This is a really good deal 1$ GBP for each, is what it shows for me on the link.

This is a really good deal 1$ GBP for each, is what it shows for me on the link.

This is a really good deal 1$ GBP for each, is what it shows for me on the link. Recently got Peridot from Lulu and like what I see. And we played Yoon-Suin in World of Dungeons here at the Gauntlet last year, which was a fantastic series. Totally into being a slug-person.

Originally shared by Sean Poppe

So Yoon-Suin and Peridot volume 1 by David McGrogan are both on sale for $1.27 for the PDF’s so if you don’t have them buy them now.

Only for 48 hours though and it’s not U.S. time either so who KNOWS when this deal will end. The writing is good, the ideas are good, and the books are good.

I have three art in Peridot Volume 1, too, for what that’s worth.

https://noisms-games.squarespace.com/

Ripped From the (Ancient) Headlines

Ripped From the (Ancient) Headlines

Ripped From the (Ancient) Headlines

Three Adventure Seeds Inspired by Actual Historical Events

By Kevin Whitaker

Hello, fellow role-players! Since I’m going to be on vacation for the next couple of weeks; and I don’t know if I’ll have time to write; I figured I’d post some more adventure hooks. Last week I posted a Fate Accelerated scenario I’m planning on running, and today I wanted to expand on some of the hooks I proposed in my post about historical sources of inspiration for RPG scenarios. I hope you find these interesting and useful!

Refugee Crisis

When people think of the Roman Empire, they tend to conjure up grand marble structures, vast legions, bloody gladiatorial games, and decadent politicians. However, one of the defining characteristics of the empire; and a primary reason for its success and endurance; was how it dealt with “outsiders” and “barbarians.” Unlike many of its contemporary societies, the Roman Empire was usually more than happy to absorb outsiders and use them for its own ends. Some argue that over time, it was this melding of disparate cultures which led to the undermining of what it meant to be Roman. Nowhere was this more evident than on the frontiers; particularly along the Danube river.

In this scenario, the player characters are citizens of an ancient, but steadily fading, imperial power. Rather than living in the center of the empire, they exist on the outskirts — a frontier trading or garrison town along a river or other natural border. Perhaps they are in the service of the local magistrate or garrison commander, and charged with keeping the peace and enforcing the law.

Within the last year or so, things have gotten complicated for the group. A large tribe of barbarians has taken refuge across the river — they have fled from another, more powerful tribe, and are hoping to trade military service and goods for resettlement in the empire. Unfortunately, the dwindling power of empire itself, along with the long and dangerous road to the capitol, means that the barbarian’s petition has gone unanswered for some time. More importantly to the characters, the garrison has been losing soldiers to retirement and attrition, and replacement recruits are becoming fewer and fewer. Come to think of it, the amount of official coinage, and the bureaucrats sent to collect it, have been sparser, as well.

The barbarians are growing restless; they fear for their safety, and they have the skill and equipment to cross the river by force if they want. To make matters worse, the characters have learned a fellow official has defrauded the barbarian chief — taking a tribute payment meant for the Emperor for himself. If the refugees learn of this, at a time when the garrison is so clearly in decline, it could spell disaster. What do they do?

Return of the King

When Henry IV of England came to power, one of the first things he did was imprison his predecessor, Richard II, in the Tower of London, where he then allegedly starved him to death. Richard was then buried not in Westminster Abbey; where the late king had prepared an elaborate tomb for himself; but in a different church some twenty miles away. Many years later, Henry IV’s son, Henry V, had Richard’s body exhumed and brought back to Westminster; in part as an act of atonement for his father’s murderous act; and in part to help squelch persistent rumors that Richard had actually survived and escaped.

The king or queen is returning from their long exile; or at least, their body is. The former ruler was assassinated (or killed in battle) by the current monarch, and then buried hastily in some ignominious place. In an effort to shore up their own legitimacy and gain the respect of the population, the new ruler has sent an expedition to retrieve the body of their former rival for reburial in the capitol, and the characters are part of that expedition. Either they were contracted as mercenaries, or their families are vassals of either ruler. In any event, the success of the expedition is paramount — the former ruler must be returned to the capitol and interred in their proper tomb.

However, resentments often simmer long after a conflict ends, and not everyone wants the previous ruler to return home. Perhaps some nobles, still loyal to their fallen sovereign, want to retrieve the body as a symbol of resistance in order to place some other successor on the throne. Or maybe some new hardliner doesn’t believe the old monarch deserves to be buried with the honored dead of the kingdom, and wants to prevent it. There might even be a third party; some foreign power working in the background; with their own reasons for preventing the success of the expedition.

In any event, the expedition runs into trouble on its way back. Perhaps the group is ambushed, and the body spirited away. Or maybe there’s a rogue element within the expedition itself, and they betray the characters. Maybe the characters themselves are the discontents, and have plans to steal the body for their own ends.

While the Cat’s Away

The Crusades were a pivotal moment for both Europe and the Middle East; it isn’t an understatement to say that the entire course of history of both regions was changed by these holy wars. While there’s plenty to mine for inspiration in the conflicts themselves, I think that’s less interesting than what happened around the Crusades; the fallout from clearing large regions of Europe of its monarchs, and how kings had to weigh their commitment to Crusade against the needs of keeping their domestic enemies at bay to ensure their own reign. Richard the Lionheart, in particular, had to deal with this problem, as his brother John seized power while he was away.

The war has finally turned. After years of struggle against an entrenched, implacable foe, the armies of the assembled kings have taken back key cities and strategic sites. The enemy, though still dangerous, seems, at last, to be giving more ground than they are gaining. The characters; who have fought and bled for the cause; can finally see the glorious end which awaits them. In a few more seasons, perhaps even a single season, the infidels and blasphemers will be routed, and the righteous will occupy the halls of the faithful once more. The anticipation is palpable; the mood in the war camps bordering on rapture.

But all is not as well as it seems. In this moment of triumph, the Champion of the cause; the first-among-equals of the assembled leaders; as received dire news. Their long absence has not been without cost. Unrest and resentment are brewing at home, and enemies of the crown are moving with knives at the ready to fill the power vacuum. The letter to the Champion was clear; if they do not return immediately, they might not have a kingdom to return to.

The dilemma is real. If the Champion (and all their forces) return now, the morale in the armies will collapse, and all of the hard-fought gains could be lost as the rest of the kings and queens begin fighting amongst themselves for the right to rule the armies and conquered lands. Or worse, the enemy will take the initiative again, bolstered by the Champion’s retreat, and take back all that has been won. Already their emissaries move abroad, making promises and deals.

The characters are thrust into the middle of this shifting landscape. Perhaps they have won the trust of the Champion, and they are needed to secure a final, powerful victory before the great ruler returns home. Or maybe they are agents of the enemy, seeking to capitalize on this sudden good fortune. They might even be loyal to the Champion’s enemies at home, and hoping to undermine the Champion amongst their peers abroad, and hasten their downfall.

History of is full of inspiration for any kind of fiction, and even if these scenarios aren’t for you and your group, I hope they pique your interest enough to go find your own “historical headlines” to pull from. I’d love to hear what sources of inspiration you use in your own games!

https://medium.com/@kwhitaker81/ripped-from-the-ancient-headlines-4a4f6ebb90b9

https://medium.com/@kwhitaker81/ripped-from-the-ancient-headlines-4a4f6ebb90b9

Game-Mastering From the Hip

Game-Mastering From the Hip

Game-Mastering From the Hip

Or “Oh Shit, I’m Running a Game Tonight”

by Kevin Whitaker

I have a confession to make, dear readers: last week I nearly fell down in my duties as a GM. I have a game scheduled for Friday evenings, and some members of my group were unsure whether they’d be able to commit. I knew this, and earlier in the week I had decided that if I more than two players showed up, I would run our ongoing campaign; if I only had two players, I’d do a side quest or one-off story. Then Friday came along, and I had prepared… neither. Yep. Totally forgot to do that whole “prep” thing.

To be fair to myself, I’ve got a lot going on right now between work and my personal life. Still, it’s my responsibility to be ready to game, and around lunchtime on Friday I realized I’d failed to do anything at all. Luckily for me, I’ve got some tools in my GM toolbox to help with these sorts of situations. While I don’t recommend always prepping at the last minute, I’ve found these things to be helpful when it can’t be avoided.

1. Always Keep Prep Light (Even When You Have Time)

This one is pretty self explanatory if you’re running games like Apocalypse World or Fate, which stress very light prep on the part of the GM. However, if you’re playing a game like Dungeons & Dragons or Pathfinder this might not be so self-evident. Worry not, fellow storytellers! Even games like D&D; with its massive stat blocks and detailed maps; can be prepped relatively quickly.

If you establish a pattern of “light prep” as your normal habit, then its much easier to do things on the fly when you have to. You’ll feel less stressed, and be able to more quickly focus on what you need to do for your imminent session. Since I keep my own prep as light as possible, I wasn’t as worried about my Friday game as I might have been ten years ago, when I was meticulously planning for every possible outcome.

So what do I mean by “light prep?” Well, I’m glad you asked, imaginary person!

2. Write Clocks and Fronts, not Adventures

When I began running games, I would take the time to write out these grand story arcs, including painstaking descriptions of each and every room and NPC. Inevitably, my players would go in a totally unexpected direction; thus foiling my campaign prep; or miss most of those characters I had detailed so exquisitely. As a result, I just don’t do that any more. Instead, I rely on clocks and fronts to sketch out my adventures and campaigns.

If you’re not familiar with clocks, they’re essentially ways of tracking progress towards a goal. Essentially, they let the GM and players know how close something is to happening, or not happening. While I can’t take credit for them, I did do a fairly detailed write-up previously, and I recommend you take a look for a deeper dive.

Fronts are similar to clocks, but serve a different purpose. I tend to use clocks at a fairly granular level (unless I’ve got a compound clock going), where-as my fronts are at a more “macro” level. Fronts come from Apocalypse World and Dungeon World, and I tend to use the latter form. In a nutshell, a front is an abstract way of tracking the course of impending events, categorized by the type of event; the type of antagonist involved in the event; and what will happen if the event comes to pass. You can read more about them in the Dungeon World SRD. While those fronts are for a fantasy setting, the methodology is universal, and can be applied to any game setting.

Clocks and fronts allow me to craft adventures, or entire campaigns, with a minimal amount of investment. I don’t need to flesh out every possible path the characters can take, because I have a loose, adaptable structure in place to handle unforeseen events. Even with a loose structure like this, however, you’ll often need a map or something more concrete when the action starts.

3. Random Generators Are Your Friend

If I’ve got to pull something together quickly, I usually don’t have time to put together details like a dungeon map, or build a town or city. Often I don’t need this level of detail — maybe my “town” only needs a tavern or a temple, as that is the only place of interest for this session. Perhaps my “dungeon” is nothing more than a cave with one or two rooms, or a large tomb with some central focal point. In these cases, I can skip the maps all together. Recognizing when you can skip steps in prep is essential to going without said prep.

More often than not, however, the characters will be exploring some complex, or they need an idea of just where something is in a town, relative to something else. In these cases, I look to the internet to help me randomly generate things. There are plenty of resources out there for generating cities, towns, dungeons and encounters. While these might not produce perfect results, they are usually good enough for me, especially once I put my own spin or polish on them. The generators linked above are just a few I know of; there are dozens of such programs available for free use, and I encourage you to do so.

Even if you don’t want to randomly generate your adventure map, you’re still able to build one quickly. Instead of painstakingly illustrating some dungeon map, build a flow chart instead. Game masters such as Steven Lumpkin use this method to create complex, interesting adventure locations in a fraction of the time it takes to draw and define things the way a published adventure might be.

Once I have my clocks or fronts ready, and my dungeons and cities laid out, it’s time to populate them with meaningful NPCs. Thankfully, that is almost as easy.

4. Sketch NPCs, Don’t Define Them

Much like campaign arcs and maps, I like to keep my NPCs and adversaries lightly defined (are you noticing a pattern here?). Not only does this cut down on my prep, it means that if I need to create a character on the fly, I don’t have to worry about writing some complex backstory my PCs aren’t going to care about.

When prepping for a session, I usually create any known, major antagonists or supporting characters first. If I don’t have an idea for them already, I’ll once again look to the internet; in this case, a character trait generator. Clicking through this program a couple of times usually yields some interesting personalities, and I’ll use those as guideposts when I play the character. I also always come up with a desire for the character; at least one motivating factor that fuels him. This gives the character impetus, and lets me focus when interacting with the PCs. If that desire or motivation can be used in opposition of something the PCs want, even better. Usually this happens anyway; the evil wizard wants the Scepter of the Jackal God to raise an undead army; but sometimes it isn’t as self evident.

For throw-away NPCs or weaker enemies, I usually just give them something they are good at, and something they are bad at. When they are doing what they’re good at, they get a bonus to their rolls, and when they are doing what they’re bad at, they get a minus. If you’ve played Fate Accelerated, this will sound familiar to you.

If I’m playing a crunchier game like D&D, these sorts of traits and motivations won’t be enough. After all, that evil wizard is going to need some spells to throw around when the fighting starts! In this case I usually just delve into the Monster Manual or look online for something close to what I need, and adjust a few things to make it work with the game or session I’m running. Why do the work yourself, when someone else can do it for you?

And speaking of someone else doing the work…

5. Let Someone Else Do the Work

It’s no secret the internet has been a boon to RPG and tabletop gaming. Never in the history of our hobby has so much material, and so many players, been made available to us. On top of that, the RPG community is often one of the best to be a part of, with fellow gamers contributing all kinds of stuff — free of charge — for their fellow players. To those people I say “thank you,” and I will happily enjoy their generosity.

Random maps not your thing, or not giving you what you need? Google it. Or, if you’re a paying member of Roll20 and running an online game, take a look at their asset market place. While you might not find exactly what you want, I promise you’ll get close enough.

Maybe you need an adventure hook, or an NPC. Once again, the internet has you covered.

It’s all out there, you just have to go and grab it (and give attribution, when required)!

Avoiding Prep Is Not Failing to Prep

Before I wrap all of this up, I want to take a minute to talk about the difference between failing to prep and avoiding prep. Last week, I failed to prep; my week got away from me, and I had to prioritize other things ahead of my gaming session. This is not the same as avoiding prep, which I’ve also done at times in the past.

If you find yourself not wanting to prep, or actively finding other things to do instead, it might be time to take a break. Generally, I’ve found myself avoiding my game prep when I’m fatigued; either I’m bored with the game, or just need to step back from GMing and recharge. If this is happening to you, listen to that instinct. You won’t do yourself or your players any favors by “slogging through it.” Trust me.

Last Minute Prep Success!

Thanks to the things I outlined above, my session last week turned out well, despite my failing to prep. We had two players, and so I was able to have a fun little diversion that turned into an entertaining supernatural murder-mystery. This week, things will probably go back to the already in-progress adventure, but I’ll still be using the methods I’ve described here, because that’s just how I prep. I’m confident that you, too, can use these methods to ease your own prep and make your games more adaptable and fluid, even if you do your homework better than I do!

https://medium.com/@kwhitaker81/game-mastering-from-the-hip-4d479d29870b

https://medium.com/@kwhitaker81/game-mastering-from-the-hip-4d479d29870b

Hi, I’d like to share a story and a request.

Hi, I’d like to share a story and a request.

Hi, I’d like to share a story and a request.

This Saturday (June 17th) is Free RPG Day (http://freerpgday.com/), and it holds a special place in my heart. You see, I played my first Story Game on Free RPG Day several years ago.

I’d been listening to this fantastic podcast about gaming (Paul Tevis’ “Have Games, Will Travel”), and I’d been hearing about all these games that were new to me. I had a few friends who had been playing Story Games, and one of these people happened to work at a local gaming store.

This guy, Nick, told me to stop by the store on Free RPG Day, as he was running Burning Wheel. Once I got there, there were only two of us who were interested, so we played Polaris instead (Polaris is crazy good!).

I also asked for a quick demo of Burning Wheel’s Duel of Wits, and came away with the impression that it was way crunchier than I’d expected.

Anyway, for the past few years, I’ve been organizing some friends who are “Rock-Star” GMs to run Story Games at that same store.

You see, there aren’t too many Story Games in the offerings for Free RPG Day because it’s expensive to participate for a small indie company.

This year, there are some Paizo, DCC, and TORG offerings–as well as a Lamentations of the Flame Princess supplement.

So, if you are free on Saturday and have a local gaming store, please think about running a Story Game–especially at the stores that are participating in the event because they will have an audience.

This will give players an option to try out a Story Game as well.

Thanks.

When playing Misspent Youth does the authority keep each number she claimed from scene to scene?

When playing Misspent Youth does the authority keep each number she claimed from scene to scene?

When playing Misspent Youth does the authority keep each number she claimed from scene to scene? Or does the board clear and start fresh in each act?

Small Dungeon World hack idea here.

Small Dungeon World hack idea here.

Small Dungeon World hack idea here.

I’ve heard discussion before on “Discern Realities” and elsewhere about how parley as a move can be stretched a bit thin, and how Dungeon World would provide a bit richer of an experience if there were a tad more social mechanics (I especially like Jeremy Strandberg’s take on parley).

Disclaimer: I am a huge believer in “lightweight” rules systems, but rules that guide and inspire the fiction, “demanding to be invoked” as it were, are fun and useful. Dungeon World embodies much of this philosophy, and I seek to provide a small addition.

With all that in mind, I submit to you a minor addition to character creation:

ETIQUETTES

The concept in brief:

An Etiquette is an abstraction of the body of knowledge a character may have regarding the customs, jargon, tendencies, mannerisms, and the like of a certain type of people or a certain strata of society. Example Etiquettes: Mercenary, Sailor, Royal, Urchin, Cultist, Trader, Arcane Scholar, etc. These can be adapted for any setting, or made up by the players at character creation if you’re into player world building. At character creation, each character chooses the same number of Etiquettes as their CHA (negative modifiers are treated as zero).

Etiquettes provide a +1 ongoing to social interactions of any sort with someone who runs in circles relevant to the Etiquette in question, or who is “part of that world”. This represents the character leveraging knowledge of how that type of person thinks; colloquialisms, slang, and special jargon; hand signs and gestures; and an awareness of ongoing events relevant to that Etiquette (Sailor might know which fishing grounds are rich this season, Mercenary might know what contracts are hot right now, Royal might know which court fashions are in vogue, etc). The character should explain exactly how they are using their familiarity with this type of person to their advantage to gain the bonus, and only one Etiquette can be leveraged on a given role, although there are likely NPCs for whom multiple Etiquettes could be leveraged, in which case the character must chose which aspect of that person they are trying to appeal to.

Yep, that’s it. If you want to expand this, you could make certain people only willing to negotiate with characters possessing a certain Etiquette, or give characters the opportunity to learn new Etiquettes over time (possibly gaining them as additional bonuses related to a Compendium class).

Let me know what you all think! Could you see a use for this? Is it cumbersome?

Credit: This idea is essentially lifted right out of Harebrained Studios “Shadowrun Returns” game, and subsequent games in the series. In that game (which is essentially a single player RPG), Etiquettes provide special dialogue options to influence NPCs in alternative ways. They were great fun, and really lent color to the characters and world.

The below example shows a situation in which the character does not have the relevant Etiquettes.

Design Challenge: A level 1 Wizard spell that provides a familiar.

Design Challenge: A level 1 Wizard spell that provides a familiar.

Design Challenge: A level 1 Wizard spell that provides a familiar. A spell that is strong (as good as invisibility which is also level 1), provides some possibility for risk or complication, and isn’t too similar to the Ranger’s pet. Is it possible?

Yet another of my crowdsourcing requests!

Yet another of my crowdsourcing requests!

Yet another of my crowdsourcing requests! This time inspired by Codex’s “36 awesome things” series! The background here is that I’ve been running World of Dungeons for 45 minutes every morning and I feel like I’m in a creative rut with 7-9 results.

I’m looking for suggestions for generic worse outcomes, hard bargains, and ugly choices. Ideal suggestions would be written to be broadly applicable, like GM moves. Bonus points if they make sense both in and out of combat.

Some (poor) examples:

You succeed but/if…

-Something you value is lost or given away.

-It is more or less effective than you want (GM choice).

-The GM can make a soft move.

Jennifer Fuss is publishing a great summary of ongoing RPG kickstarters on regular basis.

Jennifer Fuss is publishing a great summary of ongoing RPG kickstarters on regular basis.

Jennifer Fuss is publishing a great summary of ongoing RPG kickstarters on regular basis. What I especially appreciate about her summaries is that she has given herself a good guideline on how she reports. The guideline is only available in German, I think, but can be summarised as follows:

1) keep it positive, it’s for nobody’s help to get into a ranting mood

2) keep it complete (no matter what your personal preferences are)

3) keep it comprehensive: give a short summary for the readers’ convenience

https://teylen.wordpress.com/2017/05/31/crowdfunding-collection-40/