DCC RPG: Tables, Tables, and Tables

DCC RPG Limited Edition CoverOver the weekend Erik Tenkar posted about why he liked Dungeon Crawl Classics and noted it certainly wasn’t the neverending spell tables. This spurred another post from Wayne Rossi on his blog about DCC RPG, tables, and the Pareto principle. Both good posts which led to two different conclusions – one person finding magic in the game and the other turned off by the tables.

Tables

Dungeon Crawl Classics RPG does have a lot of tables. Tables for spells, tables for critical hits, tables for fumbles, tables for mercurial magic, tables for disapproval, and so on and so on. Tables are an integral part to DCC RPG. Tables bring the randomness. Tables occasionally bring the “over the top” results. Tables are what help keep DCC RPG players on their toes.

When I first heard about DCC RPG and all the tables I was pretty skeptical too. In fact, I ended up with the DCC RPG rulebook because I kept hearing great things about the art in it. I initially bought it for the art, but then after reading it thought the game sounded like a lot of fun. After playing in a one-shot online, I was hooked.

The focus of Wayne’s articles is on the spells and accompanying tables. From where I sit I am less concerned with applying Pareto principles and more interested in whether the spell tables add fun to the game for me.

Closer Look at Spell Tables

For sake of discussion I am going to limit my post to the spell tables, but a lot of my comments will likely be applicable to many of the tables in DCC RPG. But let’s take a look the spell tables.

I think the tables are *where* DCC RPG gets it magic from. The spell tables lead to the unpredictability of the game. This unpredictability creates the feeling of the unknown. This unknown is what sparks the magic for some of us who have been playing RPGs for a long time.

Let’s take the magic missile spell. Depending on edition of D&D, we all know magic missile is going to automatically hit and do 1d4+1 points of damage. As the caster’s level goes up, the more missiles the caster unleashes. That is how the spell works today, it is how it works tomorrow, and how it will work the day after that.

When we were new to the game, that in and of itself was enough to be new and treading that line on the edge of the known. As decades have gone by, magic missile gets a little stale. Our wizards have cast it hundreds of times with the same results.

Enter DCC RPG. Now magic missile has a unique table covering the possible results. Now my wizard casts magic missile. I roll a quick 1d20+caster level+intelligence modifier and I step into the unknown again! Now my magic missile could do anywhere from 1 point of damage to 4d12+ caster level of damage to multiple missiles causing 1d10+ caster level of damage. The result changes each time! Magic missile suddenly has become fun again due to this unpredictability.

Each spell has its own table, because each spell is unique in its results. Trying to apply a single table to every spell would ultimately end up being too generic in the long run and steal from the power of specific spell tables.

Each spell table in DCC RPG is interesting. Actual play in my groups indicates that rolling random results on spell tables has everyone at the table anxiously awaiting the result. Will the spell fizzle? Will it do some trivial amount of damage? Or will it be a battle changer and finally swing the tide the party’s way? These are questions asked each time a spell is cast. I think this recurring unknown is what gives DCC RPG its magic.

Tables With Purpose

A table for the sake of having a table is not a good thing. But the tables in DCC RPG are there with a purpose. A purpose of adding randomness into the game. Randomness that adds to the unknown. Unknown that aims (and succeeds in my opinion) to rekindle that magic we saw in the game so many years ago.

Zombies!

zombieWorld War Z opened this weekend, the Walking Dead series seems to still be going strong, and more and more zombie related fiction seems to be coming out in increasing numbers. I thought Zombies might have reached saturation with the less than stellar Marvel Zombie series but the craze seemed to survive that. I admit I enjoy the Zombie craze. I even watch those bad SyFy movies about zombies along with reading many different Zombie novels (almost 90 at this point). Most of them are not worth talking about but even in the bad ones comes the occasionally cool or clever idea. I doubt I’ll ever get to run a Zombie Apocalypse game but as most gamers know the next best thing to running on is planning one.

A number of questions need addressed in planning a zombie apocalypse game. In many of the RPGs that follow this theme they answer them for the reader but don’t really address the questions well. All Flesh Must Be Eaten is the one RPG I recommend for this as it is more of a toolbox then a firm setting like the others I’ve seen.

I think the first thing needing done is defining the setting. The assumption is usually modern day but I’ve read some cool settings that deal with near future a few decades or a century after the Zombies first appear. There have been some cool super heroes zombie settings but I’d advise staying away from Rotten Capes RPG. Even setting it back ten or twenty years can severely impact the game as communication has really become a lot easier in that time.

While in many cases the cause is not revealed I believe a GM needs to have an idea for it to help the game. It is very possible that the PCs will eventually take the game from just survival to something more and discovering the cause is a likely mystery to attempt to deal with. Now that doesn’t mean it has to be possible for the PCs to ever learn the cause. And as a GM I would include call kinds of rumors from alien spores to natural pandemic and everything in between. Knowing the cause can help define how it is transferred, if there is a cure, and other likely characteristics of whatever is causing the Zombie Plague.

The big question though is fast or slow zombies. On the big screen the zombies have become faster and faster because it looks better on the big screen that way. It is more difficult to make people feel threatened all the time by slow zombies, but they should be no less scary. I think World War Z the book did a great job of showing how they can be frightening. I like a good mix though. In one series I read slow zombies were actually herded by the faster zombies who used them as distractions. It was cool to see pack tactics being used by zombies.  I also like the settings showing reasons for the different kinds. Fast zombies might be charged by radiation from nuclear bombs that failed to kill them. Or they just might be bodies that are less decayed or damaged.

GMs can spring the apocalypse on the PCs or give them time to prepare. Some good novels have shown that the outbreak starts on one nearby city and gives the characters a day or so along with everyone else to prepare or panic. Also, a GM can take the PCs through the start of the chaos or just spring them in the middle like Walking Dead does. I almost feel it would be a good bait and switch scenario allowing the players to think it is one type of campaign and then surprise them with the walking dead showing up. That can help so all the PCs are not ex-military survivalist. Showcasing more normal characters and how they deal with the onslaught is one of better aspects of the games then just making it well armed militia men ready for the end.

One of the bigger complaints I see is that in the books and movies there has to be tension between characters. Some of these actually seem more like soap operas with zombies and I think it comes from writers not fully embracing the conflicts that can happen. There doesn’t need to be infighting to create drama. It can be challenging enough just trying to find food and shelter and stay safe. Sure it is good to have rival gangs of people or even other groups that are not evil but don’t agree with the PCs. But too often it seems aside from the main characters most of the humans they run into are worse than the Zombies. It just happens way too often that it becomes boring and predictable.

The most important aspect that I think many of the novels and movies lack but I feel is more important for an RPG is hope. If the game seems hopeless and there is no chance for improvement I think players get bored and frustrated. It’s not fun anymore even if it might be completely realistic. I would allow the PCs to build a community or gather in a caravan. That is why I would give hints of a cause and a possible cure. It allows the PCs to work towards something.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

My Old Mate Al Chemist

No, I am not trying to introduce you to a drug dealer! Instead I am going to be taking a look at the Pathfinder classes one by one. It will be a theme that I return to irregularly at the Iron Tavern and so I have decided to do it in the time old tradition of alphabetically. I will cover all core rules base classes and then I may even go on to look at the prestige classes if it is a popular series. So without further ado, let me introduce you to Al Chemist.

Alchemist Damiel IconicThe Alchemist

“I awoke one morning to the sound of flame and explosion. Looking up I saw Seroquel literally grinding the eye of newt into a paste so he could add it to his boom boom juice. I have no idea what that is and I dislike the Gnome in his original form so I told him to wake me when he let Hank out to play.” Excerpt from Gelik Aberwhinge’s journal, Saventh-Yhi, Mwangi Expanse.

First introduced in the Advanced Players Guide the Alchemist class fills the needs of all those people who have a little mad scientist in them. They are a quasi-magical class with a range of abilities that can shape the character in a variety of different configurations. I have had the pleasure of being the GM to two Alchemist’s so far and I have to say that they are a fun class inclusion in a party. Both players though took the same path so I have seen only one configuration of the Alchemist played out and that is the feral or Mr Hyde variant.

The Alchemist class relies on infusions that are brewed every morning. Much like a mad scientist they must follow a group of formulae from a formula book and have the ability (or skill) to infuse a certain number of extracts per day. These operate essentially by applying or drinking the extract and using the body as a conduit for the alchemical reaction. The effect is like that of a spell, and in fact uses standard spells as the description for these extracts. The spell list for the class is pretty good but the spells are mainly those that operate on the individual themselves. You will see no overt ranged attack spells like magic missile or fireball amongst the allowable spells due to this fact. Also, all actions to “cast” these spells draw an attack of opportunity i.e. draw vial from backpack: move action that attracts attack of opportunity; drink extract: standard action that draws an attack of opportunity. With this in mind it pays to remain out of melee range if you are intending on making your spells the main focus of the class.

But spells are but one part of the Alchemist’s many stringed bow. The class also receives the ability to create a number of explosive devices, or “bombs” that are ranged attack grenades if you wish to think of them that way. The Alchemist creates a two part infusion, both inert unless mixed and are the only class that can mix these reagents together. These bombs are super effective against individual foes and also have a splash damage to those surrounding the target. They also gain in effectiveness with the more class levels the Alchemist obtains, adding more and more damage. They start as a base of fire damage but through the use of discoveries the Alchemist can actually vary the energy type when they make the bombs.

Alchemists Poster SheetThe discoveries that an Alchemist can make along the way may vary a lot about the class and it is through these discoveries that you can customise the character to a theme. As I stated in the introduction the two Alchemists I have GMed were of the type that followed a Dr Jekyll and Mr Hyde configuration. Mild mannered scientist who, upon drinking a mixture (called a mutagen) became a mighty fighter full of rage. The other stream of customisation actually takes the character more down the road of an expert bomber or demolitionist. It gives them a wide range of different energy types, delay explosions, smoke bombs and a bunch of other types. Some of these discoveries can only be taken at certain levels so there is a good range of powered abilities that the character can access through their career.

The second to last of the mad scientist abilities is the mutagen power. The mutagen is a concoction that the Alchemist can only make one of a day. When they make it they pick a physical statistic (strength, dexterity or constitution) that it will affect. Once the Alchemist drinks the mutagen they receive a +2 to natural armour as their skin hardens and a +4 to the ability that was chosen. The downside is one of the mental attributes (intelligence, willpower or charisma) takes a -2 hit. the choice is dependent on the statistic chosen to boost. It is like the Alchemist becomes a new, more feral version, of themselves and some Alchemists actually see it as a new personality and give them a name (as in the flavour text that headed this blog). The mutagen lasts for ten minutes per class level and can be an absolute life saver!

The last ability allows the Alchemist to use poison which in my opinion is not often used unless taking poison bombs. One of the Alchemist players I have GMed collected a lot of poisons but never really used them as it is a power quickly outclassed by many of the other special abilities that they pick up along the way. This power seems to be “tacked on” somehow and I am yet to see it truly benefit the class in play.

AlchemyUltimate Combat expands the Alchemist by providing new discoveries for the class, largely in the bombing area. It also provides two archetypes in the Beastmorph and the Ragechemist. Both of these classes target the mutagen powers to provide different abilities. The Beastmorph takes on animal features as they mutagen and some powers along with it. The Ragechemist is a Strength focussed class that creates a very angry alchemist indeed! Ultimate Magic provides a lot more discoveries with a much broader range from any of the previous rules sources. They do not just focus on bombs but on abnormalities too like vestigial limbs and a great variety of different powers that need to be investigated when playing the class. The book also provides no less than eight new archetypes that I will list but not go into. The archetypes are Chirirgeon, Clone Master, Internal Alchemist, Mindchemist, Peservationist, Psychonaut, Reanimator and the Vivisectionist. Needless to say, Ultimate Magic is a go to if considering playing this class.

The Alchemist is on a whole one of my absolute favourite classes. They are quirky, scientific and utterly weird which is exactly why I like them. I strongly suggest you look at the Alchemist if you are considering wanting to play a spellcaster as they really are an alternative to the arcane type spellcasters you can get. The opportunity for colourful role playing of this class is excellent and they will be embarrassing and weird, creating all kinds of fun in a group of bold adventurers. I would rate the Alchemist at 9.5 steaming beakers out of 10 for an enjoyable class to play in Pathfinder.

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Origins 2013 Report

Origins LogoFinally starting to get back to normal after attending Origins 2013 in Columbus, Ohio this past weekend. I had a really good time this year and consider it another successful year for Origins. I am going to hit a few of the highlights for me and also note a couple of things I think Origins could improve upon.

Online G+ Group Reunion

I have been running a Dungeon Crawl Classics game online since late summer of last year. We’ve had a very stable group and the group continues to meet every week even now. From this same group I spent about two months plays in a Dungeonslayers game before my scheduling became a little more complicated.

Months ago we decided we would meetup at Origins in person. We actually pulled this off and I was able to meet several folks I had only known virtually and game with them pretty much the whole weekend. That really added to the experience of the con this year for me. I had a great time playing games and running games for them as well as just general socializing and hanging out. We had folks from Georgia, Michigan, Pennsylvania, and Indiana by the time the whole weekend was done!

The Gaming

I actually did not play in any official events this year. Instead it was all gaming in the open gaming areas or at the Geek Chic tables by the Big Bar on 2 when we could get them. I ran two Dungeon Crawl Classics RPG sessions (The Waystation  and The Tower Out of Time). Both sessions went very well. I had seven players for the Saturday afternoon session!

I also played in a DCC RPG game one of my friends ran, the 13th Skull. That one nearly ended in a TPK only two hours or so in, but a well rolled Invoke Patron by the elf fixed that for us! We ended up successfully completing the module in amazing success!

One person from our “reunion” ran Gamma World 4e. That was a late night game and was a good time. I am not sure I fully get Gamma World or that it is the game for me, but I still had a very fun time at the session! And another person ran Basic Fantasy RPG. Had a lot of fun with that. We generated our characters at the start of the session with 3d6 in order which can lead to some interesting characters to play. Quite enjoyable!

The Dealer Hall

There were of course many trips through the dealer hall. I was pretty conservative, but did pick up a few things.

  • 8 DCC RPG 3.x modules from the Buy 1, Get 3 Free booth
  • Chessex Factory 2nd Battlemat (smaller than my megamat)
  • A 12-sided hit location die to determine scarring in DCC RPG
  • 30-sided die that doesn’t roll all the way across a con table from Lou Zocchi
  • A 7-sided die from the same
  • a d20 to replace one I apparently lost during the con

Picked up some souvenirs for the kids on Sunday when I toured the dealer hall with them.

The Origins Experience

While I had a great time at the con and the Origins staff always seems to pull it off and run a smooth event, I do have a few suggestions to help put some folks minds at ease.

Communication

First, communication! The Facebook group is pretty active, use it to help get information out there. People get nervous when things are handed out at the last minute or when registration opens after Gen Con’s does. If you can’t get things opened sooner, at least communicate with folks on these types of things. It just helps people feel more confident in the preparedness of the con.

This year the lines were short, I picked up my badge with no issue and friends running events had no issues. But prior to the con folks were wondering how prepared the Origins staff was. The end result is things went smooth – you have the hard part done, now just communicate to people so they aren’t left wondering or doubting!

DungeonslayersOpen Gaming Area

My group was planning on relying heavily on the open gaming area this year for a lot of our games. We wanted to play with each other and trying to get big groups through the registration process all at the same table can be problematic. We all purchased full con badges, so we paid our money – we just wanted to have a more flexible schedule and easier time playing games together.

The open gaming area this year was small – thirteen tables I believe. A friend posted a pic of the area on Wednesday before I got there and was pretty worried about how our plan was going to work with so few tables. There were certainly plenty of areas to have more tables throughout the con.

Now in the end, it did not work out too bad. We found a table when we needed one, though one was a little cramped, but it work out. I think the Geek Chic table area in the Big Bar on 2 helped with some of this, but we could only get those tables for 3 hours at a time. Regardless, put out some more tables so finding a spot to game with friends at the last minute is not something to be too worried about finding space for.

Costume Contest versus Open Gaming

On Saturday I was running a game in the open gaming area, along with a lot of other folks. And then the costume contest rolled in. The costume contest was held in the open gaming area. Not in one of the vacant ballrooms right next to the open gaming area, but in the open gaming area. Folks crowded around our table, it was too loud to hear what was happening even when leaning in to the table. This was not a well thought out idea!!

DCC on Geek Chic TableWe ended up moving our game into one of the empty ballrooms. Luckily that was much, much quieter and things worked out for us. No idea what happened to all the other open gaming folks that were there at the time.

But don’t set aside an area for open gaming and then schedule other events (loud events) to happen right there in the area.

Day Passes

There was a fair amount of controversy on this one. For several years the con has offered day passes or family passes that allowed access to the dealer hall for a low price of $10 or $15. That was available this year, but only on Saturday.

Please, please reconsider this. Let it be available on all days or at least on Saturday and Sunday. I like to bring my wife and kids for a walk through the hall. We always spend money there, souvenirs for the kids, jewelry for my wife, etc.But Saturday is often booked with gaming for me, making Sunday the better day to bring them up for a walk through the con.

This year my wife could not make it and luckily I could do actual con badges for the kids who were 9 and younger who were free. But this won’t always be the case. This will generate lost sales in the dealer hall as far as my family is concerned. If I need to spend $20 on a badge just to let them tour the dealer hall it isn’t happening.

Positive Origins Experience

Despite some of my complaints above, the con was a great time. The staff I interacted with was friendly and waiting in lines was minimal. So for me it was another successful Origins convention for me. I do hope the convention staff will take a look at some of the comments above though as I think they have the hard part done and simply improving communication and listening to some of the feedback would help Origins thrive.

Looking forward to next year already!

Thieves’ World and d20

Thieves' World Players ManualMy old group broke up spring of 2002 and through EN World I found two more groups first one then another.  The Thieves’ World books were boxed up with other games that were not getting played and I dove in the d20 craze head first.  Online so many settings and games were being translated to d20 that there were endless threads about what property needed to be d20.  I was one of the lone voices calling for Thieves’ World.  A few people seemed to remember it but as I talked about my games and posted some personal created classes, prestige classes, and house rules I think I helped kick up the following in a minor way.

I was shocked when I heard Green Ronin had picked up the license and new books were being written.  I don’t know if it was intended but the new books fit in well with the old.  They offer a lot of well-done rules and setting information that is not in the box set.  They have options for characters from all over the place; they must list every little city state ever mentioned in any of the short stories and novels.  The time line might have been advanced but the struggle for day to day survival remained the same.

Thieves’ World Players Manual is about perfect.  They make some simple changes to the d20 rules and supply plenty of classes and character options d20 players are used to seeing.  It has great information on the setting and really allows people not familiar with it to have a clear understanding.  They made magic more dangerous and difficult to use.  I like that and it helps keep a delicate balance d20 always lacked with spell casters and non-spell casters.  Almost everything has been fine tuned for the setting.  The classes have their own abilities and look a bit different from the normal PHB classes.  It has an emphasis on the more mundane.

Shadowspawn’s Guide to Sanctuary is much more of the setting and a great resource for GMs.  It offers great descriptions and insight into many of the characters from the books both old and new.  It offers a few new player options but it is mostly just a GM resource.  The book does a good job of describing the city as it was in the old stories and then how was changed when they advanced the time line a few decades and brought in even more complications.  One of the more useful sections is small sample adventures in the city.  These are great to just get ideas of all the kinds of possibilities and potential the city of Sanctuary can hold for players.

Sadly, the only times I have gotten to play using these books is one shots run by Robert Schwalb at Origins.  For a few years he always ran something at 8am Saturday morning which was not the ideal hour.  Those games never did sell out but I was there with probably a bit more energy and fully awake than anyone else.  Nowadays at Origins they don’t seem to have as interesting of a gaming selection.  I bring that up only because Origins starts up Wednesday June 12, the day this should get posted.  I’ll be there for five days running some Paranoia, but I’ll leave that for next week’s blog entry.

Thieves’ World is always going to be my favorite fantasy setting.  It doesn’t have the shine of Eberron, or the scope of the Forgotten Realms, but it has dirt and grit that can never become clean.  It is a setting with potential because really there are lots of buildings and NPCs left undefined or just slightly defined.  It is a great sand box for a GM and players wanting the gritty and dangerous low fantasy setting.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

A Thieves’ World Tale

Thieves World Boxed SetIt was the mid 90’s and I was taking a break from running Palladium games RPGs. We had a great Robotech campaign that had just ended with the devastation of the surface of Earth and we were looking to do something a bit different. One of the guys suggested running a Thieves’ World campaign using 2nd edition D&D rules. Until then I didn’t even know there were RPG books for Thieves’ World. The system turned out to be pretty good for what we wanted to do.

Here we are now almost twenty years later and RPGs have advanced and been over analyzed so that all the old games have had their flaws dissected and lots of dirty laundry has been aired to the public. At the time though it was doing things that other games were not. The kit system has taken a lot of flak since then but I liked it then and still like it now. Few Kits were created equally but that didn’t matter for us. It was a great way to help mechanically distinguish a character and call him something besides Fighter or Thief. The setting only has humans and it being low magic it restricted the kinds of classes that we would play. The kit system helped make characters of the same class really seem different.

That first campaign we had four characters. I don’t recall what the specific kits were but we had a Fighter, a thief, a ranger, and my character a Bard. I took the True Bard Kit from the Complete Bard’s Handbook my favorite of the 2e class and race books. My character was a musician and singer but also had many disguises. We started off the campaign in a place called Downwind the poorest of the cities districts. It has very few permanent buildings; most are shacks and tents. The way we ran it it had a gang problem and my character did not want to be seen there so he looked differently when there. Also, he was rightfully fearful of being mugged as of the group my character made the most money with street performances and eventually joined a Bard’s guild.

When the characters were made we connected them through backstory. We needed a reason to trust each other and that was one of the few requirements the DM demanded. The other one was create in the backstory how your character ended up with almost nothing in the poorest district in town. Starting money was in copper instead of gold. The copper coins could be broken off into ten pieces called Bits so there was currency smaller than a copper. Many of the items in the PHB cost was in silver instead of gold but starting out we could afford very little.

The characters did not have a place to live so we found some people and convinced them through threat of violence to let us live were they had been living. Alignment was something we ignored. This game was about day-to-day survival more than standing up for Good verse Evil or anything like that. Those are concepts that can easily be explored in Thieves’ World game but it wasn’t something we did. Each day we had to earn money for food and with luck we would save some to eventually buy better equipment or be able to afford a real house in a safer district. Each day we had each character go out and earn. The Fighter would try to get a job as body guard or something, the thief picked pockets, the Ranger would offer services as a city guide, and my character would sing for money. All of those types of activities were usually just done with a skill roll and maybe some role play if something interesting was happening with it. The nights are where the bulk of the gaming time was spent.

ArenaThe DM introduced a fighting ring that existed in the Maze, the most dangerous section in the city. It took us a few sessions to learn of it and figure out where it was. I like that it was not just handed to us. There anyone could fight and it was to knockout or one side taps out, not to the death, though death could happen. Anyone could fight in what was called the scrub fights. In these you had no idea what type of character you would be facing. The DM had a table he rolled randomly. So, a character could get lucky and face a zero level fisherman or get unlucky and face an experienced fifth level fighter.  For fighting a character would get a copper and for winning you would get silver. The real money came in the gambling. At times it did seem like we were playing Bloodsport the RPG as this was a major focus of the campaign. There were a lot of NPCs we met that were combatants or spectators. Once a fighter made a name for himself he could be invited to special fights or events. The money and bets would become a lot better at those. And just like real life some nights we hit big and other nights we lost our shirts. Healing was also an issue so if you lost a fight big time it usually meant you didn’t make any money and you had to pay to get the character healed or else he was going to be really low on HP for days or weeks.

The first month or so we played was about getting money, staying alive, and eventually moving out of Downwind. We made a few friends but many more enemies. Like I mentioned we had gangs in Downwind and they were always a problem. We took one gang out completely in a big battle through the tents other basic structures in a pretty cool long drown out battle.

Each character had their own goals. Some were escaped slaves or wanted criminals so they wanted to become legally freemen. There were many guilds in the city that would interest a character and having guild status was an important achievement for the characters. We meet and interacted with many of the different NPCs from the stories and even though most of them were cooler and more powerful than us the focus was kept nicely on the characters.

When 3e D&D came out we came back to D&D from playing Star Wars d6 and once we got a good feel for the system we played in a Thieves’ World campaign. It had the same feel as the first but the system worked a lot better. The feat system allowed for a wider range of character abilities. Just the ability for anyone to take Improved Unarmed Strike helped for the fighting ring and AoO for characters that didn’t have it helped divide the skilled from the unskilled fighters. The skill system was also easier to use then the non-weapon proficiencies and because of the nature of the campaigns skills were always important.

Bard's HandbookOne thing we kept was the idea of fame from the Bard’s Handbook. It had fame that lessened depending on how far different cities were and we used that idea except with districts. So, a character could be well known in the fishermen’s area but unheard of in the Temple district. Magic was very rare and dangerous. My character once got a wand and I spent weeks trying to figure out how to return it to its owner and get a reward instead of being accused of stealing it, which I had done. One of the other players said at the time the smartest thing I could do is go to the ocean and toss it in there and it turned out he was right. In another campaign the players were 8th level when they got a hold of a working crossbow and they celebrated. I don’t think there is another D&D game anywhere that something like that could happen. We had master work items but never anything magical expect for one use items like potions and scrolls and maybe something else simple. It was a very low magic and gritty campaign. It is not the style of game many people would enjoy but it was a lot of fun for us.

The Thieves World campaign I ran used the Rules Cyclopedia. It has always been one of my favorite versions of D&D. It has a workable skill system that we liked. It has the classes needed and it is easy to still ignore the demi humans since they were not part of the setting. The mystic is an interesting class and one of the players used it. Not having to rely on weapons and armor was a good advantage.

My campaign started before the first book and took them through the conquering of the city by the Rankans. I focused on the townsfolk really not caring who was in charge as long as their lives mainly remained the same. The day -o-day grind of basic survival was still the focus but we did travel outside the city some and dealt with pirates and raiders more than in previous campaigns.

I’d like to run the setting again but it would be a tough sell for my players because it is a non-heroic campaign. I would use Pathfinder and mix in some of the new Thieves World mechanics from the Green Ronin books. I ran the Council of Thieves Adventure Path Paizo made and that worked well for a campaign all in one city. I think that will be the closest I get to Thieves World for some time.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

Why Are We Here?

Question MarkSo, what do the players do in a roleplaying guide?

Simple, they play roles.

What do they do as they play their roles?

Depends, on what they feel like doing, and what the Guide Master (GM) suggests they do.

That’s the thing about plots and storylines, they’re really nothing more than suggestions. Hints when you get down to it. Give most groups a murder mystery to explore and they’ll want to know where that stash of vin ordinaire came from. In this players tend to be a distractible as a year old puppy.

What do the players do?

As they play their characters they get into all sorts of things. They interfere in muggings, track down ancient tomes and ancient grandmothers. They rescue kittens, baby dragons, and lost merchants. They guide hunting expeditions; land on unknown islands, worlds, trolley stops; converse with wisemen and fools of all sorts (and sometimes the same people), and on rare occasion they kill critters and take their stuff.

What do the players have to do?

Not a darn thing. At least nothing the GM would like them to do. For that is the secret of RPGs, freedom of choice. Any GM who refuses to accept player initiative is in the wrong hobby.

That’s rude!

Is it wrong?

You are a cruel man.

Isn’t limiting what people can do crueler still?

…In any case, the role of the players is to explore the setting they’ve been presented with, to present the GM with situations he hasn’t prepared for, and so encourage adaptability and imagination on his part. To put it simply, get him to loosen up and lighten up, and accept things won’t always go the way he planned.To help the GM understand that RPGs cannot be scripted, plotted, graphed out, or (for that matter) outline. All the GM can do is set up the basic situation, the opening incident, then watch as his players play merry hob with his scenario.

You ask, “What do the players do in an RPG?”

The answer is, “Gift the GM with consternation and confusion.” Remember, it’s part of his job to entertain you.

Alan Kellogg. I am a blogger and a gamer, and I opine on various subjects and topics. I live in San Diego CA, have been gaming since 1964 (board games) and 1975 (RPGs). Have credits in Dangerous Journeys: Mythus and have helped out with a few other projects (Charlemagne’s Paladins for TSR for instance). Currently working on a revision of Mythus for possible publication.

RPG? Or RPA?

Last week, in this post, we discussed whether or not RPGs are truly games, and I posed a question; if not, what do we call it?

Mark Knights at the Iron Tavern had the following to say regarding games. My answers regarding RPG are in parentheses.

  • Games are entered willingly: (Yes)
  • Games have goals: (Not really)
  • Games have conflict: (Not really)
  • Games have rules: (Not always)
  • Games can be won and lost: (Not really)
  • Games are interactive: (Yes)
  • Games have challenge: (Not always)
  • Games can create their own internal value: (Yes)
  • Games engage players:(Yes)
  • Games are closed, formal systems: (Provisionally)

You’ll note that I disagreed with Mark, which means I believe that RPGs need to be called something else.

My suggestion is, a roleplaying activity (RPA). Alternatively we could call it a roleplaying entertainment (RPE). An RPA being an activity in which the participants play a role in an imaginary world, where they have adventures, explore strange lands, and meet strange people.

An RPA is not a game in any but the loosest sense, for there are no formal goals to be achieved, no formal competition to be overcome. Any goal is chosen by the players, who could achieve that goal by any means they decide, and any pace they choose. An RPA is entered into willingly, but has no goals, and need not have conflict. (Though conflict can be used to keep participants interested). RPAs are interactive, otherwise they fail. But an RPA need not have a challenge (at least not a formal, “we need to overcome this threat” sort of challenge. Finding a decent Jewish deli at midnight on a Friday in a strange town is another matter.

Well of course RPAs create their own internal value, and they can engage players. Having closed, formal systems is another matter. As the late E. Gary Gygax once noted regarding RPGs, “They don’t need rules.” Really, the only thing an RPA really needs is a general agreement between GM and players on how things work, and that can be as informal as you want to get.

So what does an RPA need to work? Since that is going to take a while, we’ll start getting into that topic next time.

Alan Kellogg. I am a blogger and a gamer, and I opine on various subjects and topics. I live in San Diego CA, have been gaming since 1964 (board games) and 1975 (RPGs). Have credits in Dangerous Journeys: Mythus and have helped out with a few other projects (Charlemagne’s Paladins for TSR for instance). Currently working on a revision of Mythus for possible publication.

Gen Con 2013 Wizard’s Booth

D&D NextBrowsing my Facebook feed a little earlier today I noticed a post by Margaret Weis noting that Wizards of the Coast was apparently not having a booth at Gen Con 2013 this year. That post was made on Wednesday this week and I was a little surprised I had not seen more commentary on the lack of a Wizards booth at the show.

I had seen an email from Gen Con earlier in the week that the exhibit hall map was released. So I headed over there and downloaded the map to take a look. Sure enough – no Wizard’s booth! Now the map does have a disclaimer the document is a living map and subject to change, but at this moment there is not a Wizards of the Coast booth listed on the map.

I did a little more looking and did find some info over on Gen Con’s forums where some others noted the lack of a Wizard’s booth. It seems they will be focusing their efforts on the playtest area instead of manning a booth. A tweet from Mike Mearls also backs this, stating their booth is the playtest area.

I think this is an interesting decision by Wizards to not have any presence in the exhibit hall. Granted they do not really have any product to sell this year. They are still amidst their D&D Next playtest, the only significant product they have been releasing has been reprints from older editions and PDFs of DriveThruRPG. But it still seems odd for a major company in the RPG industry to *not* have a booth at Gen Con.

Thinking back though, last year the booth at Gen Con was fairly unspectacular. So perhaps we should have seen it coming.

What do you think? The end of RPGs (I’m being facetious!)? A shift in major players in the RPG industry? Or simply saving money for a spectacular D&D Next rollout next year?

License Plates as Name Generator

openclipart library

openclipart library

How many of you sometimes have issues coming up with names for your campaigns? If you’re anything like me, probably more than a few of you. And I’m sure you have your solutions to that problem. Techniques such as phone book surfing, online random name generators, Scrabble tiles… They all work. But I’m going to give you one more option.

Do you find yourself frequently driving or riding somewhere along a city street or highway? Maybe you take public transportation, travel by taxi, or are stuck in traffic during rush hour every day on your commute? If so, I have an idea for you.

Every standard license plate involves a combination of letters and numbers to uniquely identify the car as registered with a government somewhere. Could be a state. Could be a country. Doesn’t really matter. What matters is that combination of letters and numbers.

Glance at a license plate (safely of course, not endangering yourself or others) and see if any of the letters on it tickle your fancy. Does it hint at a word? Or a name? Acronym? Phrase? Anything? If so, write it down or remember it for later. If not, glance at another one.

Here’s a few I came up with the other day:

  • SXN
  • WW
  • RZJ
  • DYG
  • NKX
  • WBX
  • HAV
  • ETU
  • KGM
  • RIE

Out of this list of 10 different groups of letters, I quickly came up with: Saxon, Werwick, Rizza’j, Dygga, Nyx, Wibbix, Hava, Ehtu, Kirgum, and Rie. And I’m sure I could come up with more if I randomized the list a bit. But I’ll be content with simply writing down 10 more another day and figuring out how my brain wants to arrange the letters to make up names.

Any of these names could be used for NPCs, places, monsters, items, and more…

So the next time you’re on the road, take note of a few license plates. If you’re on a long trip, you can even use that time to generate tons of names for your next campaign so they’re ready to go.

Brian “Fitz” Fitzpatrick is a Software Engineer who manages (or is that mangles) Game Knight Reviews and tinkers with writing game materials via his Moebius Adventures imprint. When he’s not writing about gaming, he’s actually gaming or at least thinking about gaming in some capacity. During the non-writing, non-gaming time he’s likely trying to keep up with his wife and two daughters or wrangling code for a living!