Showing posts with label Sine Nomine. Show all posts
Showing posts with label Sine Nomine. Show all posts

Sunday, February 1, 2015

[S]ine [N]omine: Scarlet Heroes



My friend, Rick, had his own campaign world. It was one of those things that was in development before he found D&D. Needless to say, it was deep and rich some 25 years later. It was its own thing. Rick bent D&D to his world, rather than his world to D&D. One thing I learned from many adventures in Rick's world: never, and I mean NEVER, fuck with anybody that was travelling alone. I called it the Rule of One, and much to my honor, it became a permanent part of the lore of his world.

The thing is, it can be hard to run games with 1 DM and 1 player. Far too often, they end up being one PC and a retinue of NPCs that the DM determines vital to success. The flip-side is a game that really is one character, but it means running from a lot of encounters. Neither is very satisfying.

Enter . . .

From the brilliant and prolific mind of Kevin Crawford, aka Sine Nomine, Scarlet Heroes offers a method for invoking the Rule of One in your games.

Scarlet Heroes starts with a chassis of B/X D&D. Sort of. It feels an awful lot like B/X, but when you get into the nuts and bolts it bears more of a philosophical resemblance than an actual one. It has the traditional six stats we all know and love. It has the B/X bonus scheme. It has the "core four" classes. The main four races are represented, as well as the Shou from the included setting. So far very B/X.

Now, here's where we start shifting our perceptions, because that is all that is really going on here. We still have hit dice, hit points, and weapons doing variable damage. You can take any D&D weapon not already on the equipment list and drop it right in. The difference is in how the numbers are used in Scarlet Heroes. For foes, monsters and mook-types, hit dice are hit points. So, a bandit can take one hit. A garden variety zombie, 2 points of damage. PCs have normal hit points and important/legendary foes may have hit points, as well.

Damage is determined differently, too. Weapons are still listed with their traditional damage ranges, 1d8 for a long sword, for example. However, rather than simply rolling and deducting that number from an opponent's hit points/hit dice, the roll is checked on a damage table. Thus:


This little table, and the damage dynamic that it applies to, is at the heart of what makes Scarlet Heroes sing. The other thing that really makes it work is the Fray Die. I love the Fray Die. It is a free damage roll PCs make every round, just because it is dangerous to stand too close to them. How awesome is that?

So, that small shift in the perception of hit dice/points and damage is pretty much the foundation that all the rest sits upon. There are other changes that essentially amount to making PC's better able to function alone. Traits add a skill-like element that can be used to mimic certain class-like abilities. There is a Defy Death roll which players can make when they reach an impasse that their character isn't able to handle. It becomes more difficult and dangerous every time the player relies on it to get the character out of a jam, though.

Scarlet Heroes is a complete game in and of itself. It includes everything you need to play, including monsters, magic items, and a taste of the Red Tide setting. There is also an extensive chapter on creating adventures, which includes a good-sized list of adventure tags, which are used in the construction of adventures. There is also a nice section on truly solo gaming, no GM needed.

I want to say one other thing about this before I wrap this up. This doesn't get mentioned much in any of the things I've read about Scarlet Heroes. The spell lists are totally awesome. They are loaded with new spells and new twists on old spells. He provides great, very evocative new names for all the spells. Some of them are really unique and could make a separate supplement of their own.

PS I forgot to mention, the system is suitable as is for one or two PCs. More than that and it gets too easy. However, it is a fine system in its own right, and by simply using hit dice/points and damage in the traditional manner, it could serve as a wonderful vehicle for a group of PCs.

A Teaser (and we know how those go)

The release of issue #1 of The Sandbox from Sine Nomine has me totally jazzed for Mr Crawford's work for the nth time. My gaming ADD drags me away from it as readily as it drags me to it. The plain truth is that Sine Nomine's line covers all the bases I like in gaming: fantasy with Scarlet Heroes, Red Tide, and An Echo, Resounding. Of course, he has sci-fi covered in spades, including Darkness Visible, which also covers the espionage genre. Then there is Other Dust, which scratches my post apoc itch. There is also a number of free supplements for these titles. In short, if my ADD would leave me the hell alone, I could happily spend all of my gaming time with Sine Nomine titles and products.

Recently I binge printed most of my Sine Nomine pdfs. Very soon I'll finish up the ones I missed. So, it is my hope (I won't use the "plan" word) to be able to write at least a brief post about all of them. I'll head each post title with [S]ine [N]omine, so that if these titles aren't your cup of tea, you'll know what's coming.

Saturday, January 31, 2015

Free from Sine Nomine

I've mentioned Sine Nomine in a post about Stars Without Number. What I haven't mentioned is just how impressed I am with Mr Crawford's work, both in quantity and quality. Well, he has struck again.


Now he is producing his own free e-zine. This inaugural issue is 15 pages. It has a very nice wrap-around cover. Articles include a new class for Scarlet Heroes, two one-roll generators, one for backwater spaceports and one for abandoned structures. There is also a rather lengthy article detailing the development timetable of Sine Nomine kickstarter projects. All in all this looks to be a very useful addition to the Sine Nomine line.

One small suggestion, though. The layout of Sine Nomine products is very functional. Nothing fancy, no background textures or sidebar art pieces. This is very much appreciated for its printer friendliness. However, title spaces, section headers, chapter titles, and the like typically have the name header followed by a sort of subtitle. The subtitle is white in a black background:


That's not very printer friendly. It doesn't matter if I send it out to be printed, but if you do it at home, all that black ink adds up. And believe me, you'll be wanting to print all of Sine Nomine's stuff. It's that good.

Sunday, March 9, 2014

I've Become Aware of a Disturbing Trend

I can be lazy. No, really, it's ok, I can admit my faults. I started my gaming life as a wargamer. Of course, that led directly to roleplaying. Now, with old school wargaming you played with heavy cardboard counters maneuvered around on a map. Prerequisite to this movement was the set-up. The counters had to be sorted and appropriately placed. In many cases this was very specific, based on which unit was historically present at a given location. For some games this could literally take hours (the Longest Day game, from Avalon Hill, is an excellent, and extreme, example).


Over time I discovered that I was playing less due to the tediousness of the set-up. I still wanted to play, or more specifically, I wanted the fun of playing. In other words, I wanted fond memories of a well-played game, but was increasingly put-off by setting up the game.

Fast-forward to this Weekend

This weekend I went bat-shit with [S.]ine [N.]omine. I already had Stars Without Number and several Mandate Archives. I nabbed the pdfs of Skyward Steel, Other Dust, Red Tide, An Echo Resounding, Darkness Visible, and Suns of Gold. I also picked up more recent Mandate Archives, along with Black Streams for Red Tide and Codex of the New Earth for Other Dust. It's been quite a haul. In case it isn't obvious, I've become quite a fan of Mr. Crawford's work.

How does this fit in with the title of the post, and the blurb about wargaming? Good question. Here is the answer in a nutshell:

I've been spending more time reading about the above titles rather than actually reading the titles.

An obvious side-effect to my employment with FedEx has been a sharp decline in my posting here. It has been a necessary, and lamentable, sacrifice. It is actually a by-product of the real sacrifice: a near-total lack of time to devote to gaming on any level. The weekend is the only time I have to squeeze in any time for anything game-related.

I guess we could safely file this post under "Whiny Little Bitch". If you've reached this point in reading this and feel like it has been a total waste of your time, you have my sincerest apologies. It's just been one of those things I needed to vocalize, in hopes that it will help me move past it.

Dang it! I forgot!

DrivethruRPG is having a sale thru March 15. 30% off selected items. All of the [S.]ine [N.]omine things I mentioned (that aren't already free) are included in the sale. If you kicked yourself for missing the Stars Without Number Bundle of Holding, now's your chance to do-over.

Monday, May 13, 2013

Stars Without Number

I'm late to the game (as usual) with this title. Better late then never, especially in the case. I have to admit that as much as I enjoy classic gaming in general and OD&D in particular, I was very leery of this game. Something about the idea of using the OD&D engine left me a little skeptical. There aren't very many class-and-level sci-fi games. It seemed to me that shoe-horning a sci-fi theme into an OD&D mechanic wouldn't really satisfy.

I was wrong. Kevin Crawford, the game's designer, explained that he decided to use the tried-and-true OD&D engine because it is so ubiquitous. Everybody that games knows what HPs are and how AC works, whether you like the systems or not. It isn't fully OD&D. It uses the Target20 method to-hit, and 2d6 for skill rolls. The Big Six stats are there in all their 3d6 glory. The bonuses range from -2 to +2. There are three classes, each with their own hit dice and experience table. All very familiar and comfortable. Which is the point: they are so ingrained in most gamers that these systems fade into the background without any effort.

The games greatest strength, aside from its prolific and talented designer, is its support for sandbox play. There are tables for randomly determining the barest details of alien worlds, such as atmosphere, size, biosphere, etc. There are also some tables that I'm not accustomed to seeing. There are extensive rules for generating Factions, and their operation. One of my favorite ideas here, though, are the guidelines for World Tags. These are just a simple sentence or two intended to almost immediately evoke something interesting about the world.

I've always enjoyed randomly determining star sectors and the rules for such are one of the make-or-break points in a sci-fi game for me. The problem I've always had, though, is coming up with unique worlds circling the randomly determined star systems. After a few solar systems I start running out of fresh ideas. These tags should definitely help with that. With these it will be easy to custom design key worlds in the sector and use the random tables for the rest.

There are complete rules for starship design and combat. There is also a supplement Skyward Steel covering naval architecture and warfare in greater detail. It isn't free, as are the rest of the things the links below point to. The pdf is only $9.99, though, and it is tightly focused on its topic, so it is definitely worth it if your campaign will feature naval themes.

All in all, this is a very good sci-fi RPG. There are many elements I haven't even mentioned, but by now there are many fine reviews. Besides which the pdf is free. If you're looking for a good sci-fi game that supports free-wheeling sandbox play, look no further.

SWN Free Edition
Everything you need. Period.

Infinite Stars
Formerly a free e-zine, now a blog. It covers more than just Stars Without Number.

Online Sector Generator
Generates a sector map, world index, NPCs, Corps, Politics, Religions, and Aliens. All with a single click of the mouse (ok, two clicks if you want to change the seed).

Mandate Archives
These free mini-supplements (about 8 pages in length) offer a very focused look at a specific campaign feature. They can be used as-is or tweaked to fit your individual campaign sector. The link points to one of the Archives, but links to the rest of them are found on that page.

Skyward Steel
Advanced rules for stellar naval operations and ship design.