Cairn RPG

Following up on my blog post from a couple of weeks ago, I have been doing some research into various RPG systems that I would like to play. Some of those purchases and inquiries are starting to come to fruition and there has been one system that has really caught my eye. 

Cairn is a New School Revival system, which if I am being honest, I don't know exactly what that means. The term is used online often in conjunction with the Old School Revival (OSR) terminology, which references the D&D methods and designs from the early eighties. I'll talk about that more in another post, but I wanted to highlight a bit of what has caught my eye with Cairn. I'll be summarizing a bit on my interpretation, so this may not entirely be the designer's intent with the system design. 

"Cairn is an adventure game about exploring a dark & mysterious wood filled with strange folk, hidden treasure, and unspeakable monstrosities. Character generation is quick and random, classless, and relies on fictional advancement rather than level mechanics. 

It is based on Knave by Ben Milton and Into The Odd by Chris McDowall. The game was written by Yochai Gal."

The entire rules set is about 24 pages and can be downloaded over at cairnrpg.com. There is some very nice design aesthetic as well around the character sheet and pamphlet. 

One of the key things I would like to try and do with Cairn is to explore some of the tropes and mechanics that D&D 5e either falls short on or that our play group has not explored. For the purposes of my planning, I have solidified around three main concepts that I would like to explore with Cairn. 

  1. Make wilderness survival matter. When characters  venture out into the wilderness the management of their resources and the risk/reward to exploring should be tied into the system. The further they explore, the greater the treasure reward could be, but also the higher the risk. Getting back to a safe haven after your adventure should be considered in their resource management
  2. Make money matter. D&D 5e hands out a lot of money and after a few levels, characters have more than they can possibly spend. Additionally, living expenses become a chore and a waste of time when they have hundreds of gold burning in their pockets. Cairn's limited inventory system may not only help the player spend their money, but also manage all of the items they have and make considerations as to what is most useful for the adventure they are entering into.  
  3. Explore character advancement outside of the traditional “leveling up” system. There is a concept known as “Foreground Growth” where the characters can grow and advance through in the world and their adventures, not from resting overnight. I love the idea of exploring the concept your direct encounters and experiences lead to specific growth. Perhaps you had a close encounter with a Hag in the wilderness and as a result you learned about their critical weakness.  

This would be my first time running a system like this, so I am hoping to build the campaign around an adaptation of "The Lost Citadel" by Green Ronin Publishing. I am hoping that the concept of a single, last human city will help to facilitate this campaign style since the adventurers will have to head out into the wilderness and try to make their way back. Adventuring further from the city can result in increased risk and increased reward. 

Cairn has a lot of nice hacks built by the community to further some of the dungeon and hex crawl mechanics. I think that would be really fun to dig into an explore as a core component of the campaign. 

#OpenD&D and ORC

If you are not in the tabletop gaming world, you may not have heard about the controversy surrounding Dungeons & Dragons for the past couple of weeks. In short, Hasbro, who owns Wizards of the Coast (WOTC), who make D&D had leaked an update to their gaming license that would've imposted some severe restrictions upon content creators, 3rd party publishers and pretty much anyone who did anything creative within the D&D world. What is/was known as the Open Gaming License 1.0a (OGL) has been around for around 20 years. This licenses allows content creators to create content in and around D&D without imposing upon WOTC's copyright or trademark. For example, you wouldn't be able to call your book a D&D book, but you could say something along the lines of "it is 5e compatible and has these new monsters I created". 

This all got into a big mess when WOTC had their new OGL leaked. There were many problems with it, but most notably it appeared to revoke the previous license, implied that WOTC could claim the rights to creator's work and required creators making more than $750,000 annually to pay ~25% royalty. It was a shit show to put it mildly. 

Gizmodo broke the story and it put the fandom into a maelstrom as WOTC failed to repond. When they finally did, nearly two weeks later,  the community was not pleased. 

As result, multiple companies in the TTRPG industry have now struck out on their own to avoid any potential issues like this in the future. The backlash to WOTC has been so strong and so swift that they have essentially now created more competition in the market against themselves. Kobold Press has announced that they are making their own RPG system, code named Project Black Flag, which will likely be a 5e compatible system (aka 5.5). MCDM productions announced their new system and Paizo has announced they are leading and effort with multiple other publishers to create a truly open gaming license to be called ORC that can be applied to any gaming license. 

On top of that the Electronic Frontier Foundation and Cory Doctrow have chimed in with numerous other sites detailing how the original OGL was not even needed and how it even restricted some rights which might be inherent. 

In the end it has been quite a disaster. 

At this point I don't intend to stop playing D&D, but I think this might be an opportune time for our group to take a look at some other RPG systems and try those out for 2023. Paizo has put many of their books one sale this week to encourage some different play. 

The Adventures of Morrin Soul Axe

So this past Friday I had my second role playing adventure with the Pathfinder Society. As with the first time, I had a blast and I am now starting to get a handle on how the game works a bit more. Our group was thrown for a bit of a loop at the beginning of the game as the GM who was hosting the game asked all of our characters to introduce themselves to their fellow companions and state why they decided to join the Pathfinder Society. I had to on the spot think up of a a background story for my character, but I think I did a pretty good job. 

I think I may start a little sort of side blog posts going forward that summarizes these adventures. Could be sort of fun. In the mean time, I will do a quick summary of the introduction I did that evening for my character.