Showing posts with label Westlands. Show all posts
Showing posts with label Westlands. Show all posts

Wednesday, June 5, 2024

Westlands

Westlands is an interesting 2d6 game. It does traditional fantasy fantastic, but it has a few issues.

The Unskilled penalty, a significant minus 3, can be challenging to locate as it's only mentioned in the sorcery chapter in an example. This needed to be mentioned early on when skills were discussed.

The character creation lays out a Stamina and Lifeblood statistic (Stamina taking damage first and healing the fastest, then Lifeblood), and the damage system talks about subtracting damage from END first, then STR and DEX. Then, the monsters have no Stamina or Lifeblood values. The game started with this new life pool resource (STA + LB); it sort of wasn't edited cleanly in the damage chapter (and both systems were included), and by the end of the book, it was forgotten, and things fell back to the three-stat damage tracking system.

To avoid confusion, ignore Stamina and Lifeblood and use the three statistic damage tracks laid out more clearly in Sword of Cepheus.

This is a bizarre game. It seems like a game created to patch issues in Sword of Cepheus since it is very similar, but it does its own thing in some places. It is not a waste of money since many areas, such as new talents and races, are expanded. So, if you play Sword of Cepheus and want house-rule expansion material, this is a solid book.

The game works well with Sword of Cepheus, and SoC seems better proofread and tested. At times, Westlands feels like the author's notes on how their group played SoC, and at other times, it doesn't. A second edition of SoC is coming out very soon (July-August 2024), and here is the Kickstarter to track progress:

https://www.kickstarter.com/projects/482738549/the-sword-of-cepheus-second-edition/description

Westlands has more traits and better monster statistics, which SoC 2 is also implementing. The original SoC rules do monster stats in a very hard-to-use UPP, such as C7G456, where Westlands lists the easier-to-use statistics.

Westlands does more straightforward sorcery (skill checks), whereas SoC relies on Talismans (casting bonus) and Foci (spell charges). If you don't like either system, mod it to something you like, such as having magic drain a mana statistic you calculate (INT + Sorcery skill level) at 1 point per circle level. Then, it damages the character after that pool is drained.

In comments on the DTRPG page, the Westlands author says he is demoralized by the OGL disaster. It is tough when games like this, which people poured their hearts into, are destroyed because of Wizards and their greed - for games far removed from any d20 ruleset! This is a 2d6 system and has nothing to do with Wizards or the SRD, yet it used the OGL and here we are. SoC 2 looks like the way forward once the Kickstarter is done, but WL is still an excellent game that needs a lot of love and fixing. I don't know if it will ever get it.

The OGL issue caused actual harm to many people and communities. It was far worse than any "words cause hurt" issue and wrecked the dreams of thousands of creators and even more people in those communities.

D&D died the day they pulled the OGL.

I have moved on to better things.

Wizards can put anything into the Creative Commons, and I thank them for being so generous. It will be a long road back, but the hurt is still here. What needs to happen is an OGL 1b license that adds two words - perpetual and un-revokable, and grandfather in everything published under 1.0a.

This needs to be fixed to heal that hurt. Even if Wizards abandoned the OGL forever, they should set it free, along with every work of art that used it. This one thing would end the OGL hurt forever and make it right. And they have no reason to hold onto the OGL anymore, they are moving on with what they do best.

And this would unlock the door for me to look at books from Wizards again.

The world of 2d6 gaming is like Linux, you have dozens of great games, all with the same base, and they keep revising and coming up with new ones all the time.

Foci are strange in the Sword of Cepheus game. Still, if you remember the old AD&D "spell components," this could just be said: "foci are components" and then allow for the rechargeable foci that SoC has added to the game, while the one-use ones are traditional components. A fireball spell in AD&D needs sulfur and saltpeter as spell components, so in SoC, you could say that one-use foci for fire spells are the same.

Westlands is like a "reaction game" to the original Sword of Cepheus, trying to expand and patch the first version into a more traditional fantasy game. Sword of Cepheus 2 is the next game coming down the road, and it looks to one-up them both with the lessons learned. I still like Westlands, flaws, missing rules, inconsistencies, and blemishes regardless.

Both work together well and are great inspiration and source material for 2d6 fantasy gaming.

Again, like Linux, 2D6 gaming is what it is: all compatible with minor differences here and there. Pick a distro and play.

Tuesday, May 21, 2024

Classic Car Wars: Cepheus Atom & Other Games

Suppose you are doing a Car Wars campaign with the Cepheus Light set of rules. Another great book to accompany your game is the excellent post-apocalyptic Cepheus Atom rule book, a rules-light version of a science-fantasy Gamma World or Mutant Crawl Classics setting.

Suppose your game leans heavily into post-apocalyptic themes, such as scavenging wastelands, survival, and barter with groups of survivors. In that case, this is a perfect digest-sized book to add to your library. This game also has Gamma World-style mutations, mutant monsters, and exposure to mutation-causing contaminants.

Our game was a mix of magic, superheroes, war themes, sci-fi, and gonzo post-apocalyptic maniac insanity. Different areas of the world were almost like classic post-ruin theme parks; some were super science, some were superheroes, some were like Mad Max, others Gamma World, some Death Race, primitive areas, some like Rambo vs. the Soviets, and some mutated animals. Our game was this wonderful mix of crazy but loosely related 1980s after-the-bomb-style insanity and action-movie tropes.

In our world, Detroit, Fort Wayne, and Toledo were the triangle of destroyed, barbaric, mutant-filled mayhem that was impossible for everyone to traverse, and they just did their own thing. Grand Rapids and Toronto, along with most of Michigan, were also in this destroyed, ruin-filled, toxic blast zone area of savage mutants and ruined cities.

The more Car Was area was Indianapolis, Cincinnati, Cleveland, Columbus, and Pittsburgh. Along with Midvale because we loved that place. Between Midvale and Pittsburgh are oil wells; if I start this game again, those will be a major focus.

The "Car Wars" part of the world was just a few areas left with roads and civilization. There were also destroyed parts, uncivilized areas, mutants-and-mayhem, Mad Max, and 1950s sci-fi enclaves worldwide. There were Land of the Lost-style areas with barbarians and dinosaurs, much like the Savage Land-style superhero theme comics, and there is also another excellent game in the 2d6 sphere called Barbaric 2E.

If areas of the world were sufficiently barbaric and isolated, they may have degenerated into violent tribes. This is more like a "Thundarr the Barbarian" feeling and has a magic power source. Parts of the world can be different, and the people there accept that and see their way of life as the proper reality. If there is a savage area of Michigan where people ride dinosaurs, that is how it is. One of the problems with the OG Car Wars was assuming "everything will be like normal America," which was a significant theme problem with the AADA Road Atlases.

In our world, there were areas where everything was turned on its head, and it wasn't this modernist, 20th-century American throwback. Like the new Planet of the Apes movies, there were parts of the world that were not the same, nor would they ever be.

Also worthy of mention (but not digest-sized) is the entire Sword of Cepheus game, or as a more traditional fantasy game based on the 2d6 system, the Westlands game.

Westlands is highly underrated. I would not use this as a Car Wars resource but more as a parallel fantasy reality to Car Wars. Where Sword of Cepheus is more dark magic and talismans, Westlands is more traditional fantasy. Westlands is an awesome 2d6 fantasy game, complete and more like a full OSR implementation.

Cepheus Deluxe deserves mention as another game to pull from, especially talents. Where Barbaric 2E and Sword of Cepheus are digest-sized games, the others are full-size books and do not have that "small book" feeling I want for Car Wars. If it is a digest-sized game, it is in my Car Wars world. Big-book games are their own worlds.


This also includes the 1950s-based Solar Sagas game for retro-1950s style space adventures, based on the sci-fi digest game Quantum Starfarer. This makes my high-tech enclaves (like NASA, non-oil Houston, Vandenburg, and a few other isolated space enclave futurist cities) a more Fallout-style pre-ruin enclave that shuns the regular Car Wars world and explores near space to try to leave Earth's madness behind. These places existed in our world, and they were highly isolated since they focused on off-Earth activities and did not share much with anyone.

Car Wars was the glue that loosely held the world together. Savage fantasy mutant areas existed in the wilds, and superheroes lived in fortress cities. Oh, and there is also a 2d6 Cepheus digest game for that, and out superheroes were often accused of ignoring the outside world (which they did). Fallout-style enclaves were more interested in living their own way and leaving the planet. it all worked together wonderfully as a gonzo post-apoc game with Mad Max cars, mutants, sci-fi, and superheroes. The evil Soviets kept trying to destroy the world like classic Cold War enemies. The world was factionalized, and people believed in their way of life.

This wasn't the AADA Road Atlas world at all. It was closer to the Umerican setting in a wasteland future with strongly themed factions with their own outlooks, lands, goals, beliefs, and even technologies. Parts of the world were mutant strongholds, while others had savage magic. Parts were isolationist retro-future enclaves, while others seemed like superhero comics. The glue holding our setting together wasn't DCC; it was Car Wars and a 2d6 Traveller-like role-playing game.

There are many fun 2d6 games out there, and they are just as good as many d20 games. They mesh well with both Car Wars and Battletech, and they are a unique alternate reality in the gaming sphere worth checking out.

Monday, June 6, 2022

The Sword of Cepheus and Westlands

I just love these old-school 2d6 roleplaying games. They are endlessly hackable, simple, and blazingly fast. They get the job done without a whole lot of fuss. The swords-and-sorcery version is the very cool Sword of Cepheus game, while the sci-fi version is Cepheus Deluxe. Want to hack the rules and make your own version of the game? Well, they have SRDs in MS Word format too:

It feels like Linux, and with some excellent layout software and some incredible art, you too can make your own roleplaying game. All you need is a game concept and, section by section, you would go through the rules, make additions or edits, and then playtest.

Also, a similar game for 2d6 fantasy called Westlands is only a dollar and comes in PDF format. It is not as nicely laid out as Sword of Cepheus, but it is very similar and will work well. It does a few things differently, and this is good to keep in mind if you find Sword of Cepheus a bit too dark fantasy and not enough swords and sorcery.


Strange Magic

Sword of Cepheus uses a magic corruption system and categorizes magic in white, gray, and black flavors - with black giving corruption. They have a strange system where spells take 10 minutes to cast unless you pre-charge with one-shot or rechargeable foci items. It is a different type of casting system, and they give you an option to fast cast at a penalty, so the game does its own thing with magic and requires a bit of expense and pre-planning with the spells you want to cast.

It feels like a bit of slamming the brakes on caster power, and it may seem excessive to some, and a lot of bookkeeping, pre-casting, and preparation for spell casters. When I first read it, the system turned me off, and it felt like a huge hassle. Until I read Westlands and realized that game ignores foci and the 10-minute casting time and does things more like I am used to.

Oh, yeah, I can just mod the game and fix it. I swear I am reading too much of Pathfinder 2, and in this mode, if it is written in fun, I can't change it, or I will break the entire system. And yes, it took me reading a 95% similar game to realize that. This is your brain, and this is your brain after reading 600 pages of rules.

Use the Westlands casting style if you want to play this game with straight swords and sorcery with easy magic. If you tried to ignore corruption, that is up to you too. These magic systems are hackable, and you can turn options on and off like toggles in a video game.

And, in fact, you should.

Ugh, these games these days where if you change something, you break everything else.


2d6 Systems

These 2d6 systems are popcorn to me. My brother and I hacked together a Car Wars RPG out of the original Traveller, and that system held up for 20 years. It works incredibly well, and I am doing the same thing for Battletech. Seeing hackable 2d6 systems these days for new games is such a cool thing.

Ask yourself, how much game system do I need?

All I need is a quick 2d6 system with a few customization options for many things. The Cepheus engine adds traits to the mix, which are like feats for character improvement (and you get during generation). These could be the "pilot abilities" on those Battletech pilot cards or special abilities you create for your character and get GM approval to use in fantasy games. These traits add to the game's current level of character customization and make it more than the traditional "ability plus skills" we expect from conventional 2d6 systems.

You could bolt on a heritage system like they have in Pathfinder 2, where you can level up your racial abilities and pick different powers as you go, like an asimaar getting wings or a holy aura. A dwarf could buy ore sense or detect vibrations. You could add class packages that do the same things. Hey, mod the game, go ahead.

Where other games try to give you a complete package and experience out of the box, these 2d6 systems are Linux distributions inviting you to make the game your own.

Or, put another way, it gives you the tools to make your own game.