How do you house rule death?

'Montecassino Abbey - Cassino, Italy - Black and white street photography' by Giuseppe Milo

‘Montecassino Abbey – Cassino, Italy – Black and white street photography’ by Giuseppe Milo

The one aspect of RPGs that I’ve seen most house-ruled are death rules.

For example, in the last few editions of Dungeons & Dragons, a character that drops to 0 HP or less makes death saving throws unless stabilized or healed, and if the character fails three rolls, they die. A lot of groups nerf that.

My group house rules as follows: If you fail three death saving rolls, you fall completely unconscious–attempts to stabilize or heal you fail outright–but you do wake up after combat ends. If the entire party is knocked unconscious, they all die.

This is a big change from our previous campaign, where player-character death was flat out impossible.

Now, I play with a group of players who care deeply about developing their characters over time, so losing one a few sessions in–or even many sessions in–isn’t fun for them. They find the plot twist of PC death less interesting than a PC changing an opinion or an aspect of their personality.

On the other hand, de-fanged death drains combat of its emotional power. PCs can throw themselves at crazy enemies, because failure lacks serious consequence. It just means your character misses a few minutes of events, which the other characters will describe anyway.

Some groups play with immediate death: if your PC drops to 0 health, the PC immediately dies.

I’ve heard of groups where dropping to 0 health triggers the possibility of death: the player decides, in that moment, whether this is the right time for the PC to die. It causes a conscious, thoughtful decision by the player.

And, of course, there are games where PC death is common and expected, as in Dread, or ones where it’s practically impossible, as in Do: Pilgrims of the Flying Temple. I’m talking about a more standard, long-running RPG.

I don’t have a good answer for this. Would my players ultimately have a better/more powerful/more impactful/more emotional time if they did fear for their characters’ death? Are any of those goals more important than the others?

Categories: Role-playing | 1 Comment

Monster Monday: Great Owl

Sure, sure, there’s a giant owl in the Monster Manual. But all it does is swoop and attack with claws. Let’s make something scary, like the Great Owl from The Secret of NIMH.

To me, the scary thing about a giant owl would be its silence and its rending beak. You don’t hear the owl coming up to you, and if you get into its beak, it’ll rip your arm off.

So, let’s turn the Great Owl into a grab-and-attack creature, and give it the ability to approach silently from the air. It’ll be on a group of adventurers before they know it.

But what’s the extra challenge of a Great Owl fight, and what’s reward? Owls tend to nest in forests, so let’s say that Great Owls generally nest in dense parts of forests where movement is limited. Let’s further say that Great Owl feathers and eggs are extremely valuable.

And now we have our Great Owl.

 

___
> ## Great Owl
>*Large beast, natural*
> ___
> – **Armor Class** 12
> – **Hit Points** 19 (3d10 + 3)
> – **Speed** 15 ft., fly 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:—:|:—:|:—:|:—:|:—:|:—:|
>|13 (+1)|15 (+2)|12 (+1)|8 (-1)|13 (+1)|10 (+0)|
>___
> – **Skills** Perception +5, Stealth +4
> – **Senses** darkvision 120 ft., passive Perception 15
> – **Languages** Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them
> – **Challenge** 1 (200 XP)
> ___
> ***Flyby.*** The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
>
> ***Silent Approach.*** If the owl is surprising an enemy, the enemy has Disadvantage on its Wisdom (Perception) checks to determine surprise.
>
> ***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
>
> ### Actions
> ***Talons.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) slashing damage, and target is *grappled*.
>
> ***Beak.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one grappled target. *Hit:* 8 (1d8 + 4) slashing damage and 4 (1d8) bludgeoning damage.

Categories: Monsters | Leave a comment

Faction Friday: The Weretiger Merchants

Weretiger by Jennette Brown

Weretiger by Jennette Brown

Normally solitary creatures, weretigers do occasionally mate and form families, though they normally scatter once the litter grows to maturity.

Jax and Thessia Ironsky are different. Very much in love with each other, unusually fertile, and free from the territoriality so common in their race, over the years they’ve raised a large family of over a dozen weretigers (some of them grandchildren). Needing some stability to raise their litters, they established themselves as spice merchants.

This has not gone without trouble. Several of their children chafe under the burden of running the business, since most of them hunt in the wilderness for rare roots and tree bark as spice ingredients. Several have threatened to take a large chunk of the family’s considerable savings and run off to start their own lives. None have yet followed through, perhaps recognizing Jax and Thessia’s shrewd business acumen.

Meanwhile, although the Ironsky family has managed to keep their true nature secret from the rest of the world, which believes they are simply an extended family of human spice merchants, their true natures occasionally slip. The younger members of the family prefer to hunt in animal and even hybrid form, and rumors of lycanthropes running through the wilderness spread daily.

As a friendly faction, Jax and Thessia are simply trying to make their way in the world and keep their family together. Either Jax or Thessia approach the PCs, and ask them to scare Ari, one of their grandchildren. He regularly hunts in hybrid form, has been spotted by hunters, and refuses to change his habits. They want the PCs to find him, subdue him, then tie him up and bring him back to the family manor house.

Consider adding a complication in the form of a city patrol who are extremely suspicious of a group of adventurers carrying an unconscious, tied-up member of a well-known merchant family into the city.

As a foe faction, the Ironskies are vicious predators who use their merchant prowess as a convenient cover for murder. Twice a year they capture a humanoid, release them deep into the woods, and hunt them for sport. The city watch task the PCs with investigating these vanished humanoids, all of whom can be traced back to dealings with the Ironsky family. The PCs must confront the family in their home, and Ironsky Manor turns into a death trap. Worse, the PCs will never catch the entire family home at once, so at least some members will escape to become recurring villains.

Grab maps of Ironsky Manor here.

Categories: Faction | Leave a comment

200 Word RPG of the Week: Kataware Doki, the Game of Body Swapping

Joseph Le May‘s Kataware Doki is a 2-player LARP heavily inspired by a Japanese anime film, Makoto Shinkai’s amazingly successful Your Name.

The game just directly tells you to play out the central conceit, of two characters switching bodies. There are no mechanics in the game, just things you’re supposed to do at different times. (That’s okay; RPGs can do that.) You play the game over the course of four body swaps.

Interestingly, in the first three swaps, each player simply describes the other character’s life. Players cannot interact with the characters in the other person’s life; just ask and answer questions. This part of the game would feel stronger with some kind of time limit, I feel, like 5 minutes per player per swap.

During the fourth body swap, you play a particular piece of music, and this time you must look directly in each other’s eyes, and you may physically touch each other. During this phase, you must tell each other something “both true and beautiful” about the other person’s life.

I love this, because as the players ask and answer questions throughout the game, they’ll be looking for something true and beautiful about the other player’s life. That’s the core beauty of this game: The players must pay attention to each others’ lives.

Categories: RPG Reviews | Leave a comment

Where is the Story Load in your game mechanic?

'water drops' by Vanesser III

‘water drops’ by Vanesser III

You roll dice to find out what happens, right?

OK, how do you determine the parameters for “what happens?”

When you roll dice in a tabletop RPG, you’re generally comparing the roll to one of three things:

  1. A target difficulty number that varies according to either the rules or the GM’s decision during play (as in D&D, where the DM decides that a particular trap requires a Dexterity roll of 12 to disarm, or you roll against a monster’s Armor Class of 15).
  2. A static number defined by the rules (as in Apocalypse World, where 6 or less is always a miss, 7-9 is a weak hit, and 10+ is a strong hit)
  3. A character statistic (as in GURPS, where you roll 3d6 and if you roll less than your character’s most relevant attribute, you succeed)

Each of these has different, subtle effects on play.

If you roll against a target difficulty number, someone has to think about all of the situation’s parameters ahead of the roll. This not only informs the roll; it can lead players to define the situation too rigidly. If you decide on everything that goes into the roll, you can then imagine what both success and failure will look like.

Rolling against a static number or a character statistics alleviates this problem. While you do have to decide on the modifiers that may apply, you don’t have to define the problem in as much detail. This frees you to make the roll and then interpret its results.

In other words, using a target difficulty number tends to pre-determine the outcome: You end up defining what success and failure will look like, because you have to take those into account when choosing the difficult number. Using a static number or character attribute simplifies the roll, which lets you think about what success or failure look like after you know whether you succeed or fail.

The latter approach feels to me like a more elegant way to weave story into dice rolling.

Categories: GM Advice | Leave a comment

True Tiles: Next Generation Terrain?

I own a fair amount of “standard” dungeon terrain, the kind with 1″ squares and walls appropriately sized for standard D&D minis.

I break it out most days, and players “ooh” and “ahh,” and then after a little while, something happens:

They start to forget where things are.

I deploy terrain precisely so that players won’t forget where things are. What’s happening? I studied my players’ actions with all the focus of a biologist, and then I noticed something:

A mini in the middle of a hallway, with walls just on either side of the mini, is only visible if you’re standing up.

Inevitably, a player will sit down. And then he or she can only see about a quarter of the lovely dungeon I’ve spent lots of time and money on.

How to solve that? With True Tiles.

These are 3D printable files, so you can print them yourselves, or have them printed and shipped to you with services like 3D Hubs and Shapeways. Not only are they nicely designed, they have two key features:

1) They keep each wall short, only about 1/4″ tall. That means you can sit down and still see the entire map, while preserving the topography of the dungeon.

This also means you can place dungeon features literally on top of the walls: doors and hazards sit atop of the walls, held in place with tabs on either side of the walls. This also makes it easy to re-arrange the position of doors, windows, and other features while you’re laying out the dungeon.

2) All squares, even those next to a wall, are large enough to fit a 1″ mini, while each square is, well, square (2.5″ wide). So all your tiles will fit next to each other–no more “I’d like to put this here but that wall juts out enough to create a dead space”–and you can always fit a mini on each square. Very cool.

Now, granted, most of the files are in downloadable packs that cost USD $9 each. However, you get quite a few tiles in each pack, and the designer’s provided a free sample set of basic tiles for you to download and print.

I’ve been using these for some time and they work very well. My players like them, too.

(And in case you’re wondering: I wasn’t paid for this. I just like them.)

Categories: Cool Utilities | Leave a comment

Monster Monday: Agents of the Library of Time

Yomiko Readman and Nancy from 'Read or Die'

Yomiko Readman and Nancy from ‘Read or Die’

Time travel is messy, and it always rewrites history. Someone has to keep track of all those changes.

And so, the Library of Time serves as a collection of books about history, all history, including the histories that no longer happened.

However, a book that tells of an alternate timeline can be a powerful weapon in the wrong person’s hands. The very existence of a book like that warps reality around it. As such, the library sends out Agents constantly in search of these books in the wild, books which they call “Rogues.”

To create an Agent, take your favorite assassin-style monster, and add the following abilities:

  • When in a library, book store, or other paper-heavy environment, an Agent can misty step at will.
  • An Agent holding a Rogue Book can cast one spell appropriate to that book for free, as an action. For example, an Agent holding a Rogue that’s about Benjamin Franklin might be able to cast lightning bolt. The Agent can only use this power once per book.
  • Every Agent wears a chronoporter, a watch-like device that allows them to teleport up to 10 miles away to a pre-determined location. This is used to extract an Agent to a safer spot once a Rogue is recovered, or to get the Agent to a book that would otherwise be difficult to get to. However, the chronoporter has three primary limitations: It takes 4 hours to recharge, several seconds to activate, and anything (and anyone) touching the Agent when the choronporter activates comes with them.
Categories: Monsters | Leave a comment

Faction Friday: The Library of Time

Time travel is messy, and it always rewrites history. Someone has to keep track of all those changes.

And so, the Library of Time serves as a collection of books about history, all history, including the histories that no longer happened.

However, a book that tells of an alternate timeline can be a powerful weapon in the wrong person’s hands. The very existence of a book like that warps reality around it. As such, the library sends out Agents constantly in search of these books in the wild, books which they call “Rogues.”

Those very few people aware of the Library of Time will likely only interact with it through Agents. Agents look human, but each possesses a special superpower that makes them extremely formidable.

As a friendly faction, an Agent uses the PCs to locate Rogues. Usefully, the nature of the alternate timeline in the book will shift the world around it. For a Rogue in which Ancient Greece defeated Rome and became a superpower, its owner will possess an unusually high number of Ancient Greek artifacts. For a Rogue in which Germany won World War II, a Nazi theme will prevail.

As a foe faction, the PCs need a Rogue for vital information about an important historical character who died much earlier in the actual timeline. For a modern equivalent, imagine characters investigating the Kennedy assassination who discover a Rogue in which Lee Harvey Oswald wasn’t shot.

This, naturally, puts them at odds with an Agent or two.

Keep an eye on this blog; on Monday I’ll post a stat block for an Agent.

Categories: Faction | Leave a comment

Dungeon World-style Fronts for other Fantasy RPGs

Art from Lord of the Dragons card game; artist unknown

Art from Lord of the Dragons card game; artist unknown

Dungeon World includes a wonderful mechanic called fronts, which describe larger-scale threats that the PCs may face: a cult, a horde of orcs, a powerful wizard, a natural disaster, etc.

Fronts have quite a few moving parts, though:

  1. Scale (campaign-level or adventure-level)
  2. Dangers (people, monsters, traps, unstable artifacts, etc.)
  3. An impending doom for each danger
  4. Grim portents (1-3 for an adventure front, 3-5 for a campaign front)
  5. 1–3 stakes questions (unanswered questions about how the danger relates to PCs or NPCs in the campaign)
  6. NPCs within the front

Nothing wrong with that, but it’s a little too heavy for my tastes.

Separately, Alex Schroeder modified fronts into this structure:

  1. A catchy name (“Slaad Invasion”)
  2. A short phrase to describe it, a subtitle (“The Manifestation of of a Slaad Lord”)
  3. A number of events with escalating effect (“war in the land of the fire giants”, “war of the god men against Asgard”, …) – a list of things that I can look down on when there’s a lull and improvise some calamity, an encounter, a news item, whatever; “announcing future badness
  4. A question or two regarding a player character; this will help me twist and turn the dagger so that it’ll end up pointing in their direction; it also reminds me to have daggers pointing at every single one of them (“Will Logard fight this anarchy?”, “Who will help the dwarves?”)

However, Alex’s fronts don’t capture the “who” behind the front.

So, here’s my version:

  1. A catchy name (“The Insane Cult of Cat-People”)
  2. Who leads it (often multiple people)
  3. Resources at the group’s disposal (artifacts, armies, land, contacts, etc.)
  4. What the group wants in concrete terms (not “more power” but “changes to the city’s laws”). This can be written like a manifesto. If the group had complete control, how specifically would the world be different?
  5. The group’s plans. If nothing else changes, what will the group do next? And then what? And then what?

This can fit on one piece of paper or just a few index cards, and you’re good.

Categories: GM Advice | Leave a comment

Semi-Monthly Map: Chothun’s City Home

This map works well for a murder mystery, political intrigue, or other urban storyline in a fantasy world.

Chothun, a successful silk merchant, maintains this lavish home in the capital. Made of locally quarried stone adorned with blue and white tapestries and silk curtains, the house exudes luxury without feeling overly ostentatious. Entrance through the main door (in the lower-left of the map) leads into a spacious foyer (room 1) where outer clothes are deposited, then into the main meeting and dining area of room 2. The kitchen (room 7) serves excellent meals with a flair for spicy and exotic ingredients.

Chothun uses this home to entertain guests and business associates, and there’s usually someone staying in at least one of the guest rooms (rooms 3-5 and 9). Chothun sleeps in room 10 (rarely alone), while room 8 is a storage room and room 6 serves as the stables.

Four servants live work here: a cook, a maid, a stable boy, and a master of the house who also serves as Chothun’s secretary for his city business. The stable boy and maid sleep in the stable, while the cook and master of the house sleep in a separate building out back.

Categories: Maps | Leave a comment