My Old Mate Al Chemist

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

Alchemist Damiel IconicThe Alchemist

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

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

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

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

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

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

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

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

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

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

Natural Disasters in Campaigns

F5_tornado_Elie_Manitoba_2007_justin1569

photo by justin1569 at en.wikipedia

My home state of Colorado is currently on fire, which has me thinking about using natural disasters in campaigns. (Yes, I’m struck by the irony that my house is 6 miles away from the site of the Black Forest fire and I’m sitting here pondering how to use that in a game…) Though I’ve played through at least one module (Second Darkness from Paizo) that involved a tsunami of some variety and read a Kaidan adventure that involved a blizzard (Frozen Wind from Rite Publishing), I’ve not really seen many adventures that use them. Wonder why?

Natural disasters offer some interesting hooks GMs and designers could leverage in a variety of ways. They might encounter people fleeing the site of a crisis. Perhaps there are first responders (knights, clergy, mages, etc) charging to face the crisis head on. It might be as simple as a royal decree declaring some area off limits due to a crisis.

And though these may be created by Mother Nature herself, nothing says they couldn’t be created by some deity or wizard or elemental force blowing off steam. The God of the Sea might have been offended by a king and choose to wipe away some city or town along the coast out of spite. Or two wizards may battle it out and destroy the environment in an area to the point where tragic drought drives people from their homes in droves. Maybe a rift between the planes allowed a chaotic elemental force into the world and it’s on a rampage…

The possibilities are truly endless. And as we see in our own world, disasters seem to occur regularly on scales both big and small.

Natural disasters might include things like tsunamis, hurricanes, water spouts, or floods; blizzards or hard freezes; volcanic eruptions, lightning-sparked fires and droughts; thunder storms or tornadoes. And if that’s not enough, you can also add at least two of the classic biblical plagues – disease or pestilence – to the mix. Plus, there are always the man-made variety of disasters such as genocide, slash and burn, arson, war, mass poisoning, acts of terrorism, and so on…

Here are ten different ways you can think about working a disaster into your game. The party…:

  1. …passes a group of people on the road fleeing the site of a recent disaster.
  2. …overhears some people talking about a recent disaster in a crowd or tavern.
  3. …is passed on the road by a small group of heroes heading to the site of a recent disaster to help.
  4. …hears a town crier announcing that the area of a recent disaster is now off limits by royal decree.
  5. …notices a sudden evacuation of wildlife escaping a local disaster.
  6. …comes across the site of destruction from a recent (or ancient) disaster.
  7. …feels the impact of a nearby disaster while traveling (local tremors, strong winds, torrential rain, etc.).
  8. …runs into a staging area where people have gathered to treat the wounded after a local disaster.
  9. …can see the effects of a nearby disaster at a distance (smoke, volcanic eruption, storm clouds, etc.).
  10. …is stopped on the road by local authorities preventing them from entering an area affected by disaster.

For some reading on ancient disasters, here are a few articles:

We don’t lack for disasters to use in our campaigns, only the reasons and will to use them!

(Please keep a good thought for the people affected by the fires in Colorado and disasters elsewhere this summer. It’s going to be another rough season I’m afraid.)

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

Paranoia at Origins

Paranoia CoverIt is odd that such a niche game could become so popular and well known.  Comedy RPGs are very tough to do right.  Most games have comedy in them but that is not the focus of the game like Paranoia.  There was a time 15 years ago that most games I would run into would at least understand the phrase “The Computer is my friend” or “Happiness is Mandatory.”  I’m not sure that is the case anymore.  I see less and less Paranoia being run at conventions.  The yearly Paranoia LARP at Origins it appears to me attendance goes down each year.  To help the cause I ran two sessions of Paranoia at Origins and it was a great experience.

Paranoia for anyone that is not familiar with it is an RPG that first came out in 1984.  In looking that up I wonder if they did that on purpose because the setting is inspired by Orwell’s classic novel 1984.  The setting is a futuristic city called Alpha Complex.  The city is immense and most of the times the characters never leave or even learn anything of what exists outside the city.  Where the city is – be it underground, in a dome, a space station, or even on another planet rarely will matter.  The city is run by the Computer, an immensely advanced Artificial Intelligence.  Characters are all clones and part of a Troubleshooting team.  Their job is to shoot trouble.  Alpha Complex exists with the cold war mentality so communists are the enemies as are mutants and traitors.  The player characters are all going to be commies, mutants, and or traitors though none of them will know if the others are or not.  So, it is a game where you are trying to accomplish missions while trying to not let the other PCs learn your secrets.  It can sound dark and serious and can be played that way.  But most games go zany and silly with incompetence and bureaucratic complications.

It can be more complicated than that and is not an easy game to explain.  But if you have ever seen it played it often looks like that table is having the most fun in a room of games.  Paranoia is a great game because people don’t need to understand the rules or be that familiar with the setting.  I would say that sometimes knowing less and being ignorant of the rules or setting makes for a better game.  I like tables that are a good mix of experienced paranoia players and ones new to the game.  I always give the new players the role of Team Leader and try to put them in the lime light a little more often as long as they feel comfortable with that.  Paranoia is also a game I see lots of people wanting to generic into at conventions.  I run a game for six players since that is the assumed Troubleshooting team number but do allow for two additional players to play an infrared or lower ranked character.  The Team Leader can promote them if they do something to impress him and the Loyalty Officer can demote them.

I have a few standard items that I throw into almost every game like the trouble of getting from point A to point B.  Alpha Complex is a labyrinth of rooms and hallways with no map that is accurate at least at the Character’s security clearance.  I enjoy the chaos when they find a vehicle that does not have enough seats for everyone.   In one game this past weekend at Origins when the Happiness Officer was unable to get a seat she cleverly lead the group in a game of musical chairs and was able to get a seat that way.

Paranoia is one of my favorite games and possible one of the few games that I don’t mind hearing about other people’s characters.  Paranoia stories are usually pretty funny and there are ideas in them that can be borrowed and used.  Inspiration can come from most places for this game.  Origins theme this year was Superheroes so I based a Paranoia adventure off of the Avengers.  I seemed to have been the only GM to attempt to fuse Paranoia with the theme and I think it may be fun to try that again next year once Origins announces there next theme.

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.

Origins 2013 Report

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

Online G+ Group Reunion

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

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

The Gaming

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

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

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

The Dealer Hall

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

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

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

The Origins Experience

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

Communication

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

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

DungeonslayersOpen Gaming Area

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

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

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

Costume Contest versus Open Gaming

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

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

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

Day Passes

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

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

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

Positive Origins Experience

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

Looking forward to next year already!

Settings From Different Cultures

Wow, what a weekend! For some it was Origins, for others it was the online Let Us Game Convention (L.U.G.Con) on Google+ Hangouts and for others (I am sure) there was more gaming as usual. I do wish that I had been going to Origins, and I am putting it on my wishlist for next year, but living in Australia may make this a little bit of an expensive trip! So it was L.U.G.Con for me and I hit L.U.G.Con with a force this weekend.

haiku_horrorI ran four games at L.U.G.Con over the weekend, two of them were Pathfinder games set in the Land of Kaidan, the Oriental (Japanese style) contribution from Rite Publishing for Pathfinder. I have to say that the quality of roleplaying that the game promoted was excellent. Both of the games were the same (except for the players) and were based on the recent module added to the setting called Haiku of Horror. The module is a short (perfect for a con or side adventure) module set in a Japanese style bath house.

To use the module I expanded it out with 12th level pregenerated characters, most of them Samurai taken from the Way of the Samurai sourcebook from the same setting. This book gives an excellent write up of different archetypes of samurai branching off not only the Samurai class from Ultimate Combat but from the Ranger, Paladin and Wizard as well. This sourcebook gave me a real education about samurai and it was a great read with character classes being a treat to make. There was such a great variety of Samurai to choose from. To give you an idea I will include the blurb that I gave the players to help them choose their Samurai for the game.

The following all belong to the Samurai caste in Kaiden but may not be variants of the Samurai class (that will be explained in game if it confuses)

Yamabushi is a Paladin offshoot. A divine warrior monk who draws his power from the Yomi (Realm of the Dead). They generally serve as spiritual advisors to the clan head. Their powers come from a combination of inner strength and spiritual enlightenment.

Bugyo is a Prestige Class. They are a Samurai who has been given a great deal of authority. They are often magistrates, tax collectors but officials of the Daimyo who gave them their title.

Tajiya is a Samurai archetype. Champions of the natural world they seek to eradicate the blight of unnatural creatures. They stand against all supernatural foes and generally do not sign on with a Lord to avoid conflicts so they are considered Ronin.

Kuge is a Samurai archetype. They are Samurai born into a life of wealth and privilege. They start training later in life than most Samurai and spend a good deal of their training focussing on refined culture than others. They are often the ranking officers in Samurai outfits.

Onmyoji is a Wizard archetype. Respected and feared, these magicians are the court wizards of the Samurai. Their magic is delivered in the form of origami spells that when cast burst into flames as the magical energies consume them.

Yojimbo is a Ranger archetype. The Yojimbo literally translates as bodyguard. Generally serves the lord as a trouble solver travelling to areas and “fixing” problems that the lord foresees.

Mosa is a prestige class. These are the warriors that stand their ground to the last. Firmly planting their feet on the ground they draw on an inner strength to fight beyond the ken of normal man.

Nitojutsu Sensei is a Samurai archetype. These are Ronin Samurai who dedicate their entire life to the study of fighting with the Katana and Wakazashi. Fearsome warriors they are champions that need to be coerced to join a cause.

So you can see that there is a pretty comprehensive selection in the sourcebook, and that was not even all the archetypes included!

samuri_pictureEnough about Kaidan (though I strongly recommend looking at it) and more about the game. This is my first ever attempt at running an oriental setting game. Sure I have run futuristic games with Yakuza etc. but never a fantasy setting rich with spiritual lore and the focus on oriental styled play. So I did not know what to expect but I tried to oriental it up. I fired up a Japanese random name generator, watched Fast and Furious Tokyo Drift (note: not a great help), set up Roll20 and then made the characters. Sounds easy? Wipe about a full two days off the calendar…

But the game surprised me! A lot. It has made me excited about my decision to run my own Land of Kaidan campaign after my current Adventure Path from Paizo is complete. The players in this game took to the Samurai wholeheartedly with the idea of honor and caste, really focusing on how they should authentically act in character. Plus, the module is really geared toward an investigative mode style of play. In both games there was opportunity for two or more combats but in each game the players chose diplomacy first so each game ended up with only one combat. The combat in both cases was swift and led the players on to more investigation as it created more questions than it answered.

I would suggest that if you have a tendency toward running more traditional Western fantasy that you branch out. In my two forays in different culture (Kaidan and Serpent Skull adventure path has a lot of African mythology connections but is still largely Western styled) I have had a great time and experienced some great role playing from my players. Just the fact of trying something new will have everyone nervous and excited and guaranteed to get some great responses to a new styled game.

For me, I have a respect for Japan and its heritage but little actual understanding of its real social structure. This has been changing recently as I have been gaming with some players that are in Japan so I am beginning to understand the culture and mindset of the country a little more. This is what initially attracted me to running an oriental styled game. Plus the third edition addition to Earthdawn of the Cathay setting which I so dearly want to run. Ah if only I could clone myself and find a group that still loves Earthdawn…

So, that is my suggestion, nay challenge to all of you this fine Monday. Think of an unusual setting to put your next games in. It might even be based on a traditional “Western” setting but from the cultural history and folklore of its people rather than populating it with trolls and ogres populate it with Bunyips and Rainbow Serpents (Aboriginal mythology from Australia) and think of some innovative archetypes that will bring out the best in your players as they explore something new. Do it as a one off to inject some relief into a long campaign, or build a campaign from the ground up. But please, if you have the opportunity, give it a try!

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.

DCC RPG Podcast: Spellburn

SpellburnFor the past several weeks I have been working on a “secret project”. The time has come that I can reveal what I have been working on, a Dungeon Crawl Classics RPG podcast called Spellburn!

A few weeks ago I was contacted by Jim Wampler, the art director for Gygax Magazine and a Save or Die podcast host. He asked if I was interested in a trial run as a podcast host. My DCC RPG articles here at the Iron Tavern and G+ activity had identified me as someone excited about DCC RPG. The other partner in this was Jobe Bittman. Jobe’s name keeps popping up in various RPG circles, one of the more recent times for his winning of the Mystery Map competition Goodman Games held last year.

Jim and Jobe already had a solid framework in place. They had a website up and running and arranged to have us under the fold of Wild Games Productions. I readily accepted the offer of a trial run and a few days later we were recording the pilot episode of Spellburn. We had a great time and we seemed to gel together as a trio of hosts quite well.

With the first episode in the can, I earned a place as a host on the podcast! The first episode is currently available from the website and will be available from iTunes as soon as it is approved. Be sure to check out the site as we continue forward. We also have a forum over at osrgaming.org. The second episode has been recorded and will be released soon.

I am looking forward to working with Jim and Jobe as the podcast continues! If you are a fan of DCC RPG or old school gaming in general, be sure to check out an episode.

Origins 2013 Prep

Origins LogoOrigins Game Fair is this coming up weekend in Columbus, Ohio. The dates are from June 12-16 and it takes place in downtown at the Greater Columbus Convention Center. This is a local con for me. Sometimes I only make it out for a day or two and other years I make it out for the whole convention.

This year is a year I will be spending a lot of time there. I have a multitude of folks from some of the online gaming campaigns I enjoyed this year on G+ coming into town for the con. There are literally people arriving from the north, south, east, and west to all meetup face-to-face for some gaming fun this year!

I was going to prep some Swords & Wizardry and run some of that system, but I had some last minute real life stuff pop up and I ended up defaulting back to Dungeon Crawl Classics for the games I am prepping. I will be running The Tower Out of Time at least once. I am also planning to run The Waystation from Purple Duck Games. I will likely read through Portal Under the Stars for a quick funnel to run for those that have not played it or read it too closely from DCC RPG rulebook.

I have access to The Tower Out of Time as part of the DCC RPG World Tour. Goodman Games has a system setup where judges that run a certain number of games can earn themselves some pretty cool swag. Judges for these events also get some swag to hand out at their tables as well. The box of player swag arrived late last week, so I am all set for Origins!

I still have a few more things to prep before the show is upon us and I am running out of time! The blog will likely be a little quiet towards the latter part of the week.

If you are interested in crossing paths while at Origins, be sure to follow my Twitter handle. I find Twitter a great tool for impromptu meetups at cons. I will also announce any last minute games I run (likely of the DCC RPG variety as noted above).

Thieves’ World and d20

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

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

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

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

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

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

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

In the Casbah

flower_marketSomething a bit different this time around, an adventure that is rather barebones, and not really an adventure.

Your party has arrived, on their way to something important, to a bazaar town, where a market fair is underway. Your part is to come up with about a dozen tradesmen and dealers and beggars and thieves and watchmen and soldiers and aristocrats and such like. The PCs need to pick up supplies, but instead of just going through the lists in the book, you play it out. What happens? Entirely up to your and your players.

Think of what happens when you go shopping, all the people you interact with, the things you see. Near accidents on the road, and attempts at shop lifting at the grocery. Unexpected meeting and be accosted by a friendly dog. Now add in the shady type selling baby kobolds, without a license. The brownie soliciting subscriptions to the local weekly. The mountebank and his shill, and the ogre mage hiding as a roustabout in his crew.

So here now are a few potential encounters. Stats etc. are all up to you.

Young aristocrat couple and their chaperon looking at amulets and charms (most fake, But one has the effect of drenching the wearer in wine from nowhere whenever they exclaim, “By golly!” Guess who says “By Golly!” a lot?

A man with baby kobolds to sell. Yes, there are uses for baby kobolds. No, not all of them are pleasant to consider. Yes, kobolds may be bought and sold for legitimate purposes. No, his customers are not interested in legitimate purposes. Yes, he does have a supplier.

A clerk looking for spices for a particular client. Said client wants to impress a potential business partner.

A game of three card monte, only it’s the cards who decide where the right card is. And they’ve been known to change their minds on occasion.

The rest is up to you, just remember the encounters you’ve had in real life, and the encounters in stories you’ve seen, and you’ll be good to go.

There is one caveat however, keep combat to a minimum. This is supposed to be a break from the usual session. Besides, the locals want things kept peaceful at their casbah, so whoever starts a brawl is apt to end up in a lot of trouble. Starting fires is especially frowned upon.

Remember above all that you don’t have to roll the dice to play an RPG.

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

Getting Your Players to Share the Load

Behind the ScreenThe hard part about being the Gamesmaster is the building of adventures and preparation every week, fortnight or however often you play. Not to mention all the things that you need to balance in the game as well! Each week you should spend more time than your players thinking about the game and making decisions of what you will do in reaction to expected players actions. All the players need to do is show up with dice and a character sheet. Every now and again they also have to level up also. But that is not how it has to be.

Players are a great resource for you to tap into as a GM. It is a mistake to think that you have to do everything in a game alone. Preparation and story is largely up to you, be that in the form of reading a module or creating the game for each session but there is homework that the players can do that will assist you in cutting down some time on this component.

How to get your players on board

Why would a player do this though if it so easy just for them to show up, play and go home, nothing further to do? It is called bribery! You are the person in control of certain aspects of the game like hero points or experience or advancement. Whatever your game uses to make your players increase in skill. To encourage this “out of game” behaviour you can sit down and say that you are willing to offer up some of what they want for what you want them to do. the reward should be a token reward but also not so little that no one takes you up on it. My players all provided me with detailed backgrounds that made for a much more immersive experience for us all just for a single hero point!

Journal TimelineThe Journal

What you are seeking in a game is to have the players visualise their characters and the scenes that they are playing in. The first trick that can increase this immersion is to have some of the players write up from their characters perspective what happened in the previous game. There are websites out there that facilitate this (like Obsidian Portal) that enable the player to put up notes and stories revolving around the game and their character’s perspective. These stories are really valuable as it helps players refresh their memory of what happened last game and puts themselves into character as they hear it from another character’s perspective, not the player.

The Chronicler

So, you may have someone that likes writing updates or reading a journal before each game, but what if someone wants to record the details of the whole session and build up a dot point chronology? Great! I do this a lot in my games that I am a player in as I tend to get bored waiting for my turn so I sit with an open notebook and attempt to record the whole of the adventure in dot point format. I could then offer this up to the GM as a source of information that could be placed on the campaign website or just loose leaves into a folder that players can look back over and reminisce on. It is a great way to record all the awesome funny quotes and the like in such chronicles as well.

Initiative Monitor

You could argue as the GM that the previous two don’t really take much off your plate (they would for me) but here is a role that can save heaps of time. Have a player take over the role of recording and announcing turns via the initiative system in your game. There is no real need for you to have to manage this portion of the game and it is a serious overhead in game. If you are a GM that likes to keep the initial initiative of your creatures secret, just have the initiative monitor add them as they occur on first round!

MappingThe Mapper

If you use a lot of encounter based maps or have the players travelling through a dungeon or the like it can be good to have a mapper. With some accurate descriptions the mapper records only the parts of the map that the players have investigated. It saves you having to draw it out or clumsily cover the areas you don’t want them to see as you show them your copy of the map. These maps can also be handed over to the chronicler at a later stage to start forming the game’s portfolio!

The Accountant!

This is one that I had not thought about recently. The accountant records all the treasure that is found on a “ledger” and then records what went to whom. That way if one of the players says “What happened to the ring of doom that hobbit found?” the Accountant can take a quick look at the “ledger” and give an accurate answer. This saves you, the GM, having to then make copious notes about this stuff or wrack your memory and stop the flow of the game to consider the issue.

What about other roles?

There is no need to stop making roles. If the GM has a need and can think how the player could fill that role then go for it. This can even be situationally based e.g. a player falls unconscious so the GM might ask them to take on one or more of the NPC/Creature rolls for the battle to keep them occupied and to give the GM a bit of a breather in a complicated battle. Really, any roles that a GM can share will get the players more involved and give the GM a little bit of relief from all of the responsibilities to keep the game running! Give some of these a try and see how they work out!

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.