Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them?
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Saturday, March 29, 2025
The Evil Ones
Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them?
Monday, January 2, 2023
#CharacterCreationChallenge - Star Smuggler - Emily Pilot/Gunner
You can pick up a set of rules for play at Dwarfstar Brainiac. The set will allow you to print and play this game, which is very nice of the authors. Due to the collapse of the company, Dennis Sustare never got paid for this one but still allows Dwarfstar to host the files.
All characters have 3 stats: Marksmanship, Hand to Hand, and Endurance. The main character Duke, your avatar has one additional statistic, Cunning generated by a 1d6.
Duke's stats are:Marksmanship: 5
Hand to Hand: 6
Endurance: 10
Cunning: 1d6 (2 in this iteration).
I invented Emily as a Duke analog, with a different loadout. She can use all of the same weapons and equipment as Duke, but can also drive land vehicles. She does not come with a starship, hopper, or anything else Duke receives at the start. As a consequence, she can roll for her equipment's Tech Levels and receives 2d6x100 Secs. to start. Her stats are generated as follows with results in parentheses:
Marksmanship: 1d6+2 (8)Hand to Hand: 1d6-1 (4)
Endurance: 1d6+2 (7)
Cunning: 3
Sunday, January 1, 2023
#CharacterCreationChallenge - Rules Old School Essentials - Magarven the Mad (Drow, 9th level)
Since I have gone all in on Old School Essentials, I decided to start with a long-time AD&D character that I converted to OSE. His name is Magarven and he is a 9th-level Drow. I think I have uploaded an image of his stats, but I have adjusted them to be more in line with my current campaign.
Long ago, The Demon Core played a part in creating the world as it is now. The Earth of Old fell, in part due to the force of and like The Demon Core.
"They brought The Demon Core, blood hexes, and shells.
“Desperation rose within us, fanned by orisons, curses, and automatic fire.
"You tell them we stood.
Lolth knew that no mortal should possess such terrible power. Magarven had already plumbed The Demon Core's power and was going to give it to her. All 23 kilotons of nuclear death so he could rise to take her place. There was a brief conflict as Lolth brought all her powers against Magarven, even going so far as to invoke the Weavers of Fate to erase Magarven from existence.
Friday, December 30, 2022
A Vance A. Study in OSE NPCs
Before I dive into that, I would like to take a moment to thank Vance and anyone else who took the time to comment. I find that comments and shares are far better than a random like or emoji that I get elsewhere. Comments let me in on the mind of the readers and they are a report of the reception of posts I share. I love the comments, thank you very much.
The best tool seemed to be the Retainer Generator. I set it to 0 percent chance for normal humans and asked it to generate 10d10 characters at 1st and 10d10 3rd level characters. I will repurpose them for my upcoming campaign and other projects, so I didn't burn electrons for nothing.
I used my NPC breakdown sheet as a tally sheet.
01-02 Acrobat (5)
03-04 Assassin (7)
05-06 Duergar (4)
06-15 Dwarf (2)
16-25 Fighter (7)
26-30 Half-Elf (3)
31-32 Half-Orc (0)
33-38 Halfling (0)
39 Knight (7)
40-50 Theif (8)
51 Svirfneblin (4)
52-73 Magic-User (10)
73-74 Illusionist (4)
75-80 Barbian (3)
81 Bard (18)
82-92 Cleric (6)
93 Drow (0)
94 Druid (10)
95-97 Elf (0)
98 Gnome (1)
99 Paladin (2) 00 Ranger (10)
And you know what I discovered? Random is random.
I generated 111 characters and this is just not enough to detect anything but the most basic trends. Certain classes and races seem more popular than others. However, judging by the 18 Bards I rolled, I could just be ascribing a personal point of view to a small series of choices.
It was an interesting experiment in Random.
While this generator was meant for retainers, the resulting characters seem just fine for PCs. I'll be using them for that and more. You can check out all of the OSE generators at this link.
Sunday, December 25, 2022
A Missing Bit from Old School Essentials - NPC characters
I noticed a tiny item missing from Old School Essentials: percentages of characters appearing.
And... it immediately became obvious why this was missing. The original DMG was super weird about it and since OSE has many more character types, the whole thing goes sideways quickly.
In the DMG, page 175 has a breakdown of an NPC for encounters of all dungeon levels. It lists all of the characters in almost alphabetical order and assigns a chance percentage to each. The table assigns a value of 9 for total party size and of those nine, 2-5 are classed characters. The remaining men are henchmen or men-at-arms.
So, if one makes a table of characters found in Old School Essentials, you end up with three different tables. The first table would be for the basic rules, the second table would be advanced rules with race as a character class and the third table would be paired back to just the advanced character types, where race is something else.I love this quick table so I want one for OSE and I guess that means making one myself. I like it.
But there is a hitch. The basic rules don't match my DMG because it has races as classes. Looking at the DMG does provide some guidance. It's ordered by class with subclasses appearing next. The table clearly shows that Fighters should be the most numerous characters in a party, followed by Magic Users, Clerics, and finally Thieves. All other classes have a tiny chance of appearing, between 1 and 3% each.
But I am working with race as a class so there are no subtypes. There are a couple of ways to get a good list. If simply ballpark the numbers, a party should look like this:
4 Fighters + 2 Magic Users + less than 2 Clerics + 1 Theif. Every other type has a tiny chance of appearing. Hmm, that is rather odd, but I can make it work.
Instead of using the named class as a grouping, I am going to use my Pure, Square, and Semi models. A pure is someone who uses only uses magic to get stuff done. A Square is just like a Pure, but they use their muscle instead of skills or magic. Semis are someplace in between, using magic to supplement their skills or strength. Restating class as type, I end up with:
5 Squares + 2 Pures + 2 Semi, all classes/races appear as one of these three classifications. This is interesting because it equates Thieves and Fighters, and separates Clerics from Magic Users from them. It is different but also allows Clerics to meet the standard of a "Fighting-man" while still being magical.
Basic OSE has Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, and Thief. I would group them like this with the following breakdown:
5 Squares: Dwarf, Fighter, Halfling, and Theif,
2 Pure: Magic-User
2 Semi: Cleric, Elf.
That looks nice. I would order my list like this:
01-13 Dwarf
13-36 Fighter
36-41 Halfling
42-50 Thief
51-71 Magic-User
72-86 Cleric
87-00 Elf
For Advanced OSE with race as class, we end up with a different list.
5 Squares: Acrobat, Assassin, Duergar, Dwarf, Fighter, Half-Elf, Half-Orc, Halfling, Knight, Theif, and Svirfneblin.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard, Cleric, Drow, Druid, Elf, Gnome, Paladin, and Ranger.
Before assigning percentages, we'll create the same list with race as the class removed. It's easier to edit that way:
5 Squares: Acrobat, Assassin, Fighter, Knight, and Theif.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard, Cleric, Druid, Paladin, and Ranger.
01-02 Acrobat
03-04 Assassin
05-06 Duergar
06-15 Dwarf
16-25 Fighter
26-30 Half-Elf
31-32 Half-Orc
33-38 Halfling
39 Knight
40-50 Theif
51 Svirfneblin
52-73 Magic-User
73-74 Illusionist
75-80 Barbian
81 Bard
82-92 Cleric
93 Drow
94 Druid
95-97 Elf
98 Gnome
99 Paladin
00 Ranger
This one honors the original DMG list, but weakens both races and healing magic. I really had to mess with the numbers and it needs to be adjusted to specific campaigns. In my campaign, Half-Elfs are the default race while Half-Orcs and Drow are exceedingly rare. Those last two are literally 1 in 10,000 for NPCs. So, could totally monkey with the specific percentages. It's a good starting point for random NPC but bad for pretty much every individual campaign world.
The second list breaks down a little nicer than the first:
01-08 Acrobat
09-10 Assassin
11-33 Fighter
34 Knight
35-55 Theif
56-73 Magic-User
74-75 Illusionist
76-77 Barbarian
78 Bard
79-94 Cleric
95-96 Druid
97-98 Paladin
99-00 Ranger
And ultimately, I want the second list to generate some characters. So I roll a 2+1 for total of three characters. 77, 58, and 47
We'll meet these three new characters in my next post. In the meantime, I have put together a couple of downloadable. The documents contain the lists above, plus a blank duplicate so you may enter your own probabilities. The 8.5x11 and A4 are two-column layouts and the A5 is just a single column as a Google doc. If you prefer, I have them in PDF, 8.5x11, A4, and A5.
Merry Christmas! I hope you enjoy.
PS: You can pick up a copy of Old School Essentials Characters, Magic, Monsters, and Treasures on DriveThruRPG.
Wednesday, November 3, 2021
Cepheus Light - Bad*ssed Scholar Character
In my last post, I reviewed Stellagama's Cepheus Light Upgraded. One of the great things about the character generation process is you can take any rolls for characteristics and turn them into a pretty functional character, no matter how bad those rolls are.
My Scholar has the following stats:
STR: 7
DEX: 8
END: 8
INT: 9
EDU: 10
SOC: 8
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In the fifth term, I tallied a mark for the three skills I was thinking about. |
That didn't happen.
In rolling one of each character type, I came across a quirk where something bad happened to a Scholar character that from a storytelling point of view should not have happened. The Scholar was the only character to suffer a significant injury. He lost an arm.
Hmm. How does it happen that a Scholar loses an arm but none of the military types have any significant injury?
That story comes out in the skill generation portion.
I imagined that all 6 characters would be a part of the same crew on a ship. So the Scholar needed some people skills and every other odd skill that a military guy wouldn't have.
I lead with carousing as a homeworld skill. In his first term, I gave him Computers and Medicine and he ended up with +2 to benefits. In the next term, he received Medicine 2 and Animals plus a contact. So far so good. In the third term and subsequent rolls, things got rough. He received another rank of Medicine and Science plus the Liaison 1 skill which was great, but then he was kidnapped and escaped. In the process, he lost an arm.
Then he was kidnapped again. And he gained an enemy, in addition to Investigation. In his fifth term, he picked up a rank in Leadership.
At this point, he got out of the business. Obviously, he was pushing his luck.
So, here is where the storytelling merges with the character generation. What does this guy have in common with a merchant and a bunch of ex-military people? That third term spells it out.He was researching poisonous animals, breeding them for military purposes when he was kidnapped. The Scholar wanted out, so he allowed himself to be bitten by a poisonous lab animal and played dead. Once all eyes were off him, he shot his own arm off to stop the poison from reaching his brain and heart. When the government agents got to him, he was nearly dead but thanks to their quick actions, he survived and picked a government agent contact.
Using his fourth term talent of Investigation, he arranged to be kidnapped from the government agents and vanished off the radar of his prior employers, picking up an enemy.
It's nice when a plan comes together in character generation.
Thursday, September 9, 2021
Ode-No! to the 10 Page Character Background
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A picture shares 1000 words. |
Everyone has had that 10-page character background story show up at the table. I don’t mind, but there are limits. When I go into a campaign, I have less than a 10-page setting outline and there is an excellent chance that I can tag off of a player’s writings and interject some of those things into the game.
So, I am looking at this whole process of ideation for a completely different reason. At the moment, I have limited access to rule sets and want to make sure I have everything I need to play a campaign. This is a solo venture, I have no players because I don’t know if I have items I need.
Funny that I don’t know what items I need.
One of my anonymous readers, whom I shall call “Blackrazor” because his mom did not name him that, gave me a boatload of stuff to get started. The Basic and Expert rule set and dice. Technically, that’s all I need. The links will take you to DriveThruRPG.
Last year, I backed Todd Leback’s Into the Wild. I really want to use that book, too.
Just before this adventure began, I ordered a hard copy of Rules Cyclopedia, which strongly mirrors what I was trying to do with e1 back in 1980. Between the stuff from Blackrazor, my luck, and ordering habits, I think I have all I need. But I will test that by engaging in some solo play.
I want 6 adventurers. That gives me an Elf, a Dwarf, a Magic User, a Fighter, and two Clerics. I feel pretty good with this creeping capitalization. Today is a new start, and I am not sure how I was blogging class titles before. So, caps for classes.
Now, who is the “hero” of this story? The party, all 6 of them. So they need a reason to be together or character background. How many pages does that take? I don't know. Let us see.
When I rolled these characters, I threw an additional 1d6 for level:
1-3 is first level,
4-5 is second, and
6 is 3rd level.
So I have a first-level Elf, Magic-User and Cleric. I have a 2nd level elf and fighter and a 3rd level cleric. I’ve decided that no one has magical equipment at this point, but they do have transportation, which is sometimes better than magical items.
Why are they together and where?
Let’s start with the young Magic-User. He is really smart and very young, say 16 years old. He is the 9th child of a well-to-do stationer.
What’s a stationer? It used to be that people came to town on market day and threw their wares out and had people buy off a blanket, wagon, cart, etc. A stationer was a person who sold goods that were not easily transportable or too fragile to handle the weather, therefore they needed an actual shop. Back in the day, the first of these were scribes, they provided goods and were “stationary” by definition. Think of them as the mall’s anchor stores. That definition solidified into the definition of their trade goods, “stationary”.
As the 9th child of this stationer, I need to tell you a bit about this family. The Magic-User is named Charles, whom everyone calls “Chuckie”. Charles Sr. hates this and wants his son to leave home and name “Chuckie” behind to get a proper education.
So, we have a bit of the story. Young Chuck is going places. Let’s circle back to Charles Sr. for a moment. He didn’t start out as a bookseller, he was conscripted into the army. After a single campaign, he lucked out and was granted a small but rich plot of land. He got married and had 2 boys with his first wife. His first wife died of the plague.
When he remarried, he granted his oldest boys the farm while Dad started milling. One of the boys enjoyed farming, while the other was interested in seed stock and seedlings. They tagged off of each other’s skills to become successful. Dad was still doing good work of the land as a miller, which allows his boys to capitalize off of super cheap milling prices.
Charles Senior’s second wife produced a trio of girls, plus one more son. The son got into cattle ranching, while 2 of the two of the girls married well and the third daughter became a priestess.
Unfortunately, the second wife died giving birth and poor Charles senior had to remarry again. This time it worked out fine. Chuckie is the youngest of the children, he has two older sisters plus the brood of much older siblings.
Charles Sr.'s current wife is an illuminator, an artist specializing in books. This was Charles Sr.'s final career change, to stationer. He buys skins and papyrus from his children’s farms or ranches and provides these materials to his daughter’s convent. It's a good deal for all.
Chuckie has a best friend in similar shoes. His name is Avfin, and he aspires to be a Bishop. His dad works for Charles Sr. The two young men will be traveling to a larger town for schooling.
I am nowhere near 10 pages at this point, so let’s throw Alice into the mix. Alice is an elf who lives at the edge of town. She is friends with Avfin and Chuckie despite being wildly older than them. As if being an elf in a human town isn’t odd enough, she is a free spirit who runs wild all over the surrounding countryside, much to the consternation of her family. Think hippy-chick.
Her parents have done backflips to make sure she gets in with Avfin and/or Chuckie in the hopes that she will learn to read and wear shoes. When they heard that Avfin and Chuckie were leaving, they encouraged Alice to tag along, as the boys will need someone with animal and wilderness knowledge with them. Hopefully, she’ll grow up on this adventure. Surprisingly, she threw herself into the adventure with gusto despite her parent’s blessing. Alice also stole her mother’s boots and sword, plus her dad’s chainmail suit.
This is just one page, and I still have 3 more characters to describe:
Nicholas, a 3rd level cleric,
his second-level fighter bodyguard, Gaelin,
and a second-level dwarf named Wralin.
Nicholas is one of Charles Sr.’s war buddies. Army life wasn’t for either of them, but Nick has made his way as a chaplain and researcher for the army. He is currently transporting religious relics and magical writings to a large monastery. Since he was passing through anyway, he agreed to keep an eye on Chuck and his friends on their journey.
Gaelin, Nick’s bodyguard, doesn't like his job. It takes him away from the glorious, but also a non-existent battlefield. He is thankful to have Chuck, Alice, and Avfin along as the kiddos are happy to gather firewood, start fires and take care of the animals.
Wralin the Dwarf is unusual. Like all dwarves, he has an eye for construction and mining. But he has a greater passion, horses. He can assess an equine just as well as other dwarves can spot a good diamond. Oddly, he rides a mule named Sneer instead of a horse. Sneer thinks she is a warhorse. She is very comfortable on the battlefield and when dealing with monsters.
At this point, I have roughly covered more than a dozen different characters. Their backgrounds are pretty cool, and if I went 1 by 1, each character could have one handwritten index card of biographical information.
So in getting these 6 characters ready, I have a lot of campaign information at my fingertips.
The kingdom is at peace, but there was a war in the recent past. There are many villages and cities to see, some of which have schools and monasteries. A network of roads and probably caravans exists. The army is forced to do non-combat tasks because the Lord or Lady of the land is doing some sort of recon and resource exploitation. In peacetime, the leadership is getting ready to engage in warfare or negotiate a peace. Humans and demi-humans work together. We’ve mentioned that monsters roam and some characters have encountered them.
Rather than a 10-page character background, I have a 2-page campaign primer, which includes much of the character backgrounds that I would need as a DM. The players could refine these starting points to make the characters their own.
So much for the 10-page background. Two is more than sufficient.
Wednesday, March 3, 2021
Additional Force Feats for my Star Wars Campaign
The force user can grab a loose object and pull it to themselves. This requires one level of force use. At low levels, this is a full round action. At higher levels, it is a move action. The object will end up in their hand or in a desired landing place near them. If two force users are contesting the control of an object, the one with higher die roll wins, no matter the DC requirement or level difference.
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Sometimes this feat is used as Jedi drinking game. |
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It wasn't a person, so it wasn't that Dark. |
Wednesday, February 10, 2021
Additional Force Feats for my Star Wars Campaign
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Luke calls to Leia |
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Swinging a lightsaber at an illusion is bad. |
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Better than being there. |
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Ezra uses this ability on nearly every animal he encounters. |