damage due to being
demoralized.
Morale Points are obviously abstract and do not
actually increase Hit points but reduce damage due to inspired fighting.
They are restored at each session of play no matter where the game left
off.
Special NPC's (bosses) would also have Morale Dice.
So,
that's kind of it! I am working on a Man vs. Thark page which will
incorporate the outline of a Thark, whom, it turns out, can be divided
into 8 sections for combat rolling purposes- four arms, two legs, middle
section and head.
A page for fighting other monsters on Barsoom
might also be underway, simply for the sheer fun of it. I'm also
thinking of a Mass Combat page for larger battles. But really, this
little table could actually be used for monsters and Tharks too.
My
thoughts on such a proposed dueling system (and I had some feedback
from others): Yes, it is random. Some people have expressed they don't
like that. It could be customized to allow more choice but I did
want it to be on the level of a boardgame or wargame complexity for
quick resolve, and I also reasoned that it's based on dueling.
A
duel is based on skill but I think there is also that random element to
it, surprises, mishaps, etc and I feel that the random roll simulates
the action of a duel and builds in some fate and chance. A player does
have some more choice using the Rule of Eight and also deciding whether
or not to withdraw.
It's not a tactical system, more suited to
more narrative games. A GM and players would dictate how it would be
used--for example, if in a skirmish or ambush rather than a duel, it's
not highly suited to realism but it could be effectively used if a need
for realism is sacrificed for speed of play and story's sake. The GM
could simply run single duels between players and attackers as a Man to
man type situation and use narrative to resolve the rest.
Or,
alternatively, a "duel" could involve a player and two NPC's, with the
player simply engaging both of them using the same d8 Move system but
doubly.
Wednesday, July 27, 2022
Wargaming Chits
Greetings, Maze Dwellers! long time no see.
I thought I would share some images of my paper wargaming pieces I constructed today using the Internet, Word, glue, soda carton cardboard, and index cards.
I have recently taken an interest in historical battles and rulesets and I am preparing a wargame involving some Irish and Viking forces somewhere in Ireland in the 9th century!
I finished my warriors in about four hours and my next project will be a terrain map to serve as the locale of their hour of destiny.
I will update you on this project in ongoing posts.
I have some painted minis I plan on using as character pieces for leaders and shamans, etc, but for now, here are my flat token forces:
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| 36 Viking Warriors |
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| 30 Irish Warriors |
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| 6 Irish Charioteers for Javelins |
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| 6 Irish Skirmishers |
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| 6 Irish Slingers |
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| 18 viking Archers |
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| 5 Viking Berserkers |
Wednesday, April 20, 2022
Monday, November 29, 2021
Chamber of the Potentate (Dungeon Room Idea #1)
Perhaps you need a challenging room to drop into a dungeon which it suits.
The Chamber of the Potentate is sure to test the party's mettle!
An illustration and diagram of the Chamber may be uploaded at some point; for now, a simple description will equip the Dungeon Master in placing this encounter in his dungeon map.
There is seemingly but one entrance/exit to the Chamber, which is shaped rather like the Omega symbol of the Greek Alphabet, except that set in either side of the arms of the Omega shape are two alcoves that are semi circle shaped and have a floor space of around ten feet each.
If viewed as a room diagram, the bottom of the Omega symbol is a wall set with a double door (connected to a hall or room in your dungeon) which opens of it's own accord if the someone in the party uses the brazen knocker that adorns the door in it's center. The doors open inward to reveal the curved room and it's alcoves.
30' from the door, set in the center of the curved back wall are two stylized towers about 5' in height. They are 10' apart from each other and jut out in 2-D relief, being, in fact, unlit braziers, though this will not be immediately apparent at a glance.
Betwixt the towers hang, each on twin brass hooks, two long swords of equal length, one having a white hilt set with three small diamonds, the other a black hilt set with three onyx stones.
Above the swords, situated in the center of the wall as if presiding over the two towers, is a great iron visage of a king's face, crowned and hooded with beard and flowing mustache. In each tine of his crown are set four stones, two onyx and two diamonds, the onyx stones being over the black sword, the diamonds over the white one.
In the alcoves are two thaumaturgical pentagons filled with lines and incomprehensible symbols, directly opposite one another.
In the center of the chamber is a roughly hewn great stone, some four feet in height, set with a bronze tablet which inclines towards the door.
There are unlit torches on the wall which can illuminate the room brightly if kindled.
The bronze plaque reads as follows in Common:
By Fire and Sword
Shall the Way be
Opened
And the Voice Be Known.
Choose Thy Blade.
The two swords are magical, and of opposing alignments. The black sword represents Chaos, the white one Law. Their properties and magical bonuses should be decided by the DM in accord with the level of the party and the creatures chosen by the DM that appear in a pentagon if a sword is taken.
Both swords have the power to Change Alignment, which happens instantaneously to anyone who lifts a blade from it's hooks. If someone of the same alignment as the sword draws it no change of alignment occurs, though the summoning of guardians takes place.
If the black sword is chosen by any character able to use it, at that instant inside the right alcove will materialize a Lawful Good monster of the DM's choice which will immediately attack the black sword wielder in a fight to the death.
If the white sword is chosen, a chaotic evil creature will appear in the left alcove and immediately beset the white sword wielder in the same fashion. If two characters each take a sword, it will play out the same way.
The monsters will attack only the sword holder and ignore any attacks from others; if they are killed, they do not die but vanish. They can kill the characters, though.
The party should not be told of the alignment change, or the "why"- though the DM can let affected players know later in private so they can begin playing their new alignment.
Examination of the towers reveal their turrets to be inlaid metal channels with old scorch marks. Lighting fires in them will unlock a magical effect ONLY AFTER the guardian or guardians have been defeated.
Once the battle has ended, the face of iron's mouth will animate and say in a metallic, echoing voice:
One Question of Each
Will I Answer
In Truth
And the Way Then Reveal,
Forsooth.
At this point, characters may ask the visage of the Potentate a question, about anything, really, and receive an answer. They can ask about identifying magical items (including the magic swords), campaign related inquiries, the sky is the limit.
This will only happen if the braziers have been lit.
After all inquiries are done, a peal of mirthful laughter will echo through the chamber and the center wall between the two towers will pivot 180 degrees, revealing a landing at the top of a flight of steps leading to a lower level of the dungeon. The magic swords will now be in possession of the party and may be used for the rest of the adventure, though the DM should follow the rules of Ego creation for the blades.
This concludes Dungeon Room Idea #1. Stay tuned for further ideas!










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