“Ye Olde Fantasy“ is my working title for a long-running project to build up a pseudo-medieval toolkit for fantasy adventure gaming. This supplement provides games with quasi-historical flair but is not obligated to complete accuracy. There is a place for historical accuracy, but I am looking for games of dungeoneering that progress into Crusader Kings plus wizards and dwarves.
I am by no means a historian. While my bookshelf overflows with pop history books, and I have taken classes on medieval history and done many of the usual video lectures on the period, I am a novice. While reading a book or watching a course, I often must completely reverse my basic assumptions. So, take my claims with a massive grain of salt, and please let me know where I can improve.
Playing in quasi-medieval settings for fantasy gaming has always appealed to me. There is something to swords and sorcery, given that its tropes predate the hobby and still dominate it. Still, other exaggerations of the “Middle Ages” add further enrichment and impetus for fantasy hijinks. Weird hierarchies of agreements, often broken or betrayed. Peculiar forms of taxation with charming loopholes. A large church is swinging its weight around with varying degrees of success. Schisms and Anti-Popes. Saintly relics and Chaucer-esque pilgrimages. Peasant revolts.
And most importantly to me – a slightly more focused attention on how society works. The implied setting of OD&D is a fantastic fever dream I love to return to repeatedly, but it does not feel like people could function in it. Not that I think you need such attention to detail – the implied worlds of classic D&D have stood the test of time. Still, I am not the first to feel this way – there is an anecdote that Greg Stafford, acquiring an early commercial copy of the game, wondered how people could live in such a world. It does for me what I Cast Light sometimes refers to as “French Vanilla Fantasy” – where you have shared, accessible assumptions and twist them just enough to make it feel unique or unusual.
I decided to stop pretending I would write these as a tightly edited book. I have very little time for my other hobbies. By turning them into posts, I can produce them quicker, and while they may be a bit janky, they’ll at least be what I’m using at the table. Feedback is greatly appreciated.
Isn’t D&D already medieval? No, it’s not: this post covers some great reasons. Why not play a system more oriented toward this style? Why not HarnMaster, Chivalry & Sorcery, the Osprey Games, Mythras, or OpenQuest? That gets right to the heart of these tools. They do not have pilgrimage generators, no means for building a barony, or other flavorful procedures. These posts are my take on providing such systems.
In the next post, I will discuss some mechanical, system-level assumptions. These tools are system-neutral but come with some baked-in assumptions related to adventure gaming.
2 Clacky Cubes takes a time-tested resolution system and makes in-line with the Mosaic Strict guidelines, free to be used with any tabletop game you see fit, adding some commentary and examples on how it might be used at the table. All you need is two six-sided dice (abbreviated as 2d6) and a situation where one or more characters attempt a task that has an interesting chance of failure. In many traditional games this may be called for by a Game Master (GM), but depending on how your table plays – this could be other players or perhaps even be yourself.
Setup
Before resolving anything, the table needs to be clear about the present situation. Communication in tabletop games can be difficult, so the entire table is encouraged to ask questions, clarify, and negotiate until everyone has an understanding of the following:
Conflict – what is the overall situation, what threats and challenges exist?
Intent – what is the overall goal the character is trying to accomplish? What impact will this have on the situation?
Task – what actions are the character taking to reach the stated intent? What tools are they using? Do they have any particular advantages or situational elements aiding them?
Risk – what does the potential failure look like, or what will happen if the characters do not act or react? What disadvantages and conflicting elements are at play?
Basic Resolution
Once the above is understood, the player picks up and rolls 2d6. If the total sum showing on the dice results in 8 or greater (written as 8+) they have succeeded at their intent. Any less and what they were risking manifests.
Using this basic resolution system there are no “modifiers” and nothing is added or subtracted from a roll, instead the table adjusts how effective the character is at succeeding in their intent, or scaling the amount of risk involved.
We have a character on the run from some guards in a fortress they were infiltrating. It’s a rainy night, and as they round the corner they discover a dead end. Looking up they estimate a climb is doable, and the thorny overgrown vines may pose a problem. But because of their sleek, black cloak, if they can just get beyond the walls of the fortress there’s no way any guards will be able to spot them in the field under the dark of night.
With the guards in fast pursuit, the table decides that because of the storm failure means the character will fall flat on their back, leaving them prone when the guards arrive, and the large thorny growth on the wall will tear through the cloak they are wearing, ruining it for the time being.
Advanced Resolution
The Basic Resolution system can work perfectly for most games, but there are groups that prefer modulating the chance of success based on contributing factors, rather than just adjusting the outcome.
To do this – the table should take note of each disadvantage imposing on the conflict and assign a value of -1 to the upcoming roll. If the GM/group would say the negative circumstance as being “very” disadvantageous – make it -2, and the most extreme would net a -3.
Now go about the same process for advantages, skills, gear, etc. that the character may have – adding +1 for most benefits, +2 for large ones, and +3 for massive boons.
Add the net result to the roll, and again if the outcome is 8+, the intent is achieved, otherwise the consequences of the risks are suffered.
In our above example, with the knave running from guards looking to scale a wall covered in sharp vines in the middle of a rainstorm, the GM decides that both the rain and the vines net the character -1 each. The player notes that the character has a background as an acrobat and is thus skilled in climbing – giving a +1 advantage. This nets the character an end result of -1 to their roll.
Some tables may wish to gauge certain tasks as being inherently easier or harder from the initial premise, before considering further modifiers. If this is useful for your group the following table is suggested to modify rolls with:
Task Difficulty
Roll Modifier
Very simple
+4
Easy
+2
Risky
0
Hard
-2
Extremely difficult
-4
Contested Resolution
When multiple sides are in conflict, and each side wishes to roll (for example if two player characters are arm wrestling), every side does so.
If only one side succeeds – they achieve the full intent of their task. If more than one side succeeds, whoever rolled highest gets most of their intent, but at a compromise, as the other successful parties achieves a small amount of their intent.
Ties or all sides failing results in a stand-still, or if the referee/table finds both sides suffering their risk more interesting, the side that rolled lowest faces more of what they were risking than those who failed with a higher result.
A goblin is racing to grab a priceless vase and make off with it. An elf guard wishes to physically impose on the goblin and apprehend them from doing this. The goblin rolls an 10, while the elf rolls an 8. So both succeed, but the goblin succeeds “better.” The group decides this means the goblin has snatched up this vase, but the guard dove and grabbed onto the goblins leg, being dragged behind and slowing their escape.
Aiding Others
Whenever characters are directly helping another in a conflict, consider all allies as an advantage for the character in conflict, reducing the risk and/or heightening the impact success has, when using the basic resolution method. Or by adding to the character’s die roll based on how impactful the table finds their aid when using the advanced resolution.
A character is trying to force open a door by ramming into it. One of their allies decides to stand alongside them and batter the door in unison.
When using Basic Resolution – the referee/group decides that this would allow the party to breach the door in one strike instead of several, surprising anyone on the other side of the door.
If using the Advanced Resolution – we decide the ally, while not particularly strong, is enough to help the endeavor – giving the first character +1 to their roll.
When characters are aiding others in an indirect fashion, each character must roll their own contest, with success benefiting later conflicts they are aiding. This is for situations such as when a character is crafting an item for another to use, or when a character is securing a rope for another to traverse up a cliff.
Unlicense
To the extent possible under law, Justin Hamilton has waived all copyright and related or neighboring rights to 2 Clacky Cubes. This work is published from: United States.
Here is a rough description of the environs I have came up with for my Gygax 75 setting, Umborea.
I have a map, but would prefer not posting it so my players can hex-crawl through the region.
Settlements
Stride (starting village)
A village resting on God’s Heart lake, just under the gaze of the Shaper’s resting head. Whether this is truly part of the buried Old God, or just one of his artifacts is unknown – no one dares approach it or the monastery in the mountains, fearing the dooms that cast the gods down during the last aeon.
Ember
A massive city state near the meeting point of two rivers. Once the furthest east city of the Phoenix King’s Empire, it is now ruled by the defiant war queen Tannia who burned half the city in her rage. She seeks to unify the peoples of the land and discover the truth of the last age’s destruction, sending knowledge-seekers into the labyrinthine crypts below the city.
Wax Knights’ Keep
A fortress looming on the Sea of Storms to the east. This knightly order traces their lineage back before this valley was flooded. They vigilantly watch the sea from their towering lighthouse. Members of this order have been scene transporting captive monsters back to their fort.
Terrain
Shaper’s Reach
A low mountain region in the northwest vale, noted for having a massive stone head and hands jutting out of the stone. Said to either be a relic made by the Shaper, or may actually be his resting body.
God’s Heart Lake
A massive swell of water just below Shaper’s Reach, said to be a spring reaching down to the Shaper’s heart itself, and many seeking truths of the old age come to drink from it.
The Teeth
The mountain range occupying the southwest portion of the vale, surrounded by a rocky stretch of dust and sand, people fear this region for being a home of the Gods’ Forsaken Children.
Sea of Storms
A tumultuous sea to the east of the vale, watched over by the Wax Knights, rumors of creatures dwelling below, and mystical isles being hidden out beyond the horizon.
Dungeons & Places of Interest
Monastery of the Shaper (main dungeon)
An ancient stone monastery on an open palm in the Shaper’s Reach. Its true purpose is unknown, although many people believed that the chosen of the Shaper dwelt here amongst their god, worshipping and reveling in his mysteries. None dare return here fearing curses, and fear the squat, rough figures seen patrolling the reach.
The Smolder/Labyrinth Below
The half of the City Ember that was burned by Queen Tannia in her conquest. Although rumored to hide many riches, people dare not tread her for rumors of dread spirits. There are also many access to the crypts below, and Queen Tannia rewards handsomely for relics and tomes of the past aeon retrieved from there.
Shattered Academy
In the sands just before reaching the Teeth lies an ancient academy. Once home to a wizened collective, it is rumored that they discovered something horrific, causing terrible beings of light and fire to descend upon them, scorching the valley and casting all into who lived out into the sandy wilds.
Encounter Table
Winged Wheel of Light and Fire: An alien and awe-inspiring massive being, said to have brought judgement upon the Gods during the past aeon.
Barbed Serpent: A wyvern from the roosts of the Teeth
Jackal-Folk: Nomadic creatures of the desert, one of the many Forsaken Children of the Gods.
Wax Knights: Vigilant warriors, on patrol searching for creatures.
Ravenous Dead: Nightmarish shambling creatures, seeking to sate their hunger on the blood of the living.
Bandits: Looking to take advantage of weary travelers and wealthy caravans.
Caravan: Seeking the best route to the Merchant Kingdoms of the west, or any of the Defiant City States.
Gargoyles: Winged creatures, said to be one of the many foul descendents of the Shaper.
Lion: A pride of lions ranging or hunting over the arid grasslands.
Stone Man: A massive stone being, carved in ancient script, following some unknown purpose.
The Blind Sage: A cursed being of shadow, said to be one of the professors from the Shattered Academy.
If you don’t have the time or desire to check out the links, the Gygax 75 Challenge is look at an article Gary Gygax wrote detailing a method of developing a campaign setting for D&D in 5 weeks.
Week 1 is a collection of bullet points serving as the setting’s pitch, and a list of a few inspirations.
Pitches
A world recovering from an apocalyptic flood, people have just began to start exploring the changed world around them, abandoned by the Old Gods who watched over them.
The land is covered by the ruins of an ancient civilization, one in which the Old Gods walked the Earth, coupling with humans, producing monsters as offspring.
Many have begun looking for answers below these ruins, discovering revelations and insights that show them the true nature of reality, and how to reshape it.
Others believe monsters carry aspects of their divine lineage, and study, fashion artifacts from their horns and teeth, or even consume their flesh and blood in attempt to become closer to the Divine.
Technology is roughly late bronze or early iron age, although with the typical D&D anachronistic view of technology – its more for tone than actual restrictions. Also horrific bio-technology built out of monster parts.
Only human player-characters to start, and no Clerics. I am debating on either having only Fighters & Magic-Users, or allow everyone to cast magic based on utilizing monster parts in ritualistic blood magic or horrific Cronenberg-esque “gadgets”, or through grim insights that allow casters to rewrite reality, but threaten to tear their essence from their body.
Inspirations
The Book of Enoch, and associated texts – pretty much the setup for the setting, in inspiration only, not a literal take on the texts
Monstress – visually, monster inspiration, and the war between the Arcanics and the Cumaea
The Dictionary of Mu – an amazing pulpy sword & sorcery setting that has a tone similar to what I want, as well as being a great example of using Biblical influences
Bloodborne – storytelling, Insight, the Healing Church, Pthumeria
Hollow Knight – storytelling style, tone, environmental inspiration, and especially the Radiance
Various “Near East” (I need to find a better, less Eurocentric term) and Mediterranean mythologies – a constant source of joy and inspiration for me
I don’t really know how to use Pinterest so the sections/dates etc. may be weird. I also realize I grab a ton of material. I should probably start sifting through to get a more consistent aesthetic.
For thousands of years the Gods reigned. Having formed creation out of the primal waters of chaos, breathing life into mankind, and blessing us with their gifts they ruled over use for a multitude of generations, a true golden age.
As the years waned on the Gods bestowed upon us civilization and the rights of kingship. They showed us how to conquer the wilds, build tools, raise cities, and even how to shape reality with powerful magics. After fostering us the Gods departed for their home, a gleaming city on the Isle in the Center of the World.
Mankind gave thanks to the Gods in the form of offerings, and would send their dead in boats to live out the afterlife with their Creators.
But something changed eons after their departure. The sun hung low and red in the sky, and the moon slowly faded into the black of night. The dead were found listing the coasts in the wasted vessels they were sent out upon. Those few that retained any semblance of speech told of a massive, tarnished city hidden in the fog. No gods found in attendance, only ravenous ghosts.
After the dead returned, so did the first adversaries. A multitude of beings whom the gods wrestled and bound, the unmakers of reality tore through fissures in the veil, setting themselves upon humankind.
City after city fell the unearthly incursions, and those from within who believed us lost in our ways, deserving of damnation. You are one of the many sent on an arduous voyage, to find the gods and plead for their aid, or to find the tools they used against the demons in the time before humankind.
I’ve ran quite a few sessions of my Doomed Reach game. While been a lot of fun, the only downside is that the player scheduling portion of the setup hasn’t been too successful. Initially people jumped on gaming slots, but as this progressed it kind of became a situation where I started prodding certain players, so it essentially devolved into a traditional game, only with a lot of players and a lot of open threads.
I also ran Winter’s Daughter using Old School Essentials for friends and coworkers. This was a lot of fun, and I would like to write up what I recall of the actual play.
On Sundays I have been running an open table game using Old School Essentials, we’ve started with Winter’s Daughter and have played through three sessions. I think the group is almost finished with that particular dungeon, so I will be interested to see where it goes from here.
I have also been bitten yet again by the Glorantha bug, and am trying to find a game of RuneQuest or HeroQuest online. If I don’t soon I may have to run RuneQuest, but I am not sure if that will be too many games for me.
I have a love/hate relationship with the ideas of critical rolls. On one hand, I love ridiculous tables, things driven by chance, etc.
On the other hand, I often dislike that something can be completely won or lost by a roll alone. I tend to like these sorts of things to be eventual outcomes of a successful plan or a stupid idea. The chance that something can just get a 5% roll, which will happen frequently enough, and maim or murder a character or npc outright is a little too frequent for me.
Because of this I have mostly modified my “criticals” in OSR games to require the person being critted upon to make a saving throw before any effects are levied, and even then I end up using a temporary wound chart.
I have been replaying Bloodborne and recently been running Burning Wheel with a group of players that are majorly magic users. Both of these have got me thinking about Insight and risk-reward style systems in rpgs.
I’ve been toying around with the idea of Insight as it exists in Bloodborne, and I think I have came up with something I want to toy around with more. Here’s the basic top-of-my-head version with no amount of play-testing or really running it by other people for quality control.