Tag Archives: RPGs

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!

Reavers on the Seas of Fate – Season Two, Sixteenth Session

Sixteenth Session (14 page pdf) – “The Cypher Lodge” – Looks like the phantoms have taken over the Cypher Lodge, and the PCs have to throw down with Thorgrim and some old friends.

Yep, this was a big finale boss fight. It was built in three parts. (you may want to check out Thorgrim’s character sheet).

First, they (the three PCs and Pirro, an ex-slave and one of their crew) fought a bunch of phantoms and Valgrim down  in the sand-floored fighting ring he has under the Cypher Lodge. He cast a mess of spells that were really sweet – shifting sands, hungry pit, etc. Sindawe surprised me with his ruthless innovation – Salvadora was chained over a rafter, so he leapt up and crushed her hand with a vicious blow – shattering the bones, but also immediately causing her to fall to her semi-freedom! She’s a no-nonsense half-orc so she holds no grudge whatsoever about that.

Second, once Thorgrim figures they’re a legit threat, he goes gaseous form and guards and wards kicks in and also everyone gets teleported around the Cypher Lodge – and phantom impostors get seeded into the mix.This was loosely adapted, believe it or not, from a My Little Pony: Friendship Is Magic episode where Discord causes all the ponies to turn on each other. My daughter said “you should put this into your next game!” I was looking for something interesting and interstitial to happen – in Madness in Riddleport, they had part one of a fight, then an excursion to the shadow realm, and then the second part and this session was deliberately mirroring that one (shadowy mirrored reflections being a major trope in the game). And it creates a more interesting dramatic structure than “long ass fight to the death in a single location.” So I figured, “Sure!”

The funniest part was how Serpent told Pirro “I’m out of healing!” and then proceeded to heal himself. He’s just an NPC, what does he know?

He heals Pirro to consciousness, then announces, “Pirro, I have no more healing for you.” He turns and heals himself with the last charges from the wand. Then he guzzles some healing potions. Then notices his Lesser Restoration potions at the bottom of his pack, and exclaims, “Oh hey!” He drinks those too. A large tear rolls down Pirro’s cheek.

That’s exactly how it happened; everyone was in stitches.  Paul (Serpent) was just like, “What?” Although second funniest moment was Wogan running invisibly from an impostor Samaritha just to run into another Hatshepsut and Samaritha.  Everyone enjoyed the portly cleric trying to sneak around to avoid all the potentially killer women.

Third was the big fight with Thorgrim. Thorgrim is bad ass. He is a Fighter 4/ Wizard 5/Eldritch Knight 5. He has a pair of magical axes that he throws along with a Sliding Axe Throw feat that lets him trip with them – like a machine gun. He was getting six thrown axe attacks a round. Despite there being three PCs, three PC-level NPCs, and one goon NPC, they were all unconscious or prone when Serpent had Samaritha case erase to get the rune off his forehead.

I like when the cinematic thing happens! They could have killed Thorgrim just through damage – in fact, he was down to like 21 hp or something; he might have gotten another attack routine in (certainly killing someone!) but he wasn’t unbeatable through sheer fight.  He had, however, seen what was going on when Chmetugo the shadow demon was taking control of him/seducing him via the extraplanar connection of his glyph fragment, and cast hidden knowledge – a spell that conceals information you know even from  yourself, but you can release it later. In this case he had encased more than a simple piece of information, more of a concept – his Ulfen-ness.  He comes to his senses and cries out, “I am Thorgrim, son of Halgrim, the Bloody, the berserker! We do not bend our knees to spirits! Demon, show yourself!” Thorgrim has a complicated backstory, he was an Ulfen (Viking) warrior back in the day and got turned to stone by a gorgon for 200 years and was rescued by the Cypher Lodge – he swore fealty to protect them and also learned magic there. But, in a bit of a Howardian theme, his primal, savage origin is stronger than his subsequent civilization and enchantment. (He’s actually originally from Green Ronin’s Freeport, and I expanded on him.)  Anyway, I allowed for several end states; they just about did the “fight to the end” one but Serpent put it together and went for the cool story ending instead!

And then they all leveled!  I’m doing XP by fiat in this campaign, and it’s been a long time since 5th (there’s just so much fun to do in the low/mid levels) so they were psyched.  Level 6 is where you become independently dangerous in Pathfinder, so it’s a benchmark level.

Alternity “The Lighthouse” Session Summary 56

Fifty-sixth Session – We meet the Acererak equivalent in this sci-fi Tomb of Horrors, and he tears us a new one. But in the end, with the aid of the ghost of a stoner mollusk, we activate the ancient doohickey and free our comrades from their alien possession!

We did a little sci-fi ruin exploration but then a super duper dimensional horror attacked. It just about killed Markus outright and came real close to carrying him off to an alternate dimension for consumption. Alternity isn’t like D&D – even a buff high level character doesn’t have more hit points than a first level one, and if a bad guy gets a bunch of attacks in, even a killer warlion in power armor folds fast. Luckily, they got me back on my feet eventually and we found a Stoneburner… entity? Psychic remnant? Something? That would help us get the machinery started, and so between that and the blix (blue four armed techno mute midgets) we set it off and saved our possessed crewmen. Of course it took Taveer all of 30 seconds to make us want to stuff him back into his containment sarcophagus again.

The session ends with this foreshadowing of the next session, the campaign finale! Purple prose courtesy Chris (Drest, Ten-zil Kem, Rokk Tressor):

Drest replies, “I sense the war is winding down. The I’krl are hunkering down in their stolen systems building their strength back up. The ambassadors are talking. Planetary populations feel safe. But we haven’t killed enough of them to fill our Hell and their Tentacle Heaven. God loves us when we send him fresh souls. We need the political will for the next war.”
“Amen.”

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?

Alternity “The Lighthouse” Session Summary 55

Fifty-fifth Session – We investigate a huge ass dungeon Stoneburner ruin looking for an alien artifact to de-possess our crewmates. It turns out to be a Gygax Special, sigh.  At least we get some cool magical loot.

So we get to this ruin and start going through it – and it’s huge.  Level upon level. And what’s more – teleportation traps.  Yes, you heard it here first.  There appears to be some trick to going through these portals but we mainly come out in random locations.  It’s a little obnoxious, but there have been some up-sides, like the floating snack bowls and everfull Guinness mug I found.  It’s just like Tomb of Horrors, except more obviously built by stoners. I call it “Tomb of Stoners.”

No, really, the aliens (they were some kind of crab/mollusk thing) grow some kind of herb, and harvest it, and dry it, and mix it, and smoke it, and lounge around to see alternate dimensions through heightened consciousness. The entire place is like a big drug den. The mollusk aliens had Snuggies for God’s sake. And magical drug-smoking pipes. And this was all written after Gygax’s big coke snorting phase!

Markus had some good times. He found some cattle prod thing that really makes the dimensional horrors run off. They were some kind of Stoneburner pet and it’s the equivalent of a squirt bottle. And then at the end, we were getting kind of punchy, and I had found some scepter thing and we went into the nautilus king throne room and I was all like “WORSHIP ME” and I’ll be damned if the other party members didn’t worship me (those that failed WIL checks that is). We had to fight an invisible robot tiger thing but every time some party member started to give me lip I would just boom “WORSHIP ME” and they’d fling themselves on their faces. I about peed myself laughing.

It’s clear we have at least one more full session of old school dungeon antics ahead of us. That is a little unfortunate but as long as the pseudomagical gizmos keep flowing, we can entertain ourselves at least!

Alternity “The Lighthouse” Session Summary 54

Fifty-fourth Session – We send all our I’krl possessed crewmen to some weird alien living on Bluefall to see if he can fix them. Needless to say, he can’t but sends us on an interstellar fetch quest. And then our favorite space vampire, Krl’Zenoth Nurhan, teleports onto the Red Queen with his shock troops for a stint of ass-kicking.

A fifteen page session summary!  You know some stuff happened. First, Bruce’s second mechalus character showed up. After Taveer, we were justifiably gun-shy.Then an evrem (space Jews, apparently) gives us a bunch of interstellar backstory that as usual doesn’t really help us tactically.

Let’s see, the most entertaining parts of the session… Well, there was how we are having to handle our possessed crewmates.  There’s a lot of interrogating them with Marines with stutter rifles arrayed around them, to stun everyone involved into a coma whenever anyone sneezes.  And storing them in C4-laden sarcophagi. They are so dangerous, it really would be much more prudent to just kill them (and man, this side quest is really taking a lot of time) but, we’re the good guys.

My idea that Joe’s Crab Shack had grown into a small stellar nation (kinda like “all restaurants are Taco Bell” in Demolition Man) entertained everyone.

And then as we take our sarcophagi to Yellowsky to try to cure them – an I’krl strike force shows up and the teleport aboard the Red Queen for some freeform killing, led by our old foe the space vampire himself. They really want the possessed guys; it would provide them a direct link to their space god. The B Team and our Concord Marine support staff fire a lot of weaponry. Markus is hell on wheels with his chainsword; I finally got to tear that space vampire SOB a new asshole with it! Woot!

But that wasn’t the end; we got to Yellowsky and headed out into the wilderness to look for some ruins, and got to fight the local flora.

Enjoy the summary, lots happened, some of it pretty funny.

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.