Tuesday, 26 January 2016

The Game Master Player Character, or Why I Broke My Own Rule

I don't like Game Master Player Characters. They make me uncomfortable as a player and as a GM. I don't mean Non-Player Characters, but party-members controlled by the GM that get a share of treasure/experience and act as protagonists in the game.

The dangers of a GM PC are huge! The moment they do too much it stops being a game. Once the GM is controlling both sides of the action in the game it's just a story. That means the other people in the group go from players to spectators and that isn't fun for anyone. As a GM, a lot of the excitement for me comes from not knowing what the players will come up with in any scenario. I do my best to anticipate them so they are challenged and enjoy the game, but the surprises are where the magic happens. A GM PC threatens that.

An evocative image from the late Dave Trampier

There are some terrible reasons to add a GM PC to the party. Some of the worst are things like, "guiding the story," or, "protecting the plot." If you want alpha readers for your novel it will go better if you are honest about it. Don't trick your players into doing that for you. "So the GM can play too," leads to some terrible wankery as well. Even if you have the best of intentions as the GM, you know what is coming, the deck is always stacked in your favour. It's not a challenge and it's definitely not much of a role playing game if the only variable is the dice.

Sometimes people will want a GM PC if a "critical" character class is missing from the party. This sort of thing often happens in D&D when no one wants to play a cleric. GM controlled clerics that are essentially just walking heal-bots ("OK, Kolbar casts Sanctuary and prepares to heal you guys") can always be replaced with a cache of healing potions. Solid play can solve a lot of these problems too. Hit points are a resource that are spent during the course of an adventure. Clerics are one way to extend that resource but solid strategy and magic items can do the same.

Fifth Edition D&D doesn't have the same niche problems. Between the backgrounds and the feats it's not hard to cover off all the skills and abilities that are useful during an adventure. For example, I play a Warlock in one game with the Healer feat who does an excellent job as the party healer even though we have a cleric, because the cleric player would rather cast battle spells and fight.

GM PCs are a good way to mess up a game. I don't like them and I don't use them. You can imagine my horror when I realized I needed one for a game I'm running.

I'm running a game for a couple of new players who didn't want to play with experienced players even though there are a tonne of amazing, supportive players who are great to new people in the hobby. It's only them and a party of two people is a problem. It's too small to challenge without risking a Total Party Kill in every encounter. One bad round is the end of them. Creative play can allow a party of two to dish out plenty of damage in an encounter but they still only have so many hit points. The players chose to make stealthy characters which helps but there are times where even the most clever players end up with their characters in a pitched battle. They need at least one more character there to divide the attention of the opposing forces.

I didn't want this added character to overshadow the PCs but I wanted a character that could draw fire and have the hit points to stay in the fight. My players also didn't create characters that could cast magic, which is pretty common for new players. That's why I also wanted the character to have some casting ability to help show the players the possibilities and get them comfortable with the magic rules.

I thought at first a fighter or paladin who went with a protector martial role would be good. Add in the Sage background, the Magic Initiate feat and we have a wizard's apprentice who took up arms after his/her master was killed in the field.

As cool as that sounded, I decided to go with a straight up wizard. I knew I wasn't introducing her until they got closer to their destination so I could start her at 2nd level with a School of Wizardry already established. I made her an Abjurer. The defensive magic and extra hit points make her extremely hard to kill. I decided that a Rock Gnome with their extra knowledge of magical devices would be handy because she could not only identify the function of magic items, but also their names and history which makes them more interesting. Even a +1 sword is special if it has a history. The Rock Gnomes also have a bonus to constitution which adds some more hit points.

I decided the only fair way to make the character is with the standard statistics (15, 14, 13, 12, 10 and 8) and standard hit points. I'm fairly lucky when it comes to rolling so this keeps the character in balance with the party, stat wise. I used the standard HP per level instead of rolling as well. It's high enough to hit my objective without giving them the wrong expectation for what a Wizard can be. Either of them could have made this character. Also, if one of the PCs dies the player might want to take over this character rather than roll up a new one so I need to keep it all fair and balanced.

In our second session it worked out well. The players had a forbidden book, the Malleus Deus from the Tales of the Scarecrow adventure they did in the first session. This forbidden item allows a wizard to cast a selection of cleric spells. After their new party member explained how dangerous it was to even know the location of this dreaded item they wrapped it up and locked it away at the Keep's vault. After some play they decided they trusted the wizard enough to let her transcribe a couple of spells into her book before locking it up again so she could cast Cure Light Wounds.

Another one of Dave Trampier's images

After railing against NPCs covering traditional party roles I have a little wizard who can take some serious damage, cast some useful wizard magic and healing spells. Still, she has no serious offensive spells, with only Sleep and Hold Person she is strictly support. No chance of overshadowing the rest of the party or becoming some kind of mobile weapon. So far, when in melee she casts Blade Ward or Shield to keep herself in the fight since she doesn't actually have an offensive cantrip.

We're several sessions in and the players like her, considering her a part of the team. They say she is useful without being in the way of anyone's fun. Jeff is more reckless than Megan so he tries to get the NPC to break standoffs with a third vote. The first time it happened I was surprised but should have realized that they would get the third member of the team to cast a vote. I'm not comfortable with that because I don't want to guide the party, but I do my best to keep my GM ideas out of it and rely of the character's back story and experience to make those calls.

Now that they are closing in on fourth level and have a third player starting next session I'm looking forward to transitioning the wizard out of the party and into a friendly NPC living at the Keep.


Wednesday, 20 January 2016

Session Report: The NewBs become Players!

I'm running a small, 5e D&D campaign for a group of first-time players. Last game something amazing happened. They became Players.

It wasn't until after the session that I understood what had happened and I only thought it through because I was wondering what was making me grin so long my face hurt.

The transition from new person to RPGs to Player is a a subtle change. It has nothing to do with knowing what die to roll, the rules, or where to look for stuff in the Player's Handbook. It happens the first time a player figures out how to transcend the rules and make their characters more effective than they have any right to be on paper. That first wacky plan or strategy that bends what you have on the character sheet into something incredible. That's the moment when they stop imagining the board game structure in their heads and realize they can try nearly anything.



My gang is running through the Caves of Chaos in old Gazetteer-era Mystara. The party is small, with only three of them so they explore with great stealth and care. A common tactic is to send the party wizard's spider familiar ahead to recce the hallways and rooms before entering. The spider can get under most (but certainly not all) doors in the rough hewn caves and that makes the difference between a stealthy retreat and a TPK.

They encountered the hobgoblin guardroom at the top of the stairs from the goblin lair (room 23) from the goblin side. From there, they couldn't get any information other than the sound of a lot of voices. When they encountered it from the other side they found out there was around a dozen well-equipped hobgoblins (actually 13, it's hard to count from a spider's perspective). They slipped away, snuck up on some torturers, saved some prisoners and fought their way out of the ravine. The success of saving the prisoners increased their renown at The Keep on the Borderlands, but they kept thinking about that room.

They knew they couldn't take it in a straight up fight. The party has had close calls with goblins and it's obvious the hobgoblins are far tougher than the goblins. They started looking at their sheets and asking questions. The teifling could cast Thaumaturgy which, among other harmless effects, makes tremors in the floor. "That's pretty scary in a cave, right?"

The wizard had cast illusions in the past to improve their chances to hide from patrols in the valley so they asked some questions about how the tremors mixed with illusions of rocks falling out of the ceiling might work and the bold gambit was hatched: They would fake a cave-in and strike in the chaos. An elven thief, a tiefling monk and a gnomish abjurer against 13 hobgoblins.

I live in a mining town. Work occasionally takes me into the mines and I've been down as far 7,400 feet underground. While I have never experienced a cave-in (and I hope I never do), you can't go down to any depth without being aware of how dangerous it is. While sounds of tremors coming from the walls would not create panic in hardened warriors, it would induce immediate action. Adding falling rocks would create some panic and a lot of action.

With the hobgoblins spread throughout the room I decided their actions would be based on where they were. The two closest to the door the party was coming from would exit and run down the hall, away from the cave-in. The two closest to the barred door would get the door open and get out and down the stairs. The rest would try to get under the table or press themselves against the walls and between crates for safety.

Despite the monk never hitting once with his spear the entire session (he even dropped it once), the surprise round went well. Two hobgoblins went down to a sleep spell (and looked like they were crushed by rock!), another one dropped to the thief's sneak attack with an arrow and a fourth reeled from a nasty kick by the monk. I ruled that the hobgoblins couldn't use their martial prowess ability that gets them extra damage on each hit when fighting in groups because they were too distracted by the falling rocks to work together effectively. The removal of that advantage was key to the party survival as they took some lumps but didn't lose anyone. With the hobgoblins engaged in escaping the room the party was also able to attack them in smaller, more manageable groups.

The party won, quickly grabbed some loot and then ran for it through the goblin caves (and four goblins) to get away from the hobgoblin reinforcements coming to help after the cave in.

Certainly some critical rolls went in their favour, but the conception and execution of a plan that basically tripled the effectiveness of their plucky little band marks their graduation to seasoned RPG players. Now they'll be searching their environment for advantages and trying all kinds of crazy stuff to turn the tables on their more powerful foes. That is where player skill changes the game.



I know they've made the switch because once they got back to the Keep they started reviewing everything they know about the different factions they've encountered and how they relate to each other. They are discussing how they can make use of that.

From a DM's point of view the campaign levelled up. I need to be ready for all kinds of crazy stuff from here on out.

I couldn't be happier.



Thursday, 22 October 2015

First Session Report: Journey to the Keep

Last Monday we kicked off our first real session of our new 5e D&D campaign set in the Grand Duchy of Karameikos and the Known World of the BECMI D&D era. A historic night here in Canada for all sorts of reasons but for my players it was their first game ever.

All the good stuff for the first session!

For two people who had never played an RPG before they dove right in and played well. During character generation last time they chose to link their bonds. The Tiefling Monk with the Hermit background learned his monk skills while on his hermitage and it completely changed how he interacted with the world for the better. His hermitage started because he was implicated in one of the scams run by the Elven Rogue with the Charlatan background. The Rogue's bond is guilt over burning the Monk by shifting the blame to him. Thrilled with his new worldview, Traorin (Tray) feels grateful to the Rogue, Ano, for setting him on the right path and he returned to Specularum to help her see the light too. Sadly his return caused problems for Ano, who was in the middle of a Scam at the time and they had to leave the city in a hurry. These background choices helped us get the party moving and give a reason for them to adventure. The party headed north to the Barony of Kelvin but didn't stay long because of the harsh rule of law attitude of the place. They continued north along the Duke's Road to the Barony of Penhaglihon in the Wufwolde Hills. That's where they heard about the Keep on the Borderlands which seemed like a good place to lay low for a while and scam the odd merchant from Darokin.

The pair made friends with a halfing trader named Bobberto Farstrider, who was taking a wagon load of dry goods up to the keep. Bobber was pleasant company who was flattered to be travelling in the company of an exiled elven prince from Alfhiem (Ano's default persona - she's actually a Vyalia wood elf). He happily gave up his tent to make Ano more comfortable while he and Tray slept under the wagon.

Tales of the Scarecrow cover image by Jason Rainville

The magic started when they came upon a ripe cornfield by the side of the road. They knew something was fishy right away since it was early spring and there's no way corn was going to be ready for harvest at that time of year.

Megan, who plays Ano, was not down with the cornfield. She felt her character would see no profit in exploring it and she thought it was a pretty obvious trap.

"This is a frickin people-hunting alien cornfield and it's going to eat us!"

They argued in and out of character with great reasons on both sides. Jeff, playing Tray, wants to explore and check out the strange things and Megan, playing Ano, doesn't want their characters to die in the first session. To break the deadlock, Tray asked the NPC, Bobber, what he thought. Of course the NPC wants you to go down the trail through the unnatural cornfield to the strange farmhouse! Bobber felt adding a few bushels of ripe corn to the wagon would definitely make this a more profitable trip for him and wanted to inquire at the farmhouse they could just barely see from the road.

I'm impressed with these two. Once inside the clearing in the centre of cornfield they did well. They investigated the interior and exterior of the cottage with care. They worked under the assumption that everything would kill them but were still open to possibilities. They were compassionate with the lone survivor in the house and managed to get quite a bit of information out of him because of it. They tried to save him even though they figured out he was cannibalizing his friend.

They lost all the NPCs but managed to come up with a great plan that saved themselves involving the harpsichord and the wagon. They also lost the oxen though, so they left the wagon by the side of the road with a sign warning others away from the field. I was a little worried about inflicting a Lamentations of the Flame Princess adventure on brand new gamers, but as scary as they are there is always a way to think yourself out of them. I had been through the Tales of the Scarecrow once before as a player and my character came out of it well ahead. It's just a matter of figuring out how to use what you have. Besides, I gave them extra resources with the merchant and everything in his wagon (that they dumped on the ground for their plan). Turns out I didn't need to worry. They have the natural paranoia necessary to navigate an LotFP adventure.

They took the two books even though they discussed the option of just leaving them there. Both books now link them back to Specularum and I'm hoping I can use them to pull the party into B6 The Veiled Society or some other kind of shenanigans in the big city. They are hoping to sell the books since the receipt they found says they are so valuable.

They kept the Sword Which Is Uncertain, a beautifully crafted magical rapier. The rapier treats all targeted ACs as 14 no matter what armour they have. It also strikes a random target on a modified roll of 16 or 17. I'm thinking of simplifying it to an unmodified roll of 13 or 1. Ano is using it despite the curse because Megan thinks Jeff deserves to get a few random stabbings for dragging them into that cornfield.

The Keep on the Borderlands by Erol Otus

After that they hiked the rest of the way to the Keep, travelling safely and sleeping comfortably in Bobber's tent (one of the few things they were able to keep and still escape).

Once at the Keep they got a room and made friends with a Gnomish Wizard (Abjuration Tradition) who was able to identify and put a value on their loot. Their new friend managed to get close to the Caves of Chaos once, before her party was slaughtered by goblins. She knows vaguely where the Caves are and has agreed to join the party to provide some magic support.

The Tales of the Scarecrow turned out to be a great encounter adventure for the road. They could have driven past with no consequence, but I'm glad they played it out. For new players I wanted them to play a modern adventure before they got stuck into the Caves at the Keep so they'd realize there are all kinds of possibilities and more than one way to play any situation. I was also glad to see they were willing to talk and investigate since that will help them in the Caves of Chaos. They are a small party so they need to be smart.

I enjoyed seeing them get a little more sense of the world as well. Talking to the NPC they learned he was travelling out of the Duchy into the Republic of Darokin and specifically to his home city of Vornheim.

This version is WAY better! Go get one at RPG Cartography!

Next session will be the Caves of Chaos. I'm using the DnD Next conversion from the playtest for the Caves while using B2 for the Keep. I have a beautiful, colour coded map of the Caves of Chaos with the monsters listed in their locations I downloaded from RPG Cartography here. I'll be converting anyone from the Keep on the fly as needed.

It will be interesting to see how they approach the Caves of Chaos. There is a lot going on there, and they could definitely play the different factions off against each other. With a Rogue, a Monk and a Wizard, the party is also light and stealthy. They might be able to do a lot in the Caves with hit and fade tactics. I can't wait to see how they play it!

The gear for the first session:
B2 Keep on the Borderlands, GAZ1 The Grand Duchy of Karameikos,
LotFP's Tales of the Scarecrow, the map of the Known World from X1 The Isle of Dread,
 and my little black book of campaign notes.


Sunday, 18 October 2015

Review: "The Hell House Beckons"

This is a first look at Kiel Chenier's haunted house adventure and tool kit, The Hell House Beckons. If you are looking for something different for your table that embraces the spirit of the Halloween season, keep reading!

Before you read this review it's important to note a few things in the spirit of full disclosure. Kiel gave me an advanced copy of the PDF. I didn't pay for it like everyone else so my copy has typos and other errors that yours will not. I won't be able to comment on the editing. I've also gamed with Kiel as a GM and I like him. It is possible I am biased in his favour even though I will do my best to be objective. This review will be a bit spoilery, but I won't include any information players can use to beat the adventure.


My first impression of the cover was that it mixed cartoon style silliness with some serious creepy horror. It reminds me of the Hilarious House of Frightenstein TV show for kids from the 1970s (Vincent Price was a cast member). I scrolled further expecting some Evil Dead style shenanigans. The Evil Dead impression fit as well as anything. Kiel is drawing on many horror tropes for this adventure, making it a kind of Frankenstein's monster itself.

Kiel is upfront in the GM advice section about how his goal is to make the House a malevolent character in its own right. The House is trying to harvest the party's blood, souls and sanity for its own evil purposes. The House itself has a long, terrible history and the PCs will have easy access to it. The background gives some clues to what they'll find in there but none on how to deal with it.

Even the successes of the group can feed the House. Any blood spilled or souls destroyed gives the House the power it needs to confront the party directly. The other thing feeding the House is the sanity mechanic. The adventure adds a new Sanity statistic to the PCs and NPCs. The Sanity stat is where the system agnostic approach comes up a little short. The Hell House Beckons is designed to be used with pretty much any D20 RPG but it is clear that the adventure was written with Fifth Edition Dungeons and Dragons in mind. If I used that system I'd add a few rules of my own. The text encourages this behaviour but doesn't make any suggestions.

The first thing I'd do is give some fantasy races a bonus to the Sanity statistic. Tieflings would definitely get a bonus of one or two from their infernal heritage. Others would depend on the setting although Dark Elves would certainly have a bonus at my table. Dwarves would also be a good choice and work well with the back story. Since the house only claims its Sanity points from the characters after a save I'd give certain classes proficiency bonus on the save as well. Warlocks are a must for proficiency on a Sanity save. I would consider giving them advantage on it with certain pacts as well. I think Clerics, the adventure-specific NPC Medium class and maybe Wizards of the illusion or necromancy school should also add proficiency to Sanity saves.

The deadly countdown is a mainstay of horror so the Hell House Beckons supplies some endearing NPCs as red-shirts. While I liked the NPCs for the multiple ways they give clues about the House (dying is only one of a few), I find the NPCs add a Scooby Do element to an adventure that punishes such actions without mercy (let's split up and look for clues gang - oh no, a ghost chopped off Daphne's head and is wearing it!). It's not necessarily a bad thing, as it increases the party's vulnerability without directly harming the PCs and the players can work to overcome it. The NPCs also cover off particular archetypes usually found in horror movies that the player characters are not likely to supply without turning the thing into a railroad or story the players are watching rather than playing in.

The House keeps the souls of the recently departed from going far so all dead PCs hang about as ghosts who can still play. There's even a possibility of returning a ghostly soul to its body and coming back. That means even the staunchest non-killer GMs can indulge in a little PC slaughter guilt free.

My character will have bacon in his or her pockets to avoid this fate.

The best thing in this adventure is the way Kiel handles the ghosts. In the Hell House Beckons ghosts are all unique creations. There are a few linked directly to the house's history, there are some more general entries that could easily be dropped into nearly any adventure, and there is a table for creating random new ghosts. This variety makes the ghosts far more interesting since different ghosts will respond in different ways and can be defeated or helped by different strategies. My favourite part is how the ghosts are tied thematically to the place or way in which they died. This addition makes the ghosts more like what you would find in a good ghost story or horror film. That they fit the expectation of the source material rather than the Dungeons and Dragons Monster Manual is a huge win in my book. I'm not fond of all the ghost descriptions including: "Usual Undead powers and immunities apply." It means your GM needs to have a bestiary or monster manual with ghosts in it to have everything you need to play. Some of these other elements from whatever bestiary may not work well with what is already here. I would have preferred Kiel include complete descriptions and make whatever changes he felt were important to the theme of the ghost for the Hell House Beckons himself. Zak Smith completely rewrote vampires in A Red and Pleasant Land and that adventure won four ENnies. There's no reason to hold back.

The ghost of the succubus might be my favourite image in this adventure.

The ghosts can inflict some strange and horrible effects on the characters. For example, ghosts that drowned can fill a character's lungs with water. One ghost that spent much of its life in the form of a cat can infect a character with cat-ness. You think cats are cute until they are replacing your character's limbs and sprouting from random body parts. The juxtaposition of the ordinary with the horrific has worked well for the more frightening episodes of Doctor Who. A skilful GM could make the cat disease a frightening experience. It leaves the character completely helpless as their body is high-jacked by fluffiness. I'd be tempted to drive that home by meowing loudly whenever that player tried to talk. It depends on who is playing though.

I'm starting to think Kiel is afraid of cats. Who could blame him?

There are plenty of unsettling effects throughout the House and a great horror staple of a monster who harasses the party with hit and run attacks from random hiding places all over the mansion until killed. The 1970s classic horror movie qualities of the Sackcloth Boy should satisfy the expectations of the horror true-fans in your group.

Think a mutated feral halfling child with garden shears is no challenge for your party?
Yeah, you're wrong. So very wrong.

The tables are useful for developing the House but they could be used to flesh out any similar haunted house type adventure. Since the die drop table uses room names as well as numbers that correspond to the map you could use it to quickly populate any mansion, manse or manor with the macabre. Kiel also includes unnumbered floor plans of the house at the end of the PDF in case you want to do exactly that. We have a fully realised adventure and excellent example of how to use all the tools with the Hell House Beckons, but the tool kit included allows you to quickly make up your own haunted house with ease. This adventure could be used as is, cannibalized for parts (yum!), used as a design tool, or simply mined for ideas on how to run ghosts. I think I'll run it as is with 5e, and then use it as inspiration for adventures built around the haunting of a single ghost with Lamentations of the Flame Princess. If you are going to use this adventure with an older edition or a retro-clone you might want to adjust the hit points. Everything has a pile of hit points which is again, pretty consistent with 5e play.

Die drop tables are the new blue dungeon map.

The layout of this adventure is solid; two columns with a fair amount of white space. The tables are easy to use and read. Small uses of red are effective in creating emphasis or controlling how you move your eyes through the document. Neither too much nor too little, the use of red is just right. The whole PDF is also hyper-linked for efficiency so you can use it on some kind of electronic device at the table (with the apparent exception of my Chromebook - computer nerds who feel the need are welcome to tell me it's because the Chomebook is linux based or I'm not using the right ap or whatever in the comments below). The cartography is clean, easy to understand and well thought out.

I would be remiss if I didn't say anything about the art. Anyone familiar with Kiel's blog/RPG Tumblr page Dungeons and Donuts will recognize Kiel's whimsical art. In the Hell House Beckons, the art conveys the character of the NPCs and the horror of the situations while remaining in his personal style. This weird mix works for me because it only adds to the creepiness of the whole thing, but I'm already a fan. The occasional use of heavy blacks conveys a sense of the tone but may drain your printer's ink cartridge. I also like the use of red in specific places, especially with the Pale Artist.

Had I'd paid the $9.99 USD for the PDF, I'd be happy with the purchase. There's a lot that can be used in the Hell House Beckons. It's obvious that Kiel put a great deal of effort into this adventure. I admire his ambition to change how ghost like creatures (ghosts, spectres, etc) are used in D20 RPGs. He created some good tools to do exactly that.

If you want a good ghost story for your table, check out the Hell House Beckons from Kiel Chenier!


Friday, 9 October 2015

Starting my new 5e D&D campaign...

"I've always wanted to play D&D and never had the chance."

This phrase implies a barrier to play that I have never known. Based on what I've heard from others I was lucky that no one stopped me because I was too young or doing it wrong or whatever. I don't understand the wall that keeps someone from our silly little hobby but I am happy to cut a hole in it and wave them on through.

Last Monday was full of firsts. It was the first session for my new group. It was my first time running Fifth Edition Dungeons and Dragons. More importantly, it was also the first time ever that my new group played an RPG.

We went with fifth because they have copies of the 5e Players Handbook and wanted to play the latest, greatest version of the world's most popular role playing game. As far as the editions go, fifth edition is probably my favourite. It has a good balance of streamlined rules and extra parts that can be used or not without breaking anything. If I have to run D&D (and for these guys I did) I'd rather run 5e than any of the older versions.

The character building system for 5e really shines with new players. It presents solid choices and each choice leads to another. I found the background section particularly useful. It allowed them to quickly flesh out their characters, giving them a grounding in the world. We ended up using the suggested bonds as inspiration, creating a shared history that bound them together.

(The Gazetteers and old adventures print up into a nice A5 booklet!)

After we got the characters all done I asked them about what they wanted out of the world. For people steeped in the genre like we are, the possibilities are virtually endless. As newcomers they were looking for a "Traditional D&D" experience. They wanted all the D&D stuff like elves, goblins, dwarves and dragons. Intrepid heroes pushing into the uncivilized wilderness to explore forgotten temples in search of adventure and treasure!

As we talked I got a feel for what they wanted and suggested we play in the "Known World" that was used as a backdrop fro the "B" and "X" D&D modules. The Grand Duchy of Karameikos was my introduction to the world of D&D so it's a joy for me to share it with them. It features pockets of civilization stretched across a vast expanse of untamed wilderness full of monsters, ancient ruins and mystery. The open nature of the original setting fits the modern style of sandbox play I prefer and it will give them control over their characters' fates. It also gives me plenty of room to place some of my favourite locations and adventures from Lamentations of the Flame Princess. To give them a balanced experience, I plan to use the better classic adventures like (B2) Keep on the Borderlands along side the best the OSR has to offer like Death Frost Doom. Other play will be stuff of my own and the things that develop out of their decisions. I'm wicked excited about this campaign! I don't know how long it's going to last, but I can keep us going for years!

The group is excited to play the Keep on the Borderlands. Our next game will start with them heading up the Duke's Road from the Barony of Kelvin. Perhaps on the way they'll come across a cornfield that is suspiciously lush for the time of year and investigate. Maybe they won't investigate and I won't get to use Tales of the Scarecrow after all. Who knows?

(Some of the stuff my players could stumble into over the course of the campaign.)

I'm looking forward to leaving trails of rumours and other breadcrumbs to all the corners of the sandbox. The classic modules already have their place in the Duchy so I just need to dust them off (or print them out) and read through them before they get there. That's settled, but the stuff I have from Lamentations of the Flame Princess, especially the older adventures that don't fit the new assumed real-world historical setting, can be placed anywhere.

Some of them are obvious choices. The town of Pembrooktonshire is crying out to be placed on the edge of the Black Peak Mountains north of Threshold. The hidden country of Voivodja (A Red & Pleasant Land) needs to be cradled in the Altan Tepes mountain range. Nestled between the Duchy, the Empire of Thyatis, the Emirate of Ylaruam and the Republic of Darokin, it is well positioned to secretly influence the many countries of the Known World. Rumours of the ruins of the great palace of the vampire lords that ruled Karameikos during the dark age point toward those mountains. There might be stories of gardens full of treasure for anyone brave enough to follow the Volaga river to its source.

Speaking of the Republic of Darokin, Vornheim needs a home. Corunglain, the northernmost city, seems a natural spot. Foreboding and dreary, next to the Broken Lands while sitting astride important trade routes. That's the locale that mixes melancholy and wealth together to produce Vornheim! The mountains that border Darokin and Rockhome is probably the best place for The Hammers of the Gods, an old LotFP adventure centred on the Dwarves. I bought it strictly to find out the big, bad secret of the dwarves. Maybe I'll get to use it and my players will find out too.

The Grinding Gear is another old one, with its goblins and stirges, that could be used as is anywhere around Threshold. Likewise the Black Peak Mountains could hold the little cottage from Death Frost Doom. I think I'll place it near the Lost Valley of the Hutaaka and weave into that story. Still, it might be better in the Altan Tepes Mountains, near the frost giants and Castellan Keep. I have time before I spring that one on them and I can put it pretty much anywhere if I wait until play delivers us a macguffin worth the effort.

The horror-show adventure Forgive Us could fit in any town in the Duchy on a trade route (nearly all of them). The same could be said for Death Love Doom, bu if I use that one it will be on the outskirts of Specularum. That adventure would be a good impetus to get the players to leave the Duchy for a while and head south to the Thanegioth Archipelago and the Isle of Dread (X4) or the Isle of the Unknown. Perhaps they would even go as far as the southern continent to find Qelong. I was going to put Qelong on the western edge of the map, on the other side of the Malpheggi Swamp where the Atruaghin Clans are supposed to be, but I'm thinking that's a better spot for the Slumbering Ursine Dunes (by Chris Kutalik and the Hydra Cooperative).

What I'm really going to have fun with is the God that Crawls. It can be placed in any remote location but instead of St. Augustine of Cantebury as the cursed monster prowling the maze it could be Halav, the first king and saviour of Traladara. Gnoll warlocks could have captured him after their defeat and used a ritual to transform him into the crawling monster. Zirchev would have captured him and placed him in the holding place for the cursed Blackmoor artefacts for everyone's safety. Petra built the original Traladaran temple on top of the maze so Halav could be cared for. That's probably the easiest way to work the adventure into the setting. The secret would not undermine the Church of Traladara if it got out because it only increases the suffering of Halav for his people, but it would completely destroy the Cult of Halav who depend on the idea of the Duke as the reincarnation of Halav. Halav can't be the Duke and a monster at the same time. But if he can be restored he could lead the Traladar back into a golden age. That's something the Thyatian ruling class might want to keep a lid on.

(Inside foldout image from The God That Crawls by Jason Rainville)


I'm hoping to get that one in right after they are done with the Keep on the Borderlands. It would be nice to do it earlier but I'm not sure they will take the bait and head off the Duke's road to some remote village while they have a goal in mind. It will likely depend on how things go in the first encounter.

I'm excited about this hybrid setting! All this material blends well and gives me a lot to work with before we add the influence of the players who may change things as they go knocking bout the world and looking for trouble and making assumptions about how things work. There's no better source for material than the paranoid musings of the players after all.

The rush of ideas came after I printed out the old Gazetteer for the Grand Duchy of Karameikos. I wanted to read through it to give the Keep a world to have a place in. The more of these old Gazetteer PDFs I read the more I am impressed with the Known World setting. It has its own rich history and intrigues but nothing is so important that it can't be tweaked or changed to taste.

My big challenge will be adapting the experience awards in the adventures to suit 5e. I'm reading through my new DMG in the hopes that I can figure out a fair way to assign experience since the adventures I'm using where designed to use treasure as the main source of XP rather than the conflict. I'm hoping there's something in there like the old Palladium System had or the 2e optional experience system that rewarded good ideas, RP and problem solving. If not, I'll come up with something based on what I've done in the past, test it out and we'll have an exciting blog post about experience points in 5e D&D!

Because of the Thanksgiving holiday weekend here in Canada we won't have another session for a week-and-a-half. You can expect a session report sometime after that. Good or bad, I'll be talking about it.



Saturday, 26 September 2015

The Problem With Damage In RPGs

Role playing games feature many kinds of conflict but physical conflict is nearly always a big part of the game. With that comes the problem of tracking damage to Player Characters and its effects. I haven't written much about the system I'm developing here on the blog, but now that I'm ready to playtest the "3D System" that's going to change. Here's a look behind the curtain at my reasoning for how I dealt with the problem of damage in RPGs.

D&D and many of the games that came after it use the idea of: "Hit Points." A character or creature can take a certain amount of damage before it's mortally wounded and goes down/dies. Hit Points as an abstraction of a character's survivability causes some confusion since it's tied to weapon damage. The concept is more of an expression of script immunity and games like Neoclassical Geek Revival are more explicit about it by calling them luck points instead.



Hit Points as a concept are illustrated by the typical action hero movie. Action heroes take a tonne of punishment over the course of a typical film. They are banged up, bruised, cut and bleeding all over, but never seem to loose their effectiveness as bad-guy-killing machines. Sometimes a particular wound will have some kind of dramatic effect for a while, such as John McLean's feet cut up by the glass in Die Hard, or Jack Bauer's heart being stopped during torture in one of the 24s. Even these consequences for critical hits are not permanent, resulting only in a quick bit of first aid or an ill-timed, dramatic nap. As characters "level up" in an RPG of this type they gain more ability to stay in the story despite the negative impact of opposing forces. Basically, they are allowed to be heroic longer and have bigger adventures. It's only that last swordstroke that really gets through the character's defences that actually connects in a way that matters. The one that brings the characters down is the mortal blow that can put a character into coma or a fight for it's life.

The Fifth Edition of D&D embraces this model by allowing characters to recover some Hit Points merely by taking a break to rest and recover and get them all back with a good night's sleep. Barbarians of Lemuria is similar, allowing the recovery of half of what is lost in a combat merely by taking a break to have a drink and rest. If Hit Points are just a matter of staying power and not actual serious wounds, they should be easy to recover.



My favourite part of 5e D&D is the fight for survival after losing all Hit Points. Rolling saves to either stabilize in unconsciousness or die without help show how deadly that last hit was. Old D&D countered the massive hit points with some things like poison and magical effects like a Medusa's stare coming down to a single roll to avoid death. Fail that saving throw and the character is dead, no matter how many Hit Points they had. Even the greatest hero could be killed by a serious threat. A poison dart was all it took to kill Achilles after all.

Playing big damn heroes is fun, so this abstraction works pretty well for a lot of games but some of the genre fiction that these games are based on takes a grittier approach. The idea that you could take a beating and still be as effective as you if were fresh also requires more suspension of disbelief than some people want in their fiction or games.

Some games stick with the hit point approach and limit them to keep things tense. Games like Talislanta and Barbarians of Lemuria have hit point values for characters that allow the character to handle a few hits, but there is no expectation they will ever be tougher than that. Traveller, which I talked about in a recent post, uses a random physical stat as a stand in for hit points. These values are pretty low compared to the damage that can be done so combat is over quickly, usually going to whoever surprises their opponents. It also makes combat in Traveller a deadly prospect that players will want to plan with care. In these cases every combat has the potential to be the last one but there's no expiration of the characters like you get with the hit point model.

At least as characters run low on hit points the players become more wary and don't want to commit to a fight they might lose. Even the highest level characters are slowly run down by a succession of combats. This change is a way of mechanically expressing the exhaustion caused by life-or-death struggle and the change in play to a slower, more careful pace is representative of the effects of exhaustion without having a direct mechanic for endurance. It's also why the Constitution stat in D&D is used to modify hit points. The healthier you are the more staying power you have for fights, adventures and shenanigans.

(One of Frank Frazetta's many paintings of Conan)

Hit locations are sometimes used to create effects from damage beyond coma/death so characters could lose the use of an arm or leg and have penalties to actions instead. I find that annoying to track for NPCs and it gets even more silly than hit points when the luck of the dice spreads the damage of lighter hits across all the locations for no effect. This one has always felt fiddly to me and never worth the effort to track.

Hit points are a nice simple solution to express a complex situation. Even when people don't understand how much is going on it still works as a game mechanic. As much as I like it in D&D and other games, I don't want to use it for the one I'm designing. Because my game embraces the pulp feel where heroes are worn down but still succeed, I decided to make damage an increasing penalty rather than a ticking clock.

Part of the inspiration came from reading Robert E. Howard's Phoenix on the Sword [Spoilers! this paragraph only] in which an older Conan is set upon by a group of assassins.  Because he's Conan, they can't get around his defences to land a definitive killing blow, but they do wound him making it impossible for him to do much more than defend himself. As the minor hits and cuts pile up he slows down and becomes more vulnerable. It is an awesome fight with great tension! It would be so much fun to play that way! As damage makes the fight more desperate players get creative to end it quickly. When that happens it's more fun for me whether I'm playing or running.

The old D6 System from West End Games had a wound track with increasing penalties. This method worked great for the cinematic action they were going for with games like the original Star Wars RPG.  There are other games that use wound tracks and some of them integrate them into the game exceptionally well. Mouseguard is a great example. I have a lot of love for D6 Star Wars though, and the more I think of it, the more I realise it may be game that gave me the subconscious push in that direction when I was deciding on the damage system for the 3D System. The pace of the game and the pulp-cinema swing of the action are things I love in a game. I've said it before, D6 Star Wars only needs little tweaking to be a sweet sword and sorcery game itself. Based on the pedigree of the wound track, I'm confident it will fit the feel of the play I want at my table.

My take on the wound track is pretty simple. Humans and their equivalents have two boxes in their tracks that correspond to Wounded and Down similar to the Wounded and Incapacitated statuses in D6 Star Wars. In the 3D System each box ticked means another -3 penalty so that Down character is rolling -6 to do anything and is more likely to push too hard and wind up dead than succeed. Other creatures will have different tracks but this model is the character kind of resilience.

The wound track is not enough though. It still doesn't catch the flavour of the fight in The Phoenix on the Sword or the other pulp fiction I'd like my games to feel like. That's why I added minor hits. These light wounds are the flesh wounds and bruising that can be shaken off or ignored with a little rest and quick medical treatment. These cumulative -1 penalties can build up in a fight and make it hard to continue a fight without ever threatening the actual life of the character. First blood is a serious advantage.'

"It is but a scratch"

The difference between wounds and minor hits is the size of the penalty (-3 vs -1) and speed in which they are recovered. A proper wound will take time to heal whereas a minor hit can be recovered from with a roll after some rest and possible medical treatment. Rolling to recover means some of these light wounds will persist in hampering the character's ability. The timeline is tight, and it means the characters can continue on, but fate will catch up with them eventually if they push things too far. This system blends the grittiness of low hit points and would tracks with the limited endurance of the hit point system.

From what testing I've done in scenarios for my #3DSytem, it looks like will work. We'll see how it plays soon enough. There's no perfect solution to RPG damage, but I'm hoping this one works out for my gaming style.

UPDATE/NOTE: In playtest the wound track created a situation one of my players dubbed the "death spiral" where the advantage gained by one side or another allowed them to push the loser into ineffectiveness quickly. That turned combat into a situation where the two sides fought for the upper hand and once it was secured surrenders started. In one case a character that was wounded stepped away from the combat and tried to help in some other way because they were too wounded to continue.

I enjoyed the moment to moment consequence and the way it changed the flow of the game from the abstract hit point style combat. I've rarely seen surrenders happen in D&D because the bad guys might be only one HP from defeat. No one wants to give up. Because the flow of the fight is obvious to everyone involved, the fight to the death is becoming less likely in the 3D System.

Sunday, 13 September 2015

Religious Magic in RPGs

This post was inspired in part by the contest Zak S is running over at his blog: Playing D&D With Pornstars. The Thought Eater Tournament is a series of match-ups of two writers per topic to encourage better, deeper writing about RPG topics. The first one is about religion in fantasy role playing games and is something I've thought about a lot myself. More specifically, I've thought about the source of religious magic in RPGs while designing my own fantasy RPG.



We don't need to have actual gods to have religious magic in a game. D&D and other fantasy games have a long history of making gods characters in the setting. Certainly there was plenty of inspiration for meddling gods from the stories of Greek and Norse myth. Some of the fantasy stories that inspired the original Dungeons and Dragons had extra-dimensional beings locked in a war between the forces of law and chaos that spilled over into the fantasy world. It was often expressed as a kind of dimensional cold war fought through proxies who were champions and spellcasters given extra powers by their extraplanar backers. It also mixed in the crusaders, saints and biblical stories. D&D, especially the older editions, calls back to the legends of the middle ages and invokes the Arthurian tales of chivalry and knighthood.

With such material informing the setting it's no surprise you end up with gods granting spells to clerics and special powers given to paladins. For me it's never quite sat right though.  The idea of gods showing up, messing about with human affairs and having the odd affair of their own to create demigods has a certain quality to it, but it's more like the brat pack era of Hollywood than a group coming together over a common belief. Fantasy religions are less about faith and devotion to the idea than they are hierarchies with a supreme being at the top. They are more like corporations with clearly defined goals based on the godly portfolio coming down from head office.



With freelancers like adventuring player characters it's often a kind of contract. There's give and take with the godlike creature. Some characters who deal with extra-dimensional beings, performing sacrifices, other services and advancing their patron's goals in exchange for powers are called Warlocks/Witches/Cultists and others are called Paladins/Clerics even though at the core they are doing the same thing.

There's no reason why the existence of a god needs to be settled to account for religious magic. In a world where magic exists, reality is already disrupted. It can be bent and even broken with the correct pressure. In such a world a large enough group could form a kind of psychic pressure that could be used to disrupt reality in the form of miracles and other faith-based abilities.

A large enough group of people believing in an idea gives that idea power. The more people that believe, the more power that builds behind the idea. This power might manifest randomly in miracles and other unexplained phenomena. They could be mysterious like burning bushes, epic like earthquakes and thunder, or ridiculous like the visage of the god appearing in common food items like toast. Where it becomes interesting and gameable is when there are individuals who can tap into this power provided by the belief of faithful. People who can shape the will of others into particular effects like healing or even a plague.



These conduits of the faith would be as rare or common as is needed by the setting. They could be found leading a faith, drawing on the power of the faithful to perform miracles and gather more to their religion through these demonstrations of godly "intervention." They could even begin as charlatans who are suddenly surprised by their ability to perform real miracles thanks to the faith of their flock, despite having no belief of their own. The idea that a religious leader could fake it until they make it has all kinds of possibilities. They could also be individuals operating outside of a hierarchy as chosen champions, druids leading their communities, or even hermits serving in remote shrines.

It's the champions of the faith that are the most likely to become adventuring characters and played. Powerful missionaries carrying their message into the wide world or passionate believers living as examples in the dark times. Certainly a player character might want to build their own religion or religious faction of an established church. Depending on the campaign your group is into, the intrigue and challenge of creating a new religious order might provide the best adventure hooks.

When the characters get their power in the form of spells from some deity or demon prince there's not much incentive for them to do much in the way of religious boosting. If the character's power is tied to the faith of those following the same religion there is a good reason to spread the good word.

In game terms it could break down to numbers and distance. The larger the group the more power that would be available to an individual able to tap into it. How much of that power they could access would depend on the talent and experience of a particular character though. There would need to be some critical mass to get the minimum required to perform the most basic of miracles, the cantrip in D&D for example. It could be a number with some kind of meaning or completely arbitrary. Each level of power could require a different number of believers, growing exponentially from a single village to the population of a country or empire.



The distance would come into play as the champion moved away from the centre of religious belief. As they move farther away from the faithful the harder it is to tap into the psychic power provided by the belief of the masses. This could be overcome by setting up missions and chapels as outposts of the faith to form a kind of psychic corridor back to the power base of the faithful.

The idea that the smaller groups of worshippers could connect to the larger faith and carry the signal forward to the conduit of that faith like radio relay towers. If war or change disrupted the reach of the original religious organization the new churches could provide their own faith for the character to draw on. Regardless, there's an incentive for them to convert new followers and set up churches wherever they go. Also giving them something on which to spend any treasure they happen to find. The rest of the party might be keen to chip in since the one character's ability to access the power of faith affects their fortunes as well. The amount of available power would drop by one level for a particular distance so the faith of a theocracy might be felt and used on the far side of a continent or even ocean while a village of believers might only provide useful power out to a day's ride away.

As a factor of belief the faith magic becomes more dependant on religion and the religious instead of the terms of a contract with a god-like creature. This changes the game and creates some new incentives for players of religious characters to play their role as proponents of their religion or religious order. These are the reasons I chose this direction for the system and setting I'm working on for my own game but I don't see why the concept couldn't be used for any other fantasy RPG. It's just a matter of tweaking the setting a little.

In this model of using the common belief of the group as a source of magic rather than a god or group of gods gives the GM quite a bit of latitude in defining the place of gods in the game world. Their existence could be a question that is not answered, which is my favourite but certainly not the best. They could be remote and uncaring like Conan's Crom with the worship of lesser beings passing unnoticed. They might be like Terry Prachett's Small Gods that draw power from the devotion of mortals and are even created by it. They could need the worship to allow them power in the world. Perhaps with enough believers they could even enter it. That makes the Cthulhu cults a little more dangerous if they can frighten or bribe or fool enough people into devoting themselves to the great old one it might show up!





NOTE: This is an updated version of the original blog post. The original had an unnecessary definition of faith that people were stumbling over. I'd rather people engage the premise than debate my use of an overly simplistic definition, so I took it out.