A LINK TO THE GUIDE
From the Introduction to this ruleset:
H.M.S. APOLLYON
Player Manual Part I
COMBAT AND EXPLORATION
Player Manual Part I
COMBAT AND EXPLORATION
I never set out to write a retro-clone, only
my own esoteric setting material, but HMS Apollyon has turned into a retro-clone
of sorts – specifically a sort of homage to the earliest editions of Dungeons and Dragons. I have a copy of the “Whitebox”, the later
“collectors’ edition” that I bought long ago in my youth, but I never really
read it with a critical eye until playing in Brendan S.’s Pahvelorn game on
Google+. Most of the basic rules and
mechanics here are pulled or interpreted from the “Whitebox” and the “Little
Brown Books” it contains, but they are more the product of other’s work and
games – Nick W., Ramanan S. and most of all Brendan S., as well as the players
who have stuck with the setting as it has contorted and evolved, especially
Chris H. and Eric B.
I have tried to keep my rules concise, but rather than just offer another set of retro-clone rules I want to provide my reasoning for why I have adopted them. You may notice small text boxes below some of the rules, and in these I have tried to justify why I am using a rule and what I hope to accomplish with it. It’s my belief that while setting is largely formed by evocative description, NPC interaction and collaborative storytelling, that rules are still important as they can destroy or support a setting’s tone. I shy away from too many player-facing mechanics and try to emphasize “player skill” over “character skill” but mechanics do help make a setting, especially combat mechanics which largely set the game pace, character turnover (lethality) and how important central is to the game.
The intent of the HMS Apollyon setting is to
provide players an exploration game in a setting where life is cheap, the world
cruel, and combat against the denizens of the haunted hull a desperate, not
altogether wise gamble. These combat rules are written with this goal in
mind. The rules were slowly developed
and modified through play and thus are esoteric as opposed to
systematized. While systematized rules
have an intuitive appeal, I have found that the effort to fit everything into a
structured rule set rather than a collection of smaller subsystems or
individual rules tends to stifle the sort of “rulings not rules” mindset that
early Dungeons and Dragons fosters as
well as discouraging the individualized house rules that are necessary to fill
gaps in any rule system in a comprehensible manner that doesn’t rely on
metagaming or “build science” more appropriate to war games.