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.

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.

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.