Years ago I designed a simple,
system-neutral framework enabling me to describe game stats for
characters and creatures – as well as difficulty levels for various
tasks – without committing myself to a single game engine. I called
it the Any-System Key. It
fit it on two pages, one for the basic concepts and the other a kind
of worksheet for listing relevant skills and translating difficulty
numbers (a third page added later offered some sample stats across
genres). The system focused on using basic skill descriptions and
three levels of adversaries (henchmen, boss, and mastermind) to give
gamemasters some guidance adapting these notes to their preferred
game system. The Any-System Key worked fine for the game
material I was writing at the time, primarily pulp content like
Heroes of Rura-Tonga and Pulp Egypt, using
game engines like the D6 System that
relied heavily on skills and difficulty levels to define play
parameters.
But now I’m considering designing
some supplements in the medieval fantasy genre, something more
compatible with the class/level system of Dungeons & Dragons
and the numerous retro-clones made popular over the last few years by
the Old School Renaissance movement (OSR).
Like the Any-System Key, the OSR
version seeks to describe characters, creatures, and other
difficulties (such as those corresponding to saving throws, thief
skills, and turning undead for clerics) in broad terms, providing
enough material so gamemasters could port such setting concepts into
their preferred OSR-style game engine.
Rather than define a tiered skill
system and difficulties, I’m faced with somehow describing
traditional fantasy gaming stat terms in ways gamers can easily
translate into their preferred OSR game. One naturally begins with
the stat block itself. I look at what information a typical stat
block conveys, in general terms: character/creature name and
level/hit dice, armor class, attack type and damage, special
abilities, sometimes a movement rate or morale score. How do I
distill those into general terms so gamemasters can read my stat
block and know what game-specific scores to assign?
Most of these elements can transcend
the numbered stats and game-specific terminology and rely on textual
descriptions. Armor types correspond with specific game descriptors
and values for different levels of armor class; attacks similarly
match the equivalent weapons and their damage dice along with the
creature’s level. Instead of listing a weapon and specific damage
dice, I simply note the weapon type. Rather than quantifying an armor
class (ascending or descending), I just describe the armor. Listing
any relevant skills or special abilities follows the same trend,
offering them as “tags” for linking them with existing skills in
a specific game. In all these cases, gamemasters simply read the
character stat description and correlate it with their preferred
game’s system values. If a character wears chainmail, they know –
in the context of their game – what stat value corresponds to
chainmail.
The real challenge comes in describing
monster hit dice or character level, especially since that factors
into deriving such stats as hit points, combat bonuses, and saving
throws. Here I defaulted to the original Any-System Key’s
three-tiered system for defining a character’s general purpose as
henchmen, boss, or mastermind. Each of those designations carried
some basic limitations in the number and proficiency of skills;
henchmen, as mooks or cannon fodder, had a few basic skills and one
expert skill, while boss and mastermind characters had higher
potentials for skills. I found some inspiration in the origins of the
OSR movement itself. The Dungeons & Dragons rulebooks (not
the AD&D trilogy of
rulebook tomes, but
the boxed sets through which many gamers entered the hobby) released
in five tiers covering ascending ranges of character levels: basic,
expert, companion, master, and immortals. I compromised and decided
to stick with a three-tiered system, yet offering suggested level
ranges. The OSR version of the Any-System Key now defines
characters and monsters as Basic (levels 1-3), Expert (4-9), and
Master (10+) so gamemasters can better fit them – with a great deal
of flexibility – into an existing game engine framework.
Let’s put this theory to the test
reverse engineering a typical abbreviated stat format from Basic
D&D’s
B2 The Keep on the Borderlands into
Any-System Key OSR
descriptors:
6 Goblin Guards (AC 6, HD 1-1, hp 3 each, #AT 1, D 1-6, MV (20’), Save NM, ML 7).
Extrapolating information from various
stats (such as AC 6 representing leather armor and a shield), we get
the Any-System Key OSR format:
6 Goblin Guards. Basic (1-3); AT: spear; DF: leather armor, shield; Skills: perception; Gear: d4 silver pieces.
Granted, this doesn’t include
notations for movement rates or morale, though in reverse translating
these into specific game stats one might default to the game’s
values based on the creature name.
But the real test comes in porting
descriptors from the Any-System Key OSR format back into stats
for a specific OSR game:
Gargoyle. Expert (4-9); AT: claws, bite; DF: stone skin; Skills: flying, perception; Gear: none.
Gargoyle (AC 5, HD 4, hp 18, #AT 2 claw/1 bite, D 1-3/1-3/1-6/, MV (90’, flying 150’), Save F8, ML 11).
Granted, much of what I’m
“translating” here comes right out of the Basic D&D
“Monsters”
section. Simply indicating in an encounter or setting the presence of
a gargoyle prompts a
gamemaster to check his rulebook, though with some minor variations;
for instance, astute readers might notice I’ve left off the “horn”
weapon in the Any-System Key OSR
stats above and thus left it
out of the Basic D&D
stats as well.
I’ll admit the system needs some
tinkering. Morale remains an issue I might address, though I’d hate
to complicate what I feel remains a fairly simple system with another
tiered classification system like Basic/Expert/Master designating
monster level (I’m thinking of a fickle/moderate/determined
classification). I should also consider whether I should include a
few blank lines after such descriptions for gamemasters to jot stat
notes for future reference. When I’m all finished I should format
this for inclusion at the back of system-neutral setting material and
adventures as well as on the Griffon Publishing Studio website for
general dissemination. And ultimately I need to start using it when
drafting the original OSR-style setting and adventures simmering on
the back burner of my mind....
Note: The wonderfully evocative
OSR logos above were produced by Stuart Robertson and Dyson Logos,
two creators who’ve greatly enriched the OSR movement and gaming in
general with their contributions. The crazy-happy goblin illustration was
rendered by Schweig.
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