Showing posts with label Role play. Show all posts
Showing posts with label Role play. Show all posts

Thursday, October 5, 2023

Random Encounters/Making Memories

Tonight, Jen and Catherine are at a Stevie Nicks concert leaving me and Nathan to fend for ourselves for dinner.  Nate and I picked a local favorite and got to talking... about D&D. 

This only sometimes happens. He plays e5 while I am into AD&D e1 or OSE. They seem wildly different, to me anyway. But tonight proved that wrong. 

Halfway through dinner, Nathan realized he planned a D&D session with his friends. He looked rather glum about it. I said I was envious because I have very little time to game. 

The problem was he didn't know what to do for tonight's session. I asked him about the past sessions and he filled me on the problems first. They are 4 sessions into this campaign and they skipped a planned Session 0. Nathan was forced to cob together a very basic idea into a full-fledged campaign due to a lack of planning. 

Here is the gist of that idea: The players have found a cursed town. There are a couple of levels to the curse. A dragon is rampaging around the edge of town, but cannot enter due to a spell cast by a witch. The witch stole the dragon's eggs and placed them around the perimeter of the town to protect the town from a threat, a non-dragon threat. The hag was killed by the dragon mid-cast, so the spell is partially broken.  

Currently, the spell is supposed to protect the town from a threat. Thus far, this averted threat is limited to the rampaging dragon. The spell should be fixed on and powered by the maturing dragon eggs, but unfortunately, it is wavering. When a person touches the edge of the spell, say by entering or leaving the town, their memory becomes corrupted. The corruption is like amnesia, people forget personal facts but don't lose skills or abilities usually. 

Two characters have already been corrupted and lost the knowledge of a spell and resources. The mage forget the spell is in their spell books and are surprised every time they see it. The other character has forgotten he is rich. This is being played for laughs. 

Nathan, dressed to impress.


That's it. Nathan didn't define the threat to the town and threw the characters right in the middle of the mess without a plan to get them out. Worse, the players are fighting a bone construct for one of the eggs. Nathan has no idea why he introduced this combat. The players are hell-bent on destroying the egg for unknown reasons. The last session ended in the middle of that battle. 

Memory... funny thing that is. 

I parsed out the whole situation, problems and all. 


Here is what we came up with as a solution. The hag, a witch, was the town shaman. Unfortunately, she was fated to die young but didn't know when. As the appointed day came close, she bargained with the dragon for its eggs. She would cast a spell on the eggs, to protect the town from bad weather and disease in her absence while also protecting the eggs as they matured. People who found the eggs would be afflicted with memory loss about the eggs and would not harm or steal them.  

Problem one is solved, we know why stuff is happening. That's important. 

Next, time to tackle some other issues. Nathan starts every session with a synopsis of what happened in the last session. He simply reads from a notebook. Tonight, he decided that will change. Instead, he will hand out notes to all of the players. Once they have the notes, he will absentmindedly flip through his notebook as if looking for the notes he just handed out. 

Queue the laughs. He'll ask someone to read the synopsis for him.

Oddly, there will be no mention of the combat with the bone construct. Instead, the players will find themselves in an ancient and desecrated graveyard at the edge of town. It says that right there in the game notes. The graves have been pillaged for something. In the dark, a shambling bone creature will disrupt their investigations. The bone construct was made by a previous shaman with the intent to protect the town in their absence. As long as the party doesn't attack, it will not attack them. It needs them alive to protect the town. 

It seems all of the players are suffering from memory loss. They didn't fight a bone construct, they are about to fight a bone construct. Maybe. When they return to the town proper, fight or not, they will find some of the NPCs have changed. These will be subtle changes, maybe someone needed to step out for a while and a friend took over. 

Now for the real fun. One of the PCs wears a wedding band. The same player inquired about having it turned into a ring of wishes in the prior sessions. This was an off-handed comment, a part of their character background. They would wish their spouse back to life if they could. Obviously, they recently saw the Dungeons and Dragons movie. 

A week from now, Nathan will be armed with a letter from a sage explaining how exceedingly rare rings of wishes are and that it would be virtually impossible for this particular ring to be one of wishes. Of course, no player character asked a sage about this. But here is a letter like they did. 

How did that happen? Who paid for it? It appears to be the guy who can't remember he is rich. 

The path is now clear, the party needs to become the protector of the town and eggs while the spell casters try to correct the malfunctioning spell or end the spell by finding another shaman. It would be helpful not to be eaten by the dragon while doing this, but it's starting to look like one of the PCs or NPCs will become a dragon snack. 

That's fine by Nathan. Not only is he counting on it, he has a friend scheduled to show up with a brand-new character, and prepped and practiced to act as if he has been there since the beginning. 

It's amazing how a chance dinner-time meal can turn into a campaign session. 

Sunday, August 11, 2019

The United States of the 1980s

I'm watching Stranger Things, Season Three. The Russian characters kill me for all of their 1980s styling. They were right there in the beginning of season, but as tangential characters. Just enough was known about them to build a tense story which really had nothing to do with the Soviets. They were a McGuffin for season 1, left out of season 2, but in season 3, they are a major plot point.

I'm not going to spoil Stranger Things for you, but American TV used to portray Evil Soviet Citizens in a particularly goofy way.

One of the things that stands out to me is, as the Evil Characters, they always had some tiny amount of easily understood motivation. Usually it was played to show their humanity. And where those motive forces most came into play was a deeply subversive scenario.

Said Soviet Super Citizen was always physically stronger than the American opponent, often smarter in very technical ways, but total out of their element when not dealing with brute force or when the operation deviated from the characters background knowledge.

Where the subversion comes in is not in the fact that once the Super Soviet Citizen is free of home influence do they show some heroic, sane and pure traits, but the fact that nearly every aspect of Western European and American culture is designed to somehow subvert them. They want a hamburger, a Coke, a convertible, a nice house, etc. All the things common people like.

While I am sure that many times the intended message was "America is just better", the actual message was cultural perversion. Basically, the good guys end up bribing the Soviets with good ol' American Scooby Snacks.

"Did you just bribe Cthulhu with ice cream?"
"Not any old ice cream. Häagen-Dazs* is the shit."

Let that one sink in.

While we can't go back to the 80's, I think this is an excellent method of designing better villains. Most of the time villains are rather one dimensional, but being evil, they should succumb to perversion of a bigger evil.

*There is some deep irony that Häagen-Dazs came into being to save an American ice cream company from bad sales and lack luster marketing. Make it look different, and poof!, profit.

Sunday, May 12, 2019

Scribs – Will Two’s Story

Welcome, to the blog. I can also be found on MeWe in addition to Blogger. Back in 2015, I created a quick battle for a D&D game and ended up writing a relatively useless background piece on the scenario. Since that time, many of the details have been re-concocted for my D&D campaign and I had no idea what to do with this series of posts.

Today, I was invited in a MeWe Group called Vault of Imaginings and now I have a target audience for these three posts.

William the Scribe does not have a mysterious background like his friend William of Northmost. His family is overly large and he was apprenticed to Jordan the Money Changer in Tabletop. He was to learn math and writing.
William and Jordan hated each other. The Money Changer had foolish agreed to a 7 year contract for William’s apprenticeship thinking that the funds from his family would be worth the investment. William showed himself to be very adept at math and writing and had reached anyone’s expectations for an apprentice in just 9 months.
Some suspect that William had annoyed Jordan by second guessing him. Other guessed that Jordan was threaten by him. Both are actually true. William had noticed someone short changing the Money Changer and alerted him. It turns out that Jordan was running some sort of tax scheme and later lost his head when the Council of Tabletop found out.
By his tenth birthday, he had annoyed Jordan so much that he apprenticed him to Otto Lanskeep for a princely sum.
Otto and his wife liked William very much. He was very curious, had a great memory and wonderful wit. From the start, he was able to charm guests and anticipate their needs. Even the rough and rude hunters who frequented the Lodge.
William the Scribe was almost part of the family. He wouldn’t claim that right until he earned his nickname in The Battle of the Compass Rose.

Navigation in order: 

Post one, first meeting of these characters. 
Post two, William Scrubs.  
Post three, William Scribs. (You are here.)

The Scrub – One Will’s Story

Welcome, to the blog. I can also be found on MeWe in addition to Blogger. Back in 2015, I created a quick battle for a D&D game and ended up writing a relatively useless background piece on the scenario. Since that time, many of the details have been re-concocted for my D&D campaign and I had no idea what to do with this series of posts.

Today, I was invited in a MeWe Group called Vault of Imaginings and now I have a target audience for these three posts.

Please enjoy!

In the previous post, you met the Lanskeep family and two young men named William. When these men were younger, neither had earned a nickname and were simply differentiated by “Willy” and “William”.
William of Northmost was orphaned many years ago. His parents abandoned him with the Lanskeep’s in a very curious way. The family from Northmost arrived with the usual weekly caravan. The father pushed on to the Town of Tabletop, leaving his wife and 6 year old child behind. He needed to get a message to a ship bound for the Colonies.
It was odd, but Otto and his wife accepted it. They made the wife and her son, William at home in one of the large front rooms. The next two days were very quiet. William’s father was running late. Being Sunday, a bath was drawn for William and his mother.
Otto and his wife Hilda closed up the Inn for the evening. When all seemed well, and everyone was turned in for the night, there was a terrific series of bangs and flashes like lightning. Nothing in the Inn seemed disturbed, except William’s mother was missing.
The search lasted all night long. By morning, it was clear that there were no clues to woman’s whereabouts. The only hint that something had happened was a perplexing discovery. The tub of water in the woman’s room was completely empty, as were the three troughs for the animals. The well also seemed to be affected, having a strange salty taste, like sea water.
For many years the Lanskeep’s hoped for their return, but this did not come to pass. It was a great many years before William of Northmost learned his parent’s fate.

Update: 
Excerpt from Scubs D&D character sheet: Scrubs unknowning has a girlfriend. Her name is Delia and she is a maid/housekeeper at the Inn. William believes that she is attempting to push him out of his tiny bedroom by moving her stuff in during his absences. He couldn't be more wrong.

Navigation in order:

The Battle of the Compass Rose Inn – The Naming of Two Wills

Welcome, to the blog. I can also be found on MeWe in addition to Blogger. Back in 2015, I created a quick battle for a D&D game and ended up writing a relatively useless background piece on the scenario. Since that time, many of the details have been re-concocted for my D&D campaign and I had no idea what to do with this series of posts.

Today, I was invited in a MeWe Group called Vault of Imaginings and now I have a target audience for these three posts.

Please enjoy! 

When Willy the Scribe and William of Northmost were 12 and 16, a horrible disaster struck the Inn. A herd of boar piglets ran through the yard behind the Inn. Moments later, they were followed by a massive boar sow and a wolf, riding the sow’s back.
As the animals disappeared down the hill, the guests and family stood on the porch, shocked. The sow was cut off by a pack of wolves and ran back up the hill towards the Inn. Guests and family members took cover as best the could. Willy, Edwyna and Elma locked themselves in the barn. William dove for cover in an empty Lodge room. The rest took cover in the greatroom of the Inn.
Soon, wolves converged every point of the compass. They tore down the sow and her piglets in short order. Then they took a horse and pony. The pigs in the pen didn’t stand a chance. As the day wore on, the wolves picked the corpses clean and circled the Inn seeking more prey. Fighting among the different packs cause confusion. 
By afternoon, the children trapped in the barn grew thirsty. In the early evening, Willy decided to make a break for the Inn. The family and guests were trapped in the greatroom and couldn’t warn Willy and the girls that the wolves had penetrated the kitchen, the closest door to the barn.
When Willy and the girls opened the kitchen door, the wolves sprang. Willy shoved Edwyna out of the way and pulled Elma to safety. William of Northmost heard the ruckus and charged to their rescue with a spear and axe. The four of them fought their way to the Lodge steps and were forced up the stairs. William of Northmost was savaged at the foot of the stairs, he was left for dead in the scrub-like bushes in front of the Inn.
Willy managed to get the girls to the top of stairs where huntsmen knocked the wolves back long enough for the children to escape. Willy used his own body to protect Elma and Edwyna from serious harm. His backside and legs were horribly bitten.
By morning, the wolves were gone and William of Northmost was discovered in the shrubs. The hunters nicknamed him “Scrubs”, a name he detests as it sounded rough, rude and cowardly in his ears.
Willy was more seriously wounded and had a long period of convalescence. He spent most of his time writing. As he ran out of stories to put to paper, he took to etching stones from the garden.
In the place that Scrubs fell are three stones inscribed with the words: “Hope”, “Courage”, and “Strength”. This scratching of words on stones gain one William the nickname of “Scribs”.
If Scrubs could read, he would not be so sour about his nickname. There is a rubbing of these stones in Scrub's bedroom. It was placed there by the maid, Delia.

Navigation in order:
Post one, first meeting of these characters. (You are here.) Post two, William Scrubs. Post three, William Scribs.

Monday, December 28, 2015

Right! Now we are going to have company again! (Vampires)

What do you do when vampires show up? The old classics are garlic, holy water, and crosses.

What do you do if you don’t have those things?
Looks like I wasn’t the only one who got lucky last night.
Get creative or die. If it all goes to hell, you die creatively and that’s something to be written on your tombstone.

Remember the basics. 

Vampires can’t enter a home uninvited. Should this happen, a quick exchange of money can fix the situation. Stables, churches, and other areas are not homes. Don’t hide there without a backup plan.

Holy water is great, but grease and oil are surprising. Lock the door, grease the floor, and upturn a table in the middle of the room. When the vampire smashes his way in, down he goes, ready for a nice stake.

Variation two involves spraying oil under the door as the vampire attacks it. This keeps him out for the short term.


Both of these tricks make vampires respect locked doors.

Water is another great benefit, as are small boats. Packing a rowboat full of characters in the middle of a body of water is an impenetrable barrier to bloodsuckers. Should they turn to gas or a bat and attack the boat this way, it can be capsized and hidden under.

Fire on a larger ship is a nightmare, but doubly so for vampires. Always burn the ship before it gets dark and well out to sea, just in case.

Seeds. Vampires have obsessions and counting is one of them. Throwing seeds is a great delaying tactic. Make sure you are not holding an envelope full of seeds labeled “144 count”. This never works.

Tying is another obsession of vampires. Braiding or unbraiding your hair can be of use. However, half of this is the delaying action and half is emphasizing your neck as a target.

Many rule sets allow for knockouts if the damage is high enough. A wand of fireballs can turn a flock of vampires flying over a moat into fish food quickly. Fireballs do more damage in confined spaces. Fireballs do not have to be fired directly at a target to do damage, so fire them behind the target to knock them forward. Or in front of them to force them back.

Always remember the game mechanics that allow you to move other characters. You can’t hurt a vampire barehanded, but boy does the sun sting if you shove them outside.

There are myriad ways of dealing with vampires. Let me know if you have any favorites.

Monday, July 20, 2015

The Evil Reversal Hook

"The characters have proven their worth to the Horned One. They pursued the Hand of Light to the edges of the kingdom and captured him in an epic battle. On this day, they will assume their Mantles of Rank during the ritual of sacrifice. The Hand of Light will be extinguished forever, consolidating the Horned One's power with the elimination of the weak, as the prophecy foretold.

One last time, before the ceremonial shackles are transferred from the hands of the followers of the Horned One to the hands of the Light One, the enemies stand face to face in the darkness of a cell. Drums pound as the ritual begins in the next chamber.

The Hand of Light smirks and winks. A guard moves forward to strike him, but a quarrel arrests the motion. No harm can come to the Hand of Light except the final strike in the ritual chamber. The guards grumble profanities at the fate of their comrade but step over the corpse.

The Hand of Light pushes his way into position at the head of the hooded procession, and the final sacrifice stomps away with the clinking of shackles. Dim light, smoke, and heat pour from braziers around the ceremony chamber. The Hand of Light’s robe is a smudge of white before the altar. The High Priest of the Horned One steps forward, but the Hand of Light turns his back to him.

Or so it seemed. The ceremonial shackles click tight as the Hand of Light and Horned One of Chaos turn their attention to the sacrifice of the weak. Guards panic as the room erupts in cloying smoke, and the characters struggle to free themselves from the shackles that have secretly held them for many years. Madness reigns as the struggle for life and death rages in the ceremony chamber of Chaos…"

Tuesday, June 9, 2015

Observing The Can’t of Thieves

I ran into an interesting gaming scenario and real life teaching experience with my daughter, at the laundromat of all places. Rogues, thieves and con men are pretty much all the same. They have been for centuries. Techniques never change but the goods and the goals do. The good ones are never spotted, but the bad one stand out.
In real life and in gaming, we tend to gloss over the foolish ones while imagining the dangerous ones are around every corner. The only difference between the two is a poor spot check.
Two guys came in to the laundromat and instantly set off my spidey sense. Not in a physical way, but they were clearly up to no good. I called my daughter close and asked her to observe them.
I had her text me her thoughts about them. Silent communication, whether gestures or texting works to the advantage of the user, no matter the setting or year.
  1. They were loud and swore around kids, like they wanted to be tough.
  2. The looked the same. Bald and wearing straw hats. Sneakers but no socks. Shorts and T-shirts. Sunglasses, worn on the hat by one and around the neck by the other. 
  3. They were not identically dressed, but very similar.
  4. They made eye contact while speaking everyone, except children. They ignored children.
  5. They looked in all the machines.
  6. They said not so nice things, but smiled the whole time.
  7. They went into the kids play area, the bathroom and peeked in the office.
  8. They never stopped moving or talking.
I wasn’t just me, these two stood out to my 10 year old.
They waited until the attendant hung up a sign saying “Back in 20 minutes” then loudly proclaimed that they lost $4.25 in one of the machines and wanted to speak to the owner. My daughter thought it was funny that he put 17 quarters in a machine but didn’t notice it wasn't working. It was also odd that the price was 5 bucks. I shrugged and asked her to keep watching.
When the attendant came back from break, Guy Number One asked if she was the owner and explained the problem. She offered to pull the coin box from the offending machine and refund the his money. Oddly, the coin box was empty. Guy Number Two took over and “The Owner” desperately searched for the offending machine.
What they missed was the attendant had empted the coin boxes before her break. They were not going to find any machine full of “their money”. Having failed, the men switched places and roles to create confusion.
The game continued for a while, until it was clear the tactic wasn’t working.
A loud conversation about going next door for Chinese food started. Number One suggested lunch and Number Two shouted it down since he was once refunded for receiving bad Chinese food at a restaurant.
A challenge was offered and accepted. They asked the attendant if the place next door was any good and she offered an opinion, but they hardly listened.
The two men left, but this time switching roles. Number One, the one who proposed the restaurant, loudly proclaimed he would not stand for bad food. Guess what was going to happen next door?
Pick a century, any century. Con men of every era use the same tactics. Han Solo, Sawyer from Lost and The Grey Mouser all pretty much operate the same underneath the hood.
Here are the tools of the trade:
  • Work in groups.
  • Have a cover story ready.
  • Have a backup plan, hopefully one that matches a cover story.
  • Be outwardly friendly, but forcefully offended and easily aggrieved.
  • Look tough, but back down with grace if necessary.
  • Use respect. Use more than the normal amount of respect to elevate the self-esteem of the mark.
  • Dress neatly with flash and style, but be similar to your associates so physical descriptions are easily confused.
  • Appear to trust other people, so they will extend the same level of trust.  
  • Case the joint, the whole place not just the obvious areas.
  • Look for treasure everywhere. Anything worth anything at all is treasure.
  • Never ask for the whole enchilada, ask for less. This way you can haggle with a mark to part them from their money.

Tuesday, January 22, 2013

The Random Wizard


Anyone who has DM’ed a campaign has partnered the characters with a random wizard to save their bacon if things go south.

I had no idea that Random Wizards existed in real life, but here’s one. His latest post brings back classic D&D modules with news on the latest offerings from RPGnow. 

(2024 Update - This website is long gone, but thanks to the Wayback Machine, you can still access some of the content.)