Saturday, 21 November 2009

recap: recession-proof gaming and useful tools

C'mon - you knew this would happen sometime... so just imagine Don La Fontaine doing this voiceover!

First there was recession-proof gaming.  Then there was the sequel.  The field got opened up with no money, no time, no problem!  Then proof that the internet provides.  The search for stuff introduced pocketmods, graphic tools and yet more generators.  Then the discovery of undiscovered toys that could save you time.

Yet it's not just about the financiapocalypse.  It's also about making your life as games master easier - whether you have a game in sixty minutes, need some steampunk or use kanban to help you develop characters.  Add useful web 2.0 tools, browser tricks and TiddlyWiki, mindmapping and writing tools and you have an arsenal to draw on when creating a game. With these resources, it's getting easier to make the game you want to play.

Thursday, 19 November 2009

campaign branding: adding dimensions

Groups of people tend to be famous for one thing.  Even if that is being good at nearly everything or having taken it's greatest innovations from other cultures.  There are numerous proverbs and adages about nation and race which create stereotype, trope and cliche. From these arise the numerous interactions and insults that each culture will have for others.

However no culture is defined by one sole activity and supporting industries, save only in those stereotypes.  Even the generic fantasy dwarf is known for metalwork and stonemasonry as well as mining.  The ancient Greeks were not only thinkers but also warriors, sailors and storytellers.  Traditional cultures like the Maori or Inuit have more than one focus, even if that focus is significant to their survival.

So why limit game cultures to one stereotype?  This is OK for quick thumbnail sketches, to get more than that, more is needed.  Using the principle of significance (if it buys you nothing, who cares?) you can work out interesting takes on culture based on a particular race or species.  Some can be linked to environmental factors, yet others can be driven by different things.

One way is to exaggerate inherent qualities, as done by John Wick and Jess Heinig's Wicked Fantasy articles (an example is the Uvandir dwarves) in Kobold Quarterly.  Another is to contrast the desired trait against the typical inherent quality.  The old TSR Dark Sun setting did this brilliantly with hairless dwarves and tribal halflings who would like to eat you as much as discuss your future alliance with them.

Finally you can take the mechanics and riff something totally new.  White Wolf Arthaus' take on Ravenloft (remember that?) did that with half-orcs by turning them into caliban, humans twisted by hag magics into something inhuman.  Transforming stat blocks into new monsters is a fine and noble tradition of DMs and the ability to generate good fluff on the fly is a skill to be cultivated.

With these tools, you can create diverse cultures and bring in exotic elements.  Proud elven swashbucklers in tiger fur cloaks, sailing black swanships as pirates.  Gnomes using glassblowing, magic and alchemy to make crystalline constructs.  Hobgoblin nomads, phenomenally skilled in mounted archery who say each shot is a prayer to their god. Or you can go with the same old, same old.

The only limit is your imagination.  Remember?

(Inspired by this post at RPG Athenaeum about campaign cultures and equipment.)

Tuesday, 17 November 2009

the pale house

From the ashes of a failed necromantic cabal, this group is a cell of Inferati spawned in the insurrection led by Simkin Lanternon. As Mnemesyx led Lanternon's army, the cabal quietly removed corpses from battlefields.  Mnemesyx sensed them and bade the pretender leave. Lanternon's failure led a trapped Mnemesyx to send nightmares with hints of Abyssal lore to the necromancers.  This dark inspiration led to indiscretion, vengeful heroes culled the grave diggers of necromancy.  Or had they?

Survivors allied in desperation, saving the books.  Using the mortician's trade for respectability, the Pale House formed.  Aspirants were brutally tested as wary necromancers worked in mausoleums.  Mnemesyx sent more nightmares, teasing them with Abyssal magics.  The Pale House bound demons into items, mocking it's imprisonment.  Finally Mnemesyx wrote words of summoning in the dreams of the Magisters Manifest 

Whisper (the grave attendant)
Requires: Unaligned, Evil or Chaotic Evil, Religion skill.
Benefits:  Gain a +1 bonus to Religion checks concerning demons, undead or funeral rites.
A potential whisper is subjected to ordeals with animated corpses and minor demons to deaden their hearts. They learn funerary rites and lore about undead and demons.  Whispers are tasked with being messengers and doing dark deeds for the Pale House for ritual lore.  Loyal and efficient service leads to initiation into the possessed.  Betrayal, assassination and committing atrocity guarantees it.

Possessed (the black-hearted artisan)
Requires: Whisper rank, Evil or Chaotic Evil, Ritual Caster, Arcana skill.
Benefits:  Gain a +2 bonus to Religion checks concerning demons, undead or funeral rites (supersedes bonus gained at previous rank).
Gain access to the following rituals: enchant magic item, magic circle, linked portal, speak with dead.  Other rituals involving necromancy, enchantment and portal magic of 10th level or lower may be available to the possessed rank at the DM's discretion.
The possessed learns how to make basic magic items and the following: amulet of false life, amulet of health, bag of holding, black iron armour, belt of vigour, berserker weapon, deathcut armour, delver's armour, flaming weapon, lifedrinker weapon, lightning weapon, ritual candle, staff of fiery might, terror weapon, vicious weapon.

A potential possessed delves into magical lore and undergo trials to remove any vestige of goodness in their soul.  Once initiated, they learn ritual magics and perform acts of necromancy, enchantment and enabling travel by teleportation circle.  A possessed only has their own power to control one or more whispers and often has to resort to intimidation and violence in handling the more problematic lower ranks.

Magister Manifest (the master of their trade)
Requires: Possessed rank, Chaotic Evil, Iron Will,
Benefits:  Gain a +4 bonus to Religion checks concerning demons, undead or funeral rites (supersedes bonus gained by previous ranks).
Gain access to the following rituals: consult mystic sages, planar portal (Abyss, Shadowfell), shadow walk.  Other rituals involving necromancy, enchantment, commanding immortal creatures and portal magic of 18th level or lower may be available to the magister manifest at the DM's discretion.
A potential magister manifest betrays civilisation, species and the living to command the Abyss and the dead through ritual magics.  The typical magister manifest focusses on experiments, directing both possessed and whisper alike to their goals while testing them by harrowing ordeals.  The magisters are careful to limit contact with society unless they are sure there are no threats.  Then evil truly becomes apparent.

Leaving the Pale House is usually the last act of a former member.   Paranoid sociopathic demonologists and necromancers never forgive or forget.  Supported by followers with access to magic items and undead, the chase is typically brief, behind closed doors and spectacularly violent.  Orcus says nothing but no Pale House member who petitions The Lord of Undeath or joins an Orcus cult has ever survived doing so.

(Inspired by the post Demonic Allegiances at Nevermet Press.)

Sunday, 15 November 2009

ave morituri

Inspired by the discussion between Ideamancer and Wyatt at Spirits of Eden about setting up a 4E PVP game following NewbieDM's post about a breakout of 4E PVP play.  Gladiators are a staple of the Dark Sun setting and Thyatis in D&D so it seems a logical setting for such activity.  I've been in a number of games that have used the arena as a backdrop and even run a couple.  The setup makes for a different take on the more traditional warrior-as-soldier.

Gladiatorial combat is a staple of some civilisations, their origin in Etruscan times (from Greek games or Celtic contests) as a funerary honour.  Those chosen to die in combat wore armour taken in battle against warriors from Samnium, creating a tradition of naming some armoured gladiators samnites.  This led to a form of historic/mythical reenactment and promoting Etruscan and Roman superiority over foreigners.  The contests (munera) to honour the dead were lavish if private affairs leading to gestures of public generosity.

From such roots sprang the spectacle of Roman games (ludi).  Gladiators fought each other, captured beasts and condemned criminals in contests based on famous wars and mythic struggles.  Julius Caesar forged them into a political weapon.  With the rise of empire, munera entered decline with Spartacus' rebellion, the Senate limited the number of gladiators owned by an individual to stop private armies forming and anti-corruption laws proved increasingly ineffectual.

The ludus became a political tool, Augustus formalised them as civic duty and limited private sponsorship of munera, relegating them to ludi at Saturnalia and Quinquatria.  State-sponsored ludi grew with the remit of the Imperial cult into extravagant spectacles.  Commodus, Claudius, Caracalla and others used ludi to exhibit martial prowess, a scandalous act as gladiators were often criminals or slaves, tattooed or branded on the face or hands (these were called stigmata) to show their status.

The lanista, who managed a gladiator school was seen by Romans as little more than an overpriced pimp and sometimes sold gladiators for that purpose. Private owners of wealth or standing (munerator or editor) had no such stigma.  Owners had the power of life or death over their gladiators and put them through gruelling training in stratified groups based on chosen tactics and criminal status.  Access to massage and medicine as well as a quality diet was noted. Galen, a noted physician gained experience at a school in Pergamum.

A gladiatorial game need not just feature combat.  A life in the arena campaign could feature intrigue as well as politics and a reason for exotic race and characters to associate.  While the use of magics would need to be considered (people hurling fireballs in the arena may be a problem), flashy effects are part of the spectacle of a Romanesque ludus.  The arena is a convenient place of execution, strange beasts may appear and there is the possibility of fame, freedom and betting on the outcome.

What more could you ask for?
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