On the Joys & Challenges of developing the Elthos RPG & Mythos Machine, and other sundry RPG matters.
Showing posts with label RPG Carnival. Show all posts
Showing posts with label RPG Carnival. Show all posts
Tuesday, October 13, 2015
RPG Carnival: Something Has Come To Town
It was one of those nights that's so pitch black you can not see your hand in front of your face. People are saying something came into town that night from the marshes and fens to the west. There's few folks who live out that way. No one saw it, but a few people talked about hearing a low pitched wailing sound in the wee hours of the morning the next day at Sullivan's Diner. I heard them whispering about it to the Sherrif, but he didn't seem to take their kind of talk too serious. They said it was a sound that had been haunting the fens and the pine forest for the past few months. It sounded like a peel of thunder raised up into the throat of a hound, or a wolf, and eventually dissipating into the night as a shuddering kind of laughter. It happened three times between two and four in the morning they said. They were awoken by it, and did not sleep again.
Thirteen weeks later people had stopped talking about the tragedy ... That Mary Benson had been taken to the psychiatric hospital and would probably be there for some time. That their only son, Henry, a funny little boy of 9 who liked to play with toy soldiers and read super hero comics, was inexplicably withering away in his bed, unwilling to eat. That Mr. Benson had become grizzled, argumentative, violent and secretive. People stopped mentioning that Penny, their twelve year old daughter was still missing since the night of the dark wailing. No one wanted to think on it anymore. People started carrying weapons in town. Mr. Harrison accidentally shot a store window last week. He said he saw something in the fog.
It was a full moon last night. Halloween will descend in another week, but none of us want to go out for trick-or-treat. It's been bitter cold lately. Huge murders of crows have been piling up on the trees west of town, darkening the grey sky at sundown, filling the shrouded days with their hellish cawing. Almost as if they were waiting for something. A feast of crows. Lately, one could imagine that. Two more families have fallen into ruins. The Galloway's house burned down the other night. No one survived. And then a block away, the Johnson's barn was broken into and four of the cows were ... slaughtered. In the barn. None of the Johnson's have been seen since that night. Their house is empty. The door was locked from the inside. Rumors of a black stain on the carpet in the master bedroom. But no sign of the Johnsons. Only a half eaten dinner was left on the dining room table, napkins strewn on the floor. Shoes. But no Johnsons. And a barn with walls darkened by dried blood.
It's been raining. The road leading from Fenhaven Village has been blocked by flooding for two days now. The shelves in the general store are bare, and Mr. Corning closed shop saying he needed to stay home with his wife. She came down with The Sickness last week, and she can't see and her fingernails turned black. The fog over the town is so think it's hard to see more than a yard past the hood of the car. But the fog is patchy. Sometimes it opens up and for 20 feet the air is crystal clear, almost like a bubble within the mist. Then it vanishes and we're enveloped in the chilly gray again. Once on the edge of the bubble, just beyond in the mist, I thought I saw something standing perfectly still. It was something that looked like it could have been a person, except that where it's head should have been there was something that seemed to drain the light. It's hard to explain. It looked, if I can describe it at all, like a hive of hornets converging on one black spot. I don't know. Maybe I didn't see it. Maybe it was my imagination. It vanished into the fog and we kept driving. My dad said I shouldn't talk about it. But I can't get it out of my head. Neither can he, I think.
At dinner we heard something scraping at the window. None of us looked. No one spoke. We didn't eat. I looked at my plate. My hair was standing on end for two hours. Finally it stopped when the storm began and it was raining hard. I went up to bed. It's cold in the house tonight. I'm in bed writing. Lightning is playing tricks on the shadows outside my window. Shadows I don't like at all. I don't want to look at them anymore... but I can't stop myself. There's shadows... but there's no trees outside my window. Shadows of what?
Tuesday, April 29, 2014
April RPG Carnival - The GM's Binder
It all started back in 1978 when I decided on first contact with D&D that I wanted to be a Gamesmaster. It was all uphill and downhill and over the hill and underhill from there. I started out with a (Gygaxian-Retro-Clone) rules system called Elthos. My original binders were a combination of spiral bound notebooks for my Thought-Weaving of the Elthos World. I had my rules printed out via Word Perfect in plastic sleeves and bound in a hard cover three ring loose-leaf binder. My GM Boards looked like this:
It featured my one main chart which is called The General Resolution Matrix, and is based on 2d10 (1-100), and compares Difficulty Level vs Skill Level to give a number which must be rolled above for success (rolling high in Elthos is good, rolling low is bad). It was made on black foam board and bound with black electrical tape, and held to the table with two strips of tape on the wings. It served as my GM Screen behind which I would roll the dice and mummer. In those days it was my fashion to hide the dice rolls, and rules for that matter, from the Players.
The binders that I had were decorated lightly with fantasy images, and a Calvin & Hobbs cartoon:
I had a great time with my GM screen, binder and World Weaver books for many years.
Then, in 1994 I decided to program my system into the computer. Do this end I taught myself programming after work, and database design, and then got a job as a programmer to hone my skill. Over the years I came up with a Visual Basic Application that runs the Elthos game. It was an enormous effort and turned out to be extraordinary in its richness and thoroughness of design. It handles everything from character rolling, to items creation and management, equipment, armor, does all calculations, has a mapping utility that takes terrain and movement into account, runs combat, and provides the GM with a myriad of helpful tools. And so the VB Application, called 'The Elthos RPG Gamesmaster's Toolbox', was very useful to me for about six years, and I really have to say, it was a blast to build and use it. I'm the only person on God's Green Earth who has one, too. So that's kinda cool. That's because I never released it to the public. Waaaaay to difficult for me to support that application. Waaaaay to buggy to let into the wilds. I figured I would spend the rest of my life on tech support.
Elthos Prime VB Application Screen Shots
Instead, in 2006 I decided to start over again from scratch with a simpler to support Web based model, and vastly streamlined and simplified my original rules. This became the Web Application known as the Elthos 'One Die System' (it's a mini-system based on my original rules). It's perfect for running fast light-weight and mechanically clean games. I've been play testing it extensively since 2009. It's been lovely. I converted my application logic from the Gamesmaster's Toolbox to the new Web Application. Still working on the complete migration, and am going to tackle the Mapping Utility next. In the meantime it does most of what the VB Application did, but with the One Die System rules, instead of the Original Rules. I'm planning to expand that to a multi-die system sometime in the not too distant future as well. At the moment it is in closed beta. I plan to bring it into Open Beta very soon, at which point I will begin letting other Gamesmasters and Players tinker around with it. It provides complete freedom to create your own world, and is divided into two basic sections; The GM Toolbox which does number crunching, and the World Weaver Studio which provides a coherent structure in which to build your own world, campaigns and adventures, and record what your Player Characters do in them. Combined it's a comprehensive GMing utility that uses the Elthos ODS. I'm quite pleased with it thus far. It's very nice and has already produced some really fabulous games which can be read verbatim (actual play) here: Elthos ODS Example Games.
So in summation, my new Gamesmaster Board is the Elthos "Imagination Machine", which can be found here: Elthos Imagination Machine. It's great. I love it. Very happy. Gamesmastering is awesome. :)
Wednesday, March 26, 2014
March RPG Carnival - VTT Gaming
Thanks to Douglas Hampton Cole over at Gaming Ballistic Blog for hosting this month's RPG Carnival. Doug asks some conversation starter questions about Virtual Table Tops, and I thought I'd take a stab at giving my thoughts on it. Unfortunately, I have a deficit of experience and yet, oddly, an overabundance of opinion on the topic. So, foolishly or not, here I go...
Do you have personal experiences with VTTs and gaming online?
I do have some personal experience with VTTs, but in fact, with most of them, it's quite limited. In the case of Map Tools I tried it a few times. Fantasy Grounds I also tried a few times, but never so far as to actually run a game with either. I have, however, used Roll20 a few times, and have poked and prodded it more extensively than any other so far. I also took a gander at TableTop Forge before it got subsumed by Roll20, but again, limited usage. Sorry. I'm kinda busy with my own project, and also haven't really had the express need for a VTT so far as my players are local and we don't have too much trouble staying on our every-other-Friday schedule. I also very recently took a look at Tavern-Keeper and Infirno, but have not had time to properly evaluate them. Both look potentially great, but my experience with both left me feeling that they are not quite ready for prime time. I'll wait on those and see how they develop. I also took a look at PCGen a while back. Nicely done as far as getting off in the right direction is concerned, but the interface was kind of klunky and I found myself mumbling about something or other after a while. Not sure what. Anyway, it looks promising. I think all of these tools probably have their place and serve specific needs of the community. Which is best? For me, so far, Roll20 is at the top of the stack, and I do intend to use it more.
What do you like?
I like the concept. The advantage, in today's busy post-high school world, I think the idea of being able to run games online with people you link to via Social Media sites has pretty great potential. A lot of times GMs and Players in the local arena have trouble scheduling games at convenient times, and so VTTs can pick up on that.
I also like that I can post a map (thinking of Roll20 at this point) and pop tokens on it and move them around on the screen. Roll20 also provides, as anyone who has used it knows, a neat way to add stats to the tokens which you can update as you play.
Here's how we used Roll20 in our game, by the way. We get together around my table and look at the Roll20 screen together. We move the tokens around by asking each player where they go when it's there turn, and generally I move the tokens myself. Yes, I know this is totally not how they intend us to use Roll20, and we're missing out on all of the cool chat features and so on. We also neglected to update the stats of the Player Characters, although I did update the Hits of the NPCs as we went. Mostly because my Players keep track of their stats themselves as we play, and we didn't want or need to spend time updating them in the Roll20 interface. Had we been playing this remotely together then stats updating would probably have been important to us. Anyway, as far as I was concerned the way we used it worked pretty nicely for the most part. Except for a glitch which in fact altered my story line, which I'll explain in a second. Overall, I think it's really very promising and I can see a future for VTTs as the technology improves.
When it comes to Roll20, what I like is the fact that we can size the maps reasonably easily (two or three tries and I can fit a hex map into their grid system - which isn't too bad). I like the fact you can resize the tokens, and can get tokens to use from their system. I like, although didn't use very much, the ability to add stats to the tokens. As I never got further with it, nor did I try the Premium features, I can't say much more about it, other than, Yup - not bad!
What do you NOT like?
Glitches. All of them technical. When we tried to play Roll20 via Hangouts the Hangout Screen took up a large amount of screen space, and one of my players has a low screen resolution during our test (yes we tested it remotely a few times) and wasn't too happy with that. His fault for not having a better monitor, I suppose. Another glitch was the mic of one of my other players was old, I guess, and started making horrible reverb noises to the point where I could no longer understand wth he was saying. He had to unplug his mic and re-seat it every fifteen minutes or so. His fault for having an old mic, I suppose. Also the first time I tried to synch a hex map to the Roll20 grid it took forever. I had a hard time figuring out how to do it. But once I got it, now it only takes 3 or for tries and it's reasonably good (ie - accurately linked to the underlying grid). All this said, I have not used Roll20 since October 2013, so a lot could have been updated since then.
Another thing that I kind of didn't care for with some of VTTs was the complexity of dealing with so many rules systems and the learning curve involved with adapting to the tool. Granted, I don't know most of the other systems, but still, the impression I got from applications like PCGen was somewhat daunting. Simplicity is a virtue. Of course, I'm probably just as guilty as the next guy at producing overly-complicated software... but at least I understand it. :p
Ah - I almost forgot the glitch that changed my story line. Yup. So there they were trying to escape the burning barn and the chicken and turkey (Dr. Chickenhiemer and his General of the Chicken Army, called affectionately "The Turkenator"), were hunting and pecking around looking for an escape route in the storeroom. I clicked on Turkenator's token and it stretched. Then I tried to unstretch it and it vanished. Completely. I could not find it again. I closed Roll20 and came back in. Still couldn't find it. Time was a-wasting. So ... "Turkenator suddenly becomes a flat plane, then a line, then a point, and vanishes!"... there was a certain amount of humorous consternation among my players. We lived. It was funny. But I would not want that to happen a second time. :p
What features are the bare bones inclusion of what you feel are a minimum feature set for a VTT?
1. Connectivity to Players online with Voice.
2. Ability to post your own maps and move pieces/tokens on it.
What is a nice-to-have that content creators fuss over but really, in the end, doesn't help boost the experience?
To be honest, I'm not sure. I don't know what they fuss over. However, in my case, since I have my own homebrew system which I've used since 1978, I didn't need them to fuss over adding support for all the different RPGs on the market. I kind of feel for the programmers as well - that must have been something of a bear to implement, given the nature of a lot of those systems. And once you start down that road, well there ain't no turning back, I suspect. They've opened Pandora's Box, and I guess they'll have to live by that. Best wishes. It's very cool. But I can't imagine how difficult it has been to put together.
What do I think the future of VTT looks like? *
I think there is plenty of room for VTT improvement, and I'm pretty sure we'll see some great things spawning out of the VTT market over the next few years. I should add that it's my view that RPGs in various forms (everything from pure Table Top, to LARP, to VTT, and to Future VR-RPGs) are the new art form of the 21st Century. The multiplicity of skills that are brought to bare by GMs and Players is, from an old world gaming perspective (ie - Chess, Monopoly, Poker) is nothing less than full-bore astonishing. I'm often amazed and delighted by what I see GMs, Players and Game Designers doing these days. It's incredible!
One thing I'd like to see is better World - Campaign Building integration. I'm working on something that I think will help with that, which of course, is my Elthos Project. It does not at this point have Mapping Features migrated in from the Elthos Prime program, but I may go that way with it down the line, unless other people come up with better mapping solutions than I have in the meantime. Seems like they're heading in the right direction, anyway.
The Elthos Web Application also does not happen to host other systems, or intend to. It is a stand alone RPG mini-system designed for retro-style light-weight RP Gaming, aligned towards Table Top games, and with some possibilities for usefulness to VTT users.
I think that applications such as Roll20, and Elthos, are going to lead the way toward a fascinating future. One that incorporates live Gamesmastering with thousands of players in Virtual 3D-Worlds. No, we're not quite close to that yet. But it's coming. And the tools we are creating today are leading the way there.
Ok well that's my experience with it, and my thoughts on VTTs, for what their worth.
* - Note: I added that question myself . ;)
Do you have personal experiences with VTTs and gaming online?
I do have some personal experience with VTTs, but in fact, with most of them, it's quite limited. In the case of Map Tools I tried it a few times. Fantasy Grounds I also tried a few times, but never so far as to actually run a game with either. I have, however, used Roll20 a few times, and have poked and prodded it more extensively than any other so far. I also took a gander at TableTop Forge before it got subsumed by Roll20, but again, limited usage. Sorry. I'm kinda busy with my own project, and also haven't really had the express need for a VTT so far as my players are local and we don't have too much trouble staying on our every-other-Friday schedule. I also very recently took a look at Tavern-Keeper and Infirno, but have not had time to properly evaluate them. Both look potentially great, but my experience with both left me feeling that they are not quite ready for prime time. I'll wait on those and see how they develop. I also took a look at PCGen a while back. Nicely done as far as getting off in the right direction is concerned, but the interface was kind of klunky and I found myself mumbling about something or other after a while. Not sure what. Anyway, it looks promising. I think all of these tools probably have their place and serve specific needs of the community. Which is best? For me, so far, Roll20 is at the top of the stack, and I do intend to use it more.
What do you like?
I also like that I can post a map (thinking of Roll20 at this point) and pop tokens on it and move them around on the screen. Roll20 also provides, as anyone who has used it knows, a neat way to add stats to the tokens which you can update as you play.
Here's how we used Roll20 in our game, by the way. We get together around my table and look at the Roll20 screen together. We move the tokens around by asking each player where they go when it's there turn, and generally I move the tokens myself. Yes, I know this is totally not how they intend us to use Roll20, and we're missing out on all of the cool chat features and so on. We also neglected to update the stats of the Player Characters, although I did update the Hits of the NPCs as we went. Mostly because my Players keep track of their stats themselves as we play, and we didn't want or need to spend time updating them in the Roll20 interface. Had we been playing this remotely together then stats updating would probably have been important to us. Anyway, as far as I was concerned the way we used it worked pretty nicely for the most part. Except for a glitch which in fact altered my story line, which I'll explain in a second. Overall, I think it's really very promising and I can see a future for VTTs as the technology improves.
When it comes to Roll20, what I like is the fact that we can size the maps reasonably easily (two or three tries and I can fit a hex map into their grid system - which isn't too bad). I like the fact you can resize the tokens, and can get tokens to use from their system. I like, although didn't use very much, the ability to add stats to the tokens. As I never got further with it, nor did I try the Premium features, I can't say much more about it, other than, Yup - not bad!
What do you NOT like?
Glitches. All of them technical. When we tried to play Roll20 via Hangouts the Hangout Screen took up a large amount of screen space, and one of my players has a low screen resolution during our test (yes we tested it remotely a few times) and wasn't too happy with that. His fault for not having a better monitor, I suppose. Another glitch was the mic of one of my other players was old, I guess, and started making horrible reverb noises to the point where I could no longer understand wth he was saying. He had to unplug his mic and re-seat it every fifteen minutes or so. His fault for having an old mic, I suppose. Also the first time I tried to synch a hex map to the Roll20 grid it took forever. I had a hard time figuring out how to do it. But once I got it, now it only takes 3 or for tries and it's reasonably good (ie - accurately linked to the underlying grid). All this said, I have not used Roll20 since October 2013, so a lot could have been updated since then.
Another thing that I kind of didn't care for with some of VTTs was the complexity of dealing with so many rules systems and the learning curve involved with adapting to the tool. Granted, I don't know most of the other systems, but still, the impression I got from applications like PCGen was somewhat daunting. Simplicity is a virtue. Of course, I'm probably just as guilty as the next guy at producing overly-complicated software... but at least I understand it. :p
Ah - I almost forgot the glitch that changed my story line. Yup. So there they were trying to escape the burning barn and the chicken and turkey (Dr. Chickenhiemer and his General of the Chicken Army, called affectionately "The Turkenator"), were hunting and pecking around looking for an escape route in the storeroom. I clicked on Turkenator's token and it stretched. Then I tried to unstretch it and it vanished. Completely. I could not find it again. I closed Roll20 and came back in. Still couldn't find it. Time was a-wasting. So ... "Turkenator suddenly becomes a flat plane, then a line, then a point, and vanishes!"... there was a certain amount of humorous consternation among my players. We lived. It was funny. But I would not want that to happen a second time. :p
What features are the bare bones inclusion of what you feel are a minimum feature set for a VTT?
1. Connectivity to Players online with Voice.
2. Ability to post your own maps and move pieces/tokens on it.
What is a nice-to-have that content creators fuss over but really, in the end, doesn't help boost the experience?
To be honest, I'm not sure. I don't know what they fuss over. However, in my case, since I have my own homebrew system which I've used since 1978, I didn't need them to fuss over adding support for all the different RPGs on the market. I kind of feel for the programmers as well - that must have been something of a bear to implement, given the nature of a lot of those systems. And once you start down that road, well there ain't no turning back, I suspect. They've opened Pandora's Box, and I guess they'll have to live by that. Best wishes. It's very cool. But I can't imagine how difficult it has been to put together.
What do I think the future of VTT looks like? *
I think there is plenty of room for VTT improvement, and I'm pretty sure we'll see some great things spawning out of the VTT market over the next few years. I should add that it's my view that RPGs in various forms (everything from pure Table Top, to LARP, to VTT, and to Future VR-RPGs) are the new art form of the 21st Century. The multiplicity of skills that are brought to bare by GMs and Players is, from an old world gaming perspective (ie - Chess, Monopoly, Poker) is nothing less than full-bore astonishing. I'm often amazed and delighted by what I see GMs, Players and Game Designers doing these days. It's incredible!
One thing I'd like to see is better World - Campaign Building integration. I'm working on something that I think will help with that, which of course, is my Elthos Project. It does not at this point have Mapping Features migrated in from the Elthos Prime program, but I may go that way with it down the line, unless other people come up with better mapping solutions than I have in the meantime. Seems like they're heading in the right direction, anyway.
The Elthos Web Application also does not happen to host other systems, or intend to. It is a stand alone RPG mini-system designed for retro-style light-weight RP Gaming, aligned towards Table Top games, and with some possibilities for usefulness to VTT users.
I think that applications such as Roll20, and Elthos, are going to lead the way toward a fascinating future. One that incorporates live Gamesmastering with thousands of players in Virtual 3D-Worlds. No, we're not quite close to that yet. But it's coming. And the tools we are creating today are leading the way there.
Ok well that's my experience with it, and my thoughts on VTTs, for what their worth.
* - Note: I added that question myself . ;)
Wednesday, February 05, 2014
Feb RPG Carnival - The Icy Embrace of Winter
This month's RPG Blog Carnival is kindly being hosted by Enderra Blog and covers the topic of The Icy Embrace of Winter.
Winter has several meanings and implications for my game. I will cover them from the overt to the more subtle, breezing over each lightly for the sake of (relative) brevity.
I like to GM my Campaigns according to the current season with the specific idea that the Players will have a better feel for what the World is like at that time for their Characters. So in the Spring, Campaigns start during the Elthos Spring, and I do that for whatever season happens to be current when we start a new Campaign. Of course Campaigns can last longer than seasons, so I either hustle things up to the current season, or if the Adventure warrants a delving into detail, a Winter in Elthos can last a year or more of game time. Such as what occurred in my last big Campaign (Hobbington), which began in October of 2011 and ended in 2013. I went with a Winter touch throughout.
First off, Winter is harsh in Hobbington and the surrounding province because it is tucked away in the mountains to begin with. The Township of Hobbington itself is situated on a crag more than halfway up Mount Zatok, making it cold generally, and a particularly bitter, ice-shrouded city in the winter. The denizens there, a rough bunch of thieves, cutthroats and politicians, manage to hang on through each winter, with food supplies scarce, and
firewood even scarcer (they are high up on a mountain, and both food and firewood come from far below) somehow, but not easily. Fortunately, the city is also heated in places by a few hot springs. And as those few who have dared to venture below into the sewer systems have discovered, the deeper and more ancient tunnels (the current occupants discovered the long unused city and colonized it under duress not long before the time of play), were quite a bit warmer than expected. No one has gone particularly far down in the tunnels (and returned to tell the tale) thus far, by the way.
So winter in Hobbington is a trial by ice for most of the people who live there. In particular, the many sallow-faced orphans who beg in the streets, their tatters held tight around them, following after the few "Rat Stick" vendors, hoping for a hand out or a fallen piece of hot greasy meat. Snow can come up to the waist in some places. The wind is often bitterly freezing, and hungry, snacking on fingers and toes with its frostbite-teeth whenever the opportunity arises (yes, the elements are often treated as something like anthropomorphic beings in Elthos). And so, you would find that life in Hobbington in the winter is quite harsh, indeed, and winter storms and ice blasts there frequent and dire.
On the other hand, for some in Hobbington, although the winter is harsh, it is not without it's joys. There are the winter festivals which center on Holy Days and Shrines to the Saints, and some people who have the wherewithal (the rich, as one might guess) do manage to have a bit of fun skating on the frozen canals that line the township, play winter games, and hold various intellectual contests and events that are best held indoors. Winter, by those in the know, is considered "High Political Season" in Hobbington, as audiences tend to be captive. The Player Characters, of course, deal with all of this by bundling up as best as possible, and hustling and bustling from place to place, like everyone else, in order to dodge back inside to cozier climes, such as the hearth of a local pub, tea shop, temple, or home.
In the latest adventure, as a matter of fact, the Party left Hobbington to go down the Long Stair to the Provinces. Winter is harsh there, too, they soon found out. Snow drifts can be chest height, and a lack of paved roads make the going painfully slow. Frostbite is a perpetual possibility. There are few places to spend a warm night, and so camping equipment such as warm tents are essential. Twice the Party got engulfed in snow storms during their travels and nearly got lost in the white haze. Fortunately, they wisely prepared themselves with the appropriate winter gear. At the worst they traversed an area of hills south of Hobbington which has huge ruts and deep ravines, covered by snow, with fathomless pits leading down into the dark icy depths. Crossing one of those ravines was almost the end of several of the Characters as they in inadvertently (and quite unwisely, I thought) chose to tether themselves with ropes to the largest party member (huge), who also happened to be the clumsy oaf of the group, Bantum. Had it not been for their good luck, they'd have been plunged down the ravine with him. Fortunately, although he slipped, he did not go over the edge into the dark icy abyss below, nor bring them all careening downward with him.
Furthermore, Elthos is populated with various breeds of monsters that could be described as Wintery. There are Frost Giants, of course. And their diminutive, albeit hardly less deadly cousins, the Frost Ogres, who are hunters and pray on the unwary winter travelers like wolves. But perhaps the most persistently dangerous enemies in the forests around Hobbington are none other than the Wolves themselves. They are cunning hunters, cruel, and as deadly foes as you'd care to meet. And in winter with the snow slowing everyone's movement to a crawl, attack levels thwarted by frozen limbs, and numbed fingers... well, you can imagine. It can be quite harrowing.
And so Winter is treated in my world as a form of deadly terrain, personified, with monsters. A hostile one, generally, for Adventurers. Hint-to-the-wise: it might be better to start a Campaign in the Spring time after all. ;)
At deeper level, another Winter has crept into my world in the idea of the Winter King. In ancient Celtic Lore, as I understand it from reading lots of books by Caitlin and John Matthews there was a long standing myth of the
Winter King who in some sense, it is thought, represents the Old Order of things, a King past his prime, one who is soon to be inevitably replaced by the next generation - that of the new and rising Sun King, or the Prince of Spring. The myth, of course, is tied to the changing of the seasons and the renewal of life after the bleak months of winter. As such, the myth of the Winter King is infused with the Mysteries of Transformation and Magic, and speaks to the ancient belief of the cyclical nature of Life and Death, and Life and Death, and Life and Death... Taking this idea I have woven something along these lines into the deeper layers of the Elthos back story. Elthos, as some of my readers may know, is as much a fairytale World as it is anything else. And so the conflict between the Winter King and the Prince of Spring who struggle for the hand of Sovereignty, (aka Flower Maiden), is complex and rich with diverse and ancient themes. These themes show up occasionally in Elthos Campaigns as Player Characters sometimes (rarely, I admit) come in contact with the Mythological Beings that permeate the world. Those encounters, if all goes well, may reveal something of the mythological underpinnings of the Elthos World, and what the true nature of the Elthos story really is. Rare, but it has been known to happen. Of course I've already given a bit more away than I intended. I'll stop there, if you don't mind. I wouldn't want to spoil anything for my players, you know.
So in conclusion, on the overt side, Winter is a dire opponent of Adventurers, a bane of travel, and can just as easily bring death and ruin as any giant or invading army. On the other hand, Winter in Elthos is also a Mythic Being of great importance, a sustainer of the Universal Order of things, often wise, often bitter, and always someone, or something, to pay one's utmost respect to.
Winter has several meanings and implications for my game. I will cover them from the overt to the more subtle, breezing over each lightly for the sake of (relative) brevity.
I like to GM my Campaigns according to the current season with the specific idea that the Players will have a better feel for what the World is like at that time for their Characters. So in the Spring, Campaigns start during the Elthos Spring, and I do that for whatever season happens to be current when we start a new Campaign. Of course Campaigns can last longer than seasons, so I either hustle things up to the current season, or if the Adventure warrants a delving into detail, a Winter in Elthos can last a year or more of game time. Such as what occurred in my last big Campaign (Hobbington), which began in October of 2011 and ended in 2013. I went with a Winter touch throughout.
First off, Winter is harsh in Hobbington and the surrounding province because it is tucked away in the mountains to begin with. The Township of Hobbington itself is situated on a crag more than halfway up Mount Zatok, making it cold generally, and a particularly bitter, ice-shrouded city in the winter. The denizens there, a rough bunch of thieves, cutthroats and politicians, manage to hang on through each winter, with food supplies scarce, and
firewood even scarcer (they are high up on a mountain, and both food and firewood come from far below) somehow, but not easily. Fortunately, the city is also heated in places by a few hot springs. And as those few who have dared to venture below into the sewer systems have discovered, the deeper and more ancient tunnels (the current occupants discovered the long unused city and colonized it under duress not long before the time of play), were quite a bit warmer than expected. No one has gone particularly far down in the tunnels (and returned to tell the tale) thus far, by the way.
So winter in Hobbington is a trial by ice for most of the people who live there. In particular, the many sallow-faced orphans who beg in the streets, their tatters held tight around them, following after the few "Rat Stick" vendors, hoping for a hand out or a fallen piece of hot greasy meat. Snow can come up to the waist in some places. The wind is often bitterly freezing, and hungry, snacking on fingers and toes with its frostbite-teeth whenever the opportunity arises (yes, the elements are often treated as something like anthropomorphic beings in Elthos). And so, you would find that life in Hobbington in the winter is quite harsh, indeed, and winter storms and ice blasts there frequent and dire.
On the other hand, for some in Hobbington, although the winter is harsh, it is not without it's joys. There are the winter festivals which center on Holy Days and Shrines to the Saints, and some people who have the wherewithal (the rich, as one might guess) do manage to have a bit of fun skating on the frozen canals that line the township, play winter games, and hold various intellectual contests and events that are best held indoors. Winter, by those in the know, is considered "High Political Season" in Hobbington, as audiences tend to be captive. The Player Characters, of course, deal with all of this by bundling up as best as possible, and hustling and bustling from place to place, like everyone else, in order to dodge back inside to cozier climes, such as the hearth of a local pub, tea shop, temple, or home.
In the latest adventure, as a matter of fact, the Party left Hobbington to go down the Long Stair to the Provinces. Winter is harsh there, too, they soon found out. Snow drifts can be chest height, and a lack of paved roads make the going painfully slow. Frostbite is a perpetual possibility. There are few places to spend a warm night, and so camping equipment such as warm tents are essential. Twice the Party got engulfed in snow storms during their travels and nearly got lost in the white haze. Fortunately, they wisely prepared themselves with the appropriate winter gear. At the worst they traversed an area of hills south of Hobbington which has huge ruts and deep ravines, covered by snow, with fathomless pits leading down into the dark icy depths. Crossing one of those ravines was almost the end of several of the Characters as they in inadvertently (and quite unwisely, I thought) chose to tether themselves with ropes to the largest party member (huge), who also happened to be the clumsy oaf of the group, Bantum. Had it not been for their good luck, they'd have been plunged down the ravine with him. Fortunately, although he slipped, he did not go over the edge into the dark icy abyss below, nor bring them all careening downward with him.
Furthermore, Elthos is populated with various breeds of monsters that could be described as Wintery. There are Frost Giants, of course. And their diminutive, albeit hardly less deadly cousins, the Frost Ogres, who are hunters and pray on the unwary winter travelers like wolves. But perhaps the most persistently dangerous enemies in the forests around Hobbington are none other than the Wolves themselves. They are cunning hunters, cruel, and as deadly foes as you'd care to meet. And in winter with the snow slowing everyone's movement to a crawl, attack levels thwarted by frozen limbs, and numbed fingers... well, you can imagine. It can be quite harrowing.
And so Winter is treated in my world as a form of deadly terrain, personified, with monsters. A hostile one, generally, for Adventurers. Hint-to-the-wise: it might be better to start a Campaign in the Spring time after all. ;)
At deeper level, another Winter has crept into my world in the idea of the Winter King. In ancient Celtic Lore, as I understand it from reading lots of books by Caitlin and John Matthews there was a long standing myth of the
Winter King who in some sense, it is thought, represents the Old Order of things, a King past his prime, one who is soon to be inevitably replaced by the next generation - that of the new and rising Sun King, or the Prince of Spring. The myth, of course, is tied to the changing of the seasons and the renewal of life after the bleak months of winter. As such, the myth of the Winter King is infused with the Mysteries of Transformation and Magic, and speaks to the ancient belief of the cyclical nature of Life and Death, and Life and Death, and Life and Death... Taking this idea I have woven something along these lines into the deeper layers of the Elthos back story. Elthos, as some of my readers may know, is as much a fairytale World as it is anything else. And so the conflict between the Winter King and the Prince of Spring who struggle for the hand of Sovereignty, (aka Flower Maiden), is complex and rich with diverse and ancient themes. These themes show up occasionally in Elthos Campaigns as Player Characters sometimes (rarely, I admit) come in contact with the Mythological Beings that permeate the world. Those encounters, if all goes well, may reveal something of the mythological underpinnings of the Elthos World, and what the true nature of the Elthos story really is. Rare, but it has been known to happen. Of course I've already given a bit more away than I intended. I'll stop there, if you don't mind. I wouldn't want to spoil anything for my players, you know.
So in conclusion, on the overt side, Winter is a dire opponent of Adventurers, a bane of travel, and can just as easily bring death and ruin as any giant or invading army. On the other hand, Winter in Elthos is also a Mythic Being of great importance, a sustainer of the Universal Order of things, often wise, often bitter, and always someone, or something, to pay one's utmost respect to.
Wednesday, October 02, 2013
There's No Place Like Home...
This month's RPG Carnival is about 'Spooky Spots' ...
http://ofdiceanddragons.com/october-2013-blog-carnival-spooky-spots/
First, thanks to Scot Newbury for hosting this month and the interesting topic! Reading the post reminded me of a really spooky experience I had one night ... at home. Very spooky.
I grew up in an upper class neighborhood about sixty miles north of New York City. We had been living there for about five years by the time this occured, and nothing in particular ever struck me as spooky in the least. Oh there was the copperhead snake in the front yard one time, but that's just scary, not spooky.
One night I was sitting in my bedroom. I wasn't doing anything memorable, just some studying for a math exam coming up later in the week. I looked up at the window in front of my desk. It was reflecting the light from my desk lamp. Beyond was darkness, as the sun had set about an hour earlier. I recall a very faint dark blue line sillouetting the treeline on the road that passed in front of my house, and the road itself was obscured by shadows and trees but I could dimly make it out as a dark gray line. It was, as I recall, a clear night and windless.
As I gazed at the window for some reason I began to get the impression that there was something out on the road; a darker than shadow shape perhaps, standing, or squating there across from my window. It gave me the impression of being rather large, the size of bear maybe? I turned out my light. But nothing stirred. I couldn't actually see anything. It seemed to be squating on the road and remained motionless except for what I thought was a slight swaying. It gave me the distinct feeling that it was watching me. Staring into my bedroom. I had no idea how long it had been there. I suddenly got very tense.
Then for some reason I can't explain I got the impression it wasn't a bear at all. Or a person. Or anything I'd ever encountered before. Perhaps there was a faint sound that came from the road, I don't know. Suddenly all the hairs on the back of my neck stood up on end, and I got goosebumps over my whole body. Whatever it was on the road in front of my house was far larger than a bear. I have no idea why but I felt that it had droped down from the sky. I would have sworn that it had wings. Again, perhaps because I heard something that sounded like the slow flapping sound of giant wings, the way a bird on the ground might do to steady itself against a wind. But there was no wind. A sweat broke out on my neck and head. I began having trouble breathing. I stared as hard as I could into the darkness. I couldn't see anything. Only that sound coming in through the bottom of the window. And the feeling, that horrible feeling, that something very large, and very old and very, very evil was standing on the road with it's eyes directly on me. I had the impression that it had come with the specific intent to land in front of my house on Silver Lane and stare at me. For some ... horrible reason.
Then, as suddenly as that, it vanished. I didn't see any movement on the road, or hear whoosh of air, but the sound was no more and the darker than dark patch that seemed to move slightly from side to side returned to a normal patch of shadow on the road.
It was one of the most frightenning experiences I've ever had. It turned my normal, safe and cozy family home into one of the spookiest places I'd ever known. For one short dreadful moment that night. After that it never happened again, and my home returned once more to it's cozy normal state, although I don't think I slept a wink for several days afterwards. I never sensed whatever it was again ... except once, many years distant when I was hiking in the mountains of California nestled around a campfire with an old wizardish friend of mine. But that's fare for another story, another time. Right now I have to go shake off this memory and have a drink.
http://ofdiceanddragons.com/october-2013-blog-carnival-spooky-spots/
First, thanks to Scot Newbury for hosting this month and the interesting topic! Reading the post reminded me of a really spooky experience I had one night ... at home. Very spooky.
I grew up in an upper class neighborhood about sixty miles north of New York City. We had been living there for about five years by the time this occured, and nothing in particular ever struck me as spooky in the least. Oh there was the copperhead snake in the front yard one time, but that's just scary, not spooky.
One night I was sitting in my bedroom. I wasn't doing anything memorable, just some studying for a math exam coming up later in the week. I looked up at the window in front of my desk. It was reflecting the light from my desk lamp. Beyond was darkness, as the sun had set about an hour earlier. I recall a very faint dark blue line sillouetting the treeline on the road that passed in front of my house, and the road itself was obscured by shadows and trees but I could dimly make it out as a dark gray line. It was, as I recall, a clear night and windless.
Then for some reason I can't explain I got the impression it wasn't a bear at all. Or a person. Or anything I'd ever encountered before. Perhaps there was a faint sound that came from the road, I don't know. Suddenly all the hairs on the back of my neck stood up on end, and I got goosebumps over my whole body. Whatever it was on the road in front of my house was far larger than a bear. I have no idea why but I felt that it had droped down from the sky. I would have sworn that it had wings. Again, perhaps because I heard something that sounded like the slow flapping sound of giant wings, the way a bird on the ground might do to steady itself against a wind. But there was no wind. A sweat broke out on my neck and head. I began having trouble breathing. I stared as hard as I could into the darkness. I couldn't see anything. Only that sound coming in through the bottom of the window. And the feeling, that horrible feeling, that something very large, and very old and very, very evil was standing on the road with it's eyes directly on me. I had the impression that it had come with the specific intent to land in front of my house on Silver Lane and stare at me. For some ... horrible reason.
Then, as suddenly as that, it vanished. I didn't see any movement on the road, or hear whoosh of air, but the sound was no more and the darker than dark patch that seemed to move slightly from side to side returned to a normal patch of shadow on the road.
It was one of the most frightenning experiences I've ever had. It turned my normal, safe and cozy family home into one of the spookiest places I'd ever known. For one short dreadful moment that night. After that it never happened again, and my home returned once more to it's cozy normal state, although I don't think I slept a wink for several days afterwards. I never sensed whatever it was again ... except once, many years distant when I was hiking in the mountains of California nestled around a campfire with an old wizardish friend of mine. But that's fare for another story, another time. Right now I have to go shake off this memory and have a drink.
Saturday, May 04, 2013
April RPG Carnival - GMing for a Ship of Fools - Round Up
Yup! Seems like the Ship of Fools sails on many seas. And just as lopsided, tilted and lilting as everywhere else. At least we know, we're not the only ones.
As for the recap of entries... there were not as many as usual for this topic, but the entries we got were all very interesting, amusing, and informative.
Shortymonster linked us to a forum on his topic of "Keeping the Players Alive in Spite of Themselves!" ... that thread went pretty far, and a lot of great points are made.
Unknown over at AsparagusJumpsuit demonstrates how his Ship of Fools managed to turn negatives into positives in "You Can Lead Players to Water, But…" or what to do when one player tries to make himself Captain of the Ship of Fools.
Mike at Campaign Master gave us "Refloating the Shipwreck", the most thorough analysis of Player and GM mistakes, and what to do about them, imaginable. It's incredibly thorough, comprehensive, and ... wow! Great advice!
Seth at Kobold Enterprises gave us "Dear Gods!" an example of the Ship of Fools wallowing adrift on becalmed waters.
Yosimoshe at Bleeding Scroll contributed "When Players Go Wrong...", a concise example of what happens when one player suddenly rams the Ship of Fools aground onto the rocks.
And lastly, Lowell at Age of Ravens sent along "Ship of Fools" a tale of two players who managed to make life on the Ship of Fools a lot less fun that it should have been.
And such is life when sailing on the stormy seas, amid the chaos and hell of outrageous fortune - only to be sunk without a trace to the bottom of the briny deep with the others on your Ship of Fools.
Thanks everyone for your contributions!
As for the recap of entries... there were not as many as usual for this topic, but the entries we got were all very interesting, amusing, and informative.
Shortymonster linked us to a forum on his topic of "Keeping the Players Alive in Spite of Themselves!" ... that thread went pretty far, and a lot of great points are made.
Unknown over at AsparagusJumpsuit demonstrates how his Ship of Fools managed to turn negatives into positives in "You Can Lead Players to Water, But…" or what to do when one player tries to make himself Captain of the Ship of Fools.
| The Ship of Fools |
Seth at Kobold Enterprises gave us "Dear Gods!" an example of the Ship of Fools wallowing adrift on becalmed waters.
Yosimoshe at Bleeding Scroll contributed "When Players Go Wrong...", a concise example of what happens when one player suddenly rams the Ship of Fools aground onto the rocks.
And lastly, Lowell at Age of Ravens sent along "Ship of Fools" a tale of two players who managed to make life on the Ship of Fools a lot less fun that it should have been.
And such is life when sailing on the stormy seas, amid the chaos and hell of outrageous fortune - only to be sunk without a trace to the bottom of the briny deep with the others on your Ship of Fools.
Thanks everyone for your contributions!
Monday, April 01, 2013
April RPG Carnival - GMing for a Ship of Fools
In the spirit of April Fools Day ...
People love when Player Characters do great heroic deeds and win fame and fortune in a well thought out Campaign...
But how about when things horribly so wrong go?! ...and it's all the fault of a thoroughly foolhardy decision by some dang fool Player Characters? Those can either be tragic-fun, or Fun-Fun, Crazy-Fun, or even just plain old OMG-That-Was-So-Totally-NOT-Fun, depending on the circumstances. The possibilities are endless! I'm sure we've all been there countless times. :)
Conversely, sometimes the NPCs fall victim to their own machinations (shocking, ain't it?), too, and are thoroughly outwitted by the Player Characters (ie - "Holy Banana Flakes, Bat-Dude - I never expected them to try that!"). Can happen! Been there countless times, too. :p
So, here's the topic question for this month's RPG Carnival:
What is the most memorable experience you have had GMing for your own Ship of Fools?
While you think about your post, or are waiting for the latest entries, you might want to browse through some of the great prior Carnivals at RPG Bloggers Alliance - RPG Carnival and check them out for inspiration.
If you're new to RPG Carnival, the way it works is you post the answer to the Carnival Question on your own Blog, and then post a comment on the here at Elthos RPG with the link to your blog's post. At the end of the month I will write up a summary of all the posts as a recap and reference for others.
So - have at it mates, and enjoy! I look forward to reading about all our wondrous misadventures!
Before I go on about my own experiences, I'd love to hear about yours! I'll be posting mine a bit later on towards the end of the month. So carry on, and I'll catch up with you all soon!
Update: April 24, 2013
Seems that my last Campaign was fraught with a special kind of danger. The danger that lurks in the shadows of every Campaign, I suppose. And every time it rears its head it always catches me by surprise. It's the danger of sailing over the edge of the gaming-abyss on the grand old Ship of Fools.
In my case things with the Campaign had been going extremely well for many moons. We started the Elthos RPG Game Test in September of 2011, and I wanted to finish in approximately a year, with two games per month. But we were running long, and I was starting to feel behind schedule. By February of 2013 I wanted to tie things up and call it 'a Campaign'.
Yet, the Captain of the ship (that would be me) had set an arduous course, packing in the following objectives into the game test:
Now, as you may already have guessed, that's a LOT of objectives for one game test. Yeesh. If I had realized that in the beginning I would not have tried to bite off so much at once. And yet, for well over a year things were going swimmingly, despite the occasional hiccup as we hashed out rules that didn't seem to be working, or needed clarification. Well, frequent hiccups, but it was ok. My Play Testers were Champions at detecting and helping to resolve Rules issues (thank you!!). And they also happen to be Champion Role Players, each person playing between one and three Characters at a time. Yup. Wow! Champions!
And yet, towards the end the Captain began floundering around, and the ship began to drift into troubled waters. Maybe I was sea-blind by then. Maybe I had packed on one too many objectives (ya think?). Or maybe I was just getting cranky. Probably a little bit of all-of-the-above. Things started to get rocky in the third-to-last game. Pretty rocky.
One of my Players had started issuing the kinds of tactical orders for his Character that sounded suspiciously to me like "Make My Character Victorious - I don't care you you do that. Just Make It So." Of course that's not a completely fair representation of what happened, but that was overall my impression. In the middle of one of the would-be large scale combats at the climax of the game he declined to even look at his Character on the map-board, and simply gave sweeping orders for him and/or his men to get to places that either they couldn't get due to a lack of movement points. There were maps. There were movement points. He seemed to expect me to tactically play his Characters for him. And then he wound up being shocked and dismayed after the fact when things didn't go as he imagined they should. We both grew frustrated.
In a way this was a result of our mode of play, which went back and forth between map-based tactical combat, and descriptive combat throughout the Campaign, depending on the situation, and how much prep time I had been able to muster before the games. But it was also my impression that the Player had come with a plan in his head that did not match the facts on the ground, and simply did not have the wherewithal to go back and make a new plan. Instead he tried to force his existing plan to work. It wasn't working. Since this happened a couple of times in a row we both became frustrated and disheartened. And this threatened to drag the Campaign down in the final crucial moments. He became despondent. The others followed his lead. It was pretty dreadful. I became irritable. It wasn't pretty.
At the time I thought the problem was pretty much his fault, and a matter of his unwillingness to play out the tactical aspect of the combat. I thought he wanted to conclude the battle descriptively, and in his favor because we all knew that I was edging for the end of the story, and they either figured I planned for them all to die in a massive TPK, or to be rescued by the Chicken-Ex-Machina. Neither was true. I was irked. I shouldn't have been.
Fortunately, I managed to pull myself back from the brink and deal with my own problems in the situation like a mature, well-seasoned, and above-sub-average GM and human being. I asked myself - what am I bringing to the table here that's messing things up for my Players? And what do I do about it? I sat myself down and had a good thinking-over. After a while I realized I had a lot more to do with the problems than I thought at first. But I had no especially good solutions in mind.
I went to get help. I summoned the Powers of the IntArWEbz to get in touch with various GMs online, mostly in the wonderful "G+ Tabletop Role Playing Games". The GMs there listened to my story, and with great insight pointed out where we had gone wrong, and offered sensible and interesting advice to help right the ship. Based on that advice I came up with several new plans for handling the situation in the hopes that the game would not implode and end badly. Tensions were running high, and I thought there was a fairly significant risk of implosion, frankly. By the end of second to last game we had had an open argument. The storm clouds were gathering over ye old Ship of Fools.
Here is what I posted at the time on Google+, and the wonderful responses I received. Summoning GMs of Google+. Out of that experience I came away with a basket of useful ideas. Among them:
So the lesson I got out of it all is that sometimes games don't really go so well for a variety of possible reasons, but don't give up! Get advice. Get honest feedback from your Players. Be willing to take responsibility if the situation is due to your own failings, and do your best to right your wrongs where you can. After all, as GM, it is you who is the Captain of the Ship, whether it be a Star Destroyer or the proverbial Ship of Fools.
You can find the completed story here, in case you are ever interested in reading it.
Http://Elthos.com/ExampleGames.aspx
I feel that we actually achieved the Literary Story objective with this game test, so I hope people will read it and enjoy it, not only as an example of Actual Play, but as a genuinely interesting and entertaining story in its own right.
People love when Player Characters do great heroic deeds and win fame and fortune in a well thought out Campaign...
But how about when things horribly so wrong go?! ...and it's all the fault of a thoroughly foolhardy decision by some dang fool Player Characters? Those can either be tragic-fun, or Fun-Fun, Crazy-Fun, or even just plain old OMG-That-Was-So-Totally-NOT-Fun, depending on the circumstances. The possibilities are endless! I'm sure we've all been there countless times. :)
Conversely, sometimes the NPCs fall victim to their own machinations (shocking, ain't it?), too, and are thoroughly outwitted by the Player Characters (ie - "Holy Banana Flakes, Bat-Dude - I never expected them to try that!"). Can happen! Been there countless times, too. :p
So, here's the topic question for this month's RPG Carnival:
What is the most memorable experience you have had GMing for your own Ship of Fools?
While you think about your post, or are waiting for the latest entries, you might want to browse through some of the great prior Carnivals at RPG Bloggers Alliance - RPG Carnival and check them out for inspiration.
If you're new to RPG Carnival, the way it works is you post the answer to the Carnival Question on your own Blog, and then post a comment on the here at Elthos RPG with the link to your blog's post. At the end of the month I will write up a summary of all the posts as a recap and reference for others.
So - have at it mates, and enjoy! I look forward to reading about all our wondrous misadventures!
Before I go on about my own experiences, I'd love to hear about yours! I'll be posting mine a bit later on towards the end of the month. So carry on, and I'll catch up with you all soon!
Update: April 24, 2013
Ship of fools on a cruel sea, ship of fools sail away from me.
It was later than I thought when I first believed you,
Now I cannot share your laughter, ship of fools.
- Grateful Dead
Seems that my last Campaign was fraught with a special kind of danger. The danger that lurks in the shadows of every Campaign, I suppose. And every time it rears its head it always catches me by surprise. It's the danger of sailing over the edge of the gaming-abyss on the grand old Ship of Fools.
In my case things with the Campaign had been going extremely well for many moons. We started the Elthos RPG Game Test in September of 2011, and I wanted to finish in approximately a year, with two games per month. But we were running long, and I was starting to feel behind schedule. By February of 2013 I wanted to tie things up and call it 'a Campaign'.
Yet, the Captain of the ship (that would be me) had set an arduous course, packing in the following objectives into the game test:
- Test the Elthos One Die System, with a focus on Experience Gains, and Tactical Combat rules.
- Test GMing techniques centered on Sandbox gaming and the Spiral Method.
- Test the Website for usability with the Elthos ODS Rules, and make sure that any issues with the Player Screens (logic, math, display, printouts, etc) are reported and resolved as we go.
- Produce a readable, entertaining, and reasonably well constructed story with the usual literary conventions of character development, plot resolutions and the standard 'beginning, middle and end' story form, and to this end write up the story in prose form from the taped recordings we made of each game session.
- Experiment with the boundaries of the Elthos ODS System in terms of handling unexpected events, and alternate genres.
- Have a wonderful gaming experience for one and all.
Now, as you may already have guessed, that's a LOT of objectives for one game test. Yeesh. If I had realized that in the beginning I would not have tried to bite off so much at once. And yet, for well over a year things were going swimmingly, despite the occasional hiccup as we hashed out rules that didn't seem to be working, or needed clarification. Well, frequent hiccups, but it was ok. My Play Testers were Champions at detecting and helping to resolve Rules issues (thank you!!). And they also happen to be Champion Role Players, each person playing between one and three Characters at a time. Yup. Wow! Champions!
And yet, towards the end the Captain began floundering around, and the ship began to drift into troubled waters. Maybe I was sea-blind by then. Maybe I had packed on one too many objectives (ya think?). Or maybe I was just getting cranky. Probably a little bit of all-of-the-above. Things started to get rocky in the third-to-last game. Pretty rocky.
One of my Players had started issuing the kinds of tactical orders for his Character that sounded suspiciously to me like "Make My Character Victorious - I don't care you you do that. Just Make It So." Of course that's not a completely fair representation of what happened, but that was overall my impression. In the middle of one of the would-be large scale combats at the climax of the game he declined to even look at his Character on the map-board, and simply gave sweeping orders for him and/or his men to get to places that either they couldn't get due to a lack of movement points. There were maps. There were movement points. He seemed to expect me to tactically play his Characters for him. And then he wound up being shocked and dismayed after the fact when things didn't go as he imagined they should. We both grew frustrated.
In a way this was a result of our mode of play, which went back and forth between map-based tactical combat, and descriptive combat throughout the Campaign, depending on the situation, and how much prep time I had been able to muster before the games. But it was also my impression that the Player had come with a plan in his head that did not match the facts on the ground, and simply did not have the wherewithal to go back and make a new plan. Instead he tried to force his existing plan to work. It wasn't working. Since this happened a couple of times in a row we both became frustrated and disheartened. And this threatened to drag the Campaign down in the final crucial moments. He became despondent. The others followed his lead. It was pretty dreadful. I became irritable. It wasn't pretty.
At the time I thought the problem was pretty much his fault, and a matter of his unwillingness to play out the tactical aspect of the combat. I thought he wanted to conclude the battle descriptively, and in his favor because we all knew that I was edging for the end of the story, and they either figured I planned for them all to die in a massive TPK, or to be rescued by the Chicken-Ex-Machina. Neither was true. I was irked. I shouldn't have been.
Fortunately, I managed to pull myself back from the brink and deal with my own problems in the situation like a mature, well-seasoned, and above-sub-average GM and human being. I asked myself - what am I bringing to the table here that's messing things up for my Players? And what do I do about it? I sat myself down and had a good thinking-over. After a while I realized I had a lot more to do with the problems than I thought at first. But I had no especially good solutions in mind.
I went to get help. I summoned the Powers of the IntArWEbz to get in touch with various GMs online, mostly in the wonderful "G+ Tabletop Role Playing Games". The GMs there listened to my story, and with great insight pointed out where we had gone wrong, and offered sensible and interesting advice to help right the ship. Based on that advice I came up with several new plans for handling the situation in the hopes that the game would not implode and end badly. Tensions were running high, and I thought there was a fairly significant risk of implosion, frankly. By the end of second to last game we had had an open argument. The storm clouds were gathering over ye old Ship of Fools.
Here is what I posted at the time on Google+, and the wonderful responses I received. Summoning GMs of Google+. Out of that experience I came away with a basket of useful ideas. Among them:
- Get advice from your fellow travelers by explaining as clearly and with as little bias as possible what the problem is.
- Sit down with the Players and openly discuss the issues, asking each person how they feel things are going and what recommendations they might have for getting things back on track.
- Devise a mechanic around the Fate Points concept that could allow the Players to influence the outcome of the game. To that end I concocted a quick and dirty End-Story Mechanic. While we didn't actually wind up needing to use it specifically in the game, I did use it afterwards for the Epilogue to tie up the various loose ends that we didn't get a chance to cover. It was very useful to have!
So the lesson I got out of it all is that sometimes games don't really go so well for a variety of possible reasons, but don't give up! Get advice. Get honest feedback from your Players. Be willing to take responsibility if the situation is due to your own failings, and do your best to right your wrongs where you can. After all, as GM, it is you who is the Captain of the Ship, whether it be a Star Destroyer or the proverbial Ship of Fools.
You can find the completed story here, in case you are ever interested in reading it.
Http://Elthos.com/ExampleGames.aspx
I feel that we actually achieved the Literary Story objective with this game test, so I hope people will read it and enjoy it, not only as an example of Actual Play, but as a genuinely interesting and entertaining story in its own right.
Wednesday, January 04, 2012
RPG Carnival Jan 2012: Fantastic Locations
This month's RPG Carnival is on the topic of Fantastic Locations, sponsored by Keith J Davies, and since I have a few of those, I thought I'd drum up a little post about one that I particularly liked.
The place is called Weeleena's Tea House, and is located somewhere between the Realm of the Earth Kingdom and a certain ancient Tower of the Black Hill Ruins.
When the Bellowick children needed an escape route from the top of the tower (they were being rather viciously attacked by shadow wolves and a fey warlock riding on the back of one, iirc), a certain hedge witch by the name of Old Biddy Mable, was able to help them through a stone-sealed archway in the wall on the spiral stairs going between the top of the tower and the bottom. They passed through the wall, and inadvertently also passed through the rather interesting outskirts of the Earth Kingdom Realm of Minvar. Since the Earth Realm is shaped somewhat like a funnel, from the outskirts you can, if you manage to peek over the edge, see pretty far down... and since some members of the party happen to be priests and priestesses of Minvar, the Elkron of the Earth, they could see further than the ordinary person who only sees shades of darkness, blurred brown and black shapes, and the occassional flashinng of glowering red-orange. But for the Minvarians it is quite a different view... they could see the actual Kingdom itself with its vast monolithic architectures, huge underworld vaults filled with secret troves of rare minerals and gigantic gemstones, and the great rivers of magma flowing with the "Blood of Minvar". It's quite an astonishing view, even from the outer precincts...
"Only the three Minvarians could see what was happening, as they are all disciples of the Elkron of the Earth. They all felt as they walked into the stone a deep and abiding cold, a thickness and solitude that is very hard for humans to describe. And what they saw shocked and amazed them. For inside the stone they could see downward through the tower into the earth itself, all of the different kinds of stones as rivers and veins one might see standing on the shoulder of a great earth giant. Down further into the depths they could make out distant lava pools like beating hearts, and rivers of magma far down below them like great veins. It was an incredible sight. At least it was for the Minvarians, as the others could only make out dim shadows in the darkness as they walked through the menacing cold, and nothing more." - From 'The Ladybug at Weeleena's'
Suddenly, they found themselves passing through a doorway into a bright and spacious room...
"Into a brightly lit room they suddenly entered. It was an elegant and charming room with white lace table cloths, and teak woods, and glass lanterns with golden candles, but no windows, only doorways large and small, some open, most closed. Tinkling and the strains of flute music could be heard everywhere, and at that the place was abuzz with sounds of conversation at different tables. No one seemed to take any notice of the strangers who were being lead to a table by Biddy Mable. There was one table with men wearing extremely audacious finery, and at another some lowly peasants in burlap drinking ales. There were numerous people about chittering away over drinks, and all the while buzzing among them was a lovely young woman with tiny flowers in her hair, and green leaves making up her cloak, and she carried a tray of tea and decanters for her guests."
What is most fascinating about Weeleena's Tea House, aside from the utterly beautiful and delicate flute music, delicious aromas, and strange buzzing of the guests, are the guests themselves, who by and large mostly happen to be the Royalty and Nobles of the Insect Kingdom, trussed up in their Humanoid forms. In their finery and splendor one might think they'd entered the halls of some Absolute Monarch from an age of incomparable opulence. And indeed one would be quite correct in thinking so. A great deal of gossip and news passes through that strange ethereal place! But of course, one must understand the Insect Languages to make heads or tails of it all amid the great buzzing that permeates that splendid tea house. Weeleena, the elegant and talented hostess, is always to be seen, carrying a silver tray of delectables hither and thither, when she is not entertaining the guests with her wondrously subtle flute serenades.
From there the Bellowicks made their escape back to their own world... but tiny-sized, and so spent a good deal of the remainder of that adventure the size of rice grains, riding around on the backs of aphids, fighting in the Insect Wars, and saving their own land of Glendale from a threat that no one but they had any clue about. It was really great. And Weeleena's Tea House, though briefly seen, was one of the more fantastical and enjoyable locations in the Campaign. The Bellowicks did not have a chance to return there, but perhaps someday they shall.
Monday, December 19, 2011
RPG Carnival November 2011: Tricks and Traps, or how to think like a Villain
As a follow up to my November RPG Carnival post, I will now take my turn to reflect on how I go about Gamesmastering Villains in my Elthos Campaign. But first a hat tip and thanks to all the posters from the November RPG Carnival, all of whom helped me to clarify some of my thoughts here. It’s tricky business to play Villains well. We have the usual conundrum of the split between the two semi-incompatible objectives of RPGs. On the one hand we want them to produce interesting stories. On the other hand we want them to be quite fully a game, with game-rules, and the possibility of winning or losing. These two objectives are not always going to be able to be met because in some cases players will do something, even something smart perhaps, but be unlucky and still lose the encounter. That, usually, is considered “Bad Story”, especially by the Players involved. But it’s a game, and sometimes you win and sometimes you lose. So what makes this tricky is that the Gamesmaster is the Opponent to the Players, and his Characters are sometimes (often) the Villains of the story. Some Villains are dumb, but some are smart. And in a lot of good stories Villains are not just smart, but super-genius types. And that’s the where things get really tricky indeed. How do you Gamesmaster a Super-Genius, or regular genius, or even ‘smarty pants’ Villain both fairly in terms of game rules, and yet also with some sort of “Villain’s flaw” that is what usually gets the heroes out of trouble in traditional adventure stories?
Tricky to Gamesmaster.
In my case, I try to play my campaigns oriented quite a bit towards the ideal that the goodness of the story will come out of the Players interactions with the world in Role Playing, and the foundations of the World as developed in the back story. Beyond that, I try to play it out as any Gamist would. I stick to the rules, and don’t fudge the dice (except in very rare cases where some result really makes no sense at all). The way I do this is a multi-step process.
Mapping the Terrain: I ensure that I know what the map looks like, keeping in mind movement, and escape routes, to and from important locations in the campaign setting.
Mapping the NPCs: I ensure that each NPC is a full character, rolled up, with skills and equipment, personal motives, and immediate as well as long term objectives. I play my Villains like I would play any Character I have in someone else’s game. They’re not props for Player Characters just to mow down. They’re My Characters in the game. However, they are not perfect, nor are they all powerful. I make sure to distinguish always between what I know as GM and what THEY know as Characters in the world. They never know nearly as much as I do, and that serves to ensure that quite often they make the wrong guesses as to what the Player Characters are up to. I do this for all the NPCs involved. If there is a chief Villain, with a handful of loyal retainers, and an army of thug-servants, I will roll up the Villain and his loyal retainers individually. For the army I will roll up one example of different types and just multiply those guys. So the army may have 100 members, but really only three or four types; the big thug (most of them), the little wiry guy (handful), the mystics – ie; spell caster (one or two), and /or cleric types. That way for the entire mass I really only roll up at most 8 or 9 characters. Everyone gets equipped.
Playing the Villain: Once I’ve rolled up the NPCs, I then know that I have in hand a full set of game-rules specified antagonists to work with. I can toss them into the mix, or hold them back as reserves as the Villain sees fit during the course of the game. The way I play them is just the way I would play any traditional war-game. When the Players make a move, the Villain makes a move. We go back and forth. I periodically also roll to discern what kind of reaction the NPCs may have to a change in the status of the current circumstance. For example, in the last game session the Players were in a basement cellar having subdued the three guards there and were in the process of freeing their captive friends. At that moment they were also being invaded by some sort of spectral force in the far corner of the room which had created a black shadowy miasma and was in the process of devouring one of the NPCs who had been subdued. Also at that moment the Villains arrived to swap contraband for the captives. When the secret door to the room opened for them they found the scene quite horribly different than what they expected. The chief Villain, of course, did not go herself to the room – why should she? She lingered back down the corridor in another room to await news of a successful transfer. She sent instead her minion, and several foot soldiers to carry out what should have been an quick and easy exchange. But when the Villainous party entered the room and saw that all of their guys were tied up, the prisoners had been freed and were already escaping out the door to the upstairs, AND there was some sort of hideous dark miasma taking shape as a black knight reaching downward toward a stricken comrade… they rolled a reaction check. A roll of 1 would be very favorable for the heroes (they flee), while a roll of 6 would be very unfavorable (they attack the heroes regardless of the danger). Rolls in the middle would represent confusion and indecision on their part. They rolled a 1, and immediately began retreating.
That’s how I play my Villains in terms of game mechanics.
Now I would also like to add that from a story perspective, in an effort to keep the story being “good” rather than “wtf – sucky”, I try to always keep in mind that my Villians are all individual Characters with their own, often competing, agendas, and occasional severe personality flaws. For example, one Villain is a doctor whose extreme pride caused him to pursue a line of research that has lead to some very bad consequences for those around him. But he does not care, so focused on the research he is doing “for the benefit of humanity”, he feels that the ends justify the means. To add a bit of a twist, in his particular case, it is very possible that he may be right about that. Another Villain is a cold blooded bastard who is only interested in his own advancement, and is perfectly willing to use anyone or anything to get what he wants. He very often, however, acts perfectly reasonable, and polite, and even considerate to others in order to either get them to do what he wants, or gain information he would otherwise not be able to obtain. As long as those in his power do what he wants, he is inclined to treat them well, knowing that this is the best way to ensure they continue to go along with the program. As soon as they become less then cooperative, or inconvenient, or fail him, then he goes all Darth Vader on them, and that’s that. A final example is a young lady, another Villain, who is herself not so bad a person, but is trapped in a web of other Villains from which she has no means of escape. So she does all of the nastiest things to those who oppose her will, but has on occasion, when she felt it perfectly safe to do so, let some people evade the deadly conclusion to which they may have been assigned, if, and only if, she happened to feel that they were sincerely good or innocent people. Then she would secretly let them escape with some sort of instructions to flee the area and never let anyone know how they got away. Risky for her, but it is her one remaining tie to the realm of goody-goody-two-shoes, so she sticks with it.
Setting Traps: And now a bit on traps and how my Villains think about them. First off, traps have to be commiserating with the resources available in the setting. Villains are constrained by available funds, and don’t usually like to waste a lot of money on crazy complicated traps unless they have a good reason to do so. Second, the traps have to serve the correct purpose.
Sometimes traps are intended to protect an item, or a person, or an area from any intruder, and are meant to kill, kill, kill. Those are the worst traps because their intention indicates that the have two qualities that are difficult for Player Characters to deal with. One, they are set up to surprise, and two they are set up to instantly kill. Often the terrain is arranged in a way to channel the intruders to the trap, and also are arranged in a way to ensure that the intruders can not escape. That’s the plan. Smart Villains know how to do this sort of thing.
Sometimes traps are meant to ensnare the intruders. This kind of trap can be a net falling from the ceiling, or a pit in the ground, or sliding iron doors that blocks all the exits from a room. These kinds of traps are designed to allow the Villain to interrogate the prisoner(s) later. Often in this case it is not the trap that should be feared, so much as the interrogation.
Some traps are designed to slow down intruders, or position them for attacks. Such traps might be caltrops on the road in front of the castle gate, making it hard for the heroes to maneuver or escape while arrows rain down from above. Or an oil slick in the center of a room releasing slithering poison beasties from holes in the walls. Or perhaps something as simple as a sandy patch between two cliffs upon which are hidden spearmen. The point of these traps is to hamper the heroes, either for capture or for killing, depending on what the Villain ultimately decides is best.
In all cases I will determine how a trap works in relation to the game mechanics, though not at all necessarily in terms of real-world mechanics (though I do tend to prefer to know that as well – in case the Players poke around at the thing and may be able to come up with a counter mechanism). What I mean is that I know what dice to roll, and what the rolls result in. This way I can play the traps fairly at the time they are sprung, and I don’t wind up spontaneously adjudicating that something “works” when it really shouldn’t, or fails when it really should work. I try to avoid that like the plague because it’s not very sporting to Gamesmaster traps and then fudge them at the last second. If my Villain is going to bother investing the resources into building a trap, then as Gamesmaster I owe him, or her, the courtesy of designating how that trap’s game mechanic works. If they want to up it’s capability, I make them spend more resources on it, depriving them of something else they may want. Most traps have a simple die-roll that determines if it works, and another to determine its effectiveness. For example the poison needle trap has one roll to see if it hits, and a second roll to see how much damage it does.
Real-game example from the latest campaign: If you’ve been keeping up with my blog game-test story you know that over the past few game sessions my players have run into a Villain who has been lurking in the underground doing some mad-scientist stuff. He has an even more shadowy security chief who happens to be responsible for ensuring that any intruders are trapped, killed, punished, or co-joined to the “Great Work” at hand in some way. He, of course, has his own personal objectives, too, most of which center on his becoming the master of the martial arts world. That's his schtick. He's a villain in the classical sense.
Our heroes of the “AAA Group” have embarked on a mission to rescue another adventure group (the Hagglesmiths) who had been captured while exploring a tunnel leading from the creepy old Dunn’s Bridge Tower basement into, as it turns out, the Five Crows Tavern cellar across the street. In their first attempt to rescue the Hagglesmiths the AAA Group invaded the dungeon complex through a secret door that was accessible through the sewer system. They at once found themselves in a secret study, very elegantly furnished with brass lanterns on the walls, a beautiful desk and liquor cabinet and a luxurious Persian rug. They broke into the desk with a crowbar and stole a letter they found inside, and then raided the liquor cabinet, downing swigs from a bottle of the fine brandy and taking the bottle with them. Wishing to explore further they placed the desk in front of the fine double wooden doors and placed liquor bottles in precarious positions on the desk top so that if anyone came into the room the glass bottles would fall and the shattering sound would alert the party members of the intrusion. They then explored further into the dungeon discovering a secret laboratory in which they found a half-living “Replicant” of one of their own members of the party. They fled through the secret door when they heard footsteps coming down the hall.
Later, in their second attempt to rescue the Hagglesmiths, they found the same study a second time, but this time they came in from Tower basement, and discovering the secret corridor to the study, and entered it a second time through the double doors. Now at this point our Villain was well aware that someone had invaded the study and stolen the letter the prior morning, which was very important to his employer's operations. The letter contained valuable information that caused him to want very much to get it back, preferably before anyone had a chance to read it. Needless to say, the situation set my Villain’s mind working. These are the conclusions my Villain was able to draw:
Whoever did this was an amateur who needed a crowbar to open the desk. The intruder stole a bottle of excellent brandy (missing from the cabinet) indicating a preference for fine spirits. The intruders took the Replicant Jeremy from the laboratory. This too was a serious breach that may require repair. The letter was either kept sealed or opened and read, in which case the Doctor’s operation may be compromised – requiring an immediate alteration of plans, and possible abandonment of the facility. Whomever did this might return to further explore the laboratory, either alone or with the Authorities, who would likely include the Mayor’s Police Force. Only one of the five brigades within the Police Force are known to be adamant crime-stoppers, and that is Barnstormer’s Brigade - the odds of his brigade arriving are not great. Lastly, there have been some meddlesome kids poking around in the past few days, ever since the doctor invited Jeremy into the Tower to create a Replicant assistant from the tissue sample he obtained while helping to heal the cut on the kid's leg. After that a group of four kids broke into the basement and were captured. These turned out to be members of the Adventurer’s Guild (admitted under the influence of truth-drug) and their name is "The Hagglesmith Horde". Then the study was broken into from the secret door to the sewer system. A quick check confirms that some kids, including two Hobbits, where seen nosing around at the Five Crows Tavern trying to get information. Conclusion: Another group of kids, likely also from the Guild, invaded the study, stole the letter, and the brandy, and were likely to show up again in an effort to locate their friends the Hagglesmiths.
Based on these observations and conclusions my Villain decided to trap the room. His objective was to ensnare the intruder in a way to allow him to force them to return the letter. A deadly slow acting poison with only one possible antidote that he has would do the trick. He decided to poison needle the desk with the Necrotic Blood of the Black Lotus, a fatal slow acting poison to which only he has the antidote. As an added measure, and to drive the intruder into his waiting arms, he then trapped the cabinet of liquor bottles with a fire trap. Pulling the nice brandy decanter in the front pulls a string that tips over a bottle pouring the liquor, ignites a match and drops it to the Persian rug which has been soaked with a flammable substance. After five seconds the double doors would slam shut. This should, he felt, do one of two things. Most likely the intruder would inspect the desk before refreshing himself with brandy. Hence he would be poisoned, and desiring brandy to quench the pain, thus, igniting the fire. This should cause him to try to escape the room, and then slam the door behind him shut. Or, if he, or they, get caught on the other side, so be it. My villain is not adverse to poorly executed traps that accidentally kill the opponent. He's that kind of guy. And since he figures that the letter may well be already a moot point and may already in the hands of the Guild Masters. But he’s also a sporting gamester and is willing to let the intruder prove himself by leaping through some hoops to survive. If so, he will have passed a crucial test, and may possibly be worth co-opting into his operations. On the condition, of course, that during the interrogation the intruder proves suitably smart, and without too much trouble ultimately co-operative and open to the idea. If not, an grizzly end awaits.
Well, sure enough, the AAA Group made their way through the dungeon, and found the elegant study once again. The needle trap was sprung by Ishcandar as he attempted to break into the desk a second time. His finger having turned black, Lido kindly offered to dampen the pain with a swig or two of brandy. The fire trap was sprung and they both leaped from the room into the corridor. This alerted my Villain that the trap had been sprung. He readied his minions and sent them forth. Sure enough it did not take too long for them to locate the errant Hobbits and return them to the lair. Playing it cool my Villain commenced with the interrogation, and by a combination of remaining cool and relaxed, giving little information about himself, and offering refreshments including truth-drug laden brandy, as well as an assortment of delicacies, as well as subtly phrased threats regarding the untoward effects of the poison in Ishcandar’s finger… he eventually obtained all that he wished to know, as well as an agreement that the hapless Hobbit would go to the Guild and retrieve the letter. Only then would the antidote be given.
And of course, I don’t make my Villains perfect, and I make my other NPCs, who are the good guys, just as smart, and just as flawed. And so the mix goes on.
And this friends is how I play my Villains in the Elthos Campaign. You can read the read the entire Game-Test Campaign Story in chronological order here: Elthos Game-Test Story. For the above mentioned Villain & Trap look for "The Hagglesmith Rescue" Parts III and IV. Enjoy! :)
Tricky to Gamesmaster.
In my case, I try to play my campaigns oriented quite a bit towards the ideal that the goodness of the story will come out of the Players interactions with the world in Role Playing, and the foundations of the World as developed in the back story. Beyond that, I try to play it out as any Gamist would. I stick to the rules, and don’t fudge the dice (except in very rare cases where some result really makes no sense at all). The way I do this is a multi-step process.
Mapping the Terrain: I ensure that I know what the map looks like, keeping in mind movement, and escape routes, to and from important locations in the campaign setting.
| Arch Villain |
Playing the Villain: Once I’ve rolled up the NPCs, I then know that I have in hand a full set of game-rules specified antagonists to work with. I can toss them into the mix, or hold them back as reserves as the Villain sees fit during the course of the game. The way I play them is just the way I would play any traditional war-game. When the Players make a move, the Villain makes a move. We go back and forth. I periodically also roll to discern what kind of reaction the NPCs may have to a change in the status of the current circumstance. For example, in the last game session the Players were in a basement cellar having subdued the three guards there and were in the process of freeing their captive friends. At that moment they were also being invaded by some sort of spectral force in the far corner of the room which had created a black shadowy miasma and was in the process of devouring one of the NPCs who had been subdued. Also at that moment the Villains arrived to swap contraband for the captives. When the secret door to the room opened for them they found the scene quite horribly different than what they expected. The chief Villain, of course, did not go herself to the room – why should she? She lingered back down the corridor in another room to await news of a successful transfer. She sent instead her minion, and several foot soldiers to carry out what should have been an quick and easy exchange. But when the Villainous party entered the room and saw that all of their guys were tied up, the prisoners had been freed and were already escaping out the door to the upstairs, AND there was some sort of hideous dark miasma taking shape as a black knight reaching downward toward a stricken comrade… they rolled a reaction check. A roll of 1 would be very favorable for the heroes (they flee), while a roll of 6 would be very unfavorable (they attack the heroes regardless of the danger). Rolls in the middle would represent confusion and indecision on their part. They rolled a 1, and immediately began retreating.
That’s how I play my Villains in terms of game mechanics.
Now I would also like to add that from a story perspective, in an effort to keep the story being “good” rather than “wtf – sucky”, I try to always keep in mind that my Villians are all individual Characters with their own, often competing, agendas, and occasional severe personality flaws. For example, one Villain is a doctor whose extreme pride caused him to pursue a line of research that has lead to some very bad consequences for those around him. But he does not care, so focused on the research he is doing “for the benefit of humanity”, he feels that the ends justify the means. To add a bit of a twist, in his particular case, it is very possible that he may be right about that. Another Villain is a cold blooded bastard who is only interested in his own advancement, and is perfectly willing to use anyone or anything to get what he wants. He very often, however, acts perfectly reasonable, and polite, and even considerate to others in order to either get them to do what he wants, or gain information he would otherwise not be able to obtain. As long as those in his power do what he wants, he is inclined to treat them well, knowing that this is the best way to ensure they continue to go along with the program. As soon as they become less then cooperative, or inconvenient, or fail him, then he goes all Darth Vader on them, and that’s that. A final example is a young lady, another Villain, who is herself not so bad a person, but is trapped in a web of other Villains from which she has no means of escape. So she does all of the nastiest things to those who oppose her will, but has on occasion, when she felt it perfectly safe to do so, let some people evade the deadly conclusion to which they may have been assigned, if, and only if, she happened to feel that they were sincerely good or innocent people. Then she would secretly let them escape with some sort of instructions to flee the area and never let anyone know how they got away. Risky for her, but it is her one remaining tie to the realm of goody-goody-two-shoes, so she sticks with it.
Setting Traps: And now a bit on traps and how my Villains think about them. First off, traps have to be commiserating with the resources available in the setting. Villains are constrained by available funds, and don’t usually like to waste a lot of money on crazy complicated traps unless they have a good reason to do so. Second, the traps have to serve the correct purpose.
| Classic Trap |
Sometimes traps are meant to ensnare the intruders. This kind of trap can be a net falling from the ceiling, or a pit in the ground, or sliding iron doors that blocks all the exits from a room. These kinds of traps are designed to allow the Villain to interrogate the prisoner(s) later. Often in this case it is not the trap that should be feared, so much as the interrogation.
Some traps are designed to slow down intruders, or position them for attacks. Such traps might be caltrops on the road in front of the castle gate, making it hard for the heroes to maneuver or escape while arrows rain down from above. Or an oil slick in the center of a room releasing slithering poison beasties from holes in the walls. Or perhaps something as simple as a sandy patch between two cliffs upon which are hidden spearmen. The point of these traps is to hamper the heroes, either for capture or for killing, depending on what the Villain ultimately decides is best.
In all cases I will determine how a trap works in relation to the game mechanics, though not at all necessarily in terms of real-world mechanics (though I do tend to prefer to know that as well – in case the Players poke around at the thing and may be able to come up with a counter mechanism). What I mean is that I know what dice to roll, and what the rolls result in. This way I can play the traps fairly at the time they are sprung, and I don’t wind up spontaneously adjudicating that something “works” when it really shouldn’t, or fails when it really should work. I try to avoid that like the plague because it’s not very sporting to Gamesmaster traps and then fudge them at the last second. If my Villain is going to bother investing the resources into building a trap, then as Gamesmaster I owe him, or her, the courtesy of designating how that trap’s game mechanic works. If they want to up it’s capability, I make them spend more resources on it, depriving them of something else they may want. Most traps have a simple die-roll that determines if it works, and another to determine its effectiveness. For example the poison needle trap has one roll to see if it hits, and a second roll to see how much damage it does.
Real-game example from the latest campaign: If you’ve been keeping up with my blog game-test story you know that over the past few game sessions my players have run into a Villain who has been lurking in the underground doing some mad-scientist stuff. He has an even more shadowy security chief who happens to be responsible for ensuring that any intruders are trapped, killed, punished, or co-joined to the “Great Work” at hand in some way. He, of course, has his own personal objectives, too, most of which center on his becoming the master of the martial arts world. That's his schtick. He's a villain in the classical sense.
Our heroes of the “AAA Group” have embarked on a mission to rescue another adventure group (the Hagglesmiths) who had been captured while exploring a tunnel leading from the creepy old Dunn’s Bridge Tower basement into, as it turns out, the Five Crows Tavern cellar across the street. In their first attempt to rescue the Hagglesmiths the AAA Group invaded the dungeon complex through a secret door that was accessible through the sewer system. They at once found themselves in a secret study, very elegantly furnished with brass lanterns on the walls, a beautiful desk and liquor cabinet and a luxurious Persian rug. They broke into the desk with a crowbar and stole a letter they found inside, and then raided the liquor cabinet, downing swigs from a bottle of the fine brandy and taking the bottle with them. Wishing to explore further they placed the desk in front of the fine double wooden doors and placed liquor bottles in precarious positions on the desk top so that if anyone came into the room the glass bottles would fall and the shattering sound would alert the party members of the intrusion. They then explored further into the dungeon discovering a secret laboratory in which they found a half-living “Replicant” of one of their own members of the party. They fled through the secret door when they heard footsteps coming down the hall.
Later, in their second attempt to rescue the Hagglesmiths, they found the same study a second time, but this time they came in from Tower basement, and discovering the secret corridor to the study, and entered it a second time through the double doors. Now at this point our Villain was well aware that someone had invaded the study and stolen the letter the prior morning, which was very important to his employer's operations. The letter contained valuable information that caused him to want very much to get it back, preferably before anyone had a chance to read it. Needless to say, the situation set my Villain’s mind working. These are the conclusions my Villain was able to draw:
Whoever did this was an amateur who needed a crowbar to open the desk. The intruder stole a bottle of excellent brandy (missing from the cabinet) indicating a preference for fine spirits. The intruders took the Replicant Jeremy from the laboratory. This too was a serious breach that may require repair. The letter was either kept sealed or opened and read, in which case the Doctor’s operation may be compromised – requiring an immediate alteration of plans, and possible abandonment of the facility. Whomever did this might return to further explore the laboratory, either alone or with the Authorities, who would likely include the Mayor’s Police Force. Only one of the five brigades within the Police Force are known to be adamant crime-stoppers, and that is Barnstormer’s Brigade - the odds of his brigade arriving are not great. Lastly, there have been some meddlesome kids poking around in the past few days, ever since the doctor invited Jeremy into the Tower to create a Replicant assistant from the tissue sample he obtained while helping to heal the cut on the kid's leg. After that a group of four kids broke into the basement and were captured. These turned out to be members of the Adventurer’s Guild (admitted under the influence of truth-drug) and their name is "The Hagglesmith Horde". Then the study was broken into from the secret door to the sewer system. A quick check confirms that some kids, including two Hobbits, where seen nosing around at the Five Crows Tavern trying to get information. Conclusion: Another group of kids, likely also from the Guild, invaded the study, stole the letter, and the brandy, and were likely to show up again in an effort to locate their friends the Hagglesmiths.
Based on these observations and conclusions my Villain decided to trap the room. His objective was to ensnare the intruder in a way to allow him to force them to return the letter. A deadly slow acting poison with only one possible antidote that he has would do the trick. He decided to poison needle the desk with the Necrotic Blood of the Black Lotus, a fatal slow acting poison to which only he has the antidote. As an added measure, and to drive the intruder into his waiting arms, he then trapped the cabinet of liquor bottles with a fire trap. Pulling the nice brandy decanter in the front pulls a string that tips over a bottle pouring the liquor, ignites a match and drops it to the Persian rug which has been soaked with a flammable substance. After five seconds the double doors would slam shut. This should, he felt, do one of two things. Most likely the intruder would inspect the desk before refreshing himself with brandy. Hence he would be poisoned, and desiring brandy to quench the pain, thus, igniting the fire. This should cause him to try to escape the room, and then slam the door behind him shut. Or, if he, or they, get caught on the other side, so be it. My villain is not adverse to poorly executed traps that accidentally kill the opponent. He's that kind of guy. And since he figures that the letter may well be already a moot point and may already in the hands of the Guild Masters. But he’s also a sporting gamester and is willing to let the intruder prove himself by leaping through some hoops to survive. If so, he will have passed a crucial test, and may possibly be worth co-opting into his operations. On the condition, of course, that during the interrogation the intruder proves suitably smart, and without too much trouble ultimately co-operative and open to the idea. If not, an grizzly end awaits.
Well, sure enough, the AAA Group made their way through the dungeon, and found the elegant study once again. The needle trap was sprung by Ishcandar as he attempted to break into the desk a second time. His finger having turned black, Lido kindly offered to dampen the pain with a swig or two of brandy. The fire trap was sprung and they both leaped from the room into the corridor. This alerted my Villain that the trap had been sprung. He readied his minions and sent them forth. Sure enough it did not take too long for them to locate the errant Hobbits and return them to the lair. Playing it cool my Villain commenced with the interrogation, and by a combination of remaining cool and relaxed, giving little information about himself, and offering refreshments including truth-drug laden brandy, as well as an assortment of delicacies, as well as subtly phrased threats regarding the untoward effects of the poison in Ishcandar’s finger… he eventually obtained all that he wished to know, as well as an agreement that the hapless Hobbit would go to the Guild and retrieve the letter. Only then would the antidote be given.
And of course, I don’t make my Villains perfect, and I make my other NPCs, who are the good guys, just as smart, and just as flawed. And so the mix goes on.
And this friends is how I play my Villains in the Elthos Campaign. You can read the read the entire Game-Test Campaign Story in chronological order here: Elthos Game-Test Story. For the above mentioned Villain & Trap look for "The Hagglesmith Rescue" Parts III and IV. Enjoy! :)
Tricks & Traps: how to think like a Villain
Yeep! Sorry!
This post has been sent back to Draft, hopefully in the nick of time before any of my players notice it out here! We have not quiiiiite finished the campaign yet, and due to some last minute changes there is now information in this post that they definitely should not see yet.
Very many apologies, but this post will be Re-Posted again, intact (with a few minor edits that I just made) as soon as the Campaign is completed! Promise!
I will post a note indicating when this post has been re-posted. :p
Plz forgive me....
This post has been sent back to Draft, hopefully in the nick of time before any of my players notice it out here! We have not quiiiiite finished the campaign yet, and due to some last minute changes there is now information in this post that they definitely should not see yet.
Very many apologies, but this post will be Re-Posted again, intact (with a few minor edits that I just made) as soon as the Campaign is completed! Promise!
I will post a note indicating when this post has been re-posted. :p
Plz forgive me....
Tuesday, November 29, 2011
RPG Carnival November 2011 - Summary
Thank you very much to everyone who participated in this challenging topic! We heard from a handful of intrepid GMs who offered their insights and advice on how to think like a villain in your campaign. Here’s a brief recap:
Runeslinger: wrote "Cracking Open the Skull of Evil" with a focus on Horror-Genre villains, Runeslinger offers his considerations of the villain’s motivations and provides some great examples to illustrate what he means.
http://runeslinger.wordpress.com/2011/11/09/cracking-open-the-skull-of-evil-11-2011-blog-carnival/
Berin Kinsman: over on Dire Blog, Berin accepted the challenge with “The Indifference Trap”, in which he focuses on how to think about Traps that the GM’s Villains might spring on their Player Characters. Traps must serve a purpose: to guard things, to give an opponent tactical advantage, and to capture players without killing them. Great insights!
http://berinkinsman.wordpress.com/2011/11/07/rpg-blog-carnival-the-indifference-trap/
Lee at HouseRule wrote "Players Have All the Answers": A short but sweet post on his thoughts regarding traps. A key bit of advice here is to not lock your Players into a trap that corners them hopelessly… give them choices along the way. And provide a sense of urgency as you do it. Worthwhile advice!
http://www.houserule.com/?p=384
Satyre at Satyrlite wrote ‘Villainous Psychology – traps & tricks’ a well organized overview of methods and motives for trap building with great examples. Method, Motive, Opportunity are the subject titles. Well worth the read!
http://satyrelite.blogspot.com/2011/11/villainous-psychology-traps-tricks.html
Desyth at DrunkDM wrote a post “Tricks & Traps” that focuses on a series of really killer traps. Lots of fun and great fodder for ideas!
http://www.drunkdm.com/campaignworkshop/itemsandtraps/november-2011-rpg-carnival-tricks-traps/
Runeslinger followed up with a second post, “A Penticle of Trapping”, which focuses on the second side of my question: the traps, in which he explains the five principals of trapping. This set of principals is where you want to be as a Villain-Thinker. Great ideas.
http://runeslinger.wordpress.com/2011/11/15/a-pentacle-of-trapping/
Michael Schultz at LateToTheParty wrote about his bad guys, how they think and how they function. Most villains, in fact, don’t consider themselves villains – they’re driven by passions, but they rarely say to themselves “I’m evil, mwhahaha”. Bringing realism and depth to your villains is a great idea!
http://latetotheparty.ca/?p=547
Fitz at Game Knight Reviews posted “Thankful for Gleeful Villains” some interesting advice on letting your villains have fun with their wretched diabolical plots. After all, if you don’t enjoy what you’re doing… why do it? LOL!
http://www.gameknightreviews.com/2011/11/the-gassy-gnoll-thankful-for-gleeful-villains-rpg-blog-carnival-tricks-traps/
IronWolf at IronTavern wrote his entry “Thinking like a villain: tricks & traps” and discusses how to provide balance in the pursuit of villainy. After all, if villains are as smart as the GM (ie – omniscient) then the Player Characters may never survive. So it behooves to consider villains as characters of depth, and offers his advice and observations on the topic, as well as two great examples of two types of villains. Great!
http://irontavern.com/2011/11/25/thinking-like-a-villain-tricks-traps/
Again - Thank you everyone for some really great ideas and examples!
And as for my own thoughts, I will post them soon in another post. For now I leave you with a small poem that washed up on the shore of a desolate beach in Elthos one day, written in bloody script, doubtless by the hand of a Player Character who'd been done in at last by his Villainous foes...
Runeslinger: wrote "Cracking Open the Skull of Evil" with a focus on Horror-Genre villains, Runeslinger offers his considerations of the villain’s motivations and provides some great examples to illustrate what he means.
http://runeslinger.wordpress.com/2011/11/09/cracking-open-the-skull-of-evil-11-2011-blog-carnival/
Berin Kinsman: over on Dire Blog, Berin accepted the challenge with “The Indifference Trap”, in which he focuses on how to think about Traps that the GM’s Villains might spring on their Player Characters. Traps must serve a purpose: to guard things, to give an opponent tactical advantage, and to capture players without killing them. Great insights!
http://berinkinsman.wordpress.com/2011/11/07/rpg-blog-carnival-the-indifference-trap/
Lee at HouseRule wrote "Players Have All the Answers": A short but sweet post on his thoughts regarding traps. A key bit of advice here is to not lock your Players into a trap that corners them hopelessly… give them choices along the way. And provide a sense of urgency as you do it. Worthwhile advice!
http://www.houserule.com/?p=384
Satyre at Satyrlite wrote ‘Villainous Psychology – traps & tricks’ a well organized overview of methods and motives for trap building with great examples. Method, Motive, Opportunity are the subject titles. Well worth the read!
http://satyrelite.blogspot.com/2011/11/villainous-psychology-traps-tricks.html
Desyth at DrunkDM wrote a post “Tricks & Traps” that focuses on a series of really killer traps. Lots of fun and great fodder for ideas!
http://www.drunkdm.com/campaignworkshop/itemsandtraps/november-2011-rpg-carnival-tricks-traps/
Runeslinger followed up with a second post, “A Penticle of Trapping”, which focuses on the second side of my question: the traps, in which he explains the five principals of trapping. This set of principals is where you want to be as a Villain-Thinker. Great ideas.
http://runeslinger.wordpress.com/2011/11/15/a-pentacle-of-trapping/
Michael Schultz at LateToTheParty wrote about his bad guys, how they think and how they function. Most villains, in fact, don’t consider themselves villains – they’re driven by passions, but they rarely say to themselves “I’m evil, mwhahaha”. Bringing realism and depth to your villains is a great idea!
http://latetotheparty.ca/?p=547
Fitz at Game Knight Reviews posted “Thankful for Gleeful Villains” some interesting advice on letting your villains have fun with their wretched diabolical plots. After all, if you don’t enjoy what you’re doing… why do it? LOL!
http://www.gameknightreviews.com/2011/11/the-gassy-gnoll-thankful-for-gleeful-villains-rpg-blog-carnival-tricks-traps/
IronWolf at IronTavern wrote his entry “Thinking like a villain: tricks & traps” and discusses how to provide balance in the pursuit of villainy. After all, if villains are as smart as the GM (ie – omniscient) then the Player Characters may never survive. So it behooves to consider villains as characters of depth, and offers his advice and observations on the topic, as well as two great examples of two types of villains. Great!
http://irontavern.com/2011/11/25/thinking-like-a-villain-tricks-traps/
Again - Thank you everyone for some really great ideas and examples!
And as for my own thoughts, I will post them soon in another post. For now I leave you with a small poem that washed up on the shore of a desolate beach in Elthos one day, written in bloody script, doubtless by the hand of a Player Character who'd been done in at last by his Villainous foes...
Down, down, down
to the Hilts of their swords
they will strive...
till all but their anguish
lies dead and forgotten
in the sands of time
Tuesday, November 01, 2011
November 2011 RPG Carnival: Tricks & Traps
Tricks & Traps, or How to think like a Villain.
This month's RPG Carnival is being hosted here on Elthos RPG. The way you participate is to write a blog entry (or two, or three, etc) on your own blog that answers the question raised by the RPG Carnival topic, and then post a link to your post in my comments page here on Elthos RPG.
At the end of the month I will write up a summary recap of the posts entered and we'll all have a merry time of it! The ultimate Archive for all of the RPG Carnivals is being held at Nevermet Press, so you can go there to look for previous (and future) RPG Carnival links. Ok, ready? Here we go!
Setting up challenges for RPG Player Characters that make sense in terms of the story is a matter of thinking “What would the villain *really* do?” Learning to think like your villain is a bit tricky because if you think too well then your players may not survive very long, but if you don’t think enough …well, it is just too damn easy. What Tricks-n-Traps have your villains set for those who dare impinge on their turf, or interfer with their nepharious plots? Did the PCs live or die, …or something far far worse?!
Have at it, Mates! :)
This month's RPG Carnival is being hosted here on Elthos RPG. The way you participate is to write a blog entry (or two, or three, etc) on your own blog that answers the question raised by the RPG Carnival topic, and then post a link to your post in my comments page here on Elthos RPG.
At the end of the month I will write up a summary recap of the posts entered and we'll all have a merry time of it! The ultimate Archive for all of the RPG Carnivals is being held at Nevermet Press, so you can go there to look for previous (and future) RPG Carnival links. Ok, ready? Here we go!
Setting up challenges for RPG Player Characters that make sense in terms of the story is a matter of thinking “What would the villain *really* do?” Learning to think like your villain is a bit tricky because if you think too well then your players may not survive very long, but if you don’t think enough …well, it is just too damn easy. What Tricks-n-Traps have your villains set for those who dare impinge on their turf, or interfer with their nepharious plots? Did the PCs live or die, …or something far far worse?!
Have at it, Mates! :)
As for me, I take a lot of time between games thinking about what my villains are up to. Sometimes I discover that old ideas from last week don't really measure up. Sometimes I realize that the villain has thought about something so well that should he put his plan into effect the PCs would definitely be doomed. I'm also always trying to comb my campaign's hair by working out the kinks and smoothing the complexities. One of the things I have found that helps is to keep a board (yup a regular old cork board) with little bits of paper tacked to it that show each villain (actually all protagonists and antagonists in the current campaign), as well as key places, in relative proximity to each other. This helps me a lot to remember who is where, especially when there are multiple NPCs who are each having some effect on the Campaign back story, and sometimes have links to one another.
All of which is helpful when I'm designing my tricks and traps. For me the key, really, is to not let things get *too* complicated. There is a sweet spot somewhere between intriguing and holy-freaking-cow-what-the-hell-just-happenned. Finding that sweet spot is like finding just the right herbs to add to your soup. The right mix, and the soup tastes great. Too much is just as insufficient as too little. And this is really why Gamesmastering, regardless of system or tools, is not merely a technical activity, but also very much an art.
At some point during the Carnival I'll post something about one of the villains in Elthos, the tricks and traps he created, how my players reacted to them, and how I feel that the Campaign succeeded in it's goal of creating an entertaining story by keeping things not too complicated, but far from simple, too. Villains, I think, should pose significant challenges for Player Characters, but not be so smart, so knowledgeable, and so freaking powerful that the PC's have no chance. It is kind of a tough balance, actually, and it requires some finesse and artistry on the part of the GM. What's your technique?
I look forward to reading your posts!
Wednesday, July 06, 2011
RPG Carnival: My BadAss RPG
First off, the Elthos Universe has got Mr. BadAss Bunny as it's Mascot, so that's hard to beat.
Second, I would say that the adventures that come out of Elthos are pretty badass as well. I try to GM concepts that I think will surprise my players, and in some of the more recent cases the most badass thing they did was shrink down to the half the size of rice-grains in order to escape an enemy, riding on the backs of aphids.
It all started with chores. I have my players as members of a large household of swine herders way out in the sticks, with lots of chores to do. They are between the ages of 12 and 16, and don't know much beyond their farmstead. They got involved, however, with a shadowy character that promised them huge wealth if they would plant certain black seeds on the first day of spring. Nope, they could not wait and planted them right away - wrong move!. As soon as they did there was a tremor in the earth, and that got the adventure rolling. They went to pay a visit to the local Monastery of the Golden Sheaf (sacred to Minvar, the Elkron of the Earth) so they could report the quake (but not mention the odd coincidence regarding the black seeds). Along the way they met Old Biddy Mable, and managed to rescue a girl and her brothers from the lonely witch's magical snare. The Abbess at the Monastary was kind and helpful, and all was well, until they got lost on their way home and wound up in the Black Forest. There they met Lady Lucia who governed the Green Dragon Inn, and met some swindlers there, one of whom took a fancy to a Party member named Morgana. Whoopsie, in the morning the Party woke up to find that Morgana was missing from her room. They pursued up into the mountains where they found an old ruin occupied by a rather brutal gang of thugs, lead by a magician named Thurwulv. There they were, cornered on the parapet of an ancient tower, having rescued Morgana, and in the process causing the death of her captor, Mr Montague (who happened to have sincerely fallen in love with the girl, who herself fell in love with him despite his crooked ways). Trapped by Thurwulv and his men thursting for revenge, the Party escaped
with the help of Biddy Mable, who happen to be watching over them from afar. She brought them into Weeleena's Tea House (an interdimensional tea house that fey like to visit). To escape they climbed the Shrinking Stairs, and found themselves half the size of a grain of rice, and were escorted by two Princes of the Aphid people, upon whose backs they rode to discover the Aphid Temple inside a stone on the western parapet wall, and communed with the Holy Aphid there (an old man). As it turns out the Insect Kingdom is ruled by a mysterious Insect King (whom they never saw, but had a big influence from afar). Despite having a King, however, the world of the Insects is fraught with faction and continuous warfare. The Locust Ambassador arrived. He was a large bulky half-man/half-Locust, redish in color, and plated with magical copper armor. He demanded that the Aphids support their claim to the King that the Ants stole their food and must deliver it, ALL of it, to the Locusts, or they would rise the Grand United Army and destroy all the green things of the valley. This of course included the Player Character's home town. They got busy. First they decided to capture the Locust Ambassador (they were not big on diplomacy), and haul him in front of the towns folk so that they could see there was a real threat coming, and so help them to build a huge bonfire on Mount Zin in which they hoped to focus the Locust Swarm and destroy it. The focusing would be done by praying to the appropriate Elkron at the right time to funnel the winds in such a way as to drive the Locusts into the blazing mountain grotto. This plan was executed, the Red Locust Ambassador captured, with the help of Lady Isabella, a LadyBug Princess who took an interest in one of the Player Characters named Storm Wizard (aka, John Bellowick), and her body guard, Captain Ferdinando the Wasp Warrior. Unfortunately, what they didn't know was that the ferocious and barely containable Red Locust Ambassador did not come alone. His brother was nearby watching with a Squadron of Hypnotic Crimson Mosquito Fighters (think Air Force), and Water Bugs (think Artillery), not to mention the Silver Locust Ambassador who himself was another formidable opponent. An epic war broke out between the Locust forces and those of the King, who had taken umbrage at the audacity of the Locusts and sent two Ant Armies to rectify the situation and capture the errant Locusts. During the battle the tiny sized adventurer's found a tunnel under rock that lead into a spider cave, which was actually the entrance to the Temple of the Spiders, and nearly got lost in the Illusions and trapped the 'Web of Lies' therein.
Nevertheless they escaped and as they fled on the back of a lady bug into the distance they watched the last moments of the battle from the air wherein the Locusts were finally captured by the Ants and their Wasp Warriors (the other Air Force). Needless to say, it was exciting. And that is to leave out quite a bit of detail about how Juliette Bellowick died, and was able to rescue Pamela McFearson from Limbo, and managed herself to be seduced by the Dark Scorpion Prince of the Underworld, and escaping there arrived safely at the Monastery where the Abbess had performed many a life-summoning ritual. By the end of the story (and leaving out lots of details) the Party made it safely home to their anxious father and ailing mother, and so ended that Chapter of the Campaign. Oh, needless to say, the black seed that Juliette had planted in a flower pot grew into a peculiar and monsterous plant-man the size of her thumb which sprang out of a hairy black bulb on the top of the plant. The bottom of the plant was a long stringy vine that overflowed down the side of the pot, down to the floor boards and vanished below the barn. They tried cutting the vine but that, as it turned out, was not as easy to do as they had hoped. The vine, as it happens, was what old mama Bellowick tripped on when she banged her head and fell ill, soon after the Bellowick children disappeared off into the sunset on their adventure. Fortunately, when they finally got home, they were able to call upon the friends they made along the way to bring mom healing soup, and so everything turned out well.
Overall, it was pretty damn BadAss. I wrote up the entire story in prose with all of the actual dialog and detail and maps on my Blog. You can find the whole "Actual Play" Story write up in Chapters here, which is another BadAss expression of Elthos. And then of course there was the incorporation along the way of the Elthos Tarot Deck, another bit of BadAssery that I created with the amazing artistic assistance of Jason Moser, by which Morgana foretold the Death of Mr Montague, though in the end it saddened her greatly.
Lastly, the final BadAss aspect of Elthos are the "One Die System" (ODS) Rules which is a Mini-System I created for the Literary Role Playing Game Society of Westchester so we could try out GMing ideas at the local pub where we have our meetings. The Elthos ODS has turned out to be a pretty handy little system, that as it turns out is simple enough, yet complete enough, to run a reasonably light weight Traditionalist, non-Genre-Specific game. It also has the virtue of being programmable due to is simple mechanics. So I created one more BadAss thing - the Elthos ODS Web Application that runs all of the ODS Rules as a web based Application. It allows GMs to create their own Worlds, roll and manage Characters, equip them, and maintain records of their adventures, doing all necessary calculations. Basically a Gamesmaster's Toolbox, and World Weaver's Development Studio.
Ok, that is all the BadAss I have (except also for my Elthos Drawings!). But gosh, that's enough already! Sheesh!!
And finally, a warm and hearty "Thank You, kindly" to our RPG Carnival Host at Nevermet Press!
Second, I would say that the adventures that come out of Elthos are pretty badass as well. I try to GM concepts that I think will surprise my players, and in some of the more recent cases the most badass thing they did was shrink down to the half the size of rice-grains in order to escape an enemy, riding on the backs of aphids.
It all started with chores. I have my players as members of a large household of swine herders way out in the sticks, with lots of chores to do. They are between the ages of 12 and 16, and don't know much beyond their farmstead. They got involved, however, with a shadowy character that promised them huge wealth if they would plant certain black seeds on the first day of spring. Nope, they could not wait and planted them right away - wrong move!. As soon as they did there was a tremor in the earth, and that got the adventure rolling. They went to pay a visit to the local Monastery of the Golden Sheaf (sacred to Minvar, the Elkron of the Earth) so they could report the quake (but not mention the odd coincidence regarding the black seeds). Along the way they met Old Biddy Mable, and managed to rescue a girl and her brothers from the lonely witch's magical snare. The Abbess at the Monastary was kind and helpful, and all was well, until they got lost on their way home and wound up in the Black Forest. There they met Lady Lucia who governed the Green Dragon Inn, and met some swindlers there, one of whom took a fancy to a Party member named Morgana. Whoopsie, in the morning the Party woke up to find that Morgana was missing from her room. They pursued up into the mountains where they found an old ruin occupied by a rather brutal gang of thugs, lead by a magician named Thurwulv. There they were, cornered on the parapet of an ancient tower, having rescued Morgana, and in the process causing the death of her captor, Mr Montague (who happened to have sincerely fallen in love with the girl, who herself fell in love with him despite his crooked ways). Trapped by Thurwulv and his men thursting for revenge, the Party escaped
| Old Biddy Mable |
Nevertheless they escaped and as they fled on the back of a lady bug into the distance they watched the last moments of the battle from the air wherein the Locusts were finally captured by the Ants and their Wasp Warriors (the other Air Force). Needless to say, it was exciting. And that is to leave out quite a bit of detail about how Juliette Bellowick died, and was able to rescue Pamela McFearson from Limbo, and managed herself to be seduced by the Dark Scorpion Prince of the Underworld, and escaping there arrived safely at the Monastery where the Abbess had performed many a life-summoning ritual. By the end of the story (and leaving out lots of details) the Party made it safely home to their anxious father and ailing mother, and so ended that Chapter of the Campaign. Oh, needless to say, the black seed that Juliette had planted in a flower pot grew into a peculiar and monsterous plant-man the size of her thumb which sprang out of a hairy black bulb on the top of the plant. The bottom of the plant was a long stringy vine that overflowed down the side of the pot, down to the floor boards and vanished below the barn. They tried cutting the vine but that, as it turned out, was not as easy to do as they had hoped. The vine, as it happens, was what old mama Bellowick tripped on when she banged her head and fell ill, soon after the Bellowick children disappeared off into the sunset on their adventure. Fortunately, when they finally got home, they were able to call upon the friends they made along the way to bring mom healing soup, and so everything turned out well.
Lastly, the final BadAss aspect of Elthos are the "One Die System" (ODS) Rules which is a Mini-System I created for the Literary Role Playing Game Society of Westchester so we could try out GMing ideas at the local pub where we have our meetings. The Elthos ODS has turned out to be a pretty handy little system, that as it turns out is simple enough, yet complete enough, to run a reasonably light weight Traditionalist, non-Genre-Specific game. It also has the virtue of being programmable due to is simple mechanics. So I created one more BadAss thing - the Elthos ODS Web Application that runs all of the ODS Rules as a web based Application. It allows GMs to create their own Worlds, roll and manage Characters, equip them, and maintain records of their adventures, doing all necessary calculations. Basically a Gamesmaster's Toolbox, and World Weaver's Development Studio.
Ok, that is all the BadAss I have (except also for my Elthos Drawings!). But gosh, that's enough already! Sheesh!!
And finally, a warm and hearty "Thank You, kindly" to our RPG Carnival Host at Nevermet Press!
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