I like to pick up everything the DM give me even when it’s a crate of useless junk. A large part of the fun i get from RPGs is figuring out how to solve problems in unexpected ways. As an example one of my characters recently pocketed a set of keys and i was asked why. Without much thought i adopted a hurt tone and said that there was a thousand possible uses for it.
I am imagining the large iron ring you see on the belt of the dungeon jailer in a fantasy movie. there is probably a couple dozen crude iron keys on it and it makes a good jingle as he walks. Most any fantasy castle should have at least one giant ring of keys laying around somewhere. as an adventurer this may seem like a hunk of junk or useless room detail but things like this should be your jam. here are some obvious and less obvious uses for a ring of keys. Hopefully this will also inspire you to pick up other seemingly useless junk.
1. Opening and locking doors: of course this is the obvious first use and could even justify multiple uses for each key. Maybe there are more keys than doors in this dungeon, what do the others unlock? does each key only unlock one door or a set of doors? (that’s between one and Infinity uses already)
2. Maybe taking this ring of keys prevent other people from locking or unlocking doors in the future? (that’s at least two uses per key)
3. Sell it: at worst it’s a hunk of iron, at best some local thieves will be very interested in it.
4. blackmail: It won’t look good for the jailer if the local thieves get a hold of the keys he was entrusted with.
5. weapon: a bundle of car keys makes a decent weapon in a tight spot, imagine what a few pounds of iron keys could do to some goblin’s face. they could also be used as a tossed or launched weapon. bonus xp for anyone who beats a mimic to death with an iron key ring
6. distraction: of course they make noise and are hefty enough to be thrown. they could also be used to attract attention as part of a trap.
7. disguise: a big enough ring of keys is sort of a badge of office. that guy must belong here, otherwise why does he have the keys to the place.
8. material properties: some keys are made with silver or possibly other materials. I’ve heard Fey creatures don’t like iron.
9. choking hazard: it’s about the right size and shape to be a serious choking hazard for a large but not gigantic monster. also hazardous to any clockwork automatons.
10: individual keys: use them as trail markers, sell them as lucky charms or leave them as your signature calling card at the scene of the crime. (see #4)
11: bluff: convince someone that they are more important than they actually are. it’s not like the palace labels one ring “treasury” and the other “cleaning supplies”
12: magical properties?: these keys have been present to years of human suffering. many people have probably spent their last moments wishing they had these. that has got to have value to someone who practices the darker arts. maybe as a ritual component? certainly any spell that concerns that castle from a distance could use them to make a connection.
13: enchant them: who doesn’t want magical keys
14. its heavy: sometimes you just need ballast, break a window or replace something sitting on a pressure plate..
15: its conductive: maybe this should go into material properties but i can’t think of a better way to mess up a chain lightning attack.
16: Rust Monster snack: rust monster terrify role players, won’t you look smart when you lead them away with a trail of delicious snacks. maybe you can get them to perform tricks like roll over and play dead.
17: cool signature arrowheads: magical or otherwise
that’s a bunch off the top of my head. can you think of more? Or give a good example of using something you thought was junk in an interesting way (or regret not picking up that junk when you had the chance).
Hi all. I started listening to your podcast a few weeks ago (I’m about half way through) and I thought I’d ask you guys a question.
I’m starting up a trad game (the specific game isn’t so important for this question) who’s setting I love, but whose system I’m not so in love with. It’s the type of game though where porting the setting to another system would be a lot of work, and I checked and no one else has really done it. I am however really familiar with running and playing the system/setting.
My question is, have any of you done this sort of thing before in a successful way, and what sort of strategies have you applied? Obviously my usual “system matters” approach isn’t going to work, and I’m thinking of really trying to stick to advice like “say yes or role the dice” and making sure the PCs are the star of the show, but I’m looking for other techniques and approaches that can be helpful as well.
Tomorrow night, I’ll be running Monster of the Week for the first time.
Tomorrow night, I’ll be running Monster of the Week for the first time. This will be my first PbtA game, and my players’ first as well. I intend the game to be a one-shot, and as I plan it, it seems more and more like a module.
It’ll be based off the awful song, “Grandma got run over by a Reindeer.” The twists: grandma was a chosen hunter, the grandkid is now the new chosen. The monster is, of course, Krampus.
Should I build the characters ahead of time (does that work in PbtA games)? Am I biting off more than I can chew?
I suck at organizing. Here’s my current dilemma. I’m putting together an RP night for my friends in my city (Baltimore), but I can’t find a way to send out invites to all of them.
I’ve done the leg-work, and reached a critical mass of people. The problem is that they use several different platforms (Email, Facebook, Tumblr, G+). There simply isn’t a common denominator.
We’ll be doing light-weight games that are episodic or one-shot. The central philosophy of this is to keep it simple and easy for the players.
What can I do? Here are the requirements.
– Only have to write one invite
– Can set a maximum event size
– Low barrier to entry (like being able to sign up with different social media platforms, and not email/password)
– Not a Google product (sorry, one of my key people is still on Yahoo and Google ecosystem just doesn’t work for him)
Or do I have to princess up and go multi-platform?
So you found a ring of invisibility and 111 years later your still alive and healthy?
So you found a ring of invisibility and 111 years later your still alive and healthy? …maybe your wizard friend should take another look at it.
Something interesting: This ring was stolen from Gollum and he will hunt for it for the rest of his life.
Something useful: You vanish from sight when you put on the ring.
…
Something interesting: elven letters appear along the inside of the band when the ring is heated in fire.
something useful: the ring preserves and extends your life
…
something interesting: This is the one ring and the key to Sauron’s plot to take over middle earth
something useful: the ring can only be destroyed in the fires of mount doom
…
It’s kind of funny to realize that most magic items get one spout lore roll and the players (including me) assume they know everything important. If it is a weapon or potion a desperate player might use it without knowing its effects. If he/she is lucky they find that they have a flaming sword and will probably never bother to show it to the wizard or investigate its past/purpose/importance.
This thing was probably made by an ancient elven wizards thousands of years ago. why was it made? What was it called? How was it used? how did it get here? What is it meant to do? what could it be made to do? what does using it cost you? Is it in any way dangerous? Is the creator still alive? who owns it? who would want it? Who would recognize it?
As a DM you don’t have to have all of these answers written down before you drop the item into the world. But these are all valid questions and they should be asked. The players can also generate their own answers. Maybe they recognize the inscription or have heard legends about this item. Maybe they just rationalize a connection you had not planned on. “I found this sword in the tomb of the vampire king. is there any chance that those ghouls recognize it or that it exerts some influence over them?”
The +1 sword came out of a vending machine and sparkles. The Bone Glave is fashioned from the spines and bones of ancient kings and learning about it might generate its own adventure.
I’m either really bad at running this game, or my players are really good (they are. They are really awesome. Bless their little, crunchy, optimizing, combat monkey hearts… and they roleplay too!)
I cannot seem to get close to hurting them… I almost.. ALMOST, I tell you. Almost inflicted 2 stress on one of them… until they tagged their armor aspect, and I just got a boost…
sigh I don’t want to kill them, I just want to make the combat seem tense and exciting…
Well, they enjoyed the big reveal where they managed to reached the sealed vault beneath the ruins of the purple spires, only to face an ancient Serpent King of the Yalotha, and faced betrayal by their three guides, who turned out to be serpent-men in disguise…
At least the combat took them a couple of rounds, and cinematic stuff was done, like jumping on the back of the creature, stabbing it in it’s open mouth, and slicing through it’s body with a two-handed sword…
They’re all on board for the next adventure on Sunday, so I must be doing something right…
I’m looking to see what Storygames can be played in PbP style. I’m fortunate enough to be involved in an AW PbP being run by Richard Rogers , but I can foresee some of the difficulties that lie ahead which, I venture to speculate, should be much like those encountered in trad games, with the exception that combat and conflict resolution should prove much smoother to resolve, given the PbtA mechanics, which involve less fiddly bits than more tactical trad games.
On the other hand, I’m running a game of Swords Without Master as a PbP, and I am having a ridiculously easy time of it, courtesy of the excellently codified rules of SWM… namely, there is a precise order in which narration proceeds: Pass the conch shell, Lord of the Flies-style.
I’m guessing (as I am new to this genre) that many Story games provide particular challenges that may preclude PbP style play. If there is no Pass the Conch Shell procedure, how would posting proceed?
So, I’d be interested to learn: 1) Does anyone have experience with other storygames in PbP format? 2) What other games have a pass the conch shell type mechanic that could be easily adapted to PbP?
Thanks!
EDIT Pass the Conch Shell has the added benefit of eliminating the concept of ‘posting debt’ as I heard Rich Rogers say. It adds the problem of grinding the game to a halt, pending the response of a single player, but this is also seen in trad games, when play freezes at a certain initiative count, waiting for someone’s turn… come to think of it, Initiative is a pass the conch shell mechanic. I was in a very successful PbP trad game where a large section was run on initiative order, being used by the GM as a countdown clock for a pending doom…
Okay, just played the second session of my Swords and Sorcery Fate game.
Okay, just played the second session of my Swords and Sorcery Fate game… much better. As was suggested to me, I let the players handle all their math and keeping track of their own inherent and generated Aspects.
In addition, combat involved a single monster, as opposed to a dozen warriors on the previous session (huge mistake). Went really smoothly. I liked it a lot. Three warriors taking on a Demon-Ape, with one of them jumping onto the beast’s back, just like in the iconic image belowl. Very Conan, much ape. Wow.
Short and exciting combat. Hit all the right notes.
There was a short Challenge, involving stealthily stealing some gold ingots from the head priest, while he slept in the chamber. Worked out well.
The one thing that I didn’t like is that we tried social combat before that, to bribe/convince a priest to provide access into a forbidden temple. I don’t know. The mechanics didn’t shine. It seemed really disruptive and intrusive. And I say this as a guy who really likes Duel of Wits in Burning Wheel and conflict mechanics in Mouse Guard…
Still, overall, a much better experience than last time. Maybe I’m getting a better grip on Fate…