I’m not saying this is a good version of this idea, or even that this is a good idea.
But it SHOULD be playable…
*There are three colors of pieces, white, black, and red.
*Black and white are both lines up on one side of the board, with the white pieces being the left half of each line, and the black pieces being the right half. There is no queen, instead both black and white have kings.
*Red pieces are set up normally on the opposing side.
*One player runs the white pieces, and one runs the black pieces. They work together, and are considered to be on the same side (for example, their pieces cannot capture one another).
*The red pieces represent the opposition, and their movements are determined randomly.
*White moves first. Then red. Then black. Then red. Repeat this sequence until a king is in checkmate, or normal rules of chess would indicate a draw.
*Number all of the Red pieces, 1-16, starting with the pawn on A7, running right to H7, then moving up to the rook on A8, and running along the back row to H8.
*On Red’s move, move it’s pieces by following these priorities:
1. If its Red’s King is in check, it takes a legal move to capture the piece placing its King in check (if this removes the King from being in check from any piece), block check, or remove the King from check. If multiple such moves are possible, Red prefers capturing a checking piece, then moving the King out of check, then using another piece or block the King. If multiple such moves exist determines which move it makes randomly.
2. If Priority 1 move does not occur, and a Red pieces is in a square where a black or white piece can capture it on the black/white’s next turn, and the piece can legally move to where that will not be true, it does so. If it can capture an opposing piece with this move, it does so (see Priority 3 if there are multiple pieces it can capture).
Otherwise it moves the fewest squares it legally can to move to a square where it cannot be captured on black/white’s next move. If multiple such squares exist, select which one it moves to randomly.
If multiple Red pieces can fulfill priority 2, move the one that is of the highest value. If multiple pieces of the highest value exist, move the one that can capture an opposing piece. If none can capture, determine which one moves randomly.
3. If a Priority 1-2 move does not occur, and Red has a piece that can legally capture a black or white piece, without exposing its king to check or ending in a square where a black or white piece can take it on their next move, it does. If there are multiple such legal captures, it takes the highest-value piece it can. If there are multiple such captures of pieces of the same value, determine which one it takes randomly.
4. If a Priority 1-3 move does not occur, and Red has a piece that can legally capture a black or white piece, without exposing its king to check, but doing so leaves it in a square that can be immediately taken by a black or white piece on its next move, roll 1 six-sided die. On a 1-3, the Red pieces makes the capture. On a 4-6, it does not. If there are multiple such captures possible, roll once to see if Red makes any such capture, and if it does use the rules from Priority 3.
5. If a Priority 1-4 move does not occur, and Red has only a single legal move, it takes it. This is true even if it is a move that was ignored during Priority 3.
6. If a Priority 1-5 move does not occur, roll three dice, total them, and subtract 2 from the sum. If the result is 1-16, and that Red piece is still on the board, move the piece matching that number. If that Red piece is no longer on the board, go to Priority 7.
6a. If the piece is a Red pawn, and it can move to the Black/White home row without ending in a square where it can be captured by a black/white piece on its next turn, the pawn takes the move and is promoted to a Queen. It retains its original numbering.
6b. If the piece can move to a square where it could take a black or white piece on its next move, it does so. If there are multiple such squares, it selects the one with the fewest black or white pieces able to take it on their next move. If multiple such squares exist, determine which one it selects randomly.
6c. If no move is indicated by Priority 5a, make a legal move that goes as far as that piece can go, in a randomly determined direction, that does not end with it in a square where it could be captured on black or white’s next move.
7. If the Red piece indicated by the die roll is no longer on the table, instead move the remaining Red piece with the closest number. If two remaining Red pieces are equidistant in numbering, go with the lower number if the result was odd, and with the higher number if the result is even.
7a. If the newly-selected Red piece can legally capture a black or white piece, it does. If this would expose its King to check, the King is moved in a randomly determined direction however many squares are needed to keep it out of check, in ADDITION to the Red piece making a capture. If there are multiple black/white pieces the Red piece could capture, use the preferences from Priority 3.
7b. If the newly-selected Red piece cannot capture a black./white piece with a legal move, it is moved in the following manner. Roll 1d6 and add one. This is the numbered row the piece moves to. Roll 1d6, with 1 being B, 2 C, 3 D, 4 E, 5 F, and 6 G. This is the column in that row the piece moves to.
If there is a black or white piece in that space that is not a King, it is captured, if there is a black or white King in that space, the Red pieces is captured. If there is a Red piece in that square, the higher value of the two Red pieces takes the square, and the other is capture. If the two red pieces are of the same value, determine randomly which one gets the square.
*If either the Black or White king is placed in Checkmate, or if both are ever in Check, Red wins. If the Red King is ever in Checkmate, black and white win.
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Okay, for gameplay reasons I am totally down with a “Common” tongue, as is frequently presented in RPG campaigns, especially fantasy RPGs.
But what IS it?
Without changing any rules at all, you can help give a campaign world some interesting backstory by explaining why there is a “common language.”
Here are 20 examples, built on tropes common to d20 fantasy games.
“When the mighty empire of Te Essar collapsed, its official language was already known to most of the world, and became the common language of trade and diplomacy.”
“The deity Commonos wished all people to trade stories, and gave them a single language in which to do so.”
“The eldritch Power Words, Glyphs, and Sigils used in so many spells require significantly study to use to their full mystic potential, but their common forms are easy enough to learn, and taught to populations worldwide as a method for seeking those with a spark of spellcasting talent.”
“The Plane of Shadow is a reflection of all that occurs on the Material Plane, including all language. The Shadow Tongue is a simplified amalgam of all mortal tongues, and can be vaguely understood by any literate person.”
“The Logos Prima was invented by a travelling bard centuries ago, and carefully designed to be easily learned by anyone, from any culture. It has a single, unified spelling and sentence structure, and avoids elements that make some languages more difficult to learn, such as tonality and gendered nouns, and has a simplified structure to allow it to be picked up quickly.”
“It’s a virus. Exposure to the sound, or the sight of it, allows it to creep into your mind, and infect your thoughts with its syntax, and vocabulary.”
“They come once in each generation, to every library and school above a given size. The Solresolut, the Inevitables of Communication. Immortal teaching machines, they offer the language of the Law of the Spheres to any who will learn it, then leave the laws themselves behind. Ignorance of the law is no defense, but every mortal is given a fair chance to learn them.”
“When the world was young, the Cyclops discovered art, and architecture, and language. They built mighty fortresses and huge henge that could predict the seasons. No one knows why these cyclopean ruins were abandoned, but their uses to ancient cultures to know when to plant, when to migrate, when the moon would eat the sun ensured that the basics of what was written upon them would be learned worldwide.”
“The angels spoke Enochian, the tongue of the heavens. Devils taught it to man, to ensure they would be ready to bargain for even more knowledge.”
“It turns out if a demigod archmage genie gets annoyed enough with translation errors in her mail order service, she’ll wish ‘there was one Common language almost everyone knows’.”
“The self-replicating Printing Press Golems nearly destroyed the world. But from their ruined movable type, a single common alphabet was born… ”
“Look, humans can interbreed with almost anything. If it;’s a less common or less popular combination, we just call it a half-whatever. half-dragon. half-angle. half-orc. If it’s happened enough to develop its own culture, it gets a new name. Minotaur. Centaur. Harpy. As a result, the most popular human languages are taught to a LOT of wondering offspring…”
“The first Riddle of the Sphinx was a grand mystery for centuries. It was taught in every academy, studied by every sage. Given how crucial context is to understanding and solving riddles, it’s native tongue was taught alongside it, to ensure no nuance was lost in translation.”
“When madmen worldwide all babble and scream in the same language, it’s worth knowing what that language is, and what they are saying.”
“The Grand Trickster demanded that all understand his jests, and the skalds sought out to ensure this could be so, though it take carrying his words to every corner of the world.”
“When the gods made mortals, they gave them language. That which best spoke of rock was adopted by the dwarves. That which best spoke of wealth was adopted by the dragons. And that which best spoke of toil was adopted by the workers, crafters, and servants of the world.”
“They come to every port and trading post, in creaking ships and caravans of twisted beast. They are known by their brightly painted masks they never remove, and overly-sweet perfume scents masking a hint of rotting flesh beneath their faded robes. They buy, and sell, and trade, and make many wealthy, but they do it all in just one language. If you wish to do business with the Traders, you must learn this common trade tongue.”
“In the first seasons, the beasts all knew two languages, which gave them dominion over the material world and the spirit realm. The tool-makers stole the common words of material dominion from the beasts, and became ascendant. Now druids guard the spirit dominion language closely, and forbid that it be taught to any but those of their own order.”
“The wind whispers, the river mutters. Fires spit and curse, and the earth groans. Early people could rarely master all of any elemental tongue, but ususally learned a few key phrases from each, forming them into a set of common words and phrases that were almost universal.”
“Common? You mean Khelvish? Sure, it’s common where you are from, in the lands between the Basalt Mountains and Shallow Sea. A few folks ’round these parts know it, too. But if you want to be able to talk to everyone in these parts, you’d best learn Fworven, or at least Low Glett.”
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I hate being in situations where I don;t understand the social expectations.
This includes nearly all forms of confrontation.
Not knowing how things are supposed to go, not having a clear grasp of the rules of any interaction with people, makes me extremely nervous. Sometimes it makes me puke. I am not kidding when I say it’s among the hardest things I have to deal with.
For some things, my career of choice has made such interaction unavoidable. I have spent decades trying to get used to those specific interactions, both so I can fake them when they go off the rails of what I am used to, and so I just feel I have a stronger grasp on what their (generally unstated, often poorly understood) rules are.
When I don’t HAVE to interact in a way that makes me uncomfortable, I generally don’t. If I have spare spoons I might dip a toe in just to remind myself that fire won;t actually fall from the sky, but I rarely have the spare spoons.
Sometimes, however, I don’t feel I have a choice. Sometimes it’s about something more important than my comfort level.
My current apartment complex has a pond in the open area behind our building. It’s not huge, but at the center it is 4-5 feet deep. And, of course, as a result of the week+ of snow and sub-zero temperatures, it’s mostly frozen over.
But only mostly. And, that surface ice can’t be depended on.
Yesterday, I happened to glance out a window and see three boys playing on that ice. Throwing rocks to try to break through the ice… that they were standing on. Stomping on it to see if they could crack it.
I froze for a second. I did NOT want to have to interact with youngsters, age unknown, attitude unknown, and try to convince them (with no real authority) to stop paying on the ice.
In shock, I mentioned to my wife what I was seeing. She confirmed what I knew, but did not want to admit.
“Oh, lord, you need to tell them to cut it out!”
Yeah, I did need to. My discomfort, even if it was going to be extreme, was not as important as the safety of these boys. Yes, they were being stupid. But that doesn’t reduce the value of their lives.
So I stepped outside, and called out to them. I asked them to PLEASE not play on the ice. The ice could be thing, the water is dangerously cold, and if they slipped UNDER the ice it could be hard to get them out.
Oh, they said. Really?
Yeah, I promised. Really.
Okay, sir. Thanks!
And they got off the ice. And have not gotten back on it.
Objectively, this was an incredibly minor interaction.
Subjectively, I was exhausted and shaking for about 30 minutes.
But this wasn’t about me.
Sometimes, it isn’t about me.
I had a chance to sit down with the awesome folks of Nerdarchy at Gen Con 2018, and talk a bit about tabletop gaming, content creation, and the evolution of RPGs!
(And some thoughts on Starfinder RPG, Paizo Inc., 5th Edition D&D, Green Ronin, crowdsourcing, and more!)
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“I want to aim for his eye! So I can blind him, and kill him in one shot!”
“Okay, his eyes widen as he sees your malicious intent, and he throws up a guard. Make an attack roll.”
“What modifiers for aiming for his eyes?!”
“None. You’re always aiming for your foes’ eyes.”
“No I’m not! I’m just trying to hit. I want to do a lethal blow now!”
“You’re always trying to land a lethal blow, unless you do something special not to. It’s a fight. Your character is always doing their best unless you say otherwise. Your attack rolls already represent the very best attack your character thinks can land. Of course you want to stab him in the eye, or cut off his head, or pierce his heart. And that’s represented by the existing combat rules of the game. And when the foe goes down, that is when you succeeded.”
“But maybe I can do those things before that!”
“Sure. It’s called a “critical hit.” in this game. A “stunt” or special maneuver in other games.”
“But I want a SPECIAL chance to kill him in one shot!”
“Okay. Do you want every foe you ever fight to have a special chance to kill you in one shot, too?”
“You’re no fun!”
“If you want to try to be flamboyant in your attacks because that’s fun, I am fine with that. That’s why I said he reacted to your effort. And if this attack kills him, it’ll be because you ran him through the eye, and that’ll be awesome.
If you want to have a reduced chance to be effective because of what you are trying, feel free to not use your full combat bonuses.
If you want an increased chance to be effective because of what you are trying, once I allow that why wouldn’t you always do that? And every other PC? And every NPC?”
I haven’t done one of these for a while, so:
TOP TEN INEVITABLE GEEK SHOWS
10. The Southsons Family Park and Morty
Irreverent animated family comedy that riffs off more popular shows, while trying to create its own catchphrases and making all the same mistakes and with less original writing.
Look, Supernatural has gone on forever, all the main characters have died (most more than once), and no spin-off has been produced. So:
Young hunky gender-swapped clones of the most popular characters–Deanne, Samantha, Charlie, and Cassielle, try to make their own path and escape the shadow of their originals.
A reboot of the T-Rex Transformer as a high-functioning sociopath robot that solves crimes. Seven episodes over four years!
7. Mithral Girls
Linda Carter heads up this heroines-of-a-certain-age sitcom when powerful, confident women who saved the world in the 40s, 50s, 60s, and 70s decide retirement isn’t the best use of their golden years.
6. Crowd Hoot
UNIT was disbanded for budgetary reasons… but not everyone is willing to leave the Earth undefended. Every time a new threat looms, rogue “Companion’s Companions” gather a different force of people who have traveled in a TARDIS before to deal with it. All under the direction of the mysterious mastermind “DN.”
5. Agents of G.O.T.H.A.M
It practically writes itself, continuity be damned.
4. Throne of Games
Political intrigue, sex, betrayal, and war as a single shared video game universe groans under the weight of Smash Brothers, Tekken, Mortal Combat, and Kingdom Hearts all fighting to control the Grid. The mash-up you never asked for!
3. The Mighty Crusaders
Heroes are big, in movies and on TV. Archie Comics characters are making a big push on TV and streaming. So doesn’t it make sense for the heroes originally written by Superman co-creator Jerry Siegel to get their own show?
The Shield, Flygirl, the Black Hood, War Eagle (if the rights can be ironed out), the Shadow (again, rights), the Comet. The Crusade starts now!
2. Star Trek: Eugenics War
After the war, the records of what happened when got badly confused. The Eugenics War is now, and Khan is Earth’s last, best hope.
I mean, it’s worth a shot…
1. CSI: Brainiac
He’s stolen cities and destroyed planets to collect all the knowledge in the universe. But there are some unsolved mysteries throughout the galaxy Brainiac can’t stand not knowing the answers to. So the all-powerful artificial intelligence has gathered the best CSIs of all worlds and sets them to solve one mystery each week.
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Happy holidays all! Regular articles will return with the new year, but for now please enjoy this bit of silliness.
It was the Night before Adventure and all through the Party,
Not a Creature Was Stirring, their snores much too hearty.
No one on watch, they trusted a spell,
And if it didn’t work, their mage they’d give hell.
The steeds were all stabled, the familiars asleep,
The summoner’s eidolon made not a peep.
The rogue clad in mithral, paladin in full plate,
Knew the forces of evil would just have to wait.
When from camp’s edge there arose a loud scream,
Two boom, three zaps, and one laser beam.
“To arms” a knight screamed, to weapons they dashed,
Though the bard didn’t make it, his head was too bashed.
The wards all collapse, some hirelings did flee,
As a cyborg rust monster attacked us with glee.
“I won’t kill you all” it said in voice clipped,
“I’ll just rot your stuff, so your power is dipped.”
The adventurers all gasped, and considered the horrors,
Of loosing their status as bad-ass top scorers.
They rolled their initiative, and cast up their buffs,
And leaped up to engage in violent fisticuffs.
The monster did taunt them, and call them bad names,
As it used its evasion to dodge magic flames.
They stabbed it, and slashed it, and missiled it with magic,
Until its form was quite punctured, lifeless, and tragic.
The adventurers smiled, and kicked the dead brute,
For they knew in its lair, there was surely more loot.
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The Plains are the safest. Not safe, mind you, but not as bad as when you move too far in any other direction.
They can’t cross running water, so the Mississippi is the barrier from the East. I’ve heard the Panama Canal is as safe as you can go South, but I don’t know anyone who has gone any further than Laredo. Something about the air. Baja California is supposedly still okay, but god help them for being so far West.
There’s no set barrier between the Plains and the West Coast. The Rockies do most of the work of keeping us safe, but stay clear of the passes. Everyone knows what happened at Logan Pass, and I saw how bad things get close to Marias Pass myself. I-15 is like a line of death, and they move north-south along it much, much too easily. I-90 isn’t as bad, but it’s not good either. I don’t go farther North than Nebraska, anymore. I’m told U.S. 20 is worse, but I never saw anything on it.
I wish I could say they only come out at night, but that’s not true. They see better at night than we do, or at least most of ’em do, so night’s more dangerous. But they can move and hunt in the day, too. The leaner pickings get, the more they hunt in the light. But that doesn’t mean you should feel safe if there are people around. Some groups just haven’t been hit yet. Others make… arrangements. Arrangements that don’t go well for strangers to their area.
Shooting them in the head is great, but not strictly necessary and requires you to be sure what part is the head. If you have the ammo, center-mass is still the safest bet, but it takes a lot of lead. Clubs seems useless, and machetes are too likely to chip and bend. Spears are okay, but you need some kind of cross-brace, or they just pull themselves down it until they get to you.
Axes are good. Shovels work in a pinch, if sharpened.
Don’t listen to anything broadcast. Don’t eat anything you can’t identify, even if it comes from a can. Don’t try to read anything in a language you don’t recognize. If you think you can hear the stars, get inside. If someone near you says they can hear the stars?
Axes are good.
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Very soon, RGG will be releasing Starfarer’s Codex: Horrifically Overpowered Feats.
And it’s my fault.
This is, obviously, a new entry in the Horrifically Overpowered line of game supplements, bringing the world of OP to Starfinder-compatible games. And while it WILL update many of the old Pf-edition OP feats, that’s not all the book has.
Oh heavens no.
It is SO much worse than that.
“How bad could it be?” you ask. Pretty bad. game-breakingly bad. You should never allow ANY of these into your campaign.
Seriously, let me show you.
Here’s just a few examples of Horrifically Overpowered Star Feats.
Ain’t Got Time To Bleed (Horrifically Overpowered)
You can rest when you’re dead.
Benefit: As a full action, you can use any option available to you that normally takes 10 minutes. You are subject to all the other restrictions of the action (it’s fast not free, get real).
Ancestral Plasma Canon
You have an item your family has carried into star battle with star demons for star centuries.
Benefit: Select one category of item that is not consumed when it is used, such as a small arm, heavy weapon, light armor, an armor upgrade, or a technological, hybrid, or magic item. Each time you gain a new character level, this item is upgraded to any item of the same category you wish with an item level no greater than your character level +2. If the item is lost or destroyed, it or a replacement returns to you no later than the next time you gain a character level.
Resolved (Horrifically Overpowered)
No one is more resolved than you are.
Benefit: The Resolve Point cost of any ability or option that requires Resolve Points is one lower than normal for you. If that makes the Resolve Point cost 0 or less (yeah, or less—if you are allowing THIS option, who KNOWS what you’ve allowed into your campaign?!) you can still only use the ability if you have at least 1 Resolve Point remaining in your Resolve Pool.
If you want to make me stop writing such ridiculous pandering products which appeal only to power gamers and bring shame on my reputation as a professional, feel free to join my Patreon, in the hopes the money will distract me and put an end to this terrible idea.
Or… I mean back me and tell me to write more. As long as you give me money, I don;t care what you ask me to do.
On my birthday, which is today, I tend to think about memories of previous birthdays.
I have a lot of great birthday memories.
I hold the first “OwenCon,” cutting up things like comics to make a flier, and pick an older friend to be toastmaster.
My mother has us all play a game where each kid has a balloon tied to one ankle, and you try to stomp out other kid’s balloons with your other foot.
My mother makes a pinata, which we bash the hell out of.
We stay up all night playing Dungeon, which a friend brought over.
We stay up all night playing Dark Tower, which a friend brought over.
We stay up all night watching the Thunderbirds anime, which is streaming on a pay channel we don’t normally get, but which is doing a free preview that weekend.
We stay up all night watching VHS movies.
I run a D&D game all weekend, as an adult, with friends coming and sleeping over.
My friend Carl rules a Rolemaster game all weekend. My character ends up with a magic tattoo which gives her dragon spells.
I discover my friends all went in together and got me a GameCube, so I can play Mario Sunshine. It becomes my favorite Mario game, to date.
My wife makes a pinata, which we bash the hell out of.
We go to see the B&W Dracula movie as a special theater event. The Spanish-language version filmed on the same sets plays afterward. We expect to just watch a little of it. We stay for the whole thing, fascinated at how much better a movie it is.
The common denominator for all of these, of course, is friends. (With games a close second)
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