I realize the conventional wisdom is that doing much of anything creative by committee, or even in a team, is a poor idea, especially when it comes to RPGs, but I've been wondering…
What if a dozen or so people got together and everyone who had an idea (the more out-of-the-box the better, though creative, interesting takes on classic/traditional-style settings are allowed) for a setting drew lots to decide who's idea they would work on first. Then they spend six months fleshing out the setting together, improving the format, making art, writing gazetteers and bestiaries and porting them into 3-5 different systems to be released simultaneously.
And then what if they spent the next six months writing adventures. There would be some leeway for each person to contribute during the setting creation phase, but the real license to go their own way would come here, with all kinds of adventures, varying in tone, style (sand-boxy hooks and relationships, one-shots, adventure paths, etc.), seriousness, whatever.
Then, after those adventures have been released, we have a reasonably well developed setting, complete with maybe 20-30 adventures. That counts as well-supported, I'd say.
Then everyone with an idea for a setting draws lots again and works on fleshing out a new setting for the next six months.
Then, during the six-month adventure-writing phase adventures are allowed to be written for either setting already produced, allowing for continuing support. The added choice, especially as the cycles continue, encourages fresh, exciting, well-done adventures, with more settings hopefully increasing the chance of good ideas occurring to adventure writers.
As this continues, more people join in, allowing for new settings to still have enough adventures written for them and eventually allowing some members to skip the setting-creation cycles sometimes and write adventures for 18 months straight.
Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts
Monday, June 30, 2014
Setting Design by Committee
Monday, August 26, 2013
"Realistic" Female Armor
So, whenever the RPG blogosphere gets back around to debating what kind of armor women should wear in illustrations, this should probably be thrown into the mix.
Labels:
Fad Topics,
Inspiration,
World Building
Saturday, July 13, 2013
Purposes for Paladins and Militant Orders
As I continue in my sporadic attempts at world-building, I've recently turned my attention back to Clerics and Paladins, as well as to one aspect of their inspiration: medieval European religious orders.
Now, I realize that, especially when it comes to Clerics, Hammer Horror films, especially those that depict Dr. Abraham Van Helsing (usually played by Peter Cushing) as a vampire hunter, usually opposed by Christopher Lee's Dracula (I actually chipped away at the list of classic influences on D&D I, as a "grognardling," haven't experienced by watching the original Horror of Dracula yesterday) are a major, if not the primary influence, and I don't think that they are without value even in a setting where Clerics and Paladins are members of religious orders instead of professors independently seeking out and destroying the undead. For example, Van Helsing's personal mission sounds an awful lot like, "seeking out and destruction of evil heretics [substitute "vampires" here] and their lands and also of those who rebel against the faith of the holy church." The wording comes from the mission of the Militia of the Faith of Jesus Christ, formed mainly to combat Cathars in southern France. Van Helsing even goes so far as to call vampirism a "cult" in Horror of Dracula.
Van Helsing, though, is obviously not the only inspiration for D&D's Clerics, as Clerics in D&D are not (at least not universally and primarily) professors, but are clergy in some religion. I've read multiple places that Odo of Bayeux (shown wielding a mace in the Bayeux Tapestry) and Bishop Turpin, a Paladin companion of Roland, are also inspirations for Clerics.
It makes sense, then, to look at actual religious orders to get inspiration for beefing up the background, organizational, world-building side of Clerics and Paladins, especially since the trend it my world-building currently concentrates on tying PCs to the setting through various class-based organizations. In practice, this has meant a lot of looking through Wikipedia, trying to figure out the difference between Clerics Regular and Canons Regular and trying to figure out what kinds of orders might produce adventurers in a fantasy setting. I don't really have enough to show anything of value for Clerics yet, but I chose to look concentrate on military orders (seeing as there are fewer of them than non-military Catholic orders) and have a few things that might be profitable for gaming even in this early stage of my research.
For one thing, the purposes of military orders varied widely, and most seem to have more than one purpose:
Now, I realize that, especially when it comes to Clerics, Hammer Horror films, especially those that depict Dr. Abraham Van Helsing (usually played by Peter Cushing) as a vampire hunter, usually opposed by Christopher Lee's Dracula (I actually chipped away at the list of classic influences on D&D I, as a "grognardling," haven't experienced by watching the original Horror of Dracula yesterday) are a major, if not the primary influence, and I don't think that they are without value even in a setting where Clerics and Paladins are members of religious orders instead of professors independently seeking out and destroying the undead. For example, Van Helsing's personal mission sounds an awful lot like, "seeking out and destruction of evil heretics [substitute "vampires" here] and their lands and also of those who rebel against the faith of the holy church." The wording comes from the mission of the Militia of the Faith of Jesus Christ, formed mainly to combat Cathars in southern France. Van Helsing even goes so far as to call vampirism a "cult" in Horror of Dracula.
Van Helsing, though, is obviously not the only inspiration for D&D's Clerics, as Clerics in D&D are not (at least not universally and primarily) professors, but are clergy in some religion. I've read multiple places that Odo of Bayeux (shown wielding a mace in the Bayeux Tapestry) and Bishop Turpin, a Paladin companion of Roland, are also inspirations for Clerics.
It makes sense, then, to look at actual religious orders to get inspiration for beefing up the background, organizational, world-building side of Clerics and Paladins, especially since the trend it my world-building currently concentrates on tying PCs to the setting through various class-based organizations. In practice, this has meant a lot of looking through Wikipedia, trying to figure out the difference between Clerics Regular and Canons Regular and trying to figure out what kinds of orders might produce adventurers in a fantasy setting. I don't really have enough to show anything of value for Clerics yet, but I chose to look concentrate on military orders (seeing as there are fewer of them than non-military Catholic orders) and have a few things that might be profitable for gaming even in this early stage of my research.
For one thing, the purposes of military orders varied widely, and most seem to have more than one purpose:
- Providing care in a hospital (which might specialize in a certain awful disease, like leprosy) and protecting the hospital with force
- Protecting pilgrims to certain lands or certain holy sites
- Reclaiming lost territory from infidels
- Ransoming captives (this seems to have meant soliciting from donors)
- Ensuring the proper burial of fallen Crusaders
- Defending frontier areas from infidels
- Inquisition and invading areas where heretics ruled
- Keeping the peace in a certain area
- Improving ties between the Church and the nobility and rulers of an area
- Defending the rights and freedoms of the Church
Labels:
Character Classes,
Clerics,
Inspiration,
World Building
Wednesday, June 26, 2013
Fey Alignment
One more way I'm trying to make Fey Elves alien is by having the Fey, including any Elven characters, use a different alignment system. This alignment system straddles the line between D&D and AD&D conceptions of alignment: I imagine both Seelie and Unseelie courts, for example, though I haven't figured out how to flesh that out yet, besides members of different alignments generally avoiding or being somewhat antagonistic towards each other; on the other hand, these alignments definitely serve as AD&D-style roleplaying aids. What do you think?
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All Elves that join mortal parties are Solitary. Elves that travel in all-Fey parties or who settle down in forests where they establish a Fastness are Trooping. Solitary Elves must leave their parties and wonder alone for a month in order to level up. Trooping Elves must not leave their troop for any reason and most interaction with mortals must be corporate instead of individually building relationships with mortals.
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Elves, and indeed all Fey, are not aligned along the Law-Chaos axis. They have little to do with metaphysical concepts of Order or the progress of Man’s civilization and they, being inherently of Nature, cannot engage in unnatural Necromancy or Summoning. Indeed, the Elves continue to hold the entire Fey outlook and are aligned along the Seelie-Unseelie and Trooping-Solitary axes.
Seelie Fey, including Elves, are lighthearted, fickle pranksters and change their attitudes towards other characters easily, neither holding grudges nor gratitude for long. They are generally friendly when first meeting someone and as prone to performing acts of service for no reason as to pranks and practical jokes. The Unseelie Fey, again including Elves, are generally aloof if not unfriendly to new acquaintances or strangers and not prone to spontaneous pranks or services. They hold both grudges and gratitude for a long time, if not forever.
Whether Seelie or Unseelie, Elves, as Fey, should always be roleplayed with no appreciation for Man’s ideas of proportion, whether dealing with pranks, random kindnesses, thanks or revenge. Both beneficial and malicious actions should be more than a Man would find appropriate or worth the trouble.
All Elves that join mortal parties are Solitary. Elves that travel in all-Fey parties or who settle down in forests where they establish a Fastness are Trooping. Solitary Elves must leave their parties and wonder alone for a month in order to level up. Trooping Elves must not leave their troop for any reason and most interaction with mortals must be corporate instead of individually building relationships with mortals.
Labels:
Alignment,
Faerie,
Rules-Brewing,
World Building
Tuesday, June 25, 2013
Roleplaying Fey Elves
I really like the Fey Elf in the excellent Theorems and Thaumaturgy, and wanted to give players of Fey Elves a way to play them that makes them even more alien and folklore-ish. Here's some of my crack at that:
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Elves are one way in which some Fey are experimenting with adapting; the Fey have always been able to shape and change their own natures and Elves are Fey who have changed their natures to resemble those of mortal Men. Much that is typical of the Fey is lost in this transformation – perfect memories of the millenia past become faint and the ephemeral form is traded for solid flesh and a connection to the material world – yet much is retained. Elves are immune to mind-affecting spells such as Sleep and Charm as well as magical paralyzation and remain familiar enough with Faerie to identify Faerie objects such as portals or writing.
For example, an Elf that does not understand the idea of property is just as likely to give away valuable “possessions” as to “steal;” an Elf might begin a relationship with a store-owner by giving a fortune in gold to him when the Elf sees other characters giving the store-owner gold to buy items, expecting nothing in return. During another visit, the Elf might take items the Elf needs without paying for them, but the shop-owner will likely not mind, or will at least not make a fuss, not wanting to anger a Fey creature over an irregular situation that is, after all, at least currently resulting in a net profit. When fellow party members are present to explain and smooth things over (or cover the costs of the Elf’s actions, temporarily or permanently), these kinds of irregular relationships are even more easily established.
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As Mankind settles the wilderness and becomes more numerous, it is becoming harder and harder for the Immortal Fey. Mankind destroys their meeting-places and homes, fences and plows the meadows and clears the forests; Man can even kill the Fey with iron and steel weapons. It is slowly becoming clear to the Fey that they will have to adapt in order to survive.
Elves are one way in which some Fey are experimenting with adapting; the Fey have always been able to shape and change their own natures and Elves are Fey who have changed their natures to resemble those of mortal Men. Much that is typical of the Fey is lost in this transformation – perfect memories of the millenia past become faint and the ephemeral form is traded for solid flesh and a connection to the material world – yet much is retained. Elves are immune to mind-affecting spells such as Sleep and Charm as well as magical paralyzation and remain familiar enough with Faerie to identify Faerie objects such as portals or writing.
Elves have trouble grasping mortal conventions and different Elves have more or less trouble with different concepts that Men and Dwarves take for granted. Roll 1d4+1 times to determine mortal concepts an Elf is unable to grasp.
- Distinguishing between actions under self-control as opposed to those not under control (eg. charmed or coerced)
- Any belief or concern with what happens after death (including nothing)
- The idea of children, parents, caring for children and legal minority
- Differentiation between genders or sexes
- The mortal understanding of magic as special, not-normal or not-natural
- Daily routines such as sleeping, waking, eating based on time of day
- The existence of status and rank among mortals (does recognize Fey courts and hierarchy
- Religion
- Property
- Incongruence between thought, speech and actions
Elves have trouble fitting in to Men’s society and are attracted to adventurers who are themselves on the fringes of society. Adventuring parties who accept an Elf into their ranks will need to supervise the Elf during interactions with Mankind, as Elves are prone to faux pas ranging from the awkward to the capitally illegal. As Elves gain more experience, they will become more accustomed to Man’s ways and will require less guidance, eventually becoming able to function, more or less, on their own among mortals. Elves are often worth the inconvenience and worry to adventuring parties, offering familiarity with Faerie and a number of abilities beyond the ken of mortals along with the headaches of associating with them.
That said, players of Elves should not feel that they must play their characters as totally unable to interact with society. Elves are still Fey and the Fey are able to interact with Man in ways generally understandable by Men; that is, Men generally understand what the Fey are doing, whether they understand their motivation or not. Players of Elves should not feel constrained to make every visit to town end with the party narrowly escaping a lynch mob; neither should they play Elves as normal mortal Men.
For example, an Elf that does not understand the idea of property is just as likely to give away valuable “possessions” as to “steal;” an Elf might begin a relationship with a store-owner by giving a fortune in gold to him when the Elf sees other characters giving the store-owner gold to buy items, expecting nothing in return. During another visit, the Elf might take items the Elf needs without paying for them, but the shop-owner will likely not mind, or will at least not make a fuss, not wanting to anger a Fey creature over an irregular situation that is, after all, at least currently resulting in a net profit. When fellow party members are present to explain and smooth things over (or cover the costs of the Elf’s actions, temporarily or permanently), these kinds of irregular relationships are even more easily established.
Labels:
Faerie,
Rules-Brewing,
Tables,
World Building
Friday, June 21, 2013
"What happens if I get too close to that castle?"
The following is something I wrote up a while ago, inspired by OD&D's rules for castle inhabitants and by Arthurian legend. It only applies to castles run by Chaotic Fighters and even this could be developed a bit more. Maybe you want to write up a table for Lawful Magic-Users or Chaotic Clerics?
Unless the party can show evidence they are allied with his allies or are too powerful to risk attacking, or can appeal to his self-interest, a Chaotic lord will exact a heavy toll (which may be more than the party has; this should probably vary by campaign, but 500-1000 gp per level sounds about right in my silver standard game) and if they will not (or cannot) pay will attack with the aim to capture the party and hold them for ransom in the lord’s dungeon (forces should probably be determined during setting creation). The lord will send a messenger to one character (NPC or other, un-captured PC) per captured party member, designated by each party member, asking for a ransom (the original toll multiplied by 2d4). The party will be stripped of all possessions (which will only be returned if 150% of the normal ransom amount is paid), separated from each other 75% of the time and imprisoned in poor conditions. Every month each PC must roll under their Con score or lose a point of Con; any character that loses all Con points dies. Once freed, Con damage is healed at a rate of 1d4 per week of rest in good conditions. If the party is captured:
- 01-50: imprisons them for 2d4 months and then sells them to another chaotic party unless ransom is raised first
- 51-71: imprisons them indefinitely until a ransom is paid.
- 71-85: imprisons indefinitely, but will allow one PC to leave to raise ransom for the rest if the party suggests it
- 86-90: imprisons for ransom indefinitely but will allow all the party, except for one hostage, to leave to raise ransom, if they suggest this
- 91-95: after first ransom is paid, breaks word and holds for second ransom - reroll to determine new terms (which are not told to players)
- 96-00: waits until ransom is paid and then sells the party to another chaotic party.
Other Chaotic party:
- Magic-User, to be used for experiments
- Cult, for sacrifice
- Chaotic military force, to serve as slave-soldiers
- Slave-master, to be used as gladiators
- Slave-driver of engineering project as manual labor - roll under Con each week or lose one Con until freed or Con hits 0 and PC dies
- Slave-trader who takes them to a city with a slave-market and sells each slave separately, splitting the party (roll 1d6)
- Fighters as (1-3) gladiators, (4-5) soldiers, (6) manual labor
- Thieves as (1-3) domestics, (4-5) manual labor, (6) gladiators
- Wizards as (1-3) tutors, (4-5) domestics, (6) manual labor
- Clerics as (1-3) tutors, (4-5) scribes, (6) domestics
Each class has a chance to be bought and freed by some friendly party, increased by membership in organizations like thieves guilds, magic academies, churches, etc. This part is especially sketchy and probably setting-dependent.
Using this will have a few implications for your game. For one, this could seriously change the direction of a campaign. It's hard to imagine a villain the players will hate more than a Chaotic Lord that messes with their plans, likely kills a few of their characters, separates them from their gold and quite likely goes back on his promises as well. The players will want to kill him dead and, if run correctly, will have to do a lot of work to get there. They very well may scrap the rest of their goals for the sake of revenge.
Additionally, a lot of this ransom stuff depends on the PCs having contacts that they can ask to ransom (or rescue; that should definitely be on the table for PCs, but I'd be hesitant to have NPCs rescue the party) them. This means either generating PCs with contacts (like Magic-User masters or church hierarchies), running the game so that PCs form relationships with NPCs that are both able and willing to ransom them, or using a "stable" system where players have multiple PCs that they use for different sessions (or two or three of these options). It won't make a lot of sense if the Chaotic Lord locks them in the dungeon and then asks who he should send the ransom demands to and is met with blank stares because the PCs don't actually know the names of anyone they haven't killed. Unless you want to let them make up contacts. That works too, actually, though I'd prefer the other three options.
Thoughts? Suggestions? Improvements? Your own set of tables for other types of castle lords?
Labels:
Rules-Brewing,
Tables,
World Building
Sunday, December 30, 2012
Some Clerical Reputation Mechanics
I recently decided to include Clerics in my game (currently that's not the case) and, as part of figuring out how I want to do this, posted a question about creating pantheons on Google+ and got some good responses and also a few links to Alex Shroeder's blog where he outlines how he's been running deities and Clerics in his games. I found his post about reputation especially interesting. I've reworked it a little bit and present it below. Along with tracking the alignment of my players, I'm hoping to expand this system and to use it not only for Cleric PCs' religious standing but for all PCs' standings with different factions or NPCs.
Feedback appreciated.
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Clerics begin play with a reputation rating of 1 with their deity. At the end of each session in which a Cleric has performed an act on the following table, the Cleric’s player rolls the die that corresponds to the most significant act of the Cleric that day; if the rolled result is higher than the Cleric’s current reputation score, the Cleric’s reputation score increases by one.
d4: Fulfilled intermediate tenet of faith or service related to single believer
d6: Fulfilled major tenet of faith, service related to single local congregation or saved life or body of single believer
d8: Related to single order or sect, saved lives or bodies of single local congregation
d10: Related to whole religion or a servant of the god, saved lives or bodies of entire order or sect
d12: Related to the god, saved the lives or bodies of whole religion
Losing reputation is easier and more drastic than gaining reputation. At the end of a session in which a Cleric has blatantly violated a tenet of the Cleric’s faith or done an active disservice related to the Cleric's faith, the Cleric’s player rolls the die that corresponds to the act of the highest magnitude of the Cleric’s that day. The number rolled on the die is subtracted from the Cleric’s reputation score; in this way, negative reputations are possible.
If the Cleric has performed both reputable and disreputable acts within a single session, increase the disreputable die size by two and compare the two dice; subtract the smaller die’s sides from the larger die’s sides and roll a die with the number of sides that results, applying the result towards or against the reputation in correspondence to whether the larger die was reputable or disreputable.
For example, Kolath the Cleric of Zeus, within a single session, stole some gold from a member of the congregation of the local temple of Zeus and also helped the rest of the party fend off an army of goblins intent on killing the entire local town. The theft from the fellow follower of Zeus corresponds to the d4 and saving the town, which includes the local congregation of Zeus, corresponds to the d8. Adding two to the four sides of the d4 and subtracting the resulting six from eight leaves a d2 for Kolath's player to roll to see whether Kolath's reputation rises with Zeus or not. Unless Kolath's reputation with Zeus is already lower than 2, Zeus is so non-plussed with Kolath's theft that even saving an entire congregation is not enough to impress Zeus.
Reputation with one's deity is important because Third through Seventh Level Cleric Spells are granted to Clerics by higher powers. In order for spells of a certain level to be granted to a Cleric, the Cleric must both be of sufficient level to have spell slots of that level (like the "normal," as-written Cleric in most systems) and must have a reputation rating with the higher power of at least the same level as the spell.
Feedback appreciated.
__________________________________________________________________
Clerics begin play with a reputation rating of 1 with their deity. At the end of each session in which a Cleric has performed an act on the following table, the Cleric’s player rolls the die that corresponds to the most significant act of the Cleric that day; if the rolled result is higher than the Cleric’s current reputation score, the Cleric’s reputation score increases by one.
d4: Fulfilled intermediate tenet of faith or service related to single believer
d6: Fulfilled major tenet of faith, service related to single local congregation or saved life or body of single believer
d8: Related to single order or sect, saved lives or bodies of single local congregation
d10: Related to whole religion or a servant of the god, saved lives or bodies of entire order or sect
d12: Related to the god, saved the lives or bodies of whole religion
Losing reputation is easier and more drastic than gaining reputation. At the end of a session in which a Cleric has blatantly violated a tenet of the Cleric’s faith or done an active disservice related to the Cleric's faith, the Cleric’s player rolls the die that corresponds to the act of the highest magnitude of the Cleric’s that day. The number rolled on the die is subtracted from the Cleric’s reputation score; in this way, negative reputations are possible.
If the Cleric has performed both reputable and disreputable acts within a single session, increase the disreputable die size by two and compare the two dice; subtract the smaller die’s sides from the larger die’s sides and roll a die with the number of sides that results, applying the result towards or against the reputation in correspondence to whether the larger die was reputable or disreputable.
For example, Kolath the Cleric of Zeus, within a single session, stole some gold from a member of the congregation of the local temple of Zeus and also helped the rest of the party fend off an army of goblins intent on killing the entire local town. The theft from the fellow follower of Zeus corresponds to the d4 and saving the town, which includes the local congregation of Zeus, corresponds to the d8. Adding two to the four sides of the d4 and subtracting the resulting six from eight leaves a d2 for Kolath's player to roll to see whether Kolath's reputation rises with Zeus or not. Unless Kolath's reputation with Zeus is already lower than 2, Zeus is so non-plussed with Kolath's theft that even saving an entire congregation is not enough to impress Zeus.
Reputation with one's deity is important because Third through Seventh Level Cleric Spells are granted to Clerics by higher powers. In order for spells of a certain level to be granted to a Cleric, the Cleric must both be of sufficient level to have spell slots of that level (like the "normal," as-written Cleric in most systems) and must have a reputation rating with the higher power of at least the same level as the spell.
Labels:
Character Classes,
Clerics,
RPG Theorizing,
Rules-Brewing,
Tables,
World Building
Wednesday, October 31, 2012
Shrelft the Pilgrim Peddler
So, I'm finally running games again. We ran a session of Dawn of Worlds a few weeks ago and played some S&W last Friday. I'm really enjoying gaming.
We didn't get a lot done, which is fine. We rolled up some new characters, discussed keeping track of time better (we all agreed that using a Gregorian calendar would be easiest and the players decided to start on January 1; we don't have years yet), played out a visit by Shrelft the Pilgrim Peddler and then they had a run-in with a Lindwurm.
But let's talk about Shrelft the Pilgrim Peddler, since there's been some interest expressed in him. I've refrained from sharing him before now because the majority of his inventory is from the Arduin Grimoires (specifically Grimoires IV, V, VI and VII), but I figure I can share the parts of Shrelft that I came up with and a few examples of his inventory so that you can have Shrelft show up in your games too, if you want.
Here's how I've described Shrelft for myself:
We didn't get a lot done, which is fine. We rolled up some new characters, discussed keeping track of time better (we all agreed that using a Gregorian calendar would be easiest and the players decided to start on January 1; we don't have years yet), played out a visit by Shrelft the Pilgrim Peddler and then they had a run-in with a Lindwurm.
But let's talk about Shrelft the Pilgrim Peddler, since there's been some interest expressed in him. I've refrained from sharing him before now because the majority of his inventory is from the Arduin Grimoires (specifically Grimoires IV, V, VI and VII), but I figure I can share the parts of Shrelft that I came up with and a few examples of his inventory so that you can have Shrelft show up in your games too, if you want.
Here's how I've described Shrelft for myself:
Shrelft shows up at the PC's
home base occasionally, selling minor magical items and dungeoneering
gear that is pretty much unavailable elsewhere. Shrelft will show up
in a particular session on a roll of 1 on a d6. No one knows much
about Shrelft, especially concerning where he obtains his wares. When
asked about his sources, Shreflt only smiles, and those who try to
follow him always lose him around a corner, over a hill or behind a
tree; Shrelft also ceases to visit those PCs until a 2 is rolled on
2d6 (roll once per session), at which point Shreflt has apparently forgiven the PCs and will
resume his normal schedule.
I then list 20 magical alchemical items for purchase. I usually roll a d20 three or four times to determine what Shrelft is selling today, and d4 for each item to determine how many he has for sale. The four Grimoires I mentioned have a lot more than 19 alchemical items, but I decided that, until the PCs get richer (switching to using the ACKS method of dungeon stocking will make that happen more quickly, it's looking like) there's no point in teasing them with anything that costs more than 1000 silver (I'm using a silver standard).
Some examples:
Saethryth's Salve (500sp): A thick green paste
that smells of mint and fish. Applied to a freshly cut body part,
even a head, it will keep that part alive and viable for up to a
week. If the part is bound to a fresh wound within that week, it
will grow a healthy connection. (This is, I think, the only item I didn't get from the Arduin Grimoires. It's a favorite with my players, understandably. It's probably under-priced, but that's OK.)
Sigestamundo's
Silver Screamers/ “Banshee Stones” (105sp):
The size and weight of steel marbles and silver colored, when
sharply struck, they ignite and take off in random and crazy flight
patterns, trailing sparks and grey metallic smoke while screaming
and wailing. They fly for 1d8 seconds but take flight again once
they hit something. They last for 20 minutes.
Zartan's Outfire Fog
(330sp): Comes inside sealed
glass containers, which hold enough fog to fill an area of 100 cubic
meters. The fog is heavier than air and puts out all mundane fire in
one second and all magic fire in three seconds. The fog dissipates
in one minute, after which magical fires return.
Zorn's Instant Armor
(250sp): Small grey cubes with
a red button on one side. When the button is pressed, it unfolds
into a simple shield which lasts for 1d100 minutes before crumbling
away.
Lalamaluna's Liquid
of Lasting Luminescence (25sp):
This yellow-gold liquid glows brightly for 20 years after its
manufacture; anything soaked in it will also glow, provided the
liquid, which is water-soluble, is not washed away.
Labels:
Arduin,
Gear and Equipment,
Unique Encounters,
World Building
Monday, October 15, 2012
The DMG, Section by Section, Part 16: Character Spells – Recovery of Spells, Spell Casting and Tribal Spell Casters
I'm still – slowly – working on the ideas I've got from the last section, but it's high time I resumed this series.
Recovery of Spells
Gary gives a short table for how long you have to sleep to be able to memorize new spells; these range from just four hours, if all you want to memorize are first or second level spells, all the way to a whopping twelve hours if you want to memorize a ninth level spell. The implications for this are interesting: low level Magic-Users, Clerics and other spell casters now have no excuse for not standing watch at night, and there may come times when a high-level character chooses not to rest long enough to memorize their highest level spells. Interrupting a high-level enemy Magic-User's 12 hours sleep certainly becomes an attractive strategy. While I find all of these ideas interesting, though, I just don't expect them to come up that often in gaming, or perhaps to even come up at all.
After a spell caster has rested sufficiently, each spell takes 15 minutes per spell level to memorize. Even more than resting times, I've always had a problem with this approach, for a few reasons. Again, I don't really see the point of the extra math, it doesn't fit my reading of the source material in the Tales of the Dying Earth (specifically in the first few pages of Turjan of Miir), and, least logically but most viscerally, it clashes with my preferred metaphor for Vancian magic: loading bullets into a gun, which is quick and easy.
Insight into how variable rest time and lengthy spell memorization times make the game better is very much appreciated.
Spell Casting
Gary goes into a half page of explanation of how AD&D Vancian magic works, in-game. Basically, each spell brings energy from another plane to the caster's plane and channels it into the spell's effects. In exchange for the energy from the other plane, material components (the caster's breath, when none are listed) are destroyed to provide the energy to send back to the other plane.
Gary also mentions the the first two Dying Earth books (The Eyes of the Overworld and The Dying Earth) and John Bellairs' The Face in the Frost, a book I haven't heard of before or remember reading any reviews of on OSR blogs, as inspiration for the way AD&D magic works. I'm guessing that a good deal of the elements of AD&D magic I don't recognize from Vance are from the latter work, which seems to be highly recommended by Bellairs' fellow fantasy writers. The Face in the Frost is now on my reading list.
On the other hand, even if I thought that Vancian magic needed this level of explanation, I don't like this explanation of how magic works. This isn't making it into my game.
Tribal Spell Casters
Certain humanoids and a few other groups (cavemen, ettins…) have spell casters in their tribes. Shamans are the tribal equivalent of Clerics and may go up to 7th level, depending on species, while Witch Doctors are the tribal equivalent of Magic-Users and may go up to 4th level, depending on species. Both NPC classes have limited spell lists and only Cavemen may have both a Shaman and Witch Doctor in one tribe. Altogether, a helpful but not terribly exciting section.
Recovery of Spells
Gary gives a short table for how long you have to sleep to be able to memorize new spells; these range from just four hours, if all you want to memorize are first or second level spells, all the way to a whopping twelve hours if you want to memorize a ninth level spell. The implications for this are interesting: low level Magic-Users, Clerics and other spell casters now have no excuse for not standing watch at night, and there may come times when a high-level character chooses not to rest long enough to memorize their highest level spells. Interrupting a high-level enemy Magic-User's 12 hours sleep certainly becomes an attractive strategy. While I find all of these ideas interesting, though, I just don't expect them to come up that often in gaming, or perhaps to even come up at all.
After a spell caster has rested sufficiently, each spell takes 15 minutes per spell level to memorize. Even more than resting times, I've always had a problem with this approach, for a few reasons. Again, I don't really see the point of the extra math, it doesn't fit my reading of the source material in the Tales of the Dying Earth (specifically in the first few pages of Turjan of Miir), and, least logically but most viscerally, it clashes with my preferred metaphor for Vancian magic: loading bullets into a gun, which is quick and easy.
Insight into how variable rest time and lengthy spell memorization times make the game better is very much appreciated.
Spell Casting
Gary goes into a half page of explanation of how AD&D Vancian magic works, in-game. Basically, each spell brings energy from another plane to the caster's plane and channels it into the spell's effects. In exchange for the energy from the other plane, material components (the caster's breath, when none are listed) are destroyed to provide the energy to send back to the other plane.
Gary also mentions the the first two Dying Earth books (The Eyes of the Overworld and The Dying Earth) and John Bellairs' The Face in the Frost, a book I haven't heard of before or remember reading any reviews of on OSR blogs, as inspiration for the way AD&D magic works. I'm guessing that a good deal of the elements of AD&D magic I don't recognize from Vance are from the latter work, which seems to be highly recommended by Bellairs' fellow fantasy writers. The Face in the Frost is now on my reading list.
On the other hand, even if I thought that Vancian magic needed this level of explanation, I don't like this explanation of how magic works. This isn't making it into my game.
Tribal Spell Casters
Certain humanoids and a few other groups (cavemen, ettins…) have spell casters in their tribes. Shamans are the tribal equivalent of Clerics and may go up to 7th level, depending on species, while Witch Doctors are the tribal equivalent of Magic-Users and may go up to 4th level, depending on species. Both NPC classes have limited spell lists and only Cavemen may have both a Shaman and Witch Doctor in one tribe. Altogether, a helpful but not terribly exciting section.
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Thursday, September 27, 2012
Magic-User Master Spell Book Contents
Independent Magic-Users apprentice with a master who is unaffiliated with any of the large magical organizations. Most of the mechanics for such Magic-Users are in an earlier post, but this post deals with important information about the master that was not included in the previous post: level, intelligence and the contents of the master's spell book.
Master's Intelligence: [1,1] 12
Master's Intelligence: 2d4+10 (12-18)
Master's Level: 2d8+4 (6-20)
Spell Book Contents
First Level Spells:
Determine spell quota by dividing INT by two (round up). This is the number of first level spells the Master's spell book will contain.
Automatically include Read Magic. Count Read Magic as the first spell towards reaching the quota (unless it is a zero-level spell in your system).
If your first level spells are divided into Offensive, Defensive and Miscellaneous spells, roll on each table in turn to select spells until the number of spells is met. Re-roll spells that are selected more than once.
If they are not divided into separate lists, roll to select spells until you have reached the quota. Re-roll spells that are selected more than once.
Second Level Spells and Higher:
Subtract one from the spell quota of the previous spell level and roll on spell list until quota is met, re-rolling spells that are selected more than once. Repeat for each spell level until the maximum spell level for the Master's level is reached or quota is lowered to zero.
Example 1:
For this first example, we'll use the LotFP (Deluxe) spell lists and Magic-User class. Note that LotFP doesn't divide first level spells into three separate lists of offensive, defensive and miscellaneous spells. Also, note that while this master is able to cast up to ninth level spells, she's only actually acquired spells up to sixth level. I'm rolling a d20 for each of these spell lists, since each of the LotFP spell lists I'm rolling on have 20 spells (higher-level spell lists have less).
Master's Intelligence: [1,1] 12
Master's Level: [6,7] 17
Quota: (12 divided by two) 6
Maximum Spell Level: 9th (but we're not going to get there)
First Level Spells:
Read Magic (automatic)
[17] Sleep
[18] Spider Climb
[20] Ventriloquism
[6] Floating Disc
[4] Enlarge
Second Level Spells:
[9] Invisibility
[1] Audible Glamor
[12] Locate Object
[3] Continual Light
[15] Phantasmal Force
Third Level Spells:
[19] Suggestion
[12] Hold Person
[11] Haste
[20] Water Breathing
Fourth Level Spells:
[1] Charm Monster
[19] Wall of Ice
[15] Protection from Normal Weapons
Fifth Level Spells:
[3] Chaos
[16] Telekinesis
Sixth Level Spell:
[11] Legend Lore
Example 2:
For this second example, we'll use John's excellent Vancian spell lists, but only roll up the contents of the spell book through spell level two, since levels 3-6 work the same as level two. Note that John's spell lists count The Arcane Cypher (read magic) as a zero level spell and split the 30 first level spells into ten offensive, ten defensive and ten miscellaneous spells (so two rolls of "1" are fine, since they are rolls on different lists).
Zero Level Spell:
The Arcane Cypher (automatic)
First Level Spells (rolling 1d10):
[1] The Charm of Appersonation (Offensive)
[1] The Apotropaic Circle (Defensive)
[10] Tenser's Floating Disc (Miscellaneous)
[4] The Importunate Insult (Offensive)
[6] The Howling Rune (Defensive)
[3] The Call to the Unseen Servant (Miscellaneous)
Second Level Spells (rolling 1d30):
[15] The Pattern of the Immanent Sublime
[20] The Spell of Barring and Broaching
[22] The Spell of the Imponderous Bounty
[9] Leomund's Escalatory Escape
[5] Hornung's Deleterious Deflector
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Tuesday, September 25, 2012
Mechanics for Magic-Users of the Order of the Green Hand
Much of this post will build on my previous post on the Order of the Green Hand. I'll try not to repeat too much, and I'll put a bit more history into this post than my previous posts.
The Order of the Green Hand was originally founded by a Sorcerer (think Carcosan Sorcerer, but with the ability to cast any spell as a ritual; we'll get to Sorcerers later in this series) who discovered the Ritual of the Green Hand and numerous low-level Magic-Users from the various Magical Academies who were disillusioned with the zero-sum culture, constant infighting and politics of the Academies. The Order, then, is based on the idea of cooperation and mutual aid. All of the Magical Academies found this idea dangerous both because it shook up their comfortable world and because they recognized that Magic-Users cooperating together, and with Sorcerers, would be much more powerful and effective than the Academies, divided as they were by petty squabbles. They hunted down as many of the early members of the Order as they could, coordinating their attacks on a single night of purging, known as the Night of Green and Red. Most members were killed, but some escaped; most that escaped lost their spell books and were only able, at a later date, to copy the spells they had memorized (and not used during their escape) onto new spell books. A very few members of the Order were able to abscond with a few higher level spells; to this day, the Order's spell books are skewed towards many low-level spells and few high level spells.
The Magical Academies continued to hunt the Order, citing the Order's connection to sorcery to the authorities and expending considerable political capital to convince them to ban the Order and eventually founding an order of Purgators to stamp the Order out of existence. The Order eventually found safe havens, however, in the good graces of kings, lords and city-states which did not have Magical Academies within their territory and desired reliable access to court mages, advice and magically capable agents. Eventually, the Order became established enough that the Academies no longer challenge it openly outside of their own cities (which the Order still has not been allowed to establish a presence in) and the Purgators have dwindled in number and their ranks are now filled with more Assassins than Paladins. The Order, as it has gained power, forged an alliance with the Assassin's Guild to combat the Purgators, who violate the Assassin's strict insistence on their own monopoly on assassination.
As described in my original post, members of the Order have access to many shared resources at the Order's many dormitories. One of these resources is the dormitory spell books. Whenever a member of the Order discovers or obtains a new spell, it is copied into the dormitory's two spell books. Every month the dormitories send one of their spell books on to the next dormitory in a set rotation and once the new spell book arrives any spells that one book has but the other does not are copied into the book that does not have them. In this way, the number of spells available to a member of the order is constantly, if slowly, growing. Mechanically, every month there are (1d6-4) new spells of (3d6-9)th level. (No new spells if either roll goes below 1.)
Despite the enmity between the Order and the Academies, the methodology of their practice of spell-casting is basically the same; after all, the founding Magic-Users of the Order all came from the Academies. The relative inexperience of the founding members was balanced out by their practice of mutual aid as well as the desperation of the early days of the Order, so members of the Order today are able to cast spells just as well as alumni of one of the Academies, save that they don't specialize in certain spells like the Academies do. Like graduates of an Academy, members of the Order must check against their Intelligence scores whenever attempting to learn a new spell; failure means that the spell may not be learned at the member's current level, but a new attempt may be made each level until the spell is successfully learned.
In the methodology of magic outside of casting spells, however, the Order owes much to the Sorcerers within its ranks. Ready help and teaching from Sorcerers enable Magic-Users of the Order to cast rituals of one half their caster level. In addition, members of the Order may copy spells they have not mastered into their spell books and may cast them as rituals, something alumni of the Academies are not able to do. In addition, members of the Order benefit from Sorcerous training in the crafting of magic items; mechanically, they craft them as if they are one level higher than they actually are and as if the laboratory they use is one increment more valuable than it actually is.
Higher-level members of the Order often take administrative positions within the Order, helping to run a dormitory, manufacturing magic items and protecting and advancing the Order through diplomatic and political means. At least one of these members will always be on duty in each dormitory to give help and advice to any members that need it, though they will be most knowledgable about magic and local politics and generally ignorant about other subjects. (If a PC is a member of the Order, when the PC established a stronghold, it will be, or will at least include, a dormitory.)
Each dormitory possesses a modest library and laboratory, serviceable but nothing like the libraries of the Academies. Tables for determining the their value, as well as the mechanical benefits of staff of the dormitory, will be forthcoming.
Finally, it should be noted that Sorcery, that is, the casting of rituals by those without the capability to memorize spells, and especially the casting of rituals which cannot be memorized as spells, has never lost its stigma. The continued presence of Sorcerers within the Order is a secret, even if it is suspected by many. Low-level Magic-Users in the Order are not told of the presence of Sorcerers within the Order and Sorcerers of all levels are aided in passing as Magic-Users. Once a Magic-User has reached fourth level (also the level where one no longer must surrender magic items to the Order, and when the hands turn green), the Magic-User is told of the membership of Sorcerers and introduced to the dormitory's book of sorcery, which contains all the rituals the Order possesses (mechanically, three kinds of rituals will be in the book of sorcery: rituals for which the Order does not have the spell, since rituals may be cast from spells, but spells cannot be cast from rituals as the ritual "write-up" contains less information than the spells do; rituals that may not be cast as spells at all, such as Carcosan rituals; and, finally, the ritual write-ups for all the spells that the Order has, including all the information necessary to rebuild actual spells, as back-up).
When first given this information – the membership of Sorcerers, the reality of Cthuloid beings, the possession of horrible Carcosan rituals by the Order – the Magic-User must roll at or under Wisdom or go catatonic (and unplayable) for d100 days; this same risk is repeated the first time the Magic-User attempts to study a Carcosan ritual (so it is in the PC's best interest to study one at the first opportunity so that this risk doesn't have to be run when time is of the essence).
The Order of the Green Hand was originally founded by a Sorcerer (think Carcosan Sorcerer, but with the ability to cast any spell as a ritual; we'll get to Sorcerers later in this series) who discovered the Ritual of the Green Hand and numerous low-level Magic-Users from the various Magical Academies who were disillusioned with the zero-sum culture, constant infighting and politics of the Academies. The Order, then, is based on the idea of cooperation and mutual aid. All of the Magical Academies found this idea dangerous both because it shook up their comfortable world and because they recognized that Magic-Users cooperating together, and with Sorcerers, would be much more powerful and effective than the Academies, divided as they were by petty squabbles. They hunted down as many of the early members of the Order as they could, coordinating their attacks on a single night of purging, known as the Night of Green and Red. Most members were killed, but some escaped; most that escaped lost their spell books and were only able, at a later date, to copy the spells they had memorized (and not used during their escape) onto new spell books. A very few members of the Order were able to abscond with a few higher level spells; to this day, the Order's spell books are skewed towards many low-level spells and few high level spells.
The Magical Academies continued to hunt the Order, citing the Order's connection to sorcery to the authorities and expending considerable political capital to convince them to ban the Order and eventually founding an order of Purgators to stamp the Order out of existence. The Order eventually found safe havens, however, in the good graces of kings, lords and city-states which did not have Magical Academies within their territory and desired reliable access to court mages, advice and magically capable agents. Eventually, the Order became established enough that the Academies no longer challenge it openly outside of their own cities (which the Order still has not been allowed to establish a presence in) and the Purgators have dwindled in number and their ranks are now filled with more Assassins than Paladins. The Order, as it has gained power, forged an alliance with the Assassin's Guild to combat the Purgators, who violate the Assassin's strict insistence on their own monopoly on assassination.
As described in my original post, members of the Order have access to many shared resources at the Order's many dormitories. One of these resources is the dormitory spell books. Whenever a member of the Order discovers or obtains a new spell, it is copied into the dormitory's two spell books. Every month the dormitories send one of their spell books on to the next dormitory in a set rotation and once the new spell book arrives any spells that one book has but the other does not are copied into the book that does not have them. In this way, the number of spells available to a member of the order is constantly, if slowly, growing. Mechanically, every month there are (1d6-4) new spells of (3d6-9)th level. (No new spells if either roll goes below 1.)
Despite the enmity between the Order and the Academies, the methodology of their practice of spell-casting is basically the same; after all, the founding Magic-Users of the Order all came from the Academies. The relative inexperience of the founding members was balanced out by their practice of mutual aid as well as the desperation of the early days of the Order, so members of the Order today are able to cast spells just as well as alumni of one of the Academies, save that they don't specialize in certain spells like the Academies do. Like graduates of an Academy, members of the Order must check against their Intelligence scores whenever attempting to learn a new spell; failure means that the spell may not be learned at the member's current level, but a new attempt may be made each level until the spell is successfully learned.
In the methodology of magic outside of casting spells, however, the Order owes much to the Sorcerers within its ranks. Ready help and teaching from Sorcerers enable Magic-Users of the Order to cast rituals of one half their caster level. In addition, members of the Order may copy spells they have not mastered into their spell books and may cast them as rituals, something alumni of the Academies are not able to do. In addition, members of the Order benefit from Sorcerous training in the crafting of magic items; mechanically, they craft them as if they are one level higher than they actually are and as if the laboratory they use is one increment more valuable than it actually is.
Higher-level members of the Order often take administrative positions within the Order, helping to run a dormitory, manufacturing magic items and protecting and advancing the Order through diplomatic and political means. At least one of these members will always be on duty in each dormitory to give help and advice to any members that need it, though they will be most knowledgable about magic and local politics and generally ignorant about other subjects. (If a PC is a member of the Order, when the PC established a stronghold, it will be, or will at least include, a dormitory.)
Each dormitory possesses a modest library and laboratory, serviceable but nothing like the libraries of the Academies. Tables for determining the their value, as well as the mechanical benefits of staff of the dormitory, will be forthcoming.
Finally, it should be noted that Sorcery, that is, the casting of rituals by those without the capability to memorize spells, and especially the casting of rituals which cannot be memorized as spells, has never lost its stigma. The continued presence of Sorcerers within the Order is a secret, even if it is suspected by many. Low-level Magic-Users in the Order are not told of the presence of Sorcerers within the Order and Sorcerers of all levels are aided in passing as Magic-Users. Once a Magic-User has reached fourth level (also the level where one no longer must surrender magic items to the Order, and when the hands turn green), the Magic-User is told of the membership of Sorcerers and introduced to the dormitory's book of sorcery, which contains all the rituals the Order possesses (mechanically, three kinds of rituals will be in the book of sorcery: rituals for which the Order does not have the spell, since rituals may be cast from spells, but spells cannot be cast from rituals as the ritual "write-up" contains less information than the spells do; rituals that may not be cast as spells at all, such as Carcosan rituals; and, finally, the ritual write-ups for all the spells that the Order has, including all the information necessary to rebuild actual spells, as back-up).
When first given this information – the membership of Sorcerers, the reality of Cthuloid beings, the possession of horrible Carcosan rituals by the Order – the Magic-User must roll at or under Wisdom or go catatonic (and unplayable) for d100 days; this same risk is repeated the first time the Magic-User attempts to study a Carcosan ritual (so it is in the PC's best interest to study one at the first opportunity so that this risk doesn't have to be run when time is of the essence).
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Saturday, September 1, 2012
Graduates of the Academies of Magic
Today's post is about Magic-Users who attended and graduated from an Academy of Magic. Like yesterday, I'm going to try to save description that isn't related to the mechanical until later; hopefully this will result in a shorter post than yesterday.
A Graduate of one of the Academies of Magic leaves his Alma Mater with a Book of First Level Spells in hand. This book contains all the first level spells that are known to the faculty at the Academy. When sufficient funds are raised, the Magic-User is allowed to buy the Book of Second Level Spells, the Book of Third Level Spells, and so forth; similar to modern university textbooks, these texts are over-priced. They are also basically huge scrolls, so the Magic-User must copy them over into his own spell book in order to be able to memorize them. (The Academies and which spells they have in their spell books are generated using this method.)
Sadly, the Academies of Magic are not solely dedicated to the understanding and use of magic; byzantine politics distract professors and students find it difficult to compete with each other for enough attention and training to fully grasp the principles of magic in a deep, exhaustive way. Because of this relatively more shallow understanding of magic, compared to apprentices of independent Magic-Users, graduates from Academies of Magic might not be able to master a spell upon first casting Read Magic upon it. Each time a graduate tries to learn a new spell, the player must roll at or below the graduate's Intelligence score or the graduate will not be able to master the spell; the graduate may not attempt to learn the spell again until a new level is gained, at which point another Intelligence check is allowed to determine whether the graduate's increased skill, knowledge and understanding have made the spell accessible to the graduate. Note that the graduate will normally roll on every spell in a Book of N Level Spells after buying it. Possession of these texts do not automatically constitute being able to use every spell within; in fact, it's unlikely.
Alumni of an Academy of Magic may pay (100 gp/hour or fraction thereof) to have "office hours" with a professor, who, so far as mechanics are concerned, may be treated as a sage but isn't limited to only serving that function; politics, role-playing, advice-giving and so forth are encouraged. If PCs bring a question or problem, along with new information of some sort, to a professor who specializes in a field related to the question or problem, there is a 1/6 chance that the professor will do the research for free out of gratitude and to encourage the PCs to bring further new information to him.
Each academy specializes in certain types of spells and magic and so graduates from each academy are able to cast certain spells more effectively than others. These will be detailed in future posts about the specific academies.
Each Academy of Magic has an extensive library which is open to all alumni free of cost. Graduates may freely research here, but they must still expend resources as normal when researching spells, since material components are used when figuring out spells. The precise value, and the mechanical benefits, of each academy vary and will be detailed in the future.
Graduates of an Academy of Magic are used to approaching magic in a workmanlike, methodical way that matches better with conducting rituals than the more thorough approach of independent Magic-Users. Still, their less complete understanding of magic keeps them from truly excelling with rituals; like independent Magic-Users, graduates of an Academy of Magic may cast rituals of one third their caster level (with the same component and time costs as well).
A Graduate of one of the Academies of Magic leaves his Alma Mater with a Book of First Level Spells in hand. This book contains all the first level spells that are known to the faculty at the Academy. When sufficient funds are raised, the Magic-User is allowed to buy the Book of Second Level Spells, the Book of Third Level Spells, and so forth; similar to modern university textbooks, these texts are over-priced. They are also basically huge scrolls, so the Magic-User must copy them over into his own spell book in order to be able to memorize them. (The Academies and which spells they have in their spell books are generated using this method.)
Sadly, the Academies of Magic are not solely dedicated to the understanding and use of magic; byzantine politics distract professors and students find it difficult to compete with each other for enough attention and training to fully grasp the principles of magic in a deep, exhaustive way. Because of this relatively more shallow understanding of magic, compared to apprentices of independent Magic-Users, graduates from Academies of Magic might not be able to master a spell upon first casting Read Magic upon it. Each time a graduate tries to learn a new spell, the player must roll at or below the graduate's Intelligence score or the graduate will not be able to master the spell; the graduate may not attempt to learn the spell again until a new level is gained, at which point another Intelligence check is allowed to determine whether the graduate's increased skill, knowledge and understanding have made the spell accessible to the graduate. Note that the graduate will normally roll on every spell in a Book of N Level Spells after buying it. Possession of these texts do not automatically constitute being able to use every spell within; in fact, it's unlikely.
Alumni of an Academy of Magic may pay (100 gp/hour or fraction thereof) to have "office hours" with a professor, who, so far as mechanics are concerned, may be treated as a sage but isn't limited to only serving that function; politics, role-playing, advice-giving and so forth are encouraged. If PCs bring a question or problem, along with new information of some sort, to a professor who specializes in a field related to the question or problem, there is a 1/6 chance that the professor will do the research for free out of gratitude and to encourage the PCs to bring further new information to him.
Each academy specializes in certain types of spells and magic and so graduates from each academy are able to cast certain spells more effectively than others. These will be detailed in future posts about the specific academies.
Each Academy of Magic has an extensive library which is open to all alumni free of cost. Graduates may freely research here, but they must still expend resources as normal when researching spells, since material components are used when figuring out spells. The precise value, and the mechanical benefits, of each academy vary and will be detailed in the future.
Graduates of an Academy of Magic are used to approaching magic in a workmanlike, methodical way that matches better with conducting rituals than the more thorough approach of independent Magic-Users. Still, their less complete understanding of magic keeps them from truly excelling with rituals; like independent Magic-Users, graduates of an Academy of Magic may cast rituals of one third their caster level (with the same component and time costs as well).
Labels:
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Magic Mechanics,
Magic-Users,
Rules-Brewing,
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Friday, August 31, 2012
Independent Magic-Users
I'm going to spend the next few posts detailing the different affiliations and organizations Magic-Users can be involved with in my campaign (ignoring for the time being that I'm not currently running games).
Today's post is about independent Magic-Users, those Magic-Users who neither attended an Academy of Magic nor belong to the Order of the Green Hand, but, in much the way Gary outlines in the DMG, apprenticed with a Magic-User of at least 6th level and, having completed the apprenticeship, struck out alone to make a life for themselves. Below are the mechanics I've come up with; they necessarily include flavor to explain how they work, but I'm holding off on explaining non-mechanical flavor until another time.
Independent Magic-Users receive individualized attention and their education emphasizes exhaustive comprehension of magic. Especially intelligent independent Magic-Users have a small chance to be directed to a master who can teach them to understand magic well enough that they don't need spell books and instead permanently memorize a smaller number of spells (in the manner of the Order of Trehaen from The Majestic Wilderlands); Magic-Uses with Intelligence 17 have a 1/6 chance and those with Intelligence 18 have a 2/6 chance. Magic-Users who qualify for this are allowed to refuse.
The Magic-User automatically receives a spell book with four spells from the Magic-User's master upon completion of his apprenticeship. To determine whether, and for how long, the master will continue to aide and guide the Magic-User, roll 1d4 and add the Magic-User's Charisma bonus. Any result above zero represents the level after which the master will consider the Magic-User to be completely "on his own," when the master will no longer provide free help in usual circumstances. During each level the master continues to help his apprentice the master will send the Magic-User on a single quest.
Until the master considers the Magic-User to be on his own the master will send randomly selected spells to the Magic-User each time the Magic-User levels up. When the Magic-User gains access to a higher rank of spell slot, the master will send four spells; when the Magic-User levels but doesn't gain access to a higher spell slot, the master will send a single spell. The master will also provide guidance and advice if consulted and has a 75% chance to agree to answer questions in the manner of a sage for free.
Magic-Users who don't require spell books receive as many new spells as they have newly gained the ability to memorize (usually only one). They are allowed to choose from their master's repertoire (which, in all cases, should be determined beforehand; I haven't figured out exactly how yet, but plan to do so and include it in a future post).
All of this ends when the Magic-User passes the level rolled above; though the relationship may still be friendly and close, the Magic-User isn't getting any more free lunches. Rolling a low number, or below zero, should not necessarily be interpreted as having a poor relationship with the master; the master may simply be too busy or think too highly of the talents of the Magic-User to "coddle" him with spells and assistance.
Because of the intense, high-caliber nature of their study of magic, independent Magic-Users automatically are able to learn any spell which they use Read Magic upon and have an appropriate spell slot for; unlike other Magic-Users, they do not need to roll to check whether they comprehend a new spell when they try to learn it.
Today's post is about independent Magic-Users, those Magic-Users who neither attended an Academy of Magic nor belong to the Order of the Green Hand, but, in much the way Gary outlines in the DMG, apprenticed with a Magic-User of at least 6th level and, having completed the apprenticeship, struck out alone to make a life for themselves. Below are the mechanics I've come up with; they necessarily include flavor to explain how they work, but I'm holding off on explaining non-mechanical flavor until another time.
Independent Magic-Users receive individualized attention and their education emphasizes exhaustive comprehension of magic. Especially intelligent independent Magic-Users have a small chance to be directed to a master who can teach them to understand magic well enough that they don't need spell books and instead permanently memorize a smaller number of spells (in the manner of the Order of Trehaen from The Majestic Wilderlands); Magic-Uses with Intelligence 17 have a 1/6 chance and those with Intelligence 18 have a 2/6 chance. Magic-Users who qualify for this are allowed to refuse.
The Magic-User automatically receives a spell book with four spells from the Magic-User's master upon completion of his apprenticeship. To determine whether, and for how long, the master will continue to aide and guide the Magic-User, roll 1d4 and add the Magic-User's Charisma bonus. Any result above zero represents the level after which the master will consider the Magic-User to be completely "on his own," when the master will no longer provide free help in usual circumstances. During each level the master continues to help his apprentice the master will send the Magic-User on a single quest.
Until the master considers the Magic-User to be on his own the master will send randomly selected spells to the Magic-User each time the Magic-User levels up. When the Magic-User gains access to a higher rank of spell slot, the master will send four spells; when the Magic-User levels but doesn't gain access to a higher spell slot, the master will send a single spell. The master will also provide guidance and advice if consulted and has a 75% chance to agree to answer questions in the manner of a sage for free.
Magic-Users who don't require spell books receive as many new spells as they have newly gained the ability to memorize (usually only one). They are allowed to choose from their master's repertoire (which, in all cases, should be determined beforehand; I haven't figured out exactly how yet, but plan to do so and include it in a future post).
All of this ends when the Magic-User passes the level rolled above; though the relationship may still be friendly and close, the Magic-User isn't getting any more free lunches. Rolling a low number, or below zero, should not necessarily be interpreted as having a poor relationship with the master; the master may simply be too busy or think too highly of the talents of the Magic-User to "coddle" him with spells and assistance.
Spells given as gifts to the Magic-User by the master are the only free spells independent Magic-Users receive; they do not automatically gain any spells just by leveling up. To acquire more spells, they must trade for them, research them or obtain them in the course of an adventure.
In addition, independent Magic-Users are able to attempt to "catch" spells as they cast them, retaining them in their spell slots. Attempting this is optional and success is determined by making a save (versus Spells if you're not using S&W), modified positively by caster level and negatively by spell level. Fumbles occur on a roll of 1 for the top three spell levels.
Independent Magic-Users are, with good reason, a distrustful lot that generally keep to themselves, but they will occasionally interact with each other to trade knowledge. While a Magic-User is a certain level, he will be approached as many times as his level by other Magic-Users seeking to acquire a spell he has (once while first level, three times while third level, nine times while ninth level, and so on). The referee should roll on the lowest die that goes higher than the Magic-User's level (1d4 for first and third level, 1d10 for ninth level, and so on); this determines the level of the NPC Magic-User that approaches the Magic-User.
The PC Magic-User may propose any price in money, spells, magic items and quests for the spell in question. For most prices, the referee should make a reaction roll for the NPC; any neutral or positive result signifies acceptance of the terms. Referees should use judgment and automatically accept exactly fair offers (such as a strict trade of spells of equal level) and automatically reject only the utterly unreasonable and actually impossible offers; NPCs of the same or higher level than the PC will not accept quests. If the NPC refuses an offer, further negotiation is possible: the PC may make 1d4 further offers (which must be better than all previous offers to be considered), rolled on the reaction table as before, before the NPC walks away.
If the PC gives what the referee rules to be a "fair" (not necessarily "exactly fair," but very close) trade to an NPC of lower level the first time an offer is made, a second reaction roll should be made. If a positive reaction is rolled, the NPC has not merely congratulated himself for finding a good deal and moved on, but has noticed and appreciated that the PC made a fair offer and will seek to build a relationship of some kind with the PC. How this is done is left to the referee's option, but might include further offers of trade, sharing important information, offering to pool resources, offering charter membership to any organization the NPC starts, or applying to become a henchman.
If the referee rolls the most negative reaction on this second reaction roll, the NPC perceives the PC's fairness as weakness and pretends to pursue a relationship, as above, with the PC, scheming all the while to destroy the PC and profit thereby. This will, ultimately, result in the entire party's lives being put in danger.
Because of their deep understanding of magic, independent Magic-Users are able to research spells more effectively than other Magic-Users. For spells the referee rules are not too obscure to be discovered in this way, the Magic-User may spend time in libraries of sufficient value and size (probably double the value that gives the highest bonus to regular research in whatever rule-set you're using) researching a particular spell, hoping to piece together the formula for the spell. At the end of the period of research, the Magic-User gets a single percentile roll to have discovered the spell; the chance to have discovered the spell is the number of days spent researching divided by the level of the spell they were researching. For example, if a Magic-User spends 75 days researching a third level spell, the Magic-User will have a 25% chance to have discovered it.
Finally, in my campaigns all spells may be cast as rituals that take ten minutes per spell level to cast and cost the spell level squared multiplied by ten gp in components to cast, but rituals do not need to be memorized and do not take up spell slots (much as in The Majestic Wilderlands). Rituals approach magic without trying to understand why anything works the way it does and so do not come naturally for independent Magic-Users, but they make up for this with the depth of their understanding of magic. Independent Magic-Users may cast rituals of any level up to one third their caster level.
Independent Magic-Users are, with good reason, a distrustful lot that generally keep to themselves, but they will occasionally interact with each other to trade knowledge. While a Magic-User is a certain level, he will be approached as many times as his level by other Magic-Users seeking to acquire a spell he has (once while first level, three times while third level, nine times while ninth level, and so on). The referee should roll on the lowest die that goes higher than the Magic-User's level (1d4 for first and third level, 1d10 for ninth level, and so on); this determines the level of the NPC Magic-User that approaches the Magic-User.
The PC Magic-User may propose any price in money, spells, magic items and quests for the spell in question. For most prices, the referee should make a reaction roll for the NPC; any neutral or positive result signifies acceptance of the terms. Referees should use judgment and automatically accept exactly fair offers (such as a strict trade of spells of equal level) and automatically reject only the utterly unreasonable and actually impossible offers; NPCs of the same or higher level than the PC will not accept quests. If the NPC refuses an offer, further negotiation is possible: the PC may make 1d4 further offers (which must be better than all previous offers to be considered), rolled on the reaction table as before, before the NPC walks away.
If the PC gives what the referee rules to be a "fair" (not necessarily "exactly fair," but very close) trade to an NPC of lower level the first time an offer is made, a second reaction roll should be made. If a positive reaction is rolled, the NPC has not merely congratulated himself for finding a good deal and moved on, but has noticed and appreciated that the PC made a fair offer and will seek to build a relationship of some kind with the PC. How this is done is left to the referee's option, but might include further offers of trade, sharing important information, offering to pool resources, offering charter membership to any organization the NPC starts, or applying to become a henchman.
If the referee rolls the most negative reaction on this second reaction roll, the NPC perceives the PC's fairness as weakness and pretends to pursue a relationship, as above, with the PC, scheming all the while to destroy the PC and profit thereby. This will, ultimately, result in the entire party's lives being put in danger.
Because of their deep understanding of magic, independent Magic-Users are able to research spells more effectively than other Magic-Users. For spells the referee rules are not too obscure to be discovered in this way, the Magic-User may spend time in libraries of sufficient value and size (probably double the value that gives the highest bonus to regular research in whatever rule-set you're using) researching a particular spell, hoping to piece together the formula for the spell. At the end of the period of research, the Magic-User gets a single percentile roll to have discovered the spell; the chance to have discovered the spell is the number of days spent researching divided by the level of the spell they were researching. For example, if a Magic-User spends 75 days researching a third level spell, the Magic-User will have a 25% chance to have discovered it.
Finally, in my campaigns all spells may be cast as rituals that take ten minutes per spell level to cast and cost the spell level squared multiplied by ten gp in components to cast, but rituals do not need to be memorized and do not take up spell slots (much as in The Majestic Wilderlands). Rituals approach magic without trying to understand why anything works the way it does and so do not come naturally for independent Magic-Users, but they make up for this with the depth of their understanding of magic. Independent Magic-Users may cast rituals of any level up to one third their caster level.
Labels:
Magic,
Magic Mechanics,
Magic-Users,
Rules-Brewing,
World Building
Thursday, August 30, 2012
Avaricious, Zero-Sum Magic-User Culture
So one of the important things from yesterday's post was the way Magic-Users in AD&D don't share spells with each other easily; in fact, they only agree to share spells when they get an unfairly good deal. For example, getting two spells for one, or two spells and a magic item, or something of that nature; Magic-Users, then, in AD&D treat each other very unfairly, taking advantage of each other whenever they get the chance.
Having read the Dying Earth books, I can't help but make the connection that Rhialto and the other magicians in his conclave treat each other in much the same way, except for one major difference: they flat-out don't trade spells or items with each other.
There are, however, cases in the Dying Earth books when wizards engage in trade for knowledge and spells. Let's look at two:
Let's look at the next passage:
I think it's important to note that when wizards in the Dying Earth trade with each other they certainly push hard bargains and aim to acquire what they desire, but that they also strike reasonably fair bargains. The most greedy, scruple-less wizards, like Rhialto and company – the ones I can't imagine striking fair bargains with each other – tend not to trade knowledge or spells or magic with each other… probably because the risk of being had is so high!
Rhialto and his "buddies" also seem to be much higher-level than Turjan and Ulan Dhor. While Turjan depends on Pandelume for transportation and Ulan Dhor sails across the ocean in a boat, Rhialto's conclave is able to traipse about the galaxy. Turjan and Ulan Dhor are much closer to the traditional idea of what a Magic-User in D&D is, both in power level and because they engage in deals with other Magic-Users for knowledge.
Why, then, didn't Gary allow for hard-bargained but fair deals for Magic-Users trading spells? Why do the PCs always get the short end of the stick when dealing with NPC Magic-Users?
I think it's probably due to two things. The first is that Gary stresses over and over again in the DMG that it's important to relieve the PCs of their wealth, and this is just another way to do that. The second is that Gary developed an adversarial DMing style that he included in the DMG and this is just one more way to stick it to the PCs. I don't think that this is necessarily a bad thing on Gary's part; from what I understand, he had power-gaming players that practically forced Gary to play in this way if he didn't want himself and his campaign world to be walked all over by his players. Clearly, both Gary and his players enjoyed playing this way - otherwise D&D would never have been published - so I don't have a problem with it, but it's also important that I take Gary's advice that worked so well for him in his DMing situation with a grain of salt if I'm in a completely different DMing situation (which I am, since I've never had power-gamers of the caliber of Gary's at my table).
I certainly don't think the avaricious nature of Magic-Users in general needs to be changed that much; after all, it's quite flavorful and, I think, adds a lot to the setting. I do think it does need to be moderated and tweaked some, and that's what I'll be doing, among other things, in some posts that I plan to begin posting soon.
Having read the Dying Earth books, I can't help but make the connection that Rhialto and the other magicians in his conclave treat each other in much the same way, except for one major difference: they flat-out don't trade spells or items with each other.
There are, however, cases in the Dying Earth books when wizards engage in trade for knowledge and spells. Let's look at two:
Soon he came to a long low manse of red stone backed by dark trees. As he approached the door swung open. Turjan halted in mid-stride.
"Enter!" came a voice. "Enter, Turjan of Miir!"
So Turjan wonderingly entered the manse of Pandelume. He found himself in a tapestried chamber, bare of furnishing save a single settee. No one came to greet him. A closed door stood at the opposite wall, and Turjan went to pass through, thinking perhaps it was expected of him.
"Halt, Turjan," spoke the voice. "No one may gaze on Pandelume. It is the law."
Turjan, standing in the middle of the room, spoke to his unseen host.
"This is my mission, Pandelume," he said. "For some time I have been striving to create humanity in my vats. Yet always I fail, from ignorance of the agent that binds and orders the patterns. This master-matrix must be known to you; therefore I come to you for guidance."
"Willingly will I aid you," said Pandelume. "There is, however, another aspect involved. The universe is methodized by symmetry and balance; in every aspect of existence is this equipose observed. Consequently, even in the trivial scope of our dealings, this equivalence must be maintained, thus and thus. I agree to assist you; in return, you perform a service of equal value for me. When you have completed this small work, I will instruct and guide you to your complete satisfaction."
"What may this service be?" inquired Turjan.
"A man lives in the land of Ascolais, not far from your Castle Miir. About his neck hangs an amulet of carved blue stone. This you must take from him and bring to me."
Turjan considered a moment.
"Very well," he said. "I will do what I can. Who is the man?"
Pandelume answered in a soft voice.
"Prince Kandive the Golden."
"Ah," exclaimed Turjan ruefully, "you have gone to no pains to make my task a pleasant one… But I will fulfill your requirement as best I can."
"Good," said Pandelume…In this passage, Turjan approaches Pandelume seeking training so that he can successfully grow humans in vats and Pandelume agrees to train Turjan to his "complete satisfaction" (and will in fact do so later in the story) in exchange for Turjan stealing an amulet from Prince Kandive. The encounter is guarded – Pandelume won't even let Turjan see him – and business-like, but Pandelume, in my judgement, isn't asking Turjan for something out of proportion with the training Pandelume is willing to give; I think Pandelume is serious when he talks about "equivalence," and isn't just describing a bad deal for Turjan in flowery terms, as typical as that would be of most Dying Earth characters. Pandelume equips Turjan for his quest and Turjan accomplishes it with little trouble. There's certainly some quid-pro-quo going on here, but no outright exploitation.
Let's look at the next passage:
Prince Kandive the Golden spoke earnestly to his nephew Ulan Dhor.
"It must be understood that the expansion of craft and the new lore will be shared between us."
Ulan Dhor, a slender young man, pale of skin, with the blackest of hair, eyes, and eyebrows, smiled ruefully. "But it is I who journey the forgotten water, I who must beat down the sea-demons with my oar."
Kandive leaned back into his cushions and tapped his nose with a ferrule of carved jade.
"And it is I who make the venture possible. Further, I am already an accomplished wizard; the increment of lore will merely enhance my craft. You, not even a novice, will gain such knowledge as to rank you among the magicians of Ascolais. This is a far cry from your present ineffectual status. Seen in this light, my gain is small, yours is great."
Ulan Dhor grimaced. "True enough, though I dispute the word 'ineffectual'. I know Phandaal's Critique of the Chill, I am reckoned a master of the sword, ranked among the Eight Delaphasians as a…"
"Pah!" sneered Kandive. "The vapid mannerisms of pale people, using up their lives. Mincing murder, extravagant debauchery, while Earth passes its last hours, and none of you have ventured a mile from Kaiin."
Ulan Dhor held his tongue, reflecting that Prince Kandive the Golden was not known to scorn the pleasures of wine, couch, or table; and that his farthest known sally from the domed palace had taken him to his carven barge on the River Scaum.
Kandive, appeased by Ulan Dhor's silence, brought forward an ivory box. "Thus and so. If we are agreed, I will invest you with knowledge."
Ulan Dhor nodded. "We are agreed."And later, once Ulan Dhor's adventure is complete:
"Quiet, girl, quiet," admonished Ulan Dhor. "We are safe; we are forever done of the cursed city."
She quieted; presently: "Where do we go now?"
Ulan Dhor's eyes roved about the air-car with doubt and calculation. "There will be no magic for Kandive. However, I will have a great tale to tell him, and he may be satisfied… He will surely want the air-car. But I will contrive, I will contrive…"This is a little more confrontational, but still the agreement is to share the spoils equally. When Ulan Dhor's expedition across the sea doesn't turn up magic that is easily shareable, then Ulan Dhor begins to scheme as to how he will keep what he wants, namely the air-car, but, from the way he dealt with his Uncle Kandive earlier, this scheming seems likely to be planning ways to convince Kandive to let him keep the car, rather than outright cheating him.
I think it's important to note that when wizards in the Dying Earth trade with each other they certainly push hard bargains and aim to acquire what they desire, but that they also strike reasonably fair bargains. The most greedy, scruple-less wizards, like Rhialto and company – the ones I can't imagine striking fair bargains with each other – tend not to trade knowledge or spells or magic with each other… probably because the risk of being had is so high!
Rhialto and his "buddies" also seem to be much higher-level than Turjan and Ulan Dhor. While Turjan depends on Pandelume for transportation and Ulan Dhor sails across the ocean in a boat, Rhialto's conclave is able to traipse about the galaxy. Turjan and Ulan Dhor are much closer to the traditional idea of what a Magic-User in D&D is, both in power level and because they engage in deals with other Magic-Users for knowledge.
Why, then, didn't Gary allow for hard-bargained but fair deals for Magic-Users trading spells? Why do the PCs always get the short end of the stick when dealing with NPC Magic-Users?
I think it's probably due to two things. The first is that Gary stresses over and over again in the DMG that it's important to relieve the PCs of their wealth, and this is just another way to do that. The second is that Gary developed an adversarial DMing style that he included in the DMG and this is just one more way to stick it to the PCs. I don't think that this is necessarily a bad thing on Gary's part; from what I understand, he had power-gaming players that practically forced Gary to play in this way if he didn't want himself and his campaign world to be walked all over by his players. Clearly, both Gary and his players enjoyed playing this way - otherwise D&D would never have been published - so I don't have a problem with it, but it's also important that I take Gary's advice that worked so well for him in his DMing situation with a grain of salt if I'm in a completely different DMing situation (which I am, since I've never had power-gamers of the caliber of Gary's at my table).
I certainly don't think the avaricious nature of Magic-Users in general needs to be changed that much; after all, it's quite flavorful and, I think, adds a lot to the setting. I do think it does need to be moderated and tweaked some, and that's what I'll be doing, among other things, in some posts that I plan to begin posting soon.
Labels:
Appendix N,
Magic,
Magic-Users,
World Building
Wednesday, August 29, 2012
The DMG, Section by Section, Part 15: Character Spells – Spell Acquisition
This next section is super interesting to me, which, along with real life lately, is why I've taken such a long time to write it up. Expect some non-DMG magic posts in the near future.
Day-to-Day Acquisition of Cleric Spells
The big thing about Cleric spells, that I actually don't think I've heard about in ~3 years of following OSR blogs, is that Clerics don't get their spells directly from one source, but from three:
–1st and 2nd level spells are acquired through the Cleric's training
–3rd, 4th and 5th level spells are granted to the Cleric by supernatural servants of the Cleric's deity
–6th and 7th level spells are granted directly to the Cleric by the Cleric's deity
Day-to-Day Acquisition of Cleric Spells
The big thing about Cleric spells, that I actually don't think I've heard about in ~3 years of following OSR blogs, is that Clerics don't get their spells directly from one source, but from three:
–1st and 2nd level spells are acquired through the Cleric's training
–3rd, 4th and 5th level spells are granted to the Cleric by supernatural servants of the Cleric's deity
–6th and 7th level spells are granted directly to the Cleric by the Cleric's deity
This is very interesting flavor, first of all, especially since the interaction with the supernatural servants is left very open ended and I think it has a lot of room for roleplaying, but the main practical ramifications of this three-tiered system seems to be that Clerics have trouble getting access to high-level spells if they haven't been acting in accordance with the desires and ethos of their deity. Basically, every time they pray for spells above 2nd level they also get chewed out and told to atone for any bad stuff they've done. DMs are supposed to keep track of concrete actions the Cleric has performed that don't line up with what the deity is all about and lay them out whenever the Cleric prays for spells. The Cleric's deity is even stricter than the supernatural servants, but both will give quests to Clerics that are difficult enough that Gary says that the Cleric will be granted the spells necessary to complete the quest. This all applies to Paladins and Rangers, at least when it comes to spells, as well, which strikes me as interesting, since it seems to be saying that Paladins can greatly displease their deities without breaking the terms of their Paladin-hood.
Gary also outlines the hardships involved in Clerics switching deities (the second time they switch deities, they'll just be struck dead).
Acquisition of Magic-User Spells
In AD&D all 1st level Magic-Users are newly "graduated" apprentices of other Magic-Users of at least 6th level. Their master, as a parting present, gives them a spell book with four spells in it: Read Magic and one defensive, one offensive and one miscellaneous spell, randomly chosen by rolling d10s. It seems that AD&D has exactly thirty 1st level spells, but since every Magic-User gets Read Magic and Nystul's Magic Aura and Tenser's Floating Disc are never given to a Magic-User by a master, a roll of 10 on one of these rolls means that the spell is chosen by the player. This is a really nice system, I think, and it's replicated and slightly tweaked in John's awesome document here. (Thanks, John! I'm planning on using your document as the foundation for spells in my games from now on. I wish you had a blog I could link to.)
Gary also hits on the effect of Intelligence on the Magic-User's ability to learn spells. First of all, Intelligence will limit the number of spells of any one level a Magic-User can know. Secondly, with the important exception of the original four spells in the spell book given to him by his master, a Magic-User has a percentage chance to be able to learn a spell that must be rolled when trying to learn a spell; if the Magic-User fails, apparently he will never be able to learn the spell.
Acquisition of Illusionists' Spells
Illusionists differ from Magic-Users in two important ways: Firstly, they don't use Read Magic, but instead use a secret language that all Illusionists know for their spells; Read Magic, or anything of the sort, is not needed. Secondly, they only have 12 1st level spells, which aren't divided into offensive, defensive and miscellaneous categories; the player simply rolls a d12 three times to determine the 1st level Illusionist's starting spells. There is no mention of whether Intelligence affects the ability of an Illusionist to learn spells, but my guess, from the way the section on Illusionists seems to imply that Illusionists work like Magic-Users in every way except for the exceptions listed, that this works the same way for Illusionists as for Magic-Users. My guess is that this is spelled out in the PHB.
Spells Beyond Those At Start
Each time a Magic-User levels up (not when they gain access to a new spell level, which was news to me) he gains a new spell, presumably of the highest spell level available to him. Gary is silent on how to determine which spell this is or what the in-game justification is (I assume that at least some of this is included in the PHB). This means that unless a Magic-User finds spells in another way, the he will always only have a number of spells equal to his level plus four.
Magic-Users, then, will be constantly seeking to find spells in other ways. The first way Gary discusses is getting spells from other Magic-Users. "Superior players will certainly cooperate; thus, spells will in all probability be exchanged between PC magic-users to some extent," Gary says, and advises the DM neither to suggest nor discourage doing this.
PC Magic-Users obtaining spells from NPC Magic-Users, however, is another matter entirely and Gary expects DMs to play the Vancian-style zero-sum game Magic-User culture to the hilt. Gary advises that PCs buying spells from NPC Magic-Users should "pay so dearly for [spells] in money, magic items, and quests that the game is hardly worth the candle." Gary assumes that the PCs will still pay for these new spells, thereby draining the PCs of excess wealth. Henchmen and hireling Magic-Users will offer only slightly better terms: if an employer proposes a trade of spells, the price will be a spell of equal value plus a bonus; if a PC compatriot of the employer proposes the trade, the price is double the value of the spell and a large bonus (from the example, it sounds like sets of three expendable items or a single magic item is a good guideline for the larger bonus). Gary does allow for the previous nature of the relationship between the PC making the request and the henchman/hireling, as well as the personality of the henchman/hireling, to modify the price of trading spells.
Gary points out that this extreme reluctance to share spells on the part of NPCs will make spells found in dungeons or through research extremely valuable to the PCs Magic-Users. He states that, "Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic." I'm unsure whether that is a direct reference to spell research or a separate, flavorful phenomenon that Gary doesn't flesh out; my guess is that it's the former.
One mechanic I wish Gary would have included is how to handle NPCs coming to the PCs for spells; surely every other Magic-User is just as desperate for spells as the PCs, right? So why wouldn't they be coming to the PCs, willing to make unfair trades for the new spells the PCs found in their last dungeon delve? Mechanically, this would even out the zero-sum game so that the PCs don't always get the short end of the stick. This might ruin the constant leeching of money from Magic-User PCs, but it also doesn't strain my suspension of disbelief.
Gary also hits on the effect of Intelligence on the Magic-User's ability to learn spells. First of all, Intelligence will limit the number of spells of any one level a Magic-User can know. Secondly, with the important exception of the original four spells in the spell book given to him by his master, a Magic-User has a percentage chance to be able to learn a spell that must be rolled when trying to learn a spell; if the Magic-User fails, apparently he will never be able to learn the spell.
Acquisition of Illusionists' Spells
Illusionists differ from Magic-Users in two important ways: Firstly, they don't use Read Magic, but instead use a secret language that all Illusionists know for their spells; Read Magic, or anything of the sort, is not needed. Secondly, they only have 12 1st level spells, which aren't divided into offensive, defensive and miscellaneous categories; the player simply rolls a d12 three times to determine the 1st level Illusionist's starting spells. There is no mention of whether Intelligence affects the ability of an Illusionist to learn spells, but my guess, from the way the section on Illusionists seems to imply that Illusionists work like Magic-Users in every way except for the exceptions listed, that this works the same way for Illusionists as for Magic-Users. My guess is that this is spelled out in the PHB.
Spells Beyond Those At Start
Each time a Magic-User levels up (not when they gain access to a new spell level, which was news to me) he gains a new spell, presumably of the highest spell level available to him. Gary is silent on how to determine which spell this is or what the in-game justification is (I assume that at least some of this is included in the PHB). This means that unless a Magic-User finds spells in another way, the he will always only have a number of spells equal to his level plus four.
Magic-Users, then, will be constantly seeking to find spells in other ways. The first way Gary discusses is getting spells from other Magic-Users. "Superior players will certainly cooperate; thus, spells will in all probability be exchanged between PC magic-users to some extent," Gary says, and advises the DM neither to suggest nor discourage doing this.
PC Magic-Users obtaining spells from NPC Magic-Users, however, is another matter entirely and Gary expects DMs to play the Vancian-style zero-sum game Magic-User culture to the hilt. Gary advises that PCs buying spells from NPC Magic-Users should "pay so dearly for [spells] in money, magic items, and quests that the game is hardly worth the candle." Gary assumes that the PCs will still pay for these new spells, thereby draining the PCs of excess wealth. Henchmen and hireling Magic-Users will offer only slightly better terms: if an employer proposes a trade of spells, the price will be a spell of equal value plus a bonus; if a PC compatriot of the employer proposes the trade, the price is double the value of the spell and a large bonus (from the example, it sounds like sets of three expendable items or a single magic item is a good guideline for the larger bonus). Gary does allow for the previous nature of the relationship between the PC making the request and the henchman/hireling, as well as the personality of the henchman/hireling, to modify the price of trading spells.
Gary points out that this extreme reluctance to share spells on the part of NPCs will make spells found in dungeons or through research extremely valuable to the PCs Magic-Users. He states that, "Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic." I'm unsure whether that is a direct reference to spell research or a separate, flavorful phenomenon that Gary doesn't flesh out; my guess is that it's the former.
One mechanic I wish Gary would have included is how to handle NPCs coming to the PCs for spells; surely every other Magic-User is just as desperate for spells as the PCs, right? So why wouldn't they be coming to the PCs, willing to make unfair trades for the new spells the PCs found in their last dungeon delve? Mechanically, this would even out the zero-sum game so that the PCs don't always get the short end of the stick. This might ruin the constant leeching of money from Magic-User PCs, but it also doesn't strain my suspension of disbelief.
Labels:
1E DMG,
Clerics,
Illusionists,
Magic Mechanics,
Magic-Users,
Rules-Brewing,
World Building
Thursday, August 9, 2012
NPC Personalities
I've thought about using real-world personality tests (such as Myers-Briggs) when creating important NPCs before, but I've been thinking more seriously about it since the TCK seminar I was on last week, when I was introduced to the DISC personality test, which is much simpler than Myers-Briggs. DISC also has the perk of including what each of the four personalities (D, I, S & C) want. To put it in a messy, probably inexact way:
- D's want power
- I's want fun
- S's want stability
- C's want correctness
Because these four personality types include goals, they strike me as being an easy, quick way to give NPCs depth, especially if each NPC's second dominant personality type is included. Potentially, it could take just the roll of a d4 or two to make sure that NPCs feel different from each other to players. I don't have time to investigate more before I fly out for a wedding (so no more posts this week), but this definitely merits further thought.
Have you ever seen or used real-life personality tests, or another method altogether, to give NPCs depth and make them feel different from each other to players?
Labels:
Inspiration,
RPG Theorizing,
World Building
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