Saturday, 25 July 2020

More Responsibility Than I Bargained For

So there's a lot going on in the world, and one of those things means we can't meet face to face anymore. For most, this is not great but if you're here for the same reason I'm writing this then you're interested in RPGs and meeting face to face is kind of a big part of those, so this is really not great, to put it mildly.

I'm in the UK and the lockdown began officially on the 23rd of March but for about a week before, the government were making 'recommendations' in that direction. So rather than say "All pubs and restaurants must close", they were saying "We don't think pubs and restaurants should open currently". I won't go into my opinions on that decision but regardless. The week before, I found myself as the GM of a game that met at a club in a pub on Monday evenings. And I had been seeing the advice for some time but the pub was still open and I was in a dilemma: do I run for the group or not?

The position of GM comes with responsibility. How much responsibility depends on the game and the GM's view of it. Dungeons and Dragons places a large amount on the GM, the Dungeon Master's Guide says they are responsible for making everything up and writing it down and then telling it like a story but also improvising and acting and being a referee at the same time. Phew! The DMG mentions that you can lean on players for help but doesn't really start with that in mind. Recently kickstarted Heart: The City Beneath meanwhile says that the GM should talk to their players about what they want, let them invent parts of the world and run with those ideas, and invites the GM to be open about the process. Personally, I fall more to the D&D style of things, at least partially because that's how I learned it, but I've grown to appreciate more the open style of involving players. At the very least, I'll take their ideas that they randomly speculate about and adapt them when I like them to save on some of the mental stress.

But no game so far has made the GM responsible for the health of their actual players and I was left in that position with a dilemma. If I ran a game that evening, they would go to that public space, and be at risk. But on the other hand, I didn't know then how much risk. Fortunately, the club made the decision for us all and shut down hours before, just as I was leaning in that direction anyway, and in hindsight, that was a good move.

Since then, all my games have moved to Discord and run reasonably well, with a few teething issues. Might make a post on that in future but for now, I'm done. Stay safe.

Sunday, 19 July 2020

A randomly generated adventure: The Treasure of Phyros

Okay, had a rough few days, not as much sleep as I should, so here's a post where I just work out a new RPG plot from some randomisers.

Full disclosure: I love randomisers, like random tables, online generators, special dice, card decks etc. I think they are great for GMs, they provide ideas that probably just wouldn't occur normally.

A few years back, some friends of mine at the company Artemis Games kickstarted several decks of cards that do just this. At the moment, the cards aren't available sadly, they're out of print, but I got them at the time and they've proven to be pretty damn useful. I'll probably go into more detail on them at some point as I use them but the ones I'm using today are:

- Character cards - a deck of cards with a complete character profile on each one.
- Location cards - they produced cards for urban and rural locations. I'm using the urban one on it's own this time. Each card has details of a single location within a city on it.
- Plot cards - Each card has a short summary and key details of a plot to use in a game.

The details on the cards are themed to the playing card suits, hearts, diamonds, clubs, and spades, and these mean different things for different decks. In Character cards for example, the detail in Hearts is what the character wants, Spades is their occupation, Diamonds is their physical appearance, strengths, and weaknesses, and Clubs is their social connections. In the Location cards, Hearts is any inhabitants (or lack thereof), Diamonds is valuables or treasure in the area, Spades is any structures there, and Clubs is any defences like traps or guards. Overall, it's easy to tell from a card which one is which so it's not necessary to memorise them, but it's handy to have the details laid out in categories because then instead of drawing an entire person or location, you can also randomly draw just one detail, for example 'What does this bartender really want' or 'How well defended is this keep in the wilderness'. It's also possible to draw several cards to create new combinations which keeps them pretty versatile.

To create the plot today, I'm drawing: 2 epic plots to form the overall narratives, 3 character cards to show the major NPCs the players will meet/butt heads with, and 4 locations to say where the story will take place. Lets begin.

For the plots, I've drawn 'Fight the Power' and 'The Bull of Phyros'.
Fight the Power is character focused, it's about a woman called Helena who is tired of her boring life and her uncaring family, and wants to rob a pharmacists of it's money and herbs to get rich quick. The twist is that her father knows about the plan and hires the adventurers to stop her. Okay, interesting start.
The Bull of Phyros is a very different story. The eponymous Bull is a titanic creature that leaves a trail of destruction in it's wake as it storms across the world. It doesn't eat people but is strong enough to crush anyone in it's way. Interestingly, it eats valuable materials. The twist is that it's creator Phyros made it accidentally and is now following it, trying to find a way to stop it.

We're going to find a way to combine these two plots into one, and I've already got the start of an idea here. Helena is after excitement, danger, and valuables, and here is a giant construct beast that is definitely dangerous and possibly full of valuables. But lets see what gets drawn from the Character deck:
Squire Henry de Luna - a charming young man who wants to save the world but currently is still in training.
Lucius Viparrio - a former archmage who experimented with powers he couldn't control and suffered injuries that left him unable to perform magic anymore.
Karla Gennel - a spendthrift bartender who is a source of local information with dreams of owning her own place one day and has money stashed in the woods hoping to make that happen.

Interesting, more ideas to work with. I am now thinking that Helena is definitely not working alone in her schemes for getting rich, Karla has to be involved. Squire Henry probably has nothing to do with that, he's in it for the glory not the money, but he's going to be interested in bringing down the Bull just the same. At the moment, Lucius is quite similar in his backstory to Phyros, so I may merge the two, but possibly the Location cards will give me a reason not to.

Universal Hospital - a hospital run by monks who heal the sick for donations (with a twist that they can bring back the dead for large enough donations).
Death Row - an area of town formerly known as Chimney Street, said to be cursed where a series of mysterious deaths occurred years ago.
The Sewer Network - exactly what it sounds like, the city sewers, but with the added problem that alchemists have been dumping materials down here, making the rats super smart and the alligators super large.
Aurum College - a prestigious college that charges a hefty fee but trains people in many different arts, including warfare.

Good news for Lucius, I've got a reason to keep him separate from Phyros, which I'll detail shortly. Bad news for Helena and Karla, their lives just got less pleasant. Right, here's how I'm working this all together:

The Setup
A number of years ago, Lucius Viparrio was conducting magical experiments in his workshop on Chimney Street. Unfortunately, as magical experiments tend to, it all went wrong for him, and for the nearby inhabitants. Magical energies tore through the buildings, shattering brickwork, and maiming and killing civilians. Lucius survived but badly injured, and was brought to the hospital to recover. He has a little wealth to keep himself there but not enough to afford the healing that will restore him.

Cut to the present. Helena and Karla are two orderlies working in the hospital. Their days are long and unpleasant, caring for the badly sick and the dying, and working for a charitable order isn't paying enough to get away and start a new life, though Karla is making an attempt. Helena wants to start a life of crime if only for the excitement. Karla has gotten close to several patients including Lucius and knows his story, for all the good it does her.

Enter the Bull of Phyros, a rampaging titan construct that is heading this way. It's not going to hit the city itself fortunately, the terrain is steering it away, but it will soon trample through the nearby Aurum College and destroy it in three days time. Rather than try and fight the bull which has never worked in the past, the city is trying to arrange the evacuation of the college and it's most valuable information and resources, and let the Bull smash the rest.

From this, Lucius comes up with a plan: Helena and Karla can sneak into the college via the old sewer system, steal a load of valuables that no one will miss, and escape, letting the Bull's path of destruction cover for the theft. He will have enough money to be healed fully and they will have enough money to start new lives elsewhere.

Of course, that's where the PCs come in, because a) the more people you have, the more valuables you can drag away and b) everyone knows that sewers are dangerous. So Helena and Karla will scour the taverns and docks for likely sorts, gather them up, and bring them to Lucius for the mission. The agreement will offer a share of whatever treasure they bring back, a fairly standard plot hook.

In fact, these sewers are going to be very dangerous, with various monsters and hazards to fight through, before they reach the College. This will be different depending on the party, mostly based on their experience. If the players are new to gaming or to whatever system I'm using then this provides a nice warm up and introduction to that: throw together a straight forward dungeon, populate in a few giant rats, two or three hazards to avoid with whatever passes for skill checks, and a bigger monster fight near the end. But it also works well for higher level experienced players, the monsters just get bigger and the hazards just get trickier, and there's potential for some side passages off to parts unknown for them to come back to later.

Then we have the college itself, the heart of the adventure, presenting a lot of different challenges, mostly social and skills based rather than combat (unless the characters screw up big time). As well as their objective of gathering treasure without being seen, they will have to deal with:
- Refugees from other places in the Bulls path. While it isn't trampling any major settlements, small farms, homesteads, or hamlets are being crushed and the people are fleeing for their lives, arriving at the first 'safe' place they can rest.
- The valiant defenders - Squire Henry and his mentor (draw a card for a name) Sir Breskan are in charge of rallying the military students of the college to try and defeat the Bull instead of running. Most would say this is suicide but Henry believes in their courage and zeal and various other words like those and says they can do it!
- Phyros himself - the players will bump into him in one of the areas they ransack, and he will realise they are not from the college, and so explain himself: he's here ahead of the college's destruction trying to dig up some research that will let him kill his creation permanently. The Bull has a weak spot, it's heart, and is large enough that people can get inside it and attack the heart directly. All he would need is something to stun the beast temporarily, preferably a large and well aimed explosion, and so he's here trying to find research on building a bigger bang.

So here is a grander and more noble quest than the characters originally set out on, take down this terrible monster for good. And if your players are into that, great. In my experience, it's never wise to count on the altruism of player characters though, so here are some additional details to use:
- The sewers were unstable and the approach of the Bull has forced them to collapse. This doesn't mean there is no way to get away but getting away with armfuls of loot will be nigh on impossible, leaving them with a meagre reward if they join the refugees.
- The Bull devours any valuable materials it finds in it's path, meaning it's insides are full of gold, silver, and jewels. At the very least, Helena and Karla will be swayed by the promise of greater reward and insist the PCs join them.

At points like this in the story, I will leave things up to the players. I don't need to figure out all the possibilities for how they might hit the Bull with a bomb. They might build a trebuchet, they might lure it to a spot they've mined, they might drop the bomb on it as it reaches the college walls. Whatever they decide on, as long as it sounds workable and they roll well, it'll do the job. Likewise, whether they take advantage of the defenders and Squire Henry to get the job done or ignore them, that's up to them Leading to the final stage of the adventure: inside the Bull itself.

This will be another dungeon, but stranger than the last. It's laid out strangely, it's noisy all the time and hazardous in new and interesting ways. Corridors that try to squash the PCs, steam vents for pressure or actual fires burning them, grinding gears and swinging blade like levers. And monsters too. I can see elementals from the machinery attacking them, golems that are part of the greater construct, even ghosts of it's victims that are haunting some of the treasure within. Finally, the heart itself will have defences, more likely some tougher standard constructs to fend off the PCs. And once it's dead, it's all over bar the looting and aftermath.

So there you have it, a short adventure built from randomised cards, currently a little rough around the edges but with potential. I'm not sure which game I would run it in but that's a topic for a different post.

Saturday, 20 June 2020

Let's make a game: Edguy - The Piper Never Dies.

I get inspiration for games all the time from a lot of places, and one very big inspiration is music. I'm a fan of a variety of music (and really, isn't everyone? I don't think anyone likes just one sort of music these days, it's too easy to dabble) and a lot of songs give me ideas for RPG settings, plots, and entire games sometimes. So, let's kick this off with a great song by power metal band Edguy, The Piper Never Dies.


Oh Yeah!

Thirsting for salvation
You're off to find the stairway
Novice on your never ending ride
Whatever you may find dare to take it higher
Here's your instigation on your trip into the light

Standing at the temple
Where the wizard shall arise
You listen to the beauty of a song
A melody of promise calling from the dark
Tear down the portal and then go on and

Come and fly away with me
And your eyes are gonna see it all
And sleep with the fire - do you feel me?
Go obtain divinity, be the one you wanna be
And don't be afraid to give in

A ride into the shadows
The piper never dies, never dies
Ride into the shadows
The piper never dies, never dies
The piper never dies

Entities are screaming, enticing from inside
Creatures you had never ever seen
And on the back of haughtiness
You leave into the light
The spirit on a mission in the shell of a beast

The ferryman is gentle
And promises are made
The other side may hold a lot to see
He's gonna take you over
And then he'll name the fare
Oh, you gamble with the devil, fool
The ferryman is me

Come and fly away with me
And your eyes are gonna see it all
And sleep with the fire - do you feel me?
Go obtain divinity, be the one you wanna be
And don't be afraid to give in

And ride into the shadows
The piper never dies, never dies
Ride into the shadows
The piper never dies, never dies
The piper never dies
No, the piper never dies

Balance on the edge of day and night
Not afraid of falling
Time has come to see all wrong from right
Something's calling
Heaven and hell is it all the same
And just a different grade
Now I gotta know the point of change
Where love turns to hate

Balance on the edge of day and night
Dive into the haze and kiss the light
Many of the tales you've been told
Never written for the brave and bold
Come and take my hand tonight
Come and sleep with me tonight
Certainly I'm gonna take you there
Showing you around everywhere

Do you believe that you're devil-may-care
As you jump into the fire?
Do you believe that you're devil-may-care
As you jump into the fire?

Dreamer, dreamer, dreamer, dreaming dreamer, dreamer, dreamer, dreamer

A ride into the shadows
The piper never dies, never dies, no
Ride into the shadows
The piper never dies, never dies
Ride into the shadows
The piper never dies, never dies

Alright, the piper never dies, I got you hypnotized
Come with me and witness, see Babylon arise

The whore is fading light, let us step inside
I got you paralyzed child, the piper never dies

The pied piper plays the song, beautiful but strong
He was never born, never he'll be gone

Oh the piper never dies
He never dies, never, never dies...


So let me unpack what I'm thinking here for a game.

That first verse sounds like the start of an adventure. The character's are novices, just starting out, on a never ending quest seeking the light and salvation in an almost entirely dark world. But what started off, or instigated, this journey? That's where the second verse comes in.

What began all of this was a scene at a temple. They were summoned there by an enchanting song from the night. Since we're dealing with a piper, a pied one in fact, we can assume they didn't go there entirely willingly as well.

The song mentions a wizard arising at the temple, I have to assume this is the Piper of the title, and after summoning them with his melody of promise, he makes them an offer. They can come with him, fly high and see everything, on a quest to decide their destinies. He doesn't offer guarantees, they may have to admit defeat in this, but divinity itself is at stake.

And then they are off into a dark and shadowy world, guided by the immortal wizard The Piper who draws them onwards in their quest for the light of godhood.

But the character's are not the same people who entered the temple, no, they've been changed by their pact with the Piper. They have 'entities' inside them, they are now shells for spirits on a mission, and these spirits, this fire they carry inside, is the begining of the godbeings they will become, already arrogant and superior though they are only fledgling deities.

The adventure will lead them to new places and challenges, including to the underworld, the realm of the ferryman. They will have to ask the ferryman to take them to the other side, but the cost of that will be their mortality, they will no longer be human after that. And it's at that point that they will see if the spark inside is strong enough to survive to godhood.

If the heroes do survive with their mortality stripped away, then they are the worlds new deities, deciding what is good and what is not, finding a balanced way to rule (or maybe not) and using their abilities to rebuild the world and civilisation, as a new 'Babylon'.

But what about the Piper? The Piper still remains, he never dies, even with new gods and a new light established for the world, he still remains. And he will possibly return one day, when these new gods are also gone and more are needed...

In summary, ordinary people are chosen to become the new pantheon of a dying world that has lost it's gods, and must quest to build up their godly strength before finally ascending and rebuilding the world in their own images.

How I'd Run It

Man I like this idea. It's the ultimate fantasy adventure from nothing to absolute deity.

I think the term 'The Piper's Call' is a catchy term for the song they are hearing that draws them onwards, so I'll be using that for now.

Things to include in the game: many candidates for godhood besides the PCs, the hazards of a dying world, a grey sun giving off a harsh monochrome light, the troubles of the ordinary people they pass by, the remnants of a previous civilisation and the dangerous magics they left behind, mythological creatures of all sorts, travelling across many lands, a passage of time that feels abstracted implying this is not all happening within a single lifetime, trials set for them by the Piper to test their worthiness to be gods, jealous rivals who many get in the way or try to take the PCs out, reasons to work together in spite of their differences and fools who refuse to, truly huge and monsterous creatures to defeat, a way to determine who survives to become a god, opportunities to bolster NPCs to take them into the pantheon as well, and an epilogue for the players to describe their new world.

It's all well and good having an epic sweeping tale of ordinary people chosen to become gods, but what system is going to see this quest through and what modifications are they going to need?

Here's the options I would pick. They aren't in order from most likely pick to least likely or anything like that, but just in the order I thought them up.

First is Fate by Evil Hat Productions. The main reason I would consider it is that it's flexible in what it can handle and easy to modify. For those who don't know Fate, it builds characters out of skills, which are flat bonuses to the dice, stunts, which are abilities the character has beyond the standard skills list, and aspects, which are traits a character possesses that can be good or bad and can influence play in various ways.

I'd start off with the basics from the core, with three standard aspects to represent who the character was before they heard the Piper's call. Then, have their fourth aspect represent the growing spark inside them and the god they will one day become, in both temperament and abilities. Something like "Arrogant lord of flames" or "Cunning trickster of shadow". For a fifth aspect, I'd leave that open to start and tell the players to pick based on the events of the game, preferably focused on events they shared with another PC to reflect the bond between their characters.

Skills would need a more fantasy style to them but shouldn't be too different to that standard set. Stunts could represent either their natural abilities or their growing god-like powers, whichever they preferred, though I would limit them initially when the adventure is first starting out.

Savage Worlds by Pinnacle Entertainment Group. Fun system and one I've had most use out of with a many years long Hellfrost campaign. Haven't had a chance to use the new 'SWADE' version so this might be a good opportunity. SW definitely has more focus on combat and action and less on character backstories than Fate, which isn't necessarily a bad thing. Player's can bring as much or as little of a backstory to the table as they want to with SW and with the campaign being more focused on where the characters are going than where they've been, that could be an improvement.

Character's in SW have attributes and skills to represent what they can do, and these are rated in dice types. d4 means you are weaker in that attribute or a novice at a skill, d12 means you are better than most people and at the height of your abilities. At least, it does for standard characters. For our setting, since we are talking gods, I would increase the maximum to d12+4. Since most unmodified dice rolls require a 4 or more on the dice, this would mean a character at the true pinnacle of their powers would be able to defeat most mundane challenges with ease and difficulties wouldn't slow them down much, but it would take a long time to get there.
Another part of SW is that main character's roll a 'wild die', an extra d6 that can succeed if their main attribute or skill dice gets less than the target number. As is, this already puts the focus on the PCs as better than average, so this is an advantage for SW. Not sure yet whether the other prospective gods, the rivals and allies, would get this as well, something to consider.
SW also has edges which modify characters further, giving them boosts to skills in certain circumstances and new ways to fight in combat. The standard list can be included without much change but more might be better as the character's grow to divinity. I'm not sure whether I would write these up ahead of time, or work them out with a player as they advanced and had an idea of what they would want. There are plenty of higher powered settings out there to draw on for an expanded list so more research is needed here.

Cypher System by Monte Cook Games. Oh Cypher system, you fickle mistress. I've run two long campaigns of this system for the Numenera setting, and both have been good once the players have gotten used to the system and figured out the ways it works, but that has taken some time and some players just don't take to it sadly. It's weird compared to most systems and that always gives me pause, but once it gets some momentum behind it, it can be a very flexible system and very easy to use on the fly. The reason for this is that every single task is rated 1 to 10 in difficulty, and the target number for the dice is the difficulty number multiplied by 3. So a monster that is difficulty 3 requires a 9 to do anything to it, convince it, shoot it, poison it etc. This makes it very easy to work out what the players need to roll for whatever they are trying to do to work.

Another advantage Cypher has is that the setting 'Gods of the Fall' is already written and that's about people advancing to godhood. A brief skim of the book says it works much like the other Cypher games but does have a short section on advancing beyond the usual maximum. A little less than I would like considering we're talking deities but it's something.

The Cypher system is named after cyphers, single use magical or technological items that players can deploy whenever they feel it would help. Good for a more open exploration setting but for a more fixed story that I think we're going for here, it's nice but not a big selling point.

Last but not least, City of Mist by Son of Oak Game Studio. This is a game in the Powered by the Apocalypse (PbtA) style which I like, it's got a straightforward system. Roll 2d6 + whatever appropriate stat you have in that setting (usually set out in the rules of that setting) and if you get 7-9, you succeed with cost, and on a 10+, you succeed without cost or to a greater degree. City of Mist is a game about people with powers of folklore figures like literary characters, legends, and (of course) deities as well. It does away with the idea of stats and instead has players design four facets of their characters, called mythos if they are from their folklore side and logos if they are from their mundane life, and pick a number of ways these facets can be applied. If the thing you are trying to do falls under one of these facets, you add a +1 to the dice roll. So someone with water powers going for a swim adds a bonus, but someone who is a scuba instructor also adds a +1, someone with both adds +2 and so on.
It's very flexible in what abilities it can allow which is good. It would need some changes to the advancement system though as the characters in the original game are supposed to balance their mundane and supernatural side, and for this setting, I want the supernatural side to grow bigger and bigger. But it's a good starting point.

Those are the strongest four for me to run this personally. There are definitely others I've used in the past that might work but they just don't seem right for this, or have a lot of work required, and those four give me enough options.

One last thing I'd need is some sort of progression to godhood. Ideally, I'd want it to reflect the challenges the world with throw at them and that the Piper will set for them, but also be able to reward the odd moments where the group says "that was cool!" too. It really depends on which system I choose, so I will develop this idea once the system is in place.

So dear reader, what system would you pick for this concept? And are there any songs that inspire you for gaming? Let me know in the comments.