Death in RPGs

Artwork Copyright William Ausland, used with permission.

Artwork Copyright William Ausland, used with permission.

Late last week I saw a thread on G+ (I have lost track of it now) where the subject of losing levels upon character death came up. A lot of OSR games expect you to roll up a new character at 1st level to replace your fallen character with – or at the very least, bring the new character in a level or two down. The conversation drifted from this being a “punishing” form of gaming by punishing the player for making a sacrifice to this being an entirely reasonable action.

The rules surrounding character death are often house ruled from table to table. One group will play one way, while another will tackle the issue completely differently. Sometimes the rule will vary depending on game system used.

I fall in the camp that I like the replacement character to come in at least a level or two lower than the original character that was lost. There are a couple of key factors that come into play on this decision – whether for or against.

Sacrifice

One popular point of debate is that forcing a character in at a lower level punishes the player for a character action in the game. I see it less as punishment and more a meaningful consequence.

For example, if my 10th level Dwarven Cleric faces the decision of covering the party’s retreat, an action that will certainly put him in a situation of overwhelming odds – the actual level loss that will result from the consequence of that action puts more on the line. Sure, I am attached to that 10th level character and I have investment in it. But having the complementing mechanical downfall to character death is an element I feel should be involved in the decision to make that sacrifice.

I think the loss of a character from the emotional investment in the character concept and mechanical aspect covers the broadest range of players to make the sacrifice just that, a sacrifice. Character death should be meaningful for both types of players.

Player Types

While there are many, many player types – I think you can break them down into two very broad categories for this topic. Players that are more emotionally invested in their characters and players that are more mechanically invested in their characters.

We have all sat at our gaming tables with a mixture of both player types. Some are there for the character concept, their experiences and background. While mechanics play a role, they are not the focus of the character.

For the other player, the build of the character mechanically over time is where they are vested. The power gain from level to level, the meticulous crafting of the character. This mechanical aspect is the valuable part of their character.

The level loss associated with character death helps cover both player types. The concept focused player feels the character loss because their concept has ended. The mechanical because they lost some power, or seen their “build” get reset. These losses for either player type provide a consequence for character death. Without consequence it makes in-game decisions meaningless.

Power Level

The other topic is the disparity of power level. This can be an issue and this is where I understand the different house rules between systems. Losing three levels in Swords & Wizardry is much different than losing three levels in Pathfinder. The power gap that develops in OSR games is less pronounced than what you might see in more modern systems.

I do think it is wise to determine just how significant the level gap will be for newly introduced characters after a character death. In Pathfinder I can see a one or two difference as appropriate. In a retroclone, I might stretch that out to more like three or four levels.

Regardless of choice though, the lower level character will typically catch-up over time as they gain levels faster than the higher leveled party due to experience point boundaries. I see the level disparity as more of short term issue than a debilitating issue.

Meaningful Consequences

Consequences give meaning to character decisions. Level loss upon character death helps give these consequences to help give meaning to decisions. I feel this element helps give RPGs depth that I can’t necessarily get from computer games or other arenas. Level loss is not meant to punish players – but to make their choices meaningful.

Violence in RPGs

Blood SplashWhat purpose does violence in an RPG have? Why is it the section of the rule book that gets so much love in most games? In games that have multiple types of combat it is not unusual to see multiple combat chapters that factor in the different styles of combat! It must be a very important topic to warrant so much information to be written about it in all of those rule books that sit on our shelves, beside our bed or in our tablets.

First, let us consider why combat is featured in games. Combat is a staple of the role playing worlds, especially fantasy. What would Conan be if he talked everything out? Boring, that is what he would be! That statement also holds a bit of the key as to why combat is so important in the game. It adds a layer of excitement to the game. But where does that excitement stem from? Conflict and the risks that are involved in that conflict. A role playing game could quite easily be about a person who gets up every morning, goes to work, struggles with a member of HR over leave, heads home, has tea and then goes out trying to find love. Why is this game not common? Because there is very little risk involved.

For a game to be memorable to a player there has to be the risk of failure present. In the day to day life that I mentioned in the paragraph above there is little risk and the risk that is involved involves very little consequence. If they fail the argument with HR the employee is likely to be stuck with the status quo, as is the same with trying to find love as they head out for the evening. In role playing these circumstances there would likely be rolls involved (unless you are playing Lords of Gossamer and Shadow that was released yesterday!) and the tension for the player comes from the random roll, will I succeed? If there is little investment in this though what is the point and many games these days are suggesting that if there is no real consequence, just let the player succeed. This is why combat is so popular in role playing games because if you fail it is possible, sometimes even likely, that you will pay the ultimate consequence.

There are a number of situations other than combat that offer consequences that are important and significant. Imagine if the fight with HR actually had a separate context such as the HR officer was actually stealing from the company and you were trying to weed that information out of them. The consequences are larger in this circumstance and more dynamic, but it is still not as dynamic as having a dragon snake out its long scaly neck and attempt to bite you in half as you use a pillar for cover. The consequence is obviously a much more important thing here and make it a much more exciting scene.

Are role playing games far too focused on combat though? Running a game you probably have combat rules for an individual with a weapon, some have magic battles laid out separately, you may have rules for chariots and mounted combat, rules for fist fights, naval battles and so on. I watched a video blog once by Shawn Driscoll on Traveller and he boiled it down to a basic statement. Combat really boils down to a single roll, be it a skill roll in some games or an ability roll in some others, so why do we go through all the complicated rules? I agree with Shawn’s point of view but there needs to be some provisos put into that statement.

Traveller has an abstract and deadly combat system. Combat erupts and there is likely going to be a death. The system prepares players for this by even introducing the possibility of death into character generation itself! In other games though players are not as used to losing a character every second game. These combat rules are there so that the players can work things to their favour as they are invested in the characters that they build and invest themselves with. An example of this is things like cover and spells such as blur and displacement or the grappling rules.

As Shawn pointed out though, it really does boil down to a single moment of conflict resolution. Try to simplify this as much as you can as a GM. One thing that I do enjoy doing with new games is looking at the combat rules and playing the “will I use it?” game. Look through the rules and decide what is going to complicate your game and also cause you to have to go for a rule book every time that the situation comes up. Once you have your list do one of two things with the rule, either chuck it or alter it.

Chucking it is exactly as it sounds. We think that the rule is either going to be needed so rarely and is too complex to use or it is just too confusing to use so we put it on a list of rules that aren’t used and communicate this to the players. When a group sits at a table they expect to get some gaming done and very few people enjoy dead time where you are all sitting around while people investigate rules. It needs to be clearly communicated though so the rules lawyers of the groups know up front that they cannot expect to use that rule for justification in a game.

For the alter rules you need to find a happy medium that you can live with. House rule the material. By saying you want to alter the rule you are saying that the situation the rule refers to is valuable and needs consideration. The actual rules may be a little too complex or convoluted for the game though so work out how you want to approach that and create a rule that you and the players at your table can understand. These house rules should be recorded in a place that is easily accessible such as an online Campaign collator or in a book that the GM brings to the game each time. If these are the rules that you play to then they should be as accessible as the core books that you use for the games.

Once this material is all nailed down then you should abide by these rules and also remember that combat is just a skill roll or an ability roll. Honestly, you could run a combat with one roll, but most systems tend to try to branch it out into a number of rounds. In general though, the person with the better skill or ability will win a conflict. Clever play can alter these results of course.

Combat does tend to be the most intense form of conflict resolution and you will rarely find a group of players so attentive as when the beholder starts shooting off its eye rays because of the mortality of their character. The idea that their 9th level character that they had played all this time could be killed because of a bad roll or result really makes them wake to the circumstances. Close shaves stick in the memory like caramel to a wooden spoon.

Remember that there are other types of conflict and a game needs to be more than just fight after fight. Social and magical conflict is important in games as can be investigations and subtle maneuverings. Players will tire of well balanced fight one after another and want more from their game. It is a great way to get their attention but not an excellent way of keeping it. I will look at other types of conflict in my post next week to see how they can be used to make your game a complete story guaranteed to keep every type of player interested.

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.

Review: Silent Nightfall

silent_nightfall_coverAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Michael Scotta, Jacob Blackmon
Price: PDF $2.75 (sale) – RPG Now / d20pfsrd Shop / Paizo
Pages: 24 (incl. cover)

Campaign Elements

Silent Nightfall is the fifth installment in the Campaign Elements series from Purple Duck Games written by Daniel Bishop. The Campaign Elements line is designed to help a DCC RPG judge create a persistent campaign world and provide patron quests, divine quests, or any number of quests to help fill the “quest for it” vibe of DCC RPG.

The Campaign Elements series can also be used to provide a short side quest on nights you are missing a player. Or on an evening you need a short diversion from the main campaign events. The CE series is a very versatile set of adventures that easily drop into any DCC campaign.

Silent Nightfall

Silent Nightfall involves venturing into a nuclear power facility from a long gone era when magic was less prevalent. Since that era a new creature called the grallistrix has taken hold and is one of the creatures calling the facility their home. A mutated wizard also calls the area his home and even the energy of the remaining nuclear power can be used as a demi-patron for your Dungeon Crawl Classics campaign. If all the creatures inhabiting the area are not enough, a particularly sought after artifact is also located within the area.

While the location in this adventures fits in the vein of Appendix N literature, a nuclear power plant may not fit in with your campaign world. Daniel offers a couple of other options for a judge wishing to use this adventure but not use the previous civilization premise.

A background is provided for the judge to give him some information about the area. This is followed by a more in-depth description of the creatures within the remains of the structure, as well as the artifact lost within its depths. Before moving on to the encounter area descriptions a few ideas are presented for working the location into your campaign beyond just killing things and taking their stuff.

The included map covers the three levels of the structure. It is easy follow and for the motivated judge offers some room for expansion through collapsed corridors.

As is typical of the CE series there are several ideas suggested for “squeezing it dry”. These ideas help provide a judge with some suggestion on where the PCs can go from here after running the adventure for them.

Silent Nightfall is also full of several appendices that can be used in conjunction with the adventure or “stolen” for use in other areas of a judge’s campaign. These include a table of aberrations (due to the radiation, but easily adapted to be caused by something else). In addition to the table several specific creatures affected by radiation are included. The adventure also introduces the idea of demi-patrons. Demi-patrons are simply less powerful patrons that offer some assistance to characters but not at the capacity a full patron could. An expansion of the language rules is also included for judges wishing to use them.

And finally, a new lawful organization called the Radiant Brotherhood is introduced. This organization could easily be used as part of this adventure or borrowed for other areas of a judge’s campaign. A level structure within the organization is defined and some stats for each of these ranks.

The Review

I find Silent Nightfall another great release in the Campaign Elements line from Purple Duck Games. The adventure itself is a great option for working into an existing campaign or as a side trek.

The inclusion of multiple new creatures is also sure to add to a judge’s stable of creatures to surprise his players with. They could easily be transplanted to a different scenario with ease if the main encounter area did not grab a judge for some reason.

The concept of a demi-patron is an interesting one. A judge can easily expand this to other niche areas of their own campaign with the framework provided. I am sure I can find use for demi-patrons in my own campaign.

I continue to find the Campaign Elements line an excellent product. They have so many parts that are usable in existing campaigns – either in whole or part. I have always been able to find ways to include parts or sometimes the entire encounter area in my own long running campaign. The ease at which one can drop bits and parts or the whole encounter area into an existing campaign makes the CE line a great resource!

Episode 2: Mission Impossible

dcc_rpg_cover_small‘Mission Impossible’ is the second episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

This week the chaotic adventurer’s interrogate the kidnapped wizard Izdrell prior to meeting Captain Rhak from the city watch regarding the winged ape-man attack in the city streets earlier in the day. With a possible deal struck the group makes preparations to assault the everchanging wizard’s tower in the northern ward of the Great City…

Note: As is prone to online play there was a slight technical issues with one player’s audio during the first 20 minutes of the episode.

Download Link:  http://irontavern.com/wp-content/uploads/2013/11/Episode-2.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

The Thing I Hate About Pathfinder

pathfinder_core_coverSo, hopefully we are going to start a discussion here that I have been wanting to have for some time. I think this is an important discussion to have and I most certainly want to hear your point of view on it. I want to discuss the one thing that I dislike the most about Pathfinder and it is not even Pathfinders fault, it is a legacy of third edition D&D.

I dislike complex rules systems and Pathfinder is really not all that difficult except in one aspect. Feats. I hate feats. I hate them as a GM and don’t mind them as a player which is a bit of a paradox. I GM far more than act as a player. If people ask me what I do not like about Pathfinder I will unerringly mention feats. These things have been a core of the rules since Wizards of the Coast created their first version of D&D and interestingly enough Wizards of the Coast in their D&D Next material have begun to pull away from them as well. Is it possible that the company that created this curse is as annoyed at them as I am?

Why do I hate them? It is down to one thing and that is rules bloat. Every single feat is a little gem of rule changing evil, or new rules or rules twists. And there are thousands of them depending on how many books you have. They are little packets of moderately powered rules changes. Consider that from the GM’s perspective who works to be an arbiter of the rules. The d20 based rules of Pathfinder are pretty easy to come to terms with but then when you look at feats you have to rethink everything you know because for nearly every rule they mention there is at least one feat that modifies it. Apply several of these to a character or creature and you really have a complex series of interactions occurring that you need to juggle in game which can be quite a hard job.

I understand the rationale behind feats though, which means I am torn. Feats were introduced so a character could apply some individualization. Prior to this (2nd edition D&D), if you played a fighter, a fifth level fighter had all the same abilities as any other fifth level fighter. The differences between characters largely came through experiences and favored equipment. TSR realised that with newer style games coming out focussed on character customization that they were beginning to lose players. They worked on their books that introduced more combat options and also started working on certain builds that mixed up the character creation process. I actually think it was this explosion of customizable material that led to a lot of rules bloat and confusion to 2nd edition and it also caused a lot of players to leave the system.

Feats were born in third edition so the customization was built into the core rules from the very start. When I first played 3rd edition I liked the concept and enjoyed the differences they could create in a character. Of course I did not know then, when I held that Players Handbook 3.0 that feats would bloat horribly. To customize anything the company would add more feats, the third party contributors would add more feats and in the end feats became a swamp that I found myself being sucked into. Overwhelmed I could not get out. So between feats and attacks of opportunity I left my 3rd edition D&D behind.

So, there you have it. I do think feats overcomplicate Pathfinder, but what can you do? As a player I like feats because each one gives me that little bit extra for the character but as a GM they are too much. Especially when players take feats but take no responsibility in keeping them in mind either and a round after an action they try to retrospectively change it because they forgot X feat did Y. Then every NPC has reams of feats, monsters have them too as well as their normal abilities and I find the times I have to pause in game to check a rule always tends to be to look up the rules of a feat.

What do you think? Am I making a mountain out of a bullette burrow? Is there something that you hate more? Let us talk about the things we hate the most about Pathfinder and see if we can come up with some solutions to these problems! Until next time, keep rolling.

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.

A Look at Covert Ops

Covert Ops Rulebook CoverI recently received a pre-release look at the new Covert Ops game coming from DwD Studios, the same folks who brought us BareBones Fantasy. Covert Ops is a modern genre game covering everything from special agents to suave spies to paramilitary ops. Mechanically it uses the same d00Lite system BareBones Fantasy did, just with modern trappings and roles. If you have played BareBones Fantasy, Covert Ops will come easily to you.

Covert Ops – Core Rulebook

If you have not used the d00Lite system, it is easy to pick up. It uses only d10s. Things like damage rolls and such are notated as 1D, 2D, 4D, etc, etc. In the case of 2D one would roll 2d10 and sum the results. Checks are done by rolling 2 d10s as percentile dice, a successful check being a result lower than a certain percentage. If you roll two of the same number and you were under the percentage you get a critical success. If you roll two of the same and you were over the percentage you get a critical failure.

A character, or operative, has four abilities. Strength, Dexterity, Logic, and Willpower. Each is represented by a percentile score. Over the course of the character’s advancement the score can be raised. If there is not a skill when needing to make a success or failure check then the most relevant ability can be used to make a check against.

Similar to BareBones Fantasy, Covert Ops uses a skill system to represent training an operative has. This helps define the character, yet gives one a lot of flexibility to mold them mechanically the way you want. There are ten skill areas – academic, leader, detective, martial artist, medic, pilot, scout, soldier, technician, and thief.

Covert Ops includes a hero point system referred to as bones. These bones act as a means of allowing a player to shape the game a bit by spending a bone to possibly boost a roll, narratively describe something really cool, etc.

As I noted in my look at BareBones Fantasy, I appreciate that as a GM a Golden Rule is included. “The GM is in charger!” Some of the modern rule systems in a variety of different genres are highly codified and I think it is good to state this Golden Rule up front. It both helps the GM be more comfortable making rulings in the gray areas and helps convey the point the players need to trust the GM.

The Operatives section of the book covers the creation of your character. It is well presented and makes creating an operative very clear. It walks you through the creation process step-by-step, seven in total. Tables are provided if you want to randomly roll or you can choose yourself from the tables. Ability scores can be rolled or chosen from pre-rolled scores.

Origins help determine the character’s background and typically provides some statistical bonus for your character. Skill roles are most akin to a character class in other games. These come with special abilities, areas of focus, and specialization opportunities that also grant bonuses. Each skill gets one page in the rule book – so they are not overwhelming.

There is a section on outfitting your character which includes equipment allowances, equipment tables. The book also includes several methods for handling lifestyles, common items, and expensive items.

Covert Ops uses a moral code for an alignment mechanic. Instead of lawful or evil or good or bad, there is a list of five central aspects or character traits. For each row you decide whether your character is somewhat, very, or totally those traits. For example, ‘somewhat kind’ or ‘totally selfish’

Operatives increase in talent as they earn development points (DP) over the course of play. These can be stockpiled or used right away to advance a character. A list of things that grant a development point are included – things like surviving the mission, using your abilities or skills, or for good role-playing. Earned points can be used to increase ability scores, skills, and other such things.

Rules for a Base of Operations for the operatives are also included. Once characters reach a rank of four they are eligible to receive funds from Command for a headquarters of their own. Establishing a base size, features, upgrades, and more are included in this section. An interesting facet for a modern game of espionage and tactical teams.

The next section goes into the game guidelines. Everything from actions, healing, movement, vehicles, and more. This section covers the specifics of the d00Lite system in each of these topics. One of the features I like about the d00Lite system is how multiple actions work. Essentially even at your first rank you have the option of making multiple actions. The first is made at your normal check level, then the second gets a -20% penalty to the skill check. This makes things progressively harder the more actions you take.

The GM Guidelines section helps assist the GM with several of the subjective areas of the game. Rules of thumb for modifiers to chances of success, other ways to get hurt, breaking things, etc. Subjects that will come up in a modern game that fall out of the normal vein of things.

Security is an area of importance in a modern genre game. After all, what big bad evil guy is not going to protect their hideout with some security system or trap. A stats system has been developed to help a GM write-up a security system and assign a rank to it. The higher the rank the harder it is to both detect it and to disable it. Various components of a security system are also included on a table to help with creating one from scratch.

The GM Guidelines section wraps up with information and tips on creating NPCs, master villains, enemy organizations and even code names for operations! All of the information in this section is sure to get a GM new to Covert Ops or the modern genre in general started with lots of great ideas.

The Covert Ops rulebook ends with a write-up on Sector. Sector is the mysterious international paramilitary and espionage organization that seeks to keep terrorist plots at bay. Its headquarters in various parts of the world are described as well as some of the ranking structure of the organization. This is a ready-made good guy organization that operates in the gray area of other nations military and government powers. This is definitely an asset to the GM getting started with a modern genre game by providing a backdrop for the operatives to work for and with.

That wraps up what is inside the Covert Ops rulebook. The PDF copy I received is well laid out and clearly bookmarked. It has a very clean feel to it. Khairul Hisham did the illustrations for the book and did an excellent job. There are a lot of great illustrations sprinkled throughout the book to keep your creative mind going while you get up to speed on the rules.

Covert Ops Game Master's Operations GuideCovert Ops – Game Master’s Operation Manual

DwD Studios likes to keep their games on the rules-light side and they do a good job of that. Of course sometimes there are more options you want to cover or present as an option. That is where the Game Master’s Operation Manual comes in. This is a supplement for Covert Ops that covers options. These are all optional rules to the Covert Ops game and are not required.

This book is broken up into three main sections – one for operatives, one for game guidelines, and one for game mastery. This additional book is also well laid out and has a variety of illustration sources credited.

This book provides a plethora of optional rules and suggestions to make your Covert Ops game successful. It even includes a ‘Learn the Lingo’ section to help you really get the feel of a modern paramilitary espionage game.

Summary

Covert Ops is a wonderful application of the d00Lite system to a modern paramilitary ops or espionage based game. The system is relatively easy to pickup and get people started playing. It has a tremendous amount of flexibility with its skill-as-role system to help players tailor just the character they want.

In addition to a solid character and action mechanic resolution system, the extras included with the rulebook for handling vehicles, security systems, a myriad of equipment, plus an organization to back all of your characters operations right from the start.

The system complements itself well to BareBones Fantasy in that if you learn the d00Lite system for one genre your players will easily be able to participate in the other. Start playing and BareBones Fantasy and your players can pick right up with Covert Ops or vice versa.

DwD Studios is once again prepared to release a ruleset that covers a complex genre with ease!

It’s a Trap!

Grimtooth's TrapsGrimtooth’s used to invoke fears in players. I don’t know if it does anymore. A copy of Grimtooth’s Traps needed to just be seen in a pile of books the DM might be using or over on a counter with a book mark or sticking out. The very idea the DM might be using the book and the deadly contraptions inside was usually enough to keep players overly cautious and paranoid. Perhaps in the history of gaming only Tomb of Horrors can invoke such a response from the players.

Grimtooth eventually became a series of seven books. Six were generic to fit into any system. The last one they made recycles some of the classics for the d20 system. I only have the first three books and considering how little they ever got used I doubt I would buy the others if given the chance. The books are fun reads to think of the ridiculous deadly nature of the overly complex traps. Most of them though are just there to kill the PCs without giving them a fair chance to do anything about it. I understand their use and the reason they exist. Most traps are pretty lame and barely a challenge. The games made it too easy for them to detect and avoid. Even if one sets them off they rarely do anything more than a few points of damage. But Grimtooth takes it too far. They make it so the traps are near impossible to find and disable and are so complex that it is impossible to predict what setting off the trap will do. Others need to be described in a specific way to confuse the players as if they were described normally it would reveal what the trap is. Going back through the books I am surprised to see how many traps were designed by Michael Stackpole.

The biggest improvement Grimtooth’s and other trap books can use is more pictures and possibly even including some player handouts. Many of the rooms, corridors, and other devices are just described with text and do not always make the most sense. These are complex devices and sometimes having multiple moving parts. A picture really can help one understand how all the pieces fit together and work to make mincemeat of most of the player characters.

Grimtooth’s Traps might be the most famous and most deadly, but it is not the only collection of traps and tricks. Fantasy Flight Games produced Traps and Treachery 1 and 2 in the d20 era. These hardbound books are filled with traps and deadly mechanisms but has the benefit of improved writing and layout. They are much easier books to read and I like how they are organized. There is a wider variety within the books as they have some game mechanics and character options in them. The first book really concentrates on the Rogue and giving them options as well as traps. It has information on thieves’ guilds, though Canting Crew and Den of Thieves are much better books on those guilds. Traps and Treachery also have puzzles in them that are pretty well done. I find I get more use out of the puzzles as they can be more difficult to create on one’s own.

Traps and Treachery suffers from some of the same problems as Grimtooth’s does. It doesn’t have enough pictures, though the descriptions are better. Some of the rules are not well done but at least there is something to use as a baseline. The books are more usable because of their versatility in including other things besides just traps.

Book of ChallengesThe most useful book of this type for me was put out by Wizards of the Coast in 2002. The Book of Challenges is an overlooked book that does not just present traps and puzzles but it combines them into encounters. As a DM this is the great as they are rooms or places easily inserted into a dungeon or building. It has monsters as well as traps and puzzles and many times they are combined to really take advantage of something more complex. There are also almost thirty sidebars of DMing advice that is well thought out and useful. The encounters are organized by encounter level with something for each encounter level one through twenty and with one that is encounter level 22. I’m not sure the higher end ones are really as challenging as they should be but they are still good for mid to higher level groups. Of course if one is using this with Pathfinder or 3e D&D one must take into account that sheer amount of new options that were not available when this was written. The power level of say a fifth level character has risen noticeably within the game in the past ten years.

This of course does not cover all the books on traps that have been published. Goodman Games has an interesting one called Lethal Legacies: Traps of the World Before. What is great about that book is there is background information that gives reasons for the traps presented in the books and so it also has adventure hooks and mystery. So what are your favorite books on traps and puzzles? Do you find them easy to use or a waste of paper? Does Grimtooth’s Traps still hold its power to scare players?

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.

Episode 1: ‘Flying What?’

dcc_rpg_cover_smallFlying What?’ is the pilot episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

With the Great City’s only accessible crafting wizard’s shop under the chaotic adventurer’s control they seek to decipher the now paralyzed wizard’s ledgers before the poisons fade from his body. In addition they must determine what to do with the two strangers seeking to retrieve a newly enchanted sword from the wizard’s shop. And there is the small matter of the sacrifices needed by the next full moon for Mani’s temple that has come under the adventurer’s control…

 http://irontavern.com/wp-content/uploads/2013/11/Episode-1.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

Reflections of a Non Player Character

Lords of Gossamer & Shadow CoverOf recent times I have been spending a good deal of my blogging time creating non player character (NPC) profiles for the Lords of Gossamer and Shadow RPG over on my blog. Due to this I have had a lot of comments from people regarding the way I make these NPC’s from the rules and how I have applied them right through to the themes I have used to create them. One comment in particular caught my eye this weekend and got me to thinking a little more in depth about the process I use to create all NPC’s in all of the games I run.

The comment was made to the FATE Core community on Google Plus and mentioned as an aside that the work I had been doing on my NPC’s had highlighted the importance of gear, magic items, allies and all surrounding material as a reflection on the NPC itself. This obviously was not a new concept to me as it is true, I was making the items, creatures, domains etc. all be reflective of the NPC as a whole. This is an important concept when building an NPC. If you want the players to accurately demise the archetype of the character, you use all of the character, not just their personality to reflect this. If I am after a big bruiser barbarian in Pathfinder I am unlikely to dress him in ceremonial robes of a peace god and arm him with a rapier. It is more likely that he will appear in the hide armor of a T-Rex (that he killed) and wield a massive two handed vorpal battle axe or something similar that evokes the reaction of the big bruiser barbarian with the players.

It sounds simple enough. Some might even say it is really a no-brainer that you use this method to create flavor and evoke feelings from players. But it is not in actuality all that easy when you are working with a complex system such as Pathfinder for example. The reason this becomes a much more complex problem is based on the complexity of the system. Let me take the big bruiser barbarian from above and explore the idea a little further.

Let us suggest our players are around 7th level and the big bruiser barbarian (henceforth known as Bob) is going to be their nemesis from say their current level through to around about when they are level 12. Bob is the mid-range foe in an adventure of Cthulhu worshippers the players are trying to shut down. If we take that description and think about our mate Bob for a moment I would suggest that we put him at 13th or 14th level as a Barbarian class, or CR 12 to 13 for GM speakers. From a simple building of the class perspective we find this is going to involve 3 ability score increases (easy – Strength or Con depending on starting stats), 8 feats (8 because Bob is a human. All the best monsters are human. This is a tricky one though because feats are very complex) and 6 rage powers (also not a simple solution based on the number of powers available).

pathfinder_core_coverWe are really just dealing with the core build of the character here and we are already frowning and reaching for multiple rulebooks. Stats are an easy decision because any good Barbarian needs to be hale and healthy as well as capable of lifting a small moon should the need arise. But then we move on to feats and the complexity involved in those decisions can be a bit overwhelming. If you look at the core books alone (Core Rulebook, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Ultimate Campaign, Advanced Race Guide, Mythic Adventures, Inner Sea World Guide) you can easily be overwhelmed by the number and complexity of Feat choices that you need to make. Of course as a fighter class we would expect to see Improved Initiative and Toughness as well as some weapon specific things like Weapon Focus, Improved Weapon Critical etc. but really there are thousands of options here and even more combinations that could be used so it really is up to personal knowledge and choice here.

Once we are past that we are then faced with a similar customization problem with barbarian rage powers. You could take an archetype suggestion and build Bob from that perspective or do you try to customize him yourself. Certainly there are far less options than feats in this regard but getting the right balance can be a difficult thing entirely. The good news is that once we are at this point we have a naked Bob with all of his personal functions dealt with. This is Bob when he wakes up of a morning and Bob when he goes to bed at night. But we need to look at the external things to Bob and how they reflect Bob to the external world.

What I am speaking about specifically is Bob’s equipment, allies, pets, magical items etc. This is what anyone wandering down the street who runs into Bob has to look at and reflect on to decide how they view Bob. Although most of the material that we have covered is how good Bob is, this is the stuff that we can flavor Bob with for the true purpose of role playing him in our adventures. We want the players to fear Bob (rightfully so when they first encounter him) and have him a recurring threat to the players for a good portion of the campaign.

But of course we are back to the same problem here as we were with feats. There is soooo much to choose from. If we want normal equipment we have the Ultimate Equipment guide, if it is magical then we are staring again at multiple (at least 4) books for the information. But each piece that we add to the character builds him up. A GM with a photographic memory will do this very well as they will remember the precise items they need but this search can take a long time for those of us that start to read magic items one at a time to get the right match.

From the above six paragraphs I have given you a basic understanding of the complexity that can come of making a simple NPC for a game. The larger the ruleset the more likely you are to find the complexity shoots through the roof. I actually intend to do a series of Pathfinder NPC’s for my blog in the near future and I already know that I will be spending a lot more time on them because of the complexity of the system. Believe me, complexity of a system does not necessarily mean that you will end up with better NPC’s overall either. The NPC’s that I have worked up for the Lords of Gossamer and Shadow have such a small rule base to choose from but the rules are really aimed at storytelling conventions and thus each is very different from one another, even those that have a similar focus.

brigandineSo back to how we make our NPC reflective of what we want. The very first thing is have the concept. We have Bob the big barbarian bruiser and we want players to be fearful of him. Why are they afraid of him? Is it because he is deadly, or just intimidating? I want to go with an intimidation style for him so I think about how that looks. T-Rex armor mentioned before would be cool, but what is cooler and scarier looking is a suit of magical bone armor! Perhaps the bones of a T-Rex instead. His weapon needs to be large and differentiate him. When I want a weapon that stands out I normally choose a flail, and in this case I think that is what I will do. A big double headed flail with spiked heads that has some kind of magical enchantment. I would like an amulet of bone or something similar, but he already has the bone armor, so perhaps we work on a magical amulet (probably natural armor or something similar) fashioned from the shriveled T-Rex’s heart? Take the above three items and apply them to a mental image right now. He is an intimidating guy. Now, just for flavor add the crisscrossing of many scars to his exposed body and a scar that starts at his right brow and marks its way all the way down to his left cheekbone. Nice.

By considering the character first and what you want to achieve you can peel away some of the complexity. Make the weapons and armor be custom magic items and you can build them how you want. Decide what you want in a magical item (such as the amulet) and then backwards fashion it. An amulet of natural armor is normally made from bone or beast scales. I don’t care, lets make it a T-Rex heart, it is all good!

Regular equipment is normally not that flavorable. Of course you can make it a little more intense with description but this tends to delude the player into thinking things are magical (if it has a description it is magical to a player) so it is best not to be too descriptive of other material. But then consider if they ride a dragon (Bob doesn’t but wouldn’t it be cool if he did!) or have a troll hound as a pet. What about his generals that surround him? What are they like? Are they strong and confident or sniveling and scared? All of these factors build up an impression for the players.

The next thing to do is to plan how the players come across Bob. It is much better to layer an NPC onto the players. The first time they meet Bob have him making off with a magical treasure they were sent to collect. He is by himself and he fights and defeats them making off with the treasure. Then the players do some surveillance and to their surprise they find him at the heart of the enemy camp, seemingly surrounded by sniveling lieutenants, suggesting he may be of importance.

This layering of the NPC builds the tension and the sweet success the players will feel as they finally defeat him after a string of interrelated adventures. You use other NPC’s and the NPC’s gear to be reflective of the character as a whole. That way they do not necessarily need to talk to Bob to realize he is the big bruiser barbarian. Of course it is nice to work against archetype once in a while (e.g. Bob actually sympathizes with the players and becomes an ally in the long run) but these twists should be used rarely or otherwise the players will always expect the unexpected from your NPC’s and rightfully so.

Crafting an NPC is an important role and I hope the points above help you to consider a few things you may not have in the past. Simply getting the class and stats right is only one half of the job, if that. Players will judge based on how the NPC looks and how they act. They rarely know that Bob has Strength 22 but they do know he just cleaved that Hobgoblin right in two with one hit. Consider your NPC’s from every angle and make sure they accurately fit the bill that you need for your game on game night. Keep rolling!

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.

Stonehell: Base of Operations

Late in October I asked for some megadungeon advice. I’ve dabbled in Barrowmaze and had Stonehell on order when I made that post. I have not read all the way through Stonehell just yet, but from what I have read so far I think it would work quite well for a megadungeon campaign. There is enough going on to keep things interesting and for the GM to play off of.

Now I am down to trying to decide which ruleset to use. I am a big fan of Swords & Wizardry. But if I get this off the ground – this campaign is supposed to be a short term winter time campaign and I am looking for the path of least resistance – which means maybe I should run it in Labyrinth Lord to avoid any conversion whatsoever. I want the time I spend on the campaign to be building threads of intrigue – not conversion, regardless of how easy it is to convert between OSR systems.

Comments are welcomed on the S&W versus LL decision that needs made.

As I write this the first snow of the season is about to be upon Ohio. If I am going to get this winter campaign going I need to get moving! The first thing I needed was a large town to be the base of operations. Feeling a little guilty for running a published adventure instead of writing my own, I attempt to remedy that by creating my own town for the characters to work out of.

I had a rough idea of what I wanted and drew up a map. With map in hand I did a short write-up on the town. I like to have just enough framework that I understand the town, establishment, NPC, etc that I can run with it on the fly. So the write-up briefly touches on the town’s history, what makes it thrive today, and establish a general feel of the place. By putting these thoughts down I am much better prepared to handle things on the fly during a game session.

I present you the Town of Thassel!

Thassel

Town of Thassel

Thassel, a large town, sits south of the Ironcrag mountain range along the Silver River. Thassel’s population numbers around 5,000 residents, though the number fluctuates based on the mining season.

Thassel has existed along the river for centuries. With the downfall of a great kingdom centuries past it struggled as a small mountain town for decade after decade. Ten years ago rich mineral deposits were found in the Ironcrag mountains bringing an influx of people to the town.

Damaged buildings and city walls were repaired as the town was shortly returned to a time of prosperity. The flow of mining revenues and associated services soon had the town bustling with activity as merchants sold their wares and mining companies established bases of operations for their activities in the mountains to the north.

The Mining Companies

Within two years two predominant mining companies had solid footholds for their business in Thassel. Ravenflight Mining maintains the majority of their holdings in an area of mountains northwest of the city. Rusted Hammer Mining maintains their stakes in a northeastern portion of the range.

Ravenflight Mining was one of the early companies to establish claims when richer deposits of silver and iron were discovered. They organized quickly and staked out several mining areas in the easier to reach slopes and canyons of the mountains. Using these as their basis they expanded into harder to reach portions of the mountain range. They protected their claims vigorously, and are not beyond using physical intimidation to keep other miners – both organized and independent away.

Rusted Hammer Mining formed out of a trio of independent mining groups struggling to work their claims as Ravenflight Mining grew in size. With mines northeast of town in the Ironcrags transport of the mined ores was problematic. These three banded together with the idea of combining resources and floating their excavated product doe the Silver River. Met with skepticism the newly formed Rusted Hammer Mining company did just that. Soon the river was busy with their boats working their way up and downstream. So successful were they in this means of moving the ores out of the mountains by water they quickly rose to be the other prominent mining company in town.

While Ravenflight Mining and Rusted Hammer Mining are competitors, the Ironcrag Mountains offer enough ore rich deposits to keep the rivalry between the two from escalating too violently. Both honor each others claims for the most part and save for an occasional brawl breaking out in a tavern between intoxicated workers the relations are peaceable enough.

Government

Thassel is governed by a council of five members. Ravenflight Mining and Rusted Hammer Mining each have a representative on the council. A third spot is held by a merchant guild who oversees many of the market booths. The fourth position on the council is held by one wealth, selected during an annual banquet in the government district of Thassel. The fifth and final position is held by a person selected by the popular community, also during an open meeting once a year. Many suspect the fifth position is simply a facade and pre-selected by the other four council members prior to any open meeting.

Despite a bias towards the mining industry and commerce in general, the council has served the town of Thassel well. The mining companies have kept a steady influx of residents employed and the monies earned typically flow back through town. Thassel is in better shape than just a decade ago and continues to thrive as long as the ores in the Ironcrags continues to be mined in a profitable quantity.

The council maintains a city watch, supplemented by volunteers. At least some loose sense of rule and law is maintained in the town. While tavern fights spilling into the street may go unpunished, murders and anything above petty theft is bound to be met with some form of punishment meted out. Activities that interfere with either mining operation are apt to be dealt with more heavy handedly.

Thassel and Stonehell

Thassel was once a city-state within a kingdom of authoritarian rule over a century ago. The kingdom fell, its people liberated from their ruthless and often sadistic potentate. Thassel struggled in the time that went by, finally beginning rebuilding as ores were found in the Ironcrags north of the town.

As Thassel began to flourish again, the tales of Stonehell, now a crumbling prison, began to spread amongst the townspeople. Stories of the horrors that occurred there over a century ago and the rumored atrocities that still occur at the hands of a myriad of occupants.

The stories of Stonehell spread and with them came an influx of adventurers and risk takers. Many seeking riches, some seeking fame. Some adventurers never return from the prison, some return changed, and others come back through buying drinks for any at their tavern of choice.

Stonehell resides a six hour journey from the town of Thassel, a spur of a worn path turning from the main mining camp route to the west and heading north into the narrow canyons of the Ironcrags.

Bandits are said to live in the forest at the base of the mountains, the same ones that prey on payroll caravans to the mining camps in the mountains. When the problem becomes too bad the Thassel council and mining companies out up an amount of gold and sellswords head that way to deal with the problem. Sometimes they chase the bandits from their hideouts, sometimes the bandits turn the posses back. Other times Stonehell itself claims another set of victims.