This entry was posted in campaign window dressing, humor, legacy D&D and tagged bring it, mishaps, potions, tables by Chris. Bookmark the permalink.I haven’t forgotten that I owe a table of NPC motivations. I’m still working on it, which is probably overthinking, but I have to go through that stage with everything first.
For now:
TheJollyLlama875 says:
Alchemical item mishaps! As many as you can think of.
OK, first of all: nice Animaniacs reference. Now:
I’ve interpreted this to mean this is what happens when you drink a potion is made by a new or feckless alchemist, mage or witch. I can only type in twenty, as the potion I just drank is rather strong.
Alchemical Item Mishaps roll d20 Effect 1 potion is undrinkably bitter. no effect. 2 potion is sweet, attracts 10d100 angry killer bees. 3 tastes great, less filling. Has no effect. 4 piss fire for 1d6 weeks. (okay, I know what you’re thinking. 1d3 damage short range missile attack thrice per day for male characters. cone attack for females) 5 potion works, but rots all your teeth out instantly, no save. (had dreams of this one? me too.) 6 potion works, but you are drunk (-8 dex, -3 saves) for 1d6 hours. 7 fails. aphrodisiac combined with not-choosey-at-all effect. 8 works. crossed eyes for 1d6 days. 9 doesn’t work, but 1d6 pixies fall in love with you and will follow you around for a week. 10 potion is perfect acid. eats though container, floor, goes to center of the planet when brewed. 11 works. flowers grow from every orifice for 1-3 weeks. 12 no noticable effect. become addicted to next potion you drink. 13 break out with acne everywhere until cure disease. -2 penalty to charisma. 14 potion works, but you now think you are some historical or legendary figure (a silly one) 15 the potion was harboring an earworm! minus two to anything involving intelligence for the next 1d8 hours. 16 a small head grows on the back of our neck and speaks very personal prophecy to anyone who talks to it. 17 everything between 15 and 100 feet from you is hit by a level 8 fireball spell 18 no one will believe you swallowed a liquid demon, but you are indeed possessed. 19 grow four extra arms below your regular ones. 20 you have reverse esp for 4 hours. anyone who looks at you knows your every thought. save or reveal any secrets or hidden notivations to any pc or npc that looks at you. Want to request something? Post a comment here.
Thought I'd throw this up here. We rolled just a few times randomly for two players. Both had a rough character concept, and once they had a question or two, the rest really just sort of fell into place.
Suggestions or new questions would be welcomed. Seems like the sort of list that could get to 100 pretty easily.
Character plot hook questions:
- What was the one thing you always wanted to achieve that you never could?
- What keeps you in this town when the person you love is in another?
- Why does the teacher you loved so much now hate you?
- Why do you secretly think of yourself as a failure?
- Why does no one know your true background?
- Why does your brother want you dead?
- Why do the police keep you under constant surveillance, even though you've never committed a crime?
- Who is blackmailing you, and why?
- Why are you next on the list?
- Who lays claim to your fortunes?
- Who wants to wreak their revenge upon you, and why?
- Where is the one place you are afraid to go, and why?
- Why are you secretly such good friends with a person of ill-repute?
- Why are you secretly reporting on the actions of the rest of the party to the police?
- What do you have that somebody would kill to possess?
- Who sees you as a threat to their personal ideology?
- What important person did you accidentally kill? How? Why don’t they know it was you?
- What are you smuggling into and/or out of town?
- What is the one important thing you know that nobody else does?
- You will never do one common thing, and are ashamed to admit it. What? Why not?
- What’s stopping you?
- Why does everybody snicker at you when you’re unaware?
- You left something very important behind. What?
- Why does your step-mother want to see you fail?
- Why do you need so much?
- Who swindled your inheritance?
- What mistake did you make to cause your life to be a warning to others?
- Why will you never love again? What is now testing your resolve?
- You will never do something from your past again. What? Why?
- What action must you find a way to do penance for?
- What great action of yours causes such jealousy and spite among other people?
- What is your sworn destiny? What obstacle stands before you?
- Why are they jealous of your success?
- What are you searching for?
- Why are you living a double life?
- What physical trait causes many people to persecute you?
- Why will you never live up to your father?
- Why have you sworn to never drink alcohol again?
- What crime committed by your family won you the success you have today?
- Why do you hide your success from your extended family?
- What powerful but controversial figure is your old fishing/drinking buddy?
- Why do you have such high loans that you don’t think you can pay them back?
- Why does your younger sibling keep getting into such serious trouble?
- Who murdered your grandfather, and why do they still walk free?
- What mistake of yours got your friends killed?
- Why does everyone envy your luck?
- What is going on right under your nose?
- Why do you force yourself not take revenge for the great injustice against you?
- Why did you just meet your children? Why are they such disappointments?
- Why do the old women in the market make the sign of the Evil Eye when you come near?
If an iconic hero remains true to himself and thereby changes the world around him, the ironic hero hews to his inner compass and is disappointed by the way the world changes despite him. We don’t see the ironic hero much in fiction, because that pattern is too much like life.
As is apt for a playwright, the life of Vaclav Havel divides readily into three acts—from avant garde dramatist to dissident to head of state. In that third act, he becomes an ironic hero. The act begins with heady early days, scored to deep Zappa cuts, as he strives to infuse his office with an artist’s humanism. From these scenes of bohemian promise, the story shifts tones. He presides as a constitutionally weak President over a society quickly bored by his ideals. Despite his efforts, his country splits in two. He urges the dismantlement of the lucrative Czech arms industry, and is rebuffed. Havel remains a hero to the outside world, and certainly to me. To the home audience, not so much. Heroes get tiresome when they stick around too long. We prefer them when they to ride off into sunset in timely fashion.
The ironic hero is sadder than the tragic hero, and leaves the stage without catharsis. The tragic hero falls from greatness, brought low by his telling flaws. The ironic hero fades, due to ours.
In a bid to provide easy contrast for blog posts, Kim Jong Il died on the same day as Havel. By immiserating an entire nation and killing millions by famine in order to maintain his cult of personality, he leaves a legacy as one of the era’s most monstrous real-life villains. The scale of his crimes makes him almost too monstrous for fiction. Another of his qualities definitely disqualifies him as a fictional bad guy—despite his enormous body count, he was as ridiculous as he was menacing. This is a consistent trope of the modern mega-mass-murdering dictator. Comic characters become funny through a gap between self-perception and the way others see them. Mussolini, Gaddafi, and Saddam Hussein all embodied not just the banality but the absurdity of evil. It’s not always the case—Pol Pot managed to be straight-up sinister, and the publicity-shy goons running Burma are no barrel of yuks. Kim, however, might have been a character in one of Havel’s allegorical plays.
One of the people in my group from this year's Cthulhu/Pendragon group is in his mid-20s and came to RPGs via Fourth Edition D&D. Although he is hardly a 4e partisan, it's his "home" system and he has his own 4e group that he runs weekly games for; I don't know any details about his group other than they're fairly into 4e as well.So this is one of his latest tweets:
Apparently suddenly implementing secret doors in my campaign is infuriating. Need to do stuff like this more often. #dmwoesThis is what it's come to for the latest generation of D&D players? Secret doors are somehow considered "Evil DM tricks"?I tried Fourth Edition. It wasn't for me, but I ultimately decided I didn't want to engage in any edition wars and just sort of let my reservations about the game's current iteration lie. But when I see stuff like that, I'm reminded of why 4e drove so many older gamers into the arms of the OSR; it just seems to operate in a completely different universe. One where secret doors aren't assumed, but added as a nasty trick. I mean, to me D&D and secret doors go together like chocolate and peanut butter, but a Google search seems to confirm that they're vanishingly rare in 4e; the top two results deal with secret doors in Third Edition, most of the other links on the first page deal with secret doors in old school D&D, and the few 4e-specific links are all about "how to do it" in that edition. Most tellingly, another link is to a forum question asking "what's the point of secret doors?" Fourth Edition isn't just another flavor of D&D; it's mutating the system on a molecular level. I weep.
December 20th, 2011 | 5 Comments
Most of the RPG bloggerati is convinced that DnD5e is in development. Posts from Monte Cook are scoured for hints as to what DnD5e will be like. People have put up wish lists of their hopes for the next edition of the 800-pound gorilla of the industry.
Hell, I might as well put out my own wish list. You listening Monte?
- Ditch Armor Class. This was a bad game mechanic from its inception. For a miniatures game, which may be where it came from, it’s fine. For a role-playing game, it’s outdated. There are a dozen different ways to handle to-hit and damage resolution.
Give up on the hubris — admit there might be a more elegant solution to depicting armor in combat.- Stop Obsessing About Game Balance. 4th Edtion DnD is a game where everyone is some sort of mystic warrior. Everyone has powers. They do different things, yes, but a fighter seem to me to be a mage who casts his spells through his sword. How about different advancement paths for different classes?
- Lose the Grind. Epic battle don’t have to be really long battles. Instead of giving Orcus 1500 hit points, how about making that final fight fast and deadly? There is a pervasive belief that the Epic Tier of 4th Edition is not as much fun as the Heroic Tier. This is a result of the power level creep of the system. Higher to-hit targets and more hit points inevitably leads to longer combats.
Long combats are boring. Especially when the party has tipped the scales toward inevitability.- Can We Go Back to a Flexible Magic System? Yeah, I know there’s a bunch of rituals in the back of the book, but I’ve never seen anyone use them. Let’s meld spell-thrower powers back into the spell list! Let’s write the spells so more of them can be an option in combat. Let’s have those mages with an intelligence score of 20 to actually use their noodle and come up with interesting ways to use that spell list during combat.
- Consider — just Consider — Ditching the Class System. I know, I’m crazy. But might there be a better, more flexible way to make the character I want to play, rather than whatever character I can assemble from your race, class and alignment modules? Seriously. I wanna play a mage who uses flails — and I don’t want a splat book that includes the Flail Mage class. No. I want to be able to build that character myself.
I’m on record as being the kind of role-player who’ll try anything before playing DnD. And the fact is, there’s a reason for this. Just because Gygax and Arneson made certain decisions with regards to game mechanics doesn’t make those decisions sacrosanct.
Over the past 30+ years, many brilliant game-designing minds have come up with much better ways of doing things. WotC should consider learning from some of that innovation.
Filed under: General Gaming, Opinion · Tags: DnD5E, WotC
Review: Deathwatch First Founding Posted: December 20, 2011 | Author: Dennis N. Santana | Filed under: Deathwatch, News, Other Systems, Products, RPG, Warhammer 40k |First Founding is a product for Fantasy Flight Games’ Deathwatch line of Warhammer 40,000 RPGs. This product can be found online for $20 and I received it for free as part of a Featured Reviewer program. Like all Deathwatch supplements it focuses on the Space Marines. First Founding was perhaps designed to allay a common complaint among Warhammer 40k fans, that Deathwatch did not include enough of the classic Space Marine chapters for prospective players to use when building their characters. First Founding includes Chapter advancement tables and powers for the First Founding chapters not covered in the original Deathwatch: the Iron Hands, Salamanders, Raven Guard and White Scars. It also includes new stuff for the previously introduced chapters, the Ultramarines, Blood Angels, Dark Angels, Space Wolves and Imperial Fists.
Fantasy Flight Games has always done a really good job with the Warhammer 40k setting, in my book. They’ve made it a really accessible universe to game in even if you have never heard of Games Workshop before, just because they digest its vast, sordid history so neatly and so well in their books. First Founding is no different. It includes reams of fluff to help you understand each Chapter of the Space Marines and how they are different. Not only that, it includes quite a bit of fluff about the ancient conflict which is the backbone of the entire setting, the Horus Heresy, as well as the Traitor Legions that initiated it.
Of course, the book is not just fluff and ancient histories. Each Chapter confers a Demeanor, skill bonuses, a unique Solo Mode ability and sometimes equipment (such as a bionic hand for the Iron Hands). The write-ups of the newly-added Chapters (Iron Hands, Salamanders, Raven Guard, White Scars) include Pasts that you can roll from a small table, a small name table, chapter advances, and psyker powers were applicable. For the old ones (Ultramarines, Blood Angels, Dark Angels, Space Wolves and Imperial Fists) the book includes new Solo Mode abilities and Advanced Specialties, which are abilities (sometimes) and an advancement table you can earn at certain levels of XP, in place of your normal advancement. For example, you could play a Furioso Dreadnought as a Blood Angel, or become part of the Ultramarines Honor Guard.
Each Traitor Legion has 2 pages or so detailing some of their past, and their current activities within the Jericho Reach of Deathwatch. They aren’t playable in Deathwatch, so there’s no stats for them. Perhaps in the future something more will be done about them for Dark Crusade, but I’m fairly satisfied with how Chaos Space Marines are handled there, so I don’t think it’s strictly necessary. That game already has a few good ways to handle the flavor and powers of different chaos worship. But you’ll probably see it in the future nonetheless as it’s a very obvious product addition for the Black Crusade line.
First Founding has an armory section introducing a new weapon ability, Proven X (any weapon die of less than X becomes X, so Proven 3 turns rolls of 1 or 2 into rolls of 3) and the concept of Chapter weapons, which can be taken as Signature Items by Space Marines of that Chapter (unless the GM is kind enough to let a player just get one from a chapter armory). Each Chapter weapon has marginally better stats and qualities than an ordinary weapon of its type, and often a unique special ability. There’s some new “armor” which adds no AP, but its association with the chapter lends it new abilities, such as the Salamander’s Mantle which protects from flames. There’s also miscellaneous new gear like the banner of the Deathwatch. While sparse and sometimes numerically unimpressive at face value, a lot of these weapons have interesting abilities. A Space Marine is already incredibly powerful, so the new weapons being more than just bigger numbers is pretty welcome.
The book introduces a new system of Followers for the Deathwatch Space Marines. Followers are divided into two overall groups – those who work behind the scenes to give some kind of benefit to the Space Marines, like Chapter serfs, who may have different skills and be able to handle certain situations that the Space Marines are too ‘roided up to take care of, and those who just fight alongside the Space Marines. Followers cost XP to gain, like Advancements. The Fenrisian Wolf, for example, costs a whopping 1500 XP, but given its fairly sicknasty stats (and just the awesomeness of running around with a giant wolf) it can still be worth getting. Especially if a bunch of your advancement table is just greater iterations of Tracking. Along with the system and its various trappings, there’s a lot of advice for GMs on how to implement Followers to everyone’s advantage.
Finally, the book has a nice section for GMs on incorporating the Chapters, and using Chapter-related campaign plots, such as playing out a rivalry between two Chapters, and tailoring missions to specific Chapter specialties. At the back of the book is a new Adventure, Traitor’s Dawn, which I have not been able to fully read, but seems interesting from the summary as it involves the possibility of space marine vs space marine combat as great clashes occur between Chapters.
If you are a huge space marine fan, and you know all the main chapters, and you were disappointed at their exclusion (where are my Salamanders?!) in the original Deathwatch book, it’s worth looking here. Many of the Chapters included in Deathwatch (all excepting the FFG-original chapter Storm Wardens) get new stuff to look at in this book, so if you have an existing campaign with Ultramarines or Blood Angels looking for new options, this book can scratch that itch as well. I’m not so sure about the Followers system, and if you don’t care as much about the Horus Heresy and the First Founding and the Traitor Legions, and all this other foundational 40k story stuff, you might find a lot of text you don’t want to read. Still, I think this is a great book that any big Deathwatch player and 40k RPG fan will want to get his or her hands on.
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This is a monumental work, a comprehensive and scholarly history of the role-playing industry from its inception in the early 1970s to the present day. The focus is interesting, concentrating on the individuals and companies that have made role-playing what it is today rather than looking at the games themselves. Whilst detailed, the writing flows well, making it eminently readable and often entertaining, a fascinating survey of the companies and people who have shaped role-playing and are responsible for most of the books on my shelves (or, these days, lurking on the RPG hard drive) - and who have provided me with years of entertainment and passion. If your interest in role-playing goes anywhere beyond the next dungeon delve, if you like to know the background and history of the games you enjoy, you should find something here catches your attention... and once caught, be warned, it may be a while before you can tear yourself away!
The dark cohort of old St. Nick, the Krampus is the sinister creature tasked with punishing the little boys and girls who fail to listen to their parents throughout the year. Presented here for your holiday entertainment is a collection of Krampuses—a bundle of badness who are intent on leaving behind lumps of coal and [...]
The dark cohort of old St. Nick, the Krampus is the sinister creature tasked with punishing the little boys and girls who fail to listen to their parents throughout the year. Presented here for your holiday entertainment, we’re providing you with a collection of Krampuses, a bundle of badness who are intent on leaving behind [...]
The dark cohort of old St. Nick, the Krampus is the sinister creature tasked with punishing the little boys and girls who fail to listen to their parents throughout the year. Presented here for your holiday entertainment, we’re providing you with a collection of Krampuses, a bundle of badness who are intent on leaving behind [...]
While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.
No matter where you play D&D – at conventions like GenCon, at your FLGS or even at home – there are certain expectations regarding behaviour that all players are expected to follow. We take for granted that most of these things fall into the “common sense” category and assume everyone understands what’s expected of them. However, experience has taught me differently.
I’ve learned the hard way that when people participate in public-play D&D they tend to do things they’d never do during a home game. It’s as if they believe that public-play games give them a free pass with regards to a lot of very obvious objectionable acts. After seeing many of these violations in full force at GenCon this summer I had to write down some of the most egregious and appalling ones. My hope was (and still is) that gamers will read this list, realize they’re guilty of doing some of these things, and make a point of never doing them again.
During D&D Encounters over the past year I’ve witnessed a lot of these things with unfortunate regularity. As the DM I try to “correct” some of these poor practices, but it’s tough, especially because I don’t know a lot of these people very well. And I don’t think that it should always fall to the DM to be the bad guy.
I think that we all need to share the responsibility for letting other gamers know when they violate the social contract. Whenever any of us spots the things on this list happening we should do our part and inform the violator of the inappropriate actions they’ve undertaken. By working together we can make public-play D&D better and eliminate the 7 appalling things I witnessed at GenCon.
From August 12, 2011, Dungeon’s Master once again presents: 7 Appalling Things I Witnessed at the Gaming Table.
While at GenCon I played in my share of D&D adventures. For the most part it was a lot of fun and I had a great time playing. But one thing that really stood out for me a lot more this year than any other was the egregiousness with witch other players violated the social contract you agree to uphold when playing D&D or any RPG.
I’ve put together a list of all the social faux pas and violations of the social contract that actually happened at my gaming table during GenCon. I encourage you to use the comments section below to add violations you witnessed at your gaming tables to this list. Maybe if we put them in print enough gamers will read them and hopefully stop doing them or at least realize that these actions aren’t acceptable.
I’ll admit that I’m actually guilty of a committing a couple of these myself, but when I do I am aware that it’s a problem and I apologize to the table. Regrettably when these happened at my table during GenCon none of the offenders excused their behaviour because they likely didn’t even realize that they what they were doing was extremely uncool.
Answering the phone
Everyone has a cell phone. It’s instinctual to answer it when it rings. I understand that it could be an important call so I’m fine with someone excusing themselves from the table and answering it. But if you’re in the middle of your turn don’t stop to answer the phone. But if you do, be quick and take a message. Don’t start into a full on conversation. “Oh, hi. I’m just playing D&D. Yeah, that sounds great. I’d love to go there afterwards for drinks. I’ll have to get changed first. Why don’t you call Steve and see if he wants to come with us…” Unless you’re a doctor and you’re on call, let it go to voice mail until after the encounter’s over.
Eating at the table
I’m not suggesting that we impose a no food at the table rule. Snacking is practically mandatory at the gaming table. But if you’re going to eat, be neat. Don’t let crumbs scatter all over the table and the battle mat. If you’re eating something with your fingers please wipe them after you’re finished and don’t touch anything, like the rest of the party’s minis, until your hands are clean.
Hogging table space
There’s plenty of room around the table for everyone to have adequate space for all of their stuff. I usually have two hardcovers side-by-side, my character sheet on top of one and my power cards, dice, pencil, eraser, fortune cards, and note paper on top of the other. If everyone confined themselves to this amount of real estate we’d be fine and have room to spare, but some people have a need to unpack everything they own on the table. I’ve had to politely ask more than one player if he could move some of his stuff over so that I could have more space.
Shut the hell up!
I’ve found that many gamers are very social; at least when they’re around other games. But this doesn’t mean that you need to yammer on throughout the entire game. When it’s your turn, hog the spotlight, ham it up, be the centre of attention, but when it’s someone else’s turn be quite. Don’t have a side conversation with the other players. More than once I couldn’t hear the DM because other players were talking over him. If something is so important that you have to talk about it now, get up and leave the table for a few minutes.
Taking without asking
Just because something’s on the table doesn’t mean that you can use it without permissions. I’m a gamer with many dice superstitions, one being that no one but me can ever touch my dice. If you need to borrow dice, I’m happy to lend you a spare set. But the dice on the table are mine so hands off. If you need to roll 3d6 and you only have two, reroll one of them. I’m not as strict with other things as I am with my dice. If you want to use my pencil or eraser that’s fine, but please ask first. If you want to look at my bag of minis that’s also fine, but please ask first. I was appalled by the sense of entitlement I witnessed at my table. And it wasn’t just in the younger players.
Taking forever
All of the players I gamed with at GenCon were veterans of LFR. Everyone had played before and in most cases had used their character over many levels. The lowest level PC at any of my games was level 6. So you know that these characters were used through many adventures. Why then does it take people so long to figure out what to do on their turn? Maybe you haven’t played this character in a while, but by the second encounter it should start coming back to you. The powers haven’t changed since the pervious encounter. Know your character. And if you’ve got a power that uses d8s for damage then have a few d8s ready. It shouldn’t surprise you that you’re going to need them.
Not paying attention
Some characters are not suited to excel in every situation. If you’re a battle-heavy Dwarven Fighter with no social skills then the encounter where the PCs have to talk to the Duke and gain information is going to bore you to tears. I get that. But have the courtesy to pay attention anyway. I saw people tune out and play games on their iPad or iPhone when their character wasn’t center stage. I even saw one player pull out crossword puzzles. He didn’t even try to hide the fact that he wasn’t paying attention. In my opinion, tuning out to this extent is disrespectful to the other players and the DM.
I’m sure this is just the tip of the iceberg. What did you witness at the gaming table during GenCon or at any game played in public that you feel should be added to this list?
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In the footsteps of giants~ (RPG Blog Carnival – 12-2011)
Posted by Runeslinger on December 19, 2011 · Leave a Comment
This will be my final entry for the December 2011 RPG Blog Carnival. This post fills out the trio of posts I wished to contribute on the theme during this carnival: namely the potential hero in each character, the GM’s role in calling heroes to action, and the value of incorporating heroes both living and dead in character background design.
Is there anybody out there?
One thing I would like to see more of in gaming is the presence of inspirations, or heroes, in the backgrounds created for PCs and NPCs alike. It is one thing to provide an exhaustive list of traits slathered in splat-book prose to give us a sense of the character, it is quite another to tell us who they are including an idea of who they idolized or wanted to be growing up – and have that mean something.
Dirk Dyre-Darkniss
Vowing to revenge the death of his beloved sister, Dirk trained his mind and body to become a weapon of vengeance. He is totally focused on finding his sister’s killer, and will not rest until he has brought the villain to justice.
Yawn: the Boring
More often than not, characters seem to be defined by what they can do, what they have done, and for a dose of trauma or pathos, what has happened to them. While this can of course give us a pretty clear sense of how they are to be portrayed, it does so in a way that isolates the character from broader connections with the game world. It deprives them of that additional humanizing layer of collected influences which color how we do what we do, and shapes our responses to what is done to us. Without the inclusion of people both positive and negative in the creation of the character, we are denied a sense of all the whys and wherefores of how and for what reasons they do the things they do in the particular way that they do them. Without the humanizing influence of other characters, both living and dead, in a character’s past, we are left with closed-circle choices of pure self-determination, or random chance. This is not specifically a bad thing, but it is a limitation which affects options for the future growth of the character, and opportunities for connections between characters.
Heroes found, and heroes made to order
One of my favorite settings of the late 90’s was Trinity and I very much enjoyed each aspect of the series. I was thinking a lot about heroes at the time, and both my initial readings of Trinity (when it was first released, made from black plastic and had a different name), and my later readings in 2004 and again in 2009 made me wonder about a world where much of the history had been lost. One of the most evocative links to this theme in the book is the image “We’ll always haveParis” which turns the familiar words of love and memory fromCasablanca’s reassuring tone, into a mournful lament. Parts of the world destroyed, history lost, history expunged, tales distorted and excised… If you control history, you can control the range and scope of people who other people come to admire and emulate, and in so doing, you control who they become. Building characters is really no different. Building them in isolation, unconnected to heroes living and dead, limits what they are capable of becoming to a meager question and response modality: parents killed = becomes lone vigilante.
From 2005 onward we ran a shared, long-running, and multi-generational foray into WW’s Trinityverse. I was able to play in Adventure! and the first half of the Aberrant timeline, while running the latter half and Trinity. My aberrant character was a Nova created very much with these thoughts in mind, and as I looked back on the 90’s and its attempts to deconstruct and ridicule heroic archetypes, I had an idea which turned my character into his own hero and his own villain.
The core of the character concept was to take a television actor and B movie star, and propose that his eruption took place as a result of a suicide attempt brought on by feelings of failure and a sense of being forever overshadowed by the over-the-top comics style character he had played on a long running cult TV show. The attempt followed a long and convoluted struggle to either divorce himself completely from the character he had so deeply invested himself in portraying, or to reviving the show and giving up any hope of ever playing anything else. The eruption triggered by a drunken leap from a bridge when he could no longer bear the dual rejection of himself as an actor and his iconic character as a property, transformed him into the very character he felt had both ruined and defined his life.
Upon realizing that he now was in body the character he had only been in name, the character entered play with choices. As one of the pillars supporting the campaign was the idea of perceptions of heroism, it fit very nicely to have the character evolve away from who he was, and toward the hero he had portrayed; evolve toward selflessness from the epitome of selfishness.
From a campaign and character design standpoint, that minimal idea is enough, but… where do we go from there – As the character notably said after transformation and subsequent hounding by helpful folk from the nearest Rashoud Facility, “Now what?”
That important final step~
To my mind, that took one more layer of past. The necessary layer, to belabor a simple point was of course, heroes. I felt it was essential to know who this actor had grown up admiring, and how those reactions and selections might influence what skills, occupations, and experiences he had pursued, and how those in turn had led to him being cast as the character and simultaneously had led to him being so heavily affected by the role.
This knowledge in turn, allowed the character to be influenced, inspired, persuaded, dissuaded, and otherwise manipulated by characters, organizations, and ideals which I might have let pass him by untouched if I were merely focused on the idea that he “chose to embrace his heroic side” and left it at that. With a full working knowledge of the sorts of people and ideals which had resonated with him in his youth, I could more freely, more realistically, and most importantly, more immersively interact with the ongoing social, philosophical, and moral battles being presented by the GM.
Wait a minute! Didn’t you say…?
Yes, I did say I hate origin stories, and I like the idea of a hero being a hero because they simply choose to do the heroic thing at a time of need – but to be clear – I mean those things in the context of having grown tired of the popular media needing to justify heroism and laughing up collective sleeves at the notion that such justification should not be necessary.
Please note that this was a very careful process to focus background development efforts not on what the character should or would be able to do in play, but on what reactions and predilections got the character to the point where play started. I do not see this part of character design as a process of justification for scores in traits that I want, or as a means to force the traits to represent things which they do not. I see this as a method of tying all the elements of a character together into a coherent whole with emotional and identity arcs in motion bringing us to the point where the campaign can start and the real development can begin. This is more about ‘how’ than ‘why’ and I feel that if the end result doesn’t answer the question, “Who is the character?” it does not belong in this part of the design. A huge part of this stage for me is defining who had an influence on the character, why they were admired, and how that person was perceived by the character. With this knowledge, it is far easier to engage in evocative and consistent play as the character as your interactions are settled on the same sort of foundational bedrock as that of a real person, rather than a collection of dynamic memories and responses to defining moments.
Choosing heroes for the character is not about explaining and justifying that character to others, it’s about getting a real grip on it yourself, so that you can show the other players who your character is in play.
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Filed under Aberrant, Adventure!, Characters and Support Cast, Running Games, The Blog, Trinity (Aeon) · Tagged with character background, Character creation, Role-playing game, RPG Blog Carnival, running games, themes, Thoughts
Well, it’s been several months, but the Dungeonmorph Dice from the Kickstarter we supported have arrived. We were very happy with them, and thought we’d do a short video blog to show them off:
Skyland Games did a review of the dice too, which you can check out here. They got the font, so there’s also an example of that in their review.Over at The Dungeon’s Master they’re re-posting their best articles for 2011 until the end of the year. If you don’t get a chance to read all their stuff, this might be a good time to check out what their “Greatest Hits” were over the past year.
If you’re in the mood for some Gamma World fare, A Walk In The Dark has just the thing. He posted a piece of an adventure he wrote but did not publish - this piece is called Gammacore Reactor, and it looks pretty cool.
Just yesterday, Ben’s RPG Pile wrapped up his A-Z blog series. Lots of good terrain and miniatures ideas in that series, so this is us encouraging you to check out all 26. Especially “F.” We’re really looking forward to the next series, which is hinted at the end of the linked article.
Dread Gazebo posted an impromptu podcast that may or may not become a series. It’s basically him and his wife arguing about discussing various aspects of D&D. Highly entertaining, even if it only turns out to be a one shot. (And if you want our thoughts on the Bladesinger, check out our podcast tomorrow.)
At Critical Hits this week, The Chatty DM posted some great thoughts and ideas on how to improvise an entire game session. Since our DMing style leans towards pants-seat-flying, we thought this article was really fun to read. (We’ll be buying some glass beads today)
If you’re planning on a Christmas game, you should check out the seven ideas for Christmas themed adventures over at Game Knight Reviews.
Finally, on Twitter this week, someone posted this Google spreadsheet of all the Dungeon Magazine 4e adventures. Pretty cool, though I forget who is was… if it was you, drop a comment!!
Blast from the Past (Weekly Roundup: Imaginative Tactics Edition)
The Weem discussed alternate goals in combat. You know, besides “kill all the monsters until they’re dead.” Because killing everything all the time can get boring (contrary to popular belief). Besides, it’s good to switch it up on your PCs from time to time.
Related posts:
As this year draws to a close, I thought I'd list a few of the articles, reviews, and news items published here on EN World which have proved popular. This article is divided into Lists, Reviews, and News, giving us a snapshot of what caught your attention this year - from RPG folks on Twitter to WotC's Xmas layoffs, to industry comparisons between D&D and Pathfinder sales, and rumours of D&D 5th Edition.A tiny bit of first-glance analysis: of the 15 most read news headlines this year, two are about WoTC layoffs, two are about comparisons between D&D and Pathfinder sales figures, two contain rumours of 5E, and four are about Pathfinder. Of the 10 most read reviews, six are WotC products, two are Pathfinder products, and two are D&D branded video or Facebook games. And the top articles include information about retroclones, Twitter, mobile apps, and D&D collectors guides.
These charts are compiled based on "read" statistics only, not on "commented" statistics. That makes them the most read topics, but not necessarily the most discussed topics. In addition, they do not include figures from the EN World newsletter, or from the mobile apps - they are "on-site" reads only.
Lists
If you missed them the first time around, these lists are well worth checking out again. I will likely publish updated versions of some of these articles during 2012.
1. Retroclones and Older D&D Editions listed a slew of products and games for those who enjoy the style and feel of older editions of D&D.
2. Who to Follow on Twitter is a "master list" of RPG related people to follow on Twitter. It's industry-centric, so includes game designers, authors, and the like.
3. iPhone / iPod / Android Applications for RPGs is a list which probably needs a good update, but lists a collection of applications from various developers. Some enable you to reference rules or materials, others roll dice, track initiative, generate random names, and more.
4. Index of Excellent 4E Posts is a list by EN World member @Elric which lists many useful 4E threads on the messageboards.
5. D&D Collectors Guides If you don't hang out on the forums much, you may have missed excellent series of collectors guides by @Echohawk . These guides attempt to list every RPG book, novel, accessory, and miniature associated with each of the D&D campaign settings over the ages.Reviews
These are the top-ten most read reviews published on EN World. Although some were published before 2011, they still managed to be in the list of most-read reviews during 2011.
1. Heroes of Shadow (WotC)
2. New Online Monster Builder (WotC)
3. Pathfinder Beginner Box (Paizo)
4. Streets of Zobeck (Open Design)
5. Dungeons & Dragons: Daggerdale (Atari)
6. Mordenkainen's Magnificent Emporium (WotC)
7. Heroes of Neverwinter (Atari)
8. D&D Essentials Monster Vault (WotC)
9. Dungeon Master's Kit (WotC)
10. The Shadowfell: Gloomwrought & Beyond (WotC)News
Which news items caught our eye this year? This is the list of EN World's most-read news items in 2011. It's not scientific, but it is a snapshot of what news caught your eye this year. Interestingly, the single most read news headline is also the most recent news headline.
1. WotC's Annual Xmas Layoffs
2. Is Monte Cook working on D&D 5th Edition?
3. We have 99 Heroes of Neverwinter beta keys to give away
4. Mongoose's "State of the Mongoose"
5. Pathfinder Beginner Box - UNBOXED
6. A Quick D&D Primer
7. Layoffs at WotC
8. Is D&D "Rubbish"?
9. Is Pathfinder outselling D&D?
10. Beginner Box Heroes Production Samples
11. What's Up With D&D? for Monday, October 3, 2011
12. Top 5 Sales - Q3 2011 Analysis
13. What's Up With D&D? for Monday, 10 October, 2011
14. Frog God Games Announced Rappan Athuk (Complete?) for Pathfinder RPG
15. Gygax Memorial Fund & BookLast edited by Morrus; 18th December 2011 at 05:36 PM..