…still waiting for a clever title…


[Dolphin] No I did not forget
October 12, 2009, 6:37 pm
Filed under: Games, Rogue Games, thoughts | Tags: , , , ,

It has been a month since my last post. Been busy. Life has been really kicking me lately.

Anyway, I have been working on Dolphin, as well as a ton of other things. A lot of writing and a lot of business for Rogue Games.

You do not believe me about Dolphin? Take a gander at this:

What is this you ask?

The draft in progress.

Every thing I write is always done in longhand. James can attest to this fact in our work on a number of projects together. Every draft begins in a Moleskin, which is where my notes are contained. From this collection of notes, I then write the first draft (contained in the larger brown notebook). The draft continues until I am done, and once done, I then begin the rewriting. Rewriting involves my typing in the longhand draft into the Mac.

So there, you can see for yourself, I am writing Dolphin. I hope to have a manuscript done by the end of next month. This will be then be typed up, and the real work will begin.



[Dolphin] Some random thoughts
September 23, 2009, 6:49 pm
Filed under: Games | Tags: , , ,

Though I have been silent the past few weeks about this game, I am still working on it. Slowly but still working on it. To help me collect the scattered thoughts I have about the game, I am going to download my mind right here. This will be messy, and might make no sense, but, it might answer some questions. Still, knowing how things go, it might also create more as well.

  • You play a dolphin. Not a magic dolphin. Not monster dolphin. A regular real live dolphin.
  • Enemies are sharks, jelly fish, eels, and other nasty things in the sea. There is a big bad, over reaching nasty, but what it is, I will not say.
  • The ocean is the world.
  • Whales are missing.
  • Adventures center around discovery, exploration, solving mysteries, and helping your pod.
  • The ocean is known as The Blue.
  • The rules are designed to get to the heart of the mater.


[Dolphin] Q&A
September 10, 2009, 3:58 pm
Filed under: Games, Rogue Games, entertainment, thoughts | Tags: , , , , , , ,

Before I dive into the next post, there are a few questions I want to answer. These are answers to some emails, tweets, and messages I have gotten since I first started talking about this.

Q. Is Rogue Games going to publish this?

A. Yes.

Q. When will this be released?

A. When it is done.

Q. Really, there is no plan to this?

A. No.

Q. You’re crazy.

A. Yes, I know. That is not a question by the way.

Q. Is this going to be a roleplaying game?

A. Yes.

Q. So, let me get this straight. As a player, I play a dolphin?

A. Yes. All characters are dolphins. The entire game takes place under the sea.

Q. Will Dolphin run on 12°?

A. Yes. The mechanic is perfect for a game of this type. Dolphin is more narrative in the type of adventures you run and play in. 12° is a good mechanic, that when you take it to the core, allows for easy task resolution. It does not get in the way, and does not make things too complicated. The type of actions that take place in the game, needs a mechanic like 12° to drive it.

Q. If you are using 12° will this be similar to how the mechanic is used in either Colonial Gothic or Thousand Suns?

A. No. Both of those games are different in tone and the type of rules you need are different as well. Both games need — let alone require — rules allowing for Skills, structured combat, and add on features that a game such as Dolphin does not require. The best example of this is Skills. Both Colonial Gothic and Thousand Suns need them. Dolphin does not. Why? For a couple of reasons.

First, the player characters are all dolphins, and because of this, they pretty much are all able to do the same things. What Dolphin will do is merge  Skill Tests in with ability Tests. By that, if you want your PC to fight, it is a Strength Test. Abilities — in Dolphin — set your skills. This is similar to what is done in Toon, but unlike Toon, you will not have a list of skills listed under each ability. Instead, all Tests, are driven by the appropriate ability.

Secondly, these are dolphins after all. I am going for a different tone with this game, and because of this, I do not need the complexity that is found in Colonial Gothic and Thousand Suns.

Q. So what is the tone? You mentioned Finding Nemo before, are you trying to do a game like that?

A. Yes, and no. What I want with Dolphin is a game that allows me to run — and play — adventures that are more drama. I want to run a game that can be more cienamtic, as well as one, that does not bog down the play. What I am doing with this game, and what the players have been doing, is more narrative.

Anyway, this should bring you up to speed on the what and how. Next post will be about the setting.



The new game I am working on
September 4, 2009, 5:33 pm
Filed under: Games, Life, Rogue Games, thoughts | Tags: , , , , ,
This is the moleskin that Dolphin currently lives in.

This is the moleskin that Dolphin currently lives in.

I am torn as to where I should post this. On one hand, this can easily be posted over at Rogue Dispatches, because eventually, this game will be published by Rogue Games. However, the game is not even ready yet, and only exists in a very rough stage.

Game?

Oh, I guess I should start at the beginning.

For the past year or so I have been kicking around a game design idea. Said idea, deals with a roleplaying game, different than what I usually do. The game is one that has the players assume the roles of dolphins.

Yes, dolphins.

The game is more narrative than anything I have done, and deals withe players surviving in the ocean, and dealing with a growing threat. Think of it as Finding Nemo meets Planet Earth.

The idea has been kicking around and every few weeks, I get a bunch of ideas and write them down in one of the moleskins. Eventually these ideas reached their limit, and I began writing the game. Now, by writing, I am talking about the bare essentials, and if anything, the writing is more notes than anything.

Finally about four months ago, I ran the game, as is, and much to my surprise, my players loved it. Oh yes, there were many rough patches, but the over all feeling was simple: they loved the idea, they liked the game, and they wanted me to design more. I was far too busy to do anything with this — after all I was in the final stages of Colonial Gothic Revised and tying up the last of Thousand Suns: Foundation Transmissions — but said I would do more with it eventually.

GenCon comes, and as usually happens when I get together with my friends, we start talking about games and game design. I mention Dolphin in passing, and then I see it, more people who dig the idea. It would not be until we’re back in the hotel room that Ariana states rather simply to me:

You know, Dolphin is a game I would want to play.

My wife is not a roleplayer. She loves board games and all types of games, but rpgs are the one type of game she has never showed any desire, let along interest in. Yet, her simple statement, was a shock to my system. Hence, now I am working on a new game, Dolphin.

Ok, with that introduction out of the way, we are now all up to date.

Dolphin is the new game I am working on. I have no idea when it will be released, how it will be released, or when it will be done. However, I know it will be done, and I am working on it. I know this is a game James and I want to release, but there is no timetable with it yet. This is why I am torn about where to post about this game. For now, I will keep Dolphin posts here on my blog. The rough plan I have is to document the development here, and when it is ready to playtest, move that stage, and the rest of the development over to Rogue Dispatches.

I do not know how this is going to work, let alone where it is going, but I am excited about this game. It is something different for me, and I am having fun working on it. All the reservations I had about it are gone, now the fun begins. I can design.



What I am working on
August 25, 2009, 7:09 pm
Filed under: Games, Life, thoughts | Tags: , , , , , , ,

My title says it all; this is going to be a nice snapshot of my current projects. Playing games is my hobby, but so too is the designing and writing of them. I enjoy sitting with one of my Moleskins and writing and designing games. I love the process – even the editing and revision – no matter how bad my day goes game design makes me happy.

The first part of this year saw me overseeing not only the art direction but the project lead of the last two Thousand Suns books. In addition, I was putting the final touches on the Colonial Gothic manuscript, doing the Art Direction for it, and then getting it to the printer and out the door. When all of that was done, GenCon prep hit. Now with GenCon done, I am rested. It is time to get back to the writing. Some of the below I was working on here and there, but now I am up to full speed. So what is on the list? Here you go:

  • Colonial Gothic Halloween PDF: First draft written; now I just need to type it up and get it ready for the editor. This is on schedule.
  • eBook Preview of the first non-fiction book: Editing done, just need to lay it out.
  • Shadow, Sword & Spell: I love this game. Period. Action chapter done, Magic chapter done. Monster chapter almost done. Equipment chapter almost done. I have a few more odds and ends to finish, and then I will go over James’ stuff. James will do the same with my stuff.
  • New Colonial Gothic Demo: Will be running this next month again, as well as a few other times. Once I am happy with the results, and have enough notes, this bad boy will be revised, edited and then put up on the site.
  • Colonial Gothic Projects: A bunch of PDFs, and possibly a new book that I did not mention last week. This book will be a published adventure. In addition, a lot of research.
  • Thousand Suns Revised: Bits and pieces. This is James’ baby, and I am helping him when he needs it. This is what he did for me with Colonial Gothic.
  • Dolphin: This is a new RPG that I tweeted about last Friday. I will have a post about this in a week or so. For now, this is a RPG that has you play dolphins. It is a different game for me, and currently exists in a Moleskin. My players really enjoy the game, and it is they, who convinced me it is worth working on. In addition, this is one of the few games I have done, that Ariana has expressed interest in not only seeing, but playing. This along is motivation enough for me. The game is powered by 12°, but a much simpler version of the mechanic. When the game is done, I will have a more public playtest for it, and then from there, James and I will decide what is next. Print or PDF I am not sure. I do know this is not going to be a big book; the game should not be any more than 96-pages.
  • Megadungeon.net: Hold on to you socks, I am writing an entire level. This is being done for two reasons: One, I want too. Two, I really want to make sure this project restarts. James needs help, and this is what we do, help each other.
  • Rogue Games Book Publishing: Doing a lot of research and work in getting the original fiction and non-fiction we want to do, finished and published. I mentioned this last week as well, but this is a major goal for us, and I want to do this. There are two non-fiction books lined up, which will see release sometime next year.

So there you go the list. It looks like a lot, but it isn’t. As I said, I love writing and designing, and all of this is fun for me.



[Lost Works] Dewey’s Manuscript
July 12, 2009, 7:59 am
Filed under: Games, thoughts | Tags: , , , ,

I’ve been a fan of Chaosium’s Call of Cthulhu (though truth be told, Pacesetter’s CHILL is my favorite horror game of all time). Between 1999 and 2000 I ran a monthly Call of Cthulhu game, which marked the first, and last time I ran a regular campaign of the game. Nothing against the game, but I have always found CoC to be a much better game if it is run as a season (6 to 8 sessions forming one adventure arch). The reason for this is that the long term sanity of the player’s characters is such a fleeting thing, that eventually the long term exposure to things that go bump in the night, reduce the character to a mass of mental goo.

Still, the experince of running CoC on a regular basis was fun, and I did learn a lot. These lessons helped shape the thoughts that I brought to Colonial Gothic.

What follows is one of the creations from that monthly CoC campaign, The Dewey Manuscript. Sadly, this is the only thing that is left from the campaign — I cannot find the notes or any of the other things I created for the campaign. They might have been lost in one of the many moves that took place between 2000 and 2007.


The Dewey’s Manuscript

Born on December 10, 1851 in a small upper New York State town, Melville Lousi Kossuth Dewey is known as the father of not only the current field of Library Science, but the inventor of the Dewey Decimal System. Unknown to most, Dewey was also a scholar of the mythos and well read on a number of occult topics.

Dewey’s interest in the occult started when he was younger. His father was a scholar and interested in ancient cultures. As a youth, Dewey read as many of his father’s books as he could. It was also at this time that Dewey began to develop a love of libraries. He saw the state of disrepair his father’s book collection was in, and he took it upon himself to organize it and repair many of the books. While attending Amherst College, Dewey worked as a student assistance in the library. One of his major responsibilities was to reorganize the library’s special collections area. It was during this project that Dewey refined a organization system he had developed while he was younger.

Dewey’s System was one based on a number classification scheme. This scheme is based on a well-developed hierarchies and a network of relationships among topics. The system is dived into ten main classes which cover the entire world of knowledge. Each main class is divided into ten divisions, and then each division is further dived into ten sections. What his system allowed was a way to easily and quickly catalogue books and make their retrieval easier. This system was a success and soon every major library was using it to organize their collections.

Besides the creation of his classification system Dewey changed the vocation of librarianship to a modern profession. In 1876 he helped establish the American Library Association and served as the organizations secretary from 1876 to 1890. he also served as the ALA’s president during the 1890/1891 and 1892/1893 terms. He also was a promoter of library standards and was a pioneer in setting standards for library education. If that was not enough he also formed a company to sell library supplies which eventual became the Library Bureau. In 1883 he became the librarian of Columbia College, and while there he founded the first library school in January 1887. In 1889 he became the director of the New York State Library and retired from this position in 1906. besides his interests in library science Dewey was a spelling reformer. Some of the first printed editions of the classification scheme was done in reformed spelling.

Unknown to many but the inner circle the American Library Association was formed so that students and scholars of the Mythos could share knowledge. This inner circle used the guise of librarians to collect, catalog and share numerous books dealing with not only the Occult but the Mythos. Dewey, who by 1876, was a respected authority of the mythos and worked hard to amass a collection of as many books as he could. He used his position as the librarian of Columbia College and the New York State Library to build a collection that members of the ALA inner circle could use.

Dewey’s Manuscript is the original handwritten draft of what would become the 1st edition of the Dewey Classification System. The manuscript numbers a total of 800 pages, and is stored between two simple wooden book covers. These covers are then secured with a red ribbon. The bulk of the manuscript is devoted to the number classification system. Every subject is broken down and a person can after a few minutes classify any book on any subject. Unknown to all but a select few there are a few spells buried with in the manuscript. To cast them, a person must start with the broad subject, and work their way down through the tables. Once this is done the spell is able to be cast. Another item of interest is that there are many references to mythos topics buried within the tables. These references were dropped from the printed version but they exist in manuscript form.

There are only two copies of the manuscript known to exist. One is kept in the ALA archive, and many are unaware of its mythos connection. The other copy is kept at Columbia College and is part of the Dewey Collection. The head archivist is a member of the Inner Circle of the ALA and controls access to the manuscript.

Dewey’s Manuscript—in English, by Melville Dewey, 1876. Sanity Loss 1D3/1D6. Cuthulhu Mythos +5 percentiles; average 4 weeks to study and comprehend. Spells: Curse of Darkness, Keenness of Twoalike, Unmask Demon.



Random Thougts
June 20, 2009, 8:01 am
Filed under: Life, thoughts | Tags: , , , , , ,

Last night it hit me — I have not only done a lot of writing, but art direction, editing and general getting books (print and eBooks) out the door. Since the first of the year here is the run down:

Books Done

  • Piper (everything but the writing and layout)
  • Defeated Dead (everything but the writing)
  • Elizabethtown (everything but the writing)
  • CG Revised (everything but the layout and editing)
  • TS: Foundation (everything but the layout and editing

Books in the Works

  • New CG Adventure (final edit and then layout — eBook)
  • New CG Demo (final writing for GenCon, then up on website September)
  • New CG eBook Sourcebook (writing stage for Halloween)
  • New CG eBook Sourcebook (will do art direction, layout, editing this will be released November)
  • Shadow, Sword & Spell (writing, on track for next year release. Playtesting starts this fall)
  • TS Big Ships (will do art direction and editing when manuscript is in)
  • CG Sourcebook (next year release, waiting for writer to finish manuscript)
  • CG Soucebook (next year, this is one of two Graeme Davis is writing, editing and art direction)
  • CG Soucebook (next year, this is the second of  two Graeme Davis is writing, editing and art direction)
  • TS Project (early stages)
  • Fantasy Project (later this year, editing and art direction)
  • CG Enemies (my next book, writing stage and last research being done, release depends, I do not want to crowd next year)
  • CG War (research stage)
  • CG [title withheld] (research and writing stage, this one I am keeping close to the vest it is a good one)
  • SS&S Books (writing with James three of them in early stages of development, game needs to be done first)

Damn, that is a long list.

The thing is, the list does not worry me. It makes me glad that the passion to create, design and write is still with me. It is a lot of work, a lot of long nights, red eyes, headaches, broken promises, but in the end it is worth it. Why? I create. I get to see the ideas James and I kick around, grow and become games that not only we love to play, but others are loving to play. It is rare to hear now in this age, but I love what I do.



Multiple Character Disorder
June 20, 2009, 6:13 am
Filed under: Games, thoughts | Tags: , ,

Reading Moorcock’s writings as a high school student effected me greatly. One way it affected me was that it continued to prove to my peers I was “different.” The intellectual elite inhabiting high school were dumbfounded as to who Moorcock was, and were quick to pass him off as “just a science fiction writer.” Even the so-called “Sci-Fi Geeks” looked puzzled when they saw the covers of Breakfast in the Ruins, Gloriana Or the Unfulfilled Queen, and the numerous Eternal Champion books. Besides highlighting my “strangeness” to my peer group, Moorcock’s writings impacted my role playing.

Intrigued with the concepts of the Multiverse and with the idea that there are reflections of the same person in every reality, I began shaping my characters around this. I had three character types that I always played, and though they had different backgrounds they shared a common theme. These characters often had vague memories of their other lives. Few knew of what I was doing, but when they found out, they were surprised.

The three archetypes were siblings and avatars of long forgotten gods who existed at the start of the universe. During this time the universe was a single gem floating on the Sea of Time. This gem housed a single reality that was created and protected by the One. Under the One’s watch the stagnant blandness flourished. Everything had a pattern to it, and order was the way things were done. The One had three children and as they grew older they began speaking out against their father and his rigid order. The three made their bid to not only take control of the universe so that they could interject new life into it. The three underestimated their father and a battle was fought between the One’s army and the forces led by the siblings. The two sides fought, and their battle caused the fracturing the gem to shatter and its shard to float on the Sea of Time. The fracturing led to the creation of the numerous alternate realties, and to the reflections of the three children in all realities.

The gem’s destruction had repercussions across the realities, and unknown to the siblings the gem served as a prison for Chaos and Entropy. With the breaking of the gem Chaos and Entropy was free to extract their long contemplated revenge on the One. Seeing that the One had died, and that the gem’s shards had created infinite realties, the two wrecked havoc across them. The children with their universe in shards, and their power spread across all realties, began trying to put the gem back together and imprison the forces of Chaos and Entropy once again.

With this background I created my three archetypes. The archetypes were used as templates to base my characters on, but because the archetypes existed did not mean I always played the same characters. The beauty of the alternate realities was that I could make any character and would fit in with any game I was playing in. The archetypes did not determine the sex of the characters either; they simply gave my characters a deeper meaning and a role in a much larger struggle.

My first archetype was the eldest child, and he was known as Warrior. Warrior was the personification of battle and combat and his approach to the problem was very straightforward—kill all agents of Chaos and Entropy. When creating characters based on the Warrior their personalities were straightforward. These characters were very direct and saw themselves as the only one able to fight the forces of Chaos and Entropy. Where others were happy being followers and minor players, Warrior based characters wanted and desired to be, the leader. Sometimes they would have knowledge of the war, but often times they would have only a vague recollection.

The second child was Arcane, and she was the favorite of the One. She was the thinker and historian of the siblings, and when the gem was intact it, was Arcane who created the sixth element known by many as magic. Unlike her brother Warrior, who took a direct approach in the war, Arcane preferred to stay in the background and have others do her fighting for her. Arcane based characters would often not know about their other selves, but did have a strong belief in reincarnation.

The last child was the youngest and known simply as the Jester. The Jester was the trickster of the group and relied on his charms and personality to have others fight his battle for him. He did not want to be a hero, but often to his displeasure he was always forced into the role, and no matter how much he fought against became one.

All three of these archetypes were then used in any campaign I was involved in. Often the game masters would have no idea of the back-story and the campaign within a campaign I was playing. In my own campaigns, I would use the archetypes as major NPCs and the events of the campaign would be built around them. Regardless of the game I was playing there was always a subtle undertone that there was something larger at work.



[Lost Works] The Baker’s Guild
June 16, 2009, 3:19 pm
Filed under: Games, Rogue Games | Tags: , , , ,

This little bit was published in A&E, but later converted over to Warhammer FRP and published in Warpstone. This is the original version, that appeared in A&E.


History

Timmon Rollingcroft is a baker of great renown. For the past eleven years he has served as guild master for the Baker’s Guild, which he founded. Before founding the guild there were no standards for baked goods, and prices were so cut-rate that many bakers could not make enough to live on. So Timmon formed the Baker’s Guild, and because of him business is booming and profits are rising.

Timmon was raised as a baker, and was always an enterprising halfling. From the minute he could walk he was working in the kitchen mixing batters and lugging ingredients. As he grew older the baking business lost its appeal and the young halfling began to crave excitement. Seeking this excitement he began running the streets where he fell in with the wrong crowd. Soon the boy was committing petty thefts and raising hell. Timmon got into all kinds of trouble, and it seemed that getting into a jam was a weekly occurrence. His father, who was a kind-hearted man, thought Timmon would out grow all of this. Sadly he was wrong.

As Timmon grew older the call of adventure became too much to ignore. Every day he would rise early to begin a long day of baking in his father’s bakery. To escape the monotony he would lose himself in his dreams. Then one day, after decorating a cake in a lewd and suggestive manner, Timmon had had enough. That night he crept into his parent’s room, stole enough gold to live on, and left seeking his adventure. His father was hurt to see what his son had done, but quickly passed it off as a mistake of youth. Secretly he hoped that Timmon would sow his wild oats and when he returned he would once again join the family business as a respectable halfling baker.

Once away from the daily grind of the bakery Timmon lived life to the fullest. He left the city and found himself in a distant seaport town out of work and penniless. Faced with no money, no job prospects, and no work ethic, Timmon began stealing in order to survive. His thefts caught the attention of the local thieves’ guild and soon Timmon found himself pressed into service.

Agile, even for a halfling, Timmon soon found himself learning the art of burglary. The risk was high, but the benefits more then made up for the danger. As he toiled away in the guild Timmon saw how little those with power worked. The Godfather (as the leader of the guild was known) and his lieutenants made their riches off the backs of the common thieves, and did nothing but protect their position. It was then that Timmon was struck with a stroke of brilliance, he would lead his own guild. Timmon realized that back home the climate was ripe for a thieves’ guild. He also realized that in order for it to be an effective guild it would need a cover operation to hide behind. Hearing the news of a grain shortage, and that the merchants were gouging the bakers with inflated prices, inspiration hit once again, and Timmon was on the next ship bound for home.

Once back he learned that the merchants were hoarding grain and claiming supply was low. Many bakers were out of business because they could not afford to pay the high prices the merchants had set. Arriving on the scene, Timmon began organizing meetings where he called for the formation of a guild, the Baker’s Guild, as he called it, would operate like other craft guilds in the city and protect all members from greedy merchants. Many agreed with Timmon but few were brave enough to join, until the promise was made. Timmon had contacts with distant grain suppliers and he had bought shares in a large quantity of grain, enough to break the merchants strangle hold, would be delivered within a week. If Timmon could deliver on his promise of the grain the bakers agreed to form a guild and make Timmon its leader.

Truth be told there was no supply of grain and this was just an elaborate ruse. Timmon learned of a large grain stockpile two days south of the city. The grain was lightly guarded, and Timmon planned to steal it. It took six days, but the night before the promised grain shipment was to arrive Timmon executed a daring robbery. Emptying the granary he cemented his leadership of the fledging Baker’s Guild. Seventeen years later the Baker’s Guild still exists, and unknown to most, is the largest thieves guild in the region.

Organization

The Baker’s Guild is a true craft guild that looks out for its members. Its organization structure is small and is solely run by Timmon. He, along with the input of four other baker’s, set policy and standards for bakeries. In addition, the guild oversees all grain purchases as well as the status of apprentices, journeymen and master bakers. Once looked at as a joke, the Baker’s Guild is now respected and wields much in the way of wealth and clout in the city.

All of this is, of course, a cover and most of the apprentices and journeymen are actually thieves. They work in the bakeries by day, and on the streets at night. Timmon controls all crime in the city, and uses a few bakeries as distribution points for the delivery of drugs. The drugs, which are stored in fire proof clay balls, are baked into the center of loaves of bread and then delivered to the few pubs that sell them.

Not everyone in the Baker’s Guild is a thief, and even though Timmon uses it as a cover for his real work, he does also work for the betterment of legitimate bakers. Under his watch the Baker’s Guild has become a powerful organization and every baker in the city is a member. The guild has kept the price of grain low and members enjoy good profits and market protection. In addition Timmon and the guild have grown rich from selling surplus grain, and other produce. Much of this wealth goes back to the members, but unknown to all, a good portion ends up in Timmon’s pockets.

The lowest rung in the Baker’s Guild are called Kneaders. Kneaders are the rank and file members of the guild. They perform all the dirty work and work along with being footpads, burglars, and pick pockets. Also on this level are the Crumbers, which are a network of beggars that act as the eyes and ears for the Baker’s Guild.

The next layer of guild leadership is the Fillings who are the middle men who oversee the Kneaders and Crumbers. It is their job to supervise operations and make sure monthly quotas are met. Depending on the operation, Fillings have anywhere between 10 and 30 Kneaders or Crumbers answering to them. Some Fillings also oversee the prostitution and gambling rings in the city, and they are the ones who distribute the drugs to the Kneaders to sell.

The third layer of leadership are the Muffin Men. They each supervise one area of the guild’s operation, answering only to Timmon, and they are the ones that ensure things run smoothly. There are a total of six Muffin Men who oversee: prostitution, robbery, drugs, fencing, enforcement and smuggling. The Muffin Men have anywhere between 15 to 30 Fillings answering to them. At the top of this chain is Timmon. He has complete control over all facets of the organization, his word is final and those who do not agree with him find themselves in the middle of a loaf of bread.

OPEN CONTENT

Timmon Rollingcroft male halfling (lightfoot) Rog11/Exp2: CR 12; Size S (3 ft., 2 in. tall); HD 11d6 + 2d6; hp 45; Init +4 (+4 Dex); Spd 20 ft.; AC 20 (+1 Armor, +4 Dex, +1 Size, +4 Ring); Attack +7/+2 melee, or +14/+9 ranged; SV Fort +4, Ref +12, Will +10; AL LE; Str 5, Dex 19, Con 11, Int 15, Wis 16, Cha 14.

Languages Spoken: Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.

Skills: Alchemy +7, Appraise +15.5, Climb +13, Craft (baking) +3, Diplomacy +14.5, Disable device +4, Disguise +16, Forgery +15, Hide +8, Intimidate +14, Intuit direction +19.5, Jump +2, Listen +7, Move silently +20, Perform +3, Read lips +3, Search +12, Sense motive +16, Speak language +3, Spellcraft +3.5, Spot +5. Feats: Alertness, Improved critical (sword, short), Run, Shield proficiency, Skill focus (intuit direction).

Gear: +1 leather armor, +4 ring of protection, +2 short sword, +1 dagger, bag of holding (Type 2).



Instant Adventuring Party: Just Add Beer
June 14, 2009, 2:44 pm
Filed under: Games, thoughts | Tags: , , ,

Why is it that every time a new campaign begins it starts off at an inn? Would you want a bunch of drunks watching your back while you sneak into the dragon’s lair to rescue the princess? This thought occurred to me when the Dragonlance campaign I am playing in started up.

Granted, the generated PCs in Dragonlance have a reason to be meeting at the Inn of the Last Home. The PCs are friends with a shared history and are coming together for the first in five years after their unsuccessful searches for the true gods. In the modules, a DM is told that if players are running their own characters a reasons for their meeting at the inn must be given. This then forces a DM to come up with logical reasons as to why the PCs are together. For most of the campaigns I have played in, the first adventure has the PCs meeting at an inn, star port, or even an Upper Manhattan Italian restaurant. They are thrown together for no apparent reason, and no explanation for them working together is ever explained. It seems as if they stick together solely due to the inertia from moving from adventure to adventure. I then thought about the campaigns I ran, and I realized I never fell back on the “You meet at an inn” cliché. So, as is always the case with my wandering mind, I started thinking about different ways a GM can begin a new campaign. All of the following ideas are ones that I have used in my own games, and have had great success with.

Survivors of a Village Raid

When I started my first D&D campaign, way back in the golden days of 1985, I made hobgoblins the major threat. I wanted the players to work together, with a single event that would bind them. I came up with the idea that the PCs were youngsters, ranging in age from 18 to 20, from a small mountain village. All the PCs started at 1st level and I required them to work together in fleshing out how they knew each other. To facilitate this, I had each player look to the player on their right and state how they knew that character. What this did was force the players to think of a back story and allowed them to shape the group’s relationships. I then had the PCs deal with a hobgoblin raid that saw their entire village destroyed. As the oldest youngsters in the village, it was the PCs duty to get the rest of the village children to safety.

Over the next two adventures the PCs dealt with not only a hostile environment and difficult children, but with the fallout of their village being destroyed. Families were slain, friends missing, and a way of life obliterated. In the end the group had a reason for being together. Once the younger children were safe, the players decided that they would have their revenge against the tribe that destroyed their home. Little did they know that over the next six years of the campaign the players would learn why their village was destroyed and why the hobgoblins were on the warpath.

This method worked, because the PCs had a reason to be together. They shared a common experience, and had a common bond. It did not matter that two of the PCs did not care for each other, they both knew that they were one of the few remaining survivors from their village. The group had motivation, the PCs had a history, and the players became closer during the game.

Jail Time

Another successful method I have used in starting a campaign, was when I had the PCs start off in jail. The characters were jailed for crimes they did not commit, and their motivation was to break out, get to safety, and clear their names. I used this twice in campaigns, once in a Star Wars campaign I ran, and once in a D&D campaign. This method threw the players in a situation were they needed to work together to not only survive life in prison, but to escape it as well. Having the PCs in jail also gave them a reason to be together. In the case of the Star Wars campaign one of the players wanted to play an Imperial Naval Officer who had become disenchanted with the Empire. I knew I wanted the campaign to center around the PCs being members of the Rebellion and I needed a logical reason for an Imperial Officer to be with the group. Prison worked perfectly.

The PCs managed to escape the prison, and also managed to get a ship. Once out the PCs had a common bond and they decided to stick together. In addition they all learned that they were framed by the same individual, and they all wanted revenge. There may have been rivalries, but they were still brothers and sisters in arms, bonded not only by a shard experience, but by a mutual enemy. They lived and survived the conditions of an Imperial prison planet, worked towards clearing their names, and had a mutual respect for each other. It was a group decisions that led them to joining the Rebellion, and it was as a group that they fought the Hutts and the Empire. In the end it was also as a group that they buried one of their own.

There are other ways to start a new campaign, but for me the above two methods worked the best. What they did was provide a basis for the players to work off of, and gave them a common origin that explained why they were together. It also put some of the work onto the players, forcing them to think about their character’s background and come up with a history. It is one thing for the cleric and thief in the party not liking each other. It is another thing for Roland to be angry with Justin over a girl. This early history also provides enough plot hooks to use for more adventures, and provides a group history to build a campaign on.

Why is it that every time a new campaign begins it starts off at an inn? Would you want a bunch of drunks watching your back while you sneak into the dragon’s lair to rescue the princess? This thought occurred to me when the Dragonlance campaign I am playing in started up.

Granted, the generated PCs in Dragonlance have a reason to be meeting at the Inn of the Last Home. The PCs are friends with a shared history and are coming together for the first in five years after their unsuccessful searches for the true gods. In the modules, a DM is told that if players are running their own characters a reasons for their meeting at the inn must be given. This then forces a DM to come up with logical reasons as to why the PCs are together. For most of the campaigns I have played in, the first adventure has the PCs meeting at an inn, star port, or even an Upper Manhattan Italian restaurant. They are thrown together for no apparent reason, and no explanation for them working together is ever explained. It seems as if they stick together solely due to the inertia from moving from adventure to adventure. I then thought about the campaigns I ran, and I realized I never fell back on the “You meet at an inn” cliché. So, as is always the case with my wandering mind, I started thinking about different ways a GM can begin a new campaign. All of the following ideas are ones that I have used in my own games, and have had great success with.

Survivors of a village raid

When I started my first D&D campaign, way back in the golden days of 1985, I made hobgoblins the major threat. I wanted the players to work together, with a single event that would bind them. I came up with the idea that the PCs were youngsters, ranging in age from 18 to 20, from a small mountain village. All the PCs started at 1st level and I required them to work together in fleshing out how they knew each other. To facilitate this, I had each player look to the player on their right and state how they knew that character. What this did was force the players to think of a back story and allowed them to shape the group’s relationships. I then had the PCs deal with a hobgoblin raid that saw their entire village destroyed. As the oldest youngsters in the village, it was the PCs duty to get the rest of the village children to safety.

Over the next two adventures the PCs dealt with not only a hostile environment and difficult children, but with the fallout of their village being destroyed. Families were slain, friends missing, and a way of life obliterated. In the end the group had a reason for being together. Once the younger children were safe, the players decided that they would have their revenge against the tribe that destroyed their home. Little did they know that over the next six years of the campaign the players would learn why their village was destroyed and why the hobgoblins were on the warpath.

This method worked, because the PCs had a reason to be together. They shared a common experience, and had a common bond. It did not matter that two of the PCs did not care for each other, they both knew that they were one of the few remaining survivors from their village. The group had motivation, the PCs had a history, and the players became closer during the game.

Jail Time

Another successful method I have used in starting a campaign, was when I had the PCs start off in jail. The characters were jailed for crimes they did not commit, and their motivation was to break out, get to safety, and clear their names. I used this twice in campaigns, once in a Star Wars campaign I ran, and once in a D&D campaign. This method threw the players in a situation were they needed to work together to not only survive life in prison, but to escape it as well. Having the PCs in jail also gave them a reason to be together. In the case of the Star Wars campaign one of the players wanted to play an Imperial Naval Officer who had become disenchanted with the Empire. I knew I wanted the campaign to center around the PCs being members of the Rebellion and I needed a logical reason for an Imperial Officer to be with the group. Prison worked perfectly.

The PCs managed to escape the prison, and also managed to get a ship. Once out the PCs had a common bond and they decided to stick together. In addition they all learned that they were framed by the same individual, and they all wanted revenge. There may have been rivalries, but they were still brothers and sisters in arms, bonded not only by a shard experience, but by a mutual enemy. They lived and survived the conditions of an Imperial prison planet, worked towards clearing their names, and had a mutual respect for each other. It was a group decisions that led them to joining the Rebellion, and it was as a group that they fought the Hutts and the Empire. In the end it was also as a group that they buried one of their own.

There are other ways to start a new campaign, but for me the above two methods worked the best. What they did was provide a basis for the players to work off of, and gave them a common origin that explained why they were together. It also put some of the work onto the players, forcing them to think about their character’s background and come up with a history. It is one thing for the cleric and thief in the party not liking each other. It is another thing for Roland to be angry with Justin over a girl. This early history also provides enough plot hooks to use for more adventures, and provides a group history to build a campaign on.