A Tom Talk. Shadows in the Weald
Today we have a guest blog from the editor of Yaah! Magazine, Tom Russell. Below he writes about the exciting game he designed for Yaah! Magazine issue #5. Take it away, Tom.
In my editorial for the fifth issue of Yaah!, I
touched on the genesis of Shadows in the Weald - short version, Mark asked me
to do a sci-fi or fantasy game, and so I did - and some of my influences,
particularly Fritz Leiber (or some of the feel of Leiber, anyway, because he
was certainly more of a swords-and-sorcery guy who wouldn't be caught dead
cavorting with elves, orcs, et cetera). Rather than rehash that in this space,
I thought I'd get into some of the nitty-gritty about the how game plays.
So: it's a fantasy skirmish combat game in which
each player controls a Party of Characters, which fall into two types. Heroes
are the stars of the show, each with different stats and abilities summarized
on a Hero Card, while Hirelings are largely sword-, arrow-, and spell-fodder.
Hirelings give special Buffs, both positive and negative, to adjacent Heroes. A
scenario, called a Match, usually plays in 45 minutes to an hour, and the
object generally is to eliminate x number
of Heroes on the opposing side.
In a Round of play, each Hero is going to get a
turn, in which they can move, fight, cast spells, and pick up loot. Attacks are
made by rolling a certain number of eight-sided dice and comparing it to the
target's AC. Hirelings have pretty low AC ratings, but it takes two successful
hits to knock 'em out of the game. Heroes have higher ACs, and a certain number
of Hearts - between two and four. Each hit does a half-heart of damage, and
when a Hero is out of Hearts, they're toast.
There are Melee Attacks (for when you want to get up
close and personal) and there are Ranged Attacks (for when you don't). A Hero
making either of these attacks rolls dice equal to their Melee or Ranged Combat
Factors, respectively, as modified by stuff like nearby Hirelings, special
loot, and Line of Sight. Some Heroes are good at Melee and bad at Ranged: for
example, our orc, Drar, rolls 3 in Melee and 0 in Ranged. (There's a "Hail
Mary" Rule that lets Characters with a natural or modified RCF of zero
roll one die and cross their fingers.) And then some are good at Ranged but bad
at Melee, and others equally good at both, though not as good at either as our
specialists.
Heroes also get Opportunity Attacks and Bonus
Attacks. In both cases, they roll two dice - no more, no less. Opportunity
Attacks are triggered when adjacent enemies try to move out of their way, while
Bonus Attacks are triggered by certain events. For example, our elf, Luriel,
gets a Bonus Attack against an adjacent target when she hits another target in
Ranged: she's one of those agile, acrobatic, flipping-around, arrows-and-knives
sort of gals.
In addition to their Bonus Attacks, Heroes also get
a Special Ability (which is active all the time), a Defeat Ability (which
activates when they bite the dust), and an Initiative Ability (which activates
when they're first or last in the round, depending on the character). The
interaction of these abilities and the various character stats in many ways form
the heart of the game, so let's go in for a blow-by-blow.
DRAR ORKSCROWN
Like I said before, he's a heavy hitter, with an MCF
of 3. If he goes last in the round, he gets +2 to his MCF, which is massive. He's also hard to hit, big
scary muscle-y guy that he is: attackers get a minus-one to their MCF when they
attack him, and he has a natural AC of 6. His Bonus Attack is triggered when
someone hits him with an Opportunity Attack, so you just might want to let him
go on along his way. For all these reasons, plus his three Hearts, Drar has a
lot of staying power on the battlefield. Note, however, that he's really built
for Melee. None of these bonuses or abilities trigger with Ranged Attacks.
As you would expect from a shooty-woodsy-elfy lady,
Luriel is really built for Ranged Combat, with 3 RCF. When she's attacking in
Ranged, the target's AC is also reduced by one - which means she has a
fifty-fifty chance of hitting good ol' Drar. She gets plus-one to her RCF when
she goes first in a round, and with a Movement of six, she's fifty percent
faster than our Orc-friend. She also has three Hearts, but with a lower AC
herself, she doesn't fare well in melee combat without some support or
protection.
SHKN OF KORDUN
Speaking of support, Shkn is built for protecting
other members of the party. His Special Ability is that enemy Characters
trigger an Opportunity Attack not only when they move away from him, but
whenever they move into one of the eight squares next to him, too. Position him
just right and he'll provide effective cover for more fragile characters. With
four Hearts and his special ability, he's hard to take down in Melee. On the
other hand, he has an MCF of 2 - good, but not great - so you don't want him
tangling one-on-one with Drar when the other's slinging a handful of dice. True
to his defensive nature, his Initiative Ability is a plus-one to his AC when he
goes First in the Round.
TYNE
Our sneaky rogue-y character, Tyne is effective in
Melee and Ranged, rolling two dice either way. Her special ability is that she
never triggers Opportunity Attacks, never-ever, which can make her an effective
counter to Shkn. Mostly however you'll want to stick to Ranged Attacks, for two
reasons. One, her Bonus Attack when she hits in Ranged is to attack another
enemy with a Far (Ranged) Attack. Two, she only has two Hearts to her name, and
an AC of only "4", making her pretty fragile. To compensate for this,
she can disregard hits during Rounds where she's Last in the turn order.
HANOOK GOBSPRINCE
Speaking of fragile, Hanook also has only two Hearts
and an AC of "4". But as befits a dodgy, crafty goblin, he's very
difficult to hit: his special ability is to always disregard one hit from every
Melee attack. Equip him with some Dodgeboots (disregard another hit) and a Ring
of Regen (regain a half-heart every Round) and he'll stick around a little
longer. If he's unfortunate enough to go Last in the Round and serve as
everyone's punching bag, his Initiative Ability lets him regain a full Heart.
MAROKATH DWARFHAMIR
At first glance, with an MCF of "1", and an
RCF of zilch, Marokath looks like he got the, ahem, short end of the stick. But
that's before his Special Ability comes into play: Marokath's Melee attacks
against Heroes score a full Heart of damage when they hit. So he's rolling less
dice, but his attacks are more effective. But wait, doesn't Hanook just shrug
off the first hit in Melee, and doesn't that mean that if Marokath hits him, it
won't do any damage? Yes, but then there's Marokath's Bonus Attack, which
triggers when Marokath scores a hit in Melee, and like all Bonus Attacks, he
gets to roll two of those bad boys. Now, even when it's against adjacent
targets, a Bonus Attack isn't a Melee Attack in game terms: which means that
Marokath only does a Half-Heart of Damage, and which also means that Hanook
can't disregard those hits. Marokath has an AC of "6", and gives a
plus-one to MCF for all friendly Heroes when he goes Last. If Marokath does go
down for the count, chances are he's going to take someone with him: his Defeat
Ability is to make one final Melee Attack at two dice (so each can take out a full Heart), which will trigger another Bonus
Attack at two dice (hits scoring a Half-Heart of Damage each).
MOUSE THE WIZARD
Our last two Heroes are our Magic Users. Instead of
a Special Ability, they have a number of spells. Mouse's are mainly defensive
or evasive: Bamf to teleport, Shield to raise AC, Heal to regain Hearts. Her
two offensive spells are Light, which kills Zombie hirelings, and Fire, which
is a fairly standard sort of ranged attack. Magic in the game is interesting:
casting spells requires the expenditure of Hearts. Mouse only has 3 Hearts
herself, and her AC isn't great (4), which makes sense for a support-class sort
of character. She regains 2 Hearts at the end of every Round if she goes Last,
but obviously you don't have to over-do it with the high-power spells.
GAMMON THE DREAD
Man, this guy.
Our evil (or just misunderstood?) Necromancer also has Fire and Shield in his
arsenal, just like Mouse, plus he has Freeze (denying adjacent Heroes a turn
this Round), Fog (no visibility for ranged attacks), and Raise (summoning
Zombies). He has four Hearts, enabling him to rattle off these high-power
spells. If he hits in Melee, his Bonus "Attack" is an additional
spell. His Initiative Ability? When he comes up Last in the turn order, he goes
First instead. In my book, that's called
cheating, sir. Wotta jerk.
The Hirelings are just as diverse, but I think that's
a topic of discussion for another blogpost.









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