Dragon Age Rules

Basics

So, it looks pretty straightforward as a system, if I am honest. The basics, at least. I do believe that, from what I have read in the past, there is one major innovation in the AGE system and I will get to that later. For now, let’s just get a grip of the basis of the whole thing, ability tests.

Ability tests

You need to roll an ability test to do any sort of action in the game. In general, you can try to do anything, even if you don’t have the appropriate ability focus, which is kind of like a skill or proficiency in D&D and similar games. Sometimes, the fiction of the game or the situation might require you to have a particular ability focus to even attempt a roll, but this seems to be the exception and not the rule.

Anyway, the way it works out is you roll 3d6 when you want to try to do something. One of these dice needs to be identified as the Dragon Die, more on that later. Then you add the ability you are rolling and another 2 if you have the right focus.

3d6 + Ability + 2 for Focus

Obviously, the intention is to roll high. The GM sets a Target Number depending on difficulty and circumstances. The higher that number is, the harder the action is. If you roll the Target Number or higher, you succeed. Simple enough.

They identify the Opposed Test as a separate type in the rules but essentially they work the same way, except, instead of having a Target Number, both characters roll their opposing ability tests to see who rolls higher. Also, if your scores are tied, you use the number on the Dragon Die to decide who wins.

It also makes it clear that you will need to use tests, in some situations, as if they are saving throws. So, you would make a Dexterity test to avoid falling off an unexpected cliff. That sort of thing.

There is a short section here on degrees of success. But, honestly, it doesn’t make an awful lot of sense and I would be loath to include it. Essentially, it seems to be a narrative tool, only. It allows you to show off how well you succeeded in a test, or how you only just scraped by. You do this by referring to the result on the Dragon Die. The higher the Dragon Die roll, the more spectacular the action. But, from my point of view, it’s still a success and, if you want to see how well a character did in their success, can’t you just look at the number you beat the Target Number by? (Since I wrote this, I was chatting with a mutual on Instagram, @otherstuffrpg about this very subject. They were a big fan of this mechanic! They felt it was a unique aspect of the rules that added a lot to the game. It might be one of those things that comes alive in play.)

Time and Actions

So, time is explicitly divided into Narrative Time and Action Time. It’s pretty much always Narrative Time until the Action starts, is more or less how they put it in the book. There’s not a lot to explore regarding Narrative Time, to be honest.

Action Time happens when you get into any scene that requires the rolling of initiative. Once that happens you are dealing with rounds. Each round is 15 seconds. Within a round you can take one Major Action and one Minor Action or two minor actions. There is a list of major and minor actions that are possible within a round. Major ones include stuff like All-out Attack, Heal, Melee Attack and Ranged Attack. Meanwhile, Minor Action examples are Aim, Guard Up, Ready and Press the Attack. I’m not going to get into the description of each and every action. Suffice it to say there is quite a lot of detail here. I imagine a cheat-sheet would be all but essential at the table to help players remember what they can do in a round and how each action works.

Initiative is sorted by everyone making a Dexterity (Initiative) roll. Ties are broken by the result on the Dragon Die and only PCs and major NPCs get their own individual initiative rolls. Minor NPCs act together in a group. You only roll initiative at the top of an encounter, not every turn.

Combat

I realise I already started the combat stuff above but that is the way it’s presented in the book. Also, it does suggest that the initiative and Action Time rules can be used in any situation that could be an action scene in a movie. You could lump chases, hunts, and other similar activities in there too.

Anyway, here’s how you do violence in Dragon Age:

  • Make and attack roll. That’s a test using the ability associated with your weapon type, Strength or Dexterity.
  • Add any bonuses from focuses, magic etc
  • Compare the result to your enemy’s Defense rating
  • If your roll is equal to or higher than that Defense rating, you hit! Well done!
  • Then you inflict damage. Everyone’s favourite part
  • You roll the damage dice of your weapon and add the relevant ability to it. This is usually Strength, but, interestingly, you add your Perception score to a ranged attack roll, rather than your Dexterity.
  • If your attack is Penetrating skip this step, otherwise, subtract your opponents armour rating from the damage roll
  • The result is the damage you do to the enemy’s Health

@Otherstuffrpg suggested an interesting house rule for damage, which I thought was a pretty fun way to speed up combat a little and beef up the Dragon Die. Instead of rolling damage for every hit, you take the result of the Dragon die and add a +4 for each damage die your weapon normally has. So, if you roll a 3 on your Dragon Die on your attack roll and you are using a longsword, which normally does 2d6 damage, you get 11 damage, 3 + 4 + 4 (plus whatever other miscellaneous bonuses you might have.) Sounds good, right?

There are a bunch of other rules around how you deal with dying characters, pulling killing plows and coups-de-grace but I am not going to get into them here. Most of them are the sorts of things you are more likely to tackle using your own judgement at as a GM anyway.

Stunts

This is the part I was most interested in getting to. It is also the mechanic that I feel provides the most uniqueness to the system, was I hinted at earlier.

Here, I am only referring to Combat Stunts but the game has Exploration, Roleplaying and Magic Stunts too, which is interesting.

Essentially, in combat, if you roll doubles on any of your dice in your attack roll, you get Stunt Points. You get a number of Stunt Points equal to the number on your Dragon Die, so, you want to roll high on that too. If you want to do a stunt, you have to use those points immediately or they disappear. Now, different stunts cost different numbers of points. There is a table of stunts and their SP costs.

You can see from the table that it includes some pretty cool little tricks and actions. I particularly like the Set Up one, that allows you to help another PC on the battlefield and Seize the Initiative, which means you literally move to the top of the initiative table.

But, when I first heard about stunts I was imagining something a lot more freeform. I guess, even when restricted to the items on this table, you are relatively free to describe how you achieve the results. I think I would almost certainly play stunts much looser at the table, allowing players to come up with their own stunts on the fly and assigning the required stunt points to what they are trying to do.

Healing

You can recover a few Health points by taking a Breather, like a five minute break, you can recover more by sleeping for a solid 6 hours or you can gain some back instantly by using the Heal action or the wizard spell of the same name.

Magic

I am skipping the chapters on focuses, talents, specialisations and equipment, mainly because I touched on them in the character creation post, but also because I just want to get to the section on Magic.

Magic in Dragon Age the video games, while not necessarily very different o to other games in how it is presented on screen, is such an interesting and integral part of the lore and story of the setting. With most mages being controlled by the Chantry, or church, due to their volatility and the potential for them to become possessed by demons and turned into violent abominations, you have a fascinating dynamic in place already. If you then throw in the apostate mages on the run for the chantry and their enforcers, the Templars, the existence of the Magocracy in the Tevinter Imperium and the fully enslaved and tightly controlled magic users of the Qunari, things get pretty explosive. It is always at the centre of the stories in Dragon Age games and I am hoping they have retained a lot of that flavour here.

The chapter on Magic does take quite a few pages to cement your understanding of the subject in the setting, which is good, although, once again, potentially a bit too much for the beginner.

It then gets into the rules, starting by suggesting several basic mage builds that equate largely to those from the video games, Creation Mage, Entropy Mage, Spirit Mage etc. These are essentially just the selection of three spells that you should start off with if you have a preference for the type of magic you would like your mage to cast.

Mana

We then get into Mana Points. Once again, I got into this a little during character creation. A mage gets a 10 + Magic + 1d6 MP to start. You have to spend MP to cast spells. Each spell has a set cost but this cost can be increased if you are wearing armour, the heavier the armour, the higher the cost. Once you run out of MP, you are done casting spells until you recover some. Resting/meditation or sleeping will regain you some or all of your MP. Pretty straightforward there.

Casting Spells

You have to make a Magic ability test to cast any spell. Every spell will have a Target Number in the spell block and you have to hit that number or the spell fizzles, taking your mana with it. This seems pretty rough. You only have so many MP and even if your spell fails you lose them. This smacks of the spell casting rules in Dungeon Crawl Classics. There are even a number of tables in here describing specific Spell Stunts and Magical Mishaps that might happen depending on the results of your rolls. Magical Mishaps happen on a failed casting roll where the Dragon Die shows a 1. Here’s the table:

You can see there, that the mage risks becoming an abomination on a roll of 6!

Spellpower

This is another one of those rules that makes me wonder why they have bothered with it. Some spells will require a character to make a test against your Spellpower. Now your Spellpower is calculated like this:

10 + Magic + Focus (if applicable)

So, it is not a constant, like a D&D magic user’s Spell Save DC. What I don’t understand is, why not just use the roll you made to cast the spell and make your opponent roll against that? This whole Spellpower business seems like an unnecessary mechanic.

Spell Stunts

These work just like Combat Stunts. If you roll doubles on your spell casting test, you get the number of spell stunt points that shows on the Dragon Die. You have to use them straight away and you do so by spending them according to the cost of the spell stunt. See the table below:

I really like Fast Casting and Imposing Casting. No surprise really since they are the most powerful.

There are also Spell Stunt tables for each type of magic, like Creation, Primal, Spirit etc. And, if you want, you can include the optional Advanced Spell Stunts but only at higher levels.

I like the stunts a lot. It feels like something really special that I could imagine players hoping and praying for sometimes. I can imagine the burst of excitement at the table whenever doubles are rolled!

Spells

The spells themselves, I am not going to get into. I think it’s enough to state that the spells accurately reflect those presented in the video games. As a piece of flavour and lore, I really appreciate that. Spells like, Death Magic, Crushing Prison, Frost Weapons and others are very evocative of the Dragon Age games for me so I am glad they have chosen to stick so closely to them.

Also, the most iconic of the magic specialisations in Dragon Age, Blood Magic, is very much an option here, but to emphasise its otherness, the Blood Magic spells have all been listed separately. They’re pretty horrific, most of them, too.

Although there is no level requirement for the spells, as such, many of them have another spell as a requirement. I like this as it will force mage players to take a certain path through the spell lists if they want powerful, top tier ones. Just like in the video games, once again.

Conclusion

So, thems the rules for Dragon Age, pretty much. They are not as crunchy as I was expecting given the size of the tome but there are definitely a few mechanics that I would probably just not use. I would also definitely consider @Otherstuffrpg’s home-brew damage rules.
I am a fan of the stunt mechanic overall, but I would probably be quite happy to allow a lot of improvisation of stunts at the table too.

I didn’t expect this, but getting to grips with the rules has made me excited to play it!

How about you, dear reader, have you ever played this game? Would you be interested to give it a try now that you know a bit more about the rules?

Dragon Age Character Creation

Dragon AGE

I’ve recently been playing through Dragon Age Origins again. It’s been a long time since I have played that particular game although, I have played a lot of Inquisition and even Dragon Age II since then. Playing Origins has put me in a nostalgic frame of mind but also, I thought it might be a good incentive to try something new, TTRPG-wise. The Dragon Age RPG has been out for some time, about ten years I think. Green Ronin published it and it is based on the AGE (Adventure Game Engine,) which is maybe better known for being used by their Fantasy AGE game. I got both of those on a Bundle of Holding years ago but have never even gotten around to reading them. So, I asked in the Tables and Tales discord if anyone would be interested in trying the Dragon Age RPG and I was surprised and delighted to discover that I am not the only DA fan in the community!

If I needed an excuse, I could also say this is all in preparation for the new DA game, “Veilguard,” which is due out soon. But, honestly, it has more to do with replaying the old game than waiting for the new one.

Anyway, I have had some decent success in getting to know new systems by creating characters on here in recent posts, so I thought I would do that again today. Off to Thedas with us!

The steps

So, I am doing this using the Dragon Age RPG Core Rulebook published in 2015. I have it in PDF format. I would like to start by praising it for having a comprehensive set of internal links from the table of contents. For a book of over 400 pages, this is invaluable.

So, what are the steps to creating a Dragon Age character? Having a quick look at them, there are similarities with the video games but with some flourishes and differences presented by the AGE system.

A screenshot of the Dragon Age Character Creation Steps table from the Daraon Age RPG core book. The table includes the 8 steps you need to complete to create a PC for the game.
A screenshot of the Dragon Age Character Creation Steps table from the Daraon Age RPG core book. The table includes the 8 steps you need to complete to create a PC for the game.

As you can see from the screenshot, the first step is coming up with your character concept. I quite like this as a starting point, although, I do wonder if it might be rather a tall first hurdle for some players. I often find myself coming to know the concept of my characters in other games during the process of creating them. But, let’s give the game and its designers the benefit of the doubt and go with it.

1. Step 1: Character concept

This section in the book urges you to go and read through Chapter 7: Welcome to Thedas, if you’re not terribly familiar with the setting, and maybe haven’t played the video games. Now, chapter 7 is almost fifty pages long and covers everything from the major nations and races to the cultural significance of the Dwarven Paragons. You would want to be pretty invested in the game before you ever start to read that whole thing, as interesting and even pleasurable as it might be to do so (the writing is not bad but the illustrations are very good indeed.) As I have played through all the games multiple times, and even stopped to read all the books I picked up off bookshelves and desks as I played, I feel like I am already well enough equipped to get away with not reading it before embarking on the character concept step here.

  • An adventurous youth who has finally found a way to escape their home.

That’s it, that’s the concept. I will say, I don’t think a thorough knowledge of the game’s setting is required to make this sort of thing up. Most of the example concepts they provide in the book are vague enough that they could belong in any traditional fantasy setting, in fact.

Step 2: Determine abilities

You’ve got a whopping eight abilities in this system: Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength and Willpower. Other than Perception and Communication these match up pretty well with the stats in Origins. We are rolling 3d6 for each one of these and then we record the modifier from the table below, not the sum of the dice, much like your average Borg game.

A screenshot of the Determining Abilities table from the Dragon Age RPG core book. It is a 3d6 table, which indicates what your starting ability score will be depanding on your roll. It goes from -3 to 4.
A screenshot of the Determining Abilities table from the Dragon Age RPG core book. It is a 3d6 table, which indicates what your starting ability score will be depanding on your roll. It goes from -3 to 4.

Communication: Rolled an 8 so that’s a score of 0
Constitution: Rolled a 13 so that’s a score of 2
Cunning: Another 13 for this one, so, 2 again
Dexterity: That’s a 10, which equates to a 1 on the table
Magic: I rolled a 12, so that is 2 yet again
Perception: Not wonderful. That’s a 6, which is another 0
Strength: A below average 9. Still, it gives me a 1
Willpower: That’s a 7 on the dice. And that gives me my third 0

The book does give options to either roll the scores and assign them to abilities as you see fit, or to do use point buy system instead. But, I think I will continue the tradition of randomising the process that I started way back in the OSE character creation post.

Step 3: Backgrounds

So, in this game, your choice of background also determines your race and has some pretty major mechanical effects, as well as the obvious cementing of your character concept from earlier. Here are the effects they generally have:

A screenshot of the list of features a PC's Background gives them in the Dragon Age RPG. These include ability score increses, ability focuses, race, class choices and languages.
A screenshot of the list of features a PC’s Background gives them in the Dragon Age RPG. These include ability score increses, ability focuses, race, class choices and languages.

Now, the book says nothing about rolling for your background randomly. In fact, I believe it encourages you to choose based on your original character concept and the ability scores you rolled. But I’m not here to play by the book (actually, that’s not true, really. I just enjoy the thrill of the roll!)

So, there are a total of thirty, 30, backgrounds (!) in the core book. It just so happens that I have a 30-sided die thanks to my flirtation with Dungeon Crawl Classics. So here we go!

That’s a 28! This means my character’s background will be:

Tevinter Laetan

And that is pretty cool! So, it means that I will necessarily take the mage class as the Laetans in Tevinter society are magic users from the mundane classes who are identified at a young age and trained to serve the Imperium. It fits quite nicely with my character concept, too. I can imagine a young Tevinter mage, disillusioned with the unfair system under which their own class of people toils while the upper class mages reap all the benefits. Not to mention the binding of so many elven slaves in general society.

Here are the benefits gained from this background.

  • +1 to Cunning – this makes my Cunning score 3 now!
  • One ability focus, either Communication (Deception,) or Cunning (Arcane Lore) – I rolled again on a d2 for this and got Cunning (Arcane Lore)
  • Languages – Tevinter and the Trade Tongue
  • Take the Mage class
  • Roll twice on the Tevinter Laetan table:
The Tevinter Laetan Benefit table from the Dragon Age RPG core book. It is a 2d6 table. Depending on wht you roll you will get a particular benefit such as +1 Consititution, Focus: Communication (Deception) and +1 Magic.
The Tevinter Laetan Benefit table from the Dragon Age RPG core book. It is a 2d6 table. Depending on wht you roll you will get a particular benefit such as +1 Consititution, Focus: Communication (Deception) and +1 Magic.

First roll – 11 Focus: Cunning (Cultural Lore)
Second roll – 9 Focus: Communication (Persuasion)

Step 4: Classes

A screenshot of the page from the Dragon Age core book that describes the Mage class. It includes an illustration of a femme human in red robes with long blonde hair, a staff with a blue stone on top, three bluish potions at her hip and some magical enegy emanating from her outstretched fingertips.
A screenshot of the page from the Dragon Age core book that describes the Mage class. It includes an illustration of a femme human in red robes with long blonde hair, a staff with a blue stone on top, three bluish potions at her hip and some magical enegy emanating from her outstretched fingertips.

This game, much like the video games, only has three classes:

  • Mage
  • Rogue
  • Warrior

But within these classes you have a selection of specialisation options. I often wonder that there is no Priest class in this relatively traditional fantasy world. They gave the healing duties to mages and that is one specialisation option you can take as a mage. You can’t take Bard as a class but if you are a Rogue, you can choose to specialise as a Bard. And Barbarian isn’t an option in the Class list, but Warriors can go down that sort of route if they want.

Anyway, all that is academic as I am required to choose the mage class due the background I rolled.

The Class section starts off with an explanation of the broadness of the classes as I said above and then tells us a little about character advancement. You start at Level 1 and can get up to Level 20. There are options for XP and milestone leveling and it explains how you improve with a new level. Suffice it to say, ability score improvement is one of the main ways you gain in power, but you also get more Health, new ability focuses (which I don’t understand yet,) new class powers and “stunt points” (which I also don’t understand yet.) I just know you start with 6 Stunt Points. Everybody does.

It’s important to note that you don’t get a specialization until level 6.

As a mage, my character starts with three spells but can’t wear armour or use many types of weapons.

They have three Primary Abilities (as do all classes.) For a mage that’s Cunning, Magic and Willpower. The first two are not bad for me but that last one is a 0. Oh well.

All the others are Secondary Abilities.

Starting health is 20 + Con + 1d6. I rolled a 5 so that means it’s 27! Not too shabby.

My Weapon Groups are Brawling and Staves.

At Level 1, my Class Powers are

  • Arcane Lance, which means I can send a burst of magical energy from a staff
  • Magic Training allows me to cast spells. Here are the spells I’ve got:
    • Arcane Bolt
    • Arcane Shield
    • Daze
  • Mana Points. I start with 10 + Magic + 1d6. That’s a 4 on the d6 so a total of 16.
  • Starting Talent. I choose one talent from Chirurgy, Linguistics and Lore. Can’t get Chirurgy because it has a requirement that I don’t have. Gonna go for Lore, which seems the most generally useful.

Step 5: Equipment

You don’t get a lot to start with to be honest. I’ve got a backpack, some traveling clothes and a water skin as well as a staff and another weapon. I can only use staves or Brawling weapons. The Staves group includes clubs and morning-stars, I guess I’ll take a morning star then!
I also get 50 + 3d6 silver pieces to buy other gear. I rolled 10 on the 3d6. So that’s 60 silver.

I guess I’ll pick up a bedroll for 10 sp and a blanket for 6 sp. I’m not going to get into any more shopping right now.

Step 6: Defense and Speed

Your Defense score is, unsurprisingly, a measure of how hard it is to hit your character. It is 10 + Dex + Shield Bonus (if you have one.) So, that’s an 11 for me.

You can move up to a number of yards equal to your Speed when taking move actions. For a human, that’s 10 + Dex – Armour Penalty. I don’t have any armour so that’s not an issue. So essentially my Speed and Defense are the same, 11.

Step 7: Name

They have a long list of sample names in the book. Not just for Dwarves, Elves, Qunari and Humans but for the full variety of cultures and backgrounds (actually this mainly applies to the various human cultures) that they might come from. First, I need to decide what this character’s pronouns might be. I think I will go with he/him this time. As a Tevinter character, I can choose from some pretty cool names, including Dorian, Florian and Ether. But I have decided to go with Amatus. Amatus the Tevinter Laetan Mage.

Step 8: Goals and Ties

I like that they have included this step in character creation. Just go and take a look at my Motivation post to see why I think that, at least about Goals.
Anyway, I have to pick three Goals, a mix of long a shorter term ones.

  • Find the only friend I ever knew, an Elf named, Adanna, who was once a slave who belonged to his family in Tevinter, but escaped to Ferelden a year ago.
  • Try to make a name as an adventurer in Ferelden while staying out of the hands of the Templars.
  • To earn some coin and find some companions.

The other part of this is the Ties part. Now this specifically refers to other PCs. Since I don’t have any of those, I’ll have to skip that part.

I think I will have to do another post on the general AGE system and particularly how it relates to this game as there are still several elements that are a mystery to me but I feel like I have gone on long enough for one post.

Non-standard Holidays

Celebrations

I’ve begun to realise recently that I would much prefer to celebrate a fictional or “made-up” holiday than a real one. At least a real western one. I have had to interrogate the reasons for that, of course. But, let me tell you, dear reader, it did not take me very long to hit upon the answers.

Religion is, naturally, the top reason. It’s been a long time since the church and I parted ways. We had a fundamental philosophical conflict that was irreconcilable. Anyway, as a result, I don’t feel I’m a part of the religious side of any of our really major holidays. Christmas and Easter are the ones I am thinking of but in Ireland, at least, there are plenty of other saints’ names attached to days throughout the year. Of course, I know that these holidays, and even some of the saints have been recycled from pagan ones by the church. Same with a lot of the traditions. I’m sure dominant religions have been doing that throughout history as a clever way to stamp their authority on a people or place. You can see it happening in real time to our big holidays too, of course, as they are co-opted by consumerism. The original meanings have become mixed up and diluted and lost. What even is the meaning of Christmas? (there’s a saccharine Christmas movie in there somewhere.)

The second reason is related to the first in that rampant consumerism is the focus of these big holidays that we tend to celebrate in the West. So, as diluted as the pagan purposes of the holidays have become, even the Christian meanings of more recent centuries have been co-opted by Black-Fridayism. These times, when families and communities come together, are often the most stressful and worrisome occasions for those struggling financially in the first place. It just doesn’t feel worth it…

So why not celebrate occasions where the meaning is as clear and sparkling as Caribbean waters, and as fun and uncomplicated as a Hobbit’s birthday party? And let’s not forget, themes worthy of really kick-ass RPGs.

Talk Like a Pirate Day

Those of you have been around a couple of weeks might remember that I made a character using Pirate Borg a while back. That was by way of familiarising myself with the game, the setting, the character classes and the general rules. And all of that was in the service of a Talk Like a Pirate Day one-shot on September 19th.

I was the GM for this game so I never ended up using Isabella “Butcher” Fernando, the buccaneer I created for that other post. However, we did have another buccaneer in the party, recently returned from hell, where the devil didn’t want her, was Eliza “Bad Omen” Rackham. She made an incredible entrance (her player was unavoidably detained so she appeared about an hour and a half into the action.) As though rising from Davy Jones’ Locker, she emerged from he water by the other characters’ little row-boat and hoisted herself into it by grabbing their oars, shocking her companions who all knew she was dead. Eliza was, surprisingly enough, the most normal member of this cursed crew. As well as “Bad Omen,” we had a couple of skeletons, one a swashbuckler and one a zealot, a vampiric rapscallion and, a mutant great old one from another reality who also happened to be a sorcerer with a taste for human flesh. So, I decided to skip any town-based interactions with NPCs and start them off in medias res, facing down a British naval vessel who wanted to kill or capture at least three members of the small crew. Raymond, our vampire took the role of captain, despite being disadvantaged by the glaring Caribbean sunlight, while Jolly Roger, the Great Old One Mutant and our skeletons, All Bones McKeown and Hector blasted off broadsides.

After they escaped that fight, we did a smash cut to them rowing ashore, greeting the resurrected Eliza and then to the carved door of a lost temple in the jungles of Black Coral Bay. That’s the island presented in the core Pirate Borg book as a place to start your adventures. I took three of the dungeons (Shrine of the Nameless Skull, Sanctum of Nameless Blood and the Lake of the Nameless One, which are all a part of the larger Temple of the Nameless One but are distinct nonetheless) described in the book and used those for the one-shot. It might seem counterintuitive to use three dungeons where one would have been more than enough for a one-shot, but, for the Pirates of the Caribbean type theme and for the satisfaction it would bring, I thought it was important. So, I did the first dungeon entirely in montage, finally describing how the PCs figured out the way through the temple door and let play begin there. For, the second dungeon I took out all but two main rooms, putting several major items and encounters into those rooms instead. The third dungeon, I left in its entirety and I’m glad I did because it had so many cool moments. These were topped off with a bunch of curses handed out by an ancient golden idol in the hold of a sunken Spanish galleon in an underground lake, the skeletons regaining their flesh, and All Bones McKeown being eaten by the giant Cthulhoid monster from the home-dimension of Jolly Roger. The survivors escaped through a maze of flooded underground tunnels and emerged into the creepy and atmospheric Black Coral Reef.

I loved it. It was a very good time and I think the players liked it too. One of them announced that they would happily play a full campaign of Pirate Borg, in fact. Their roleplaying was fantastic, because, as game designer and mutual on Instagram, sean_f_smith recently commented on one of my posts “everyone knows how to play a pirate.” I was worried about the strangeness of the PCs at the start, but the madcap elements introduced by their weirdo characters only heightened the atmosphere. Add in some pirate tunes and a few glasses of grog and we had a whale of a time. 10/10, might just go back to it before next Talk Like a Pirate Day.

Bilbo and Frodo’s Birthday

Did you know that it was Bilbo and Frodo’s birthday on September 22nd? The Bagginses of Bag End? Well, I didn’t. Not until the day before at least (although, I’m sure a younger me would have known it.) Anyway, I got in the Discord for Tables and Tales, our local TTRPG community and requested a Lord of the Rings flavoured game. It was incredibly short notice but our resident Tolkienite, Isaac of Lost Path Publishing did not shirk. He suggested a one-shot of a scenario that came in the core rules of The One Ring 2E from Free League. In no time at all we had swords, bows and axes being proferred in the comments and a full fellowship was formed.

In fact, we had five players and Isaac in total so it was a very fun table. We started off, on the night, with a spot of light character creation. Now, you need a bit of time for this in The One Ring. It’s not as time-consuming as D&D 5E character creation but it’s somewhat more involved, than say, Pirate Borg. Even then, with Pirate Borg, we had plenty of prep time and we had all met for a session 0 online a few days before so everyone had their characters ready to go. Since I had given Isaac only a single night to pull this together, (sorry Isaac) we had to include it in the session. By this point, we already knew this was going to take longer than one night to get through but we were all alright with that.

Actually, by the time we all had out characters ready we still had plenty of time to get into “the Star of the Mist.” The scenario began with our Player Heroes meeting Gandalf in the Prancing Pony! How my nerdy heart swooned! Isaac, producing an Oscar worthy performance as Ian McKellen as the old wizard, sent us off on a quest into southern Eriador where some folk had been going missing.

Our party consisted of two Dwarves of the Lonely Mountain, one of which was played by me. I said I was going to go full Nesbitt (as in Jimmy who played Bofur in the Hobbit movies) But I think I was more Belfast than that in the end. My guy is Frár, the Champion. The other dwarf is Berfa, a Treasure Hunter. We have a second Treasure Hunter, Porro, one of our two Hobbits. The second Hobbit is, Rollo, a Messenger and finally, our Barding, Dagstan, is a Warden. We set off into the wilds to find the source of the trouble and we managed to get a fair way into the scenario despite our time constraints. I don’t want to give anything away but it has Dwarves ruins, monsters in the water and a mysterious “she” who has so far remained unnamed. That’s a trio of Tolkien ticks right there.

As I said to the rest of the players, this session was special to me. It felt like the realisation of the dream of Tables and Tales; the ability to get a game together at a day’s notice for people to enjoy and to celebrate an important occasion, Bilbo’s onehundredandeleventh birthday!

I’m so looking forward to continuing this adventure. It had been a long time since any of us had played the system so there was a fair amount of scrabbling through the book for rules by all concerned. I feel like next time, we’ll know what we’re doing a lot better and, from recent experience, I find Free League games to pretty intuitive once you grasp the basics.

Other festivities

These are just the latest games played with a particular non-standard festival in mind. On May the Fourth, we played a Never Tell Me the Odds one-shot set during the events of Star Wars Episode Four, A New Hope. The PCs had to infiltrate the Death Star to rescue a certain Princess before the storm troopers got them, or indeed, before anyone else could rescue her!

Obviously, we are coming into the season for horror and spooky games as Halloween approaches. This is one holiday I can get behind. There are so many games that could suit this season that I am excited to start coming up with a few ideas.

How about you, dear reader, are there any occasions, events or holidays that you like to mark with a festive game? Let me know in the comments!

Case Closed

The suspects

I finished up two investigative scenarios in the last week or so. The experiences could not have been more different. I was the GM for one and a player in the other. They were in very different genres and systems too. I am going to have a go at dissecting them and trying to compare them, nonetheless.

D&D 5E – An Unexpected Wedding Invitation

I wrote a little about this short campaign here. At the time I wrote that, I didn’t even know it was a murder mystery, to be honest. It is a published, third-party 5E scenario so I could have looked it up, but I avoided reading anything about it online. Our wonderful DM was also the consummate host and was always wonderfully welcoming. She was a great DM too. We met in person over the space of eight sessions, more-or-less every two weeks. Our DM, who has run this scenario more than once previously, informed us afterwards that we took far longer to get through the scenario than other groups. Personally, I think that’s probably because of a couple of very important factors. Firstly, we had a fairly large group, five players and the DM. But, I think the second factor is what really pushed it so far beyond the normal length for the scenario. We were all chewing the scenery at every available opportunity. This group of players does not shy away from the first person, expansive, full-chested role-playing and it honestly does my withered heart good to see it every time we get together. We all had reasons for going ham as well. There was the promise of romance and, failing that, friendship. The possibility for court intrigue and drama was there as well. But, certain sections of the table were there to get their kisses in (in the infamous words of Lou Wilson.) The mystery was almost secondary to those folks.

As for the mystery itself; I won’t go into details. No spoilers except to say that there is a murder and we were not aware of that aspect going in. I don’t know if the DM advice is to keep that from the players until it happens but that was the case for us. Anyway, that was quite exciting actually. To discover there was an actual crime to figure out gave us all a shot in the arm! Up until then we had been essentially casing the wedding for curses and harassing the guests with weird, cryptic questions about the nature of one family’s bad luck. So, when we had a specific thing to investigate, it filled us with the sort of motivation that, I feel, the scenario failed to provide up to that point.

As for the investigation itself, it’s all about the NPCs in this adventure. That seems appropriate for a mystery game and this particular scenario was replete with well drawn NPCs who had distinct personalities, motivations, idiosyncrasies and voices (provided quite expertly by our DM.) You have the bride and groom, of course but you also have a cast of characters drawn mainly from the families on both sides. There are several set-piece scenes that are designed to allow the PCs to get to know the cast and our DM graciously provided us with portraits for all the main NPCs, hanging them on her DM screen. This was very helpful as there were a lot of them and without that constant visual aid, it would have been much harder to keep track. Our interactions with the NPCs seemed to give us positive or negative standing with them, leading to later conversations being more or less difficult for us.

The setting was integral, of course. An opulent country manse belonging to one of the families involved, surrounded by a generous estate on which they enjoyed hunting and picnicking. The adventure provided a couple of maps; more for reference than anything else as there was not a fight to be had at this affair.

As I said, I am not going into spoilers here about the murder, the suspects or the ending but there are a few things I can say. It seems as though the adventure comes with several prepared possible endings. The actions of the players, their standing with the major NPCs and their final pronouncement of who they figure did the murder all seemed to have an effect on that. This served to give it a slightly video-gamey feel, which was neither good nor bad but certainly leant a lot to the idea that everything was laid out in the adventure quite prescriptively.

Speaking of which, the actions of the PCs throughout felt a little restricted. This was purely a result of playing D&D 5E characters in a genre they were never meant to exist in. Few of our powers or abilities were of much use in this milieu and that felt a little frustrating at times.

Equally, there were several timed events that could not be prevented or changed in any real way by the PCs. Once again, this had the effect of making us feel more like spectators than active participants.

Questioning the NPCs, the most important part of the scenario, by far, and the only one where you could make inroads in your romantic or duelling ambitions, was difficult to say the least. Pretty much all of them could have done it, to be honest. That, by itself, is ok, but failing certain rolls here and there made the process feel fruitless at times. Without some mechanic to allow you to fail forward, it was always going to feel like this.

In the end, we failed to catch the killer. We fingered the wrong guy for the crime. This was due, in large part, to us interacting less with the killer than we might have, failing s couple of clutch rolls in interacting with them and the fact that we were left with too many potential culprits at the end that we couldn’t whittle down further with the evidence we had. Our failure was revealed to us in a sort of cut-scene right at the end. After all the effort we had put in, this felt like losing even though we had all enjoyed playing together around the table. The overall consensus from the players was that 5E was not the system for this scenario. It is not built for this sort of investigation and it led to an unsatisfying feeling from the result of the game even if we had a good time playing together, as we always do.

Blade Runner, Electric Dreams

Two blade runners posing like neon noir heroes in front of a stylised Wallace Corp ziggurat beneath the title of the Blade Runner Role Playing Game.
A photo of the front of my copy of the Blade Runner Start Set box.

I wrote a little about this game here while we were still playing it. At the time of writing that, we were only two sessions in and I was greatly looking forward to the next one. There were two players, playing Detective Novak and Fenna. We did this online, using Zoom and Roll20. It took five sessions of two and a half to three hours each. Having checked out other groups’ experiences with the same case file, I can say that’s about average. I could absolutely see it taking both less or more time since it would be dependent on how quickly the blade runners discover the key clues and how quickly they act.

Electric Dreams is also a pre-written scenario but, I think, importantly, it was produced by Free League as the intro to the Blade Runner RPG. There was never going to be a mismatch of scenario and system like we saw in An Unexpected Wedding Invitation. In fact, it felt as though this scenario was close to perfectly designed to bring players into the world and the system at the same time.

If you are a Blade Runner fan but not familiar with the Year Zero engine or RPGs in general, its got elements from the movies for you to geek out over and allow you to feel part of the megacity of LA by referencing the media you know and love. Meanwhile, it holds your hand through the early interactions with the mechanics, kicking things off with a few basic Observation and Manipulation rolls, teaching you that the more successes you get on your dice rolls, the better the result. As time goes on, the references to the movies remain strong, keeping the whole thing feeling like a natural continuation of or bridge between those stories and establishing a consistent and immersive tone and atmosphere. But you get more and more in-depth interactions with the rules as it introduces you to chase mechanics, combat, use of more complicated investigative techniques and character advancement.

And if you are an old hand at Free League’s signature rules engine, you will be good to go from the start. I was somewhere in between when we started playing. I am a big fan of Blade Runner and I have run Tales from the Loop before so I knew how the system worked well enough. But it was a long time since I had played it and I definitely had to look some rules up in play. This was generally fine, and didn’t take too long. What we also found, was that, once we looked up those rules once, we grokked them and didn’t have to keep referring to the rulebook, which was a refreshing change of pace for a group of players who have mainly only played D&D 5E together before (at least in recent years.)

Now, down to the scenario itself. As with the Wedding mystery, this was largely based around really well drawn NPCs, all of whom were potentially important to the plot. But, from the start, it felt as though the PCs knew who their main suspect was. They were rarely dissuaded from that notion, despite (or perhaps because of) the powers-that-be forcefully reminding them about the way they would like to see the investigation go. Since the characters were playing blade runners, cops in the LAPD, there were a number of NPCs that were there purely to back them up or chivvy them along. You had Coco, the medical examiner (who you also meet in Blade Runner 2049) and Deputy Chief Holden (who got his chest punctured in an interaction with Leon the replicant in Blade Runner) as well as any number of ad-libbed beat cops and the AI LAPD Despatch. The Wallace Corp is represented by one of their replicant executives who was immense fun to play. You also had a few NPCs that were witnesses and were never going to be anything but witnesses. The investigation was not designed to send the detectives off on the wrong path. There was no more than one red herring and that was there more to reinforce a theme than as a real way of derailing things.

What we found was that most of the sessions involved them trying to track the one suspect and discover their motivations and whereabouts. This led them into a web of corporate intrigue and moral dilemmas. That’s what Blade Runner should be about, of course, and Free League nailed that. The PCs were able to use the abilities of their pregenerated characters to do that pretty well. In fact, I would say that they were implausibly successful most of the time. On a couple of occasions they rolled so well that I felt compelled to reward them with information that would not, otherwise, have come up until later in the investigation. Moments like these allowed them to make incredibly effective leaps. What I liked about this scenario is that it allowed for that. There is a timeline of events that will happen at particular points of the investigation, but only if the PCs do nothing to prevent them. So, that doesn’t stop you moving them two steps forward, instead of the usual one. I think it actually encourages that sort of thing, in fact, as the timed events are generally pretty bad for the investigators or the other major characters.

We got an ending that was equal parts satisfying and open-ended, with the PCs making the moral, rather than the legal choice after the corporation took the law into its own hands one too many times. We might return to Novak and Fenna someday, maybe in the next published case file, Fiery Angels. The first one ran so well that I would definitely be confident to play the next one.

Conclusion

It is almost unfair to compare these two games, but it has been impossible for me to do anything else. In blade runner, you had a scenario where any outcome the PCs reached was likely to be satisfying and a system that supported the sort of game you were playing, investigative, character driven and darkly themed. In the other, the scenario felt a little too restrictive and was hampered further by a system that was never designed to support the investigative nature or the regency feel. I had fun with both, but I know where I would turn first if someone asked to play a mystery game.

Festive one-shot

Celebrate

It’s almost that time of year again, everyone’s favourite holiday where we all dress up as our favourite characters and talk funny. That’s right! Talk Like a Pirate Day is fast approaching! It falls on September 19th, as I am sure you all know. As is traditional, we’ll all be renting a parrot, donning an eyepatch, practicing our “yaaaar” and contracting scurvy to commemorate the joy and wonder brought to the world by that most under-rated of historical figures, the lowly pirate.

As well as that, this year, I thought it would be fun to run a pirate themed one-shot. Since an RPG named Pirate Borg exists, it seemed like the notions of a landlubber to choose any other game to use for the occasion.

There has been an unsettling number of Borgs released over the past number of years, certainly more than enough to make Jean-Luc Picard lose his temper. It can be hard to see the hacks as anything other than cashing in, however, and I will confess to thinking that way myself. But I hear very good things about Cy-Borg and Pirate Borg has been a pleasant surprise as I read through it. It is genuinely more fun and more entertaining than I was expecting. The art, design and layout are good and the vibe is perfect if you are looking for a horror pirate game.

I have really only just gotten into the character creation section so I thought I would do another character creation post! Everybody loves those, right?

Random pirate

I’m gonna roll for everything as is traditional around here. Luckily, this game is well set up to allow for that.

Here’s the step by step guide provided on page 27 of the core book:

A photo of the table from the Pirate Borg core book that illustrates the 5 steps to Create a Player Character (PC.)
A photo of the table from the Pirate Borg core book that illustrates the 5 steps to Create a Player Character (PC.)

Random tables

So, when it says to roll on the tables on this page, this is what it means:

  • Container table (d6) I rolled a 6! That means I get a friggin’ dinghy! Good start.
  • Cheap gear table (d12) Got a 4. That’s a shovel. Should be useful for digging up buried treasure or my own grave.
  • Fancy gear table (d12) 9 on a d12 = a worn out book. I imagine it to be the well-thumbed guide to the manners of the gentry in Paris and London 50 years ago.

Random scores

A pirate has 5 abilities, Strength, Agility, Presence, Toughness, Spirit. You roll 3d6 for each one and consult another table to determine what your score is. Here we go!

  • Strength: I rolled an 8 so that gives me a -1 (it could be worse)
  • Agility: That’s a 7, which is also a -1 (a pattern is forming)
  • Presence: 12! Phew! That makes the score an incredible 0!
  • Toughness: 6. Shit. That’s -2. This pirate is not an olympic athlete
  • Spirit: 10. OK, OK. That’s also a score of 0.
    Things might start to look up as I move on to a

Random class

You can choose to be a landlubber if you don’t want to take one of the 6 standard or two optional classes. But half the fun of this exercise is rolling everything up, I’m going to roll a d8 and take whatever class it gives me. In this case, I am including the optional classes.

Here are a list of the classes:

  1. Brute
  2. Rapscallion
  3. Buccaneer
  4. Swashbuckler
  5. Zealot
  6. Sorcerer
  7. Haunted Soul – there is another d6 roll here to decide the type of supernatural entity you might be. Includes vampire, zombie, skeleton. All the classics
  8. Tall Tale – if you get this one, you roll another d6 to determine what sort of tall tale your character is
    1-2. Merfolk
    3-4. Aquatic Mutant – this gets broken down even further. Lots of potential mutants out there, folks. If I roll this up, I’ll have to roll another d8 to find out which type of mutant I’ll be. Suffice it to state, Anglerfish is an option
    5-6. Sentient Animal – this one will involve another d6 roll to decide what animal my pirate is going to be…

Well, I rolled a 3. That means my character is going to be a Buccaneer.

Skilled trackers and survivalists. Expert sharpshooters, especially with muskets and rifles

Buccaneers get a +2 to Presence, a -1 to Agility and a -1 to Spirit.
So that makes my Ability Scores:

  • Strength: -1
  • Agility: -2
  • Presence: +2
  • Toughness: -2
  • Spirit: -1
A photo of the two-page spread for the Buccaneer class in the Pirate Borg core book. The illustration on the second page shows a femme person wearing pirate gardb, including a tricorm hat. They have a hook instrad of a left hand and have a spade slung over the right shoulder.
A photo of the two-page spread for the Buccaneer class in the Pirate Borg core book. The illustration on the second page shows a femme person wearing pirate gardb, including a tricorm hat. They have a hook instrad of a left hand and have a spade slung over the right shoulder.

For a Buccaneer, reloading a black powder weapon only takes one round instead of the usual two. I guess the hope is that you are far enough away from the bad guys that you have a round before they kill you or that they don’t have ranged weapons themselves.
I also start with a Musket and 10 + Presence rounds of shot. So that would be 12, then!

Random feature

I am going to now roll a d6 for my class feature. You do this when you first begin and then again each time you gain experience. Each feature can be taken twice, or so it says here in this book.

I rolled a 2! That is the feature, Crack Shot. That reduces the Difficulty Rating (DR) of all ranged attacks by 2. That’s pretty great actually. If taken again, the feature reduces that DR by another 2 points.

Random hit points

A Buccaneer gets to roll a d8 for hit points and add (or, in my case, subtract) my Toughness. Looks like d8 is the most common die for HP across the classes. I rolled a 7 so that leaves me with 5 HP. I am pleasantly surprised!

Random clothing and hat!

Now we’re on to the really important shit.
Buccaneers get to roll a d10 on the clothing table. The options range from Tier 0 rags to Tier 3 conquistador plate!

I rolled a frigging 10!! That’s the conquistador plate! -d6 damage. But it does add 4 to the DR for all agility tests and 2 to all defence test DRs. Also, the text goes out of its way to tell you you’re going to drown if you end up in the water…

Now for Hat! Have to roll a d12 for this.
You can get anything from “none” to “morion” on a d12.
I got a 6, bandanna, which I find acceptably piratical.

Random… Luck

A photo of the Devil's Luck page of the Pirate Borg core book. It shows an upsidedown five-pointed star with text describing the ways you can use a PC's Devil's Luck points in each of the five points and a pirate's skull in the middle. You can tell it belongs to a pirate because of the eyepatch over the left eye.
A photo of the Devil’s Luck page of the Pirate Borg core book. It shows an upsidedown five-pointed star with text describing the ways you can use a PC’s Devil’s Luck points in each of the five points and a pirate’s skull in the middle. You can tell it belongs to a pirate because of the eyepatch over the left eye.

Devil’s Luck is a resource that your character can use in Pirate Borg for the purposes of dealing max damage with an attack, lowering the damage done to you by d6, rerolling any die, neutralising a crit/fumble or lowering a test’s DR by 4. So it works like Omens in Mõrk Borg, basically.

Your class determines what you roll for your starting Devil’s Luck. The Buccaneer gets d2. For my purposes, I plucked the first die out of my dice bag and it turned out to be a glittery, turquoise d6. I rolled a 6! So that means I get 2 Devil’s Luck. Not too shabby, but not too great really, eh?

Random background

The next thing the step by step guide says to do is roll on the tables on pages 55 to 61. The first of those is a d100 table of backgrounds. These are more than just back story. They also determine your starting money and provide you with something significant like items, important NPCs and motivations.

I rolled a 97! That gives my pirate the “victim” background. That’s broad but might give me a spark for my actual backstory. It also gives me 2d6 x10 silver pieces and a haunted past (obvs.)

I rolled a 7 on my 2d6 so that’s 70 silver to begin. Along with the 200 I am likely to get for the conquistador armour, this buccaneer will be laughing all the way to the X.

Random flaw

Page 56 has the Distinctive Flaws table. It’s a d20 table of generally one-word personality traits. Some of these are only subjectively to be considered flaws in my opinion. I rolled a 9 and got “aggressive.” I would imagine that that is considered a good trait for a pirate in many situations. I’ll take it!

Equally, “2. Stubborn,” “6. Coward,” and “17. Paranoid” might all be considered beneficial to people in the pirating business at least some of the time.

Random trademark

I am rolling here for a Physical Trademark, rather than some sort of copyright or patent type deal. That would be a weird thing to include in the character creation section of a pirate game.

Another d20, here we go!
I rolled a 5… shit, I’m missing a hand; hook or claw instead. I’m thinking claw? Might be easier to handle my gun that way. Importantly, there is nothing in here about this causing any sort of mechanical drawback to your character, which I like.

Random idiosyncrasy

The full title of the table on page 58 is:

Idiosyncrasies one might have developed and will certainly never be rid of…Yet that certainly won’t stop you from trying.

It’s another d20 table. I have been using a different die for every single roll and I don’t see a reason to stop that now. It has been serving me semi-well thus far after all.
That’s a 12. Now this result might very well feed into the victim background I rolled up earlier:

You wronged and infamous pirate lord

I am beginning to think that the two are connected. My Buccaneer’s cat, Milly, tore out the throat of Captain Tall John Copper’s parrot, Butch. Milly jumped from the gunwale and swiped the emaciated bird off the shoulder of the famously bad-tempered pirate captain who had had men flayed alive and keel-hauled for less. As some sort of poetic justice, he made my pirate cook and eat poor Milly while the whole crew looked on, and then he chopped my hand off.

Random incidents

A photo of the Unfortunate Incidents & Conditions table from the Pirate Borg core book.  It includes a black and white illustration of an overloaded lifeboat on rough seas surrounded by debris and a d20 table beneath that.
A photo of the Unfortunate Incidents & Conditions table from the Pirate Borg core book. It includes a black and white illustration of an overloaded lifeboat on rough seas surrounded by debris and a d20 table beneath that.

This one has an incredibly long full title as well:

Unfortunate incidents & conditions having occurred or developed with or without one’s express consent, desire knowledge or general understanding

Guess what! It’s another d20 table. I rolled a 9 on this table. The result is unfortunate:

Your last crew was killed by undead. They left you alive on purpose

Shit. I hope my new crew doesn’t learn of this…
I am thinking that I made a deal with a necromancer to send his vitality-challenged minions to do in Captain Tall John Copper but they got a bit enthusiastic and did the whole ship instead, leaving me to take a dinghy (call back to the first roll of the character creation process!) to the nearest port and find some new gainful employment.

Random things

The last table in the list stretches right across from page 60 to page 61. It is entitled “Thing of Importance.” It is another d100 table.

I rolled a 79:

A long scar on your face

I think it is only fair that Milly gave me that just before I popped her in the stock pot.

Random name

There is only one thing left to do as part of this process, and that is the all important name. Now there is a table for names on the inside cover of the book so I think I will use that. It is a d12 table with three columns. I shall roll a d12 3 times and combine the names as I see fit:

Roll the first: 7 – Sam(uel) or Butch(er) or Philip
Roll the second: 3 – Robert(s) or Jack or Fernando
Roll the third: 11 – Genny or Isabel(la) or Jean

I imagine the name Butcher came from the Milly incident. It should go in the middle. So, it’s Isabella “Butcher” Fernando. That’s a bloody good pirate name if I do say so myself.

Random conclusion

Not really.
I thoroughly enjoyed the process of making his character. I am used, in more recent games of Mõrk Borg, to using their Skum Birther site to come up with a random character and that can be fun too, although I do think, when you are that far-removed from the process, you don’t have that strong an attachment to them. So, spending the time rolling up this pirate with you, dear reader, has been rewarding and has taught me quite a bit about the game as well. And that, after all, was the whole point of the exercise.

Have you played Pirate Borg, dear reader? Will you be celebrating Talk Like a Pirate Day this year? If so, what will you be doing for it?

Motivation part 2

Motivating characters

So, in the last post, I went on at some length about how you might be able to motivate players in your game, focusing mainly on what you do between sessions to get them excited to come back and do it all again. There were also times, I decided, when you shouldn’t overdo it, when you should just let people be.

When you do get them to the table, though, your work ain’t over. Obviously, I’m talking to the GMs out there, but this goes for players too. Because now it’s time to figure out why your character is out there smashing skulls or investigating murders or trying not to be sacrificed by some bloodthirsty, cthonic cult or whatever their weird job is.

Seems like an easy answer, doesn’t it? But it’s not. Your character’s motivation is a strange, ephemeral thing that you need to keep in your mind at almost all times to figure out what they are going to do in any given situation. You can keep your alignment, in my humble opinion. Alignment is such an archaic and ill-defined concept, it barely even begins to answer any of the questions raised by the “character” aspect of the sheet. It can be manipulated to mean almost anything. So it doesn’t really help to direct you when you are trying to decide whether you should back the werewolves or the elves (Dragon Age: Origins fans, yo!)

New characters

Games have all sorts of ways to help you figure out what your character’s motivation is going to be. At the creation stage you are picking things like backgrounds, bonds, ideals and flaws if you’re playing 5e, your drive, problem and pride if you’re playing Tales from the Loop, your Calling if you’re playing Heart. The game is usually trying to help you out. Sometimes it doesn’t have to do any more than describe your race and class, in fact. That’s often enough to set a player’s imagination alight. Before you know it, your dwarven barbarian has figured out that her driving force is a desire to put as much space between herself and the darkspawn riddled Deep Roads (I’ve been replaying Dragon Age: Origins recently, ok?) as she can, and to have fun doing it. Of course this motivation is likely to change many times during play, but if Bianca remembers that she never wants to set foot in the Deep Roads again from that moment on, all of her decisions are likely to be coloured by it, especially when she finally faces her fears and delves back down to Orzammar and the lost Thaigs to help out her party-mates in their quest to track down the origin of the darkspawn outbreak in the Korcari Wilds.

Here’s a question though. How much influence should the GM have on a player-character’s motivation. Well, like most things PC-related, I would say that there is a conversation to be had. This is often something I forget to do with my players at character creation to be honest. Especially in games where motivations are less well defined or less tied to the plot. In fact, I have received feedback in the past that I should be more willing to guide players in their choices of class in case they choose something inappropriate for the campaign, never mind motivations! But basically, what I’m trying to say is that you should always talk about it, especially if a player is interested in talking about it.

I messed this up recently and definitely reduced at least one player’s enjoyment of the first session of a new game as a result. Motivation is important! It colours everything so you should always be available to talk about what a character is doing this stuff for? Why would they want to? It’s not that they player is being awkward or a prima donna or making the game about them, they just want to feel a connection to the game through their character and they need a reason for that. Help them out, eh?

In gameplay

As I mentioned before, character motivations can change during the course of play. In fact, I would go so far as to say that if they don’t the game there is probably not much going on in it. Most sessions it is a good idea to make their most immediate motivation become “I don’t want to die!” At least once.

But this goes for long-term motivations as well. I think it is absolutely possible to retain your character’s initial motivation of “never wanting to go bak to the Deep Roads again,” while subverting that, undermining it, overcoming it. Maybe, once Bianca follows her companions back into the Deep Roads, she realises that, without here, they would have died down there, that actually, her Deep Roads survival skills are valuable and that she should help others by teaching them. I think GMs should be prepared for these shifts but players, equally, should be ready to make changes like this to their characters. Turn it on its head, fail forward if that’s what happens in the game. Push your character to do what is explicitly against their motivations sometimes and see what happens to them and the game as a result. Do the unexpected!

Heart

It always comes back to Heart these days it seems. Well, that’s because it has these great little systems built into it. The granddaddy of these systems is the Character Callings. You have a handful of them. Not too many to choose from: Adventure, Forced, Heartsong, Enlightenment and Penitent. They speak for themselves really, except maybe for Heartsong, which is the weird one that wants your weird character to follow the weird as deep as it will go into the weird subterranean other-world until you find some insight into the weirdness that’ll probably kill you or transform you beyond all recognition.

Essentially these are all the motivations your character might need in Heart. Their descriptions spell out the kind of thing in keeping with the theme of the Calling, that might have led you to delve into the red, wet Heaven. It also gives you a fun ability to reward you for choosing it, a few questions to answer to help you flesh out your character and focus you on the type of adventure/enlightenment/penitence etc you are espousing, and most usefully, both for the player and the GM, an absolute raft-load of beats, narrative or mechanical milestones you want your character to hit as your delves go on. The beat system is so useful for building a session and a story at the table together. It is particularly fun when one PC’s beat synergises with another PC’s completely separate beat or when the object of the beat comes up organically in play, without the GM being aware that it’s happening. It is motivation given mechanical and narrative form and I love it.

Seriously, go check out Heart if you haven’t already. It’s a good game. And it’s fun and gross.

That’s me for now. My motivation to write has ebbed and waned. It’s you time now. How do you like to motivate your players and characters?

Beginnings

Where shall we start?

This is always the first question I ask myself when starting a new game. It doesn’t really matter if it’s a one-shot, a short series of sessions or an open-ended campaign; the beginning sets the tone for the whole thing. If you start your PCs off trapped in a haunted house with no prospect of escape and a murderous ghost hunting them, you have made a pretty firm statement about the kind of game you are all there to play (or your players will see it that way at least.) Equally, if you start with a scene from each character’s home life, interacting with their family members and discussing their everyday problems, you are establishing a sense that this is the type of game where that kind of thing will happen again (or you should be.)

You can use the start of your game to establish a theme too. Maybe its a horror game involving frog mutants who want to feed your players souls to their unholy tadpoles, you could start in their camp at night, describing a croaking, ribbiting chorus that grows in intensity and volume through the night, ensuring that none of the party get any rest. Embed in the cacophony the true name of a PC and you have the potential for fear and suspicion if not outright horror.

Control

Three sessions in, there’s one PC who has decided to attempt a bloodless coup on the streets of the town at the centre of your adventure, another who has set their heart on wooing one of your NPCs of lesser importance and a third who just wants to sit in the tavern and spread rumours about the sheriff being a cannibal. It can feel like you are out of the picture sometimes (and that’s not necessarily a bad thing, dear reader. The best sessions happen at the whims of the players.) At the start, though, you, as the GM, have control. It relates a little bit to the world building work you’ve been doing, or not doing. After all, you made up the place they start in, or at least, you read about it in a published sourcebook or module and interpreted it as you saw fit. You know the places involved, you know the relevant NPCs, you know the setup, even if you have no preconceived notions about how it’s all going to go down in the sessions to come. With that knowledge, you start with an advantage, for the time being, at least. Before long, you have to hand things over to your clever and inventive players and they’ll have burnt down half the Silver Quarter while introducing the roller skate to Spire.

But, more important than your behind the scenes knowledge, is the situation they start in. I’ve mentioned in medias res beginnings in the past. Frame the scene they find themselves in and make it tense or truly fantastical or horrific or action-packed or just evocative. Start in the middle! It is the one opportunity you have to do this. You set it all up and see how they react to it.

In the Death in Space one-shot I ran a few months ago, I started them off being ejected from cryo-sleep as they approached the main adventure location, a mysterious space-station. They each got to have a moment to describe their characters and I explained they were seeing the debris field surrounding the remains of a planet that was destroyed in the recently ended wars and that they had to guide the ship through it! But then I used a series of flash-back scenes to explain what they were even doing there. I don’t think that’s even the first time I have used the in-medias-res/flashback combo to get into the action as quickly as possible while also providing some much-needed context. It worked pretty well as I recall…

It’s a fun way to get them all rolling dice quickly and failing quickly too, which is usually pretty important in a one-shot horror game.

Intros

Tales from the Loop wants you to put the kids, the players’ characters, at the fore from the get-go. And deservedly so. These kids are created to have people who are important to them, problems that consume them in their regular lives, drives that motivate them and things they’re proud of. They’re rich and three dimensional characters before they ever get to the table. So, the game insists that you start a mystery (what TftL calls adventures) with a scene belonging to each and every kid in their home life or at school, with NPCs that are important to them, family, friends, mentors, that sort of thing. This is where the players get really invested in their characters. They have genuine and heartfelt interactions with the people of significance to them and they begin, immediately, to find their voice and their personality. It’s probably the best thing about a game that has a lot of good things going for it.

I stole the technique for the second campaign I ran in my Scatterhome world. It took place on the northern island of Erlendheim. The PCs all knew each other at the start since they began at 8th level and, in the fiction, had an adventuring party for many years, long ago. The adventuring life long behind them, I asked them to describe their mundane lives as a farmer, an advisor to the Jarl, a guard sergeant and a village priest and made sure to include people and places that were important to them. I focused on who and what they loved because I knew I was about to fuck with all that.
I had learned a lesson, you see, dear reader. Oh yes. For those of you keeping studious notes, you will recall I described the start to the first campaign in Scatterhome, when I drowned the island nation and erstwhile homeland of the PCs, Galliver, off-screen, before the start of the game. They didn’t care about it, and I can’t blame them. I had never given them a reason to.
In Erlendheim, they were more focused on saving the druid’s kids, ensuring the safety of their families and homes, protecting their futures.
Tug on those heart-strings, GMs.

Scenic

There is a subtle art to the transition from the start of an adventure to the meat of it. Or there is if you don’t subscribe to the philosophy that adventures should happen in scenes.

Usually, the end of a scene is obvious in a movie or tv show. It normally shifts perspective or location or time. So, if you want to do something similar in a game, someone needs to just say it’s over and move to a new scene. Sometimes that’s the palyer who wanted the scene but usually its the GM. I would rarely have done something so bold as to declare the end of a scene in a game of D&D as a more trad DM but it’s so freeing to do it! Just like you framed that first scene at the beginning of your game, you soon realise that you can frame and end any scene at any time (within reason.)

Looking back at the Tales from the Loop example from earlier, I noted that each kid gets a scene about their home life. Together with the player, you describe the kind of scene it is going to be, improvise it and end it when it feels right. When you move on to the investigation part, you can cut to a scene with all the kids in it, where they are staking out the suspicious machine that appeared in the nearby field overnight to see who is responsible for it and end that scene when they have gotten everything from it they can. Easy.

Using scene structure is even built into some games. Spire and Heart use scenes, situations and sessions like other games use rounds, days and long-rests. They are left deliberately vague but some powers and abilities work only within the current scene or situation. I have embraced the vagueness and it didn’t even take any adjustment. It was instinctive.

In the next post I am going to write a bit about endings, which, in my experience, are so much more difficult.

How do you like to start your games, dear reader? Let me know in the comments.

Character Creation – Advanced Dungeons & Dragons 2nd Edition, Dark Sun, Part 2

What has come before

Well, yesterday I started by creating a brand new character to be played in Dark Sun, the AD&D 2nd Edition setting. Here’s what we’ve hot so far:

  • Name: Rezina
  • Pronouns: she/her
  • Race: Halfling
  • Ability Scores:
    • Strength: 11
    • Dexterity: 18
    • Constitution: 18
    • Intelligence: 17
    • Wisdom: 18
    • Charisma: 9
  • 3ft 3in tall
  • 59lbs in weight
  • 41 years of age

What have we learned? Race is problem in these older books. The ways they refer to characters as “half-breeds” or inherently unintelligent or bred to be sterile are incredibly distasteful. It is all couched in very racist and unsympathetic language and I am glad that that sort of writing is a thing of the past.
Also, Dark Sun characters come out powerful, with the new way of rolling up your ability scores and some really useful racial traits.

Stay classy

It’s time to look at classes in Dark Sun. There are many changes to the classes compared to the AD&D 2nd Ed Player’s Handbook. There are also a few new ones here. Dark Sun introduced the Defiler, the Gladiator, the Preserver, the Psionicist and the Templar to the game. Technically, Psionics were introduced in the Complete Psionics Handbook, though. I mentioned yesterday that Halflings can choose from the following classes: Cleric, Druid, Fighter, Gladiator, Illusionist, Psionicist, Ranger and Thief. But I will take a look at each of the new ones and the major changes to the existing classes too.

The Dark Sun Rules Book splits the classes into their categories of Warrior, Wizard, Priest and Rogue with Psionicist sort of tacked onto the end.

A photo of the AD&D 2nd Edition Battlesystem Skirmishes Miniatures Rules from TSR.

TSR really wanted you to use their Battle System mass-combat rules with Dark Sun. If I remember correctly, parts of the opening few official adventures contained full-scale battles where it expected you to have armies of miniatures fielded against each other. I don’t remember ever using them, despite having the book. Anyway, as a result of that, one of the main things that Fighters got in Dark Sun was a whole bunch of automatic followers. These people would just flock to you as a successful Fighter as you gained levels. They can also teach weapon proficiencies from 3rd level, operate heavy war machines from 4th level, supervise the construction of defences from 6th level, command large number of troops from 7th level and construct heavy war machines from 9th level. All of these very Battle System related abilities are in addition to the stuff they get in the PHB. Fighters have an ability requirement of 9 STR so Rezina could, technically take this class. Hit Dice: D10.

The Gladiator is a new class. They are the slave warriors of the Sorcerer Kings. The arena is a big part of life in the City States of the Tablelands. It is the main form of entertainment and a system of control for the masses. It’s also big industry as the slave trade is key to the economy of the region. Gladiators get a few nice benefits. They gain proficiency in all weapons and can specialise in multiple weapons too. Not only that, but they are expert in unarmed combat and get to optimise their armour, reducing their AC by 1 for every five levels. From 9th level, Gladiators also gain followers like the Fighter. They have some harsh ability score requirements though, STR 13, DEX 12 and CON 15. The Strength requirement disqualifies Rezina, I’m afraid. Hit Dice: D10.

Rangers are mostly unchanged from how they are described in the PHB. They have to decide on an elemental plane of worship at 8th level and can only cast cleric spells from that sphere and they gain followers of animal and humanoid type from 10th level. Required STR 13 means I can’t choose to be a Ranger. Hit Dice: D10.

Onto the Wizards! Rezina can choose only Illusionist from this list but we’ll have a look at them anyway as they are so important to the overall lore of the world. Wizards work quite differently on Athas. The default magic user is the Defiler. These guys drain the life from the world around them to power their magic and, as a result of their disdain for the environment, they gain levels much faster than their Preserver counterparts. Preservers balance their consumption of magical energy to minimise or chancel the damage they do. Of course, this course makes them level up much slower. Finally, there is the Illusionist, a specialist wizard class who are treated exactly as they are in the PHB except that they have to choose to be either a preserver or defiler. Regular Preservers and Defilers only have an ability score requirement of INT 9, but if you want to be an Illusionist, you also need to have DEX 16. So, this is, in fact, an option for Rezina.

Priests are split into Clerics, Druids and Templars.
The Clerics are worshipers of a particular elemental plane, rather than of a deity or pantheon. Athas does not have its own gods and is considered separated somehow from the influence of the Outer Planes. It is very hard to get to and from Athas, in fact, through planar magic, portals or even spelljamming vessels. So, Clerics, although they may be flavoured differently depending on their backgrounds, gain power from the Inner Planes, the elements, instead. Their weapon restrictions are based on the elemental plane they worship, they can ignore the presence of the element they worship from level 5, they can gate material form their chosen plane at level 7. You need a WIS 9 to be a Cleric so that is an option.

Druids are out for Rezina due to their ability score requirements, WIS 12 and CHA 15. She’s just ain’t got that rizz. Druids have to choose an area known as their Guarded Lands and from 12th level on, they have to spend half their time there. They gain their powers from the spirits there. Usually, their spells are restricted to one or two spheres related to their guarded lands. They can speak with animals and plants as they gain levels, and get a whole bunch of powers from their lands.

Clerics and Druids are really only a thing outside the City States themselves. Inside, the priests who matter are the Templars, the priests of the Sorcerer-kings. They’re not good guys. In fact, a Templar PC has to be either Neutral or Evil. They enforce the edicts and laws of the Sorcerer-kings and are not above a little corruption. They have access to vast libraries that allow them to use spells from all spheres, though they progress slower than Clerics at lower levels. Unlike the other priests, Templars get their spells directly from their Sorcerer-king. They can raise and ally with undead but cannot turn them, they have the power of life and death over slaves (this is a class benefit…) they can legally enter the house of a free man and accuse them of disloyalty from 4th level and pass judgement on them from 7th level. They can start throwing their weight around with nobles from 10th level. They can can requisition soldiers from 3rd level, gain access to all areas of palaces from 5th level and draw on the city treasury for official investigations. From 17th level, they can pardon any condemned person, though, which is nice. Rarely do you see a class in RPGs that is as focused on civic matters and accusing people of shit to get their way. It’s a weird one and I don’t think anyone in my games ever chose to play one. Anyway, Rezina can’t be one because she is a Halfling.

Onto the Rogues.

Bards are out for Rezina as she is a Halfling. But they are pretty cool in Dark Sun. They are renowned, not only as entertainers, but also, assassins, blackmailers and thieves. They have all the benefits of the original Bard from the PHB but they also have a mastery of Poisons. One big difference is that they don’t get access to spells at all.

Thieves work basically the same as they do in the PHB but they also can find a patron from 10th level. These guys can give them jobs or protect them from others. With the only pre-requisite being DEX 9, Rezina could choose this class.

A photo of the front cover of the Advanced Dungeons & Dragons 2nd Edition of the Complete Psionics Handbook from TSR.

Finally, the Psionicist. Every character in Dark Sun rolls on a table to get a Wild Talent, an innate psionic ability that may or may not be particularly useful so the class is open to all races. But Psionicists have a whole raft of abilities that come with the class. Luckily I have a copy the Complete Psionics Handbook (TSR 1991.) Psionics were based on the idea that the powers were split into separate disciplines within which you get major powers called sciences and minor ones called devotions. Your character gets a pool of Psionic Strength Points, based on a relatively complicated equation involving WIS score and CON and INT modifiers. You spend these to use powers. They also learn Defense Modes which are used in psionic battles. They gain followers from 9th level. The ability requirements are CON 11, INT 12 and WIS 15 so Rezina could choose this class.

There are a few other points to consider before making the choice here. Halflings can choose to multiclass and Dark Sun characters start at 3rd level by default. I won’t multiclass, just to keep this a bit simpler.

Another characteristic of Dark Sun is that you are supposed to have a character tree, ie, a selection of 4 characters to choose from in between adventures or so there is backup in case one character dies in this very lethal setting. I won’t be doing this as I have spent so long making just a single character already!

Time to choose

A photo of page 30 of the AD&D 2nd Edition Player’s Handbook. It contains the description of the Wizard class, including Wizard level progression and Spell Progression tables.
A photo of the Illusionist section from the AD&D 2nd Edition Player’s Handbook.

My options are Fighter, Illusionist, Cleric, Thief and Psionicist. Should I roll for it? Yep. On a d5 (thanks again DCC) I rolled a 2. Illusionist!

Illusionists get a +1 on saves vs illusion spells and others get a -1 against their spells. They also get to memorise an extra illusion spell at each level. Researching new illusion spells is easier but conversely, researching the spells of other schools is harder. Of course, it also means that they can’t learn spells from Schools directly opposed by illusion, ie, necromancy, invocation/evocation and abjuration.

Ok, I am going to have to wrap this up here. This character creation process in Ad&d is pretty time intensive, especially when I go through every potential class candidate and critique them I will have to finish this off tomorrow. See you then!

Character Creation – Advanced Dungeons & Dragons 2nd Edition, Dark Sun

Showing some character

So the character creation posts have had some good feedback. People mainly seem to like it when it goes disastrously wrong for some reason. Schadenfreude maybe? Anyway, I thought I would continue the series with another one. This time, I thought I would go back to the game I think of when I think of my teenage years, AD&D 2nd Edition (TSR 1989), and, more specifically, the Dark Sun setting (TSR 1991). I have never been a player in a Dark Sun game, I was always the DM, so this will be interesting. Also, Dark Sun characters need to be pretty hardy to survive the scorching wastes of the magic-blasted world of Athas. So, if I roll bad, you sadists out there should get a kick out of it.

Step 1 – Ability scores

A photo of the “Rolling Ability Scores” section of the AD&D 2nd Edition Dark Sun Rules Book.

We see an immediate departure from AD&D norms with rolling your ability scores in Dark Sun. Because the setting is so brutal, your PCs get higher than average scores to reflect the hardness of life there. So, instead of the usual 3d6 for each score, you roll 4d4+4 for a minimum of 8 (even though the book claims the minimum is 5, which is numerically impossible) and a maximum of 20, unmodified. There are a bunch of optional methods for rolling included in the Dark Sun Rules Book but I am going to stick with the basic one. So, here we go:

  • Strength: 13
  • Dexterity: 16
  • Constitution: 19 (Suck it Canon Fodder)
  • Intelligence: 17
  • Wisdom: 16
  • Charisma: 10 (Oh well, they can’t all be winners)

First thoughts; obviously this method produces some high results. Also, I was very lucky. Also, these rolls mean that this character could choose almost any race or class.
Second thoughts; now that it comes to it, this is one of the reasons my players really liked this setting. They got to create some very powerful characters, even without cheating on their rolls (which was, I must be honest, the norm at the time)!

Step 2 – Player character race

A photo of Table 3: Racial Class and Level Limits from the AD&D 2nd Dark Sun Rules Book.

There are Racial Ability Requirements in this setting as there are in the base game, but some of them are very tough to achieve. The only one I think is ruled out is the Half-giant. If you want to be one of those big lads, you need to have a minimum strength score of 17. So here are the races I get to choose from:

  • Dwarf
  • Elf
  • Half-elf
  • Halfling
  • Human
  • Mul
  • Thri-kreen

Pretty much none of the races in Dark Sun bear any resemblance to the standard D&D ones, with the possible exception of bland old humans. There are also a few new ones here.

Dwarves are all hairless and obsessed with a focus that gives them bonuses to saves and proficiencies when performing them in pursuit of that goal. They can choose to be Clerics, Fighters, Gladiators, Psioicists, Templars or Thieves. Although all of these have level caps below 20 except for Gladiator and Psionicists. Some of them are really low. A Dwarf can only get to level 10 as a Templar for instance! But they can multi-class. They get a +2 to CON, +1 to STR, -1 to DEX and -2 to CHA.

Elves are tall and lanky and weather-worn with an incredible stamina needed for running long distances across the Athasian deserts. They are very insular and tribal. They get bonuses with long swords and longbows made by their own tribes and to surprise rolls in the wilds. They can choose to be any class except Bard or Druid. They get +2 to DEX, +1 To INT, -1 to WIS and -2 to CON.

Half-elves have to deal with terrible intolerance from both elves and humans and have to do without basic connections or friends (this shit is in the text, ugh.) Anyway, it makes them very much self-reliant loners. They get a free Survival proficiency at 3rd level and can make a pet friend at 5th level! All classes are open to them and they get to multi-class if they want. They get a +1 bonus to DEX and a -1 to CON.

Half-giants are a thing in this setting. And, although I can’t choose them, here is a little bit about them. They are up to 12 feet tall and weigh up to 1600 lbs! They have no culture of their own as a very young and dull-witted race. Once again, the text is pretty bad about this kind of thing. It really underlines for me the need for the push-back this sort of thing rightly received in more recent times. Anyway, they getting bonuses to STR and CON and minuses to INT, WIS and CHA. They can only choose from 5 classes.

A photo of the Halflings section of the AD&D 2nd Edition Dark Sun Rules Book including an illustration by Brom depicting two tattooed halflings with long, wild hair emerging from a cave.

Halflings are small humanoids from the jungles at the fringes of civilisation in the Tablelands of Athas. Their culture is concerned mainly with appreciating their local natural world and complex interactions of a social sort between their various villages and clans. They are not really into war and wealth. They get bonuses to use slings and thrown weapons, to surprise opponents and to save against magic and poisons. They get a -2 to STR, -1 to CON, -1 to CHA, +2 to DEX and +2 to WIS. They can choose any class except Bard, Defiler, Preserver and Templar. They can choose to multi-class.
As a side note, I had a memory of Halflings all being cannibals in this setting but it is not mentioned in the character creation section so it might have just come up in certain adventures or something. Not sure.

Humans are much like humans in other settings except they generally have some weird little traits, like mutations. This is a post-apocalyptic setting after all. So players are given latitude to come up with some little physical idiosyncrasy that is purely for flavour. They can choose any class and can be dual-class, but cannot multi-class.

Muls are yet another “half-race.” Its genuinely so distasteful, this whole business. Anyway, here we are, they are half human, half dwarf. They are the product of slave-owners “ordering their births” for gladiatorial or labourers. They are born sterile. FFS. My stomach truly turns at this description of this race. It’s just so cruel. They also “live out their lives in servitude, driven by hatred and spite.” Give them a break! They are tall and well built. They get a +2 to STR and +1 to CON, but a -1 to INT and a -2 to CHA. They can work longer and harder than others as well. They have to choose, at the time of creation if they are considered human or Demi-human. If considered human they can have unlimited advancement in any class and become dual-classed. If the player chooses demi-human, they can, instead become multi-classed and can only choose from Cleric, Druid, Fighter, Gladiator, Psionicist and Thief. This really puts a great big question mark over the entire idea of class restrictions on Demi-human races, if you ask me. This suggests that the reason a demi-human can’t choose any class or get all the way to 20th level in it, is not because of a physiological, racial impediment, it’s only because human society says they can’t… I mean, what?

Finally, Thri-kreen. They’re big mantis guys who have a base AC of 5 but never wear armour. They don’t need to sleep but they can’t use most magical items as they are generally designed for use by human shaped people. Their hunting packs control much of the Tablelands. They have a well-known taste for elves (maybe I was mixing up the Thri-kreen and the Halflings.) They get natural bite and claw attacks and a powerful leap. They get venomous saliva at 5th level as well as a bonus proficiency with the Chatkcha, a thrown weapon. They can also dodge missiles at 7th level. They get a +1 to WIS and +2 to DEX, but -1 to INT and -2 to CHA. They can choose to be Clerics, Druids, Fighters, Gladiators, Psionicists or Rangers and they can multi-class too.

This post is already much longer than I had intended. I started going through the races and couldn’t stop commenting on them. It was like watching a car-crash in slow motion.

Anyway, I think I will have to continue this character creation process in another post tomorrow. But, before I go, I think I will have to complete the choice. Obviously, as always, the race you select will have a direct effect on the choice of class due to the ability score modifiers. But, since we have a tradition of randomness in the character creation posts, I think I will stick with it and roll for it. There are seven races available to me and, luckily, I do have a d7 to hand thanks to DCC. Here goes:

I rolled a 6 on a d7, dear reader, but I just can’t accept it because that would have been a Mul and that makes me too sad. So I re-rolled and got a 4, Halfling!

So, that leaves me with ability scores as follow:

  • Strength: 11
    • Hit probability: Normal, Dmg Adjustment: None, Weight allow.: 40lbs, Max press: 115lbs, Open Doors: 6, Bend Bars/Lift Gates: 2%
  • Dexterity: 18
    • Reaction Adj.: +2, Missile Attack Adj.: +2, Def Adj.: -4
  • Constitution: 18
    • HP Adj.: +2 (+4 for Warriors. This means Fighters, Rangers and Gladiators in Dark Sun), System Shock: 99%, Resurrection Survival: 100%, Poison Save: 0, Regeneration: Nil
  • Intelligence: 17
    • # of Lang: 6, Spell Level: 8th, Chance to learn spell: 75%, Max. # of Spells/Lvl: 14, Spell Immunity: –
  • Wisdom: 18
    • Magical Def Adj.: +4, Bonus Spells: 4th, Chance of Spell Failure: 0%, Spell Immunity: –
  • Charisma: 9
    • Max # of Henchmen: 4, Loyalty Base: 0, Reaction Adj.: 0

The final task for today is to flesh out this Halfling a bit. I am giving her the pronouns she/her and calling her Rezina.

A page from the AD&D 2nd Edition Dark Sun Rules Book showing the Height, Weight, Age and Aging Effects tables for PC races.

She is 3ft 3in tall, 59lbs in weight, and 41 years of age.

Back tomorrow with the choice of class and probably everything else. See you then!

Trophy Gold – Character Creation

Old school play, new school rules

I have a post in which I write a little about a couple of the podcasts that most inspire me to play and write about RPGs. One of them is Fear of a Black Dragon from the Gauntlet. In it, Tom and Jason review a different OSR module each episode (more-or-less.) What I discovered early on, while listening to it was that they often did not use OSR rulesets to play the modules. Instead, they usually used Dungeon World, World of Dungeons or Trophy Gold. These are much more modern RPGs and, I think, they tend to use Powered by the Apocalypse and Forged in the Dark style rules. I have only just picked up Trophy Gold in the Codex-Gold magazine published by the Gauntlet back in 2019. So, I thought I would have a go at creating a character in this much more rules-lite game (compared to OSE anyway. To see how character creation went in that, go take a look at yesterday’s post.)

About the game

Essentially, Trophy Gold is doing the same stuff as Old School Essentials or D&D for that matter. It allows you to play an adventurer or treasure seeker who is drawn to dangerous, forbidden or haunted locales. The locales will push back. Unlike its predecessors, Trophy and Trophy Dark, which were made to play one-shots and tended towards the horror genre, Gold is more geared towards campaign play. It just doesn’t worry so much about your encumbrance or confuse you with bonuses that are actually negatives. It uses elements of Forged in the Dark games in its ruleset. It is described thus in the opening paragraph:
“Trophy Gold is a collaborative storytelling game about a group of treasure-hunters on an expedition to a haunted environment that doesn’t want them there.”

Character creation

So your character is called a Treasure Hunter in this game. This is because treasure is the aim of it. Your character is there to emerge from the dungeon or forest or ruins with heaps of Gold. But is it worth it? Will they even survive it?

A blank Trophy Gold character sheet from Codex Gold magazine, 2019, The Gauntlet.
A blank Trophy Gold character sheet from Codex Gold magazine, 2019, The Gauntlet.

Step 1 – Choose your Name, Occupation and Background

So, in direct opposition to OSE, we are starting with our name. I like this since, we all get named long before we know anything about ourselves, don’t we? The rules include tables for names, occupations (what you do in the party) and backgrounds (what you did before your treasure hunting days) So I am going to use them.

  • Name: Valen
  • Occupation: Smuggler. Skilled in dexterity, spontaneity, stealth
  • Background: Retired Soldier. Skilled in tactics.

The rules encourage you to think about your background profession, why you left it and why you can’t go back. As a retired soldier, I think Valen has tired of killing at the behest of others. He left to put his skills to work for his own enrichment instead. He could never go back to taking orders now that he has tasted independence.

Step 2 – Choose your Drive

This aspect has an element of Blades in the Dark peeking through. Each character will have their own motivation for treasure seeking and I am going to roll on a table for it. But first it explains that you can stash the gold you earn from it in your Hoard. Once you get to 100GP, you can retire your treasure hunter. Blades in the Dark has a similar conceit where you get to hide away your coin in a stash until you have enough to comfortably get out of the game for good.
So, here’s my roll:

  • Drive: Free the serfs of Bandung Prefecture

So, I don’t know where Bandung Prefecture is but it has fired my imagination. Perhaps my ex-soldier, while on a recent excursion to Bandung, discovered a village where the people were down-trodden and despairing due to the conditions caused by their lord’s treatment of them. There Valen met a man, a former soldier, who reminded him of himself to such an extent that he felt as though saving him and bringing down the cruel and selfish lord was essential. He just needs some funds to raise a rebellion.

Step 3 – Backpack Equipment and, if desired, Combat Equipment

There is an interesting approach to equipment here. You have three different categories, Backpack, Combat and Found equipment. You can roll on a table to see what your backpack starts with or you can choose from the table if you want stuff that suits your character. Importantly, your backpack starts with three items and three free slots. If and when you need something in a given situation, you check the table of Additional Backpack Equipment presented in the rules, and, if what you need is there, simply say it is occupying one of these slots. Then you write it down and mark off another slot. This reminds me of the loadout rules in blades in the Dark. These state that, when you are going on a score, you decide if you take a light, medium or heavy loadout. This determines how many items you can carry and also how much you stand out. But, importantly, you don’t have to say exactly what your items are until you need them in the fiction.

Anyway, I’m going to roll on the table for my

  • Backpack Equipment: Fishing net woven of silver (!), Bottles, lead (6), Magnet

When it comes to choosing Combat Equipment, there is another rule that comes into play. That is Burdens. You start the game with a Burdens score of 1. That’s the amount of Gold you need to keep yourself on a day-to-day basis in between incursions (that’s what Trophy calls adventures.) However, it increases for every piece of Combat Equipment you choose. It will go up further as you are playing too. What an interesting mechanic this is! Yes, your armour will hale to keep you alive on an incursion but you have to spend money to repair and maintain it. Can you afford that? I like it. But after yesterday’s debate, I am definitely getting Valen some nicer stuff.

  • Combat Equipment:
    • Armour – Breastplate, Helmet
    • Weapons – Crossbow, Dagger

So, I guess that increases my Burdens score to 5.

Step 4 – Choose your Rituals, if any

You don’t have to be a wizard or anything to perform these, all treasure hunters can learn and use rituals, dangerous magic that can perform “miraculous feats.” Now, I can have as many as three Rituals to start, but, it says here that, for each one I know, I must increase my starting Ruin by 1. Let’s see what that means, exactly.
Cryptically, the rules describe Ruin as:
“…how much the world has dug its claws into you, including the physical and mental harm you’ve suffered.”
Similar to Burdens, it starts at 1 but, as stated above, it increases commensurate with the number of Rituals known.

I have no experience playing this game so I don’t know the true consequences of choosing to increase my Ruin like this, but for fun, I’m going to take three random Rituals:

  • Beacon – nearby invisible beings or hidden objects shine with a fiery glow
  • Enliven – give flesh and breath to a human effigy (!)
  • Germinate – compel plants to furious growth

This, I suppose, increases my Ruin score to 4.

Finally, set your Ruin, Burdens and Hoard

Easy.

  • Ruin: 4
  • Burdens: 5
  • Hoard: 0 (this number is always 0 at the start.)

Comparison

It’s possibly unfair to compare this experience with that of making the OSE character yesterday since they are based on two such mechanically different games. But that’s what I am going to do.

Over all, I found that the character I created in the Trophy Gold system was never going to be compared negatively, or indeed, positively, to other characters in the same system. And that is purely because it does not rely on numbers so much. You will have noticed that Valen does not have attribute scores or hit points, for instance. Despite this, the Trophy Gold character is just as unique as the OSE character. It’s just that the differences between my ex-soldier/smuggler are more descriptive than numerical.

You will also have noticed that the character creation process encouraged me to think about the character’s background while making my treasure hunter. I don’t remember this ever coming up in the OSE process.

I did a lot of rolling on tables for this process, which I didn’t foresee when I went into it. In fact, I ended up with altogether more on the character sheet than I expected from such a rules-lite system. But I enjoyed the process and found the details provided by the tables fun and interesting.

One aspect that I liked, though, was that I had to choose the Combat Equipment and Rituals. These directly affected my Burdens and Ruin scores. These are the scores that will have the most impact on the way you play the character. I read on a bit and discovered that, if Valen does not come back from his incursion with Gold equal in value to his Burdens score, he’s done… He is left in penury or sent to the workhouse. As good as dead. Not only that, but, if his Ruin ever reaches 6, he is lost to the darkness, transforming into a monstrosity himself, or he is simply dead. Makes my decision to take three Rituals look a bit foolhardy now, eh?

Conclusion

Anyway, as I said, it is not really fair to compare the two systems. One is deliberate in its devotion to the OSR and its historical roots. It made a character that probably won’t last too long but mainly due to luck. The other is more interested in the story the players tell and the narrative beats produced by the characters created. My treasure hunter also probably won’t last long, but this time it is due to my choices.

Dear reader, do you have any experience playing Trophy Gold? How did you like it?