Showing posts with label Far Realms. Show all posts
Showing posts with label Far Realms. Show all posts

Sunday, August 14, 2016

What Do You Mean, 'What Is It For?'?!

  Ah, the internet, where you can argue over all sorts of things. The most recent internet argument I got into was with someone explaining that monsters with a no-save level drain are badwrong and there is no reason to have them other than,
  "...imbecilic blind worship of the past..."
  Uh-huh.
  Of course, I had already pointed out some reason for having such monsters in your game, to wit;

  • Instilling terror in the players
  • Driving quests for spells, etc. to get Restoration
  • To 'throttle' level progression without nerfing XP/raising the bar or railroading players
  Now, I guess I might have just tossed in a link to a past article of mine, but there is that to say and more, so here we go.

What Do You Mean, 'What Is It For?'?!

  Ah, the internet, where you can argue over all sorts of things. The most recent internet argument I got into was with someone explaining that monsters with a no-save level drain are badwrong and there is no reason to have them other than,
  "...imbecilic blind worship of the past..."
  Uh-huh.
  Of course, I had already pointed out some reason for having such monsters in your game, to wit;

  • Instilling terror in the players
  • Driving quests for spells, etc. to get Restoration
  • To 'throttle' level progression without nerfing XP/raising the bar or railroading players
  Now, I guess I might have just tossed in a link to a past article of mine, but there is that to say and more, so here we go.

Saturday, August 22, 2015

DM's Play Report: The Mice Men

  Son #3 has been asking for a quick solo adventure for some time so today we did it.

  The Good Guys:
  Godfrey, 4th level Human Scout (one of the classes from Far Realms)
    his henchman Karl, 2nd level Human Scout

  Margurlward the Magician, NPC that is paying for the mission

  The Bad Guys:
  24 Mice Men warriors
  6 Mice Men archers
  3 Mice Men thugs
  1 Mouse Man Witchdoctor
  The King of the Mice Men

  The Setup:
  I took the basic premise and setting of Ulo Leppik's great one page dungeon named Teeny Tiny Dungeon and modified it a great deal.  I took his idea for little humanoids, crossed it with some of the ideas of Tarzan and the Ant Men (a book I read 4 times as a young teen) and slapped it on the edge of the Briars.
  Margurlward has a sturdy stone cottage on the edge of a thorn spinney on the verge of the Briars. He had long noted that small objects went missing, especially if dropped on the floor. A year ago while preparing scroll ink he had spilled a pouch of gems (meant to be crushed for the ink) and most had vanished. Things escalated recently when he dropped a jewelry case, scattering a handful of magical rings and he saw a few of them dragged away by wee men who took it through a tiny door by his fireplace!
  Margurlward had done his best to block off the door and has brewed a set of Potions of Diminution and is looking for an intrepid band to recover his valuables.
  Unfortunately, everyone he speaks to think he has lost his mind!
  Luckily, he met Godfrey and Karl in a tavern in Esber, just a day from his cottage. The two men concluded that there was nothing to lose to investigate for themselves and went to the cottage.
  After arriving Margurlward removed his barriers to show the entrance, just 1 inch high. Godfrey removed a 5 g.p. gem from his pouch and tossed it near the tiny door and was amazed to see a band of tiny men rush out, grab it, and run back into the fireplace!
  The two scouts secured bandoleers of 4 diminution potions to their bodies and Godfrey drank one, telling Karl to remain behind, full size, while he scouted.
  Godfrey carefully entered the unsecured door and found a series of tunnels and caves (to him 5 inches looked like 30 feet!) within the river stone and mortar chimney and hearth. Some of the tunnels led to mouse tunnels (carefully sealed off and blocked with toothpick barricades and stout little doors). Others to a store room full of coils of stout rope (thread), mighty iron poles (fork tines), fist-sized chunks of iron (filings), etc. He also burst into a room with 8 of the creatures - they looked like broad-shouldered, muscular men dressed in mouse-hide boots, breechclouts, and cloaks armed with iron-tipped toothpick javelins and battle axes. While they appeared otherwise human their hair was more akin to mouse fur and their eyes were solid black.
  Godfrey surprised them, allowing him to slay two immediately with well-placed arrows. He killed another with arrows, but was wounded by javelins. He fled along the twisting corners, losing them long enough to set an ambush near an anti-mouse barricade.
  He was able to use his Scout ambush ability to kill 3 more of them with arrows and killed the rest in melee, but was very close to death and almost out of arrows. He dragged himself into a storeroom to catch his breath. He recognized a scent coming from a huge drum an, wrestling off the massive lid, found enough Keoghtom's Ointment for 2 doses ( in his present size). Healed up (and with a backpack full of the second dose) he left the fireplace warrens and had his henchman join him - bringing 80 more arrows!
  They re-entered the tiny tunnels and immediately faced a flurry of javelins (minor damage to both) before the band of warriors fled. They followed them very carefully, avoiding a second ambush and being ready for the mouse that was released into the tunnels behind them! After fierce fighting Godfrey and Karl used potions and continued exploring, finding a large room where another band of mice men were being rallied by a huge mouse man covered in tattoos and wearing a mouse skull helmet. There was a wizened, old mouse man leaning on a staff next to him and three doughty warriors with handlebar mustaches and whips guiding a warband at them!
  The two scouts used a bend in a tunnel to shield themselves from javelins and their bows made the cost of closing with them very high. Godfrey's broadsword held the tunnels while Karl fired at foes beyond. Over matched, the mice men fell back while Godfrey and Karl sought a place to catch their breath and use the last of their potions. Reinvigorated, they took up positions at anti-mouse barricades with good fields of fire and waited.
  Eventually the last of the mustachioed thugs led a strong band of warriors into the kill zone and, once again, the scouts achieved surprised, activating their Ambush abilities. The thugs went down in the first salvo and half the warriors lay dead before those still on their feet got into melee. Within a few rounds Karl was collecting arrows and Godfrey was using the last of the Keoghtom's to heal up.

  Penetrating deeper they encountered 4 archers firing from a platform with a gold rim - they were firing from inside a +1 Ring of Protection! As Godfrey and Karl killed the archers a group of warriors attacked them from behind and the old mouse man cast a spell that resulted in a ghostly rat biting Karl, injuring him badly. The two heros cut down the warriors as the old man fled, then began to roll the ring out of the tunnels. This led to the King of the Mice Men rushing them while their bows were away.
  The duel between the king and the heroes was hard fought and almost caused Godfrey's death, but they prevailed. Luckily the king had more salve in his possesion, so both could heal up.
  The few pitiable survivors surrendered soon after. Godfrey and Karl tied them up, then continued to explore. They found a portal to the fireplace that opened through a Ring of Fire Resistance; they found the magician's missing jewels, hidden within a Ring of Invisibility; the king's, throne was inside a large ring with a diamond; and the king's bed was within a Ring of Warmth.
  As they entered the king's bedchamber the mouse mage struck, casting a spell that caused spectral weasel jaws to snap shut on both Godrey and Karl; Karl was reduced to 1 hit point, Godfrey to 8! Godfrey leapt forward and was just able to kill the mouse mage before his next spell!
 
  The explorers spoke with their captives and founf they were exiles from a distant land where there were many men like them, mouse men who warred with the bee men. This land was deep in the Briars. Feeling pity, Godfrey made them swear an oath to never return and released them through a hidden door to the garden and watched them vanish into the spinney.

  The two removed all of the loot, grew to their normal size, and received their reward - 300 g.p., the rings, and the sole remaining Potion of Diminution. Marlgurlward negotiated and paid them 500 g.p. to also get back the diamond ring.

  33 said he had great fun!

Saturday, July 11, 2015

DM's Report: Back to Skull Mountain

Background  (outside the game)
  Back in 1979 I started my first Skull Mountain maps, my early attempts at a 20 level dungeon. Those maps and notes are long, long gone. I did a reboot in 1986 when I moved and started all new people in the Seaward campaign, then I cleaned it up in 2002 when the kids got a little older. About 3 years ago I decided to change it radically below the third level, which is ongoing.

Background (in the game)
  The origins of Skull Mountain are lost in obscurity. The Old Road existed when the elves arrived and was old then. The Keshi (human barbarians that were the first people in the region) speak of it in folktales as existing when they arrived, although they tales often contradict each other. 
  What is known is that centuries ago the Black Cult, devil worshipers, moved into the upper levels and used it as a base. From Skull Mountain they effectively ruled the Briars and the forests all the way to the Freshet River. Their raiding parties took captives and victims as far away as the borders of the Four Counties. The granite dwarves set more fortresses and the forest elves set more guards because of the Black Cult.
  After the coming of the Robians and the crowning of the First King of Seaward, however, the new kingdom began to push against the cultists. After 50 years of conflict the forces of the cultists were broken at the Battle of the Plateau and a triumphant King Alaris led Archbishop Ulfrick into the mountain to shatter the foul altar.
  A garrison was left at the mountain for a generation, but then withdrawn. Over time the interior of the Briars became ever more wild even as villages crept towards the edges. Drawn by stories of hidden treasure in the 100 years since the garrison left occasional expeditions went to the mountain but encountered little more than kobolds or a lone ogre in the ruined caves. Two years ago an expedition (of PCs) went there and wiped out a small band of bandits but found access to most of the complex blocked off.

Recently
  Two different groups of PCs have noted columns of smoke coming from the area of Skull Mountain, always the morning after a Full or New moon. Ominously, those are the times the Black Cult would perform sacrifices. A few of the PCs decided to round up a team to explore Skull Mountain.

The Party
Brigid: 2nd level Barbarian (one of my custom classes). From the island of Eiru. Armed with Mor Altach, an enchanted broadsword of mysterious origins and power. Played by my wife.

The Seeker: 2/2 level Magic-user/Thief, half-elf. Has a Ring of Invisibility he took from an ogre. Played by my oldest son.

Starfalcon: 2nd level Ranger, half-elf. Excellent hit points, no magic items of note yet. Played by my second son.

"Clint": 2nd level Paladin, human. Technically, has not revealed his name. Has a Minion's Sword. Played by my third son.

Telnar: 3rd level Cleric, human. One off maximum hit points, great armor class. Played by my fourth son.

Kaspar: Henchman to the Seeker, human. 1st level Scout (another custom class).

Merle: Hireling of Clint, human. Mercenary footman with a spear, short sword, scale, and shield. 

Alferd and Gerd: Hirelings of Brigid, both human (and first cousins, too). A merchant and porter. Fiercely loyal because Brigid saved them from being sacrificed by a kobold shaman.

The Adventure
  Seeker and Clint had been on the previous expedition to Skull Mountain and still had notes and a crude map they had made. Brigid had seen the smoke and mentioned it to Clint in the town of Old Bridge. Clint knows Telnar, Telnar knows Starfalcon, and Starfalcon knows Seeker. 
  The group had to wait a long time for the weather to be a bit more steady and to prepare, finally setting out at the end of the month of Highsummer.
  The first day was very hot, so hot the warriors shed their armor and the party was slowed. Luckily they were still in patrolled lands. They made it to the village of Esber just before Noon.
  Esber was bustling with activity. The walls were freshly patched, hoardings were being constructed facing the Briars, and barrels of rain water were scattered around to fight fires. The party stopped at the Bloody Sword tavern to rest, cool off, and listen to gossip.
  Others had noted the smoke besides the players and the Baron of Old Bridge had stepped up patrols near the Briars and up the Old Road. Eventually the Count had heard of this and had sent one of his own patrols to scout all the way to Skull Mountain just a week prior.
  The patrol was never seen again.
  So Esber is getting ready for war.
  The party didn't linger, but continued toward the Old Road. They reached the entrance at twilight and camped by the entrance to the Briars without incident. 
  The next day was cooler, although still. 
  The next day was still cooler and about as uneventful until later. A black bear wandered into camp and attacked!
  That's when an evening of dice weirdness began - 
  Brigid was on watch and armored. The bear could not miss her.
  No one could hit the bear.
  After far too long the bear was dead and Brigid needed a ton of healing, but was fine. The cleric went to bed and in the morning the part moved their camp off the road 100 yards (hard in the briars!) and left their tents, horses, extra rations, and the hirelings. Then the players and henchman headed to the plateau.

  The party swept the plateau, all while under the forbidding gaze of the entrance (which resembles, of course, a massive human skull with an open mouth full of fangs) and found the remains of a massive bonfire on the center. From the bones in the ashes the party concluded the Count's patrol had been sacrificed and then burned, which is what legend said was the custom of the Black Cult.
  The party entered the entrance cave, a massive space over 120' across and 90' high. Reflected light revealed that the massive bronze doors that guarded the Long Tunnel (which leads to the ancient Cathedral of Devils) were still shut. After a brief look around the party felt they were being watched. As they were leaving they were attacked by javelins, mildly hurting Clint. It took a few rounds to locate the attackers, but eventually the party's arrows killed two kobolds, each on a separate elevated guard post.
  Searching revealed that there were concealed ancient iron ladders leading to each position. Seeker scouted and concluded neither had been on watch long and, on the higher post, found a secret door.

  More dice oddness: each and every time the half-elf came within a few feet of a secret door I rolled a 1. They discovered secret doors that evaded multiple searches on the last expedition!
  The door led to an old, but sturdy, spiral staircase of iron going up. About 40' up was a landing with a mesh separating the interior from the flock of stirges that inhabit the cave behind the eyes. The landing was obviously long untouched. In a corner was set a crystal, seemingly enchanted, that allows people to watch the opening to the plateau from the Old Road. The staircase continued, so the party followed it.
  After a very long climb they came to an iron lid secured by a locking wheel. After opening it they found themselves on the upper slopes of the mountain itself, near a concealed trail. The trail leads to the very pinnacle of the mountain which, they find, has a very large concealed hollow open to the sky. Obviously long abandoned, the oval shape has a staircase and ledge at the far end, which they walk to. Looking back over the hollow the party realizes it is a dry dock!
  On the ledge iis  a large device like a spyglass mounted on an articulated arm. The spyglass allows them to look out over vast distances. Seeker notices that the several joints have dials marked 1 through 4; by aligning the joints with the numbers the spyglass has 4 pre-set targets; 4th is the middle of Timber Lake (which is well over the horizon); 3rd is the sky almost directly above; 2nd is the city of High Morath, which is not just over the horizon, but on the other side of a mountain range; 1st is the peak of the Demon's Eye, an offshore volcano.
  After some calculations and referring to a book Telnar and Seeker agree that the place in the sky is the location of the Third Moon at midnight on Midsummer - three weeks away.
  Seeker remembers finding a long-abandoned trail to the peak from a place in the Briars on a previous expedition, but does not take the time to look for the other end.

  Returning down the ladder, the party went back to the guard post -
  and surprised a kobold inspecting his dead comrade! Seeker backstabbed it, killing it instantly, and Kaspar picked off the one on the other ledge with his bow.

  The party slipped to the North end of the cave, finding the small outbuildings were still there, around the 'side door'. Seeker heard noises on the far side, but the door was unlocked; the party squared up and kicked open the door.

  More dice weirdness! The party had 2 segments of surprise, letting Kaspar use his ambush bonuses for being a scout - and rolled under a 5 with all 4 arrow shots! Luckily Clint and Brigid made very short work of the 4 kobolds. The party then cut through a supply room and crept into a massive kitchen, surprising and killing another kobold who was guarding two human teens who were chained to the stoves, cooking.
  In another bit of oddity, the party got surprise every single time they struck at kobolds!
  The teens had a lot to say; a monster had snatched them from their beds weeks before and carried them here to cook for the kobolds; there were about 40 kobolds all together; the kobolds ate in three shifts of 15, 15, and 10; a human male was leading the group and he had a human lieutenant, a goblin thug, and 'the monster' - a great hairy creature in robes that had kidnapped them from their village weeks ago; a strange woman in a hooded robe came by every month to give the human leader orders - everyone was afraid of her; and the next meal for 15 kobolds was going to start real soon.

  The party got ready explored the vast dining hall adjacent to the kitchen. The kobolds were only using a few tables near the kitchen entrance. There was a raised dais at one end; Kaspar and Starfalcon hid behind an overturned table that had been there for years, it seemed. The rest waited in the kitchens and had the rescued slaves follow the usual routine. Before too long 15 kobolds and a goblin were seated, chanting for food.  After the teens had served, the party casually walked in, hoping to surprise them.

  The goblin noticed them, prompting Starfalcon and Kaspar to begin firing; they were very deadly with their bows! Brigid's rage kicked in, turning her into a death machine. Clint stuck close to her and was also mowing down foes. Telnar protected the mage - by also killing kobolds.
  The fight was over in a surprisingly short time. After the goblin was cut down the remaining kobolds surrendered and were trussed up, but there was still damage done to the party. Seeker checked the other door into the dining hall...
  ...and saw a large figure, in a robe, rushing toward the door with a jerky, staggering gait. He slammed the door and the party prepared for the Hairy One (obviously a bugbear) to come in at them.
  The screams of the teens, still hiding in the kitchen, alerted the party that the bugbear had circled around.
  The bugbear burst in, attacking with a staff. The party did a fair job against him and then - Seeker got off his Sleep spell, dropping the creature before it could complete it's own spell.
  The hour was late, the party was tired (the kobolds had hit much more frequently than they should have), hurt, and low on magic, and they had not just kobold captives but rescued NPCs; they left for camp. They were careful to confuse their trail, then met up with the hirelings at camp and rested. The hirelings had made camp against a spinney (an impassable ticket of briars) under a needle tree:
Like this, but with a lot of thorns

  and had put up a thorn barrier around the horses and the tents as well as a sort of briar boma around the fire. All this was because of the threat of stirges so close to the mountain. The night was quiet.

The party set out at dawn, alert for ambush. The found that a tripwire had ben set over the entrance - linked to crossbows set up in the shadows. There was also a concealed strip of poisoned needles and another tripwire connected to a hidden ballista. All were discovered (the dice!) and disabled. While searching for traps the party also found that one of the horses had been brushed, fed, watered, and was saddled up, ready to ride. This one was concealed in a corner of the cave behind a natural pillar. Seeker sabotaged the girth strap so that the saddle would fall off after just a few miles of riding, at most.

  Inside the first room all was quiet. They immediately found a trap on one of the doors they had not yet taken and, again, disarmed it. Beyond was another ballista set up to fire when the door was opened. It was in a long corridor and, about 120' along, the party saw a man carrying a lantern turn right at a junction in the corridor.

  The party went into Deliberate Mode, checking all the doors as they passed, watching for tripwires, and maintaining a 720 degree scan. They found that the ancient complex was mostly empty with the kobolds taking up just a corner of the space that once held only the entrance guards. They did, though, find a door marked with the rune of a mage of House Relleth. The party avoided the Wizard Marked door as it appeared it had been untouched by others, as well.
  The party also avoided trying to enter the obvious prison area (the locked iron grate helped deter them). But at the end of a another long corridor they spotted a man bent over a table studying something and taking note. The door to the room was open and there was a lit lantern beside him. Suspecting an ambush, the party started checking nearby doors.
  In the first room they surprised a group of kobolds and wiped out all 8 in a single round. As they returned to the hall the man in the room left through a distant door. The party continued their deliberate course and over time wiped out the rest of the the kobolds and the last lieutenant, a human. But the man they had seen had vanished.
  They quickly found a secret door (AGAIN!) and followed a passage then chased the man all the way to the entrance cave, where he leapt upon the prepared horse and ran off. The party pursued on foot as fast as they could, hoping to get to their own concealed horses before he lost them.
  On the road, however, they found their mercenary hireling holding a horse! he explained he had been watching the road (as ordered) when a man came galloping by - and his saddle fell off, dumping him! The man had simply kept running. The party mounted their own horses and pursued.
  before too long they saw him on the road ahead and called out. He turned, calmly drew his sword, and waited. Clint remained mounted, with his lance, as a backup as Starfalcon and Brigid closed in on foot. Seeker turned invisible and began creeping around and Telnar stood by, ready to assist. The fight began and it quickly became obvious that the leader was a very skilled warrior.

  For a round or two. 
  The dice kicked in again! All day the monsters had been hitting a lot. The kobolds were obviously hitting about twice as often as statistic said they should. At the same time, the party was hitting well below what they 'should' be (their rolls vs. the bear random encounter were so terrible they joked the bear was invulnerable).
  Well, that was all corrected immediately. The boss, a 6th level fighter with a magical sword, hit very seldom and did little damage. They party, though, made up for previous bad rolls in hitting and hurting the guy. After 6 rounds he was dead and the fighters, although bloodied, were all alive.

  The party returned all the way to Skull Mountain and tossed the place, bringing in quite a haul of stolen goods and a few magic items.

  More soon!

Monday, December 15, 2014

Product Sale: The "After Black Friday but Before Christmas" Sale

  Hi, everyone. Sales of Far Realms over the Thanksgiving weekend were better than I expected.

  Of course, I didn't expect many people to buy it. I mean, it is good but there are a lot of good books out there!

  Anyway, to continue the sale I now have a 10% discount on the print version of Far Realms and when you buy it you get a link for the PDF at 50% off.

  Once again - thanks!

Wednesday, November 26, 2014

Thanksgiving Sale!

Hello, folks. I am putting my OSR books on sale. You have two big options:

1) The print copy of Far Realms  is 15% off [and this stacks with Lulu offers] and when you buy it you will be emailed a discount link allowing you to but the PDF of Far Realms for $0.99 and the PDF of Far Realms  More Spells I free!

2) Follow this link and get the PDF of Far Realms for just $9.99

Happy Thanksgiving!

Thursday, October 23, 2014

A Hot Meal and a Cup of Tea

  When I DM and when I play I am often surprised by the simple little things: player treat horses like bicycles; they never ask about the weather, and they treat fire as nothing but a light source.
  I already talked about the weather a bit and I plan to write about horses, so let's talk about fire.

  We'll start by talking about encumbrance.
  No matter where you fall on the matter of encumbrance (and I am a hard-ass stickler that will slow you down, give you penalties, and expects you to track every 1/10th of a pound) on a long journey it will be very hard to bring enough food and essentially impossible to bring enough water since the minimum a person needs is 10 lbs of water a day. So we must assume that adventurers are getting water from somewhere (streams, springs, and wells above ground. And you have water sources in your dungeons, right?) and that these sources aren't always (maybe never) pure water.
  Have I mentioned my disease and parasite rules?
  In Real Life over 3 million people die each year from water-borne diseases. Even crystal-clear water from an alpine creek can cause lethal diarrhea. Now, there are a few ways of avoiding this ranging from adding 1 part red wine to 3 parts water (which does an amazing job purifying drinking water, thus why the ancients did it) to drinking only beer to Purify Food and Drink to being a paladin.
  But one of the most direct and best is - boiling the water, which also kills parasites.
  There are other impacts, too. A series of studies in America and the UK show that office workers are more mentally alert and observant if they have a hot beverage (tea or coffee) in the morning. World military forces have been aware of the positive impacts on morale of plentiful hot beverages, as well, and I have very rarely seen a canteen, chow hall, etc. that didn't have hot tea or coffee available 24 hours a day.

  Another thing to think about is, well, the temperature. In the modern world where we go from heated home to heated car to heated office it is easy to forget that it gets cold. Imagine being dressed in chain mail on horseback in a biting wind and cold drizzle for 8 hours on a late Autumn day. Or sleeping in the open on the ground in early Spring. The Wilderness Survival Guide had some great ideas about dealing with cold weather (or hot weather, for that matter) but I often just do something simple - at a certain point travelling in the cold without adequate shelter and heat is force marching. Eventually just being out in the elements is force marching, too, even if you aren't moving.
  Dungeons are pretty chilly, I suspect. Remember, it tends to be cool underground and is often damp. According to my friends who are into caving and online caving guides one of the biggest dangers of caving, if not the biggest, is hypothermia. I assume that this is probably a problem in any deep underground place, even a worked dungeon. So PCs are going to need to warm up and/or dry off routinely.

  Last is food. I have certainly lost track of the parties that blithely announce that they will supplement their rations by 'hunting along the way' when in the wilderness. If they are very far from civilization they will also state they are having a 'cold camp' without a fire. I then ask them how they are preparing the food they hunted....
  I did mention my disease and parasite rules, right?

  Rick's disease and parasite rules are included in his supplement Far Realms, available in print and as a PDF. Far Realms also includes new hirelings, such as the healer, new PC classes, like the barbarian, and more than 30 pages of new spells. Suitable for any old-school campaign, please consider buying Far Realms today!

  Anyway, while cooking your food does greatly reduce your chances of dying horribly from disease or parasite hot meals are important to alertness and morale, too. British and American forces in combat reveal that eliminating a hot breakfast has twice the negative impact on soldier morale than doubling the amount of time they are in active combat zones. That's right, soldiers are twice as upset over no bacon and toast than they are about getting shot at more often! Just giving soldiers the ability to heat field rations has a notable positive effect on morale and performance.

  So all this long rambling is to support my actual point.

  Characters in fantasy RPGs should worry about being able to start and maintain a fire.

  So why aren't coal and charcoal seen more often on equipment lists and in character inventories?

  Yes, I am starting another 'stop thinking like a modern person and think like a medieval person' rant, why do you ask?

  People have been making charcoal for thousands of years, so far back we aren't sure when it started. But since charcoal is critical to metalwork, I have always assumed it is readily available in virtually any fantasy campaign.
  Now, actual charcoal looks very little like those briquettes for your grill. Lump charcoal looks like what it is - chunks of charred wood. from finger to fist size. Lump charcoal can range from low quality stuff that has a strong smell and a fair amount of smoke when it burns to expensive types that have virtually no odor and very little smoke when burning.
  In any case, lighting charcoal is relatively simple - flint & steel with a good tinderbox should do it as log as the charcoal is dry. Lump charcoal gets to temperature quickly and burns hotter than briquettes and the more expensive types leave less ash behind. A handful of lump charcoal will burn long enough to bring a gallon of water to a boil and maintain a boil for a full minute; a double handful is enough for 2 gallons and a meal for four-5 people.

  Coal can be more expensive or hard to find than charcoal and its quality varies from lignite to anthracite. Bituminous, which is the type usually used by smiths, is fairly easy to light (easier than charcoal), doesn't burn as hot as charcoal, and makes more smoke and ash than good charcoal. But it will light and burn when wet (although it smokes more) and the same volume of coal burns longer than charcoal. Anthracite burns with much less smoke and ash than bituminous and burns a long time but can be difficult to light. A lrge lump of bituminous coal can boil 2 gallons of water and a double handful can boil 4 plus cook a meal for 4-5 people.

  I should also mention peat - a sort of 'pre-coal' from bogs and mires, when properly dried peat can burn for a long time and produce a nice amount of heat. It has a distinctive smell and a fair amount of smoke, though.

  In each of these cases, charcoal, coal, and even peat, you get more heat for the same space/weight than wood. Also, since most wood needs to cure and dry for a while to make a good fire (and it might be wet, besides) these are great ideas outdoors as well as underground.

  Field cooking equipment is very old. Romans had all sorts of things to make army cooking in the field better and by Medieval times field cooking gear was fairly well developed with small portable iron fireboxes (about the size of a helmet), fire stands, griddles, field cauldrons (again, about like a helmet), and such. Wooden and earthenware mugs we also pretty common back then.
  The small iron fireboxes typically had a lid and such so that the airflow (and thus temperature) of the fire could be controlled. This lets them double as a heater for tents and small areas and for a small amount of fuel to last a long time. In my opinion, each party should have at least one iron fire box, a field cauldron, a small griddle, a fire stand, and some charcoal or coal.

  Which brings us to another point; air. No matter how little smoke is made, fires consume oxygen. Even in AD&D you should make sure there is enough fresh air to safely make a fire.

  No, this post is not a description of camping gear and a safety statement.
  Well, not just those things, at least.

  I concern myself with these details for a number of reasons.
  First, I want verisimilitude in my campaign - I track water usage, encumbrance, weather, etc. because it makes the world I built more internally consistent, which makes the rest of my job easier.
  Second, in my experience it allows the players a better chance to immerse themselves into their characters and the world and gives many opportunities for roleplaying - little bits like who is good at building a fire and who can't cook are fun and add a ton of depth, all on the cheap.
  Third, it is another way to weigh down characters while vacuuming money out of their belt pouches.

  Fourth, it has implications that can be plot hooks.
  For example, where does the coal come from? In Real Life the easily accessible coal was gathered very early. Are there coal mines? Where? You need coal and charcoal to make things like, oh, iron, so - do the dwarves mine it/make it? If they don't they have to get it from somewhere!
  Charcoal can have a huge impact on a region. Interesting fact - no forest in Finland is more than 300 years old. Why?
  They cut down all the trees for charcoal over the course of about 250 years!
  Mainly to get wood tar, but it was the charcoal process and it really, really changed Finland for a century+. In my Seaward campaign colliers slip into the forests between civilized lands and the orcish city-states to make charcoal to sell. Very, very risky, but very profitable. The gnomes of Gladdenstone make a lot of money mining anthracite and selling it to the dwarves. The barbarians of Eiru have to collect peat from the edges of the haunted Moorlands to heat their homes in the harsh winters of their island nation.

  So think about it. Maybe have a henchman demand more pay or have a hireling quit suddenly because there is never a pot of tea at dawn, or have the party suffer a -1 to hit from fatigue after 3 days of near-hypothermia in a dungeon's depths. Gnomes increasing prices for coal might push the dwarves to the brink of war and orcish raids in Autumn could lead to suffering as the poor run out of charcoal to heat their homes in deep Winter.

  Or just imagine going 3 days with no tea, coffee, or hot food yourself and build an adventure from that. Mine would have lots of murder and naps.

Sunday, October 12, 2014

Contest Time!

  I am giving away a print copy of Far Realms on November 2nd. To have a shot you need to write a review of the book before November 1st. The review can be on a blog, on your google+ feed, on RPGNow, wherever, but it needs to exist.
  And it doesn't have to be positive. I mean, I expect everyone to love it, but some of you guys are strange.
  Anyway, post a link to the review in comments and you'll be in the drawing for a hard copy.

Friday, October 3, 2014

Religion, Churches, and More - How I Use Far Realms part 1

My Supplement Far Realms - which can be purchased here - is derived from the house rules of my campaign, called Seaward. This is the first in a series of posts where I will describe where the ideas in Far Realms came from and how I use them.

  When I began my campaign, 1978, religion in AD&D was really nebulous. While a lot of people did a vague 'Law v. Chaos' thing similar to Moorcock, my knowledge of Three Hearts and Three Lions made me, frankly, contemptuous of Moorcock's ham-handedness of the same topic.A huge fan of the tales of Charlemagne's Paladins, I knew that clerics were like Archbishop Turpin, paladins were like Roland, and magic-users were like Malagigi, etc.
  So, since I loved the tales of Charlemagne my campaign had a decidedly European Catholic flavor to it. Funny considering I didn't even know any Catholics at the time.

  I wanted to create an experience, set up religion in the game that reflected how religion looks and seems in Real Life. So, I tried this:

  The Church: A monotheistic church with saints, essentially a branch of the Catholic Church. It has been spread all around the world. The Church is the source of spells for clerics and paladins, it is in the villages, the towns, and the cities. The Church is a large part of what unites humans with the other races called 'demi-human' and separates them from the other races called 'humanoids'.

  Druids: Druids have no gods, they derive their spell power from a combination of mystical connection to nature and powers (spells) granted by elemental powers [. This both explains why they are so different and their requirement to remain Neutral.

  Cults: A general term for groups where at least some had access to cleric-like spells. While some are associated with elemental forces, most gain their power from pacts with devils and/or demons.

  With this general structure I went on and set it up so that clerics of the Church had access to the 'standard list; of cleric spells and druids were, well, druids. Cultists had a mix of cleric and druid spells that reflected their source of power. Cultists had limited lists of spells and usually only up to 4th level spells. On the other hand, they often had 'dark gifts' from their power source: the ability to See Invisible, or to regenerate (but not damage from silver), or an imp familiar, or bonus charisma with other orcs, or something similar.
  Combined this was a pretty simple set of mechanics to create an interesting "us vs. them" feel between demi-humans and humanoids and provide a reason for evil clerics to have surprises up their sleeves.

  This also was part of what led me to create the Religious Brother/Sister NPC class. I envisioned the cleric as someone who fought the enemies of the Church, who opposed evil cultists face to face on the field of battle. They aren't pastors, or nuns, or even evangelists. So the NPC-only Religious Brother/Sister class was added to my campaign to be the pastors, evangelists, nuns, etc. of Seaward (although there is a bit more detail about how and why I developed NPC classes to read about on this blog).

  But as well as it was working I was looking for a bit more. Some sort of method of separating not just the clerics but the rank and file members of various religions.I remember, very clearly, having a long talk with my friend David, who was running his own world, about some sort of spell that differentiated the members from each other. It was just before Christmas, 1981.
  Two months later he was laughing at me as I was reading the Ceremony spells in Dragon Magazine. I grabbed the idea and ran with it.
  I honestly can't remember the details of the official Ceremony spells anymore because my custom ones have been my go-to for over 30 years.

  So the mechanics of religion are more concrete in my campaign. Here is how it works for most NPCs and characters:
  -As a child they are Baptized into the Church. This spell/ceremony allows them to receive the full benefits of other spells. Unless Baptized a person cannot be affected by other ceremonies, won't get the benefits of Bless, Prayer, or similar spells, and have their chances or being Raised lowered.
  -When they turn 16 they are Confirmed. Now they are members of the Church and recognized as adults. This also has other benefits.
  -As they go through life other spells/ceremonies have other effects: Holy Orders grants new priests the ability to learn spells as a cleric or religious brother; Special Vows is what makes a paladin; Consecration is used to make objects holy (and is what makes crossbow bolts deadly to rakshasa instead of Bless!).
  These spells have real in-game effects. For example, until a cleric receives the Ordination spell he can't attract followers.

  Now, these various spells are only available to religious brothers, not clerics. This reflects the differing roles of the two classes (and makes PCs want to have religious brother henchmen).

  Druids and cultists have similar spells and others for things like gaining dark gifts.

    So a small handful of spells, an NPC class, and boom! I have all sorts of interplay between different 'religions', the ability to surprise my players with oddly-powered bad guys, and all without needed tons and tons of writeups about gods, avatars, etc.

Sunday, September 28, 2014

The free copy of Far realms goes to - Hugh Acton!

Hugh, you won the free copy - send your email to
harbingercomms (at) gmail, etc.
And I will send you your code!

Friday, September 26, 2014

Far Realms is Almost Done - Time for a Give Away!

  Far Realms is hard to quantify in terms of 'time to write'; it is mainly a collection of house rules from my 36+ year old AD&D 1e campaign turned into an OSRIC/OSR-friendly format. So on the one hand I could claim the book took 38 years to write (time from my first written house rule until now). On the other, I started the conversion about 18 months. It has been a great family project with the wife and 4 older sons enjoying the process as I took a little time most Saturdays to turn this into something other people can enjoy.
  And that is, in the end, what I hope for - that other people enjoy the book.

the back cover in black and white galley proof

It has alternate weapon specialization rules, additional abilities for thieves, assassins, druids, clerics, magic-users, and illusionists. I have an alternate initiative system, rules for upkeep and maintenance, and an OSR ruleset for disease and parasites.
  I have expanded a hireling or two and added the healer and merchant hirelings. I have 4 NPC-only classes (the Man-at-Arms, the Religious Brother, the Hedge Mage, and the Scoundrel), and I have 4 new PC classes (Barbarian, Bard, Nobleman, and Scout).
  There are rules for followers for barbarians and noblemen and expanded charts for fighter followers.
  Oh, and 33 pages of new spells.


The front cover in black and white galley proof

  We hope to have the final version up on RPGNow this weekend!
  
  Of course, we are going to give away a free copy - just leave a comment on this post (or on google+) promising to write a 5-star review and we'll add your name to the list (OK, you only have to promise to actually read it). On Sunday morning my 11 year old will pull one of the names from a hat and we will get the free copy to the winner!


Thursday, September 11, 2014

Smart Things, or How Many Magic Swords Are There?

  As Dave of KotDT points out, warriors like 'big-ass swords'.
  First, a little side note. I grew up in Muncie, Indiana and was introduced to gaming (at a young age) on the Ball State Campus. I am very pleased to have the rich gaming life of that town immortalized by Jolly Blackburn.
  There is just something special about a Holy Avenger, or a Giant Slayer, or a Sword of Sharpness. Naturally, the best of these also have special abilities. And the best of those have - an intelligence. Now, intelligent swords are a mixed blessing. A really powerful one can take over its owner in a number of ways and they can have a wide array of powers. Of course, there aren't many of them. If you are rolling for any magical items (some treasure types are limited to weapons and armor, etc) only 11% of magic items are magical swords. But 25% of all magical swords have some special ability!
  Second little side note. This means that, statistically speaking, swords with special abilities are just as common as +1 swords. That has some serious implications!
  And 11% of all magical swords can speak! Holy Moley, over 1.2% of all magic items are talking swords! That means, if you use the random treasure charts, talking swords are almost exactly as common as Potions of Healing.
  Let that sink in for a minute.

  Another interesting fact is that about 1.2% of all swords with special abilities have a Special Purpose, so 3 out of every 1,000 magical swords have a Special Purpose.
  So 1 in every 7,000 magical swords can Disintegrate at least some targets.

  A bit more directly applicable is the alignment chart. Here are the odds of a sword with a special ability having a particular alignment:

  Lawful Evil - 5%
  Neutral Evil - 5%
  Chaotic Evil - 5%
  Chaotic Good - 5%
  Lawful Neutral - 5%
  Chaotic Neutral - 10%
  Neutral - 20%
  Neutral Good - 20%
  Lawful Good - 25%

  Specific alignment swords (Lawful Good, True neutral, Chaotic evil, etc.) only want to be used by the same specific alignment while the 'mixed neutral' swords (neutral Good, Chaotic Neutral, etc.) allow anyone who matches the non-neutral element of their alignment to use them freely.
 So Neutral Evil characters can freely use 5% of all aligned swords; Lawful Evil characters can freely use 15% of all aligned swords; True Neutral characters can freely use 20% of all aligned swords; and Lawful Good characters may freely use 50% of all aligned swords.
  Advantage - the good guys.
  Implication - most aligned swords are made by/for good guys.

  Speaking of implications, let's talk about the implications of these bits in light of other rules and see what we can deduce about campaigns.

  In Appendix P: Creating a Party on the Spur of the Moment, we can deduce that both fighters and paladins have a 2.5% chance per level of having a sword with special abilities. Druids have a 1.75% chance of the same, assassins have a 1.25% chance, and thieves have a surprisingly high 2.75% chance.

  So that long set of rambling essays on the number of non-placed NPCs (the last of 6-7 posts is here)  comes in handy again!
  Ready for some crazy speculation using a ton of assumptions?
  Assuming that the per level odds of having items is correct AND
  Assuming these ratios are roughly true all over the gaming world AND
  Assuming a world population of the gaming world roughly equivalent to Earth in 1300 A.D.
  I conclude that my campaign world has roughly 12,300 magical swords in the possession of NPCs.

  As my oldest son pointed out, roughly half will be in Asialand, mostly in Chinaland. But this means that there are about 3,075 swords with special abilities and, of those, 1,230 or so can talk.
  It also means about 37 swords have a special purpose and 1 or 2 of those special purpose swords can Disintegrate at least something.

  Huh.

  Of course, 1,530+ of the aligned swords are usable by a Lawful Good character but only a little over 150 are usable by a Lawful Evil character.

  Since my campaign area is only a small portion of my campaign world, I need only actively fret about, oh, 30-32 NPC-held sword: 8 of them have special abilities and 3 can talk.

  No wonder the section on  followers specifically states a fighter's followers' swords do not have special abilities!

  In the next section we will continue to talk about magic swords and their implications!

Tuesday, June 10, 2014

An NPC class - the Religious Brother (a Far Realms sneak peek)

  I remember very clearly when I was first working on my own campaign I was trying to 'fill in' the troops for a border lord by rolling for followers and i was thinking about NPC fighters. Some can only go to specific levels and cannot advance any further; others can do as they like, just like PCs.   And this is when Dragon mag had new character classes every month, all listed as "NPC class" [wink, wink]. But then I realized - an NPC only class or more made sense! Those are the men and women that don't have the spark, drive, or ability to be a PC.  Here is an example of an NPC-only class from my campaign that will be included in my upcoming OSR supplement Far Realms.
  I have not included the experience point chart or spells by level chart.

Religious Brother/Sister: While Clerics are crusading priests the majority of priests are more prayerful and contemplative. Religious monks, nuns, sisters, and local priests are more focused on the day-to-day care of the members of the religious community, prayer, and scholarly works. While most of these devoted men and women are 0-level, some few can gain greater abilities from their meditations; while these Religious Brothers (throughout this description Religious Brother is used to represent both men and women) are not suitable as player characters they are the NPCs who serve in monasteries, convents, parishes, and even as henchmen. Religious Brothers may be Humans, Half-Elves (maximum of 5th level), or Halflings (maximum of 5th level). A Religious Brother must have at least an 8 Intelligence and an 8 Wisdom. A Religious Brother with an 8 Wisdom may reach 2nd level; for each additional point of Wisdom a religious brother has a +1 to their maximum level (i.e., a Religious Brother with an 11 Wisdom can reach 5th level while a Religious Brother with a 14 Wisdom can reach 8th). Regardless of other factors no Religious Brother can exceed 14th level for any reason.
Religious Brothers may be any alignment other than True Neutral.
Religious Brothers have six-sided hit dice per level until 9th level, then add one hit point per level thereafter. Religious Brothers receive bonus hit points for exceptional constitution scores as a member of the magic-user class. Religious Brothers make saving throws as clerics of the same level. Religious Brothers fight as magic-users.
Religious Brothers may Turn Undead as a Cleric, but with less ability. At second level they Turn Undead as a 1st level Cleric. This ability improves every other level (a 4th level Religious Brothers turns undead as a 2nd level Cleric; an 11th level Religious Brother turns undead as a 5th level Cleric; etc.)
Religious Brothers use magic items as clerics, but must make a successful saving throw vs. Poison to receive ability or level improvements from magical writings. Also, they use clerical scrolls as if they were 2 levels lower. Unless over 12th level they cannot activate a Gate function from a Necklace of Prayer Beads or use/be affected by Talismans of Pure Evil/Ultimate Good.
They start play with 1d4 x 5 gold pieces.
Religious Brothers may wear leather, studded leather, scale, and chain mail and may use shields. They may be proficient in the dagger, knife, club, and quarterstaff. At first level a Religious Brother is proficient in 1 weapon and has a -5 non-weapon proficiency. Religious Brothers gain a new weapon proficiency every 5 levels.
   Religious Brothers never attract followers and may only have men-at-arms, hedge wizards,and other religious brothers as henchmen.  

Spell Lists

First Level                    Second Level              Third Level
Bless                             Augury                        Ceremony*
Ceremony*                   Ceremony*                  Create Food and Water
Create Water                 Chant                           Cure Blindness
Detect Evil                    Detect Life                   Cure Disease
Detect Magic                 Holy Symbol               Dispel Magic
Magical Vestments        Know Alignment        Glyph of Warding
Protection from Evil      Light Hold Person
Purify Food and Drink  Slow Poison Prayer
Remove Fear                 Speak with Animals
Sanctuary


Fourth Level                Fifth Level                    Sixth Level
Ceremony*                   Atonement                     Heal
Continual Light            Cure Critical Wounds    Raise Dead
Detect Lie                     Dispel Evil                    Word of Recall
Neutralize Poison          Exorcise
Remove Curse              Restoration
Tongues                       Ward, Major
Ward, Minor

*the DM has details of the Ceremonies by level.

Tuesday, May 13, 2014

NPCs for Fun and Adventuring - Old Marcus

  How to introduce Old Marcus into your campaign: Old Marcus is a rather friendly fellow that likes to spend a far amount of time at the local inn sitting in a big chair by the fire, smoking a pipe, and exchanging jokes and tall tales with the locals and any strangers who happen to pass by. He has a keen ear for news and will pry stories of far lands, dungeon crawls, lost magic swords, and such from travellers, bards, and characters with wit, skill, and a free hand buying ale and food for the speaker. He is very keenly interested in old books.
  If the characters are willing to talk present Old Marcus as the stranger most happy to see them after they return from an adventure; he will buy them a round, help them settle, and eagerly listen to tales of daring, heroics, and defeat with a sharp eye, quiet praise, and emotional support.
  Old Marcus has a two-storey home a short walk from the inn and is well-liked by the people of the area.He is known for being friendly and open-handed with others. The only 'odd' thing is that he sends and receives many, many letters and occasionally has visitors from far lands.
  If villagers are asked where his money comes from they speak of him buying and selling old books (true enough). If he is asked he responds vaguely about how knowledge is money.

  How to introduce Old Marcus as a campaign resource: If the players don't think of this on their own either have Old Marcus ask about any old books they have found or have an NPC suggest they sell anything like that they find to Old Marcus. He haggles a bit but gives a fair price for any genuine work, especially written histories, journals, etc. Also, Old Marcus may show a shocking familiarity with some recovered object from deep in a tomb - when pressed he will simply respond he 'recognized it from a description in a book'.

  What is Old Marcus up to?: Old Marcus, real name Marcuse of Greenhaven, is a former Religious Brother (see the Far Realms supplement for OSRIC for the details of Religious Brothers) and sage. He earns a living answering specific questions for various people and maintains an extensive correspondence with fellow sages, a handful of clerics and mages, and current, past, and potential clients.

  Old Marcus information: Old Marcus is a 2nd level Religious Brother; h.p. 7, A.C. 9, can cast Protection from Evil once a day; may cure 1 h.p. once a day; may grant a second saving throw vs. poison once a day.
  He has a +1 ring of protection (factored into his A.C., above) and a magical inkwell that never spills, dries up, or runs out (a gift from a former client).
 His sage abilities are;

  Major Field: Humankind
      Special Categories: History, Languages, Demography
  Minor Fields: Natural Philosophy, Supernatural and Unusual

  How to roleplay Old Marcus: Old Marcus should be almost the opposite of the stuffy historian; he is a cheerful, outgoing, happy man who loves a good joke, a glass of wine, his pipe, and hearing a good tale. To him a stranger is just a friend he hasn't met yet. He will genuinely like any character willing to routinely share a drink and a story with him.

  How he can help your campaign: While largely up to you, Old Marcus can buy old books of the party, translate old documents, etc. all the way up to researching curses, prophesies, and command words. He can provide clues, suggest possible locations for lost cities, etc. While he is careful to always charge a fair (i.e., full) fee if the players cultivate a friendship with him he will certainly help them first.

Wednesday, June 19, 2013

Detailed Charts to Generate Followers - a Far Realms sneak peak

This is a sneak peak at Appendix II - Followers from my upcoming book Far Realms. This section has detailed charts for generating followers for virtually every class!

"Fighters attract followers when they are 9th level or above and have established a stronghold. Followers require no pay other than room and board. A fighter has three types of followers, Troops, Leaders, and Civilians....


Civilians: These are the additional men and women who accompany the character, even in the field. If the player did not add their character's reaction bonus to the Leaders roll it may be added here, instead.
% roll Workers Hirelings Special
01 to 50 1d20+9 Laborers 1 Blacksmith n/a

(will include bearers, teamsters,


etc. as well as simple laborers)

51 to 75 2d20+10 Laborers (as above) Blacksmith Scribe or Steward (50/50)


Armorer
86 to 90 2d20+10 Laborers (as above) Blacksmith Engineer


Armorer (50/50 for Sapper or Artillerist)


Weaponsmith
91 to 100 2d20+10 Laborers (as above) Blacksmith (2) Engineer (as above for odds)


Armorer Healer


Weaponsmith
101 to 115 2d20+10 Laborers (as above) Blacksmith (3) Religious Brother (2nd level)


Armorer Hedge Wizard (3rd level) (50%


Weaponsmith chance)
116 and above 2d20+12 Laborers (as above) Blacksmith (3) Religious Brothers (1 x 3rd,


Armorer (2) 2x 1st level)


Weaponsmith(2) Hedge Wizard (3rd level)
  note: If you are not using the NPC classes from Far Realms replace Religious Brothers with Clerics (of one level lower, minimum of 1st) and Hedge Wizards with Magic-users (of one level lower)."

 

Thursday, June 13, 2013

Talking About my next Book - Far Realms

  Far Realms should be wrapped up this week (should be, should be, should be) with editing and formatting done in another week. While it is officially an OSRIC supplement, it is (naturally!) all about being useful with any retroclone or 1e/2e. It is all drawn from the house rules I developed for my Seaward Campaign which I have been running for 34 years.
  Here is a brief summary of many of the contents:

  -Alternate weapon specialization rules
  -Alternate rules for attacks versus scum
  -Alternate rules for demi-human clerics
  -Modifiers for thieving abilities in armor
  -The Danger Sense ability for certain classes
  -Alternate rules for existing races
  -Four new player character classes
  -Alternate rules for initiative
  -Disease and Parasite rules
  -Costs of maintenance and upkeep
  -Three new NPC-only classes
  -Two new hirelings, the Healer and the Merchant
  -Rules for cantrips and orisons
  -12+ new spells
  -Detailed charts to generate followers for characters who establish strongholds

I am including artwork from local young artists (none older than 15!) to encourage young talent - the artists will all receive a portion of the payments made.
  Since this is a direct outgrowth of my years of gaming, it has been a ton of fun writing it.

Friday, June 7, 2013

Roleplaying Tips: Roleplaying Wisdom

  Intelligence seems like an easy stat to understand. We all know people of average or below average intelligence and we all like to think we know how to play a high Intelligence.
  Don't we?
  But Wisdom - in my experience that is just a bit tougher. Now, we can talk all day about what Wisdom is in real life (I prefer Aristotle's view in the Nicomachean Ethics as expanded upon by St. Thomas Aquinas in the Summa Theologica, but that is a different discussion) but let's focus on what it means as a game mechanic. Some people seem to think it is willpower, others insight or intuition, and, well, it seems to confuse plenty of people.
  I am going to throw my own hat into the ring and say that, in terms of game mechanics, Wisdom represents the ability of a character to both remain true to their own ethics, morals, and goals and to discern the motives of others.
  'But Rick,' I hear you ask, 'Why do you think that and what does it mean?'.
  Well, first of all it echoes a lot of the concepts of Wisdom I mentioned above (although of course, to Aristotle and Aquinas an evil man is inherently unwise). It also explains both the 'bonus to saves vs. charm, etc.' and the 'more spells for clerics with a high Wisdom' things. The resistance is largely a good sense of self and the ability to discern the real motives of the charmer - 'Wait, I don't want to leave the room! And why is this 'friend' of mine so smug?'. The bonus spells are from both more focused prayers and a reward for devotion.
  So a low Wisdom character will be easily distracted, have poor impulse control, and dither. A high Wisdom character will be focused, have good impulse control, and be decisive.
  But what does this look like during play? Well, it can be little things; when the character enters a shop to buy a week of iron rations they come out with 2 weeks of iron rations, flask of brandy, a bottle of wine, and a new hat. Why? The brandy can be used for medicinal reasons, the wine is a good year, it rained down his neck on the last trip, and the shop keeper gave him a great bulk deal for buying 2 weeks instead of one - he really saved money!
  It can also manifest as, bluntly, social awkwardness. A low Wisdom character can't 'read' others very well. They drone on with stories that are (too everyone else) obviously boring; the speak too loudly for the circumstances; they think the best of bad people and believe slander about good people.
  Lastly, it can be shown as inattention, impatience, and as being easily distracted. They stop listening to instructions before the end; they daydream instead of focusing on the task at hand; they interrupt a lich's soliloquy because they are bored.
  This could be moved around, too. A skilled thief with a low Wisdom might be good at reading other's motives and be patient in his job but have no impulse control. A magic-user with a low Wisdom might just be very socially awkward. The variations can be a lot of fun.
  Here is an example from the Real World to give you ideas.
  In one of the largest robberies in American history a team of professional criminals succeeded in stealing untraceable cash and jewelry worth more than $20 million in current value. None of the few victims saw a face and they seemed to get away free and clear. One of the gang members had two jobs - drive the getaway vehicle and then dispose of the getaway vehicle. He did the first part very well, but the second part? Instead, he decided to visit his girlfriend. He went to her apartment, celebrated too hard and fell asleep - after parking the van in a no parking zone. The vehicle (covered in his fingerprints - he had taken off his gloves since he was going to destroy the vehicle)  was easily identified both by description and the empty bags from the scene of the robbery still in the back.
  The driver had the courage to help stage the heist but showed a rather low Wisdom score in being easily distracted!
 How can you reflect this as a GM? Sit down with the player of a low Wisdom (below a score of 8) character and work out with them how it will manifest itself. Then if you feel the player is not reflecting the low Wisdom in play you could do some of the following:
  - An easily-distracted character is on guard duty - they have to roll equal to or below their Wisdom score on d20 or be more easily surprised.
  - A socially-awkward character could have a -2 (or more!) on their  reaction rolls with an important NPC.
  - A character with poor impulse control might have to roll equal to or under their Wisdom score on a d20 to avoid buying more gear/armor/etc. than they need.
  - A dithering character might have to make a Wisdom check, as above, in order to make a decision in a high-stress situation; if they fail they keep dithering until they make the roll ( a new roll every segment) or a member of the party with a positive reaction adjustment from Charisma gives them an order.
  - If you are using the Maintenance & Upkeep rules from my supplement Far Realms a low Wisdom character might spend 10% more each month to reflect poor impulse control and falling prey to the occasional con man in the streets.
  This can also add to your NPCs, too. An evil magic-user might have a 17 Intelligence but his 7 Wisdom could be his downfall!
  As for high Wisdom scores (above 14), just remind the player that her character isn't rash, indecisive, etc. Perhaps in an extreme case, such as a cleric with an 18 Wisdom, the GM might occasionally (no more than once per overall arc) slip the player a note being explicit about an NPCs motivations. An NPC with a high Wisdom will be focused and dedicated, good at reading people, and almost impossible to con. This should be even scarier than a brilliant foe!
  Have fun at the table!

Wednesday, June 5, 2013

Disease, Fear, and Player Motivation, plus a Sneak Peek at Far Realms

  I was a soldier for 8 years and spent most of my time out of Ft. Bragg hanging out with guys who have absolutely nothing left to prove.
[Sidenote: there are an amazing number of RPG geeks in Special Forces].
  One of the toughest, most unflappable men I knew was a senior sergeant I'll call Robert. Now, Rob bench pressed small cars, could run 2 miles in less than 9 minutes, was one of the most experienced jumpmasters on Ft. Bragg, and knew enough martial arts to be asked to be in a Van Damme movie. He was the Real Deal.
  In Desert Shield/Storm I finally saw fear in his eyes, though. Real fear. What was the phrase that scared one of the toughest men in the Army?
  "The local that's been delivering food might have typhus"
  Disease has killed more soldiers than bullets ever will. Parasites are close behind. Indeed, some anthropologists believe that malaria has killed more people than any other single cause ever. That is a pretty big deal. Disease is part of warfare, too, with diseased animals being used as part of sieges for millennia.
  What does this have to do with gaming? Well, to me, tons.
  That is because disease and parasites can be used like any other threat to drive the plot and give the players a challenge to overcome. Also, they offer a unique opportunity to threaten players regardless of level! A 17th level Cleric with malaria is in about as much trouble as a peasant with the same. Oh, sure, spells can cure it but is the cleric in any condition to cast it on himself when in the throes of a flare up? The characters might not fear a group of Kobolds in their lair, but the sight of roaches scuttling among the piles of garbage and waste scattered throughout could give them pause; after all, the bloody flux doesn't care about your armor class.
  No, I don't think you should reduce your players to germ-phobic paranoiacs  nor must you plunge your campaign into a grim nightmare of plague pyres and chants of 'bring out your dead'. But just like food and water, concerns about disease shouldn't be absent from your campaign, either. Plus, disease can be a plot point.

  Brother Dorn walked slowly down the lane toward the Jonmy home, hoping that the youngest child hadn't taken a turn for the worst. He was too tired to walk any faster, having just come from the Ulrin family home and his attempts to comfort Alsee after the death of her husband. 
  It was so very odd! Sure, Winter was the time of cold and sniffles, but a plague like this? It was worse than his own youth when the Yellow Death had come. He'd asked the Bishop for aid, but the note back said that every village in the diocese had the Winter Plague and that the senior clerics and even the paladin Sir Eirik were going village to village in an attempt to stop the illness. And that was odd, too, a sickness in every village, even the ones away from the King's road.
  Speaking of odd, who was at the well? Even with the plague the women filled their casks during the day, not in the bitter cold of a mid-Winter night. As Dorn came came to the edge of the village square he realized the figure in the middle of it was too tall to be any of the village women. And dressed in a hooded robe?
  Then Dorn's sleep-deprived brain realized something that made him even colder than the chill east wind - the figure was pouring something into the well. And the hooded robe might be the dirty yellow worn only by the priests of the Rotted One. But the Plague Priests had been wiped out generations ago! 
  As he stood there, stunned, the figure at the well, perhaps sensing Dorn's gaze, shot a look in the direction of the religious brother. The two of them spent a moment staring into each other's eyes across the dozen yards separating them, the Brother's face pale in exhaustion and shock, the figure's face covered in a stained linen mask. The moment was broken as the Plague Priest turned to run and Dorn opened his mouth to shout an alarm.

  All this being said, there are three elements of my campaign I am including in Far Realms; the Religious Brother and the Healer. The first are custom rulles on diseases and parasites.
  The second is the Religious Bother (or Sister) is a non-adventuring (i.e., NPC-only) sub-class of the Cleric. Compared to Clerics, Religious Brothers have fewer hit points, fewer weapon proficiencies, lesser fighting skills, and fewer spells. However, they do serve an important role in the campaign. Where Clerics are meant to represent the Crusading Priest the Religious Brothers (and Sisters) are the village/parish priests, the ordained monks, the fully-vowed nuns, and the other non-combat clerical spell casters. The can be henchmen to player characters and can also be among the followers attracted by high-level Clerics when they build a stronghold.
  The third are healers. Healers are hirelings proficient in herbs, poultices, and tending the sick. They can reduce the likelihood of characters getting ill and speed recovery from disease and parasites. In extreme cases they can even reverse the effects of level drains!
  Together these three elements allow you both make disease and parasite a motivator, add depth to your campaign with NPCs, and make henchmen/hirelings an integral part of play.