Because we have so much respect for anything that lives to be centuries old, we don’t let our dwarves or elves live “forever”. As you read this, you’re going to see why we have this opinion and feel that a standard soldier who is centuries old should be the most powerful NPC your PCs have ever faced.
What does age bring? Well, wisdom, but in a more game related word: experience. And we all know what experience brings - more power! Diverting just for a moment, this is why we don’t take the Tolkien way of letting elves live 1,000 years. (Let’s be clear, that old game didn’t follow Tolkien, they sort of bastardized him.) If a longbowman were to practice three hours a week for his whole life, and his whole life was 900+ years, how incredibly fantastic an archer would he be? And yet that other game would tell you that a 300 year old “adult” was only a single hit die. That’s stupid!
So what are we saying here? Let’s look at vampires and liches. Assume they live to be 200-300 years old. What will they have learned? Well, a human typically learns most of what they know in about 25 years, but then they hone that knowledge over the next 25-50 years before they collapse in a chair from all that work. How much different would their skill level be if they didn’t feel the fatigue of old age? How different if they could keep going at roughly that “young adult” level for four to ten times longer than a human? Maybe they aren’t four to ten times better (because we use a geometric progression like so many others), but they would be significantly better!
In LEGEND QUEST, we typically say that you earn about 10 character points a year by just living life. Survival has a way of teaching you things! For this reason, we also suggest that an adventurer would likely be about 25 years old when they start adventuring, unless something special has happened in their lives that would have taught them more in a shorter span of time.
This is exactly what we’re talking about. Simply by living for 200 years, an intelligent undead should be phenomenally powerful. But as a GM, you have to decide what they’ve been doing for those years. They might be the most knowledgeable gardener on the planet, but that won’t make them much of a threat to a party of adventurers. Well, it won’t unless they are gardening man eating plants.
But that’s the point! An ageless vampire is going to #1 - think in a much longer term than a short lived human and #2 - defending against those types of things that can end your immortality become incredibly important. Think about Bruce Lee (or whatever martial artist you respect). Think about what he was able to accomplish in his short life. Think about what a similar person would be able to accomplish over centuries of training.
This alone is the real reason we will be presenting “lesser vampires” for LEGEND QUEST. Yes, there are times when as a GM you just need some mindless blood-suckers who will fight adventurers. But if you are going to introduce a vampire or lich over the age of 100, they deserve a lot more time and respect from you. What have they been doing over the many decades, and how does that factor into what a dangerous opponent they are now?
Especially because of that previously mentioned geometric progression, we think that most immortals would pursue at least two different disciplines. Maybe you don’t want a vampire fighter mage - that’s fine. Try a sorcerer alchemist. Not only can he cast incredibly powerful spells, but unlike his more mortal foes, he can then use alchemy to vastly enhance the number of spells he can cast or the way that he protects himself while doing it. After all, he has had decades more experience to tell him where the vulnerabilities are and then use some other discipline (alchemy, enchantment, conjuring, whatever!) to make himself better.
And you don’t necessarily need to follow the rules. After all, the rules were written for mortals - this is something beyond that. Maybe he has developed his own spells, recipes or formulas? Maybe he’s found a way to tap into the magic of the core of the planet and not just use the magic contained within his limited body. If the players really think they can simply show up and defeat a centuries old undead lord, you must teach them the error of their ways!
Saturday, June 30, 2018
Thursday, June 28, 2018
What’s up with Small Bites?
Just bringing everyone up
to date on where things stand with our Small Bites project:
For anyone not familiar
with our Small Bites project, we’ve consistently gotten a 40+ page book out
every month for 16 months now. We think
we’ve shown that this isn’t some fly by night concept, but a reliably good
product. If you would like to join us,
receive the full GM’s editions before anyone else, and have a real say in what
will be coming after Pilgrimages, please click here to get to our Patreon
page. We can use all the advice we can
get!
But back to what this
post is really about:
Our double sized edition
Paladin vs. Paladin aka All About Holy Wars was released last month (end of May),
but only to Patreon patrons. There was
no free (World Walker) edition posted on our distribution sites. The only way to get it now is to join us and
use your free Board Bucks to get it as a back issue.
This weekend, we will be
releasing our latest edition The Vampire Tyrants of the Darklands aka All AboutCreatures of the Night to our patrons.
The free version will be posted to the distributors sometime in
July. But remember, the free/WW edition
is usually less than half the size of the full/GM edition.
Next month (end of July)
will be Niti’s Parade and Other Entertainments aka All About Carnivals and
Faires. If you’re not using trade fairs,
carnivals and circuses in your game world, then you have a pretty dull game
world! This edition is going to be a
little different in format. Because of
all the circuses, carnivals and acts we need to put into it, it is going to
look more like one of our 100 ________ products where there is a massive list
of stuff with about a paragraph of detail.
Well, honestly, it will look more like a 100-book stuffed inside a Small
Bites edition. So happy we’re not
printing these books anymore, because this one would be a costly inventory
item!
End of August will bring
The Palace of the Prince Governor of Brinston aka All About Courtiers and
Wealth. We were really surprised with
the feedback we got from everyone during the last polling. Because you asked for them, Carnivals and
Courtiers both got moved up in our scheduling.
That’s why you’re going to see them so soon. We want to continue pointing this out,
because you need to know that we are listening and your voice has power!
Then September will bring
Following the Path of Saint Khasmir Chovwaska aka All About Pilgrimages and
Cartography. OK, why? Because too few GMs make use of strip maps in
their games. Players should not be
working off full color gorgeous maps painstakingly drawn by master
cartographers. That’s just not
realistic. Strip maps that tell you
exactly how to get from one place to another are what makes sense.
So this one is going to
be another completely different format edition.
We’re actually going to lay it out in chronological order. This is part experiment and part because it just
makes sense this way. The book begins in
Sesska Circle at the start of the pilgrimage and ends five days later at the
cathedral in Parnania. We like to
describe this as part Canterbury Tales and part Route 66. We believe it is going to give GMs and
players a legitimate look at some of the more rural lands in the Central
Plains, including notes and ideas about everything from staying at inns to road
etiquette to relics to how religions actually work in a fantasy / pantheon
world. Plus, it will be a whole lot of
fun. OK, for all you doubters out there,
let’s just say that there is a MASSIVE list of adventure ideas that comes along
with it.
OK! That’s feels a bit overwhelming to us, so
we’ll stop there. We really wanted
everyone to be, well warned, about the formatting changes we were going to be
trying out.
If you haven’t checked
out Small Bites yet, why not? The World
Walker editions are free (click here).
They’ll give you an idea of what’s happening without giving away any
secrets that the GMs will need if they want to run the campaign starter kits or
any other adventures using the books.
Sunday, June 24, 2018
How do the eternal “live”
Being an immortal creature has its drawbacks. Sometimes, you get a sense of this from some
of the more romantic fiction about vampires:
Everyone they know is dead or will die and they just keep going on. While this has no impact on their ability to
take or do damage in combat, it should be an important part of a FRPG.
There are many ways in which this can impact the characters
themselves. They are going to have to
find a way to be in the world (hopefully without going crazy). Here are just a few ideas:
As an immortal being, they could decide to remove themselves
from every aspect of the tediously short lives of mortals. Refusing to be constantly hurt or annoyed by
people dying, they separate from mortals and live alone. In these circumstances, they will rely on
other immortal / undying creatures such as undead, golems, or possibly even
divine creatures (probably the worst types of divines). Their lairs will be distant from mortal
cultures, and it will likely require some manner of extreme athleticism just to
get to their homes. They will be the
kind who gets incredibly upset that someone has invaded their home, and there
will not be a gracious host willing to have a long conversation here. Yes, think of the grumpy old man as a
vampire.
Another alternative is the exact opposite. Here they want to be involved in every aspect
of mortals’ short tedious lives in order to feel more connected to the process
of life, something they themselves can no longer feel. This can often be the case with the Noble Vampires, who keep “cattle slaves”.
Cattle slaves are different from chattel slaves, because they are not
simply slaves, but are instead kept as both servants and food source.
For an immortal surrounded by mortal servants, they can
become engrossed in the lives of these servants. While the attraction is far more often one of
an owner and his pets, he still wants to know what’s going on. As soon as the sun sets, the vampire could be
quizzing his servants about what he missed during the daylight hours. This whacky obsession with the living is all
about the things that the immortal can no longer feel or experience. There are repercussions! The death of a precious pet could either
throw the immortal into depression or rage.
In a somewhat similar way, in order to maintain sanity over
centuries, an immortal can find a hobby.
OK, that was an intentionally silly way to describe it, but they will
find their “life’s work” and throw themselves into it. This obsession will allow them to get moving
when they awaken and get to doing something, rather than lay around the coffin
all day.
This is the way that most of the remaining titans on Fletnern deal with their incredibly long lives (and they usually only live a
couple of centuries). They find some
pursuit that interests them and they throw themselves into it with everything
they have. For some it could be alchemy
and “perfecting” some manner of potion.
For others it could be animal husbandry and the breeding of some manner
of animal or monster. When discussing
the undead, it could very well be a focus on necromancy and some aspect of it
that they are trying to develop or perfect.
The fun part for GMs is that this goal does not have to be attainable. What might keep a vampire busy for 400 years
could be the pursuit of a vegan blood source.
There is another alternative. Our suggestion here is that the human brain
(and most vampires start out as humans) cannot handle centuries of living. Exactly how you want to handle that is your
own decision, but it does seem likely that becoming a vampire and being
conscious for centuries could cause a person to go insane. But here is the fun part: insane, how?
They could become a megalomaniac, becoming the most feared enemy of
mortals. They could become obsessive
compulsive, and every item in their massive fortress must remain exactly
“right” or they lose their stuff. They
could become Jekyll and Hyde - perfectly sophisticated but only after they have
had their meal. Up until then, they are
raving violence incarnate. Insanity can
have a lot of different faces - many of them interesting to add into a
FRPG. (Apologies to anyone actually
suffering from mental disorders, we are taking a very superficial view of this
for the sake of throwing out ideas.)
Our whole point with this is that not every vampire should
be Count Dracula. Not only that, but any
“immortal” creature really needs to be looked at from a spectrum of not being
mortal - not being confined to a mere century or less of life. Sure, their first 100-150 years are probably
lived similarly to anyone else, but at some point, they are going to feel the
sting of immortality. What they do then
is how you as the game master develop a really memorable NPC enemy.
This blog entry was written in conjunction with our Small Bites supplement, The Vampire Tyrants of the Darklands aka All About Creatures of the Night. Click the link for the FREE World Walkers edition.
This blog entry was written in conjunction with our Small Bites supplement, The Vampire Tyrants of the Darklands aka All About Creatures of the Night. Click the link for the FREE World Walkers edition.
Saturday, June 23, 2018
Punishing the party for not role-playing
First off, this isn’t just about making the players come up with back stories or using different voices! These games we’re playing are role-playing games. At points in the characters’ lives, the players need to think, “What would my character really do in this circumstance?” and then act on that!
What are we saying? Well, mainly that murder hoboing is not the only way to play a FRPG, and probably isn’t the best way to do it. But as GM, what can you do? What happens when you have an elaborately planned history to tell the party, but they just jump on their horses and ride out as soon as one of them gets a map? Here is an example of what you do:
The party is sent to rescue a princess who was captured by a cult, who plans to sacrifice her to the god of blood during the Blood Moon. The party gets to the castle and in typical FRPG party strategy, they kill everybody! When asked what the loot is, you as the GM tell them there are books and minor jewelry, and you tell them what these things will fetch when they are sold in town. They gather up the princess and head home.
But a role-playing party should ask what the books are about. They should ask what kind of jewelry, possibly asking if it is magical. Because you see the books are about how mortals can become vampires, without getting bitten. The jewelry is mainly unholy symbols to that same god of blood, but also to some specifically vampiric “demons”. The slightest bit of curiosity on the party’s part would let them know the cult was trying to become vampires, and you remember that the princess was a “sacrifice”, right? Well, guess what? Reading one of those books would clue the party in that the princess has been turned. What they are assuming is some manner of weakness or fatigue is actually her body becoming familiar with her vampiric powers. Yeah - they’re all going to get bitten on the ride home
To a lot of us, this is a blatant plot device that the players should pick up on in no time, but for a lot of groups, they have already written the number of coins they got for selling the books on their character sheets and have forgotten that there were books.
Use a touch of introspection here too. If your bad guys never have motives or agendas, then you may have trained your players to not bother paying any attention. Some of their murder hobo antics might have been encouraged by you, in which case, you need to take it a bit easier on them. Here’s another way to force them to pay a bit more attention without risking their lives:
The party goes out after a band of bandits that stole magical items from an enchanter. They slash their way through the thieves and their traps. They gather up the magic items and everything else they find in the lair and head back home. There, they find someone to buy the maps, the books, and the rubies they found. Two weeks later, news hits the streets that the guy they sold the rubies too has just discovered the long lost crown jewels of the kingdom, missing these past 200 years. Sure, they got a decent price for the gemstones, but this guy has been knighted and will now be the king’s personal jeweler.
Had they read the maps, and looked at the books, they would have seen that the bandits were searching for the jewels, which had been stolen by one of their ancestors 200 years ago. In fact, they needed the magic items to kill whatever was guarding them. The map was a treasure map, and they had followed it. Rubies are valuable, but long lost crown jewels are priceless.
In all honesty, I did do this to my players and they blew a gasket. I was accused of tricking them and not giving them enough information about what was in the books, etc. This is honestly why I suggest looking inward first and soft pedaling the initial “punishments”. You’re the GM. You know your players, and only you know how you want your game to run. Do what’s best for your game, but when you give them a little mystery to solve, you will notice their brains coming alive!
What are we saying? Well, mainly that murder hoboing is not the only way to play a FRPG, and probably isn’t the best way to do it. But as GM, what can you do? What happens when you have an elaborately planned history to tell the party, but they just jump on their horses and ride out as soon as one of them gets a map? Here is an example of what you do:
The party is sent to rescue a princess who was captured by a cult, who plans to sacrifice her to the god of blood during the Blood Moon. The party gets to the castle and in typical FRPG party strategy, they kill everybody! When asked what the loot is, you as the GM tell them there are books and minor jewelry, and you tell them what these things will fetch when they are sold in town. They gather up the princess and head home.
But a role-playing party should ask what the books are about. They should ask what kind of jewelry, possibly asking if it is magical. Because you see the books are about how mortals can become vampires, without getting bitten. The jewelry is mainly unholy symbols to that same god of blood, but also to some specifically vampiric “demons”. The slightest bit of curiosity on the party’s part would let them know the cult was trying to become vampires, and you remember that the princess was a “sacrifice”, right? Well, guess what? Reading one of those books would clue the party in that the princess has been turned. What they are assuming is some manner of weakness or fatigue is actually her body becoming familiar with her vampiric powers. Yeah - they’re all going to get bitten on the ride home
To a lot of us, this is a blatant plot device that the players should pick up on in no time, but for a lot of groups, they have already written the number of coins they got for selling the books on their character sheets and have forgotten that there were books.
Use a touch of introspection here too. If your bad guys never have motives or agendas, then you may have trained your players to not bother paying any attention. Some of their murder hobo antics might have been encouraged by you, in which case, you need to take it a bit easier on them. Here’s another way to force them to pay a bit more attention without risking their lives:
The party goes out after a band of bandits that stole magical items from an enchanter. They slash their way through the thieves and their traps. They gather up the magic items and everything else they find in the lair and head back home. There, they find someone to buy the maps, the books, and the rubies they found. Two weeks later, news hits the streets that the guy they sold the rubies too has just discovered the long lost crown jewels of the kingdom, missing these past 200 years. Sure, they got a decent price for the gemstones, but this guy has been knighted and will now be the king’s personal jeweler.
Had they read the maps, and looked at the books, they would have seen that the bandits were searching for the jewels, which had been stolen by one of their ancestors 200 years ago. In fact, they needed the magic items to kill whatever was guarding them. The map was a treasure map, and they had followed it. Rubies are valuable, but long lost crown jewels are priceless.
In all honesty, I did do this to my players and they blew a gasket. I was accused of tricking them and not giving them enough information about what was in the books, etc. This is honestly why I suggest looking inward first and soft pedaling the initial “punishments”. You’re the GM. You know your players, and only you know how you want your game to run. Do what’s best for your game, but when you give them a little mystery to solve, you will notice their brains coming alive!
Friday, June 22, 2018
Fletnern Wiki hits 500!!
Board Enterprises would like to congratulate John Josten and all of the Patreon patrons for pushing the Fletnern wiki to the 500 entries mark! Just one more piece of proof that the How to Build Your Fantasy World in Small Bites project (or Small Bites for short) is working.
If you haven't been keeping up to date on the wiki - click here - to see what's been going on. Or you can click here to try our little Choose Your Own Adventure, which we don't think is getting a ton of attention.
If you want to join in and have our voice heard on what the priorities are (Palaces? Carnivals? Taverns and Night Clubs? or your suggestion), then come join us on Patreon!
If you haven't been keeping up to date on the wiki - click here - to see what's been going on. Or you can click here to try our little Choose Your Own Adventure, which we don't think is getting a ton of attention.
If you want to join in and have our voice heard on what the priorities are (Palaces? Carnivals? Taverns and Night Clubs? or your suggestion), then come join us on Patreon!
Sunday, June 17, 2018
How Do You Kill a Werewolf?
We all know that werewolves and other were-s are susceptible
to silver. Your game rules may state
that they cannot be harmed by any means other than silver weapons, or perhaps
magical weapons. I always hated this.
In that much earlier game, certain creatures could not be
affected by weapons that were not magical or, in case of werewolves, not
silver. So - a catapult stone could hit
them full in the face and nothing? OK,
later on they added a rule that monsters of a certain power level (number of
dice) were effectively magic weapons. I
hated this more. If a creature is
supposed to be immune to “mundane” magic - what’s more mundane than a troll’s
fist?
I ran several variants, none of which I really liked. One was that if your bonus to damage was
equal to what the magic weapon was supposed to have been, then you too could
hit the creature. After all, isn’t that
effectively what the high level monster rule was supposed to be saying? So what did I finally decide?
In Legend Quest - werewolves are really tough to kill. Maxed out they are roughly 150% of humans,
but in reality they take about twice the damage that a human warrior can. To me, double is pretty tough. But if you hit them with silver weapons, then
they take more damage. So a werewolf can
withstand double what a soldier can, unless its silver, which brings him down
to a level pretty much on-par with that human soldier. I like the way that works.
But I have been messing around with an optional rule. It is clearly stated in the rule book that
chopping a werewolf or vampire to little bits is effectively beheading them and
beheading pretty much kills anything in the game. But LQ
is often referred to as being “gritty”, because we have bleeding rules and
other things that make it tougher to be insanely heroic in goofy situations. As a means of granting the werewolves a touch
more power, I do not apply the bleeding rules to werewolves, unless a silver
(or otherwise non-mundane) weapon was used.
So you could chop a werewolf to bits with a steel sword, but you would
have to work at it. If you push a
werewolf to unconsciousness (Life’s Blood = 0), but then walk away assuming it
will bleed to death like every other living creature, it won’t. It may take a bit of time, but it will
eventually pull itself together (figuratively, not literally) and get out of
there. Even if you do a coup de grace
and spear it through the chest with a mundane weapon - it will survive. It won’t be happy about it, but it should
survive.
I think our modern concept of bullets makes it easier to see
a werewolf surviving “deadly damage”.
The idea of a bullet passing through a werewolf and not killing it could
make sense. But when facing battle axes
and tridents, it just doesn’t make as much sense.
One thing I do think you have to consider even if you stand by
the no damage if not magical rule is knock back. Does your game have knock back rules? They’re optional in LQ (a soon to be released optional rule). So imagine that that catapult stone hits the
werewolf in the face. It may not crush
its skull, but it will knock it back with the appropriate amount of force. The wolfman may be able to stand up, dust
himself off and keep going, but he’s going to know he was hit.
Having special and specific ways to kill certain creatures
can be great fun, but there is a point at which it gets overwhelming for GMs
and players. If every different magical
creature is allergic to a different substance, how many weapons do the
adventurers need to carry? I like this
“short-cut” of using silver to kill a werewolf because it can still be done the
other way, but silver makes it easier.
That feels like the right balance.
Sunday, June 10, 2018
The Bright Side of the Undead
OK, so
maybe this post has a dumb title, but are there any reasons that a “good”
person would want to create undead or is necromancy really as evil as everyone
says it is? Well, it depends on your
culture. Not to go down the moral
relativism rabbit hole, but what people believe about their bodies is dependent
upon their religions.
There is
a tradition in some Asian cultures where zombie creation is simply to get the
corpse back home for burial. If someone
were to have traveled to a distant city in order to get a job and then died,
they probably could not afford to get their corpse shipped back home. So in order to have the corpse buried with
the family (and prevent the spirit from rising due to the unfamiliar ground),
there are religious folks who will animate the corpse and then lead them to
their home / homeland.
I’m
sorry but for some reason I just cannot read that and then get the thought of a
“goose herder” out of my head.
Apparently, geese were herded to market in historic times, and I keep
getting these two images laid atop each other - the cute little girl with her
switch and her basket frolicking down the road leading a half dozen
zombies. Yes - I am messed up!
On
Sambrek Island, they use zombies as farm workers. The corpses are typically sundried (as
opposed to embalmed in some other cultures) just in case some part of them
falls off. They don’t want dangerous
chemicals getting mixed in with the crops, but apparently body parts are just
fertilizer. Only criminals (typically
pirates) are supposed to be turned into zombies after they have been executed,
but recently, the number of executed prisoners has not kept up with the demand,
so they have been importing executed criminals from Brinston. The zombi-fication is seen as part of their
punishment. When this news breaks in
Brinston, there will be a major scandal, but that hasn’t happened, yet.
Our last
possible “good” undead for today is that there are many religions that strongly
believe the body is the least important part of the person. It is their immortal soul that matters, and
upon death, the soul escapes the body and travels on to the person’s just
reward. Depending on the strength of
this belief, turning someone’s corpse into a zombie may not hold any horror to
these people.
But
honestly, most people are creeped out by skeletons, zombies, and other undead
creatures and therefore will consider any crafting of the undead to be a
desecration of their bodies. So, yeah, in
pretty much every culture, necromancy is going to be seen as evil (fear
inspiring). Might be fun, but probably
still evil!
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