January 2011

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Ok, I need some help. I’m trying to format some NPC data so it appears in a readable fashion in my blog posts, but in a format that also translates well to print/PDF. Here are three options I’ve come up with so far (please leave any other suggestions in the comments below)…

Here’s option #1:

Apprentice Mage

Attributes: Warrior 2, Rogue 3, Mage 5
HP: 8, Mana: 10, Defense: 6
Skills: Alchemy, Blunt, Thaumaturgy
Talents: Familiar (Raven)
Spells: Frostburn, Healing Hand
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces

Here’s option #2:

Apprentice Mage

Attributes: Warrior 2, Rogue 3, Mage 5
HP: 8, Mana: 10, Defense: 6
Skills: Alchemy, Blunt, Thaumaturgy
Talents: Familiar (Raven)
Spells: Frostburn, Healing Hand
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces

Here’s option #3:

Apprentice Mage

Attributes Warrior 2, Rogue 3, Mage 5
Secondary Stats HP: 8, Mana: 10, Defense: 6
Skills Alchemy, Blunt, Thaumaturgy
Talents Familiar (raven)
Spells Frostburn, Healing Hand
Trappings Mage robes, Staff, pouch with 2d6 sp

Though #3 is more work, I’m kind of partial to the look of #3 simply because the info is broken up a bit more.

What do you think?

Which layout design do you like best?

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(Note that the Apprentice Mage stats above were copied from page 3 of the Warrior, Rogue & Mage Core Rulebook from Stargazer Games. You can get more details about WR&M here.)

–Fitz

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Hey there!

Just wanted to pass along that there’s some new content over at Game Knight Reviews. My review of Tales of the Old Margreve from Open Design went live Monday and my video interview with Cameron Crawford of Petrie’s Family Games went live today.

Tales of the Old Margreve offers all the charm of Tolkien‘s Mirkwood with the awareness of a living, breathing organism. Within the Margreve it offers its own rules for what is and what isn’t possible and woe be to those who get on its bad side…

And in my video interview with Cameron at Petrie’s Family Games, we discuss his store, current events, and his perspective on his customers. If you’re ever in Colorado Springs, be sure to drop by for a unique family-friendly game store with a little bit for everybody!

Check out these articles and much more over at Game Knight Reviews!

Have a great weekend!
–Fitz

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Last night we started our once a week online campaign for Immortals’ Wake: Rivergate and once again, WR&M proves worthy of admiration. Concept to character in less than 5 minutes.

Unfortunately that’s as far as we went, but let me introduce the two characters… My friends Kevin and Mike are the only two players in the campaign at this point, but hopefully we’ll attract others over time.

Kevin created what he calls a “Marine” – basically a tough sailor used to doing battle at sea. Not your average sailor.

Name: Looyis (pronounced like “Lewis”), or Loo for short
Description: 5’3″, close cropped blond hair, full beard, scar from above left ear to just under left eye (sword cut)
Stats: Warrior: 5, Mage: 3, Rogue 2
Skills: Athletics (Warrior), Swords (Warrior), Awareness (Mage)
Talent: Sailor
HP: 11
Fate: 2
Mana: 6
Defense: 8
Equipment: Sword, Dagger (x2), Adventurer’s Kit, Iron Rations (2 weeks), Backpack, Torch (x5), Leather Armor
Money: 184 sp left over

And Mike created a sailing buddy who has some woodworking skills…

Name: Neb
Description: TBD
Stats: Warrior: 3, Rogue: 5, Mage: 2
Skills: Bows (Rogue), Daggers (Rogue), Acrobatics (Rogue)
Talent: Craftsman (Wood)
HP: 9
Fate: 5
Mana: 4
Defense: 8
Equipment: Adventurer’s Kit, Backpack, Woodworking Tools, 2 sets of clothing (1 normal, 1 travel), Bow, 20 Arrows, 4 Daggers, and Leather Armor
Money: 166 sp left over

These two sailors have just disembarked on the docks of Rivergate’s Docktown and are going to figure out what they’re doing next… when we meet again next week.

So there you have it. We’ve started! Let’s see if we can continue the trend and figure out what kind of trouble Loo and Neb may get into in future sessions.

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With a new online campaign about to start, I thought I’d provide a few tips and hints to get things started for my players.

Top Ten Things to Know About Rivergate

  1. Rivergate is divided into two major sections by a 20 ft high seawall simply known as “The Wall.” West of the Wall lies Docktown, sometimes called the Darkside because some areas are in perpetual shadow. East of the Wall lies Uptown, which comes to life with the sunrise.
  2. The Open Market is open sunrise to sunset every day above the Wall but not every merchant may be available every day in the maze of stalls.
  3. Somehow, the Reeves, the Goons of Docktown, or the sisters at the Temple of the Mother probably know what’s going on or who to ask.
  4. The Magus will offer you knowledge and/or magic items at a price, but may choose not to help you.
  5. In case of emergency, the warning bells throughout Rivergate will ring. Bell ringers are stationed throughout the town and will relay the alarm until it is heard Uptown and Docktown.
  6. The Drunken Demon is Uptown’s least reputable establishment.
  7. “The Pearly Gale” recently docked and several sailors and passengers disembarked with wild tales of Secundus, the new colony far to the northwest. Some appear haunted by their experiences.
  8. Uptown, the Rebus Crew has laid claim to a rash of recent burglaries. Reeve Lelas seeks any information that will lead to their eventual arrest.
  9. Dockmaster Dyn seeks independent help with a small matter of disappearances along the docks.
  10. Talk of Demons recently has gained the attention of a small contingent of the Order of St. Greggor rumored to be on their way from the Grand Basilica of the Mother in Belan’si far to the southeast.

Beyond that, make sure you grab the main rule book for Warrior, Rogue & Mage from the Stargazer Games site.

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Hi there!

Just wanted to let you know that a review of 650 City Encounter Seeds & Plots from Johnn Four at Roleplaying Tips went live early last week on Game Knight Reviews…

650 City Encounter Seeds & Plots offers what you’d expect – a list of 650 thought-provoking ideas to help when planning a city-based adventure. There’s a solid mix of coincidence and deliberate attempts to suck the PCs into particular plots. And even if you don’t use them “as is” – there should be plenty there to get the creative juices flowing if you need a jump start.

The book definitely has some cool ideas between the covers – and the price (free) can’t be beat. Check out the full review over at Game Knight Reviews!

–Fitz

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One night this week I had the opportunity to see the movie True Grit from the Coen Brothers and starring Jeff Bridges as Rooster Cogburn, Hailee Steinfeld as Mattie Ross, Matt Damon as LaBoeuf, Josh Brolin as Tom Chaney, and Barry Pepper as Lucky Ned Pepper. Though the Coens and I don’t always agree, this is an amazing film that should be recognized for multiple awards. And I don’t really like westerns.

As I left the theater and began pondering the film the next day, it dawned upon me that the world of True Grit would be a perfect gaming environment to explore a Western theme. It has wide open spaces, unexplored wilderness, crazy characters to interact with, and a less than clear definition of good and evil. It’s perfect.

If you think about it from a GM perspective, you can see that in the gray morality of all of the characters, there’s really not much difference between the “good” guys and the “bad” guys. Characters like Cogburn have done things on both sides of the law, and even a character like Ned Pepper seems to have a sense of honor as a thief.

The map would be pretty straightforward. Characters would begin in Fort Smith, Arkansas, and perhaps begin an investigation into a client’s (in this case, Mattie Ross would probably be the client) issue. Could be the death of a loved one, theft of horses, disputed claim for gold – just about anything. As the PCs further the investigation, they could get further and further afield and meet interesting characters like the wild doctor wearing a bear skin or any of the local Native American tribes. The “Indian Territory” of present day Oklahoma would provide plenty of open space to explore.

Then you have the “bad guys” on the other side, trying to escape justice. This could be Ned Pepper and his gang or any other group of thugs hiding out in various mines, safe houses, or the great outdoors.

Though the campaign may only last a session or two, it would be interesting to see how it played out.

Anyway, if you get a chance to see True Grit on the big screen, I’d highly recommend that you do. It’s one of only three Westerns I actually like (the other two are the recent 3:10 to Yuma remake and Clint Eastwood‘s Unforgiven). I’m not a huge fan of the genre, but it would present some interesting challenges to a group of roleplayers.

What do you think? Any Western fans out there? Is there already a gaming scenario somewhere based on True Grit?

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