Tuesday, December 31, 2013

Best of...

It's traditional to do a year end post, but I don't really feel much like going though my posts to see which one got the most hits, or +1, or comments. Instead I'm going to share some of the things I really liked:

Books:
Prince of Thorns, King of Thorns, and Emperor of Thorns by Mark Lawrence - I wrote about these books already, so in my first pick I'm already kind of doing what I said I wasn't going to do, but this series really was just that amazing.

Control Point and Fortress Frontier, books 1 & 2 of The Shadow Ops series by Myke Cole. Myke takes the idea that magic is real, and suddenly appears in the modern word, and runs with it. Shockingly most governments militarize it, basically drafting anyone who turns up with magical talent. This doesn't go over well with everyone.

Ben Aaronovitch's Rivers of London is another look at magic in the real world. And as much as I love books, I can't recommend enough the audiobook. Kobna Holdbrook-Smith narrates this series so amazingly well.

TV:
Once Upon A Time - Fairy Tale characters in a small town in Maine. At first I wasn't particularly impressed, but a couple of episodes in, I was hooked.

Sleepy Hollow - This is a new series with Tom Mison, Nicole Beharie, Orlando Jones, and Katia Winter, based around the story of the headless horseman. In this take, there was no Washington Irving or the story of Ichabod Crane. Rather, Crane was a revolutionary war soldier who had a witch as a wife, and the Hessian horseman he beheads was actually the first of the Four Horsemen of the Apocalypse. Ichabod and the now headless horseman end up in a magical stasis (thanks to the witch wife) which ends with them awakening in modern rural New York.

Music:
Hugh Laurie - Didn't It Rain Just a great album of jazz. Aside from Mystery (a really funny song) I hadn't heard any of his music before. It's definitely worth checking out.


The Lone Bellow - I saw them live a couple of months ago, and they put on an amazing show.




What's something new you discovered in 2013?

Monday, December 30, 2013

New Monster: Skeletal Mage

"Die!" the hollow voice hissed from the darkened hall, followed by a bright green blast that flamed down the hall.

"Down!" Rathgar yelled over his shoulder as he crouched behind his shield. The green flared as the ball of energy bounced off it.

Nimble tossed a dagger into the darkness, while Allianora downed a potion of darkvision. Feris pointed his wand underneath Rathgar, and followed Nimble's dagger with a lightning bolt. The bolt illuminated a skeletal figure at the end of the hall.

Dry raspy words in a dark tongue echoed down the hall, and Rathgar and Feris found themselves grasped by inky black lines of energy emanating from the walls.

Skeletons, clad in rusty armor, and clutching ancient weapons marched into the light of Rathgar's shield, their weapons raised to strike the held men.

Allianora held forth her golden pendant, now glowing with a holy light, and the skeletons crumbled as its rays fell upon them, the rusty arms and armor clanging dustily to the ground.



Skeletal Mage
Armor Class: 7
Hit Dice: 4**** (M)
Move: 90' (30')
Attacks: 1 touch or spell blast
Damage: 1d6 + Special, or 1d8
No. Appearing 1d4 (1d6)
Save As: F4
Morale: 12
Treasure Type: E
Intelligence: 13
Alignment: Chaotic
XP Value: 275

Monster Type: Undead, Enchanted (Uncommon)
Wizards and Wokan killed by necromatic or demonic magics are sometimes raised as undead magic-users, abominations that channel the mystical forces they harnessed in life. They still seek the arcane secrets they sought in life, and jealously attack any magic user, hoping to take their knowledge, and will focus all their energies on defeating their "rivals".

Skeletal Mages can launch a blast of raw arcane energy every other round for 1d8 points of damage (save vs spells for half damage), and they can cast spells as a 4th level wokan, though they often have rare or unusual spells that are not widely known. Skeletal Mages can also touch for 1d6 points of damage, and a -2 penalty to their attack rolls.

Skeletal Mages are often accompanied by a troop of normal skeletons

Any magic user killed by a Skeletal Mage will be raised as a Skeletal Mage under the thrall of the slayer. All others will be raised as normal skeletons, also under the control of the Skeletal Mage.

Sunday, December 29, 2013

Setting Idea: Tortuga Asteroid City Pacification

I had a dream last night that I remember quite vividly. I was a character living in a small city in a hollowed out asteroid. The city was independent from any other government, and something of a Tortuga type place. Not quite lawless, but pretty close. Yet in the city there were lots of regular people just living their lives, going to work, having families, etc. Late night corner shops selling coffee, or ice cream, or fries with cheese and gravy. Living space was crowded and somewhat cramped with more dark alley ways than real streets. The feel of it was very Spike Lee Do The Right Thing crossed with Ice Cube's Friday... only inside an asteroid.

It's never this bright inside the asteroid

In the dream I was one of 2 guys just doing our thing, pretty aimless, when the asteroid city comes under attack by another state's police force. It's very clearly NOT a military action, at least visually. As the riot police move in, my guy gets separated from his friend by the police moving in. They might have captured him, but in the process, I piss off a particular policeman, who spends the rest of the dream trying to capture me. This leads to a cat and mouse game through the city. It wasn't quite slapstick, but it came close a few times, and often involved running through peoples apartments, hiding in trash bins, generally experiencing the growing chaos caused by the police.


Since this is inside an asteroid, gravity doesn't work like normal, and people are able to basically fly, if they jump off from a spot high enough. Very useful, you understand. Of course, because you're jumping, you don't actually move very fast, and it's still possible to hurt yourself, so most people don't do it, especially since the ground cars are usually faster, even if you need to get around the other side of the city. That is, until the police showed up!

I ended up at the residence of the mayor/governor of the asteroid, who's sick (just a bad cold really) and trying to deal with the police invaders via comm. Somehow I get inside (through an upstairs balcony that is being ignored in favor of the doors the police are trying to get through), still trying to avoid the policeman who's following me. I overhear a bunch of stuff going on, as no one is worried about me being there since I am clearly not police.

Unfortunately this is pretty close to where I woke up, so I don't know where the dream would have gone from here, but it seems like a fantastic start to a new campaign. I could see using d6 Star Wars to run it, but I think that something more like Tales from the Floating Vagabond might be a better fit. There is some very serious shit going on, but that doesn't mean the PCs are going to be either taking it all that seriously, or going to be in any way directly involved or pivotal in the outcome.

Sunday Inspirational Image: Pirate Treasure

I hope the holiday brought you all the treasures you wished for!


byMiggs69

Saturday, December 28, 2013

Birthright: Player's Secrets to Roesone

"Once a lawless frontier less than a century ago, Roesone is one of the youngest states in all of Anuire. As the ruler of this land, you'll find that Roesone is surrounded by uncertain allies and dangerous enemies. Plots and intrigues creep through the halls of your court, and shadowed powers are moving against you. It will take strength, courage, and determination to keep your crown on your head - and your head on your shoulders."


Roesone is a young realm on the southern coast of Cerelia, founded on the ruins of lands that were depopulated by goblins of the Spiderfell under the command of one of the great awnsheghlien Tal-Qazar, aka The Spider, several hundred years prior. Less than a century ago a bandit lord, Daen Roesone, began the process of bringing the abandoned but repopulating lands under his control. He then applied to the Baron of Diemed (whose lands these officially were) to become his vassal. Instead the baron sent his army to take the lands and install his own ruler. Daen Roesone defeated the army of Diem, and crowned himself Baron of Roesone.


The realm of Roesone is actually a good place to start for a fairly standard fantasy RPG. It's a young boarderland full of old ruins and mysteries, with an evil human nation to the north, a really evil monster realm to the northwest, ancient woods to the east, and boarder nations to the west protecting you from the old barony that wants Roesone back.

There are 3 different guild houses that control the vast majority of trade in the realm. Orthien Tane, head of the Southern Anuire Shipping and Imports is pretty much a mob boss. The Port of Call Exchange, under El-Halid is involved with overseas trading, and is an excellent way to involve pirates and sea monsters. The Spider River Traders operates near the Spiderfell under a relatively young and honest Siele Ghoried. Protecting river barges and trade caravans from the raids of the Spider, and possibly from bandits from Ghoere.

Neither of the two great wizards who hold the magic of the realm, Rogr Aglondier and the High Mage Aelies, actually reside in Roesone, but there is one who does, the Count of Bellam, whose loyalty to Roesone is... tentative. Either Aglondier or Aelies could request PCs fetch them things, or check on one of their source holdings.

The Baroness Marlae Roesone is recently come to her throne, and would make use of adventurers to help her keep it secure. She could be of great use as a patron. Additionally, she has a younger brother Daenal who is something of a wild child, and is likely to get himself hurt, killed, or even kidnapped. Keeping an eye on him could be an entire quest line. There are many activities that a sitting regent can not take care of herself, especially activities outside her realm...

The end of every Players Secrets book has a section on Rumors, Secrets, and Plots which is an invaluable goldmine of ideas, and while they're focused on the regent of the realm, there isn't any reason that they can't be just as useful to non-regent PCs. For instance, haunted ruins of an ancient wizards tower? Or how about some giants in the woods near the coast? What happens when the great tournament comes to Proudglaive? Will the PCs enter, or use it as an opportunity to take care of other business?

Friday, December 27, 2013

Birthright Players Secrets guides

Most of the products that came out of the Birthright setting were in the "Players Secrets to" series that detailed various realms across the continent of Cirelia. 14 were produced (15 if you count the PDF only Player's Secrets of Müden) and released mostly between 1995 and 96.


The Players Secrets are interesting products, in a variety of ways. First off, they're clearly aimed at the players. This isn't typical of 2nd edition products, most of which were pretty clearly aimed at DMs from adventures, to boxed sets, to various campaign books. Secondly they don't have rules in them! No kits or prestige classes, no new monsters, no new spells. It's 32 pages plus a foldout cover crammed full of background fluff.

I'm going to go through my collection (I've got most of them) and do reviews of them here. These aren't going to be typical reviews, but rather looking at each of the realms detailed, and seeing how well the material could fit into a non-Birthright campaign. Now, the realms are explicitly tied into the setting, and not really designed to be pulled out, but it wouldn't take significant tweaking to make it work, especially given the complete lack of rules and mechanics in them. I'm going to start with Roesone, Ilien, and Medoere, since these three realms all fit in nicely together.

The complete list of Players Secrets guides is as follows. As I review them I will update this list with links to the individual posts.

Player's Secrets of Endier
Player's Secrets of Roesone
Player's Secrets of Medoere
Player's Secrets of Tuornen
Player's Secrets of Ilien
Player's Secrets of Talinie
Player's Secrets of Ariya
Player's Secrets of Binsada
Player's Secrets of Baruk-Azhik*
Player's Secrets of Halskapa
Player's Secrets of Khourane*
Player's Secrets of Tuarhievel*
Player's Secrets of Stjordvik
Player's Secrets of Müden (PDF only)
Player's Secrets of Hogunmark*

*Still need to add to my collection

Thursday, December 26, 2013

GMs are the worst players!

If there is one thing a DM needs to be good at, it's being in charge of the game. It's your table, your rules, and while it's not an absolute dictatorship, at the end of the day you, the DM, are in charge.

So when we end up on the other side of the screen, it's sometimes hard to give that up. It's understandable given the amount of time and effort we've invested to be good DMs, how we've trained ourselves to run games, and provided the framework for a good time. Setting that  aside isn't easy.

I know that I've spent a lot of time on the player's side of the screen thinking about what my DM is doing, and criticizing (sometimes harshly) the decisions they're making. It's hard not to, since I'm always on the lookout for new ideas, new techniques that I can bring to the table, but it can take away from my enjoyment of the game.

We're our own worst enemies! 

I know this isn't unique to me, as I've played and run games that are made up of players who are also experienced and regular DMs. While they all relish their time as players (just as I do) there's also the occasional suggestions that are voiced at the table. It isn't too bad most of the time, but it can cause a bit of a kerfuffle if everyone decides to weigh in.

On the other hand, experienced DMs provide the best post-game critique and followup!  

My suggestion to my fellow DMs is when you find yourself pleasantly on the other side of the screen, put away your natural tendency to try to run the game, and just immerse yourself in playing it. For once, don't take charge of the game, take charge of your character, and try to make it as fun for yourself as you do for your DM.



This is both #26 in the 30 Days of Gamemastering Challenge, and my entry for December's RPG Blog Carnival "Taking Charge" hosted this month at Casting Shadows.