Sunday, November 20, 2011

JimCon



JimCon was a great time.
Friday evening I played Twilight Imperium from 3:30 until 11:30. It was fun. Sure didn't seem like eight hours.



I ran Dark Journey for Castles & Crusades on Saturday morning and afternoon. I had three players playing a total of four characters. Pretty fun stuff but it was really loud in the main room and a bit hard to talk over all the activity. We didn't finish (only cleared out most of the first level) but I got to run through character generation and show off the system for people who have never played C&C before.
New players picked up the SIEGE Engine mechanic right away.

At 6:30 I played Blood Under Absalom for Pathfinder Society. Super cool multi-table event. My Elf Sorceror character Azdiron really made use of his raven familiar Nebulus to deliver  Shocking Hands touch attacks.

I took sunday off to spend with my girlfriend and family. I was going to play a Mentzer Basic game but by the time I ate breakfast I'd decided that I was on RPG overload. I also wanted to play Dawn Patrol as someone was running it and I'd never played it before.


Also of Interest was the Avalon Hill  Dune board game just sitting around waiting to be played. I'd have been all over that, as I've been wanting to check it out now for several months, but I didn't have the time.


Monday, October 24, 2011

What to Run at JimCon



I will be running a game of Castles & Crusades at JimCon on November 12, 2011. Still deciding what to run. It might be a published adventure, either a classic TSR or recent Troll Lord one, or perhaps one of my own that I'm wanting to try out. The slot starts at 9am but I want to allow for some character generation, to explain the rules a little to those not familiar with the subtleties and to let people come to the table for a while before the game starts at about 10.

Thursday, August 11, 2011

DIY and the OSR - A Theory

I was thinking that the era celebrated by the OSR is contemporary to Punk Culture and that both include as part of its composition a DIY ethic.

Punk LBBs?
I was wondering if somehow, consciously or subconsciously, that RPG gamers brought a bit of that with them to the OSR.


"Central to the ethic is the empowerment of individuals and communities, encouraging the employment of alternative approaches when faced with bureaucratic or societal obstacles to achieving their objectives.

Rather than belittling or showing disdain for knowledge or expertise, DIY champions the average individual seeking knowledge and expertise for him/herself. Instead of using the services of others who have expertise, a DIY oriented person would seek out the knowledge for him/herself."

Saturday, July 9, 2011

Been Busy With Work - Hang Tight Folks We Have Something Good in the Works

I couldn't help quoting the home page message from the Gygax Games Website
Been busy with work so I've been neglecting the blog.



I want to talk about my "Legends of Early Greyhawk" campaign in future post and a few other ideas that I hope I wrote down somewhere because the details have slipped my mind at the moment. 


Started running "Council of Thieves" for my Pathfinder group a couple of weeks ago as scheduling has put a pause if not an end to my Legends campaign.  So looks like its more Council tonight.




In other news I'm taking a bit more of a fascination than usual with the Ongoing Campaign section from the Dungeon Masters Guide. The Six Guns & Sorcery and Mutants & Magic conversions for Boot Hill and Gamma World respectively have always interested me although I've never played either game. This looks like the seed of the what would evolve into the multi-genre roleplaying system, Dangerous Journeys being the stillborn fruition of this concept for Gygax (Chaosium's Basic Roleplaying had already been doing this for some time). Mythus was the only genre published before TSR sued GDW for ownership of the system. Unhallowed, a horror genre was partially written but never published. 



I find that the d20 system takes much inspiration from this concept and the multi-genre idea seems obvious now, but look at the DMG Ongoing Campaign section and the genre mixing idea is present although the unified system idea seems to be several years down the road for most designers and publishers at that time.

Tuesday, June 14, 2011

Goblin Invasion

Here's a look at the first two counters I made. A goblin hoard of two. 




I only purchased a pack of ten counter stands but I can anticipate needing more. My idea here is that because I didn't want to draw the fronts and backs of these I just took images from the AD&D Monster Manual (mostly because I have a strong connection to these classic illustrations) and the Pathfinder Bestiary (because that's what I am playing with a group right now). I'm guessing that for the Pathfinder group the PF side will be the front and the classic side will be the back. Its a little more exciting than the wooden checkers I've been using for monsters.

Saturday, June 11, 2011

Wyrm Issue 3

The Wyrm Issue 3 is finally up.


If anyone has a lead on any OSR short fiction please let me know.

Friday, June 10, 2011

Stand Up for Your Tokens

Last Tuesday I picked up some plastic stands for cardboard tokens from my FLGS. Just over a month ago I was going over some old BattleTech stuff after taking a look at Neuroshima Hex on my iPhone due to a recommendation by a friend. I had no idea of what had gone on in that game since 1990. This game has really spawned a fan base. The Unseen - who knew? Those are the only BattleMechs I know. 


Well I uncovered all the new "Classic BattleTech" stuff from Catalyst Game Labs and wanted to be able to produce my own tokens with stands from the files they provided. Thus the order for the stands.

Well I am more than pleased with these things. $4.00 for ten stands seems pretty reasonable. That's $40 for 100 individual game pieces. The ones I got are from Fantasy Flight Games and they look great made out of clear plastic, much better than the ones that came with the BattleTech game.



I eventually hope to use these with a combination of miniatures for use in Fields of Battle by Troll Lord Games. This product is probably the best miniatures wargame product I've ever seen, at least for me, because it allows you to bring your FRPG characters right in with the units. Finally a smooth way to have the PCs enter the epic battle. I found the paper tokens that came with the set and the maps pretty much useless (and perfect examples of Peter Bradley's crappy smeary smudgy Photoshop style - its not the only style he has - its just the only one here). One might be better off to just purchase the PDF for this product because the content, if not the packaging, is brilliant. 

I would also like to make common monster miniature tokens to use with my Legends of Early Greyhawk campaign for Pathfinder. They'd be great for TSR's Marvel Super Heroes and Adventures of Indiana Jones too.

Back to Basic

Lately I've been thinking about having an event at a park in the city where I live centered around D&D. A Dungeons & Dragons in the Park kind of thing. To facilitate it the game would have to be simple, possibly a classic module and likely require pre-gen characters. Ideally there would be some players that had never played before. As part of my prep I've been going over some classic modules and looking at the LBBs. As far as the OD&D books go I'm not likely to run my game with them, preferring the Moldvay version of the game. However what I did get around to doing was to print up a number of replica OD&D character sheets in yellow, green and blue. There is just something exotic about these sheets (front and back) to me and I wish that I'd have had a chance to play this version of the game back in 1982 when I started with Moldvay Basic (The group I played with were using AD&D rule books along with the Basic Set to run there games). In fact I didn't even know this version(OD&D) of the game existed until 2005. It must have been 1984 before I ever saw a version of the Holmes Basic Set and I remember at the time thinking that what the kid on the playground held in his hand must be from some sort of alternate universe.



Going over modules I'd like to consider running I got involved with B1 In Search of the Unknown. Looking at its fill in the monsters and treasure yourself design I began to consider using it as the basis for a side trek in my Pathfinder game. Originally that area was to be made using geomorphs but looking at B1 and its detailed area descriptions and interesting background story I think it might make a better fit. If i go this way I'll post the details on how I stocked it.

Tuesday, May 31, 2011

Looking at City Geomorph Production

So I haven't forgotten about making geomorphs for urban structures but I have taken a bit of time to collect materials and put a production plan together.


The idea here is to be able to make some interesting maps on the fly for players who have their characters enter cities and towns. The way I do this normally is to simply do without maps for the most part and be almost completely descriptive. I have an idea for what these places might look like but for the most part I'm suggesting "shop", "town hall" and "tavern" and letting the players fill in the details with their imaginations. This works well for the most part but its highly abstract and its easy for me to lose track of what's gong on in the location, who might be there and what opportunities might be there for the players. Most of these locations are not pre-planned and I like that aspect but it would sure be nice to put a map down for the players and have their thief notice that the shop keeper doesn't have a line of site to him and try to nab some free gear.


So for my first step I've created some floor tiles in Illustrator and Photoshop to represent stone and wood as these are going to be the most likely surface I'm going to need. 




Next I gathered a number of maps from various RPG books and am going to replicate these. So far there are taverns, shops, public buildings and temples among others. Once these are complete I would like to modify them to a standard for geomorph use and divide them into components. Once done I hope to be able to simply throw a couple or more tiles together and get an original structure of the type desired.

Wednesday, May 25, 2011

Space the final frontier

Lately I've been watching a lot of Original Series Star Trek and Enterprise episodes. I prefer the style of these series to the Next Gen stuff simply because they are a little more gonzo and a lot more fun. I guess what I find exciting about the franchise is that it is not only science fiction but fiction based on concepts of science (interesting). Although not as science fantasy as Flash Gordon (or Star Wars) the original series sure does have its swashbuckling moments (fun).


The 2009 Star Trek movie really got my trek imagination going and immediately I started thinking about the FASA Star Trek RPG. I conceived of a ret-coned Trek Universe of my own and started making some basic notes and reading up on what was considered canon. Quite honesty my concept of the Trek universe was based in no small part on the 1975 "Star Trek Star Fleet Technical Manual" by Franz Joseph as well as the "Star Trek Compendium". I guess its no wonder that I am a big fan of the FASA Trek universe seeing as its based in a large part on the Star Fleet Technical manual. This work (as well as the very cool FASA Trek Universe) is by no means considered canon but I prefer it I suppose because of my exposure to it in the early eighties before the Next Generation existed.






This past week I started writing notes on adventure ideas trying to use science as the main story element and building on the consequences of its use. I'm considering black hole time distortion, the cloning of consciousness and alien perception manipulation.


So far i've got two concepts of how the fleet relates to the players.
1. There is a fleet of Constitution class starships (similar the the Enterprise) that acts like a kind of coastguard and special forces unit that reacts to events occurring in Federation space.


2. There is a secret shadow to the Enterprise that is also on a Five Year Mission. It is not made public and is in place to guarantee success in case the Enterprise were to fail. Its mission is very similar but takes place in another section of the Federation and surrounding areas than explored by the Enterprise.

Tuesday, May 10, 2011

Make up as you go along

Last night I was going through a binder with my WEG Star Wars materials in it. This was the last game I played with my group before we all began adventuring in our often exciting adult lives. That would have been 1991 the year I began my university fine art education.

What I noticed was that I had paper clipped together a number of loose leaf sheets that contained a mash up of a title, simple maps, NPC drawings, sparse notes on encounters and even scrawl made during combat resolution. Looking at these I was reminded that these single page notes had been the fountainhead of the best sessions we ever played in that game. A cover sheet for these pages reads "M.U.A.Y.G.A." Make Up As You Go Along.





Recently I've been putting together a collection of notes about my original D&D campaign, the hope being to recreate some of the best adventures I ever ran for my group back in 1982-83. Those adventures also had a made up on the fly element to them, the original maps had notes written right on them and most encounter details were written in the rooms themselves.


Why were these adventures so popular with my players? Partly I think it was because they were tailor made for the characters in the moment. If the players looked bored it was time to imagine something really exciting, and that related directly to their character. This was especially true in the Star Wars games. But what I really think they liked was the fast pace and not knowing what to expect. Anything could happen and because it was a stream of consciousness thing happening on my part the most absurd things did. In D&D (1983) I remember them really liking being chased around dungeon corridors by a steel wall with spikes trap. It would pop up randomly and characters would have to save vs. death. In Star Wars (1990) the characters were pursuing an NPC over a series of heavily grassed asteroids with an atmosphere,  jumping from one to another (kind of sounds like Super Mario Galaxy).


What made it fun for them was the fast paced fear. Not horror. That's something different. What my players liked was Dungeon Panic.



Wednesday, April 27, 2011

New Header

Put a new header up until I get around to drawing something myself.

Tuesday, April 26, 2011

The Medium of Roleplaying Games

My interest over the past few years has been to examine the medium of the roleplaying game. I've read much about how RPGs are games and shouldn't be taken too seriously and most of what I've read in this vein has certainly been informed from experience. Simply put games are supposed to be fun and as soon as you make it serious then its no longer fun so why play.


I don't exactly agree with this concept but do see how that would be the conclusion for many. My take is that RPGs are a medium, like painting, film or music. All of these can be fun, serious, moving, exciting or any combination of the above among many other ways that one experiences the arts. Are RPGs art? If so are they worthy of being called high art or are they simply low or folk art. Since World War One the line between what we would consider high or low art has been eroding at an ever increasing rate. The Dadaists rebelled against the institutions of art and helped bring about a comedy of the absurd witch was how they observed the post war world. This eventually morphed into the Surrealist movement that focused on the subconscious and dreams, and dreams were needed to build a new post war world. Marcel Duchamp created what he called the Readymade, art objects selected from the everyday environment that were given the status of high art simply through the act of the artists choosing, such as Duchamp's Fountain, a urinal laid horizontally and signed with the pseudonym R. Mutt. Duchamp is considered by many, including myself, to be to the history and development of art what Einstein is to the the history and development of science. This jump toward the conceptual is what has been eroding the divide between what is considered art and what is simply folk/hobby craft. Andy Warhol eventually dumbed this down for the average person by presenting us with our daily visual consumption of advertising and celebrity in the context of fine art as Pop Art.


As new media are created and become available to the artist there has always been some resistance and questioning as to if the medium can be considered in the Fine Art context. Originally photography was such a medium in its early years, as were video and the human body itself in the seventies and  eighties.


Today such things as comic books and video games are generally considered to be an acceptable medium for fine art. RPGs are simply another medium that needs to shed its folk status. They are a creative endeavour that is consumed (as the art form it is) through the act of play. In todays scan and go society few people have the attention span to look at a painting for more than a minute, and this could be a barrier toward RPG as art, but as we are blitzed by visual pollution such as advertising (that is in some cases as well considered hight art) perhaps a backlash will emerge that will see a greater audience willing to participate in a shared experience that takes place in the mind.

Tuesday, March 29, 2011

The OSR Compendium

It seems to me that what the OSR community needs to draw more attention to itself and to survive into posterity is some sort of rules compendium, a publication of the best additions the community has offered so far. 


Questions...
 Who would edit such a thing, and how would they organize it? In other words who would be the taste maker here and what would such a person's criteria be? 
I suspect it would be possible that more volumes would come out in response if the first was not what was wanted. 


Personally I'd like to see a selection of mostly universal mechanics that stated what system they were intended for. They would all have to be something a person would actually use. Already some of the OSR contests are making it clear that One Page Dungeons and Random Gaming Tables are popular. That makes sense because game masters are creative people and they don't want something that is campaign specific or too flavoured, they want cool, inspiring and easy to incorporate where needed to add some additional detail or excitement.


Then again hot elf chick drawings may be all the online OSR community is ever remembered for.

Saturday, March 26, 2011

Save vs Fear Fumble Results Table

In the event that a Character or NPC has to make a save vs. fear and rolls a 1 (fumble) the following chart can be applied.


1. Character defecates, urinates and screams with a loud fearful wail that creates a fear effect vs allies as if a cause fear spell had been cast by the wailing character, before becoming paralysed.
2. Character defecates and urinates before becoming paralyzed for the duration of the fear effect.
3. Character defecates before becoming paralyzed for the duration of the fear effect.
4. Character urinates before becoming paralyzed for the duration of the fear effect.
5. Character defecates before cowering with no armour bonus for the duration of the fear effect. Will only attack if provoked.
6. Character urinates before cowering with no armour bonus for the duration of the fear effect. Will only attack if provoked.
7. Character defecates and urinates before fleeing.
8. Character defecates before fleeing.
9. Character urinates before fleeing.
10. Character drops all weapons and gear before fleeing.
11. Character drops all weapons before fleeing.
12. Flight turns into fight and character attacks foe with no armour bonuses for the duration of the fear effect.

Thursday, March 17, 2011

A notch or more

I was reading about character death in the CKG and there was a part on WW1 flying aces and counting kills. This was given as an example of what not to do with your player's characters as a CK (DM/GM/Referee). But as I thought about this I find that its the perfect thing to do to your GM screen. I proposing putting a red dot (although I might print skulls) on the player side of the screen for every character that dies. This is great especially for d20 where balance has taken the danger out of adventuring. The more dots you have on the screen the more the players feel they have to get serious about what they are doing. 

Tuesday, March 15, 2011

Geomorphs - the City

I've been thinking of a set of geomorphs over the last couple of days, and here is why. Even though I like the fly by the seat of your pants way I've been handling urban encounters in my Legends of Early Greyhawk campaign I noticed that my players have been seeking out a lot of different shops and taverns ect. which is to be expected. So a started to think that I could have a little map for each one of these kinds of places ready to go in my binder for when it is needed. The problem is that they really go to town when they go to town, and it would start getting weird if every type of place looked the same. The answer, geomorphs. Although there may be similarities at least each location would be different in size, layout and possibly number of floors. I could get a couple of 5"x 5" and a pair of 3 x 5" tiles on a letter sized sheet of card. At 5ft. per inch I think I have the basis for a really interesting set of urban geomorphs.

Tuesday, March 8, 2011

Castle Keepers Guide

I'm really loving the variant magic rules in the Castles & Crusades Castle Keepers Guide.
Also the alternate math for the Siege Engine is cool. I've noticed that there are different ways to arrive at the same result myself and this makes it really clear and shows the advantages of each approach. I prefer 15/+3/-3 - elegant. For more on the siege engine and how it works take a look at the quick-start rules here.

Wednesday, March 2, 2011

Monks in AD&D and its FRPG offspring

Ok lets talk about the Monk character class. I personally can't see myself allowing them in a campaign I am running unless there is some sort of oriental connection, or some sort of all monk campaign where all the characters and NPCs are monks, perhaps like a Kung-Fu movie with a Karate Kid climax. That being said I'll usually allow almost anything the players can justify with an exceptional background story and/or character motivation.


I really think the problem here is that the monk is not developed enough. We know he/she belongs to some temple (probably) but there has never been any kind of development on what temples are like for the monk. Do they worship a deity or some kind of alignment abstraction (or divine concept as explained in the Pathfinder Core Rulebook under clerics - such as battle, death, justice, knowledge). Are monks' temples the same as clerics' temples? Do they worship the same gods or divine concepts? In the Pathfinder Advanced Players Guide one thing I found promising about this class is the inclusion of different class features manifesting themselves as monk philosophies such as Drunken Master, Hungry Ghost Hand, Ki Mystic etc.  This is a great start as it can provide motivation and story background. I can just see a monk NPC showing up just as the party is about to achieve success and throw a wrench in things because he is from a temple of an opposed philosophy.


In general I tend to agree with the AD&D oriental adventures book that the monk does not belong with the western style character classes and is better suited to an oriental campaign. If one is to include the monk in the west in any AD&D FRPG offspring game or have an oriental campaign for that matter then there should also be a set of oriental classes.   


Pathfinder could use class archetypes that modify the traditional classes such as fighter/ranger - bushi, rogue-yakuza, cleric-sohei/shukenja, palladin-samurai, cavalier-kensai, wizard/sorcerer-wu-jen and prestige classes such as assassin-ninja.


Castles & Crusades should be even easier with fighter/ranger-bushi, rogue-yakusa, assassin-ninja, monk and barbarian stay the same, wizard/illusionist- wu-jen, cleric/druid-sohei/shukenja, knight/paladin-samurai. Just invent some oriental class abilities that better reflect the oriental flavour of the character. I personally think this is what was intended in the first place and why the monk was included as it was not like wu-jen being just a magic-user by another name, but something with no western unarmed martial-master counterpart.


I think if the monk is to really shine as a character class much of the above needs to be resolved, either by game publishers, or even better,  by imaginative referees. 

Wednesday, February 23, 2011

Investigative Theory for "Wizards" Sour Quarter

With talk about Hasbro profits down, it seems to me that an obvious item has been missed.


RPG's only require some dice a pencil and paper, a set of rules and your imagination.  In a bad economy like this one RPGs are a great way to entertain yourself and your friends at very little cost. Extra expenses get cut first and supplementary products to RPG rules fit squarely into that definition.


Hasbro/WotC is a corporation. Its their business model to produce constant new product. This is a terrible idea as explained in the quote I made from the Lejendary Adventure preface.
WotC and even Paizo with their subscription model, are walking a very fine line with success and disaster.  RPG's are maybe twenty percent business and eighty percent hobby. These guys need to focus on giving us material and other products that help us with our hobby, not our book collection. That means useful product. Its no wonder sales are down for the number one RPG game, its got nowhere to grow and once the players have the rules, they don't need to keep buying more, they can make their own rules, adventures, campaign worlds and monsters if they like, in fact as a hobby they are expected to. 


TSR made "products of your imagination" and understood that these were hobby materials, not unlike balsa wood and model rocket engines. 


In 2011 I'd like to see everyone that plays an RPG publish at least one item as a PDF and release it to share with others, even if its just a copy of your character. I'm sure when we all have a little more disposable income we'll be buying more product, but lets hope that we're a little more choosey and show the large publishers that they need to create useful quality products with the idea in mind that every sale they make beyond the game rules is not to be expected but to be considered "gravy" because really its just a sauce to the meat and potatoes of our hobby.

Monday, February 14, 2011

Mechanics of Love

They other day I was thinking about how in all the groups I've played RPGs with there has never been a PC that had any kind of romantic, sexual, or any kind of relationship, other than that of a formal one of a party member acting with other party members and NPCs.
I've read about grand romances and marriages that have occurred in other peoples games over time and began thinking about how I could introduce that kind of narrative to my campaign. I don't think my players are inclined to follow this dramatic vein in roleplaying so I thought what might be preventing them. I came to the conclusion that it was because neither I or them had ever discussed attraction while playing. 


Below is a mechanic for determining attraction and the conditions related to it that can lead to something further. In addition it provides benefits for trying to look attractive and being involved in a relationship in game.
I don't personally think this is better than good roleplaying but its interesting to me anyway.


Attraction
When encountering other characters the referee should check for attraction. This can be done at anytime during the encounter and could be due to any factors governed by charisma. One check per encounter unless the referee determines that something significant has changed (For example a character that was found severely wounded appears later at camp all cleaned up). Attraction is passive so there is no level bonus for C&C and no ability bonus for 3.5 OGL. It is assumed that players can choose their character’s sexual orientation and only characters that are within that orientation need be checked against. I’m sure min/max players will love choosing asexual. 
Roll for resistance versus attraction:
C&C: CL is the attracting character’s CHA modifier without level/HD bonus.
3.5 OGL: resistance is a Wil save vs. CHA score of the attracter. No ability modifiers except for the ones listed in the Attraction Modifiers table below.
Mutual Attraction
Mutually attracted characters will automatically comply with requests by the other character as long as it is not contrary to alignment or harmful to themselves. 
Mutually attracted characters are unable to properly use persuasion and seduction against one another. Although the referee can let them think they can try.


Infatuation.
Infatuation is a condition fostered through interaction between characters and those that are attracted to them. 
A roll for resistance vs. infatuation must be made under the following conditions:
• Attracting character is present (once per day)
• Any time an attracted character fails a save vs. persuasion
An infatuated character adds +5 the the CL or DC for Persuasion and Seduction saves (C&C save vs. CHA, 3.5 OGL vs. Will)


Jealousy
Any time an infatuated or in love character witnesses affection between the attracter and someone else they must roll for resistance to jealousy. In love characters receive a +1 bonus per month in love to a maximum of + 5 until year 2 is reached at which point an additional +1 is granted and thereafter again after every five years. This reflects a greater level of trust.
C&C vs. CHA CL = affection giver’s CHA modifier plus level.
3.5 OGL vs. Wil plus affection giver’s CHA modifier.

A character that fails a roll against jealousy immediately become hostile toward the character the attracter is interacting with. The player can choose to have their character be passive in their hostility if they choose but the details must be worked out with and approved by the referee.
Persuasion 
A character can make a persuasion attempt against a character that is infatuated  or in love with them. Persuasion acts as if the character had cast a charm spell. Persuaded characters take a -5 modifier to seduction. Characters cannot be persuaded to copulate unless they are in love. See Love below.
Seduction
Seduction is an intentional attempt at attraction. The character must make an attraction attempt vs the intended target. The character must be undisturbed in much the same way as casting a spell.
CL = CHA modifer +level/HD minup target’s WIS modifier
DC = 10 + CHA modifier minus target’s WIS modifier
If successful the target gets a saving throw (C&C vs. CHA, 3.5 OGL vs. Wil)
A character under seduction acts as if they had been placed under a geas spell by the seducer.
Seduction can be used to influence a character who is attracted to copulate.
Love 
Any characters that are mutually attracted can choose to fall in love.
Characters that are in love probably do not refuse requests of copulation. A character in love can be persuaded into copulation. Afterwards that character can choose to fall out of love if they desire. Being in love bestows the following benefits.


Ability Modifier Adj.
Intelligence     +1
Wisdom               +1
Charisma            +3
Rejection
Characters who are in love with someone who no longer reciprocates that love must make a resistance roll or suffer from rejection once per day.
C&C save vs. Attracter CL = CHA modifier plus level
3.5 OGL save vs. will DC = 10 plus CHA modifier
Minus 1 cumulative modifier for every time the attracter is hostile toward the character or instigates jealousy.
Characters who fail their save suffer penalties equal to the bonuses for love and can thereafter no longer receive love bonuses from the previous attracter.  Characters who make their save receive the full bonuses for love.  Characters who suffer from rejection must thereafter make a successful save once per day for a week to negate the effects of rejection.
The Benefits and Drawbacks of Copulation
Characters that copulate receive the following benefits and penalties per day.


Ability Modifier  Adj.
Strength               +2
Dexterity              +2
Constitution        +1
Intelligence         -1
Wisdom               -2
Charisma            -2
Copulation is addictive so a character who has not copulated once every 1d12 days takes the following penalties unless they save vs CON.
Ability Modifier Adj.
Strength          -1
Dexterity         -1
Charisma    -1
Intelligence  -1
Wisdom          -1
Characters who abstain from copulation must make a successful save 1d4 more times
before they lose their compulsion.
List of Attraction Modifiers to Charisma
Category Sub-category Bonus
Dress Fine Clothing +2 CHA modifier
Nudity or Partial Nudity x2 CHA modifier

Actions Flirtatious +1 CHA modifier
Suggestive +2 CHA modifier
Erotic +3 CHA modifier

Adornments Common +1 CHA modifier
Fine +2 CHA modifier
Luxurious +3 CHA modifier
Status Symbol                                                +1/-1 CHA modifier 
                                                (Uniforms, Symbols of authority etc). per difference in
                                                                                                                         standing
Makeup (as per culture) +1 CHA modifier
Modifiers stack, thus a crown, an object that is Luxurious and a Status Symbol is +3 plus difference in social standing.
© 2011 Scott Hadaller