Retro Rulemaking
By Alex White
- 4 minutes read - 752 words
It turns out that I've been interested in game design since my very earliest days as a gamer. Back in 1975 I read a review of Dungeons & Dragons, couldn't afford a copy, so wrote my own rules that I played with my brother and some friends!
Throughout the seventies and early eighties my friends and I devoured all the RPGs we could find, and there were a few that we settled on as our favourites. While playing games like D&D, Runequest, Bushido and Traveller, I added or changed rules to experiment with making each game a little more to our liking. I recently found the exercise books in which I wrote these, and thought it might be fun to include the headings (and perhaps a few additional notes) about the rules I produced for each of these games.
Each of these variants was between half a page and a couple of pages of rules to cover them.
D&D Variant Rules (AD&D)
- Brawling rules (overly complex narrative brawling rules!)
- Random castles (random tables for castles, their occupants and guardians)
- Mineral resources (random tables for mineral riches which you can mine)
- Mines and their values
- Medieval style social background tables
- Accommodation costs
- Ceremonial magic (ritual magic that anyone can attempt with enough people to help, but with severe backlask possibilities)
- More fearsome dragons (bigger, tougher, nastier. Much needed in 1e days)
- Magic user subclasses (this is in the days when illusionists were the only official ones!)
- Large scale battles
- Good outsiders
- New magic staves
- new magic rods
- New magic rings
- Eagle riders
- Piratical dragon riders
- Additional prismatic wall layers
- Alchemetic gemstones (cribbed from Chivalry & Sorcery, I think)
- Wealth by craft and guild status
- Table of monster activities
- Dragon encounters
- Balrogs
- Running a business
- Tombs and crypt contents
Campaign world specific
- History
- Magic item families
- Politics
- Seasonal events
- Weather
- Encounter tables
- Terrain travel rules
- Languages
- Elves, Dwarves, Drow and Sahaugin
- Societies and social classes by nation
- National clothing
Runequest Variant Rules
- Healing plants (finding by environment and season)
- Group Fighting tactics (advantages for a team fighting together)
- Battle strategy effects (when two forces both pick a strategy, cross reference on a table to see which side gets what kind of advantage for that battle)
- Runemaster Followers (table for special followers when one becomes a priest or rune lord)
- Grappling rules (special rules for pinning and throwing)
- Combat variant - who is on the offensive? (alternate combat system where one has to gain the offensive position in order to attack)
- Net combat (using nets in combat)
- New Diseases (more magical ones)
- Wizard rules (inspired by Earthsea, allows for artificers, enchanters, conjurers, thaumaturgists, necromancers, symbolists and power-word wizards, each associated with a particular rune)
- Truestone properties (table)
- Effect of extreme weather (very hot or very cold weather will make life harder!)
- River crossings (number of swimming rolls to cross rivers based upon season and size)
- Weapon vs armour modifications (giving weapons a small bonus or penalty to damage when facing different kinds of armour)
- Variant time to draw a weapon (rather than +5SR for everything, smaller and shorter weapons are quicker to draw and thus take fewer SR)
- Bravery characteristic (a new experimental ability score)
- Drinking and drunkenness
- Getting lost in the wilderness
- Brawling and non lethal combat
- Large scale battles
- Serious wound charts by location
- Unusual weapons (boomerang, bolas, whip)
- Additional Elf types
- Lovecraftian monsters
- Miscellaneous items table
- New runespells
- Archipelago setting ‘the twilight isles’
- High elves
- Heights and weights
- Fast Town generation
- Cult spirit familiars
- Some D&D monster conversions
- Alternate post-magic setting
Bushido
- Variant Budo rules for using practical arts (basically slightly better for yakuza and ninja)
- Torture rules modification (making it easier to accidentally kill someone. Don't do torture, it doesn't work!)
- Entangling weapon modification (making it slight less easy to bind someone up in combat)
- Seppuku-lite for Yakuza (gangsters can cut off a finger and gain all the benefits of seppuku without the dying)
- New Okuden (for ninja families campaign)
- Parrying Rules (rather than just increasing defence, these rules allow a parry to completely block an attack)
- Status in Ryu, gangs, families, clans, Shogunate. (rules for accumulating status point with different groups. A table indicates whether actions are good for some groups and simultanously bad for other groups)
- Ninja families (and their preferred okuden)
Traveller
- Patron encounters
- Prospecting
- Hunting expeditions
- Space combat variants (to try to bring the excitement of asteroid belt chases into space combat)
- New gun types
- New missile types (stealth missiles and jump missiles)
- Aristocracy (privileges that come with rank and status)
- Port facilities tables
- Planetary encounter tables
- New alien races
- Space combat software improvements (more kinds of software to run)
- Attacks on ATVs
- Fuel to energy exchange ratios
- Ship construction variants
- Special brawling stunts
- New electronic equipment
Cover Photo by Masaaki Komori on Unsplash