Encounter Inspiration

Normally as a GM I avoid random encounters like the plague – I’m too much of a control freak with regard to my adventures, meaning that I’m also a veteran rail-roader (though I’m trying hard not to be). Today though I was recapping on Wiggy’s PP&SS and then came across Unofficial Game’s seed table concept. The basic premise is that for an encounter you roll d8, d6 and d4, with the dice dictating Where?, What? and Weird! respectively with special events if you roll any double or triple numbers.

Frank Hong’s “Dragon Age”

What I really like about it is the way that it adds character to the encounters; it’s not just a bunch of random orcs (though I’m proud to say that as  a GM I haven’t used orcs since I was a teenager), but there’s terrain in there too and a random element.

I think I want to add more What, have less Where and include a greater variety of Weird, so I’m going with d10/d8/d6 respectively. One thing I do note is that Unofficial Game’s Weird is a lot stronger than mine. Need to work on that a bit.

Borrowing from 50 Fathoms, encounters occur on days on which a face card is drawn.

Looking then at encounters in Legend’s Pagan Mountains then (with apologies to Unofficial for occasional plagiarism):

What? Roll d10

  1. Game
  2. 1d2 Giants
  3. 1d6 Dwarves
  4. 2d4 Bandits
  5. 1d3 Ogres
  6. 1d6 Wolves
  7. Game
  8. Gargoyles
  9. Hunters
  10. Wyvern

Where? Roll d8

  1. On a regular path
  2. In a boulder field
  3. On a mountaintop
  4. At a pass
  5. In a forest
  6. Cliff face: 20+total feet in height. PC’s at base on odd and top on even.
  7. At a waterfall
  8. Across a mountain tarn

Weird! Roll d6

  1. In a storm (total even – electrical, total odd – blizzard)
  2. d4 = (1: Path Found! add one Success to total* , 2: impassable drop/chasm, backtrack required (remove one Success from total*). 3: cliff face as (Where?:6): pine forest and overgrown town)
  3. Runic stone
  4. Rockfall
  5. Rain
  6. Fog (visibility down to Large Burst Template)

Triples

If you throw a triple…

  1. A herd of mountain goats trample you in the storm
  2. The giants are throwing rocks at each other
  3. The dwarves are performing a secret ritual
  4. The bandits set off the rockfall
  5. The ogres are drunk, giving them a -2 penalty to all Skill rolls but also giving them the Harder to Kill and Improved Nerves of Steel Edges
  6. You can hear the howling, but can’t place it, even though it’s nearby. The wolves attack in waves rather than just standing still.

Doubles

If any of the dice come up double…

  1. The game seeks refuge in a cave behind the waterfall
  2. The gargoyles have treasure sunk in the tarn

Max

The party has spotted a clear path to the place they’re trying to get to. Add 2d4 Successes to their total*.

*The particular adventure I have in mind for this involves the party using their Survival skill to identify a feature of the mountains indicating the existence of an abandoned mine. Each ‘Success’ brings them half a day closer to the mine.

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Getting Ready to Get Back to the Table

So our summer hiatus is nearly over and I’m getting our group ready to get back to the table, back to the story. I’ve reminded the party members where they’d got to (after I reminded myself). It sounds as though we may have lost one of the players, which is sad but completely understandable under the circumstances, plus it gives me free rein to do completely despicable things to her PC…

It’s also a time to reflect on future plans and solicit feedback from my players regarding what they’d like to see more of. Hopefully I have enough strings to my bow to be able to cater to at least the major requests, but I’m concerned that I won’t. Particularly I’ve been petitioned to provide more riddles and quizzes and I know that one of my other players wants more puzzles. I’ve got as far as adapting a Hashi (Japanese bridge puzzle) for a room trap – they have to complete it to get out, but the rest is causing me a headache. I like to think I’m good at story (though my players haven’t penetrated it yet) and encounters (though my mooks tend to go down too easily), but we all seem to continue to have fun – probably partly because we meet so irregularly that it doesn’t wear thin.

There is a strong meta-story to my campaign, though it might seem a little obscure to my players. My inspiration is taken from TV shows such as Doctor Who; each episode is a distinct story but there are series-spanning meta plots that keep people coming back. That’s what I’m aiming at anyway. Maybe I need to bring it further to the forefront, or make it more obvious that the events are connected.

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Dorkness Rising

I have just finished watching The Gamers II courtesy of a friend. Actually kind of cool in a geeky sort of way.

I learned two things: Firstly Joanna’s comments to Lodge about controlling the game and letting the players play out the adventure hit home.

Joanna: …maybe it would be easier if you didn’t decide how things were going to end before you start.
Lodge:  Ahhhh.
J: What? What is wrong with that?
L: If I don’t keep them focussed on the story, they’re just going to run around looting, killing and impregnating my entire world. I’ve got to keep them under control.
J: That’s why they don’t trust you?
L: They don’t trust me?
J: No.
L: They’re the ones who kill people before they have a chance to speak!
J: They know you don’t trust them to play your way. That’s why you keep them on such a short leash. It’s why you dropped a policeman into the middle of the group…
L: A paladin.
J: Whatever.  To keep tabs on them! It’s no wonder they screw with you. You’re a good enough story teller to handle whatever they throw at you. Just let the story evolve naturally. The ending might even surprise you.

Wise words to any GM, particularly to me. Probably the deepest moment of the whole film, which goes on to completely ignore the principle as far as could determine.

Secondly, some players are going to be dorks however much you shine as a GM.

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Roleplaying on the BBC

Well actually it’s wargaming, but Warhammer got a mention on the BBC website today.

http://www.bbc.co.uk/news/magazine-17274186

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To Sleep: Perchance to Dream

Perchance to Dream

Perchance to Dream

I tried something new today. Actually I tried several new things; NPC face cards, item cards, putting on a Welsh accent that kept drifting off into Pakistani and prepping three of my players with independent dreams with a view to them sharing them as events unfolded at the table. All four worked very well (except for the aforesaid accent) and really helped us get involved. Although we had zero combat and a four-hour session, everybody was focussed and contributing (including my two 10-year olds). Apart from the fact that they killed one of my favourite NPCs for whom I had a great future planned, one of our best sessions yet.

The dream sequences worked exceedingly well; I sat each of them down separately one or two days ago, told them to close their eyes and then described what they saw in their dream, encouraging them to imagine it. I was a little concerned about doing this with the kids – I wanted to leave an impression but I didn’t want to give them nightmares. No worries there, it all ran smoothly. I actually made more of an impact with my 40+ year old colleague when I sat him down in my office, played some quiet, atmospheric background music and described the scene to him. It actually gave him goose-bumps!

At the appropriate time, the players related what they had seen in their respective dreams, drawing everybody into speculation about what had happened and making them feel as though they were really contributing to the game.

Anyway, here the three dreams. They probably won’t necessarily make a great deal of sense; essentially Lóegaire is the bad guy. He has just stolen a rather dangerous book from a monastery where it was in safe keeping. The Whitecloaks – a Templar-like group of rabid anti-magic crusaders – pick up his trail and chase him through a forest. Catching up with Lóegaire in a clearing, he uses the book to summon a demon and escape. Captain de Montfort, commander of the Whitecloaks bravely takes on the demon and kills it, but is mortally wounded in the process.

Elowyn’s Dream

A Monastery. A cloaked figure is standing over a huge dark book on a reading stand. The room is made of stone blocks. The man furtively looks over his shoulder to make sure no-one is watching him. You get a glimpse of the face. It looks familiar, but you can’t place it. He spends some minutes muttering something whilst waving his hands over the book, then picks it up.

He runs down some stairs past two piles of clothes on the floor. No, wait, they’re not piles of clothes, they’re the bodies of two monks wearing habits and a strange haircut. There’s a pool of dark liquid on the paving stones beneath them.

The figure with the book runs off into the night.

The scene fades.

Elathan’s Dream

Forest. Dark trees slipping by at speed. The figure you saw before is now riding a horse fast through a forest. His hood is back and you can see his face, it’s Lóegaire Óengus, the Erewornian from Ingham village. He’s being chased by at least two-dozen riders with white cloaks.

Lóegaire breaks out of the trees into a huge clearing and the Whitecloaks spread out behind him to try to surround him. He stops in the middle of the clearing and faces his pursuers. He gestures with his hands and an inky blackness comes up out of the ground. The Whitecloaks surround the dark area nervously. It starts receding back into the ground. The horses rear and neigh as a horrific creature is revealed. It stands about as high as an ogre and instead of arms it has two long tentacles with which it starts whipping around. It knocks two of the soldiers from their saddles. The remaining soldiers draw their swords to attack. You see the soldiers’ leader and recognise him too – it’s Tobias de Montfort, the soldier who rescued you from the goblins. Whilst the soldiers are distracted by the monster, Lóegaire tries to make a run for it, but gets stopped by two of the Whitecloaks.

The rest close in around the monster, who is knocking soldiers all over the place with its arms. A long battle takes place, with the blows from the soldiers swords not seeming to make any difference. Sgt. de Montfort drops to his knees as if in prayer, holding his sword in front of him. It starts glowing with a white light. He gets up, runs to the monster, leaps and buries it up to the hilt in the monster’s chest. The monster roars out in pain, throwing de Montfort from him. Dark sticky blood sprays everywhere. The monster explodes, chunks flying everywhere. Where they land, they start steaming and dissolving. A lump lands on de Montfort’s chest. He isn’t moving.

The scene fades.

Kelun’s Dream

(More metaphysical)
You’re watching rolling hills of grey material, moving slowly like waves. Here and there things are trying to break through the surface from below. You think you’re seeing the Veil Between Worlds, but it’s thick and they can’t break through. There are fixed transit points through to the Fae world. One close by looks sealed off – you recognise the stone that the Brethrin had come through.

Your attention is caught by a black tear in the fabric of the veil a little way off. Immediately something dark and perceptively evil forces its way through. This isn’t something from the Fae world, this is something from another place entirely. It feels wrong. Other. Malevolent. A real threat to the realm you are supposed to protect. The veil seals slowly behind it, but it’s through.

You wake up in a cold sweat despite the hot summer night.

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An Icy Day in Bavaria – A Peek Over the Edge

I tend to compartmentalise my life quite a bit and don’t allow much crossover. Here’s a quick peek over the edge of the Game Geek compartment into the Photographer compartment:

The Meander

The rest of Saturday’s photos can be seen here. Enjoy!

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Thanks to all my Readers

Just passed the 1,000th visitor to the blog. Thanks everyone for stopping by.

Lord Karick thanks you all!

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An Homage to Gelert, the Hound

It’s not going to win any prizes, but here’s a little something I penned in honour of Gelert the hound, hero of a traditional Welsh tale. The hound give name to the picturesque village of Beddgelert (Gelert’s grave) in Snowdonia.

Gelert saves the babe from the wolves

Beddgelert

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

On a rainy Welsh day
The Prince and his Bride
‘Neath mist-topped Yr Wyddfa
Took the hunt for a ride

Their infant son they did leave
In the care of his nurse
With her eyes on her lover
It could not have been worse

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

The nurse and the lad
Took a walk by the brook
To the care of the child
They neglected to look

Brave Gelert did lead
The hunt that wet day
‘Till his loyal sixth sense
Did lead him astray

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

Missing his hound
And with quarry at bay
The master returned
To a scene of dismay

Brave Gelert’s muzzle
Was covered with blood
With wagging of tail
He thought he’d done good

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

The Prince thought the worst –
Of the infant no trace
Only blood and gore he could find
In his rest place

In anger and grief
The Prince drew his bow
Turn’d his once loyal friend
Into food for a crow

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

Once damage was done
The Prince heard a cry
Under bed and ‘neath wolf
His son he did spy

In the blink of an eye
Did the Prince comprehend
In his haste to avenge
He’d murdered a friend

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

A moss covered stone
Is there to atone
For the trust of a Prince
– Lost and then won

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What Is The Right Way To Play The Game?

Since I’ve got back into the RPG hobby (a little over two years ago), I’ve found that the game has changed considerably since my AD&D days in the mid 80s. For a start the number of game systems has exploded (even though a significant number of them appear to be very close derivatives – and I chose the word advisedly – of my starting system). And then the internet. Whoa is there the internet!

A lot of thought has been put into the way people game over the last 30ish years. There are books on gamesmastering, there are forums (fora?) by the bucket-load and more blogs to read than a normal person could keep up with if they were reading 24/7.

 
I find such pontification extremely annoying for two reasons. The first is that it ignores the higher question of “why we game?”. Surely for 99% of us the ultimate goal is to have fun, to be part of a rewarding pastime, have a bit of escapism, use a bit of strategy, embark on a flight of fantasy. Secondly, it ignores the very simple fact that there are as many optimal ways to have fun as there are people. For some people, it’s all about min-maxing their characters, and whilst this is an equally valid position to my own, this is definitely not for me. For others it’s about creating a story together, for others still it’s about entering into a fantasy that someone else has created. There is no one single “right way” to play the game, or even to GM the game. The sandboxers tend to look down on the railroaders. The storytellers on the meta-gamers. What it comes down to at the end of the day is “what is fun for your particular group of individual players?”Common themes and buzzwords include things like “sandbox”, “story-driven”, “rail-roading”, “meta-gaming”, “roll/role-playing”, “collaborative play”, simply mentioning those which spring immediately to mind. There then follows a discussion regarding why this that or the other is the “right way to play”, writing off other approaches as inferior.

This is not a question that the game theorists can answer for anyone except for their own group without doing great disservice to the differentness of individuals – we don’t all fit in the same box. This doesn’t mean that we can’t share tips and ideas – the more the merrier. If I wasn’t interested in being a ‘better’ GM (whatever that means) I wouldn’t buy any of these texts or read those blogs. But your way is not the only way. It is not even the best way. It is simply (hopefully) the best way for your group to have fun together.

I’m very fortunate in that I have a regular group of players with whom I am very close – so close that I’m either married to- or father of- 50% of my players. I know them all personally, know how they tick and what constitutes fun for them and (just as importantly), what constitutes fun for me. I write about 75% of our adventures and tailor the other 25% heavily to fit the campaign and setting that we play with. I imagine most GMs are similar in this (though maybe I’m wrong) as it gives us the greatest degree of flexibility in enabling our players to have fun. Nevertheless, I’m still changing the way I GM subtly but steadily towards what hopefully maximises the fun for our group. I suspect it’s a process that doesn’t have a clear endpoint; my kids are still well and truly in the growing-up part of life (which doesn’t detract at all from the other players being adults) and what makes them tick will surely change over time. And what makes the group tick will also change over time as familiarity with the rules and strategies of the games system(s) we use increases.

So before we ask ourselves too many secondary questions about what our game style should be, as if there was a one-size-fits-all answer to that question, let’s ask ourselves who the individuals in our groups are, and what constitutes fun for them, then we can go about trying to work out how to get there.

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GM Questionnaire

Ok, here’s me jumping on the dangerously overladen bandwagon. Original post from Zak here (interesting site by the way!).

1. If you had to pick a single invention in a game you were most proud of what would it be?

In terms of plot twists, where the party was framed by the baron for trying to murder his son, just so that he could test their loyalty.

2. When was the last time you GMed?

Sunday.

3. When was the last time you played?

1980something.

4. Give us a one-sentence pitch for an adventure you haven’t run but would like to.

If they couldn’t find a cargo run that would bring in at least 10k credits, they may as well take the Nomad to the scrap yard, give up the space lanes and become dirt-farmers.

5. What do you do while you wait for players to do things?

Honest answer? Get a bit impatient.

6. What, if anything, do you eat while you play?

Mostly cake.

7. Do you find GMing physically exhausting?

Physically? No. Emotionally? Yes.

8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?

See 3.

9. Do your players take your serious setting and make it unserious? Vice versa? Neither?

It’s a serious setting. We have comic moments. It works for all.

10. What do you do with goblins?

Last time I used an army of them to cause a TPK, or a total party knock-out so they had to be rescued by the inquisition.

11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?

The public aversion to magic in the BBC’s Merlin series.

12. What’s the funniest table moment you can remember right now?

One of my players blurting out “who’s Lady Trelwyn” when the rest of the party were trying to pass off Princess Caitlin as a long lost cousin to an over-inquisitive bard.

13. What was the last game book you looked at–aside from things you referenced in a game–why were you looking at it?

Savage Worlds 50 Fathoms Explorer – I’m running a campaign.

14. Who’s your idea of the perfect RPG illustrator?

Jon Hodgson would have to come pretty high up the list.

15. Does your game ever make your players genuinely afraid?

Probably not.

16. What was the best time you ever had running an adventure you didn’t write? (If ever)

Let me get back to you on that.

17. What would be the ideal physical set up to run a game in?

In an isolated mountain hut with a storm raging outside and a fire in the grate. Candles burning and good atmospheric music.

18. If you had to think of the two most disparate games or game products that you like what would they be?

I’m too monomanic to have disparate game products.

19. If you had to think of the most disparate influences overall on your game, what would they be?

3rd party adventures. My imagination.

20. As a GM, what kind of player do you want at your table?

One who role plays, but doesn’t take it toooo seriously.

21. What’s a real life experience you’ve translated into game terms?

I try to make my games quite gritty, warts and all. A situation where an outsider turned out to be the group’s next PC worked out well.

22. Is there an RPG product that you wish existed but doesn’t?

A damage-resistant full sized table monitor for maps and pictures.

23. Is there anyone you know who you talk about RPGs with who doesn’t play? How do those conversations go?

Not any more (they play with us now).

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