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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As we approach the end of 2010, I’m left wondering where it went as far as my gaming went. However, I look forward to 2011 being a series of new beginnings with my gaming.

Will it work out? Who knows? But I won’t know until I try…

But in the meantime, here are some things to ponder as we exit the old year and enter the new!

Happy New Year to All!

–Fitz

Things to Ponder…

Religion in Roleplaying Games from Matthew Meyer at Nevermet Games

How to Build and Market a Roleplaying Game

The Roleplay’s the Thing (Wherein I’ll Catch the Conscience of the Gamer) by Shawn Merwin at Critical Hits

Art…

CthulhuTech Art

The Art of Todd Lockwood

Steampunk Typography

Cartography…

101 Fantasy City, Town, and Village Maps

RPG Clipart for Maps

Dungeon Mastering…

Top 10 New Dungeon Master Mistakes

Running the World the Players Built

Fifty More Adventure Ideas (for D&D)

James’s NPC Generator

Storybook Generator

Adventure Hooks: Welcome to the Sun & Moon Tavern, Part 1 and Part 2

Using Templates for Session Prep

Playing…

Backstory Groaners – some of these are awesome

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The Church of the Mother operates all over the continent, but not all holy places can be as grand as the Grand Basilica. As such, many smaller temples and shrines have been built and maintained throughout cities, towns, and villages across the lands.

In Rivergate, you will find a small Temple of the Mother’s Grace. Though small, every sermon and ceremony is packed wall to wall to hear Abbess Amrin speak the words of the goddess and the Maker. Amrin rules the Temple with an iron fist, but an open heart. She will put up with no foolishness beneath her roof but will move heaven and earth if you earn her trust and love. As old as she is, you’d probably wonder if she *was* the Mother’s sister in her childhood, but her eyes still radiate a warmth and love nobody can deny.

Her sermons draw folks from all walks of life – laborers, merchants, artists, sailors, and anyone else seeking a bit of salvation. Though well schooled in the scriptures, the Abbess often uses humor and local events to drive her points home.

Most nights she can be found giving those who need it a helping hand, a bit of bread, or a sympathetic ear. And those who don’t live up to her expectations are likely to get an earful and forcefully set back on the path.

But if you’re hurt, whether emotionally or physically, you should find your way to the temple. The Abbess and her helpers will do their best to fix you up and set you on your way.

The Temple itself seems simple from the outside, though taller than many other buildings in town. Two giant doors lead into the main hall. To the right of the doors is the bell used to call worshippers to service and sound the alarm when needed. A series of bells are located throughout Rivergate and bell ringers are always nearby to ring messages from the gates to the docks. Two statues – St. Samrak and St. Issal – stand on either side of the door signifying the church philosophies of hope and healing. A series of gargoyles around the domed roof announces to all that no evil is welcome within these walls and that the rules MUST be obeyed.

Inside, the doors open into the main hall with the inside of the dome painted to represent the four phases of the Mother’s life at the cardinal points of the room. East is discovering her faith (with the rising sun). South represents her journey to spread the word. And west represents her final journey to the Maker’s paradise (with the setting sun). Several pews all align towards the east and a raised dais. It is there where the Abbess and her helpers give their sermons.

Through the southern doors is a small area where the sisters sleep and eat. Separated by a cloth divider when needed, half of their living space becomes a hospital with several temporary cots.

If you are seeking shelter or just need to talk, the Temple of the Mother’s Grace is there to help and set you back on your path.

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Hi there!

I’ve posted another couple of reviews on Game Knight Reviews…

A review of Advanced Feats: The Summoner’s Circle from Sigfried Trent and Open Design and a review of Warrior, Rogue, & Mage from Michael Wolf of Stargazer Games.

The Summoner’s Circle provides a fresh take on the Summoner class in Pathfinder. By adding a unique, wizard-crafted creature you can summon to your side, you gain some additional muscle when you need it and not just mindless critters fighting for you.

Warrior, Rogue & Mage (WR&M) offers a simplified, yet elegant rules system with limitless possibilities for fantasy roleplaying. Using a single d6 you and the rest of your party can focus on role-playing instead of roll-playing and still have the flexibility and balanced rules you may have been looking for.

Both have some interesting crunch to dive into, so be sure to check them out if you’re looking for a new game (WR&M) or some new tools for Patfhinder!

–Fitz

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Though I missed the window for the Nevermet Press contest for free loot if you provided some feedback about their Loaerth & Feywyrd fantasy/steampunk setting, I had an odd thought the other night I thought I’d share.

Ever since seeing Hellboy II: The Golden Army, the cool goggles that allowed Hellboy to see the cat-eating creature of faery in her true form <shudder> have come up in my head from time to time. The concept of goggles that would allow the wearer the power of “true sight” isn’t new, but it was fun to see it brought into a practical application by Guillermo del Toro and company.

The Men That Will Not Be Blamed For Nothing
Image via Wikipedia

I’m not sure why this popped up in my brain the other day, but here’s the thought…

Baron Von Empyrus, a self-trained doctor of the abnormal arts, has always had a fascination for dreams. That unhealthy fascination may come from the fact that he himself has never had a dream that he can remember. As a result, he began observing subjects sleeping and discovered that some reported leaving their bodies and traveling in a dream world.

Once that piece of the puzzle fell into place, he began researching what some call the “Astral” plane – a hidden place for dreamers and those mentalists with the ability to get there. He began pairing science and magic to find a way to see into this realm. That resulted in the Dream Goggles, a pair of heavy glass and copper spectacles strapped firmly to the wearer’s head that allows them to see the previously unseen.

But that wasn’t enough. He could watch his dreamers dream, but wanted the ability to manipulate them on the other side.

That led to the creation of the Dream Gloves, which give the wearer the ability to reach into the Astral plane and interact with things. Unfortunately, this caused unimaginable suffering and pain in the victims trapped in the dream world. The Baron not only grappled with them, but in some cases tore them apart, causing irreparable harm to their spirits. And when you die on the Astral plane, your body will eventually wither and die back on in our realm.

When a “patient” of the Baron’s finally escaped and told the authorities what was going on, he was stopped. But the goggles and gloves were never recovered…

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In my last post, I chatted about some of the difficulties I was having with Divine magic and how rituals fit into the mix.

Warrior, Rogue, & Mage has a few different parts to the magic system. You have Mana, which is the magical energy a caster can use to create a magical effect. You have a personal spellbook containing spells from the various Circles of magic. Each higher Circle basically provides a bit more gusto for your effects. Add to that the concept of Enhancements, which are basically Mana-fueled power-ups, and Rituals, which allows a single caster to cast higher level spells when in a group.

Pentagram with a circle around it
Image via Wikipedia

Seems pretty reasonable doesn’t it?

However, as per usual, I seem to have painted myself into a box and created artificial boundaries. I was so happy that I found WR&M that I used it to build a new set of walls around myself. The rules are great, but I found myself wondering how to shoehorn a few things in.

Today I was reminded by Corvus that you have to take a risk sometimes – or as he put it – “No guts, no glory.” :)

As a result of this FACEPALM moment, it came about that perhaps these aren’t walls at all, but doors instead. And maybe it’s time for a little remodeling. The upshot is that for Divine spells of the priesthood I’ll end up with three or four Circles of spells and a 5th Circle of ritual-only spells that can’t be cast by a single caster. I won’t know for sure that’s going to be the final approach I’ll take for Divine magic, but it’s a start. And with a little playtesting, I ought to see any kinks that show up.

Once I get Divine and Superstitious spells fleshed out a bit, I’ll need to do some serious playtesting anyway.

So that brings me to the second part of this ramble. Would anyone be interested in a WR&M campaign online in an IRC chat one night a week? I’m thinking with one session for a couple of hours a week, we could explore the port town of Rivergate and see how the rules work in the setting.

Anyone? Anyone? Bueller? Bueller?

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With a Divine spellcaster, the magical energy used to achieve an effect is channeled through the caster’s faith in a supernatural force. This force can be as straightforward as believing in a deity or more open-ended or philosophical such as the belief in a cosmic consciousness, the spirits of nature, or the ghosts of ancestors past. And though the end result of casting may be the same as a wizard, many Divine casters use personal rituals.

When we were working on Moebius Adventures we always loved the concepts behind ritual magic. These are the bigger spells that could only be done with larger amounts of casters, magical energy, components, or skill to gain bigger effects. For instance, a one-person Teleport spell could be transformed into a much larger Gateway to move additional people or equipment.

Rituals are broadly defined in WR&M as a way for participants to “pool their mana” to meet the DL requirements for higher circle spells that might be otherwise out of reach. Partcipants are still beholden to the mana cost for the spell and any spell enhancements, but the difficulty level is reduced by 1 if it’s done in the minimum time (1 minute for 1st circle, 5 minutes for 2nd circle, etc.).

Ultimately my question is this… Though this application of ritual magic is good – shouldn’t it be able to do more than that? Or am I looking at this the wrong way? Should it work more like there’s a 4th Circle spell – Mass Last Rites – with bigger bang that should only be performed by mighty powerful priests or a group of priests on the same mission?

For Divine magic, I’m thinking about rituals like:

  • Last Rites
  • Focus (Worry Beads, etc.)
  • Lay on Hands
  • Blessing
  • Inoculate (Cure Disease)
  • Detox (Cure Poison)
  • Protection
  • And so on

It gets more interesting when you look at how the effects are applied and how they stack if they’re done with friends.

For instance, let’s say a priest is delivering Last Rites to a dead or dying person. Perhaps this ritual helps their soul get to the afterlife. Perhaps it blocks them from rising as the walking dead. Perhaps it is nothing more than a way to make their family and friends left behind feel better.

If you take Last Rites into the wild where it’s simply a priest and the deceased, that’s one context. If you have a priest performing the ritual in a temple, church, or other holy place, that’s a different context that perhaps lends more weight or strength to the ritual. And if you add in more priests all performing the ritual at the same time, that’s yet a different context that lends additional strength to the ritual.

Let’s look at it from a different angle. What happens if Last Rites is a way to settle the restless dead – your textbook zombie? It may take a minute for a priest to do the ritual on a zombie – and it may require touching the zombie on the forehead with holy oil. Not necessarily a great position to be in obviously.

Perhaps if you and your priest friend both are doing the ritual, you can knock off the requirement to touch the body and affect a zombie at a distance. Add another priest and maybe you can affect a group of zombies. Add more priests and maybe you can affect a much larger group of zombies… Can you imagine a group of priests all performing a ritual while wandering through a town infested with zombies – and watching zombies fall around them like driftwood?

So maybe in the Last Rites example, there would be three spells – Last Rites (1st or 2nd circle), Last Rites in a Holy Place (2nd or 3rd circle), and Mass Last Rites (4th circle). And it would be up to the priest (or priests) to decide when to go it solo vs. with a group.

As you can see, I’m still trying to figure out how to best integrate some of these ideas with WR&M and am getting there slowly.

What do you think?

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