I have to admit - I have always wanted to run a super hero game in fantasy world. I’ve tried it a couple of times, and it hasn’t worked as I had hoped. I think this is because I have treated the games like they were FRPG and not super hero games. What do I mean?
Willie was a mild mannered alchemist working in the lab when a magical explosion sprayed him with all sorts of alchemicals. When he woke up the next day, he realized he had magical flame powers (or anything else you like).
Shelagh was messing around with her mother’s old books when she scrawled a pentagram on the floor and summoned up a demon. The symbol held the demon, but he seduced her with the promise of power. She let him in, and he granted her mastery over magnetism (or any other power you want). OK - Maybe she’s the bad guy.
The point is, that all of those goofy super hero origin stories are just as easily (if not more so) done in the fantasy realm. I have done campaigns where there were wererats in the party, or the girl born under a certain magical sign that made her a super charged battery for other mages, or had regenerative powers. If you think about it, some magic items or powers gained at certain points are really close to super powers anyway - armor that teleports around you when you summon it (or a weapon), beasts/steeds that come when called, any of a hundred special abilities assigned to magical swords. Even spells themselves, after all, Dr. Strange isn’t a super hero in a FRPG, he’s just another character.
Where I’ve gone wrong is in what they face. Comic book heroes rarely face a squad of orcs. They need something flashier, like a demon or a powerful poltergeist, maybe a black knight trying to take over the countryside only to be revealed at the most dramatic time to be the king’s daughter. Then again with innumerable gods and demons to use, why not have some evil god bestow powers on a bad guy. Maybe the bad girl used the summoning circle to let in a whole list of bad spirits/demons who are now possessing people and granting them new powers. Now we need a team of heroes to chase them down and eventually close the portal.
It’s not the character creation that drives us in the wrong direction; it’s the types of missions. Running a super-hero fantasy game isn’t that hard, as long as you don’t run them through the normal style of FRPG missions. Think - what would Alligator Man do in one of his adventures instead of what would a group of elven archers and scouts fight. I’m pretty sure that this is the trick!
Sunday, October 25, 2015
Sunday, October 18, 2015
The Power Behind Magic
How do your games handle magic and where magical power comes from? My world Fletnern, and I guess in the game Legend Quest though probably more as an optional rule, has different magics coming from different sources. Honestly the rule book sort of glosses over it, and the Book of Wishes (the magic expansion) doesn’t get into it too deeply. That’s because LQ has always been focused on letting you run your game world how you want and tries not to force game world/setting issues into the rules.
Enough dancing around the issue - What do we mean? Necromancy is controlled by the magic involved in death. Healing is involved in the magic of life. Sorcery draws on the magic created from change or if you need to say it chaos. Druid = nature; illusion = light and darkness; spell singing = emotions; and conjuring draws magic from somewhere else, not natural to this world. But I like when things overlap. Druidic magic draws on nature, but that means that it is drawing some of its magic from the elemental magics that fuel the elementalists. Herbalists draw power from nature too, but pretty specifically only the plant side of nature. Spiritualism draws magic from death, but also from one of the “dimensions” that conjuring uses (the spirit realm). So necromancy and spiritualism may have some of the same spells and actually be able to use the same talismans to enhance their spells, but not always because they are not twins, but kissing cousins.
Nothing is more boring during a game session than a GM trying to explain the technical points of magic to the players. That’s not why they came. They’re looking to be challenged in some way (most often combat), but not lectured to. So by no means am I suggesting you spend game time having some scribe explain how magic works. You can have discussions with your players about it when you’re sitting around doing nothing, like when you’re waiting for others to show up, even if it’s waiting for the other guys to show up on your way to a “night out on the town” not necessarily a game. I strongly discourage you from discussing it at the bar! That never goes well.
But why do you care? First off, knowing more about how your world works makes missions and adventures pop into your mind. If you are thinking about using certain kinds of magic in combination, you will start thinking about how the bad guys are going to try and funnel sorcery through a conjured creature and try to take over the tri-state area. If you don’t know how magic works, then you will never create your own spells and be stuck with the stuff in the books. Your own stuff is usually much cooler!
Enough dancing around the issue - What do we mean? Necromancy is controlled by the magic involved in death. Healing is involved in the magic of life. Sorcery draws on the magic created from change or if you need to say it chaos. Druid = nature; illusion = light and darkness; spell singing = emotions; and conjuring draws magic from somewhere else, not natural to this world. But I like when things overlap. Druidic magic draws on nature, but that means that it is drawing some of its magic from the elemental magics that fuel the elementalists. Herbalists draw power from nature too, but pretty specifically only the plant side of nature. Spiritualism draws magic from death, but also from one of the “dimensions” that conjuring uses (the spirit realm). So necromancy and spiritualism may have some of the same spells and actually be able to use the same talismans to enhance their spells, but not always because they are not twins, but kissing cousins.
Nothing is more boring during a game session than a GM trying to explain the technical points of magic to the players. That’s not why they came. They’re looking to be challenged in some way (most often combat), but not lectured to. So by no means am I suggesting you spend game time having some scribe explain how magic works. You can have discussions with your players about it when you’re sitting around doing nothing, like when you’re waiting for others to show up, even if it’s waiting for the other guys to show up on your way to a “night out on the town” not necessarily a game. I strongly discourage you from discussing it at the bar! That never goes well.
But why do you care? First off, knowing more about how your world works makes missions and adventures pop into your mind. If you are thinking about using certain kinds of magic in combination, you will start thinking about how the bad guys are going to try and funnel sorcery through a conjured creature and try to take over the tri-state area. If you don’t know how magic works, then you will never create your own spells and be stuck with the stuff in the books. Your own stuff is usually much cooler!
Saturday, October 17, 2015
Commentaries on Fletnern
Knowing facts about a place, especially a place as big as a world can be very important, but in order to understand, there needs to be opinion - commentary. We’re adding entries to the World of Fletnern blog as “commentary”. They are written from the point of view of the person indicated. There are several commentary “writers”, and their introductions will be found as well.
It is not that their commentary will be lies, but realize that it is only their point of view. It may be incredibly accurate or it may be misleading. However, they can tell you as much by giving you their opinion and allowing you to draw your own conclusions as you could learn from the factual texts.
To get into these commentaries, choose the Commentary category and start exploring.
It is not that their commentary will be lies, but realize that it is only their point of view. It may be incredibly accurate or it may be misleading. However, they can tell you as much by giving you their opinion and allowing you to draw your own conclusions as you could learn from the factual texts.
To get into these commentaries, choose the Commentary category and start exploring.
Sunday, October 4, 2015
Filler NPCs that feel real
So often, our game worlds feel like stage productions where there are a couple of people with lines, but everybody else sort of fades into this scenery - or is only assumed to exist. Think about it. When the player characters walk into that tavern to coincidentally run into the guy with a mission, does anyone know who else is in the bar? Beyond the mission giver, the bartender (typically the owner), and maybe a waitress, do you know who’s there? That’s just one example. If things are happening in an established town or even city in your world, how much do you know?
But you’re a game master. You have a job or classes that fill tons of your time and don’t have a lot of time to think up folks who just don’t matter, right? So you can buy pre-planned products, we sell several. [Royalty is probably one of the best as it lays out the entire court of a decent sized kingdom or barony. More characters than you should need.] But sometimes, you need to make them up yourself to have them actually fit in your world. Here is what I think is one of the easiest ways to do that: fill out the family.
Here’s how you do it: Let’s assume that a couple of missions ago you laid out that bar where all the hiring of adventurers happens. As we suggested, you know the owner and the waitress and the owner’s wife who works as the cook. So what’s next? Who else do they need at the tavern? Is it an inn (do they rent rooms)? If so do they need some manner of maid? Do they need a handyman? If the owner is the bartender he can’t do everything. Maybe you add a couple of bartenders who work every other night. This didn’t take too much brain power did it? Good, let’s move on. Let’s fill out the maid a little. Let’s make her the owner’s sister-in-law. That adds drama right there! Give her a touch of backstory. Does she work here because she’s a widow and her sister and brother in law are being charitable? Does she feel she works too hard and isn’t treated like a member of the family? Let’s move on.
How old is the owner? Did he inherit the inn? Assuming he did, does he have any siblings and how pissed are they that he got the inn? Maybe his younger brother owns the stable across the street - his inheritance. That sort of makes sense, right? Any other siblings? Let’s add a sister who married a farmer and lives outside of town. How do we hook her in? Well, her husband makes some of the ale they serve at the tavern. Lower quality, but he’s family so they do what they can to support him. What happened to the owner’s parents? Are they dead or retired?
OK, so far we’ve added extra characters to your town hopefully without taxing your imagination. You don’t need fully fleshed out characters, but you are building depth simply by keeping track of the familial relations. Let’s skip the rest of that extended family and try something else. Assuming that this is a heavily agricultural region, then one of the most important folks in the town is going to be the miller. Probably one of the wealthiest too. We’ll assume he inherited the mill from his parents. How many siblings does he have? How upset are they that he has the mill? Maybe he was the only son and has two sisters. His folks got those two married off to farmers with reasonably large farms (through large dowries), so the sisters aren’t angry, but they do have sons of their own. Does that mean our miller has nephews working for him? Are they good workers or lazy? Let’s assume they are good workers for now. What about the brothers in law? Are they still trying to get more out of their wife’s family? Maybe one is a good guy and happy that his sons are finding solid work at the mill. The other is a schemer and is trying to figure out how he can inherit the mill that his brother in law owns. By just thinking about one guy (the miller) and his family, we have now gotten a couple of notes on two farmers, two farm wives, several mill workers, etc. And all of these folks would likely be gathering at the tavern on a cool autumn night when adventurers are being hired.
Does it matter? Well, yeah sort of. If the barroom brawl breaks out, those three mill workers may have seemed boring and unassuming, but they’re cousins and will protect each other no matter what else happens. That one table may have two women and a man arguing, but they are the miller and his two sisters. They may look like the common folk (which they are) but they are the wealthiest common folk in the town. Not only do you now have these little surprises waiting behind the scenes for your players, but the further you get into this, the more mission oriented things are going to pop out. Think of it like some of the online/console games you play. Ever pick up a major mission only to find out that there are a couple of side quests that you can get done with relatively little extra effort? Well if the mission is to kill the local bandits, then maybe one of the major farm wives wants you to recover a piece of jewelry that was stolen from her by the bandits. Maybe her son wants to come along and help (because they robbed his mother). Maybe insulting the ale in the tavern is an insult to owner’s family pride, no matter how bad they know it is.
The point is NOT to waste time coming up with all this stuff! The point is (or at least is intended to be) that with 15-30 minutes of brainstorming, you can generate a couple dozen characters with interconnectivity and a touch of history. That makes your whole world seem so much richer! But be careful. Not every family is the Bushes. Yes, in the US there is a family where dad and son were both president and the other son might be president soon. These types of families (where everyone is important) are excessively rare. Remember to make up some boring people too! Not everyone is successful. Most families have a couple of losers. Many losers are quite content to be losers. You don’t want your campaign world focused on these losers, but knowing who they are shows everyone how great a GM you really are!
But you’re a game master. You have a job or classes that fill tons of your time and don’t have a lot of time to think up folks who just don’t matter, right? So you can buy pre-planned products, we sell several. [Royalty is probably one of the best as it lays out the entire court of a decent sized kingdom or barony. More characters than you should need.] But sometimes, you need to make them up yourself to have them actually fit in your world. Here is what I think is one of the easiest ways to do that: fill out the family.
Here’s how you do it: Let’s assume that a couple of missions ago you laid out that bar where all the hiring of adventurers happens. As we suggested, you know the owner and the waitress and the owner’s wife who works as the cook. So what’s next? Who else do they need at the tavern? Is it an inn (do they rent rooms)? If so do they need some manner of maid? Do they need a handyman? If the owner is the bartender he can’t do everything. Maybe you add a couple of bartenders who work every other night. This didn’t take too much brain power did it? Good, let’s move on. Let’s fill out the maid a little. Let’s make her the owner’s sister-in-law. That adds drama right there! Give her a touch of backstory. Does she work here because she’s a widow and her sister and brother in law are being charitable? Does she feel she works too hard and isn’t treated like a member of the family? Let’s move on.
How old is the owner? Did he inherit the inn? Assuming he did, does he have any siblings and how pissed are they that he got the inn? Maybe his younger brother owns the stable across the street - his inheritance. That sort of makes sense, right? Any other siblings? Let’s add a sister who married a farmer and lives outside of town. How do we hook her in? Well, her husband makes some of the ale they serve at the tavern. Lower quality, but he’s family so they do what they can to support him. What happened to the owner’s parents? Are they dead or retired?
OK, so far we’ve added extra characters to your town hopefully without taxing your imagination. You don’t need fully fleshed out characters, but you are building depth simply by keeping track of the familial relations. Let’s skip the rest of that extended family and try something else. Assuming that this is a heavily agricultural region, then one of the most important folks in the town is going to be the miller. Probably one of the wealthiest too. We’ll assume he inherited the mill from his parents. How many siblings does he have? How upset are they that he has the mill? Maybe he was the only son and has two sisters. His folks got those two married off to farmers with reasonably large farms (through large dowries), so the sisters aren’t angry, but they do have sons of their own. Does that mean our miller has nephews working for him? Are they good workers or lazy? Let’s assume they are good workers for now. What about the brothers in law? Are they still trying to get more out of their wife’s family? Maybe one is a good guy and happy that his sons are finding solid work at the mill. The other is a schemer and is trying to figure out how he can inherit the mill that his brother in law owns. By just thinking about one guy (the miller) and his family, we have now gotten a couple of notes on two farmers, two farm wives, several mill workers, etc. And all of these folks would likely be gathering at the tavern on a cool autumn night when adventurers are being hired.
Does it matter? Well, yeah sort of. If the barroom brawl breaks out, those three mill workers may have seemed boring and unassuming, but they’re cousins and will protect each other no matter what else happens. That one table may have two women and a man arguing, but they are the miller and his two sisters. They may look like the common folk (which they are) but they are the wealthiest common folk in the town. Not only do you now have these little surprises waiting behind the scenes for your players, but the further you get into this, the more mission oriented things are going to pop out. Think of it like some of the online/console games you play. Ever pick up a major mission only to find out that there are a couple of side quests that you can get done with relatively little extra effort? Well if the mission is to kill the local bandits, then maybe one of the major farm wives wants you to recover a piece of jewelry that was stolen from her by the bandits. Maybe her son wants to come along and help (because they robbed his mother). Maybe insulting the ale in the tavern is an insult to owner’s family pride, no matter how bad they know it is.
The point is NOT to waste time coming up with all this stuff! The point is (or at least is intended to be) that with 15-30 minutes of brainstorming, you can generate a couple dozen characters with interconnectivity and a touch of history. That makes your whole world seem so much richer! But be careful. Not every family is the Bushes. Yes, in the US there is a family where dad and son were both president and the other son might be president soon. These types of families (where everyone is important) are excessively rare. Remember to make up some boring people too! Not everyone is successful. Most families have a couple of losers. Many losers are quite content to be losers. You don’t want your campaign world focused on these losers, but knowing who they are shows everyone how great a GM you really are!
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