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 [AS&SH] Volume I: Swordsmen & Sorcerers
« Thread Started on Nov 16, 2011, 10:46am »

Hello fellows,

I'd like to begin a series of threads in which I present to you, my fine gaming peers, some of the features of my forthcoming role-playing game, Astonishing Swordsmen & Sorcerers of Hyperborea. The game will be presented in a full color box that contains B&W booklets a few inches larger than "digest" size. The box will also contain dice, a large map of the campaign world, and character sheets.

The topic for this thread is Volume I, which is developed and entering the early stages of editing. Bear in mind that the editing process may effect changes to what I present below.

ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA
©2011 North Wind Adventures LLC

Text: Jeff Talanian
Illustrations: Ian Baggley

Volume I: Swordsmen & Sorcerers



  • Introduction (brief introduction to game)

  • Dice Conventions (how to use dice)

  • Character Creation (steps to creating a character)

  • Attributes (strength, dexterity, constitution, intelligence, wisdom, charisma; modifiers are presented on shallow curve: str 13-14 = +0/+1, str 15-16 = +1/+1, str 17 = +1/+2, str 18 = +2/+3)

  • Race (Races of mankind, including Common, Amazon, Atlantean, Esquimaux, Hyperborean, Ixian, Kelt, Kimmerian, Kimmeri-Kelt, Pict, Pict Half-Blood, Viking)

  • Physique (height, weight, age determination, etc.)

  • Class (4 principal classes presented in 12 levels of advancement; by 9th level most characters are eligible to establish a castle, stronghold, hideout, etc.)
    Fighter: a swordsman, bowman, or other warrior type.
    Magician: a sorcerer who memorizes arcane formulae and casts spells.
    Cleric: an armed and armoured mystic sorcerer.
    Thief: a nimble swordsman possessed of numerous specialty skills.

  • Subclass (18 subclasses)
    Barbarian: an outland warrior possessed of feral instincts.
    Berserker: a rampaging shock trooper renowned for unbridled battle rage.
    Cataphract: a mail clad horseman and warrior elite.
    Paladin: a champion who crusades for justice and Law.
    Ranger: a borderland fighter, frontiersman, and wilderness warrior.
    Warlock: a spell weaving fighter who wields steel and sorcery interchangeably.
    Illusionist: a sorcerer who evokes phantasms and manipulates shadows and light.
    Necromancer: a sorcerer who practices black magic and communicates with the dead.
    Pyromancer: a sorcerer who manipulates the elemental power of fire.
    Witch: a sorceress who brews potions, divines portents, and lays curses.
    Druid: a mystic sorcerer empowered by ancestral, elemental, and animistic spirits.
    Monk: a warrior-priest who strives for physical and mental mastery.
    Priest: a chaplain mystic of prodigious spell casting capacity.
    Shaman: a primal sorcerer who confers with ancestral and totem spirits.
    Assassin: a thief who specializes in murder and intrigue.
    Bard: a warrior, scholar, and weaver of enchanted lyrics and/or music.
    Legerdemainist: an adept thief who also commands the power of sorcery.
    Scout: a lightly armed explorer, intelligence gatherer, and stealth master.

  • Alignment (ethos and principals as governed by Law/Civilization versus Chaos/Barbarism; alignments include Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutrality)

  • Other Statistics (armour class, fighting ability, hit dice, hit points, movement, saving throw)

  • Background (secondary skills, languages)

  • Weapon Skills (each character class/subclass begins play with a broad group of weapons with which they are familiar; fighters, for example can use all weapons without penalty, whilst magicians begin with proficiency in a small handful of weapons. Characters with a limited list gain new "off-list" weapon skills every 4 levels, so your magician can indeed learn to fight with a sword.)
    Weapon Mastery: Fighters may select two and fighter subclasses may select one weapon with which they have mastered. This confers a +1/+1 bonus. Mastery also confers increased attack rates. New masteries are achieved every 4 levels.

  • Money (gold, electrum, silver, copper; exchange rates; starting gold)

  • Equipment (armour, shields, melee weapons, missile weapons, general equipment, provisions, religious items, clothing, livestock, tack and harness, vehicles, services)


I could go into more detail on any of these items if anyone has any questions. Next up is Volume II: Sorcery.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #1 on Nov 16, 2011, 11:11am »

How does starting gold relate to equipment prices? For example, most starting 1st-level fighters in OD&D can afford plate mail, but this is impossible in AD&D.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #2 on Nov 16, 2011, 11:27am »


Nov 16, 2011, 11:11am, geoffrey wrote:
How does starting gold relate to equipment prices? For example, most starting 1st-level fighters in OD&D can afford plate mail, but this is impossible in AD&D.


Hello Geoffrey,

Impossible here as well! But there is a subtle nuance worth noting. Starting gold is 3d6x10, so a heavy armour type is not going to be affordable for any L1 character. However, starting with scale mail (AC 6; 50 gp) damage reduction 1 is a significant factor, eliminating a point of damage from any and all melee and missile blows. Plate mail costs 350 gp, provides AC 3 and DR 2. In effect, plate mail in AS&SH is more potent than its 0e and 1e equivalents, and the steep cost reflects this.

Cheers,
Jeff T.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #3 on Nov 16, 2011, 6:56pm »

Subclass:
Is it necessary for a player adopt a subclass or may he merely belong to a class?

Race:
Do the advantages accruing to a hero of the Keltic race include ... ?

  • Increased intelligence as a consequence of drinking massive quantities of wine.
  • Elevated cruel wit as a consequence of drinking massive quantities of ale.
  • Mournful poetic insight from licking at the whiskey.
  • Insensate bravery coupled with sophisticated brawling fandango when soused to blindness.


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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #4 on Nov 16, 2011, 9:27pm »


Nov 16, 2011, 6:56pm, kent wrote:
Subclass:
Is it necessary for a player adopt a subclass or may he merely belong to a class?


Absolutely not! One may play one of the four principal classes; in fact, this is the recommended mode of play for new players and veteran players who do not feel the need to deal with all the options.


Quote:

Race:
Do the advantages accruing to a hero of the Keltic race include ... ?

  • Increased intelligence as a consequence of drinking massive quantities of wine.
  • Elevated cruel wit as a consequence of drinking massive quantities of ale.
  • Mournful poetic insight from licking at the whiskey.
  • Insensate bravery coupled with sophisticated brawling fandango when soused to blindness.




Yes.

;D

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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #5 on Nov 16, 2011, 10:23pm »


Nov 16, 2011, 9:27pm, Ghul wrote:
One may play one of the four principal classes; in fact, this is the recommended mode of play for new players and veteran players who do not feel the need to deal with all the options.


So far so good. This is how I ended up playing AD&D. Classic classes distinct from my own subclasses and recommended to beginners.

As you describe your game do mention your literary influences too where they seem relevant. Such and such a short story and so on. We all have the Howard, Leiber and ca Smith books.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #6 on Nov 17, 2011, 6:29am »

Looking at the original post, I notice that the alignment system looks most similar to Holmes.

If you had to compare AS&SoH to an existing version of D&D (OD&D, Holmes, B/X, BECMI, etc) which one would be the most similar overall? Or is it more a blend of lots of versions? Or is it simply its own thing?
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #7 on Nov 17, 2011, 12:31pm »

@kent: I will keep that in mind. Immediately I can cite my recent articles in Fight On! magazine (#9 and #12, specifically) which featured beasts inspired by the Vance story, The Last Castle. In Fight On! #9 I have a piece on a humanoid race known as the bird-men, cantankerous and cowardly beings, albeit servile to men. Then in #12 a I have a piece on the "thew wagon," massive, cube-shaped, herbivorous beasts with sharp quills that are tamed by swampmen.

I think most of my literary influences become more obvious in the monster booklet and the gazetteer. I will endeavor to point some of these out as we move forward. Thanks for your interest!
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #8 on Nov 17, 2011, 12:53pm »


Nov 17, 2011, 6:29am, Finarvyn wrote:
Looking at the original post, I notice that the alignment system looks most similar to Holmes.

If you had to compare AS&SoH to an existing version of D&D (OD&D, Holmes, B/X, BECMI, etc) which one would be the most similar overall? Or is it more a blend of lots of versions? Or is it simply its own thing?


I would assess it as a blend of 0e, Holmes, 1e, and some of its own thing.

When I consider the following, I am more reminded of 0e, though without any specific desire to "clone" a process:

  • Attribute bonus presented on a shallow curve (more than 0e, less than supplemental 0e, 1e, Moldvay, etc.)
  • 12 levels of advancement.
  • 5 point alignment system
  • Unarmoured AC = 9; complete range from 9 to -9.
  • 6 spell levels
  • A simple d6 or d12 roll to resolve many non-combat related actions in which there stands a chance of failure.


But then I am reminded more of 1e when I consider the 18 subclasses presented, damage reduction for medium and heavy armour types, the way monsters are presented, some of the combat options, the way the lands are described in the gazetteer, and so forth.

While naval combat is influenced by both 1e and 0e, the mass warfare rules are inspired by BECMI.

Essentially, I am a student of the hobby's roots as presented in '74 till about the mid-80s. I have read and re-read the various iterations of the world's most popular game countless times, so while developing the AS&SH system, I've studied the presentations and resolution methods of those earlier editions that I adore. Still, it is difficult for me to pinpoint a specific rules set that has served as my primary influence. It is safe to say it is a mix of things, often because I have endeavored to see all aspects of this game through a more focused S&S lens.

But also I would also say that I am unapologetically inspired by Gary Gygax's vision, and I consider him the ultimate paragon of game authoring greatness: from original rules, to advanced rules, to setting (boxed or folio, take your pick).

Cheers,
Jeff T.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #9 on Nov 23, 2011, 9:44am »


Nov 17, 2011, 6:29am, Finarvyn wrote:
Looking at the original post, I notice that the alignment system looks most similar to Holmes.

If you had to compare AS&SoH to an existing version of D&D (OD&D, Holmes, B/X, BECMI, etc) which one would be the most similar overall? Or is it more a blend of lots of versions? Or is it simply its own thing?


Something else that came to mind, Marv:

AS&SH uses a 10 minute turn and a 10 second combat round. Group initiative using a d6, ties resolved in order of dexterity. Every monster is provided a "typical" dex score in order to help the referee resolve ties; alternatively, the referee can dice for monster dex scores on the spot. Optionally, initiative ties may be considered simultaneous action. This method has proved quite fun in play, and there is a certain Holmes vibe when initiative ties occur.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #10 on Nov 24, 2011, 8:29pm »

Another question that comes to mind is regarding sub-classes. Are these tied to the setting or are they designed to be somewhat generic. (For example, in DragonLance they have those Solomic Knights which seem very much tied to the setting.)

I don't know a lot about Hyperborea and as such am not sure what sub-classes would be "expected" in the world.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #11 on Nov 25, 2011, 11:49am »


Nov 24, 2011, 8:29pm, Finarvyn wrote:
Another question that comes to mind is regarding sub-classes. Are these tied to the setting or are they designed to be somewhat generic. (For example, in DragonLance they have those Solomic Knights which seem very much tied to the setting.)

I don't know a lot about Hyperborea and as such am not sure what sub-classes would be "expected" in the world.


I would say "somewhat," which would allow one to use the sub-classes with another setting, published or home brewed. Still, there were design choices that clearly pertained to setting. For example, the cataphract is an armoured horseman that fits the Kimmerian (Cimmerian) example; the idea "cavalier chivalry" is not relevant. With the necromancer there is the insinuation that many received their training at the fabled Isle of IX, island of the necromancers. Druids, for example, primarily follow the Yoon'Deh the elk goddess, and also Cernunnos (the “Horned One”). Rangers, for example, do not have "humanoids" as species enemies, but rather some of the otherworldly alien races that threaten mankind. So, there are many subtle connexions to the Hyperborea setting. Thanks for the interest!

--Jeff T.

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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #12 on Nov 25, 2011, 6:42pm »

What kind of map will be included? Is it anything like the Wilderlands maps, the Greyhawk map, or the standard coloured textured terrain maps? Is it coarsely or finely detailed?

What fraction of the material is campaign material? Can you compare it in *form* and *style* to any previously published campaign?

What price are you aiming for and when will the box be released?
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #13 on Nov 26, 2011, 10:28am »


Nov 25, 2011, 6:42pm, kent wrote:
What kind of map will be included? Is it anything like the Wilderlands maps, the Greyhawk map, or the standard coloured textured terrain maps? Is it coarsely or finely detailed?

What fraction of the material is campaign material? Can you compare it in *form* and *style* to any previously published campaign?


I would compare it to the Known World style employed by David LaForce. It has been rendered by Andreas "Sir Clarence" Claren. Here is a cutout:

[image]



Quote:

What price are you aiming for and when will the box be released?


Between $40 and $50. The final price will be determined by the results of our soon to begin Kickstarter fund raiser. The more capital we raise, the more boxes and poster maps we can initially print. The more boxes and poster maps we can initially print, the less they cost us per unit, due to pricing plateaus. So I'm not quite ready to announce an exact price, but I will say this: I will not sacrifice quality or box integrity in order to offer a cheaper priced product.
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 Re: [AS&SH] Volume I: Swordsmen & Sorcerers
« Reply #14 on Dec 13, 2011, 4:50pm »

How different are these sub-classes regarding activities often governed by rulings not rules, such as wilderness survival, climbing, picking pockets, disarming traps, and so on? Are there any activities which can only be attempted by a specific character?

The other thing is, how big is the difference between Hit Points of a Fighter and a Magician? What is the damage that typical weapons deal (without modifiers from Strength and other sources)?
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