Category Archives: talk

Pregnancy and Pirates

Last Reavers game session, I suddenly found myself playing a new RPG of pregnancy and pirates, we’ll call it “P&P” for the time being… This is the kind of pickle you find yourself in as a GM when sex is a component of your gameplay.

As background, this Viking barbarian/serpent shaman druid PC named “Serpent” has become involved with a half elf wizard woman named Samaritha (an NPC). Or at first he thought she was a half elf, turns out she’s a serpentfolk in disguise (they can alter their form). As he is all snake themed anyway, this turned out to not be a dealbreaker and so they’re an item.

Anyway, it started innocuously enough – Serpent was just BSing with the other PCs as they were buying supplies about how “Samaritha talks all the time.” Another PC suggested getting her pregnant, and the rest all jumped onto that discussion mainly just to make Serpent uncomfortable (though oddly, they all took the assumption that a pregnant woman would talk less at face value… I’m the only one of the group with a kid so I had to restrain myself from pointing out the flaw in this cunning plan…). They then talked about it again later at a bar, while at the same time asking around trying to gather information on a female pirate they are chasing, which led to the novel rumor that the fled pirate is pregnant with Serpent’s love child and he’s tracking her down to make an honest woman of her. So I thought it was a joke and they were all just busting his balls about it.

But the idea took root with frightening swiftness. Given that he’s a human and she’s a serpentfolk it would seem to be a somewhat intractable problem but the other PCs were seriously going to look into fertility potions/magic and the like to help their buddy out! (This is all before Samaritha is consulted on this plan of course).

And next session, Serpent totally sat Samaritha down and had a “let’s have a baby” conversation with her. She reveals that serpentfolk aren’t able to reproduce any more, that’s a big problem with their race. They had found a serpentfolk egg in stasis back in a previous adventure (taken from the Green Ronin Freeport trilogy by the way) – I had been downplaying that, and she’d stashed it, but now they discussed raising it as a backup plan – but I was surprised how invested everyone was with really making a pregnancy happen. And it got even a little more complicated because all serpentfolk born after a long, long time ago are degenerate barbarian types and they thought about doing some divination to figure out how the baby might turn out, that is if they could even conceive in the first place… The rest of the PCs had long left the joke part of this around and were quite engaged in this whole discussion and wondering how to make it happen.

I’ve never had having a kid come up in a campaign before so I guess I’m looking for advice… Though there’s a lot of different layers here. How could it happen with a serpentfolk and a human, just technically? How’s pregnancy at sea on a pirate ship going to work (and I guess it’s not like a full pregnancy, but semi and then she’ll lay an egg or something)? The odds are all against it but PCs have a way of making “things that haven’t happened in millenia” happen… I do keep a half decent edge to my game world where the difficulty and brutality of medieval life is present… Will I get on a government watch list for Googling “serpentfolk reproduction?” I don’t know, thoughts?

I am gratified, though, by the work I’ve put into the NPCs and the realistic feel of the campaign, and the investment of the PCs in the game world and their own characters, that this would even come up. For them to see Samaritha not just as a faceless NPC or “arm candy” is great, and to be immersed in the world enough to care about things other than “killing things and taking their stuff” – well that’s what roleplaying is supposed to strive for in my opinion.

Belated Christmas Presents

Here’s some random fun free things that have come my way lately.  Check them out!

Secret Santicore, a 100+ page collection of cool stuff targeted somewhat towards OSR D&D but there’s interesting stuff in there for everyone.

Wayfinder #6, the free high quality Pathfinder fanzine just released its sixth issue! A bit fanfic-heavy for my tastes, but still nice.

Paizo’s RPG Superstar 2012, this contest always generates a heaping helping of cool new magic items, villains, and whatnot.

Abulafia Random Generators.  If you don’t know about this, use it!  If you use it, many generators have been added since you last checked, guaranteed. “Today at Sea” is my go-to for waterborne encounters.

Dungeon Crawl Classics Beta Rules. Into weird OSR-like things and Goodman Games? Well, open playtest of their new RPG.

Anything else new cool and free we should all know about?  Add it in the comments!

State of the RPG Union: Wizards of the Coast

Well, Wizards of the Coast is still plugging along, but it’s not looking good.

They have performed their traditional annual Christmas layoffs, this time tossing super-veterans Rich Baker (read his goodbye on the Wizards forums) and Steve Winter.

Rich had been with TSR/WotC more than 20 years and worked on Alternity, Spelljammer, Birthright, Forgotten Realms, Axis & Allies,and much more.

Steve had been with TSR/WotC for 30 years!!! He worked on Marvel Super Heroes, Star Frontiers (my first RPG), the 1983 World of Greyhawk boxed set (my favorite setting), Pool of Radiance…

Of course long tenure and loyalty mean nothing to Hasbro, they are happy to fire people right before Christmas (it’s good for them financially since it’s their end of fiscal year) even when they’ve been there 20 or 30 years.  Stay classy, guys. Of course older employees make more money, so clear them out for young guys you can get to work for half the amount.

As everyone no doubt knows, they’ve hired Monte Cook and signs point to him and Mike Mearls working on D&D 5e, possibly for a 2013 release. Which I guess could be good since Mearls has been trying to make conciliatory noises at the “alienated by 4e” crowd. However, I see two bad signs.  One, Monte’s columns so far have been – strangely lackluster.  As in “fourth grade reading level” lackluster.  I don’t know why, he’s more talented than that, I wonder if there’s some strange restriction in place, but they really have been drivel.

But from what him and Mearls seem to be saying – instead of one well-designed game, it seems like they want to try to make everyone happy by making a “make your own D&D kit” instead of just making one D&D.  Which worked out so well for FUDGE. I think accommodating DIY and house rulers is great – but just be careful not to require it, guys. D&D has gone from a nice simple streamlined game in early D&D days to a hideous 500 page beast – cut that shit back. Someone should be able to play the game – not some dumbed down “beginner’s” version, but the real game – without a law degree. I like Pathfinder but the diarrhea of the rules there is getting me down too.

Also, they just got done suing Atari to get the rights back for D&D computer games, despite Atari being the best thing that’s happened to them since the Gold Box games.

Has anyone else noticed that when they go to wizards.com, the popdown at the top even says “Brands” now?  Not “Games.”  Not even “Products.”  Just “Brands.” How shit-tastic. That doesn’t bode well.

State of the RPG Union: Mongoose Publishing

Mongoose Publishing has published their annual State of the Mongoose article where they go into depth on last year’s results and next year’s plans.

You can go read the article yourself, but the important bits are:

  • Hard times in the RPG market, but they think it’s bottomed out
  • They predict D&D 5e in 2013
  • Mongoose left Rebellion in mid-2010 and that hurt some
  • Mongoose is still doing well despite tough times, no layoffs
  • Traveller and Legend are their big RPGs they’re getting results from
  • They are doing a lot more minis, and moving to resin from metal for cost
  • A Call To Arms: Star Fleet, A Call To Arms: Noble Armada, Judge Dredd and Victory at Sea are the minis games doing well for them

It’s good they’re chugging along – they’re the success story you hear less about over here (they are bigger in the UK), but them, FFG, and Paizo are really the big RPG houses now it seems like.

Open Design Pathfinder Projects

Well, sadly it appears that the Open Design project I signed up for, Dark Deeds in Freeport, is dead and soon to be refunded.  That’s sad because I want more Freeport stuff. Ah well maybe Green Ronin will get off their licensed-properties ass sometime soon and do it themselves. (Update: the author has turned something in, it might be on again after all!)

In better news, there’s a new Pathfinder Open Design project on Kickstarter called Journeys To The West: A Pathfinder RPG Voyage. As I am running a nautical campaign in general this sounds good, and I’m planning a voyage out Azlant/Arcadia way and this seems like that with the serial numbers filed off. I’m already using their great From Shore To Sea and Sunken Empires. And it seems like it has a lot of momentum – it’s more than doubled its initial commitment number and there’s a lot of cool extras that will be included now. But hurry, you have only 4 days to sign up before the kickstart closes!

Simulation and Immersion

There’s a new series of articles going up on RPG.net about my favorite gaming topics – simulation and immersion. I don’t read the Big Purple much any more but that got my attention!

What the heck are “simulation” and “immersion?” Ignoring whatever demented things Ron Edwards of the FORGE tried to redefine them as, here’s what they mean.

simulation – the job of the GM and game world is to simulate an authentic fictional reality. Events unfold according to in-world physics and realistic behavior of the actors in that universe (and not a preconception of story). The game’s rules are meant to simulate that world and not metagame concerns. See A Simulationist Manifesto. Simulation is generally a good first step to enabling immersion.

immersion – the practice of taking on your character’s personality in the game and trying to experience the fictional world through their eyes and make decisions entirely from their viewpoint. Similar in nature to method acting. See Fundamental Elements of Simulationist-Immersive Roleplaying.

I find this to be the most enjoyable form of gaming. It’s rare – most groups role-play very lightly, even when they are generally simulationist. And a lot of recent game design seriously pushes games in other directions – focus on the game rules as a good in and of themselves and/or on story production/enforcement mechanics have even hit D&D in Fourth Edition. People talk about “story immersion” but it’s really a fundamentally different thing that just means “engrossing.”

However, I’ve played in and run some truly deep in character games and they are really awesome experiences. I hope the series really delves into the topic!

RPG Superstar 2012 Is Here

Another year, another RPG Superstar contest!  As they have the last four years, Paizo Publishing is having an open-to-all design contest. It consists of a number of rounds where the candidate pool gets culled down by experienced RPG designer judges.  The winner gets a module deal; even folks placing often get offers to do work with various gaming companies. So it’s a great opportunity to get your name out there!

Luckily you have like a month for the first round, because I haven’t been struck by the magic item inspiration fairy yet. Let me see what I can come up with…

Pathfinder MMO Is Coming!

What should I just get in my inbox but the big news that Paizo has decided to license a Pathfinder MMO!  And by license, I mean license to a new company partly owned by the same person as Paizo. Here’s the announcement!

The new company is GoblinWorks and is composed of Lisa Stevens, Paizo CEO, notable RPG hellion Ryan Dancey, who liberated gaming with the OGL (haters can zip it) and worked on the EVE Online MMO, and Mark Kalmes, who’s worked for Microsoft, Cryptic, and CCP.

Normally I’d figure an RPG company getting into MMOs is just buying themselves one big cluster-you-know-what, since even WotC bollixes that up all the time, but this seems like a clever melding of talent.  I hope it doesn’t detract effort from the pen-and-paper RPG, but I’m really interested in what they come up with!

Apparently it’s going to be vaguely Kingmaker-themed, and players will be trying to adventure and actually build kingdoms in the River Kingdoms.  Neat!

Blood On The Game Dice

I have no words. Bonus: O Fortuna from Carmina Burana.

The Status Of Things

Hey all, sorry it’s been quiet here on the blog.  I hope to start posting more regularly again soon – we’ve been doing so much gaming that I haven’t had time to blog! I’ve been running more Reavers; our friendly pirates have set sail for adventure in the big blue and thus I’ve been doing a lot of adventure design work.  We finished up our Alternity campaign in an epic finale, saving the Verge from the alien menace! And now we’re getting set to start the Jade Regent Adventure Path, where I’ll play a samurai archer. That, work, and moderating RPG Stack Exchange have been keeping me busy. But don’t worry, I have many thoughts on these topics and other stuff (like the direction of 5e) that you’re dying to hear… So stay tuned!

Murderous Cretins, Part 2

Some time ago, I posed a question about the casual nature of violence in many RPGs on RPG Stack Exchange.  I also posted a longer version here on the blog, Your PCs Are Murderous Cretins, that got a lot of good discussion.

For whatever odd internet reason, the somewhat old question has gotten a big spate of activity lately, but sadly not answers I’m finding useful, but two varying contentions.

1. It’s not true! RPGs do not have high levels of casual violence!

Oddly, this mainly seems to be coming from RPG notable Frank Mentzer. I think he thinks I’m a member of BADD or something and is jus targuing against me because he figures I’m “anti” RPGs or D&D in general (but the only game I am “anti-” is 4e, as far as I know, and the question is specifically tagged as system agnostic). But is this really even debatable? I mean, you can say “well but it doesn’t warp your fragile little mind” or “Violence – I like it!” but I think it is fair to say every single player of every RPG ever has killed more sentient beings in the game than outside it. (Oh please let me not meet an exception…)

While mulling this over, I saw an interesting post on Lamentations of the Flame Princess bringing in a Forge discussion where there is a fairly quotable bit:

D&D does not easily lend itself to moralistic horror stories.  The rules of the game directly reward getting rich and, if necessary, killing whoever gets in your way.  As an emergent property it encourages operating from a position of overwhelming tactical advantage.  These are shitty moral values if taken seriously: in the real world, they would be the values of a psychopath.  Therefore Vance’s sense of irony as a method of detachment.

I mean, I’m not a Forgie, but this is pretty much true, right?  I play D&D, I like D&D, but true is true…

2. The only way to promote or retard casual violence in your game is via game mechanics.

So I totally understand the argument that you CAN try to influence your game’s murder level by providing either strict game mechanics (like in Pendragon) or mechanical negatives (like Vampire or Unknown Armies) or removing mechanical encouragements (like the D&D murder-for-XP system) – but a lot of the newer answers say that this is the ONLY way to do it.

I agree that to a degree, “System Does Matter.” But I think that can be overstated; it would seem that in a simulationist game, you actively do NOT want any specific mechanics bearing on this.  Sim games model the real world. In the real world, besides the cops getting you, there are no “mechanical disadvantages” to killing someone.  They are all psychological and social and moral. Many games leave that to the player, not the rules. So for those games, you really can’t influence the killiness (and other behavior) in your game except by grafting on more rules? I think this is trivially incorrect; I ran a 2e game with stock “XP for kills” rules and via setting crafting had it be a realistic, personal game where killing people wasn’t job 1…

Both of these claims attempt to invalidate the frame of my question, but they don’t seem to hold water to me.  What do y’all think?

Making Wilderness Travel Matter

I wrote up such a long answer to this question on RPG Stack Exchange I figured I’d repurpose it into a proper blog post about how I use overland travel through the wilderness in my D&D games!

Wilderness Travel Is Awesome!

Focus on the journey, not the destination. Joy is found not in finishing an activity but in doing it. ~Don Williams, Jr.

Far from being something to “skip over,” wilderness travel is an interesting part of a story and forms a large part of many narratives, from Lord of the Rings to Star Trek to many Cormac McCarthy novels. Hell, about 70% of the Song of Ice and Fire series falls into the category of overland travel/wilderness survival. People who contend travel is not “interesting” or “heroic” need to read a fricking book.

From the 1e Wilderness Survival Guide to the more specialized 3e books like Stormwrack and Sandstorm, there is a lot of material to draw on in order to make wilderness travel more arduous and interesting.

For inspiration, I like reading historical travel narratives – ones that go through the jungles of Africa are especially juicy when it comes to ideas of how the landscape can terrorize the unwary traveler. Just this year I’ve read the Horatio Hornblower series (sea travel, fictional but good), some Thor Heyerdahl, Lost City of Z, Into Africa, and various other travel writing.

So what do I put into wilderness travel to serve both realism (wilderness travel is an arduous enterprise) and the game (serve the story and characters)?

Weather

The rain falls upon the just/And also on the unjust fellas/But mostly it falls upon the just/Cause the unjust have the just’s umbrellas ~Cormac McCarthy

It’s simple, but get a random weather table and generate weather each day. (Obvious corollary – have seasons!) Climate holds more than enough perils for most wilderness travellers in the real world! In my current piracy-based Reavers on the Seas of Fate campaign, there’s a lot of sea travel.  Wind strength and direction can speed them on their way or stop them in their tracks; storms can provide vigorous skill challenges to a ship’s crew! Getting wet, getting cold, getting overheated, getting fatigued all contribute to the wilderness travel feel, and give real bonuses and penalties the PCs can’t ignore in combat. Have a combat in high wind or a rainstorm and apply the rules for it; it’s quite a change of pace! And besides that, it is probably the single biggest addition to the sense of realism, to have variation going on independent of the PCs’ actions and desires. Makes the world seem bigger than you are.

Two tricks here: one, crib random tables (I mash up some from Stormwrack and various 3pp naval supplements); two, use an almanac!  An almanac has day by day weather historically.  Pick a place that you think is representative, choose a random year, and lo and behold… If in your campaign world it’s Fantasy August 5th, and you’re in a place on say a mid northern sea coat, then today the weather is… Quite pleasant, 70’s, no rain, gentle breeze. And for those PCs trying to use their skills to predict the weather, tomorrow’s much the same but with increased winds, perhaps cloudier (visibility goes down).

Survival

My time in the Boy Scouts taught me that Nature has but one goal – to kill you. ~Me

To get along in the wilderness, you need food, water, and gear.  If you’re not familiar with the land, you will end up having to backtrack around (or walk into if you’re really dense) rivers, ravines, animal/monster lairs…  More esoteric threats like quicksand also dot the landscape. Disease is always a threat as well. Insects plague people (and bring more disease) in many different terrains and seasons.

This is a great opportunity for those Survival and relevant skills to come into use.  I prepare lists of “random encounters” that are more mundane than monster stuff and make them (and monster encounters) dependent on Survival checks. Skilled woodsmen don’t walk into an owlbear’s territory or drink too much from water in a cave. Rather than use flat “8% chance of random encounter,” I use a table with mundane and animal and monster stuff and use the PCs’ wilderness survival abilities to see how much they run afoul of it.

Often on long journeys I’ll mix the two – maybe there’s a 1 in 20 chance something bad will happen to a given character per day, but they can bypass it with a relevant check – often Survival, sometimes something else (e.g. one guy rolls a 1, off a list I roll or select “step in gopher hole and wrench leg, 5 foot penalty to movement, Survival DC 10 avoids”).

Getting Lost

Not all those who wander are lost.  ~J.R.R. Tolkien

You also need maps or guides – besides avoiding trouble spots, it’s really quite difficult to find your way across trackless wilderness.  Plenty of people get lost on reasonably well blazed hiking trails in the modern day, and having a map (and a compass, and other stuff) in no way guarantees you can’t get lost. Time for Survival again!

In my pirate campaign, I require a whole lot of navigation rolls to find things, even when on a chart. It’s very not simple. And when you get lost, you run into other stuff, you take more time to get there, you get more wear and tear, you use more provisions (and potentially run out)…

Fatigue

Travel is glamorous only in retrospect. ~Paul Theroux

Wilderness travel is tiring and wearing, and not just to the people, but to gear as well. If they spend a lot of time out in the elements (and especially if they ignore rain, bogs, etc.) then their gear will degrade.

But mainly people get tired.  Some of it is from the elements and disease, above (note that in 3e, a lot of the heat and cold stuff ends up imposing the fatigued condition). I’d consider giving nonlethal damage or even ability score damage from some of the natural threats from the “Survival” section above. “Stinging gnats – Survival DC 15 or 1 point of CHA damage.”

Then, finding safe places to hole up and rest can provide mini-adventures of their own.

Inhabitants

Travelers never think that they are the foreigners.  ~Mason Cooley

Depending on the region, someone or something lives there.  If it’s free of people, it’s probably large herds of animals of various sorts that definitely provide obstacles and threats. But usually it’s people.  Many of these people don’t like visitors and may attack, or demand tribute to pass.  Or they do like them, and insist they come, eat, interact, get hit up for various stuff (and if rejected, get hostile). And you’re a lot more likely to come across inhabitants than just as “wandering monsters” – the more-hospitable points of the terrain you’ll want to travel through, camp in, get fresh water from, etc. will be hot spots for the locals too. And word spreads; if you slaughter/give syphilis to/give loads of money to any given village, the ones nearby will find out quick. Local culture is as much part of the landscape of a trip as the real terrain features, and should be memorable.

I fondly remember the Night Below game I ran where the PCs stayed the night with some friendly gnomes in their burrow. Their elder told them a chilling story about the legendary dark elves, and mentioned that their caverns once extended to below *this very burrow*…  When a dark form broke through the dirt wall of their room that night, the wizard freaked out and Color Sprayed the party fighter into a coma. Of course it was just a puppet on the end of a broomstick being pushed through by giggling gnomes in the next room. I’m pretty sure that the players as well as the characters still have the emotional scars from that session.

Roleplaying

I have found out that there ain’t no surer way to find out whether you like people or hate them than to travel with them.  ~Mark Twain

I still remember the 2e game where the PCs holed up in a rural inn for two days waiting for a big rainstorm to let up; as the stir craziness set in they got up to shenanigans more interesting and memorable than the adventure at hand. Not quite the Donner Party, but getting there.

Travel is often an opportunity to slow the pace and have PCs interact with each other (assuming you’re one of those weirdos that does such things instead of just slaying monsters). Once you hit cities it’s intrigue central; once you hit the dungeon it’s hardcore killing action. It’s during the journey that you can get PCs to take the time to develop themselves by talking with others.

And it’s just gold if there are regular NPCs with the party – this is the time for their personalities to develop, for drama and seduction and all that Real World/Survivor/Insert Your Favorite Reality Show Here kind of stuff.

Combat

Unless you know the mountains and forests, the defiles and impasses, and the lay of the marshes and swamps, you cannot maneuver with an armed force. unless you use local guides, you cannot get the advantage of the land. ~Sun Tzu

If a fight happens, don’t let them forget where they are. In the wilderness, nice level stable footing is the exception not the rule. Maybe it’s raining, maybe they’re on a riverbank, maybe it’s 8 PM and it’s twilight, maybe they’re in a marsh, maybe there’s hanging vines everywhere.  Once it goes all combat encounter, you should under no circumstances have everything morph into a featureless battlemat. If you do not weave the description of the surroundings into your GM descriptions at least once per round, you’re not doing it right.

And keep in mind the locals know the terrain and will use it to their advantage whenever possible when engaging the PCs! There are probably a lot of rules in your relevant core rulebook about terrain that you ignore 99% of the time unless some specially constructed combat uses them – use them routinely.