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Day 5: Fantasy Age

I am mostly following John Wick’s 31 day Challenge, but today I decided to do a different game. Fantasy Age is the Generic System that was first the Dragon Age RPG, which was featured on Tabletop.

I enjoy this system, although it has some flaws, but I have not made a character for me – I was always the GM. I decided on a gnomish mage who is so obsessed with forbidden knowledge, that he sometimes forgets all else. Tik Kelbon, is his name.

The Character

Tik Kelbon could not sit still once he learned of the existence of the Soul Arcana, spells that can manipulate one’s very essence. Perhaps raise the dead or even moving the soul to another body or object! Not that he wanted to such things, but imaging how it would help the world.

He had off towards the deep desert, where the Tome of the Soul was rumoured to be found. He had provisions enough for a long trip on his horse, and water for some time. He had his crew together at the Inn of the Rat on the edge of the dunes. Once they were rested for the night, they would set out.

Now the task of getting there and getting the Tome without the others knowing what he sought. They might not want anyone to have that knowledge. Well. he’s gotten this far without anyone knowing; he can make it the rest of the way. He will know soon enough.

Character Sheet

The Experience

Fantasy AGE is an interesting system. I watched the tabletop episode while I made this character to get in the mood. The system is simple, although the book is not organized very well. I had to jump about a bit to get the character made. They had a list to make it helpful, but there was a bit of searching to get the details. Still, I got it done.

Day 4: TMNT

Borrowed the book for this one, as I couldn’t find it. Day 5 will be out shortly, once I finish it. Almost caught up!

The Character

Yangus tries to forget before he was Freed from the facility he was brought up in. As a Maine Coon, he was a big cat, and those cages weren’t designed for him, and now he avoids small enclosed spaces. His mutations weren’t so obvious that he couldn’t pass as a cat, unless you got a close look at his paws, as they were closer to human hands than cat. He can talk some, but he has a thick Cat accent.
He has been running from place to place ever since he escaped, one step ahead of organization for a few years now, but they do seem to have some way to track him that he can’t figure out. He got the low-jack chip out of his head after breaking into a doctor’s office for some tools, but they still track him down if he stays in one place for more than about a month. So, every few weeks, Yangus ventures off into the wilderness to find the next town. Not the best life, but at least he is free.

Page One and Page Two

The Experience

Playing a mutant cat with psionics and a partial human appearance is just the kind of experience I enjoy. I was thinking of Rocket Raccoon as I made him, and I think it helped the process. Most of what is on the sheet is randomly rolled, as you did in the 80s, but I think it would be a fun character to play once connected with a group. With the caveat, that I would likely want to use another system, as Palladium isn’t ideal.

Day 3: Mutant Year Zero

I am a little behind, as I had several days of previous commitments I had to prioritize first and I am pooped. I am hoping to catch up by Day 5 and keep it consistent from there, still using the Day the character should have been done. This is hard for my ADHD/PTSD brain, y’all, but I have a gym buddy/body double keeping me on track. It is very helpful.

Now on to Karl, another Enforcer character. I am starting to see a theme in my choices. 🙂

The Character

Karl grew up in the wastes and survived competing with the various creatures. His mutated carapace instead of skin and immense size (even as a child) allowed him to survive with only emotional damage to show for it. Most things just leave him alone as he walks about the waste. Despite his large size and intimidating manner, he is a big softie if you aren’t hostile to him. He only kills what he has to, and taking advantage of his kindness is cause for it. Good info to know, just in case you meet him in the wild.

Karl’s Character sheet on GDrive

The Experience

Once again, I made a character I want to play and I enjoyed the process, but the lack of a group to play off of for better backgrounds was definitely noticed. I would like to actually play this game at least once and maybe remake Karl when I do. I only had the starter set for this one, so I would like to do more with this game.

Day 2: Thirsty Sword Lesbians

The Character

Olli Milmot is a Beast. She likes to go get wild, dresses comfortably and carries a sword made of the teeth of things she was forced to fight. She would much rather wrestle, cuddle and kiss, but if you push her, she will fight you on your terms. Then, the Beast takes over and she adds teeth to her sword. Oh, and if you run? She is an expert Tracker. You made your choice; hide if you can.

The Experience

I decided Ollie’s beast form was that of an Owlbear because Owlbears are cool. Fight me. I think this one would have been much more fun to create in a session 0 with a group, but there you go.

I was in a hurry, so no picture today. Working on Day three!

GM Idea: GM Inspiration

There is a rule in 5E D&D called Inspiration. In short, it gives you a greater chance of success, and can be given to each other through roleplay and you regain it by playing your character. It promotes teamwork and party success, and is the first actual roleplaying rule in D&D. I love this rule.

As a GM, however, we have no specific rule for us to give similar things to players. We can fudge dice rolls, and move story however we want, so it can be said that we don’t need it.

I disagree.

When the player is about to lose out on something that is big to their story because of a die roll or other stupid sort of circumstance we sometimes feel like we cannot intervene. I mean, the dice have spoken, right? I understand, I have been there. There are many ways to handle this, but I have a suggestion.

What if you suddenly decree, GM Inspiration! You then give them a boon from the GM, in whatever way it matters to move the story forward. Not much, but a clue or a puzzle to figure out that they somehow missed. In their moment of lost hope, they notice something overlooked, and are back on track again.

Fuck The Rules. Just make it Fun, Important and Meaningful because YOU are the Game Master. You already have the power, but this is a fun way to show it to the players.

The really fun question? How do they give it back to you as “Player Inspiration” so YOU can be inspired by them? I will leave this as an exercise for the reader.

You see how this might enhance the fun? You can have multiple player points, or just one that gets moved back and forth. Whatever you want.

I just gave you inspiration, from one GM to another. Use it or not, as you wish. Go forth to adventure, Epic Maker.

You’re Welcome

Day 1: Bunkers and Badasses

The Character

I made Kevin! the Psycho Enforcer who loves to Dance! And to Break Shit! With Explosions! Also, he likes YELLING. My Opinion (that you didn’t ask for): Seems like a simple system, with a leveling system very much like Borderlands! The random gun tables were fun also. I rolled one up for fun. It is a Torgue weapon called the One (Red Text: Gravity’s Rainbow). You can only shoot it once a day, but it does maximum damage x10! A One Shot Kill so I can go on with my Rage in peace!

The Experience

Making Kevin! was a lot of fun and I actually wanted to play him. Otherwise, sounds like a beer and pretzels kinda game that would be fun to fill in between session when folks can’t make it or to run at a con.

Let’s see if I can make it 31 days!

GM Idea: Mentors and Apprentices

For a party with several experienced players that would like a fun challenge.

I use D&D5E rules in these examples for simplicity. Feel free to ask questions, if it doesn’t make sense, but its just easier to describe the progression I am seeking to the largest audience. I am not promoting the game, although it will work with this idea. Feel free to change the trappings, however you want. If this made no sense, good luck with the rest of the blog. 🙂

Here’s the Idea: The party starts with 1 or 2 PCs at 15th level, the Mentors, and the rest at 3rd, the Apprentices. At the end of each scenario the party completes, the Apprentices will gain a level. Thus they will be progressing fast, sometimes several sessions in a row! They MUST participate in all critical encounters for it to matter. If the story progresses because the Apprentices did their part to help the party to succeed, then they gain a level when that progress is evident.

The Mentors, however, only gain levels for every three (3) levels the Apprentices gain until they are level 15. Then, if you are still playing, you can work out something else, ’cause it doesn’t matter at this point. You are having a blast and I want to hear your stories. Find me sometime for a round on me and I will listen to them.

I was inspired with this idea when I recently re-watched the 1978 Bakshi Lord of the Rings, which is my favorite, even though it was unfinished. I wrote this whole thing while watching the movie. I really enjoyed the position that Aragorn was in, as the unknowing Mentor on an Epic Quest. He fully expected to have Gandalf to be the leader of this party, and found himself again and again forced to be Mentor to the Halflings, and eventually King of Gondor. If you focus on it as though Aragorn was the protagonist, it becomes an interesting story. At least for me.

Any way, with players who would appreciate this kind of play, you will have a great time. Make sure everyone gets to play the part they want. If you want, you can also have everyone make 15th level characters, but only one of them gets to play it at a time. Maybe 2 of them, if the story needs it.

If any Mentor or Apprentice levels, they all do. Meaning, I would keep all Apprentices at the same level, and the same for Mentors, just to make everything equal for everyone to have the same experience. It’s your game, if you think of something better for you, go for it!

Anyone wanna act out Boromir’s Story Arc? Or, more to my liking, Sturm Brightblade? I’m not crying, you’re…Ok, I’m actually crying.

Thanks for noticing me. 🙂

GM Idea: Free your mind…

I see being a game master as very similar to the path that Neo took in the Matrix. He started on the top of his game (pardon the pun) and eventually learned that his reality was a lie.

Morpheus tried to “wake him up” multiple times, starting with the Jump Program.

As Cipher mentioned, however, “everyone falls the first time.” Neo was not an exception to this. He began getting better when they started loading programs into his brain, as he finally felt like he knew something.

“I know Kung Fu.”

Neo

Morpheus knew better and responded:

As much as I want to just watch that scene again and again, I will summarize and get the point of this post.

Being a game master (or GM) is a responsibility that many don’t understand when they start, myself included. It takes many games (and many mistakes) to learn the one truth of being a GM:

We are all here to play a game together and have fun.

It took several things to show this to me. The most important was that *I* was not having fun, as I felt that this wasn’t my role. I had a job to do and that was run the game for the players and make it fun for them. This let to me wanting to quit, feeling like I was never good enough, or worrying too much about balancing out the game. No effort was put into my enjoyment during the game, as noone was really concerned with it.

Which meant everyone had less fun.

Please don’t read this the wrong way. I love running games more than playing in them now, but back then, my mind was clouded by my own limitations. I was dealing with the Morpheus in my head, while I was learning to be “the One.”

Then one day, it happened.

I was running a game and I stopped caring about the prep, the rules, the system at all and just let things happen. I think I was just tired or not feeling well, but I just gave up on systems.

All of the same things were happening in the game, meaning the players rolled their dice, calculated damage, etc, but *I* stopped all that bookkeeping and focused on when things should happen to move the story forward.

When the player got a really good roll for a character, you could see in their eyes that they felt awesome. So, I simply stepped out of the way and let them.

Listen to that again: I let them be awesome.

Who really cares when the antagonist is defeated as long as it is awesome when they are? Like on TV or in the movies, they are done when it is best for the story.

From that moment onward, my prep for games became all about learning ways to streamline the systems I was forced to use *cough* d20 *cough* and slowly gained reputation among my friends as a homebrewer extreme. It was once said to someone about my game, “Oh, we play D&D in name only, as our GM homebrews the shit out of it.”

I am talking about high levels, improvisational magic, and fast and furious combat, as much as I could. I wanted the game to be exciting, not a math exercise, unless that is what a player wanted. Every action should matter, as much as possible, in every scene.

I wish I could point to one particular thing that made this mental shift occur, but I cannot. I can point to many small examples that prepared me for epiphany, both as a player and a GM, in and out of games, but there is no recipe for enlightenment.

Chop Wood, Carry Water, as it is said.

The reason I am writing this is to help GM’s find this moment in their own games. It may not happen for everyone, and maybe this will be a completely unique experience for my only, but I don’t think so.

I will leave you with this final thought. Remember that as much as it is your role to provide entertainment to the players, it is also your role (and theirs) to ensure you are having fun as well. As they say in Dungeon World, be a fan of your players.

But also, be a fan of yourself. Enjoy watching the players hit milestones for their characters, and remember the real rules for GMing (thanks John):

  1. There are no rules.
  2. Cheat anyway

And one last GIF. Thanks for listening. I hope it helps.

Walking the Path,

Chris.

GM Idea: Cinematic Combat in RPGs

I have thought for years about why I have slowly gravitated towards more narrative RPG systems (like Dungeon World) from complex ones (like GURPS) and I struggled to put it into words. And then, it hit me.

I like narrative, cinematic combat in my games.

– Chris Colbath

I absolutely love GURPS, so please don’t think this is a slight against that system. I still think in GURPS terms when I describe the physical world and, oddly enough, try to understand things that are complex. Trying to create an understanding of how it would work in GURPS helps he process some things easier. No other system is as useful for describing the physical.

I have found, at least for more casual gamers, both the complexity of the system and the deadly nature of its combat, tend to make narrative cinematic combat less possible.

I used GURPS early on because it allowed me to say something like,

“I draw my sword and thrust it into his left eye” or

“I backflip over the wall away from his kick.” or

“I roll forward under his blow and come up with a thrust to his heart.”

In GURPS, these all have a real mechanical action associated with them, but the execution of them can take minutes to resolve. The first example, “I draw my sword and thrust it into his left eye” will take two actions to complete, which would take 2 seconds (2 game turns) to actually accomplish (assuming you don’t have the Fast-Draw skill, but let’s reduce the complexity a little).

In Turn 1, I draw my sword… Now, the first turn, there are no rolls, but I don’t get to do anything else, except perhaps, move or speak. NOTE: This turn would be absorbed into the next, if you had points in Fast-Draw for that weapon.

In Turn 2, I thrust it at my opponent aiming for the left eye. I have to calculate my thrust into the opponent. There are two rolls that will get done here; one by me to hit the eye and one by my opponent to dodge/block/parry the blow. In order to hit the eye, I also have to adjust my skill downwards for the complexity of striking such a small target and calculate another factors that will reduce or increase my skill for this particular strike.

If I hit, then the GM will roll for my opponent to defend. They can choose a dodge, parry or block – to get out of the way, stop the blow with a weapon, or interpose a shield respectively – and if they succeed, my attack will not hit. There are optional rules here to deal with damage to the weapon or shield as well, but we will skip those for this example.

Assuming we both make our rolls, I have failed to do any damage, and most of the time was spent calculating my chances. The exception to this is if I roll really well and critically succeed. That will negate my opponent’s ability to defend, and I will get what I wanted. Assuming I hit, I now have to calculate damage.

That will take a moment as well, as I need to factor in the anatomy and armour of my enemy, the weapon I used, and whether it was a critical hit – that requires a table look up and another roll. Once all those have been factored in, I roll the weapon’s damage and apply it against any armour. If any bypasses armour, any modifiers for the weapon type (impaling, slashing, or piercing) are applied to get the final damage. If this exceeds the subject’s HP, they get a set of rolls to determine if they are unconscious, or perhaps even dead.

All of that, for people that are focused on the event, can take a few minutes to resolve for those that know the rules well. For those that don’t, it can take longer.

It is still fun, for a certain style of play, but truly narrative cinematic combat is not that style of play. At least not for me.

Let’s do a Dungeon World example of the same action. This will all be decided in one turn, as ” I draw my sword and thrust it into his left eye” activates the “Hack & Slash” move, which requires one roll against your STR or DEX (plus any temporary modifiers) depending on your weapon.

You will have three possible results from this roll; you will not get what you want (and mark XP), you will get some of what you want or what you want with a hard choice, or you will get exactly what you want. On anything but a complete failure, you will do damage.

If you succeed well, you can optionally do more damage, but suffer damage from your enemy as you do. You roll your damage and the GM let’s you know what happens to the opponent from there.

Regardless, in two rolls, it is all over and you are on to the next player’s awesomeness. The fiction activates the game mechanics beautifully, flowing from one player to the next without effort.

This allows very fast, cinematic action from one moment to the next, without delay. This last point – without delay – is the most important thing, and here is why.

In today’s gaming environment, there are many distractions away from the table. The GM now has to deal with cell phones, TV’s, what happened on the latest binged show, etc. These things will leap into dull moments of play where you are looking things up in a book, or calculating the results of the latest sword hit, or whatever. The faster and easier you can move the action on from one moment to the next, the less of these distractions the GM will need to contend with.

A game like Dungeon World just might give you what you are looking for, if you are anything at all like me. I still use other systems for different styles of play, but this works best for the fantasy RPG I want to run.

This is my 2 cents, for what its worth.

A thought for today

I have been playing Elite:Dangerous lately, and it is a really wonderful game. I have also been playing in a Vampire: The Masquerade game online with a few friends. The game is intended to be a long running game, and it begins in Ancient Greece about 403 BC, with the PCs as humans who are not yet embraced.

During the initial encounters with the first actual vampires the players meet, their powers were staggering and mysterious. As one of the PCs dealt with it, he was trying to describe the bewilderment. It wasn’t appropriate to say it then, as it would kind of break immersion but I was again reminded of this exchange between G’kar and Catherine Sakai, in Babylon 5:

Catherine Sakai : Ambassador! While I was out there, I saw something. What was it?
G’Kar : [points to a flower with a bug crawling on it]  What is this?
Catherine Sakai : An ant.
G’Kar : Ant.
Catherine Sakai : So much gets shipped up from Earth on commercial transports it’s hard to keep them out.
G’Kar : Yeah, I have just picked it up on the tip of my glove. If I put it down again, and it asks another ant, “what was that?”,
[laughs]
G’Kar : How would it explain? There are things in the universe billions of years older than either of our races. They’re vast, timeless, and if they’re aware of us at all, it is as little more than ants, and we have as much chance of communicating with them as an ant has with us. We know, we’ve tried, and we’ve learned that we can either stay out from underfoot or be stepped on.
Catherine Sakai : That’s it? That’s all you know?
G’Kar : Yes, they are a mystery. And I am both terrified and reassured to know that there are still wonders in the universe, that we have not yet explained everything. Whatever they are, Miss Sakai, they walk near Sigma 957, and they must walk there alone.

Traveling out in the void in space ships and dealing with mysterious supernatural folks had me reflecting on the great mystery that is life.

Walking the Path,

Chris