Archive for the ‘RPG Hub’ Category

Warlord of Ghandor

Friday, January 21st, 2011


Looking upward I caught sight of one of the warriors being hauled upward into the trees above. A strange-appearing sinewy limb encircled him by the waist and was quickly pulling him upward. Before I could reach him, he was gone from sight, the foliage converging back into place covering the hole his body had made as it was dragged, struggling through it.

“Moga, what was it?” I yelled. “The feared Qouri,” he replied in hushed tones.

Warlord of Ghandor is a fairly awful Burroughs Princess of Mars pastiche, complete with the mystical planetary travel, low-gravity superhuman strength, and incomparable princess in distress.

Even the worst Burroughs book, however, usually features some unique monsters.

QOURI
level 7 lurker

The qouri lives in a tree nest 40 feet from the forest floor. Its tail drops down to seize passers by.

Move action: move tail tip up to 8 sq away. If an opponent is grabbed, it moves with the tail tip.
Attack action: grab opponent adjacent to tail tip. The grab is released if the tail takes 15 damage in one attack.
Free action: release grabbed opponent: usually in 3×3 nest. The quori is fixed in one corner of the nest. Anyone in the nest has superior cover from the forest floor.
Attack action: Lunge and bite one opponent in close burst 2.

Surprise: Any PC with less than 15 passive Perception or Nature will be surprised.

The quori likes to grab a single creature and pull him into his nest. Since the nest is 8 squares up, it will take most allies 3 move actions to climb up there. Meanwhile, the captured PC will have to fight alone. This will provide a different fight environment from normal.

Notice that moving the tail is a move action. Therefore, the only way that a PC can be whisked away without the tentacle being attacked is if the tail moves adjacent in the surprise round; wins initiative; successfully Grabs and moves to the nest on its turn.

Qouri can be encountered alone, but can also be encountered in a hive of up to 5 qouri who can all reach roughly the same area.

the Hidden City

Thursday, January 20th, 2011

There’s a cafe near my work called The Hidden City.

Seems like there has to be a place in any campaign world for The Hidden City. It could be

-in the mountains, a la Shangri La
-subterranean, a la Neverwhere
-walled, a la the Forbidden City
-magically nestled in another city, a la Diagon Alley, or Rowling’s obvious literary inspiration, that one Gord the Rogue short story
-tiny: maybe a city of sentient bugs, or ratlings

Rites for everyone

Tuesday, January 18th, 2011

I recently posted a “rites” mechanic, where a wizard spends a turn powering-up his spells. I think it might actually be a good general mechanic: every class has a unique way to spend a turn powering up an attack; if successful, all hits become critical hits.

More examples:

Rogue: Skulk. As a turn-ending standard action, a rogue makes a Hide check vs. an opponent. If successful, the first hit on that opponent next turn will be a critical hit.

Fighter: Windup. A fighter begins a combat move. Like the wizard, if the fighter is hit before the next turn, the move is spoiled.

Cleric: Abjure. As a standard action, the cleric flourishes a holy symbol and demands that all enemies retreat. The next turn, an attack on any enemy within 3 squares of the cleric is a critical hit.

fantasies and scenarios

Monday, January 17th, 2011
This entry is part 20 of 34 in the series Mazes and Monsters

Mazes and Monsters board

TOM HANKS: I played a game called Mazes and Monsters a little too much.
KATE: No kidding. What level?
TOM: Uh, nine. Ninth level.
KATE: So am I! Isn’t it wonderful to be finally creating your own scenarios?
TOM: Yeah, yeah, and your own fantasies too!

OK, the above dialogue raises a few questions. For instance:
WHAT

It’s hard to see how these fit into standard RPG structure, and, indeed, upon first hearing, it sounds like arrant nonsense – nonsense that merits slaps to the writer. But if we’ve learned nothing else, we’ve learned to TRUST MAZES AND MONSTERS. If we haven’t learned that, we’ve learned nothing.

And we’ve been wasting our time.

Scenarios

Here’s my theory: a “scenario” is the intro text that introduces an adventure. For instance, “You stand before the palace of the Ghosts of the Gravelands. Fell spirits float through its ancient corridors. It is rumored that among the palace’s treasures are mighty gems that may trap men’s souls.”

At ninth level, players gain the ability to write this intro dialogue, thus choosing the nature of the maze, typical monsters or a boss who inhabit the maze, and the kind of treasure that can be gained. The Maze Controller still writes and controls the adventure within these parameters. After all, the Maze Controller’s powers are like unto those of a god. Even gods take suggestions, I guess.

Fantasies

We know that Mazes and Monsters grows progressively more psychologically difficult (and powerful) as you advance in level. However, we haven’t really explored the dangerous world of the unconscious mind. Our current rules sound like pretty vanilla 80s RPG design. We need to push the pop-psychology envelope with our Fantasy rules. As Blondie says, “We work out our problems in the caverns and then we leave them there.”

Like scenarios, fantasies must give players some agency over the perils they face. Again, Mazes and Monsters anticipates the shared narrative of modern indie RPG design.

Let’s start by getting some information about the players’ psyches. We’ll use this information to populate the game’s mazes with suitably cathartic (or destructive) challenges. At various levels, every player rolls a d12 to select a question from the following chart and gives the answer to the Maze Controller.

1. What makes you angry?
2. What betrayal do you fear?
3. In what way do you feel like a failure?
4. What part of your behavior feels out of control?
5. What’s one thing you’d like to preserve from harm or change?
6. What would you like to tell someone so they really understand? Who?
7. What do you worry about most?
8. What would make you a success?
9. What would you like people to admire about you?
10. Describe your most frightening nightmare.
11. What event could drive you to madness or despair?
12. What magical power would allow you to solve all your real-life problems?

Armed with this information, the Maze Controller can create thinly-disguised, hamhanded challenges and rewards that have real psychological effects on the players. These are called “fantasies”. For instance, if a player says that they would like the power of resurrection to bring back a dead relative, you make up a pretend relative of the character, kill them off, and then offer the character a quest that will let them conquer Death! The Maze Controller can do real psychological healing! Or harm. Hard to predict which. That’s part of the fun!

Example of play:

Maze Controller: OK, Tom, your real brother died, right? Your character, Pardieux, has a brother, and he just died. You watched him fall off a building! As he fell, he called, “Help me, brother!” but you were too far away!
Tom: (weeps)
Maze Controller: If you can find the Clock of Chronos, you can reverse those events! It will be as if it never happened. The Clock of Chronos is in the Dungeon of Lemnos…

At level 9, players can “create their own fantasy”. Once per level, they may seize control of the story and narrate their own thinly-disguised challenge, quest or hero’s journey. The Maze Controller sets all the RONAs and makes the dice rolls, but otherwise, the player has control over the fantasy until it has been conquered – or until it conquers!

Example of play:

Maze Controller: OK, guys, you’ve just returned from the Maze of Whispers. You –
Tom: Just a minute: I’m creating a fantasy. My character gives his earnings to his brother, who immediately runs away and gets lost in the city. After a few days, he has been robbed and beaten. He’s starving in an alley… he’s attacked by thugs… he cries out! “Brother! Save me!” but I’m to far away to help! He’s… (weeps)
Maze Controller: Right. Guys, if you can run through the mazes of the Slums of the Golden city, you MIGHT be able to intervene before Tom’s brother is killed.

Wow, it sounds really irresponsible to hand that kind of manipulative emotional control to people with no psychological training! Unless, of course, those people are fully licensed Maze Controllers or players able to play at the 9th level.

Next week: traits!

interrupting spells in 4e

Friday, January 14th, 2011

“He’s a dark elf wizard and he’s put some kind of hold on Derek!” Elistan cried. “Keep him from casting spells!”

-The Magic of Krynn (Dragonlance Tales, Volume 1)

Every D&D rule change comes with tradeoffs. In 4th edition, wizards were rebalanced. The advantage is that they are no longer overpowered compared to other classes. The disadvantage is that they are no longer overpowered compared to other classes.

I kind of miss the panic that set in when earlier-edition parties met a wizard, and all the maneuvering (by the party and the DM) to hit a wizard before he finishes his spell. However, honestly, 4th edition works perfectly well without it.

That’s not a reason to tinker with what ain’t broke, though. I’d like to try to return wizards to their place as fearsome super-artillery without overpowering them (much). Here’s my plan.

4e wizards may cast attack spells normally, or they may cast them as a “rite” (sort of halfway between an attack spell and a ritual, and analagous to 3rd edition spells with a full-round casting time). Casting a spell as a rite ends your turn and has no immediate effect.

On your next turn, you may finish the rite as a standard action. You cast the spell normally, except that any hit by the spell is a guaranteed critical hit.

During your casting of the spell, you are saying magic words, performing ritual gestures, and doing other wizardy things. If your concentration is broken, you lose the spell. Non-damaging forced movement, being knocked prone, being grabbed, etc. forces an Endurance check of 5 + 1/2 the attacker’s level to avoid breaking concentration. If damage is done to the wizard, the DC of the Endurance check is equal to the damage.

Is this option too underpowered (never used) or overpowered (always used)? It seems to me that it will be situational. Spending two turns to do slightly more than double damage starts out pretty balanced; if it’s successfully used with a daily power, it’s quite good indeed. However, if there is any chance of the rite being interrupted, it might be too risky to use it. Wizards might only use it when they’re in a position where they think they can avoid attack for a turn.

Rites might be used by the DM more often than they are used by PC wizards. A wizard who has begun a rite becomes a fearsome threat and may cause an abrupt change in the PCs’ tactics.

the mountains are coming

Thursday, January 13th, 2011

From my folder of half-conceived plot hooks:

a diviner has a dream, and is terrified. All he does is repeat “The mountains are coming!”

Rory’s Pocket Guide to D&D – Choosing the Right Humanoid

Wednesday, January 12th, 2011

D&D isn’t choosy; it appropriates basically every monster that has ever been referenced anywhere in ANY lore and then adds to that confused jumble a bunch of original monsters that just can’t seem to go away from previous editions. Thus, as a DM when you want to throw some kind of monstrous humanoid at your party, you have a massive list to choose from. Some DMs solve this problem by only having a couple different types of monstrous humanoids in their game, such as just goblins and orcs. I believe this is a sign of weakness and poor breeding. It is much more fun to handpick the monstrous humanoid you want to use based on the exact type of encounter you want to facilitate, both in tactics and theme. Below I list several monstrous humanoids and give a short description of them, common ways I tend to use them, and a specific example of how I have used them in my campaign world:

1. Orcs

  • Short Description: Simple, straightforward, and violent.
  • Uses: Raiders in dangerous areas and minions of powerful villains.
  • Example from my Campaign: A band of Orcs led by a powerful Oni inhabited the Flaming Marsh, attacking all who traveled through its lands.

2. Goblins

  • Short Description: Sneaky (goblins), militaristic (hobgoblins), strong (bugbears), and generally numerous.
  • Uses: Military force bent on taking over the world or inhabitants hiding in crumbling ruins clinging to memories of an ancient empire.
  • Example from my Campaign: Goblins reside in the Rusty Ruins, which they overwhelmed hundreds of years ago, hiding beneath the earth and in ruined structures, ambushing those foolish enough to disturb them.

3. Kobolds

  • Short Description: Clever, zealous, encountered in hordes.
  • Uses: Protectors of Dragons lairs, mostly!
  • Example from my Campaign: Malifas, an ancient and powerful dragon, has a group of devoted kobolds who worship him and protect his lair with deadly traps.

4. Gnolls

  • Short Description: Insane, demonic, utterly without fear.
  • Uses: A plague of destruction sweeping through civilized lands or as minions to powerful demons!
  • Example from my Campaign: Gnolls led by a powerful Immolith swept through villages and towns, burning them to the ground and leaving no survivors.

5. Lizardfolk

  • Short Description: Alien, mysterious, and amoral.
  • Uses: Good for slavers or mercenaries who would be hired out by powerful villains.
  • Example from my Campaign: A group of lizardfolk slavers captured children and sold them to a powerful mindflayer.

6. Sahuagin

  • Short Description: Creepy, vicious, marine creatures.
  • Uses: As raiders at Sea!
  • Example from my Campaign: Sahuagin specially adapted to the extreme temperatures of the Boilding Sea raid merchant ships for food and valuables.

7. Bullywugs

  • Short Description: Pathetic monstrosities that should be wiped off the face of the earth.
  • Uses: Good low level nuisances to show that an area has truly suffered hard times if these creatures are allowed to exist within its boundaries. Disheartening to encounter but a joy to kill.
  • Example from my Campaign: Bullywugs inhabit the Inkroot swamps, which is home to several struggling villages, a wretched reminder that the area is no longer safe. They are a danger to travelers and woodsmen and hunters who stray too far from the safety of their villages.

level 1 nuke spell

Tuesday, January 11th, 2011

I must be insane. It occurred to me to give a SPELL THAT AUTO-KILLS EVERYONE to EVERY WIZARD. And I kind of think it’s a good idea.

Let me explain my thinking. Ever since 1e, one of the fundamental conceits of D&D has been that the PCs wander through a dungeon and run into bite-sized encounters. Even if the dungeon is occupied by, say, a tribe of orcs, the orcs never mass into an army: they run into the PCs in dribs and drabs until they are all slaughtered.

It would be pretty stupid to try to find an in-game explanation for this. But let’s start down that dark path. How can we justify this?

If it was well-known that every wizard had a daily spell that allowed them to effortlessly slaughter armies, it would change the world’s military tactics. You wouldn’t mass into an army as much. If you did, you’d risk losing your entire army to one spell. You’d be better off dividing your army into several units which traveled separately. Suddenly, military forces look a lot more like D&D adventuring parties and their adversaries.

What if an adventuring party invaded your dungeon? You’d have your units widely spread apart, hunkered down in separate rooms. That way, you’d be nullifying the advantage of the wizard’s nuke spell.

OK, that’s my “simulationist” thinking. Here’s my “gamist” thinking.
(more…)

mazed in monsters

Monday, January 10th, 2011
This entry is part 19 of 34 in the series Mazes and Monsters

OK, we’ve got pretty much a complete game out of Mazes and Monsters. We’ve figured out combat, skills and spells: everything we need for a generic sword-and-sorcery game.

All that’s remaining are a few Mazes-and-Monsters-specific rules hints dropped by the characters. Frankly, a lot of them don’t receive a lot of rules support in the movie at all, and some almost seem like offhand fake-jargon that’s being made up on the spot. But we know that
THAT’S
NOT
TRUE.

There is Underlying Truth to be found here: we just have to dig it up.

Get your shovels!

Mazed

One of the focuses of Mazes and Monsters is the thin line between fantasy and reality.

Equally thin is the line between players and characters. Both players and characters can become confused about what’s real and what’s not.

We’ve determined that when a character is confused, they enter the “Mazed” condition. A Mazed character’s mini is placed in a special square on the Mazes and Monsters gameboard, which I will call the “Maze Prison”.

Mazes and Monsters boardWhen a character is Mazed, their perception of reality can be skewed by whoever is imposing the condition. Friends may appear enemies and vice versa; an open door may appear to be a solid wall; or the character may be totally immersed in a fantasy world that has no connection to reality (or, technically, a fantasy world that has no connection to the shared fantasy world of Mazes and Monsters: a higher level of fantasy, if you will.) All details of the fantasy are determined by the creature or effect that imposes it.

The power of a Maze is measured by the RONA check to escape it. Like other RONAs, it ranges from 3 (Easy) to 9 (Hard).

When an effect Mazes you, you may make an immediate RONA check to shake off the illusion. If you succeed, it exerts no more power over you. If you fail, you are locked into the illusion until some outside force challenges your delusion. Such an event is called a Maze Disruption, and it allows you to make a new RONA check, against the same difficulty, to break free of the illusion. If this new check fails, you incorporate the disruption within the Maze delusion, and that same effect will no longer provide you with a chance to break free.

Example Maze Disruptions:
-If you’ve been Mazed to believe an open door is a solid wall, you may make a new RONA check if someone passes through the door.
-If you’ve been Mazed to think that your friend is a fierce Gorville, you may make a new RONA check if your friend talks to you and reminds you of your shared friendship.

Caution: According to Mazes and Monsters, these are rules for real life as well!

Next week: We’ll cover more movie jargon, “fantasies and scenarios”! Will this be the sexiest Mazes and Monsters article yet??

African Civilizations: best sourcebook ever

Friday, January 7th, 2011

African Civilizations by Graham Connah

African Civilizations by Graham Connah

Wow, I got more than a dozen blog posts about game ideas out of this book. This book gave me more D&D inspiration than most WOTC sourcebooks I can remember. Not surprising: books of archaeology and history are likely to spur a lot of campaign settings ideas.

A book about Africa is uniquely suited to D&D idea mining. For one thing, it’s unfamiliar. Your D&D group may have some medieval history buffs in it. Fewer groups have any Africa experts. I never learned about pre-colonial African history in school. (In fact, a lot of its history was entirely unknown until archaeological work in the last few decades.) As far as my familiarity with the subject matter went, the history in this book might as well have been the history of an alternate Earth. Which is basically what a D&D campaign world is: that plus magic.

After my reading, I didn’t end up with an Africa-themed campaign: I still have a typically Western European fantasy world. However, the interaction of these two milieus provided some interesting and peculiar details. The Plateau of Spirits and the Raid Year, the sacrifice of the Stag King, the roadside altars, the Wind of No Return, the Elves of the Ruins, and the dwarven soul discs give specificity to my campaign world.