Gigacrawler draft–second playtest–part 1.

I’ve written a lot more of Gigacrawler since I tested it, so I’m going to do so again.

Rolling for attributes I get the following:

Agility 7
Charisma 11
Willpower 5
Physique 11
Intelligence 15

Once again I have at least one high (13+) and one low (8-) attribute, so I don’t have to alter my attributes (I think it will be quite rare to have to adjust attributes).

Since the character’s highest attribute is Intelligence, they’re an Atlantean. This means that they have high Technology and Magic:

Technology: 15
Magic: 15

Being an Atlantean gives them various disadvantages, such as being bad at fighting and bargaining.

KW3 [Atlantean]

As with all characters, my character starts with 10 cowrie shells (the currency of the setting).

They start in settlement type M14–“A town which is relatively tolerant of wandering adventurers such as yourself.” The movement number of the hex is 2 (this affects moving to a new hex).

Since last time, I’ve added another way of winning to the game. There are three hexes, each of which contains a group of beings who claim to be angels. Choose one, and you’re taken to Heaven or Hell, instantly winning or losing the game. You work out which group is the true one using statements they make, which are in a similar format to ‘knights and knaves’ logic puzzles (the ones where some people always lie and others always tell the truth).

The starting hex isn’t very good. So, since my Magic is high, I think I’ll leave the settlement immediately, using Magic to travel instantly. I decide to travel north, invoking Yafir, the Exalted Crone of the Far Places, to move 1 more than the movement number.

I roll two dice, counting 1s as -5 and 6s as 12. The result is 7, which is a success since it’s under my Magic score.

The new hex turns out to have code M24–the repeating city of Telelee, and the best place in the game to find companions–and a movement number of 2.

I’ll leave it there for now, while I decide whether to look for companions, or travel on immediately.

The board currently looks like this:

M29, M30 and M31 are the locations of the beings claiming to be angels. M14 is the town I started in, and M24 is my current location of Telelee.

Someone’s been reading my unpublished novel


Actually I think there are two main kinds of cliche fantasy settings. The first, which this map is going for, is probably ultimately derived from Middle-earth. The main cultures are vaguely Dark Ages northern European (although this map has one ‘exotic city’, just as Middle-earth has Southrons).

The other main kind of setting is the ‘kitchen sink’ setting where each area is a different thing that the author thought was cool. The original of this is probably Robert E Howard’s Hyborian Age, where you have one country of chivalrous knights, one that’s ancient Egypt, one that’s vikings and so on. This is a science fiction version of the same idea:


Published role-playing settings seem to tend towards ‘kitchen sinks’, such as Rifts and D&D’s Mystara. I suppose this is partly a commercial decision, so they can keep putting out setting material.

An untested expansion for my non-existent game

Some more rules for my chess/wargame idea:

Pieces that have at least one action can try to taunt or intimidate enemy pieces.

To taunt a piece, they have to be able to take you, and have higher adds (including bonuses for assists). The enemy player rolls one die. If the result is higher than the enemy piece’s Quality, it immediately attacks. Taunting only counts as an action if the roll is lower than or equal to the piece’s Quality.

To intimidate a piece, you have to be able to take it and have higher adds (again including bonuses for assists), and the enemy piece has to have an empty square behind it (behind meaning ‘towards the enemy player’). The enemy player rolls one die. If the result is higher than the enemy piece’s Quality, it immediately retreats one space. Intimidating only counts as an action if the roll is lower than or equal to the piece’s Quality.

In this example position, the white pawn might want to taunt the black bishop so that the queen can attack the king. Similarly, the black rook might want to intimidate the white knight.

Anyway, I know posting ideas and not testing them is annoying, but I’m spending all my writing time on my Gigacrawler game. Hopefully I’ll be able to come back to this.

Blood Bowl: am I playing it wrong?

I recently got a copy of the Blood Bowl computer game. I knew of the board game in the 80s, but had never played it.

Anyway I’m playing a team of humans. Some of the players are noted as being ‘throwers’ or ‘catchers’. However I almost never pass, because passing seems to be much harder than knocking over opposing players.

I just played a computer-controlled human team and they didn’t pass either. However, I wonder if I’m missing anything. Anyone read this blog and know the game?