G+ Event Banners Redux

At the end of March I posted six banners for G+ Events (they work well for Facebook cover pages and Twitter banners too). Recently G+ updated and increased the size one could use for G+ event banners making the ones I posted at the end of March unusable.

Bigger banners for events are cool! So here is a new set of banners for use in your G+ Events that work with the new larger size.

To use these banners for your own events right click and save the image to your own computer. When creating your G+ Event you can choose Change Theme and select the Upload option. Drag the uploaded image to the box or browse to the location you downloaded the map banners to.

Enjoy!

G+ Event Banner 1

G+ Event Banner 2

G+ Event Banner 3

G+ Event Banner 4

G+ Event Banner 5

G+ Event Banner 6

G+ Event Banner 7

G+ Event Banner 8

 

 

A Thieves’ World Tale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Why Are We Here?

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

Simple, they play roles.

What do they do as they play their roles?

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

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

What do the players do?

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

What do the players have to do?

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

That’s rude!

Is it wrong?

You are a cruel man.

Isn’t limiting what people can do crueler still?

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

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

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

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

Who or What the Heck is That? (Describing Things With Aplomb)

Senses BrainWhen writing text for our games we often have to describe something in great detail. But detail is like the hole Alice falls down to Wonderland… Sometimes it turns into a black hole and we free fall forever. So today I want to focus on a technique for getting more sensory detail into your writing without falling down the rabbit hole

We all know the main senses, right? Visual (sight). Auditory (hearing). Gustatory (taste). Olfactory (smell). And tactile (touch). But we sometimes get so wrapped up in one of them (usually visual or auditory) that we tend to forget the others like we’re wearing blinders. How do we defeat that? With a random table, of course!

Here’s a simple way to offer some description without going overboard: the Sense Table. Get out your trusty d8 any time you want to stretch your skills to describe something and consult this table…

  1. Sight
  2. Hearing
  3. Taste
  4. Smell
  5. Touch
  6. Roll twice (re-roll on 6-8)
  7. Roll three times (re-roll on 6-8)
  8. Roll again (re-roll on 6-8)

For each sense you roll, come up with some descriptive text using that particular form of perception.

Here are a few examples:

  • I’m trying to describe a clue in the dungeon and roll a 1 – sight. “At first glance, the worn statue appears to be the open maw of a dragon…”
  • An encounter is coming up and I roll a 4 – smell. “The odor is the first thing that you notice as you enter the alley, with a scent somewhere between a dead fish and a dog fart…”
  • Or perhaps the party is tasting the local cuisine for the first time and you roll a 6 (roll twice), followed by a 2 (hearing) and a 5 (touch). “The natives believe that eating the fresh entrails of a dova beast grants the consumer strength and conviction in the coming days. But from the first time you touch the slimy viscera with your naked fingers, bring a piece to your mouth, and hear the juicy squish as you take a bite – you just know it’s not going to stay down…”

The trick of course is to be descriptive without being overly so. You want to provide enough detail to let an image start to form in the mind of your readers or listeners (whether it’s just yourself, another GM, or a group of players) and fill in the rest from their own imaginations. Sometimes it can be fun to go a bit overboard (like my last example above), but usually you want to strike a balance.

How do you do that? A couple of tricks come to mind. One is to write what you think works and put it away for as long as you have time to do so before getting it out again and reading it out loud. You might want to stop at the point where you start to get a picture in your head or when you think you’ve got enough of your point across. Or another simple way is to count the adjectives or descriptive phrases. If you have three or more, whittle it down a little until it feels about right.

It’s a fine line you’ll have to feel out on your own to see what works for you. Be sure to ask for feedback from other writer friends and see what your audience thinks about a particular section if it’s still causing you problems.

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!

Map: Old School Blues

It is Thursday! Time for a random table! Er, well – today I am posting up a map instead. I have a few more weeks worth of random tables planned, but today I am taking a break and posting up a map. It has been several weeks since I have done a map post.

All of the maps I have posted here (and over at G+) have been hand-drawn maps, typically caves and other underground structures. I have been doing several map commissions recently which have been a lot fun. And I have also done a few tavern-style maps which has been an interesting twist from the typical cave or dungeon look I have been doing.

Today I branch out a little bit and worked up a map in Gimp in “old school blue” style.

I find these blue-style maps sort of interesting. I mean really, they are pretty simple. Many of the hand drawn maps I have been doing include much more interesting terrain features than one would find in some of these “old school blue” maps. The nostalgic chord these “old school blue” maps strike is pretty deep though. Something about them just conjures up memories of many a long night spent delving into the depths of the unknown.

This map has been left unnumbered and I have not populated it with anything. Let your imagination roam with this one!

This map is free for personal use and released under the Creative Commons CC-BY-NC-SA.

Shrine of Srisatha

D&D Old School Blue Map

RPG? Or RPA?

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

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

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

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

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

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

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

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

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

Building Your Own Campaign World – Part 2

Photo By Colin Smith

Photo By Colin Smith

Welcome back to part 2 of building your own campaign world. Last week we chose a hook, probably a world map (or at least a map of the nearby area) and a village or settlement that the characters can call their own at the very start of the campaign. Today we will look at how we inject some life into our village and also set some rules around the seed we created. We will get to the point today where we will be ready to design our first adventure which we will handle in next weeks post. Also, just to give you a heads up, I have preordered Paizo’s Ultimate Campaign addition to the Pathfinder range and when I get my copy (which normally takes a few weeks living all the way around the world from America) I will give it a good review here for you all.

Revisiting the Seed

The first thing that I need to look at after last week is put in place some mechanics to help facilitate the players life after death status should they happen to shuffle off their mortal coil on their first outing. As the idea largely forms around the character taking on the form of a ghost after being killed I check the entry for the Ghost creature in the original Bestiary for Pathfinder on pp.144-45. They already have rules for creating a ghost which on the whole are pretty good although I want to take away the idea of the ghost being a malevolent one. To do this I take away the option of it having a special attack (this could still be used if creating a ghost proper in game but for purposes of a player it does not fit with the theme of the campaign). Also I remove the requirement to change the Hit Die (as it causes unnecessary bookkeeping mid game) along with the changes to skills. The player may keep their Strength and Constitution scores intact though be considered for all intensive purposes to be able to use it only on other incorporeal creatures.

NPC CodexSo with a mechanic in place for my hook I consider what effect this might have on the wider game. In the world I want the idea of people becoming spirits after death to be a normal thing. Therefore there are some changes to the wider game that I need to make, especially in regards to the Cleric class. As written in the base rules of Pathfinder the Cleric must choose to channel negative energy if evil in alignment. However this notion that all deaths result in a spirit form coming forth could, and does, turn this concept on its head. I foresee there being temples where wounded spirits go to be healed by kind, caring clerics that have to channel negative energy to do so. Also evil clerics may now wish to eradicate the spiritual remnants of beings and channel positive energy to do so. Thus I change the requirement of channeling negative or positive energy to be a complete choice for the cleric, regardless of the alignment.

This leaves a few loose ends to clear up in regards to this new mechanic. The first is who does cross over in this spirit form? Does it happen to every living thing? The answer here would be no if I were running this. It would happen to any Neutral or Good intelligent creature. I would likely tie this to one of the Gods on my mind map from last week as a reward, perhaps Elethna, Mistress of the Harvest deciding not to reap the crop that has served her in times of need. How long has the spirit got before Elethna harvests them and delivers them to her sister Delta, Goddess of Death? I would put a year and a day time limit on this creating for some interesting roleplaying situations if the player wants to go it in spiritual form. Finally, does this mechanic alter any of the Raise Dead, Resurrection, Reincarnate etc. type spells? Only in the way that if one of these were used that the spirit ceases to be and becomes corporeal again. Also, some of those spell requirements like needing a portion of the body to be bought back could be altered so if the spirit is present and willing then that could be enough to bring them into being (just in case their remains got dissolved by a large ooze or somesuch).

Not all seeds are going to require as much of an alteration as the one I decided to lead with. In fact the seed itself may simply add flavour to the setting rather than needing to be catered for with rules. However if your seed does need changes, consider the longer term effects of those changes. Some seeds require base assumptions to come into question (like the change to Cleric) and so rules must be put in place to cover them. But you have to consider why those rules were there in the first place. Good Clerics channel positive energy and can heal people is a no brainer in most campaigns but as this one turns the idea of who Clerics may be required to serve on its head I had to change the ruling here. It has no long term effects that would break the system and is logical so it is OK and I went ahead and changed it. But you will notice that it is still a choice though, the Cleric does not get to do both types of energy so they must choose if they serve the dearly departed or the living. Remember, the rules are a guideline, if they need to be bent to suit your idea for the campaign world then bend away. Just make sure players are fully informed of any rules changes when they sit at your table to play the campaign.

Giving Dante’s Rest Some Life

The last thing that we need to do before we start to build an adventure or some encounters into our campaign world is to breathe some life into the village that the players are set to start in. Dante’s Rest, the village atop a bluff said to house the remains of the only mortal who had lain with a God… Sounds cool but without preparation it is just another dot on the map. You could draw a map of the town if you wanted to which will assist the players to identify various landmarks. I have only ever drawn a map of a town once in my Earthdawn campaign and it saw little use. I find if you prepare a few descriptions of local stores and homes that the players become more involved. I may use a nice picture to represent a few things (such as Dante’s Mausoleum) but description and feeling draw the players in.

Consider where you, if you were a player that had a level in every class, would want to go in the village;

  • Blacksmith
  • Inn
  • General Store
  • Temple
  • Apothecary
  • Village Commons
  • Village Hall

Now you have that list, write an evocative short paragraph that describes each location and its owner or NPC that is to be tied to the location. I will do one to give you an example. I look to my Village template from last week and start with some of the important NPC’s listed there;

You approach the Smithy whose open verandah stares out over the Village Commons and see a small plume of smoke rising from the rear. Seeing this you know the door to the store will likely be locked as Terran will be creating some new masterpiece. You try the latch on the red cedar door to find it locked and walk around back. Under a large area of canvas you smell the rich smoke of myrtle burning to coals. Terran is there carefully considering the glowing red tip of a short sword that he has been working on. The scene is almost comical as the ruddy faced portly blonde halfling manipulates the blade that is too big for his own hands. The spirit of his wife stands behind him telling him how things should look but you see that Terran has tuned her out as he admires his craftwork.

Halfling D&DThe above gives a nice description that will help the players get the feel of Terran, the Blacksmith shop and the idea of the seed with his dead wife nagging him as he works. Next time they visit you could have the store open instead and it will give the players the idea that it is a living breathing village. Past that they might come across Terran in the Inn after a hard day. Remember he is an important NPC so he will likely know the PC’s if they are local and may be a source of employment. To illustrate this we will apply an NPC template to Terran. Looking at the cast of NPC characters in the GM guide so I grab the NPC Codex and find details of an Expert Blacksmith. It is a Dwarf but with a few minor alterations we can change it into Terran the Halfling Smithy.

In essence you now simply need to go through your list of places and follow the same example as above to create some interesting places in your town. Once you have that done, consider fleshing out the town with a few more NPC’s that you would have in the town. We know that rumour is rife in the town so you may have a rumour-mongering elder who gets involved in everyones business, asking uncomfortable questions just at the wrong time. Have some local kids that are familiar with the players and have some brief descriptions for them. A guard or two from the Mausoleum as such an important place would definitely be protected and generic stats at least for the most important of these NPC’s, at the very least a detailed description.

With these portions of the town noted down you have created a vibrant, dynamic place for your players to begin their stay. You could now start building up some hooks for the locations of the town but in reality that is more a form of designing your first adventures so we will cover this next week as we build up our first adventure. The campaign will develop through these adventures and through exploration of the areas around their initial locale. As they reach further afield you simply need to repeat the process you have done here to create exciting places to adventure in and visit. Some places (e.g. larger settlements) may require a lot more work but the process is the same.

There are a bunch of different approaches you can take to making a campaign and I am attempting to present the most systematic and user friendly version here for you to work on. This version works well but if you want to explore some of the more advanced versions of campaign building have a look at my blog where I have shown a few of the variant options that people use to build campaigns over this past week. But back to our way of dealing with things.

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.

Swords & Wizardry House Rules

Swords & WizardryI should be finishing up the S&W adventure I am writing for Origins 2013 in Columbus, Ohio in a few weeks, but instead I find myself putting my initial house rule document together for Swords & Wizardry!

I have mentioned Swords & Wizardry on this blog before, but as many know it is a retro-clone that hones in on the Original D&D brown booklets. It does a lot to clean them up and smooth over some of the rough edges without adding a plethora of rules to the system. While I own the OD&D booklets, it is nice to have a system that is readily available to new players in either physical or electronic format.

I have gone back through the rulebook in prep for my upcoming game to take my first shot at house rules and my own clarifications for the system. Some of the items below are house rules and some are just clarifying a particular option that will be in use for games I run. The house rule document is a living and breathing document and will certainly morph as actual play continues.

So here we go…

The S&W House Rules

Character Stats

Ability Scores:  Roll 3d6 six times. Arrange the results as the player sees fit. If character seems utterly hopeless, consult the GM for possible options.

Hit Points:   Roll your hit die twice, take the highest result.

Character Classes

Assassin:   The assassin may add their level as bonus damage on a successful backstab. This bonus is added after damage is doubled, tripled, or quadrupled.

Fighter:  The multiple attack ability gets better as the fighter advances in level. At 5th level the fighter gains one additional attack against 2HD creatures for each level he exceeds 5th level. At 10th level the fighter gains one additional attack against 3HD creature for each level he exceeds 10th level by. At 15th level the fighter gains one additional attack against 4HD creatures for each level he exceeds 15th by. At 20th level the fighter gains one additional attack against 5HD creatures for each level he exceeds 20th level by.

Equipment

Shields:  The character may opt to sacrifice their shield to absorb all damage of a successful melee hit against them. This destroys normal shields, rendering it useless.

The shield can be used in a similar fashion against damage causing spells and breath weapons. If the spell or breath weapon grants a Saving Throw the shield can be sacrificed to automatically succeed at the saving throw. Spells that do not normally have a saving throw allow one for half damage. Use of the shield in either fashion destroy a normal shield, rendering it useless.

Magic shields can also be used in this fashion. When used in this manner the shield has a 15% chance of not being destroyed. For each +1 modifier above +1 the shield has an additional 10% chance of not being destroyed (i.e. a shield +3 has a 35% chance of not being destroyed).

Combat Encounters

Ascending AC:   Ascending AC will be used from the GM’s side of the screen.

Combat Order:   Combat order will be used as described in the S&W Complete rule book. The alternative methods are not being used.

Fumbles:  Fumbles will be used. Rolling a 1 on a d20 attack roll causes a -1 to hit until one round is spent recovering (i.e. not attacking).

Criticals:   A critical hit grants a +1 bonus to damage for that attack.

Movement in Melee:  Moving past a combatant in melee results in a free attack on the person moving by the occupied square. A person bearing a shield is able to prevent someone from moving by them in combat.

Ranged Attacks into Melee:  A miss when firing into melee may result in striking a friend in engaged in melee with the initial target. Roll another 1d20 against the friend’s AC to determine if damage is dealt. Spending one round aiming negates this penalty.

Retreating from Melee:   The enemy gains a free attack against the person trying to leave melee.

Death and Dying

Death:   A character at 0 hit points or lower continue to lose 1 hit point per round. A character dies when they reach their character level in negative hit points. (i.e. a 5th level character dies at -5 hit points.)

Gen Con 2013 Wizard’s Booth

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

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

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

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

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

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

License Plates as Name Generator

openclipart library

openclipart library

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

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

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

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

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

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

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

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

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

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