Into the Odd Session 2

Due to accidentally thinking I was running 13th Age Thursday rather than next week, I tried to haphazardly set up a session on the fly, which didn’t really work since the players had no idea it was happening.  Instead of throwing in the towel, I ran another session of Into the Odd, which is pretty much made for this sort of thing.

This session saw our heroic gentlemen, Cisero Collingham and Ancell Warner drunk in a tavern by the docks when they were interuptted by a stout woman named Mable Curmudgeon and strapping thug named Peter Selle (Fart Saddle in French) who required them to accompany them on a voyage to retrieve some of young Severin’s entertainers left in the underground.   Unfortunately for Ancell, he was the only one in the tavern at the time, so he was taken aboard a flatboat and headed into the sewers again.   The group saved some hungry kids dressed in lobster suits who were lost and starving.  Since they were just in the sewere,  they brought the kids back to the docks before continuing further.  Later they found a woman in a worm mask who begged to be taken aboard, she was an old whore named Gusta Sidebottom who complained about her crotch quite a bit.  Heading into a massive grotto, they found a barrel bumping against the boat that contained non other than Cicero Collingham and his mutt who had boasted about their adventure to the underground the day before and were stuffed into the barrel and thrown into the sewer for their eloquence.

sewer1

What’s more, an old rotting monk was found clinging to the side of the boat and he was brought aboard babbling about the Smogfather and offering stinking ale.  No sight of the giant frogs with glowing eyes in the grotto this time…

Knowing that the  lost entertainers were in the bubbling cavern, and after the boat survived the drop, the group searched that area and found a body, badly boiled and dead for some time.  As they investigated further into the caverns a pack of horrible blood men assaulted them with poisonous millipedes and then charged with cruel axes.  Selle was hewn to the ground and Ancell took a horrible wound to the leg and both had to be dragged back to the boat while the punt men fired a cannon into the pack of howling savages.  Unable to continue the search, and sure that the remains of the entertainers were in some foul thing’s belly, they retreated back to the surface and found themselves popping out of a manhole cover covered in filth and coagulate gore on a busy market street on a sunny afternoon in July.

fatherthames3

Weeks later, the Elder Severin wanted to have a chat with them…

Villains! (how to use villains without railroading)

Reoccurring bad guys are not essential to a good role-playing session, or even a good RPG campaign, and many times they are sight unseen as the players encounter only their catspaws.  However, a frustrating and nasty villain can be the difference between a mediocre campaign and a brilliant one, so if you’re going to have a big bad villain, it’s best to know how best to create and tease your players with them so much so that they are actually sad when they manage to defeat them.  I’m going to touch on a few points and then describe a specific villainous archetype I’ve used: the Concomitant.

When we were kids, the referee’s would usually have the red dragon fly away before he could be subdued, or the Death Knight would fireball a doorway to escape (which helped also because as kids, a TPK via said fireball was not an acceptable outcome most of the time). For The referee,  there wasn’t much to the Death Knight or the Red Dragon in the dungeon other than stats assigned to a room number, yet for some reason the referee thought that THAT was the villain he was going to make come back and really give anal re-threads to the players. We, as those re-threaded players, grew to hate that creature by virtue of the fact that we weren’t able to kill it the first time, or that Rangdal the Blue and Celestor were both killed fighting it the first time, or our horses and camp followers were all destroyed.  This villain came to life through play and discovery and not via 20 pages of backstory that only thereferee read and tried to boil down into a few sentences that no one was really paying attention to.  You don’t need much to start and your players will ride along and help create something viler to them than you could have possibly imagined.

First, take the concept of evil, put it in one of your high heels and shove it up your ass.  Toss out the 12 point alignment chart or draw a dot for your Mr. Villain right in the center of it and leave it there.  A good villain will have goals and a world view that they fully believe are for the good of their gang, existence, humanity, the environment or puritanical customer base, these goals can only be considered evil in context of people with other codes of ethics or conflicting goals.  Petty NPC’s, mere minnows, will steal for their own gain or kill and rob and rape for their momentary pleasure, as they are simply hyenas. A true fiend will have a goal in mind and will typically destroy themselves (or be willing to) in order to get there.

Think about two villains in semi-recent popular culture: Prince Arthas from Warcraft 3: The Frozen Throne and the Lich King himself.  Now, I’m not up on my Warcraft Lore since 2004 or so, but the Lich King was your generic, distant ‘evil’ sorcerer, a bit of a Sauron-type with really nothing interesting about him except that he couldn’t move from his throne.   Arthas is a human prince who tries to protect his kingdom from the corruption of the undead. Because he started out ‘good’ and descended into madness and ‘evil’ for the sake of saving his kingdom from corruption, he is a far more compelling villain then the actual big bad.  His character arc moves from caring about the end result far more than the means and at his transformation into a servant of the Lich, he becomes largely apathetic to nearly everything.  We don’t look for redemption for Arthas as the story goes forward, because what we assumed was ‘good’ about him in the beginning wasn’t good at all: it was a paladin’s horrifying fanaticism.  The apathetic slave of the Lich King was far more palatable than the haughty, end-justifies-the-means prince. So what I want to concentrate on here is the Arthas and not the nearly immortal and ultimately boring Lich King.  The Arthas is what your players will be in conflict with the most, and the character they will remember most after they get in said conflict.

You need a compelling villain who isn’t evil: how do you create one?  Pick a goal first. Look at your campaign world or sandbox area.  Look at what a typical powerful entity might want in that area.  In my current campaign, the major NPC’s are all about becoming iron-fisted feudal lords.  They are not particularly ruthless in all cases to get to this goal, and some have been born into it and simply expect that they will be next in line to take on that mantle.  When the characters cause wrinkles in these NPC’s goals, they act accordingly: subdue, destroy or subvert, but in most cases messing with the characters has nothing to do with their actual goals (at least at first).  Since the characters in many cases may share this goal (amass wealth, kill stuff, build a castle, have serfs and kill more stuff), the villain may simply be in conflict with the characters for the same goal, and are likely further ahead down the same path.

Another way to generate a goal is to look at what the characters want which can range from saving the children to amassing wealth to simply killing everything nearby that isn’t human.  Take what you think are the collective goals for your characters and twist them into something absolutely awful (to the characters).  As the villain’s goal is memetic to theirs, discovering this will have a very disturbing effect on the characters as they uncover the villain’s plots not dissimilar to their own.   For example, Black Belt wants to defend the children from Viper’s attacks on Genricville and he hits Viper head on to defeat them.  Villain also wants to save the children from Viper, but his idea is that nowhere in Genericville are they safe, so he comes up with a plot to move all the children away from their parents and guardians into a giant self-sustaining vault where they will be safe forever and he doesn’t have to be afflicted with dreams of that kid on the swing next to him that got abducted and raped in ’77 anymore.  Viper just wants to intimidate the local government and rob banks and the children are just incidental casualties, the vault guy is the real bad guy.

Next it is absolutely critical to get the villain into an interaction with the players that is not combat oriented at some point.  Whether it’s only watching the villain do something villain-esque, or working together to defeat a common foe before the characters discover that the villains goals run counter to their own, or the typical (and likely unworkable in many classic RPG systems) getting the characters captured and soliloquized.

Later, when combat or a chase does happen, have your villain break one of the fundamental rules of the game.  In Tom McGrenery’s ‘Invincible Chi’ scenario for Feng Shui, the villain, Donny Wong, cannot be damaged by the players. They can hit him, kick him off roofs and punch him through forests destroy his clothing, but he cannot be hurt.  He’s not a fantastic fighter himself, so he’s unlikely to beat down the characters as long as they don’t fight him over a long period of time—plenty long for the players to figure out there’s something else going on, and if they don’t, they take a deserved whooping.  The God the Crawls has a similar set up with an entity that can take vast amounts of punishment, but doesn’t dish too much.  This thing that your villain does that breaks a rule cannot be duplicated by any other entity and is not a power that can be gained by the players.  In a way it is DM fiat, but really it’s just telling the players this is not just some monster scaled to their stats.

Another tactic from 13th Age to use is to not allow any characters to actually die unless they are in the presence of the villain himself.  While this may be on the railroad a bit, it allows the players to have their characters build up the hatred of the villain more than if there is a constant refresh of new characters on account of character death. They also know that any interaction with the villain is for all the marbles.

Now, a villainous archetype I’ve used (and am using right now in a Runequest 6 campaign), is the Concomitant.  You know those NPC’s that join up with the characters for a common goal for a short period and sort of fade into the background until there is a combat situation or their skills come into use?  The DM has them running with the group but may not have planned any personality for them and they’re just some sort of crappy camp follower like a linkboy or porter. The Concomitant is my name for that NPC that shortly after working with the characters, becomes a nemesis-level villain—and the knife turns in their backs all the more because this NPC knows them.

The critical bit is that the character’s actions while working with the Concomitant on their shared goal caused the NPC to not only dislike them, but actively try to destroy them from that point on.  It is best if this is not something done directly to the NPC, but to others at the hands of the characters in full view of the NPC.  This is surprisingly easy to pull off, since, when alone without other, non-friendly, NPC’s nearby, players tend to have their characters do reprehensible things; always with the torture of goblins or Bürgerfriedensmiliz back at camp or in a dim basement of a threshing barn, and especially apathetically leaving helpless people to die.  I cannot count how many times the players return to a scene and find the women and children of a caravan they abandoned torn apart by wolves or worse.

The best part about the Concomitant is that he or she (or it, it could even work as a horse or mule) is a sleeper plot device. You only start the Concomitant on his or her path of destruction when the players have taken actions that make sense to do so.  Meanwhile, that NPC will simply tag along and add boring and meaningless bits of dialog between being used as a meatsheet in fights.

From the point that the Concomitant gets away or is left behind by the characters, they fully dedicate all of their actions to destroying the characters, stealing from them, shaming them and so on.  This is not something they may be able to do overtly or directly.  Even in Runequest/ low level Classic fantasy, where a single hit can mean instant death, the PC’s are typically powerful individuals not to be trifled with.  Hence, the Concomitant will work around the edges as the characters pursue whatever degenerate or heroic goals they have going at the time; hounding them,  ruining their allies, poisoning the townsfolk against them, destroying supplies,  spreading rumors to the local Jarl, and so on.  This is not the big bad, this is not the global threat to humanity, it is a direct and insidious threat to the PC’s alone, born of their own terrifying ideas and actions.

Eventually the Concomitant will be caught in the act or confronted, and that’s when the fun begins.  If you feel your players are ready to have all that over with, by all means kill the Concomitant off, but if not, do have them escape a few times.  Even a Concomitant left for dead can easily come back as a horrifically maimed villain later (remember how much your PC’s love the torture for information tactic and imagine what they’ll do to someone that has soured their milk so many times).

Lastly, I highly recommend the 5th Edition D&D Dungeon Master’s guide random villain generator.  If you combine your ideals that flow from the random charts therein with some of the advice above, you can’t go wrong.

Into the Odd – First play

So, tonight Matt and Steve showed up on Roll 20 for a newish game I found called INTO THE ODD which is an uber rules light D20 game.  You don’t roll to hit, you have four stats and your equipment is randomly generated.  Character creation is moments of work which is great because, like Lamentations, character death is probably likely.  There are a lot of games like this out there, but I found this one to be very interesting on account of the setting and the adventure possibilities.

My poor players know that I’m a sucker for experimentation with new games (ones that don’t themselves suck most of the time).  In recent times, I dragged my group through the dubious FATE system with plays of Dresden Files, Atomic Robo and an abortive start with Bulldogs (which is still probably the best FATE game there is) being only character creation. I’ve dragged them through Marvel Heroic Roleplay and Carolina Death Crawl as well as a long run with Exalted 2e, Lamentations of the Flame Princess, DCC, 13th Age,  Numenera, Runequest and others I’ve probably forgot. Back in the day of course it was D&D to Gamma World to Star Frontiers to TMNT to Paranoia and Call of Cthulhu finally landing on Warhammer Fantasy Roleplay for many years.  Is the system hopping bad?  Not when you find ones like this that fill a certain niche.

odd-sewer

I ran a scenario (from start to finish in 2.25 hours, including character generation!) where the characters got on a punt boat and went into the sewers on a ‘tour’ under the city Bastion.  I hate to pull back the curtain a bit, since my players may read this, but the ENTIRE adventure was procedurally generated.  I had no idea what would actually happen when I sat down, and had to weave together all these elements from two to three word descriptions in the adventure text.  I made up a bunch of crap on my own to fill in the gaps– and it was awesome to do so.   Like Carcosa or Isle of the Unknown– what I call the minimalist modules, this adventure gave a ton of room for creativity– and things unfolded in a way that still made a lot of sense in the end.   So this is the absolute opposite of the ‘adventure path’ or ‘campaign book’ style of play where you and your players are on rails the entire time and even need to have specific classes to (like a cleric and paladin) to make it through to the end.

The question is, will they go back go save the people they left behind….

The Runequest 6 Viking campaign continues

Combine a hot day with people that have never played together with a lot of beer, smart phones with more important stuff than reality on them, Jack Daniels and incessant gas and you have an evening that is not conducive to any type of roleplaying whatsoever. About 1/3rd of the way through I was thinking about how I could double Henderson the entire fucking thing and throw in the towel. However, we made it through that session and after a couple of months, we got together again in a larger room with less farting and most importantly, non of the DEVIL’s OWN whiskey. Before I got there, I was thinking of any reason to not do it, which has never happened to me with an RPG session on a weekend (Week night sessions can get fucked from work). Could I have a flat tire? Could I get lost and just say I couldn’t find the place? What if I actually ate at Mcdonalds and got the drizzlin shits? Alas I showed up and while not the smoothest session, we got through it and may do it again and I even left it at a bit of a cliffhanger.

During the the first full group session, the characters, after fighting off an ambush of picts, came upon a ruined village with a lot of dead villagers about. The searched around and found a few living villagers scared out of their wits while the rest of their caravan buried the remains of the rest. They were not killed by the Picts as the bodies were torn and partially devoured. As night fell, the party split off from the main group holed up in the trading post, one group to hide in an empty house and a lone person, the Pictish THEIST: Brinna, to sleep in the chapel. Well the THING was on the roof of the chapel the whole time, resting from it’s gorge earlier that day and observing. It started to stalk the theist and pounced on her, destroying her leg and knocking her unconscious. That was the end of the whisky-fart session. One dead and three to go with a likely TPK on the horizon.

The session last night started with a new character joining the party (a Danish scout) which unfortunately didn’t work out well at all for the group. They couldn’t keep up their suspension of disbelief and it all pretty much broke down with complaining that he couldn’t get in on the action (a scout does scouting). I just would rather not have characters simply appear in the midst or step out of the woods and say “Hi, I’m now your best friend,” so whatever. While I don’t care about this in Lamentations (since it’s usually a meatgrinder style of play) in RQ character building has a bit more importance from the outset.

After some shenanigans the group actually were able to take down the THING without anyone being killed, mostly thanks to some good perception rolls. They had to hack it to fucking pieces due to very, very high physical stats and endurance, evade, etc., but once it got a major wound to the head, the fight was a forgone conclusion. I tried to have it break off and run away, but the dice didn’t fall that way. The coup de grace was from the Byzantine sorcery smacking it on the head with his quarterstaff for a stun location special effect. After that, they went to tear it to pieces and got a rather nasty surprise that is a hook into new problems…

Needless to say, what started as a straight Viking game has descended naturally into Vikingthulu, which, with a Byzantine sorcerer and a Pictish follower of Arawn (god of the dead) in the party, I was like fuck it we’re going weird from time to time.

I’m new to Runequest, so there were a few things of note in how I handled stuff, and a few rules clarifications I need to figure out for next time I run it.

Passions: I need to work with these more. At first I thought these were a stick to beat the players into doing stuff, a bit like alignment, and that certainly could happen, but I have yet to tell the players that they can use their passions to augment their skills. In some of the published adventures, NPC’s fighters have passions like “love to fight 75%” and this I do not like at all and think it’s a bit beardy if a player character did something like that. “Raging bloodlust” would be fine because it could be used in different ways.

Prone, Leap, general statuses within combat – I was not totally sure how Leap worked– knocked prone vs free ‘natural weapon’ attack with no parry or evade allowed so I just did both! Being prone SUCKS, but you can still attack and parry, just at what penalty? You’re really going to be hurting if you don’t have any friends around. There are a few other statuses that I am not sure on. RQ is not codified like 13th Age or D&D 5 with conditions (confused, dazed, hampered, stuck, vulnerable..) that have very specific effects to them, it’s more loose in that regard. For instance what happens when you take a major wound to the head? What happens when you take a stunning blow to the head (via the special effect)?

Ranged weapons, like nearly all other games, suck to use because of their reload times. As an archer, you are sitting outside of battle picking off stragglers while the fighters get all the fun stuff with hacking off arms (and getting eviscerated themselves of course). This is smart, but with 3 action points per shot (I think) it can get pretty boring in fights.

Henderson ver Henderson
Henderson ver Henderson

From the Porn D&D essay contest

This is not mine, but this is golden stuff:

“Gygax didn’t intend to create a kind of ultraviolent medieval comedy. He was emulating Tolkien, who is the opposite of that. But the potential for ultraviolent medieval comedy is built into his work and modern OSR games are about extracting that and distilling it to its essence until whoops, murderhobos.”

Go here and read and vote.

Haunchieville Heroes!

I played in a modified Pathfinder game this past weekend and while it was fun despite the clunky rules, it reaffirmed my hatred of the overuse of demi-human and non-human characters, especially flipping to this from running Runequest Vikings and Lamentations of the Flame Princess more recently. The entire group, with the exception of my character, were short people– one dwarf, one halfling and shockingly one of the players actually agreed to play a gnome(!?) which I still find unbelievable. The issue with this type of party is that the stories your are going to be telling, regardless of the module or adventure, are going to be akin to cartoon D&D stories with nearly all the characters being comic relief, which is exactly what it turned out to be. What’s more, with this many shorties, the adventure should be an entirely short-person story, like the fight of the haunchy’s vs their larger oppressors; sort of like playing as Ewoks in a Star Wars campaign vs the evil storm troopers rather than anything bog standard– because the party is magical short people and not made up of regular murder hobos.

The reason for playing Demi-humans in some modern versions of D20 (3.5 and 4th for example) is primarily one of optimization. Examples (which may not be accurate): Dark Elves have X trait that combos with Y class to make an uber-powered character once they hit 5th level, Halflings are ALWAYS the best thieves so why would you ever take any other race with that class, and due to their racial abilities, why would you ever play a non-High Elf magic user? D&D 3.5 and Pathfinder are solely about character progression and optimization: this is their core appeal. Since XP in those versions comes from fighting, most of the optimizations are for combat only and you get into the trap of: ‘I need XP from fighting, and I have to get that XP as rapidly as I can so I need to optimize and if I don’t optimize, other optimization-freaks in the party will castigate me.’

Now, I’m not ripping on gonzo or heroic fantasy per se, non-humans have their place (except for gnomes of course who need to stay in the fucking garden), but look at our party in 13th Age: one Human Paladin, one Wood Elf ranger, one High Elf Sorceress, one Halfling bard and a Human Barbarian. The original group had a Dark Elf cleric as well. When you are a GM and you create stories for this type of group, they are demi-human stories. The first adventure was a mission that the elves were on for the Elf Queen, and the humans were ancillary characters (at first). Since 13th Age is like the Feng Shui of D20 games, that is: mega gonzo, with cities on the backs of behemoths and armies of demons invading everywhere, this is not out of sorts. At the lowest levels you are thrown into fights with Dragons and hordes of trolls, etc. so it feels more natural to have ‘magical’ beings around from the outset, but even then you are in danger of your party becoming a ‘comic relief’ party instead of something people take seriously. The difference in 13th Age for the XP optimization trap is that the GM determines when the level up happens– there is no XP. While this seems subtle, this is a huge motivation for characters to do things outside of combat to advance their campaign goals and nothing, NOTHING is on an on-rails adventure path where fights must happen to garner the characters enough XP to advance the story.

I guess in my experience with the comedy races/classes: Halflings are always hammed up, barbarians and the oft-maligned Bards (of any race) are also usually played a bit hammy. Elves are for the most part very serious and humans can run the gamut from serious to HAM. Teiflings, really just a different type of Dark Elf but they seem less serious. Gnomes– just should never be played or included in any fantasy setting with the exception of this. Unless you are looking to play cartoon D&D.

If you have too much Ham in your races and classes (note the Bard and Barbarian are both dangerous in this regard because you could double up with a barbarian halfling or a Dragonborn Bard…), your game is going to descend into HAM regardless of the seriousness of the material you bring to the table as a GM.  While it’s certainly personal taste, I just want my games more like this:

oldhammered

Rather than this:

gnomefucks

Interesting ass article on D&D 5 and why they weren’t at Gencon

There was a WTF with everyone I mentioned it to that there was no TSR-style castle for D&D at Gencon, and yet there were many books around and certainly people were playing it.  Needless to say, people are playing it outside of gencon a great deal.  There’s going to be a point soon where people stop calling it 5E, and just call it D&D.

We’ve stayed away from the march of the splat books, the new character classes, new spells, all that stuff. It’s thrown some people for a loop. But what we’ve seen is a very strong response to the game overall. People seem happy with it. That’s always good.

That said, read this and you can see the tactical decision not to be there.  I still question it, but it makes sense.

Ampersand on Black