Monday, January 23, 2012

Must...Organize...Useless...Ideas...

Once upon a time this blog had zero followers. Assuming you are reading this before the end of all things, it probably now has more than that. Here's a highlight reel for anybody who might've jumped in mid-stream.

WTF is This Blog?

Our TV Show (episode 18 is the best, they let us kinda do what we wanted starting around episode 5, the ones starting at 8ish are the most popular)
Yeah, We Were In Maxim
The "players" tag has all the articles about the girls themselves
The "actual play" tag has all the actual play reports
I did Red & Pleasant Land which is a very well-regarded game book
Likewise Vornheim
I also did the deluxe rewrite of the DIY D&D classic Death Frost Doom
These three things are available here.
New one, Maze of the Blue Medusa is available here.
Most of the other stuff I invented for my D&D setting that's up on this blog is indexed here.
I have a new horror game I'm writing and drawing here, if you wanna see it finished chip in to the Patreon here.

Contact

Most of our daily RPG conversation goes on here on Google+, send a message that you want to be added.
Twitter.
Facebook.



















How I Want To HearAbout Your Setting

Dwindling (a good thing about crunch)





Allegedly funny










Cathedral of All-Flesh (A dungeon)

Galleries of the Nyctites (A slightly bigger dungeon)

20 Pirate Queens

Search-And-Replace Dungeon (A sort of Mad Libs dungeon)





Some rules & DM tricks I use and, sometimes, why I use them:

Whores
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Saturday, January 21, 2012

The "I Call On My Years Of Training" System

Once per day a PC may say "I call upon my years of training!" and thereby add his/her level to any ability check involving a task characteristic of his or her class or race.

This can only be done once per day no matter how many different kinds of class-appropriate challenges come up that day.

The maximum is + 1o. (10 total including ability score bonuses, if you're using a DC system). After 10 you get to do it twice a day and split the bonus numbers however you want.

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Example:

Scruffy The Bandit and Muppet the Sorceress want to try to interpret the hieroglyphs in a dusty old codex. Scruffy has to roll an Int check (at -8 or at a DC of 18, because the DM says so). Muppet also has to roll an int check (also at -8 or at a DC of 18, because the DM says so) however, Muppet may choose to call on her vast sorceressy training to do this and thus can add +5 since she is level 5.

If, later that day, they come upon an obscure alchemical substance, Muppet is out of luck and has to roll like everybody else, as she's used up her training bonus for the day.

If she was level 13, she could add 5 and bank 8 for later that day or add 10 and bank 3, or whatever, up to 10.
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Optional extras:

-If you are including thief functions in this, thieves do it all the time--not just once per day--up to +10 total (including any ability score bonuses, if you're using the DC system). Edit: In an old-school system, this means the standard array of thief abilities tops out at +10, so this requires a further hack--maybe at this point the thief starts being able to dip his or hands into other classes' skill pools. Like how they can start to read magic or whatever at a certain point...

-If you want to use it with a whole skill system, then just modify the rule so it says "Once per day a PC may add his/her level to any single ability check involving a skill s/he has"

...and otherwise skills don't do anything.

-This whole system probably doesn't apply to saving throws. But consult your GM
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Um, Dude, Why Bother?

I like this system because it creates a situation where tasks that challenge a high-skill PC do not have to be completely out of the range of possibility for low-skill PCs.

It compresses the difficulty scale, essentially.

The high-level adventure does not have to be full of tasks that only one possible class (ranger, thief, druid) could possibly do right.

So you can make a wall at, say, climb check= dex - 4. A fighter might have trouble climbing that wall, but they could make it. A thief of any level could also have trouble climbing that wall, but their level would still matter if they wanted it to.

Or you could make tracking a foe through a marsh check at simply -1 int. The ranger does not have to have a high int to successfully follow the tracks and be better than other people at it, but anybody else still has a shot to follow them. Because, hey, it's tracks in the mud.

Friday, January 20, 2012

There Is Life After Dangerous Ice Monkeys

Dear players:
This is where you are. You are in the ice maze. I'm sure you remember all about the Royal Fist Monkeys.

This is Brug. Remember Brug? Sam is (was?) playing Brug. Now Brug is an ice statue. If Brug gets knocked over by monkeys, even an Ice-To-Flesh spell is not bringing back Brug.

You are in the Ice Maze because the naturalist Miriya Essik is paying you to capture the ice medusa. This is Myria's home.

Just catch the ice medusa, get her to your boat, and sail for 6 days.

Miriya has promised you 2000 gold pieces each. If you return the ice medusa, she will probably offer you more gold to go find her an even more dangerous monster.

Do you have to do it?

No, you can do whatever you want.

Like what?

Here are some outstanding issues you have created:

This is Connie. You remember Connie? Connie's PC got drunk and..well a lot of things happened that got rolled on a random table. One of them is she got in a jam and prayed to her god that she be not in that jam any more. Vorn answered her prayers.

Only problem is: now Vorn wants something in return...

...some crown. Which one? Vorn says Connie will know it when she sees it and it's hidden somewhere in a fortress or dungeon somewhere in the islands you are now in.

Every day she spends not looking for this crown she will lose a saving throw point. That is bad.

So she has to either look, or find a way to get the quest spell lifted. Vorn is watching.

This is Queen Jayaeleene. You rescued her from the ice maze and took her back to her kingdom of Vrokk (one of the islands). She appreciated that. You are welcome to visit whenever.

However, also visiting her is this here white elf, Gormengeth. He's kind of creepy, frankly.

This is Mandy. She is still hallucinating. Someone might want to try to do something about that before the most powerful and unstable member of the party starts imagining flatworms crawling out of your eyes and tries to mace them.

This is the witch, Frost. She's had a vendetta against Mandy ever since she killed one of her bodies waaaaaaaaaay back at level 2. Last time you guys left the ice dungeon, she was there waiting and attacked...

...with her leopard men. They are vicious and leopardy. They will put you in jeopardy.

Then there's always your home, back west, which you have fled, on account of that skeleton invasion. Who the hell knows what's going on back there now?


And, as always, there's the whole rest of the planet to check out. Click to enlarge and be even more confused.

Evolution

Idea....

The most commercially successful games all have a default answer to this question built in to the system:

How will play in this same campaign 8 months from now be fundamentally different than it is tonight?

In D&D the default answer is: you'll be levelled up by then, and this means something. You'll be fighting crazy godlike monsters and exploring planes instead of dungeons or be building castles. Here is the concrete evidence: the spells go up to level 9 and the monsters include like Tiamat and Demogorgon. Look, there it is, waiting for you...

In Rifts the answer is: you'll either be fucking with this Coalition that rules North America or you'll get to see some whole new continent full of more crazy robodemonborgs. Proof: look at these crazy splatbooks we keep putting out Japan, South America, Africa etc. Unlike D&D, your PC will not have changed that much, but you will be seeing new stuff, so keep on.

In Vampire: TM the default answer is: you'll be higher up in the convoluted Vampire hierarchy and/or you will be further along in the metaplot that you've noticed we keep publishing. See, it keeps coming out. Even though you will still be pretty much some bloodsucking badass like you already were, the story will have progressed to some new phase.

In Call of Cthulhu the default answer is: you'll be dead or insane. Or more insane. Or insane in some new way. Or you'll be surrounded by dead or insane friends. Anyway point is the situation will have become entertainingly more desperate.

In Warhammer the default answer is: you'll have a whole new (better, more badass) career and you may also be insane. Or mutated.

-Shadowrun: possible exception?

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Point is: every RPG session produces changes in that session. "Bangs" "assignments""plot developments""twists""occurrences" whatever.

The really successful games promise or suggest (though do not mandate) a specific kind of change will occur over the long haul.

This is like a barely perceptible carrot keeping the players interested session after session, even when they don't know it. The game is going somewhere.

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Notes for GMs:

-Not all level-up systems automatically produce this idea of change. In D&D, level 20 is not just level-1-but-more-powerful, it's practically a different game. You go through distinct phases (usually) in D&D: useless schmuck, badass hero, crazy godling loaded down with items. In other systems, levelling up just means you are kind of better--but the enemies are still the same relative to you.

-The game ending is not an expectation of change. In The Oddyssey the sailors expect to be done and not sailing any more when they finish. That's not what I'm talking about. If they thought in 4 months their boat would be flying and four months after that they'd be maybe going through time then that would be what I'm talking about.

-If you remove a game's built in "change engine" or it doesn't have one but you still want long-term campaign play then either: the players have to trust that the supply of new and crazy exciting ideas you are coming up with is basically infinite (which you may be able to guarantee but the system can't) or you have to create (or let the players create) a developing plot that intrigues the players and makes them want to see what's next.

-Example (thanks John): a D&D ranger guy who is doing a land survey, mapping uncharted territory. If the player thinks genuinely that the next territory will be new and interesting, that is an expectation of change over time. There you go.

Or: A Conan type trying to conquer stuff. If the player expects to conquer stuff and then the game ends, that isn't the expectation that'll keep tons of people interested. If the player expects to conquer stuff and then the game changes to where it's about armies and castles and new lands--that's a change over time.

Smart GMs seems to set up these expectations automatically--like Jeff Gameblog has a dungeon full of 1st-4th level PCs and he is already talking about the dragon in there and the wizard that built it and the possible portal to Hell in the lower depths.

This also may be why lite indie games have a reputation for being one-shotty. Unless the players (or GM, when there is one) makes up a specific change-over-time expectation, the games usually don't provide them on their own. (I have no quarrel with Noisms comment below about how this is often a feature and not a bug.)




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Now in the comments today we will inevitably meet someone who goes "Oh I played such-and-such for 80 years and nothing ever changed and my whole group loved it". That's great. We believe you. Pat pat.

Thursday, January 19, 2012

So, Answerers, here is another question..

The striking thing about yesterday's questionnaire (aside from how popular Death Frost Doom apparently is among readers of this blog) is the answer to the last question:

23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?
Came up repeatedly: "Well, there's the wife..."

So, to follow up, in her own words: why does your girlfriend/wife not play?

(Huge Bonus Points if you can get an answer better than "I don't play RPGs because I'm not really into RPGs.")

(If some life reason makes asking her impossible, you may go ahead and guess.)

(And yes yes yes I know there are many of you smug bastards--like me--whose significant others do play. Or whose S.O. is male. Or who are currently bereft of the pleasures and enigmas of physical intimacy. But today's question isn't aimed at us.)

Wednesday, January 18, 2012

GM Questionnaire

Repost and answer. Or, if you don't have a blog, answer in the comments. Or be a big rebel and do neither.

1. If you had to pick a single invention in a game you were most proud of what would it be?

2. When was the last time you GMed?

3. When was the last time you played?

4. Give us a one-sentence pitch for an adventure you haven't run but would like to.

5. What do you do while you wait for players to do things?

6. What, if anything, do you eat while you play?

7. Do you find GMing physically exhausting?

8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?

10. What do you do with goblins?

11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?

12. What's the funniest table moment you can remember right now?

13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?

14. Who's your idea of the perfect RPG illustrator?

15. Does your game ever make your players genuinely afraid?

16. What was the best time you ever had running an adventure you didn't write? (If ever)

17. What would be the ideal physical set up to run a game in?

18. If you had to think of the two most disparate games or game products that you like what would they be?

19. If you had to think of the most disparate influences overall on your game, what would they be?

20. As a GM, what kind of player do you want at your table?

21. What's a real life experience you've translated into game terms?

22. Is there an RPG product that you wish existed but doesn't?

23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?

Tuesday, January 17, 2012

What's In The Flippin' Castle?

What's in this room? (somewhat crowdsourced from G+)

1-king
2-queen
3-prince
4-princess
5-advisor/vizier
6-castellan
7-wizard
8-prisoners
9-guards
10-moat monster
11-majordomo (domestic boss)
12-captain (military boss)
13-servants
14-kitchen servants
15-cook
16-stable guy
17-tutor
18-cleric
19-sycophant
20-little kid
21-diplomatic guest
22-minstrel
23-jester
24-doctor
25-messenger
26-herald
27-torturer
28-nurse
29-astronomer
30-astrologer
31-actor
32-courtesan
32-page
33-squire
34-knight
35-merchant
36-falconer
37-sheriff/reeve/johnny law
38-spy (roll again for cover)
39-midwife
40-old relative of queen or king
41-smith
42-ostler
43-porter
44-gaoler
45-chamberlain
46-keeper of the keys (awwww yeah)
47-tailor
48-embroiderer
49-food taster
50-clerk, accountant, or other math-related jamoke
51-painter
52-noble child of vassal kingdom
53-idiot son
54-librarian
55-poet
56-sculptor
57-architect
58-engineer
59-carpenter
60-tapestry-making type people
61-castle brewer
62-70 Roll twice
71-80-Useless fancy junk
81-90-Not much but you can hear some conversation because these morons are all "I, Claudius" and forget to close doors
91-Armory
92-Treasure room
93-Winch room or other device room
94-00 Oooh, something special and weird and unguarded

Assume nearest guards are d4 rounds away.

Assume locks are omnipresent.

Assume room layouts are boring.

Exterior profile of fortress can match this.

Additional castle shenanigans.