RPG

You are currently browsing articles tagged RPG.

If you're new here, you may want to subscribe to my RSS feed. Thanks for visiting!

This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

Reblog this post [with Zemanta]
VN:F [1.8.5_1061]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , ,

Hey all…

Yes, I’m a bit late this week. Sorry about that. First ugly cold of autumn for me and work has been keeping me busy. That didn’t stop a whole mess of people coming up with some interesting articles to keep us all thinking about gaming. :)

Friday Links Banner 150x150We’ll get the list started off this week with some Halloween-themed posts:

  • Dungeon’s Master has an awesome Zombie Survival Flowchart this week, which made my week. Definitely check it out! I started giggling as soon as I hit “Are you prepared for the zombie apocalypse?” -> no -> “You wet yourself.” -> “Do you change into clean clothes?” :) Zombie Survival Flowchart
  • And from Dungeon Mastering, we have an awesome summary of all things “zombie”… You must know your enemy to combat it! And it definitely helps to follow rule #4 – “Find the Necromancer.” :) Zombie-pocalypse

A few posts about magic:

  • Tankards & Broadswords today brought up using magic actually inspired by the realms of the occult, wicca, and so on. And though I won’t be sanctioning trying to summon beings from the lower planes in real life, I have to admit to a fascination with the “rules” of magic practitioners in the real world. Great food for thought, whether your campaign is in a fantasy realm or the “real” world!Putting Some Real Magic in Your Gaming
  • At Troll and Flame, I found myself presented with an idea that I’d bounced around with Mike (our GM) a number of times. “Magic Missile” is a pretty boring spell name when you think about it. I changed it to “Finger of Death” so I could give your enemies the “finger” whenever we were in combat… The solution in the article is to NOT name the spell – but let the player name it. What a concept – easy way to get the player involved in the world by defining a part of how his character interacts with it!Magical Monday – Personalized Magic

A few posts about the RPG industry:

  • The Seven-Sided Die has an interesting article about the cost-effectiveness of POD and shipping, which I found very interesting because I’ve used Lulu for publishing Moebius Adventures Core Rules. It is definitely not cost effective for one copy, but gets more cost effective the more copies you buy.A Comment on POD and Shipping
  • LivingDice has a very interesting way of looking at the RPG business model, from The Citadel to the Beer Garden and finally to the Bazaar. Anybody involved in publishing (or trying to, like myself) RPGs should give it a look and see what they think. I know I’ll be spending some brain power on it.The Citadel, the Beer Garden, and the Bazaar
  • Another article about RPG business comes from Wondrous Imaginings by Joe the Lawyer… He contends that D&D at Wizards of the Coast might not have gone the same way it has if it had focused more on PR and customer service. It definitely makes me think that PR & customer service should be high on the priority list for any small game company or game designer. Honestly that’s a good idea in any business. :) The Role of Customer Service in a RPG Company

And finally, a scattering of posts on a variety of other topics:

  • Over at the Sea of Stars, I found a well-thought-out view of evil and why evil characters work in a campaign. It’s along the lines of my own idea that there really is no good or evil, but an individual working toward a goal. If you think it’s ok to chop off a few heads along the way, you might be evil. :) Game Theory: Moral Dilemmas – Playing Evil
  • At Abstract XP, we get a bit of a primer on the difference between plot and story. And it’s a great refresher if you haven’t considered the difference for a while (like me!).Plotting Adventures: Part One
  • Also in the vein of defining “evil”, at the World of Alidor blog we find them discussing a greedy, but not quite evil god named Yol. But what really got me thinking was the comparison of evil to a deadly virus like ebola. Sure, it can spread, but it typically kills so quickly that it dies out and becomes dormant, waiting for the next opportunity to strike. I like the analogy. :) The Good, the Bad, Gods and Spirits of Alidor
  • Critical Failure – the GURPS Podcast pointed us at a great article on the anatomy of Japanese folk monsters, with some amazing images. You have to love the Japanese for their dedication to detail, even if it’s for a mythological creature!Potential Encounters: Anatomy of Japanese Folk Monsters points you to… Anatomy of Japanese Folk Monsters
  • And lastly, in the category of “go ahead, lay some history on me” we have an amazing article on the Persian Empire from the Sea of Stars blog… This is another one I’m going to have to devour a piece at a time to milk as much as I can out of it. :) Through the Lens of History 5: The Great King

As per usual, thanks to all the writers of these great, thought provoking posts! Have a great weekend and a wonderful Halloween!

–Fitz

Reblog this post [with Zemanta]
VN:F [1.8.5_1061]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , , ,

Hey all…

RPG DiceThat’s right… We’re having a playtest in Colorado Springs at Gamer’s Haven tonight from 4pm to 8pm. There’s a bit more information here about this event. There’s a few folks signed up even, which is better than the last time I tried this. :)

Hopefully I’ll get a chance to write up how it goes later in the week!

–Fitz

Reblog this post [with Zemanta]
VN:F [1.8.5_1061]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , ,

As I said in Part 1, this series deals with Morality and Virtue as we define them for the Moebius Adventures games. But as with many things, I think it goes beyond the system of rules and provides more food for thought when looking at alignment.

yinyangSo let’s talk a bit about Morality. Every time I hear that word, I think of the Animaniacs and their “Wheel of Morality” – “Wheel of morality, turn, turn turn… Tell me the lessons that we should learn…” Yes, I am warped.

Anyway… Morality… As I said last time, Morality indicates roughly how a character views right and wrong. And 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.

In terms of the rules for Moral Alignments, “Moral” is 10 to 6, “Gray” is the 5 to -5 range, and -6 to -10 is “Immoral.”

An individual’s morality may differ from that of society, and both may differ from the morality of higher beings.

There’s also a difference between the morality of a character and the player or GM as a person. As a player, you concentrate on what your character understands as right and wrong. For example, let’s take a character in the thieves’ guild. In the real world, the player would (probably) never steal from another person. However, the character has his own reasons for stealing and therefore a different morality from the player.

We found that there are some general, high-level categories of moral codes – Nature, Animals, Man, Society, Thought, and Time. The sum of these define the overall morality of the universe.

Nature’s moral code defines how the elements (fire, wind, earth, water), plant life, and geological events work in the universe. Nature’s moral code is structured to ensure its own continuity. It often does this by cycling through periods of creation and destruction – lightning starts a fire, burns dense forests, and thus provides room for new growth; floods redistribute rich new soil for growth higher along the flood plain.

RPGBlogCarnivalLogocopySurvival of the fittest” is a basically the moral code for Animals. Only the strongest and most able animals are able to perpetuate the species. Often, this moral code is in conflict with Nature. However, animals are more able to survive the effects of Nature because they can adapt.

Mankind’s moral code represents all individuals and genders and their struggle to survive in the world of Nature and Animals. At a basic level, the Human moral code is “might makes right.” To survive, one must live within Nature and control a portion of the Animal kingdom (through the domestication of animals) to improve their quality of life.

Society’s moral code represents groups of individuals brought together to ensure protection of all those in the group. Society requires the participation of its members to succeed. Where conflicts arise between the moral codes of Man and Society, Society should win more often than not. People typically recognize that they have better lives within properly functioning societies than without.

The moral code of Thought includes those individuals capable of reasoning what’s best for Society, Man, Animals, and Nature. The responsibility of Thought is to manage all the lower moral codes to they might all peacefully coexist. Intellectuals recognize that they must minimize conflict between moral codes to obtain a better life for all.

And Time has the highest moral code of all. Like Nature, Time continues marching on.

So what happens when there are conflicts between moral codes?

Let’s go back to the fire example with Nature. Fire cleanses the forest for a new cycle of life. But this may seem cruel to Man or Society to kill life. Nature knows it’s necessary to sacrifice some of the forest so the rest can thrive. Without it, life cannot exist.

However, when a fire threatens a city and its inhabitants, a conflict arises between moral codes. Which moral code should prevail? A character with a “Gray” level of morality at 1 would probably try to stop the fire to protect themselves and their family, thinking more of themselves than Society. Characters with a higher moral alignment, around a 4, would also try to save the city, but because their goal was to save everyone within it, not just themselves.

Examples of Moral Alignment:

  • Time = +10
  • Thought = +6
  • Society = +2
  • Man = -1
  • Animals = -6
  • Nature = -10

When a course of events favors two or more moral codes, no conflict arises. When events don’t favor all participants, conflicts arise. Following the morality of the universe, the right thing to do is to favor the higher moral code.

When two different moral codes conflict, you must weigh them. It is morally just to place Time over Thought, Thought over Society, Society over Man, Man over Animals, and Animals over Nature. A character with a moral alignment of -3 might side more with Animals and Nature than Society and Man. This might make him believe it’s morally right to kill poachers in the forest because they are upsetting the moral code when they kill healthy animals instead of the old or sick ones.

Obviously there’s more to discuss for Morality, but we’ll leave it there for now.

Next time we’ll discuss Virtue.

–Fitz

Reblog this post [with Zemanta]
VN:F [1.8.5_1061]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , , , , ,

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

Reblog this post [with Zemanta]
VN:F [1.8.5_1061]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , , ,

I’ve been a silent member of the community for quite a while now, but now that I’m active again, I thought it would be helpful to re-link to posts from the week that I found thought provoking or useful.

Friday Links

So starting today, I’m starting a “Friday Links” post tradition. This will basically gather all the links I thought were cool from the week and provide a bit of why I thought each was interesting or useful.

First we have “Bringing Back the Magic” from Brandan Landgraff at d20source.com. As someone who’s been investigating how to add more “crunch” to wizards, I have to say I hadn’t thought much about magic items until I read Brandan’s entry. As he says, a +3 flaming sword just doesn’t have much pizazz – “all too often it is easy to think of a magic item as a +3 flaming sword, rather than the legendary fiery blade wielded by the mighty conqueror Hulkgar the Bad during his annexation of the kingdoms of the north”. You can find this great article here.

Next, you have a similar article from the AbstractXP blog… Again, a +3 dagger is just a dagger with a +3, but it could be so much more. It should have a history or at least a name to inspire fear and stories in your enemies and friends. It’s definitely a trap that many D&D players run into as far as magic items – focusing on the properties of the item and not the item as his or her character would perceive it. Yet another area where some “crunch” is needed for better roleplaying. You can read the whole article here.

To change the topic a bit, as a parent I’m often struggling with when to introduce my creative, imaginative daughters (ages 4 and 6) to roleplaying. So I’m always on the lookout for “Gaming as a Parent” types of articles around the blogosphere. I found one on The Escapist this week from WJ Walton titled “Washington Post parenting blog likes D&D”, which led me to a Washington Post article I wouldn’t have read otherwise. And Walton’s conclusion – if “he’s really suggesting that more parents should play RPGs with their kids”? He couldn’t agree more. I hope to join this cadre of gaming Dads soon. :) For the article and the link to the Washington Post article, see here.

Next, we have an article from the gnomes at Gnome Stew. John Arcadian suggests you “Think About Your Game As If It Were a Movie or TV Show.” I have to say, though this isn’t the first article on this theme, it’s one of the best I’ve seen to summarize the various aspects of TV show production that lend themselves to being a GM. I’ve tried this mindset myself from time to time (in the distant past), but never really got the hang of it. With John’s suggestions, maybe I’ll try it again! You can read the article here.

And lastly, I’m always on the lookout for resources. Over at the Game Table Role-Playing Game Blog, Justin Mason has provided a list of 33 free fantasy True-Type Fonts (TTF) that can be used in your own campaigns. There are some great ones here. “Hobbiton Brush Hand” is just beautiful, and I think the capitals for “Neverwinter” would make great flourishes on any page. Thanks Justin for offering these! You can see the article here yourself.

Thanks for all the great posts and I hope to make this a regular column every Friday!

Let me know if you have any suggestions for links and I’ll be sure to include them. Have an awesome weekend!

–Fitz

Reblog this post [with Zemanta]
VN:F [1.8.5_1061]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , ,