OGL Horror - First Look/Thoughts


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Having spent more time with the book, I just wanted to throw out that two of the new game tools included with this book - rules for Ties and rules for Horror checks - are really well done and thought out, and I can't wait to try them out in play. :)

Ties are the personal bonds to external things that mean the most to a character. You get 5 permanent Ties and 1 temporary Tie (reflecting current goals) to start with, and the temporary Tie may change once during the course of the adventure. You can put more than one permanent Tie into a single thing, thus have for example 3 Ties to your whole family, 1 Tie to your wife, and 1 Tie to your job. The more Ties in a single thing, the stronger the bond. 1 Tie is strong, 3 Ties you would die for that person, and 5 Ties indicate an extremely obsessive level of connection. Ties can sometimes overlap in some instances, so a Tie to your wife might be considered 4 Ties (3 Family + 1 wife). Ties can give you a one time bonus d10 to roll on a single d20 roll. They are also tied into the madness disorders obsession and sociopathy (a condition of no ties).

Horror checks are divided into three types - Panic, Fear and Madness, with a Shock points system for Horror checks that fail miserably. Shock points penalize future Horror checks further, and can have long term as well as short term effects. You buy off Shock points at the end of the game session, and if you have accumulated enough that you can't get rid of them all, you need to buy them off by picking up mental disorders.

And I love the fact that drowning yourself in a bottle of Dewars lets you shake off the effects of Shock points, if only for a little while :)
 
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jaerdaph said:
Having spent more time with the book, I just wanted to throw out that two of the new game tools included with this book - rules for Ties and rules for Horror checks - are really well done and thought out, and I can't wait to try them out in play. :)

Ties are the personal bonds to external things that mean the most to a character. You get 5 permanent Ties and 1 temporary Tie (reflecting current goals) to start with, and the temporary Tie may change once during the course of the adventure. You can put more than one permanent Tie into a single thing, thus have for example 3 Ties to your whole family, 1 Tie to your wife, and 1 Tie to your job. The more Ties in a single thing, the stronger the bond. 1 Tie is strong, 3 Ties you would die for that person, and 5 Ties indicate an extremely obsessive level of connection. Ties can sometimes overlap in some instances, so a Tie to your wife might be considered 4 Ties (3 Family + 1 wife). Ties can give you a one time bonus d10 to roll on a single d20 roll. They are also tied into the madness disorders obsession and sociopathy (a condition of no ties).

Horror checks are divided into three types - Panic, Fear and Madness, with a Shock points system for Horror checks that fail miserably. Shock points penalize future Horror checks further, and can have long term as well as short term effects. You buy off Shock points at the end of the game session, and if you have accumulated enough that you can't get rid of them all, you need to buy them off by picking up mental disorders.

And I love the fact that drowning yourself in a bottle of Dewars lets you shake off the effects of Shock points, if only for a little while :)


I agree jaerdaph, the rules for ties and horror checks are superb. In fact, I am going to start using the ties rules in ALL games I run. It would help prevent the typical D&D hero with the "I care about nothing" attitude. The horror checks are very well done as well, and since I run a horror fantasy world, would slot in very nicely. Another great book my Mongoose! Congrats!
 
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Thought I'd mention another really great set of new rules found in OGL Horror's Cults and Conspiracies chapter. With these rules, you can give stats to any organization (like a cult, a conspiracy, or a government agency) similar to creating a character. Organizations have six ability scores analogous to those of characters: Force (Strength), Response (Dexterity), Resources (Constitution), Information (Intelligence), Occult (Wisdom), and Influence (Charisma). Organizations have hit points, skills and their own feats. Characters belonging to an organization can make requests of that organization for certain skill checks, but it always takes longer than it would if the characters did it themselves to get a result (so it doesn't end up being a crutch). There are modifiers to these response times as well depending on the situation and the organizations modifier to its Response score. There are also some feats characters can take that effect their relationship to the organization (e.g. Pulling Strings).

Several sample organizations of various sizes and influence are given, including the FBI.

Like the Horror saves and Ties rules, these are really well conceived, and would work very well in an X-Files or Dark*Matter campaign.
 

I like the idea of what you've said for the spellcasting and magic/psionics. Sounds very interesting, so I went to Mongoose publishing and saw it was a $40 book. Yowsers, I'll see if anyone is selling it used, but probably won't be picking that up as I just wanna probably use some rules from it for modernd20.

Glad that you like it though,

Tellerve
 

jaerdaph said:
One more important point: While much of the rules for the game (combat, movement, equipment etc.) come from the Modern SRD, in many cases the material is presented as it pertains to a horror game. For example, Light Sources and Illumination: there are two radii of a torch, for example, given. 20 ft. in bright illumination, 40 ft. in shadowy illumination. Things like that matter in horror...
Apparently it matters in fantasy too, since that rule is straight out of the PHB. ;)
 

d20Dwarf said:
Apparently it matters in fantasy too, since that rule is straight out of the PHB. ;)

Ah, the dangers of only playing d20 Modern now. Thanks Wil - I only have a 3.0 PHB and d20 Modern, and I must have missed that in the 3.5 SRD.
 

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