Showing posts with label WFRP. Show all posts
Showing posts with label WFRP. Show all posts

Friday, 2 February 2018

Terrible Cults in 3 Steps

Yesterday I talked about the first of two super-simple techniques I have for prepping WFRP (or indeed any RPG with weird, uncanny encounters). Today, I'll talk about the second.

The best way I know to make a setting creepy, uncanny, and also humorous, is to use cults. Cults are a fantastic framing device: They allow us to distil ideologies, emotions, or even personality traits into a single organisation. That is very powerful, for a GM, and a great framing device for the other players to see the setting.

And just like yesterday, I have 3 easy steps to create cults.


Step #1 - Think of something mundane, yet important

E.g. Salmon migrate from the ocean, upstream, to spawn in the upper reaches of rivers.

It's best to think of something that the average person in your setting would notice and would care about. Aspects of the world that have conflict (supposed or real), or that are important phenomena. In the above example, when the salmon come to migrate, they would be much easier to catch, meaning there would be much more food available.

Step #2 - Make a reasonable, but incorrect, leap in logic

E.g. Salmon migrate to the rivers because they're running from a monster that wakes up in the oceans, annually.

Here, if there isn't already conflict in the idea, add it. Preferably one with agency behind it. Something does something else to the focus. This leap in logic should attempt to explain the phenomenon in ways that the average lay person could rationalise and agree with... Imagine a cultist attempting to recruit new followers: How would they use this leap in logic to sway new folks into their line of thinking? The more reasonable the leap, the better. But also remember, the more tension and drama in the leap, the more compelling it will be, and the more people will want to believe it.

Also, don't be afraid of making utterly ridiculous leaps in logic - even ones that everyone in the setting has already put to bed. Consider how widely prevalent the Flat Earth Society is in our modern day, and the arguments they make to support their fallacy (and the arguments that their recruiters make to gain more of a following). In fact, the Flat Earth Society is a fantastic example of a modern cult. They're well worth studying for the GM's toolbox (and for a laugh, and perhaps a cry, if you need it).

Step #3 - Make a further leap in logic, based off the first, that leads to an actionable step

E.g. If we eat better when the salmon are upriver, and the salmon go upriver because the ocean monster is awakened every year, we need to keep the monster awake constantly so that the salmon never leave!

Now we've got a cult that parade on the beaches with pots and pans, banging them together to keep the ocean monster awake...

This step is best done when the actionable step is simple enough that any lay folk could do it, without dedicating their entire lives to it. However, it should also have room to grow for some kind of extreme cult... Whilst the cultists convince the lay folk to bang on pots and pans, the upper echelons of the cult are working on a giant whirlpool machine, so that they can cause the ocean to be constantly in rapid motion, to keep the ocean monster awake forever!

You can even run this system several times on the one idea, repeating steps 2 & 3 over and over again, on the same premise. This is a great way to get sects within a cult, or to create conflicting yet equally ridiculous ideas.

This system works well to create anything from dangerous blood cults to silly folk-practices and superstitions.

Thursday, 1 February 2018

"WFRP Weird" in 3 Steps

As you may know, I love WFRP. It's no great secret. I've been running it for years - coming up on a third of my life, actually...which is concerning.

In that time, I've developed two super-simple methods for prepping content. This is the first one: How to make encounters "WFRP Weird" in 3 steps.

What is "WFRP Weird?" You know... Smelling colours. Tasting anxiety. Hearing the itch of recognition pass between two people who've never met. Witnessing the echo of horrors past.

"WFRP Weird" is how you know something has gone WRONG in WFRP. It's how you know Chaos is afoot. It's how you know, without even looking at the sky, if it's Geheimnisnacht or not.

So, what are the 3 steps?


Step #1 - Think of something that would normally happen

E.g. A man walking down the road. This is as vanilla as it gets, folks. Literally nothing weird or even remotely interesting about this.

This step is best done when you think of something boring-as-hell. Think of the most mundane thing you can. The terror of the uncanny comes about when it should be fine, but it isn't.

Step #2 - Put it in a situation where it normally wouldn't be

E.g. In the dead of night, shrouded in mist, along the haunted cobblestone streets of Praag, far to the north. Ok, this is a little weird. Folks don't go walking around Praag at night - ESPECIALLY not alone.

For this step, try to think of a situation where the thing could happen, but if it occurred to you in the real world, you'd be unnerved, or at least, on edge.

Step #3 - Subvert some expectation about what would normally happen, in a way that couldn't exist

E.g. No matter how much the man walks away from you, or towards you, he never gets closer. No matter how much you approach him, or walk away from him, he never gets further away. No amount of light shone on him seems to illuminate him beyond a simple silhouette, out on the darkened street...

For this step, I like to think of the common methods we would use in the real world to dispel our fear or anxiety over the situation. We see some weird dude on the street. Our instincts would be to a) approach him to get a better look, b) walk away so we don't have to deal with him, or c) try to get more information about him from where we are, so we can make a better decision.

Next, make all (or many) of them impossible, or have them yield even more uncanny results.

And that's it! A simple way to add uncanny and "WFRP Weird" encounters to your game.

Note that the examples are heavily inspired by an encounter in Realm of the Ice Queen's Praag section, written by Steve Dee. I used this exact encounter many times during my own Praag campaign, Shadows Within Shadows. I think my players are still scared of The Man, Darkly.

Thursday, 4 January 2018

On the Nature of Religion in Warhammer

The following article was inspired by a thread on /r/WarhammerRPG, concerning Orcs and why there seemingly aren't Chaos Orcs in the world. I had been thinking about this a lot recently, due to a conversation with one of my players before my last On the Edge of Exile session, as well as just in general. Thinking about Warhammer Gods is my jam, alright?!


A lot of time is spent examining the Gods and their Cults in the various Warhammer Fantasy Roleplay 2nd Edition books, from the Core to Tome of Salvation and Tome of Corruption. But, like with most roleplaying games, something has always rubbed me the wrong way: Why would different races have different Gods, especially when the Gods are very real. In WFRP this makes a bit of sense: Most of the Gods are clear aspects of each other, and, realistically, they're not as easy to define as the minds of mortals make them. In settings like Faerûn, it's baffling. We know who the creator God is. Everyone does. And yet, for some reason, my Fake-Egyptians still worship Fake-Egyptian Gods, just…because.

But let's get back on the subject of WFRP (and maybe save the D&D bashing for another day), shall we?

I realised that the reason the different races have different Gods (in setting—the IP and real-world reasons are less cool) is that the different Gods reflect the psychologies of the races that made them, both in how the Gods manifest, and how they interact with the world. This also means that, whilst all the Gods are "real", they are more or less interested in dealing with other races, because those other races may not want to deal in the way the Gods are set up to deal… Let's take a look, shall we?

(Please note that everything in here is my opinion. Some of it is based on sources, others just on thinking about it too much. Nothing is canon. If you want canon, I dunno, read some Black Library books?)

Humans & Gods

Humans in WFRP have a very transactional relationship to the Gods. Human worship tends to be based on either fear or desire: They fear retribution for not worshipping the Gods, or they desire some benefit from worshipping the Gods.


This is also active worship. A Human changes their normal behaviours to fit the edicts and designs of the God they worship so that they can avoid what they fear, and attract what the desire. A person may worship Sigmar because they fear what will happen to their soul as a good Imperial if they don't, and they desire to keep safe their people from the depredations of Orcs. A person may worship Rhya because they fear their pregnancy will turn badly, and they desire a healthy, strong, child.

But, as I say, this is very transactional. Humans believe that if you input the actions and beliefs the Gods want you to, that the Gods will output their benefits. Whilst this is sometimes true for Sigmar, Rhya, etc., it is definitely not always the case. This is also why so many Humans turn to the worship of the Chaos Gods, because the fears they prey on (violence, disease, hopelessness, and joylessness) are very pressing in the Old World, and the desires they can grant are immediate, measurable, and, sadly, all to often granted. Praying to Shallya might work to thwart the spread of plague, but you better believe that Nurgle would be all too willing to open His arms if you come calling. He won't heal you, but He'll make it OK…

This makes Humans a prime target for Chaos: Force those in league with you to spread problems that grow fear, prey on the fears of the people, convert those people to becoming in league with you, repeat. Or, alternately, grant their ambitions and desires…

This is also the reason why Norscans and the Northern Tribes fall to Chaos: They're no more evil than folks in the Empire. But they get it. They get how difficult their lives are. How terrible the land is that they're forced to live in. Folks of the Empire couldn't comprehend how terrible life would be for the Northern Tribes if they didn't get assistance from the Chaos Gods. Life would be impossible…

Dwarves & Gods

Dwarves have a whole other form of divinity, completely different from that of Humans. The Dwarves venerate the "Ancestor Gods"—real, physical, historical figures from their people's past. These Ancestor Gods were, and are, paragons of their chosen fields. Grungni was the greatest miner. Valaya was a fierce guardian of her people's well being. Grimnir was the greatest Dwarven warrior the world has ever seen.


But the Dwarves don't have priests. Why? Their Gods actually existed—no one contests that. The answer is, they don't need to. They know that the Ancestor Gods won't grant miracles, nor will they intervene when the going gets tough. Nor, I think, would most Dwarves want them to. It's too counter to their culture. Instead, the Ancestor Gods are held up as symbols to aspire to. They are figures who inspire by example.

The Dwarves dig deep because Grungni taught them how. But Grungni also taught them restraint in their mining, and the folly of their greed. Valaya taught them how to govern well, and to heal the sick. The two of them represent the ideal man and woman in Dwarven society.

To be pious is to be Grungni-like, Valaya-like, Grimnir-like.

This is why you don't see many Dwarves fall to Chaos—the idea of taking a short cut is foreign to them…except for the Chaos Dwarves, right?

Wrong. The Chaos Dwarves fell to Hashut not because it was convenient, but because the teachings of the Ancestors no longer applied. They were in a situation where emulating the Ancestor Gods didn't work. Their paragons were, apparently, wrong. So they went looking for something else to guide them—and they were preyed upon by Hashut. Yes, now the Chaos Dwarves are just as scheming and terrible as any corrupted by the Gods of Chaos—but the reason they fell is far from the reasons given by most Humans.

Elves & Gods

The Elves see the Gods as truths about the world, but as Teclis has explained, they're phenomena, not deities. The Gods are stories personified. A story doesn't like nor dislike you: But it does support and maintain an ideology.


Let's look at a common story (one many reading this will be familiar with): The Lord of the Rings. That is a story that relies on bravery, of overcoming darkness, and of defeating evil despite the fact that all hope, constantly, seems lost. This is a very fine story—but it supports some uncomfortable ideology. The West is always good in The Lord of the Rings, whilst the East is bad. Industry is inherently evil, under Sauruman and the Orcs, whilst knightly virtues, and country living, are aspirationl. Kings are destined to save their people, and they hold divine right… Whether you believe in the messages of The Lord of the Rings or not doesn't matter (for this discussion), but what does matter is that you understand that the story inherently carries this ideology. You don't need to subscribe to it to enjoy the story, or to learn from it, either.

That is what the Gods are to the Elves. The Gods represent stories of people and places, actions and events. They talk of ways to comport yourself, or things to avoid, or truths about the world. Most Elves don't dedicate themselves to these stories, but everyone takes parts of them and uses them to guide their lives. Some Elves do, however. They don't become priests, gaining miracles from their Gods, but they do become living embodiment of the stories (and ideologies) that they carry.

Let's look at Hoeth, Lord of Wisdom. He is said to be the embodiment of erudition, and patron of all who search for greater understanding. The Elves tell stories of how Hoeth gifted them with much of the knowledge and wisdom that their people take for granted, and that make them great. But many debate that the knowledge this brought also brought with it progress, and progress leads to the breaking of traditions and eventually ruin. It's said that Asuryan, chief of the Elven Gods, rebuked Hoeth when he did this, and torched much of his great library…and yet, there are Loremasters of Hoeth—Elves dedicated to his image—who seek to collect knowledge and share it with those who have the wisdom to use it. They use Hoeth as an example and a cautionary, inspirational, tale.

Khaine, Lord of Murder & War is another great example, because very few Elves dedicate their lives to his story, and yet there are a lot of Elves who employ his teachings when they fight. Khaine is as much a demon in their mythology as a God: He is who you channel when you need to fight, but if you embody him too much, you'll destroy yourself. This is exemplified in the stories of the Altar of Khaine, and Phoenix King Aenarion the Defender (look them up, they're super cool).

So why do some Elves turn to Chaos? Why are there Witch Elves among the ranks of the Druchii? Because Slaanesh whispered a better story: A story of supremacy, of desire, of experience. The Elves have been fading for a very long time, and Slaanesh offered a chance to be vital, to hold back the fading, and to experience life once more. Sure, it's tainted, and it comes with a lot of baggage, but to the repressed Elves, I can understand how they'd see this as a fair price to pay. After all, it's only Humans who you have to hurt, right?

Orcs & Gods

Lastly, I'll talk about the Orcs—the ones who started me on this journey.


Orcs are not Humans, Dwarves, or Elves. Orcs don't worship their Gods. They don't hold their Gods as examples, nor do they see them as stories and aspects of the world. No. Orcs know the truth of their Gods: That neither Gork nor Mork give the slightest of shits about anything other than being Cunningly Brutal and Brutally Cunning.

Just as the Orc Gods are impressive, they are easily impressed. Kill something in a brutally cunning way, and Gork will be impressed. Twist something in a cunningly brutal way, and Mork will be impressed. Maybe erect a totem in their honour as well, because that's just what you do when you have a pile of skulls and dung lying around that's not doing anything.

When the Gods are impressed, they may bless you, or not. Who knows. But it's always better to be impressive, instead of getting stomped, so you keep doing it. The more impressive you are, generally the better you do: You grow bigger, stronger, more deadly. You gain followers, massive Choppas, loot, ale, maybe a lair. It seems like the more you impress the Gods, the more impressive they make you…

But remember, the Gods don't like you, and as soon as you stop being impressive, things will go wrong. Or is it the other way around? Do you lose the battle because Gork is less impressed with you? Or is Gork less impressed with you because you lost the battle?

Who knows. Who cares. Stop arguing about it, and get back to FIGHTIN'!

Ruinous Reactions—Fear, Terror & Insanity in WFRP2e

I have a lot of issues with fear, terror, and insanity in…basically every roleplaying game. Some games, specifically in the storygame variety, do it much better, but on the whole roleplaying games have a lot of room for growth in this area.

This is my attempt to grow on this issue in Warhammer Fantasy Roleplay 2nd Edition. This is also my submission to the Three Page Fiction Contest over on /r/WarhammerFantasyRPG!

I hope you enjoy Ruinous Reactions!

Ruinous Reactions is an overhaul for Fear, Terror, and Insanity in WFRP2e, because a) being frozen isn't fun game play, and removes player agency, and b) RPGs tend to have a very ableist view of mental health. This new system intends to fix both of these issues, and turn Fear, Terror, and Insanity into interesting game play opportunities, rather than agency sucking moments!


Download Ruinous Reactions now!


Edit: As a side note, between this post and the last, versamus reached 100,000 views, and this post was actually our 200th! Lots of milestones for the new year!

Saturday, 30 December 2017

Petty Magic for Petty Matters—Part #3: Hedge

We've spoken about Arcane magic, and then Divine… Now it's time for Hedge!


Petty Magic (Hedge)

Petty Magic (Hedge) is the weirdest of the three we're discussing because a) it's by far the most dangerous magic of the three, and the most touched by Chaos, and b) it's by far the most accepted and integrated into normal everyday life, already! Many Hedge spells are more along the lines of Old Wives' Tales (given form). They're little peasant superstitions, except they're real.

Many villages, especially further away from larger towns and cities, contain a Hedge Witch of some sort—whether they're just a local guardian of the Old Faith, or they're actually attuned to the Winds of Magic, and have gone untrained and unnoticed by the Colleges of Magic. Either way, they live in an uneasy halfway between civilisation and the wilds—hence "Hedge", for they live along the hedgerow between the worlds.

Where Hedge Witches are found, you'll also find excuses as to why they should be tolerated. The Hedge Witch is often a healer, or a puller of teeth, or a warder of bad spirits. Whether they're actually doing a good job at this, or not, is up to the individual…but it always seems like villages with Hedge Witches do better than those without (though what are they trading for their prosperity?)

How does this prosperity manifest? Let's have a look.

Protection from Rain

The Witch is protected from rain and other precipitation, regardless of how heavy. This one, at first, seems like a weird spell…until you consider that most folks wouldn't have parasols or umbrellas in this age, and that to catch a cold is to flirt with death!

It may be disconcerting to see an old bent-over woman emerge from the driving rain whilst being bone dry, but I'm sure you'll forget your unease when they reveal your child, safe and sound, and unmarred by the rain. You'll be thankful when the Witch is able to guide your sheep back in, safely, when a flash storm occurs during the rainy season, or when they're the only one able to find a lost trinket out in the storm.

Plus, it doesn't hurt when nasty things come calling, to have a weirdly serene being standing among you, who has even made the rain afraid to fall on them…

Magic Flame

The Witch creates a small blue flame in their hand. In a world without lighters or easy access to fuel, being able to conjure even small flames would be a massive time saver. Sure, the fire is blue, and the edges of it look like skulls, and the back of your teeth taste like last Marktag when you were sure you heard a whispering of grey and worms and shattering and SOMETHING IS GETTING CLOSER!

Ahem. Excuse me.

Yes—the flame is weird, but it's flame. No need to dry the kindling, to labour over the spinning sticks, or to spend all your time tinkering with the flint and tinder.

Gust

The Witch creates a light gust of wind through an area, strong enough to blow out candles and scatter paper, but not to knock over objects of any weight.

Field work is tiring and very exposed to the elements. If the day is particularly hot, and there is no breeze, it would make toiling all the more difficult. Further, days of low-wind would aid crows and other scavenging birds to pick at a farmer's fields, and maybe allow larger raptors to steal young animals!

Quick, sudden, and unexpected changes in the weather, would be disconcerting to any who are paying attention (which would definitely include farmers and birds in the area), which would cause them to scatter and go elsewhere… So, whilst this might seem like a great idea to do over a farm, make sure the farmer knows the Gods are protecting them (or some other convenient lie).

Ghost Step

The Witch leaves no visible tracks for an hour, no matter where they move through.

Whilst the potential benefits of getting behind attackers who are coming to raid a village are unmistakable, I'm more interested in animals, here. There are plenty of situations where tracking animals could come after villagers: a bear has wandered into the area, the wolves of Winter are starving in the forests and are hunting closer to the village, or the Lord has discovered a theft and has unleashed their hunting dogs!

Ghost Step would aid in circumventing these dangers, and could be used to lure them away from the village, and throw off their trails. Perhaps it wouldn't be enough to stop them altogether, but it would buy time for the village to prepare: to hide the stolen goods, to gather their bows and head to the keep, or to lock their doors and hold out the hunting bear!

Ghost Step is also one of the least uncanny spells on the list: it is a talent that is conceivable to be trained (or at least, to trick a peasant that it is trained). This might require some deception on the part of the Witch, but it would be a strange Witch that didn't have to lie from time to time.

Ill Fortune

The Witch enchants an item, so that its bearer is cursed with bad luck.

This one is a little more obscured, but just remember: bad luck for one person is good luck for another. Sort of. The life of a farmer is a competitive one, and one measured in individual days. A single day of missed opportunities may mean the difference between surplus to be sold at market, and just scraping by through the Winter. Thus, cursing someone with failure, even for a day, could disrupt their whole year!

Further to that, the price of grain (as with all things) is set by the supply versus the demand. If the supply drops, and the demand is bumped up (by a farmer not having surplus, and indeed being dependant on purchasing more grain), then the farmer with the surplus will command a higher price!

There are all sorts of other uses: curse the local Lord, so they're less likely to notice their peasants short changing them, or curse the travelling merchant so they're not as savvy with their hard bargaining.

Of course, these curses are very wide-reaching, and they could have massively disastrous effects! The cursed farmer might not just be unable to work the fields properly, but might break their neck! The cursed Lord might take issue with the bad luck, and assume it's the entire village being cursed for harbouring a Witch! The merchant might get robbed on the road, and now the village will never get them back again to trade!

Ill Fortune is perhaps my favourite spell on the list: it's the most Witchy, it's the most unspecific (which means it'll cause the most drama when used at the table), and it's got such versatility. It's also, due to it being the most Witchy, the one most likely to cause the Witch strife if discovered. This sort of thing is why Witches get burnt at the stake, so be careful with its use!

Shock

The Witch touches and stuns one person.

Shock is a relatively straight forward spell: whether you need someone to stop, it has its uses. And there are definitely those times in provincial life… A man gets too drunk and disorderly at the local pub: that's a Shock. A dog goes rabid and pounces towards a young child: that's a Shock. A cow starts acting flighty, and is at risk of setting off a stampede: oh you better believe that's a Shock!

Again, however, this is a spell that looks off. It's not calming them, it's not making them drowsy: it's stunning them via a shock! If someone sees you doing this, they'll be very wary of you, and will start to spread bewitching rumours. Beware!


That's the end of our series! Make sure you read through the first two parts, Arcane and Divine, as well. I hope you enjoyed this little look into how magic can be expanded into the mundane, to make it even more dramatic and exciting!

Tuesday, 26 December 2017

Petty Magic for Petty Matters—Part #2: Divine

Last time we talked about how Petty Magic (Arcane) could be used by a Magister to improve the lives of the smallfolk—peasants, merchants, etc. This time, we're looking at Priests and Petty Magic (Divine)!


Petty Magic (Divine)

Petty Magic (Divine) falls into a weird grey area, for me. On the one hand, I tend to have Divine magic much rarer, in my WFRP, than Arcane magic. Divine magic is literal miracles, and rarely, if ever, is it exact or reliable. Petty Magic, on the other hand, is more along the lines of blessings, which I can forgive as being rare, but no more so than secular wizards (which are super rare, anyway).

Whilst everyone in the Warhammer world would have been blessed at some point, and most of them often and repeatedly, few would encounter true blessings in their lives (and very very few multiple times throughout their lives). But the big thing to note is: believers think that every blessing they receive is a true blessing. Every "spell" below represents what occurs when the blessings seem to have tangible effects. These would be welcomed, if misunderstood, by the people who receive them, and would give common folks a heightened sense of faith in their Gods.

Blessing of Courage

The Priest speak inspirational words, emboldening the audience to shake off fear and terror.

Whilst there are plenty of chances to use a prayer like this in combat, there might not seem to be as many chances outside of it. You'd be wrong. Consider the moments of your life which are scary or terrifying, in which people freeze up, or don't have the courage to act quickly…

A bully is harassing the children of a nearby school, and the kids don't have the courage to stand up for themselves. A fire is raging in a local tavern, and everyone is frozen with indecision about whether to rush in and save the folks inside or not. Someone needs to go down into the dark well and fish out the bucket that got cut loose.

These moments may seem inglorious, but then many instances of folk prayer are. They're not asking the priest to embolden them before battle, but to aid them in simple tasks which are made not-so-simple because of the circumstances. A priest whose words seem to miraculously lift the hearts of the people would soon find themselves beloved of the smallfolk.

Blessing of Speed

The Priest touches the beneficiary, who moves faster and with more agility.

Delivering a message just in time. Running for cover out of a terrible storm. Or just having the chance to get everything you need to get done in the few hours of the day you have to work (because peasants rarely have time to be idle).

The Blessing of Speed could be used near constantly by anyone in the Old World, and their lives would be better for it. Obviously, such flippant use of miracles would come with the ire of the Gods, but perhaps Taal would look kindly on a Priest who blessed the running of a hunter, or Rhya the busy work of a nurse maid, or Sigmar to speed of the blacksmith, to ready weapons for the coming Greenskin Waaagh!

Blessing of Fortitude

The Priest touches the beneficiary, who becomes tougher of body and mind.

This is the catch-all "please help guide me" prayer that the smallfolk ask of so many Priests. A blessing like this could aid them in choosing the wisest course of action—which grains to grow, or where to send their sheep. It could aid them in passing uncooked or spoiled food, or accepting the death of a loved one, or… You get the idea.

This would likely be the most requested blessing, and also the least understood. Because it's only a small boost to Toughness and Will Power characteristics, often the results might never be observed. Did the peasant do better because of the blessing? Or because they were more confident? Maybe both? To the simple mind, though, correlation is easy to draw, and a Priest who dispenses these blessings would be very popular.

Blessing of Healing

The Priest touches the beneficiary, who heals a single Wound.

I don't think I even need to go into why this would be useful. It's only a single Wound, so it's not a huge difference, but it is significant if tipping the balance between Heavily Wounded and Lightly Wounded (and that's a difference of getting better in a single day, rather than two).

Even speeding healing by one day is enough to separate a peasant who starves (and potentially dies) and one who doesn't. Not to mention if the healing comes during harvest season…the lack of healing could have follow-on effects for the rest of the year, or longer, if the peasant needs to sell themselves to a Lord in exchange for the extra food that is missing.

Blessing of Might

The Priest touches the beneficiary, who becomes stronger and more skilled with a blade.

Whilst clearly focused on battle, here, there are situations when being stronger would aid in the day-to-day work of a peasant. Carrying bundles of hay, back and forth, would be much easier with this little boost. Being able to thresh grain from wheat stalks more effectively. Being slightly less tired from hauling enough water back from the well…

This blessing is similar to the Blessing of Fortitude, in that when it works, it's not certain if it's thanks to the Priest or not. But most folks would be thankful for the blessing, regardless.

Blessing of Protection

The Priest bestows the protection of their deity upon the beneficiary.

Now, this one requires a bit of GM fiat. Whilst the prayer's description is entirely focused on combat, that doesn't make too much sense for most of the Gods. Why would Rhya care about a battle? Why would Ranald care about protecting from sword swings?

Instead, I would rule this prayer gives, essentially, narrative proof against the areas of influence of the chosen God. Either the GM should choose a new target for the foulness, or should roll at a -10% to see if it affects them, or the character gains a +10%, or… You get the idea.

Maybe Rhya gives a +10% bonus to gathering food, or against food spoilage, or makes sure a mother's child isn't targeted (but perhaps the mother is targeted instead?) Maybe Ranald makes it so a thief thinks twice before taking your purse (rolls a Will Power at -10%, or chooses another target). Maybe Ulric has less snow fall on your house and your fields, not destroying your crops quite as much as your neighbours.

As you can see, Petty Magic (Divine) sometimes needs a little more thinking through than Petty Magic (Arcane), but such consideration is good! You'll get more of an idea how priests fit into your game world, when you examine how their blessings would be received and even misinterpreted. Next time we'll touch on Petty Magic (Hedge)!

Monday, 25 December 2017

Petty Magic for Petty Matters—Part #1: Arcane

With On the Edge of Exile in full swing (I'm still trying to figure out how to write it up and present it, so watch this space!) I've been thinking not just about Warhammer Fantasy Roleplay 2nd Edition a lot, but also the lives of the common folk—much of the campaign revolves around the humble backwater of Dunkeldorf in the Border Princes, and the lives of the people there.

This ruminating has resulted in me figuring out what A Day in the Life of a Dunkeldorfer would look like. But more recently, I've been thinking about how magic could influence that life. Whilst magic is anything but mundane in WFRP, we do have a Magister in the party (Apprentice Astromancer Glory Bramblewish), and she is of the more humble sort, caring about the lives of the peasants…

Below, I've written up a short description of each spell from the Petty Magic Lores from the core rule book, as well as potentially unconventional and interesting ways how these spells could influence the lives of ordinary folk…for better or for worse.

I've broken it into 3 parts. For now, here's Part #1: Petty Magic (Arcane).


Petty Magic (Arcane)

Petty Magic (Arcane) is the one Glory has, as she's a Magister of Azyr, the Celestial Wind. These spells are your standard "Cantrips" from Dungeons & Dragons, though filled as well with the usual terror of WFRP magic…

Glowing Light

The Magister causes an item to glow with light for an hour, whilst held.

I don't think, in the modern day, we give as much credit to non-burning light sources as we should. Consider, truly, how dangerous it is to be carrying a fire in a thatched-roof house, or in a mine shaft, or on a sailing ship!

Whilst the item has to be in the hands of the Magister, I daresay there would be many in a village who would find this non-burning-torch-wielding person to be VERY useful, late at night…

Sounds

The Magister makes a phantom noise, from a whisper to a roar. Any type of noise, excepting speech.

This one is riddled with uses. From sound effects in a play put on for the local children, to calls used to lure out animals on a hunt, all the way to a rallying signal when no one has a bell to hand.

Sounds is an incredibly useful spell that, whilst likely disconcerting, could be used to liven up and aid in the day-to-day minutia of village life.

Drop

The Magister compels someone to instantly drop what they're holding.

A thief is taking off at a run with stolen goods? A young child has picked up something dangerous—a snake perhaps?!—and their parents are out of reach? A careless worker is about to imbibe a waterskin filled with befouled wine? Sounds like you could use the Drop spell!

This spell might seem like it's intended to cause all manner of nuisance, but there are plenty of times when people would rather not be holding onto something.

(A modern-world situation may be if the target is holding onto a live electric wire, and being electrocuted…but that's outside the scope of WFRP.)

Marsh Lights

The Magister summons a bunch of distant bobbing lights that follow their commands.

Usually lights like these are surrounded by superstition, with folks fearing to tread into a bog when they see them…and that's, honestly, a good use for them as well. Marsh Lights work as a simple deterrent—keeping the peasant's mind ignorant of the perhaps terrifying horrors outside the village, whilst also keeping them hemmed in and safe.

Marsh Lights may also be used to help search for a missing child in the woods—more ground is covered by the bobbing lights, so the child might see them better. Or they may look like torches in the forest, making the village seem better defended than it really is, acting as a deterrent for bandits and beastmen from coming closer…

Whilst Marsh Lights mightn't win the Magister any favours (or love) from the peasants, they are certainly useful in a multitude of circumstances.

Magic Dart

The Magister summons a small magic missile to attack.

This one is straight forward—whenever the villagers would need to shoot something, like on a hunt, or to kill vermin (because magic missiles rarely miss!), this would come in handy. Not much else to say, really.

Sleep

The Magister puts someone to sleep.

Now, this one might require a bit more GM fiat, but I'd rule it that, whilst the spell puts them to sleep for 1d10 minutes, it doesn't necessarily mean they wake up after that point. If the person is already prone to sleep (such as lying in bed), or tired, they may not wake up again afterwards…

Anyone with children will immediately see where this is going: a perfect spell to get a sick child to sleep, or just one that's having trouble getting down for the night. Whilst this is, perhaps, ethically questionable, I think most parents would agree that sometimes their kids just need to go to bed. Besides, imagine how much more you could do with your day if the kids went to bed when they were supposed to!

This would be a favourite spell among parents and healers, with the ability to control one's sleep being miraculous and celebrated.

Next up, I'll explore Petty Magic (Divine)! Until then, give some thought to how the spells use din your game could, and would, change the everyday lives of the people!

Friday, 17 November 2017

Extra Little Character Building Questions

We've now completed character generation for On the Edge of Exile, but we're yet to play the first session (that's next week). The players are still fleshing out their characters, so in that spirit, I wrote a few little questions to help them build backstories that will inform the campaign, and the themes, that we're going to explore.

Also, don't worry, I'll post write-ups of all the characters once they're finished and we get started.

These questions are optional, of course, but they act the same as the Extra Little Worldbuilding Questions, but for player characters, rather than the GM. It's a good idea for GMs to come up with their own pointed (and loaded) questions for their own campaigns, so that they better fit the themes, but I hope my list gives you some inspiration.

  1. Who are your parents? Where are they now? Do they know what you are? Do they know where you've been sent? How do they feel about that?
  2. Do you have any siblings? Where are they now? Which ones do you remember fondly? Which ones bring up complicated feelings? Anger? Jealousy? Hatred?
  3. Who was your best friend? Where are they now? Why aren't they here with you?
  4. Who was your worst enemy? What did you do to them to inspire them to follow you? What lengths will they go to to get payback?
  5. What dream did you hold, that now slips through your fingers? Is it gone now, forever? What would you do if presented the chance to get it back?

Thursday, 9 November 2017

Hammer & Anvil—Crafting in WFRP2e

In 2014, I wrote a blog post called "I Hit It With My Hammer... Constructively" in which I outlined a hack for Warhammer Fantasy Roleplay 2nd Edition. At the time, I was very happy with it.

But I have grown since then, as a GM and a game designer, and as such it's time to release a revision. This revision started small, and quickly grew into a mini fan-supplement much like my last one, Tides of War.

And here it is! I hope you enjoy Hammer & Anvil!

Hammer & Anvil is an unofficial fan supplement for Warhammer Fantasy Roleplay 2nd Edition focusing on crafting. This system seeks to add a deep yet simple system to the core rules of WFRP that enables crafters of any variety to ply their trades. With some small substitutions, this system could be used with any roleplaying game.


Download Hammer & Anvil now!

Tuesday, 7 November 2017

Tides of War—Mass Combat in WFRP2e

With On the Edge of Exile on the horizon, I've been thinking about mass combat in Warhammer Fantasy Roleplay 2nd Edition, again. Hacking WFRP2e has always been a passion for me, so I dove straight into this, and came up with the following.

I hope you enjoy Tides of War!

Tides of War is an unofficial fan supplement for Warhammer Fantasy Roleplay 2nd Edition focusing on mass combat. This system is broad enough in scope, and general enough with mechanics, that it could easily be adapted to any RPG system, fantasy or otherwise, with minimal modification.


Download Tides of War now! 

Tuesday, 22 August 2017

On the Edge of Exile: GM Tools

Now it's time to discuss the tools I'll be using to run this campaign. I'm a huge fan of tools, and I find their inclusion in a game drastically changes the flavour of its play. That's what I'm hoping from each and every one of these tools!

There are three categories of GM Tools that I'm using for On the Edge of Exile: Org Tools, Prep Tools, and Play Tools. There aren't many of them, so I'll be talking about all of them here. This discussion will be about what I'm using, and why I'm not using alternatives.

Let's begin at the top:


Org Tools

Org Tools are those that help me organise the campaign, both internally and externally. They help me frame my notes, and communicate to my players.

Game Bible

Previously, I have recorded my notes in so many different formats, that I've pretty much seen every format of this (at least, every format that I'm aware of). Put simply, a Game Bible is a document that contains all the information that it's pertinent not to forget. That doesn't mean it contains literally everything, but that it contains the main stuff. Little details are lost at the table, and to memory, and that's fine. Big stuff goes in here.

So what does it look like? At the moment it has three sections: The Valley which discusses any important locations, and the regions in terms of their tags, Threats which holds all of my Apocalypse World style complications and story threads (discussed more in Prep Tools), and Dramatis Personae which holds records of all the major NPCs and custom monsters or groups.

Now, why did I go this route? Previously I've used wikis or a curious program called MyInfo to plan campaigns and host their notes, but I find with that structure it leads to waffling - it becomes difficult to use the information at the table. With a single document, I am forced into brevity, otherwise it becomes impossible to use during play. No more than a page per Threat. No more than a stat-block and tags for NPCs.

Facebook & Messenger Groups

Whilst in the past I have used Trello, a wiki, and Obsidian Portal to host the player's hang-out area, I have found each has its problems. Trello isn't well suited to interactions in the way I'm looking for - discussions and banter, planning for future sessions, etc. and Obsidian Portal is, well... Let's just say it took them 2 years to respond to a support ticket, and then after I cancelled my subscription charged me for the following 2 years anyway. There's some history there! Wikis are also a little too dispersed, and they only really work if everyone is keen on filling them out. I no longer believe in giving my players homework, so I'll be avoiding that.

That leaves me with Facebook and Messenger. All my players are already on the platform, and we can now customise them pretty extensively. The Messenger thread is being used for short form discussions, and the group is used more like a forum. Simple!


Prep Tools

Prep Tool are those that help me prepare for the next session, naturally.

Threats

I have made a list of Threats, ala Apocalypse World which will be the main impetus behind the campaign. The idea is that each area or potential story in the game has a Threat, made up of a name, a type, a drive, several moves with some preferred moves, a description, and progress markers. The moves are ways for me to have the Threat act, and the progress markers are what will happen if the PCs don't intervene. I can't give you an example of one without fear of my players seeing it, so I'll make a fake one here:

The Evil Child
Craves mastery.
Will the Evil Child corrupt the town?
Moves:
  • Do something evil.
  • Kill someone.
  • Make someone take the fall for badness.
Progress:
  • The Evil Child tricks someone in town into adopting them.
  • That person's business - a tavern - starts to boom with the greatest beer on tap.
  • A few people have gone missing, but most people in town are in such a drunken stupor for most of the time that they don't notice.
  • The Evil Child uses the missing towns folk as a sacrifice to become even eviler!
The idea is that, when I need to know the next thing to have happen, I just look at whatever Threat seems to be interesting the players the most, and I tick it forward until they intervene.

Goals

I will be requiring my players to tell me what they intend to do before the following session. This won't be a blow-by-blow, but a general "We're heading to Seidenstopp to find out what the go is with this residue" vibe. I want them to form something like goals ala Burning Wheel but not as strictly. I will be awarding XP based on if they meaningfully work towards their goals, rather than for any other reason, so it's in their best interests to have a think about them!


Play Tools

Play Tools are those which will be used in situ in play - the ones which I will have printed either behind the screen, or in front of the players.

In-Game Calendar

I'm far from a Gygaxian GM, and I believe almost the opposite of this little nugget:
YOU CANNOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.
But for this campaign, I am using an in-game calendar. This is part Org, part Prep, but mostly Play. I want the players to be the ones writing in this thing, noting when events will occur, and planning their travel around that. I'm not going to be too cruel on the GM side of things, and (as mentioned with Threats) I won't have things scripted purely by a clock. I will reveal dates when it is interesting to reveal them, and it's then up to the players to record and follow them.

Speaking of which, I intend to jump forward the calendar by 2-month chunks every milestone of play (the players will be in control of when this is, but it will be guided by me on the basis of something significant happened). Sometimes these will be longer jumps, depending on how many sessions it has been since the last jump. Each jump will constitute a settlement phase.

This Fantastic Character Sheet

I love character sheets, and often hate the standard sheets that come with most games. I don't know what it is, but almost universally, official character sheets suck. Indie games are usually the exception to this. *shrug*

So, for WFRP, many years ago I discovered this sheet! This is the one the players will be using.

A Bunch of PDFs

I also have a bunch of old PDFs from my hey-day of WFRP play, most of which I don't know where they came from, and some whose origins are now lost to the void of the Internet. Strike to Stun, Winds of Chaos, and Liber Fanatica were definitely the sources of many...

Empire Weather for determining weather during travel phases - bad results will incur penalties to condition when they are travelled.

The Book of Imperial Names for many of my naming and settlement shop needs.

The Appearance of Morrslieb which I will roll in advance, which will count as an out-of-the-players-hands encounter generator - bad moon = bad luck!

And Total War a fan made supplement for mass combat which is (sadly) pretty poorly edited, but the core is great. It's inspired by Legend of the Five Rings's mass combat system, which was one of the greater parts of that system.

And that's it! It's a lot of tools, but together, they'll largely automate the running of this campaign. Next time, well, I guess the game will have started!

Monday, 21 August 2017

On the Edge of Exile: House Rules #2

Last time we talked settlement management, and faction rules, this time 'round we're talking about travel mechanics. There are some travel mechanics in other WFRP products, but they tend to fall into a broad type of mechanics which can only be classified as either hand-wavey or accountancy. I find myself either a) having to come up with how long it takes on the fly, and for cool things to happen, or b) having to crunch numbers and figure out lots of crap that way.

I wanted neither of those things. I wanted to combine the feel of Blades in the Dark downtime with Darkest Dungeon's camp phases. I wanted a simple system that could be run through, quickly, that would also force dynamic change on play.


This is what I came up with:


Here we get the ground work. You need provisions, and you need to manage your condition. That's it in terms of resource drain for the PCs - provisions, however, are pretty expensive, so it's going to be a lot of tax if they want to mobile larger forces. This was vital. I didn't want the PCs being able to raise bands of warriors without it costing them a lot.


Here we get some of the strategic choices of the PCs. Where, how, and what are they doing during. This section mentions Weather, but that's a GM tool that I'll go into at a later date. For now (unless one of them decides to play as a Jade Magister) they have no way of affecting the Weather rules, except to get a forecast.


The first half of the Travel Actions. I wrote them in a very Apocalypse World manner so that they gave breadth without slowing down play too much. I'm imagining this to play out rather quickly in practice, with each player choosing an action (or to help an action), and then them playing out in order.


And the second half of the Travel Actions. Perhaps the most interesting part here is the Scout action, which as you can see, takes the place of an encounter check. I struggled with this, for a while, because I thought it might not make sense, but given almost always, the PCs would be attempting to evade enemies during their travel, that it worked. This also means PC Skill is more important than the randomness of the GM's dice.


And lastly we have camping. This essentially allows PCs to extend their resources, and (hopefully) recover. There are some more tactical options here, because, depending on the party, it might be safer for them to keep on the move (if they have better results with Navigate and Scout) or to try to camp as much as possible (if they have a high Perception).

The last thing to note is the tags, like Safe, Wild, Infested, etc. These are applied to Regions on the map, which are not exposed to the PCs until they go there, or gather information about a Region.

Now... That's a lot of talk about Regions. But... Huh? Here's the area map for the Valley of Blood I posted a few days back:


See those chunks formed from orange dashed lines? Each one of them is a Region, and each one has a name (like Vale of Disappointment or The Gamble). Each one also has tags on the GM's side of the screen, which tells me how many days it takes to cross, how dangerous, open, accessible it is, and also what the sources of danger and adventure there are. This allows me to run the above rules straight from the map and a list of short notes!

For the purposes of the campaign (and because some of my players read this), I can't yet expose all those notes. But, if there's interest down the line, I'd be happy to post it all here.

You can grab the full version of the above rules here:

Player Travel Sheet Download

So we've got setting, and our mechanics sorted... Next up we'll talk about some of the GM Tools being used to better run On the Edge of Exile!

Saturday, 19 August 2017

On the Edge of Exile: House Rules #1

Now, we've talked about setting, so let's talk about house rules for my newest Warhammer Fantasy Roleplay 2nd Edition campaign: On the Edge of Exile.

First up, my rule with books in WFRP is everything official is fair game, but it's your job to find it. In my experience, this means that the main books that get used are the Core, Realms of Sorcery, Tome of Corruption, Tome of Salvation, and the Career Compendium. Given we're playing in the Border Princes, I would be surprised if no one bug into Renegade Crowns, as well... But, honestly, my players won't need to do any reading if they don't want to - there's enough in the Core to keep most of them happy!

When thinking about house rules, I like to perform the following three tests:
  1. Do I know the rules well enough to understand what I'm changing?
    I've run WFRP, in all, for about 6.5-7 years of weekly sessions, over the years. Not consecutively, but frequent enough that I know the rules probably better than any other system I've ever read (apart from those I've made myself). I feel confident that I know what I'm changing.
  2. What don't the rules model well?
    Travel and resource scarcity. For a game all about famine, pestilence, and the wild places of the world, there isn't really mechanics for modelling these things. I've always thought it was weird, but I could ignore those gaps. Most of my WFRP games are enclosed city-campaigns, where there's little travel, and the PCs have a home base. Whilst this campaign definitely has a home base, it is far from safe. I'm going to need some more meat. I'm also going to need something to can handle Faction turns, and settlement management!
  3. Do any systems do that in a good and transferable way?
    Well... Kinda. There's some cool travel mechanics in Ryuutama which have been inspirational, but they're altogether too nice. Then there's some interesting ideas in Dungeon World that can be transferred in some ways. Factions I can source from Blades in the Dark and Stars Without Number, so I have a lot to work with, but nothing that does exactly what I want... Which means I pass my three tests and can move onto hacking!
This is a lot, so I'm going to break it into two articles. Part #1 will deal with the Faction Turns & Settlement Management mechanics. Part #2 will focus on the Travel Mechanics.

Faction Turns & Settlement Management


Let's begin with what I am most keen on - the PCs running a settlement! Now, I don't want this to dominate play, but I want it to be the impetus for player action. I want this to fill the same niche as the Crew in Blades in the Dark - it is the character that the game is ultimately about, and the PCs are facilitators for that shared character.

However, I want the settlement - Dunkeldorf - to be its own thing. It has problems and people within it that the PCs don't control (yet). So I've mixed in a little Sagas of the Icelanders and Apocalypse World hardholds... Here's what I came up with:


Sooo, as you can see, the settlement is getting the literal character treatment. Dunkeldorf has stats, and those stats advance as the PCs perform actions that would make them advance. I am keeping the Adventure Phase pretty loose... It's everything that isn't the Settlement Phase, basically. Speaking of:


Here you can see there are specific actions to take during the Phase. I wanted to give it some structure and mechanical weight, but not go overboard. I took a large leaf out of Torchbearer's book for this one! Now, the meddling of outside forces:


Cool cool, so we have some Stars Without Numbers / Blades in the Dark style factions going on. I'm actually going to run them like Apocalypse World Threats, but we'll get to that in a later article about GM tools. Now, the finishing touches:


This is basically my edge-cases, and ways for me to introduce the teachings of the Fate Core fractal: everything can be added as an Extra, if needs be.

Both this, and the Settlement Sheet I created to hold this stuff, is free to use and hack, provided below!



I hope this goes a bit further to explaining what On the Edge of Exile will be like! Next time round, I'll discuss the Travel Mechanics I've been brewing up...

Friday, 18 August 2017

On the Edge of Exile: The Setting

It's time to talk about the setting of my newest Warhammer Fantasy Roleplay 2nd Edition campaign: On the Edge of Exile.

Now, it's already been established that the game is taking place in the Border Princes (the companion splat book being Renegade Crowns), but a) what does that mean, b) it's a big place, so where exactly, and c) why is it being set there? 

I'm going to leave the first point to other articles, because it'd be regurgitating a lot of the same. These two (1, 2) do a good job of explaining the majority of it, but here are some key points to remember:
  1. It's not a nation, but a frontier.
  2. The rulers hold little to know legitimacy, and are little more than thugs controlling small stretches of land through force.
  3. The land is mostly barren, arid, and brutal. Badlands, crags, scrub land, marshes, and thorns.
  4. Think Wild West meets the Balkans.
Let's dive in, shall we?

Where Exactly?

Let's have a look at the map:
See? It's big. We've got a lot to work with, here. Lots of terrain types, lots of points of interest, and lots of cool words to spark play.

For those who aren't Warhammer nuts, here's the wider map of the Old World, so you can get an idea for context:
And a quick guide (remember that all this is fake-Renaissance!):
  • The Empire (the place with Nordland, Middenland, Reikland, etc.) is based on Germany,
  • Kislev is based on Russia,
  • Bretonnia (the place with Bastonne, Quenelles, Carcassonne, etc.) is based on France/Arthurian England,
  • Estalia (the place with Obregon, Magritta, Cantonia, etc.) is based on Spain,
  • and Tilea (the place with Niragliano, Trantio, Remas, etc.) is based on Italy.
Cool, so we're south of the Empire and Bretonnia, and east of Tilea. To the south of the Border Princes is the Badlands, a horrible place infested with Greenskins, and to the south of that we have Nehekhara (fake Egypt) which is filled with undead, and to the west of THAT human lands begin again with Araby (*sigh*, I probably don't have to tell you what that is based on - sadly, much of the Warhammer lore is pretty racist, though I try my best to remove those parts and give them justice).

Ok, back to the Border Princes. Let's zoom in on the section I chose:
A valley dominated by the Blood River. Why this valley? Well, let's look at what's surrounding it!
  • Barak Varr is the largest city in the Border Princes, and is controlled by the Dwarves. It is the only port in the region, and super well defended. The Dwarves here jealously guard their stranglehold on the Black Gulf, and don't really care about the rest of the valley so long as ore keeps flowing in from the mountains.
  • The Old Silk Road is the longest road in the world, and goes all the way through the Worlds Edge Mountains, across the Dark Lands, to Cathay (*sigh*). It is a major trade route, where untold riches flow, and where lots of illegal things occur. Bandits, smuggling, extortion, and heretical magics traded.
  • The Iron Rock is a huge Greenskin stronghold held by the Iron Claw Orcs, which are (or were, at least) led by one of the most terrible Greenskin Warbosses of all time, Gorbad Ironclaw. This is a great, impenetrable, super dungeon, which I can use to cool effect.
  • The Black Crag is another Greenskin stronghold that used to be a Dwarf Hold. The Dwarves want it back, and it likely has lots of cool treasure in it sealed away from the Orcs. Even more fodder for adventure! Also, the Red Fang Tribe that controls it apparently hates the Iron Claw Orcs, so there's room for playing enemy factions off each other, and working for the Dwarves to help take back the Hold.
  • The Badlands are on the doorstep. That means we can use the very shittiest parts of the Border Princes terrain - all that useless arid land - as a set piece. This is the Wild West. People here have hard lives, and they can barely scratch a living out of the dust. The very land they travel through will be an enemy of the PCs!
This section of land is also 200km to a side, which, if the land was perfectly flat (which it isn't), and was easy to cross (which it isn't), it would take just under a week to traverse from side to side. That's PLENTY of room to work with!

So, I snipped this area out, and got to work. Here are the results, so far:
Pay no attention to the orange regional markers - that's a mechanical thing which I hope to write about later... The PCs will be controlling the terrible little hamlet of Dunkeldorf, and I added in four major towns controlled by four other Princes: Sumpfstadt, Montagne, Collina, and Seidenstopp.

...but WHY?

Well, that's a big question. There are many reasons.

The first is that, many years ago (over a decade ago, now), I began reading an Actual Play report on RPG.net called The Shadow of the Sun. Now, if you know this campaign, or you choose to go and read it (I encourage that, as it's awesome, but beware that it was never finished), you're going to see a lot of similar themes. Hell, the entire framework of the game has been adapted over to here. I loved that idea, and more than any other I've ever seen for a campaign, it has stuck with me.

Secondly, this is not the first time I have tried to run this campaign. Previously, I ran two sessions, many years ago, of what this campaign started out as before the group fell apart due to external reasons. (Well, actually severely internal reasons - I got cancer and had to go to hospital for nearly a year, but that's another story!) I then attempted to adapt this game to Dark Heresy 1st Edition a few years ago as a campaign called Into the Expanse, but my group weren't really keen on it, and frankly, it wouldn't have worked at the time. Now, it very well could work!

Third, the Border Princes are open. They are Warhammery, but they are undefined. I love defined settings to explore, but I chafe against them to run. I love the openness of Blades in the Dark, the suggestion of a setting. That's what Renegade Crowns gives you, and I find prepping for the Border Princes, and the mini-games it offers, almost as fun as running the damn game.

Fourth, and most of all, the Border Princes are perhaps the best place in the Warhammer world to talk about my favourite and most closely held theme within my games: anti-fascism. The Empire is a fascist state, if ever there was one, and in the Border Princes, you have the chance to work under that system, or go against it. Given the campaign question of On the Edge of Exile, it is a perfect proving ground.

I hope this gave you a bit more insight into why I chose the Border Princes for this campaign! Next up, I think I'll talk house rules and custom mechanics...