#200WordRPG is one of my favourite yearly traditions, despite how young it still is. This is my second year entering - last year's entry can be found here. If you're not sure what #200WordRPG is, well, it's a challenge to write an entire tabletop roleplaying game in 200 words or less, with no graphics or special formatting. It's all about the words (all 200 or less of them).
This year, I present to you DOGMA!
You and at least two others (there is no maximum) are an entire religion, throughout its timeline - from inception, to corruption and subversion.
Your religion is growing. It will do great things... Before it is twisted, and made rotten. We play to see it fester.
The first player describes a moment of SPIRITUALITY: a fact about the religion at its founding.
//Thou shall not kill.
The second describes a FABLE that explains it: written long after, it obscures the spirituality from morality into rote learning.
//St. Cain didn't kill the sinner, but cut off their hands, feet and tongue so they could never sin again.
The third describes a MISINTERPRETATION: long after the fable is written, how is it subverted and corrupted for personal gain?
//King Auger cut out the tongues of all non-believers, stating they were now, or would become, sinners. He declared their exsanguination was God taking their deaths into Her own hands.
A player who hasn't described a Spirituality begins again. New Spiritualities must reference or retaliate to a previous Myth or Misinterpretation.
//Suffer not the sinner to live.
The religion stagnates when everyone has misinterpreted something.
//Religion fades when spirituality is forgotten.
Record everything.
I also did pretty it up a little, and uploaded it here (and put it on my portfolio here).
If you play it, let me know!
A blog about game design, roleplaying games, and the day-to-day adventures of a Melbourne Game Designer.
Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts
Saturday, 22 April 2017
Sunday, 26 March 2017
A reply to a reply to a discussion about Losing
Some good stuff happening over at RPG YouTube right now. Matthew Colville began by discussing Losing in an RPG, and +John Harper followed it up with an add-on/challenge to that topic. I've posted both below, but also expanded on John's wisdom, based on how I've seen, run, and played games for the past many years.
This isn't to suggest that you shouldn't enjoy winning, but rather to encourage you to also enjoy losing, because even when you lose you can create great story. The Force Awakens would be a worse film were Han not killed (as gut wrenching as that was). Boromir wouldn't be as interesting a character had he not sacrificed himself. A Game of Thrones would not have been as compelling if Ned wasn't decapitated.
However, to cap this all off, I'm still a firm believer in what +Adam Koebel has now popularised: killing a character is the least interesting thing you can do to them. They can lose, and sometimes death is the logical result of a loss, but more often than not you can scar them, or defeat them, and allow them to live (and struggle) another day for a better story down the line.
Finally, regular readers may not that it's been a month since my last This Week - this has been somewhat intentional. I've needed a break, to refuel and to reorganise my thoughts. It's been very needed, and I feel a hell of a lot better after it all. I should be getting back into regular programming soon!
Wednesday, 30 November 2016
Curse of Strahd #2 - Into Death House...
Please note this is a continuing campaign diary. If you haven't read the first session, you should start there. Also, like last time, if you're intending to play in Curse of Strahd you shouldn't read this series. Whilst I've changed a great many things, and tweaked it like any GM will, this write-up will still give away many many spoilers for those wishing to play the game.
If you missed Session #1, please find it here!
If you missed Session #1, please find it here!
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(Image from Mike Schley.) |
Face to face with a looming townhouse, with not another soul around except for two lonely and frightened children, our heroes had little choice. Though they were cold, wet, and injured from their journey through the woods, they could not ignore the pleas for help from the children - Rose and Thorn. They'd heard the sound of monsters in the basement, and their baby brother was still in his room in the attic... The party couldn't turn away.
Asimi scaled the front of the building, attempting to get to the top landing - in and out - with the baby. However, when she made it to the second story, a raven flew onto the perch she was hanging from. At first it cawed and danced back and forth, but when Asimi tried to shoo it away, it nipped at her ear. Arkaeous sensed magic emanating from the house and the bird, and shot at it with his Eldritch Blast, but the bird evaded and flew away. Seconds later, a great wind and a grim presence, spread over the area and threatened to tear Asimi away from the building and dash her against the ground. She managed to pry open the window shutter and slip inside to relative safety.
Arkaeous also noticed that the two children were in fact illusions, and secretly gave this information to Rowena and Mizhena. Informed, yet playing along, they entered the house and instructed the children to wait outside. When they turned back around, the child-illusions were gone.
Inside the house, they discovered that all the rooms were dark. Everything seemed in good repair, but abandoned. Quickly, they began to ascend the central staircase to reconnect with Asimi, but on the way Mizhena inspected some of the wall hangings and moulded plaster scenes decorating the walls. Each one at first seemed beautiful - depicting scenes of youths dancing among orchards, or animals frolicking in the forest - but the longer Mizhena looked, the more darkly twisted they became. The youths weren't dancing, but fending off bats as they bit at their hands and faces. The animals weren't frolicking, but running from hungry wolves. Further, the more she looked at these scenes, the more she became convinced she heard them - the fluttering of bats wings, and the howling of wolves.
Eventually, the party reconnected with Asimi who had found herself in an old yet elegant ballroom with an ornate harpsichord in one corner. She had been inspecting the harpsichord and had discovered that several of the keys were rigged up to trip lines throughout the construct. She didn't know what the mechanisms did, but made a mental note and they continued upwards.
The party reached the third floor, where they discovered that the well-kept nature of the lower two floors did not reach the third. Thick dust, as if from centuries of disuse, covered everything. The floor was rotten and spongy below their boots, and the walls were faded and damaged from mould. Furthermore, they were confronted by a black suit of armour fashioned with a wolf's head helmet. Asimi moved to investigate, and the armour animated and began to attack. The fight was short but brutal, ending in an incredibly frustrated Rowena striking the helmet from the gorget, and destroying it entirely. Asimi recovered some valuable-looking armour shards and they pressed on.
The party found a large portrait of the Durst family - the owners of the house - showing the two children they had met, standing in front of a stern looking couple who were obviously their parents. The father held in his arms a small bundle which was obviously a baby - the children's baby brother. The mother, however, looked at the baby with obvious scorn on her face.
Mizhena continued to investigate the wall mouldings, and discovered a scene of writhing snakes. As she stared at it, she began to hear hissing and, pressing her hand into the wall discovered that it was a secret door that slid back to reveal a staircase into the attic. Without wasting time, the party journeyed upwards.
Upstairs in the attic, the wear and tear on the house was even worse. Cobwebs covered every surface, and the air around them was heavy with dust, spores, and the stench of ancient death. The party discovered a door held closed with a padlock that had rusted and fused into a brittle clump. With little effort, Mizhena was able to push into the room.
On the other side, the party discovered a cell, with a barred window in the back, two small beds, a chest of toys, and a to-scale dollhouse of the house they were in. In the middle of the room, they also found the small skeletons of two children, as well as the shreds of clothes they recognised - these were the bodies of Rose and Thorn.
The party began to investigate the room when Arkaeous reached for the toy chest. A ghostly hand reached out to stop him, and the party were startled by the apparitions of Rose and Thorn. Arkaeous examined the ghosts and found them to be entirely different from the illusions - these were real, yet good-natured, undead.
The ghosts talked to the party, and told them that they had been locked in here by their parents, and had starved to death. Their parents spent a lot of time in the basement of their house, and must have forgotten about them. They also talked about their baby brother, who they revealed was stillborn. Further, as they talked, the party realised that the baby wasn't in fact their full brother, but their half-brother - a bastard child of their father and the house keeper...
The party wanted to put Rose and Thorn to rest, but Mizhena declared that it would be impossible without putting them in their correct tombs. Rose told them that they had a crypt in the basement built for their family, and pointed to the dollhouse which showed the layout of all the rooms, including many from the basement. Rose instructed the PCs on how to access the basement - a code to be played on the harpsichord downstairs that would unlock a secret stairwell in the attic. The PCs decided to take the bodies with them to be interred.
When they tried to leave, however, Rose and Thorn became scared. They didn't want to be left alone again, and pleaded with the party to let them come with them. This, naturally, meant they needed to possess two of the party members. Feeling compassion for the children, Arkaeous and Rowena agreed to have Thorn and Rose possess them respectively. Whilst the two of them retained their own minds, they began to become agitated - Arkaeous became frightful, and Rowena became bossy (even more so than usual).
The PCs travelled back to the ballroom and played the notes. As each note chimed, apparitions were summoned into the room. First of twirling aristocrats, dancing to the tune. Second of a caped and regal figure, standing in the doorway to the room, looking in balefully. Third of a massacre, of the caped man moving blindingly fast throughout the room tearing throats and bowels from the revellers.
After the third note, a loud clunking sound could be heard above as the secret door was opened. The party, terrified of what they'd seen, travelled upwards, entered the musty and cramped secret stair, and began their descent into the basement of the haunted townhouse... But not before Rowena caught a glance of her reflection in a strange mirror, seeing her face withered and aged beyond recognition. The vision lasted for a blink of an eye, but left her shaken. A portent of what was to come? Only the land of Barovia could know for certain...
The party made it to the bottom of the stairwell, and found themselves in a rough-hewn, clay-cut warren. They followed the sketched floor plan they had created by copying the dollhouse, and discovered the family's crypt. Inside, they laid down the bones of the children, and Mizhena gave them their final rites. A hush fell over the party, and the spirits of Rose and Thorn left Rowena and Arkaeous. The children were at rest, but the monster - the thing in the basement - and the constant chanting they could hear remained...
The party continued to explore the warren, and discovered several sleeping chambers for far more than just a family. These chambers included the possessions of what seemed to be cultists, not servants, and spoke of potential blasphemous rites that the Durst family had been undertaking. Eventually, they found several locked boxes which Asimi threw open with the flick of her thieves tools. Within they discovered several objects of a fell disposition, as well as a silvered short sword and a sack of silver pieces.
Continuing on, the party came to a ritual room, dominated by a wooden statue of a man with pale skin and striking angular features - the same man they saw in the vision who butchered the revellers in the ballroom. With one hand, the statue held the collar of a wolf. In the other, he held a misty-coloured orb. Around the room were pillars upon which hung chains from which dangled the broken remains of a score of sacrifice victims.
Arkaeous inspected the orb, but in his curious haste, fumbled it and it shattered on the hardened clay floor. Instantly, living shadows melted from the walls and began to attack. The shadows proved immune to the weapons of the party, save for the silvered short sword. Asimi tried to figure out a solution to their problem, as they were quickly being driven back, when Mizhena fell to the ground clutching her wounds. All seemed dire, when Rowena lay her hands on Mizhena, and then put two and two together: the silvered short sword repelled the Shadows, so she instructed Asimi to scatter the silver coins along the floors to create a wall. This delayed the Shadows long enough that with the aid of fire and spells, they were able to defeat them or drive them from the room.
The party, nearly broken and exhausted, slumped to the floor. They would set camp in this room, defend the doorways, and rest for a few hours before they pressed on into the Death House.
Asimi scaled the front of the building, attempting to get to the top landing - in and out - with the baby. However, when she made it to the second story, a raven flew onto the perch she was hanging from. At first it cawed and danced back and forth, but when Asimi tried to shoo it away, it nipped at her ear. Arkaeous sensed magic emanating from the house and the bird, and shot at it with his Eldritch Blast, but the bird evaded and flew away. Seconds later, a great wind and a grim presence, spread over the area and threatened to tear Asimi away from the building and dash her against the ground. She managed to pry open the window shutter and slip inside to relative safety.
![]() |
(Image from Wizards.) |
Inside the house, they discovered that all the rooms were dark. Everything seemed in good repair, but abandoned. Quickly, they began to ascend the central staircase to reconnect with Asimi, but on the way Mizhena inspected some of the wall hangings and moulded plaster scenes decorating the walls. Each one at first seemed beautiful - depicting scenes of youths dancing among orchards, or animals frolicking in the forest - but the longer Mizhena looked, the more darkly twisted they became. The youths weren't dancing, but fending off bats as they bit at their hands and faces. The animals weren't frolicking, but running from hungry wolves. Further, the more she looked at these scenes, the more she became convinced she heard them - the fluttering of bats wings, and the howling of wolves.
![]() |
(Image from missquitecontrary.) |
The party reached the third floor, where they discovered that the well-kept nature of the lower two floors did not reach the third. Thick dust, as if from centuries of disuse, covered everything. The floor was rotten and spongy below their boots, and the walls were faded and damaged from mould. Furthermore, they were confronted by a black suit of armour fashioned with a wolf's head helmet. Asimi moved to investigate, and the armour animated and began to attack. The fight was short but brutal, ending in an incredibly frustrated Rowena striking the helmet from the gorget, and destroying it entirely. Asimi recovered some valuable-looking armour shards and they pressed on.
![]() |
(Image from enjin.) |
Mizhena continued to investigate the wall mouldings, and discovered a scene of writhing snakes. As she stared at it, she began to hear hissing and, pressing her hand into the wall discovered that it was a secret door that slid back to reveal a staircase into the attic. Without wasting time, the party journeyed upwards.
Upstairs in the attic, the wear and tear on the house was even worse. Cobwebs covered every surface, and the air around them was heavy with dust, spores, and the stench of ancient death. The party discovered a door held closed with a padlock that had rusted and fused into a brittle clump. With little effort, Mizhena was able to push into the room.
![]() |
(Image from Andre Govia.) |
The party began to investigate the room when Arkaeous reached for the toy chest. A ghostly hand reached out to stop him, and the party were startled by the apparitions of Rose and Thorn. Arkaeous examined the ghosts and found them to be entirely different from the illusions - these were real, yet good-natured, undead.
The ghosts talked to the party, and told them that they had been locked in here by their parents, and had starved to death. Their parents spent a lot of time in the basement of their house, and must have forgotten about them. They also talked about their baby brother, who they revealed was stillborn. Further, as they talked, the party realised that the baby wasn't in fact their full brother, but their half-brother - a bastard child of their father and the house keeper...
![]() |
(Image from Wizards.) |
When they tried to leave, however, Rose and Thorn became scared. They didn't want to be left alone again, and pleaded with the party to let them come with them. This, naturally, meant they needed to possess two of the party members. Feeling compassion for the children, Arkaeous and Rowena agreed to have Thorn and Rose possess them respectively. Whilst the two of them retained their own minds, they began to become agitated - Arkaeous became frightful, and Rowena became bossy (even more so than usual).
The PCs travelled back to the ballroom and played the notes. As each note chimed, apparitions were summoned into the room. First of twirling aristocrats, dancing to the tune. Second of a caped and regal figure, standing in the doorway to the room, looking in balefully. Third of a massacre, of the caped man moving blindingly fast throughout the room tearing throats and bowels from the revellers.
![]() |
(Image from Halloween on Earth.) |
The party made it to the bottom of the stairwell, and found themselves in a rough-hewn, clay-cut warren. They followed the sketched floor plan they had created by copying the dollhouse, and discovered the family's crypt. Inside, they laid down the bones of the children, and Mizhena gave them their final rites. A hush fell over the party, and the spirits of Rose and Thorn left Rowena and Arkaeous. The children were at rest, but the monster - the thing in the basement - and the constant chanting they could hear remained...
![]() |
(Image from megalithic.) |
Continuing on, the party came to a ritual room, dominated by a wooden statue of a man with pale skin and striking angular features - the same man they saw in the vision who butchered the revellers in the ballroom. With one hand, the statue held the collar of a wolf. In the other, he held a misty-coloured orb. Around the room were pillars upon which hung chains from which dangled the broken remains of a score of sacrifice victims.
![]() |
(Image from Tribality.) |
The party, nearly broken and exhausted, slumped to the floor. They would set camp in this room, defend the doorways, and rest for a few hours before they pressed on into the Death House.
And that concludes the second session of our Curse of Strahd campaign! I hope you enjoyed it, and that you come back next time for more.
Edited by Amelia Sarif.
Edited by Amelia Sarif.
Wednesday, 19 October 2016
Curse of Strahd #1 - Enter, our Heroes!
A little backstory before I get into this...
As I mentioned last week, I had never really intended to play Curse of Strahd so soon after Ameshirel: A World Undone, but found myself in a state of 'No Campaign Madness'. I collected a good group of friends, we made adventurers, and set off into the lands of Barovia.
This is their story.
Note: If you're intending to play in Curse of Strahd you shouldn't read this series. Whilst I've changed a great many things, and tweaked it like any GM will, this write-up will still give away many many spoilers for those wishing to play the game.
The party consists of four adventurers, all from the Forgotten Realms:
The momentary peace was punctured when Asimi stumbled upon a skeletal rider atop a skeletal horse, fully animated, watching them from the woods off the road. The rider looked to have once been a knight, given its torn and destroyed clothing, and the barding on its horse.
As I mentioned last week, I had never really intended to play Curse of Strahd so soon after Ameshirel: A World Undone, but found myself in a state of 'No Campaign Madness'. I collected a good group of friends, we made adventurers, and set off into the lands of Barovia.
This is their story.
Note: If you're intending to play in Curse of Strahd you shouldn't read this series. Whilst I've changed a great many things, and tweaked it like any GM will, this write-up will still give away many many spoilers for those wishing to play the game.
![]() |
I had to get into a Strahdy mood. It may have gone too far... |
- "Rowena" (formerly Jane Hull), a Human Paladin of Sharess – the Goddess of Seduction and Life's Pleasures. She's a vain, jealous person, who wants to evoke beauty and joy in the world... So long as it includes, and is somewhat focused on, her. Played by Alex.
- Asimi Naftikos, a Human Rogue and former Ship's Girl, turned Mutineer, turned High Seas Pirate, turned Treasure Seeker. She's a greedy, treasure loving adventurer, through and through, who wants to seize enough riches to purchase her own ship. But she has a heart of... perhaps not gold, but something shiny. Her pirating ways are dominated by a desire to stand up for the rights of exploited sailors working under terrible captains and overly affluent merchants. Played by Amelia.
- Battle Sister Mizhena, Stalwart of Tempus, a Human Cleric of Tempus, the Foehammer. She's proud and boastful, and quick to action. As the good Lord Tempus demands, she's fair in a fight, eager for adventure, with a lusty desire for glorious battle! Played by Danny.
- Arkaeous, a Tiefling Warlock, addicted entirely to the magic gifted him by his patron – a terrible Pact Devil, beholden to the Demon Queen of Spiders Lolth! In his heart, he yearns for atonement for terrible sins he has committed in the lust after his magic, but yet he is unwilling to give up the baleful energy coursing through his body. Played by Sam.
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Danny knows of the Forgotten Realms. Mention of Strahd and Lolth does not a confident Danny make! |
Our adventure began in a nameless hamlet on the edge of civilisation, far to the north of the Dalelands. Here, our adventurers had been called by a friend of a friend, to come to the aid of Father Rennic – the local priest – to aid in matters of the undead.
Though at first they feared a necromancer, or other such evil, the adventurers were only able to find five lonely zombies in the woods. Dispatching them easily, and after weeks of searching, they concluded with the Father that their job there was done. Still, the mysterious, and thoroughly dated, ruffed clothing they wore, and the lack of evidence from where they came, continued to confuse everyone in the sleepy little hamlet.
Though at first they feared a necromancer, or other such evil, the adventurers were only able to find five lonely zombies in the woods. Dispatching them easily, and after weeks of searching, they concluded with the Father that their job there was done. Still, the mysterious, and thoroughly dated, ruffed clothing they wore, and the lack of evidence from where they came, continued to confuse everyone in the sleepy little hamlet.
On the night before they were to leave, there was a cry from the edge of the woods. Fearing another zombie, the villagers called on the heroes to investigate. They discovered it was no zombie, but a man named Arrigal, wounded and dressed in similar clothing to the zombies. The heroes questioned him, but he knew nothing of the undead, and had his own problems which needed their urgent attention.
![]() |
(Image from Wizards.) |
Arrigal told the story of his people - the travelling Vistani – who were beset by a pack of three werewolves. They had been attacked, but Arrigal lured the werewolves away. His Baba – priestess of their people – put a spell over their caravan which meant that until morning no outside eyes could see them.
Arrigal pleaded with the party to hunt down the werewolves before dawn, whilst he sought out his caravan. The party – foremost Rowena – distrusted Arrigal, and wanted to either go with him to his people, or to await the morning. Arrigal, however, was sly, and produced reason after reason to lure them into the woods. Unable to confirm their suspicions about Arrigal - and unwilling to let innocents be slaughtered, they set off... Not without first extracting promise of payment in treasure from Arrigal.
Arrigal pleaded with the party to hunt down the werewolves before dawn, whilst he sought out his caravan. The party – foremost Rowena – distrusted Arrigal, and wanted to either go with him to his people, or to await the morning. Arrigal, however, was sly, and produced reason after reason to lure them into the woods. Unable to confirm their suspicions about Arrigal - and unwilling to let innocents be slaughtered, they set off... Not without first extracting promise of payment in treasure from Arrigal.
"How about this? I am a famous juggler among my people. I propose a wager – we Vistani have much treasure, and I shall juggle it all when next we meet. Any treasure that I drop, is yours to keep!"
With that, Arrigal disappeared into the woods, and the party set off in the direction he told them.
After many hours of walking, they became enshrouded in mists, first ankle, then knee high. Arkaeous determined that the mists were supernatural, and that they were growing behind them, preventing them from turning back. The party was now certain that they had been betrayed, and that they had been spirited away into a land unlike their own.
After many hours of walking, they became enshrouded in mists, first ankle, then knee high. Arkaeous determined that the mists were supernatural, and that they were growing behind them, preventing them from turning back. The party was now certain that they had been betrayed, and that they had been spirited away into a land unlike their own.
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(Image from Dragon+.) |
The howls of wolves began to punctuate the air, giving credence to at least part of Arrigal's lies. There were werewolves in these woods – at that revelation, a form moved through the trees and dashed out onto the road. Before they could see it clearly, it was gone - dissipated into the mist.
The party made their way to a great gatehouse, crossing a path that had formed in the woods. Wrought of black stone and cold iron bars, they journeyed through the gatehouse, into the other side. Arrigal sprang from the other side of the gatehouse, and locked the gates before they could move. They had fallen into his trap! All of a sudden, the great walls of the gate were gone – crumbled to nothing. The structure seemed to blink forward in time thousands of years in desolation. Arrigal himself, gone completely...
But they were not alone.
On the road ahead of them, a great snarling sounded and they spun to confront a werewolf. Rushing into the fray, Rowena set up a strong position between the beast and her companions. Asimi was about to loose an arrow towards it when another werewolf launched from the forest and began to gore Rowena.
![]() |
Pardon the orc and gnoll - we proxy a lot of our minis! |
Finally, another huge werewolf (in wolf form) padded onto the road, but didn't engage – merely watching as its other pack mates fought. After several rounds of combat, the werewolf that had gored Rowena broke and fled – fearing the divine might of Mizhena. The fleeing werewolf called out to the other that was still engaged with the party, calling it "Emil" and begging it to flee as well.
The third, larger werewolf sprung on this opportunity, and dragged the fleeing werewolf away, preventing it from hesitating and getting back to Emil as he was cut down. The screaming werewolf transformed back into a human, a woman, and fought the large wolf dragging her away – confusing and building mystery for our heroes... Which was somewhat resolved when, picking over the corpse of Emil, they discovered a wedding ring with the name Zuleika etched into the band. With a dead werewolf on the road, and two very living werewolves somewhere ahead of them, the party didn't have time to rest.
The third, larger werewolf sprung on this opportunity, and dragged the fleeing werewolf away, preventing it from hesitating and getting back to Emil as he was cut down. The screaming werewolf transformed back into a human, a woman, and fought the large wolf dragging her away – confusing and building mystery for our heroes... Which was somewhat resolved when, picking over the corpse of Emil, they discovered a wedding ring with the name Zuleika etched into the band. With a dead werewolf on the road, and two very living werewolves somewhere ahead of them, the party didn't have time to rest.
The momentary peace was punctured when Asimi stumbled upon a skeletal rider atop a skeletal horse, fully animated, watching them from the woods off the road. The rider looked to have once been a knight, given its torn and destroyed clothing, and the barding on its horse.
![]() |
(Image from Tribality.) |
The rider, unable to speak without lungs or a tongue, clacked and attempted to communicate with the party – Rowena in particular. It made the motion of a shield, and pointed at Rowena. It pointed west along the road, then back east the way they'd come through the mists. It shook its head in warning. Then it turned and rode slowly back through the trees.
Mystified by this encounter, the party pressed on – believing that Arkaeous's suspicion was correct. They could not leave this realm until they performed some deed to reverse the spell: started in the woods, and ended with the locking of the gatehouse.
They made their way to a large grassy plain beyond the woods, but still upon the road. A few more hours, and they saw the gloomy shapes of a settlement in this forsaken land. Bunching up tight, they stepped into the shadow of the buildings, and noticed no one was around – even though it was early, perhaps 6'o'clock in the morning. They expected someone at least to be out. Worse still, Rowena was able to sense the presence of undead within some of the buildings...
Then, a cry. A young girl, dressed in rather fine yet strange attire, ran from her house to the heroes. She held the hand of her younger brother, and they both looked frightened and concerned.
"Help! Our parents are not at home, and there's a monster in our house!"
The party looked towards the daunting yet proud townhouse, with its swinging open iron gate, and felt dread for their adventures to come...
![]() |
(Image from Wizards.) |
And that concludes the first session of our Curse of Strahd campaign! I hope you enjoyed it, and that you come back next time for more.
Monday, 8 August 2016
My 7 Tips for Playing Well
I talk a lot about how to GM – mainly because
GMing is the vast majority of what I do. But recently, I’ve been given the
chance to play on the other side of the screen a bit, and it’s refreshed my
perspective of how to be a good player.
GMs see good players every session we run
(if we’re lucky – in which regard I am very) and as such we have a good view to
give to the other side. This is the view as I see it.
Tip #1 – Be a Fan
Be a fan of your game, and your fellow
players.
Just like when you watch your favourite TV
show, you should be routing for the other characters. You should be excited
when they win, and heart broken when they lose. You should be cheering them on,
every step of the way. Now, just like in any TV show you watch, you may not agree
with everything a beloved character does, you should always at least want to
see what happens next.
And just like any fandom, you should feel
the urge to tell the other players that you’re a fan of their characters. Tell
them your favourite things they’ve done. Share the experience with them.
If you love their characters, they’ll
likely love yours as well.
Tip #2 – Develop a Voice
Develop a voice for your character – not just
how they sound, but how they respond.
Often people advise players to ask
themselves “What would my character do?” I’m suggesting you ask yourself “How
would my character do that?”
If you’re so inclined, come up with an
accent to play as your character. Make sure you can keep it up, though!
Otherwise, just think about how your character acts. Are they sheepish? Are
they shy? Are they assertive? Are they full of jokes, or deadly serious?
And don’t just make this static. Always be
open to fill in the edges. Maybe they’re normally pranksters, but take on a
cold tone when dealing with blasphemers. Maybe they’re usually a hard case, but
can crack a smile now and again with everyone else.
Whatever it is, this tip is about developing a voice, not having a voice
already developed… The game is about who your characters are, and who they
become. We should see them change.
Tip #3 – Don’t Begin with a Finished Backstory
I know how fun it is to write massive
backstories for characters. Trust me. I’ve been there! But I don’t think it’s
wise, or as fun, to start a campaign with a fully fleshed out backstory.
Begin your campaigns with a clear idea of
your character, but leave the details up to development (as the above tip).
Allow things to grow organically. Maybe you can work some of the events of the
campaign into your backstory, to allow for more adventuring hooks!
By not beginning with a finished backstory,
you allow your character to grow a little more naturally into the world. You
might go to a tavern and decide that you’ve been there before. Hell, it might
be where you had your first drink – and the kindly woman behind the bar? She’s
your God Mother…
Of course, ask your GM about these sorts of
things before you start out – but 9 times out of 10 I’d imagine they’d be
thrilled for the added input. And any GMs out there that aren’t – well, you
better have a damn good reason why not, otherwise we need to have a talk, you
and I.
Also, feel free to improve on the spot. Do
you know that your character’s family died in a fire? Are you looking at a
burning building right now? Maybe this is giving you flash backs. Mention this
to the GM, and everyone around the table can play it out a little…
Tip #4 – Build Connections
Look for opportunities to build connections
– everywhere. Build connections between your character and the world, but most
importantly your character and the other characters.
This tip feeds off the last one, but always
look out for the chance to hook your character onto something another character
does. Has a party member just buried an old companion? Why not comfort them and
trade stories about your lost friends. Maybe you’ll find out you both knew the
same person. Maybe you’re both carrying a missing piece of a puzzle.
Again, let your GM know what you’re doing.
They should be willing to go along with these sorts of things. Which brings me
to…
Tip #5 – Ask Leading Questions
Whenever you’ve got a good idea, ask your
GM leading questions – but for the love of everyone around the table, please
show your hand. Nothing is worse than the players trying to pull a fast one on the GM. The GM has enough to worry
about – understanding the fictional position of the game world shouldn’t be one of them.
What this tip means is, if you have a cool
idea, ask the GM if it’s possible, or how it could be done. Ask them if you can
use the powdered sugar from the case of donuts to dust for finger prints. Ask
them if Gnomes prefer gifts of gold or gems. Ask them what you know of Giant
heroic myths.
By asking the GM these leading questions,
you’re showing them what you find interesting and important. You’re giving the
GM an indication that in this scene, at this moment, you want to express your
agency. A good GM will see what is happening, and let you run with it.
Further, most GMs will have to stop and
think. Hell, what DO Gnomes prefer? Sometimes they’ll make something up, and
create a twist in your story. Other times, they might just throw the question
back on you. What do you think? This is them telling you run with that agency!
Tip #6 – Relinquish the Spotlight
Just as it’s the GMs job to grant spotlight
moments, so too is it the players’. If you notice someone around the table isn’t
as engaged, then engage them in the story! Call on their character to aid you,
or to ask them for their expertise. Allow them to show off their own character
traits.
This comes back to building connections.
You should always be looking for ways to make the other characters relevant to
your character – and to give them time to shine when you do. This will make
other players enjoy playing with you, and will also make your GM very happy. It
can be hard to manage everyone at the table, so if the other players have their
back, the GM’s job is much easier.
For example, say you’re playing a fighter
with a military history. You notice some strange terrain features in a field.
You know they look a little bit like fortifications, but you’re not sure. You
could maybe ask your ranger friend if they’re naturally occurring. Or you could
ask your rogue friend to scout them out. Once you find out they’re actually
burial cairns, you could ask your cleric companion to which culture and
religion they belong.
Say you’re a scholar, and you need some
protection moving through a dungeon. Why not directly ask the fighter to take
the lead? Tell them why they’re most suited to this task, and encourage the
player to express themselves in how they bravely journey on first.
Try even making suggestions about possible
links in the campaign. If you know your paladin friend is searching for an
ancient mystical shield, and you see a shield on the wall of a far off tomb,
shout out to them that maybe it’s the one! Then get out of the way, and let
that player take over the spotlight for a few moments. They’ll be happy that
you did.
Tip #7 – Take a Turn GMing
Every player should GM at least once. The
very act of trying out the other side of the screen gives you so much
perspective and appreciation for exactly what the GM does that it’s invaluable.
You’ll be an infinitely better player for this one act than any other, because
you’ll understand what the GM is doing, and be able to help them in little ways
like wrangling the other players, or keeping track of HP, or whatever.
Tell your GM what you’re doing and why, and
I guarantee they’ll help you in whatever way they can. GMs love making new GMs,
and having a chance to sit back and play once in a while.
Play More Games!
And a final bonus thought for you… Play
more games. All sorts of games. Play everything you can. You’ll learn lots
(even if it’s just which games you like, and which you don’t).
Have fun out there!
Monday, 4 April 2016
#200WordRPG: MegaCorp
It's time for #200WordRPG again! This shall be the first year I'm participating. Pretty excited for it, to be honest. If you don't know what it is, you can read all about it here, or see an example from this year by Steve D here.
Please note, this game hasn't been tested. It might suck...
---
You’re suits pulling the strings of a MegaCorp. But the ‘Corp is falling - you and your associates have been picking it apart for months now. You want as many assets as possible before it crashes. But not the most, nor seen to be responsible for the crash - they will be charged with fraud...
To play, gather: 2-4 players, a Scrabble set, and a Jenga tower.
Separate Scrabble vowels from consonants. Players take 5 vowels and 9 consonants each. Players make words in secret (minimum 3 letters). Oldest player begins.
Players have a conversation - when asked a question, answer it - attempting to goad the other players into saying one or more of their words.
When a word is said, the player who owns it immediately halts play, reveals it, and replaces the letters. They draw new letters of the same amount, then either remove or replace Jenga pieces up to the amount of letters in the word (minimum 1). They then restart the conversation.
The game ends when the Jenga tower falls, and the knocker loses. The player with the most Jenga pieces loses hardest. Whoever has the second most pieces wins.
Lather everything in Cyberpunk and describe it.
---
I'll be playing it over the next few days to see what it's like. If you've got an idea for a 200 Word RPG, let me know in the comments below, and then submit it on the site!
Sunday, 13 September 2015
Research & Dragons: Fate Accelerated
Last night I ran the first game of a new project of mine - a
series of RPG experiments where I take a new system, a new style, and run it in
a method I have never done before. This session began after mid-day, and went
until midnight, with teaching the rules, planning the game, character creation,
and finally play all occurring at once. This is Research & Dragons.
Session Rundown
My Findings
The Verdict
Fate Accelerated is an amazing game that can be taught in
minutes, and can be extended out to infinite settings. It does seem, however,
to be limited in the play styles it supports. If you’re looking for crunch or
tactics, look somewhere else. You will not find that here. This is a system
about flexibility without forsaking depth.
For the first session of Research & Dragons, I
chose the following variables to test:
- System: Fate Accelerated.
- Style: Period Political Intrigue.
- Method: Zero Preparation; Player’s Create the Setting (at the table).
Needless to say, I was terrified, but in a good way!
So how this is going to work is I will outline how the
session went, and then I will break it down into an analysis of these three
variables and discuss my findings. At the end is the Verdict, where I trace out
my findings and advice. If you don’t have time to go through everything, at
least read those three short paragraphs!
Session Rundown
We began play at 3:00 PM on Saturday 12th,
September 2015. The idea for this particular experiment was born in the car
heading back from a camping trip, and immediately after a short Facebook
conversation about some themes, and organisation. We came to the idea of
running a no-magic “medieval” courtly intrigue game with no direct combat. All ‘combat’
would be social intrigue. We had some ideas for the setting - such as a warmer
planet with 2 suns, a culture of veiling yourself in public, and some ideas
pertaining to noble title passing by right of virtue rather than familiar
bloodline.
Then came game day. The limit of my preparation was to print
out character sheets, the game creation sheet for Fate Core, and a list of
names for males, females, and places (I chose Babylonian names, as I haven’t
used them much before). With our materials gathered, myself and four players -
Alex, Amelia, Felicity, and Genevieve - sat down to discuss the game.
I quickly sketched out the core rules of Fate
Accelerated. In brief, you roll 4d6 (we used normal dice instead of Fate Dice, and substituted 1-2 for a
Minus, 3-4 for a Blank, and 5-6 for a Plus) and add your Approach (a score from
+0 to +3) to beat a target number or an opposed roll. You have Aspects, which
can be words or phrases that describe a factor about your character. You can
invoke Aspects to gain +2 to a roll, or to reroll your dice, but this costs a
Fate Point. You regain Fate Points by having your Aspects be Compelled by the
GM or other players to make something bad happen to your character as a
consequence of their nature. Done. Rules sorted.
Next was setting creation. I began by prompting my players
with a few questions, but very quickly they began riffing off each other’s
answers, and I had to madly take notes. They developed in full steam ahead of
me, with me throwing in suggestions here and there to liven up the tension.
Using the Fate Core Game Creation
Sheet I was able to guide this a little better, and asked them for the major
movers and shakers, as well as the centres of conflict, and the current issue
and incoming issue of the world.
In the end we got some truly unique results. In addition to
the features I mentioned above during our Facebook back-and-forth, we developed
that the world was in a pre-Dark Ages, Iron Age level of technology, with a
political landscape similar to that of the Roman Empire, the Persian Achaemenid
Empire, and in some ways the tribal nature of Dark Ages Scotland.
We discovered that there is pseudo-religious tension between
those who worship the suns and walk freely beneath them, and the aristocracy
which believes in veiling themselves from the sun and living nocturnal lives in
veneration of the moon. We learned of the divided nature between ‘puritan’
aristocrats who believed in more traditional monogamous and insular (read:
almost inbred) families, and the ‘liberal’ aristocratic movements where a
matriarch and a patriarch of a noble house have countless suitors and mates,
and the children of an entire house belong to everyone.
We discovered two guilds: The Guild of Roses, for female courtesans
who traded their skills for the fruits of their own wombs (taking in children
to use as wards and playing pieces in foreign courts), and The Guild of Thorns,
for male courtesans, who trade in information garnered from their attentions.
We learned of the strict laws that forbid the two from consorting with each
other for fear of the power they would wield.
We also learned of a curious custom where nobles have “Senses”
or “Censers” (the richer you are, the more you have) - servants who act as an extension
of your body for that given sense. So a noble could have an Eye who is expected
to observe and tell their master everything they see, or an Ear who listens to
another noble’s Mouth, or even Feet who carry you on palanquins, and Hands who
give and receive gifts and signs of affection. The play of veils, and the use
(and ignoring/recognition of a Censer) becoming the main dance of these
ridiculous nobles.
And the beauty of all of this? I did very little. I sat back, and watched as my players became not only
engrossed in the world they created, but deeply invested and engaged - plotting
and planning openly.
It was, therefore, time to move to character creation. We
began with High Concept Aspects, and then Troubles, which were easy to
determine given the nature of my players’ engagement. Next came, in a similar
style of Fate Core a process of each
player dictating a situation in their past for which they gained another
Aspect. Another player would then jump in and dictate how they made it more
complicated or helped, and in turn gained an Aspect and determined a familiar
bond between characters.
By game start, we had a well fleshed and interesting
setting, with 4 characters who were ripe for political intrigue. What we didn’t
have, however, was a starting point.
This was quite difficult for me, as the players and I knew the issues at hand,
but the characters didn’t. I was faced with the weird job of cleverly and
interestingly informing players about things they already knew. Luckily, my
players were willing to just banter at each other, and the awkwardness I felt
in my ability to deliver the beginning was quickly overridden.
We played for several hours, during which the characters
learned of several interlinked plots to overthrown the Queen, a mysterious
southern continent that was at the centre of this web, and also learned of the
major players. We didn’t, however, have time to finish the session with
anything remotely close to a satisfying ending, and perhaps this one-shot will
need to be extended out to a mini-campaign (or more, depending).
My Findings
The System: Fate Accelerated
The Fate Accelerated system, augmented
with bits and pieces from Fate Core, is truly wonderful.
Whilst it required a little bit of explaining up front, the mechanics were
simple enough that players were experimenting with them right out of the gate
and having a lot of fun even during
character creation!
The flexibility of the Aspect, Stunt, and Stress systems
allow for exactly this sort of game. However, I am wary of the advancement
mechanics and the utility of the system for anything more tactical.
Fate Accelerated seems entirely suited to political intrigue
and social combat, with the Actions and Stress system making immediate and
perfect sense. You try to butter up the Queen? That’s Creating an Advantage.
You’re discrediting an opponent? Attack them with your Clever!
Interestingly enough, and this was proved through play, the
mechanics work best as a player-vs-player system, which was incredibly
enjoyable. Combat took some time to do, but it was mostly because we were
working through heavy intrigue. Even still, everyone was keenly engaged during
the play experience.
Perhaps my favourite facet of the system is the transparency
of the game. There is no illusion that the GM is the authority, and that the
other players are the audience for the GM’s story. In truth, I was a casual
observer for much of play, and merely stepped in to provide rulings (and even
then, it was a discussion at some points). This is a wonderful thing because,
without prior rules knowledge, within a single session players (who themselves
have never GMed before) were able to grasp and adapt the rules to the
situation.
There is one thing I will say about the system, though. You
cannot play Fate Accelerated, or Core I presume, and think to win. This is a standard of all
roleplaying games, but in Fate it is painstakingly obvious. If
you want to see your player characters succeed over and over, then find another
system. Fate is about exciting and dramatic tales involving exciting
and dramatic characters - and drama means things
go wrong!
The Style: Period Political Intrigue
Political intrigue is hard.
I was terrified that it wouldn’t work, and am entirely indebted to my players
for it working. Without them as strong and motivated characters (and players),
the game simply would have fallen flat and been an utter disaster.
However, there were a few key things I noticed that I can
impart:
Fewer NPCs who have greater weight between them is good. If
there are too many NPCs, it becomes confusing to follow, but if you have a
powerful few then it flow a lot smoother.
Allow the PCs to drive the fiction. No matter what you as
the GM may feel is interesting, the players are the ones who will engage and
give you your greatest resources, so listen intently and throw back everything
they do. For instance, one of the greatest points of tension came about because
a player failed a Careful test in their scheming, and a powerful NPC just happened to be there. This was
emergent - I had no intention of the Queen being near the discourse, but it was
the most exciting and dramatic thing that could occur at the time, so I made it
so!
I will definitely be running more political intrigue games
in the future, and this single session has given me so much fodder and
experience already.
The Method: Zero-Prep, Player Setting
This was terrifying. Honestly, don’t do this if you’re
inexperienced. I’ve been GMing for 17+ years, and I found it stressful at
times.
However, it was also amazingly liberating. This game was the
first game where I truly felt that they players owned the fiction as much as I
did. I don’t think anyone left last night thinking that I did a good job running it, but rather than we all ran it together amazingly!
Despite this, I feel there are steps to take to prepare
oneself better for this kind of session. A list of questions to ask the players
would be ideal, rather than a flat open expanse of nothing to come with. Whilst
I was lucky enough to have the players run away with the idea and build it
themselves, it could easily have led to Blank White Paper Syndrome, in which
case a few ideas to bring it back on topic would have been useful.
I would also suggest reading appropriate fiction beforehand.
I have been reading Robin Hobb’s Fool’s Quest, and I found myself
more than once falling back on ideas and assumptions about how to improvise
from the way the characters within the story act and improvise. Because the
book is largely political intrigue, it enabled me to well picture how a session
should run, and the outlines of the objectives:
Someone wants something for some reason. They can’t use
violence to get it. They must convince, coerce, connive, and mostly corrupt to
get it. Go from there.
The Verdict
Fate Accelerated can be downloaded for pay-what-you-want at Evil Hat Productions.
Political intrigue is a tricky style to play, and requires
deep player engagement. Do not attempt to use it with guile - ironically -
because it won’t work. Be up front to your players that intrigue is the state
of play and that there is no room for shooting/stabbing first. You can’t do
that. It won’t work. But that isn’t to say you can’t defeat people. Political intrigue is all about rising to the top,
and you can only do that by stepping on the people below you!
Zero preparation, in addition to letting the players create
the setting on the day of the game is
a scary but rewarding experience, and will allow you to grow as a GM. It isn’t
for the inexperienced, but is something I feel every GM should try at some
point. Lastly, even though it is zero preparation, prepare to be unprepared. Read what you can, know the rules well,
and know your players. They are your setting, your cast, and your entire game.
Play them.
Thursday, 4 June 2015
Here's a Gift: Triskell's Tower
Hey, it's been a while.
I have a lot to discuss, but not enough time to discuss it all. So, I am going to give it all in dot points for possible later discussion!
I have a lot to discuss, but not enough time to discuss it all. So, I am going to give it all in dot points for possible later discussion!
- My group finished Marienburg: Sold Down the River. It was awesome, and I intend to let you know more about it. It involved a prison break, a fight with undead elves, summoning a dragon, and a whole lot of death.
- I started another game, called Ameshirel: A World Undone, which is currently being run live in a Hexcrawlly sort of way. Check it out on Obsidian Portal (as I've actually managed to convince my players to update it!) It is using Dungeons & Dragons 5e, which is a new and strange experience for me.
- I'm now running a game using Fragged Empire, an indie RPG in development that was successfully Kickstartered a little while back. It is being posted up in Vod form on Another Dungeon, so check it out!
- I got a new job! I now work for EA Firemonkeys in Melbourne, and am an actual paid Game Designer in full now. No more split titles here, no sir! I'm having a lot of fun, and working on Real Racing 3 for iOS and Android. You should check it out, because it is one of the best racing games on mobile.
- I'm still planning Verum Arbitus, and it should be launching in a few weeks. Very excited!
- I've been playing in lots of games, recently, including a Cthulhu Horror game using a hacked homebrew system, and a Terry Pratchett meets The Office meets Better Off Ted style game. Very odd, but loving it.
- I've been watching a crap load of itmeJP's YouTube channel, especially Steven Lumpkin's West Marches and Adam Koebel's Swan Song. Check them out.
Anyway, because I have been neglecting you all so much, I decided to wrap up a present for you early and release it here!
This is an adventure / dungeon I wrote for Ameshirel, but it can easily be transported into any DnD5e game, or really any game, so long as you're willing to hack it a little. So enjoy the Mad Wizard Triskell's Tower!
(PLAYERS OF AMESHIREL PLEASE READ! Do not look at the PDF above. It will spoil the adventure. I mean, go ahead and read it if you want, but Triskell will know... And he'll get you.)
Friday, 13 March 2015
If It Ain't Broke, Make It Better
Hey everyone, please excuse the lack of posts recently. I've been writing for a website called Another Dungeon, and doing lots of projects on the side, so versamus has fallen somewhat by the wayside. But no longer! I have a few articles I plan to post in the near future, so that should be grand.
There is a very old and very wise saying that “if it ain’t broke, don’t fix it”. This sounds like good advice: if your chair works, then don’t go fiddling around with it. Your meddling might break it to begin with, but either way you’ll be wasting time.
This piece of advice is, of course, terrible for a games designer. Simply terrible.
When it comes to game design, I am a little bit Derridean - that is, I believe that pretty much every idea has already been done before at some point in time, and attempting to come up with something 100% original is pointless and impossible. Everything we think is based on our experience, so it isn’t possible to think of something that isn’t in some way referential to something that has come before.
This must therefore also apply to mechanics, story, and every facet of every genre of game design. So where does the creativity come in? By smashing those old, tired, and generic ideas together. Not only that, but by constantly questioning the choices that we make ourselves.
Now, let me be clear, this doesn’t mean reinvent the wheel - another very old and very wise saying. However, take those wheels, pull them off the monster truck, and jam them onto the tricycle.
Carcassonne is a great, classic Euro board game which is enjoyed by people worldwide. It has a sleek elegant design which makes it a quick game to learn, to play, and to enjoy. It is very fun-efficient, suitable for all ages, and has a nice combination of luck and strategy that make it a near-flow game.
However, Carcassonne isn’t perfect. No game ever is.
So I decided to change that. Now I’m not pretending I was the first person to do this - I have never seen it before, but it is such a simple change that I am certain someone else has done it before - but I decided to change the random draw of tiles at the beginning of a round of Carcassonne with a random hand of three drawn at the beginning of a round, which is replenished after each tile is played individually.
Simple change. I didn’t invent anything whilst doing it. I didn’t invent Carcassonne. I didn’t invent the concept of hands in a game. But I did cram one invention into another. But doing so does not a designer make. Game design isn’t about posturing. It is about playtesting. No idea is ever good until you play it and have fun - better yet, no idea is ever good until you play it and have more fun than you had before the idea.
So we gave Franken-Carcassonne a spin, and it turned out great! The addition of a hand allows for higher strategy, and faster gameplay. It removes the shambling randomness and incomplete feelings that some games of Carcassonne can create when the deck is shuffled particularly badly. It also allows for some rather spectacular back-stabbing and fiero moments when you execute an amazing play over a few turns.
The variant doesn’t unbalance the game, because all players have the same ‘advantage’, and are equally able to plan ahead. Yes, each players’ hands can still come out badly, but the hand size is big enough to allow for forethought and clever planning, whilst not big enough for a single player to monopolise all of a single tile-type.
This is just one example. And not a very good example. The change was small, and not very original. But it worked! It made for a different experience, if not certainly a better one (though I prefer it, personally), and got everyone at the table thinking about the game in a different way.
If you need any more proof that constant iteration on games is a great thing, just look at the amount of mods Skyrim has. That should convince you.
So the next time you pick up a board game, card game, or video game, consider the rules you are playing, ask yourself why those rules are in place, and then ask what you could do to change them. Yeah, some of the changes will suck. But some will be awesome. You won’t know until you try them out, and before you’ve realised it you’re a game designer.
Labels:
Creations,
Games Design,
Games Theory,
Gaming
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