Tag Archives: Barbaric!

It Came from the Scriptorium

It’s great to see an adventure come out for Barbaric! It’s one those fun games that hasn’t gotten as much love as it should. So what you get for under $2? A nice tidy little adventure.

It Came from the Scriptorium is mean, horror dungeon crawl set in a corrupted abbey. There’s plenty of mean nasty things to rip your head off. This adventure has a strong Lovecraftian vibe going and isn’t your usual just a bunch of undead and monsters that the players have seen a dozen times before. A few times it even slips into an Army of Darkness/Evil Dead tone with some the bits that show up. Yes, I’m trying to do this spoiler free. There’s plenty of weirdness to keep the players on their toes or into a shallow grave.

Clocking in at just 23 pages (including cover and legelese), It Came from the Scriptorium packs in new freaky monsters, villains, and bizzaro magic items. All which can easily be added to add a little more spice to an existing campaign.

While the adventure is technically written for Barbaric!, it can be easily used with Sword of Cepheus or, heck, just tweak it a little bit and you could use it with any of the 2d6 based games.

You can grab It Came from the Scriptorium on DrivethruRPG. And like I said, it’s under $2. Well worth that little bit of cash.

Hit Locations for Barbaric!

Because why not. I threw this together for yet another option for Barbaric! It’s just something that hit this morning so I scribbled down some notes. Yes, another random idea.

So first this would replace the standard crit tables but not the additional damage from crits as per the Barbaric! rules. This still adds a whole bunch of danger and dismemberment to combat. On the referee side, I wouldn’t worry too much about a hit location table for each and every monster morphology. Just roll with it.

First the table. Throw 2D:

2: Head

3: Right Arm

4: Left Arm

5 to 9: Torso

10: Right Leg

11: Left Leg

12: Vitals

So what do you with that location? Well, first you can do piecemeal armor. Assume the price listing and optional encumbrance in the book is for a full set of armor. For piecemeal armor, adjust the price and encumbrance based on the percentages used below. Yes, you are going to have to do some math.

Head: 30%

Arms 30%

Torso/Vitals: 50%

Legs 40%

Vitals: 30%-Dead

Damage Modifier: Any damage that gets by the character’s armor is modified by the location that’s hit and damage effects applied as normal.

Head/Vitals: 2x

Arms/Legs: 1/2x

Torso: 1x

As I said earlier, this is just a wild idea that popped into my head. YMMV.

Cepheus Light: Upgraded Thoughts

Who doesn’t love free stuff? Stellagama Publishing is offering up Cepheus Light: Upgraded as a free PDF on DrivethruRPG.

So where does this take my little mind? Well, Cepheus Light is a lighter version of the full Cepheus Engine rules but not any where near as light as Cepheus Quantum games like Barbaric! So why not start with something like Barbaric! and tack on more of the details skills and some other the other mechanics from Cepheus Light plus more tidbits from Sword of Cepheus. I will say this the Quantum games offer much less complex monster stat blocks and thus makes the referee’s life much easier.

And yes. I know Cepheus at its heart is a SciFi RPG and I keep ranting about Barbaric! and Sword of Cepheus. SciFi is sort of my GM blind spot. For some odd reason, I’m just not good at it.

I’m still gaming via VTT’s so anything that is more rules light with quick character generation is the sort of thing that I’m looking for right now. I’m still brainstorming this whole idea which is why I’m posting. I’m sure folks have an opinion out there.

First, Quantum games don’t really have Attribute scores for the characters. This is handled via Skills and Traits. So add Attribute score. Now, working via a VTT (and with gamers who have never played a Cepheus (or it’s progenitors) normal character generation would (IHMO) really bog down. Quantum games just give a pool of Skill points to distribute. Much quicker but there’s a very limited number of skills. So my initial thought is to run with a template approach for skills. Pick this career and boom there you go then use discretionary Skill points for additional terms in a career. I’d limit to only three terms and have something for changing career paths. And just do one big Events Table for anything interesting that could happen.

This is just the kernel of an idea that’s bouncing around inside my head. I don’t how far I’d run with it or maybe change up the whole thing. Just throwing it out there.

What’s Next? Part 1

Yes, it’s time again for me to start thinking about what to run next. I know that my little gaming group is only a few sessions into the 5E game but I always start planning months out. And there’s a lot reasons I’m doing it on this one.

It’s all about really coming to grips about what I really like. I’ve always leaned more towards Sword & Sorcery and coloring outside of the lines just a bit but never going full Edgelord. Never go full Edgelord. I really love house ruling, kit bashing, and just tweaking rules. And lastly. 5E is just really loosing its luster for me. Sure, when it first came out. I liked it. And I still think it’s a good game system for a vanilla modern D&D setting. But I just think it won’t work that well with kind of game this going to turn into.

I went a long time without going “Oh wow! That’s cool.” But a few publishers really sparked my imagination. Planet X Games with the Phylactery Zines and Magic & Shit; the wild and crazy adventures by Dark Wizard Games; the Black Label adventures by Art of the Genre; and finally the recent Kickstarter for Hypreborea. To put it simple, these folks are talking my language. A little pulpy, grind house, B-Move Inspired weird fantasy material with a dark sense of humor without going full on Edgelord. So I have to fully admit that this sort of thing is right in my wheelhouse.

My first step is come up with what game I want to use the foundation/chassis to build this campaign around then start adding bits and pieces to make the characters fit the setting/genre.

I know I’ve ranted a lot about Barbaric! And it has a lot going for it. It’s an easy system for new players to pick up. Character generation is very quick and easy. And it’s cheap. (I won’t need to be asking players to shell out a bunch of money). There a couple of things going against it. Most of my players are only familiar with d20 based games (especially 5e) and I have so much material that based on old school d20 games on hand. I suppose I could convert the adventures and stuff. But it add another layer to any GM prep time and, well, I’m lazy. And I’m not sure how well it would work for a long term campaign.

I’m also looking at White Box. So it fulfills the cheap for the players and d20 based. The rules are very simple and I’ve done plenty of hacks on them. The only minor thing is converting monster damage and spells from later editions like BX or even AD&D. It wouldn’t be that hard. So that’s a definite possibility.

Swords & Wizardry has been my go to old school game for a long time. Some of the group even played in Blight Campaign. Easy to house rule and convert on the fly. The monster stat blocks are really easy to use and there are ton of monsters available. So yeah there’s that one.

Old School Essentials/Labyrinth Lord OK, these two are basically the same game. I did run a Labyrinth Lord game for the group and they liked it. I do have to say that OSE is the old-school darling of the day and is laid out and organized much better. Lamentations of the Flame Princess also basically has many of the same rules and some interesting spells.

Hyperborea has taken a lot my attention of late and the setting itself is very close to whole vibe I’m going for. While there are some extras from AD&D era, I don’t think it’s anything really overwhelming.

These games for me start with the best frame works to start working from. Sure I do love me some Dungeon Crawl Classics and Castles & Crusades does have a special place in my heart. But so much of what I’m planning is a total Franken-Game. Grabbing the best bits from various games or just being inspired by them. So yeah there will bits and ideas from all of the above but right now I’m trying to think which one I’m going to hack apart and put back together with the extra ideas and inspiration. What’s strange is that I’ve already got 40 pages of notes that I’ve copied and pasted from old house rules, random ideas, and various inspirational material. So needless to say, the final setup will have a bit of a different vibe going for it.

So I guess this really long post is a gigantic teaser about what’s coming up here on the blog and maybe on my Patreon.


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Warpland

I admit that I didn’t back the Kickstarter on this one. I wish I had. I’ve heard good things about it so I grabbed up a copy. I’m going to do this little in parts, the Rules and then setting.

First up, let’s talk about the rules. It’s got a nice little set of lite 2d6 rules based on a roll under your attribute mechanic. There are “skills” but they really aren’t skills. They are more like classes. From what I can gather from the brief rules, characters ability scores get better but when it comes to skills, it’s either you have it or don’t. Not really a scale. Damage is determined by margin of success modified by the weapon or hazard. All of this outlined in only a few pages in the book.

Since it’s a 2d6 based system, my first thought was to think about Barbaric! While Barbaric! is a rules light game, it is crunchier than the Warpland rules. But there’s some mechanics that be lifted from the Warpland rules and added to a Barbaric! game. Similar to my post on Barbaric! for Lemuria, the classes as skills concept could be modified and act as a replacement for the standard Barbaric! skills. Warpland also has a simpler but just about as deadly crit system based on the damage type. Easy to port over. There aren’t a lot of spells but once again with a little tweaking (adding a TN) then those to are easily converted. But because of the difference in mechanics, especially the way damage works and how much characters can take, it’d be more challenging to try to convert any monsters.

Yes, I know what some of you are thinking. Why not just play Warpland the way it is? Well, you can and you can have a good time doing it. But this leads me into the second part of this rant. The setting.

This is where Warpland really shines for me. The setting is a dark weird fantasy/post apocalyptic grim place. You’ve standard fantasy type stuff like magic and you’ve got forbidden technology that could get you burned at the stake.

What I really like about it is that it’s inspirational. There’s a simple map plus a few pages for each location. Most of those pages are used for random tables. It doesn’t lead you around and tell you what’s what but instead inspires both the players and the GM to make that specific game interesting. This takes up the bulk of the book and is pretty much system neutral. So like I was ranting about previously you could easily use it for Barbaric! or even whatever d20 based retroclone that you like such as OSE, Swords & Wizardry, Lamentations of the Flame Princess, Hyperborea, or even with a polish Dungeon Crawl Classics. Personally, I’m looking at Hypreborea but more on that later.

Did I mention inspirational? Yeah, I did. I rarely comment on a game’s artwork but Warpland is really inspirational with a variety of really cool art.

That’s just a sample of the great stuff in there.

You can grab up Warpland over at DrivethruRPG. It worth the price.