Google

2004-09-11

The Big Secret

Okay, I am coming clean...

Almost a year ago I GM'd a d20 game based in a smallish town. Their were some strange murders going on, their was a large dark smelly monk running around town, there were some sneaky robed figures robbing homes and businesses, and their was a smuggling problem.

The party nearly killed themselves trying to solve all this. They thought:
The monk was the kingpin of crime, running the smuggling operation.
His minions were were killing the people that knew too much.
They were also looting the homes of those that were too powerful to kill off.

Totally wrong, and since the campaign will never be completed I will reveal the secrets here. First the monk was just a distraction. I didn't have anything planned for him but pressed him into service for a quick mission when only have the group showed up.

The murders were a vary complicated plot.
Day 1:
Martin Roban (the cobbler) dies in the wilderness and becomes a memory eater (from the Creature Collection by Sword and Sorcery Studios) . Memory eaters remember their lives and do not realize they are undead. They return to their jobs and homes only to have family and friends flee in terror. They kill there friends and family. Once these people are consumed it gains some of their memories and the patterns repeats.

Day 3:
Martin returns home and kills his wife Sarah Roban.

Day 4:
Martin returns to work and kills Jacob Wren his apprentice. Jacob Wren become a memory eater as well.

Day 10:
Martin kills William Blythe, Sarah's brother.

Day 12:
Martin kills Kent Lyske, William's employer. Kent Lyske also becomes a memory eater.
Jacob Wren kills Katy, a waitress and former girlfriend.

Day 17:
Kent Lyske kills Brent Lyske his brother and William Blythes landlord.

Day 19:
Martin kills Grant Speary the tanner.

Day 20:
Kent kills Laurence Clavy his former best friend

Day 21:
Jacob kills Cassandra Youge, Katy's best friend

Day 24:
Jacob kills Albert Younge, Cassandras father and Rebecca Younge, Cassandra's mother. Rebecca Younge becomes a memory eater as well.
Martin kills Thomas Banik, customer of Grant Speary.

Day 25:
Kent kills Dennis Carre, Laurence Clavy's brother-in-law

Day 29:
Martin kills Randy Fallmen, associate of Thomas Banik
Kent kills London Lyske, Kent's brother
Jacob kills Mitchell Cooper, Cassandra Younge's boyfriend
Rebeccca kills Geoffry Wilson, Rebecca Younge's boyfriend.

Now to complicate matters the robberies were being committed by ratmen living under the city. They would find out about people who had been killed and then clean out their homes and businesses, so the party only had 2 to 4 days before the evidence would be totally removed. Also many of the murders were not reported the day they happened so the party would have to construct the timeline then find the connection.

They were actually almost onto it, they actually witnessed one of the murders but because they were trying to tie the murders and the robberies to the monk they lost the trail and had to start again.

The ratmen they actually solved that part, if not in the way I anticipated. They decided to stake out the Younge household and managed to surprise some ratmen in the act of robbing the house. They then found he entrance to the catacombs and cleaned them out.

Thinking they had solved the murders they left town and were planning to return. I kept up the murders and the random chance the victim would become a memory eaters. When they returned to town they would have found the town in complete shambles. The town watch and the monk would hold only a small part of town besieged by the masses of undead and pockets of ratmen. Another part of town is held by the crime boss and his family.

Oh and the smuggling problem. That was just something to get them out of town to allow for the Memory Eaters to get started and multiply. So they took a job with the crime lord to deliver a package. It kept them out of town until day 10. I was going to have the smuggling problem slowly deteriorate the economy so that the costs in the town would slowly rise, but that was just an afterthought.

Carl's Superheroic rules dilemma

Carl's problem strikes close to home because I was planning my own superhero campaign at the same time Carl was planning his.

The problem is the scale of abilities:

So let's say we have the following non-overlapping Scales:
* Normal
* Heroic
* Super
* Cosmic
Heroic always beats Normal, Super always beats Heroic, etc. Extenuating circumstances can change this... multiple Normals combining their efforts might be able to win over a Heroic character, etc. And, of course, this doesn't describe the whole character... just individual abilities. So you could have Great Super Strength, but only Normal Superb Armor, for instance.
The idea I am playing with is this. Take Heroic and make it twice as good as Normal. So when doing a dice contest Heroic rolls twice and can add 2 to those rolls. Normal rolls once. Normal has to beat both Heroic rolls to win Heroic only has to beat normal with one. Normal can beat Heroic, but it is not very likely.

I also like dice pools a lot. I will probably give each player a dice pool of 5 to 9 dice for power stunts and the like. If the Normal character really needs to beat Heroic then adding dice from the pool will better his odds but it will still be in Heroic' favour.

Super would roll 4 times and add 4 to the rolls. So Normals chances are really really limited. And Cosmic rolls 6 times and adds 6 to the rolls. Normal just doesn't really stand a chance.

I would also allow for Fudge points to assist the test. I have several ideas I want to test out, where Normal spends a fudge point: to get extra dice for the test, to reduce the opponents addition to the roll by 2 (Heroic adds 0, Super adds 2, Cosmic adds 4), to eliminate one of the opponents rolls (Heroic rolls once, Super 3 times, cosmic 5 times). The one thing I want to block is the use of fudge points to get a ridiculous result. I remember reading on Dragon Magazine (I think) about the Marvel Superheros Game an how it was technically possible for Aunt May to use X number of Karma Points to get an automatic kill result on Galactus.

One final though before bedtime. A lot has been said about Cyclops and how he seems to be a one trick pony, and that a single dimensional hero would not survive in an rpg. I think one of the problems is that Cyclops was designed to be part of the team. I think that if you analyze the comics characters like Thor, the Hulk, Spider-man are designed to be stand alone heros so they have powers that are more fully rounded, offensive and defensive. While the teams X-Men, Avengers, Alpha Flight contain characters that were designed as part of the team. Players can design a single character to play like Thor, or they can design a team of characters to play like New Mutants. The same limits placed on the single character apply to the team but the team is played as a unit but a single player. It allows for Cyclops to be a one trick pony because he is only one aspect of the team he is part of.

2004-09-10

Game Dream #13

Mitch Evans has posted Game Dream #13

How do your players determine whether a creature / obstacle / NPC is "out of their league"? What happens then? Do the players immediately attempt to flee? Is there in-character or out-of-character decision making? Do you usually have an escape route planned?
Okay, this game dream has so many different memories jumping out of my grey matter. I spent a great deal of time sorting through some great game memories that all start when I have has that sinking feeling ... "Uh-oh, we are in serious trouble here."

As a player I generally play fairly heroic, sometimes tragically heroic, sometimes not, but I am never too afraid to take on something that might be beyond my characters abilities. As a player I have had some serious and some funny moments were I have not seen the danger until it was too late.

I had an acrobatic rogue type that was trying to save a healer. I knew I was in over my head but I figured I would use tactics to save my butt and the healers'. We were toe to toe with a large wing-less dragon. I waited until the dragon struck then I ran up his leg and onto his head. Ah-ha! I thought, now I have the advantage, I can attack and he can't strike back. The DM gave me three chances to leap off the dragons back. Each time I gleefully drove my short sword home. It wasn't until the DM started rolling dice and a fellow player asked how high the ceiling was that a I got a very sick feeling in the pit of my stomach. I can proudly state I did save the healer, but it was by sacrificing myself because the party did escape as I was integrated into the ceiling.

I can remember a famous battle where we were in a small room with a bone devil and a skeleton. We were quite powerful so we made the bone devil got splat rather quickly. It was then that the skeleton boomed out in a rather impressive voice (and this is a direct quote) :
"Now foolish mortals face the wrath of.... dammit! I can't pronounce this name!".

Once we finished ridiculing the DM we realized that the skeleton was not just fodder and we were in trouble. Prismatic walls were in place to protect the skeleton, a well timed Disjunction spell reduced my mighty fighter to a whimpering shell. All that saved us was the mages' well used wish. Now the best part of this entire story line is this party of earth shaking hero's ran in fear every time we even thought a skeleton was anywhere near us. As players we all new the 4 skeletons roaming around the graveyard were not going to be the massively powerful liches that humbled us entirely, but we thought the characters would be a little scared for a bit.

Now I can also remember one such event where the players not only triumphed over forces beyond their abilities but changed the campaign substantially. The party was pretty much entirely made up of fighters. In the party was a blade master, completely dedicated to his sword. We were hired by a baron to clean up a infestation of monsters in the catacombs under his keep. All things went well until the blade master discovered that the monsters spat acid. His beloved blade was ruined. We climbed back into the keep and the baron was there with a surprising number of guards.

The blade master threw the ruined sword at the feet of the baron and demanded that it be replaced. The baron demanded an apology. Words were exchanged. Out of character discussions were held. Finally, myself and another player took matters into our own hands. We knew that to try to fight our way out we were dead men (and dwarves) but if we took the baron as a hostage... We ended up carrying out a months long guerrilla war campaign against the baron. He would send out patrols to capture us, we would kill them an send the uniforms or badges back to the baron. This baron was supposed to be our ally and benefactor but he turned out to be the main villain for the campaign.

As a GM my favorite in over your head moment came in a rolemaster game. I did not own any monster books so everything was a character. I had a NPC I had added to the group because they were a little weak, but then we had three new players join. So I changed my plans for the group. I had the 'friendly' NPC turn into a nasty traitor. The group had just managed to defeat a pair of orcs when the traitor struck. His two cohorts (a great man and a arch mage) rushed in and the three bad guys hit the party while they were still recovering from the previous battle.

Now the players were a odd bunch. One of the more normal players was a half-elven weretiger who was also a healer of sorts. Once the traitorous ambush was complete the trio fled down a hallway. The weretiger chased them down and noticed that the great man (about 9-10 feet tall in full plate mail armour) was guarding the retreat of the other and was standing mere feet from a 50 foot deep pool of water.

"I'm going to charge into him and try to knock him into the water." the weretiger explained.
"Are you sure? He was just man handling you guys earlier, maybe you should help the party with their wounds first." I warned.
"I'll knock him into the water, then go help the guys."
"Okay" I said shrugging.

The weretiger made a pretty spectacular roll for his attack, and as I had anticipated the great man completely obliterated it.
"He reaches out and catches you as you charge into him. He has a fairly good grip on your neck, and he hasn't shifted more than ten centimeters closer to the pool."
The weretiger gets that 'Oh shit' look, and says "Can I break free?"
"sure" I reply
"I'm going to go help the group with their wounds..."

2004-08-24

Game Dream #10

Mitch Evans has posted Game Dream #10

During games, how do you keep track of the various plot hooks, hints, and people? Are you a master of the arcane memory arts and keep them in your head? Or, are you a mere mortal who must put them to paper? How much notekeeping is too much? Do you find you are more or less organized in game than in real life?
As a player I try not to take notes. I have a pretty good memory and I find I remember more than the character generally should anyway.

A few game dreams ago you talked about time travel. I really only take notes to make sure that important continuity is maintained. At times I will have as many as 8 to 10 plot lines going at once. When this happens I usually make a little chart to keep the plot lines synchronized at certain points.

I think that note taking is too much when it starts to interfere with the flow of the game. Players should also take into account the character when they are making notes. A long time ago I posted an article about mapping in games. The idea was that players make flawless maps even if their characters are illiterate oafs. I came up with a scheme that would make mapping more and more difficult for players whose characters are less and less capable of mapping. The same could be said of note taking. I can see a nerdy Mage taking copious notes and cross referencing entries. Even a smart rogue might make notes on poisons or locks, people(potential targets) and traps. A woodsman might make notes on particular plants, animals, monsters, etc. I would draw the line as a GM when a player wanted to take lots of notes for a brain dead thug.

Usually, if the character is such that he should have remembered a meeting or event I will tell him such and give him enough details. If the character is not I will remind them that they have met before, but nothing else. If the character is completely dense I will not only remind the player that the character would not remember any of the previous meeting I will also occasionally change the "facts" from the previous meeting, either subtly or obviously, so the player can not grant the character an unfair advantage.

I am way more organized as a GM than in real life. Although I am working on that, I am starting to use the "Harvard" time tracking system, and I have to admit I am starting to use it in game as well as out of game.

2004-08-23

Solve the Mystery type plots

I have always liked plot lines that revolve around solving the mystery. The plots can be very intricate and details like in a solve the murder plot, or very simple like in a room puzzle.

The DM Design Kit, although very old and based on an older version of the Dungeons and Dragons rules is a fantastic resource for designing these types of adventures. It was the tool I used to define Mystanamyr's Cat. I think it is a great tool and at Only $4.95 USD (6.46 CAD) it is very affordable.

The product is made up of three books (all in the same PDF), the first book is the "Adventure Design Rulebook". This is the guts of the book, it steps through in detail the steps required to build a good adventure. Although this is based on the D&D ruleset, it is very easy to adjust the concepts to other rule sets. This is the place where you can read about how to build your plot, describe your featured villain, build traps, and my favorite a really neat way to define a chase scene. This is the valuable book for me, I learned a great deal about adventure hooks, planning, and plot layout. I also like some of the interesting documentation ideas presented.

The second book comprises a series of forms that you can use to construct your adventure. These are still based on D&D, and have a lot of info that other systems don't need. It is still pretty simple to adapt to other systems. There is a completed adventure used as a example through out the book.

Finally is the adventure cookbook. I have not really used this book that much, it is a create an adventure book for when you don't have a plot line in mind. By stepping through the process it will help you create a pretty cool adventure form nothing. I usually have too many plot ideas rather than too few so I don't get a lot of use out of it.

The only thing I really dislike about the product is the horrid scanning job. Every page has the text of the next page showing through the scan, and te pages are not scanned square.

Over all I really like the product and I am very glad I bought it. I would recommend picking it up (and I don't recieve any kick backs if you go and purchase it).

2004-08-18

Game Dream #9

Mitch Evans has posted Game Dream #9

What is the most positive thing you have gained from your gaming experiences? How have games helped you with personal growth? How do you feel about your children (if any, now or in the future) eventually playing role playing games?
I think roleplaying has been a very beneficial activity in my life. I have met so many really cool people at the game table. The 'networking' that is available to me from that experience is invaluable. I can not think that I would be friends with many of the people I know if it were not for gaming. Gaming has been a largely a escapism activity but I honestly have learned some things from the process.

I think the 'deepest' thing that I associate with roleplaying is the benefit of objective self evaluation. As a player you can disassociate from the character and evaluate the characters personality, actions, etc. In the same way I have benefited from objectively looking at myself. It gives me the insight to make changes about myself (I am now a non-smoker for example). I have also witness that a radical change needs to be worked at. I am sure we have all witnessed a character switch personalities or moralities in mid game. What I have noticed though is that the player has to work at a new personality or the character or the old personality will creep back in. In the same way when you make a change in your life you need to work at it continuously.

I will most certainly introduce roleplaying to my daughter when she is older. I hope she enjoys gaming as much as I do.

2004-08-16

Etger Finch

Etger was a sick a lot as a child. Growing up in the sprawl he never really got a chance to flourish. He spent a lot of time alone, looking at things, figuring out how they work.

Once he saved enough for a dermal jack, he started spending every available minute inside the net. This was home to him. He started designing components, then entire rigs. Soon he was getting offers from corps, to join the security teams.

Etger wanted no part of the Corps, he wanted the net all to himself. He started to build more and more sophisticated net constructs until he was ready. Then Feb 12, 2154 he did it. He permanently injected himself into the net. Etger wasn't as smart as he thought though, the transfer wasn't complete. Etger Finch, free roaming AI, lost his personal will. Now he exists only to help other hacks in the net.

When you encounter Etger he will initially appear to be a standard web construct but will have particularly avian features. Etger will not communicate, and will make no aggressive moves, simply attaching himself to the hack. Once attached he will follow the hack through the net until the hack gets into trouble, then he will attempt to help the hack out of any problems she might encounter. Etger might even wait around a entry point for the hack to return if they jack out.

Etger is in search of his lost bits of personality. As a construct he sees the missing parts as applications or programs and will not take it lightly if anyone points out that his personality dies with his meatspace body.

Etger was very good as a hack, he is even better as a construct. Etger has no physical stats in the real world (meatspace) but in the net (cyberspace) Etger is very formidable. He has Great body. Good Strength, and Legendary Agility. He has 4 basic intrusion programs: Great Stealth/Deceive, Great Block, Good Attack, and Great Repair. He has 6 utility programs: Legendary Crypt/Decrypt, Superb Evaluate, Great Search, Legendary Trace, Good Virii/Corrupt, and Good Deploy.

Once his chosen hack starts to attempt an action Etger will assist. Either by competing the action for the hack or assisting the hack, depending on the task and the hacks skills.

Usually Etger appears as an avian (finch) construct. He will take on the colors of his chosen hack also mimicking them in size. If Etger attached\s to a Corp security hack he will turn on the hack once he discovers that the hack is from a Corp security team.

Creative Commons License This work is licensed under a Creative Commons Attribution 2.5 Canada License.