Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, 12 May 2016

Dangerous Magic in Fantasy Gaming

I started reading the Elric Saga by Michael Moorcock just before Christmas. The magic in the stories and some other things that have come up while gaming has me re-evaluating magic in fantasy RPGs.

Back in the days of 1e and 2e D&D, when I played a magic user I would bend spells until they broke. I found ways to use spells that had little to do with their original intent but worked within their description. I drove GMs nuts with my descriptions of how my characters were using the spells because they'd would constantly need to make a ruling on whether it would work out the way I wanted or not. Things like casting an Enlarge spell on a wooden door in a stone frame so it would shatter as it grew too big for the space it was in, or casting a Knock spell to unlatch all the buckles on the enemy's platemail.

The newer games have either nerfed the spells or created far more explicit descriptions that don't allow for these interpretations of effects. That's progress I suppose.

I recently found myself exercising those old creative muscles again in a Fifth Edition game I'm playing. We're well into our second year of play and my Warlock hit 9th level. That means she can summon Elementals now. When I saw that ability as one of many on the menu to choose from at 9th level I thought about the Elric stories and all the things I could get an Elemental to do during the one-hour duration.

Now I look at the abilities of the different elementals and figure out what kind of things I can do with them. The reaction of horror from the other players when my character commanded an Earth Elemental to drag an opponent into the ground and leave him there was something of a surprise. I figure a Warlock has the moral flexibility necessary to bury imaginary bad guys alive.

Between the four kinds of elementals my character can solve a lot of problems. Combat and movement are two common ones. For instance, Air Elementals can carry your character through the air and blast your enemies. So much more fun than a regular Fly spell!



I've mentioned before that I'm working on my own fantasy game system and one of the priorities I have is to make the magic system more open. To design it to reward creativity and unconventional thinking. As wonderful as that is, it's taking a long time for me to test everything and make certain the game does all the things I want it to do (like be fun to play). Not to mention that a lot of people don't want to change their game even though they might like to bring what I'm talking about to their table.

The pulps that influenced the creation of the first RPGs leave their marks on the magic systems we take for granted now but the structure keeps magic safe and largely predictable. Magic was always a bit scary in those old stories. A good example of something that they brought into the structure is the creature from Robert Howard's first Conan story, "The Phoenix on the Sword," inspiring the Invisible Stalker spell. When you read Michael Moorcock's Elric stories though, they summon water elementals to create a fog to hide their navy or fire elementals to set fire to a town when attacking. They summon terrible creatures of chaos to get secret knowledge or help navigating the different dimensions. These creatures have their own agendas and goals. Sometimes negotiation is necessary and sometimes they simply oblige.

I know that Stormbringer has a magic system that works like this, but I don't play Stormbringer nor do I know anyone that does. What I think I need is an OSR/5e D&D compatible character class that uses magic from other creatures and does no magic other than summoning and binding them to the caster's will.

Using the Magic User/Wizard class as a base, we could get there pretty quickly. For whatever system you are playing in simply adopt all the hit dice, skills, weapon and armour restrictions, etc of the Magic User/Wizard class and swap out the spellcasting for summoning and binding magic that can be used any time.

"Summoner"
This piece is actually my own attempt at drawing. I'm hugely jealous of people who can illustrate their own blogs so I'm going to try to learn to do this. If you are interested in my journey in that department or you want to see the links to the reference model you can see it at DeviantArt


This makes it easy to drop the class into whatever game you are playing without disrupting the game balance as it exists. If you are playing LotFP you get a character that can use any weapons and armour, like the rest of them but the lower hit points and lack of martial manoeuvres balances out the magic abilities. In 5e, the proficiencies and characteristics fit the flavour created by that system and its assumptions about setting.

Although for 5e, it might make more sense to use the warlock as a base for a summoner class. Once I've tested it out it would be nice to see if it would work for an Eldritch Knight. Elric was a warrior first. He only summoned elementals for large scale effects or to save him from drowning. He fought for himself.

The magic of summoning should be accessible but dangerous. Since the entities often want to get to our world for whatever reason summoning them should be easy while the real challenge comes when trying to control the creature. I also like the idea that it gets more difficult to control new entities throughout a single day. That way there's a good reason to conserve the magic and use it only when it's needed. That escalating danger is a good reason for characters using this kind of magic to be universally feared by ally and foe alike.

I already have summoning magic baked into my own game and tests are going well so far. I'll be putting together an OSR Class for summoning soon, but since I'm playing mostly 5e and playtesting my original game I'll probably do one for 5e D&D first. If you beat me to it, send me a link!









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.


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.

Monday, 15 December 2014

Confessions of a Killer GM

Between Fear the Boot Podcast talking about killer GMs, Kiel Chenier presiding over what may be the end of the famous goblin PC, Man Rider, in a Google Plus Hangout game this past Friday, and the deep darkness that is the Canadian Winter, my thoughts and ruminations swirl around the solemn GM task of adjudicating PC death.

[Image and text by Jez Gordon, see more of his awesome work here!]

I hate it when my characters die. I usually play with a discovery mode, having the character's background develop through interactions and roleplay over the course of the different situations and adventures. I find this allows the characters to be integrated fully into the GM's world and allows for unique characters to reveal themselves and keep me from playing the same thing over and over. Sometimes a GM will ask for a back-story so s/he can make adventures and sub-plots that work with what the players are interested in. In such a case I can easily crank out a back-story with all the juicy hooks and dark secrets a GM can handle in one email. In both of these cases though, by the time the character is fleshed out, whether it's a couple of levels of play or a couple of hours of mad typing, I'm pretty invested in the characters. I know the people I play with feel much the same way. And yet...

I am a killer GM.

If the dice fall badly for a player and the stakes of the roll were life or death, that's it. No hesitation. No waffling. The character is dead. Time for the player to generate a new one and get back into the game. I expect no less from any GM I play with.

I'm going to step outside of tabletop for a moment for an example that explains how these two things work together. In the late 1990s I played paintball. For those that don't know, paintball is basically a complex version of tag with guns. I played at the competitive amateur level (IPPL) and our team was sponsored to the point where we were almost breaking even. Not bad at the time.

When our team first entered the high level of play we were coached by the veterans that if we wanted to win, we were going to have to learn to wipe. Wiping is cheating. You get hit and then wipe the paint off before the referee sees it and calls you out. I tried this in practice once. It was awful! I never played as bad as I did in that practice game where I wiped three or four hits. I also never wiped again. I needed the possibility of failure to get the edge I need to play my best and for it to be fun. I needed the rush that came with the risk.

The philosophy that I take from the paintball field to the table top is simple: If you can't lose, you can't win.

When I'm playing an RPG and I take a risk with a character, it is awesome because it can go bad. The higher the stakes, the higher the tension. The more that turns on a single die roll the mores eyes around the table that are glued to it as it stops. This tension is where a lot of the fun comes from in an adventure!

When I GM, I want my players to do awesome stuff with their characters and I want the players to have those awesome moments that make them feel like they won. As a GM it's my responsibility to present challenges and stakes that allow them to shine and have the moments they will talk about well after the game is over. It can't be easy and when they do fail I need to describe consequences that support the tension and maintains the excitement. I need to allow a character or two to die for the others to be the "big damn heroes" that everyone wants to play.

That said, life or death stakes can be a bit overused. I've had a player lose two characters in a single session to bad saving throws. That sucked for everyone. While there needs to be consequences death is not the only one. Sometimes it is much worse for a PC to survive. The same player who lost multiple characters in one session retired another PC as unplayable after it had suffered so many magical mutations he felt it was unplayable. Capture, the loss of cool items that characters have accumulated, disfigurement or even the loss of a limb can all be interesting results that lead to new adventures as the players try to fix the new problem. Things like that work because they change the character's situation long term and enforce the idea that failure has a consequence. Everyone understands they are playing without the net.

Total Party Kills (TPKs) are a terrible thing. They are rare, campaign-ending anomalies; the threat of which hang over a game and fuel some of the best and most creative play ever. TPKs usually happen when players miscalculate or think they are playing a game rigged in their favour. Occasionally the dice just go against you and bad luck brings you down. The majority of the time good play, calculated risks, or the good sense to run for it will keep the characters going despite the odds. 

It is this rare event, the TPK, that prompted this post. Last Friday Kiel Chenier's players experienced a TPK-O with all the player characters in his group knocked out and captured or trapped. These bad guys have a history of interrogating prisoners so all is not lost yet. Again, interesting results have developed from the consequences and this Friday, the worst denizens from the far corners of the internet will assemble in Generica to mount a rescue, because Man Rider is not going down to some crappy driders and bugbears! This turn of events is one of the cool things about hangout games. Help is never really that far away.

The short version of what I am saying here is, don't pull punches as a GM. The failures make the successes that much sweeter by their contrast and failure can always lead to something wonderful if you just give it a chance.




Thursday, 27 November 2014

New PC Race for 5e D&D: The Greenwalker

In my last post I outlined the races available for play in my home setting of the Last World. I received some negative feedback about two of the choices being uplifted animals. The derogative "furries" was tossed around a bit as well.

The two types are important to the setting background as they demonstrate the decline of the kobolds' biomancy. They are the last, stable servant-races created by the kobolds. They are also, rather poor genetic constructions that are nothing more than well-done hybrids. The first servant races the kobolds of the Last World created out of their enemies' genetic potential were completely new creatures that bore so little resemblance to the original gene seed that no one would ever have guessed the truth of their origins.

I had originally included the Ferl as NPC monster types but when I was looking at my list of playable races I realised I had no big-strong-hit-things type. I included the Ferl to cover off that spot. Fortunately for me the solution to the Ferl is a simple one. I just dip into the weird monster list of the Last World and find something that is playable. Here is something different for your 5e D&D game.

The Greenwalkers


The Greenwalkers are not a race, so much as a growth stage of the trees that make up the Bloodwood Groves. Bloodwood Groves are groups of trees from a small copse to a forest. In times of drought or emergency they can uproot themselves and move. They split their lower trunks into two or three "legs" and batter their opponents with their branches. Once their foes are killed or knocked prone they will extend roots into the bodies of the fallen and drain all the blood from them. They can move the forest and sometimes hunt by hiking trails and roads, forcing travellers into unending circles where they are hopelessly lost. After that, it's just a matter of waiting for them to make camp. The Bloodwood don't move much or often because it is taxing for them. They mostly stay stationary and push their roots deep so they can enjoy the stillness and share stories with the others in the Bloodwood. They tend to be most dangerous during droughts, floods or forest fires which require them to move great distances. For this they will need to consume a lot of nutrients (blood) from wandering meat-things.

[Anthony Francisco, Ubermonster of DeviantArt]

There comes a time in the life of every tree in the Bloodwood Groves where its sap runs fast through its limbs, it loses its leaves in a shower of colours and its bark turns from a rough, hard brown to a thin and supple green. Its lower trunk will split into leg-like appendages and its roots will retract into them. These fast-movers are known as the greenwalkers and they leave the safety of the grove to interact with the fast-world of the meat-things and learn what they can before returning with the stories that will add to the knowledge and experience of the Bloodwood. 

They feed with the retractable roots in their lower trunks. All they do is stand on a fresh corpse, extend their roots into it and draw in the blood to be processed into sap. It takes 4-6 hours to complete on a medium-sized creature and counts as a long rest. To get the effects of a long rest without feeding on blood a greenwalker must extend roots into fertile soil and stand in the sun for 5-8 hours. Regardless, they cannot go without blood for more than a week without suffering from the effects of starvation.

A greenwalker's trunk will be split into two to four leg-like appendages (player's choice), although three is the most common. They have between one and three larger, powerful limbs used for lifting and fighting (again the total is up to the player), but two is normal. They have any number of smaller, thin limbs for fine manipulation spread about their trunk and some will even have a couple on each of the larger limbs. Despite all these limbs, the thought of a tree can only move so fast and they only have the attention to take one action per round like any of the humanoid races.

When planted, Bloodwood trees and Greenwalkers can get a sense of where everything standing/moving within 60 feet of them is. Bloodwood can get even more information from the air using their leaves. These are not practical senses for the fast pace of the meat-word. The greenwalkers all have a series of eye-stocks usually growing to cover all around near the top of their trunk. They are protected by green, petal-like lids and look like green balls at the end of thick, 6-to-18-inch-long stems. They see light in much the same way as humans and other humanoid creatures do. They can see all around them but usually only open enough eyes for a single field of view since processing images from all around is trying. 

All bloodwood communicate with each other using a limited form of telepathy. To speak to meat-things they have grown thin strips under their bark that they can vibrate in various combinations to approximate most humanoid speech, although it sounds like a group of people saying parts of the words together. This can be disconcerting to humanoids the first time they hear it.

Greenwalkers have no mouths, noses or faces. Sometimes for the comfort of their humanoid companions a greenwalker will paint a face on its trunk or fix a mask to it. This practice is as creepy as it sounds.

A greenwalker's growth is slower than a rooted Bloodwood because it is spending so much energy on movement and it will take nearly 80 years for it to grow a mere 12 inches in height. 

With so much extra liquid in their green limbs greenwalkers are no more susceptible to fire or burning than any humanoid.

Ability Score Increase: Strength score is increased by 2, constitution score is increased by 1 and wisdom score is increased by 1.

Age: Depending on the growing seasons where it was rooted for its formative years a greenwalker can be anywhere from 60-110 years at the beginning of its travels. Once they grow into large creatures it begins to take too much blood to keep them supple enough for every-day movement and they will retire to a grove or seed one of their own after 70-120 years of adventuring.

Sex: Greenwalkers are not mature and are expending too much energy to keep up with the meat-world to produce pollen or seed-pods. Once they are rooted again all Bloodwood release both seeds and pollen.

Size: Greenwalkers are tall, standing well over six feet in height. Their trunks are far more dense than an average humanoid body of the same height and weight anywhere from 250-350 pounds. They are medium creatures.

Speed: Base walking speed is 30 feet.

Made of Wood: Have advantage on saving throws against charm, poison and fear. They cannot be put to sleep. They are quite buoyant and have advantage on rolls to swim on the surface of water but have disadvantage when trying to dive under unless weighed down.

Unarmed Attack: Greenwalkers can club with their large limbs for 1d4 bludgeoning damage but this sort of attack is painful. They generally prefer to use weapons produced for humanoids, which they can use with ease.

Tough: Greenwalkers have a base armour class of 12. They can only use armour which has been customized or created for their specific, individual use.

Fast Healers: Provided they can feed on at least a small creature, they heal one extra hit die on a short rest. They can grow back lost limbs and eye-stocks in 1d6 weeks and require an extra medium sized creature's blood for each week on top of normal daily feeding to complete each week's growth.

Can't See the Trees for the Forest: Greenwalkers can attempt to hide even if lightly obscured by natural phenomena such as light foliage, mist and heavy rain. They have advantage on stealth rolls when they need to be still to remain unnoticed. They are naturally good at being still.

No Bandages for Wounded Trees: Traditional healing does not work on a greenwalker. Healing potions applied directly to wounds will work provided the greenwalker makes a constitution saving throw. Magical healing works as normal. 

Languages: A greenwalker can speak any two languages.

Equipment: A greenwalker gains its initial equipment from former greenwalkers who have rooted themselves, offerings made to the grove by travellers and the humanoid victims of the grove. They start with no currency. Any equipment that doesn't make sense (rations, blankets, etc) are not recorded on the character sheet and no monetary value is given for these missing items. This process accounts for the scrounged nature of their initial adventuring gear.

That is the greenwalkers in a nutshell. Something a little different to fill out the party heavyweight position. They'd make a mean rogue too. No one wants to admit they were back-stabbed by a tree!

NOTE: I've since tested this PC race out in play on multiple occasions. From what I saw, the best class fit was barbarian. In practice the special healing positives and negatives balanced out well. The ability to sense the approach of things travelling by ground when rooted made long rests a little safer, but not in a way that broke the game. The party using the floaty character as a life raft in one instance was kind of hilarious.




Saturday, 22 November 2014

The Replacement D&D - Part the Second! or Fantastic Fantasy Setting for 5e D&D!

I'm not a fan of Tolkien.

It's true.

Sure, he created an elaborate world full of detail and a rich history. He also created some cool languages that are spoken only on film and at Cons. But his writing is slow and bogged down with irrelevant detail and the pacing of the storytelling suffers from his inability to make editing choices. The enduring popularity of the stories of Middle Earth is tied up in its influence on the original and subsequent versions of Dungeons and Dragons. The playable races and character classes are straight out of the fellowship (party) that came together to destroy the terrible ring.

Because D&D went on to influence and inspire a generation of writers, game designers and other entertainers, fantasy including elves, dwarves and hobbits became the the norm. We get a standard fantasy with these archetypes and it seems like we can't escape it. I understand that D&D has to keep these things as it renews itself because it's part of the expectation set 40 years ago. I don't expect D&D to abandon a part of the foundation it's built on. I am constantly surprised though when I see new games and settings that hold to these expectations and include these archetypes with one or two additions. Why are elves and dwarves crammed into every new thing, even when they don't fit?

I'm not invested in the generic brand of fantasy that grew out of this situation. Tolkien was not my first fantasy. I didn't read the Lord of the Rings until my 20s and I never even finished the first book because I didn't have the patience for it. My first experiences with a fantasy novel was Ursula K. LeGuin's A Wizard of Earthsea. My fantasy experience before D&D included the myths and legends of the Norse and Celts where elves were monsters that stole people and the Greek myths full of meddling gods, monsters and magic. So when I first read the D&D descriptions of the "demi-humans" back in 1983 it was all new and completely original to me.

It's all wearing a little thin now.

In my last post I was talking about the first of two things I wanted to have ready in case my regular game had a cancellation. This post is the one I promised last time that is all about taking 5e D&D in a different direction from the minimalist approach I went with before. Fantasy should be fantastic! The players should have their expectations challenged! The world they explore should be new and exciting!

It is important to note that at the time I write this the Dungeon Masters' Guide is not yet available and I haven't purchased the Monster Manual yet. Both of those, especially the DMG, will likely give me some news ideas. That just means there's another post in this idea.

Fantasy Setting for 5e D&D: the Last World


I like how the early D&D was shaken up every once in a while with injections of super-science and ancient crashed spaceships. I also love the flavour of Jack Vance's Dying Earth stories so I set my world into a far future where a human, interplanetary empire has collapsed and the self-induced cataclysm that caused it has led to the rise of magic. This world is the survivor, the Last World.

The Last World has dragons but they have a few differences from what the players may be expecting. The main thing is there are no adult dragons. All the dragons on the Last World are juveniles. By the time a dragon grows to adulthood it loses it's wings and leaves the world to travel the stars as a celestial dragon. Such a dragon is ancient and colossal. When it first reaches adulthood a dragon is the size of a city (like Manhattan) and will continue to grow. All the dragons on the Last World are from the same spawning, but they hatch at different times, even thousands of years apart so they are all different ages. There is currently only one dragon close to adulthood lairing in the large desert in the east. He may even be within a couple of hundred years of moulting his wings and ascending. The colour of a dragon has no bearing on its abilities and it is as likely to have one breath weapon or alignment as any other. As they age, dragons sometimes manifest extra breath weapons when they approach maturity.

The empire of humanity made the closest dimension, the one used for interplanetary travel, impossible to enter cutting its far-flung empire of planets off from each other and their enemies. The destruction of warpspace forced a long-running galactic war into stalemate. A desperate but effective way to keep them from losing. The gambit had some unfortunate side effects though. The worst and most obvious was the rush of dimensional energy that entered the universe through the warp gates. This energy engulfed many planets, rolling across the worlds like massive storms, mutating the inhabitants and twisting reality.

On the Last World the dimensional energy is held back from the inhabited areas by a mountain range circling an area approximately the size of North America. Even contained, it still allows people inside the ring to access the energy to cast magical spells. The  massive conflagration of warpspace also thinned the veil separating the Last World from the feywild. The feywild wasn't damaged but this circumstance is what makes natural magic used by druids and rangers so potent and the reason curious fey creatures were able to cross-over.

Playable Races


Humans

The humans of the last world are a strange mixture of features and cultures offering almost limitless variety for play. They are pretty much as they are in the Players Handbook. Players can use the +1 for all stats but it is more fitting to use the two +1s, feat and additional skill to help fit them into the Last World.

It was the policy of the Empire to place colonies of a single culture on a planet, but the Last World was colonized in the final days of the empire and several cultural colonies were seeded onto this world out of expedience. In the unnumbered millennia since the Collapse these cultures have grown, mixed, risen and fallen. The result is the current mosaic of humanity living in various technology levels from the bronze age to the early modern era.

There is no common language for humanity and all player character humans start with one human dialect and any other one language.

[Image by Koutanagamouri - DeviantArt]

The Dragonkin

The reptilians lived on the Last World before the humans colonised it. It was the policy of the empire never to colonise planets inhabited with sentient creatures, but in the final days of the empire they were desperate to spread the seed of humanity as far as possible and certain reports were overlooked in the name of expedience. The lizard people, who refer to themselves as the dragonkin, believe they were taught the language of magic by the Celestial Dragon that spawned the Last World with dragon eggs in exchange for their word that they would not destroy any of the eggs and do their best to help her children once they hatched. All dragons are born knowing this is true and will not attack a dragonkin without provocation, although dragons are alien creatures with alien values and easily provoked.

Dragonkin live in clan groups where all tasks are given to the most qualified. This organisation means child-rearing and teaching is usually done by the elders while the younger dragonkin tend to the more physical tasks.

Dragonkin have two fingers and one opposable thumb on each hand. Feet have two toes and a dewclaw.

Ability Score Increase: Dexterity and Constitution are increased by 1.

Age: Dragonkin mature into adults around age 35 and can live to be 800-900 years old before dying of old age. Their scales start to lose their colour after 700 so an ancient dragonkin (around 1000 years old) would be completely grey or even bleached bone white.

Sex: Dragonkin can be both male and female during their lifetime and are only a particular sex when part of a mated group (usually a pair). The rest of the time the sex of a dragonkin translates as: "potential."

Size: Dragonkin range in height from 1.5 to 2 metres or 5 to 6-and-a-half feet and have slim, wiry builds. Their tales are typically as long as they are tall.

Speed: Base walking speed is 35 feet.

Reptile Brain: Dragonkin have advantage on saving throws against charm and cannot be put to sleep.

Dreamtime: Dragonkin do not sleep. Instead they enter a meditative state where they share dreams with all the people of their clan no matter how far away they might be. This allows the clan to share in each others' experiences, learn and heal together as a community. The majority of dragonkin only enter dreamtime for 4 hours in a day but the elders will slide into it for 8-12 hours. This circumstance means adventuring dragonkin and those entrusted with protecting the community at night will not enter dreamtime alone.

Scaly Hide: Dragonkin have a base Armour Class of 12.

Claws: As an action they can make a single claw attack for 1d4 slashing damage.

Magical Background: All dragonkin learn the basics of magic and can cast two cantrips from the Wizard spell list. Intelligence is used for spellcasting. Wizards, Eldritch Knights and Arcane tricksters also start knowing one extra first level Wizard spell.

Languages: Dragonkin, Draconic and one human dialect

Subgroups:

The dragonkin live in two distinct groups on the Last World. There are the plains dragonkin of the grassy hills and plains of the central savannah and the mountain dragonkin of the northwestern Worldspine Mountains. they have lived separately for almost as long as their recorded history and share a common language. They do not know why they parted ways.

Mountain, or High Dragonkin:

Mountain Dragonkin live in the coastal cities of the Worldspine Mountains. They range throughout the mountains and are skilled metalworkers although the mines are usually manned by human slaves. These dragonkin tend to be dark green to almost black in colour.

Ability Score Increase: Intelligence score increases by 1.

Weapon Training: Proficiency with Scimitars, Light Crossbows and Heavy Crossbows.

Extra Languages: Any one bonus language.

Plains or Natural Dragonkin:

The dragonkin of the plains build ziggurats for the protection of their communities. These great earthen terraces rise out of the plains and the larger ones can be seen from great distances. These are often used by merchants to guild themselves safely across the plains. Plains dragonkin tend to be lighter green, brown and tan in colour. They don't work any metal of their own but often trade for it. They make their tools out of bone, ceramic, glass and wood.

Ability Score Increase: Wisdom score is increased by 1 and dexterity score is increased by and additional 1 (for a total of 2).

Weapon Training: Proficiency in Spear, Shortbow and Longbow.

Fleet of Foot: Base walking speed is 40.

Extra Languages: Any two human dialects. The merchant caravans flowing through the plains brings these dragonkin into contact with many people.

Kobold

The Koboldi Grand Federation was the enemy humanity burned warpspace to avoid since surrender meant enslavement. A Koboldi battlecruiser was approaching the Last World for an attack run that would destroy all life when the dimensional energy ripped out of the local warpgate during the Collapse and crippled the ship. They were forced to crash land and were lucky enough to end up within the protection of the ring of mountains. They crashed in the northern mountains and it was hundreds of years before they expanded their population enough to come into contact with the local human and dragonkin peoples. They spent that time reworking their technology to work on the now corrupted, yet plentiful dimensional energy.  They had limited success but also learned many secrets that allowed them to begin arcane spellcasting.

Contact with other races led to new experiments in biomancy in the ship's biovats. Among other things, they created the warrior races of goblins and hobgoblins. When the humans and dragonkin learned the secret of the origin of these abominations a war of extermination began. The kobolds lost under the the weight of numbers despite their superior technology. Some escaped into the tunnels and caverns beneath the mountains while others piled what they could into the ship's escape pods and fired them into the southern jungles where they gathered and formed a new empire. That empire eventually shattered. The details on why are lost to history but what is known is the flying city that served as its capitol is ruined, lost and said to be overrun with demons.

Kobolds are short, hairless humanoids with a crown of horns on their heads. Their skin tends to be a light tan to dark brown colour with a reddish tinge. They have three fingers and an opposable thumb on each hand. Their feet have four toes each. They have no noses and smell with scent glands inside their large mouths.

Ability Score Increase: Constitution score is increased by 1.

Age: They mature by age 20 and usually live 300 years before succumbing to old age.

Sex: Kobolds have four sexes: male, female, shaper and carrier. All kobolds have the potential to be a carrier and this trait can be awaked by a shaper. The majority of kobold sexual organs are in the mouth and neck so they are nearly impossible for other races to recognize. They are also a bit horrified by how casually the humans kiss each other as it closely resembles their reproductive rituals.

Speed: Base walking speed of 25.

Darkvision: The horns on their heads are actually hearing cones and the kobolds can use them to see in the dark (including magical darkness) up to 120 feet using sonar. They can use ambient sound but also whistle to get sharp clarity. Obviously, they cannot use this ability to see colour.

Languages: Koboldi, Goblin and any one other language.

Subgroups:

Koboldan, or Low Kobolds

The low kobolds are the descendants of the group that fled underground. They were hunted relentlessly by the dragonkin, who eventually killed all of their adult shapers, biomancers and spellcasters. Even now they distrust magic and fear it brings bad luck. They live in family-based clans in underground strongholds and trade metals and crafted metal items with the humans on the surface of the western mountains.

Size: Usually 4-5 feet tall and approximately 150 pounds with a stout, muscled build. They are medium creatures.

Ability Score Modifier: Strength is increased by 2.

Resilience: Advantage on saving throws against poison damage.

Weapon Training: Proficiency with Battleaxe, Handaxe, Throwing Hammers and Warhammer.

Armour Training: Proficiency with light and medium armour.

Koboldin, or High Kobolds

The high kobolds are descended from the ones that travelled to the southern jungles in the escape pods. Their great empire shattered, they now live in small communities in great spires that tower out of the jungle or cling to the cliffs of the southern mountains. They are smaller than their cousins and rely on magic, skill and cunning to maintain their scattered domains. They are still served by some of the ferl and feraline they originally created.

Size: 3-4 feet tall with builds running from wiry to pudgy (40-90 pounds). They are small creatures.

Ability Score Modifier: Intelligence is increased by 2.

Artificer's Lore: Double proficiency bonus on history checks related to alchemical objects, magic items and technology.

Crafters: Proficiency with any one set of artisan's tools.

Cunning: Advantage on charisma, intelligence and wisdom saving throws against magic.

Rudimentary Biomancy: Know 2 cantrips from the druid list. Use intelligence for casting these spells.

Extra Languages: Any two other languages.

[Image by Koutanagamouri - DeviantArt]

Ferl:

The ferl are the creation of ancient kobold biomancers. The higher arts of biomancy are lost now so it is unlikely that new races of creatures will emerge. The ferl are furry humanoids with wolflike heads. They are cooperative and fierce. They were bread as warriors to enforce the will of the Koboldi empire that once stretched from the southern mountains through the jungles and all the way to the Werewood and Middle Sea. Now the majority of them roam free in packs, concentrated in the vast darkness of the Werewood. The free ferl refer to themselves as Ferlak.

Ferl have four-fingered hands with an opposable thumb and feet with four toes and a dew claw.

Ability Score Modifier: Strength score is increased by 2 and constitution score is increased by 1.

Age: Ferl mature quickly, growing to adulthood in only 12 years. They rarely live to see much more than 60 years old though.

Sex: They are born as male or female. Females develop six mammaries when they are nursing pups which they tend to have in litters of four to eight. Sexual organs are mostly retracted when not in use.

Size: Larger than humans, but still medium creatures, ferl are typically well over 6 feet tall. They have an athletic build and tend to be heavier than a human of the same height.

Speed: They are fleet of foot and have a base walking speed of 35 feet.

Natural Weapons: As an action, a ferl can make a single claw attack for 1d4 slashing damage. If they hit with a claw attack they can make a bite attack as a bonus action for 1d6 piercing damage but cannot add any positive ability modifier to that damage.

Darkvision: Their keen night vision gives them the ability to see in dim light up to 60 feet as if it were bright light and the same distance in total darkness as though it were dim light. They cannot differentiate colours while using night vision.

Keen Senses: Proficient in Perception.

Fearsome: Proficient in Intimidation.

Ferocious Endurance: When reduced to 0 hit points but not killed outright, ferl can drop to 1 hit point instead, provided they make a successful constitution save.

Languages: Ferl know the goblin and ferl languages.

[Image by Koutanagamouri - DeviantArt]


Feraline:


The feraline are also the creation of ancient kobold biomancers. They were created to oversee the ferl. They were gifted with increased intelligence, independence and natural leadership ability. The feraline are a race of short-furred humanoids with catlike heads and long manes. Few still serve the kobolds. The free feraline now live small treetop villages in the southern jungles, although many also live alone and in mated pairs. Their natural grace and beauty also makes them excellent entertainers and those that make their way north often join travelling troupes of performers or circuses.

They have four fingers and an opposable thumb with retractable claws on each hand. Their feet have five toes with retractable claws as well.

Ability Score Modifier: Dexterity score is increased by 2 and charisma score is increased by 1.

Age: Feraline mature and age at a pace similar to humans, growing into adulthood around 16 and capable of living to be more than 100 years old.

Sex: Here feraline are closely matched to humans as well with the development of males and females.

Size: Anywhere from 5 to 6 feet tall with a lithe, athletic build.

Speed: Base walking speed is 30 feet.

Claws: Feraline can make a claw attack for 1d3 slashing damage as an action. Extending retracted claws is a bonus action.

Darkvision: Their keen night vision gives them the ability to see in dim light up to 60 feet as if it were bright light and the same distance in total darkness as though it were dim light. They cannot differentiate colours while using night vision.

Keen Senses: Proficient in Perception.

Lucky: Feraline have an additional 1 hit point added to their maximum total per level.

Catlike Reflexes: Proficient with Acrobatics, also rolls acrobatics for climbing checks.

Languages: Feraline know goblin, feraline and any one additional language.

Dragonkind:

Dragonkind are not a race but more of a particular abomination. They cannot reproduce themselves and would not choose to do so even if they could. They are cursed.

Some cultures believe there is a celestial dragon sleeping under the mountain range that circles the inhabited lands and that is what is really protecting life on the Last World from the dimensional energy. The Dragon Cult in particular believes this and has built a temple in the east where they believe the dragon's head is. The temple is designed to cause the singing in the temple to resonate deep into the rock and they sing praise and inducements to sleep to the great dragon lest she wake and destroy the world.

An extreme offshoot of the Dragon Cult called the Keepers believes the dragon will only stay as long as its children are on the world. As soon as the last one moults its wings and ascends into space, the original celestial dragon will shake off the mountains and follow her children back into space. To stop them from aging and to make them easier to control the Keepers created a magical ritual that binds the dragons into a new form. One that does not age and cannot mature into a celestial dragon.

Dragon blood is used to seal the ritual and it cannot be dispelled or reversed. The dragonkind are forced into the shape of an ordinary human while retaining the essence of their draconic nature. They still bleed the black blood of a dragon, their eyes do not change colour and their nails tend to be the colour of the their former scales. They are restricted to their mundane human capabilities. They still have the genetic knowledge of a dragon but have trouble accessing it with their human brains. They are still innately magical but need to relearn how to harness that power.

They appear to be fully grown young adults but are juvenile dragons and as such are not fertile. They are exotic, graceful and strangely compelling. They appear to be normal, albeit slightly weird humans.

Ability Score Modifier: Charisma score is increased by 2, dexterity score is increased by 1 and intelligence score is increased by 1.

Age: Immune to all aging effects and functionally immortal. Appears as young adult human.

Sex: As adult human but sterile.

Size: As human.

Speed: Base walking speed is 30 feet.

Keen Senses: Proficient in Perception and able to detect magic at will.

Innate Magic: Choose two cantrips from the Sorcerer list. Use Charisma as casting ability. These are extra cantrips if the character is a sorcerer. Dragonkind sorcerers also start knowing one extra first level spell.

Draconic Knowledge: Proficient in Arcana, History and Religion.

Draconic Nature: Is the only race that can take the draconic origin for the Sorcerer Class. The draconic abilities that come with increased levels are manifestations of the character's draconic nature that comes from focussing on learning to use draconic abilities in human form.

Languages: Draconic and any three other languages.

Resilient: Even in this fragile form, dragons are hard to kill. Maximum hit points are increased by 1 hit point per level.

Hunted: The character has escaped from the Keepers. They will never forget and will always continue to search for all dragonkind so they can lock them away and keep them safe. Harvesting small amounts of blood for their magical rituals.

Tieflings:

When humanity collapsed warpspace they burned the reality of that dimension and transformed it into hell. Only the most powerful and terrible entities survived. They understood where the attack originated from and are bent on destroying the universe of the Last World out of vengeance. These fiends gained a foothold on the Last World by promising power to a small group of foolish humans. These humans and all who came after them were changed by that pact and the fiends of hell are one step closer to realizing their ultimate goal.

All features of the Tiefling race are unchanged in the Last World.

Character Classes:

Most of the character classes are unchanged but there are some tweaks and clarifications. I think I might leave that for another post since it's all tied up in the setting material.


There it is. The #LastWorld that has existed only in a scattered collection of notes for three different gaming systems in composition books and electronic documents. These are the basics my group needs to make characters and get going in an adventure. If there's interest, I'll include more posts and I'll probably write about what I learn from playing it out with the group regardless.

The chains of standard fantasy are broken.