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Tag: gaming

Local Loresheets


How do you tie a character into the deep lore of your game world? A lot of games have very deep lore. Forgotten Realms, Dragonlance, Shadowrun, 7th Sea, and Runequest are all famous examples of worlds with lore so deep it practically has encyclopedias of it.  There are more than a few examples. World of Darkness has quite a lot, as well. It has some contradictory lore and some best forgotten. I am looking at you Romani blood purity stats and most of Kindred of the East, but it still has a great deal even without those. It is too much to absorb easily.
One of the things I particularly liked in the 5th edition of Vampire is the use of loresheets to give players a chance to connect to that lore without having them know any of it before they start.  You can be tied to movers and shakers in vampire politics, or maybe be part of the Week of Nightmares, but you don’t have to read all the fan wiki entries to get the benefit.

Vampire the MAsquerade v5 rulebook

Side Note: Yes, I know Legends of the Wulin did it first, though pretty differently from the one in V5, and are really not part of this conversation. 

The Many Settings of Dungeons and Dragons part 1

This idea started as a twitter thread. I started listing the various settings of D&D. That was both useful and a reminder of the limits of Twitter.  What I ran into was the limited character count of twitter. This made me abbreviate  the list in places where I shouldn’t have. I also failed to list a couple of major items. This post is part of my attempt to be more thorough.

The many names of spells and how to change them.

In D&D, spells have names. This is based on some fiction and some legendary sources so it didn’t start with D&D. The notion of names having power is actually pretty old. The concept appears in ancient Egypt and Greece by various terms. By naming the spell, they describe its power.

 

Most of the spell names in D&D are relatively innocuous if descriptive of their effect. A Fireball spell creates a big ball of fire. Simple and easy. Then there are some spells that have little more story to them. They not only describe the effect, but carry the name of the wizard who created it.

 

This has been a part of D&D since the earliest days. It is evocative tells you something of the world. If you know that there is a Tenser’s Floating disk, then you know that Tenser is an important figure in the world your playing in. He made a spell that is important enough that you learned it without meeting him. You might have questions about this Tenser person? or Bigby? or Melf?

 

So, what do you do if your world has no Melf? No Bigby? Do you just leave them the same or do you change the names to reflect your world? This will depend on your world.

5 Things Superhero RPG’s Should Have, in my own biased opinion

I have been thinking alot about Superhero RPG’s lately. I am a fan of them and I have been since the TSR Marvel Super Heroes Role Playing Game came out in the 80’s. I went on to run multiple games in multiple systems, but Champions certainly got most of my time. 

 

I love comics…let me restate that…I LOVE COMICS!

 

I read a whole bunch of comics. I have been reading them pretty much since I learned how to read. Most of them were superhero stories, so enjoying superhero RPG;s ties into that. I fell off playing the superhero RPG’s about a decade ago. Over time as the design sensibilities of RPG’s  moved on, but a lot of the superhero games did not follow those changes. There have been a couple of major games developed since I stopped running them, so maybe they caught up.

I recently started watching Calisto6 rpg streams. It is a superhero game set in a cyberpunk future, using the Cypher system, and involving the players from the Star Trek RPG stream, Shields of Tomorrow. They are doing a good job with the games and it has refreshed my desire to make a good superhero RPG of my own.

 

With that in mind, here are some design guidelines I would use and look for in a superhero RPG.

 

The Machine for Modern Age

 

 

Let me tell you about my love for Persons of Interest.  The show was on the air between 2011 and 2016 and dealt with a range of complex notions in the framework of the shows premise, which is described in the opening narration.

 

You are being watched. The government has a secret system: a machine that spies on you every hour of every day. I know because I built it. I designed the machine to detect acts of terror, but it sees everything. Violent crimes involving ordinary people, people like you. Crimes the government considered irrelevant. They wouldn’t act, so I decided I would. But I needed a partner, someone with the skills to intervene. Hunted by the authorities, we work in secret. You’ll never find us, but victim or perpetrator, if your number’s up…we’ll find you.

 

When Immortals Adventure

I proposed a question a while back. Are immortal PC’s a problem or are they workable? The consensus appears to be that they are workable. I decided to take a pass at setting up a framework for using it in D&D. Death is ultimately just a small challenge after all. Immortality offers a range of cool stories that make the PC’s feel special in the world, which is sort of the point.

Burning Orcs

When I began writing a post apocalyptic fantasy setting, I knew a radiation or toxic corruption would be a recurring theme.  It is part and parcel in the genre. The Blight Elves were part of that, and so is today’s offering. There will be others.  Thing is, I am not personally afraid of all things nuclear.  I grew up in Oak Ridge, Tennessee. This is where the material for the first atomic weapons came from. My grandfather was scientist at the labs, and I grew up understanding that nuclear was not necessarily a bad thing. Nuclear medicine was saving lives daily and nuclear power, while not yet perfected, was easier on the environment than coal burning plants.

That said, nuclear war is the thing that kept you up at nights back in the cold war. It was terrifying to think of a war where dying in a flash was probably the “good” option. This vision of apocalyptic war shaped the genre. The irradiated mutant is a trope that comes up often. With this in mind, I wrote this little variation on orcs.