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This month’s RPG Blog Carnival topic is Life and Death in RPGs (see here for the kickoff article) and shockingly enough in the insanity of my last few weeks, I have some ideas to share…

Let’s start with Life, and then we’ll work on Death in the next post.

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For me, “life” in RPGs is more than deciding who lives and dies in a combat or trying to keep my PCs alive. It’s the roleplaying side of the house that keeps me interested and excited. So I try to define more than what a character can do and delve into why they can do it, when they learned it, and how they learned it or use it.

In the original Moebius Adventures system, we broke character creation into two large chunks – Childhood and Professions. Childhood covered everything up to age 12 or 14. And a character’s childhood might be very different than their choices of Profession. Look at a character like Conan. He was a normal child until he watched his family and village get slaughtered and was then taken as a slave. You think that might have shaped his attitudes, knowledge, and skills a bit?

So I propose that when folks are creating characters that they think about it in those two major buckets. What did the character learn as a child that has stuck with them into adulthood? And what choices might they have made as far as their professions go (or what choices were made for them)? Obviously not all skills you learn as a kid are useful. But many we continue to develop throughout our entire lives.

You could even go so far as to build in a tree of known associates. Who did your character grow up with? Have they kept in contact with any of those folks? Or did they part ways? Was it an amicable departure or one with enmity? Is it someone you might encounter during a game? What happens if a childhood enemy faces you as an adult? How is that different from a random monster encountered in an adventure?

Perhaps your character did or didn’t have a great family life growing up and they simply wanted to get out and explore the world or get away from what they knew before… What events shaped the decisions to learn particular skills? Did your parents teach you to forage and hunt or were you orphaned early on and forced to scrounge for food, learning what you could to stay alive? Did you gain any scars from early practice of weapons skills? Did you witness the death of a family member that you still seek revenge for years later (think Inigo Montoya)?

Not only do you end up with a basic history of your character to go with the skills they have, but you end up with contacts you can leverage in-game and that your GM can use to help tie things together and make them easier to relate to for your character. It works to the benefit of both the player and the GM to develop more backstory to better inform future events.

Yes, I know that D&D only gives you a few skill points here and there. Other games have the same issue. But slot a third or even a half of those skills towards defining your knowledge from childhood and you’ll end up with a better idea of where your character came from.

Next time we’ll talk about Death in a variety of ways. Stay tuned for part 2!

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When Da’ Vane (Christina Freeman) dropped me a note about the first D-Jumpers product from DVOID Systems, I was definitely intrigued. Da’ Vane is another of the folks going through Yax & Johnn Four’s Gamer Lifestyle Project. She started in April 2010 and in six months has released a book with help from Ouroboros I (Sebastian Klement), which is an impressive feat to begin with!

With that in mind, I started to dive into a final copy (minus artwork, which had been delayed) of D-Jumpers Volume #1: A Gate to Adventure… As a fan of cross-genre rules systems, my interest was piqued by the very first paragraph and the question – “Why limit your games to one genre, to one setting, to one world, to one imagination?” This product provides four different encounters in very different worlds – from fantasy and space opera to the great beyond.

Each of these mini-campaigns is presented as “systemless,” which should allow you the freedom to mix/match ideas and concepts but use any rules system from Storyteller and d20 to any other system you like or no system at all (though I’m not sure how that would work, it’s an interesting idea). As you go through each “Encounter,” they’re set up the same way, with an Objective, Hooks, Details, Development, Options, and a Checklist. This makes it easy to hop from one encounter to the next with a known structure.

“Gate Keeper” introduces characters to the multi-world concept of D-Jumpers. The PCs meet an inventor who’s managed to create a tool (i.e. spell or device) allowing adventurers to go to various places to gather critters, items, and information for him. He then can better plan how to take over the weaker worlds and gain more power… Of course, this evil genius doesn’t let the PCs in on his ultimate goal of controlling the multi-verse, so they won’t know what they’re getting themselves into...

→ Read More at Game Knight Reviews here...

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Hi there…

Recently I watched the new documentary Dungeon Masters that featured a GM who managed to kill his whole party simply because they were dumb enough to charge into a Sphere of Annihilation… And it got me thinking.

Over my nearly 30 years of playing RPGs, I’ve encountered a variety of GMing styles. Everything from being adversarial to strictly hands-off “see what happens”, from lockstep “don’t go off the path” to “wow did we just roleplay a NPC-NPC conversation for the last 45 minutes?” They all have a place, but I have to wonder if it’s a progression through which most GMs work through in their gaming careers.

At the beginning of the cycle is the newbie GM and at the end is the battle-hardened GM…

When I was young and just starting out in RPGs in junior high, the GMs I played with were mostly focused on the critical path. Whether it was a pre-written module we were going through or something they had thrown together, we focused on getting the job done. It was less about roleplaying and more about roll-playing at that point. Combat was everything on both sides of the table.

In high school and college, we started getting more into playing the characters. Combat was still important, but less so. We became enamored with the collaborative effort within the party. But our GMs started to diverge a bit. Some were interested in the all-important story, pushing combat to something that only happened rarely. Some were focused on trying to kill players, which made the players more apt to simply trying to defeat the GM’s nefarious schemes.

After college, wow there have been even more extremes. In one Vampire game we played, I swear the GMs (it was a boyfriend/girlfriend pair where one typically played and the other GMed) simply wanted to hear their own voices. However, we were really able to focus on character development to the max. And in one game I GMed I lost control of a game simply because two players became more dominant than I was.

Now I haven’t GMed for a while – at least nothing more than the occasional playtest or one-off adventure. But my goal would be to offer a focused sandbox that gave enough wiggle room, but could accommodate combat and roleplaying in equal amounts. I’d probably sway more towards the roleplaying than roll-playing these days, but there are plusses and minuses to both approaches.

The odd thing to me is the advent of RPGs on the computer in the last 25 years. Everything from Bard’s Tale and the Gold Box games from SSI/TSR to World of Warcraft and Neverwinter Nights… none of them have managed (beyond Planescape: Torment maybe) to capture the roleplaying/storytelling aspects of the tabletop roleplaying experience. As such, when new folks want to try playing tabletop after playing CRPGs, they tend to focus on the roll-playing combat aspects more than anything else and have to work through all the things the rest of us who started with tabletop years ago went through…

Anyway… Where are your GMs in the continuum? Where are your players on that same continuum?

Where is your GM at on the Continuum?

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–Fitz

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Hi all…

In the most recent campaign we’re playing semi-monthly (scheduling has been an issue), we’re working our way through Paizo’s Second Darkness Adventure Path with our GM Mike. We decided to go with a module vs. a homebrew adventure because of the time sink homebrew worlds/adventures happen to be. The trick is that with a module, there’s still some personalization that has to go on or you end up with a cookie cutter campaign that doesn’t work in all circumstances.

For example, take my druid – Etsy Grobb Postlewaite, or just “Eg(g)” for short. Egg is a little dude who wanders around with a rather large dog at his side all the time by the name of Nyet. Nyet happens to be large enough for a gnome to ride into battle, which aids his speed (short legs don’t go fast) quite a bit. Egg loves exploring caves and being underground – there’s just something about being small and hanging out with burrowing animals that seems to go go hand in hand.

So how the heck did he end up helping to run a casino with his elven wizard friend Elhand and a bunch of NPCs? He’s like the proverbial fish out of water (especially since until his recent advancement to level 4 he was unable to swim!)…

In all my years playing Dungeons & Dragons I have never played a Druid. And though I’ve played numerous gnomish NPCs over the years, I have never played a gnomish PC. So this was a bit of a change for me. That said, his Neutral Good alignment has presented me with a bit of a challenge…

Have you ever had to play the party conscience? Egg’s good friend Elhand is a bit of a mess when it comes to social situations and always keeps his interests front and center, which works well considering his low Charisma and his Chaotic Neutral alignment. Though Andrew plays him a bit like a used car salesman, I think it works as far as the character’s stats go. That said, he makes some… questionable decisions from time to time if you ask Egg.

Most of the NPCs and Elhand want to kill anything that stands in their way, while Egg feels the need to try and protect those beasts only doing what they can to protect themselves. Now, if an animal attacks and wounds a member of his party, Egg concedes that the critter should be dealt with quickly and humanely. But if an animal has attacked and missed or not attacked at all, why should the party do harm to the critter?

This attitude puts Egg squarely at odds with the “protect the party” mindset and has really made me wonder about animal rights activists in our own world. Are they in the right to cause bodily harm or harm property or possessions to prove their point? I don’t honestly know. But it’s firmed up my own position as far as cruel behavior to animals goes.

Part of the Hippocratic Oath states that doctors should “do no harm.” I would amend that for my druid character to say “do no harm unless absolutely necessary.”

Does that help Egg become something other than the party conscience? Heck no. But it seriously makes it easier to play him as a character.

Now let’s add a small wrinkle.

The man the party was working for at the casino turned on them and tried to have them killed. In fact, he eventually killed the thief NPC who’d been an integral part of the group since the first session. Why did this individual turn against them? Greed.

Where does greed fit into the natural balance of the world? It doesn’t. Animals by nature are not greedy unless you count certain apes or chimpanzees who may mimic human behavior.  So how do you integrate the concept of greed into the philosophy of “do no harm unless absolutely necessary”? That’s what Egg is dealing with now. Human behavior.

And though I feel that Egg the gnomish druid has no real chance of becoming comfortable running a casino or in the world of greedy or corrupt people, it’s going to be interesting to see if his Neutral Good alignment slowly shifts to True Neutral to better reflect a karmic balance in the world, or even to go so far as Neutral Evil to reflect the fact that people simply don’t rate as high in his books as animals and nature…

Has anyone else toyed with the idea of a druid in society? How did it work out? Leave comments below!

Thanks for reading this ramble…

–Fitz

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