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Welcome back!

I’m coming late to the RPG Blog Carnival this month, but better late than never, right?

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NPCs are an area where I either go very deep or very shallow. For example, a common theme I have in running a game is putting an Inn/Tavern in every town and there always happens to be an old man or woman at the desk or available when someone rings the bell.

This old person inevitably was a) cranky, b) hard of hearing, and c) difficult to deal with. So whenever the PCs would try and find a room for the night, they’d have to verbally spar with the desk jockey.

Desk clerk (DC): “Eh?”
PC: “We’d like a room for the night.”
DC: “A broom for flight?”
PC: [speaking up] “A ROOM FOR THE NIGHT.”
DC: “You don’t have to yell… I’m not deaf you know… I have a couple of rooms with one bed in them, but all 5 of you might have to draw straws… or there’s the [mumbles] common room…”

Yes, I like to torment my players. It’s part of the fun of being a GM.

On the flip side of the coin are characters like Lady Dagor, the female knight in charge of the Order of St. Greggor – a group of knights seeking the destruction of all demons in the world of Immortals’ Wake.

In her case, I always had a mental image of Sarah Douglas as Ursa (Zod’s second in command) in Superman II, but a bit shorter and wearing a combination of chain and plate mail. She buries her contempt for civilians well, but holds them somewhere above pond scum in the order of things.

Dagor focuses on two things. Firstly, she studies all the battles between the knights of her order and the Changed demons who control raw elemental energies. She feels she has a better understanding of how her enemy operates than they do in many cases and far more knowledge than many of the organizations also studying the demons (including other church members, the House of the Magus (mages), and the Chasers). This feeling of superior knowledge is both a good and a bad thing.

Secondly, she focuses on strategies for capturing, testing, and killing demons. Using her knowledge of how they operate and many of their tactics, she finds weaknesses to exploit and is constantly instructing those under her command to test such weaknesses vigorously in the field.

Lady Dagor is a stern task master and a good soldier, but also knows how to play the political game. As the first woman in charge of the militant order of the Church of the Mother, she knows she is empowered to do just about anything in the name of the Church. But even with this knowledge, she obeys the letter of the law and will rarely break with church doctrine.

It was her laugh that I settled on first. A haughty, full-bodied laugh that has been practiced and perfected over the years to throw off allies and enemies alike. She has few friends, and only “befriends” people if it is politically or strategically necessary.

But at the bottom of this superiority complex and the haughtiness, she devoutly believes in the teachings of the Mother. What she is doing is right on every level and that gives her the strength to do what she must. Is she evil? Not from her perspective.  But from other people’s perspectives? Yeah, probably.

Some NPCs, like Athena from Zeus’s head, come fully formed in my mind when they appear. Others sneak up on me. And others just pop up like that damn innkeeper. “Eh?”

–Fitz

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Hopefully you’ve enjoyed the two short samples of life in the world of Immortals’ Wakepart 1 and part 2 – culminating in the demon trial of the merchant Evani Georgia.

This world has a little bit of everything…

  • Coat of arms of {{ #if: Villejust (Essonne, Fr...

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    Controversial religious-based persecution? Check.

  • Traditional wizards and people with the ability to control raw elemental energy? Check.
  • Hired swords, thieves, knights for various causes, and nobility struggling with court intrigue? Check.
  • A combination of oral and written history viewed through the eyes of the people of the present day? Check.
  • Immortals seeking… peace, revenge, an end to their eternal suffering? Check.
  • A broad world waiting to be explored and filled in by GMs and players alike? Check.

As was discussed in a prior post, I’m seeking input on how to make settings such as those created for Immortals’ Wake accessible to gamers in such a way that it would benefit GMs and players as source material and yet provide enough flexibility that it’s not stifling.

Tourq and Adaen brought up some great things to consider, including:

  • Fear of the Unknown
  • Room for Conflict
  • Ease of Immersion
  • Hooks
  • Open Space

I think all of these are represented in some way or another in this setting.

As far as “Fear of the Unknown” goes… The impending arrival in the city of Belan’si of “The Nameless One” will introduce the players and GM to the raw power of the Immortals of Immortals’ Wake. In every campaign and session I have run where the players encountered these beings, there has been awe, fear, and change left in their wake – followed by the fear of knowing that a character has changed in some fundamental way and is now hunted by the very society they were living in.

For “Room for Conflict,” there’s plenty of that in the world. The mages are at odds with the church. The church is at odds with the “Changed” and even a bit in conflict with itself. The people are caught in the middle, with little safe ground to stand on when the crisis hits. And beyond that, there’s the typical thief vs. guard interplay, the tenuous balance of power among the nobles and their knightly agents… even a rival guild of thieves trying to make headway in the city.

“Ease of Immersion…” This one is tough. The only benefit here would be that many of the groups are loosely based on those in our own history. The history of the Church of the Mother is loosely aligned with that of the Catholic Church, with its militant push towards converting the infidels and seeking to control the hearts and minds of its people through the Inquisition. Nobility and knights are much like those encountered during the middle ages, with different families, power bases and ideals clashing regularly. Magic? Well, magic would be foreign to any setting…

There are many “Hooks” scattered throughout the setting – from strange artifacts left over from ancient wars to rumors of improprieties among noble families, from hidden agents of change within the Church to wizards seeking to control the demons themselves… There are many points that would serve to hook players and GMs into the world.

And “Open Space…” I have a crude map of the world that offers island kingdoms to explore, mysteries to investigate, and huge open spaces yearning to gain histories and inhabitants.

So I think all of these are covered in some way or another.

If you were a player or a GM wanting to know more about the world of Immortals’ Wake what would you look for first?

–Fitz

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I suspect that we’ve all had that moment while gaming when our characters finished a battle or encounter and suddenly had a whole lot of loot to determine how to divvy up and carry out. It’s a gaming staple – doesn’t seem to matter whether you’re playing in a fantasy, modern, or futuristic setting. But it seems to happen a whole lot more while playing a fantasy RPG like D&D.

For some time now we’ve lived in a world where computer roleplaying games (CRPGs) have been around. I remember playing Bard’s Tale, Might and Magic, and the Gold Box Forgotten Realms computer games like Curse of the Azure Bonds to name a few. And from then to now, the general pattern is your character or party heads out to find bad guys to fight, you fight the bad guys, and then you collect the loot. You may not be able to haul it all away, so you leave useless items behind and take the good stuff until you can sell it.

Most of those games came out while I was in high school or in college initially. And I have to admit I played the heck out of them and enjoyed myself quite a bit.

But by that point I had already been playing RPGs (especially Dungeons and Dragons, James Bond, and a few other games) for a good 3-5 years. In that few years, I went from being the treasure hoarding munchkin to GMing and trying to achieve some kind of game balance. Though it was fun to kill the monster and take the loot, that wasn’t necessarily the goal any more by the time I left that period of my life.

And yes, we did all the munchkin things you’d expect. It was 1st edition D&D so we were kicking butt and taking names, even going so far as fighting Tiamat in her lair. (And it’s been asked, so I’ll answer here – no, I don’t recall if it was on her home plane or the prime material plane, but we did it nonetheless and got hoards of loot as a result.) We went up against the forces of Orcus. Did we die? Not usually – the GM and the mood at the time typically gave us enough room to survive. Was it Monty Haul? Of course.

That however was a phase. It lasted a while and then we got tired of simply collecting every coin, scroll, potion, sword, wand, etc. just because it was there.

Now if you look at CRPGs you see the same thing happening over and over because there’s no GM there to prevent it. We (yes, I’m just as guilty) stuff our pockets, backpacks, and saddlebags with everything we can get our hands on that is of value and leave the rest. The good thing is that we do run out of room so there has to be a bit of prioritization typically. The bad thing is that typically we have an infinite amount of time to gather, sort, and figure out where to stash everything.

Because I and many other gamers of our generation moved from traditional pen-and-paper RPGs to CRPGs, we’re less apt to take a CRPG approach to our RPGs.

Unfortunately, I’ve seen others that have gone the other way – from computer to game table – that just don’t get that you can’t haul off the kitchen sink and curtains or the other inhabitants of a particular city might take it the wrong way. Maybe you can do that in a dungeon after you’ve cleaned it out – there’s a certain amount of time you have there. But not every situation has the benefit of time.

Have other GMs and groups run into this bizarre trend? If so, have you solved it? And if you solved it, how did you solve it? We’ve tried lots of things, but logic doesn’t seem to work in this case. Or perhaps we just haven’t provided the right object lesson… I don’t know.

Thoughts? Anybody? Anybody? Bueller? Bueller?

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What alignment is your GM?

I had an interesting conversation with my GM last week. We somehow got onto the topic of how evil he was as a gamemaster. Honestly I don’t see him as evil, but I ran with it for the sake of ignoring some other things I really didn’t want to work on. :)

yinyangBetween the alignments of Lawful Evil, Neutral Evil, or Chaotic Evil, we decided that he was a Neutral Evil GM with some Chaotic tendencies.

A Lawful Evil GM is a rules lawyer and typically more interested in enforcing the letter of the law as spelled out in whatever game he is entranced with at the time. Mike definitely doesn’t fall into this category. I don’t think I even fell into this category when I was GMing either – I’m far more likely to either make a ruling and go with it on the spot or stop the game to get into a philosophical debate about why it was phrased the way it was. (Occupational hazard when you’re the one who wrote the game.)

A Neutral Evil GM is more interested in game balance than the rules persay. Mike tries to be very balanced and err on the side of roleplaying and story more than focusing on either making sure the PCs get their butts handed to them regularly. I’d like to think I fall into this category myself, but I know better.

And then there’s the Chaotic Evil GM. These are the guys who sometimes roll dice for no reason but to increase his players’ blood pressure. (Mike’s been guilty of doing this from time to time.) These are the GMs who decide one session they want to really teach the PCs a lesson and beat up on them and then in the next session be really nice to make up for it… And then there’s my type of chaos, where I end up GMing a sandbox game and watching the fireworks.

Each of these types of GMs should be observed in their natural habitat and not removed through the use of force, or that might backfire.

Why Evil you might ask? Honestly good and evil are in the eyes of the players most of the time, not in the eyes of the GM. So the night that your GM springs an encounter with an invisible flying creature in a cave and nearly kills all the PCs (one actually did die in that case and was raised later), he might be evil. The night he just happens to leave a magical crystal sword in a pile of loot just so your character can use it, he might be good.

Just don’t anger your GM without good reason. Then you’ll see True Evil raise its ugly head. ;)

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Another week of awesome posts in the gaming blog community means I’m back with a new list of links for Friday!

Hope everyone had a great Thanksgiving (if they celebrated) and is looking forward to some happy holidays. Winter has finally arrived in Colorado (with most of this week spent near zero degrees fahrenheit), so even I’m starting to think about Christmas.

Friday Links Banner 150x150But I digress. :)

Here are a few posts to contemplate when winter weather hits in your neck of the woods:

  • In the “Not Necessarily from This Week” category, we have “Fistfull of Lead: All the Monsters on a Budget” from Jonathan Drain over at Kobold Quarterly. The article tells us where to procure a solid collection of miniatures for your gaming pleasure. Everything from humanoids and skeletons to demons and insects is included in this mix and match collection for a bit over $100 US. Not bad!
    http://www.koboldquarterly.com/k/article3132.php
  • Is Chivalry dead? The RPG Athenaeum offers some suggestions on how to bring knightly orders into your game in “Chivalry doesn’t have to be dead…” The tips on designing a knightly order are very cool – including what to do if a knight fails to live up to the code. As someone who’s designed a few knightly orders, I wish I’d had these tips when I was writing them. :)
    http://rpgathenaeum.wordpress.com/2009/11/27/chivalry-doesnt-have-to-be-dead-use-knightly-orders-in-your-game/
  • Also from the RPG Athenaeum, we have “Flesh out your hero with an anecdote or two,” which offers some awesome suggestions on quirks for characters that might not have occurred to you. The article covers things like quirky appearance bits, emotional bits such as memories that surface during certain conditions, or unique phrases from their adventures or where they grew up. Cool stuff to consider for NPCs as well as PCs I think!
    http://rpgathenaeum.wordpress.com/2009/11/28/flesh-out-your-hero-with-an-anecdote-or-two/
  • From Abstract XP, we have an article on “Writing effective setting in adventures (part three)”. Weather is one of those things I never get right in campaigns, from what it should be from a seasonal perspective or what it should be from a geographic perspective… So tips and hints for using weather in an adventure is quite welcome. And when you add in tips for avoiding cliche’s and bringing in culture, the article starts overflowing with ideas!
    http://abstractxp.wordpress.com/2009/11/29/writing-effective-setting-in-adventures-part-three/
  • Rob Lang over at The Free RPG Blog brings up some intriguing ideas about making fantasy RPG rules into something that doesn’t fall flat in “How to turn your stock fantasy RPG into a unique delight.” As someone who’s trying to make a generic RPG and start with the fantasy aspects, this was particularly well timed. By not only going back to the source of fantasy ideas – fiction, myth, and folklore – but researching games and other mechanics to borrow ideas here and there to add crunch to otherwise not crunchy bits, I may have enough ideas to finish something soon. :) Thanks Rob!
    http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html
  • Ravyn at Exchange of Realities proposes three ways to think about solving problems in “Three Problem-Solving Question Sequences.” And though this was meant for gamers, I might actually suggest it to my daughters as ways to approach many different things in life. It’s hard to argue with “What do I have and how can I use it?”, “What do I want and what do I have that can help me get it?”, and “What could solve this problem and how could I get it?” Although they all pose similar questions, it’s HOW they’re asked that’s the key… Very though provoking!!
    http://exchangeofrealities.today.com/2009/12/01/three-problem-solving-question-sequences/
  • And lastly, we have a throwback to an earlier time for me… This picture of Orcus from the Lord of the Green Dragons just made me smile as I thought back to my youth and the early days of playing D&D. Good times. Does it reflect poorly on me when I think back on a big demon prince as a symbol of my youth? Maybe. :)
    http://lordofthegreendragons.blogspot.com/2009/12/old-school-orcus.html

Thanks to everyone who wrote the articles above and to the many more I have yet to read on the various RPG blogs I follow.

Have a great weekend!

–Fitz

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Yes, I’m a bit behind. To say that the past couple of weeks have kicked my arse is an understatement. That said, there have been some awesome articles in the gaming blog community that caught my eye when I had time to check ‘em out… So without further adieu, here are a few posts for your reading pleasure.

  • Friday Links Banner 150x150In the “not in the gaming community” category we have Philip Palmer from the Orbit Books Blog considering the ultimate question of life, the universe, and everything. We all know the answer is 42, but Palmer goes deeper into the numerological aspects of the answer and… the fourty-two texts of Hermes Trismegistus! (If you haven’t heard of Orbit Books, be sure to check out their website. They deal in some wonderful urban fantasy, fantasy, and science fiction materials that are full of story and campaign ideas!)
    http://www.orbitbooks.net/2009/11/19/the-meaning-of-life-you-read-it-here-first/
  • Next, in the “bad news for small publishers” category, we have bad news from Outlaw Press with their Tunnels and Trolls products. According to Andreas at the Omnipotent Eye, there are some questions regarding the use of artwork without permission among other things. I’m hoping it’s just rumor, but we’ll see how it all plays out…
    http://theomnipotenteye.blogspot.com/2009/11/latest-bad-news.html
  • Over at the RPG Athenaeum blog, we’re reminded to consider tactics in our D&D battles, not only as players, but as GMs. Using your opponents’ weaknesses presupposes a bit of knowledge on the part of those in the combat and some D&D critters, such as the kobolds used in one example in the article, should have enough brainpower to put 2+2 together to get 4. However, the trick is gaining enough knowledge of the battleground and your opponents before the battle to take advantage of such information… Looking forward to parts 2 & 3 of this three part series.
    http://rpgathenaeum.wordpress.com/2009/11/21/let-slip-the-dogs-of-war-part-i/
  • It seems RPGNow is having an extended Black Friday event between November 27 & 30, according to the Gaming Brouhaha. Next weekend will be a great time to find some awesome materials on sale!
    http://rpg.brouhaha.us/?p=1988
  • Brent Newhall has released a year of his earnings and web traffic for the two RPG PDF products he released about a year ago. I’m enthusiastic about such information as a self-publisher. It means people are making at least a little money with their hobby, which encourages other folks like myself to try to do the same. Thanks Brent and good luck with all your endeavors!
    http://brentnewhall.com/blogs/role-playing/21-Nov-09-one-year-of-tabletop.php
  • Zzarchov over at Unofficial Games pointed at a great article comparing DMing and software development concepts. As a software developer, I have to admit I’d not thought about gaming in those terms but will strive to do so in the future. Having the right bits that you can rearrange to suit particular needs in a just-in-time environment is a great way to view running a game.
    http://trollandflame.blogspot.com/2009/11/dm-and-sd-parrellels.html
  • And lastly, over at Gnome Stew, DNAPhil has encouraged us to properly care for and feed our creativity. Mine’s been starving a bit lately, so his advice is well received by yours truly. I love the idea of creating a new NPC, location description, or plot idea every day or every few days. It’s something I hope to put into practice soon!
    http://www.gnomestew.com/gming-advice/the-proper-care-and-feeding-of-your-creativity

This isn’t a complete list of all the articles I’ve noted over the last couple of weeks, but a representative sample at least. I’ve been trying to share these out in Google Reader when I see them, which makes it easier to find them again in the future and keeps them available for others to find if they so desire.

If you’re in the U.S., I wish you a happy Thanksgiving. And no matter where you are, I hope you’re enjoying yourself!

Until next time…

MFJAHXWUHDX6

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Hi all!

Along with many other folks, I had an opportunity to check out the Fall 2009 issue of Kobold Quarterly in October… And I’m just now getting back to writing up the review. But here I am!

I have to admit that I’d only seen one other issue of the magazine a couple of years ago and though I was impressed, I wasn’t blown away. This time it hit me more like the old Dungeon or Dragon magazines of yore and from the cover on I was hooked. Not only does it have great art to capture your attention, but the content covers everything from vampires to the myth of the Philosopher’s Stone and far beyond.

Kobold Quarterly, Fall 2009, Issue 11As with many magazines, there are quite a few ads – but I’m guessing KQ (like many other magazines) uses ad- and subscription-revenues to keep providing us great content every quarter. On the plus side, most of the ads are well designed, colorful, and definitely meant for the target audience (of which I’m definitely a member).

The issue starts off with “A Broken Mind – Sanity and Mental Disorders” by Scott Gable – and I love the idea of merging in sanity rules with D&D. Ever since I played Call of Cthulhu in college, I’ve been fascinated by usually slow (sometimes quick) slide to madness that can occasionally overcome a character. Gable’s mechanic of adding “Mind” as a 7th ability score and a pool of sanity works great to bring in the dark overtones of a world where mortals are not meant to experience everything the world might throw at them… And I just love describing a character’s sanity points as “the currency of madness”… [insert evil laughter here]

Gable’s article presents not only the base mechanic for sanity, but how to use it (and lose it) as the character reacts to the bizarre things an evil GM might throw at his or her players. Having lost my sanity in CoC long ago, I remember going Berserk and killing the rest of my party, so I was pleased to see that slip into the list of “Temporary Insanities”. And among the “Indefinite Insanities” you have things like Fear, Obsession, and Paranoia – a trifecta of mental illness sure to cause a player to stretch some roleplaying skills!

Another great article is “Howling Werebeasts – How to Play Lycanthropes as PCs” by John E. Ling, Jr., which covers a bit of the history of Lycanthropy and how to integrate it into a game. Unless you’re playing White Wolf‘s Werewolf, I think the templates covered presents both sides of the were-beast picture. As a player, you must take the bad with the good. It hurts to change. People will react to you differently. And it requires a it of work on your part. As a GM, it offers logical responses to how to work it into a game without throwing the balance off.

What I really liked about the article was how it broke the Wererat, Werewolf, and Werebear into actual, playable characters. I don’t think I want to play one soon, but it might be something to consider as a NPC should I need to throw some PCs a curve ball. And once you’ve introduced it as an NPC it’s not too much of a stretch to see your PCs get infected… [insert more evil laughter here]

The other articles in the magazine are just as good, covering the “Ecology of the Vampire,” “Uvandir: The Pride of Craftsmen” (great details about dwarven life), “Running Across the Screen (A GM Roundtable)” (great roundtable interview with 16 GMs!), and more. The book reviews were also welcome, presenting a few fantasy and science-fiction titles that might inspire GMs and Players alike.

In 82 pages you get a bit of everything, which is awesome. Be sure to check it out at KoboldQuarterly.com today!

Looks like I’m going to have to break out my wallet and purchase a subscription just in time for the holidays. :)

–Fitz

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Hi all…

So after last week’s playtest, I decided to go back to the drawing board a bit to see how I could revamp the Moebius Adventures system mechanics to make them a) simpler and b) more consistent. I think I’ve hit upon a solution, but it seems to run counter-intuitive to how most other mechanics go (besides GURPS anyway).

BlueprintsTo make a long story short, part of the issues stemmed from having too many details and part came from a lack of clear explanation on my part. So I’ve stripped the system down to its core three statistics – Mind, Body, and Soul. Mind would wrap anything remotely mentally-challenging – so tasks like reading, arithmetic, arcane magic, and so on. Body is pretty self explanatory – but would enc0mpass strength, endurance, dexterity, and so on. And Soul represents wisdom, faith, life force, etc.

I need some help to see if I’m totally nuts or not. I spoke with a good friend of mine whose concern is that this system focuses on having a low number whereas most focus on having a higher one. I think this is an artificial difference, but that’s just me…

So rather than splitting those three into 12 different characteristics (plus the 4 for Random characteristics like Luck, Beauty, Wealth, and Family for a grand total of 16) I’ve boiled everything back to basics. At most, this means a skill would have one main characteristic. For example – Literacy would be Mind-based. Swordsmanship would be Body-based. Prayer would be Soul-based, and so on… (There are some skills like Healing, which the player would have to choose either Mind – for first-aid type healing using your brain – or Soul – for laying on hands kind of healing. Same for Writing, and several others.)

So a character would be very simply the core stats of Mind, Body, and Soul, some derivative/secondary stats like hit points, reality check, etc., and a list of skills – some from childhood, the rest from backgrounds.

(The design question is all the way at the end of this bloody long post, so my apologies. But I work through the basics, define some mechanics, provide an example, and THEN ask for input at the end. Please bear with me.)

So a fighter character that used 20 points to split among Mind, Body, and Soul might look something like this:

——————————————————————————————

Mind: 5
Body: 10
Soul: 5

HP 40
Skills:
Swords (Body): 3 ranks
Shield (Body): 2 ranks
Combat Sense (Mind): 2 ranks
Running (Body): 2 ranks
Horsemanship (Soul): 1 ranks

——————————————————————————————

A thief character might look like this:

——————————————————————————————

Mind: 6
Body: 8
Soul: 6

HP 32
Skills:
Swords (Body): 4 ranks
Acrobatics (Body): 3 ranks
Archery (Body): 2 ranks
Combat Sense (Mind): 3 ranks

——————————————————————————————

Pretty straightforward.

So let’s take the new mechanic for a spin…

To determine the base target for a skill, take the characteristic and add the # of ranks. You want to roll below that on 1d20 or 2d10. (1d20 is more “random” but 2d10 has a better bell curve for results.)

Everything revolves around the Quality of a roll.
If you roll under the target, you determine the Quality of Success (QoS) by taking the target # minus the the die roll.
If you roll over the target, you determine the Quality of Failure (QoF) by taking the die roll minus  the target #.
The GM can always modify the target # by other conditions. For example, snow would make tracking easier. Crossing a stream would make it more difficult.
If uncontested, a QoS of 1 or higher means success.

If contested, you compare the two Quality rolls and the highest QoS wins. For example…

  • For a Body (Strength) check, if character A has a QoS of 3 and character B has a QoF of 3, character A wins. But if character A has a QoS of 3 and character B has a QoS of 5, character B wins.
  • For a skill check, you may be comparing two different skills, but the principle still applies. If character A has Tracking (Mind) and a QoS of 4 and character B has Concealment (Mind) and a QoS of 6, character A is unable to find the tracks left behind by character B.
QoF comes more into play where Combat is concerned.

To resolve a combat action, take the offensive skill Quality and compare it to the defensive skill Quality. The difference determines the amount of damage done (up to the maximum of the weapon + any bonus for Body of 7 or better or penalty for Body of 3 or less).

Here’s a sample combat between the Fighter and Thief characters. The Fighter has a long sword, which does 8 points of damage as its potential maximum, but also gains +4 to damage for a Body of 10. The Thief has a short sword, which does 7 points of damage as its potential maximum, but he has a Body of 8, which gives him a +2 to damage as well.

———————————————————————————————-

Initiative:

  • Fighter – d20 (14) – target 7 – QoF = 7
  • Thief – d20 (17) – target 9 – QoF = 8
  • Fighter goes first w/lower QoF
Round 1
  • Fighter attacks with sword. Rolls 2 – target 13 – QoS = 11
  • Thief dodges with a roll. Rolls 4 – target 11 – QoS = 7
  • Fighter hits Thief for 4 points (QoS 11 – QoS 7 = difference of 4). Thief down to 28 HP.
  • Thief attacks with sword. Rolls 4 – target 12 – QoS = 8
  • Fighter parries with Shield. Rolls 20 – target 12 – QoF = 8 (rolled 1 or 2 is critical success/rolled 19 or 20 are critical failure – so the Fighter may have dropped his shield during this failed attempt)
  • Thief gets solid hit in. Difference between attack & defense is 16. Short sword does 9 max. Thief does 9 damage to Fighter. Fighter down to 31 HP.
Round 2
  • Fighter attacks with sword. Rolls 15 – target 13 – QoF = 2
  • Thief dodges with a cartwheel. Rolls 19 – target 11 – QoF = 8 (Critical Failure?)
  • Fighter misses.
  • Thief attacks with sword. Rolls 5 – target 12 – QoS = 7
  • Fighter parries with Shield. Rolls 5 – target 12 – QoS = 7
  • Fighter parries (tie goes to parrier).
Round 3
  • Fighter attacks with sword. Rolls 15 – target 13 – QoF = 2
  • Thief dodges. Rolls 10 – target 11 – QoS = 1
  • Fighter misses.
  • Thief attacks. Rolls 16 – target 12 – QoF = 4
  • Fighter parries with Shield. Rolls 10 – target 12 – QoS = 2
  • Fighter parries.
Round 4
  • Fighter attacks with sword. Rolls 16 – target 13 – QoF = 3
  • Thief dodges. Rolls 10 – target 11 – QoS = 1
  • Fighter misses.
  • Thief attacks. Rolls 14 – target 12 – QoF = 2
  • Fighter parries. Rolls 11 – target 12 – QoS = 1
  • Fighter parries.
Round 5
  • Fighter attacks with sword. Rolls 8 – target 13 – QoS = 5
  • Thief dodges. Rolls 20 – target 11 – QoF = 9 (Critical Failure?)
  • Fighter gets solid hit in. Difference is 14. Longsword does 11 max. Fighter does 11 damage to Thief. Thief down to 17 HP.
  • Thief attacks. Rolls 18 – target 12 – QoF = 6
  • Fighter parries with shield. Rolls 10 – target 11 – QoS = 1
  • Fighter parries.
Round 6
  • Fighter attacks with sword. Rolls 5 – target 13 – QoS = 8
  • Thief dodges. Rolls 13 – target 11 – QoF = 2.
  • Fighter gets another solid hit in. Difference is 10. Fighter does 11 damage to Thief. Thief down to 6 HP.
  • Thief attacks. Rolls 11 – target 12 – QoS = 1
  • Fighter parries. Rolls 13 – target 11 – QoF = 2
  • Thief hits. Difference is 3. Thief does 3 damage to Fighter. Fighter down to 28.
Round 7
  • Fighter attacks with sword. Rolls 8 – target 13 – QoS = 5
  • Thief dodges. Rolls 12 – target 11 – QoF = 1
  • Fighter hits. Difference is 6. Fighter does 6 damage. Thief falls.

———————————————————————————————-

So… Deep breaths. After seeing a couple of sample characters, describing the basic mechanic, and providing a combat example…

Does this make sense? Is it too hard? Is the Quality of Success vs. Quality of Failure thing too difficult a concept?

The potential problems that I’ve come up with are… With a characteristic and skill each maxed at rank 10, you have a target # of 20 before modifiers. If you roll a 20 on a d20 or two 10s on 2d10, it’s a critical failure. Is that a bad thing? I don’t think so. Even perfect people fail sometimes IMHO.

I’m curious to hear what people think about this.  If I’m barking up the wrong tree, I want to know early so I can change trees. :)

Thanks in advance.

–Fitz

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Hi all…

As my contribution to the RPG Gamer Network’s Small Press Week, here’s my review of Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1.

small-press-weekAs a lifetime player and gamemaster of tabletop roleplaying games (RPGs), I’m constantly amazed at the amount of passion, knowledge, and depth of other members of this collective of people who play RPGs. There are players that might as well be actors with as deeply as they get immersed in their characters. There are gamemasters (GMs) who know not only the art of story construction, but how to keep campaigns alive for years by constantly changing things up.

And then there are people like me. I straddle between the two camps, or at least try to, gleaning what I can from experts on both sides of the divide. I try my hand at writing roleplaying games, playing myself, and hopefully soon starting to GM again.

So when I come across new resources such as Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1, I am blown away by the creativity and imagination bound up within. There are countless roleplaying blogs now, and Open Game Table aims to collect some of the finest blog articles from 2008. The articles may have been dusted off, edited, and illustrated to make them shinier, but they are the same thoughts that appeared on the internet first.

Jonathan Jacobs runs a blog known as The Core Mechanic and participates in a network of roleplaying bloggers known as the RPG Bloggers Network. And it’s many of the writers from that network that grace the pages of this first volume of what I hope will be many.

Jacobs and the other editors have arranged the book into broad chapters – Play Style, Game Play, Characters & Players, Monsters & NPCs, and so on. Each chapter collects a number of articles on the broad themes for that chapter. I have to say that with the sheer number of authors, pages, articles, and words, there were bound to be a few typos here and there, but they were all extremely minor and never caused any issues.

Some of my favorite content includes:

  • “Giving the Players a Reason to Enjoy the Campaign” by Brandon Daggerhart from Turtles all the Way Down – actually ASK the players about their characters and get them involved in the campaign earlier in a more interactive way.
  • “Extreme Makeover: Tavern Edition” by Stephen Dewey from Musings of the Chatty DM – so you’ve got a ratty old tavern in your campaign… maybe it needs some atmosphere, better descriptions of the food, or a gimmick?
  • “The Adventure Funnel” by Andrew Reyes from I Waste the Buddha with my Crossbow provides a stone simple way to focus your adventure ideas and funnel them into a complete experience – including the idea, obstacles, details, assistance and rewards

This is just a sampling of the many, many great, thought-provoking articles throughout this collection. What’s exciting about this is that it’s just volume 1! The potential is here to produce volumes of this sort of content as long as people are playing roleplaying games and blogging about them.

I have to commend Jacobs and the many authors and editors for putting together such a quality product. Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 should be on the “want list” of all gamers, whether you’re a player, a GM, or a writer. Order your copy from Lulu today as a hardcopy or PDF or check out RPGNow.com! (Jacobs also let me know that the book was picked up by Studio2Publishing, and is now in retail distribution so you should be able to pick up a copy from your friendly local gaming shop!

–Fitz

p.s. You can also order it from Amazon:

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Hi all…

Once again, the RPG community presents not only creative ideas, but thought-provoking material that crosses genres and systems. I’m always impressed by the collective knowledge in the RPG blogosphere and this week was no different.

Friday Links

Hopefully I can finish a couple of posts over the weekend about my own take on morality in RPGs, as we had a bit different perspective for the Moebius Adventures system.

But here’s what you came for… the Friday Links!

  • Gnome Stew’s Matthew Neagley has increased the paranoia tenfold against the little races of fantasy roleplaying games. Gnomes are being called out as sneaky, dangerous, and effective enemies under the right conditions and damn if they don’t have some great ideas in the comments too – Gnometroopers and Gnome-jas are now going to be added to my own repertoire of evil!
    http://www.gnomestew.com/gming-advice/gnomes-do-really-bad-really-good
  • In the “Why don’t I have one of these in my dungeon” category, we have the Obelisk of Undeath from the RPG Dumping Ground. I will definitely be investing in some necromancer swag and hiring some undead guardians soon!
    http://rpgdump.blogspot.com/2009/10/obelisk-of-undeath.html
  • As a fan of the old MechWarrior RPG (1st ed), I was shocked and surprised to see a simplified version of the rules boiled down to 6 pages. Amazing. Chgowiz of Chgowiz’s Old Guy RPG Blog has done a great job pulling these together. I’d be curious to see how they play. Luckily I have a friend moving nearby in a few months that was my old MW GM in College. We might have to give them a shot!
    http://oldguyrpg.blogspot.com/2009/10/announcing-micromw.html
  • Taichara over at A Hamster Hoard of Dungeons and Dragons has a handful of NPCs for our GMing pleasure – extras if you will to populate your world with some people with character. I love the little touches. Great post!
    http://hamsterhoard.blogspot.com/2009/10/handful-of-npcs.html
  • I’m just getting back to GMing after a long dry spell and it’s good to know what to avoid as I get started again… So seeing the Top Ten Ways to Know Your Campaign Sucks is a good refresher course from Rule of the Dice. When the only thing the players remember is the pizza, something has to be wrong…
    http://www.ruleofthedice.com/2009/10/top-ten-ways-to-know-your-campaign.html
  • In the “bizarre, but strangely compelling” category we have Spenser Idahl’s adventure hook “Sunday Hooks – Beetle Juice Edition” from Rocks Fall, Everyone Dies. Reminds me a bit of The Mummy with Brendan Frazer, but I have to say it’s always creepy when an NPC dissolves into a swarm of bugs! Ack!
    http://www.rocksfallblog.com/2009/10/sunday-hooks-beetle-juice-edition.html
  • From Troll and Flame, we have a well thought out revamping of a magic system. I too have been obsessed lately with magic systems, so this is a timely post for me. And the author came up with a similar pattern to what I’m probably going to do with Moebius Adventures – each type of magic user has a slightly different bent. There are similarities and commonalities, but one mage doesn’t have to be the same as every other. I like the division between Mage, Sorcerer, Wyrd (Runes), Staff wizards, etc. Great food for thought.
    http://trollandflame.blogspot.com/2009/10/magical-monday-magic-yeah-we-got-some.html
  • From allgeektout, we have a thought that I’m not sure why didn’t occur to me until now… Using top ten lists to shape expectations for a project and deciding what to emphasize… Oh duh! The author provides a sample for his Six Seas setting, listing 10 things you need to know about the six seas… http://allgeektout.com/2009/10/12/10-things-you-need-to-know-part-1/
  • In the current RPG Blog Carnival on morality in games, Jade on Evil Machinations brings up some interesting crunch to consider for ourselves and our characters. We can’t purge our dark sides, but we can be aware of them. And as Jade says, RPGs provide an outlet for our shadow selves to assert themselves safely.
    http://www.rpggm.com/blog/2009/10/12/dancing-with-the-dark/

Awesome posts and I’m sure there were many more this past week!

Have a great weekend!

–Fitz

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