Fantasy

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So last time I focused on life and using a character’s childhood and key events to shape their skills and backgrounds. This time, I want to focus on death from a few angles. (You can read part 1 here and see the RPG Blog Carnival collection on Life and Death in RPGs here.)

First, death doesn’t just happen to the PC or their fellow party members, but to the NPCs and monsters slain along the journey. Especially in fantasy RPGs, it seems every game I’ve played in we focus on “clearing the dungeon” or “eliminating the threat” – but basically we’re talking about killing critters, monsters, and people who get in our way. It’s just accepted as part of the equation.

Unfortunately, computer roleplaying games (CRPGs) have created an environment where you slaughter in-game monsters wholesale and pick up the loot left behind. There’s no conscience or consciousness of killing because they’re pixels on a monitor or TV screen.

When you play in a good campaign, there are costs associated with death. And for those new gamers who come from the CRPG world, it’s often a harsh reality when the morals, ethics, and laws of the world you’re playing in become relevant. Even forgetting the philosophical aspects of death, there are the practical aspects. Kill someone who tried to kill you and then figure out what to do with the body… Kill more than one  and the problem compounds. Eventually those costs come due in tabletop gaming.

Second, the death of your own character can be an interesting experience. I’ve had it happen so quickly after the character was created that it didn’t register and I’ve had it happen in longer campaigns where it was by choice, going out in a blaze of glory, or by happenstance, where I wasn’t ready to let the character go.

In a Battletech campaign, I went through the trouble of not only creating a character and customizing a ‘mech, but finding a miniature for the campaign. (In my gaming experience, buying a miniature for me tends to mean certain doom for the character.) In the first mission, we were doing a HALO entry to take out some target on the planet. I botched my roll and burned up on entry into the atmosphere. End of character and ‘mech. Thank you very much. As I recall I spent the rest of the night reading in a corner and watching the game roll by in my peripheral vision.

Another time in a “3 million and 1″ D&D 2e campaign (high-level characters constructed with 3,000,001 XP), we ran the campaign for a long time and eventually had to go out in a blaze of glory. We stood atop the battlements with a dwarven archer in plate mail (we called him Tin Can or TC for short), who we Hasted a few times and watched as he mowed down part of the army charging the walls. I don’t specifically recall how my wizard died, but I’m sure it was glorious.

But my favorite death story features a Palladium FRPG campaign. I was playing a mage and my friend was playing a ranger. It was just the two of us against the forces of darkness and we had many amazing adventures (including exploring a bit of the Temple of Elemental Evil). The end came when we were ambushed by a wolfen in the mountains. We tried. But this thing was too good and we were too unlucky. We bled out on that mountain pass and I will forever miss that character.

Sometimes a good PC can get under your skin. The best characters bring out parts of yourself you don’t even know are there until you play them. And when one of those characters dies, it’s like losing a little part of yourself.

Ultimately life and death in RPGs comes down to that factor for me. The goal is to roleplay a character to such a level that it’s a part of you and yet apart from you. Good characters should be easy to slip into, like a pair of old slippers worn for years. And when they die, you should feel something. When your companions die, you should feel something. It doesn’t have to be life altering, but the passion needs to connect you in some ethereal way with your alter ego in game.

Great topic for this month’s RPG Blog Carnival. And a big thanks to Campaign Mastery for hosting!

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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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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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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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When you look up the word “martial” in the dictionary, most definitions tend towards the use of a few key adjectives – warrior, warlike, or military. So I’d be lying if I said that the Martial Flavors book from Chaotic Shiny Productions focuses on mostly peaceful people. Most of these cultures could be described as mercenaries, raiders, or warriors whether they believe in the chain of command or the power of the strongest sword.

At a mere 55 pages, Martial Flavor has to be one of the most colorful supplements I’ve seen in a while. Color, art, fonts, and text boxes are used to provide a layout that’s easy on the eyes and convey details on multiple levels.

The use of color works well to denote different sections, such as green for the titles, introduction, and table of contents, and a red/green pattern for The Daikort Pack, a green/brown pattern for The Elessim, etc. And each section is laid out consistently from group to group – starting with a vignette, an overview, appearance, hierarchy, rituals, races, sample characters, powers, and feats.

The full color and black and white artwork used on the front and back covers and inside provides not only a great way to break up the text, but provide a feel for each culture’s dress and appearance as well as what’s important. For example, for The Daikort Pack, we see a full color picture of an fair-haired elven maid wearing leather and a plate breastplate, which tends to indicate she’s more ready for a fight than to go frolicking in the woods in which she’s standing. But for The Elessim, there are three horses in the picture on a broad grassy plain and one rider. Something tells me the horses are important!

The black and white art was also quite striking...

→ Read More at Game Knight Reviews here...

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When I reviewed Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 back in October 2009, I felt it was a monumental and worthwhile compilation of game material from around the blogosphere. Jonathan Jacobs somehow managed to do everything from curating the articles to having the book printed and available. The result was a book that managed to provide players and gamemasters, both new and old, more inspiration than you could shake a stick at.

With Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 2 (OGTv2), Jacobs managed to get much more help with nearly every part of the process – from nominating material to editing, art, and so on. He even managed to get sponsors to help foot the bill to pay for part of the publishing effort so it wasn’t all out of his wallet.

To avoid any misconceptions, I helped with a couple of parts of the process of OGTv2. I worked as a peer reviewer and contributed some funds to help get the book printed. But even with my help and the help of many other folks, I suspect Jonathan put in the lion’s share of the work on this book.

That said, this book is simply astounding from the description of the daily gaming convention on the web in the foreward from RPG industry veteran Justin Achili to Trent Colwell’s hilarious article – “The Tale of Jacques: A Study in Ignominious RPG Death” – in which poor Jack’s character drowns in spectacular fashion teaching everyone to make sure the rope is tied off before you jump into a torrential river of death… I think there’s something for everyone stuffed into this 158 page volume…

→ Read More at Game Knight Reviews here

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Yahoo! The Summer 2010 issue of Kobold Quarterly is overflowing with chewy gaming goodness. And if you’re just in the mood for some amazing art, cover to cover is full of spectacular full color and black and white art, starting with “The Paladin’s Treasure” on the front cover. We all knew Paladins were adventuring for something other than the mythical dragon hoard… but don’t tell that to the dragon!

Just in time for Gen Con this summer, the Kobolds were busy bringing theory and practice together to provide inspiration for gamemasters and players alike. But if you’re looking for loot, there’s plenty of that too. As Wolfgang Baur, Kobold-in-Chief, explains in his Editorial – generosity is not an optional quality for good leaders. Viking jarls knew better than to not treat their berserker hordes to good meals, handfuls of gold, and public recognition for great deeds. Wolfgang and his own talented horde do that in each issue of Kobold Quarterly, so I doubt his audience will turn on him any time soon…

I was intrigued in this issue by the wide array of articles – from a detailed description of how to play an Aasimar (angel avatars used to fight evil in mortal realms) from Kolja Raven Liquette to an intriguing ecology article from R. William Thomposon about the Tengu I had no idea were as civilized as they seem to be. The Tengu have intrigued me ever since college when we ran into a few in a session, but now I might have to play one as an NPC!

→ Read More at Game Knight Reviews here...

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PC Therapy?

A concept came up in discussion a couple of weeks ago about how to resolve inter-party issues. We’re not going to try it ourselves, but I wanted to write about it a bit to share it and ponder the idea a bit.

It’s simple really…

For each other character in the group, a player will write down in a few sentences what their character thinks of them. So if you have four PCs in a group, character A will write about B, C, and D. Character B will write about A, C, and D, and so on.

And if you really want to make things interesting, you can also ask for feedback on what the players think about their character and the others in the group.

The GM would then gather these little summaries and… then what?

That’s really where the idea stopped. What would the GM do with these little snippets of information? Would they distribute them to the players after sanitizing the text a bit to protect the players? Perhaps come up with the top 3-5 things for each character and distribute that?

But how does that information help the player? Once a character is created, it’s tough to change their personality or how they behave towards other PCs or NPCs.

Would this technique be more useful to a group just starting out or a group of more experienced roleplayers?

I think in our case, this technique would be very interesting, but ultimately self destructive. I’m not sure any of us would be prepared for what might come to the surface.

Any thoughts?

–Fitz

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Have you ever found a sandwich that’s so big, juicy, messy, and full of sandwichy goodness that you can’t figure out where to start eating it? That’s kind of what happened when I grabbed a copy of Eureka: 501 Adventure Plots To Inspire Game Masters by the authors of GnomeStew.com. This book should be like crack to not only roleplayers in general and gamemasters (GMs) in specific, but should also provide infinite ideas for novelists and short story writers seeking inspiration for their own works.

For those of you who aren’t gamers or roleplayers, there’s a huge and growing population of people who play tabletop roleplaying games (RPGs) who also write articles throughout the blogosphere. Gnome Stew (GnomeStew.com) is one of the more focused, schizophrenic (i.e. multiple-writer), and excellent gaming resources on the web today. I typically peruse the Gnome Stew RSS feed at least once a week to get an idea for what’s going on in gaming and stealget ideas for my own gaming blog (the Moebius Adventures blog).

The amazing folks at Gnome Stew evidently had their “eureka” moment in June 2009 and it took twelve months from that point to create this huge storehouse of ideas and inspiration for the community. As Martin Ralya, the owner of Gnome Stew, points out in his introduction – “To call Eureka a labor of love would be an understatement.” And the love shows.

Before launching into the plot descriptions themselves, the authors chose to provide a chapter about how to use the book. That takes up less than 20 pages of the 300+ the book fills. But without that information, it would be much more difficult to hunt for ideas on a particular topic. They have provided four different ways to find the perfect plot – by theme, primary genre, sub-genres, and tags.

The themes they use are the 36 Dramatic Situations written by Georges Polti in 1917. The book poses that there are only 36 basic plots used in all the dramatic works ever created or that ever will be created. It’s quite an idea and it’s still in use today by drama students, authors, playwrights, and many more. You can read the book in the public domain here. In terms of RPG plots, this helps by boiling down the initial idea succinctly and then building on it in the text of the plot description.

Genres are broken into four general categories. In this case, a genre is just a set of criteria for a setting that also lends itself to describing the overall tone or assumptions for stories fitting those criteria. In this case, they use three main categories – Fantasy, Sci-fi, and Horror – and add a catch-all “Other” category for any plots that don’t fit in the first three.

And when you get to tags, that’s where the real fun comes in. It’s obvious the editors and authors thought long and hard about how to make this book useful for readers. Like genres, tags in this case are just additional descriptive words to categorize a particular plot. These tags describe things like the type of Challenge involved in the plot, what Creatures and Enemies will be encountered, what kinds of Non-player Characters (NPCs) and Relationships are central to the plot, the Play Style, and the Setting. Beyond that, there’s also a broader “Features” general category for elements that don’t fit anywhere else.

Each of these descriptive methods is used to create a detailed index (four indexes are included – by theme, primary genre, sub-genres, and tag) so that you can simply peruse any of the indices for a particular idea or term. That certainly helps when you’re faced with the sheer volume of work presented in this book. Your other approach is simply to start at the beginning and read until inspiration strikes or you find what you are looking for. My problem with that is that I have hardly dented the Fantasy plots, which come first, so who knows if I’ll ever make it all the way to the Horror section!

There’s no way to do justice to the myriad plots described in the book, so I’ll just talk about one to provide an example of what you can look forward to.

“Vengeance Taken for Kindred upon Kindred” has a long title, but immediately I knew it was describing what I call the “Hatfields vs. the McCoys” problem. It’s a family feud at its heart. And in the fantasy version described in Eureka, it’s a tribe of orcs that’s split down the middle after a chieftan dies and his twin sons want to take the tribe in different directions. Stuck in the middle is a local town. With a war coming between these two factions, the player characters (PCs) must figure out how to save the town.

The plot goes on to describe the problems at hand, including the fact that they can’t face down all the orcs by themselves and what happens when the town mayor tries to make a pact with one camp for protection from the other… There’s just enough information to provide a framework for an enterprising GM to roll an adventure around it.

And at the end of the plot description, there’s a section describing what other genres it can easily be adapted to, including Action Horror, Cyberpunk, Grim and Gritty Fantasy, Post-Apocalyptic, Sci-fi, Traditional Fantasy, and Western. The section also describes all the various tags associated with the plot idea – alliance, deadline, innocent, isolated area, mass combat, sandbox, tactical planning, and villain.

As a GM, I think I could take this idea and spin it at least three ways right off the bat, which is awesome. It’s this kind of inspiration with crunchy details that really sets my brain on fire.

So if you’re a GM, a player, a writer of any sort, or just like noodling about story ideas, Eureka: 501 Adventure Plots To Inspire Game Masters by the authors of GnomeStew.com should provide you literally hours and hours of gaming fun. One review I saw mentioned that with 501 plots at your disposal, that’s more than a year’s worth of adventuring time for even the most aggressive gaming group!

This article first appeared at BlogCritics.org here.

–Fitz

p.s. Be sure to pick up your copy today!

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Hittite Cuneiform Tablet
Image by voyageAnatolia.blogspot.com via Flickr

Long title, I know…

But basically I am wondering how we might take the small things, such as the method of writing, and use that in a game. And by “method” in this case, I’m thinking of the tools used to create the work. For example, were the letters painted onto wood or stone? If so, how old are they? What remains?

Let’s think about a few different tools… brush, stylus, chisel, and pen – just for a representative sample.

If you look at the cave paintings in Lascaux, they’re estimated to be around 17,000 years old. That’s a lot of years. That could come into play in numerous different genres of games. The paint used, colors chosen, or even the brush strokes can tell a lot about the artist and how fast a particular piece was finished. The prehistoric artists at Lascaux took their time and it shows. Some gang banger simply marking gang signs on an underpass probably won’t use a brush and will instead opt for a can of spray paint…

Another example would be the good old cuneiform tablet. Clay tablets and a sharpened stylus worked pretty well to document lists of payments or property somewhere around 3500 BC. It may not be the most expressive language in the world, but it works. Consider for a moment some priest documenting the steps for interment of a royal family member and warning anyone not to disturb the dead or face the consequences. Scratches on the wall are probably going to be ignored by most game parties I’ve been in – so who knows what might be behind that cuneiform-labeled door?

Why not use a simple chisel? It beats having to find some wet clay and where you put your stylus down… Some chiseled petroglyphs may be 800,000 years old. More recent ones, for example from Pompeii or Rome, are probably a bit easier to understand if your Latin is up to snuff. (Mine isn’t.) Chiseled stone is kind of like the permanent record for many civilizations we still don’t know much about.

Pen and paper don’t last nearly as long as paint, clay, or stone, but they can be much more expressive and perhaps in a more modern language a PC might understand without too much research. Paper and papyrus have been around for nearly 6000 years. But unless your paper and pen is stored somewhere the paper won’t mold, mildew, or wear away with sun and sand, it’s not going to last very long. Crayons don’t last nearly as long, but can leave a brief reminder on a sanitarium wall that someone did in fact live there for a time.

Cuneiform sign
Image via Wikipedia

So how might you use these different tools?

Take for example a Cthulhu campaign or any other setting that relies on the “previous civilization” model. Can you imagine a scientist from our era stumbling upon the ruins of a temple to the Old Ones and finding 10,000-, 20,000, 100,000-year old markings that get translated (correctly or not) to form the basis of a summoning spell? Or perhaps the previous arrival of aliens or monsters from other worlds or dimensions? Lastly, consider how much you could play with your players heads if it turned out to be graffiti from some punk with a paintbrush in the last 10 years who wanted to spark a hoax…

And then keep in mind the effects of time on a particular piece of art. Has some of the paint disappeared, leaving a message that may be misinterpreted? Or were large portions of a chiseled stone destroyed, leaving only a partial text that may not include the stringent warning about letting whatever was locked deep inside the tomb free?

Endless possibilities.

From fantasy to modern and beyond (computers anyone?), the tools of the trade have a lot to offer as far as inspiration. So don’t forget the little things…

I’ll leave you with some of the sacred text of Monty Python and the Holy Grail

Chapman as King Arthur in Holy Grail

Image via Wikipedia

  KNIGHT:  There!  Look!
  LAUNCELOT:  What does it say?
  GALAHAD:  What language is that?
  ARTHUR:  Brother Maynard, you're our scholar!
  MAYNARD:  It's Aramaic!
  GALAHAD:  Of course!  Joseph of Aramathea!
  LAUNCELOT:  Course!
  KNIGHT:  What does it say?
  MAYNARD:  It reads, 'Here may be found the last words of Joseph of
      Aramathea.  He who is valiant and pure of spirit may find the Holy Grail
      in the Castle of uuggggggh'.
  ARTHUR:  What?
  MAYNARD: '... the Castle of uuggggggh'.
  BEDEMIR:  What is that?
  MAYNARD:  He must have died while carving it.
  LAUNCELOT:  Oh, come on!
  MAYNARD:  Well, that's what it says.
  ARTHUR:  Look, if he was dying, he wouldn't bother to carve 'aaggggh'.
      He'd just say it!
  MAYNARD:  Well, that's what's carved in the rock!
  GALAHAD:  Perhaps he was dictating.
(quoted from Sacred-Texts.com)

(Funny enough, this article was inspired by something programmer-related at Design for Hackers and not Monty Python – but hey. You take inspiration where you can get it!)

–Fitz

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