Tag Archives: White Box

White Box Wednesday: Return to Eldritch Tales

I know I’m on a Lovecraft kick this week. So I decided to look back on Eldritch Tales again. I’ve already done a review and other random thoughts. And, in true Mythos fashion, I’m having more random thoughts.

Previously, I talked about combining White Box Fantastic Medieval Adventure Game and Eldritch Tales. Then just last week, I thought about porting in some of the skill mechanics from Lamentations of the Flame Princess. These ideas have peculated in brain for a while.

There’s the Holy Trinity of Weird Fantasy writers; Robert E. Howard, HP Lovecraft, and Clark Ashton Smith. While Lamentations of the Flame Princess says it’s weird fantasy. It’s got its own vibe and take on weird fantasy and pretty much nothing to do with the more classic works. While your average fantasy RPG pays total homage to Tolkien.

I just feel like mixing things up. First, let’s talk player character races. Do what you want for your world? Just humans? That’s OK. The standard set of humans and demihumans. That’s OK too. As far classes go, Fighters and Thieves are the same. No change there. It’s where start talking about Magic that things get interesting. First, I’d probably drop clerics as a spell casting class. It’d be just a job. But for Magic-Users. Well, all magic is Mythos magic. And it comes with same side effects of Sanity loss and so on. So chances are that the party’s Magic-User is going to lose it and possibly become the next big bad that the party faces. But hey that’s the way the dice roll.

What about monsters? Just plain drop most of the standard monsters. Just pull the crazy Lovecraftian one’s. And take a few choice one’s and add a weird twist to them. Use your imagination and make your Sanity check.

And there you go. Mind bending, a little genre bending. And possibly a whole lot of unique fun.

White Box Wednesday: Adding a Little LOTFP

I’m pretty sure somebody has already thought of this. Heck, I might posted about it before on the old blog or somewhere in the archives of this one. But I think it’s cool to go back to the idea and play around with it a bit more.

So White Box uses the X in d6 mechanic for a lot things including skills. Well, so does Lamentations of the Flame Princess but with a little more detail. So why not kit bash these two ideas?

For the first point, let’s start with Attribute Checks. I like using x in d6 for these in White Box using a simple breakdown that lines up with Attribute modifiers so it come out like this:

  • 3 to 6: 1 in 6
  • 7 to 14: 2 in 6
  • 15 to 18: 3 in 6

Plus I like throwing in a bonus (increase the chance by one) based on Class. This maxes a character out at a 4 in 6 chance.

  • Fighter Types: Strength or Constitution
  • Thief Types: Dexterity or Charisma
  • Cleric Types: Wisdom or Charisma
  • Magic User Types: Intelligence or Wisdom

Now on to skills. This isn’t a complete list. You can go with as many as you want or that fit your campaign. Here’s where you can run to LOTFP and just grab that skill list.

Healing, Languages, Mariner, Skulduggery, Stealth, Survival, Thievery. Most are self explanatory except Skulduggery and Thievery. This is my own idiosyncrasy. Thievery is against the environment or objects like pick locks, and finding and disarming traps. While Skulduggery is against people like picking pockets, sleight of hand, and disguise. The exact list that you use in your campaign is up to you. And there’s nothing wrong with asking a player what they want their character to be good at.

All the Skills start of at 1 in 6. Thief types increase Skulduggery, Stealth and Thievery to 2 in 6. If you’re allowing Rangers or Druids then they would increase Survival to 2 in 6. Now use higher of the character’s Intelligence and Wisdom Modifiers. Since this is White Box, the best you’ll get is +1. So increase one skill by one.

When a character levels up then they pick a skill and roll a d6 like a normal skill check. If they FAIL then the skill goes up by one.

So go out there and hack those rules and make them do what you want for your campaign.

White Box Wednesday: Unearthed Trove

Last week, I talked about White Box Expanded Lore. This week it’s the kissing cousin. Unearthed Trove!

These two products are related. Heck, Fen Orc even puts a shout to Expanded Lore in the intro. Now, Unearthed Trove does add a few things.

We’ve got takes on Assassins, Illusionists, and Rangers plus additional player character races and Feats like Expanded Lore. Don’t worry there’s new material that’s useful too. There’s a really good section on Combat Tactics. This isn’t just moving miniatures around. These game mechanics to for characters to give other characters a little boost in combat. It’s nice. It’s better than swing and miss or just sit there and wait because you’re out of spells. (Looking at you 1st Level Magic-User.)

And there’s Psionics. OK, I admit that I don’t use it any of my games. But if you like it then go right ahead. Unearthed Trove builds on the Feats of Expanded Lore to create a solid Psionics system with all that old school flair.

And finally, there’s a Trauma system. This is sort of like Fear, Sanity, Disgust, and Stress rolled into one. This, I think, would be good if you’re going for a more grim dark style game where the characters get worn down by all the stuff trying to kill them in the dark. Would I use it? I doubt it. That doesn’t it isn’t a good system for your game. So it’s worth checking out.

I’d have to say the holy trinity of White Box Supplements boils down to White Box Omnibus, White Box Expanded Lore, and White Box Unearthed Trove.

And what’s great all of these are dirt cheap. Unearthed Trove is PWYW on DrivethruRPG. So go check it out.

Roll those dice and have fun out there.

White Box Wednesday: White Box Expanded Lore

I have no idea why I haven’t done a review of this one. It some how must have slipped through the cracks but it’s time to fix that now.

This little PDF (37 pages) is great expansion to a White Box game. What do you get? More classes! You get Bard, Druid, Hunter (sort of Ranger but not quite), Monk, and Paladin. Each one of these is a good take on the individual class and fit well with the core WBFMAG classes and mechanics. But wait there’s more!

There’s additional optional abilities for all of the classes including the core ones. This adds a little flare and customization to characters and adds to some more options for GM’s to offer the players. We aren’t done yet.

Feats! I know Feat is a four letter word around many old school circles. But this time, I feel they were done right. No long chain of feats like 3.x. Nor are they overpowered like some of 5E. Once again more options and flavors that a GM can offer up. Plus there’s a smattering of option rules to use if you want too.

This PDF offers up options to make individual players characters be more unique without losing any of the ease of White Box and while not throwing a bunch of power creep into the mix. It’s a great PDF to add to your GM Tool Box and mix and match with whatever other options or house rules that you may use.

And here’s another really cool thing. It’s Pay What You Want. So head on over to DrivethruRPG and snag up a copy.

White Box Wednesday: Stinkfoot Camp

I decided to something a little different this week. I’m currently running a highly modified Keep on the Borderlands with a crazy old school Franken game. So I decided to play around a bit with White Bones. A location that I added was the Stinkfoot Camp.

Stinkfoot Camp is a very small settlement. Well actually it’s more of boom town consisting mostly large tents and only a couple of permanent structures; Momma Stinkfoot’s Provisioners and The Lucky Angel. It’s the last bit of civilization before adventurers head into the wilderness.

Momma Stinkfoot runs the camp and the general store/pawn shop. While her prices are usually fair; her interest rates aren’t. She’s not above buying and selling goods of questionable origins.

Momma Stinkfoot (7th Level, Halfling, Thief)

Str: 0; Dex: +1; Con: 0; Int: +1; Wis: 0; Cha: 0 HP: 22 AC: 15

Melee Attack: +2 (Dagger 1d6-1) Sneak Attack: +4 (Dagger: 2d6)

Ranged Attack: +5 (Dagger (Thrown) (1d6-1)

Class Bonus: +4 (Thievery & Skullduggery) Hero Bonus: +2

Of course, Momma Stinkfoot doesn’t do any of the dirty work herself. She leaves that her eldest son:

Babin Stinkfoot (2nd Level, Halfling Fighter)

Str: +1; Dex: 0; Con: 0; Int: -1; Wis: 0; Cha: – HP: 10 AC: 14 (Chain)

Melee Attack: +5 (Sword 2d6+2)

Ranged Attack: +4 (Sling (2d6)

Hero Bonus: +2

Babin is always backed up at least half a dozen of this “boys” who are 1st Level Halfling Thieves. They pick pockets, run the loan sharking, and protection racket in Stinkfoot Camp.

The Lucky Angel is frequented by the tall folk visiting the camp. It’s the only Inn (with beds long enough for humans and elves) plus a gambling house and brothel. It’s ran by Fortuna, a woman with a mysterious past but lots of ambition.

Fortuana (3rd Level, Human, Thief)

Str: -1; Dex: +1; Con: -1; Int: +1; Wis: 0; Cha: +1 HP: 10 AC: 13

Melee Attack: +1 (Dagger 1d6-2 or Rapier 1d6-1 ) Sneak Attack: +2 (Dagger 1d6 or Rapier 1d6+1)

Ranged Attack: +2 (Dagger (Thrown) (1d6-1)

Class Bonus: +2 (Thievery & Skullduggery) Hero Bonus: +1

I know it’s not much detail but then that’s about how a run my games with the barest of details. Just enough to know what’s going on but not so much that I could get bogged down.