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Helvéczia - picaresque fantasy RPG

Melan

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Since some of you guys were interested - and since this is a codexian publication in many respects - here is the announcement and preview of my forthcoming RPG.
:grpg:

helveczia_preview_cover.png

I am happy to – finally! – announce the forthcoming release of Helvéczia (pronounced “Helvetia”), my pseudo-historical fantasy RPG set in a strange alternate-world Switzerland. This is going to be a self-contained game system published as a 204-page hardcover ($40, so fully packed that I could not even fit a product list into it), and what’s more, a very sturdy and handsome boxed set ($60, so fully packed that together with the packaging, it is just barely below the postal shipping limit), with a cover painting by Peter Mullen, and player map by Sean Stone. We are now in the production phase where things are being printed, bound, and assembled: not yet there, but there-ish, and perhaps ready for a May release. And now, for the details – for that’s where the Devil tends to lurk!

* * *​

Concept

Helvéczia is built on a simple premise: what if old-school gaming was built ground-up on a different list of inspirations? What if their creators had watched the Three Musketeers and countless swashbuckling films about robbers, stagecoaches, and swordfighting scoundrels? What if, instead of the great American pulps, they read historical adventure, picaresque stories, and penny dreadfuls? What if the games’ mythical and folkloric inspiration came not from the Anglo-Saxon and Northern European tradition (with a bit of Greek myth via Harryhausen), but the Brothers Grimm, and the broader legendarium of Central Europe? What if Gary Gygax had set his campaigns in a fantastic Switzerland, the homeland of his ancestors, A.D. 1698? The game is an exploration of these questions.

Like D&D is slightly different than a sum of its parts, Helvéczia brings the same transformative quality to its source materials: it does not strive for historical or mythical accuracy or a representation of any specific book, movie or legend that went into it; rather, it treats them as ingredients for a fantastic adventure game which freely mixes historical fact with historical fiction – and both of them with the modern imagination. You do not have to be a student of history or 17th century pulp literature to play and enjoy Helvéczia (although neither does it hurt if you happen to be one – as it happens, picaresque stories are often the precursors to modern adventure pulps, and immensely enjoyable). It is game first and foremost, and the Devil take the rest! Speaking of the Devil: you will certainly meet him at Helvéczia’s crossroads and seedy taverns, and the game shall teach you how to play cards with him – or how to thwart his plans with the Holy Bible.

The tone of Helvéczia is above all meant to be light-hearted and adventurous: from history, it mainly draws that which is action-packed, strange, and colourful, and does not dwell on its miseries. While life is certainly cheap in Helvéczia (just ask the young Giona Baruch, devoured by a pack of striga in his first adventure; or my own poor Brother Rodrigo Cordial, who perished in a failed first aid attempt – many such cases!), this is not a “grim and gritty” game, nor one about horror and atrocity. In the game setting, the Thirty Years War is a distant, dark memory, and the choice of the era is deliberate: it is a time of healing and reconstruction, although also a time which still has much of the past’s “gothic darkness” as well as its rustic, human charm. Helvéczia has room for darker tales and gothic horror (a sub-chapter discusses running doomed romances and similar fare), but its interest lie more in fast-paced adventure, tests of wit, social satire, and quick reversals of fortune.

helveczia_preview_playersmap.png
Scope

Many old-school systems offer relatively simple hacks of the original games they are based on: their changes are mainly aesthetic, and do not go very far – they are broadly compatible with the (usually) B/X-based systems popular among old-schoolers. Helvéczia took a different path, more comparable to the likes of Stars Without Number or Wolves of God. This is a complete and in-depth reworking of the old-school game experience to serve its set of influences, while leaving intact the underlying structures of play. That is: everything is changed, but everything is in a familiar place.

Classes, levels, hit points, spell memorisation, random encounter tables, dungeons and hex-crawling procedures are all present in the game, but all of them are altered to fit. Your character might be a Spanish Sharpshooter or a Polish Student, their weaponry might be a fine sabre and a brace of pistols, the Student in the group might know spells such as Dr. Mabuse’s Mesmeric Mirage or The Devil’s Astrology, and the Cleric might employ Judicious Lesson on a group of robbers or an advancing crowned serpent, but the end result should still fit like a comfortable set of clothes – although perhaps a different cut than you are used to.

Secondly, Helvéczia is a complete game. In the book, you shall find more than a collection of alternate rules: the game comes with a bunch of procedures, playing advice, context, and examples of play, 120 spells (most of them new), as well as a loosely described setting (the titular Helvéczia – although, as our more recent campaign in fantastic Catalonia proves, the basic concept translates well to other corners of late 17th century Europe). And that’s only the player’s half of the book: the Gamemaster’s Almanac contains plentiful gamemastering advice (both general and specific), adventure design methods, a bestiary’s worth of strange new monsters (foregoing the usual dwarves and giants we know all too much, it dips into the weird end of European folklore and the author’s imagination), comprehensive encounter tables, setting-appropriate magic items (many of them stemming from actual 16th and 17th century magical superstitions), and an appendix of random inspiration tables. That is: he core rules themselves are simple, while much of the book’s 204 pages is supporting material – designed to be helpful and fun, not overwhelming.

helveczia_preview_ammertal.png

Rules

Helvéczia employs a quick, vastly simplified, old-school variant of the time-tested d20 system. This bears some explanation, as d20 does not enjoy a stellar reputation in old-school circles: indeed, games with this foundation are often excluded from the “OSR” label altogether (whether this makes the author a “shitbrewer” or False OSR Enthusiast is up for debate). Nevertheless, this is the lineage Helvéczia’s rules come from – and the results only retain the basic framework of the system found in 3rd edition D&D. The rules have been drastically simplified to allow for quick character generation and smooth, fast-paced play, and where it matters, they have been altered to follow old-school ideas. Some parts of d20 have been cut altogether (feats, the abundance of oddly specific classes, or the emphasis on tactical combat), and other elements have been significantly toned down or revised (the pace of advancement, skills, stacking bonuses, combat complexity). This is, I believe, a simpler, cleaner system than the original. The rules have undergone a whole lot of polish over the years; in fact, this is the second edition of the game, improving and expanding on the Hungarian-only 2013 boxed set in all respects – first and foremost in presentation and ease of use.

One feature of special note is found in the game’s closed advancement scale. Following the “E6” variant (the smartest take on 3e-era D&D that I know of), Helvéczia is a six-level system. No more and no less: characters, NPCs and monsters are all restricted to the sixth level. Not even the King of Spain or the aristocracy of Hell are above this rule – although they, of course, have a few tricks up their sleeve to even the odds. From combat abilities to skills and spells, all fit this scheme. Player characters typically start on the second level, as slightly seasoned adventurers who are a cut above the rest. Practically, the E6 power scale establishes an implied setting where none are super-powerful, but a combination of luck, ambition, and wits can save the day even in the most dire circumstances.

To mention one outcome of these rules, adventures designed for Helvéczia do not have a level designation: any company can attempt them, but a group of second-level beginners will probably have to employ a more careful approach than a table’s worth of sixth-level veterans. Second: fortune plays a strong role in the game (it is fairly “swingy”), and rolling with the punches or seizing a good opportunity are important elements during play. As a picaresque game, Helvéczia is filled with sudden reversals and odd detours – once up, once down; easy come, easy go. Third: where much of modern role-playing is about “the adventuring day”, resource management in Helvéczia is usually more of a weekly affair. Characters can expect to do much of their adventuring while wounded, low on spells, poor (money is relatively scarce, and easily spent on gunpowder, fast horses, and fine lasses), inconvenienced, or otherwise depleted: and they shall triumph nevertheless! Fourth: Helvéczia has somewhat weaker niche protection than B/X or the AD&D lineage tends towards. Combatant characters can excel at a few scholarly pursuits, and Students can stand their own in a duel – although they will be no match for a master swordsman like Álvar Diaz Garcia Vega de Valencia y Vivar (who also carries the sword of his distant ancestor, El Cid!)


* * *

Release plan

Helvéczia will be released in two formats, followed by a PDF release a few months down the line. The hardcover ($40) will form the basic edition, with the following content:

  • the A4-sized hardcover book (204 p.);
  • a double-sided, hand-drawn foldout players’ map, labelled on one side and unlabelled on the other;
  • and a deck of cards to play with the Devil (this is a 32-card Hungarian card deck depicting the main characters of the Wilhelm Tell legend – ironically, entirely unknown in Switzerland proper).
The first supplement, Ammertal and the Oberammsbund ($14), shall also be available. This A4-sized, 72-page supplement includes:
  • a hex-level description of the two eponymous mountain cantons, with a wealth of ruins, strange homesteads, brigands’ nests and adventure opportunities;
  • three adventure modules providing examples of dynamic wilderness scenarios, dungeon crawls, and both the mundane and odd side of Helvéczia;
  • a handful of mini-adventures, additional materials, NPC adventuring parties and local legends;
  • two foldout hex map sheets depicting one quarter of the lands of Helvéczia, one for the GM, and one (with much left blank) for the players.
Last but not least, the boxed set ($60) shall also be available for purchase. The Helvéczia boxed set – a sturdy thing packed to the brim – contains the following:
  • the hardcover Helvéczia rulebook;
  • Ammertal and the Oberammsbund;
  • nine map sheets, including the players’ map and four hex maps each for the GM and the players, respectively;
  • a deck of cards;
  • a folder containing character sheets, an almanac for timekeeping, and reference charts.
Shipping for the hardcover and the box set will be $23 to Europe and $28 Worldwide, while Ammertal shall ship at the price of zines, for $6.5 or $8, respectively. Do note that the boxed set is rather heavy, and we had to be careful not to exceed the 2 kg (4.4 pound) shipping limit with the packaging. Accordingly, every box will ship separately from other ordered items.


helveczia_preview_treasure.png

Preview

The following 21-page preview provides the introductory chapter of the game with an example of play, a basic introduction, design principles and an “Appendix N”; and a handful of pages showcasing the game’s spells, GMing guidelines, and bestiary.

Helvéczia Sample (24 MB PDF)

+M
 

Melan

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Hah! :lol: The alignment system is point-based system rated on a scale from 1 to 21 (you initially roll for it with 3d6). Sinful and virtuous deeds, associated with the seven heavenly virtues and seven cardinal sins, move a character upwards and downwards. Characters in a state of high Virtue receive a bonus to their saving throws, while those low on the scale receive an attack bonus, and luck in cards and dice. Characters close to the extremes of the scale will also attract the attention of Heaven or Hell, with various consequences. As for filthy Neutrals, they get nothing! :dealwithit:

As a practical example, in our most recent campaign, the Italian Vagabond Ottavio Sgrinfia started with a Virtue of 9. During his adventures, he cursed someone (Wrath, -2 V), and tried to shoot an unfiendly beggar (Wrath, -2 V), putting him into the low range. He and his companions rescued someone from peril (Charity, +2 V), but Ottavio and another character made a deal with the Devil for some very useful healing after an unfortunate encounter with the undead (Greed, -2 V). With two other minor sins, he finally died when ambushed by a diabolical cat while trying to infltrate the hideout of some devil-worshippers. At 3 Virtue, his subsequent fate is not hard to guess!
 

Snorkack

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Suddenly, Xyntillan suspiciously appears to be originally written with that setting in mind... The more I'm surprised this is based om d20.
Will it be easy/meaningful to convert CX and other retroclone modules to Helvéckzrvxuwia, do you provide any guidelines for that?
 

7h30n

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Oh man, this sounds great! Next time I go to Hungary, I'd like to have a game ran by you :bounce:
 

Melan

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Suddenly, Xyntillan suspiciously appears to be originally written with that setting in mind... The more I'm surprised this is based om d20.
Will it be easy/meaningful to convert CX and other retroclone modules to Helvéckzrvxuwia, do you provide any guidelines for that?
The answer to that question is found Xyntillan's introduction, in the very first paragraph of all places, although in an oblique way. :M
Beyond the small town of Tours-en-Savoy, the road passing through the mountains branches. Most travellers cross themselves and press onwards, hoping to reach the small priory on the pass before sundown, and continue towards Rüti Canton and its merchant towns. Yet some, mostly the foolhardy and the less than scrupulous, take the less travelled road climbing through the shadowy pine forests and into the silent mountains. There, after two days of travel, lies the Valley of the Three Rainbows, and on the shores of a crystal-clear lake, the crumbling parapets and fantastic towers of Castle Xyntillan.
One way leads to Helvéczia*, and the other to Xyntillan proper - but you cannot take both roads: you either go one way or the other!

660259e6e41a41c26701f036ca648287411f7d05.png


The game and the module came from the same creative spark (I badly wanted to run a game in Clark Ashton Smith's Averoigne**), but diverged almost instantly, and both went their own way. They are no longer compatible.There is a Helvéczia adventure that is is similar in concept to Xyntillan (a haunted castle inhabited by an eccentric family) I intend to release later, but it is much smaller, and is more of a tournament scenario. Most Helvéczia characters would not fare well in a megadungeon.

I don't believe in converting existing adventures to the game, although it would be possible to extrapolate if you wanted to. Instead, what I would like to do is provide a selection of adventures to give people an idea about how to create their own, and robust help in the rulebook to just do so, in the form of both tools and advice. It should not be too hard - once people get the idea, it is very easy to mine sources like Grimm's German Legends (which works as a collection of Helvéczia adventure seeds) or swordfighting movies for ideas, and turn them into something playable.
____________
* Technically, Helvéczia is set a few generations, perhaps 70-80 years after Xyntillan's time period. During that time, the descendants of the Malévol family led the lands of Xantillon into the Helvéczian Eidgenossenschaft, making it a full member of its defensive alliance.
** And years before that, a light-hearted version of Moorcock's excellent War Hound, but that attempt used WFRP, and didn't work out.
 
Last edited:

Zed Duke of Banville

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Helvéczia is built on a simple premise: what if old-school gaming was built ground-up on a different list of inspirations? What if their creators had watched the Three Musketeers and countless swashbuckling films about robbers, stagecoaches, and swordfighting scoundrels? What if, instead of the great American pulps, they read historical adventure, picaresque stories, and penny dreadfuls? What if the games’ mythical and folkloric inspiration came not from the Anglo-Saxon and Northern European tradition (with a bit of Greek myth via Harryhausen), but the Brothers Grimm, and the broader legendarium of Central Europe? What if Gary Gygax had set his campaigns in a fantastic Switzerland, the homeland of his ancestors, A.D. 1698? The game is an exploration of these questions.
What if Gary Gygax had been even more obsessed with polearms than was historically the case? :M

w4-jpg.110236

w5-jpg.110237
 

ERYFKRAD

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Helvéczia is built on a simple premise: what if old-school gaming was built ground-up on a different list of inspirations? What if their creators had watched the Three Musketeers and countless swashbuckling films about robbers, stagecoaches, and swordfighting scoundrels? What if, instead of the great American pulps, they read historical adventure, picaresque stories, and penny dreadfuls? What if the games’ mythical and folkloric inspiration came not from the Anglo-Saxon and Northern European tradition (with a bit of Greek myth via Harryhausen), but the Brothers Grimm, and the broader legendarium of Central Europe? What if Gary Gygax had set his campaigns in a fantastic Switzerland, the homeland of his ancestors, A.D. 1698? The game is an exploration of these questions.
What if Gary Gygax had been even more obsessed with polearms than was historically the case? :M

w4-jpg.110236

w5-jpg.110237
Polearms are for plebs.
 

Stella Brando

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Melan, do you have another way to access your PDF? I can't make that site work.

I'm especially interested in your appendix N, I like swashbuckling stuff.
 

Melan

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What's the difference between Xyntillan and Xantillon?
One is the castle, the other is the province.

Melan, do you have another way to access your PDF? I can't make that site work.

I'm especially interested in your appendix N, I like swashbuckling stuff.
Here it is on Mediafire. Check out Gil Blas, it is great.
 

Zann

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A Beautifully Desolate Campaign
Fuck, I might need this for perusing alone. Awesome setting idea.
And polearms rule, hail the raven's beak.

Coincidentally, I read this a couple months back :
9782213021386-G.JPG

An interesting read about the Swiss national myth.
 

Zed Duke of Banville

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i can't brofist yet but i would like to thank u for this awesome pic. :) prestigious, indeed. <3
Those are part of a set of 7 images of weapons: https://www.enworld.org/threads/do-you-know-your-glaive-guisarme-from-your-bohemian-earspoon.663555/

Though perhaps it would have been more appropriate to post Gary Gygax's own article on "The Nomenclature of Pole Arms" from Dragon Magazine #22 (February 1979), which was an expansion of his earlier "Medieval Pole Arms" and "A Few More Words on Medieval Pole Arms" from the 2nd and 4th issues of The Strategic Review.
ke5ija.jpg

nklju4.jpg

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That same issue of Dragon Magazine also carried a four-page article by Gygax on "the Rise of the Swiss Confederation with Commentary on Their Military Tactics". +M
 

Melan

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After manufacturing a prototype (picture below, you can see the covering paper is still a bit off), the box has entered production:

helveczia_box_prototype.png


...and here are test prints of some of the hex maps that will go in there (GM/player versions):

helveczia_hex_maps_test.png


It seems the boxes will be ready for sale after I'm back from a short vacation (family wedding, plus I need to take some time off after this horrid Covid imprisonment).

Until then, I have published a post that goes into the nitty-gritty of the system through the example of character generation. There will be another post describing combat, too.
 

Melan

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helveczia_boxed_set.png


After its debut at the North Texas RPG Con (where the real conoisseurs could already get their hands on this one! +M), I am pleased to announce the publication of Helvéczia, my new old-school (pseudo-)historical fantasy RPG set in a late 17th century Switzerland that never was. With a cover by Peter Mullen, and a player's map by Sean Stone, Helvéczia is a fast-paced and colourful game of guns, dames, deviltry and steel, based on swashbuckling tales, penny dreadfuls, local legends, and the strange stories of the Brothers Grimm. Published as a 204-page hardcover and a lavish boxed set (which contains the hardcover book, a regional adventure supplement, nine map sheets, and more), this is a self-contained game system taking you to a strange alternate-world Switzerland where danger lurks in the deep forests, and even weirder things are afoot in the high mountain valleys. More details are shared in the announcement and these previous blog posts.

Please note that this is not a "restatement" or revision of D&D, but a complete reimagination that does not conform to every design tenet and peculiarity of "the OSR" (whatever that is). Take it for a new old-school game, and enjoy!

The game is available in the form of a hardcover rulebook, and a very sturdy boxed set from https://emdt.bigcartel.com/ Your print order also makes you eligible for free PDF copies of your ordered items when they become available (should be a few months after the print edition). PDFs will be delivered via DriveThruRPG to your regular e-mail address, unless you request otherwise.
 

Morblot

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I am literally out of shelf space already but no way was I going to not get this. Looks very sweet. :obviously:
 

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