Category Archives: talk

Congratulations to Paizo on ENNies Wins

Paizo Publishing just swept the ENNies again – Best Publisher, Gold Product of the  Year for the NPC Codex, Gold Best Adventure for Rise of the Runelords Anniversary Edition, Gold Best Setting for Magnimar: City of Monuments, Gold and Silver Best Monster/Adversary for Inner Sea Bestiary and NPC Codex, Gold and Silver Best Miniatures for Bestiary Box and Blue Dragon, and Silver Best Cover for NPC Codex.  Plus free fanzine Wayfinder got Gold Best Free Product.

npccodexMuch congratulations to the Paizo crew.  Some grumble because they win all the awards.  But, you know… They kinda deserve it.  A shout out to the NPC Codex book that won so many awards – it is the single most useful book to me as a gamemaster. Ever.  Like since 1984 ever.

One full PC of each level per class.  And since they’re in Hero Lab too, I can tweak them easily for thousands of easy combinations. Oh, and it’s got loads of great art. Making any NPC in a D&D3 variant is a lot of work and this makes it a breeze. I’m eagerly awaiting NPC Codex 2, hopefully next year.

I’ve been listening to the boatload of podcasts showing up now from PaizoCon and Gen Con and the Paizo folks – they’re just all good people who love gaming and have a really high level of professionalism. Lisa Stevens – there for the beginning of Ars Magica, Vampire: The Masquerade, Magic: The Gathering, the WotC purchase of TSR – may as well have been genetically engineered to blow the doors off the adventure gaming industry. The company is everything you always want a gaming company to be – transparent, fun, competent, dedicated to quality, care about the fans… They put out products that people who play their game want, and encourage third parties to do the same. So the kudos are well deserved.

Indian Witch Ideas?

I’m playing a witch in our new Pathfinder Carrion Crown campaign and she is Vudrani. Vudra is basically the “India” analogue in Paizo’s Golarion campaign world. I wanted her to have a much more extensive Indian (Hindu/Buddhist/whatnot) flavor to her. So I’m looking for skinning ideas from you! Her name is Sredni Vashtar’s Girl and she worships her weasel familiar as a god. More details here in a previous post on her background…

My ideas so far include:
1. Using mudras (those funky hand signs) for her hexes. I’m trying to devise a mapping (this one for Misfortune, this one for Fortune, etc.). ideas here very welcome, for some reason the Interwebs are failing me in coming up with good lists of these and their meanings. She’s low level and only has a couple so I’ve been able to fake it so far, but once she has a bunch of them I’d like it to be distinctive to the point where I don’t even have to say which hex I’m using for the GM and other players to know “OK, here comes Slumber…” just from the hand sign.
2. Having a mantra she chants instead of Cackling.
3. Generally considering her weasel one of the thousand gods of Vudra.
4. She describes her manipulation of luck (fortune/misfortune/etc) as dharma and things that affect people like healing as affecting their chakra.

As a sub-theme her weasel is really an evil Nyarlathotep worshipper and so her spells are more “evil great old ones stuff” but her witch powers are more her/her culture/her philosophy based; as she goes on she’ll have conflict between the two.

That’s about all I’ve got… Back in Feng Shui days when it was time to have some Daoist sorcerers I watched a bunch of HK movies to get some cool flash, but I’m not super familiar with the Indian panoply of stuff (and most of the Indian movies on Netflix don’t seem to have religion/ritual/magic/etc as too much of a component…).  I tried going through the Far Eastern sections in my local Half Price Books but though there was a lot of stuff it wasn’t very helpful for these purposes.

Any ideas for sources, ways to skin the witch, etc. along these lines? Doesn’t have to be “true to” the real Hindu/Buddhist stuff, just ripping off the flair. Like how Christian churches are depicted in Japanese anime, where all priests have reflective glasses and silver crosses that shoot energy out, is “authentic enough” for these purposes.

My Reaper Kickstarter Unboxing

I took part in the Reaper Miniatures “Bones” kickstarter for unpainted resin minis last August and they’ve been working away to produce them.  I came home this week to find this jumbo box sitting on my doorstep!

IMG_1262I popped it open and it was chock full.

IMG_1274I opened it up and took out the components…

IMG_1275Besides the “Vampire” level of funding, I bought a “starter paint kit,” two minis cases, a red dragon and six “deep dwellers.”IMG_1276The paint starter kit is ridiculous huge!  So much paint! And I’ll need it…

IMG_1277Here’s my extra minis – the red dragon, deep dwellers, and then some skeleton with a shovel was in with the paints.

IMG_1279There’s the dragon sculpt, right off the Pathfinder book. Pardon the graininess of my iPhone camera, but you get the gist.  The wings and arm and head were separate components that snapped right on. Now, to the main event!

IMG_1280In the big white Vampire box – 6 keys of smack!  I mean minis!

IMG_1281Here’s one bag.

IMG_1282And in it – a billion little bags!

IMG_1283Some of the smalls are on sticks – some I could twist off but most will need an x-acto knife.

IMG_1284It took a long time to open all the little baggies.  They’re not perforated or anything, scissors are required. I was careless once, and sheared off a spear-tip while cutting baggie after baggie. Here’s the figures from the first bag.

IMG_1285

This one had a bunch of space marines in it!IMG_1286

She wants me.IMG_1287First impressions – they are rubbery – very rubbery.  This is good in that there were no broken minis (except the one I cut while de-bagging) but several of the minis (mainly smalls and skeletons) have trouble standing up. The scuplts are beautiful.

Bag two, now with ectoplasm!

IMG_1288

IMG_1289IMG_1290By the time I was done – an army of minis!

IMG_1293One bag of trash…

IMG_1292And one big box of minis!

IMG_1295Final count:

  • 246 minis (no pieces missing)
  • 0 broken (except for my scissors accident)
  • 5 that won’t stand up no matter what despite loads of bending (and many more that have quite a lean to them)

I’m quite pleased! For a decently low investment, a mess of minis, and all the scuplts are great.  The Pathfinder iconics and goblins are my favorites!

I’ll have to see how the rubbery texture does with painting, it seems a little questionable.  If Reaper’s reading this, I’d go a touch stiffer with the material in subsequent batches. You mainly want to surf the fine line between breakage and wobbliness. I remember Paizo’s first prepaints were too soft, and then the latest ones are really stiff to the point of some breakage. These are way softer than the Paizo/Wizkids ones even at start (or the D&D Minis), and could use a couple levels of stiffening.

If they could add perforations to the baggies it would be nice too, though probably in the future people won’t have to be opening them in such volume.

Anyway – thanks Reaper, and I hope this Kickstarter did well for y’all!

Rotating Campaigns

I was just listening to the 3.5 Private Sanctuary podcast, Episode 220, about rotating campaigns.  It struck me because we rotate campaigns, and have been doing it for so long that I don’t really even think about it any more.

We always have two campaigns going on at a time, alternating Sunday afternoons. (Various people in the group also have other campaigns going on – like Chris runs one for some other folks we don’t know on Friday nights). Right now, Paul is running Carrion Crown and I’m running Reavers.

It’s pretty helpful.  As  busy professional and dad, I can barely keep up with prep running every other week.  It allows us to get different gaming experiences, too – sometimes different systems, different types of characters and campaigns – at once.  Some players get twitchy when they play one PC/campaign for too long and campaigns founder, or they want to switch PCs, or other unfortunate things – I feel like the swapping keeps it fresh for everyone.

And, we’re all busy adults.  For a while a number of years ago, I was a single dad with a pre-school age child.  I had to pay a babysitter to be able to get out and game, and I could only realistically swing that once every other week.

The down sides are around “not remembering what’s going on” or “not being able to differentiate between campaigns.” We keep up a rapid enough cadence where remembering is OK, plus we do these wonderful session summaries to help our memories. If we were only gaming monthly and then alternating on top of that, that would be a lot more of a problem. In terms of remembering – eh, we all also play video games and read books and stuff like that, I can distinguish between what happened in the Pathfinder novel I just read and what happened in our campaign, and similarly I can distinguish between campaigns.  It does help to play different game systems, or kinds of campaign, or at least type of character to make them more distinct.

So give rotating campaigns a try and see how you like it!  I don’t think I’d want to go back, really.

Jade Regent Retrospective, Part 2

Some more thoughts on our Jade Regent campaign, from yours truly! I played Ameiko’s brother, Yoshihiro Kaijitsu. I enjoyed my character, he grew from a reckless Cheliax-trained cavalier into a proper samurai. Curse of the Crimson Throne is still my favorite AP we’ve gone through but this is definitely right there in the running!

Favorite Memories

The crazy tengu oni from Brinewall was entertaining because of his play about his relationship troubles, The Cuckolded Cuckoo.  I took the play, completed it, and then our traveling Varisian caravan performed it every chance we got.  We improvised what the play contained and it was very postmodern. Gobo the blind gnome was the breakout hit playing “A Giant Standing In The Distance.” And then we performed the play in the capital near the climax, allowing V’lk to set up his ninja showdown with the Raven King, the Regent’s tengu ninja! That’s some literary shit right there.

The 3D fight with the white dragon and the fact that the hostile Eskimo shaman looked like Wilford Brimley was the best part of the cold wastes.

All the Japanese spirts were cool.  The kami, the oni, the Japan-horror ghosts on Shrine Island – all super interesting. Tide of Honor was probably the best installment and it was super heavy on all that.

The characters all fit in well somewhere.  Me in Tian Xia, Jacob in the cold wastes, Bjorn in Viking land, and then Gobo, V’lk, and Harwynian were like “see no evil, speak no evil, smell no evil.”  A fun crew. 6 characters is almost too much for an AP but not quite.

The guys worked together tactically well after a while.  I get frustrated in some of these campaigns where some of the PCs just want to “charge in” and act like doofs because it could easily lead to TPK. We had some initial bits of that, which got to a height when Bruce (Harwynian) blinded us all during a fight with 40 yeti because he hadn’t bothered to read his new Firefall spell. After a little “we’re going to cut a bitch if they endanger us again” discussion, I feel like the whole group really started to click tactically – by the time we were taking on the Jade Regent’s palace we were pretty 3l33t.

And there were some very interesting fights.  Fighting the Daimyo at the hot springs lodge while our ronin allies held off his enemies outside… The Viking castle…

And then there were the little flashes, or Zen moments, that are the real memories stay with me.  When we were assaulting the underground hobgoblin keep in the House of Withered Blossoms, Jacob had Walls of Ice in front of us to block arrow slits, the ice putting off clouds of low-lying mist, and Harwynian sent a Firefall up into the murder holes above, causing lances of light to strobe down through the holes into the mist around us – I saw my character vividly, sword in hand, looking over his shoulder at the sublime sight.  Also on the Imperial Shrine Island, when we found musical instruments in a pagoda on the lake, and we stopped to play them as the cherry blossoms fell around us.  Jade Regent was very visually striking and I had a number of these in-character visual “flashes” over the course of the game.

Meh Memories

The caravan rules were a bit of a distracting minigame.  Paul changed them to not be caravan TPK fodder as they are by default, but it was still too different from the normal character rules, and our PCs weren’t effectively present during the minigames.  Bah.

The relationship rules were a bit of a distracting minigame (see a pattern here?). Once they were exposed to us, we were reduced to buying our otherwise personality-free NPC comrades presents all the time to “gain faction” with them. Both these rulesets were poorly thought out and playtested.  If they’d bothered with doing them up right, maybe making them a little more generic, they could have been good, but as they stand, if I ever ran Jade Regent they’d both be cut without comment.

And on the NPCs – we had a lot of PCs.  As a result the GM was kinda forced into keeping the NPCs on the back burner most of the time.  So we didn’t have very realistic relationships with them. We found the new NPCs we met actually doing useful things (Spivey, Kelda Oxgutter, etc.) so we’d see if we could “gain faction” with them, but no, that minigame was only for the designated four core NPCs. And once any of them joined us, again, too many people, so they’d go flat.  Some of that’s on the GM but it’s hard – in Reavers I try to make the whole ship of pirates the PCs are on be “alive” all the time but it takes a hellacious amount of work.

My only other concern was the “rocket tag” nature of higher level combat.  Earlier combats were more fun, then towards the end – I got this magic bow that let me put samurai challenge on my arrows.  That made some combats into anticlimax, like me killing Master Ninja bang bang bang one round kill. That sucked and made the other PCs jealous. But then some enemies at the high levels were also “here’s 150 points of damage enjoy,” so I didn’t feel like I could just self-nerf and put the bow away all the time because it could cause the death of one of my comrades.  The bow was the “straw that broke the camel’s back” but high level even lightly optimized Pathfinder/3.5e play gets kinda unfun, either an ass-whupping or a total roll-over. The final climactic combat was like that – a couple rounds and done without breaking a sweat.

Finis

Thanks to Paul “Two Sheds” our GM, and to the other players who made this a fun ride!

Jade Regent Retrospective, Part 1

And with that we’ve completed another Adventure Path!  Jade Regent was really good and enjoyable overall.  I’ve polled the players for their thoughts and will share them here for your edification!

In this first installment, we see what Chris (V’lk) has to say.

The Fun Parts:

  • Hongal’s captial Ordu-Aganhei – That place was awesome. Sort of like Vegas with a real hint of danger. The descriptions of the people, food, dress, and buildings caught my imagination. Kahn Kiriltai’s contests, feasts, and hospitality were awesome. I wish that country or even just the capital had played a larger part of the adventure path. [ I missed this session and regret it. It was fantasy Korea with a fantasy cross between Genghis Khan and Kim Jong-il. -Ed.]
  • The Spirits – I liked how most of the nature spirits were peaceable, rather than the typical D&D default “…enjoys the taste of human flesh… highly prizes elf flesh.” In fact, once the supernatural element was removed the typical spirit was more like an NPC human villager with useful information. [Or not very useful, like that worthless damn lake spirit on the Imperial Shrine Island… -Ed.]
  • The Human Spirits – This idea was original and fun. They are possession machines driven by appetites, revenge, sadness, or just plain craziness. Some good, some bad, and some “no big deal”. There seemed to be just enough balance between those three elements that some players decided letting one in was worth the risk. And the bizarre behavior of the possessed offered some interesting role-playing and moments of humor. [Everyone looked down on me because I refused to let myself get possessed! -Ed.]
  • The Rift of Niltak – creepy, scary, and weird. Frightening monsters experimenting on humanity. Fungus that attracts ghouls. Crazy bondage soldiers ala The Beast Master. Well done, Paul. I totally wanted to go back after we saved the empire.
  • The Ending – I actually cared if Minkai survived and prospered. I can’t identify the exact elements that made this so. The common backgrounds and occasionally strong ties between the PCs and also with Ameiko helped me believe that V’lk should care. The quests would be another factor – they were not stacked upon each other. And many of the quests had goals that would seem important to an oppressed population or to a revolution in the making.
  • Every PC had a Moment – I think the variation in the adventure series was the main element. GMing, luck, and role-playing were also strong contributors.

It Went Both Directions:

  • I really liked the Asian equipment, weapons, and magic items. They have colorful names (Ghost Mirror Armor), nifty effects (fugitive grenades), and cool imagery (freaking fireworks!). Who wouldn’t want to be a master of the katana or the kusari-gama? Who wouldn’t want to gear up and sneak around ninja style?   But you bastard Asiaphiles couldn’t leave it at that. You just had to make all of it better than their western equivalents, including the classes. The Samurai and Ninja classes have supplanted the Fighter and Rogue. Just marry an Asian and get over it already.

The Irritating Bits:

  • Thank you, Mr Dungeon Designer, for the “Bow of Death”. Have we not passed the days where the high school GM decided to shove Stormbringer, Mjolnir, Excalibur, the Heartbow, or the Red Rider BB Gun (Fallout) into the game? Only one person gets to use it. Next time make it the Head of Vecna so the pcs can at least slaughter each other for the prize. But seriously, if you want powerful weapons in your module at least put enough in the game to cover everyone and mix it up a bit: Twelve Swords of Power or The Swords of Wayland. [I was the one who got that bow and it presented me with a dilemma – I even posted on RPG Stack Exchange about how to deal with suddenly being so uber. -Ed.]
  • Monsters vs “Bow of Death” – Very few monsters tried to set the battle field to avoid the “Bow of Death”.
  • Pandas – I wanted one panda themed monster. Just one.

Dwarven Forge Mini Terrain Kickstarter

OK, did you do the Reaper kickstarter and are wondering how you’re going to use your hundred plus minis when they come in?  Well, here’s an idea.

Dwarven Forge makes those super sweet ridiculously detailed 3D resin miniature terrains you may have seen that no one can afford. But… Kickstarter to the rescue!  They are starting a new line of Game Tiles, which is basically the same terrain but made from a less expensive material. And they are Kickstarting them at a ridiculously affordable level!  You can get them “unpainted” – which is still dungeon stone grey – or get them hand painted for a small upcharge.  Man, I wish that was a Reaper option, I’d pay $50 extra to get them all painted for sure.

The Kickstarter is up to $1.2 million already and has only 3 days left. I never considered buying terrain before – this is such an unnecessary luxury – but damn, 2 sets and a bunch of dressing extras, hand painted, for $170 – I’m in.

Sredni Vashtar’s Girl

As we’re wrap up our Jade Regent campaign, we’ve decided the next up will be another Pathfinder campaign, Carrion Crown. We’re just addicted to these awesome Paizo Adventure Paths.

Carrion Crown is a gothic horror type AP. I’m always trying to do something different, so on the heels of my samurai from Jade Regent, I’m going to play one of the new APG classes, a witch, and I figure a Vudran girl would be an interesting stretch.

Our GM Paul wants us to provide him with three flashbacks as part of our backgrounds for him to build on as part of the game.  Here’s mine – it’s pretty dark, and I have a fairly complex arc planned for this character.  We’re supposed to be in mist-shrouded Ustalav and know recently deceased Professor Petros Lorrimor, says the Call of Cthulhu-esque setup… So meet my character, Sredni Vashtar’s Girl. You can see her actual character sheets on our Carrion Crown campaign page.

Recollection of Longing in Captivity

Sredni Vashtar's Girl

Sredni Vashtar’s Girl

The one known as Sredni Vashtar’s Girl grew up an orphan in a baladata in Niswan, the capital of Jalmeray.  It was a hard childhood and the precociously smart and religious girl was singled out for special abuse and torment by the matron of the orphanage. The years went by slowly.

The girl’s one diversion was that she could see a strangely intelligent weasel from her window; it lived under a stump in the yard.  As she watched it, she became convinced that the weasel was one of the Thousand Gods of Vudra named Sredni Vashtar and she prayed to it for strength.

One day, tired of the abuse, she prayed fervently to Sredni Vashtar for the death of the matron. The matron was working in the yard, went to clear the stump, and was bitten by the weasel. The wound would not stop bleeding and the woman bled to death in front of the shocked children.

That night Sredni Vashtar came to the girl and said that she was his to do with as he might, and that they were to leave Jalmeray and wander the world. In response to her worship and obedience, he would teach her magical secrets that would make her powerful. Eager to escape, she agreed, and was thereafter known only as Sredni Vashtar’s Girl.

Recollection of Travel and Obedience

As an atanapratta she travelled far within and then from the Impossible Kingdoms. As they went from Jalmeray to the dark markets of Katapesh, she learned from wise men and women how to use mudras and mantras to generate mystical effects, and Sredni Vashtar taught her the arcane arts.

She met a handsome young Vudran man while in Katapesh. But Sredni Vashtar did not approve, and forbade her to see him, nipping her hands viciously when she argued. The girl snuck out at night to see the boy anyway, but when she got to the place she was to meet him, he had been killed horribly by some large bat-like creature she saw flying away.

Sredni Vashtar told the girl that she had been punished for her disobedience and that the Haunter of the Dark had taken the boy. He forced the sobbing girl to dispose of the body as her penitence. Thus did Sredni Vashtar’s girl learn an important lesson in obedience.

Recollection of Suddenly Opened Ways

Sredni Vashtar

Sredni Vashtar

At the indisputable urging of Sredni Vashtar, the girl journeyed into foreign lands far to the north; through Cassomir and up the Sellen River past Kyonin and Razmiran to the River Kingdoms and further north to mist-shrouded Ustalav.

The girl ended up in Karcau with her funds having run out and no idea what to do there, but fate intervened.  Late one evening after the Karcau Opera had let out, a young lady named Kendra Lorrimor was lured into a dark side street by a child asking for help – but this was a trap, leading her into the clutches of some monstrous creature – possibly a vampire, but it was never caught or identified. Sredni Vashtar’s Girl, looking for a place to sleep that night, happened to be in that dark street and surprised the creature and drove it off with magical dancing lights, saving Kendra from its clutches.

As a result Professor Lorrimor, her father, sponsored the odd foreign girl to attend the University of Lepidstadt, where she has been feeding her voracious intellect – while trying to ignore the voracious appetite of Sredni Vashtar to urge her to questionable deeds. She keeps up a correspondence with Kendra, who has been a positive influence on the girl. The girl writes her in an an ancient tongue so that Sredni Vashtar will not know of what they speak.

Sredni Vashtar’s girl has been living the quiet life of a foreign student at the University. The other students believe her to be a sorcerer or wizard and Sredni Vashtar to be her familiar; she allows them that belief at Sredni Vashtar’s urging. He encourages the girl in her learning of all kinds of ancient and occult lore. Now that she has gotten word of Professor Lorrimor’s death, however, she is upset and conflicted. She is saddened at the Professor’s passing and upset at her only friend’s grief; but she can’t help but be worried about her ride to the University disappearing… And into that chaos Sredni Vashtar whispers his strictures.

De Ludos Maleficus – On Evil Campaigns

As inspired by an RPG Stack Exchange question on how to run evil campaigns.

I’ve run a variety of tones of campaigns over time and some could be considered “evil”; in fact currently I’m running a three-year long Pathfinder campaign where the PCs are pirates, Reavers on the Seas of Fate.  Not all of them are technically evilly aligned, but murder, torture, rape, slavery, etc. have all come up in the game. Here’s how you make it work.

Why Do It?

Why would you run an “evil campaign?” Sounds like hassle!  And dubious morally, I mean, it has “evil” right there in the title.  There’s a couple reasons to run an evil campaign and the measure of success is different per type.

  1. I want to freak out and kill everyone! Not a real mature campaign type, but often behind more immature groups who want to play an “evil campaign.” Tell your players “go play Call of Duty and teabag noobs if that’s what you want.” There is no meaningful success metric here.
  2. I want freedom! Much of the time people want an ‘evil campaign’ it’s because they feel constrained/manipulated by their GM and/or other players based on an overly restrictive interpretation of alignment (or whatever similar concept your game has). They’re tired of “you can’t do that” and “Your character wouldn’t do that!” and want to cut loose. If that’s the case, consider running an evil campaign once, use it to demonstrate that criminals generally enjoy effectively less freedom than good folks per the above reasons, and then take the hint and run ‘good campaigns’ with more meaningful character choices and letting the PCs be proactive and diverse in their belief. Success is measured by whether you all learn how to do that from the game.
  3. I want to explore the darker side of human nature! This is why I run evil games. I actually have stronger beliefs on goodness than most folks in real life. I like confronting people with the consequences and ramifications of their actions in games to make them think. Is trading off part of your soul or good name or humanity worth it for that goal? How about long after you’ve achieved the goal but you’re still marked by the act? Success here is fuzzier, since games that actually uptake more roleplaying have less clearcut “win conditions” in general. But it’s successful if it’s enjoyable and if it causes people to grapple with moral questions.

But What’s It Really About?

“Evil” is not really a campaign concept (well, not one that passes muster past the 9th grade level). You need a campaign concept and one that will generally keep the PCs acting together instead of being at each others’ throats unless you’re looking for a very short, PvP campaign, which is legitimate. In fact, there’s plenty of short form indie games that facilitate that (Fiasco is probably the most notable). If you are more going fora longer campaign, however, it needs to have as much in teh way of concrete goals as any other campaign. Smart PCs know they need other mighty people to achieve their goals, good or evil.

Heck most “normal” campaign setups work as well or better with evil groups – just because you’re evil, you don’t really want where you live and work taken over by zombies or whatever, that interferes with your cashflow. Often times players want to “play evil” because they feel like the GM has been using “goodness” to manipulate them into being passive and they want to be proactive and smart in confronting threats. Squinting too hard at many campaign concepts passed off as “good” reveals them to be a sequence of home invasion, murder, and robbery anyway.

The main trap you’re trying to avoid is the PCs just self destructing by going nuts on each other and everyone in the world in general – at least, if they’d be unhappy with being hunted down and slain a couple sessions in.

Decide on Limits, Within Limits

Some people, when they say “evil campaign,” just mean “I want to kill lippy villagers like they’re orcs,” not that they want to really delve into the darker aspects of human nature. You may want to establish an agreement on tone/content with your players up front – you are not required to run (and the players aren’t required to participate) in anything they feel like is over their boundaries. I’ve been known to have players vote on approximate levels of sex, violence, etc. in a game ahead of time, and where they want it to “fade to black.”

However, a lot of that will be emergent. In my current pirate campaign, no one really thought about torture until they caught an assassin who was trying to kill the crime-boss they were aligned with. The PC halfling rogue decided he’d torture her extensively to find out who sent her. This definitely put off the other PCs – but not enough that they stopped him. Boundary established (well, lack of one).

Not every “evil” person is 100% evil and on board with everything “evil,” though. The ship took two elven women prisoner and one was claimed as a slave by a vicious half-orc pirate. The PC captain didn’t really like that but felt somewhat constrained by the expectations of the crew (mutiny is always a threat if the crew doesn’t think they’re getting their due) so he allowed it. The PCs and that half-orc were having dinner in the captain’s cabin, and the halfing from the anecdote above suddenly stabbed the half-orc to death on the dinner table (he’s an assassin now – successful death attack). He explained to the shocked command staff that he wouldn’t have any slaves on board or associate with slavers. Boundary established.

If you have real characters really roleplaying and thinking through their motivations, you’ll still have limits, whether it’s “no women, no kids” or the Mafioso that are patriotic and still want neighborhoods to be “family places.” Try to depict other “evil” people as complex in that way as well so that they will understand that evil isn’t just a race to maximum depravity. With that halfling, torture of captives is OK but slavery and rape is a killin’ offense. There’s no “Evil Checklist” you have to adhere to and say every crime ever considered is OK – in fact most evil people really are just into one and consider the others to be as bad as other folks do.  Realistic motivations and roleplaying are what will make the campaign something real and not goofy.

However – some people make too much of setting boundaries for their games. If you came up to me and asked me “Do you want to see some chick saw her cheeks off?” I’d say “No! What are you talking about?” But I just went to see the movie Evil Dead, where that exact thing happened as part of the overall horror movie experience. “Boundary pushing” can be good and desirable and allowed based on initial buyin to the general campaign premise. Sure, there’s a very slight majority of people so traumatized by something that if it comes up in game it’s going to truly trip them out, and there you have outs just like any other kind of media – “press stop,” say “I can’t deal with this” – but most gaming groups don’t really need to do more than establish the general MPAA-rating (e.g. “Hey guys I’m active in my church and I don’t really want to go past PG-13 with this game”) and then mess around in that area. Worrying too much about what exact things might disturb your players is overthinking it IMO. If you go see Evil Dead, you’d better expect that if you have a fear of/complex about anything, there’s a nonzero chance it’s going to come up in lurid color. All the buyin we required for the pirates game was “people can be evil if they want, and expect HBO Original Series level depravity, the pirate world is not a gentle one.”

Actions Have Consequences

Review How do I get my PCs to not be a bunch of murderous cretins? – there are a lot of reasons people don’t perform unrestrained evil deeds all the time, from “I don’t want to” to “I will get in trouble for it.” Sometimes my players complain that the pirate-friendly port city they frequent is “too lawful” just because they can’t get away with any heinous crime or breach of the peace they can come up with – but all societies need some kind of stability and will crack down on those affecting that too much. On the other hand, they have become used to not going out into the city alone; traveling in groups is mandatory to not be victimized themselves.

Many evil societies are like this – see how lawful Drow society looks from the outside. Our pirate PCs have to fear their pirates mutinying, the law/navy hunting them down, the bigger pirates in port deciding they’re too big for their britches or have so much loot that they’re a tempting target in turn. Criminals “hide out” for a reason – they are not free to operate within larger society, and therefore end up having less freedom than good people (something good to play up as the GM). The law, higher level “good” adventurers, etc. are always looking to wipe you out with a clear conscience.

A mechanical option here is keeping track of “infamy points” – I have my own homebrew system I use, but there’s a lot of extant reputation-tracking mechanics in the world. People have heard of the big bad people and will react like people do – avoid, confront, narc them out, victimize them, etc. Remember that many victims of crime are doing something bad themselves – criminals, or at least the dishonest, make the best marks for cons and crimes because they have little legal recourse. The pirate PCs can’t go just anywhere as their infamy becomes known; honest ports reject them, and other evil folks are generally not the best allies because they like to turn on you when you blink.

So that’s my take on evil campaigns.  Our current one is turning out very well, with complex characters. Sindawe the captain is reluctant to do much “really bad” stuff himself except the occasional act of violence – but he’s happy to let/order others to do them. Serpent is concerned with getting married and having a kid, and even surreptitiously tried to let some of the elven women escape, but he’s even more murder happy than the more measured and Lawful Sindawe. Wogan tries to not do much evil himself but he doesn’t speak against it either. Tommy tortures and worships lust demons, but will do anything to free some slaves. HBO Original Series achieved!

Hero Lab For iPad!

Hero Lab, the bestest character creation software ever (and this is from someone who did some volunteer data file editing for Byakhee, the second bestest) has just released a free iPad character viewer!

It not only views, it lets you do some changes and equip gear, roll attacks/saves/skills, etc. Here’s my samurai character in it!

Hero Lab

Took me a minute to figure out how to do everything, but you can turn on/off abilities and spell enhancements and stuff – never forget the bardsong bonus again!

They’re still working on a full version, which will require a Hero Lab license, but this is a freebie – view other people’s character sheets and feel the magic! Pathfinder only so far, and takes too much memory for iPad 1’s.

Freeport Pathfinder Kickstarter – Cool, Expensive

Freeport

Freeport.  My favorite hive of scum and villainy. The very first adventure I got for D&D 3e, at Gen Con 2000 when it launched, was Green Ronin’s Death in Freeport.  Since then I’ve used Freeport or content filched from Freeport for many a game, including my current Reavers on the Seas of Fate Pathfinder game (the PCs just captured Morgan Baumann!).

Green Ronin is running a Kickstarter for a 512-page color hardback for Freeport.  Get in!  But… You’ll need $100 to get the print copy.  Sorry. [Edit – now reduced to $80!]

Let me complain a minute.  What the hell is it with these RPG kickstarters where you need $100 to get the product? I did it for Razor Coast only because I was so invested (I was a volunteer proofreader on the darn thing during the dark years when Logue punked out, and I wanted to contribute financially even though I had bought the $30 preorder years ago). I have been staring at this Freeport Kickstarter for a week now and I guess I’m going to do it but only because I have 12 years of history with Freeport. These things are turning off all but the most die-hard fans of the thing they’re Kickstarting.  And this is it for me; I can’t think of any other properties I love enough to Kickstart $100 for.

Am I going to click this $100 button?  I guess?  Green Ronin isn’t actually doing it, Fiery Dragon is, and I played NeMoren’s Vault, it was no Death in Freeport…  And I am feeling burned by the Open Design Dark Days in Freeport ransom project (started 2010) that has gone through several designers and several years itself with ongoing “no really something’s happening!” updates every couple months but nothing to show.

Oh, wait – they listened to feedback and added a $80 option for just the book and not the other cruft.  Ok, deal!  It is a huge 512-page book after all… It better rock!  I have the previous Freeport stuff (including the Pathfinder Companion) so I needs it to add some value.  Come join in, now I need this thing to make another $23k to fund!

Jade Regent – Tide of Honor, Session 6

master ninjaSixth Session (10 page pdf) – The Master Ninja comes for us but goes down fast. Then our armies go to confront the Jade Regents’ and we defend a fortress from an oni attack.  Now to the offensive!

Well, the master ninja with the ninja artifact coin that’s hunting us showed up. He was clever in posing as a normal commoner and got in his death attack on me, but I made the save and then, somewhat regrettably, as he leapt away V’lk hit him with a flask of burning oil as a target designator and I put one full attack worth of arrows with my samurai challenge into him and that was it.  With this magical bow that lets me put my challenge on arrow damage I do an embarrassing amount of DPR; I actually feel a bit bad about it as I try to avoid min-maxing. Some of this is just normal higher level Pathfinder “glass cannon” syndrome though.

Then it’s shopping and crafting and planning, leading up to our armies intercepting the Jade Regent’s army and us teleporting to the fortress to fight some oni! It was a tougher fight than the ninja but not too bad, most of the damage was from people hitting guys with fire shield on them 😛

Next we hit Chapter Six; we’re taking Ameiko to a shrine in the capital to get blessed (and ideally rescuing our helpful farmer lady spy in the bargain).