Showing posts with label CharGen. Show all posts
Showing posts with label CharGen. Show all posts

Wednesday, October 15, 2014

Prehistory Fantasy Setting: Tribes


I've been reading through the Kobold's Guide to Worldbuilding, and one of the articles that really resonated with me was regarding the creation of Tribes, City-States and Nations (a short blurb is also included regarding Empires). They list a tribe as a single community sharing language, race, traditions, etc.

The concept of a tribe's solidarity through race creates a difficulty when running a Fantasy setting: namely that players usually wish to create a diverse spread of characters, so when starting such a game, one must either hamper the players in their choices during CharGen or manufacture a reason for a diverse array of races to come together in what are likely to be seriously xenophobic times.

Now that I've brought this issue up, I'm considering a few methods to solve the problem.

The "Shut Up and Do What I Say" Method:

Obviously I'm not going to word it this way during actual CharGen, but this is basically the method where you (as a GM) inform the players the strictures of the setting, let them know that their choices are either restricted to what you decide for them, or they can try to agree on a mutual race between themselves. I'm kind of liking the idea of the second choice, because it means that after they have argued for an entire session about what race to play, the players will hate you a little less and each other a little more. Don't get me wrong, they'll still hate you a little. You are trying to kill their characters, after all.

The "Do What You Want, I'll Try To Make It Work" Method:

This is, obviously, the opposite of the SUaDWIS Method. Here, you give players the setting, and let them run (mostly) wild with their character choices, and then work the campaign around those decisions. Perhaps they are some kind of fellowship (centered around some kind of mystical engagement jewelry), or perhaps they have been enslaved and have been forced to travel together (like every Dark Sun game ever). Perhaps you can create a more original reason for their diverse group of adventurers to buddy up.

The CRPG Method:

I say CRPG because it's easy to place videogames and computer games under a single umbrella. CRPG could stand for computer RPG or console RPG; regardless, the expression here is in regards to the occasional mechanic of having players 'unlock' various races/classes/etc for later play. This concept really only works if I'm planning on running a game where alternate races are not only slowly introduced to the players, but the ability for the races to coexist is also slowly implemented. Of course this also creates a tension between players and GMs as you may be constantly introducing cool races, while at the same time putting a gameplay block between players and mechanics for...reasons. However, what stands in favor of this method is the idea that players will encounter these races, and so will have an idea of their makeup, their cultural values, and how they interact with others before they choose to play them as a race. This has the ability to cut down on players playing themselves rather than playing their characters.

I'm honestly unsure which tactic I'm going to choose to roll with (or even if I'm going to use any of these), but I thought I'd get my brain in the game again.


Also, as a sort of post-script, I seem to have a really tough time coming back to blog posts after I've saved them, rather than knocking out an entire post in one go, which is actually super easy for me. Just a random thought.

Friday, March 7, 2014

March Madness OBGC: Day 7

"What fantasy RPG other than D&D have you enjoyed most? Why?"
"The Walk" by Privateer Press
Not that I wouldn't love to talk about Pendragon again, but goddamn Iron Kingdoms is so badass and totally has a 1d4chan page I can link to. IK was originally released as a setting for the d20 D&D ruleset, then progressed into becoming the completely amazing wargame Warmachine (ha! linked again!), then was popular enough to regenerate its RPG system based on the mechanics of the wargame. Holy shit that's like a Möbius strip of everything good about tabletop gaming.
Iron Kingdoms could be classified as a Steampunk RPG set during the Industrial Revolution, if the Industrial Revolution was catalyzed by magic and the need to drive tyrannic necromancers from a coalition of enslaved lands, using giant steam-powered robots. That brings me to the first thing I adore about the setting: its rich history. The various countries and citizens of Immoren have a good 800 years of back history, all painstakingly created with the kind of immersion that high school history books only wished they could pull off.
What's really impressive, though, is that the written lore in the core book only really covers a small portion of what is likely a very large planet.
Western_Immoren
For reference, Western Immoren seems to be roughly the size of our Europe.
The d6 dice mechanic may seem like a bit of a letdown compared to various other systems that utilize multiple polyhedrals, but the simplicity of the system allows for new players to pick up and play quickly and- best of all- allows the IK ruleset to work nigh-seamlessly with the WarmaHordes wargame, creating all kinds of options for adding enemies from various armies, rather than relying on the bestiary of the core book which focuses mainly on enemies you won't find in WH. So perhaps they planned all along for this curious synergy.
Which is awesome.
Lastly, I must talk about CharGen, because I love CharGen. Iron Kingdoms features a unique variant on character creation, starting off new heroes with a mechanic that is almost dual-classing, but creates narrative options from your choices. So instead of choosing to be a fighter, or a thief, or a magic-user, you choose two Careers (Like Knight, Cutthroat, or Warcaster) at the outset, and these define the weapon and non-combat skills you both begin and progress with. What's really cool about the system is that each choice made during CharGen informs to your character's origin and potential progress, so by the time you've got a filled out character sheet you'll have a few hints towards your hero's backstory.
It's really a great game, and you should totally check it out.

Friday, February 28, 2014

The Drunken Duck: Your First Session

In many iterations of your games, the characters your players create will most likely very little, if not absolutely nothing, in common with the other PCs. Your city campaign may very well have a woodland hermit, a mercenary knight, an itinerant bard, a streetwise pickpocket, and a princess in disguise composing the adventuring party, and the most common way to have them all get into bed together- not literally, unless that's what your campaign is about, and if so...giggity- is to throw them into a crowded tavern where the only empty seats around a table are (surprise) with the rest of the soon to be group!
A common occurrence five minutes after each player character has consumed at least one ale.
Now, there are a variety of reasons why this can make sense; partially because of alcohol's tendency to break down social barriers and foster camaraderie between total strangers which, when combined with a sudden outbreak of taproom hostilities, can enable a quick plot-line that railroads players into cooperating with each other, despite their characters' lack of mutual familiarity. Now, this is a tried and true method of sticking characters together at the start of a game. Unfortunately, it's also a trope, which is both why it works so much and also why it occasionally doesn't. Because a trope is only effective when it is acknowledged and accepted, it is subject to a variety of fail states.
-Perhaps you have a character that isn't feeling particularly sociable, like the Woodland Hermit, and thus decides to subvert the bar room meeting by finding a quieter locale.
-Maybe one of the characters is a local to the city, and has her own spot reserved at the bar counter, putting her on the outskirts of the ensuing chaos, giving her the option to simply dodge the rail-roady team-building exercise you have planned. The Streetwise Pickpocket is the most likely candidate for this particular derailing gambit.
-There's also the possibility of getting a brand new player in the game, who is inexperienced not only in-game, but out of game as well, and thus fails to recognize this setup. The Princess in Disguise, unwise in the way of campaign tactics, simply buys a room at the inn and takes an early night in.
Now, there are a variety of different ways a GM can angle CharGen so that they can dodge the tavern meet up or, if they have their hearts set on it for nostalgic/plot purposes, hedge their bets enough to ensure characters have actual reasons to sit together. I'll list a few off, with amusing mission names because I feel like it.
Tactic 1: Operation Venn Diagram
In character creation, have each player create a relationship with one or two other players' characters. They can be as simple or complex as players like, but the end results substantially increase the quality of your roleplaying. Creating connections allows players to create backstory for their characters, even if its simplistic, it gives them a jumping off point to think about their characters' motives, history, and possibly momentary aspirations.
-Perhaps the Itinerant Bard encountered the Woodland Hermit's shack and regaled him with enough stories of the outside world that the hermit decided to see what has changed since he left society behind.
-A long time ago, the Streetwise Pickpocket and Itinerant Bard ran confidence scams in another city, but were forced to vacate and go their separate ways some years ago.
-The Princess in Disguise hired the Mercenary Knight to escort her to this city. She has fled her home in search of her uncle, who abdicated the throne years ago and turned to the life of a Woodland Hermit.
-The Mercenary Knight has secretly discovered the Princess in Disguise's true identity and doesn't wish to leave her service, and thus must discover a way to lengthen their contract without spilling the beans. He has also had run-ins with the Streetwise Pickpocket previously, and it seems like the unscrupulous thief has also realized who his employer really is.
This kind of cooperative storytelling is my favorite for CharGen, as it gives the GM various plot hooks to integrate into his overall machinations, along with allowing players to create bits of story that run alongside the overarching plot of the game.
Tactic 2: Operation In Media Res
Sometimes films and books begin in the midst of a pivotal scene. A robbery, a battle, an invasion; things are happening and there's little time for idle conversation or setup. This circumvents the "You meet in a tavern" trope entirely, establishing the idea that even if such an event did occur in the past, its events proceeded in such a way as to lead to the characters being together in their current situation. This type of first game requires a certain amount of GM input in terms of the current status quo and mutual character history, but sidesteps any possibility that any character could miss the bus.
It also allows for the implementation of in-game flashbacks, which have the potential to be interesting side-stories or paradox-generating nightmares. Or both. If I catch myself using in media res, I ignore the idea of flashbacks.
Tactic 3: Operation Plot it Out
This last option isn't exactly a method used to 'dodge' the tavern meet trope entirely; rather, it's a way to ensure it proceeds in the direction the GM wants it to. Essentially, the GM creates a reason for each character to be in the tavern. It differs from Operation Venn Diagram in the sense that the Game Master isn't creating character backstory, he's creating plot reasons for players to be where they are. Plot hooks, they're usually called. Everyone receives a letter of invitation, or a mutual friend asks them to come together for a job.
This method still has the potential to be derailed by determined players, because a) they're still meeting in a tavern and b) because, well, they're players; but if you put work into writing something instead of just throwing everyone into an enclosed space with copious amounts of alcohol, at least some of them might feel guilty taking things in a weird direction.

The operating word there, of course, is might. They're players, remember?