This is my new character for the Inevitable game I am starting this evening. I drew him with pencil on paper while one of the other players was creating his very cool Taleweaver character who tells a tale of how Maneater averted a war by channeling his god, the Beast.
They say that procrastination is the thief of time. Nope; its work. Work is stealing my time and there ain’t no time cops coming to recover my purloined hours or to clap Work in cuffs. This is the true crime of late-stage capitalism!
Seriously, though, I have a full time day job that has nothing to do with gaming, writing fun stuff or pretending to be other people. That’s how I can afford this luxury website (ooh la la) and all these RPGs I keep backing. Unfortunately, it does take up the majority of my waking hours. Very recently, I mentioned that I would be posting once every three days from now on. I have found this awkward in a few ways. Firstly, I often get mixed up as to what day I am supposed to be posting on this schedule. Secondly, it has meant a lack of a consistent day of the week that my posts appear. Lastly, it is still a bit of a struggle to keep up with this, I am finding, thanks to work and, you know, actually playing games.
So, instead, I have decided to switch to posting on Wednesdays and Sundays. I love writing this blog and do it mainly for my own satisfaction and I am going to continue to do that, just on a twice-weekly basis. To those of you who are regulars around here, thanks for bearing with my struggle to find the perfect schedule. I think this might be the one!
Anyway, on to the meat of the post. Our Halloween one-shot.
Roadhouse Feast
The trees loom above the rutted country road illuminated only by the staccato shudder of your headlights. This road will be the death of us, you say to your companions in the back seat of your Ford motor car. Just concentrate on getting back to Arkham, you think to yourself, as you trundle past Laura’s Roadhouse. A good, god-fearing woman, Laura. You know the family. You grew up not so far from here. You wonder how they’re doing now.
Crash, badump, badump
You shouldn’t have let your mind wander. You’ve hit something! The automobile! No! The Ford is pitched forward at an unnatural angle. The others have already bailed out. They’ve gone to inspect the carcass left on the road behind. One of them screams.
This is the opening, in my words, of the Cthulhu Dark module, Roadhouse Feast. It was written in 2023 by Linus Weber, with Monster-art by artgeek09 on Fiverr and cover-art by Eneida Nieves on Pexels although, the version I downloaded from itch.io did not have a cover to speak of.
I won’t go into the details of the module, the characters, the plot or the ending. Instead I want to write about our experience with it and general vibes.
The one-shot
There were four of us at the table on Halloween night for this one-shot, including me as Keeper. This was the ideal number, I believe. Numbers for a one-shot are critical to actually getting to the end of it. Any more than four and we would have struggled with that all-important goal. Instead, we played the module from start to finish with a little time over for epilogues. This is what I had been hoping for when I picked this module to run. The author designed it to be run in a single session of two to three hours and that’s exactly what it was. Tick!
The setup is pretty much as I narrated above. The investigators (this is a catch-all term for PCs in Cthulhu Dark. It does not necessarily imply that they are, in fact, in any way, detectives) are driving home to Arkham from a place called Thompson Village, late at night on 31st March 1923. They hit a deer on the road, damaging their car enough that they need to go and get help. This is all classic horror story setup stuff. The 1920s era and forest setting helps by removing the technological advantages of the present day and exuding a creepy, dark, dangerous atmosphere. Tick!
What do you want from a Cthulhu game of any kind? You want your PCs to experience some fucked up shit that has the potential to send them swirling down the plughole of madness at any moment. You want monstrous entities, cultists, forbidden philosophies and the mundane warped and twisted into something otherworldly and inconceivable. Roadhouse Feast has all this in a tidy little package. Tick!
The system
This was our first proper foray into a Cthulhu Dark game. This despite actually owning the book. Since we couldn’t actually find the book in time, I fell back on the original, playtest-style rules that Graham Walmsley published back in 2010 in the form of a 4 page pamphlet. All of the rules fit easily on those 4 pages with room to spare. It is the lightest of systems. I don’t think I have ever played anything lighter. Honey Heist approaches it, but I think Cthulhu Dark wins this contest by virtue of the fact that you only have one stat and no abilities of any kind. The one stat you have is called Insight (although in those original rules that I was using, it was called Insanity.) You can play this game sans character sheet by simply placing a d6 in front of you. It should show the 1 at the start of the game but every time you fail an Insight check, brought on mainly by seeing Mythos shit or using your Insight die to help succeed at actions, you gain a point and flip your die to the appropriate number. If it ever gets to 6, you’re screwed. Your investigator loses their marbles and is removed from the game. We had one investigator hit 6 Insight. She started a forest fire and stood in the road, worshiping the flames. It was a good time.
This mechanic was so good in a one-shot. It works perfectly to keep your investigators worried about what is just around the corner, or about having to use their Insight die to succeed at a check. Of course, the other great strength of the system is that, if they ever face an actual Cthulhu Mythos monster, they’re goners. They will not survive. This gives them the feeling of victims in a horror movie. You cannot fight, you can only run or hide or delay. In this scenario, delaying is a major part of survival and it led to some ingenious moments from the players.
In general, the lightness of the ruleset made for exceptional roleplaying throughout. There were no long breaks to add up dice rolls, no-one ever had to stop to look up rules and there were no character sheets or monster stats to worry about.
All in all, I would recommend the system and the scenario for a horrific one-shot experience, dear reader. Go pick them up if you would like that sort of thing.
I thought I would play Ravenloft around Halloween this year. My friend returned all my Ravenloft books and boxed sets to me back in the spring after about 25 years, and since then I have been thinking it would be cool to run something in the Domain of Dread as a Halloween one-shot. But, in the meantime, I have played a lot of different games, mostly one-shots, mostly a lot easier to play in that format than any version of D&D. So I did consider starting a campaign or a multi-session adventure, but, to be honest, I didn’t have it in me to do all the reading and conversion that was necessary. I may be playing more RPGs than I ever have before in my life but that has an unlooked for side-effect: I have less time to prepare for games! This is a dilemma that has been exacerbated by my blog schedule and I have been thinking that I might have to make a change there too. I am switching to posting once every three days for the foreseeable future.
The Demiplane of Dread
So, I am not talking about the original Ravenloft adventure from AD&D 1st Edition or the Curse of Strahd released for 5E, but the setting released by TSR for AD&D 2nd Edition in 1990. It is by Bruce Nesmith and Andria Hayday. I think I have mentioned in another post that my friends and I played most of our AD&D in the Dark Sun setting but I would imagine Ravenloft comes a close second. I just loved having them create regular old characters in my home-brewed standard fantasy world and then dumping them, unceremoniously and with no warning through the mists into the forests of Barovia or the mountains of Forlorn and hitting them with monsters that drained levels and abilities and where there was no escape from he darkness and the terror. Although, I confess, the games were probably not very terrifying. I did my best, but I have always found horror a difficult genre to emulate around the table, especially with a system like D&D. The authors did their best to assist the Ravenloft DM with sections in the main book about the “Techniques of Terror,” where they discuss “Assaults on the Mind,” “Assaults on the Body,” “A Villain in Control,” and that sort of thing. But, the fact was, we were a gang of teenaged boys who mostly just wanted to hit things until they died so those were usually the kinds of adventures we got.
Looking at it from a more mature standpoint now, I would love to try to run it with a real sense of gothic horror. I think I am better equipped now to attempt it. Although I still think it would be a challenge and I might refrain from running it in a D&D-like system. Why? Well, the products for Ravenloft, while not all gold, are still some of the highest quality items I think TSR produced. Just look at all these handouts! Each one of them has something useful on the back of a beautifully illustrated card.
5E products are usually produced to a high standard, but they don’t have the variety and versatility that the 2nd Edition boxed sets did. They also don’t have the quality or usefulness of content. These boxes and sourcebooks are stuffed with useable materials; details on lands, villains, monsters, new spells, effects, encounter tables, maps, maps, maps. 5E setting guides of late, excepting maybe Planescape are very short on this sort of detail.
Adventures in Ravenloft
I usually wrote my own adventures back in the day. Or at least I would pick and choose liberally from the pre-written modules and combine them with my own scribblings to make them fit into an overarching campaign. Or that’s what I told myself I was doing. I have a funny feeling that, mostly, I was just trying o murder the PCs. This is another aspect of my style that has, thankfully, changed, since the good old days.
I do have a few Ravenloft adventures that might be fun to convert or even to just run in the original 2nd Edition ruleset.
Feast of Goblyns is a very flexible module that is designed to be run for characters of levels 4 to 7. It is presented in a format that allows many different paths to be taken through it, with the PCs potentially ignoring some major and minor plots depending on how they decide to play it. This one was designed to be the adventure that draws PCs into the Demiplane, which is always fun. I think I remember playing parts of this module but my memory is not good enough to recall which parts. At 96 pages, though, it would require a bit of commitment to play through the whole thing.
From the Shadows is written for rather high level characters, levels 9 to 12. It is based around the plots of Azalin the lich, lord of the domain of Darkon and his eternal conflict with Strahd Von Zarovich, famed ruler of Barovia and OG Ravenloft BBEG. A great deal of it takes place in Castle Avernus, the lich’s home, and that is pretty cool. I definitely played this but I don’t think the characters survived the whole way through.
Finally, I have the Book of Crypts, which is similar to the Book of Lairs but has 8 full adventures in it! This seems the most suitable for a shorter game or campaign and I might just take a look at running something from here before the spooky season is fully through.
Dear reader, have you ever played this version of Ravenloft? Do you yearn for the mists? Or would you rather play a game actually made for horror?
I’ve written about beginnings in RPGs before. I think they are crucial to establishing tone, theme, genre and expectations to the whole game, long or short. Many RPG books lay out pretty well, the genre and themes they explore, many providing starting adventures or scenarios to help you set the tone. Few do as good a job at helping you to begin as Between the Skies.
Now, as I’ve written in the previous entries in this series, Between the Skies by Huffa provides a whole lot of advice and options collected into a loosely defined game. It exists to help the players (including the GM) create the play-style and world they want. The text assumes that you will be using a set of rules that suits your table so, by necessity, the advice and tools it provides to help you begin playing are applicable in almost any game. Having read the Beginning Your Travels chapter, I can say it’s brimming with what is just plain good advice.
How and why
The why is an often overlooked element of an RPG character. What the hell are they doing any of this crazy shit for? Why are they travelling across the planes or through wild-space, in the specific example of Between the Skies. I wrote more about character motivation here. Obviously, this book has tables that help you to answer that question. They are wonderfully vague, as you might have come to expect. The vagueness allows your own imagination to combine with the generalities of the game already established by you and your group.
The How and Why do You Travel tables from Between the Skies. These include a “Who are you Traveling For? ” d6 table, a “How do you travel?” d66 table and a “why are you traveling” d66 table
You will notice there are three sub-tables there.
Who are you Traveling for?
How do you travel?
Why are you traveling?
Once again, it is important that they are incredibly general. You will find yourself building your world as you fill in the gaps around the results of this table.
It’s telling, isn’t it, that the how is also considered here? And that it’s randomised? This is one of the most fundamental questions to answer in establishing the setting, and, in many ways, the type of game you’re preparing to play and it’s left up to random chance. If you think of it from the perspective of a D&D game, there are not too many tables who are rolling the dice on running a Planescape, Spelljammer, Dark Sun or Forgotten Realms campaign next. But using this table gives you all the power. It allows you and your group to put down roots in the world you are going to play together in, and grow whatever you want out of them. You’re going to need a lot more than just the single result from the table but Huffa trusts that you can come up with that, and not only that you can do that, but that you will enjoy doing it. Luckily there are also a butt-load more tables in here to fire the imagination and get you moving in a direction.
How about this for a situation?
The Starting Site Recipe list from Between the Skies. It has 7 points.
Huffa would like you to start your first session in media res. That’s also what I always say. Clearly, she’s a genius. The great thing about the advice as presented in the Starting Situation section is that, once again, the in media res beginning has been formalised into a procedure. You are presented here with a series of steps required to create your Starting Site, what is called the “Starting Site Recipe.” After that you have bevvy of tables to help you in sorting out what type of situation it’s to be, what or who precipitated it, what type of site it is, its inhabitants and a some more trickle down tables that allow you to flesh out the various site types.
The Starting Situation tables from between the Skies. There is a “Starting Situation Type” d6 table with “precipitated by” 2d6 table attached. There are also two more 2d6 tables, “PCs aligned with…” and “PCs antagonistic towards…”
It makes it feel like, if you used this method, you would have your starting situation and location prepared in minutes and only need to write a short description of a few of the items you rolled up. As usual, when I read any part of this book, it just makes me want to give it a go.
How it looks
Luckily, there is a great little example Starting Situation presented in this chapter as well. It has been generated using the method described earlier and it is called “The Godshambles.” The entire situation is described in only a few short paragraphs, a couple of handy tables, a route map and particularly evocative illustration by Coll Acopian.
If you wanted, you could just use the Godshambles as your own starting situation and no-one could blame you. But, I think one of the beautiful things about the Starting Site Recipe is that the prompts you roll up on the tables will help you to imagine a situation that is fitting for the kind of game you have conjured together when you were creating characters and rolling on the how and why tables before. So, it is likely to feel a little loose around the hips or too baggy around the ankles compared to one you generated yourselves.
How it goes
A full colour illustration from Between the Skies. It shows a star-shped being that seems to be made of an entaglement of vines and other plants floating through a multicoloured, psychadelic dreamscape.
Like I stated earlier, I am a big fan of the methods described in this chapter for beginning your game. I am excited to try it out and invite my players to be as big as part of the world building as I am, or bigger, from the very get-go.
Between the Skies has a lot more to offer. I have not even made it half way yet. But I think, for now, at least until I start actually playing it, I will pause this series of posts for now. I’ll bring them back when I have some more practical experience I think. See you then, dear reader!
I’m sure those of you who have been around for a while are aware of how much I enjoy mucking around with my D&D campaign. It is a Spelljammer campaign of the 5E variety and it has been running for quite some time. About 25 sessions, I think. That makes it one of the longest running campaigns I have ever had. That’s probably what makes me want to keep messing with it. A while ago, I introduced the very FitD idea of Engagement rolls before big jobs/dungeons and that has worked pretty well. I also brought in the adversity token, which have come in handy for our heroes in a few clutch moments, let me tell you!
1E Throwback
This post is not so much introducing yet another rules hack or even anything home-brew. It’s more about utilising a style of play that went out of fashion in D&D a long time ago. Hexcrawling! A couple of the oldest D&D publications I own are from AD&D 1st Edition. One of those is UK5 Eye of the Serpent, written by Graeme Morris and released in 1984. This was designed for one DM and one PC! Specifically, it was made to be the first adventure for a druid, ranger or monk character. This is besides the point. I just thought it was unusual. Also, it reminds me of a Troika! adventure I just read, The Hand of God, mainly because it starts much the same way, with the characters being abducted by a powerful winged creature and dumped in their nest at the top of something very, very high up.
Anyway, the point is the hex map of the outdoor region, Hardway Mountain (the name of which, I think we can all agree, is a little on the nose.) Now, the use of this map was incredibly restricted in the text. If your PC was playing a druid, not only did they have to have a prescribed set of three NPCs with them, they should also be forced to take a particular selection of the marked “routings.” These would be distinct from the routings a ranger or monk character would be forced down. You can see this laid out in the unfeasibly complicated two-page spread below.
Now, I think this is really interesting in comparison to what you might deem a hexcrawl style game today. I think most OSR games that use a hex map are thinking along the lines of open-world or sandbox play where you go to a certain hex on the map to explore, with the understanding that the whole thing will be open to your PCs. There might be geographical or other obstacles they have to overcome but that’s up to them, they can either try them out or forget about them.
When it comes to encounters, places of interest, etc. a lot of the time these will be generated randomly and the GM is discovering along with the players in many cases. Even if the GM is the one who came up with the encounter table they’re rolling on, they are not to know what the roll will turn up in the moment or what the PCs will do with them! I realise I am probably teaching my grandmother to suck eggs here, but I want to point out that, although the hexcrawl is a pretty old school style, it wasn’t always necessarily as free a style as it is generally taken to be today.
One last thing. That Eye of the Serpent module has some fantastic art by Tim Sell. Just check these out.
Hexing the Rock
The Spelljammer campaign may have gotten a bit bogged down on the Rock of Bral. Why? Is it because it is the only location described at all in the Spelljammer 5E set? Maybe. Is it because all the plot threads of the campaign led there? Partly. Is it because it takes a life age of the earth to get through a round of 5E combat? That’s a distinct possibility. Anyway, the crew have spent a lot of time exploring, murdering, stealing, negotiating, shopping, drinking and dating on the topside of the Rock already. But one of them has had a literal ooze-heart pulling them to the underside since they got there and they finally made it down. Now, to get them there, I invented a little something I like to call the Shaft of Bral. Stop sniggering! It is a shaft of pure void half a mile wide through which you can reach not just the top and under sides of the Rock but everything in between too. So they took a little row-boat called a spell-rudder down to the bottom and now they are crawling through the hexes underneath. I threw a few random encounters at them on the way down as well. I invented a few encounters for the Shaft of Bral and put them in a d6 table. I got the players to roll for those and they had fun getting hit by another spell-rudder in a hit-and-run and avoiding the sickly air of a boat full of corpses on their way down.
So far, using the encounter table in Boo’s Astral Menagerie (the Spelljammer Monster Manual,) I have been unimpressed. The first time I used it they got an encounter with a ship of aggressive Vampirates. Then there was a fight that lasted three full sessions. It wasn’t all bad, it just derailed things in a less than ideal way. So, I thought I would just make my own encounter tables from now on.
Once they were finally on the Underside of the Rock, I had to think about how I was going to handle it. It is a very large area, made up largely of farmland and forest and they were there to find one wee gnome. I could have just given them directions, but I wanted it to feel like they were exploring and finding their own way, so I took the map of the Underside of Bral and popped it into Roll 20. We are playing this game online so this worked out well. Then I set the map layer to have a hex grid, instead of the standard square one. Now, as they travel, each time they pass from one hex to another, we roll for an encounter. Some of these encounters are designed to beneficial, some are quite the opposite and others are what they make of them. They have been using their own skills, abilities and traits to push on towards their goals while getting the impression of uncovering things about this place as they move through it. I’m not sure how the creators of this version of the Rock imagined people using this map. Maybe this is exactly what they thought we would do! But, I doubt it. It doesn’t feel as though any thought went into that, in fact. As it is with so many recent D&D 5E products, you are given the bare minimum and expected to figure the rest out for yourself. Even a little advice to go along with the map would have been useful. I mean, even Eye of the Serpent did that in 1984.
Anyway, the last session we had was one of these hex crawl sessions and I can’t remember a funnier time. Genuinely laughed the whole way through. Now, I am incredibly loathe to take any credit for that. It was entirely the hilarious antics of the fantastic players I am blessed with. A couple of highlights:
Our Giff Charisma-Fighter/Paladin climbing a tree to hide from a patrol with his trousers ‘round his ankles because he thought his hairy grey arse-cheeks would help disguise him as a bunch of coconuts (didn’t work, it was an oak tree.)
Encountering a bunch of Hadozee who were on the run from the nearby prison but didn’t know how to escape the Underside. The party told them all about the secret hatch in that stump over there which led to the Shaft of Bral. What’s that? Do we have a boat there? Yep! On, ok, bye then! Good luck in the shaft!
Herbert Gũsfacher, ornithologist, the latest identity adopted by the party’s resident illusionist, Balthazar.
Gary, Son of Gary. Oh, are you based in the Garrison, Mr Gary-son? No, the Citadel, actually.
Anyway, these random encounters did help along the good times and, I hope, gave the players a sense of active exploration. They haven’t found what they were looking for yet (it’s Eccta, the plasmoid Mum) So I can’t go into any detail about what is in store but I will be using a lot more of my own home made hexcrawls and random encounter tables, that’s for sure.
Between the Skies is such a beautiful and fascinating book that it is a pleasure just to read it. If anything, all this writing about it is just slowing me down! But I do feel the need to evangelise a bit more. So join me, dear reader in an exploration of the character generation options. Or, if you haven’t read the first of these posts, you can catch up here.
Character Generation
The “Approaches to Character Generation” section encourages you to decide on the approach you want to use and then to roll on the relevant tables to flesh out the description. It’s important to note that your interpretation of the table results is what’s important, rather than having a strict set of attributes or traits that have specific meanings in the game.
It also tells you to note all of the things you want known about your character. I love this point, actually. Rather than waiting till it comes up in play, when a GM might casually bring up an element of your character that you don’t want the other PCs to know, you make it clear at the outset the only parts of your character or background that others would be aware of. Or maybe it just means that there are things about your character that no-one knows and that will come up organically during play, at which point they will become a part of them. Either way, it is an important point.
Character sheet with character generation question page no.1. This is for a “Through the Looking Glass” type character.
This section also directs you to go and take a look at the character sheets in the back of the book. There are three types, which I will get into below. But, notably, on the page before each actual character sheet, you’ve got a few questions printed in large font, taking up an entire page, to build a basis for your character. For the Lifepath and Spark procedures these are:
“Who are you?” “What can you do?” “What do you have?” “What do you want?” “Who do you know?”
And for the Through the Looking Glass procedure they are:
“Who are you?” “What can you do?” “How did you get here?” “What are you searching for?” “What have you brought with you?”
It’s almost as if their significance cannot be over-stated. It feels like these big old questions and the spaces for you to fill with your own answers to them on these pages could act as the character sheets themselves. Perhaps, if you don’t want to be too bothered with specifics, if you don’t want to use numbers and die types and the like to describe your character, you could just write a few answers to the best of your ability beneath each of the questions. That would be a good basis for a character in a fictional story. Would it be a good character in an RPG? In the very loosest of story-games, I feel like that’s more-or-less the approach and it works well, but it does depend on the type of story you and your table are trying to tell. In a space-pirate, treasure-seeking, swashbuckling adventure game, it might not hold up. But if your aim is to tell the story of a group of people caught in a difficult situation, informed by their backgrounds and desires, complicated by their relationships and inner lives, and their development as people over the course of the game, sure, it would be perfect. Writing about this makes me want to try it…
Character sheet with character generation question page no.1. This is for a “Through the Looking Glass” type character.
So, next to each question page is a “Worksheet.” Even the word-choice here is significant. It indicates that this is where you will be performing the admin for your character. Filling it in will be an exercise that you may find tedious or satisfying, very much depending on the type of person you, the player, are.
Each worksheet helps us to encapsulate a character designed according to one of three (four, kind of) procedures.
I mentioned in the last Between the Skies post that the procedure you use here is related to your approach to weirdness. So, if you have decided to go with “All the Weird” you can probably use any of the methods described, but if you are going with a “Venturing Out Into the Weird” approach, and you want mundane characters, you should think about going with the Spark character creation procedure (with a few modifications.) Once again, it’s important to note, all of this is advice, none of it is mandated. Choose and use what you like and discard the rest.
Lifepath character generation
I have never played it but I have heard about this character creation method being used in Traveller. Essentially, you map out your character’s life up to the point of the start of the game and this process creates the PC. You roll on the tables provided for this character generation method to establish events in your character’s life that lead to the accumulation of “Skills, allies, enemies, Mutations and Debt, among other things.”
Let’s take a look at some of the tables used for Lifepath character creation.
You have a Type table that contains a pretty wide array of permutations. I rolled up a Swimming Avian. I’m thinking seagull.
The Descriptor tables are d66 so have a lot of options in them too. You might be described as Huge, Transformed, Dead, Nomadic, Staunch or Minimal. These single adjectives should ignite the imagination and lead you down paths to fill in the blanks on your character sheet, or just in your mind.
You roll twice on the Aptitude table (also d66) and take the adverb form first and then the adjective form. So a roll of 54 and 45 (which I genuinely just rolled) would be Inspiringly Commanding.
After this you enter the Life Events section. It explains the basics of using this method and then tells you to go and roll on the Life Events tables. There are three tables to roll on depending on whether you want have your major life events on a Surface (I guess like a planet or something similar,) in Space or out in the Planes. You can switch between them and sometimes have to depending on the events you roll. A sampling:
Quest for NPC completed, harmed – Roll powerful NPC for patron; Gain problem related to injury suffered by PC
Death, became undead – Create one Extraordinary Ability related to undeath; Create one Problem related to undeath; If already undead when this result is rolled, PC is destroyed, create new PC who has dead PC’s possessions.
Joined heresy – Joined heretical religious organisation; Gained ire of opposed religious organisation; Gained skill related to heresy
Became Hermit – Cannot roll any further life events; Gain skill related to hermeticism
Lost in the Planes – Cannot roll further life events
Became petty god – Roll or describe Focus; Gain Extraordinary Ability related to petty godhood; Petty gods are not necessarily more powerful than mortals
After this you have a bunch of tables to help you determine your Extraordinary Abilities, Skills, Mutations and Problems all of which will help to round out your character. There are some great entries in these tables but this blog post has already gotten away from me so I am going to have to skip on to the next method of character creation.
Spark character generation
ANother black and white illustration from Between the Skies. It shows a creepy person with no face except for two blank, white eyes. They open theirlong black coat as though they were selling hot watches, but inside are only toothy grins and gaping maws.
This is an entirely table based method, but, as the title suggests, the results you get from the tables should be used to spark the imagination of the player. As Huffa takes pains to point out more than once in the characters creation section, the tables might give you powers and abilities and they might even describe what you can do but they don’t tell you how your character does it. I think most of us assume this point without thinking about it in our games most of the time (my Magic Missile looks like three paper planes that explode when they hit!) but it’s a good thing to have it called out here formally. So the tables used for this method are very much based around the questions I listed above. Under the “Who are you?” section we have table after d666 table of descriptors to roll or choose from. Here are a few nice ones:
Sickle mender – fixing what cuts
Messmaker – joyous entropy
False smile – feelings turned inside out
Babysitter
For “What can you do?” you can go back and use the tables under the Lifepath method for Abilities, Aptitudes and Skills.
“What do you want?” – There are a couple of tables here. You are encouraged to use these to “inspire a few sentences describing what your character wants.” Examples:
Objects of Desire – Redemption, Surprise, More
Related to… – past self, rulers, daemons
When it comes to “Who do you know?” we have another trio of tables. These can be used to make two or three entities with whom you have a relationship of some kind. For instance:
Entity type – Creature
Relationship type – Debt holder
Relationship detail – Yearning
Once again, use these results as prompts to describe these relationships in a little more detail.
Finally, in the “What do you have?” section, you use the Starting Resources procedure with some changes. Generally this involves you having an alright weapon and some semi-decent armour, equipment needed for skills and maybe even a ship if that’s the sort of game you’ll be playing. You get to roll up an interesting object too! You will also possibly have some Assets or Debt to start with. There is, unsurprisingly, a table for that. Assets, Debt and Petty Cash are all rather abstracted in Between the Skies. You measure them in units where a unit of Petty Cash might buy you a nice meal and a unit of Asset or Debt would be the equivalent value of a house. I appreciate a system like this as counting gold pieces holds little or no interest for me. Also, Debt implies a Debt-holder and that could be an important relationship and could be used as motivation at some point.
Through the Looking Glass character generation
A full colour illustration from Between the Skies. The picture is of some strange characters, drawn in a deliberately childish style with funny hats heading towards some circus tents and away from a colourful bu threatening forest in the foreground.
Your character has done a full Alice and is now in a freaky other-world. Why are they there? What sort of personal disaster has led them to this point? What are they looking for in this isekai nightmare/dream realm? These are things you need to know about your Through the Looking Glass character.
Once again we have some tables to roll on. But interestingly,
It is assumed that Through the Looking Glass characters are mundane people from a world like our own, and that results are interpreted accordingly
A few sample descriptors from the tables:
Vengeful
Loopy
Ostentatious
Firefighter
Hack
Paparazzi
Avante Garde Hobby
Entrancing Dancing
On the “You (were) recently…” table we have a little more to shape your mundane character. You can roll on the d66 table to get these sorts of results:
Retired
Transitioned
Canceled
Under the “What can you do?” section, the abilities are a lot more “normal” than some of those in the previous character generation methods. They include stuff like:
Untapped Scholarly Education
Precocious Performative Love
Charming Spiritual Profession
One of the different questions belonging to this character generation method is “How did you get here?” This is, of course, of utmost importance to this type of character. Maybe you were trapped by an entity from another world. Perhaps you stumbled into it while intoxicated, seeking pleasure. Or was it that you were reincarnated after dying by a catastrophic event?
Even just reading the entries in these tables has my imagination all aglow with possibilities. They make me want to run this sort of game. I don’t think I have ever done that, not for such mundane PCs, at least. I want to see how such characters would be changed by such an impossible journey! Yum yum.
Another question that is specific to this character generation method is, “What are you searching for?” Ruby slippers? Aslan? That damned white rabbit? I suppose it could be any of those but why not roll on some tables instead?
The tables, interestingly, do not tell you exactly what you are looking for, just the type of thing you might be looking for (knowledge, person, object etc,) what that thing will provide (relief, comfort, affirmation) and what complicates it as a goal (explosive, famous, moving.) You should then get together and discuss the precise nature of the thing. The text suggests that, if you are all of a similar type of character, you should maybe all be striving for the same object but that you might each have a different motivation. This sounds like a wonderfully interesting potential grenade to throw into the works whenever the characters finally find the item they have wanted all this time. It smells like interpersonal conflict. Yum yum yum.
Lastly, for the Through the Looking Glass method, we are looking at the “What have you brought with you?” question. This is different to the “What do you have?” question common to the other two methods because your character is assumed to have been yoinked out of their own reality with only the items on their person. So they don’t get to have any Assets or Debt or any of the other starting equipment other types of characters might begin with, which is totally fair. Instead, they get a few basic items and maybe one Special Item. There is, as you might have guessed, a set of tables for that. Once again, these provide inspiration rather than outright answers to what that Special Item might be. So you might have an Alien Secret or a Mythical Key… This idea of only having what you had on you makes the prospect of the first few hours in a new world particularly enticing from a game perspective. How does one survive in a desert otherworld with nothing but a mobile phone, a wallet full of loyalty cards and used tissue? The answer could be that the locals are enchanted by the Spectral Device that you were handed just before being shoved through a portal.
Character generation using other games
There is a very interesting and useful section near the end of the Character Generation chapter. It provides a loose guide to using another system’s character creation method to make your Between the Skies character. Essentially, if you use this procedure, you will end up with a blended character. They will still consider the questions from the first two character generation methods but you will do your best to apply the answers to the character you have created using the other system. In some cases, this will mean that you are adding bits entirely from the question answering method as many systems do not consider things like what you want and who you know at the character creation step.
I am a big fan of Troika! so I am happy to see the practical example of using a Troika! background as the basis for a Between the Skies character here too. It makes it easier for me to picture using this method and elucidates the process in a practical way.
Character generation conclusions
All in all, I am impressed with the breadth of options presented in the chapter. You have no fewer than four different ways of making your character (and many more if you consider you could technically use the fourth method to use any other game’s mechanics to do it) a plethora of interesting tables to create some really weird or terribly mundane characters and a whole bunch of world-building before you have ever started playing the game in anger. The results you are likely to roll on things like the Life Events tables are going to haunt your game if the GM is paying any attention at all. You’re likely to establish the existence of certain NPCs, gods and demons, places, objects and catastrophic events that effect the whole world while rolling up your PC. I love this! It starts the whole table off with so many potential plots, grudges, vendettas, desires, loves, hates and motivations that the game should practically run itself from the moment you finish character creation.
As a process(es) it makes me excited to take part in it and even more excited to play the game, either as a GM or as a player.
What do you think, dear reader? Does this make you interested in Between the Skies? If not, perhaps I will continue to pursue this subject in another post in the near future so I can convince you. If so, maybe I’ll keep entertaining you with details and opinions of a subject you clearly enjoy! It’s a win-win!
We introduce informal rules on the fly in our games all the time. You need to figure out if someone can find a newspaper stand around here somewhere? Sure: odds, you find one, evens, you’re out of luck. Oh, you rolled a nat 20 on your investigation check? Well, that means you also get advantage on your next Thieves’ Tools check. You know what I’m saying. It’s not unusual. So, is it unusual to formalise this informality? Maybe, I suppose. But that is exactly what Huffa has done in her new book, Between the Skies.
I heard about this game from the Yes Indie’d podcast from Thomas Manuel. On the episode I linked above, you can hear him interviewing the writer and creator of Between the Skies, Huffa. You can get most of the background of the game from the podcast, if you’re interested, but if you need a TLDR, it started off as a digital release and then a series of zines you could get on itch.io until Exalted Funeral got involved and made it into a book. You can still get those there in free PDF format, by the way.
A couple of things struck me while listening to Huffa talk about her work. First was the subject matter of the game, which seemed rather Planescapey to me, the nineties one. Maybe cross that with some AD&D Spelljammer, a wee sprinkling of Troika! and just a little bit of Black Sword Hack. Strangeness in the spheres and across the planes of existence is the overall theme. It sounded both very old school and incredibly fresh at the same time. Where does the freshness come from, I hear you cry, dear reader! Well, that would be from the other thing that struck me about the interview; the ideas Huffa espouses when it comes to rules.
Why restrict yourself to one ruleset when there are so many out there to choose from?
A badly taken photo of the double-page spread before the At Play Between the Skies chapter of Between the Skies. There is an abstract monochrome picture in it.
So, like my very wordy sub-heading says, why go full Forged in the Dark all the time when certain situations might call for a Resistance System style roll with pre-established fallouts to hit them with? Why limit your game to using only Powered by the Apocalypse rules when you might also want to use adversity tokens sometimes? The point is, you should be able to play almost any game you want, using almost any rules that suit, not just the game but any given situation within a game. Is this dangerously anarchist? Maybe, but it also sounds like excellent fun. If you have been around here for a few months you’ll know that I like a good ludicrous mash-up. See my various attempts to introduce new and exciting elements to my D&D 5E game here and here. You might also remember me going on and on about how cool it was to use other games to establish the world and the city in a Blades in the Dark campaign I recently took part in.
If you’re interested in games and the rules of games and how they interact with the players, the setting, the events, this is an approach I think you might be able to appreciate.
Now, I will say that Huffa is not necessarily suggesting that you should abandon a single ruleset play style, but that you should open your mind to the idea of using the ruleset that most appeals to you when you pick up Between the Skies to play it.
Playtime is the name Huffa uses for the set of procedures presented in the book to allow for the style of play it espouses. It’s all about the “shared understanding of a fictional world.” And really, however you achieve that is the way to do it, with the understanding that this might look different for literally every table. Here are a couple of relevant quotes from the introduction: “Judgement based on shared common sense is the fundamental ‘rule.’” “All rules, methods and procedures can be used or ignored.” This type of play is related to the FKR or Free Kriegspiel Revolution. This is a movement that rejects the cumbersome mechanics prevalent in so many games, particularly from the war-game or “Kriegspiel” side of the hobby. In FKR, the game is very much a conversation, where a player may suggest a way of overcoming an obstacle and the referee or someone in a similar role will make a judgement, based very much on the table’s shared understanding of the world they are creating together, as to whether or not it would work. Dice rolls may occur but they will be minimal.
And yet, Huffa has provided here, in the At Play Between the Skies chapter, a plethora of potential rules. Here’s a brief collection of some of the suggestions.
All time is tracked by Turns but the time scale of the Turn is dependent on the situation, longer for travel and exploration, shorter for investigation and shorter still for combat.
The Occurrences table on page 46 feels like the most basic denomination of the tables in this book. It is incredibly general but its presence and usage suggests at the way the whole game is to be played.
The Occurences table from Between the Skies. It is a d6 table. The possibilities are “Encounter,” “Complication,” “Hint of what is nearby,” “Environmental Change” and “Boon/opportunity/Progress.” There is also a small illustration of a well dressed mouse with a rapier above the table.
Use tokens to succeed at risky actions or extraordinary actions. Or! Choose a dice rolling mechanic from any of the bunch described in the book (coming from games like Blades in the Dark, Apocalypse World, Traveller, Electric Bastionland etc.) and see if you succeed, or if you succeed with consequences or if you just fail.
Or you can just play without dice!
Give your characters Conditions when they should get them. Let these conditions affect the riskiness of actions.
Injuries! Roll on the Injury table to really fuck them up. It’s a 1d6 table and the 6 is death or fatal wounds… So use this sparingly, I guess!
The Injury Die table from Between the Skies. it is a d6 table. the potential injuries are: “Superficial, “Cosmetic,” “Hindering,” “Treatment required, not debilitating,” “Treament required, partially debilitating,” “Debilitating, mortal injury or death.”
You can, as Huffa suggests, use all of these rules or none of them or you can add any other systems or subsystems you can think of where appropriate.
Approaches to Weirdness
In the Setting Up Your Worlds Chapter it is time to decide how strange you want this game to be.
“Between the Skies is filled with weirdness. Its tables, and its author, revel in the strange.”
Huffa provides some options here, broad categories of weirdness that will help to define exactly how weird things are likely to get. Of course, this might change during the course of play, depending on how you and your players get into it.
Go “All the Weird” for a setting and game where the characters are probably at home in a very strange and out-there place. The sky is not even the limit here.
With the “Venturing Out into the Weird” approach you play humans with a limited but very much real knowledge of other planes and spheres but who have never left their homes before. Everything will be new to them but high levels of weird are ok.
If you want to be the weird in everyone else’s world, take up the “Playing he Monsters” approach. Your characters will be the only magical, non-human, truly strange things in an otherwise normal world. You will probably be feared and hated.
In a “Through the Looking Glass” style game your characters will start the game having found themselves in a strange and magical new realm. But they themselves are relatively mundane and must figure things out as they go along.
The approach you decide on will also have an influence on the character creation method you use. So it is of primary importance to the type of game you are looking to play.
A photo of one of the black and white illustrations from Between the Skies. it depicts a forested land and a starry sky overwhelmed by a nebula of some sort.
This section of the book asks a lot of questions about how the planes and space work in the universe of your game. There are familiar touchstones here with Planescape and Spelljammer being the obvious ones. But it tries to get you to really think about important things like how PCs might travel through this weird space, how gravity works and the real difference between worlds, space and the planes, if any.
Next time, I am going to get into the Between the Skies approach to character generation, which is exactly as lassaiz faire as you might have come to expect by now.
There is a special sort of feeling when one of the things you were backing turns up at your door. Like, you might have been keeping track of it and the creator has maybe been telling you, if you’re lucky, where they are in the fulfilment process but when the physical object is in your hands? It’s like someone sent you a present. It’s like opening up a gift from a stranger. It makes you feel something for that person, gratitude, wonder, amazement. You know what I’m talking about.
Anyway, I got some stuff that I backed! Just look at the photo up at the top there! Go on!
The Electric State
I backed this one in December last year because I love Simon Stålenhag’s artwork and imagination, as you will know if you have been around the blog for a while. The Electric State is the latest in a line of RPGs from Free League that explore the world that never was. It started off in the eighties with Tales from the Loop, where you play kids scoobying about the wilds of suburban Sweden (or Nevada,) getting into trouble and investigating the weird shit that local scientists had unleashed on the world. Things from the Flood took us into the nineties that never were. You played teenagers in that, in a world much less full of wonder and much more full of uncertainty and dread. The Electric State takes us into the late nineties in the state of Pacifica where the countryside is riddled with he remains of busted battle-bots and everyone’s addicted to some sort of cyber-helmet device. It’s a road-movie game! I have not yet played either Things from the Flood or Electric State (I mean it just arrived on Monday) but I can’t wait to. I loved the slightly eerie vibes of Tales from the Loop seen through the eyes of kids who had literal plot armour. I am looking forward to experiencing something similar through the eyes of older, more jaded or just more experienced characters. I am sure the horrific elements of Stålenhag’s work are likely to come though much more starkly. I’ll let you know how I get on with it, dear reader!
Here are a few photos from the core book and of the extras that came with it, including some very tasty custom dice.
Oh, I also got the artbook with this Kickstater. It’s not new, it came out in 2017, but just look at it!
The Price of Apocrypha
@drunkndungeons is an instagram mutual with a D&D podcast, which, I confess, I have not yet listened to. Anyway, up until relatively recently, I thought they were just into posting things about 1st and 2nd edition Ad&D on their account but then they revealed that they had a kickstarter on the way back in August. August! Let that sink in. They kickstarted a D&D/OSR adventure module in August and I now hold it in my little paws (OK, fine, I don’t. I’m typing right now. But, if I stopped and reached over to my right, I could just pick it up, you pedants!) Quite the turn around. By the start of September the Kickstarter campaign was done and I ordered up my copy from Drivethru RPG POD service, which was cheap and efficient and looks great, honestly. I have had no time to read this one yet but it I’m looking forward to digging in. I love the look of the map and the monsters and the general idea of an interplanar arena of some kind. Gravity Realms produce it and you can get it here.
Bump in the Dark Revised Edition
Bump in the Dark is another game set in the 90s. It has spooky Scooby vibes again as well. But in this case, you are more Buffy and the gang than the Famous Five. One of the touchstones Jex Thomas, the author, lists in the book is Buffy the Vampire Slayer, in fact. I don’t know a huge amount about it, to be honest. I backed it on something of a whim. I know that you play hunters in it who are sworn to protect the people of Iron Country from the monsters and the beasties out in the darkness, along with your team of found family and friends. It’s based on a Forged in the Dark Ruleset but rather than the heists of Blades in the Dark, you go on Hunts. And this Backerkit pledge level came with a bunch of hunts in the form of little leaflets! I didn’t know what the heck they were when they arrived in a little white envelope that had a fluorescent sticker on it saying “Do Not Bend.” Even after I opened them up it still took me a while to figure out they were Bump Hunts. But just look at them! Aren’t they cool? I think I would like to try one for the season that we’re in, you know? Anyway, go and get it here!
That’s all I have for you for today, dear reader, just showing off my goodies. See you again soon!
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?
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.
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.
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.
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.
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.
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.