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What alignment is your GM?

Welcome back!

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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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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So from the first three parts of this series (part 1, part 2, part 3), you hopefully have seen some of the thought that went into our slightly different take on alignment for Moebius Adventures. Again, this is totally portable and could be used with any system I think.

RPGBlogCarnivalLogocopyBut does it work? The jury’s still out. Ultimately, this may not be a usable alignment system. But it provides some interesting flexibility that the traditional good/evil scheme may not. If nothing else, perhaps it offers some methods for fleshing out characters in addition to a traditional good/evil alignment.

I think that new players should focus on the basic alignment grid of Good, Neutral, and Evil. But more advanced players may want a bit more play in how they approach decisions for their characters in a given world.

When conflicts arise between different levels of morality, it definitely gets interesting.

Let’s say that someone is trapped in a burning building and your character has enough time to safely extract the individual from harm. A character with a light moral alignment (+6 to +10) would save the individual, since Man is more important than Nature (in order of moral codes). A character with a gray moral alignment (-5 to +5) may or may not aid the trapped person. Is the person a friend? Would there be a possibility of a reward? These things may tip the scale one way or another. A character with a dark moral alignment (-6 to -10) might have started the fire or help the fire burn other nearby buildings. Maybe they consider cities dirty, unnatural structures and seek to, like Nature, clear the area for new growth.

Considering these qualities of Morality and Virtue provide some interesting insights into how our characters deal with the world around them and the people in it.

Hopefully I haven’t put anyone to sleep with this series. I think it’s philosophically interesting to approach roleplaying from more abstract ways than the old “good vs. evil” scheme.

Thanks for your time!
–Fitz

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For this month’s Blog Carnival, I thought I’d throw some different ideas out there about an alternative to the simple alignment grid…

Though I understand the attraction of a simple alignment scheme for some games, I’ve always been fascinated by the gray area. Rarely will you find anyone who has a perfect moral compass. As Citizen G’Kar said once in an episode of Babylon 5 – “The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.”

yinyangIt’s that “enlightened self-interest” that motivates even the most well-intentioned individual.

What is alignment? A character’s alignment generally describes how the character perceives moral choices in their world. Are they really good? Really evil? Or somewhere in-between?

Though extremes may be interesting experiments in roleplaying, I find that most player characters tend to fall in the Chaotic or Neutral camps, using their judgment to decide whether to do good or evil or obey the laws. It’s that gray area between good and evil that most of us reside in – using the context of the decision to help us make those crucial decisions.

It’s in the spirit of the “gray” that for the Moebius Adventures system we created an alternative to the traditional good, neutral, and evil alignments – Morality and Virtue – to measure character behavior a bit differently.

Morality indicates how a character views right and wrong. Virtue reflects a character’s attitude to pain – do they ease pain or cause it? Together the two scales help define how a character can gauge decisions.

RPGBlogCarnivalLogocopyWhat are morals? Morals are principles or standards relating to a system governing right and wrong behavior in the universe. Codes of morality provide frameworks that benefit an individual or group if used properly.

What is Virtue? Virtue represents the mortal drive to ease or cause pain and suffering in themselves and others. Someone’s virtue isn’t determined by how they perceive the pain they inflict or receive, but in how they deal with that pain.

So by now you’re wondering how the heck any of this could be playable… And I agree, it gets a bit philosophically deep. But as with alignments, we’re talking about rough guidelines for PC behavior. Evil may be just another way of saying that an individual is immoral and likes causing pain.

But what happens when a character (PC or NPC) strongly believes in their morality, is ok with a certain amount of pain caused to others, and yet is opposed to the social or natural order of the world? Does that make them evil? Or does it make them good? It all depends on the context of a particular decision, doesn’t it? The player or GM has to weigh the decision of the character based on the circumstances around them – just like in life.

It makes things a bit more interesting anyway.

The next couple of posts will go into more detail about how we use Morality and Virtue in-game and then how to work through some different situations.

Until next time,

–Fitz

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Hi all!

I’m going to be gone tomorrow, so I thought I’d post my Friday Links a day early. Yes, it might warp the time-space continuum, but oh well. No worse than the large hadron collider. :)

  • Friday LinksUnique Tavern Encounters from the Bard of Valiant. You know when you read the first thing in a list of 11 and laugh out loud, it’s probably going to be a good list. This one is. I absolutely love the visual of having a bunch of burly tavern-goers drinking their grog though a straw!
    http://www.bardofvaliant.com/2009/10/unique-tavern-encounters/
  • From Held Action, we have a brief description of Spirit Mimics, such as the woman behind the counter in a diner that may never have existed. To me this is a great idea to use sparingly. The idea of a magic shop that moves around isn’t new, but maybe a phantom tavern that shifts from location to location with a unique set of NPCs. Would the PCs want to try and find it again?
    http://heldaction.wordpress.com/2009/10/06/phantom-diners/
  • Bigtime food for thought from the Emergence Design Weblog about making magic more mysterious. This is something I’m currently tinkering with in my own system and wondering about, so the timing is perfect. How do you balance the factors of game balance, rules, and knowledge to come up with something worth the PC’s time investigating?
    http://ruscumag.wordpress.com/2009/10/05/rpg-design-making-magic-mysterious/
  • In the “Things I Could Have Used a Few Years Ago” category (for a campaign based loosely on ancient Rome), Evil Machinations provides us with Roman names beyond Fred…
    http://www.rpggm.com/blog/2009/10/05/beyond-fred-roman-names-for-characters/
  • From Gnome Stew and John Arcadian comes “Johnny’s Five – Five Things About Your Game That Will Never Beat the Reality Test,” which really puts a damper on the “reality factor” of dungeon diving and adventuring in general. I think reality and the fun factor have to peacefully coexist, but there are aspects of the five things mentioned that I like to bring in now and then myself… such as having to drop a PC’s pack before going into a dungeon because the entrance is caved in and too small to get in. But who wants to have to deal with the eating and waste management portions during a game? Bring on the encounters and combat!
    http://www.gnomestew.com/johnnys-five/johnnys-five-five-things-about-your-game-that-will-never-beat-the-reality-test
  • From Akratic Wizardry, we have “The Duchy of Briz: Overview and Map,” which proves that you don’t have to have a huge setting location to find some adventure or story ideas. I love the fact that he worked in not only the history of the place, but provided hooks, such as the rumors of treasure in the cairns of Solan and the few who ever return from the hidden mounds of the dead. Great stuff!
    http://akraticwizardry.blogspot.com/2009/10/duchy-of-briz-overview-and-map-revised.html
  • From Gothridge Manor, we have some ideas on how to make Villages a bit more crunchy. Providing a bit of a skeleton for each village (max 4-5 sentences), makes a lot of sense to give you some ideas when the players get restless and want to stop in the next village for a drink… :)
    http://gothridgemanor.blogspot.com/2009/10/villages.html
  • From Bard of Valiant and Viriatha, we have some great things to consider for new characters. I especially like the idea of coming up with secrets for the character and passing one to the GM to pass to another player and coming up with the list of character traits!
    http://www.bardofvaliant.com/2009/10/8-new-character-tips/
  • In the wow category we have “Iconic Elements in Campaign Setting Design” from Badelaire at Tankards and Broadswords. I’m going to have to reconsider my own Immortals’ Wake and Phaedrus campaign settings with these iconic elements in mind. Great ideas.
    http://tankardsandbroadswords.blogspot.com/2009/10/iconic-elements-in-campaign-setting.html

So there you have it… Some wisdom from the blogosphere on all things roleplaying. :)

Have an awesome weekend!

–Fitz

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All of this discussion of finding that emotional bond with a character in a campaign brought up something I was discussing a while back with Mike (forged). There are questionnaires all over the ‘net for fleshing out a character, but that only gets you so far.

drama_masksI was reading an issue of SciFi Magazine a couple of months ago and found an interview with actor Joe Morton (Eureka, Terminator 2). He was talking about how he prepares for a role. And he said he tries to answer five basic questions when he works on any particular story.

1. Who am I?
2. Where am I going?
3. Who do I expect to meet?
4. What do I want?
5. What extent am I willing to go to get it?

These questions work just as well for characters in a roleplaying game as they do for an actor or actress in a feature film, television, or other kind of performance project.

I’ll add another question to this list also… because we as roleplayers don’t have a props department or costume designer at our beck and call.

6. What does my outward appearance tell others?

This may not help me create a character I can emotionally engage with right away, but it might help me gain some perspective before gaming. Looking at these before a session may prepare me in ways I can’t immediately see.

For example, in our current gaming group we only get together once a month or so. Answering these questions would reacquaint me with my character and what we were doing during the last session, as well as reconnecting me with my fellow PCs – all of which would hopefully get me engaged more quickly than I have been in my current campaign. I might even go so far as to write down answers to these questions at the end of a session so I might quickly refresh my memory at the beginning of the next.

What do you think? Six simple questions to help get back into the swing of things.

–Fitz

p.s. If you’re interested in some ideas to answer question #6, check out the freebie PDF that you get if you subscribe to the Moebius Adventures News – 7 Areas to Consider to Make Magic Users Unique!

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In the various campaigns that I’ve run over the years, I have always tried to get close to the sandbox approach of storytelling. However, as all GMs who have tried it can probably attest, a wide open world has its issues. This is a cautionary tale to anyone looking to run their campaign wide open and simply follow the PCs. It has a few advantages, but wow can it go wrong fast.

Back in the mid-90s, I ran a campaign in my Immortals’ Wake world, which is a traditional fantasy world with some superhero elements thrown in for good measure. (More about the IW world will come out over time here eventually.) I was playing with Sean, the co-creator of Moebius Adventures and a couple of other guys.

I introduced what I thought of as a simple concept at the time… “Dust.” This Dust was only created by one particular event and thus very rare, but it was found to have an effect on people who inhaled it, much like cocaine. Yes, I was stupid enough to bring drugs into a fantasy roleplaying campaign.

Over time, I watched as a player took a low-powered character in the Thieves’ Guild and began to create his own drug and crime empire right under my nose. His friend became an enforcer/bodyguard type character and suddenly I found myself in the middle of a gang war. Thief vs. Thief. Guards vs. Thieves. And as it escalated, things got further and further out of hand. It was no longer my campaign – it was their campaign.

Before long, we ran into other issues with those two gamers and eventually we stopped gaming with them entirely. But the upside was that my in-game drug war went away.

And now, probably 12 years after that campaign, I understand what I did wrong… As others have pointed out recently in blog posts, you can’t just create a world and set the players loose. One of two things happens… either they get bored or they start causing trouble. Or perhaps it was the boredom leading to the trouble-making. Who knows?

The trick I think is to make sure that there are things going on that affect the players. In my next IW campaign, I want to start the players off getting comfortable in the setting and then pull the rug out from under them. And if that wasn’t bad enough, I have other evil things in mind. [Insert Evil Laughter Here]

And the other lesson? Don’t introduce a drug war in a fantasy campaign… Sort of like Vizzini in The Princess Bride

“You fool! You fell victim to one of the classic blunders! The most famous is never get involved in a land war in Asia, but only slightly less well-known is this: never go in against a Sicilian when death is on the line! Ha ha ha ha ha ha ha! Ha ha ha ha ha ha ha! Ha ha ha… [thud]“

For another take on sandbox games, check out Gnome Stew here.

Any lessons about sandbox gaming you guys have learned over the years? Leave me a comment. Let’s get this conversation going!

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