Inspiration in the SEA OF DEATH

I recently finished a fantasy novel set in the Greyhawk universe, written by none other than Gary Gygax. It’s “The Sea of Death,” starring his character Gord the Rogue.

First off: It’s a rollicking D&D-esque adventure and a fun diversion.

However, it also contains a number of insights about how Gary expected D&D adventures to flow. A few lessons:

Groups of intelligent creatures don’t rush at each other on sight, even if both are enemies. They each send an envoy to size the other side up, and will retreat if the odds are overwhelming.

Every group of monsters–intelligent or not–will break and run if at least half of them die during an encounter (except in extremely rare circumstances). Gygax even has a magically animated statue surrender once one of its legs is broken. And while, yeah, that’s like the morale rules in early D&D, those just provided increased chances that enemies would run. Here, they always try to make a break for it when half their number die. Interesting.

I may have to bring back morale rules in my 5E games. Probably make it a collective Wisdom check vs. 10 as an initial rule.

Combat isn’t a matter of trading blows. While you are constantly swinging your sword or what-have-you, you’re more wearing your opponent down until you can get in a killing strike, and there’s plenty of fancy footwork and use of the environment. Sometimes combat feels surprisingly closer to a Jackie Chan movie than a Conan movie.

You can absolutely have unsavory things in your campaign world and keep them out of your campaign. Slavery exists and is consistently portrayed as odious, but in the story is mainly a thing that happens to other people or a threat if the heroes are captured.

Evil doesn’t win partly because evil characters are always plotting against each other to gain the ultimate victory for themselves. They can’t cooperate for long, and once one turns against another, that opens up opportunities for the heroes as long as the heroes continue to push against the villains.

Categories: GM Advice | Leave a comment

Faction Friday: Amethyst of the Jeweled Ones

Amethyst, a lively and mysterious young tiefling woman with a penchant for long, shimmering green dresses and high society parties, secretly leads a society of spellcasters.

As far as most people know, she’s simply an independently wealthy ex-adventurer with an infectious laugh and a shrewd mind.

But several nights a week, she meets with others of her kind in basements all across the city, where they train each other in magical combat. These fights can be very hard, but they’re not intended to kill or even hurt. They’re meant to toughen. Each member of her organization has embedded a small jewel somewhere on his or her body, typically in the middle of the breastbone.

Amethyst believes in a coming sea change in the public perception of magic. She believes that a purge will sweep civilization a few years from now, where the common people will rise up out of fear of magic and hunt down spellcasters.

So her followers train to defend themselves on that day, and they’re building a secret stash of magical tomes and records that they can keep safe through the upcoming purge.

As a friendly faction, Amethyst and her Jeweled Ones are a slightly crackpot but ultimately benevolent group. Amethyst is misreading various political signals, and her organization serves as a diversion and sort of insurance just in case the worst does happen. They can be treated like UFO hunter “true believers.”

Amethyst can hire the adventurers to search for various arcane books that are lost deep in dungeons, abandoned temples, and other suitable adventuring environments.

As a foe faction, Amethyst is a seriously disturbed person who’s convinced herself of an upcoming apocalypse. The Jeweled Ones train furiously and acquire magical knowledge through any means necessary. And anyone who finds out about them and talks of them publicly doesn’t survive long.

Basically, they’re a cult that are rapidly becoming terrorists.

The PCs may be hired to investigate a murder that was committed by a Jeweled One to silence the victim, or to find a magic tome before they do (a la Indiana Jones and the Last Crusade).

A showdown with Amethyst and her followers can occur in the following map, which can be either a sewer or basement complex. Entry comes through the left, and Jeweled Ones will hide in room 1 until the PCs enter room 2, then pour out to meet them. Amethyst will be waiting in room 3.

 

Categories: Faction | Leave a comment

How to Run Stranger Things in The Whispering Road

With the Kickstarter for Kids on Bikes combined with talk of the Dark Places & Demogorgons RPG, I thought I’d write a post about using The Whispering Road to run a Stranger Things game.

The Whispering Road is actually ideal for this.

You’ll want to decide whether you’re just playing the kids or whether you’re playing any of the adults, and whether you’re playing an analogue of Eleven or not. The adults and Eleven could totally work as allies. If a player wants to play Eleven, she’d definitely be a Chosen One. If a player wants to play an adult, he/she will almost certainly be a Mentor. The kids will probably be a mix of Ordinary Heroes and Rascals.

Here are three new Traits that would apply well to these kids:

Danger Sense (mental) — In unfamiliar situations, you often feel danger before others can, and you know what to do when that happens.

Natural Leader (relational) — Others look to you when they’re not sure what to do.

Psychokinesis (physical) — If you concentrate hard, you can move objects (about as big or heavy as you could normally) with your mind.

Act One will involve the introduction of the Eleven analogue, Act Two will introduce the villains, and in Act Three you can bring in adults and other authority figures who can assist the kids temporarily. The rest of it should operate exactly as in The Whispering Road.

Hope this helps!

Buy a copy of The Whispering Road in print for USD $10 or digitally for $5.

Categories: Random Idea | Leave a comment

On Teenage Punk Tabletop RPG Design

James Raggi IV (designer of Lamentations of the Flame Princess) posted this on Google+ a few days ago (this is just the middle part):

I ask you: When did innovation and pissing off the establishment become something that smelly old farts did?

Seriously.

I think about the history of heavy metal, and how the groundbreaking acts, the ones who really pushed the boundaries of what noise could be made, and what do I find…

Venom members were just 19-21 years old when their first album came out.
Slayer were 18-22.
Possessed were 18-20.
Death members were 19 and 20.
Napalm Death, 18-22.
Carcass’ members were 18 and 19.
Sodom was 17-21.
Everyone in Entombed was a teenager, 17-19, when Left Hand Path came out.
Emperor members were 19-20 years old when their first record came out.
Mayhem, 18-19.
The Darkthrone guys were 18-19.
Hellhammer, 17-21.
Sepultura 16-18.

And figure the recording contracts were signed some time before, not to mention when the demos that got them signed would have been made. These fuckers were young. Making noise like no one before them because they wanted to be heavier, they wanted to be faster, they wanted to push things farther than they’d ever been pushed before. And the established music industry didn’t want to touch them, so their peers founded record labels just so this stuff could get out there and change the world. In many cases their mommies had to co-sign their record deals with them because they were minors.

And in gaming we’ve got… old, old fucks. The new noise is very often made by some crusty geriatric flexing his creative freedom after leaving his old company. Startup publishing companies are formed by people who have been gaming forever in order to release books by people who have been gaming forever because they too need to release their album of standards. Just like in metal, where the sickest shit today is made by the same people who were playing the sickest shit 25 years ago. It’s disgraceful.

Not quite as disgraceful as the kids getting together to ape their granddads. “Oh, how cute, these guys are 20 years old and playing just like Iron Maiden’s early stuff.” Timelinewise, that is just like Iron Maiden forming (in the 70s) and deciding instead of doing metal to base their sound on The Wizard of Oz’s musical numbers.

Who are the young rebels not obeying the laws of decorum and trying to piss off The Man with all our profanity? Well… me, Chandler, and Venger are all in our early forties. Alex “dicks dicks dicks” Mayo is even older. fuuuuuuuuuuuck. And our whippersnapper Kiel is 29. 29! Remember when you were young enough to think you could conquer the world? 29 is just a couple months away from being 30 and ANCIENT DEATH!

On the one hand, I totally agree that I’d like to see more young blood in the hobby.

On the other, Gary Gygax was 36 when he first published D&D, and Dave Arneson was 25. Mark Rein-Hagen published Vampire: The Masquerade when he was 27.

This has never been a hobby of teenagers publishing tabletop RPGs.

Moreover, if you want to see teenagers designing games, go to https://www.reddit.com/r/rpgdesign and check out the designs there. It’s not all 18-year-olds, of course, but it’s a pretty useful indication of what it looks like when teenagers design games.

I’m not being salty; I was like that at that age. Writing useful games is hard.

Now, I have no experience in writing music, but it seems to me that getting instruments together and composing a rock or punk song is something you can hack together. You don’t need a plan; you can be very lizard brained about it. The drummer lays down a beat, the bass player tries a few things, and the guitarists work out a chord progression. And as long as the four of you in the band know how to play it, once you’ve experimented enough to get a song, you’re done.

Tabletop RPGs have to be fixed in written language that your audience can grok. You have to use your left brain a lot when writing a game, while punk and rock are gloriously right brained. Sure, there’s some crossover, and there’s plenty of right brained work in making a game, but it seems to me there’s a lot more left brained work in making a game other people can understand how to play than there is in hashing out a 3-minute punk song.

Which leads us to an interesting question: How can we help 18-year-olds to write cool games?

If you’re a teenager reading this, here’s my advice:

  1. Read your favorite RPG specifically for how it explains its rules. If you want to make songs like Iron Maiden, you have to listen deeper, to how an Iron Maiden song is constructed of its various parts. Same thing here.
  2. In your game, be gloriously creative and imaginative when describing your world. Create a cool, weird environment for the game.
  3. When it comes to describing how players actually roll dice and interpret the results, be clear. Use your experience in the first point above. Change tone if you have to, so someone reading your game will totally understand what you’re saying.
  4. Find people outside of your friends to read and play your game. You’ll get a lot of bad feedback, but you’ll get some good suggestions, too, especially about what isn’t clear. If the feedback would change the fundamentals of your game, ignore it, but if it would help, definitely try it out.
Categories: Game Design Hour | Leave a comment

Faction Friday: Anne Arundel’s Cotton Knitwear of Doom

'Knit scarf macro' by m01229 on Flickr

‘Knit scarf macro’ by m01229 on Flickr

Who can truly predict popularity?

Certain bright, patchy-patterned scarves, vests, and other knitwear have become hugely popular of late. Everyone knows they’re knitted by the innumerable women who form the loose coalition known as Anne Arundel’s Cotton Knitwear.

AACK, as it’s more commonly known, formed around the prodigious knitted output of its eponymous founder. Anne is a near-legendary figure of benevolence and industry, who recruited dozens, then hundreds of other women to knit caps, scarves, gloves, and other items of clothing in distinctive patterns, with a small but significant profit making its way back to Anne herself, of course.

It’s been a boon to many a struggling farmer’s purse, though some grumble that they’re encouraged to overwork themselves by overly-aggressive members of the organization.

And the knitwear produced by these women have indeed found widespread popularity. They just seem to keep you warm (optionally granting +2 on Constitution or Wisdom (Survival) checks to resist natural cold effects).

As a friendly faction, AACK grew out of unexpected popularity, and has suffered all the growing pains of a grassroots organization. It doesn’t extort money from its members, but some of its representatives can be overly enthusiastic and run their knitting circles like factories.

Members can be found in all but the tiniest villages, and frequently need someone to check on a caravan or tinker that’s on its way with a shipment of particular yarn or dyes.

As a foe faction, AACK’s members are unwittingly part of a very large, secret plot. Anne Arundel is secretly a hag, and each piece of knitwear forms a thread in the massive tapestry of a spell that will make her a demigod. When the ritual activates, it will steal life essence from anyone wearing the clothing.

Anne keeps the equipment for this ritual in a secret chamber in the sewers underneath the major city that serves as AACK’s headquarters. She keeps a few high-ranking members of AACK as bodyguards, who will defend her to the death in her sewer hideout before she transforms and uses all of her hag spells against the party.

Categories: Faction | Leave a comment

Character Creation using the Inverse Barker Mechanic

'A Taste of Africa' by DaPuglet on Flickr

‘A Taste of Africa’ by DaPuglet on Flickr

As I’ve been thinking about how to use the Inverse Barker Mechanic (roll d100 in any difficult situation; higher is better), I think there are (at least!) 2 immediate problems to solve:

  1. How do you create characters that are “balanced?” That is, how do you keep one player from just having maximum stats in everything?
  2. How does the GM officiate an interesting story with this system?

I have two answers to the first problem.

Solution 1: Let the GM Figure It Out

If the GM builds characters ahead of time, or at least defines the majority of each character’s abilities, then he or she can ensure balance.

This isn’t as weird as it may at first appear. A lot of LARPs and story games use pre-gens, as did the earliest tabletop RPGs like Braustein.

You can also divide the character sheets into skills and personality, letting a player choose a predetermined skill set, but defining whatever personality he or she wants.

Think of playbooks in Powered by the Apocalypse games: picking a playbook defines a large majority of your character, and the game generally works better when each player uses a different playbook.

Solution 2: Point-Buy, a la GURPS

I know, some people really dislike GURPS. We’re not using the system here, though; we’re using the approach.

Imagine this: The GM (and/or the group) defines the abilities, powers, attributes, and such that may come into play in the game. For each “universal” attribute in the game (like strength), each player gets 50 character creation points, and for each “uncommon” attribute in the game (like paranormal investigation), each player gets 25 character creation points. Players then distribute these points among the game’s abilities, powers, attributes, etc., where each can be between 0 and 100. For traits that are either on or off, you let each character have, say, one of these.

With this solution, you still don’t necessarily use those numbers directly in the game, trying to roll over/under those numbers (though you could certainly apply the unmodified Barker Mechanic to do so). While you could, you quickly run into questions about overlapping abilities. This is just to establish relative ability.

 

Now, figuring out how to help a GM run a cool story with a relatively loose system like this is a very big task, and one for which I don’t have a great process. I think it would involve the basic stuff: create antagonists with strong goals, put them directly in the PCs’ paths, etc.

Categories: Random Idea | Leave a comment

Faction Friday: Sir Jon Emberfall

Sir Jon Emberfall is one of the city’s more wealthy nobles. He’s used his wealth wisely, spending extra on public works while ensuring his wealth continues to grow. Never married, without an obvious protege, and definitely on the far side of middle age, some have started to wonder aloud what will happen to his money when he passes on.

In the meantime, he’s showed an interest in magic and the occult. He hires adventurers to collect rare magic items.

As a friendly faction, Emberfall’s a decent man with a natural head for investing and a curiosity about magic. Collecting rare magic items (particularly those forest-related) is an idle hobby, and he’ll hire the PCs to retrieve several, and he pays well.

He does have an ulterior motive, though: he’s looking for an heir. If any of the PCs particularly impress him, he will approach him or her privately and ask after their affairs. If he passes away in the game, that PC will find him- or herself heir to the Emberfall fortune. This may bring more problems than the PC expects.

As a foe faction, Emberfall’s secretly become indoctrinated in the Brothers of Talos, a dark cult. He uses his publicly-known artifact collection partially as cover; every fourth or so item he has collected is actually part of a ritual aimed at summoning and controlling a powerful demon.

Emberfall’s gothic manor consists of four levels, of which the fourth contains his most prized items. PCs attempting to raid it will have to contend with his dozen or so goblin servants and about half a dozen gargoyles and animated statues set up at key points in the manor’s layout. Google a manor layout that you like and just introduce goblins or gargoyles at reasonable points as the PCs explore.

Categories: Faction | Leave a comment

Running a D&D Game with 1 Player

Sometimes, you only have one player available to play. Sometimes, one player in your campaign wants to split off and pursue his or her own goals for a while.

Can you run a D&D game for one player? Sure. Do you have to do it differently? Yes.

However, here’s the good news: it’s 95% the same as running for a group.

First off, ask the player what he or she wants to accomplish during his or her session. Depending on the player, you can focus this conversation on actions or goals. Some players will tell you that they want to kick some butt in combat and maybe have a little role-playing; others will list one or two objectives they want to mark off.

Second, build the session around the player’s character. Look at the PC’s character sheet, and make a quick list (in your head or written down) of the character’s specific abilities, strengths, and weaknesses. Then tailor the session’s scenario to the character, also keeping in mind what the player told you.

For example, a utility character with high bonuses in Investigation and Survival may not get much of a chance to use those skills in a combat-heavy group, but can really come into its own in a session built around a mystery or exploring a remote area.

Third, build combat encounters with only 1-2 enemies. The action economy will destroy a lone PC targeted by multiple creatures, so it’s best to keep encounters small. This actually works really well in a solo session, as the player can really focus on a single monster and make it special.

Finally, build and offer 1-2 player-directed NPCs, but don’t insist on them. These NPCs can go along with the PC and assist him or her, acting as extra “party members.” Offering helpers can reassure a player who’s nervous about heading out alone, but can feel like a crutch to others. So, don’t force the players to use them. Build your encounters for solo PC combat, but also such that you can add a few enemies to challenge a PC accompanied by one or two helpers.

And when you go into the session, have fun! Solo sessions tend to be much more dramatic and feel a lot more like a book or movie than a typical D&D session. Savor the opportunity to tell a very directed story about a single hero!

Categories: GM Advice | Leave a comment

Monster Monday: The Tricaput

In a more sane world, the Tricaput would be one of those calm herbivores that mostly gets out of humans’ way.

Instead, the Tricaput — all six tons of it — chooses a mile-wide area of land as its territory and defends it viciously against anything larger than a dog, flying into rages at the most innocent passer-through. It first charges its enemy, then uses all three heads to bite with sharp, rending teeth.

Tricaput nests include distinctively dark green, almost spherical eggs, and are made of twigs and leaves the parent chews into a sort of mash. If you see one, get out of there as quickly as you can.

 

Categories: Monsters | Leave a comment

Faction Friday: Elesantra’s Dungeon of Wonder and Goblins

Creating a Dungeon by Noah Bradley

Creating a Dungeon by Noah Bradley

Elesantra, an adventurous elf, followed the classic adventurer career: She spent years delving into dungeons, collecting various items of power, then eventually retired very comfortably. Having developed a taste for city life, she put her money in charge of a local banker, bought a small mansion, and placed her collection of magic items in a dungeon she’d helped clear some distance away. She even hired an enterprising band of goblins to rig a series of traps and generally guard the place.

As upright and generous as Elesantra is, she has one flaw: she couldn’t stop mentioning her private dungeon at the many society parties she frequented. Fortunately, the aristocracy with which she associates know better than to steal from her; she’s far too well-known. Instead, the idea of dungeon-delving intrigued them, and they asked to see it. Surprised, Elesantra agreed and led a few friends on a tour, disarming traps and generally hamming it up. She even gave each of them a small coin once they reached her inner sanctum.

Well, that little party came back and told all their friends, and suddenly “delving” into Elesantra’s dungeon was the Thing To Do. She was quickly overwhelmed with requests, and politely declined for a few months while she redirected the goblins’ efforts. Then, she made a big announcement.

The dungeon was now open to anyone who wanted to delve into it; they didn’t need her. All the traps were now non-lethal, and the goblins instructed to lob sacks of paint instead of arrows and flee if anyone got within arm’s reach. At the end lies a “treasure room” filled with inexpensive wood and tin trinkets in the shape of swords and wands; those who reach it are expected to take only one item each.

Elesantra still keeps her actual adventuring treasure in a whole other level beneath the public one, and that one’s full of real, deadly traps.

As a friendly faction, the PCs will likely first encounter Elesantra as a source of information. She’s very well-connected among the local aristocracy, about a third of which have at least attempted her dungeon. Her elven memory allows her to remember exactly who said what to whom.

She also frequently acquires special, particularly devious traps that are built into other dungeons in the area; she will hire adventuring parties to clear out the dungeon so she can send in engineers to remove the trap, reduce its lethality, and install it in her own complex.

As a foe faction, Elesantra’s dungeon is a cover for a much more nefarious operation. She belongs to a degraded cult, which uses her actual dungeon to torture unfortunate souls into madness. The aristocratic adventuring parties above assume that the distant screams are part of the place’s ambience, faked by Elesantra.

PCs planning to stop this (or rescue a prisoner) will have to first go through the public dungeon, consisting of very simple and annoying traps: tripwires that dump sacks of flour on them, pressure plates firing darts that deal 1 HP of damage, a riddle carved into a doorway which must be opened with a key inscribed with a missing word in the riddle, and so forth. Goblins will harass the PCs from a distance (and if the PCs attack the goblins with actual martial weapons, the latter will immediately run towards the lower level and fortify it).

The treasure room contains a secret entrance downwards (and the PCs’ patron will likely have told them how to find and open it), leading into a level filled with very dangerous traps. These should be solvable but tricky and painful. Meanwhile, the goblins will keep their distance, firing ranged weapons and triggering traps where possible. These goblins are smart and have had many months to develop a defensive strategy.

Categories: Faction | Leave a comment