Narrative Character Generation

Most of my gaming group are relatively naive in the sense that they haven’t been gaming all that long. In addition two of them are still relatively young (born in 2001). The result is that I’ve ended up providing them with their PCs and allowed them to grow into them.

Sketching Characters - 'borrowed' from Peter Christian Neufeld at Elfwood

Sketching Characters - 'borrowed' from Peter Christian Neufeld at Elfwood

I was thinking recently about how I could ease them into coming up with their own character concepts and came across an enticing blog entry by an old hero of mine, Dave Morris, author of Dragon Warriors (an entry which I can no-longer find at the time of writing). Unfortunately, the brief notes that he presented were (a) incomplete and (b) for Dragon Warriors, so I took a stab at doing something similar for our fantasy Savage Worlds.

Don’t worry if all the rules don’t fit 100% – I play fast and loose with the Attributes for example – it was designed to be an approximation for 99% of characters rather than fitting all.

Character’s Name:______________________
Male []/ Female [] age:___

Background:
I grew up – (in the wilds []/ in a village []/ in a monastery or convent []/ in a town []/ in a castle []/ on the road []/ other:__________ [])

Skills:
You have 15 ‘skill’ points to allocate. Learning how to do something costs one point, to do it well costs two, very well three and extremely well four.

Normally you can only be as good at doing something as your body allows. For example, if you are not very strong, it will be difficult for you to be a good climber. If you want to be better at something than your attributes (see below) allow, each extra level of expertise costs two points instead of one.

As your character starts, they will not be experts at everything, but don’t worry. Half the fun of adventuring is having your character get better at things as they gain experience. Read through all of the four following sections carefully before you decide.

(1) Whilst I was growing up I learned how to: (indicate whether the following applies (a) a little, (b) pretty well, (c) very well, or (d) expertly)

  • (a)(b)(c)(d) Use boats [1]
  • (a)(b)(c)(d) Investigate (finding things out, such as information in a library) [3]
  • (a)(b)(c)(d) Sneak quietly [1]
  • (a)(b)(c)(d) Climb [2]
  • (a)(b)(c)(d) Pick Locks (covers picking locks, avoiding traps etc.) [1]
  • (a)(b)(c)(d) Survive (fend for myself in the wilds) [3]
  • (a)(b)(c)(d) Fight (hand-to-hand fighting, wrestling etc. but not to throwing or shooting) [1]
  • (a)(b)(c)(d) Repair things [3]
  • (a)(b)(c)(d) Swim [1]
  • (a)(b)(c)(d) Gamble (win money at games of chance) [3]
  • (a)(b)(c)(d) Ride a horse [1]
  • (a)(b)(c)(d) Throw (use throwing weapons) [1]
  • (a)(b)(c)(d) Heal wounds (perform first aid) [3]
  • (a)(b)(c)(d) Shoot (bows, crossbows etc.) [1]
  • (a)(b)(c)(d) Track (tracking animals and/or people in the wilds etc.) [3]

(2) I am also good at: (again, indicate whether the following apply to your character (a) a little, (b) a fair amount, (c) a lot, or (d) very much)

  • (a)(b)(c)(d) Keeping calm in scary situations [4]
  • (a)(b)(c)(d) Persuading people to do what I want them to do [4]
  • (a)(b)(c)(d) Intimidating or bullying people (Threatening opponents or making them feel small; if you shout at someone, do they break down in tears, or do they just laugh at you?) [4]
  • (a)(b)(c)(d) Streetwise (finding things out from people) [3]
  • (a)(b)(c)(d) Noticing things (how observant are you? Would you notice if someone took something from your bedroom? Would you be able to find the peanut butter behind a packet of Pringles?) [3]
  • (a)(b)(c)(d) Taunting or teasing people, provoking an opponent to rage [3]

Everyone has common general knowledge, but what are you an expert at? This can help you on adventures.
(3) I know more than most people about: (again on a scale of (a)-(d))

  • (a)(b)(c)(d) History [3]
  • (a)(b)(c)(d) Smithing [3]
  • (a)(b)(c)(d) Religion [3]
  • (a)(b)(c)(d) Magic [3]
  • (a)(b)(c)(d) Herbs [3]
  • (a)(b)(c)(d) Languages [3]
  • (a)(b)(c)(d) Runes [3]
  • (a)(b)(c)(d) Mythology [3]
  • (a)(b)(c)(d) Other [3]

(4) If I can use magic, then my skill is: (again on a scale of (a)-(d))

  • (a)(b)(c)(d) Alchemy [4]
  • (a)(b)(c)(d) Miracles [4]
  • (a)(b)(c)(d) Psionics [3]
  • (a)(b)(c)(d) Druidism [3]
  • (a)(b)(c)(d) Perform [4]
  • (a)(b)(c)(d) Spellweaving [4]
  • (a)(b)(c)(d) Elementalism [3]
  • (a)(b)(c)(d) Magic [3]
  • (a)(b)(c)(d) Ritualism [3]

(don’t worry just yet too much about which branch of magic you’re good at, it will come clear later, just indicate the number of points in one of the skills that seems best)

[1] Requires agility [2] Requires strength [3] Requires smarts [4] Requires spirit

Describe yourself:
There are 5 basic ‘attributes’ that describe your character, agility, strength, smarts, spirit and vigor. Agility describes how quick you are with your hands and on your feet (important for how easy it is to hit something), strength describes how strong you are (duh!) and so how much damage you do, smarts how clever you are and how good at learning things; spirit – how brave and confident, vigor – how tough, fit and resistant to disease, poison etc.

Which of the following best describes you?

  • I am pretty good all round
  • I am particularly _________, but not very _________ (e.g. I am particularly strong, but not very smart)
  • I am very _________, but not very _________ or _________

Edges and Hindrances:
Edges are advantages that you have that make you a bit different to everyone else (you might be particularly beautiful for example, making others want to help you more). Hindrances are disadvantages or character flaws that affect the way that you interact with the world about you. For example you might not hear very well or you might be mean-spirited. Hindrances come in two forms, minor and major.

Edges have to be ‘bought’. You can have up to three hindrances; one major and two minor. A minor hindrance gives you one point, a major one two (giving a maximum of four). For two points you can choose an edge or increase an attribute. For one point you can increase a skill by one. If you want to be able to use magic, for example, you will need to ‘buy’ the edge ‘Arcane Background’ by taking either one major or two minor hindrances.

Look at the Edges table to decide which advantages you want to have. When you have done this, look at the Hindrances table to see which weaknesses you think will match who you are to ‘pay for’ these edges (or for increasing attributes or skills).
Don’t worry if you run out of points to buy edges. When your character gains experience, they can add further skills, edges and even increase their attributes.

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Joined the Big Boy’s Group

I was excited this week to have my application to join the RPG Blog Alliance approved. Yay me!
Main Logo

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Out of the Mouths of Babes and Sucklings

Not quite on topic, but nearly. My kids turned 10 on Sunday. We started roleplaying games using the Dragon Warriors system about two years ago after I saw how they got into the BBC’s Merlin series on television. We’re playing a continuous campaign in a Legend-like world with fixed characters rather than individual adventures.

Readers of this blog will know by now that we’re presently in a state of flux. We finished the 2010/2011 gaming season (we usually only play in the winter half of the year) still playing according to Dragon Warriors rules. July saw us trying a test drive with Savage Worlds using an available module together with pregen’d characters.

Yesterday I was home alone with the kids on a rainy day before school starts again. Over lunch we were talking about when we might start up again and my son volunteered that he preferred the Dragon Warriors system. When I asked him why, his response was that ‘the combat is more realistic’. ‘Interesting response for a 10-year old’ I thought. Dragon warriors uses an Attack score vs. Defence to resolve combat (with Defence being split amongst the opponents that the PC is facing), followed by an armour bypass role and fixed damage against hit points, whereby the hitpoints advance incrementally as characters level up. Savage Worlds isn’t that different. Fighting skill vs. Parry followed by Damage vs. Toughness but a fixed number of wounds. Nevertheless, the whole ‘aces’ and ‘exploding dice’ thing was a bit silly for him. A ten-year old.

And then we got onto talking about the various players in the group. We started gaming with the family (wife included) and a neighbour, none of which had any previous experience with tabletop RPGs (the neighbour had plenty of experience with computer RPGs). In spring an experienced gaming colleague joined us for a couple of sessions, changing the dynamic significantly with his in-character role playing. The kids are adamant that they want to continue in this vein. ‘Silly’ players were definitely not wanted (not that we have had any experience of this). Anybody else joining the group ‘would have to take the game seriously’.

Somehow, somewhere along the line, we must have done something right with them. I’m proud of my geeklets!

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Hook, Line and Sinker

 

Yesterday we played our first all Savage World game using the Pinnacle One Sheet Tomb of Terrors using the pregen’d characters (to avoid damaging their own characters and see what skills they might need to have). The characters are all Seasoned, so will be comprable to the level the translated characters will have.

At this point I need to explain a little bit about my gaming group; it consists of my kids (both 9½ at the time of writing – yes, they are twins), by willing but relatively un-rules-savvy wife, a good friend from the village with lots of computer RPG experience but not so much PnP experience, and most recently a friend and colleague from work who GMs his own games but is new to the system (and wasn’t with us yesterday).

I spent about 10 minutes briefly explaining the rules, which are more streamlined but also broader than in Dragon Warriors. That done we launched into the adventure.

The first incident is demolishing the wall to the catacombs, so I made the PCs draw a card – clubs indicating a dropped stone. Merula drew a club and failed an agility role to avoid dropping the stone on her foot. Fail. Pace -1 for the rest of the adventure.

Next comes the chasm which they have to jump across. Gar, having the greatest strength, jumps first and promptly needs his first benny. (There’s a weak point in the adventure description at this point – it describes what happens on a critical fail, but fails to state what happens on a regular fail).

After that it´s the rat swarms, the first of which Merula blasted with her bolt power, the second they stepped out of the way of, waving a torch at them from the corner. Still, the rats were probably the most dangerous encounter in the whole adventure, given that they don’t even need to roll Fighting skill to cause damage.

Next come the 8 zombies. They attacked these with missile weapons to start with to gain the tactical advantage. After Fox broke his bowstring (snake eyes) on the first shot, he rapidly restrung, hit with a raise and immediately caused 6d6 damage to the first zombie (double shot giving 2x 3d6). Half of these promptly exploded, giving him a massive 39 points of damage. I ruled that he not only successfully killed the first zombie but also the one behind with this massive amount of damage.

At this point, Gar decided that he wanted to try out some of the tactical options; multiple attack, frenzy and a couple of others. Soon the zombies were only so many body parts on the floor and it was onward to the final encounter.

Lots of benny using, though I only awarded one, to my daughter for cracking a great joke at the beginning when all the rats were coming down the sewer, making us all laugh. Beyond that I used more than the players did, trying desperately to keep the last battle going, but to no avail. After they took down the bone golem, the necromancer cast armour (bone carapace) on himself with a raise. The next round he soaked some damage, bennied away a shaken and had to re-roll Spellcasting a blast (bone fragments); the re-roll was snake eyes, so I said he took himself out by miscasting the blast inside of the carapace.

I could have taken the previous roll and pushed another round out of it, but with two wounds on the table and an inevitable death just round the corner I thought that it was better to go out with a bang than a whimper and ruled that he’d liquidised himself, much to everybody’s delight.

Feedback:
Everybody enjoyed the short interlude. Positive feedback was given for:

  • the simple rules (same ruling for avoiding the falling block as for jumping the chasm as for noticing the rats as for…). Different skills used, but the same game mechanic, speeding things up tremendously.
  • Battles were more fun, quicker and allowed much more tactical decision making.
  • Magic worked well, be it for healing or ‘bolting’ zombies.

So, all converted to the cause. Just need to put the final touches to the translation of the old characters and we’re away.

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All Things are New

Well, not all things – much is as it was, but Savage Worlds Deluxe – SWEX 1.1 as it were, is out. Looks good.

Nothing central has changed, but the additional bits, particularly social conflict resolution and dramatic scenes, look very useful.

Mwuhahaa!

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Siandabhair Found

In which the party find their princess and the last hag. Here.

But does it all end happily ever after???

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The Princess You Are Looking For Is Not In This Tower

In which the party are sent on a wild goose chase to find the third hag… Isembard’s account continues

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New Adventure Write-Up

Posted “The Taking of Siandabhair – Part I” this morning.

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And I Thought it was All Over, Well it is Now!

Ok, a clumsy heading – trying to be too clever! We came within an inch of a total party kill last night with the final encounter with the last hag to rescue Siandabhair (Sonjaveer – it’s a Gaelic thing!). In the end a timely joker, a well-thrown water sack and a Dwarven axe saved the day despite the mystic rolling psychic fatigue before everything started by casting Darksight. Darksight for goodness sake, and she didn’t even need it!

For a change I might even have let the TPK happen as this will almost certainly have been our last excursion with the DW rules. I’ll be posting the adventure log in Tales from Karickbridge in the course of the next few days/weeks, then it’ll be a question of waiting for the next constellation of a bad weather day with player availability before we give Tomb of Terrors a visit. I thought that it would be a good idea to try a dry run with the pregen’d characters before we finalise the Skills and Edges that the PCs need.

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The Last DW Session (Nearly)

I had hoped that we would complete the current scenario yesterday, but had to stop short of the very last encounter for time reasons, meaning that there will be at least one last DW session before we switch. We used both the initiative cards and a map on 1″ square flip-chart paper on the table to plan things out. This definitely adds to the tactical part of the game.

At one point we had a situation where the assassin wanted to climb up a cliff to get a vantage point to shoot from. After spending about three minutes trying to find the climbing rules in the DW Rulebook and failing I thought “sod it!”, I know what climbing skill this character is going to have in SW and I know what the difficulty factor for this cliff is in my mind. Roll a d6 for Climbing and a Wild Die; if one of them is 4 or more, your PC has successfully climbed up above the enemy. SW’s unified rules make life for me as a GM so much easier!

The more I read on the PEGINC boards, the more inclined I am to run a pre-gen’d SW fantasy session before we make the swap to help guide my players (and myself) through Skill and Edge choices so that we don’t end up making choices that frustrate us.

Although our setting is fairly low fantasy, I thought it would be fun to run the more classical “Tomb of Terrors” scenario together with the characters supplied. Something for a rainy summer afternoon…

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