Behind the Curtain: Default System Choice

PSE1_Kajaks_Kave_Cover_ThumbIn the week following the debut of Iron Tavern Press and our first product, Kajak’s Kave, I suspect some folks are wondering why I chose Swords & Wizardry for the “default” system. There is a plethora of well-written OSR systems available today and to choose one seems a very difficult task.

I wanted to take a little time and explain why that choice was made, specifically for the Pocket-Sized Encounters series I launched Iron Tavern Press with.

Background

I got my start in the role-playing world with D&D Basic, the Moldvay version. Even today the cover of that boxed set is etched into my mind. That set is what launched me on what has proven to be a lifetime hobby. From playing games, to running games, to blogging, to starting Iron Tavern Press. The roots can be traced back to that system.

Of course over the years I drifted away from that initial edition. 1st Edition AD&D, then on to 2nd Edition, and even to D&D 3.x. From there I drifted to Pathfinder and in recent years even more dabbling in various systems. Some just picked up and read through and others taken for more extensive test drives.

Regardless of system I will hold a fondness for the OSR. Especially as my available time diminishes and I need to work the hobby into a fuller and fuller schedule. The light nature of many of the OSR systems allow me to spend more time on the creative and less time on the “crunch”.

System Choice

When I first wrote Kajak’s Kave and the idea of Pocket-Sized Encounters percolated the adventure was written to be systemless. The creatures were simply referenced by name and how many were present with directions to look up the actual creature stats in your rule system of choice. While this led to great versatility it did push work off on the GM.

Around this same time I was doing on the fly conversions of some Dungeon Crawl Classics and Labyrinth Lord adventures to Swords & Wizardry. Converting on the fly was pretty easy, but I was glad I had at least some stats to work off of. Even the inclusion of basic stats for a different system gave me the ballpark of what I would use in Swords & Wizardry.

This experience had me second guessing my choice to go completely systemless for this series. But what system should I use as the default assumption?

It came down to three top contenders for choice of system that I felt were good fits for the series and still adaptable for people to convert to their system of choice. OSRIC, Labyrinth Lord, and Swords & Wizardry.

Each of these systems have their strengths, but in the end I chose Swords & Wizardry for the default system for the Pocket-Sized Encounters line. Let’s take a closer look as to why.

Swords & Wizardry

I’ve posted before about why I like Swords & Wizardry as a foundation system. But there are some factors that also influenced my decision from a publisher’s point of view.

Swords & WizardryThe biggest factor? Swords & Wizardry stat blocks include both ascending and descending AC. To me this is huge. Yes – one can convert even AC on the fly, but to some that seems a mystery or at the very least, not something they feel like doing at the table. Swords & Wizardry includes both a number for ascending and descending AC in the same stat block which removes what I consider one of the larger hurdles for at the table conversion. It also lends itself well to conversion to more complex rule systems such as Pathfinder as well.

Another major reason I like Swords & Wizardry is that the ruleset is available online at d20swsrd.com. It is easily searchable and very handy for a rule lookup when you are away from your books. I find online resources such as these invaluable. Having the ruleset online in such a clean format simply lowers the bar to entry that much more. It even makes things easier for me as I write to be able to look things up quickly.

Though the decision was made after I had chosen Swords & Wizardry as the default assumption for Pocket-Sized Encounters, the fact the Swords & Wizardry Complete PDF is now free to the public doesn’t hurt! Yet another step to keep the barrier to S&W low.

In general I find S&W a very solid foundation for people that like OSR gaming. It is easy to build upon by “borrowing” rules from other places or layering your own house rules on.

All of these factors contributed to why I chose Swords & Wizardry as my default system for this line of products.

The Players Speak: KpNooney-Claus

DCC RPG Rulebook Cover w-Headphones

Today’s post is part of an in-between DCC RPG Actual Play session postings to provide a little more insight into the cast of characters and players that make up the campaign.

Aaron plays KpNooney and Baptist in the actual play podcast. He joined the group a couple of weeks after the campaign started with a trio of funnel characters. Baptist was the survivor, though today Aaron writes about Kpnooney – the boom canon wizard!

KpNooney-Claus’s (the K and P are silent) Backstory

KpNooney was a share-cropping wheat farmer struggling to make ends meet, but he had a happy life. He enjoyed his work, had many friends and was married to a young woman that he adored. One fateful night, in the midst of a nasty violent rain storm his wife ,Haxinflaxin, went into labor. KpNooney was thrilled for the birth of their first child, twins actually. But the gods had other plans. A small chunk of meteor crashed through the thatched roof of the humble shack, killing Haxinflaxin and the twins instantly and setting off a fire that burned everything KpNooney-Klaus owned to ash.

This event lead the humble wheat farmer into a vicious spiral of depression, alcohol abuse and rage, alienating him from all his friends and family. KpNooney soon left the farm to wander aimlessly, angry at the universe. A chance encounter with a group of adventurers gave focus and direction to the would-be wizard.

“Those guys saved my life” – KpNooney-Clause

He quickly became enamored with the powerful dark wizard Meffridus, whose methods and madness struck a chord with the disenchanted, morose KpNooney-Claus. The cannibal thief Baptist Inklings, seeing the vulnerability of this young recruit, led KpNooney down the dark path of Malotoch, the carrion crow-Goddess.

“At first the kid was just along for the ride, he was like a lost puppy so we let him tag along. But he learned Magic Missile and now we rely on him when we get in a tight spot.” – Baptist

KpNooney found in the adventuring party a reason to live, a purpose and friendship. He is usually quiet and reserved, being a wizard of few words but real handy in a scrap. KpNooney-Clause believes that his two greatest achievements were venturing into the realm of the dead to bring back his mentor, idol and dear friend Meffridus (and that weird fella who thinks he’s a pirate, what’s his name….Gonlex the Hero Bard of Slither’s End) and spell-duelling to death the High Priestess of Mani when the group, successfully, took control of the Mani Temple in the Great CIty

One day KpNooney hopes to be as great a wizard as Meffridus and to have enough power to sacrifice his life saving “Satan’s Glee Club” from certain death..

Chromecast and Roll20

chromecast-imageChromecast

Google entered the streaming media player market with their Chromecast product last year. Priced at $35, the Chromecast is slightly larger than a USB key and goes into the HDMI slot of your TV. It needs auxiliary power through either a USB connection or power adapter. Once installed (which is very easy) you can “cast” certain applications to it – Netflix, YouTube, HuluPlus and such. You can also “cast” Chrome browser tabs to the device from a computer. This opens up a few more possibilities for the device.

We have several streaming media devices at home as we cut cable/satellite years ago. We have an older model Roku that serves our needs very, very well. One of the TVs has Netflix built-in which also covers a lot of our streaming needs. And of course a PS3 that has the ability to stream various forms of media.

So why would I even consider the Chromecast (and the tie-in for this post to an RPG blog)?

Roll20 and the Chromecast

When I read a little more about the casting of a Chrome tab my thought went to gaming and could I cast a tab running Roll20. I did some quick Google searches and it seemed some folks had tried this. With an Amazon gift card I decided to try this out and ordered a Chromecast.

It arrived a couple of days later and I set it up on the main TV in the house. One of the first things I tried was casting a Chrome tab (after installing the Chrome extension). A normal web page cast with minimal issue, though there was a bit of lag between what was displayed on the computer (MacBook Pro) and the screen. Nothing particularly problematic.

The next experiment was to cast a tab running Roll20. This initially worked pretty well, but soon the flaws became more evident. As I worked in Roll20 (removing fog of war, using the drawing tool, etc) the lag became more apparent and the tab would become disconnected from the Chromecast frequently. Typically I could just reconnect – but during a gaming session I’d rather be gaming – not troubleshooting tech.

I have continued to play with “casting” a Roll20 tab and still had intermittent results. The initial page display is fine, but the longer the “casted” tab is used the more problematic the “casting” becomes with disconnects and such.

Conclusion

At the current time I don’t think the Chromecast is quite ready for the use I had in mind for it. I suspect things will improve in the future as Chromecast updates and Chrome extensions are further refined to make them less resource heavy (both network bandwidth and computer). But for the moment my idea of reliably casting a Roll20 tab is not ready for prime time just yet.

I will continue to use the Chomecast and watch as updates to it and the apps that can use it take place. But for the moment – if you were considering a Chromecast for the purpose of casting Roll20 tabs I would hold out just a bit longer.

The Players Speak: Patrice and Dandelion

DCC RPG Rulebook Cover w-HeadphonesToday’s post is part of an in-between DCC RPG Actual Play session postings to provide a little more insight into the cast of characters and players that make up the campaign.

Kelly started out from the funnel days of the campaign with his characters described below. His characters make cameo appearances since he has returned to school during his breaks. Patrice and Dandelion make for an interesting lense to view this rather chaotic party from.

Kelly’s Characters

Jeffrey’s DCC Campaign was the second time I had played DCC RPG. I was introduced to Matt (Meffridus) through DCC and thus several of his friends including Aaron (Baptist), who I now game with regularly over Google Hangouts.

My three zero-levels were Patrice (Confidence Artist), Dandelion (Elven Chandler) and Delbert (Potato Farmer).  Delbert was by far my favorite, based on his ability scores alone. The others were to be my ‘throwaways” protecting my buff soon-to-be fighter.  Still, the DCC concept of the funnel made me build personalities for these lame ducks.  Delbert was just a dimwit. Gullible and sort of a ‘gentle giant’ type. Patrice I played like a reluctant adventurer. He was NOT used to doing things himself, rather tricking people to doing things for him. Dandelion I played like a teenage mall employee. I gave fantasy inspired scents to her special items (20 candles). She was pretty much disgusted by everything we encountered and tried giving Baptist mud facials and telling people they were ‘autumns’ and such.

Well, Delbert died. A victim of friendly missile fire (did I mention never fire into a melee?). I played the other two very conservatively, and grew a good HEALTHY fear of magic of most types. Both survived the funnel and Jeffrey allowed me to continue playing both characters.  I play Patrice as the classic adventuring thief now: Checking traps, backstabbing, etc. and he’s good at it. Baptist and he make a good working pair, we always have somebody finding the secrets Jeffrey has put in our path.

I play Dandelion as a support mage. None of her spells are damaging really (some could damage, if I roll right, but she is much better at boosting or assisting others and that’s fine). She’s saving up to buy a spa or salon and never cast another spell again, as far as she is concerned. Finding how to fit in a group that goes through casters and fighters pretty regularly, that is lead by a power hungry wizard and has a cannibalistic thief watching your back (and immediately devouring any fallen comrade) can be difficult. I like to think my characters bring an ounce of stability to the group. Patrice is all business, he avoids patrons like the plague (as he’s watched his partners grow roots, boils, and worse).

Memorable Moment

One of the most memorable moments for me was when we were investigating an odd swamp community within the Ooze Pits of Jonas Gralk and Patrice had gone into an enemy stronghold to snoop around. I had made all my sneak checks and such and was going to support from the opposite side when Meffridus decided to Spellburn all his stats in order to increase a spell’s result to a massive, building devouring earthquake that pretty much swallowed the keep and everything inside it. Jeffrey had me make several reflex saves. I made each one (with a little luck) and survived by the skin of my teeth.

Cameos

I’ve returned to school to complete a degree and have had to drop out of the game, but I come back for cameo sessions. In the time I’ve been gone another friend Adam (Jargon) who plays in my Dungeonslayers game on Hangouts (along with Matt and others), has joined.  In my most recent return, Dandelion is pregnant. A festive and drunken night in the Great City with Patrice led to a bun in the oven. Patrice, not wanting to be tied down, has tricked Dande into believing the pregnancy was virgin birth, divine gift from her patron the King of Elfland.  They were both recently sucked back into the group and are experiencing a Planetary Romance type sci-fi adventure not unlike John Carter’s. I hope the arc finishes before I go back to school in February, and look forward to returning full time to “Satan’s Glee Club” in the spring!

Part 1: Quick NPC Parties

stopwatchMotivation

Done by the book, you can easily spend 2 hours making up just one character in Pathfinder or D&D, even with software like Hero Lab to help.  While this might be acceptable for a player who has just one character to make up, the poor DM who wants to make up a whole party of NPCs might need to spend 8 hours!

But before we discuss quick stats for NPCs, let’s first discuss the NPC party itself.

1. NPC party’s primary and secondary mission

Why does this NPC party exist?  Who are they working for?  What are their primary and secondary missions?  This will help fit the NPC party in with the campaign’s plot.

Example: The NPC party are members of the Mercati, a smuggling operation based in the Badlands.  Their primary mission is to smuggle some goods through the Badlands, so their merchant client can avoid Baron Imoldo’s onerous import tariff.  Their secondary mission is to oppose any Impuniti, a rival group, they might meet along the way.  The PCs run into them by chance while exploring the Badlands.  To add spice, the NPC party mistakenly identifies the PCs as Impuniti and draw their weapons.

2. NPC party’s primary and secondary archetype

I define “character archetype” as a specific class (or subclass) along with either a specific gender, a specific race, or both.  All characters with that archetype have those same characteristics, but can be of varying levels.

Each NPC party should have primary and secondary archetypes, and they should make sense for the party’s mission.

Example (cont’d): The NPC party’s primary archetype is human smuggler (rogue).  Its secondary archetype is human scout (ranger).  Gender is not specified for either archetype.  The smuggler(s) handle the financial and law evading aspects of the mission: forging papers, sneaking into the destination city, and selling the smuggled goods on the black market.  The scout(s) lead the way through the Badlands, help the party survive the rough terrain, and look out for enemies with their keen senses.

3. The party leader.

The leader of the party has the highest level and always has the primary archetype for the party.  If you want the NPC party to be a challenge for the PCs, make the level of the NPC leader the same as the highest level PC.

Example (cont’d): The PCs are averaged at 5th level.  The highest level PC is 6th.  So we make the leader of the NPC smuggling party 6th level also.  He/she has the primary archetype of human smuggler (rogue).

If race is not part of the primary archetype, roll for the race of the NPC leader:

Table 3.1: Race of NPC leader (d10):

1-5: Human
6-7: Elf or half-elf
8: Gnome or halfling
9: Half-Orc
10: Dwarf

If gender is not part of the primary archetype, roll for the gender as follows:

Table 3.2: Gender of NPC leader (d8):

1-5: Male
6-8: Female

Example (cont’d): Race (human) is part of the primary archetype for the NPC party, but gender is not.  So we roll for the leader’s gender.  We roll a “7”, so the leader is a female human.

4. Additional NPCs

Number and Level

First, roll 1d4 to decide how many additional NPCs there are.  This will create a fairly small party, so adjust upwards if desired.

Next determine the level of each of these NPCs.  If the leader is 5th level or higher, subtract d4-1 from the leader’s level to determine the level of each of the other characters.  If the leader is 4th level or lower, subtract d3-1 from that level (minimum 1st level).

Example (cont’d): We roll a 3 on a d4, so there are 3 additional NPCs besides the leader for a total of 4 members in the NPC party.  Since the leader is 5th level or higher, we roll d4-1 and get 3, 3, and 2 levels lower than the leader.  So the additional characters are 3rd, 3rd, and 4th level.

Class

Next, determine the class of each additional NPC.  There must be at least one party member with the secondary archetype, though it need not be the NPC with the second highest level.  Determine the class of additional NPCs as follows:

Table 4.1: Class of additional NPCs (d20):

1-5: Class from primary archetype
6-9: Class from secondary archetype
10-11: Mage type (wizard, illusionist, or sorcerer)
12-13: Cleric type (cleric or druid)
14-17: Fighter type (fighter, warrior, paladin, ranger, or barbarian)
18-19: Rogue or bard
20: Aristocrat, expert or commoner

Example (cont’d): The first additional character (3rd level) is of the secondary archetype (don’t need to roll since we must have one).  So he is a 3rd level scout (ranger).  For the second additional member, we roll a “20”, so we decide he’s a 3rd level expert (the merchant client whose goods are being smuggled).   For the third additional NPC, we roll a “12”, so a cleric type.  Since its an outdoorsy party, we decide its a druid.

Race

If you rolled an archetype on Table 4.1 and race is part of the archetype, use the race for that archetype.  Otherwise, roll for race using Table 3.1 above.

Gender

If you rolled an archetype on Table 4.1 and gender is part of the archetype, use the gender for that archetype.  Otherwise, roll for gender using Table 3.2 above.

Re-roll race and/or gender if you get results that seem odd for your campaign, such as a halfling barbarian.

Example (cont’d): The scout is an archetype that specifies human, so we don’t need to roll for race.  But we must roll for race for the expert and the druid.  The archetype doesn’t specify gender, so we roll gender for all three additional characters:

  • 3rd level scout: Rolled “3” for gender. A male human.
  • 3rd level expert: Rolled “4” for gender and “5” for race.  A male human.
  • 4th level druid: Rolled “7” for gender and “5” for race. A female human.

Summary

Now you know the purpose of the NPC party and its makeup: how many are in the party, their level, class, race, and gender.

In Part 2 of this series, we’ll discuss different techniques for quickly creating stats for each member of the NPC party.

In Part 3, we’ll cover quickly generating equipment and treasure for the NPC party.

About the Author

Ed Larmore is a long-time GM of the Eraven Campaign.  He is also the developer of Scabard, an RPG campaign manager.

Whisper & Venom Unboxing

Lesser Gnome Games ran a Kickstarter earlier this year for what they called a boutique adventure box set. The boxed set was to include lots of minis to go with it, an adventure written with the OSR community in mind (though a conversion to Pathfinder is forthcoming in the Spring), dice, poster maps, etc – all in a box!

I interviewed Zach Glazar, the man behind the project, here at The Iron Tavern. I also posted the unrolling pics of the signed poster map back in November.

Earlier this week the rest of my Kickstarter arrived. A carefully bubble wrapped boxed set that was graced with awesome artwork from Jeff Dee on the front and packed full of gaming goodness.

Before we move to the unboxing pics (and there are lots of them!), I just want to say this was probably the best run Kickstarter (right up there with the Dwarven Forge Kickstarter) I have participated in yet. I’ve actually had a good run with Kickstarter and not had the bad experiences that many others have had. I am fairly picky in choosing what I wish to back and that has paid off. Lesser Gnome Games delivered well within the time frame they said they would and everything was included with the product they said would be included. Given this was a print product including a box to hold it all – I found this quite impressive. Communication during the project was phenomenal and the product actually exceeded my expectations.

I rarely rush to show my wife the cool things I received today in the mail from Kickstarters, Lulu deals, and such. But this time once I finished the pics I took it to her to show her how cool the set was. Definitely an impressive product from Lesser Gnome Games and I am glad I was in on the Kickstarter.

I hope you enjoy the unboxing pics!

Deus ex Historica – Pay What You Want

Deus_ex_Historica_coverPurple Duck Games acquired  4 Winds Fantasy Gaming several months ago. As part of this acquisition they inherited the Kickstarter for the Deus ex Historica product, a Mutants & Masterminds supplement.

Deus ex Historica is a 376 page book that explores the ages of the super-hero from the golden age of the 40’s to the modern age. The book is full of heroes, villains, and even adventure seeds for a superhero campaign.

Purple Duck Games just announced yesterday that this book has gone to a Pay What You Want pricing model. If you are an active supers RPG player, or curious about the genre you can get a look at the product and if you like what you see come back and pay for the product.

 

Selling Expensive Loot

ruby_resizedMotivation

The PCs in your campaign want to sell a powerful magic item they found in a dungeon. The rulebook says it’s worth 50,000gp. How do you handle that? Do you just say, “OK, you find this guy who buys it off you at full price,” and then send them back to the dungeon for more mayhem?

Doesn’t that leave a bad taste in your mouth? Like you made it too easy?
Shouldn’t selling such a powerful item to an NPC be handled through role-playing?  What consequences might arise from an NPC having such an item?  And who is this guy anyway?

Well, worry yourself no more!

Applicability

These rules presume a D20 fantasy setting like D&D or Pathfinder.

They are meant to add flavor to the game.  In order that they not become tedious, use them only on the 1 or 2 most expensive items the PCs wish to sell.  Additional items they want to sell at the same time should just be automatic at the regular price.

If the most expensive item the PCs wish to sell is cheap relative to the party’s level, don’t use these rules at all.  Just let them sell their loot at the regular price and move on.  Your players aren’t going to be keen on using these rules to sell every rusty dagger and 10 gp gem.

Set-up

First, download the Buyer Encounter deck, print them out (card stock works best), and cut into cards (paper cutter works better than scissors).

Next, divide the cards into two piles, “Good” and “Bad”.  The type is shown in the lower-left corner of each card.

Selling a single item

Determine if the town is big enough to have a buyer who can afford the item.  The PCs may have to travel to a bigger town or city in order to find buyers.  Or they may opt to just keep the item for now if that’s too much trouble.  You may want to bend the rules a bit if you feel that traveling to a bigger town or city would derail the campaign.

Example: The PCs are trying to sell a +2 sword in a large town.  Its base value is 8000 gp, so the local economy is big enough to have buyers.

1. Determine item legality

Determine if the item is illicit or licit.  Illicit items are ill gotten; e.g., contraband, smuggled goods, or items obtained through robbery, burglary, or pick pocketing.

Licit items are those that are obtained legally, such as those purchased on the open market, those found in a typical dungeon, or gifts.  Good cards are more likely to be used if the item is licit.

The GM may allow a PC with a high bluff or disguise to make an illicit item appear licit for purposes of these rules.  But only one attempt per item should be permitted.
Some cards can cause a licit item to be considered illicit for subsequent buyer event card draws.

Example (cont’d): The PCs found the sword in an abandoned keep, so the GM rules it is licit.

2. Advertising

Some advertising, word-of-mouth and buying drinks must take place in order to find prospective buyers.  Assume the party spends 5 gp/week for this.

Example (cont’d): The players buy rounds of drinks at some bars frequented by fighters and warriors.  They pay 5 gp for the first week.

3. Potential buyer

One or more potential buyers will show up for a given item.

3a. Time between buyers

Roll 2d6 to determine the number of days before the first prospect shows up and between prospects.  On a 2 or a 12, a potential buyer shows up, but no other prospects will show up in that city or town for this item.  It this happens, they may try again in 3 months.

Example (cont’d):  GM rolls a ‘6’ so the first prospect doesn’t show up for 6 days.

3b. Draw cards

Draw one card from each of the two piles.  Do not show them to the players.  This does not mean that one Bad buyer and one Good buyer shows up.  Just one buyer will show up at a time.  Which card to use depends on the roll of a d6 (see next step).

Example: The GM draws the following two cards without showing the players:

bad_good_card_loot_R1

3b. Roll die to determine which card to use

Secretly roll 1d6 and resolve as follows:
a. Licit item: 1-5 use Good card; 6: use Bad card
b. Illicit item: 1-3 use Good card; 4-6: use Bad card

Sometimes a Bad card refers to a Good card; but never the other way around.

Silently read the appropriate card you drew based on the roll.  If a Bad card refers to a Good card, read that one too.

You may wonder why I didn’t have you roll the die first and just draw the card you need.  If the decks are completely hidden from your players, you can do it that way.  Otherwise, the players might notice that you drew only from the Bad deck, which would spoil the fun!

Example (cont’d): The GM rolls a ‘4’.  Since the item is licit, use the good card.

3c. NPC quick stats.

If you already have an NPC appropriate to the role, by all means use him.  Otherwise, quickly make up only the needed stats for him.  Assume that 0-3 (d4-1) of his henchmen/allies are present, who are each 0-3 (d4-1) levels below him.  Only select stats for henchmen/allies if it becomes necessary, such as if a chase or battle ensues.  The NPC should be someone who can afford the item (see Step 6 here).

Do not take 2 hours fleshing out full stats for NPC buyers while your players die of boredom.  If you spend more than 2 minutes for this, you’re taking too long.  I hope to write a future article on more techniques for quickly creating an NPC party.

Note these NPCs in your campaign notes, so you can tie them into future adventures.  You can add detail to them later if needed.

Example (cont’d): The good card says the prospective buyer is a typical maker of the item.  Since he should be able to afford the item, the GM decides he is a master weapon smith (9th level expert).  He has two followers: a bodyguard (7th level warrior) and a journeymen weapon smith (6th level expert).

3d. Pick turf

On the lower left of the card, is a note on turf.  An “S” indicates seller’s turf (i.e., a place the PC is familiar with and frequents).  If “B” is indicated, use the buyer’s turf, such as his home, a shop, or a place he frequents.  If “N” is indicated, use a public place that neither is familiar with.  If two letters, pick one; e.g., “BN” means you can choose either buyer’s turf or a neutral location.  Finally, if “Any” is indicated, pick anywhere.

Preferably, use a location you’ve already made up and have a map for.  But if you’re good at making up random locations on the spot, by all means do so.  Just be sure to write it down in your campaign notes afterwards, so you can use it again in the future.

If you use a battle map, draw out the scene and pick some figures.

Example (cont’d): The good card indicates “BN” so the GM decides that the PCs are sent word to meet the weapon smith at his shop.

3e. Follow instructions on card and role-play

Silently read the card again and use it to role-play a bit with your players.  If a bad card is to be used, in most cases it should not be immediately obvious that it’s bad.  In fact, with some bad cards, the NPC is posing as a buyer.

Example (cont’d): The weapon smith asks to see the +2 sword, makes some comments about it being a bit beat up, but that he’s still interested for the right price.

3f. Haggling

Once you’ve role-played a bit, transition to haggling, if applicable.  In the future, I plan to write an article with detailed haggling rules.  In the mean time, use the following simplified rules:

Determine haggle skill of both buyer and seller. For the seller (a PC), look at the skill with the most ranks.  If it is Profession (Merchant), the PC has a high haggle.  If it is a trade skill, such as Trade (Blacksmith), Bluff, Appraise, or Diplomacy, the PC has a medium haggle.  Otherwise, the PC has a low haggle.

For the prospective buyer (an NPC), look in the lower right corner of the card you’re using (good or bad).  This will be high, medium or low.

In these simplified haggling rules, there is only one opposed roll.  Both sides roll a d20, modified by the haggle skill of each side.  Low: +0, Medium: +4, High: +8.  There may be further adjustments to the seller’s roll as indicated on the card.

If the seller’s modified roll equals the buyer’s modified roll, the settled on price is the fair market value listed in the rules.  If the seller’s modified roll exceeds that of the buyer, then the settled on price is +5% of the fair market price for each point over the buyer’s modified roll.  If the seller’s modified roll is less than that of the buyer, then the settled on price is -5% of the fair market price for each point under the buyer’s modified roll.  If the adjusted value is 0% or less, then both sides roll again.

NPC’s will always accept this settled on price.  But the PC may reject the offer.  If so, no further negotiations are possible.  Roll for another prospect.

If the sale is made, proceed to selling the next item, if applicable.

Example (cont’d): The PC seller has a low haggle skill (+0), while the weapon smith has a medium haggle (+4).  The PC rolls a ‘6’, the NPC rolls a 9+4 = 13.  The difference is -7. So the most the weapon smith will pay is 7×5% below base price, or 65% of 8000 gp = 5200 gp.  The seller decides to reject the offer, so he leaves the shop.  Go back to step 3a.

Final Notes 

If you know before your players arrive that they want to sell some expensive loot, and think you need additional time to prepare, feel free to go through these rules ahead of time.  Draw 4 of 5 pairs of buyer cards and take some notes.

About the Author

Ed Larmore is a long-time GM of the Eraven Campaign.  He is also the developer of Scabard, an RPG campaign manager.

Posted in RPG

The Perils of Cinder Claws

perils_of_cinder_clawsPurple Duck Games has just released The Perils of Cinder Claws by Daniel Bishop. This is a Dungeon Crawl Classics module ready for some holiday gaming! The product actually contains two adventures – The Thing in the Chimney and The Nexus of Yule. The module comes in at 32 pages with artwork from Jacob Blackmon and cartography by Kristian Richards.

The Thing in the Chimney is suitable for a wide range of character levels with the level appropriateness determined by the number of characters. Anything from 1st level to 4th level is covered. The adventure takes place on the shortest day of the year in the winter and starts in a great hall that can easily be placed in the middle of the wilderness or small village or town.

I do not want to spoil too much of the adventure, but suffice it to say that the adventure contains all types of holiday themed components. Fruitcakes, snowmen, reindeer, and more! All are blended in an interesting adventure that would play well as a one-shot or holiday diversion for your ongoing campaign. You just might get to meet Cinder Claws himself!

The Nexus of Yule is the second adventure in the product. It can be used stand-alone or as a follow-up to the first adventure, though this one is listed as being suitable for four to eight 3rd level characters. This is another easy one to bring a separated group of characters together as the characters are brought together in this Nexus.

Avoiding spoilers again, there are many holiday themed elements throughout. The adventure can conclude in a variety of different ways depending on the group’s or individuals desire to help Cinder Claws.

And finally the Appendix includes a Patron write-up for Cinder Claws, a Yuletide Spirit. Invoke Patron check results, Patron Taint, and Spellburn results are all included. The names of three Patron Spells are included, but the details of those are left up to the judge. The names of the spells should provide enough to convey a general sense of what would be appropriate.

While I have not had the opportunity to run the adventures in this product, they look like great choices for someone wanting to run a holiday themed DCC game. The product is available at RPGNow.

Roll20 Launches ‘Rugged Reroll’

Roll20 has put out a press release regarding their major overhaul to the popular VTT gaming application. I have not had the chance to take it for a spin since the update – but I look forward to experiencing the updates!

ROLL20 LAUNCHES ITS “RUGGED REROLL”
Largest, most comprehensive update in the platform’s history goes live today.

Roll20 Logo

Wichita, Kansas (December 16th, 2013) The developers of the online virtual tabletop Roll20.net have maintained a rapid update schedule since their successful Kickstarter launched the platform in April of 2012. So rapid, in fact, that the developers found themselves with a unique set of problems.

“We’ve been pushing new content live so fast that we weren’t giving ourselves a chance to see how everything fit together into the bigger picture,” said Roll20 co­creator Riley Dutton. “Our subscribers get really excited about improvements, and we get excited about the challenge. But we had come to a point where we wanted to take our time and do some bigger features, and that’s what the ‘Rugged Reroll’ has been about.”

While Roll20 typically has operated on a three week update schedule, the Rugged Reroll was a planned ten­and­a­half week grouping of large improvements. These included a major overhaul of the system’s rendering engine to better handle sizable maps, the addition of “waypoints” to allow better shared strategizing between players, the often­requested ability to “split” a group of gamers between two locations in a single game, context­specific token actions, the ability for users to access character and journal features outside of the game space, and a massive improvement to voice and video chat powered by TokBox’s new WebRTC platformC. All of the changes were made available to Roll20’s Mentor subscribers to test and provide feedback on throughout the process and were unveiled to the community at large via regular developer blogs.

Co­creator Richard Zayas said, “This update has given us the chance to make substantial changes, in a way that engaged our community while really giving us something to be proud about as an undertaking. And we gave ourselves time to get proper help documentation for once!”

Roll20 began as an effort to keep developers Dutton, Zayas, and Nolan T. Jones in touch via long distance gaming. Since launching via Kickstarter, it has attracted over 345,000 users as a free service. The program continues to be funded by subscribers who receive features that assist advanced gameplay.