September 2009

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Funny little story…

This past weekend, the gaming group I’ve been playing with decided it was time to put the sandbox campaign we’d been playing on hold and start something new in November. At the heart of the decision was the fact that the campaign just never “clicked” for everybody involved (two players and the GM). And I have to say that some of that lack of “clicking” was definitely my own problem.

Question MarksThe issue was that I just never bonded with the character. Whether it was my understanding of the setting, or the background I’d chosen, or some other hidden factor, I really don’t know. But the emotional bond just wasn’t there.

What was funny to me was that the GM had created a story early in the campaign that I really attached myself to. My emotional bond was to that story – not to my character or the world – but this small thread that even the GM mentioned he had no idea what he was going to do with.

For the next campaign with this group, I not only have to find a solid character concept that works in a party setting – but I really have to focus on finding an emotional bond with the character. Without that connection, I might as well be simply playing a board game and moving a piece around on a game board.

So here’s my question… What are the different ways YOU find to bond with a character? If you don’t find that bond immediately, what do you do? I’m curious and would love to learn from the collective wisdom of the community. :)

–Fitz

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I’ve been a silent member of the community for quite a while now, but now that I’m active again, I thought it would be helpful to re-link to posts from the week that I found thought provoking or useful.

Friday Links

So starting today, I’m starting a “Friday Links” post tradition. This will basically gather all the links I thought were cool from the week and provide a bit of why I thought each was interesting or useful.

First we have “Bringing Back the Magic” from Brandan Landgraff at d20source.com. As someone who’s been investigating how to add more “crunch” to wizards, I have to say I hadn’t thought much about magic items until I read Brandan’s entry. As he says, a +3 flaming sword just doesn’t have much pizazz – “all too often it is easy to think of a magic item as a +3 flaming sword, rather than the legendary fiery blade wielded by the mighty conqueror Hulkgar the Bad during his annexation of the kingdoms of the north”. You can find this great article here.

Next, you have a similar article from the AbstractXP blog… Again, a +3 dagger is just a dagger with a +3, but it could be so much more. It should have a history or at least a name to inspire fear and stories in your enemies and friends. It’s definitely a trap that many D&D players run into as far as magic items – focusing on the properties of the item and not the item as his or her character would perceive it. Yet another area where some “crunch” is needed for better roleplaying. You can read the whole article here.

To change the topic a bit, as a parent I’m often struggling with when to introduce my creative, imaginative daughters (ages 4 and 6) to roleplaying. So I’m always on the lookout for “Gaming as a Parent” types of articles around the blogosphere. I found one on The Escapist this week from WJ Walton titled “Washington Post parenting blog likes D&D”, which led me to a Washington Post article I wouldn’t have read otherwise. And Walton’s conclusion – if “he’s really suggesting that more parents should play RPGs with their kids”? He couldn’t agree more. I hope to join this cadre of gaming Dads soon. :) For the article and the link to the Washington Post article, see here.

Next, we have an article from the gnomes at Gnome Stew. John Arcadian suggests you “Think About Your Game As If It Were a Movie or TV Show.” I have to say, though this isn’t the first article on this theme, it’s one of the best I’ve seen to summarize the various aspects of TV show production that lend themselves to being a GM. I’ve tried this mindset myself from time to time (in the distant past), but never really got the hang of it. With John’s suggestions, maybe I’ll try it again! You can read the article here.

And lastly, I’m always on the lookout for resources. Over at the Game Table Role-Playing Game Blog, Justin Mason has provided a list of 33 free fantasy True-Type Fonts (TTF) that can be used in your own campaigns. There are some great ones here. “Hobbiton Brush Hand” is just beautiful, and I think the capitals for “Neverwinter” would make great flourishes on any page. Thanks Justin for offering these! You can see the article here yourself.

Thanks for all the great posts and I hope to make this a regular column every Friday!

Let me know if you have any suggestions for links and I’ll be sure to include them. Have an awesome weekend!

–Fitz

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As the dominant feature in the city of Belos, the Grand Basilica rises majestically above all other construction. Only two of the castle’s highest towers reaches the 150 foot height of the Basilica’s golden dome. From dawn to dusk, the dome catches the rays of the sun, lighting a beacon for the Church faithful.

The dome itself serves as the main hall of the Basilica, hosting as many as 10,000 of the Mother’s flock beneath its roof. Surrounding the dome at the four corners of the supporting structure are four massive towers also topping out at 150 feet. The towers are home to many of the different priestly orders.

Located beneath the Basilica, the underchapel is rumored to be nearly as expansive as the above-ground portions of the Basilica, but is only for the use of certain key personnel. In recent years the militant Order of St. Greggor has been seen entering and leaving the underchapel regularly, but they are far from the only secretive order of the church.

Monks in ChurchRinging the exterior of the Basilica is a series of statues of those known of what is the Second Tier of the Mother’s initial disciples. Each statue personifies one quality that the Mother embodied – such as compassion, kindness, and dedication. Each statue faces the center of the dome.

As you approach the huge double doors to the Basilica you quickly realize that it must take several priests a great deal of effort to move them. In the last 15 years they have never been closed and there are always priests on hand to help any who would choose to enter. Upon the doors themselves there are two gigantic loops that, when the doors are closed, form the infinity symbol (a figure eight laid on its side) which is part of the Church’s symbology.

Once inside the church, directly below the center of the dome, is what looks like an ornately carved birdbath. This is a collecting plate for the Mother’s Tears. Any who may enter is encouraged to use this water as they would wish. Since the building of the Basilica more than 1000 years ago, the bath has never been empty. It is believed that once the Mother’s portrait was painted ascending to take her place next to the Maker that actual tears formed and dripped soundlessly into the pool. Even in times of drought, the pool has never gone dry.

To the left and right of the main causeway to the altar lie one hundred rows of pews broken into sections that form a gentle curve to follow the outline of the dome. During the High Masses held once a month in the Basilica, the flock fills the pews and there is little room for those standing on the edges.

The altar itself is broken into three areas. On the left- and right-most sides facing the congregation is a lectern. In the center is a broad marble table of the same composition as the Mother’s Fold bridge just down the road from the Basilica across the river. Many of the faithful come to simply stare and meditate on the slowly changing and calming pattern within the stone. Here is where the Deacons and priests give the masses to the flock each sunrise and sunset.

In the four corners of the building supporting the dome are doors leading to the towers. Directly behind the altar, hidden behind a tapestry on the wall, is a door to the underchapel. In the last ten years, a guard from the Order of St. Greggor in full armor has stood watch at the door letting few beyond.

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Hi all…

RPG Bloggers Network Member 150x150This is probably just the gamer geek in me, but I’m excited to announce that this blog is now part of the RPG Bloggers Network! I want to thank Dave at Critical Hits for adding me to the list.

I’ve been following posts on the network for what seems like years. It’s somewhat surreal to see my last post show up in the list along with all the other great posts that go up every day. :)

Thanks Dave! Looking forward to sharing my own odd perspective on gaming as well as news and info about Moebius Adventures!

–Fitz

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In the beginning, there were wizards with spellbooks and monsters with special abilities. Then there were superheroes and villains with powers. But I never played in a campaign where there was a mix of traditional fantasy and super powers – so we created one.

Immortals’ Wake is a world in which magic, both arcane and divine, worked together to create Fire Symbol - Alchemya being with magical abilities – the power to control raw elemental energy. Why would they do such a thing you might ask? And why not stop with one experiment? A thirst for knowledge sometimes leads down some interesting roads.

However, these “Changed” as they came to be known, gained the ability to collect and manipulate the forces of water, fire, earth, air, and spirit. Think for a second about someone who could control these elements. Can you imagine the damage they could do? Then think about the good that could be done as well… You’re really introducing traditional comic book hero abilities into a fantasy world.

And as such, these powerful individuals are often called Demons by those who mistrust the destruction the Changed often bring with them. Initially, newly Changed have little control over their abilities. Freakish fires or floods may cause huge swaths of damage during the Change. Or whole buildings may be swallowed by the Earth. What do you tell the innocents who may have lost their lives or property after such an event? “Sorry” barely scratches the surface.

What can they do with Fire? Destruction comes to mind. Simply redirecting the power of a campfire or torch to set other objects aflame, take the heat and warm up an opponent’s metal weapons or armor, or simply launch a ball of fire at an opponent to do as much damage as possible. Then reverse it. Imagine a powerful elemental Fire mage who could draw the flames from a housefire or forest fire, or draws the heat from a room to lower the temperature.

The scariest of these elemental abilities for me comes with those who can control Spirit. During one campaign, we had a character take the spirit of a person and place it in a plant, just to prove a point. During another, we had a character speak to the spirits in a haunted area and provide a shell for one of them to communicate with others. And in yet another instance, a character used Spirit abilities to travel in an Astral form and manipulate the dreams of an NPC. Remember Anne Rices’s novel The Body Thief? It’s no wonder mortals would be scared of these individuals.

Depending on the element, there may be physical changes as opposed to psychological changes in the individual as well. For example, an Earth Changed might become more angular or stony, with skin color adjusting to be more like the prevalent stones in the surrounding area. Fire Changed may simply have more anger management issues or attack their passions with more energy.

Each Changed individual may have a slightly different strength for their abilities as well. Some may be little changed by the experience, while others would then have the ability to speak with powerful Elemental beings in their own plane of existence. What would you chat about with a being made of pure Water? or Earth?

Like any fields of magic in the Moebius Adventures system, there are few limits – which leaves the power in the hands of the GM and his or her players. And like in all things, there are repercussions to holding such abilities.

Would you choose to be Changed? Or will you let the Fates make the decision for you? What would it cost you to become Changed? What would you pay to lose the abilities? These are all crunchy topics ripe for roleplaying.

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In the various campaigns that I’ve run over the years, I have always tried to get close to the sandbox approach of storytelling. However, as all GMs who have tried it can probably attest, a wide open world has its issues. This is a cautionary tale to anyone looking to run their campaign wide open and simply follow the PCs. It has a few advantages, but wow can it go wrong fast.

Back in the mid-90s, I ran a campaign in my Immortals’ Wake world, which is a traditional fantasy world with some superhero elements thrown in for good measure. (More about the IW world will come out over time here eventually.) I was playing with Sean, the co-creator of Moebius Adventures and a couple of other guys.

I introduced what I thought of as a simple concept at the time… “Dust.” This Dust was only created by one particular event and thus very rare, but it was found to have an effect on people who inhaled it, much like cocaine. Yes, I was stupid enough to bring drugs into a fantasy roleplaying campaign.

Over time, I watched as a player took a low-powered character in the Thieves’ Guild and began to create his own drug and crime empire right under my nose. His friend became an enforcer/bodyguard type character and suddenly I found myself in the middle of a gang war. Thief vs. Thief. Guards vs. Thieves. And as it escalated, things got further and further out of hand. It was no longer my campaign – it was their campaign.

Before long, we ran into other issues with those two gamers and eventually we stopped gaming with them entirely. But the upside was that my in-game drug war went away.

And now, probably 12 years after that campaign, I understand what I did wrong… As others have pointed out recently in blog posts, you can’t just create a world and set the players loose. One of two things happens… either they get bored or they start causing trouble. Or perhaps it was the boredom leading to the trouble-making. Who knows?

The trick I think is to make sure that there are things going on that affect the players. In my next IW campaign, I want to start the players off getting comfortable in the setting and then pull the rug out from under them. And if that wasn’t bad enough, I have other evil things in mind. [Insert Evil Laughter Here]

And the other lesson? Don’t introduce a drug war in a fantasy campaign… Sort of like Vizzini in The Princess Bride

“You fool! You fell victim to one of the classic blunders! The most famous is never get involved in a land war in Asia, but only slightly less well-known is this: never go in against a Sicilian when death is on the line! Ha ha ha ha ha ha ha! Ha ha ha ha ha ha ha! Ha ha ha… [thud]“

For another take on sandbox games, check out Gnome Stew here.

Any lessons about sandbox gaming you guys have learned over the years? Leave me a comment. Let’s get this conversation going!

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A Kind of Magic…

Hi there…

No matter what form the magic takes – arcane, divine, or raw natural magic – it is a combination of concentration, ritual, and belief. Ritual components can be anything from gestures and words to actual physical or even spiritual elements. Physical components may even be tied to beliefs or holy symbols as opposed to simple material components like ash, gems, and so on.

Wizard with Staff (from Clipart.com)But all magic in Moebius Adventures boils down to three key bits – Intent, Components, and Concentration. As such, magic is VERY flexible.

Spell creation and research consists of having a conversation with your GM (or if you’re the GM, you can chat with your players or mutter quietly to yourself) about a few things:

  1. Does the spell come from an existing magical philosophy?
  2. What results are expected or what’s the intent of the spell?
  3. What are the specific components for the spell? Some of these may be dictated by the school of wizardry or magical philosophy chosen.
  4. And what level will the spell be? Not all realms of wizardry require levels, so this may be moot.

Let’s contemplate an example…

Example 1: “Flickum Bickus”

So let’s say that a wizard wants to create a simple spell to light a small fire when flint and tinder aren’t available. Think of Harry Dresden from The Dresden Files using his spell “Flickum Bickus” to light a candle.

This would fall pretty squarely into Lesser Wizardry. Lesser Wizardry deals with small magics and this would qualify as a small utility spell.

Just to verify that, we take a look at the description of Lesser Wizardry. Lesser Wizardry philosophy is as follows:

“The energy exists around us, but never use more than you need. Minimalist magic created to test the waters of magic without annoying any possible powers that be. That was the beginning – and now it’s the major tenet of Lesser Wizardry. Nobody ever dies from or gets hurt by a Lesser Wizardry spell. These are the mundane useful mini-spells created by wizards through the ages to help them get through their day – mark a page, clean a stain, and so on.”

The results are also pretty self explanatory. The wizard wants to light a small combustible material as if it had been lit in a usual physical manner. Simple enough.

And for the spell components, as for all Lesser Wizardry spells, all that’s needed are “mystic words.” In this case, the name of the spell “Flickum Bickus” can actually become the spell’s component as a verbal component.

As far as the spell “level”, this is a pretty simple spell with a very small focus. The GM would most likely slot this as a first level Lesser Wizardry spell.

And voila, the player has created a new handy spell for use in and out of the lab.

Example 2: “Make Me Rich!”

Now let’s do a more complicated spell. For instance, let’s say that a wizard is getting greedy and wants to make himself rich. This is pretty vague, so we clarify a bit to say that he wants to attract wealth like flies to honey. This is still pretty vague and could fall into a number of categories…

If the wizard is very literal minded, they might use Runic Magic to create a runic phrase “Attract Wealth.” Unfortunately “wealth” is a very subjective term. If there were a “money” rune, the wizard would be able to create a runic symbol that would work as a money magnet, attracting coins into the spell’s area of influence.

A better fit might be Superstitious Magic. At a high level, Superstitious Magic preys on people’s beliefs to create magical effects. This might be likened to voodoo or certain forms of witchcraft. If the wizard is superstitious, he or she might believe that the powers that be would grant them wealth if the spell was cast.

This spell would only affect the target. And Superstitious Magic spells require a physical component as a focus that is sometimes consumed by the spell and a mystic ritual, typically involving some verbal element.

In this case, the wizard might bind his own hair around a gold coin, grip it in his hand, stare into a candle and call upon his ancestors to grant himself wealth. “Great ancestors I invoke thee to grant me this, grant my wish and fill my purse, enough to do my deeds, grant my wish and I will remember thee…”

As a GM, I would take this as a vague wish to powers beyond the wizard’s real control, unlike using a bit of will to light a flame. These powers may hear the wizard’s plea, yet choose to fulfill their supposed “obligation” in unusual ways. Perhaps the wizard will suddenly have a group of chickens appear in his yard overnight. The wizard could sell the chickens or keep them and sell the eggs, thus filling his purse. Or perhaps it might be a literal translation and some passer-by might press a coin into his hands while walking city streets. Or perhaps there would be consequences to fulfilling the request – finding a full purse left behind by someone seems fortuitous until you are pointed at as the thief who stole the purse in the first place and abandoned it where someone else might take the fall…

Conclusions

As you can see, there’s a wide range of possibilities here. One of the things I hope to do with the Moebius Adventures magic rules is to allow enough flexibility that players and GMs can roll their own magic systems. You like the “colors” magic in Brandon Sanderson‘s Warbreaker novel? Go with that. You want to do some Robert Jordan Wheel of Time weaving? Go for it. The sky’s the limit.

Ultimately the GM will have the power to veto or control some of the spell effects, as I’ve described a bit in the second example. But the freedom is there for creative gamers to come up with VERY interesting systems of magic.

There are twelve… Yes, twelve… schools of magic I want to cover in a variety of supplements. And then there’s Divine magic and its offshoots for various faiths and belief systems.

I can hardly wait to see what else folks come up with.

What do YOU think? Let me know what types of wizardry you’d like to see and I’ll try and c0me up with some ways that you might define them for your own Moebius Adventures game.

–Fitz

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Hi there!

Recently I’ve been reconsidering the role of magic in a roleplaying world and how a character might take advantage of it. In traditional RPGs such as D&D, Palladium Fantasy, GURPS, and so on, magic is a static thing. In the name of game balance, system creators have chosen to create schools of magic and assorted spells with their different requirements and effects.

Wizard with Staff (from Clipart.com)

This is great for beginning roleplayers, but can stifle creativity for more experienced gamers. What if I want to start from scratch?

Have you ever wondered what it would be like to be a wizard on your own? Perhaps magic is slowly returning to the world after millenia, or you discovered your talents by accident or someone taught you to use them, or maybe magic is outlawed as it is in the Camelot of King Uther Pendragon in the tv series Merlin.

What would that mean for magical research? It would be trial and error. It might be an environment where wizards horde their secrets or band together and share everything to oppose some greater evil or political power. Wizards might be on the run, trying things without the benefit of a lab.

Where would you begin?

I think personally, I’d start small. Think of the old chemistry sets we used to be able to get when we were kids. We could go to the garage, the basement, even our bedrooms and start mixing potions like mad scientists. Tinker and fail and see what made things tick…

Let’s think for a moment of the urban fantasy world of  Jim Butcher‘s Harry Dresden. Harry was taught a few things early in life about magic, but a good deal of his knowledge over the years came from research and experimentation. How many of your wizard characters ever really did that? Think about the backstory you would have and the time between adventures you could experiment and try new things…

For example, let’s say your wizard knows some lesser magics. These are little utility spells that help in the lab or in life, but not much more. Let’s say your wizard wants to create a spell similar to Harry Dresden’s “Flickum Bickus” spell to light a small fire or candle when flitn and tinder aren’t available.

Can you create a spell, even a little one, in another big system for fantasy roleplaying? Ok, maybe Rolemaster or White Wolf’s Mage, but that’s about all I can think of from my experience.

Next time I’ll tell you how you’ll be able to do this in Moebius Adventures. Stay tuned!

–Fitz

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What do you think?

Hi there!

New format, new look for the blog. What do you think?

–Fitz

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So good to see you! Welcome to Belos, city of commoners, royalty, and the divine. Not far from the Mother’s Fold bridge, a mysterious construct from a lost age we can debate another time. First we must take you for a blessing at the Grand Basilica, home of the Church of the Mother and protector of the holy artifacts of Elle T’aibi, may her soul forever watch over us…

Yes, not far from here is the entrance to the Bazaar, a place where goods of debatable quality may be found or sold for a price. There you will find the food vendors, the weapon sellers, and whatever else your heart desires. Oh! But here we are at the doors!

(Kneeling, your benefactor gestures across his chest, stands again and leads you down the aisle of pews.) Some nearly 10,000 people come to pray each day here at the morning and evening masses. It is a great honor to be within these sacred walls. (He gestures to the ceiling…) Many simply come to sit and admire the symbols of our faith here. The Architect, Villam H’ashim, is said to have laid on the floor while the artists were finishing the inside of the dome.

At the peak of the dome is the representation of the Holy Mother in her ascension to the side of the Maker. Surrounding her are her disciples, the First Tier – St. Jost, St. Shea, St. Daniel, and St. Xa – who spread the word around the world. The entire history of our faith is there to be told to any and all who would accept our charge of peace and brotherhood.

(As you and your benefactor walk across the room to the altar, you see an armored woman in full plate tread steadily, but carefully, back to the doors you came through.) Ah yes. Lady Dagor of the Order of St. Greggor. Her order is among the youngest in the Church, but already she has quite a following. They are charged with dealing with the demons that plague our lands.

You have heard of the Changed? (He again kneels and gestures across his chest.) No? Well, these vile creatures are once again on the rise as we are on guard for the Nameless One to wind his way to the coast through our fair city. In his wake, we must all be alert for demons and those who would hide them from our sight. You should come to the sermon in two days – High Chancellor Devro himself will be speaking about the coming chaos and what we must do… You must come! Your very soul hangs in the balance!

(You and your benefactor approach the altar and he gestures for you to kneel.) Oh Most Holy Mother, we implore you to watch over this spirit as one of our own… This wayward soul has come to you for guidance and protection… And in return we shall all be your eyes and ears upon this world to protect our brothers and sisters across the land… Maker bless us all. Amen. (He gestures for you to rise.)

(He guides you back to the front of the Basilica.) It is good that you are here before the Evil comes. We must all be on watch for demons and demon-worshippers. Be vigilant and may the Mother and Maker watch over you in your quest…

(You are left outside the doors to the Grand Basilica to ponder your fate…)

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