The world of Pannithor is one that has ever been trodden under the heels of armies marching to war. Its tapestry is rich with epic tales of brave generals marshaling their troops to face down nefarious warklords. In Red Scar Development Blog 04, drawn directly from the most recent Update for the Kings of War RPG Kickstarter, we take a look at the crossover potential with other games set in the Kings of War universe.
As there have been a few questions about this topic, we’re using Red Scar Development Blog 04 to take a closer look at the crossover potential for the roleplaying into the other Kings of War related systems that Mantic produce. Having spent time on the Kings of War: Vanguard rules committee, the potential to hop between systems with the same characters was always something I wanted to explore. Crossover rules for Dungeon Saga, Vanguard and Kings of War will feature in the Corebook. As with the miniatures-related questions, I can confirm that you won’t need to use the crossover rules to enjoy the main roleplaying game. The Kings of War RPG will always remain just that at its core: a pen-and-paper tabletop roleplaying for epic storytelling.
We appreciate that many folks would like to use the expansive ranges of miniatures and dungeon terrain they might have, however, and have those skirmishes, battles, and fast-paced dungeon crawls mean something beyond the game’s end. I know I certainly do! The framework for the crossover rules can already be seen in many of the features and abilities of the system itself. NPC power levels, for instance, follow the conventions of Vanguard – which themselves are also related to Kings of War – and plenty of Keywords and traits are take some of their inspiration from their sister mechanics. With core conversion rules contained in the rulebook (which can be taken or left as GMs see fit), that enables us to provide crossover scenarios and their potential outcomes within the epic campaigns that we have planned beyond the Corebook funding.
With an epic title like Kings of War, we wanted to focus on the players driving equally epic narratives from the moment we sat down to plan the RPG’s scope. Each campaign will aim take the players on a journey that will set them up as powers to be reckoned with in their region. If that’s where they choose to go, of course. We’re all about options for play, rather than telling folks how the game should be played. Within that journey and throughout that growth, there will be ample opportunity to scour a dungeon for a unique and powerful item, fall foul of roving warbands, and lead massed armies into battle (this last option will have a narrative component in the rulebook too).
Pressed for Time
In our often time-poor lives that face various scheduling issues, think of it this way. The group can only meet for an hour instead of three or four for their regular slot. No problem! Let’s crack open Dungeon Saga with our characters and track down that ancient tome we need. Some of the group can’t make it, but there’s a roving band of Abyssals threatening town that need dealing with. All good, let’s lead a task force out using Vanguard. A huge force of orcs and goblins has come boiling out of the mountains. Let’s muster our troops and have some fun tackling it in Kings of War. As already mentioned, each campaign will highlight points were these options can be explored, including GM guidance for good and bad outcomes. This includes potential dungeon layouts and scenario-specific rules, etc.
We’re working with the system experts to make sure the character crossover rules are robust, then we’ll be opening them up to the wider community for input. It’s important that we get this feature right, and for that we need to get as much feedback as possible. I hope that helps explain the scope of what we’re intending! But it’s also important to keep remembering that this is an RPG first. We’re excited to be including them and they will definitely enhance the game for people who want to experience the entire Kings of War range, but the game and campaigns run perfectly well without them.
Auguries have been cast, the stars have aligned, and prophecies have come to fruition. Thanks to the mighty powers of the Shining Ones, the Kings of War RPG will be @ Gen Con!
What is Gen Con?
Gen Con is the premier tabletop gaming event in the world. Over 60,000 people will be making their way to the Indiana Convention Center, Indianapolis, from the 1st to the 4th of August. With all manner of games and gaming experiences available, Kings of War the Roleplaying Game now joins the list of those you can try for free!
How Do I Join the Kings of War RPG?
Simply head to the Gen Con website. Click on the Find Events tab on the left of the page. Search for the Kings of War RPG session using one of these three codes:
RPG19165543 – Friday 8am Session
RPG19165543 – Friday 1pm Session
RPG19165527 – Saturday 8am Session
Hurry, though, because places are extremely limited!
Mantic Open Evening
Mantic will also be hosting an Open Evening. There’s plenty on offer there too, including more demo games of the Kings of War the Roleplaying Game. A ticket for this event snags a whole host of goodies, so make sure to book in soon!
Join Pannithor’s mightiest heroes and start forging your own legend with Kings of War the Roleplaying Game this coming weekend.
We’re taking a departure from the rules development side of the blog for Red Scar Development 03. Mark Barber of ‘Steps to Deliverance‘ fame has joined the team and written a guest blog to introduce the plans that are afoot!
Development Blog 03: Beyond Deliverance
Fantasy RPGs have stood the test of time for several decades now, with a reported spike in popularity in recent years. Following news that Mantic’s Kings of War setting will soon be a world open for exploration and adventure in this format, fans of the game across the globe have already been showing their excitement with a steady stream of social media comments. However, I’m even more excited than them because I’ve somehow wangled my way into an opportunity to write for it!
So, what am I doing, where do I begin, and what’s the process?
My task in all of this is to write a campaign aimed at a party of good or neutral aligned player characters (PCs) which will link a number of adventures and span an extended period of time within the game. After chatting through a few options with the fine minds at Red Scar, we decided to come up with a campaign which will thread in and around the events occurring in the Kings of War novel ‘Steps to Deliverance’. Doing so will give the players an opportunity to have an indirect involvement with some of the key events in the novel and allow them to interact with some of the established characters.
With that in mind, the first step I’m undertaking is the planning of a rough story arc for the players (and that’s currently Top Secret!), which includes the setting for the campaign itself. Given that the novel is set in the rural northeast of Basilea, that is the obvious place to start. Fortunately, there is a good amount of reference material to draw from in the core rulebooks for both Kings of War and Vanguard, plus some contained in previous sourcebooks. The map of Basilea lays out the basic geography, so, with Mantic kindly approving the plans and schemes I wrote in ‘Steps to Deliverance’, the next step is to delve a bit deeper into the area of the world the players will find themselves in during the course of the campaign.
The Shining Bulwark
The Hegemony of Basilea is a rather unique
place. Whereas the Kingdoms of Men are classed as ‘neutral’ in their alignment,
the Basileans are most definitely ‘good’. This is backed up with the history of
Basilea; a faction who are literally the chosen people of the Shinning Ones —
the good deities of Pannithor. We also know that Basilea is a nation of great
wealth, power and security. So, in a nation favoured by the gods themselves
with securely defended borders, is there really any opportunity for adventure?
The answer is yes! Very much so.
Starting with the most obvious threat, the
Abyss itself — the figurative and literal gateway to hell — is northeast of
Basilea, and not by that far, marking this part of the noble country as the
closest to the Abyss and therefore the most under threat from attack. The
mountainous terrain in the area makes it difficult to build an extensive wall
of defenses, so there are always gaps that Abyssal or orc warbands can exploit
to cross the border. Though this doesn’t mean that the spawn of the Abyss or
hulking orcs will be found wandering the streets of Basilean towns, it does
mean that they are well-placed to cause havoc and mayhem; the sort of calamity
a group of heroes would be required to stop. The Abyssals have a long reach,
however. Anybody familiar with Vanguard will know they can and do make use of
arcane portals to travel great distances, so it is possible for the Abyssal
threat to appear in the very heart of Basilea in smaller numbers.
If Abyssals and orcs aren’t your thing, the
opening Kings of War novel revealed that the foothills and mountains of the
region known as Tarkis are also home to networks of subterranean barrows and
burials sites, many filled with treasures from ancient civilizations. But the
trouble with the dead is they don’t always stay that way. This region of
Basilea has a history of troublesome undead roused from their slumber by greedy
adventurers. And then there are the Nightstalkers who murderously haunt the
isolated farmsteads, manor houses, and mines of rural Basilea. In short,
there’s plenty for the up-and-coming adventurer to warm up their sword arm
Now, all of that is useable information for
anybody who wants to plan a Kings of War or Vanguard campaign involving
Basileans and their host of enemies. So what makes an RPG different? In RPGs,
there’s a lot more to the game than just fighting. To dig deeper into that element,
I needed to scratch my head a bit more about what day-to-day life is like in
Lending from history, there are certain
themes running through the societies of both classical and medieval Western
Europe and, judging on the aesthetics of the Basilean military, that seemed a
pretty good place to start. Whilst the Hegemon retains overall control as the
head of state and the head of the church combined, there is also a
democratically elected Duma who theoretically represents the people’s will. So,
even with a democracy of sorts in place there is a dictator-like figure at the
top, and this fits in rather nicely with a caste system built on social status being
heavily influenced by birth.
Does this matter in an RPG? Absolutely!
Players may have envisaged an anarchic society where physical strength and
martial aptitude allow their character to say and do as they feel — and other
campaigns may very well delve into this type of setting — but that isn’t going
to happen in Basilea. In a secure state with a strict class system, the law is
the law. Even in a situation where it is enacted by corrupt individuals, the
PCs will have to be clever in how they conduct themselves socially. In other words,
if you are thinking of creating a powerhouse barbarian character armed only
with a greatsword and a mullet, think twice before committing! In this setting,
those social and intelligence-based trades and Keywords will really come in
To sum up, we’re in the early planning of this part of the Kings of War RPG, but right now we’re looking at players roaming the very frontiers of a civilized and affluent nation, fighting the good fight against a host of evil adversaries as well as being caught up in the politics and power struggles of a society on the very fringe of the Hegemon’s authority. Success will depend on skill in combat, the aptitude to survive the harsh environment, and the social skills to exploit situations as they present themselves in the fickle local politics of the area. But, it is early days! We are always open to suggestions, ideas, and comments, so if there is anything you really want to see in this campaign or, indeed, any other, please contact Red Scar.
We hope you enjoyed Development Blog 03. We’ll keep you informed on progress!
Nighstalkers, Basileans, Salamanders, Abyssal Dwarfs… every race on Pannithor oozes their own character. While some may be staples familiar to most fantasy settings, Mantic have given all of them unique twists and exciting visuals that bend or break tradition to offer something vibrant and unique. So how best to represent that in a tabletop roleplaying game? Welcome to Red Scar development blog 02: Keywords.
Back to Basics
In the previous blog post, we introduced the TriCore system and the straightforward mechanic for success; roll your dicepool and equal or exceed the Target Number (TN) of 7. We mentioned there are a couple of caveats to this in that a 6 on a die fails forward by granting a success but generating Payback, while a 1 simply generates Payback. We’ll come back to Payback later. For Red Scar development blog 02, let’s focus on building the dicepool and adding character.
Almost every dicepool begins with 3d10 (it could be less, but character creation options are a whole different subject). With their 3d10 assembled, players then assign any positive or negative Keywords they’re able to drawn on through stats, trades, and gear, and from any statuses that are affecting their character. External effects aside, a character can normally only apply one Keyword from a stat, one from a trade, and one from a piece of gear. But what exactly is a Keyword?
Personality is a Key(word) Concept
Keywords have been around in some form or other since TriCore’s very inception. Despite originally being called Defining Features, an overhaul between games at this year’s Franticon allowed them to truly flourish. Put simply, a Keyword is a term that defines an effect or character feature that can be applied to a dicepool in a positive or negative manner. Keywords are presented in the text as +[Keyword Name] or -[Keyword Name]. If a Keyword has a + before it, add 1d10 to your dicepool. If your Keyword has a – before it, subtract 1d10 from your dicepool. Because they relate directly to a character’s features, Keywords can then be used as inspiration for truly roleplaying your character. Taking a deeper look at stats, trades, and gear will provide a better example.
A character’s stats are expressed simply as Body, Mind, and Social. Nine ranks are present on the character sheet for each stat. The first three ranks of each stat are coloured red to represent the core dicepool. The remaining 6 are left blank for character creation. Each rank purchased in a stat beyond the three core ranks allows a player to choose a Keyword associated with that stat. Trades work in a similar manner to stats. There are six ranks to each trade (though they don’t have the initial three red ranks). Choosing a rank in a trade allows the player to select a Keyword related to that trade. Let’s break down Obtess, the Salamander featured in last week’s art.
Here we can see that Obtess has 3d10 in each stat and +Keywords in Nimble Reactions, Celebrity Appeal, and Infectious Spirit. The character gains 1d10 to their dicepool anytime their character can apply one of those Keywords. Normally, only one Keyword can be applied at a time from any stat, trade, or item.
Obtess has a bit of panache mixed with opportunities for profiteering. Each time a trade Keyword can be employed also adds 1d10, though only 1 trade Keyword can be used at any time. If Obtess’s player chooses to swiftly manoeuvre some coin into their pouch during a gambling session, they could employ Nimble Reactions (1d10) and Sleight of Hand (1d10) for a total of 5d10. Should the gambling session be slightly rowdier and Obtess is leading the celebrations, they might also be able to use Carouse to gain 1d10. If the player chooses to employ Carouse, this replaces the use of Sleight of Hand (only 1 Keyword from stats, trades, and gear each roll remember).
Note what happened there. If you can justify using your Keyword in a situation other than the obvious, go for it! Strength Surge to intimidate, Celebrity Appeal to distract while using Sleight of Hand, any type of trade a non-player character could connect to boost a social test, etc.
We’re refining Keywords to ensure they’re not language intensive, but choosing one is pretty simple. Keywords are further broken down behind each stat into a simple feature. Body encompasses a character’s strength, dexterity, and constitution. Mind captures intelligence, wisdom, and insight. Social incorporates charisma, forcefulness, and physicality. Each of those features will then have associated Keywords that can be purchased. These are then brought into play when they’re applicable to a situation. Want to be strong or athletic? Choose Strength Surge or Acrobatic Control as a Keyword. Prefer to be intelligent or wise? Choose Cold Logic or Secular Knowledge. For charisma or good looks, choose Honeyed Words or Celebrity Appeal. Add 1d10 to every roll that you’re able to apply your Keyword.
Select a rank in a trade and you also gain a Keyword. Trades are the professions and skills that a character has spent time learning and gaining expertise with. Each trade is also attached to a stat. Take Athletics (Body) if you want to delve into physical training and choose a Keyword from options such as Acrobatics, Climbing, or Swimming. Or teach yourself some Lore (Mind) in areas such as Engineering, History or Language. Maybe you prefer to sway those you interact with through Persuade (Social) in the form of Diplomacy, Intimidate, Manipulate. If you can apply your trade Keyword to a roll, add 1d10. Apply the stat Keyword and Trade Keyword and gain 2d10. (5d10 total).
Vocations with Benefits
If your character isn’t trained in a trade, then simply roll on the associated stat. Be careful, though, as this is where a prominent negative Keyword can come into play: Incompetency.
When a player selects a rank in a trade, their character gains a broad knowledge of the trade and a focussed area of expertise defined by a Keyword. Make a roll in an area covered by a trade that you have zero ranks for and you gain the -Incompetency Keyword. This probably means you’ll be rolling 2d10 (3d10 base and the -Incompetency). If you make a roll covered by a trade you have a rank in but can’t reasonably apply a Keyword, you can happily ignore the -Incompetency Keyword (just roll 3d10). Roll on a trade that you can apply the Keyword for and you can apply the Keyword as normal and gain 1d10 to the dicepool (3d10 plus the Keyword for the trade means 4d10).
Select items of gear might also have Defining Features, such as Thieves tools with Breaking & Entering, or a rapier with Finesse. Again, if you can draw on the Keyword, you add 1d10 to the dicepool. This means that most dicepools will be able to reach 6d10 in the right situations.
We say most, because teamwork allows a character to add one of their Keywords to another character’s task. If a character has a suitable Keyword from any area, they can choose one and support the roll. The player making the roll then adds an additional 1d10 to their dicepool, which can take the dicepool above 6d10. In most situations, more than one player can assist a roll too.
Keyword Driven Character
With Keywords connected to the features of a stat, related trade, or feature of an item of equipment, a player can truly build their character using terms that capture how they envision them. Which takes us back to Keywords being related to a character’s personality and background. Using evocative Keywords provides a player with a springboard to use when roleplaying their character. You can always work with your GM to create new Keywords too! Here’s Obtess’s background so you can see how those stats and trades relate:
Obtess, Salamander Corsair
Raised in obscurity by a selfish clutch mother who wanted just one hatchling to call her own, Obtess overcompensates and now makes every effort to stand out from the crowd. Their early years consisted of hiding in the shadows of the lazy flames cast by the volcanic birthing pits, stealing whatever scraps could be lifted from the cookfires of the clutch guardians. Perhaps because of this sheltered upbringing, the protective and elemental nature of the Reptilians runs deep in Obtess. Alongside this, however, runs a desire to flare brightly. Obtess’s formative years were filled with tales of the revered history of Kthorlaq and the celebrity of Firebrand, which, when mixed with a desire to step from the shadows, has led to a burning desire to carve a legend greater than both.
Not long after joining a crew, Obtess realised that the life of a corsair would hardly provide the opportunities to grow the legend they so readily craved. Something much more drastic would be called for. Something like defeating the queen of the damned. Obtess took a circuitous route from The Three Kings, which led to a meeting with Kiri’el during a stopover in Infant Maw. The two have become fast friends, with Obtess’s enthusiasm and zest providing ample fuel to Kiri’el’s enthusiasm and passion.
We hope you’ve enjoyed our deep delve into Keywords. Tune in for the next development blog where we’ll be taking a walk in Ishan’s sabatons to explore Payback.
Like the unstoppable Steel Behemoths of the dwarfs, Kings of War the Roleplaying Game is shaping into a mighty juggernaut and gathering ground-shaking momentum. Gather your band and steel your resolve, for Pannithor is in need of mighty heroes to help shape its destiny. Welcome to the very first Red Scar development blog!
The Kings of War Saga
Mantic’sKings of War sprang into existence almost a decade ago as a ruleset designed to allow mighty fantasy armies of 28mm miniatures clash across epic battlefields. The setting behind the rules has expanded in the years since thanks to multiple supplements to the rules, the fast-paced Vanguard skirmish game, the popular Dungeon Saga board game, an expanded miniatures range, new novels, and even a global campaign that reshaped part of the world. No matter which medium the fans have used to romp across Pannithor, there has always been a thirst for more knowledge and new ways to explore its dangers. What better way to do so than on a personal scale with your own heroic (or villainous) crew?
Enter the Roleplaying Game
Tabletop roleplaying games (RPGs) allow groups of people to come together and weave their own narratives as they take on the persona of the characters from the setting they’re exploring. Often requiring little more than dice, a pencil, and a character sheet, a tabletop RPG provides a framework for the players to escape into an alternate reality where they can delve into dungeons, pilot sleek spaceships, solve deadly mysteries, and more.
In Kings of War the Roleplaying Game, we’re working to offer you epic narratives that shape living legends out of characters who are already heroes. Whether you’d like to claim your own crown from a fallen enemy, take your seat at the apex of a dusty necropolis, or become the shadowy master pulling the strings from behind the throne, never has there been a better time to take control of your destiny and become your own King or Queen of War!
Fuelling the Behemoth
The system behind Kings of War the Roleplaying Game
is our very own TriCore ruleset, a lightweight system that uses
flavourful mechanics to both drive the narrative and encourage character
development. As our in-house sysem, TriCore has now been around for a few years
itself. Much like Pannithor, though, it’s been through its own reforging
process during that time. We’ve now spent a good part of the year touring
various conventions for playtesting and feedback, and have also gathered a
tight crew of early playtesters in that time. We’re close to throwing open the
doors on Kings of War the Roleplaying Game and the TriCore system
behind it, but we’ll be using a series of blog posts to introduce some core
mechanics and design concepts of the system before we do so.
The TriCore Concept
When we originally
sat down to conceive TriCore, we approached the design with a view to tapping
into the specific strengths that could be employed by a character. We defined
these as a character’s reliance on one of three core features: innate ability,
trained skill, and gear. Though it’s not a hard and fast rule of the system,
theming areas of mechanics to multiples of three followed naturally on from the
three opening features. There’s also a historical and mythical association to
the power of three, which is impressive inspiration to draw upon. A slightly
cheesy naming synergy was introduced at this point based around a triplet of
words beginning with the same letter — abilities, skills, and gear became
Talents, Trades, and Trappings, for instance — but that’s now thankfully been
Initially, each core feature would provide a specific way
for the player to interact with the dice they rolled and we specifically chose
to ringfence each feature. This meant that a character who drew on their innate
ability to achieve their goals would have a very unique way to manipulate their
dice, which was completely different to how someone who had trained their
skills would accomplish a task. The Keyword system discussed in the next blog is
a direct evolution of this early concept.
Internal playtesting proved positive, so we took the system
to select groups and attended a few conventions. Which is where one of our
other critical design focusses raised its head: accessibility. The system
worked, but it became fairly obvious that the players didn’t necessarily
understand the mechanics during the introductory sessions we were running.
Everyone had fun, but we gathered that not everyone understood the combination
of dice they were rolling, including any factors affecting the dice and their
character’s abilities to offset those factors.
Putting the Tri into TriCore
The core mechanic for TriCore initially drew on the three
core features mentioned earlier, this resulted in players rolling three dice, with
each die representing one of those features. Each die would begin as a d10 but
would then be downgraded or upgraded depending on any influences to the roll,
such as environmental factors that could affect the outcome, or the character’s
own traits. This central aspect of the triplet of dice still remains to a
degree, but the initial system of downranking dice proved to be a tricky
barrier to entry.
In the streamlined system, players still begin with a core
dicepool of 3d10, but the dicepool itself now shrinks or grows in relation to
any Keywords that the character applies. A single positive Keyword —
denominated as a +Keyword — can be applied from a stat, a skill, and an item of
gear. This means that a dicepool can often reach 6d10, sometimes higher if teamwork
or other positive factors are involved. Each task that requires a roll is then
made against a standard Target Number (TN) of 7, with every die that equals or
exceeds the TN equating to a success.
At its core (pun totally intended), TriCore is as simple as that. Of course, there are a couple of peripherals involved to rolling, such as a 6 failing forward by granting a success but also generating Payback, and 1s also generating Payback, but we’ll introduce those Abyssal nuggets alongside Keywords in the next development blog.