Showing posts with label Sword & Sorcery. Show all posts
Showing posts with label Sword & Sorcery. Show all posts

Monday, 6 October 2025

7TV fantasy skirmish

 I'd been looking at 7TV as a skirmish engine for many years, and managed to pick up the fantasy variant recently.

 It has the advantage that it is designed around tropes and themes; not just the usual fayre of D&D and Lord of the Rings. My preference is more toward the Sword and Sorcery tropes of Howard, Lovecraft, Lieber, Ashton Smith and Moorcock, anyway, so the system has a lot to offer the nerds of early literature in this regard..

A classic...and no hobbits.

 It also gives a great platform for the hordes of sword and sorcery miniatures that I have managed to amass, then do nothing with.

 The rules for 7TV are built around the premise that you are 'directing' an 80s movie. Now, set that alongside the narrative that a good set of rules and good scenario give (and the absolute lack of narrative, that a bad set of rules, and poor scenario, does not), and you can immediately see why this ruleset ticks all the boxes. The best games roll along like good movies, the action then is unpredictable, and the characters are jumping out of the game.

 I also managed to type into various AIs: 'give me a trilogy scenario for 7TV with a sword and sorcery trope' and I obtained some fantastic stuff. I get that it's not really AI per se, and all the engine does is garner (steal) ideas and original content from hundreds of websites, to thereby create a story, but it saves me having to do it! More from the AI later...

 So this was a playtest of the rules, more than anything. There are some fiddly bits, and the systems aren't always intuitive, but the nature of the game means that you very quickly 'grok' it. 


There is a a Director's guide for rules, a producers guide for settings etc., and it references a fictional movie production company called Minerva, as the basis for stealing movie tropes from the 60s through 80s; much of the available scenario sets (in VHS Video boxes, which is a nice touch) are beautifully put together, citing 80s fantasy movie outlines (Conan, Krull, Sinbad etc.). The whole thing for this new edition, was designed by University writing course students, and it shows (in a good way). Who wouldn't want assignments based on watching 80s sword and sorcery movies, for instance? 

It's a well stocked box...
Components are a real strength here too, with hundreds of character profiles on cards - making assembling a scenario from a book or setting, easy (though ask AI if stuck).

The turn sequence operates around three phases:

  • Initiative - with plot points awarded, the action economy
  • Trilogy card draw - there are cards for acts 1 ( mainly engagement advantages), act 2 (combat heats up) and act 3/Finale (the coup de grace actions). This is effectively the turn sequence bonuses, and number of turns rolled into one.
  • Action Phase - where stuff happens - each character has two actions per plot point, and you have to manage these VERY carefully. Each character or group has hit points, though there is tactical nuance in using 'stuns' and effects, to handicap the opposition. Spells, 'hard stares', intimidation, and feints can all be used thereby, subtly and effectively, and very in keeping with the genre. You can also 'steal the scene', but that can be very dangerous.

 An excellent game, once you get used to how things work. 

The village outside the borderlands wall

The Evil Wizard Boden Cukrooch, with Patch, his pet Minotaur, has summoned an Earth elemental and the undead prince from the churchyard

'Now listen..I want a nice clean fight!'

The good guys (or so the prologue says); Zonan the barbarian, Ulstar the dwarf, Bryan the Cleric, Pete the Paladin and Jemima the apprentice sorceress

'Sic'em Patch!'

Zonan gets bonuses and heads for the magic item -- the horn of Agrilkskskks or something, that gives him wild defensive bonuses.

Jemima hits Boden with a wall of thorns

The elemental goes for a flank, but the paladin (who is a little slow) sees it

Fireballs n magics n fogs n stuff

Ulstar gets in first digs, blattering himself, more than the elemental

Zonan's character card - a lot of the rules mechanisms, and the complexities of the moving parts, get summarised here

Effects can slow or de-stabilise - the effects of spells or unique talents

Zap!

Undead on the move 


The Cleric handles the healing, but Patch takes a distinct dislike to Jemima

Zonan, clearly having had enough of Bodan's vile sorcery, steps in to sort him out

As the undead creature of purest malignant evil considers a career in politics

'Ho there vile undead thing....Pete the Paladin is here!'

The Earth Elemental 'earthquakes' Ulstar

...and moves in toward the Paladin

Nearing the finale, the music heats up

ZOnan kills Boden, and moves in for Patch. Both sides were due to have their casts 'axed' and thus end the game, though both passed morale rolls and were allowed to continue


'Come and 'ave a go if ye think yer hard enuf!'

Paladin goes down...but will recover

Victory...at great cost...

Zonan and Pete go to the pub - a hard fight...

 More to come from these - very good for a two player game.

I asked AI to give me a scenario based trilogy based on Moorcockian Sword and Sorcery (amongst others); it looks like scenarios aren't a problem - here's an interesting excerpt:


Scenario: The Quest for the Black Sword

This campaign is an Episode for 7TV: Fantasy, suitable for two or more players. It draws inspiration from the Elric Saga, where a fragile anti-hero must wield a cursed weapon to survive.

Production brief

Logline: In a decaying, ancient world, a fragile outcast from a fallen empire seeks a powerful, soul-stealing sword to sustain his strength. However, other factions—of Law, Chaos, and lesser powers—also covet the blade for their own dark purposes.

Mood: Melancholy, grim, and action-packed, with a sense of cosmic dread.

Casts:

·         The Sorcerous Outcast: An albino noble with a small retinue of loyal followers and sorcerers.

·         The Lords of Chaos: A rival cast of reavers, demon-worshippers, and monstrous creatures dedicated to Chaos.

·         The Agents of Law: A cast of honorable (or fanatical) champions and warriors seeking to prevent the sword from falling into the wrong hands.

·         The Young Kingdoms: A third-party cast representing a new, rising power that sees an opportunity for conquest amid the chaos.

Game elements

·         Location: The ruins of a crumbling, labyrinthine fortress or citadel. The battlefield should have multiple levels and strange, decaying arcane devices.

·         Props: The goal is the runesword. This McGuffin starts the game placed on a central altar. Place several other Prop tokens around the board representing ancient scrolls, vials of strange potions, or other lost artifacts.

·         Trilogy Deck: Use the standard 7TV: Fantasy deck, but create some custom cards.

o    Act I - Gathering Rumors: "The Prophecy of the Black Sword" or "Signs of Chaos." Focus on movement and scouting.

o    Act II - Deadly Embrace: "The Soul Stealer Awakens" or "Demonic Pact." Introduce more combat and magical effects.

o    Act III - The Final Reckoning: "The Cosmic Balance Tilts" or "Eternal Champion's Burden." This is the climax where the sword can be claimed and its power unleashed.

Scenario special rules

·         The Runesword: The player who first controls the runesword gains a powerful advantage, such as a bonus to combat rolls and a "Soul-Draining" special effect that allows them to heal by slaying enemy models. However, wielding the sword comes with a price.

·         The Curse of the Sword: The wielder's Plot Point generation is reduced, representing the energy drain of the blade. At the end of every turn, they must roll a die. On a failure, they suffer a random negative effect, such as a loss of Strength or the inability to activate on their next turn.

·         Cosmic Balance: The two opposing cosmic forces, Law and Chaos, can't simply be "defeated." If a cast dedicated to Law or Chaos is completely wiped out, they reappear in a Resurgent state. The controlling player can bring back a new cast of weaker Extras at half their original ratings value for free in a random location on the board. This reflects the endless, cosmic nature of their conflict.

·         Mysterious Encounters: At the start of Act II, trigger a random Encounter (using the 7TV: Fantasy Encounter Guide) where a bizarre creature or spirit appears to steal a Prop or attack the closest cast.

Example Casts

The Sorcerous Outcast Cast (The Eternal Champion)

·         Star: The Albino Prince, a gifted sorcerer and warrior but physically weak without the sword.

·         Co-Star: The Faithful Companion, a loyal but cynical warrior who protects the Prince.

·         Extras: A handful of elite, decadent guards from the ancient city, armed with strange, archaic weapons.


Sunday, 24 November 2024

Contrast Paints

One of the things I always hated in the gaming sphere, was painting all the bloody miniatures. I liked to convince myself that I loved it, and bought all of the paraphernalia required, but to be honest, no matter what we tell ourselves, it's still a chore.

Some fantasy figures, from the 80s, plus a plastic Viking at centre - white undercoat and contrast paints

Without going into the history of 'contrast paints', and how they might singlehandedly have been responsible for saving the global conglomerate that is Games Workshop...I hadn't heard of them until last year, and done very little about it. The promise was a product that turned the three steps of priming (in black or white) then base-coating and highlighting 'into a single step, offering a base paint and a shade in a single coat'.

An old lead modern 80s British at left, with plastic and lead fantasy figs

Now that said, a white undercoat is still required, but , if you are not too picky about your paint job (I am not), it's a bloody marvellous idea. I have literally painted a miniature in 5 minutes - something which with the old 'black undercoat' and Foundry 'three coat' system of base and highlights that I used to use, would have been impossible previously. What it has done is enabled me to turn the piles of unpainted lead and plastic, into painted miniatures - now bearing in mind the D&D game that I was running, plots have actually developed from the availability of random miniatures who, now painted, have become characters in the stories.

Flesh tones tend to do very well with a white undercoat

I have used both GW's version and the Army Painter versions - the results are for the most part acceptable, though some colours don't give the definition you'd like - but all in all, it works.

Greens on monsters lack a little definition, though again, a highlight or drybrush can transform if needed

White undercoat with some (very) old Lamming moderns - contrasted with the finished troop - again the skin tones - a single coat - really bring things to life, whilst the green needs a little work

Again the green in its virgin form - the guy on the right is playable after 5 mins painting.

A great idea, great finish, and perfect for the lazy painter.


Sunday, 20 October 2024

Skyships over Drymoon

I may have mentioned that I run a 5e D&D campaign for younger players now and then.

Now, the current campaign involves Tabaxi (or 'catpeople'), which of course means that I developed a half-assed, mostly made up on the spot, series of adventures, with concepts ripped from Ancient Egypt (tick), Frank Herbert's 'Dune' (tick), John Carter of Mars (tick) and Lawrence of Arabia (tick). With much adventuring in the bag so far, circumstances aligned for a tabletop battle - with D&D rules and a few ideas ripped from 'X-Wing'. What could go wrong?

The Dwarf Engineers - Tyr, Griselda, Sprocket and Dave the Horn

Themes include:

  • 'Drymoon' has been invaded by the Githyanki (planar travellers) , who are searching for 'the devil' (a giant monster from the Monster Manual ;) ), have enslaved the local populace of catpeople, with a view to finding said 'artifact' - only the goddess (or a bunch of mad adventurers) can save the realm...
  • The characters after exile, arrived back from another realm, with amnesia, little realising that they are part of a prophecy to save the world
  • They have liberated the oasis at Blighthaven, some Dwarf engineers, and recently freed a brood of young 'Rocs' - GIANT birds - from an Earth Elemental guarded prison (these were originally called 'Tarns' in the 1970s Blackmoor 'zero' edition D&D, until someone realised that it might be a dodgy copyright...nuff said). The Rocs have joined them.
  • They had arranged for refugees to meet them, only to realise that the ship is being chased by the Githyanki (on a red dragon) and their Gnoll (hyena-men), in Airship style skyships.
  • Skyships, dragons, giant attack birds with more SQUAWK, cat people, hyena-men, planar travellers, magic swords, Dwarf engineers...and more ;)
  • ...brace for the 'Battle of Blighthaven', with thousand foot falls to the death for the unwary...or those who lose balance...
Cardboard representations for the skyships - from the Githyanki side, with decks chock full of evil Gnolls - ready to jump from ship to ship with mooring cables

The red dice - represent the damage roll for red dragon flame breath...yeah...

A Githyanki riding a red dragon leads the charge, just shy of breath weapon range of the refugee ship. piloted by Sprocket the Dwarf

Durathrax the dragon lands on the refugee ship, Rocs counter attack

Yes, so I had to choose names for the Rocs...'Maverick' and 'Goose' seemed apt for one pair (never leave your wing...man...)


On the Gith Right flank, Damien and Seamus hit the Gnoll ship...

...even as skyships clash and troops swamp across the smash between ships to take on the Gnolls...Lidl the Tabaxi, leaps across the gap, before the ship that he is on, damaged in the clash, starts to fall from the sky

The business end of a red dragon

Aldi, dropped off by her pet Roc, lands on the dragon with a view to talking it out of its vile intent (they have history)

Survivors of the clash - the last remnants of the Roc race...

Rules written a few days before - worked well.

Although 5e and WotC are now trying to move in on the 'monthly billing' style business model (D&D 5.5?) - just like the rest of the world's companies, it really won't work...gamers are mostly concerned with the social aspects of this game, and most people are wise to corporate shenanigans...and there are so many alternatives out there to the D&D brand, if we were pushed to go that way. 5e works...and really, it's all we need for this type of game - especially so where the story trumps book flipping, and the players love that engagement.