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Post by Finarvyn on Sept 23, 2007 15:12:38 GMT -6
I'm thinking of putting together a Horseclans camapign and was thinking that maybe someone hereabouts had already tried such a game and might be able to save me some time. I've found some websites that advertise (illegal?) downloads of the novels, but apparently they are "torrents" which I do not understand. I'd like electronic copies to supplement my paper copies becasue the paper copies are in somewhat tiny font size and my vision is limiting my ability to read the series. I've also searched the web for RPG resources on Horseclans and have found the selection somewhat limited to two game products (both of which I finally own): 1. GURPS Horseclans2. Bili the Axe: Up Harzburk! (a solo adventure for GURPS) Naturally, I'd rather not use GURPS but want to translate into OD&D. I suppose I might be able to find a generic GURPS-D&D conversion doc out there but, again, it would be more sweet if someone has already started the process. It occurs to me that Metamorphosis Alpha or Gamma World might be a better fit, as both have an ancient-modern technological mix and have mutations already built into the existing rules. It also occurs to me that if I want to use OD&D for this I would need to tinker with psionics rules in order to simulate mindspeak and other powers, which is actually what prompted my psionics thread earlier. So the general question is: has anyone done a Horseclans campaign, and if so what suggestions do you have regarding how to make it work?
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Post by thorswulf on Sept 23, 2007 21:13:19 GMT -6
You know, I never got to play Metamorphosis Alpha, other than the new version. I played plenty of the OGW(?) though. It seems like it would work out pretty well for that. As an aside some of the stuff by Sterling Lanier would be good ideas too!
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Post by tgamemaster1975 on Nov 17, 2007 23:13:53 GMT -6
I have only read a couple of the Horse Clans books, but I agree that they would make a bang up gameworld. I hope you pursue this, I would like to hear about it. I suppose I need to complete the set and read the rest of the books. I have read the first one of the Hiero books by Sterling Lanier, and am planing to get the sequel, it was a very fun read and Gamma world would definitely be the way to go to play in that world.
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Post by Finarvyn on Nov 18, 2007 20:11:46 GMT -6
The starting point for this campaign might be class: There are no real Magic-user types, so the basic classes of Fighting Man and Thief would be the core for the game. If I went with a healer type, I could take the basic Cleric class and edit the spell lists or maybe make spells more similar to those of the Druid. Although not mentioned, the Assassin could fit. Same with the Ranger. If I wanted to design something Barbarian-like, it should fit into the setting as well.
In general, the Horseclans nomads would resemble Tolkien's Riders of Rohan in many ways.
Psionics would be critical, so I would need to refresh my memory here. (It's been a long time since I ran psionics in my OD&D games!) I would need to decide if I wanted a specific Psionics class or to allow regular characters the potential for psionics. Much to ponder here as far as game balance goes. In either case, psionics is mostly that of communication with humans and animals, along with some animal empathy. No psionic attacks that I can recall offhand.
It would also be interesting to have the Undying, but it may be tricky to fit into game balance. It's possible that a player would make an Undying roll the first time their character died and that they would be unaware of their Undying status prior to that point. And it certainly would NOT be a high probability of being Undying in order to make death somewhat meaningful early on (at least until the first time) but has the potential to be abused later on. I recall that there are certain ways the Undying can still die, such as drowning. Other Undying NPC villians would likely show up as more and more characters turned out to be one as well.
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Post by tgamemaster1975 on Nov 18, 2007 20:37:18 GMT -6
I think you have to put the Undying into the game, but I don't think any player should know until that first time, they don't die. However; I think the odds should be pretty low of being an Undying. IIRC I am guessing that it should be about 1 in 10,000.
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Post by Finarvyn on Nov 22, 2007 21:23:09 GMT -6
Oh, your odds are probably realistic but not much fun from a gaming standpoint. Essentially you eliminate the option of players ever becoming one, but many of the main characters in the series are Undying so there should be a better chance just to maintain the "feel" of the campaign. (It's like Star Wars where 1 in 10,000 or fewer would be Jedi, but everyone wants to play one.)
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Post by crimhthanthegreat on Nov 22, 2007 23:03:11 GMT -6
In practice I would probably just make it a 1 in 20 chance, but if someone really had there heart set on it I would usually work with them, although in my situation, they would know that it was just a matter of time until they made the roll anyway.
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Post by Finarvyn on Nov 23, 2007 7:56:33 GMT -6
Maybe. I might even make it one in six. If you read the series it seems like pretty much everybody interesting is Undying, and players certainly want to be special.
One option would be to tell players in advance that Undying characters immediately become NPCs. That way they "live forever" without the hassle of having invincible characters.
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Stonegiant
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Post by Stonegiant on Nov 23, 2007 21:01:44 GMT -6
Alright I will admit that I have never read the Horseclan series could someone tell me which is the first book in the series or is it something simple like The HorseclanThanks
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Post by Finarvyn on Nov 23, 2007 21:44:00 GMT -6
which is the first book in the series or is it something simple like The HorseclanClose. It's called " The Coming of the Horseclans" ;D Clever title, that one. Author is Robert Adams and HC books are often found in used bookstores and on e-bay. There is a company starting reprints of the series (I think they have only reprinted #1 but plan more) but I would have to google to find the name of the group.
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Post by Deleted on May 20, 2008 0:32:55 GMT -6
Whipping up a little thread necromancy here...
I *love* the Horseclans series. Awesome, awesome stuff. I was even a member of the short-lived fan club, run by Robert and Pamela out of their home; I still have a few of the bookmarkers around somewhere and the letters... gotta dig those up.
Anyhoo, I've always wanted to game the Horseclans. Once I succeeded in actually running a complete session back in high school (ca. 1985 or thereabouts). I used Third Edition RuneQuest from Avalon Hill; frankly, that is probably the best system to simulate the grim and gritty reality of the books. I was never a fan of the GURPS rules for the setting, though I thought they did a magnificent job with it as a campaign setting sourcebook.
OD&D works well, too, if you want something more heroic rather than grim and gritty.
The Telepathy abilities are the tough ones to adapt, but in this case, you just need to throw out any idea of "balance."
As for who has Telepathy, if a player wants his character to have it, he has it; the only reason for a player's character not to have it is if he wants to roleplay a non-mindspeaker. As for its level of power, roll 2d8-2 (Plains Clansmen) or 2d6-2 (others, or post-migration Clansmen) and simply use the Telepathy power table included in the GURPS book to determine range. 1 in 20 are mutants that add 1d8 or 1d6 respectively. You use the three main skills (Mindspeak, Mind Read, and Mind Shield) pretty much as they stand, with the following modifiers.
Fighting-men, Thieves, Assassins, and Rangers start play with 1 point in one skill of choice, and add +1 to any one skill once every three levels (3rd, 6th, 9th, etc.; there are no Paladins).
Clerics, Druids, and Monks start play with 1 point in one skill oc choice, and gain +1 to any one skill every two levels (+1 at 2nd, 4th, 6th, etc.), and a bonus of +1 to their Power every five levels (5th, 10th, 15th, etc).
Magic-users and Illusionists start play with 1 point in each of any two of the three skills, gain +1 per level to any one skill starting at 2nd level, and a bonus of +1 to their Power every three levels (3rd, 6th, 9th, etc).
Now pull out your Gamma World 1E, and turn to page 20. There you will see the Mental Attack Matrix.
The Base Mental Strength is equal to the Telepathy power rating. When attempting to Mind Read, add in that skill for your Attack Strength; when attempting to defend against Mind Read, add in your Mind Shield skill to determine your Defensive Strength. Level of thought read is equal to the total above the number needed to perform the Mind Read.
Example: Djef Morguhn (Telepathy 12, no skill) attempts Mind Read on an Ehleen, thinking the easterner has no Telepathy let alone a Mind Shield, and abuts up against a powerful mind (Telepathy 12, Mind Shield 4, total defense 16)! He tries to break through the Mind Shield the next round and must roll a 14 or better on a d20. He rolls a 17, succeeding by 3 points, which means he breaks through the Mind Shield and can read surface thoughts plus occasional mental associations and background, and can even use one of the subject's senses!
Note that in this version, those without Telepathy have NO defense, and Mind Read is automatic. Level of thought detected is Telepathy power + Telereceive skill.
Detecting another's Mind Read on you when you have your shield down requires a roll under your Telepathy power; if your shield is up and pierced, you need to roll under your Telepathy power + Mind Shield. You get one chance to forcing someone who is in your mind out; this is as per a Mental Attack, with your Telepathy power + Mind Shield as the attack against the mind reader's Telepathy Power + Mind Read skill. Success means you force him out; all othe rules of "Get Out of My Mind!" apply.
Mindspeak is automatic (no skill roll) when attempting to send to a known Telepathic mind in sight. Trying to raise a known mind out of sight or an unknown mind requires a d20 roll under the sender's Telepathy + sender's Mindspeak + receiver's Mind Read or - Mind Shield if actively seeking not to be found. Of course, you can't send to anyone without Telepathy power!
Example: Djef is trying to raise his brother Djoh's mind; Djoh is within 400 yards on the other side of a small hamlet. Djef has a power of 12, and Djoh, a talented mind-healer (cleric), has a Mind Read of 4, so Djef must roll 16 or less to raise Djoh's mind.
Other than the base Telepathy power, Mindspeak, Mind Read, and Mind Shield, all other psionic powers are simply adaptations of clerical or magical spells! Here's where things get quite complex...
Note that in Horseclans play, clerics can wield any weapons and magic-users can wield any one-handed weapons, short bows (and horse bows), or light crossbows, and may wear any armor.
As for spells, each spell learned is a Telepathy skill; which spells you allow as skills are up to you. No memorization or spell books or praying to gods are necessary (though most "clerics" do).
Once a spell skill is learned, it can never be changed or "forgotten," so make your choices carefully! Heck, a judge can just assign a random spell skill each level, unless the telepath is in training under a more experienced telepath!
Instead of choosing a spell skill, a telepath can always choose instead to add one or more spell levels that would have been gained either to Willpower or as a bonus rank in a spell skill of the same or a lower level.
Willpower is a pool of points that can be drawn upon to bump up the power of a spell skill, though no more than the current level of the spell skill +1 can be added to the base rank of the skill. Wilpower is gained at a rate of 1 point per spell level spent in gaining Willpower, i.e., a 1st level spell equals 1 point, a 3rd level spell adds 3 points, and so forth. Willpower can never fall to less than 0. Willpower can be used to boost the base three Telepathy skills.
Example: A magic-user has 3 points of Willpower and Charm Person 2. He can bump up the skill of the Charm Person to 5 by expending his 3 points of Willpower. The increase in skill level for the spell counts for all factors in casting that spell.
Exchange of a new spell to up an existing spell skill of the same spell level or less increases the spell skill by 1 point; this is in addition to any point added because of the gain in level.
A 2nd level spell pick (of any class) can be exchanged for a permanent boost of 1 point to Telepathy power.
Use of a spell skill temporarily lowers the user's Telepathy power by an amount equal to the level of the spell skill (1/2 rounded up if the skill use fails). The caster can instead choose to ameliorate the cost by lowering the pertinent skill partially or wholly, though to no less than zero, or by spending Willpower points instead.
If Telepathy power ever falls to 0, the character falls unconscious for 5d6 minutes.
Points of Power, Skill, and Willpower are regained at a rate of 1 per 30 minutes of rest and meditation, or 3 points per hour of sleep. Willpower must be topped off first, then Skills, and only then can Power be regained.
In addition to the skill points added to the three Telepathy skills, spell casters get 1 skill point per level to add to any one of their spell skills each level; this increases at 4th level to 2 points per level, and at 8th level to 3 points per level, but never more than 1 point per skill per level.
Note: Few spell skill powers have a permanent duration; they generally last as long as they are concentrated on, or no more than 1 round per level after concentration. Exceptions include charm, cure, curse, and a few others like that. Some spells are not needed, such as detect magic, dispel magic, and so forth; some might not be possible, like animate dead, unless you decide otherwise.
The casting level of a spell is equal to the level of the caster or the skill spell level, whichever is higher.
If a mental-based spell skill targets a Telepathic target, use the Mental Strength table, modified by Mind Shield of the target and spell skill of the caster, as appropriate. Note that most illusionist spells are mental based; when in doubt, assume they are!
When affecting a mass group, the resisting number is equal to the highest Telepathy + highest active Mind Shield.
When targeting a non-telepath, the user must make a roll under Telepathy + spell skill to be successfully "cast," and targets get their saves as normal.
Physical spell skills like lightning and fireball and part water require a roll under Telepathy + spell skill to be successfully "cast," and targets get their saves as normal.
The amount above the roll to succeed or the skill rank (whichever is less) is a penalty to the target's saving throw; if the target is a non-telepath or the power of the caster was overwhelming with a result of Automatic, double the spell skill rank to determine the penalty.
The spell skills each individually require adjudication depending on the needs of your own game.
Example: Gregoriohs the Black, an Ehleen telepathic magic-user (Telepathy 8, Charm Person 3), tries to charm Djef (Telepathy 12, Mind Shield 1). He must first roll on the Mental Attack Matrix; 11 vs. 13 means he must succeed by rolling 12 or better to break through the Mind Shield. He succeeds with a roll of 14, and thus Djef (a 4th level fighting-man) must make a saving throw against spells with a penalty of -2. If he was using it on a non-telepath it would be automatic and the target would suffer a -6 to his save! This is why telepaths are feared by most folk!
As for Undying, go with the rule from GURPS; if the character dies, the player rolls 3d6; on three 1's, the character survives as Undying. Undying can multiclass as they wish!
Of course, you will want to develop a Prairiecat race and the Witchmen; maybe I'll take a shot at that another day. It's late... stoopid clock!
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Post by Finarvyn on May 20, 2008 18:32:16 GMT -6
James! Wow! That's a great post. I think you've really nailed the essence of the Horseclans setting. I'm still torn on which rules to use, however, since I've never been a huge skills guy and so I'm more motivated to run OD&D than Runequest even if RQ might be a better fit for the campaign.
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Post by Deleted on May 21, 2008 1:49:33 GMT -6
OD&D can work well with just a little adaptation. All skills use the adaptation of the Mental Attack Matrix from Gamma World.
First, all characters are human, of one of the various cultures that evolved in Mehrikah or migrated to Mehrikah over the centuries. Your culture and background determines your basic "skills"; Clansmen are superior horsemen, Burkers make good soldiers, Ehleenee make good merchants, and so forth.
Allow each player to choose four skills based on his race and background; these are the skills that each equal his class level; the level is added to the appropriate ability score, then compared on the Mental Attack Matrix against the opponent's total or a total you assign to determine success/failure. If it is a skill and circumstance appropriate especially to the character's class, add double the level instead. If it is a situation where Mindspeak or Mind Read might be useful (calming animals, negotiating a treaty, haggling) give modifiers based on how the player describes the successful use of Telepathy.
Attacker's total ability over 18 gives him a +1 on his roll, Defender's total ability over 18 provides a similar penalty. For non-opposed checks, 5 is Easy, 10 is Average, and 15 is Difficult, adjust as needed.
Example: Djimmi Krooguh is a Horseclansman 3rd level Fighter. His father is clan bard, and while Djimmi has never taken after him much, he's learned something about singing and clan legends. He is an excellent rider, and enjoys going out on long patrols alone or with a few friends, and is highly skilled at hunting with his horsebow. Skills = Bard, Ride Horse, Scouting, Hunting.
Djimmi is out on patrol, far ahead in the van of the clan on the march toward the Big Muddy River to trade with the easterners. A minor non-Clan tribe has set up an ambush point at the tree line. The best of the ambushers, a Thief, has Intelligence 8 Scouting 3 (doubled to 6 as it is a "thief" skill) against Djimmi's Intelligence 10 Scouting 3; as Djimmi is actively looking for an ambush, he is the "attacker" (if he wasn't looking he's not the "defender," he's got no chance of noticing the ambush; in this case the ambusher rolls against his Scout skill to determine if they automatically have surprise). So his 13 vs the enemy's 14 means he must roll an 11 or better to detect the ambush, otherwise he is surprised... or the enemy might let him keep on going unawares, waiting to attack the clan wagons!
Note that if Djimmi were to specifically attempt to seek out minds in the treeline, he'd first roll to detect minds; this might negate the need to roll the opposed ambush check entirely.
Any PC can be a Telepath if they choose, as above; a character must be a Telepath to take a spell-casting class. Telepathic skills work as in the first post.
Then, as to classes (use Greyhawk Hit Dice):
Fighter: Most folk of the post-apocalyptic lands are Fighters. No changes required, though I would give the fighter a +1 bonus to hit when using a "cultural traditional" weapon and a +1 bonus damage when fighting a "cultural traditional" enemy with a cultural traditional weapon. Also, note that under Greyhawk rules, only Fighters gain bonuses to hit and damage from high Strength (page 7, include Rangers in this)! Similarly, only Fighters increase their AC due to high Dexterity (though I would give Rangers, Thieves, and Assassins the same ability)!
Magic-user: MUs must be Telepathic, as "magic" is based on Telepathy, not mystic power. Intelligence is still their guiding ability, though, as these are "scholars" or "sly adventurers" rather than stout warrior types. Can wear any kind of armor though AC is one less due to unfamiliarity with it, and wield one-handed weapons, short and horse bows, and light crossbows. MUs usually develop their powers through meditation and training under other MUs, though some are hermits, if for no other reason than to get away from other minds! The maximum spell level an MU can learn is limited by his Intelligence: 9-10=5th, 11-12=6th, 13-14=7th, 15-16=8th, 17+=9th.
Cleric: Clerics, like MUs, must be Telepathic. Clerics are a middling point between MUs and Fighters, and usually are actually associated with temples, churches, or other philosophical or religious kinds of groups. Many believe their powers come from some deity or higher power (maybe in your campaign, some horribly mutant creature actually is the center of worship). Clerics can use any one handed weapons and any armor, though many do not use either due to their very real religious beliefs; others gladly slaughter and sacrifice those they consider inferior. Like MUs their access to higher-level spell skills are limited by their Wisdom scores: 9-10=3rd, 11-12=4th, 13-14=5th, 15-16=6th, 17+=7th.
Thief: Thieves are scouts, rascals, burglars, merchants, bandits, and entertainers. There are no changes, save of course for the lack of the ability to read scrolls.
Paladin: There are no paladins in the world of the Horseclans.
Monks: Monks do not require Telepathy for their abilities, though some cloisters require Telepathy to rise above Master level. Monks do not gain the ability to talk to plants or animals (save through any Telepathy for Telepathic animals). Monks without Telepathy gain Mind Shield (total) equal to their level beginning at 6th level; monks with Telepathy add their level minus 5 to their Mind Shield skill beginning at 6th level; starting at 10th level this value is doubled in both cases! Monks are very rare on the Sea of Grass and in the East; they are found only in the Utter West, in the Shattered Lands, amidst the Warring Kingdoms and in isolated monasteries in the mountains of the Utter West.
Assassins: There are plenty of these types of fellows among the Ehleen kingdoms; probably a cult or two of Hashishin in the Black Kingdoms, too. Heck, maybe an Aztec-style death cult in the Mehikos? No changes here.
Druids: Druids must be Telepaths. No real changes; the shapechange is real (as witness the situation in New Kumbuluhn). I would put druids in the wilder sections of the Western Kingdoms, especially Wisconsin, and among the Kweebai. The old tradition of the Wicker Man is alive and well...
Bards (per Best of Dragon pg. 54): Must be Telepaths. Most clan bards are true bards; most minstrels and entertainers in the East are thieves.
Ranger (as per Best of Dragon pg. 55): Rangers need not be Telepaths, but only Telepathic Rangers will gain spells at 9th level and beyond. They do not have the listed restrictions, including alignment, however also do not gain 4 XP for every 3. For the Giant Class monster advantage, the Ranger must choose at 1st level a cultural enemy against whom to apply this bonus. Each level thereafter he may increase this bonus by 1 or add another cultural enemy with a starting bonus of +1; i.e., at 2nd level one enemy with a +2 bonus or two with +1 each, at 3rd level three enemies each with +1 bonus, or one with +2 and one with +1, or one with +3, etc.
Illusionist (as per Best of Dragon pg. 50): As per MUs; eliminate the Intelligence and Dexterity requirements. As noted in the prior post, most illusion spells are mentally-based (witness the dragon of the Kleesakhs).
Prairiecats Prairiecats are the only real non-human race worthy of play, though perhaps a Confederation-era Horse might work.
All Prairiecats are Telepathic (Power 1d12+1d8, +4 Mindspeak and +4 Mind Read). Can be Fighters, Thieves, and Rangers (don't have the discipline for other classes). All may roll Exceptional Strength if Strength is 18 regardless of class. Move is twice normal human speed. 2 claws/1 bite attack routine deals damage based on Strength:
Str: Claw/Claw/Bite 3-6: 1-2/1-2/1-6 7-9: 1-2/1-2/1-8 10-14: 1-3/1-3/1-8 15: 1-3/1-3/1-10 16: 1-4/1-4/1-10 17: 1-4/1-4/1-12 18-18/75: 1-4/1-4/2-12 18/76-18/99: 1-6/1-6/2-12 18/00: 1-6/1-6/2-16
When biting opponents in metal armor, if the miss is due to the armor or shield the cat takes 1 point of damage, and a natural 1 on an attack roll means a fang breaks! A cat with a broken fang suffers a -2 penalty to his bite attacks thereafter. Fang-spurs add 2 points of damage and protect from damaging teeth when fighting against metal armored opponents.
Cats can wear leather and chainmail armor specially designed for them (double the cost and weight, though due to their build triple the effective weight when determining encumbrance).
Cats cannot speak save through roaring and purring, nor can they handle or manipulate fine objects with their paws.
Combat * Definitely use Weapon vs. Armor Class from Chainmail (or AD&D, if you don't have that). Greatly important when dealing with a human-only (or vastly-mostly) world.
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