Thursday, June 16, 2011

We're all one big cult here

 I have to give full credit to Steve at Postcards from the Dungeon for the bullet points in this write up.

Cults are a wonderful possible villain for campaigns, but most are portrayed in very cartoonish, one dimensional ways (I'm looking at you Cthulhu cults). This is a complete shame as many, many more stories can be spun out of these groups. If they arent monolithic cartoonish cults, suddenly there can be interplay between factions and with the party, roleplaying of negotiations or turning a faction, and resources for fighting the cult. 
  1. Three main categories of people
    1. The ignorant outsider (hasn’t been inducted into the mystery, yet)
    2. The loyal insider (is a member of the cult)
    3. The apostate outsider (is an ex-member of the cult)
  2. Three subcategories within the cult
    1. The nominal member (in name more than deed, does the minimum)
    2. The active member (whole heartely believes; volunteers; above & beyond)
    3. The inner group (the leader & those immediately around them; same rules do not apply, may violate the very premises that are imposed on the other members)
  3. Three rings of information
    1. Outward facing truth (intended for the ignorant outsider)
    2. Inward facing truth (intended for the loyal insider)
    3. Core (secret) truth (what’s known by the leader & inner core)

    Rather than use this just for cults, I think almost any group based villain could be explored this way. In fact I think blending the opponent creation section from Misspent Youth with this list to create a quick build enemy creation process.

Tuesday, June 7, 2011

An Experimental Idea - RPG this time

As much of a fan of pre 2000 D&D as I am, I'm always looking to tweak and modify the rules to fit ideas. Listening to my various podcasts on gaming has brought different aspects of the various old editions that I enjoy, along with some ideas for fixing the areas that were a bit ignored. So heres some preliminary thoughts and mechanics I want to explore.

  • One of the few changes to D&D that 3.0 did that I can actually get behind (just because I have to explain things less, and players who arent as comfortable with math seem to like) is the replacement of Thac0 with the additive attack result method. I personally prefer descending armor but the approach of Target20 resolves combat, saving throws and has an option for thieves abilities. This would have the advantage of resolving the math issues simply and uniformly.
  • Rather than going with usual critical hits on a natural 20, Id much rather explore at least the concept of "cinematic moves" from Dragon Age: Dark Fantasy Roleplaying though this still needs alot of work.
  • Rather than staying with existing weapon restrictions that prevent the cool ideas like wizards with flashing blades, a concept I came across on my podcasts was using some sort of graduated damage, so a warrior will be able to do more damage with a longsword than a wizard but both can use the blade.
  • Thanks to ThacoHammer podcast, Ive been pondering the concept of nonweapon proficiencies, appropriately renamed, rather than skills as they tie into stats and the overall concept of ability rather than training. The reason that this is desirable is the simple fact that the characters of a quasi-feudal world will be much more tied to who they are rather than some sort of training or equipment, for example a noble is noble by birth or courageous action, not wise investment or skill at a trade.
  • Stats will be rolled 3d6 6 times and placed as needed
  • One of the my favorite habits of games lately has been giving players poker chips that allow the player to cash one in to add/edit an element of the setting. For example the players could need to get info from a shop keeper and the player could spend a chip to say the shopkeeper is really an old army buddy of the fighter and much more friendly to him than otherwise.
These are my original thoughts, with spells being pulled from existing D&D (why reinvent something when there are thousands of spells already written)

Saturday, May 14, 2011

Campaign questionnairre

While I haven't sat down to clean up, revamp and compose my A2Z blog posts into a single, coherent pdf I have still been pondering a batch of general RPG posts, as I'm getting itchy to run a new campaign. As a result, here's a rough draft of the questionnaire Id want to hand out before planning a campaign.

Campaign Questionnaire
  1. What genre of game do you most want to play? What is the least appealing?
  2. What sort of stories do you want to tell? What sort of motifs would you like included?
  3. What motifs, stories or imagery is off limits or unacceptable?
  4. Whats weird or unique about the setting?
  5. What level of grit/realism do you want? Should combat be Cinematic or Realistic?
  6. If magic (or superpowers or psionics, etc) is available, how rare is it? How powerful?
  7. How powerful should a character be? Are they above average humans, superhero-esque, or something in the middle?
  8. What level of character death is acceptable? Can a mook or minion kill a character on a lucky roll?
  9. How much is the GM allowed to use emotional pushbuttons?
I think I need to reorganize this slightly, but thats why its a rough draft

Wednesday, May 4, 2011

[A2Z] Z is for Zagyg's Throne

Zagyg's Throne is the throne of the Harbor-King, named for the man who turned the Guilds against Lich who manipulated them. A rather unimpressive chair, much of its value comes from the defensive magic worked into it, warning its user of imminent teleportation, while offering to delay the incoming travelers.

[A2Z] Y is for Ye Olde Den O' Lust

Ye Olde Den O' Lust is one of the most famous or infamous brothels in Bridgeport, where any taste can be catered to, for the right price. Occupying one of the upper regions of the Underport, the Olde Den (as it is known) is almost a landmark of the town, and caters to many of the different groups in the city. Rumors of additional service provided, up to disposal of bodies, have never been proven.

[A2Z] X is for Xandura

Xandura is the unofficial spokesperson for the wizards of the Walk. While not the most powerful magically, her peoples skills are much better than the other mages. Her ability to deflect the inquiries of the Magister of the Hidden Light has earned her the respect of most of the wizards, and those who do not respect her tend not to last long for a variety of reasons. Her regal appearance, political skill and rich connections to various merchant houses make her a force to be reckoned with.

[A2Z] W is for the Walk

The Walk is the district encompassing the dwellings of the nobility and the 25 most powerful wizards living in the city. The district is centered on the hill overlooking the port, with the Harbor-Kings dwelling at the top of the hill. No house may be taller than his rather squat and unprepossessing house, resulting in the tallest houses being nearest the base of the hill, which is predominately the territory of wizards and their towers. The interesting side effect for the others of the Walk, those trying to sneak into the Walk must avoid the ire of these mages, and given the sheer amount of wealth and magic items contained in the houses of the Walk this gives all but the most overconfident thieves pause.

[A2Z] V is for Verenthus

Verenthus is the Gibbet Lord of Bridgeport, a massive treant who has been bound as the city's executioner for the last 300 years. Once a week the towering walking tree leaves the depths of the Great Mire to march to the Tower of the Lawgiver down the grand Venue, the gibbet cages swinging from his branches, some even still bearing raving convicts. Verenthus stops his march for no man or beast, so a bell is rung ahead of the behemoth in an effort to limit the number of fatalities.

Sickness and covering A2Z

Been sick for almost 2 weeks now, time to catch up on A2Z podcasts and finish up the ones I had planned.

[A2Z] U is for the Underport

Underport is the conglomeration of some of the oldest parts of the city, built over again and again over centuries. Tying into the New Day Sewers in spots, and preventing the sewers to reach areas of the Warrens, the Underport has been built upon to the point that the street is a full story lower than the walks and entrances of the building around them, and are prone to flooding due to storm surges. Underport serves as both a history of the origins of the city and a festering canker in it. Some of the seedier businesses in the city occupy flats in this area, places like illegal fences, strange brothels and bookstores that specialize in questionable or illegal materials.