If I can hate computer RPG's for one thing, it's the over abundance of potions. When you have players that come from that sort of background, they just seem to expect every town to have one dude whose sole vocation is to constantly crank out healing potions in the hopes that maybe, some day, a group of wounded or soon-to-be wounded adventurers will show up.
It makes no Godsdamned sense, and I hate it.
I like my worlds low-magic, and that goes for potions too. When things like magic and potions are common, they are no longer special.
The Magic Potion becomes the band-aide and is no more special than the 10 foot pole. Less, even, because the magic potion has an obvious use, is disposable, and generally uninteresting. No one every gives a healing potion a second thought.
Additionally, when a player is toting around a bag of healing potions, he knows, he fucking knows that he only has to give up a single combat round and he's got hit points back. If the roll is good enough, maybe he'll drink another next round. All the while, the orc is smashing him in the face.
Furthermore, think of the applications to the world if healing potions were plentiful? All war would be almost constant stalemate, and alchemist facilities would be huge targets. Furthermore, the market for materials used in the preparation of potions would also be huge. An entire industry.
Fuck healing potions. /rant
All potion hate aside, my world has Alchemists. Though not available as a character class, alchemists have an in-game history.
Before the Consolidation, when magic was wild and free, The Alchemists were a brotherhood of thinkers and experimenters who specialized in the mundane sciences. Many of the members of the Alchemists were mages, but the group was dedicated to unlocking the secrets of the natural world without the use of magic. Their pursuits were not limited to just science, however. Mathematics, philosophy, architecture, and many other fields of study were explored inside their lodge halls.
Their arguably greatest creations were forged by a group known as the Hyperzenians. The Hyperzenians crafted the deadly firelances, unparalleled weapons of terror.
However, when the Alchemists opposed the Consolidation, they were destroyed and many of their secrets, including the methods used to construct the firelances, were lost.
The ancient lodge halls of the Alchemists can still be found scattered throughout Skovorod, however these ancient ruins are perilous to say the least. Many an experiment was left half finished and the promise of forgotten knowledge has undoubtedly lured foul things to these haunted sites.
Tuesday, August 14, 2012
Tuesday, August 7, 2012
Into the Underworld
Over at Howling Tower, Steve Winter posted his Kobold Quarterly column regarding that venerable D&D locale, the underdark.
When I read it, I realized that I'd fallen into the same trap that many a DM has been victim to, cutting and pasting the Forgotten Realms underdark into my home campaign without a thought.
It's an easy thing to do, and in my experience, it's what players expect. This is precisely why no DM should ever do it.
With all the time I've investing in crafting a the world above ground, why shouldn't I do the same with the subterranean elements? I'm lucky in that my players have yet to venture into the earth. I've established that drow exist, and worship a spider demon, but other than that, my canvas is still blank.
I could easily make drow a warlike race of raiders that have been driven to the fringes of the subterranean world, which is why they sometimes raid the surface. I'll probably spend some time digging through the monstrous manual to get ideas for what sort of creatures inhabit das unterworld.
And by "inhabit", I mean what nations struggle against each other below our feet.
When I read it, I realized that I'd fallen into the same trap that many a DM has been victim to, cutting and pasting the Forgotten Realms underdark into my home campaign without a thought.
It's an easy thing to do, and in my experience, it's what players expect. This is precisely why no DM should ever do it.
With all the time I've investing in crafting a the world above ground, why shouldn't I do the same with the subterranean elements? I'm lucky in that my players have yet to venture into the earth. I've established that drow exist, and worship a spider demon, but other than that, my canvas is still blank.
I could easily make drow a warlike race of raiders that have been driven to the fringes of the subterranean world, which is why they sometimes raid the surface. I'll probably spend some time digging through the monstrous manual to get ideas for what sort of creatures inhabit das unterworld.
And by "inhabit", I mean what nations struggle against each other below our feet.
Thursday, July 26, 2012
Theme? What theme?!
On many of the blogs I stare at for 15 minutes and claim to read it has been said that D&D has a theme of adventurers who gain wealth and power by plundering the countryside for valuables and danger.
While I will certainly not dispute that this happens in an overwhelming majority of games, and to some extent in my own, I do contest that this style of play is somehow built into the D&D game.
In my experience, the rules for dungeons and dragons are a framework onto which players and DMs can weave their own scenarios. The theme of a game may be the fall of a nation, the danger of ancient knowledge, or anything, really.
One needs only to look at the fabled Appendix N and examine the themes explored in the material from which the game draws.
Will your players become more powerful? Most definitely. Will they gain fabulous wealth? Maybe. Will they seek out adventure? I hope so.
Wealth and power are tertiary, however, to the adventure. The great draw of any RPG is to see what happens next and to decide how your character reacts to it. Everything else is just fluff.
While I will certainly not dispute that this happens in an overwhelming majority of games, and to some extent in my own, I do contest that this style of play is somehow built into the D&D game.
In my experience, the rules for dungeons and dragons are a framework onto which players and DMs can weave their own scenarios. The theme of a game may be the fall of a nation, the danger of ancient knowledge, or anything, really.
One needs only to look at the fabled Appendix N and examine the themes explored in the material from which the game draws.
Will your players become more powerful? Most definitely. Will they gain fabulous wealth? Maybe. Will they seek out adventure? I hope so.
Wealth and power are tertiary, however, to the adventure. The great draw of any RPG is to see what happens next and to decide how your character reacts to it. Everything else is just fluff.
Thursday, July 19, 2012
Players Meet World: The next
Almost all of the questing that's been done in my setting has happened within the borders of the centrally-located kingdom of Myralon. That being as it is, here's a quick guide to Myralonian politics and culture.
Myralon
– Situated roughly in the center of Skovorod, Myralon is a rough
and tumble society that greatly values personal freedom, glory, and honor.
The capital of Myralon is also named Myralon, though natives simply
refer to it as “The Capital”.
Myralon's
political structure starts with the the common man. The common man is
responsible for himself and his household. He is expected to learn a
trade and fight in the army if necessary. Above the common man are
the big land owners, distinguished by owning enough land that at
least two other families live and work the property. There is no
official title for big land owners, though, if they are rich enough
to erect a keep or castle, the title of lord is customary.
Lords
are responsible for the protection of their property and the people
who live and work on it. It is not uncommon for lords, especially
wealthy ones, to form alliances. It is equally common for blood feuds
to break out that can last generations. Lords are free to tax the
land they own, and indeed they must, as each lord owes a yearly tithe
and tribute to the church and king, respectively. Wars are tolerated
between lords so long as no one complains too loudly to the king, the
war doesn't get too big, and Myralon itself is not currently at war
with another country.
Above
the lesser lords are the high lords, vassals chosen by the king
himself. These high lords typically take the title of duke or baron
or even prince (if the high lord in question has a good claim to the
royal family). These high lords are responsible for the lesser lords
and command their loyalty.
The
king himself is usually descended through a patriarchal line, though
there is no special significance to being a first born son, or even a
son. The most fit child to rule will succeed the current ruler as the
new monarch upon the abdication or death of the old. In cases where
no successor has been named, civil war is always a possibility.
Adding to the chance of civil war is the fact that no Myralonian
royal family has ever declared a Divine Right of Kings, meaning that
anyone who has enough balls and enough support from the lords and
high lords can become king or queen.
Personal
honor is of extreme importance in Myralonian society and is expected
to be defended at all costs. Insulting someone's honor is a deadly
serious act and duels are not uncommon. In fact, a good fist fight is
considered the first step in solving most disputes. There is,
however, a stigma attached to a person being seen as too eager to
fight. Being overly anxious to indulge in violence can be seen as a
sign that one is too stupid to find any other solution.
Myralonian
law seeks first to respect the rights of the individual with the
understanding that the individual will then do the honorable thing
and respect the rights of the state.
Aristocratic
Myralonians tend to favor robes and other comfortable garments with
heads of families or other important persons wearing ceremonial
breastplates often made of precious metals and encrusted with gems.
Circlets, similarly decorated, are also popular. Fine fur is
considered to be restricted to the royal family. Lower classed people
wear whatever they can. Openly wearing arms and armor is accepted and
is often a way for non-aristocrats to display their wealth and
prowess.
Myralon's
peacetime army consists of volunteers sworn to the service of a lord. This volunteer army is typically small and spends most of its time on guard or patrol duty.
In times of war, lords are known, however, to conscript any
able-bodied man into service. Female warriors are not unknown,
however, it is considered “impolite” to conscript a woman.
The
king's own army consists of the best warriors in the land who have
proved themselves in battle. Known as the Myrmidons, these warriors
are unquestionably the finest foot soldiers in Skovorod. There is
more information on Myrmidons in the Complete Fighter's Handbook.
The
Irevarian Church is big in Myralon, especially the Order of Saint
Cuthbert. The influence of the church is comparable to that of the
Catholic Church during the dark ages and Renaissance. A town is not
considered a town unless it has some kind of shrine or chapel
dedicated to the worship of Irevar. Worship of Irevar is the official
state religion. However, one does not have to go far to find people
worshiping as they please. In the capital, openly worshiping another
god is frowned upon, usually by church “officials” wielding heavy
clubs. Demi-humans, however, are often spared this harsh treatment,
and a quick claim of a dwarf forebear somewhere down the line will
usually grant sanctuary.
Magic
is all but unknown in Myralon. The king and some other influential
lords will have a court magician, but most folk will go there whole
lives without seeing magic or a magical item. The royal family posses
one or two such relics and nearly every lord and vassal has at least
a +1 sword lying around, but anything of greater enchantment is
considered to be an artifact from before The Consolidation (more on
that later).
Myralon consists of mostly humans, though, there is a good smattering of halflings, and a load of dwarves. Many dwarves immigrated to Myralon, especially in the north and most notably in the capital where five dwarven clans transplanted themselves and quickly assumed control of Myralon's financial institutions. It is rumored that these clans also absorbed the thieves' guild.
Myralon is based on Greco-Roman and Britanical culture.
Wednesday, July 18, 2012
Players Meet World
In an effort to exploit a source of ready-made content, I'll be posting information about my (mostly) original campaign setting.
This first post will cover the immortal beings that run around my universe. Most of them have been loving lifted from someone or something. Names have been (barely) changed more to represent changes in language over the passing of eons than anything else.
This first post will cover the immortal beings that run around my universe. Most of them have been loving lifted from someone or something. Names have been (barely) changed more to represent changes in language over the passing of eons than anything else.
The Gods
Irevar
– Lawful Good god of law and good. Personified as the chivalrous
knight. He is the god of protection, justice, mercy, forgiveness,
retribution, etc. Goodness and Lawfulness. He is seen as the
protector of mankind, his sign is a white kite shield bordered in
blue with a diagonal stripe running left to right. The faithful make
the sign of Irevar by touching their left shoulder and dragging their
finger tips diagonally across the body to the right hip. The
Irevarian Church dominates human political structures on Skovorod.
There are two separate sects, The Order of Saint Cuthbert and The
Aesthetics of Saint Alain. The Order focuses on martial pursuits, the
Aesthetics focus on acquiring sacred knowledge.
Setis –
Neutral Evil god of the unseen. Patron of thieves and treasure
hunters, or anyone or anything that wants to remain hidden or uncover
anything that is hidden. Also trolls. Before the First Age, Setis was
at war with Irevar. Towards the beginning of First Age, Setis was
knocked the fuck out and slumbered underneath the sea until sometime
in the Third Age when a group of adventurers awoke him. When Setis
was cast down, his cult was forced out of Viroof (now Myralon). The
cult founded the City of Setis in the Trollwash which slowly fell
into ruin and is only now being repopulated. Setis' worshipers
typically mob about in black leathers or robes and white wooden masks, with
each other, that is. Outwardly, there are no signs or signals or
sigils that Setis and his followers use to identify themselves.
Kali –
Chaotic Neutral. Kali is death. Period. She is rumored to have cults
scattered throughout Skovorod, but none of them operate openly. Her
worshipers revere her as death in an elemental sense, without rhyme
or reason. All her cult members are assassins and healers dealing and
staving off death as their mistress demands. Paladins devoted to Kali, known as Death Dealers, will sometimes operate openly and are given a wide berth. Her sign is a bleached
white skull.
The
Windweaver – Chaotic Good. God of travelers and, of course, the
fucking wind. The Windweaver started as the faith of the hobbits but
soon gained a following where ever those sawed-off little runts
roamed (and they roam fucking everywhere). The sky is the dominion of
the Windweaver and so all things in the sky are typically under his
sway. From weather, to birds, to songs, Windweaver gots it. Good
times, good cheer, good travels, and good love'n are typically
associated with the Windweaver, many invoke his name for good luck.
His sign is the feather.
The
All-Father – Lawful Neutral. Dwarven god. Chiefly concerned with
order and industry. His sign is the hammer. Typically depicted as a
giant dwarf. Laziness is seen as a mortal sin in the All-Father's
eyes. Hard work, thriftiness, patience and endurance are the
qualities that the All-Father advocates. To worshipers, suffering is
good for the soul, and many a devotee will go about blacksmithing
without gloves and fry bacon with their shirt off. This attitude
tends to color the magic of dwarven clerics. A healing spell may involve "beating the wound away".
The
Valor – Group of elven demi-gods that are worshiped together. There
is at least one demi-god for almost every aspect of elven life. There
are literally hundreds of the fuckers. Most elves have a few favorites that most directly influence their lives, in this way, each elf has a "private pantheon" of sorts.
Carpas – Warrior god of Gnomes. Has been mostly replaced by
weird-ass gnomish machine cult. Priests of Carpas are few and far
between. Those gnomes who still worship Carpas are usually of the
lowest caste and seen as somewhat backwards by their peers. Legends hold that Carpas was once a living gnome who proved himself in combat and devoted his life to protecting his people. After his death, he was raised to godhood in order to continue watching over the gnomes.
The Old
Faith – nature worship, usually practiced by humans. A hold over
from the very beginning of mankind. More common than you might think,
but most followers don't shout about it. Worshipers vary in alignment
and all alignments except evil ones are welcomed. Most worshipers
view nature it self as genderless, emotionless, neither fair nor
fickle, completely neutral and seemingly random. Worshipers seek to
understand nature and curry its favor, though some claim that such a
thing is not possible. Priests of the Old Faith are the druids
presented in the PHB.
Murglork - True Neutral. Orcish god. In a sense, Murglork is the god of orcish superiority. It has no defined gender, and is simply seen as Orc Incarnate. Murglork's primary goal is the advancement of the oricsh race. Little is known about the god outside of the orcish shamans who perform Murglork's rights, and many suspect that the shamans themselves are acting on instinct.
There
are many other divine/infernal beings that populate Orin. Most
notably are Daemons. The term Daemon covers a wide variety of Bad
Things that wish nothing but ill will to everything. From actual
demonic creatures to forgotten Old Gods, Daemons are Bad Shit and
want rip your tongue out through your ass.
In truth, the difference between "gods" and "daemons" is largely a somatic one. "Gods" are immortal beings who have an interest in mortals. "Daemons" may use mortals, but their ultimate goals do not include them.
Thursday, July 12, 2012
That lovin' feelin'
Both fighters in my D&D game have reached level five and recently acquired some fairly powerful magical items. Specifically, an invisibility ring and a ring of elemental control. I may have been over that before...
Anyway.
Very often, I focus on how if you shower your players with magical items, they become mundane. I designed a very low magic world where a +1 sword is a treasure, and though the warriors have collected a smattering of such weakly enchanted items, neither character has ever encountered (much less possessed) such powerful magic as the two rings they now possess.
The new magic has given each of them a sense of mystique. Besides being skilled fighting men, they now have unique arcane powers that set them apart from all the other sword jocks in the world. The fact that the average ding-dong can't walk into ye olde magic shop and buy an invisibility ring accentuates this and propels them into a realm of mythic figures.
As exciting as this is for the players, I believe it is more so for me as the DM as the characters are moving from regular jack offs into legends.
Anyway.
Very often, I focus on how if you shower your players with magical items, they become mundane. I designed a very low magic world where a +1 sword is a treasure, and though the warriors have collected a smattering of such weakly enchanted items, neither character has ever encountered (much less possessed) such powerful magic as the two rings they now possess.
The new magic has given each of them a sense of mystique. Besides being skilled fighting men, they now have unique arcane powers that set them apart from all the other sword jocks in the world. The fact that the average ding-dong can't walk into ye olde magic shop and buy an invisibility ring accentuates this and propels them into a realm of mythic figures.
As exciting as this is for the players, I believe it is more so for me as the DM as the characters are moving from regular jack offs into legends.
Tuesday, July 10, 2012
Adventures in homebrew
I might be playing in an old friend's "Stupid Supers" campaign using his homebrew system.
While I'm not a veteran to his game system, I have played it before, and it ain't too shabby. The last time we ran a stupid supers game, I played the Kung-Fu Cowboy who was basically a 1950's cowboy paradigm with super kung-fu powers.
I'm more than happy to continue the tale of Kung-Fu Cowboy, but if we're rolling up new characters, I have a couple of ideas:
Soul Samurai - In keeping with my previously established theme, this would basically be Dolemite with a katana. Admittedly, I haven't put a lot of thought into this one, but the idea made me laugh.
Jeb Stankewitz AKA Landshark - Jeb is basically an anthropomorphic shark who is also a terrible redneck stereotype. His story is that he comes from another planet/alternate dimension where sharks and not apes became the dominate species and apes are on par with opossums.
One night, whilst attempting to convince his girlfriend to have sex with him on the trampoline, Jeb was abducted by aliens who performed experiments on him and then dropped him off on our earth. Besides having a giant shark head, Jeb is much stronger than your average redneck and able to burrow at an amazing speed, as all Landsharks do. He works at the local aquarium where he waves down cars while wearing a shark suit. Jeb likes to start each day with a big lip full of Beechnut and a frosty Bud Light. He is saving up to buy a truck.
While I'm not a veteran to his game system, I have played it before, and it ain't too shabby. The last time we ran a stupid supers game, I played the Kung-Fu Cowboy who was basically a 1950's cowboy paradigm with super kung-fu powers.
I'm more than happy to continue the tale of Kung-Fu Cowboy, but if we're rolling up new characters, I have a couple of ideas:
Soul Samurai - In keeping with my previously established theme, this would basically be Dolemite with a katana. Admittedly, I haven't put a lot of thought into this one, but the idea made me laugh.
Jeb Stankewitz AKA Landshark - Jeb is basically an anthropomorphic shark who is also a terrible redneck stereotype. His story is that he comes from another planet/alternate dimension where sharks and not apes became the dominate species and apes are on par with opossums.
One night, whilst attempting to convince his girlfriend to have sex with him on the trampoline, Jeb was abducted by aliens who performed experiments on him and then dropped him off on our earth. Besides having a giant shark head, Jeb is much stronger than your average redneck and able to burrow at an amazing speed, as all Landsharks do. He works at the local aquarium where he waves down cars while wearing a shark suit. Jeb likes to start each day with a big lip full of Beechnut and a frosty Bud Light. He is saving up to buy a truck.
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